2018-02-12 16:01:20 +00:00
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2018 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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2017-09-09 02:17:13 +00:00
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var Class = require('../../utils/Class');
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2018-03-30 11:03:06 +00:00
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var EventEmitter = require('eventemitter3');
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2017-09-09 02:17:13 +00:00
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var Gamepad = require('./Gamepad');
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// https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API
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// https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
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// https://www.smashingmagazine.com/2015/11/gamepad-api-in-web-games/
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2017-09-11 00:28:09 +00:00
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// http://html5gamepad.com/
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2017-09-09 02:17:13 +00:00
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2018-03-19 12:43:19 +00:00
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/**
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* @typedef {object} Pad
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*
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2018-06-06 22:05:10 +00:00
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* @property {string} id - The ID of the Gamepad.
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* @property {integer} index - The index of the Gamepad.
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2018-03-27 13:59:49 +00:00
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*/
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2018-02-07 15:27:21 +00:00
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/**
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* @classdesc
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2018-06-06 22:05:10 +00:00
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* The Gamepad Manager is a helper class that belongs to the Input Manager.
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*
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* Its role is to listen for native DOM Gamepad Events and then process them.
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*
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* You do not need to create this class directly, the Input Manager will create an instance of it automatically.
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*
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* You can access it from within a Scene using `this.input.gamepad`. For example, you can do:
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*
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* ```javascript
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* ```
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2018-02-07 15:27:21 +00:00
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*
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* @class GamepadManager
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2018-03-30 11:03:06 +00:00
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* @extends Phaser.Events.EventEmitter
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2018-02-07 15:27:21 +00:00
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* @memberOf Phaser.Input.Gamepad
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* @constructor
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* @since 3.0.0
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*
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2018-06-06 22:05:10 +00:00
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* @param {Phaser.Input.InputManager} inputManager - A reference to the Input Manager.
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2018-02-07 15:27:21 +00:00
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*/
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2017-09-09 02:17:13 +00:00
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var GamepadManager = new Class({
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2018-03-30 11:03:06 +00:00
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Extends: EventEmitter,
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2017-09-09 02:17:13 +00:00
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initialize:
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function GamepadManager (inputManager)
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{
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2018-03-30 11:03:06 +00:00
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EventEmitter.call(this);
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* A reference to the Input Manager.
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2018-01-26 06:55:15 +00:00
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*
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2018-02-13 01:13:12 +00:00
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* @name Phaser.Input.Gamepad.GamepadManager#manager
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* @type {Phaser.Input.InputManager}
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2018-01-26 06:55:15 +00:00
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* @since 3.0.0
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*/
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2017-09-09 02:17:13 +00:00
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this.manager = inputManager;
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* A boolean that controls if the Gamepad Manager is enabled or not.
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* Can be toggled on the fly.
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2018-01-26 06:55:15 +00:00
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*
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2018-02-13 01:13:12 +00:00
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* @name Phaser.Input.Gamepad.GamepadManager#enabled
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* @type {boolean}
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2018-06-06 22:05:10 +00:00
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* @default true
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2018-01-26 06:55:15 +00:00
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* @since 3.0.0
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*/
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2018-06-06 22:05:10 +00:00
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this.enabled = true;
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2017-09-09 02:17:13 +00:00
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* The Gamepad Event target, as defined in the Game Config.
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* Typically the browser window, but can be any interactive DOM element.
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2018-01-26 06:55:15 +00:00
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*
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2018-02-13 01:13:12 +00:00
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* @name Phaser.Input.Gamepad.GamepadManager#target
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2018-06-06 22:05:10 +00:00
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* @type {any}
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2018-01-26 06:55:15 +00:00
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* @since 3.0.0
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*/
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2017-09-09 02:17:13 +00:00
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this.target;
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* An array of the connected Gamepads.
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2018-01-26 06:55:15 +00:00
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*
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2018-02-13 01:13:12 +00:00
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* @name Phaser.Input.Gamepad.GamepadManager#gamepads
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2018-03-19 12:43:19 +00:00
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* @type {Phaser.Input.Gamepad.Gamepad[]}
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2018-01-26 06:55:15 +00:00
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* @default []
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* @since 3.0.0
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*/
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2017-09-09 02:17:13 +00:00
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this.gamepads = [];
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* An internal event queue.
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2018-01-26 06:55:15 +00:00
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*
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2018-02-13 01:13:12 +00:00
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* @name Phaser.Input.Gamepad.GamepadManager#queue
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2018-03-19 12:43:19 +00:00
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* @type {GamepadEvent[]}
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2018-06-06 22:05:10 +00:00
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* @private
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2018-01-26 06:55:15 +00:00
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* @since 3.0.0
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*/
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2017-09-09 02:17:13 +00:00
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this.queue = [];
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2018-05-25 18:27:26 +00:00
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2018-06-06 22:05:10 +00:00
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this._pad1;
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this._pad2;
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this._pad3;
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this._pad4;
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2018-05-25 18:27:26 +00:00
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inputManager.events.once('boot', this.boot, this);
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2017-09-09 02:17:13 +00:00
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},
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* The Boot handler is called by Phaser.Game when it first starts up.
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2018-01-26 06:55:15 +00:00
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*
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* @method Phaser.Input.Gamepad.GamepadManager#boot
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* @since 3.0.0
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*/
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2017-09-09 02:17:13 +00:00
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boot: function ()
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{
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var config = this.manager.config;
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2018-06-06 22:05:10 +00:00
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this.enabled = (config.inputGamepad && this.manager.game.device.input.gamepads);
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this.target = config.inputGamepadEventTarget;
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2017-09-09 02:17:13 +00:00
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if (this.enabled)
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{
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this.startListeners();
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}
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},
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* The Gamepad Connected Event Handler.
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2018-01-26 06:55:15 +00:00
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*
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2018-06-06 22:05:10 +00:00
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* @method Phaser.Input.Gamepad.GamepadManager#onGamepadConnected
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* @since 3.10.0
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*
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* @param {GamepadEvent} event - The native DOM Gamepad Event.
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2018-01-26 06:55:15 +00:00
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*/
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2018-06-06 22:05:10 +00:00
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onGamepadConnected: function (event)
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2017-09-09 02:17:13 +00:00
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{
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2018-06-06 22:05:10 +00:00
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// console.log(event);
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2017-09-09 02:17:13 +00:00
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2018-06-06 22:05:10 +00:00
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if (event.defaultPrevented || !this.enabled)
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2017-09-09 02:17:13 +00:00
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{
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2018-06-06 22:05:10 +00:00
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// Do nothing if event already handled
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return;
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}
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this.refreshPads();
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2017-09-09 02:17:13 +00:00
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2018-06-06 22:05:10 +00:00
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this.queue.push(event);
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},
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2017-09-09 02:17:13 +00:00
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2018-06-06 22:05:10 +00:00
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/**
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* The Gamepad Disconnected Event Handler.
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*
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* @method Phaser.Input.Gamepad.GamepadManager#onGamepadDisconnected
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* @since 3.10.0
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*
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* @param {GamepadEvent} event - The native DOM Gamepad Event.
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*/
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onGamepadDisconnected: function (event)
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{
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if (event.defaultPrevented || !this.enabled)
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{
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// Do nothing if event already handled
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return;
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}
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2017-09-09 02:17:13 +00:00
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2018-06-06 22:05:10 +00:00
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this.refreshPads();
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this.queue.push(event);
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},
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/**
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* Starts the Gamepad Event listeners running.
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* This is called automatically and does not need to be manually invoked.
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*
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* @method Phaser.Input.Gamepad.GamepadManager#startListeners
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* @since 3.0.0
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*/
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startListeners: function ()
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{
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2018-01-26 06:55:15 +00:00
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var target = this.target;
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2018-06-06 22:05:10 +00:00
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target.addEventListener('gamepadconnected', this.onGamepadConnected.bind(this), false);
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target.addEventListener('gamepaddisconnected', this.onGamepadDisconnected.bind(this), false);
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2017-09-09 02:17:13 +00:00
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2018-06-06 22:05:10 +00:00
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// FF also supports gamepadbuttondown, gamepadbuttonup and gamepadaxismove but
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// nothing else does, and we can get those values via the gamepads anyway, so we will
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// until more browsers support this
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2018-05-25 18:27:26 +00:00
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// Finally, listen for an update event from the Input Manager
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this.manager.events.on('update', this.update, this);
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2017-09-09 02:17:13 +00:00
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},
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* Stops the Gamepad Event listeners.
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* This is called automatically and does not need to be manually invoked.
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2018-01-26 06:55:15 +00:00
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*
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* @method Phaser.Input.Gamepad.GamepadManager#stopListeners
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* @since 3.0.0
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*/
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2017-09-09 02:17:13 +00:00
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stopListeners: function ()
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{
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2018-01-26 06:55:15 +00:00
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var target = this.target;
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2018-06-06 22:05:10 +00:00
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target.removeEventListener('gamepadconnected', this.onGamepadConnected);
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target.removeEventListener('gamepaddisconnected', this.onGamepadDisconnected);
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2018-05-25 18:27:26 +00:00
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this.manager.events.off('update', this.update);
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2017-09-09 02:17:13 +00:00
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},
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* Disconnects all current Gamepads.
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2018-01-26 06:55:15 +00:00
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*
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* @method Phaser.Input.Gamepad.GamepadManager#disconnectAll
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* @since 3.0.0
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*/
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2017-09-09 02:17:13 +00:00
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disconnectAll: function ()
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{
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for (var i = 0; i < this.gamepads.length; i++)
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{
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this.gamepads.connected = false;
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}
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},
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* Refreshes the list of connected Gamepads.
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*
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* This is called automatically when a gamepad is connected or disconnected,
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* and during the update loop.
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2018-01-26 06:55:15 +00:00
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*
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* @method Phaser.Input.Gamepad.GamepadManager#refreshPads
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2018-06-06 22:05:10 +00:00
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* @private
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2018-01-26 06:55:15 +00:00
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* @since 3.0.0
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*/
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2018-06-06 22:05:10 +00:00
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refreshPads: function ()
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2017-09-09 02:17:13 +00:00
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{
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2018-06-06 22:05:10 +00:00
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var connectedPads = navigator.getGamepads();
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if (!connectedPads)
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2017-09-09 02:17:13 +00:00
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{
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this.disconnectAll();
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}
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else
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{
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2018-06-06 22:05:10 +00:00
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var currentPads = this.gamepads;
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for (var i = 0; i < connectedPads.length; i++)
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2017-09-09 02:17:13 +00:00
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{
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2018-06-06 22:05:10 +00:00
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var livePad = connectedPads[i];
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2017-09-09 02:17:13 +00:00
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2018-06-06 22:05:10 +00:00
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// Because sometimes they're null (yes, really)
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if (!livePad)
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2017-09-09 02:17:13 +00:00
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{
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continue;
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}
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2018-06-06 22:05:10 +00:00
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var id = livePad.id;
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var index = livePad.index;
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var currentPad = currentPads[index];
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if (!currentPad)
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2017-09-09 02:17:13 +00:00
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{
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2018-06-06 22:05:10 +00:00
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// A new Gamepad, not currently stored locally
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var newPad = new Gamepad(this, livePad);
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currentPads[index] = newPad;
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if (!this._pad1)
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{
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this._pad1 = newPad;
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}
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else if (!this._pad2)
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{
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this._pad2 = newPad;
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}
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else if (!this._pad3)
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{
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this._pad3 = newPad;
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}
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else if (!this._pad4)
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{
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this._pad4 = newPad;
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}
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2017-09-09 02:17:13 +00:00
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}
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2018-06-06 22:05:10 +00:00
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else if (currentPad.id !== id)
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{
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// A new Gamepad with a different vendor string, but it has got the same index as an old one
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currentPad.destroy();
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2017-09-09 02:17:13 +00:00
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2018-06-06 22:05:10 +00:00
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currentPads[index] = new Gamepad(this, livePad);
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}
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else
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{
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// If neither of these, it's a pad we've already got, so update it
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currentPad.update(livePad);
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}
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2017-09-09 02:17:13 +00:00
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}
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}
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},
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2018-01-26 06:55:15 +00:00
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/**
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2018-06-06 22:05:10 +00:00
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* Returns an array of all currently connected Gamepads.
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2018-01-26 06:55:15 +00:00
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*
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* @method Phaser.Input.Gamepad.GamepadManager#getAll
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* @since 3.0.0
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*
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2018-06-06 22:05:10 +00:00
|
|
|
* @return {Phaser.Input.Gamepad.Gamepad[]} An array of all currently connected Gamepads.
|
2018-01-26 06:55:15 +00:00
|
|
|
*/
|
2017-09-11 00:28:09 +00:00
|
|
|
getAll: function ()
|
|
|
|
{
|
|
|
|
var out = [];
|
2018-06-06 22:05:10 +00:00
|
|
|
var pads = this.gamepads;
|
2017-09-11 00:28:09 +00:00
|
|
|
|
2018-06-06 22:05:10 +00:00
|
|
|
for (var i = 0; i < pads.length; i++)
|
2017-09-11 00:28:09 +00:00
|
|
|
{
|
2018-06-06 22:05:10 +00:00
|
|
|
if (pads[i])
|
2017-09-11 00:28:09 +00:00
|
|
|
{
|
2018-06-06 22:05:10 +00:00
|
|
|
out.push(pads[i]);
|
2017-09-11 00:28:09 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return out;
|
|
|
|
},
|
|
|
|
|
2018-01-26 06:55:15 +00:00
|
|
|
/**
|
2018-06-06 22:05:10 +00:00
|
|
|
* Looks-up a single Gamepad based on the given index value.
|
2018-01-26 06:55:15 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Input.Gamepad.GamepadManager#getPad
|
|
|
|
* @since 3.0.0
|
|
|
|
*
|
2018-06-06 22:05:10 +00:00
|
|
|
* @param {number} index - The index of the Gamepad to get.
|
2018-01-26 06:55:15 +00:00
|
|
|
*
|
2018-06-06 22:05:10 +00:00
|
|
|
* @return {Phaser.Input.Gamepad.Gamepad} The Gamepad matching the given index, or undefined if none were found.
|
2018-01-26 06:55:15 +00:00
|
|
|
*/
|
2017-09-11 00:28:09 +00:00
|
|
|
getPad: function (index)
|
|
|
|
{
|
2018-06-06 22:05:10 +00:00
|
|
|
var pads = this.gamepads;
|
|
|
|
|
|
|
|
for (var i = 0; i < pads.length; i++)
|
2017-09-11 00:28:09 +00:00
|
|
|
{
|
2018-06-06 22:05:10 +00:00
|
|
|
if (pads[i] && pads[i].index === index)
|
2017-09-11 00:28:09 +00:00
|
|
|
{
|
2018-06-06 22:05:10 +00:00
|
|
|
return pads[i];
|
2017-09-11 00:28:09 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
},
|
|
|
|
|
2018-01-26 06:55:15 +00:00
|
|
|
/**
|
2018-06-06 22:05:10 +00:00
|
|
|
* The internal update loop. Refreshes all connected gamepads and processes their events.
|
|
|
|
*
|
|
|
|
* Called automatically by the Input Manager, invoked from the Game step.
|
2018-01-26 06:55:15 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Input.Gamepad.GamepadManager#update
|
2018-06-06 22:05:10 +00:00
|
|
|
* @private
|
2018-01-26 06:55:15 +00:00
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2017-09-09 02:17:13 +00:00
|
|
|
update: function ()
|
|
|
|
{
|
|
|
|
if (!this.enabled)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2018-06-06 22:05:10 +00:00
|
|
|
this.refreshPads();
|
2017-09-09 02:17:13 +00:00
|
|
|
|
|
|
|
var len = this.queue.length;
|
|
|
|
|
|
|
|
if (len === 0)
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
var queue = this.queue.splice(0, len);
|
|
|
|
|
|
|
|
// Process the event queue, dispatching all of the events that have stored up
|
|
|
|
for (var i = 0; i < len; i++)
|
|
|
|
{
|
|
|
|
var event = queue[i];
|
2017-09-11 00:28:09 +00:00
|
|
|
var pad;
|
2017-09-09 02:17:13 +00:00
|
|
|
|
|
|
|
switch (event.type)
|
|
|
|
{
|
|
|
|
case 'gamepadconnected':
|
2017-09-11 00:28:09 +00:00
|
|
|
|
|
|
|
pad = this.getPad(event.gamepad.index);
|
|
|
|
|
2018-03-30 11:03:06 +00:00
|
|
|
this.emit('connected', pad, event);
|
2017-09-11 00:28:09 +00:00
|
|
|
|
2017-09-09 02:17:13 +00:00
|
|
|
break;
|
|
|
|
|
|
|
|
case 'gamepaddisconnected':
|
2017-09-11 00:28:09 +00:00
|
|
|
|
|
|
|
pad = this.getPad(event.gamepad.index);
|
|
|
|
|
2018-03-30 11:03:06 +00:00
|
|
|
this.emit('disconnected', pad, event);
|
2017-09-11 00:28:09 +00:00
|
|
|
|
2017-09-09 02:17:13 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2017-09-11 00:28:09 +00:00
|
|
|
},
|
|
|
|
|
2018-01-31 03:38:10 +00:00
|
|
|
/**
|
2018-06-06 22:05:10 +00:00
|
|
|
* Destroys this Gamepad Manager, disconnecting all Gamepads and releasing internal references.
|
2018-01-31 03:38:10 +00:00
|
|
|
*
|
|
|
|
* @method Phaser.Input.Gamepad.GamepadManager#destroy
|
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
|
|
|
destroy: function ()
|
|
|
|
{
|
|
|
|
this.stopListeners();
|
|
|
|
this.disconnectAll();
|
|
|
|
|
2018-06-06 22:05:10 +00:00
|
|
|
this.removeAllListeners();
|
|
|
|
|
|
|
|
for (var i = 0; i < this.gamepads.length; i++)
|
|
|
|
{
|
|
|
|
if (this.gamepads[i])
|
|
|
|
{
|
|
|
|
this.gamepads[i].destroy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-01-31 03:38:10 +00:00
|
|
|
this.gamepads = [];
|
2018-06-06 22:05:10 +00:00
|
|
|
|
|
|
|
this.target = null;
|
|
|
|
this.manager = null;
|
2018-01-31 03:38:10 +00:00
|
|
|
},
|
|
|
|
|
2018-01-26 06:55:15 +00:00
|
|
|
/**
|
|
|
|
* The total number of connected game pads.
|
2018-03-19 12:43:19 +00:00
|
|
|
*
|
2018-01-26 06:55:15 +00:00
|
|
|
* @name Phaser.Input.Gamepad.GamepadManager#total
|
2018-06-06 22:05:10 +00:00
|
|
|
* @type {integer}
|
2018-01-26 06:55:15 +00:00
|
|
|
* @since 3.0.0
|
|
|
|
*/
|
2017-09-11 00:28:09 +00:00
|
|
|
total: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this.gamepads.length;
|
|
|
|
}
|
|
|
|
|
2018-06-06 22:05:10 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A reference to the first connected Gamepad.
|
|
|
|
*
|
|
|
|
* This will be undefined if either no pads are connected, or the browser
|
|
|
|
* has not yet issued a gamepadconnect, which can happen even if a Gamepad
|
|
|
|
* is plugged in, but hasn't yet had any buttons pressed on it.
|
|
|
|
*
|
|
|
|
* @name Phaser.Input.Gamepad.GamepadManager#pad1
|
|
|
|
* @type {Phaser.Input.Gamepad.Gamepad}
|
|
|
|
* @since 3.10.0
|
|
|
|
*/
|
|
|
|
pad1: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this._pad1;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A reference to the second connected Gamepad.
|
|
|
|
*
|
|
|
|
* This will be undefined if either no pads are connected, or the browser
|
|
|
|
* has not yet issued a gamepadconnect, which can happen even if a Gamepad
|
|
|
|
* is plugged in, but hasn't yet had any buttons pressed on it.
|
|
|
|
*
|
|
|
|
* @name Phaser.Input.Gamepad.GamepadManager#pad2
|
|
|
|
* @type {Phaser.Input.Gamepad.Gamepad}
|
|
|
|
* @since 3.10.0
|
|
|
|
*/
|
|
|
|
pad2: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this._pad2;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A reference to the third connected Gamepad.
|
|
|
|
*
|
|
|
|
* This will be undefined if either no pads are connected, or the browser
|
|
|
|
* has not yet issued a gamepadconnect, which can happen even if a Gamepad
|
|
|
|
* is plugged in, but hasn't yet had any buttons pressed on it.
|
|
|
|
*
|
|
|
|
* @name Phaser.Input.Gamepad.GamepadManager#pad3
|
|
|
|
* @type {Phaser.Input.Gamepad.Gamepad}
|
|
|
|
* @since 3.10.0
|
|
|
|
*/
|
|
|
|
pad3: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this._pad3;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* A reference to the fourth connected Gamepad.
|
|
|
|
*
|
|
|
|
* This will be undefined if either no pads are connected, or the browser
|
|
|
|
* has not yet issued a gamepadconnect, which can happen even if a Gamepad
|
|
|
|
* is plugged in, but hasn't yet had any buttons pressed on it.
|
|
|
|
*
|
|
|
|
* @name Phaser.Input.Gamepad.GamepadManager#pad4
|
|
|
|
* @type {Phaser.Input.Gamepad.Gamepad}
|
|
|
|
* @since 3.10.0
|
|
|
|
*/
|
|
|
|
pad4: {
|
|
|
|
|
|
|
|
get: function ()
|
|
|
|
{
|
|
|
|
return this._pad4;
|
|
|
|
}
|
|
|
|
|
2017-09-09 02:17:13 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
module.exports = GamepadManager;
|