phaser/v3/src/input/keyboard/KeyboardManager.js

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var Class = require('../../utils/Class');
var Event = require('./events');
var Key = require('./keys/Key');
var KeyCodes = require('./keys/KeyCodes');
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var KeyCombo = require('./combo/KeyCombo');
var ProcessKeyCombo = require('./combo/ProcessKeyCombo');
var ProcessKeyDown = require('./keys/ProcessKeyDown');
var ProcessKeyUp = require('./keys/ProcessKeyUp');
/**
* The Keyboard class monitors keyboard input and dispatches keyboard events.
*
* _Note_: many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
* See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details.
*
* Also please be aware that certain browser extensions can disable or override Phaser keyboard handling.
* For example the Chrome extension vimium is known to disable Phaser from using the D key. And there are others.
* So please check your extensions before opening Phaser issues.
*/
var KeyboardManager = new Class({
initialize:
function KeyboardManager (inputManager)
{
this.manager = inputManager;
this.events = inputManager.events;
this.enabled = false;
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this.target;
this.keys = [];
this.combos = [];
this.captures = [];
// Standard FIFO queue
this.queue = [];
this.handler;
},
/**
* The Boot handler is called by Phaser.Game when it first starts up.
* The renderer is available by now.
*/
boot: function ()
{
var config = this.manager.config;
this.enabled = config.inputKeyboard;
this.target = config.inputKeyboardEventTarget;
if (this.enabled)
{
this.startListeners();
}
},
startListeners: function ()
{
var queue = this.queue;
var captures = this.captures;
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var handler = function (event)
{
if (event.preventDefaulted)
{
// Do nothing if event already handled
return;
}
queue.push(event);
if (captures[event.keyCode])
{
event.preventDefault();
}
};
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this.handler = handler;
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this.target.addEventListener('keydown', handler, false);
this.target.addEventListener('keyup', handler, false);
},
stopListeners: function ()
{
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this.target.removeEventListener('keydown', this.handler);
this.target.removeEventListener('keyup', this.handler);
},
/**
* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right and also space and shift.
*/
createCursorKeys: function ()
{
return this.addKeys({
up: KeyCodes.UP,
down: KeyCodes.DOWN,
left: KeyCodes.LEFT,
right: KeyCodes.RIGHT,
space: KeyCodes.SPACE,
shift: KeyCodes.SHIFT
});
},
/**
* A practical way to create an object containing user selected hotkeys.
*
* For example,
*
* addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } );
*
* would return an object containing properties (`up`, `down`, `left` and `right`) referring to {@link Phaser.Key} object.
*/
addKeys: function (keys)
{
var output = {};
for (var key in keys)
{
output[key] = this.addKey(keys[key]);
}
return output;
},
/**
* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
* The Key object can then be polled, have events attached to it, etc.
*/
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addKey: function (keyCode)
{
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var keys = this.keys;
if (!keys[keyCode])
{
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keys[keyCode] = new Key(keyCode);
this.captures[keyCode] = true;
}
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return keys[keyCode];
},
/**
* Removes a Key object from the Keyboard manager.
*/
removeKey: function (keyCode)
{
if (this.keys[keyCode])
{
this.keys[keyCode] = undefined;
this.captures[keyCode] = false;
}
},
addKeyCapture: function (keyCodes)
{
if (!Array.isArray(keyCodes))
{
keyCodes = [ keyCodes ];
}
for (var i = 0; i < keyCodes.length; i++)
{
this.captures[keyCodes[i]] = true;
}
},
removeKeyCapture: function (keyCodes)
{
if (!Array.isArray(keyCodes))
{
keyCodes = [ keyCodes ];
}
for (var i = 0; i < keyCodes.length; i++)
{
this.captures[keyCodes[i]] = false;
}
},
createCombo: function (keys, config)
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{
return new KeyCombo(this, keys, config);
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},
// https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/KeyboardEvent
// type = 'keydown', 'keyup'
// keyCode = integer
update: function ()
{
var len = this.queue.length;
if (!this.enabled || len === 0)
{
return;
}
// Clears the queue array, and also means we don't work on array data that could potentially
// be modified during the processing phase
var queue = this.queue.splice(0, len);
var keys = this.keys;
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var singleKey;
// Process the event queue, dispatching all of the events that have stored up
for (var i = 0; i < len; i++)
{
var event = queue[i];
if (event.type === 'keydown')
{
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this.manager.events.dispatch(new Event.KEY_DOWN_EVENT(event));
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singleKey = Event._DOWN[event.keyCode];
if (singleKey)
{
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this.manager.events.dispatch(new singleKey(event));
}
if (keys[event.keyCode])
{
ProcessKeyDown(keys[event.keyCode], event);
}
}
else
{
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this.manager.events.dispatch(new Event.KEY_UP_EVENT(event));
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singleKey = Event._UP[event.keyCode];
if (singleKey)
{
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this.manager.events.dispatch(new singleKey(event));
}
if (keys[event.keyCode])
{
ProcessKeyUp(keys[event.keyCode], event);
}
}
}
}
});
module.exports = KeyboardManager;