phaser/src/input/gamepad/GamepadPlugin.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Class = require('../../utils/Class');
var EventEmitter = require('eventemitter3');
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var Events = require('./events');
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var Gamepad = require('./Gamepad');
var GetValue = require('../../utils/object/GetValue');
var InputPluginCache = require('../InputPluginCache');
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var InputEvents = require('../events');
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/**
* @classdesc
* The Gamepad Plugin is an input plugin that belongs to the Scene-owned Input system.
*
* Its role is to listen for native DOM Gamepad Events and then process them.
*
* You do not need to create this class directly, the Input system will create an instance of it automatically.
*
* You can access it from within a Scene using `this.input.gamepad`.
*
* To listen for a gamepad being connected:
*
* ```javascript
* this.input.gamepad.once('connected', function (pad) {
* // 'pad' is a reference to the gamepad that was just connected
* });
* ```
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*
* Note that the browser may require you to press a button on a gamepad before it will allow you to access it,
* this is for security reasons. However, it may also trust the page already, in which case you won't get the
* 'connected' event and instead should check `GamepadPlugin.total` to see if it thinks there are any gamepads
* already connected.
*
* Once you have received the connected event, or polled the gamepads and found them enabled, you can access
* them via the built-in properties `GamepadPlugin.pad1` to `pad4`, for up to 4 game pads. With a reference
* to the gamepads you can poll its buttons and axis sticks. See the properties and methods available on
* the `Gamepad` class for more details.
*
* For more information about Gamepad support in browsers see the following resources:
*
* https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API
* https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API
* https://www.smashingmagazine.com/2015/11/gamepad-api-in-web-games/
* http://html5gamepad.com/
*
* @class GamepadPlugin
* @extends Phaser.Events.EventEmitter
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* @memberof Phaser.Input.Gamepad
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* @constructor
* @since 3.10.0
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*
* @param {Phaser.Input.InputPlugin} sceneInputPlugin - A reference to the Scene Input Plugin that the KeyboardPlugin belongs to.
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*/
var GamepadPlugin = new Class({
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Extends: EventEmitter,
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initialize:
function GamepadPlugin (sceneInputPlugin)
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{
EventEmitter.call(this);
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/**
* A reference to the Scene that this Input Plugin is responsible for.
*
* @name Phaser.Input.Gamepad.GamepadPlugin#scene
* @type {Phaser.Scene}
* @since 3.10.0
*/
this.scene = sceneInputPlugin.scene;
/**
* A reference to the Scene Systems Settings.
*
* @name Phaser.Input.Gamepad.GamepadPlugin#settings
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* @type {Phaser.Scenes.Types.SettingsObject}
* @since 3.10.0
*/
this.settings = this.scene.sys.settings;
/**
* A reference to the Scene Input Plugin that created this Keyboard Plugin.
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*
* @name Phaser.Input.Gamepad.GamepadPlugin#sceneInputPlugin
* @type {Phaser.Input.InputPlugin}
* @since 3.10.0
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*/
this.sceneInputPlugin = sceneInputPlugin;
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/**
* A boolean that controls if the Gamepad Manager is enabled or not.
* Can be toggled on the fly.
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*
* @name Phaser.Input.Gamepad.GamepadPlugin#enabled
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* @type {boolean}
* @default true
* @since 3.10.0
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*/
this.enabled = true;
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/**
* The Gamepad Event target, as defined in the Game Config.
* Typically the browser window, but can be any interactive DOM element.
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*
* @name Phaser.Input.Gamepad.GamepadPlugin#target
* @type {any}
* @since 3.10.0
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*/
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this.target;
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/**
* An array of the connected Gamepads.
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*
* @name Phaser.Input.Gamepad.GamepadPlugin#gamepads
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* @type {Phaser.Input.Gamepad.Gamepad[]}
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* @default []
* @since 3.10.0
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*/
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this.gamepads = [];
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/**
* An internal event queue.
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*
* @name Phaser.Input.Gamepad.GamepadPlugin#queue
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* @type {GamepadEvent[]}
* @private
* @since 3.10.0
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*/
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this.queue = [];
/**
* Internal event handler.
*
* @name Phaser.Input.Gamepad.GamepadPlugin#onGamepadHandler
* @type {function}
* @private
* @since 3.10.0
*/
this.onGamepadHandler;
/**
* Internal Gamepad reference.
*
* @name Phaser.Input.Gamepad.GamepadPlugin#_pad1
* @type {Phaser.Input.Gamepad.Gamepad}
* @private
* @since 3.10.0
*/
this._pad1;
/**
* Internal Gamepad reference.
*
* @name Phaser.Input.Gamepad.GamepadPlugin#_pad2
* @type {Phaser.Input.Gamepad.Gamepad}
* @private
* @since 3.10.0
*/
this._pad2;
/**
* Internal Gamepad reference.
*
* @name Phaser.Input.Gamepad.GamepadPlugin#_pad3
* @type {Phaser.Input.Gamepad.Gamepad}
* @private
* @since 3.10.0
*/
this._pad3;
/**
* Internal Gamepad reference.
*
* @name Phaser.Input.Gamepad.GamepadPlugin#_pad4
* @type {Phaser.Input.Gamepad.Gamepad}
* @private
* @since 3.10.0
*/
this._pad4;
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sceneInputPlugin.pluginEvents.once(InputEvents.BOOT, this.boot, this);
sceneInputPlugin.pluginEvents.on(InputEvents.START, this.start, this);
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},
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/**
* This method is called automatically, only once, when the Scene is first created.
* Do not invoke it directly.
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*
* @method Phaser.Input.Gamepad.GamepadPlugin#boot
* @private
* @since 3.10.0
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*/
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boot: function ()
{
var game = this.scene.sys.game;
var settings = this.settings.input;
var config = game.config;
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this.enabled = GetValue(settings, 'gamepad', config.inputGamepad) && game.device.input.gamepads;
this.target = GetValue(settings, 'gamepad.target', config.inputGamepadEventTarget);
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this.sceneInputPlugin.pluginEvents.once(InputEvents.DESTROY, this.destroy, this);
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},
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/**
* This method is called automatically by the Scene when it is starting up.
* It is responsible for creating local systems, properties and listening for Scene events.
* Do not invoke it directly.
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*
* @method Phaser.Input.Gamepad.GamepadPlugin#start
* @private
* @since 3.10.0
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*/
start: function ()
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{
if (this.enabled)
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{
this.startListeners();
}
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this.sceneInputPlugin.pluginEvents.once(InputEvents.SHUTDOWN, this.shutdown, this);
},
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/**
* Checks to see if both this plugin and the Scene to which it belongs is active.
*
* @method Phaser.Input.Gamepad.GamepadPlugin#isActive
* @since 3.10.0
*
* @return {boolean} `true` if the plugin and the Scene it belongs to is active.
*/
isActive: function ()
{
return (this.enabled && this.scene.sys.isActive());
},
/**
* Starts the Gamepad Event listeners running.
* This is called automatically and does not need to be manually invoked.
*
* @method Phaser.Input.Gamepad.GamepadPlugin#startListeners
* @private
* @since 3.10.0
*/
startListeners: function ()
{
var _this = this;
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var target = this.target;
var handler = function (event)
{
// console.log(event);
if (event.defaultPrevented || !_this.isActive())
{
// Do nothing if event already handled
return;
}
_this.refreshPads();
_this.queue.push(event);
};
this.onGamepadHandler = handler;
target.addEventListener('gamepadconnected', handler, false);
target.addEventListener('gamepaddisconnected', handler, false);
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// FF also supports gamepadbuttondown, gamepadbuttonup and gamepadaxismove but
// nothing else does, and we can get those values via the gamepads anyway, so we will
// until more browsers support this
// Finally, listen for an update event from the Input Plugin
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this.sceneInputPlugin.pluginEvents.on(InputEvents.UPDATE, this.update, this);
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},
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/**
* Stops the Gamepad Event listeners.
* This is called automatically and does not need to be manually invoked.
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*
* @method Phaser.Input.Gamepad.GamepadPlugin#stopListeners
* @private
* @since 3.10.0
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*/
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stopListeners: function ()
{
this.target.removeEventListener('gamepadconnected', this.onGamepadHandler);
this.target.removeEventListener('gamepaddisconnected', this.onGamepadHandler);
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this.sceneInputPlugin.pluginEvents.off(InputEvents.UPDATE, this.update);
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},
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/**
* Disconnects all current Gamepads.
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*
* @method Phaser.Input.Gamepad.GamepadPlugin#disconnectAll
* @since 3.10.0
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*/
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disconnectAll: function ()
{
for (var i = 0; i < this.gamepads.length; i++)
{
this.gamepads.connected = false;
}
},
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/**
* Refreshes the list of connected Gamepads.
*
* This is called automatically when a gamepad is connected or disconnected,
* and during the update loop.
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*
* @method Phaser.Input.Gamepad.GamepadPlugin#refreshPads
* @private
* @since 3.10.0
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*/
refreshPads: function ()
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{
var connectedPads = navigator.getGamepads();
if (!connectedPads)
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{
this.disconnectAll();
}
else
{
var currentPads = this.gamepads;
for (var i = 0; i < connectedPads.length; i++)
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{
var livePad = connectedPads[i];
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// Because sometimes they're null (yes, really)
if (!livePad)
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{
continue;
}
var id = livePad.id;
var index = livePad.index;
var currentPad = currentPads[index];
if (!currentPad)
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{
// A new Gamepad, not currently stored locally
var newPad = new Gamepad(this, livePad);
currentPads[index] = newPad;
if (!this._pad1)
{
this._pad1 = newPad;
}
else if (!this._pad2)
{
this._pad2 = newPad;
}
else if (!this._pad3)
{
this._pad3 = newPad;
}
else if (!this._pad4)
{
this._pad4 = newPad;
}
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}
else if (currentPad.id !== id)
{
// A new Gamepad with a different vendor string, but it has got the same index as an old one
currentPad.destroy();
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currentPads[index] = new Gamepad(this, livePad);
}
else
{
// If neither of these, it's a pad we've already got, so update it
currentPad.update(livePad);
}
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}
}
},
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/**
* Returns an array of all currently connected Gamepads.
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*
* @method Phaser.Input.Gamepad.GamepadPlugin#getAll
* @since 3.10.0
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*
* @return {Phaser.Input.Gamepad.Gamepad[]} An array of all currently connected Gamepads.
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*/
getAll: function ()
{
var out = [];
var pads = this.gamepads;
for (var i = 0; i < pads.length; i++)
{
if (pads[i])
{
out.push(pads[i]);
}
}
return out;
},
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/**
* Looks-up a single Gamepad based on the given index value.
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*
* @method Phaser.Input.Gamepad.GamepadPlugin#getPad
* @since 3.10.0
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*
* @param {number} index - The index of the Gamepad to get.
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*
* @return {Phaser.Input.Gamepad.Gamepad} The Gamepad matching the given index, or undefined if none were found.
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*/
getPad: function (index)
{
var pads = this.gamepads;
for (var i = 0; i < pads.length; i++)
{
if (pads[i] && pads[i].index === index)
{
return pads[i];
}
}
},
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/**
* The internal update loop. Refreshes all connected gamepads and processes their events.
*
* Called automatically by the Input Manager, invoked from the Game step.
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*
* @method Phaser.Input.Gamepad.GamepadPlugin#update
* @private
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* @fires Phaser.Input.Gamepad.Events#CONNECTED
* @fires Phaser.Input.Gamepad.Events#DISCONNECTED
* @since 3.10.0
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*/
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update: function ()
{
if (!this.enabled)
{
return;
}
this.refreshPads();
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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];
var pad = this.getPad(event.gamepad.index);
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if (event.type === 'gamepadconnected')
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{
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this.emit(Events.CONNECTED, pad, event);
}
else if (event.type === 'gamepaddisconnected')
{
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this.emit(Events.DISCONNECTED, pad, event);
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}
}
},
/**
* Shuts the Gamepad Plugin down.
* All this does is remove any listeners bound to it.
*
* @method Phaser.Input.Gamepad.GamepadPlugin#shutdown
* @private
* @since 3.10.0
*/
shutdown: function ()
{
this.stopListeners();
this.disconnectAll();
this.removeAllListeners();
},
/**
* Destroys this Gamepad Plugin, disconnecting all Gamepads and releasing internal references.
*
* @method Phaser.Input.Gamepad.GamepadPlugin#destroy
* @private
* @since 3.10.0
*/
destroy: function ()
{
this.shutdown();
for (var i = 0; i < this.gamepads.length; i++)
{
if (this.gamepads[i])
{
this.gamepads[i].destroy();
}
}
this.gamepads = [];
this.scene = null;
this.settings = null;
this.sceneInputPlugin = null;
this.target = null;
},
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/**
* The total number of connected game pads.
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*
* @name Phaser.Input.Gamepad.GamepadPlugin#total
* @type {integer}
* @since 3.10.0
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*/
total: {
get: function ()
{
return this.gamepads.length;
}
},
/**
* 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.GamepadPlugin#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.GamepadPlugin#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.GamepadPlugin#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.GamepadPlugin#pad4
* @type {Phaser.Input.Gamepad.Gamepad}
* @since 3.10.0
*/
pad4: {
get: function ()
{
return this._pad4;
}
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}
});
/**
* An instance of the Gamepad Plugin class, if enabled via the `input.gamepad` Scene or Game Config property.
* Use this to create access Gamepads connected to the browser and respond to gamepad buttons.
*
* @name Phaser.Input.InputPlugin#gamepad
* @type {?Phaser.Input.Gamepad.GamepadPlugin}
* @since 3.10.0
*/
InputPluginCache.register('GamepadPlugin', GamepadPlugin, 'gamepad', 'gamepad', 'inputGamepad');
module.exports = GamepadPlugin;