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< div class = "span12" >
< div id = "main" >
< h1 class = "page-title" > Source: input/SinglePad.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author @karlmacklin < tacklemcclean@gmail.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* @class Phaser.SinglePad
* @classdesc A single Phaser Gamepad
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {Object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)
*/
Phaser.SinglePad = function (game, padParent) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
*/
this._padParent = padParent;
/**
* @property {number} index - The gamepad index as per browsers data
* @default
*/
this._index = null;
/**
* @property {Object} _rawPad - The 'raw' gamepad data.
* @private
*/
this._rawPad = null;
/**
* @property {boolean} _connected - Is this pad connected or not.
* @private
*/
this._connected = false;
/**
* @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.
* @private
*/
this._prevTimestamp = null;
/**
* @property {Array} _rawButtons - The 'raw' button state.
* @private
*/
this._rawButtons = [];
/**
* @property {Array} _buttons - Current Phaser state of the buttons.
* @private
*/
this._buttons = [];
/**
* @property {Array} _axes - Current axes state.
* @private
*/
this._axes = [];
/**
* @property {Array} _hotkeys - Hotkey buttons.
* @private
*/
this._hotkeys = [];
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected
*/
this.onConnectCallback = null;
/**
* @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected
*/
this.onDisconnectCallback = null;
/**
* @property {function} onDownCallback - This callback is invoked every time a button is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time a gamepad button is released.
*/
this.onUpCallback = null;
/**
* @property {function} onAxisCallback - This callback is invoked every time an axis is changed.
*/
this.onAxisCallback = null;
/**
* @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value < 1.
*/
this.onFloatCallback = null;
/**
* @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.
*/
this.deadZone = 0.26;
};
Phaser.SinglePad.prototype = {
/**
* Add callbacks to the this Gamepad to handle connect/disconnect/button down/button up/axis change/float value buttons
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* @method Phaser.SinglePad#addCallbacks
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* @param {Object} context - The context under which the callbacks are run.
* @param {Object} callbacks - Object that takes six different callbak methods:
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
*/
addCallbacks: function (context, callbacks) {
if (typeof callbacks !== 'undefined')
{
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
}
},
/**
* 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.
*
* @method Phaser.SinglePad#addButton
* @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0 or Phaser.Gamepad.BUTTON_1
* @return {Phaser.GamepadButton} The GamepadButton object which you can store locally and reference directly.
*/
addButton: function (buttonCode) {
this._hotkeys[buttonCode] = new Phaser.GamepadButton(this.game, buttonCode);
return this._hotkeys[buttonCode];
},
/**
* Main update function, should be called by Phaser.Gamepad
* @method Phaser.SinglePad#pollStatus
*/
pollStatus: function () {
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if (this._rawPad.timestamp & & (this._rawPad.timestamp == this._prevTimestamp))
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{
return;
}
for (var i = 0; i < this._rawPad.buttons.length; i += 1)
{
var buttonValue = this._rawPad.buttons[i];
if (this._rawButtons[i] !== buttonValue)
{
if (buttonValue === 1)
{
this.processButtonDown(i, buttonValue);
}
else if (buttonValue === 0)
{
this.processButtonUp(i, buttonValue);
}
else
{
this.processButtonFloat(i, buttonValue);
}
this._rawButtons[i] = buttonValue;
}
}
var axes = this._rawPad.axes;
for (var j = 0; j < axes.length; j += 1)
{
var axis = axes[j];
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if (axis > 0 & & axis > this.deadZone || axis < 0 & & axis < -this.deadZone)
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{
this.processAxisChange({axis: j, value: axis});
}
else
{
this.processAxisChange({axis: j, value: 0});
}
}
this._prevTimestamp = this._rawPad.timestamp;
},
/**
* Gamepad connect function, should be called by Phaser.Gamepad
* @method Phaser.SinglePad#connect
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* @param {Object} rawPad - The raw gamepad object
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*/
connect: function (rawPad) {
var triggerCallback = !this._connected;
this._index = rawPad.index;
this._connected = true;
this._rawPad = rawPad;
this._rawButtons = rawPad.buttons;
this._axes = rawPad.axes;
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if (triggerCallback & & this._padParent.onConnectCallback)
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{
this._padParent.onConnectCallback.call(this._padParent.callbackContext, this._index);
}
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if (triggerCallback & & this.onConnectCallback)
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{
this.onConnectCallback.call(this.callbackContext);
}
},
/**
* Gamepad disconnect function, should be called by Phaser.Gamepad
* @method Phaser.SinglePad#disconnect
*/
disconnect: function () {
var triggerCallback = this._connected;
this._connected = false;
this._rawPad = undefined;
this._rawButtons = [];
this._buttons = [];
var disconnectingIndex = this._index;
this._index = null;
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if (triggerCallback & & this._padParent.onDisconnectCallback)
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{
this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);
}
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if (triggerCallback & & this.onDisconnectCallback)
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{
this.onDisconnectCallback.call(this.callbackContext);
}
},
/**
* Handles changes in axis
* @method Phaser.SinglePad#processAxisChange
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* @param {Object} axisState - State of the relevant axis
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*/
processAxisChange: function (axisState) {
if (this.game.input.disabled || this.game.input.gamepad.disabled)
{
return;
}
if (this._axes[axisState.axis] === axisState.value)
{
return;
}
this._axes[axisState.axis] = axisState.value;
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if (this._padParent.onAxisCallback)
{
this._padParent.onAxisCallback.call(this._padParent.callbackContext, axisState, this._index);
}
if (this.onAxisCallback)
{
this.onAxisCallback.call(this.callbackContext, axisState);
}
},
/**
* Handles button down press
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* @method Phaser.SinglePad#processButtonDown
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* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value
*/
processButtonDown: function (buttonCode, value) {
if (this.game.input.disabled || this.game.input.gamepad.disabled)
{
return;
}
if (this._padParent.onDownCallback)
{
this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onDownCallback)
{
this.onDownCallback.call(this.callbackContext, buttonCode, value);
}
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if (this._buttons[buttonCode] & & this._buttons[buttonCode].isDown)
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{
// Key already down and still down, so update
this._buttons[buttonCode].duration = this.game.time.now - this._buttons[buttonCode].timeDown;
}
else
{
if (!this._buttons[buttonCode])
{
// Not used this button before, so register it
this._buttons[buttonCode] = {
isDown: true,
timeDown: this.game.time.now,
timeUp: 0,
duration: 0,
value: value
};
}
else
{
// Button used before but freshly down
this._buttons[buttonCode].isDown = true;
this._buttons[buttonCode].timeDown = this.game.time.now;
this._buttons[buttonCode].duration = 0;
this._buttons[buttonCode].value = value;
}
}
if (this._hotkeys[buttonCode])
{
this._hotkeys[buttonCode].processButtonDown(value);
}
},
/**
* Handles button release
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* @method Phaser.SinglePad#processButtonUp
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* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value
*/
processButtonUp: function (buttonCode, value) {
if (this.game.input.disabled || this.game.input.gamepad.disabled)
{
return;
}
if (this._padParent.onUpCallback)
{
this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onUpCallback)
{
this.onUpCallback.call(this.callbackContext, buttonCode, value);
}
if (this._hotkeys[buttonCode])
{
this._hotkeys[buttonCode].processButtonUp(value);
}
if (this._buttons[buttonCode])
{
this._buttons[buttonCode].isDown = false;
this._buttons[buttonCode].timeUp = this.game.time.now;
this._buttons[buttonCode].value = value;
}
else
{
// Not used this button before, so register it
this._buttons[buttonCode] = {
isDown: false,
timeDown: this.game.time.now,
timeUp: this.game.time.now,
duration: 0,
value: value
};
}
},
/**
* Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button)
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* @method Phaser.SinglePad#processButtonFloat
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* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.
*/
processButtonFloat: function (buttonCode, value) {
if (this.game.input.disabled || this.game.input.gamepad.disabled)
{
return;
}
if (this._padParent.onFloatCallback)
{
this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this._index);
}
if (this.onFloatCallback)
{
this.onFloatCallback.call(this.callbackContext, buttonCode, value);
}
if (!this._buttons[buttonCode])
{
// Not used this button before, so register it
this._buttons[buttonCode] = { value: value };
}
else
{
// Button used before but freshly down
this._buttons[buttonCode].value = value;
}
if (this._hotkeys[buttonCode])
{
this._hotkeys[buttonCode].processButtonFloat(value);
}
},
/**
* Returns value of requested axis
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* @method Phaser.SinglePad#axis
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* @param {number} axisCode - The index of the axis to check
* @return {number} Axis value if available otherwise false
*/
axis: function (axisCode) {
if (this._axes[axisCode])
{
return this._axes[axisCode];
}
return false;
},
/**
* Returns true if the button is currently pressed down.
* @method Phaser.SinglePad#isDown
* @param {number} buttonCode - The buttonCode of the key to check.
* @return {boolean} True if the key is currently down.
*/
isDown: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].isDown;
}
return false;
},
/**
* Returns the "just released" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms).
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* @method Phaser.SinglePad#justReleased
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* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
* @return {boolean} True if the button is just released otherwise false.
*/
justReleased: function (buttonCode, duration) {
if (typeof duration === "undefined") { duration = 250; }
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return (this._buttons[buttonCode] & & this._buttons[buttonCode].isDown === false & & (this.game.time.now - this._buttons[buttonCode].timeUp < duration));
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},
/**
* Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
* @method Phaser.SinglePad#justPressed
* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
* @return {boolean} True if the button is just pressed otherwise false.
*/
justPressed: function (buttonCode, duration) {
if (typeof duration === "undefined") { duration = 250; }
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return (this._buttons[buttonCode] & & this._buttons[buttonCode].isDown & & this._buttons[buttonCode].duration < duration);
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},
/**
* Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example
* analog trigger buttons on the XBOX 360 controller
* @method Phaser.SinglePad#buttonValue
* @param {number} buttonCode - The buttonCode of the button to check.
* @return {boolean} Button value if available otherwise false.
*/
buttonValue: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].value;
}
return false;
},
/**
* Reset all buttons/axes of this gamepad
* @method Phaser.SinglePad#reset
*/
reset: function () {
for (var i = 0; i < this._buttons.length; i++)
{
this._buttons[i] = 0;
}
for (var j = 0; j < this._axes.length; j++)
{
this._axes[j] = 0;
}
}
};
Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
/**
* Whether or not this particular gamepad is connected or not.
* @name Phaser.SinglePad#connected
* @property {boolean} connected - Whether or not this particular gamepad is connected or not.
* @readonly
*/
Object.defineProperty(Phaser.SinglePad.prototype, "connected", {
get: function () {
return this._connected;
}
});
/**
* Gamepad index as per browser data
* @name Phaser.SinglePad#index
* @property {number} index - The gamepad index, used to identify specific gamepads in the browser
* @readonly
*/
Object.defineProperty(Phaser.SinglePad.prototype, "index", {
get: function () {
return this._index;
}
});
< / pre >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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