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< h1 class = "page-title" > Source: input/Gamepad.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}
*/
/**
* The Gamepad class handles looking after gamepad input for your game.
* Remember to call gamepad.start(); expecting input!
*
* HTML5 GAMEPAD API SUPPORT IS AT AN EXPERIMENTAL STAGE!
* At moment of writing this (end of 2013) only Chrome supports parts of it out of the box. Firefox supports it
* via prefs flags (about:config, search gamepad). The browsers map the same controllers differently.
* This class has constans for Windows 7 Chrome mapping of
* XBOX 360 controller.
*
* @class Phaser.Gamepad
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Gamepad = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {Array< Phaser.SinglePad>} _gamepads - The four Phaser Gamepads.
* @private
*/
this._gamepads = [
new Phaser.SinglePad(game, this),
new Phaser.SinglePad(game, this),
new Phaser.SinglePad(game, this),
new Phaser.SinglePad(game, this)
];
/**
* @property {Object} _gamepadIndexMap - Maps the browsers gamepad indices to our Phaser Gamepads
* @private
*/
this._gamepadIndexMap = {};
/**
* @property {Array} _rawPads - The raw state of the gamepads from the browser
* @private
*/
this._rawPads = [];
/**
* @property {boolean} _active - Private flag for whether or not the API is polled
* @private
* @default
*/
this._active = false;
/**
* You can disable all Gamepad Input by setting disabled to true. While true all new input related events will be ignored.
* @property {boolean} disabled - The disabled state of the Gamepad.
* @default
*/
this.disabled = false;
/**
* Whether or not gamepads are supported in the current browser. Note that as of Dec. 2013 this check is actually not accurate at all due to poor implementation.
* @property {boolean} _gamepadSupportAvailable - Are gamepads supported in this browser or not?
* @private
*/
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this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1) || !!navigator.getGamepads;
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/**
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevRawGamepadTypes
* @private
* @default
*/
this._prevRawGamepadTypes = [];
/**
* Used to check for differences between earlier polls and current state of gamepads.
* @property {Array} _prevTimestamps
* @private
* @default
*/
this._prevTimestamps = [];
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onConnectCallback - This callback is invoked every time any gamepad is connected
*/
this.onConnectCallback = null;
/**
* @property {function} onDisconnectCallback - This callback is invoked every time any gamepad is disconnected
*/
this.onDisconnectCallback = null;
/**
* @property {function} onDownCallback - This callback is invoked every time any gamepad button is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time any gamepad button is released.
*/
this.onUpCallback = null;
/**
* @property {function} onAxisCallback - This callback is invoked every time any gamepad axis is changed.
*/
this.onAxisCallback = null;
/**
* @property {function} onFloatCallback - This callback is invoked every time any gamepad button is changed to a value where value > 0 and value < 1.
*/
this.onFloatCallback = null;
/**
* @property {function} _ongamepadconnected - Private callback for Firefox gamepad connection handling
* @private
*/
this._ongamepadconnected = null;
/**
* @property {function} _gamepaddisconnected - Private callback for Firefox gamepad connection handling
* @private
*/
this._gamepaddisconnected = null;
};
Phaser.Gamepad.prototype = {
/**
* Add callbacks to the main Gamepad handler to handle connect/disconnect/button down/button up/axis change/float value buttons
* @method Phaser.Gamepad#addCallbacks
* @param {Object} context - The context under which the callbacks are run.
* @param {Object} callbacks - Object that takes six different callback 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;
}
},
/**
* Starts the Gamepad event handling.
* This MUST be called manually before Phaser will start polling the Gamepad API.
*
* @method Phaser.Gamepad#start
*/
start: function () {
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if (this._active)
{
// Avoid setting multiple listeners
return;
}
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this._active = true;
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var _this = this;
this._ongamepadconnected = function(event) {
var newPad = event.gamepad;
_this._rawPads.push(newPad);
_this._gamepads[newPad.index].connect(newPad);
};
window.addEventListener('gamepadconnected', this._ongamepadconnected, false);
this._ongamepaddisconnected = function(event) {
var removedPad = event.gamepad;
for (var i in _this._rawPads)
{
if (_this._rawPads[i].index === removedPad.index)
{
_this._rawPads.splice(i,1);
}
}
_this._gamepads[removedPad.index].disconnect();
};
window.addEventListener('gamepaddisconnected', this._ongamepaddisconnected, false);
},
/**
* Main gamepad update loop. Should not be called manually.
* @method Phaser.Gamepad#update
* @private
*/
update: function () {
this._pollGamepads();
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i]._connected)
{
this._gamepads[i].pollStatus();
}
}
},
/**
* Updating connected gamepads (for Google Chrome).
* Should not be called manually.
* @method Phaser.Gamepad#_pollGamepads
* @private
*/
_pollGamepads: function () {
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var rawGamepads = navigator.getGamepads || (navigator.webkitGetGamepads & & navigator.webkitGetGamepads()) || navigator.webkitGamepads;
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if (rawGamepads)
{
this._rawPads = [];
var gamepadsChanged = false;
for (var i = 0; i < rawGamepads.length; i++)
{
if (typeof rawGamepads[i] !== this._prevRawGamepadTypes[i])
{
gamepadsChanged = true;
this._prevRawGamepadTypes[i] = typeof rawGamepads[i];
}
if (rawGamepads[i])
{
this._rawPads.push(rawGamepads[i]);
}
// Support max 4 pads at the moment
if (i === 3)
{
break;
}
}
if (gamepadsChanged)
{
var validConnections = { rawIndices: {}, padIndices: {} };
var singlePad;
for (var j = 0; j < this._gamepads.length; j++)
{
singlePad = this._gamepads[j];
if (singlePad.connected)
{
for (var k = 0; k < this._rawPads.length; k++)
{
if (this._rawPads[k].index === singlePad.index)
{
validConnections.rawIndices[singlePad.index] = true;
validConnections.padIndices[j] = true;
}
}
}
}
for (var l = 0; l < this._gamepads.length; l++)
{
singlePad = this._gamepads[l];
if (validConnections.padIndices[l])
{
continue;
}
if (this._rawPads.length < 1)
{
singlePad.disconnect();
}
for (var m = 0; m < this._rawPads.length; m++)
{
if (validConnections.padIndices[l])
{
break;
}
var rawPad = this._rawPads[m];
if (rawPad)
{
if (validConnections.rawIndices[rawPad.index])
{
singlePad.disconnect();
continue;
}
else
{
singlePad.connect(rawPad);
validConnections.rawIndices[rawPad.index] = true;
validConnections.padIndices[l] = true;
}
}
else
{
singlePad.disconnect();
}
}
}
}
}
},
/**
* Sets the deadZone variable for all four gamepads
* @method Phaser.Gamepad#setDeadZones
*/
setDeadZones: function (value) {
for (var i = 0; i < this._gamepads.length; i++)
{
this._gamepads[i].deadZone = value;
}
},
/**
* Stops the Gamepad event handling.
*
* @method Phaser.Gamepad#stop
*/
stop: function () {
this._active = false;
window.removeEventListener('gamepadconnected', this._ongamepadconnected);
window.removeEventListener('gamepaddisconnected', this._ongamepaddisconnected);
},
/**
* Reset all buttons/axes of all gamepads
* @method Phaser.Gamepad#reset
*/
reset: function () {
this.update();
for (var i = 0; i < this._gamepads.length; i++)
{
this._gamepads[i].reset();
}
},
/**
* Returns the "just pressed" state of a button from ANY gamepad connected. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
* @method Phaser.Gamepad#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) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i].justPressed(buttonCode, duration) === true)
{
return true;
}
}
return false;
},
/**
* Returns the "just released" state of a button from ANY gamepad connected. Just released is considered as being true if the button was released within the duration given (default 250ms).
* @method Phaser.Gamepad#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 released.
* @return {boolean} True if the button is just released otherwise false.
*/
justReleased: function (buttonCode, duration) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i].justReleased(buttonCode, duration) === true)
{
return true;
}
}
return false;
},
/**
* Returns true if the button is currently pressed down, on ANY gamepad.
* @method Phaser.Gamepad#isDown
* @param {number} buttonCode - The buttonCode of the button to check for.
* @return {boolean} True if a button is currently down.
*/
isDown: function (buttonCode) {
for (var i = 0; i < this._gamepads.length; i++)
{
if (this._gamepads[i].isDown(buttonCode) === true)
{
return true;
}
}
return false;
}
};
Phaser.Gamepad.prototype.constructor = Phaser.Gamepad;
/**
* If the gamepad input is active or not - if not active it should not be updated from Input.js
* @name Phaser.Gamepad#active
* @property {boolean} active - If the gamepad input is active or not.
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "active", {
get: function () {
return this._active;
}
});
/**
* Whether or not gamepads are supported in current browser.
* @name Phaser.Gamepad#supported
* @property {boolean} supported - Whether or not gamepads are supported in current browser.
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "supported", {
get: function () {
return this._gamepadSupportAvailable;
}
});
/**
* How many live gamepads are currently connected.
* @name Phaser.Gamepad#padsConnected
* @property {boolean} padsConnected - How many live gamepads are currently connected.
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "padsConnected", {
get: function () {
return this._rawPads.length;
}
});
/**
* Gamepad #1
* @name Phaser.Gamepad#pad1
* @property {boolean} pad1 - Gamepad #1;
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad1", {
get: function () {
return this._gamepads[0];
}
});
/**
* Gamepad #2
* @name Phaser.Gamepad#pad2
* @property {boolean} pad2 - Gamepad #2
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad2", {
get: function () {
return this._gamepads[1];
}
});
/**
* Gamepad #3
* @name Phaser.Gamepad#pad3
* @property {boolean} pad3 - Gamepad #3
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad3", {
get: function () {
return this._gamepads[2];
}
});
/**
* Gamepad #4
* @name Phaser.Gamepad#pad4
* @property {boolean} pad4 - Gamepad #4
* @readonly
*/
Object.defineProperty(Phaser.Gamepad.prototype, "pad4", {
get: function () {
return this._gamepads[3];
}
});
Phaser.Gamepad.BUTTON_0 = 0;
Phaser.Gamepad.BUTTON_1 = 1;
Phaser.Gamepad.BUTTON_2 = 2;
Phaser.Gamepad.BUTTON_3 = 3;
Phaser.Gamepad.BUTTON_4 = 4;
Phaser.Gamepad.BUTTON_5 = 5;
Phaser.Gamepad.BUTTON_6 = 6;
Phaser.Gamepad.BUTTON_7 = 7;
Phaser.Gamepad.BUTTON_8 = 8;
Phaser.Gamepad.BUTTON_9 = 9;
Phaser.Gamepad.BUTTON_10 = 10;
Phaser.Gamepad.BUTTON_11 = 11;
Phaser.Gamepad.BUTTON_12 = 12;
Phaser.Gamepad.BUTTON_13 = 13;
Phaser.Gamepad.BUTTON_14 = 14;
Phaser.Gamepad.BUTTON_15 = 15;
Phaser.Gamepad.AXIS_0 = 0;
Phaser.Gamepad.AXIS_1 = 1;
Phaser.Gamepad.AXIS_2 = 2;
Phaser.Gamepad.AXIS_3 = 3;
Phaser.Gamepad.AXIS_4 = 4;
Phaser.Gamepad.AXIS_5 = 5;
Phaser.Gamepad.AXIS_6 = 6;
Phaser.Gamepad.AXIS_7 = 7;
Phaser.Gamepad.AXIS_8 = 8;
Phaser.Gamepad.AXIS_9 = 9;
// Below mapping applies to XBOX 360 Wired and Wireless controller on Google Chrome (tested on Windows 7).
// - Firefox uses different map! Separate amount of buttons and axes. DPAD = axis and not a button.
// In other words - discrepancies when using gamepads.
Phaser.Gamepad.XBOX360_A = 0;
Phaser.Gamepad.XBOX360_B = 1;
Phaser.Gamepad.XBOX360_X = 2;
Phaser.Gamepad.XBOX360_Y = 3;
Phaser.Gamepad.XBOX360_LEFT_BUMPER = 4;
Phaser.Gamepad.XBOX360_RIGHT_BUMPER = 5;
Phaser.Gamepad.XBOX360_LEFT_TRIGGER = 6;
Phaser.Gamepad.XBOX360_RIGHT_TRIGGER = 7;
Phaser.Gamepad.XBOX360_BACK = 8;
Phaser.Gamepad.XBOX360_START = 9;
Phaser.Gamepad.XBOX360_STICK_LEFT_BUTTON = 10;
Phaser.Gamepad.XBOX360_STICK_RIGHT_BUTTON = 11;
Phaser.Gamepad.XBOX360_DPAD_LEFT = 14;
Phaser.Gamepad.XBOX360_DPAD_RIGHT = 15;
Phaser.Gamepad.XBOX360_DPAD_UP = 12;
Phaser.Gamepad.XBOX360_DPAD_DOWN = 13;
Phaser.Gamepad.XBOX360_STICK_LEFT_X = 0;
Phaser.Gamepad.XBOX360_STICK_LEFT_Y = 1;
Phaser.Gamepad.XBOX360_STICK_RIGHT_X = 2;
Phaser.Gamepad.XBOX360_STICK_RIGHT_Y = 3;
< / pre >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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