/** * @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 * @method Phaser.SinglePad#addCallbacks * @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 () { if (this._rawPad.timestamp && (this._rawPad.timestamp == this._prevTimestamp)) { 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]; if (axis > 0 && axis > this.deadZone || axis < 0 && axis < -this.deadZone) { 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 * @param {Object} rawPad - The raw gamepad object */ 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; if (triggerCallback && this._padParent.onConnectCallback) { this._padParent.onConnectCallback.call(this._padParent.callbackContext, this._index); } if (triggerCallback && this.onConnectCallback) { 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; if (triggerCallback && this._padParent.onDisconnectCallback) { this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex); } if (triggerCallback && this.onDisconnectCallback) { this.onDisconnectCallback.call(this.callbackContext); } }, /** * Handles changes in axis * @method Phaser.SinglePad#processAxisChange * @param {Object} axisState - State of the relevant axis */ 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; 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 * @method Phaser.SinglePad#processButtonDown * @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); } if (this._buttons[buttonCode] && this._buttons[buttonCode].isDown) { // 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 * @method Phaser.SinglePad#processButtonUp * @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) * @method Phaser.SinglePad#processButtonFloat * @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 * @method Phaser.SinglePad#axis * @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). * @method Phaser.SinglePad#justReleased * @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; } return (this._buttons[buttonCode] && this._buttons[buttonCode].isDown === false && (this.game.time.now - this._buttons[buttonCode].timeUp < duration)); }, /** * 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; } return (this._buttons[buttonCode] && this._buttons[buttonCode].isDown && this._buttons[buttonCode].duration < duration); }, /** * 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; } });