/** * @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 */ this._gamepadSupportAvailable = !!navigator.webkitGetGamepads || !!navigator.webkitGamepads || (navigator.userAgent.indexOf('Firefox/') != -1) || !!navigator.getGamepads; /** * 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 () { this._active = true; 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 () { var rawGamepads = (navigator.webkitGetGamepads && navigator.webkitGetGamepads()) || navigator.webkitGamepads || navigator.getGamepads; 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;