/** * @author Richard Davey * @copyright 2019 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ var Class = require('../../utils/Class'); var EventEmitter = require('eventemitter3'); var Events = require('./events'); var Gamepad = require('./Gamepad'); var GetValue = require('../../utils/object/GetValue'); var InputPluginCache = require('../InputPluginCache'); var InputEvents = require('../events'); /** * @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 * }); * ``` * * 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 * @memberof Phaser.Input.Gamepad * @constructor * @since 3.10.0 * * @param {Phaser.Input.InputPlugin} sceneInputPlugin - A reference to the Scene Input Plugin that the KeyboardPlugin belongs to. */ var GamepadPlugin = new Class({ Extends: EventEmitter, initialize: function GamepadPlugin (sceneInputPlugin) { EventEmitter.call(this); /** * 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 * @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. * * @name Phaser.Input.Gamepad.GamepadPlugin#sceneInputPlugin * @type {Phaser.Input.InputPlugin} * @since 3.10.0 */ this.sceneInputPlugin = sceneInputPlugin; /** * A boolean that controls if the Gamepad Manager is enabled or not. * Can be toggled on the fly. * * @name Phaser.Input.Gamepad.GamepadPlugin#enabled * @type {boolean} * @default true * @since 3.10.0 */ this.enabled = true; /** * The Gamepad Event target, as defined in the Game Config. * Typically the browser window, but can be any interactive DOM element. * * @name Phaser.Input.Gamepad.GamepadPlugin#target * @type {any} * @since 3.10.0 */ this.target; /** * An array of the connected Gamepads. * * @name Phaser.Input.Gamepad.GamepadPlugin#gamepads * @type {Phaser.Input.Gamepad.Gamepad[]} * @default [] * @since 3.10.0 */ this.gamepads = []; /** * An internal event queue. * * @name Phaser.Input.Gamepad.GamepadPlugin#queue * @type {GamepadEvent[]} * @private * @since 3.10.0 */ 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; sceneInputPlugin.pluginEvents.once(InputEvents.BOOT, this.boot, this); sceneInputPlugin.pluginEvents.on(InputEvents.START, this.start, this); }, /** * This method is called automatically, only once, when the Scene is first created. * Do not invoke it directly. * * @method Phaser.Input.Gamepad.GamepadPlugin#boot * @private * @since 3.10.0 */ boot: function () { var game = this.scene.sys.game; var settings = this.settings.input; var config = game.config; this.enabled = GetValue(settings, 'gamepad', config.inputGamepad) && game.device.input.gamepads; this.target = GetValue(settings, 'gamepad.target', config.inputGamepadEventTarget); this.sceneInputPlugin.pluginEvents.once(InputEvents.DESTROY, this.destroy, this); }, /** * 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. * * @method Phaser.Input.Gamepad.GamepadPlugin#start * @private * @since 3.10.0 */ start: function () { if (this.enabled) { this.startListeners(); } this.sceneInputPlugin.pluginEvents.once(InputEvents.SHUTDOWN, this.shutdown, this); }, /** * 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; 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); // 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 this.sceneInputPlugin.pluginEvents.on(InputEvents.UPDATE, this.update, this); }, /** * Stops the Gamepad Event listeners. * This is called automatically and does not need to be manually invoked. * * @method Phaser.Input.Gamepad.GamepadPlugin#stopListeners * @private * @since 3.10.0 */ stopListeners: function () { this.target.removeEventListener('gamepadconnected', this.onGamepadHandler); this.target.removeEventListener('gamepaddisconnected', this.onGamepadHandler); this.sceneInputPlugin.pluginEvents.off(InputEvents.UPDATE, this.update); }, /** * Disconnects all current Gamepads. * * @method Phaser.Input.Gamepad.GamepadPlugin#disconnectAll * @since 3.10.0 */ disconnectAll: function () { for (var i = 0; i < this.gamepads.length; i++) { this.gamepads.connected = false; } }, /** * Refreshes the list of connected Gamepads. * * This is called automatically when a gamepad is connected or disconnected, * and during the update loop. * * @method Phaser.Input.Gamepad.GamepadPlugin#refreshPads * @private * @since 3.10.0 */ refreshPads: function () { var connectedPads = navigator.getGamepads(); if (!connectedPads) { this.disconnectAll(); } else { var currentPads = this.gamepads; for (var i = 0; i < connectedPads.length; i++) { var livePad = connectedPads[i]; // Because sometimes they're null (yes, really) if (!livePad) { continue; } var id = livePad.id; var index = livePad.index; var currentPad = currentPads[index]; if (!currentPad) { // 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; } } 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(); 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); } } } }, /** * Returns an array of all currently connected Gamepads. * * @method Phaser.Input.Gamepad.GamepadPlugin#getAll * @since 3.10.0 * * @return {Phaser.Input.Gamepad.Gamepad[]} An array of all currently connected Gamepads. */ 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; }, /** * Looks-up a single Gamepad based on the given index value. * * @method Phaser.Input.Gamepad.GamepadPlugin#getPad * @since 3.10.0 * * @param {number} index - The index of the Gamepad to get. * * @return {Phaser.Input.Gamepad.Gamepad} The Gamepad matching the given index, or undefined if none were found. */ 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]; } } }, /** * The internal update loop. Refreshes all connected gamepads and processes their events. * * Called automatically by the Input Manager, invoked from the Game step. * * @method Phaser.Input.Gamepad.GamepadPlugin#update * @private * @fires Phaser.Input.Gamepad.Events#CONNECTED * @fires Phaser.Input.Gamepad.Events#DISCONNECTED * @since 3.10.0 */ update: function () { if (!this.enabled) { return; } this.refreshPads(); 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); if (event.type === 'gamepadconnected') { this.emit(Events.CONNECTED, pad, event); } else if (event.type === 'gamepaddisconnected') { this.emit(Events.DISCONNECTED, pad, event); } } }, /** * 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; }, /** * The total number of connected game pads. * * @name Phaser.Input.Gamepad.GamepadPlugin#total * @type {integer} * @since 3.10.0 */ 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; } } }); /** * 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;