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1123 lines
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: input/SinglePad.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author @karlmacklin <tacklemcclean@gmail.com>
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* @class Phaser.SinglePad
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* @classdesc A single Phaser Gamepad
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* @constructor
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* @param {Phaser.Game} game - Current game instance.
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* @param {Object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)
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*/
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Phaser.SinglePad = function (game, padParent) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {number} index - The gamepad index as per browsers data
|
|
* @readonly
|
|
*/
|
|
this.index = null;
|
|
|
|
/**
|
|
* @property {boolean} connected - Whether or not this particular gamepad is connected or not.
|
|
* @readonly
|
|
*/
|
|
this.connected = false;
|
|
|
|
/**
|
|
* @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;
|
|
|
|
/**
|
|
* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
|
|
* @private
|
|
*/
|
|
this._padParent = padParent;
|
|
|
|
/**
|
|
* @property {Object} _rawPad - The 'raw' gamepad data.
|
|
* @private
|
|
*/
|
|
this._rawPad = null;
|
|
|
|
/**
|
|
* @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.
|
|
* @private
|
|
*/
|
|
this._prevTimestamp = null;
|
|
|
|
/**
|
|
* @property {Array} _buttons - Array of Phaser.GamepadButton objects. This array is populated when the gamepad is connected.
|
|
* @private
|
|
*/
|
|
this._buttons = [];
|
|
|
|
/**
|
|
* @property {number} _buttonsLen - Length of the _buttons array.
|
|
* @private
|
|
*/
|
|
this._buttonsLen = 0;
|
|
|
|
/**
|
|
* @property {Array} _axes - Current axes state.
|
|
* @private
|
|
*/
|
|
this._axes = [];
|
|
|
|
/**
|
|
* @property {number} _axesLen - Length of the _axes array.
|
|
* @private
|
|
*/
|
|
this._axesLen = 0;
|
|
|
|
};
|
|
|
|
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;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* DEPRECATED: Please see SinglePad.getButton for the same functionality.
|
|
*
|
|
* If you need more fine-grained control over a gamepad button you can create a new Phaser.GamepadButton object via this method.
|
|
* The GamepadButton 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, Phaser.Gamepad.XBOX360_A, etc.
|
|
* @return {Phaser.GamepadButton} The GamepadButton object which you can store locally and reference directly.
|
|
*/
|
|
addButton: function (buttonCode) {
|
|
|
|
return this.getButton(buttonCode);
|
|
|
|
},
|
|
|
|
/**
|
|
* Gets a GamepadButton object from this controller to be stored and referenced locally.
|
|
* The GamepadButton object can then be polled, have events attached to it, etc.
|
|
*
|
|
* @method Phaser.SinglePad#getButton
|
|
* @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0, Phaser.Gamepad.XBOX360_A, etc.
|
|
* @return {Phaser.GamepadButton} The GamepadButton object which you can store locally and reference directly.
|
|
*/
|
|
getButton: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode];
|
|
}
|
|
else
|
|
{
|
|
return null;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Main update function, should be called by Phaser.Gamepad.
|
|
*
|
|
* @method Phaser.SinglePad#pollStatus
|
|
*/
|
|
pollStatus: function () {
|
|
|
|
if (!this.connected || this.game.input.disabled || this.game.input.gamepad.disabled || (this._rawPad.timestamp && (this._rawPad.timestamp === this._prevTimestamp)))
|
|
{
|
|
return;
|
|
}
|
|
|
|
for (var i = 0; i < this._buttonsLen; i++)
|
|
{
|
|
var rawButtonVal = isNaN(this._rawPad.buttons[i]) ? this._rawPad.buttons[i].value : this._rawPad.buttons[i];
|
|
|
|
if (rawButtonVal !== this._buttons[i].value)
|
|
{
|
|
if (rawButtonVal === 1)
|
|
{
|
|
this.processButtonDown(i, rawButtonVal);
|
|
}
|
|
else if (rawButtonVal === 0)
|
|
{
|
|
this.processButtonUp(i, rawButtonVal);
|
|
}
|
|
else
|
|
{
|
|
this.processButtonFloat(i, rawButtonVal);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
for (var j = 0; j < this._axesLen; j++)
|
|
{
|
|
var axis = this._rawPad.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.connected = true;
|
|
this.index = rawPad.index;
|
|
|
|
this._rawPad = rawPad;
|
|
|
|
this._buttons = [];
|
|
this._buttonsLen = rawPad.buttons.length;
|
|
|
|
this._axes = rawPad.axes;
|
|
this._axesLen = rawPad.axes.length;
|
|
|
|
for (var buttonCode in rawPad.buttons)
|
|
{
|
|
buttonCode = parseInt(buttonCode, 10);
|
|
this._buttons[buttonCode] = new Phaser.GamepadButton(this, buttonCode);
|
|
}
|
|
|
|
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;
|
|
var disconnectingIndex = this.index;
|
|
|
|
this.connected = false;
|
|
this.index = null;
|
|
|
|
this._rawPad = undefined;
|
|
|
|
for (var i = 0; i < this._buttonsLen; i++)
|
|
{
|
|
this._buttons[i].destroy();
|
|
}
|
|
|
|
this._buttons = [];
|
|
this._buttonsLen = 0;
|
|
|
|
this._axes = [];
|
|
this._axesLen = 0;
|
|
|
|
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._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._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].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._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._buttons[buttonCode])
|
|
{
|
|
this._buttons[buttonCode].processButtonUp(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._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])
|
|
{
|
|
this._buttons[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 pressed down.
|
|
*
|
|
* @method Phaser.SinglePad#isDown
|
|
* @param {number} buttonCode - The buttonCode of the button to check.
|
|
* @return {boolean} True if the button is pressed down.
|
|
*/
|
|
isDown: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].isDown;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns true if the button is not currently pressed.
|
|
*
|
|
* @method Phaser.SinglePad#isUp
|
|
* @param {number} buttonCode - The buttonCode of the button to check.
|
|
* @return {boolean} True if the button is not currently pressed down.
|
|
*/
|
|
isUp: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].isUp;
|
|
}
|
|
|
|
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 (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].justReleased(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 (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].justPressed(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 {number} Button value if available otherwise null. Be careful as this can incorrectly evaluate to 0.
|
|
*/
|
|
buttonValue: function (buttonCode) {
|
|
|
|
if (this._buttons[buttonCode])
|
|
{
|
|
return this._buttons[buttonCode].value;
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Reset all buttons/axes of this gamepad.
|
|
*
|
|
* @method Phaser.SinglePad#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
for (var j = 0; j < this._axes.length; j++)
|
|
{
|
|
this._axes[j] = 0;
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Jul 18 2014 12:36:37 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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} );
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</script>
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</body>
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</html>
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