phaser/docs/SinglePad.js.html
2014-02-05 16:55:02 +00:00

1048 lines
27 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: input/SinglePad.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.Animation.html">Animation</a>
</li>
<li>
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li>
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li>
<a href="Phaser.Button.html">Button</a>
</li>
<li>
<a href="Phaser.Cache.html">Cache</a>
</li>
<li>
<a href="Phaser.Camera.html">Camera</a>
</li>
<li>
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li>
<a href="Phaser.Circle.html">Circle</a>
</li>
<li>
<a href="Phaser.Color.html">Color</a>
</li>
<li>
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.DOMSprite.html">DOMSprite</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
<li>
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li>
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li>
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li>
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li>
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li>
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li>
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li>
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li>
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li>
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li>
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
<li>
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li>
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li>
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li>
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li>
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li>
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li>
<a href="Phaser.Key.html">Key</a>
</li>
<li>
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.Line.html">Line</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li>
<a href="Phaser.Loader.html">Loader</a>
</li>
<li>
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li>
<a href="Phaser.Math.html">Math</a>
</li>
<li>
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li>
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li>
<a href="Phaser.Net.html">Net</a>
</li>
<li>
<a href="Phaser.Particles.html">Particles</a>
</li>
<li>
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li>
<a href="Phaser.Physics.html">Physics</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li>
<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li>
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
</li>
<li>
<a href="Phaser.State.html">State</a>
</li>
<li>
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: input/SinglePad.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author @karlmacklin &lt;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 &lt; 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.Gamepad#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 &lt; 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 &lt; axes.length; j += 1)
{
var axis = axes[j];
if (axis > 0 && axis > this.deadZone || axis &lt; 0 && axis &lt; -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
* @param {Object} rawPad - The raw gamepad object
* @method Phaser.SinglePad#connect
*/
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
* @param {Object} axisState - State of the relevant axis
* @method Phaser.SinglePad#processAxisChange
*/
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
* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value
* @method Phaser.SinglePad#processButtonDown
*/
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
* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value
* @method Phaser.SinglePad#processButtonUp
*/
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)
* @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.
* @method Phaser.SinglePad#processButtonFloat
*/
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#isDown
* @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#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) {
if (typeof duration === "undefined") { duration = 250; }
return (this._buttons[buttonCode] && this._buttons[buttonCode].isDown === false && (this.game.time.now - this._buttons[buttonCode].timeUp &lt; 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 &lt; 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 &lt; this._buttons.length; i++)
{
this._buttons[i] = 0;
}
for (var j = 0; j &lt; 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;
}
});
</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>
on Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>