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<h1 class="page-title">Source: input/GamepadButton.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.GamepadButton
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* @classdesc If you need more fine-grained control over the handling of specific buttons you can create and use Phaser.GamepadButton objects.
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* @constructor
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* @param {Phaser.SinglePad} pad - A reference to the gamepad that owns this button.
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* @param {number} buttonCode - The button code this GamepadButton is responsible for.
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*/
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Phaser.GamepadButton = function (pad, buttonCode) {
|
|
|
|
/**
|
|
* @property {Phaser.SinglePad} pad - A reference to the gamepad that owns this button.
|
|
*/
|
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this.pad = pad;
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - A reference to the currently running game.
|
|
*/
|
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this.game = pad.game;
|
|
|
|
/**
|
|
* @property {boolean} isDown - The "down" state of the button.
|
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* @default
|
|
*/
|
|
this.isDown = false;
|
|
|
|
/**
|
|
* @property {boolean} isUp - The "up" state of the button.
|
|
* @default
|
|
*/
|
|
this.isUp = true;
|
|
|
|
/**
|
|
* @property {number} timeDown - The timestamp when the button was last pressed down.
|
|
* @default
|
|
*/
|
|
this.timeDown = 0;
|
|
|
|
/**
|
|
* If the button is down this value holds the duration of that button press and is constantly updated.
|
|
* If the button is up it holds the duration of the previous down session.
|
|
* @property {number} duration - The number of milliseconds this button has been held down for.
|
|
* @default
|
|
*/
|
|
this.duration = 0;
|
|
|
|
/**
|
|
* @property {number} timeUp - The timestamp when the button was last released.
|
|
* @default
|
|
*/
|
|
this.timeUp = 0;
|
|
|
|
/**
|
|
* @property {number} repeats - If a button is held down this holds down the number of times the button has 'repeated'.
|
|
* @default
|
|
*/
|
|
this.repeats = 0;
|
|
|
|
/**
|
|
* @property {number} value - Button value. Mainly useful for checking analog buttons (like shoulder triggers)
|
|
* @default
|
|
*/
|
|
this.value = 0;
|
|
|
|
/**
|
|
* @property {number} buttonCode - The buttoncode of this button.
|
|
*/
|
|
this.buttonCode = buttonCode;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onDown - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
|
|
*/
|
|
this.onDown = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onUp - This Signal is dispatched every time this GamepadButton is pressed down. It is only dispatched once (until the button is released again).
|
|
*/
|
|
this.onUp = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onFloat - This Signal is dispatched every time this GamepadButton changes floating value (between (but not exactly) 0 and 1)
|
|
*/
|
|
this.onFloat = new Phaser.Signal();
|
|
|
|
};
|
|
|
|
Phaser.GamepadButton.prototype = {
|
|
|
|
/**
|
|
* Called automatically by Phaser.SinglePad.
|
|
*
|
|
* @method Phaser.GamepadButton#processButtonDown
|
|
* @protected
|
|
* @param {number} value - Button value
|
|
*/
|
|
processButtonDown: function (value) {
|
|
|
|
if (this.isDown)
|
|
{
|
|
this.duration = this.game.time.now - this.timeDown;
|
|
this.repeats++;
|
|
}
|
|
else
|
|
{
|
|
this.isDown = true;
|
|
this.isUp = false;
|
|
this.timeDown = this.game.time.now;
|
|
this.duration = 0;
|
|
this.repeats = 0;
|
|
this.value = value;
|
|
|
|
this.onDown.dispatch(this, value);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by Phaser.SinglePad.
|
|
*
|
|
* @method Phaser.GamepadButton#processButtonUp
|
|
* @protected
|
|
* @param {number} value - Button value
|
|
*/
|
|
processButtonUp: function (value) {
|
|
|
|
if (this.isDown)
|
|
{
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.timeUp = this.game.time.now;
|
|
this.value = value;
|
|
|
|
this.onUp.dispatch(this, value);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by Phaser.SinglePad.
|
|
*
|
|
* @method Phaser.GamepadButton#processButtonFloat
|
|
* @protected
|
|
* @param {number} value - Button value
|
|
*/
|
|
processButtonFloat: function (value) {
|
|
|
|
this.value = value;
|
|
|
|
this.onFloat.dispatch(this, value);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just pressed" state of this button. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
|
|
*
|
|
* @method Phaser.GamepadButton#justPressed
|
|
* @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 (duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
return (this.isDown && this.duration < duration);
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the "just released" state of this button. Just released is considered as being true if the button was released within the duration given (default 250ms).
|
|
*
|
|
* @method Phaser.GamepadButton#justPressed
|
|
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
|
|
* @return {boolean} True if the button is just pressed otherwise false.
|
|
*/
|
|
justReleased: function (duration) {
|
|
|
|
if (typeof duration === "undefined") { duration = 250; }
|
|
|
|
return (this.isDown === false && (this.game.time.now - this.timeUp < duration));
|
|
|
|
},
|
|
|
|
/**
|
|
* Resets this GamepadButton, changing it to an isUp state and resetting the duration and repeats counters.
|
|
*
|
|
* @method Phaser.GamepadButton#reset
|
|
*/
|
|
reset: function () {
|
|
|
|
this.isDown = false;
|
|
this.isUp = true;
|
|
this.timeDown = this.game.time.now;
|
|
this.duration = 0;
|
|
this.repeats = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys this GamepadButton, this disposes of the onDown, onUp and onFloat signals and clears the pad and game references.
|
|
*
|
|
* @method Phaser.GamepadButton#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.onDown.dispose();
|
|
this.onUp.dispose();
|
|
this.onFloat.dispose();
|
|
|
|
this.pad = null;
|
|
this.game = null;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.GamepadButton.prototype.constructor = Phaser.GamepadButton;
|
|
</pre>
|
|
</article>
|
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</section>
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<div class="clearfix"></div>
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<footer>
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<span class="copyright">
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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</span>
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<br />
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<span class="jsdoc-message">
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Thu Jul 10 2014 20:18:55 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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