mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 04:53:38 +00:00
255 lines
6.5 KiB
JavaScript
255 lines
6.5 KiB
JavaScript
var Class = require('../../utils/Class');
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var Event = require('./events');
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var Key = require('./keys/Key');
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var KeyCodes = require('./keys/KeyCodes');
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var KeyCombo = require('./combo/KeyCombo');
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var ProcessKeyCombo = require('./combo/ProcessKeyCombo');
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var ProcessKeyDown = require('./keys/ProcessKeyDown');
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var ProcessKeyUp = require('./keys/ProcessKeyUp');
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/**
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* The Keyboard class monitors keyboard input and dispatches keyboard events.
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*
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* _Note_: many keyboards are unable to process certain combinations of keys due to hardware limitations known as ghosting.
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* See http://www.html5gamedevs.com/topic/4876-impossible-to-use-more-than-2-keyboard-input-buttons-at-the-same-time/ for more details.
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*
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* Also please be aware that certain browser extensions can disable or override Phaser keyboard handling.
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* For example the Chrome extension vimium is known to disable Phaser from using the D key. And there are others.
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* So please check your extensions before opening Phaser issues.
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*/
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var KeyboardManager = new Class({
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initialize:
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function KeyboardManager (inputManager)
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{
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this.manager = inputManager;
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this.events = inputManager.events;
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this.enabled = false;
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this.target;
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this.keys = [];
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this.combos = [];
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this.captures = [];
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// Standard FIFO queue
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this.queue = [];
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this.handler;
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},
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/**
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* The Boot handler is called by Phaser.Game when it first starts up.
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* The renderer is available by now.
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*/
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boot: function ()
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{
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var config = this.manager.config;
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this.enabled = config.inputKeyboard;
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this.target = config.inputKeyboardEventTarget;
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if (this.enabled)
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{
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this.startListeners();
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}
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},
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startListeners: function ()
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{
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var queue = this.queue;
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var captures = this.captures;
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var handler = function (event)
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{
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if (event.defaultPrevented)
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{
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// Do nothing if event already handled
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return;
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}
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queue.push(event);
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if (captures[event.keyCode])
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{
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event.preventDefault();
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}
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};
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this.handler = handler;
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this.target.addEventListener('keydown', handler, false);
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this.target.addEventListener('keyup', handler, false);
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},
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stopListeners: function ()
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{
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this.target.removeEventListener('keydown', this.handler);
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this.target.removeEventListener('keyup', this.handler);
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},
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/**
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* Creates and returns an object containing 4 hotkeys for Up, Down, Left and Right and also space and shift.
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*/
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createCursorKeys: function ()
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{
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return this.addKeys({
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up: KeyCodes.UP,
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down: KeyCodes.DOWN,
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left: KeyCodes.LEFT,
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right: KeyCodes.RIGHT,
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space: KeyCodes.SPACE,
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shift: KeyCodes.SHIFT
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});
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},
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/**
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* A practical way to create an object containing user selected hotkeys.
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*
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* For example,
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*
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* addKeys( { 'up': Phaser.KeyCode.W, 'down': Phaser.KeyCode.S, 'left': Phaser.KeyCode.A, 'right': Phaser.KeyCode.D } );
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*
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* would return an object containing properties (`up`, `down`, `left` and `right`) referring to {@link Phaser.Key} object.
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*/
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addKeys: function (keys)
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{
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var output = {};
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for (var key in keys)
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{
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output[key] = this.addKey(keys[key]);
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}
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return output;
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},
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/**
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* If you need more fine-grained control over a Key you can create a new Phaser.Key object via this method.
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* The Key object can then be polled, have events attached to it, etc.
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*/
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addKey: function (keyCode)
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{
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var keys = this.keys;
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if (!keys[keyCode])
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{
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keys[keyCode] = new Key(keyCode);
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this.captures[keyCode] = true;
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}
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return keys[keyCode];
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},
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/**
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* Removes a Key object from the Keyboard manager.
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*/
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removeKey: function (keyCode)
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{
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if (this.keys[keyCode])
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{
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this.keys[keyCode] = undefined;
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this.captures[keyCode] = false;
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}
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},
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addKeyCapture: function (keyCodes)
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{
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if (!Array.isArray(keyCodes))
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{
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keyCodes = [ keyCodes ];
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}
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for (var i = 0; i < keyCodes.length; i++)
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{
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this.captures[keyCodes[i]] = true;
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}
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},
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removeKeyCapture: function (keyCodes)
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{
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if (!Array.isArray(keyCodes))
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{
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keyCodes = [ keyCodes ];
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}
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for (var i = 0; i < keyCodes.length; i++)
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{
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this.captures[keyCodes[i]] = false;
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}
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},
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createCombo: function (keys, config)
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{
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return new KeyCombo(this, keys, config);
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},
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// https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/KeyboardEvent
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// type = 'keydown', 'keyup'
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// keyCode = integer
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update: function ()
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{
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var len = this.queue.length;
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if (!this.enabled || len === 0)
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{
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return;
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}
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// Clears the queue array, and also means we don't work on array data that could potentially
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// be modified during the processing phase
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var queue = this.queue.splice(0, len);
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var keys = this.keys;
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var singleKey;
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// Process the event queue, dispatching all of the events that have stored up
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for (var i = 0; i < len; i++)
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{
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var event = queue[i];
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if (event.type === 'keydown')
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{
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this.manager.events.dispatch(new Event.KEY_DOWN_EVENT(event));
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singleKey = Event._DOWN[event.keyCode];
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if (singleKey)
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{
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this.manager.events.dispatch(new singleKey(event));
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}
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if (keys[event.keyCode])
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{
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ProcessKeyDown(keys[event.keyCode], event);
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}
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}
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else
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{
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this.manager.events.dispatch(new Event.KEY_UP_EVENT(event));
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singleKey = Event._UP[event.keyCode];
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if (singleKey)
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{
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this.manager.events.dispatch(new singleKey(event));
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}
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if (keys[event.keyCode])
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{
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ProcessKeyUp(keys[event.keyCode], event);
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}
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}
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}
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}
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});
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module.exports = KeyboardManager;
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