apple2js/js/ui/gamepad.js

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/* Copyright 2010-2019 Will Scullin <scullin@scullinsteel.com>
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation. No representations are made about the suitability of this
* software for any purpose. It is provided "as is" without express or
* implied warranty.
*/
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var getGamepads = navigator.getGamepads || navigator.webkitGetGamepads;
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export var gamepad;
var gamepadMap = [];
var gamepadState = [];
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var flipX = false;
var flipY = false;
var BUTTON = {
// Buttons
'A': 0,
'B': 1,
'X': 2,
'Y': 3,
// Triggers
'L1': 4,
'R1': 5,
// Analog stick buttons
'L3': 6,
'R3': 7,
// Special
'START': 8,
'SELECT': 9,
'LOGO': 10,
// D pad
'UP': 11,
'DOWN': 12,
'LEFT': 13,
'RIGHT': 14
};
var DEFAULT_GAMEPAD = {
'A': 0,
'B': 1,
'L1': 0,
'R1': 1,
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'START': 0x1B
};
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window.addEventListener('gamepadconnected', function(e) {
gamepad = e.gamepad;
});
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export function processGamepad(io) {
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if (getGamepads) {
gamepad = getGamepads.call(navigator)[0];
}
if (gamepad) {
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var x = (gamepad.axes[0] * 1.414 + 1) / 2.0;
var y = (gamepad.axes[1] * 1.414 + 1) / 2.0;
io.paddle(0, flipX ? 1.0 - x : x);
io.paddle(1, flipY ? 1.0 - y : y);
var val;
for (var idx = 0; idx < gamepad.buttons.length; idx++) {
val = gamepadMap[idx];
if (val !== undefined) {
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var old = gamepadState[idx];
var button = gamepad.buttons[idx];
var pressed;
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if (typeof(button) == 'object') {
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pressed = button.pressed;
} else {
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pressed = (button == 1.0);
}
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if (pressed && !old) {
if (val <= 0) {
io.buttonDown(-val);
} else {
io.keyDown(gamepadMap[idx]);
}
} else if (!pressed && old) {
if (val <= 0) {
io.buttonUp(-val);
} else {
io.keyUp();
}
}
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gamepadState[idx] = pressed;
}
}
}
}
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export function configGamepad(configFlipX, configFlipY) {
flipX = configFlipX;
flipY = configFlipY;
}
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export function initGamepad(data) {
for (var idx = 0; idx < 16; idx++) {
gamepadMap[idx] = undefined;
}
var map = data || DEFAULT_GAMEPAD;
Object.keys(map).forEach(function(key) {
var val = map[key];
if (typeof val == 'string') {
val = val.charCodeAt(0);
} else {
val = -val;
}
if (key in BUTTON) {
gamepadMap[BUTTON[key]] = val;
} else {
gamepadMap[parseInt(key, 10)] = val;
}
});
}