Add and that were missing

This commit is contained in:
Ian Flanigan 2021-03-27 20:41:27 +01:00
parent 05b2627b04
commit 3c13c83564
2 changed files with 241 additions and 0 deletions

89
js/ui/audio.ts Normal file
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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.
*/
import Apple2IO from '../apple2io';
import { debug } from '../util';
/*
* Audio Handling
*/
const SAMPLE_SIZE = 1024;
const SAMPLE_RATE = 44000;
export default class Audio {
private sound = true;
private samples: number[][] = [];
private audioContext;
private audioNode;
private started = false;
constructor(io: Apple2IO) {
this.audioContext = new AudioContext({
sampleRate: SAMPLE_RATE
});
// TODO(flan): MDN says that createScriptProcessor is deprecated and
// replaced by AudioWorklet. FF and Chrome support AudioWorklet, but
// Safari does not (yet).
this.audioNode = this.audioContext.createScriptProcessor(SAMPLE_SIZE, 1, 1);
this.audioNode.onaudioprocess = (event) => {
const data = event.outputBuffer.getChannelData(0);
const sample = this.samples.shift();
let idx = 0;
let len = data.length;
if (sample) {
len = Math.min(sample.length, len);
for (; idx < len; idx++) {
data[idx] = sample[idx];
}
}
for (; idx < data.length; idx++) {
data[idx] = 0.0;
}
};
this.audioNode.connect(this.audioContext.destination);
io.sampleRate(this.audioContext.sampleRate, SAMPLE_SIZE);
io.addSampleListener((sample: number[]) => {
if (this.sound) {
if (this.samples.length < 5) {
this.samples.push(sample);
}
}
});
debug('Sound initialized');
}
autoStart() {
if (this.audioContext && !this.started) {
this.samples = [];
this.audioContext.resume();
this.started = true;
}
}
start() {
if (this.audioContext) {
this.samples = [];
this.audioContext.resume();
}
}
enable(enable: boolean) {
this.sound = enable;
}
}

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js/ui/gamepad.ts Normal file
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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.
*/
import Apple2IO from '../apple2io';
import { KnownKeys } from '../types';
export let gamepad: Gamepad | null = null;
const 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
} as const;
type ButtonType = KnownKeys<typeof BUTTON>;
/**
* A `GamepadConfiguration` maps buttons on the controller to Apple Paddle
* buttons or keys on the keyboard. If the value is a number, it must be
* 0 | 1 | 2 and will map to the corresponding paddle button. If the value
* is a string, the _first_ character of the string is used as a key to
* press on the keyboard.
*/
export type GamepadConfiguration = {
[K in ButtonType]?: 0 | 1 | 2 | string;
};
const DEFAULT_GAMEPAD: GamepadConfiguration = {
'A': 0,
'B': 1,
'L1': 0,
'R1': 1,
'START': '\x1B'
} as const;
/**
* An array with 16 entries. For each entry _e_:
*
* * if _e_ <= 0, then _-e_ is 0 | 1 | 2 and represents a joystick button;
* * if _e_ > 0, then _e_ is a key on the keyboard that is pressed;
* * if _e_ is undefined, nothing happens.
*/
const gamepadMap: Array<number | undefined> = [];
/**
* An array with 16 entries saying whether or not the given button is
* currently pressed.
*/
const gamepadState: boolean[] = [];
let flipX = false;
let flipY = false;
window.addEventListener('gamepadconnected', function (e: GamepadEvent) {
gamepad = e.gamepad;
});
export function processGamepad(io: Apple2IO) {
// Always use the first gamepad
gamepad = navigator.getGamepads()[0];
if (!gamepad) {
return;
}
const x = (gamepad.axes[0] * 1.414 + 1) / 2.0;
const 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);
for (let idx = 0; idx < gamepad.buttons.length; idx++) {
const val = gamepadMap[idx];
if (val !== undefined) {
const old = gamepadState[idx];
const button = gamepad.buttons[idx];
let pressed: boolean;
if (typeof button === 'object') {
pressed = button.pressed;
} else {
pressed = (button === 1.0);
}
if (pressed && !old) {
if (val <= 0) {
io.buttonDown(-val as 0 | 1 | 2);
} else {
io.keyDown(gamepadMap[idx]!);
}
} else if (!pressed && old) {
if (val <= 0) {
io.buttonUp(-val as 0 | 1 | 2);
} else {
io.keyUp();
}
}
gamepadState[idx] = pressed;
}
}
}
export function configGamepad(configFlipX: boolean, configFlipY: boolean) {
flipX = configFlipX;
flipY = configFlipY;
}
export function initGamepad(data?: GamepadConfiguration) {
// Clear map
for (let idx = 0; idx < 16; idx++) {
gamepadMap[idx] = undefined;
}
const map = data || DEFAULT_GAMEPAD;
for (const entry of Object.entries(map)) {
const key = entry[0] as ButtonType;
const val = entry[1] as number | string;
let mapVal;
if (typeof val === 'string') {
mapVal = val.charCodeAt(0);
} else {
mapVal = -val;
}
if (key in BUTTON) {
gamepadMap[BUTTON[key]] = mapVal;
} else {
gamepadMap[parseInt(key, 10)] = mapVal;
}
}
}