/* Copyright 2010-2019 Will Scullin * * 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. */ var getGamepads = navigator.getGamepads || navigator.webkitGetGamepads; export var gamepad; var gamepadMap = []; var gamepadState = []; 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, 'START': 0x1B }; window.addEventListener('gamepadconnected', function(e) { gamepad = e.gamepad; }); export function processGamepad(io) { if (getGamepads) { gamepad = getGamepads.call(navigator)[0]; } if (gamepad) { 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) { var old = gamepadState[idx]; var button = gamepad.buttons[idx]; var pressed; if (typeof(button) == 'object') { pressed = button.pressed; } else { pressed = (button == 1.0); } 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(); } } gamepadState[idx] = pressed; } } } } export function configGamepad(configFlipX, configFlipY) { flipX = configFlipX; flipY = configFlipY; } 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; } }); }