apple2js/js/ui/gamepad.js
Will Scullin 9a25ffcf09 Extract gamepad code
Extract gamepad code, fix http loading.
2013-12-27 12:18:45 -08:00

117 lines
3.0 KiB
JavaScript

/* -*- mode: JavaScript; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
/* Copyright 2010 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.
*/
/*jshint jquery: true, browser: true */
/*globals flipX: false, flipY: false */
/*exported processGamepad, initGamepad, gamepad */
var gamepadSupportAvailable = !!navigator.webkitGetGamepads;
var gamepad;
var gamepadMap = [];
var gamepadState = [];
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': '\033'
};
window.addEventListener("gamepadconnected", function(e) {
gamepad = e.gamepad;
});
function processGamepad(io) {
if (gamepadSupportAvailable) {
gamepad = navigator.webkitGetGamepads()[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) {
if (gamepad.buttons[idx]) {
if (!gamepadState[idx]) {
if (val <= 0) {
io.buttonDown(-val);
} else {
io.keyDown(gamepadMap[idx]);
}
}
} else {
if (gamepadState[idx]) {
if (val <= 0) {
io.buttonUp(-val);
} else {
io.keyUp();
}
}
}
}
gamepadState[idx] = gamepad.buttons[idx];
}
}
}
function initGamepad(data) {
for (var idx = 0; idx < 16; idx++) {
gamepadMap[idx] = undefined;
}
var map = data || DEFAULT_GAMEPAD;
$.each(map, function(key, val) {
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;
}
});
}