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