import Apple2IO from '../apple2io'; import { BUTTON, ButtonType, GamepadConfiguration } from './types'; export let gamepad: Gamepad | null = null; 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 = []; /** * 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; } } }