mirror of
https://github.com/whscullin/apple2js.git
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102 lines
2.8 KiB
TypeScript
102 lines
2.8 KiB
TypeScript
import Apple2IO from '../apple2io';
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import { BUTTON, ButtonType, GamepadConfiguration } from './types';
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export let gamepad: Gamepad | null = null;
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const DEFAULT_GAMEPAD: GamepadConfiguration = {
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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': '\x1B'
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} as const;
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/**
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* An array with 16 entries. For each entry _e_:
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*
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* * if _e_ <= 0, then _-e_ is 0 | 1 | 2 and represents a joystick button;
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* * if _e_ > 0, then _e_ is a key on the keyboard that is pressed;
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* * if _e_ is undefined, nothing happens.
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*/
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const gamepadMap: Array<number | undefined> = [];
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/**
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* An array with 16 entries saying whether or not the given button is
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* currently pressed.
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*/
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const gamepadState: boolean[] = [];
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let flipX = false;
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let flipY = false;
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window.addEventListener('gamepadconnected', function (e: GamepadEvent) {
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gamepad = e.gamepad;
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});
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export function processGamepad(io: Apple2IO) {
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// Always use the first gamepad
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gamepad = navigator.getGamepads()[0];
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if (!gamepad) {
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return;
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}
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const x = (gamepad.axes[0] * 1.414 + 1) / 2.0;
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const 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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for (let idx = 0; idx < gamepad.buttons.length; idx++) {
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const val = gamepadMap[idx];
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if (val !== undefined) {
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const old = gamepadState[idx];
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const button = gamepad.buttons[idx];
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let pressed: boolean;
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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 as 0 | 1 | 2);
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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 as 0 | 1 | 2);
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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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export function configGamepad(configFlipX: boolean, configFlipY: boolean) {
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flipX = configFlipX;
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flipY = configFlipY;
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}
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export function initGamepad(data?: GamepadConfiguration) {
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// Clear map
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for (let idx = 0; idx < 16; idx++) {
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gamepadMap[idx] = undefined;
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}
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const map = data || DEFAULT_GAMEPAD;
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for (const entry of Object.entries(map)) {
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const key = entry[0] as ButtonType;
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const val = entry[1] as number | string;
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let mapVal;
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if (typeof val === 'string') {
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mapVal = val.charCodeAt(0);
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} else {
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mapVal = -val;
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}
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if (key in BUTTON) {
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gamepadMap[BUTTON[key]] = mapVal;
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} else {
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gamepadMap[parseInt(key, 10)] = mapVal;
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}
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}
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}
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