1 | var Gamepad = require("html5-gamepad");
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2 | var Keyboard = require("game-keyboard");
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3 | var keyMap = require("game-keyboard/key_map").US;
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4 | var keyboard = new Keyboard(keyMap);
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5 | var Mouse = require("./mouse");
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6 |
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7 | function Input(config, canvas) {
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8 | this.config = config;
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9 | this.gamepad = new Gamepad();
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10 | this.mouse = new Mouse(canvas);
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11 | this.lastButtonState = {};
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12 | this.delayedButtonUpdates = {};
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13 |
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14 | this.virtualButtons = {};
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15 | }
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16 | Input.prototype.axis = function(name) {
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17 | var input = this.config.axes[name];
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18 | if (input === undefined) {
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19 | console.error("No such axis: " + name);
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20 | return false;
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21 | }
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22 | for (var i = 0; i < input.length; i++) {
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23 | var physicalInput = input[i];
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24 | var device = physicalInput.device;
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25 | if (device === "mouse") {
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26 | if (physicalInput.axis === "x") {
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27 | return this.mouse.x;
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28 | }
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29 | if (physicalInput.axis === "y") {
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30 | return this.mouse.y;
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31 | }
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32 | }
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33 | if (device === "gamepad") {
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34 | return this.gamepad.axis(0, physicalInput.axis);
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35 | }
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36 | }
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37 | };
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38 | Input.prototype.button = function(name) {
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39 | var input = this.config.buttons[name];
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40 | if (input === undefined) {
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41 | console.error("No such button: " + name);
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42 | return false;
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43 | }
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44 | for (var i = 0; i < input.length; i++) {
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45 | var physicalInput = input[i];
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46 | var device = physicalInput.device;
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47 | if (device === "keyboard") {
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48 | if (keyboard.isPressed(physicalInput.button)) {
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49 | return true;
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50 | }
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51 | }
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52 | if (device === "mouse") {
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53 | if (this.mouse.isPressed(physicalInput.button)) {
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54 | return true;
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55 | }
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56 | }
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57 | if (device === "gamepad") {
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58 | if (this.gamepad.button(0, physicalInput.button)) {
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59 | return true;
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60 | }
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61 | }
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62 | if (device === "virtual") {
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63 | if (physicalInput.state) {
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64 | return true;
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65 | }
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66 | }
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67 | }
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68 | return false;
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69 | };
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70 | Input.prototype.buttonPressed = function(name) {
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71 | var current = this.button(name);
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72 | var last = this.lastButtonState[name];
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73 | if (last === undefined) {
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74 | last = true;
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75 | }
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76 | this.delayedButtonUpdates[name] = current;
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77 | return current && !last;
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78 | };
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79 | Input.prototype.buttonReleased = function(name) {
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80 | var current = this.button(name);
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81 | var last = this.lastButtonState[name];
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82 | if (last === undefined) {
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83 | last = false;
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84 | }
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85 | this.delayedButtonUpdates[name] = current;
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86 | return !current && last;
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87 | };
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88 | Input.prototype.setButton = function(name, instance, state) {
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89 | var virtualName = name + "|" + instance;
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90 | var virtual = this.virtualButtons[virtualName];
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91 | if (virtual) {
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92 | virtual.state = state;
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93 | } else {
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94 | virtual = {
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95 | device: "virtual",
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96 | state: state
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97 | };
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98 | this.virtualButtons[virtualName] = virtual;
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99 | var inputs = this.config.buttons[name];
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100 | if (inputs) {
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101 | inputs.push(virtual);
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102 | } else {
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103 | this.config.buttons[name] = [virtual];
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104 | }
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105 | }
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106 | };
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107 | Input.prototype.processUpdates = function() {
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108 | this.gamepad.update();
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109 | Object.keys(this.delayedButtonUpdates).forEach(function(name) {
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110 | this.lastButtonState[name] = this.delayedButtonUpdates[name];
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111 | delete this.delayedButtonUpdates[name];
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112 | }.bind(this));
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113 | };
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114 |
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115 | module.exports = Input;
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