1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554
/**
* @author @karlmacklin <tacklemcclean@gmail.com>
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A single Phaser Gamepad
*
* @class Phaser.SinglePad
* @constructor
* @param {Phaser.Game} game - Current game instance.
* @param {Object} padParent - The parent Phaser.Gamepad object (all gamepads reside under this)
*/
Phaser.SinglePad = function (game, padParent) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {number} index - The gamepad index as per browsers data
* @readonly
*/
this.index = null;
/**
* @property {boolean} connected - Whether or not this particular gamepad is connected or not.
* @readonly
*/
this.connected = false;
/**
* @property {Object} callbackContext - The context under which the callbacks are run.
*/
this.callbackContext = this;
/**
* @property {function} onConnectCallback - This callback is invoked every time this gamepad is connected
*/
this.onConnectCallback = null;
/**
* @property {function} onDisconnectCallback - This callback is invoked every time this gamepad is disconnected
*/
this.onDisconnectCallback = null;
/**
* @property {function} onDownCallback - This callback is invoked every time a button is pressed down.
*/
this.onDownCallback = null;
/**
* @property {function} onUpCallback - This callback is invoked every time a gamepad button is released.
*/
this.onUpCallback = null;
/**
* @property {function} onAxisCallback - This callback is invoked every time an axis is changed.
*/
this.onAxisCallback = null;
/**
* @property {function} onFloatCallback - This callback is invoked every time a button is changed to a value where value > 0 and value < 1.
*/
this.onFloatCallback = null;
/**
* @property {number} deadZone - Dead zone for axis feedback - within this value you won't trigger updates.
*/
this.deadZone = 0.26;
/**
* @property {Phaser.Gamepad} padParent - Main Phaser Gamepad object
* @private
*/
this._padParent = padParent;
/**
* @property {Object} _rawPad - The 'raw' gamepad data.
* @private
*/
this._rawPad = null;
/**
* @property {number} _prevTimestamp - Used to check for differences between earlier polls and current state of gamepads.
* @private
*/
this._prevTimestamp = null;
/**
* @property {Array} _buttons - Array of Phaser.GamepadButton objects. This array is populated when the gamepad is connected.
* @private
*/
this._buttons = [];
/**
* @property {number} _buttonsLen - Length of the _buttons array.
* @private
*/
this._buttonsLen = 0;
/**
* @property {Array} _axes - Current axes state.
* @private
*/
this._axes = [];
/**
* @property {number} _axesLen - Length of the _axes array.
* @private
*/
this._axesLen = 0;
};
Phaser.SinglePad.prototype = {
/**
* Add callbacks to the this Gamepad to handle connect / disconnect / button down / button up / axis change / float value buttons.
*
* @method Phaser.SinglePad#addCallbacks
* @param {Object} context - The context under which the callbacks are run.
* @param {Object} callbacks - Object that takes six different callbak methods:
* onConnectCallback, onDisconnectCallback, onDownCallback, onUpCallback, onAxisCallback, onFloatCallback
*/
addCallbacks: function (context, callbacks) {
if (typeof callbacks !== 'undefined')
{
this.onConnectCallback = (typeof callbacks.onConnect === 'function') ? callbacks.onConnect : this.onConnectCallback;
this.onDisconnectCallback = (typeof callbacks.onDisconnect === 'function') ? callbacks.onDisconnect : this.onDisconnectCallback;
this.onDownCallback = (typeof callbacks.onDown === 'function') ? callbacks.onDown : this.onDownCallback;
this.onUpCallback = (typeof callbacks.onUp === 'function') ? callbacks.onUp : this.onUpCallback;
this.onAxisCallback = (typeof callbacks.onAxis === 'function') ? callbacks.onAxis : this.onAxisCallback;
this.onFloatCallback = (typeof callbacks.onFloat === 'function') ? callbacks.onFloat : this.onFloatCallback;
}
},
/**
* Gets a GamepadButton object from this controller to be stored and referenced locally.
* The GamepadButton object can then be polled, have events attached to it, etc.
*
* @method Phaser.SinglePad#getButton
* @param {number} buttonCode - The buttonCode of the button, i.e. Phaser.Gamepad.BUTTON_0, Phaser.Gamepad.XBOX360_A, etc.
* @return {Phaser.GamepadButton} The GamepadButton object which you can store locally and reference directly.
*/
getButton: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode];
}
else
{
return null;
}
},
/**
* Main update function called by Phaser.Gamepad.
*
* @method Phaser.SinglePad#pollStatus
*/
pollStatus: function () {
if (!this.connected || this.game.input.disabled || this.game.input.gamepad.disabled || (this._rawPad.timestamp && (this._rawPad.timestamp === this._prevTimestamp)))
{
return;
}
for (var i = 0; i < this._buttonsLen; i++)
{
var rawButtonVal = isNaN(this._rawPad.buttons[i]) ? this._rawPad.buttons[i].value : this._rawPad.buttons[i];
if (rawButtonVal !== this._buttons[i].value)
{
if (rawButtonVal === 1)
{
this.processButtonDown(i, rawButtonVal);
}
else if (rawButtonVal === 0)
{
this.processButtonUp(i, rawButtonVal);
}
else
{
this.processButtonFloat(i, rawButtonVal);
}
}
}
for (var index = 0; index < this._axesLen; index++)
{
var value = this._rawPad.axes[index];
if ((value > 0 && value > this.deadZone) || (value < 0 && value < -this.deadZone))
{
this.processAxisChange(index, value);
}
else
{
this.processAxisChange(index, 0);
}
}
this._prevTimestamp = this._rawPad.timestamp;
},
/**
* Gamepad connect function, should be called by Phaser.Gamepad.
*
* @method Phaser.SinglePad#connect
* @param {Object} rawPad - The raw gamepad object
*/
connect: function (rawPad) {
var triggerCallback = !this.connected;
this.connected = true;
this.index = rawPad.index;
this._rawPad = rawPad;
this._buttons = [];
this._buttonsLen = rawPad.buttons.length;
this._axes = [];
this._axesLen = rawPad.axes.length;
for (var a = 0; a < this._axesLen; a++)
{
this._axes[a] = rawPad.axes[a];
}
for (var buttonCode in rawPad.buttons)
{
buttonCode = parseInt(buttonCode, 10);
this._buttons[buttonCode] = new Phaser.GamepadButton(this, buttonCode);
}
if (triggerCallback && this._padParent.onConnectCallback)
{
this._padParent.onConnectCallback.call(this._padParent.callbackContext, this.index);
}
if (triggerCallback && this.onConnectCallback)
{
this.onConnectCallback.call(this.callbackContext);
}
},
/**
* Gamepad disconnect function, should be called by Phaser.Gamepad.
*
* @method Phaser.SinglePad#disconnect
*/
disconnect: function () {
var triggerCallback = this.connected;
var disconnectingIndex = this.index;
this.connected = false;
this.index = null;
this._rawPad = undefined;
for (var i = 0; i < this._buttonsLen; i++)
{
this._buttons[i].destroy();
}
this._buttons = [];
this._buttonsLen = 0;
this._axes = [];
this._axesLen = 0;
if (triggerCallback && this._padParent.onDisconnectCallback)
{
this._padParent.onDisconnectCallback.call(this._padParent.callbackContext, disconnectingIndex);
}
if (triggerCallback && this.onDisconnectCallback)
{
this.onDisconnectCallback.call(this.callbackContext);
}
},
/**
* Destroys this object and associated callback references.
*
* @method destroy
*/
destroy: function () {
this._rawPad = undefined;
for (var i = 0; i < this._buttonsLen; i++)
{
this._buttons[i].destroy();
}
this._buttons = [];
this._buttonsLen = 0;
this._axes = [];
this._axesLen = 0;
this.onConnectCallback = null;
this.onDisconnectCallback = null;
this.onDownCallback = null;
this.onUpCallback = null;
this.onAxisCallback = null;
this.onFloatCallback = null;
},
/**
* Handles changes in axis.
*
* @method Phaser.SinglePad#processAxisChange
* @param {Object} axisState - State of the relevant axis
*/
processAxisChange: function (index, value) {
if (this._axes[index] === value)
{
return;
}
this._axes[index] = value;
if (this._padParent.onAxisCallback)
{
this._padParent.onAxisCallback.call(this._padParent.callbackContext, this, index, value);
}
if (this.onAxisCallback)
{
this.onAxisCallback.call(this.callbackContext, this, index, value);
}
},
/**
* Handles button down press.
*
* @method Phaser.SinglePad#processButtonDown
* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value
*/
processButtonDown: function (buttonCode, value) {
if (this._padParent.onDownCallback)
{
this._padParent.onDownCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
}
if (this.onDownCallback)
{
this.onDownCallback.call(this.callbackContext, buttonCode, value);
}
if (this._buttons[buttonCode])
{
this._buttons[buttonCode].processButtonDown(value);
}
},
/**
* Handles button release.
*
* @method Phaser.SinglePad#processButtonUp
* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value
*/
processButtonUp: function (buttonCode, value) {
if (this._padParent.onUpCallback)
{
this._padParent.onUpCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
}
if (this.onUpCallback)
{
this.onUpCallback.call(this.callbackContext, buttonCode, value);
}
if (this._buttons[buttonCode])
{
this._buttons[buttonCode].processButtonUp(value);
}
},
/**
* Handles buttons with floating values (like analog buttons that acts almost like an axis but still registers like a button)
*
* @method Phaser.SinglePad#processButtonFloat
* @param {number} buttonCode - Which buttonCode of this button
* @param {Object} value - Button value (will range somewhere between 0 and 1, but not specifically 0 or 1.
*/
processButtonFloat: function (buttonCode, value) {
if (this._padParent.onFloatCallback)
{
this._padParent.onFloatCallback.call(this._padParent.callbackContext, buttonCode, value, this.index);
}
if (this.onFloatCallback)
{
this.onFloatCallback.call(this.callbackContext, buttonCode, value);
}
if (this._buttons[buttonCode])
{
this._buttons[buttonCode].processButtonFloat(value);
}
},
/**
* Returns value of requested axis.
*
* @method Phaser.SinglePad#axis
* @param {number} axisCode - The index of the axis to check
* @return {number} Axis value if available otherwise false
*/
axis: function (axisCode) {
if (this._axes[axisCode])
{
return this._axes[axisCode];
}
return false;
},
/**
* Returns true if the button is pressed down.
*
* @method Phaser.SinglePad#isDown
* @param {number} buttonCode - The buttonCode of the button to check.
* @return {boolean} True if the button is pressed down.
*/
isDown: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].isDown;
}
return false;
},
/**
* Returns true if the button is not currently pressed.
*
* @method Phaser.SinglePad#isUp
* @param {number} buttonCode - The buttonCode of the button to check.
* @return {boolean} True if the button is not currently pressed down.
*/
isUp: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].isUp;
}
return false;
},
/**
* Returns the "just released" state of a button from this gamepad. Just released is considered as being true if the button was released within the duration given (default 250ms).
*
* @method Phaser.SinglePad#justReleased
* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just released.
* @return {boolean} True if the button is just released otherwise false.
*/
justReleased: function (buttonCode, duration) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].justReleased(duration);
}
},
/**
* Returns the "just pressed" state of a button from this gamepad. Just pressed is considered true if the button was pressed down within the duration given (default 250ms).
*
* @method Phaser.SinglePad#justPressed
* @param {number} buttonCode - The buttonCode of the button to check for.
* @param {number} [duration=250] - The duration below which the button is considered as being just pressed.
* @return {boolean} True if the button is just pressed otherwise false.
*/
justPressed: function (buttonCode, duration) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].justPressed(duration);
}
},
/**
* Returns the value of a gamepad button. Intended mainly for cases when you have floating button values, for example
* analog trigger buttons on the XBOX 360 controller.
*
* @method Phaser.SinglePad#buttonValue
* @param {number} buttonCode - The buttonCode of the button to check.
* @return {number} Button value if available otherwise null. Be careful as this can incorrectly evaluate to 0.
*/
buttonValue: function (buttonCode) {
if (this._buttons[buttonCode])
{
return this._buttons[buttonCode].value;
}
return null;
},
/**
* Reset all buttons/axes of this gamepad.
*
* @method Phaser.SinglePad#reset
*/
reset: function () {
for (var j = 0; j < this._axes.length; j++)
{
this._axes[j] = 0;
}
}
};
Phaser.SinglePad.prototype.constructor = Phaser.SinglePad;