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gamepad.js
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gamepad.js
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ig.module(
'plugins.gamepad'
)
.requires(
'impact.input',
'impact.game'
)
.defines(function(){
// Assign some values to the Gamepad buttons. We use an offset of 256
// here so we don't collide with the keyboard buttons when binding.
ig.GAMEPAD_BUTTON_OFFSET = 256;
ig.GAMEPAD = {
FACE_1: ig.GAMEPAD_BUTTON_OFFSET + 0,
FACE_2: ig.GAMEPAD_BUTTON_OFFSET + 1,
FACE_3: ig.GAMEPAD_BUTTON_OFFSET + 2,
FACE_4: ig.GAMEPAD_BUTTON_OFFSET + 3,
LEFT_SHOULDER: ig.GAMEPAD_BUTTON_OFFSET + 4,
RIGHT_SHOULDER: ig.GAMEPAD_BUTTON_OFFSET + 5,
LEFT_SHOULDER_BOTTOM: ig.GAMEPAD_BUTTON_OFFSET + 6,
RIGHT_SHOULDER_BOTTOM: ig.GAMEPAD_BUTTON_OFFSET + 7,
SELECT: ig.GAMEPAD_BUTTON_OFFSET + 8,
START: ig.GAMEPAD_BUTTON_OFFSET + 9,
LEFT_ANALOGUE_STICK: ig.GAMEPAD_BUTTON_OFFSET + 10,
RIGHT_ANALOGUE_STICK: ig.GAMEPAD_BUTTON_OFFSET + 11,
PAD_TOP: ig.GAMEPAD_BUTTON_OFFSET + 12,
PAD_BOTTOM: ig.GAMEPAD_BUTTON_OFFSET + 13,
PAD_LEFT: ig.GAMEPAD_BUTTON_OFFSET + 14,
PAD_RIGHT: ig.GAMEPAD_BUTTON_OFFSET + 15,
OUYA: ig.GAMEPAD_BUTTON_OFFSET + 16,
A_LEFT: ig.GAMEPAD_BUTTON_OFFSET + 17,
A_RIGHT: ig.GAMEPAD_BUTTON_OFFSET + 18,
A_UP: ig.GAMEPAD_BUTTON_OFFSET + 19,
A_DOWN: ig.GAMEPAD_BUTTON_OFFSET + 20
};
ig.normalizeVendorAttribute(navigator, 'getGamepads');
if( !navigator.getGamepads ) {
// No Gamepad support; nothing to do here
return;
}
ig.Input.inject({
gamepad: null,
lastButtons: [],
treshold: 0.7,
hasButtonObject: !!window.GamepadButton,
getFirstGamepadSnapshot: function() {
var gamepads = navigator.getGamepads();
for( var i = 0; i < gamepads.length; i++ ) {
if( gamepads[i] ) {
return gamepads[i];
}
}
return null;
},
pollGamepad: function() {
this.gamepad = this.getFirstGamepadSnapshot();
if( !this.gamepad ) {
// No gamepad snapshot?
return;
}
// Iterate over all buttons, see if they're bound and check
// for their state
for( var button = 0; button < this.gamepad.buttons.length; button++ ) {
var action = this.bindings[button+ig.GAMEPAD_BUTTON_OFFSET];
// Is the button bound to an action?
if( action ) {
currentState = this.hasButtonObject
? this.gamepad.buttons[button].pressed // W3C Standard
: this.gamepad.buttons[button]; // Current Chrome version
var prevState = this.lastButtons[button];
// Was not pressed, but is now?
if( !prevState && currentState ) {
this.actions[action] = true;
this.presses[action] = true;
}
// Was pressed, but is no more?
else if( prevState && !currentState ) {
this.delayedKeyup[action] = true;
}
}
this.lastButtons[button] = currentState;
}
var bind = this.bindings[ig.GAMEPAD_BUTTON_OFFSET + 17];
if(this.gamepad.axes[0] < -this.treshold ){
this.actions[bind] = true;
this.presses[bind] = true;
}else{
this.delayedKeyup[bind] = true;
}
bind = this.bindings[ig.GAMEPAD_BUTTON_OFFSET + 18];
if(this.gamepad.axes[0] > this.treshold ){
this.actions[bind] = true;
this.presses[bind] = true;
}else{
this.delayedKeyup[bind] = true;
}
bind = this.bindings[ig.GAMEPAD_BUTTON_OFFSET + 19];
if(this.gamepad.axes[1] < -this.treshold ){
this.actions[bind] = true;
this.presses[bind] = true;
}else{
this.delayedKeyup[bind] = true;
}
bind = this.bindings[ig.GAMEPAD_BUTTON_OFFSET + 20];
if(this.gamepad.axes[1] > this.treshold ){
this.actions[bind] = true;
this.presses[bind] = true;
}else{
this.delayedKeyup[bind] = true;
}
}
});
// Always poll gamepad before each frame
ig.Game.inject({
run: function() {
ig.input.pollGamepad();
this.parent();
}
})
});