Merge pull request #746 from ferferga/servernotifications-fixes

Load gamepadtokey.js only when is necessary
This commit is contained in:
dkanada 2020-03-04 02:08:19 +09:00 committed by GitHub
commit 4cedbc1c89
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 148 additions and 121 deletions

View File

@ -251,114 +251,150 @@ require(['apphost'], function (appHost) {
}
}
var inputLoopTimer;
function runInputLoop() {
// Get the latest gamepad state.
var gamepads;
if (navigator.getGamepads) {
gamepads = navigator.getGamepads();
} else if (navigator.webkitGetGamepads) {
gamepads = navigator.webkitGetGamepads();
}
gamepads = gamepads || [];
var i;
var j;
var len;
for (i = 0, len = gamepads.length; i < len; i++) {
var gamepads = navigator.getGamepads();
for (var i = 0, len = gamepads.length; i < len; i++) {
var gamepad = gamepads[i];
if (gamepad) {
// Iterate through the axes
var axes = gamepad.axes;
var leftStickX = axes[0];
var leftStickY = axes[1];
if (leftStickX > _THUMB_STICK_THRESHOLD) { // Right
_ButtonPressedState.setleftThumbstickRight(true);
} else if (leftStickX < -_THUMB_STICK_THRESHOLD) { // Left
_ButtonPressedState.setleftThumbstickLeft(true);
} else if (leftStickY < -_THUMB_STICK_THRESHOLD) { // Up
_ButtonPressedState.setleftThumbstickUp(true);
} else if (leftStickY > _THUMB_STICK_THRESHOLD) { // Down
_ButtonPressedState.setleftThumbstickDown(true);
} else {
_ButtonPressedState.setleftThumbstickLeft(false);
_ButtonPressedState.setleftThumbstickRight(false);
_ButtonPressedState.setleftThumbstickUp(false);
_ButtonPressedState.setleftThumbstickDown(false);
}
// Iterate through the buttons to see if Left thumbstick, DPad, A and B are pressed.
var buttons = gamepad.buttons;
for (j = 0, len = buttons.length; j < len; j++) {
if (ProcessedButtons.indexOf(j) !== -1) {
if (buttons[j].pressed) {
switch (j) {
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
_ButtonPressedState.setdPadUp(true);
break;
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
_ButtonPressedState.setdPadDown(true);
break;
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
_ButtonPressedState.setdPadLeft(true);
break;
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
_ButtonPressedState.setdPadRight(true);
break;
case _GAMEPAD_A_BUTTON_INDEX:
_ButtonPressedState.setgamepadA(true);
break;
case _GAMEPAD_B_BUTTON_INDEX:
_ButtonPressedState.setgamepadB(true);
break;
default:
// No-op
break;
}
} else {
switch (j) {
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
if (_ButtonPressedState.getdPadUp()) {
_ButtonPressedState.setdPadUp(false);
}
break;
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
if (_ButtonPressedState.getdPadDown()) {
_ButtonPressedState.setdPadDown(false);
}
break;
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
if (_ButtonPressedState.getdPadLeft()) {
_ButtonPressedState.setdPadLeft(false);
}
break;
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
if (_ButtonPressedState.getdPadRight()) {
_ButtonPressedState.setdPadRight(false);
}
break;
case _GAMEPAD_A_BUTTON_INDEX:
if (_ButtonPressedState.getgamepadA()) {
_ButtonPressedState.setgamepadA(false);
}
break;
case _GAMEPAD_B_BUTTON_INDEX:
if (_ButtonPressedState.getgamepadB()) {
_ButtonPressedState.setgamepadB(false);
}
break;
default:
// No-op
break;
}
if (!gamepad) {
continue;
}
// Iterate through the axes
var axes = gamepad.axes;
var leftStickX = axes[0];
var leftStickY = axes[1];
if (leftStickX > _THUMB_STICK_THRESHOLD) { // Right
_ButtonPressedState.setleftThumbstickRight(true);
} else if (leftStickX < -_THUMB_STICK_THRESHOLD) { // Left
_ButtonPressedState.setleftThumbstickLeft(true);
} else if (leftStickY < -_THUMB_STICK_THRESHOLD) { // Up
_ButtonPressedState.setleftThumbstickUp(true);
} else if (leftStickY > _THUMB_STICK_THRESHOLD) { // Down
_ButtonPressedState.setleftThumbstickDown(true);
} else {
_ButtonPressedState.setleftThumbstickLeft(false);
_ButtonPressedState.setleftThumbstickRight(false);
_ButtonPressedState.setleftThumbstickUp(false);
_ButtonPressedState.setleftThumbstickDown(false);
}
// Iterate through the buttons to see if Left thumbstick, DPad, A and B are pressed.
var buttons = gamepad.buttons;
for (var j = 0, len = buttons.length; j < len; j++) {
if (ProcessedButtons.indexOf(j) !== -1) {
if (buttons[j].pressed) {
switch (j) {
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
_ButtonPressedState.setdPadUp(true);
break;
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
_ButtonPressedState.setdPadDown(true);
break;
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
_ButtonPressedState.setdPadLeft(true);
break;
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
_ButtonPressedState.setdPadRight(true);
break;
case _GAMEPAD_A_BUTTON_INDEX:
_ButtonPressedState.setgamepadA(true);
break;
case _GAMEPAD_B_BUTTON_INDEX:
_ButtonPressedState.setgamepadB(true);
break;
default:
// No-op
break;
}
} else {
switch (j) {
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
if (_ButtonPressedState.getdPadUp()) {
_ButtonPressedState.setdPadUp(false);
}
break;
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
if (_ButtonPressedState.getdPadDown()) {
_ButtonPressedState.setdPadDown(false);
}
break;
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
if (_ButtonPressedState.getdPadLeft()) {
_ButtonPressedState.setdPadLeft(false);
}
break;
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
if (_ButtonPressedState.getdPadRight()) {
_ButtonPressedState.setdPadRight(false);
}
break;
case _GAMEPAD_A_BUTTON_INDEX:
if (_ButtonPressedState.getgamepadA()) {
_ButtonPressedState.setgamepadA(false);
}
break;
case _GAMEPAD_B_BUTTON_INDEX:
if (_ButtonPressedState.getgamepadB()) {
_ButtonPressedState.setgamepadB(false);
}
break;
default:
// No-op
break;
}
}
}
}
}
// Schedule the next one
requestAnimationFrame(runInputLoop);
inputLoopTimer = requestAnimationFrame(runInputLoop);
}
runInputLoop();
function startInputLoop() {
if (!inputLoopTimer) {
runInputLoop();
}
}
function stopInputLoop() {
cancelAnimationFrame(inputLoopTimer);
inputLoopTimer = undefined;
}
function isGamepadConnected() {
var gamepads = navigator.getGamepads();
for (var i = 0, len = gamepads.length; i < len; i++) {
var gamepad = gamepads[i];
if (gamepad && gamepad.connected) {
return true;
}
}
return false;
}
function onFocusOrGamepadAttach(e) {
if (isGamepadConnected() && document.hasFocus()) {
console.log("Gamepad connected! Starting input loop");
startInputLoop();
}
}
function onFocusOrGamepadDetach(e) {
if (!isGamepadConnected() || !document.hasFocus()) {
console.log("Gamepad disconnected! No other gamepads are connected, stopping input loop");
stopInputLoop();
} else {
console.log("Gamepad disconnected! There are gamepads still connected.");
}
}
// Event listeners for any change in gamepads' state.
window.addEventListener("gamepaddisconnected", onFocusOrGamepadDetach);
window.addEventListener("gamepadconnected", onFocusOrGamepadAttach);
window.addEventListener("blur", onFocusOrGamepadDetach);
window.addEventListener("focus", onFocusOrGamepadAttach);
onFocusOrGamepadAttach();
// The gamepadInputEmulation is a string property that exists in JavaScript UWAs and in WebViews in UWAs.
// It won't exist in Win8.1 style apps or browsers.

View File

@ -146,6 +146,17 @@ define(["inputManager", "layoutManager"], function (inputManager, layoutManager)
});
}
// Gamepad initialisation. No script is required if no gamepads are present at init time, saving a bit of resources.
// Whenever the gamepad is connected, we hand all the control of the gamepad to gamepadtokey.js by removing the event handler
function attachGamepadScript(e) {
console.log("Gamepad connected! Attaching gamepadtokey.js script");
window.removeEventListener("gamepadconnected", attachGamepadScript);
require(["components/input/gamepadtokey"]);
}
// No need to check for gamepads manually at load time, the eventhandler will be fired for that
window.addEventListener("gamepadconnected", attachGamepadScript);
return {
enable: enable,
getKeyName: getKeyName,

View File

@ -191,36 +191,14 @@ define(['connectionManager', 'playbackManager', 'events', 'inputManager', 'focus
events.trigger(serverNotifications, msg.MessageType, [apiClient, msg.Data]);
}
}
function bindEvents(apiClient) {
events.off(apiClient, "message", onMessageReceived);
events.on(apiClient, "message", onMessageReceived);
}
function enableNativeGamepadKeyMapping() {
if (window.navigator && "string" == typeof window.navigator.gamepadInputEmulation) {
window.navigator.gamepadInputEmulation = "keyboard";
return true;
}
return false;
}
function isGamepadSupported() {
return "ongamepadconnected" in window || navigator.getGamepads || navigator.webkitGetGamepads;
}
connectionManager.getApiClients().forEach(bindEvents);
events.on(connectionManager, 'apiclientcreated', function (e, newApiClient) {
bindEvents(newApiClient);
});
if (!enableNativeGamepadKeyMapping() && isGamepadSupported()) {
require(["components/serverNotifications/gamepadtokey"]);
}
require(["components/serverNotifications/mouseManager"]);
return serverNotifications;
});

View File

@ -492,6 +492,7 @@ var AppInfo = {};
require(["keyboardnavigation"], function(keyboardnavigation) {
keyboardnavigation.enable();
});
require(["mouseManager"]);
require(["focusPreventScroll"]);
require(["autoFocuser"], function(autoFocuser) {
autoFocuser.enable();
@ -904,9 +905,10 @@ var AppInfo = {};
define("htmlMediaHelper", [componentsPath + "/htmlMediaHelper"], returnFirstDependency);
define("viewContainer", [componentsPath + "/viewContainer"], returnFirstDependency);
define("dialogHelper", [componentsPath + "/dialogHelper/dialogHelper"], returnFirstDependency);
define("serverNotifications", [componentsPath + "/serverNotifications/serverNotifications"], returnFirstDependency);
define("serverNotifications", [componentsPath + "/serverNotifications"], returnFirstDependency);
define("skinManager", [componentsPath + "/skinManager"], returnFirstDependency);
define("keyboardnavigation", [componentsPath + "/keyboardnavigation"], returnFirstDependency);
define("keyboardnavigation", [componentsPath + "/input/keyboardnavigation"], returnFirstDependency);
define("mouseManager", [componentsPath + "/input/mouseManager"], returnFirstDependency);
define("scrollManager", [componentsPath + "/scrollManager"], returnFirstDependency);
define("autoFocuser", [componentsPath + "/autoFocuser"], returnFirstDependency);
define("connectionManager", [], function () {