jellyfin-web/dashboard-ui/bower_components/emby-webcomponents/input/gamepadtokey.js
2017-01-03 14:37:10 -05:00

341 lines
14 KiB
JavaScript

// # The MIT License (MIT)
// #
// # Copyright (c) 2016 Microsoft. All rights reserved.
// #
// # Permission is hereby granted, free of charge, to any person obtaining a copy
// # of this software and associated documentation files (the "Software"), to deal
// # in the Software without restriction, including without limitation the rights
// # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// # copies of the Software, and to permit persons to whom the Software is
// # furnished to do so, subject to the following conditions:
// #
// # The above copyright notice and this permission notice shall be included in
// # all copies or substantial portions of the Software.
// #
// # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// # THE SOFTWARE.
(function () {
"use strict";
var _GAMEPAD_A_BUTTON_INDEX = 0,
_GAMEPAD_B_BUTTON_INDEX = 1,
_GAMEPAD_DPAD_UP_BUTTON_INDEX = 12,
_GAMEPAD_DPAD_DOWN_BUTTON_INDEX = 13,
_GAMEPAD_DPAD_LEFT_BUTTON_INDEX = 14,
_GAMEPAD_DPAD_RIGHT_BUTTON_INDEX = 15,
_GAMEPAD_A_KEY = "GamepadA",
_GAMEPAD_B_KEY = "GamepadB",
_GAMEPAD_DPAD_UP_KEY = "GamepadDPadUp",
_GAMEPAD_DPAD_DOWN_KEY = "GamepadDPadDown",
_GAMEPAD_DPAD_LEFT_KEY = "GamepadDPadLeft",
_GAMEPAD_DPAD_RIGHT_KEY = "GamepadDPadRight",
_GAMEPAD_LEFT_THUMBSTICK_UP_KEY = "GamepadLeftThumbStickUp",
_GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY = "GamepadLeftThumbStickDown",
_GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY = "GamepadLeftThumbStickLeft",
_GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY = "GamepadLeftThumbStickRight",
_GAMEPAD_A_KEYCODE = 0,
_GAMEPAD_B_KEYCODE = 27,
_GAMEPAD_DPAD_UP_KEYCODE = 38,
_GAMEPAD_DPAD_DOWN_KEYCODE = 40,
_GAMEPAD_DPAD_LEFT_KEYCODE = 37,
_GAMEPAD_DPAD_RIGHT_KEYCODE = 39,
_GAMEPAD_LEFT_THUMBSTICK_UP_KEYCODE = 38,
_GAMEPAD_LEFT_THUMBSTICK_DOWN_KEYCODE = 40,
_GAMEPAD_LEFT_THUMBSTICK_LEFT_KEYCODE = 37,
_GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEYCODE = 39,
_THUMB_STICK_THRESHOLD = 0.75;
var _leftThumbstickUpPressed = false,
_leftThumbstickDownPressed = false,
_leftThumbstickLeftPressed = false,
_leftThumbstickRightPressed = false,
_dPadUpPressed = false,
_dPadDownPressed = false,
_dPadLeftPressed = false,
_dPadRightPressed = false,
_gamepadAPressed = false,
_gamepadBPressed = false;
// The set of buttons on the gamepad we listen for.
var ProcessedButtons = [
_GAMEPAD_DPAD_UP_BUTTON_INDEX,
_GAMEPAD_DPAD_DOWN_BUTTON_INDEX,
_GAMEPAD_DPAD_LEFT_BUTTON_INDEX,
_GAMEPAD_DPAD_RIGHT_BUTTON_INDEX,
_GAMEPAD_A_BUTTON_INDEX,
_GAMEPAD_B_BUTTON_INDEX
];
var _ButtonPressedState = {};
_ButtonPressedState.getgamepadA = function () {
return _gamepadAPressed;
};
_ButtonPressedState.setgamepadA = function (newPressedState) {
raiseKeyEvent(_gamepadAPressed, newPressedState, _GAMEPAD_A_KEY, _GAMEPAD_A_KEYCODE, false, true);
_gamepadAPressed = newPressedState;
};
_ButtonPressedState.getgamepadB = function () {
return _gamepadBPressed;
};
_ButtonPressedState.setgamepadB = function (newPressedState) {
raiseKeyEvent(_gamepadBPressed, newPressedState, _GAMEPAD_B_KEY, _GAMEPAD_B_KEYCODE);
_gamepadBPressed = newPressedState;
};
_ButtonPressedState.getleftThumbstickUp = function () {
return _leftThumbstickUpPressed;
};
_ButtonPressedState.setleftThumbstickUp = function (newPressedState) {
raiseKeyEvent(_leftThumbstickUpPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_UP_KEY, _GAMEPAD_LEFT_THUMBSTICK_UP_KEYCODE, true);
_leftThumbstickUpPressed = newPressedState;
};
_ButtonPressedState.getleftThumbstickDown = function () {
return _leftThumbstickDownPressed;
};
_ButtonPressedState.setleftThumbstickDown = function (newPressedState) {
raiseKeyEvent(_leftThumbstickDownPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY, _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEYCODE, true);
_leftThumbstickDownPressed = newPressedState;
};
_ButtonPressedState.getleftThumbstickLeft = function () {
return _leftThumbstickLeftPressed;
};
_ButtonPressedState.setleftThumbstickLeft = function (newPressedState) {
raiseKeyEvent(_leftThumbstickLeftPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY, _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEYCODE, true);
_leftThumbstickLeftPressed = newPressedState;
};
_ButtonPressedState.getleftThumbstickRight = function () {
return _leftThumbstickRightPressed;
};
_ButtonPressedState.setleftThumbstickRight = function (newPressedState) {
raiseKeyEvent(_leftThumbstickRightPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY, _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEYCODE, true);
_leftThumbstickRightPressed = newPressedState;
};
_ButtonPressedState.getdPadUp = function () {
return _dPadUpPressed;
};
_ButtonPressedState.setdPadUp = function (newPressedState) {
raiseKeyEvent(_dPadUpPressed, newPressedState, _GAMEPAD_DPAD_UP_KEY, _GAMEPAD_DPAD_UP_KEYCODE, true);
_dPadUpPressed = newPressedState;
};
_ButtonPressedState.getdPadDown = function () {
return _dPadDownPressed;
};
_ButtonPressedState.setdPadDown = function (newPressedState) {
raiseKeyEvent(_dPadDownPressed, newPressedState, _GAMEPAD_DPAD_DOWN_KEY, _GAMEPAD_DPAD_DOWN_KEYCODE, true);
_dPadDownPressed = newPressedState;
};
_ButtonPressedState.getdPadLeft = function () {
return _dPadLeftPressed;
};
_ButtonPressedState.setdPadLeft = function (newPressedState) {
raiseKeyEvent(_dPadLeftPressed, newPressedState, _GAMEPAD_DPAD_LEFT_KEY, _GAMEPAD_DPAD_LEFT_KEYCODE, true);
_dPadLeftPressed = newPressedState;
};
_ButtonPressedState.getdPadRight = function () {
return _dPadRightPressed;
};
_ButtonPressedState.setdPadRight = function (newPressedState) {
raiseKeyEvent(_dPadRightPressed, newPressedState, _GAMEPAD_DPAD_RIGHT_KEY, _GAMEPAD_DPAD_RIGHT_KEYCODE, true);
_dPadRightPressed = newPressedState;
};
var times = {};
function throttle(key) {
var time = times[key] || 0;
var now = new Date().getTime();
if ((now - time) >= 200) {
//times[key] = now;
return true;
}
return false;
}
function resetThrottle(key) {
times[key] = new Date().getTime();
}
function raiseEvent(name, key, keyCode) {
var event = document.createEvent('Event');
event.initEvent(name, true, true);
event.key = key;
event.keyCode = keyCode;
(document.activeElement || document.body).dispatchEvent(event);
}
function raiseKeyEvent(oldPressedState, newPressedState, key, keyCode, enableRepeatKeyDown, clickonKeyUp) {
// No-op if oldPressedState === newPressedState
if (newPressedState === true) {
// button down
var fire = false;
// always fire if this is the initial down press
if (oldPressedState === false) {
fire = true;
resetThrottle(key);
} else if (enableRepeatKeyDown) {
fire = throttle(key);
}
if (fire && keyCode) {
raiseEvent("keydown", key, keyCode);
}
} else if (newPressedState === false && oldPressedState === true) {
resetThrottle(key);
// button up
if (keyCode) {
raiseEvent("keyup", key, keyCode);
}
if (clickonKeyUp) {
(document.activeElement || window).click();
}
}
}
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, j, len;
for (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;
}
}
}
}
}
}
// Schedule the next one
requestAnimationFrame(runInputLoop);
}
runInputLoop();
// 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.
if (window.navigator && typeof window.navigator.gamepadInputEmulation === "string") {
// We want the gamepad to provide gamepad VK keyboard events rather than moving a
// mouse like cursor. Set to "keyboard", the gamepad will provide such keyboard events
// and provide input to the DOM navigator.getGamepads API.
window.navigator.gamepadInputEmulation = "gamepad";
}
})();