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forked from sent/waves
waves/public/assets/g/mario/References/DeviceLayr-0.2.0.ts
2025-04-09 17:11:14 -05:00

507 lines
15 KiB
TypeScript

/// <reference path="InputWritr-0.2.0.ts" />
declare module DeviceLayr {
/**
*
*/
export interface IGamepad {
axes: number[];
buttons: IGamepadButton[];
mapping: string;
}
/**
*
*/
export interface IGamepadButton {
value: number;
pressed: boolean;
}
/**
*
*/
export interface ITriggers {
[i: string]: IButtonListing | IJoystickListing;
}
/**
*
*/
export interface IButtonListing {
status?: boolean;
trigger: string;
}
/**
*
*/
export interface IJoystickListing {
[i: string]: IJoystickTriggerAxis;
}
/**
*
*/
export interface IJoystickTriggerAxis {
negative: string;
positive: string;
status?: AxisStatus;
}
/**
*
*/
export interface IAliases {
on: string;
off: string;
}
/**
*
*/
export interface IControllerMappings {
[i: string]: IControllerMapping;
}
/**
*
*/
export interface IControllerMapping {
axes: IAxisSchema[];
buttons: string[];
joystickThreshold: number;
}
/**
*
*/
export interface IAxisSchema {
axis: string;
joystick: number;
name: string;
}
export interface IDeviceLayerSettings {
InputWriter: InputWritr.IInputWritr;
triggers?: ITriggers;
aliases?: IAliases;
}
export interface IDeviceLayr {
getInputWritr(): InputWritr.IInputWritr;
getTriggers(): ITriggers;
getAliases(): IAliases;
getGamepads(): IGamepad[];
checkNavigatorGamepads(): number;
registerGamepad(gamepad: IGamepad): void;
activateAllGamepadTriggers(): void;
activateGamepadTriggers(gamepad: IGamepad): void;
activateAxisTrigger(gamepad: IGamepad, name: string, axis: string, magnitude: number): boolean;
activateButtonTrigger(gamepad: IGamepad, name: string, status: boolean);
clearAllGamepadTriggers(): void;
clearGamepadTriggers(gamepad: IGamepad): void;
clearAxisTrigger(gamepad: IGamepad, name: string, axis: string): void;
clearButtonTrigger(gamepad: IGamepad, name: string): void;
}
}
module DeviceLayr {
"use strict";
/**
* Status possibilities for an axis. Neutral is the default; positive is above
* its threshold; negative is below the threshold / -1.
*/
export enum AxisStatus {
/**
* Low axis status (lower than the negative of the threshold).
*/
negative,
/**
* Default axis status (absolutely closer to 0 than the threshold).
*/
neutral,
/**
* High axis status (higher than the threshold).
*/
positive
}
/**
*
*/
export class DeviceLayr implements IDeviceLayr {
/**
* Known mapping schemas for standard controllers. These are referenced
* by added gamepads via the gamepads' .name attribute.
*/
private static controllerMappings: IControllerMappings = {
/**
* Controller mapping for a typical Xbox style controller.
*/
"standard": {
"axes": [
{
"axis": "x",
"joystick": 0,
"name": "leftJoystick"
},
{
"axis": "y",
"joystick": 0,
"name": "leftJoystick"
},
{
"axis": "x",
"joystick": 1,
"name": "rightJoystick"
},
{
"axis": "y",
"joystick": 1,
"name": "rightJoystick"
}
],
"buttons": [
"a",
"b",
"x",
"y",
"leftTop",
"rightTop",
"leftTrigger",
"rightTrigger",
"select",
"start",
"leftStick",
"rightStick",
"dpadUp",
"dpadDown",
"dpadLeft",
"dpadRight"
],
"joystickThreshold": .49
}
};
/**
* Internal InputWritr button and joystick triggers are piped to.
*/
private InputWritr: InputWritr.IInputWritr;
/**
* Mapping of which device controls should cause what triggers, along
* with their current statuses.
*/
private triggers: ITriggers;
/**
* For "on" and "off" activations, the equivalent event keys to pass to
* the internal InputWritr.
*/
private aliases: IAliases;
/**
* Any added gamepads (devices), in order of activation.
*/
private gamepads: IGamepad[];
/**
* @param {IDeviceLayerSettings} settings
*/
constructor(settings: IDeviceLayerSettings) {
if (typeof settings === "undefined") {
throw new Error("No settings object given to DeviceLayr.");
}
if (typeof settings.InputWriter === "undefined") {
throw new Error("No InputWriter given to DeviceLayr.");
}
this.InputWritr = settings.InputWriter;
this.triggers = settings.triggers || {};
this.aliases = settings.aliases || {
"on": "on",
"off": "off"
};
this.gamepads = [];
}
/* Simple gets
*/
/**
* @return {InputWritr} The internal InputWritr button and joystick triggers
* are piped to.
*/
getInputWritr(): InputWritr.IInputWritr {
return this.InputWritr;
}
/**
* @return {Object} Mapping of which device controls should cause what triggers,
* along with their current statuses.
*/
getTriggers(): ITriggers {
return this.triggers;
}
/**
* @return {Object} For "on" and "off" activations, the equivalent event keys
* to pass to the internal InputWritr.
*/
getAliases(): IAliases {
return this.aliases;
}
/**
* @return {Gamepad[]} Any added gamepads (devices), in order of activation.
*/
getGamepads(): IGamepad[] {
return this.gamepads;
}
/* Registration
*/
/**
* If possible, checks the navigator for new gamepads, and adds them if found.
*
* @return {Number} How many gamepads were added.
*/
checkNavigatorGamepads(): number {
if (typeof (<any>navigator).getGamepads === "undefined" || !(<any>navigator).getGamepads()[this.gamepads.length]) {
return 0;
}
this.registerGamepad((<any>navigator).getGamepads()[this.gamepads.length]);
return this.checkNavigatorGamepads() + 1;
}
/**
* Registers a new gamepad.
*
* @param {Gamepad} gamepad
*/
registerGamepad(gamepad: IGamepad): void {
this.gamepads.push(gamepad);
this.setDefaultTriggerStatuses(gamepad, this.triggers);
}
/* Triggers
*/
/**
* Checks the trigger statuses of all known gamepads.
*/
activateAllGamepadTriggers(): void {
for (var i: number = 0; i < this.gamepads.length; i += 1) {
this.activateGamepadTriggers(this.gamepads[i]);
}
}
/**
* Checks the trigger status of a gamepad, calling the equivalent InputWritr
* events if any triggers have occurred.
*
* @param {Gamepad} gamepad
*/
activateGamepadTriggers(gamepad: IGamepad): void {
var mapping: IControllerMapping = DeviceLayr.controllerMappings[gamepad.mapping || "standard"],
i: number;
for (i = Math.min(mapping.axes.length, gamepad.axes.length) - 1; i >= 0; i -= 1) {
this.activateAxisTrigger(gamepad, mapping.axes[i].name, mapping.axes[i].axis, gamepad.axes[i]);
}
for (i = Math.min(mapping.buttons.length, gamepad.buttons.length) - 1; i >= 0; i -= 1) {
this.activateButtonTrigger(gamepad, mapping.buttons[i], gamepad.buttons[i].pressed);
}
}
/**
* Checks for triggered changes to an axis, and calls the equivalent InputWritr
* event if one is found.
*
* @param {Gamepad} gamepad
* @param {String} name The name of the axis, typically "x" or "y".
* @param {Number} magnitude The current value of the axis, in [1, -1].
* @return {Boolean} Whether the trigger was activated.
*/
activateAxisTrigger(gamepad: IGamepad, name: string, axis: string, magnitude: number): boolean {
var listing: IJoystickTriggerAxis = (<IJoystickListing>this.triggers[name])[axis],
status: AxisStatus;
if (!listing) {
return;
}
// If the axis' current status matches the new one, don't do anything
status = this.getAxisStatus(gamepad, magnitude);
if (listing.status === status) {
return false;
}
// If it exists, release the old axis via the InputWritr using the off alias
if (listing.status !== undefined && listing[AxisStatus[listing.status]] !== undefined) {
this.InputWritr.callEvent(this.aliases.off, listing[AxisStatus[listing.status]]);
}
// Mark the new status in the listing
listing.status = status;
// Trigger the new status via the InputWritr using the on alias
if (listing[AxisStatus[status]] !== undefined) {
this.InputWritr.callEvent(this.aliases.on, listing[AxisStatus[status]]);
}
return true;
}
/**
* Checks for triggered changes to a button, and calls the equivalent InputWritr
* event if one is found.
*
* @param {Gamepad} gamepad
* @param {String} name The name of the button, such as "a" or "left".
* @param {Boolean} status Whether the button is activated (pressed).
* @return {Boolean} Whether the trigger was activated.
*/
activateButtonTrigger(gamepad: IGamepad, name: string, status: boolean): boolean {
var listing: IButtonListing = <IButtonListing>this.triggers[name];
// If the button's current status matches the new one, don't do anything
if (!listing || listing.status === status) {
return false;
}
listing.status = status;
// Trigger the new status via the InputWritr using the new alias
this.InputWritr.callEvent(status ? this.aliases.on : this.aliases.off, listing.trigger);
return true;
}
/**
* Clears the statuses of all axes and buttons on all known gamepads.
*/
clearAllGamepadTriggers(): void {
for (var i: number = 0; i < this.gamepads.length; i += 1) {
this.clearGamepadTriggers(this.gamepads[i]);
}
}
/**
* Clears the status of all axes and buttons on a gamepad.
*
* @param {Gamepad} gamepad
*/
clearGamepadTriggers(gamepad: IGamepad): void {
var mapping: IControllerMapping = DeviceLayr.controllerMappings[gamepad.mapping || "standard"],
i: number;
for (i = 0; i < mapping.axes.length; i += 1) {
this.clearAxisTrigger(gamepad, mapping.axes[i].name, mapping.axes[i].axis);
}
for (i = 0; i < mapping.buttons.length; i += 1) {
this.clearButtonTrigger(gamepad, mapping.buttons[i]);
}
}
/**
* Sets the status of an axis to neutral.
*
* @param {Gamepad} gamepad
* @param {String} name The name of the axis, typically "x" or "y".
*/
clearAxisTrigger(gamepad: IGamepad, name: string, axis: string): void {
var listing: IJoystickTriggerAxis = (<IJoystickListing>this.triggers[name])[axis];
listing.status = AxisStatus.neutral;
}
/**
* Sets the status of a button to off.
*
* @param {Gamepad} gamepad
* @param {String} name The name of the button, such as "a" or "left".
*/
clearButtonTrigger(gamepad: IGamepad, name: string): void {
var listing: IButtonListing = <IButtonListing>this.triggers[name];
listing.status = false;
}
/* Private utilities
*/
/**
* Puts the default values for all buttons and joystick axes that don't already
* have statuses. This is useful so activation checks don't glitch out.
*
* @param {Gamepad} gamepad
* @param {Object} [triggers]
*/
private setDefaultTriggerStatuses(gamepad: IGamepad, triggers: ITriggers = this.triggers): void {
var mapping: IControllerMapping = DeviceLayr.controllerMappings[gamepad.mapping || "standard"],
button: IButtonListing,
joystick: IJoystickListing,
i: number,
j: string;
for (i = 0; i < mapping.buttons.length; i += 1) {
button = <IButtonListing>triggers[mapping.buttons[i]];
if (button && button.status === undefined) {
button.status = false;
}
}
for (i = 0; i < mapping.axes.length; i += 1) {
joystick = <IJoystickListing>triggers[mapping.axes[i].name];
for (j in joystick) {
if (!joystick.hasOwnProperty(j)) {
continue;
}
if (joystick[j].status === undefined) {
joystick[j].status = AxisStatus.neutral;
}
}
}
}
/**
* @param {Gamepad} gamepad
* @param {Number} magnitude The direction an axis is measured at, in [-1, 1].
* @return {AxisStatus} What direction a magnitude is relative to 0 (namely
* positive, negative, or neutral).
*/
private getAxisStatus(gamepad: IGamepad, magnitude: number): AxisStatus {
var joystickThreshold: number = DeviceLayr.controllerMappings[gamepad.mapping || "standard"].joystickThreshold;
if (magnitude > joystickThreshold) {
return AxisStatus.positive;
}
if (magnitude < -joystickThreshold) {
return AxisStatus.negative;
}
return AxisStatus.neutral;
}
}
}