/// var DeviceLayr; (function (DeviceLayr_1) { "use strict"; /** * Status possibilities for an axis. Neutral is the default; positive is above * its threshold; negative is below the threshold / -1. */ (function (AxisStatus) { /** * Low axis status (lower than the negative of the threshold). */ AxisStatus[AxisStatus["negative"] = 0] = "negative"; /** * Default axis status (absolutely closer to 0 than the threshold). */ AxisStatus[AxisStatus["neutral"] = 1] = "neutral"; /** * High axis status (higher than the threshold). */ AxisStatus[AxisStatus["positive"] = 2] = "positive"; })(DeviceLayr_1.AxisStatus || (DeviceLayr_1.AxisStatus = {})); var AxisStatus = DeviceLayr_1.AxisStatus; /** * */ var DeviceLayr = (function () { /** * @param {IDeviceLayerSettings} settings */ function DeviceLayr(settings) { 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. */ DeviceLayr.prototype.getInputWritr = function () { return this.InputWritr; }; /** * @return {Object} Mapping of which device controls should cause what triggers, * along with their current statuses. */ DeviceLayr.prototype.getTriggers = function () { return this.triggers; }; /** * @return {Object} For "on" and "off" activations, the equivalent event keys * to pass to the internal InputWritr. */ DeviceLayr.prototype.getAliases = function () { return this.aliases; }; /** * @return {Gamepad[]} Any added gamepads (devices), in order of activation. */ DeviceLayr.prototype.getGamepads = function () { return this.gamepads; }; /* Registration */ /** * If possible, checks the navigator for new gamepads, and adds them if found. * * @return {Number} How many gamepads were added. */ DeviceLayr.prototype.checkNavigatorGamepads = function () { if (typeof navigator.getGamepads === "undefined" || !navigator.getGamepads()[this.gamepads.length]) { return 0; } this.registerGamepad(navigator.getGamepads()[this.gamepads.length]); return this.checkNavigatorGamepads() + 1; }; /** * Registers a new gamepad. * * @param {Gamepad} gamepad */ DeviceLayr.prototype.registerGamepad = function (gamepad) { this.gamepads.push(gamepad); this.setDefaultTriggerStatuses(gamepad, this.triggers); }; /* Triggers */ /** * Checks the trigger statuses of all known gamepads. */ DeviceLayr.prototype.activateAllGamepadTriggers = function () { for (var i = 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 */ DeviceLayr.prototype.activateGamepadTriggers = function (gamepad) { var mapping = DeviceLayr.controllerMappings[gamepad.mapping || "standard"], i; 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. */ DeviceLayr.prototype.activateAxisTrigger = function (gamepad, name, axis, magnitude) { var listing = this.triggers[name][axis], status; 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. */ DeviceLayr.prototype.activateButtonTrigger = function (gamepad, name, status) { var listing = 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. */ DeviceLayr.prototype.clearAllGamepadTriggers = function () { for (var i = 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 */ DeviceLayr.prototype.clearGamepadTriggers = function (gamepad) { var mapping = DeviceLayr.controllerMappings[gamepad.mapping || "standard"], i; 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". */ DeviceLayr.prototype.clearAxisTrigger = function (gamepad, name, axis) { var listing = 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". */ DeviceLayr.prototype.clearButtonTrigger = function (gamepad, name) { var listing = 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] */ DeviceLayr.prototype.setDefaultTriggerStatuses = function (gamepad, triggers) { if (triggers === void 0) { triggers = this.triggers; } var mapping = DeviceLayr.controllerMappings[gamepad.mapping || "standard"], button, joystick, i, j; for (i = 0; i < mapping.buttons.length; i += 1) { button = triggers[mapping.buttons[i]]; if (button && button.status === undefined) { button.status = false; } } for (i = 0; i < mapping.axes.length; i += 1) { joystick = 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). */ DeviceLayr.prototype.getAxisStatus = function (gamepad, magnitude) { var joystickThreshold = DeviceLayr.controllerMappings[gamepad.mapping || "standard"].joystickThreshold; if (magnitude > joystickThreshold) { return AxisStatus.positive; } if (magnitude < -joystickThreshold) { return AxisStatus.negative; } return AxisStatus.neutral; }; /** * Known mapping schemas for standard controllers. These are referenced * by added gamepads via the gamepads' .name attribute. */ DeviceLayr.controllerMappings = { /** * 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 } }; return DeviceLayr; })(); DeviceLayr_1.DeviceLayr = DeviceLayr; })(DeviceLayr || (DeviceLayr = {}));