gamepad-viewer/js/gamepad.js
2019-06-02 12:15:27 +02:00

760 lines
22 KiB
JavaScript

/**
* The main Gamepad class
*
* @class Gamepad
*/
class Gamepad {
/**
* Creates an instance of Gamepad.
*/
constructor() {
this.gamepadDemo = new GamepadDemo(this);
// cached DOM references
this.$body = $("body");
this.$gamepad = $("#gamepad");
this.$nogamepad = $("#no-gamepad");
this.$nogamepadLink = $("#no-gamepad a");
this.$help = $("#help");
this.$gamepadList = $("#gamepad-list");
this.backgroundColors = [
"transparent",
"dimgrey",
"black",
"lime",
"magenta"
];
this.backgroundColorIndex = 0;
// gamepad collection default values
this.gamepads = {};
this.gamepadIdentifiers = {
debug: {
id: /debug/,
name: "Debug",
colors: []
},
ds4: {
id: /054c.*?05c4/,
name: "DualShock 4",
colors: ["black", "white", "red", "blue"]
},
"xbox-one": {
id: /xinput|XInput/,
name: "Xbox One",
colors: ["black", "white"]
}
};
// gamepad help default values
this.gamepadHelpTimeout = null;
this.gamepadHelpDelay = 5000;
// active gamepad default values
this.scanGamepadsDelay = 500;
this.debug = false;
this.activeGamepadIndex = null;
this.activeGamepadType = null;
this.activeGamepadIdentifier = null;
this.activeGamepadColorIndex = null;
this.activeGamepadColorName = null;
this.activeGamepadZoomLevel = 1;
this.mapping = {
buttons: [],
axes: []
};
// listen for gamepad related events
this.haveEvents = "GamepadEvent" in window;
if (this.haveEvents) {
window.addEventListener(
"gamepadconnected",
this.onGamepadConnect.bind(this)
);
window.addEventListener(
"gamepaddisconnected",
this.onGamepadDisconnect.bind(this)
);
}
// listen for mouse move events
window.addEventListener("mousemove", this.onMouseMove.bind(this));
// listen for keyboard events
window.addEventListener("keypress", this.onKeyPress.bind(this));
// bind a gamepads scan
window.setInterval(
this.scanGamepads.bind(this),
this.scanGamepadsDelay
);
// read URI for display parameters to initalize
this.params = {
background: $.urlParam("background") || null,
color: $.urlParam("color") || null,
type: $.urlParam("type") || null,
demo: $.urlParam("demo") || null,
zoom: $.urlParam("zoom") || null
};
// change the background is specified
if (this.params.background) {
for (let i = 0; i < this.backgroundColors.length; i++) {
if (this.params.background === this.backgroundColors[i]) {
this.backgroundColorIndex = i;
break;
}
}
if (!this.backgroundColorIndex) {
return;
}
this.$body.css(
"background",
this.backgroundColors[this.backgroundColorIndex]
);
}
// start the demo if requested by params
if (this.params.demo) {
this.gamepadDemo.start(this.params.demo);
return;
}
// by default, enqueue a delayed display of the help modal
this.displayGamepadHelp();
}
/**
* Displays the help modal on screen
*/
displayGamepadHelp() {
// do not display help if we have an active gamepad
if (null !== this.activeGamepadIndex) {
return;
}
// cancel the queued display of the help modal, if any
window.clearTimeout(this.gamepadHelpTimeout);
// hide the help modal
this.$nogamepad.show();
// enqueue a delayed display of the help modal
this.hideGamepadHelp();
}
/**
* Hides the help modal
*
* @param {boolean} [hideNow=false]
*/
hideGamepadHelp(hideNow = false) {
// hide the message right away if needed
if (hideNow) {
this.$nogamepad.hide();
}
// hide help modal if no gamepad is active after X ms
this.gamepadHelpTimeout = window.setTimeout(() => {
this.$nogamepad.fadeOut();
}, this.gamepadHelpDelay);
}
/**
* Handles the gamepad connection event
*
* @param {GamepadEvent} e
*/
onGamepadConnect(e) {
// on gamepad connection, add it to the list
this.addGamepad(e.gamepad);
}
/**
* Handles the gamepad disconnection event
*
* @param {GamepadEvent} e
*/
onGamepadDisconnect(e) {
// on gamepad disconnection, remove it from the list
this.removeGamepad(e.gamepad.index);
}
/**
* Handles the mouse "mouslmove" event
*
* @param {MouseEvent} e
*/
onMouseMove() {
this.displayGamepadHelp();
}
/**
* Handles the keyboard "keydown" event
*
* @param {KeyboardEvent} e
*/
onKeyPress(e) {
console.log(e);
switch (e.code) {
case "Delete":
case "Escape":
this.removeGamepad(true);
break;
case "KeyB":
this.changeBackgroundColor();
break;
case "KeyC":
this.changeGamepadColor();
break;
case "KeyD":
this.toggleDebug();
break;
case "KeyH":
this.toggleHelp();
break;
case "KeyO":
this.gamepadDemo.start();
break;
case "NumpadAdd":
case "Equal":
this.changeZoom("+");
break;
case "NumpadSubtract":
case "Minus":
this.changeZoom("-");
break;
case "NumpadDecimal":
this.autoAdjustZoom();
break;
case "Numpad0":
case "Digit0":
this.changeZoom("0");
break;
}
}
/**
* Reloads gamepads data
*/
refreshGamepads() {
// get fresh information from DOM about gamepads
const navigatorGamepads = navigator.getGamepads
? navigator.getGamepads()
: navigator.webkitGetGamepads
? navigator.webkitGetGamepads()
: [];
for (let key in navigatorGamepads) {
this.gamepads[key] = navigatorGamepads[key];
}
this.buildHelpGamepadList();
}
/**
* Builds the help gamepad list
*/
buildHelpGamepadList() {
const $tbody = [];
for (let key = 0; key < this.gamepads.length; key++) {
const gamepad = this.gamepads[key];
if (!gamepad) {
continue;
}
$tbody.push(
`<tr><td>${gamepad.index}</td><td>${gamepad.id}</td></tr>"`
);
}
if ($tbody.length === 0) {
$tbody.push('<tr><td colspan="2">No gamepad detected.</td></tr>');
}
this.$gamepadList.html($tbody.join(""));
}
/**
* Return the connected gamepad
*/
getActiveGamepad() {
return this.gamepads[this.activeGamepadIndex];
}
/**
* Return the gamepad type for the connected gamepad
*
* @param {object} activeGamepad
*/
getActiveGamepadType(activeGamepad) {
if (this.debug) {
// if the debug option is active, use the associated template
return "debug";
}
if (this.params.type) {
// if the gamepad type is set through params, apply it
return this.params.type;
}
// else, determine the template to use from the gamepad identifier
for (let gamepadType in this.gamepadIdentifiers) {
if (
this.gamepadIdentifiers[gamepadType].id.test(activeGamepad.id)
) {
return gamepadType;
}
}
}
/**
* Adds a gamepad to the gamepads collection
*
* @param {object} gamepad
*/
addGamepad(gamepad) {
this.gamepads[gamepad.index] = gamepad;
}
/**
* Removes a gamepad to the gamepads collection
*
* @param {object} gamepad
*/
removeGamepad(gamepadIndex) {
// ensure we have an index to remove
if ("undefined" === typeof gamepadIndex) {
return;
}
// ensure to kill demo mode
if ("demo" === this.activeGamepadIndex) {
this.gamepadDemo.stop();
}
// if this is the active gamepad
if (true === gamepadIndex || this.activeGamepadIndex === gamepadIndex) {
// clear associated date
this.activeGamepadIndex = null;
this.activeGamepadType = null;
this.activeGamepadIdentifier = null;
this.activeGamepadColorIndex = null;
this.activeGamepadColorName = null;
this.activeGamepadZoomLevel = 1;
this.$gamepad.empty();
}
delete this.gamepads[gamepadIndex];
// enqueue a display of the help modal
this.displayGamepadHelp();
this.debug = false;
}
/**
* Scans gamepads for activity
*/
scanGamepads() {
// don't scan if we have an active gamepad
if (null !== this.activeGamepadIndex) {
return;
}
// refresh gamepad information
this.refreshGamepads();
for (
let gamepadIndex = 0;
gamepadIndex < this.gamepads.length;
gamepadIndex++
) {
const gamepad = this.gamepads[gamepadIndex];
if (!gamepad) continue;
// read the gamepad buttons
let button;
for (
let buttonIndex = 0;
buttonIndex < gamepad.buttons.length;
buttonIndex++
) {
button = gamepad.buttons[buttonIndex];
// if one of its button is pressed, activate this gamepad
if (button.pressed) {
this.mapGamepad(gamepad.index);
return;
}
}
}
}
/**
* Sets a gamepad as active from its index
*
* @param {int} gamepadIndex
*/
mapGamepad(gamepadIndex) {
// ensure a gamepad need to be mapped
if ("undefined" === typeof gamepadIndex) {
return;
}
// hide the help message
this.hideGamepadHelp(true);
// update local references
this.activeGamepadIndex = gamepadIndex;
const activeGamepad = this.getActiveGamepad();
// ensure that a gamepad was actually found for this index
if (!activeGamepad) {
// this mapping request was probably a mistake :
// - remove the active gamepad index and reference
this.activeGamepadIndex = null;
// - enqueue a display of the help modal right away
this.displayGamepadHelp(true);
return;
}
// determine gamepad type
this.activeGamepadType = this.getActiveGamepadType(activeGamepad);
this.activeGamepadIdentifier = this.gamepadIdentifiers[
this.activeGamepadType
];
this.activeGamepadColorIndex = 0;
// ensure a valid gamepad type was discovered
if (!this.activeGamepadType) {
return;
}
// load the HTML template file
this.loadTemplate(activeGamepad);
// hide the help before displaying the template
this.hideGamepadHelp();
}
/**
* Load the HTML template file for the active gamepad
*
* @param {*} activeGamepad
*/
loadTemplate(activeGamepad) {
$.ajax("templates/" + this.activeGamepadType + "/template.html").done(
template => {
// hoist some template related variables
let button;
let axis;
// inject the template HTML
this.$gamepad.html(template);
window.setTimeout(() => {
this.autoAdjustZoom(1);
});
// read for parameters to apply:
// - color
if (this.params.color) {
this.changeGamepadColor(this.params.color);
}
// - zoom
if (this.params.zoom) {
this.changeZoom(this.params.zoom);
}
// save the buttons mapping of this template
this.mapping.buttons = [];
for (
let buttonIndex = 0;
buttonIndex < activeGamepad.buttons.length;
buttonIndex++
) {
button = activeGamepad.buttons[buttonIndex];
this.mapping.buttons[buttonIndex] = $(
`[data-button="${buttonIndex}"]`
);
}
// save the axes mapping of this template
this.mapping.axes = [];
for (
let axisIndex = 0;
axisIndex < activeGamepad.axes.length;
axisIndex++
) {
axis = activeGamepad.axes[axisIndex];
this.mapping.axes[axisIndex] = $(
`[data-axis=${axisIndex}], [data-axis-x=${axisIndex}], [data-axis-y=${axisIndex}], [data-axis-z=${axisIndex}]`
);
}
// enqueue the initial display refresh
this.updateStatus();
}
);
}
/**
* Updates the status of the active gamepad
*/
updateStatus() {
// ensure that a gamepad is currently active
if (null === this.activeGamepadIndex) {
return;
}
// enqueue the next refresh right away
window.requestAnimationFrame(this.updateStatus.bind(this));
// load latest gamepad data
this.refreshGamepads();
const activeGamepad = this.getActiveGamepad();
this.updateButtons(activeGamepad);
this.updateAxes(activeGamepad);
}
/**
* Updates the buttons status of the active gamepad
*
* @param {*} activeGamepad
*/
updateButtons(activeGamepad) {
// hoist some variables
let button;
let $button;
// update the buttons
for (
let buttonIndex = 0;
buttonIndex < activeGamepad.buttons.length;
buttonIndex++
) {
// find the DOM element
$button = this.mapping.buttons[buttonIndex];
if (!$button) {
// nothing to do for this button if no DOM element exists
break;
}
// read the button data
button = activeGamepad.buttons[buttonIndex];
// update the display values
$button.attr("data-pressed", button.pressed);
$button.attr("data-value", button.value);
// hook the template defined button update method
if ("function" === typeof this.updateButton) {
this.updateButton($button);
}
}
}
/**
* Updates the axes status of the active gamepad
*
* @param {*} activeGamepad
*/
updateAxes(activeGamepad) {
// hoist some variables
let axis;
let $axis;
// update the axes
for (
let axisIndex = 0;
axisIndex < activeGamepad.axes.length;
axisIndex++
) {
// find the DOM element
$axis = this.mapping.axes[axisIndex];
if (!$axis) {
// nothing to do for this button if no DOM element exists
break;
}
// read the axis data
axis = activeGamepad.axes[axisIndex];
// update the display values
if ($axis.is("[data-axis=" + axisIndex + "]")) {
$axis.attr("data-value", axis);
}
if ($axis.is("[data-axis-x=" + axisIndex + "]")) {
$axis.attr("data-value-x", axis);
}
if ($axis.is("[data-axis-y=" + axisIndex + "]")) {
$axis.attr("data-value-y", axis);
}
if ($axis.is("[data-axis-z=" + axisIndex + "]")) {
$axis.attr("data-value-z", axis);
}
// hook the template defined axis update method
if ("function" === typeof this.updateAxis) {
this.updateAxis($axis);
}
}
}
/**
* Changes the background color
*
* @param {any} backgroundColor
*/
changeBackgroundColor(backgroundColor) {
if ("undefined" === typeof gamepadColor) {
this.backgroundColorIndex++;
if (this.backgroundColorIndex > this.backgroundColors.length - 1) {
this.backgroundColorIndex = 0;
}
} else {
this.backgroundColorIndex = backgroundColor;
}
this.$body.css(
"background",
this.backgroundColors[this.backgroundColorIndex]
);
}
/**
* Changes the active gamepad color
*
* @param {any} gamepadColor
*/
changeGamepadColor(gamepadColor) {
// ensure that a gamepad is currently active
if (null === this.activeGamepadIndex) {
return;
}
if ("undefined" === typeof gamepadColor) {
// no color was specified, load the next one in list
this.activeGamepadColorIndex++;
if (
this.activeGamepadColorIndex >
this.activeGamepadIdentifier.colors.length - 1
) {
this.activeGamepadColorIndex = 0;
}
this.activeGamepadColorName = this.activeGamepadIdentifier.colors[
this.activeGamepadColorIndex
];
} else {
if (!isNaN(parseInt(gamepadColor))) {
// the color is a number, load it by its index
this.activeGamepadColorIndex = gamepadColor;
this.activeGamepadColorName = this.activeGamepadIdentifier.colors[
this.activeGamepadColorIndex
];
} else {
// the color is a string, load it by its name
this.activeGamepadColorName = gamepadColor;
this.activeGamepadColorIndex = 0;
for (let gamepadColorIndex in this.activeGamepadIdentifier
.colors) {
if (
this.activeGamepadColorName ===
this.activeGamepadIdentifier.colors[gamepadColorIndex]
) {
break;
}
this.activeGamepadColorIndex++;
}
}
}
// update the DOM with the color value
this.$gamepad.attr("data-color", this.activeGamepadColorName);
}
/**
* Adjusts the zoom level to the available space
*/
autoAdjustZoom(maxZoom = null) {
// let the browser the time to paint
const smallerRatio = Math.min(
window.innerWidth /
(this.$gamepad.width() / this.activeGamepadZoomLevel),
window.innerHeight /
(this.$gamepad.height() / this.activeGamepadZoomLevel)
);
this.changeZoom(
maxZoom !== null && smallerRatio >= maxZoom
? maxZoom
: Math.floor(smallerRatio * 10) / 10
);
}
/**
* Changes the active gamepad zoom level
*
* @param {any} zoomLevel
*/
changeZoom(zoomLevel) {
// ensure that a gamepad is currently active
if (null === this.activeGamepadIndex) {
return;
}
// ensure we have some data to process
if ("undefined" === typeof zoomLevel) {
return;
}
if ("0" === zoomLevel) {
// "0" means a zoom reset
this.activeGamepadZoomLevel = 1;
} else if ("+" === zoomLevel && this.activeGamepadZoomLevel < 2) {
// "+" means a zoom in if we still can
this.activeGamepadZoomLevel += 0.1;
} else if ("-" === zoomLevel && this.activeGamepadZoomLevel > 0.2) {
// "-" means a zoom out if we still can
this.activeGamepadZoomLevel -= 0.1;
} else if (!isNaN((zoomLevel = parseFloat(zoomLevel)))) {
// an integer value means a value-based zoom
this.activeGamepadZoomLevel = zoomLevel;
}
// hack: fix js float issues
this.activeGamepadZoomLevel = +this.activeGamepadZoomLevel.toFixed(1);
// update the DOM with the zoom value
this.$gamepad.css(
"transform",
`translate(-50%, -50%) scale(${this.activeGamepadZoomLevel}, ${
this.activeGamepadZoomLevel
})`
);
}
/**
* Toggles the on-screen help message
*/
toggleHelp() {
this.$help.toggleClass("active");
}
/**
* Toggles the debug template for the active gamepad, if any
*/
toggleDebug() {
// ensure that a gamepad is currently active
if (null === this.activeGamepadIndex) {
return;
}
// update debug value
this.debug = !this.debug;
// remap current gamepad
this.mapGamepad(this.activeGamepadIndex);
}
}