const popups = require("./popups"); const launcher = require("./launcher"); const navigate = require("./navigate"); window.addEventListener("gamepadconnected", (e) => { console.log("Gamepad connected:", e.gamepad.id); }, false) window.addEventListener("gamepaddisconnected", (e) => { console.log("Gamepad disconnected:", e.gamepad.id); }, false) // this contains the names/directions of axes and IDs that have // previously been pressed, if it is found that these were recently // pressed in the next iteration of the `setInterval()` below than the // iteration is skipped // // the value of each item is equivalent to the amount of iterations to // wait, so `up: 3` will cause it to wait 3 iterations, before `up` can // be pressed again let delay_press = {}; let held_buttons = {}; setInterval(() => { let gamepads = navigator.getGamepads(); // this has a list of all the directions that the `.axes[]` are // pointing in, letting us navigate in that direction let directions = {} // keeps track of which buttons `delay_press` that have already been // lowered, that way we can lower the ones that haven't been lowered // through a button press let lowered_delay = []; // is the select/accept button being held let selecting = false; for (let i in gamepads) { if (! gamepads[i]) {continue} // every other `.axes[]` element is a different coordinate, each // analog stick has 2 elements in `.axes[]`, the first one is // the x coordinate, second is the y coordinate // // so we use this to keep track of which coordinate we're // currently on, and thereby the direction of the float inside // `.axes[i]` let coord = "x"; let deadzone = 0.5; for (let ii = 0; ii < gamepads[i].axes.length; ii++) { let value = gamepads[i].axes[ii]; // check if we're beyond the deadzone in both the negative // and positive direction, and then using `coord` add a // direction to `directions` if (value < -deadzone) { if (coord == "y") { directions.up = true; } else { directions.left = true; } } else if (value > deadzone) { if (coord == "y") { directions.down = true; } else { directions.right = true; } } // flip `coord` if (coord == "x") { coord = "y"; } else { coord = "x"; } } // only support "standard" button layouts/mappings // // TODO: for anybody reading this in the future, the support // for other mappings is something that's on the table, // however, due to not having all the hardware in the world, // this will have to be up to someone else if (gamepads[i].mapping != "standard") { continue; } for (let ii = 0; ii < gamepads[i].buttons.length; ii++) { if (! gamepads[i].buttons[ii].pressed) { held_buttons[ii] = false; continue; } // a list of known combinations of buttons for the most // common brands out there, more should possibly be added let brands = { "Xbox": { accept: 0, cancel: 1 }, "Nintendo": { accept: 1, cancel: 0 }, "PlayStation": { accept: 0, cancel: 1 } } // this is the most common setup, to my understanding, with // the exception of third party Nintendo controller, may // need to be adjusted in the future let buttons = { accept: 0, cancel: 1 } // set `cancel` and `accept` accordingly to the ID of the // gamepad, if its a known brand for (let brand in brands) { // unknown brand if (! gamepads[i].id.includes(brand)) { continue; } // set buttons according to brand buttons = brands[brand]; break; } // if the button that's being pressed is the "accept" // button, then we set `selecting` to `true`, this is done // before we check for the button delay so that holding the // button keeps the selection in place, until the button is // no longer pressed if (ii == buttons.accept) { selecting = true; } // if this button is still delayed, we lower the delay and // then go to the next button if (delay_press[ii]) { delay_press[ii]--; lowered_delay.push(ii); continue; } // add delay to this button, so it doesn't get clicked // immediately again after this delay_press[ii] = 3; if (held_buttons[ii]) { continue; } held_buttons[ii] = true; // interpret `ii` as a specific button/action, using the // standard IDs: https://w3c.github.io/gamepad/#remapping switch(ii) { // change active section case 4: launcher.relative_section("left"); break; case 5: launcher.relative_section("right"); break; // navigate selection case 12: navigate.move("up"); break; case 13: navigate.move("down"); break; case 14: navigate.move("left"); break; case 15: navigate.move("right"); break; // click selected element case buttons.accept: navigate.select(); break; // close last opened popup case buttons.cancel: popups.hide_last(); break; } } } for (let i in directions) { if (directions[i] === true) { // if this direction is still delayed, we lower the delay, // and then go to the next direction if (delay_press[i]) { delay_press[i]--; lowered_delay.push(i); continue; } // move in the direction navigate.move(i); // add delay to this direction, to prevent it from being // triggered immediately again delay_press[i] = 3; } } // run through buttons that have or have had a delay for (let i in delay_press) { // if a button has a delay, and it hasn't already been lowered, // then we lower it if (delay_press[i] && ! lowered_delay.includes(i)) { delay_press[i]--; } } let selection_el = document.getElementById("selection"); // add `.selecting` to `#selection` depending on whether // `selecting`, is set or not if (selecting) { selection_el.classList.add("controller-selecting"); } else { selection_el.classList.remove("controller-selecting"); } }, 50) let can_keyboard_navigate = (e) => { // quite empty right now, might add more in the future, these are // just element selectors where movement with the keyboard is off let ignore_on_focus = [ "input", "select" ] // check for whether the active element is one that matches // something in `ignore_on_focus` for (let i = 0; i < ignore_on_focus.length; i++) { if (! document.activeElement.matches(ignore_on_focus)) { // active element does not match to `ignore_on_focus[i]` continue; } // if the key that's being pressed is "Escape" then we unfocus // to the currently focused active element, this lets you go // into an input, and then exit it as well if (e.key == "Escape") { document.activeElement.blur(); } return false; } // check if there's already an active selection if (document.querySelector(".active-selection")) { // this is a list of keys where this keyboard event will be // cancelled on, this prevents key events from being sent to // element, but still lets you type let cancel_keys = [ "Space", "Enter", "ArrowUp", "ArrowDown", "ArrowLeft", "ArrowRight" ] // cancel this keyboard event if `e.key` is inside `cancel_keys` if (cancel_keys.includes(e.code)) { e.preventDefault(); } } return true; } window.addEventListener("keydown", (e) => { // do nothing if we cant navigate if (! can_keyboard_navigate(e)) { return; } let select = () => { // do nothing if this is a repeat key press if (e.repeat) {return} // select `.active-selection` navigate.select(); // add `.keyboard-selecting` to `#selection` document.getElementById("selection") .classList.add("keyboard-selecting"); } // perform the relevant action for the key that was pressed switch(e.code) { // select case "Space": return select(); case "Enter": return select(); // move selection case "ArrowUp": return navigate.move("up") case "ArrowDown": return navigate.move("down") case "ArrowLeft": return navigate.move("left") case "ArrowRight": return navigate.move("right") } }) window.addEventListener("keyup", (e) => { if (! can_keyboard_navigate(e)) { return; } let selection_el = document.getElementById("selection"); // perform the relevant action for the key that was pressed switch(e.code) { case "KeyQ": launcher.relative_section("left"); break; case "KeyE": launcher.relative_section("right"); break; case "Space": return selection_el .classList.remove("keyboard-selecting"); case "Enter": return selection_el .classList.remove("keyboard-selecting"); } })