playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
273 lines (272 loc) • 6.36 kB
JavaScript
import {
ACTION_GAMEPAD,
ACTION_KEYBOARD,
ACTION_MOUSE,
PAD_1,
PAD_L_STICK_X,
PAD_L_STICK_Y,
PAD_R_STICK_X,
PAD_R_STICK_Y
} from "./constants.js";
import { Keyboard } from "./keyboard.js";
import { Mouse } from "./mouse.js";
class Controller {
_keyboard;
_mouse;
_gamepads;
_element = null;
_actions = {};
_axes = {};
_axesValues = {};
constructor(element, options = {}) {
this._keyboard = options.keyboard || null;
this._mouse = options.mouse || null;
this._gamepads = options.gamepads || null;
if (element) {
this.attach(element);
}
}
attach(element) {
this._element = element;
if (this._keyboard) {
this._keyboard.attach(element);
}
if (this._mouse) {
this._mouse.attach(element);
}
}
detach() {
if (this._keyboard) {
this._keyboard.detach();
}
if (this._mouse) {
this._mouse.detach();
}
this._element = null;
}
disableContextMenu() {
if (!this._mouse) {
this._enableMouse();
}
this._mouse.disableContextMenu();
}
enableContextMenu() {
if (!this._mouse) {
this._enableMouse();
}
this._mouse.enableContextMenu();
}
update(dt) {
if (this._keyboard) {
this._keyboard.update();
}
if (this._mouse) {
this._mouse.update();
}
if (this._gamepads) {
this._gamepads.update();
}
this._axesValues = {};
for (const key in this._axes) {
this._axesValues[key] = [];
}
}
appendAction(action_name, action) {
this._actions[action_name] = this._actions[action_name] || [];
this._actions[action_name].push(action);
}
registerKeys(action, keys) {
if (!this._keyboard) {
this._enableKeyboard();
}
if (this._actions[action]) {
throw new Error(`Action: ${action} already registered`);
}
if (keys === void 0) {
throw new Error("Invalid button");
}
if (!keys.length) {
keys = [keys];
}
this.appendAction(action, {
type: ACTION_KEYBOARD,
keys
});
}
registerMouse(action, button) {
if (!this._mouse) {
this._enableMouse();
}
if (button === void 0) {
throw new Error("Invalid button");
}
this.appendAction(action, {
type: ACTION_MOUSE,
button
});
}
registerPadButton(action, pad, button) {
if (button === void 0) {
throw new Error("Invalid button");
}
this.appendAction(action, {
type: ACTION_GAMEPAD,
button,
pad
});
}
registerAxis(options) {
const name = options.name;
if (!this._axes[name]) {
this._axes[name] = [];
}
const i = this._axes[name].push(name);
options = options || {};
options.pad = options.pad || PAD_1;
const bind = function(controller, source, value, key) {
switch (source) {
case "mousex":
controller._mouse.on("mousemove", (e) => {
controller._axesValues[name][i] = e.dx / 10;
});
break;
case "mousey":
controller._mouse.on("mousemove", (e) => {
controller._axesValues[name][i] = e.dy / 10;
});
break;
case "key":
controller._axes[name].push(() => {
return controller._keyboard.isPressed(key) ? value : 0;
});
break;
case "padrx":
controller._axes[name].push(() => {
return controller._gamepads.getAxis(options.pad, PAD_R_STICK_X);
});
break;
case "padry":
controller._axes[name].push(() => {
return controller._gamepads.getAxis(options.pad, PAD_R_STICK_Y);
});
break;
case "padlx":
controller._axes[name].push(() => {
return controller._gamepads.getAxis(options.pad, PAD_L_STICK_X);
});
break;
case "padly":
controller._axes[name].push(() => {
return controller._gamepads.getAxis(options.pad, PAD_L_STICK_Y);
});
break;
default:
throw new Error("Unknown axis");
}
};
bind(this, options.positive, 1, options.positiveKey);
if (options.negativeKey || options.negative !== options.positive) {
bind(this, options.negative, -1, options.negativeKey);
}
}
isPressed(actionName) {
if (!this._actions[actionName]) {
return false;
}
const length = this._actions[actionName].length;
for (let index = 0; index < length; ++index) {
const action = this._actions[actionName][index];
switch (action.type) {
case ACTION_KEYBOARD:
if (this._keyboard) {
const len = action.keys.length;
for (let i = 0; i < len; i++) {
if (this._keyboard.isPressed(action.keys[i])) {
return true;
}
}
}
break;
case ACTION_MOUSE:
if (this._mouse && this._mouse.isPressed(action.button)) {
return true;
}
break;
case ACTION_GAMEPAD:
if (this._gamepads && this._gamepads.isPressed(action.pad, action.button)) {
return true;
}
break;
}
}
return false;
}
wasPressed(actionName) {
if (!this._actions[actionName]) {
return false;
}
const length = this._actions[actionName].length;
for (let index = 0; index < length; ++index) {
const action = this._actions[actionName][index];
switch (action.type) {
case ACTION_KEYBOARD:
if (this._keyboard) {
const len = action.keys.length;
for (let i = 0; i < len; i++) {
if (this._keyboard.wasPressed(action.keys[i])) {
return true;
}
}
}
break;
case ACTION_MOUSE:
if (this._mouse && this._mouse.wasPressed(action.button)) {
return true;
}
break;
case ACTION_GAMEPAD:
if (this._gamepads && this._gamepads.wasPressed(action.pad, action.button)) {
return true;
}
break;
}
}
return false;
}
getAxis(name) {
let value = 0;
if (this._axes[name]) {
const len = this._axes[name].length;
for (let i = 0; i < len; i++) {
if (typeof this._axes[name][i] === "function") {
const v = this._axes[name][i]();
if (Math.abs(v) > Math.abs(value)) {
value = v;
}
} else if (this._axesValues[name]) {
if (Math.abs(this._axesValues[name][i]) > Math.abs(value)) {
value = this._axesValues[name][i];
}
}
}
}
return value;
}
_enableMouse() {
this._mouse = new Mouse();
if (!this._element) {
throw new Error("Controller must be attached to an Element");
}
this._mouse.attach(this._element);
}
_enableKeyboard() {
this._keyboard = new Keyboard();
if (!this._element) {
throw new Error("Controller must be attached to an Element");
}
this._keyboard.attach(this._element);
}
}
export {
Controller
};