react-gamepad
Version:
A Gamepad handler as a React component
270 lines (209 loc) • 8.37 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", {
value: true
});
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
var _react = require('react');
var _react2 = _interopRequireDefault(_react);
var _layouts = require('./layouts');
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
function _possibleConstructorReturn(self, call) { if (!self) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return call && (typeof call === "object" || typeof call === "function") ? call : self; }
function _inherits(subClass, superClass) { if (typeof superClass !== "function" && superClass !== null) { throw new TypeError("Super expression must either be null or a function, not " + typeof superClass); } subClass.prototype = Object.create(superClass && superClass.prototype, { constructor: { value: subClass, enumerable: false, writable: true, configurable: true } }); if (superClass) Object.setPrototypeOf ? Object.setPrototypeOf(subClass, superClass) : subClass.__proto__ = superClass; }
var Gamepad = function (_React$Component) {
_inherits(Gamepad, _React$Component);
function Gamepad(props, context) {
_classCallCheck(this, Gamepad);
var _this = _possibleConstructorReturn(this, (Gamepad.__proto__ || Object.getPrototypeOf(Gamepad)).call(this, props, context));
_this.padState = {
connected: false,
buttons: {
A: false,
B: false,
X: false,
Y: false,
LB: false,
LT: false,
LS: false,
RB: false,
RT: false,
RS: false,
Start: false,
Back: false,
DPadUp: false,
DPadRight: false,
DPadDown: false,
DPadLeft: false
},
axis: {
LeftStickX: 0.0,
LeftStickY: 0.0,
RightStickX: 0.0,
RightStickY: 0.0,
RightTrigger: 0.0,
LeftTrigger: 0.0
}
};
return _this;
}
_createClass(Gamepad, [{
key: 'componentDidMount',
value: function componentDidMount() {
this.mounted = true;
if (window && window.requestAnimationFrame) window.requestAnimationFrame(this.updateGamepad.bind(this));
}
}, {
key: 'componentWillUnmount',
value: function componentWillUnmount() {
this.mounted = false;
}
}, {
key: 'updateGamepad',
value: function updateGamepad() {
if (!this.mounted) return;
var gamepadIndex = this.props.gamepadIndex;
var gamepads = navigator.getGamepads();
if (gamepads.length && gamepads.length > gamepadIndex && gamepads[gamepadIndex]) {
var gamepad = gamepads[gamepadIndex];
if (!this.padState.connected) {
this.padState.connected = true;
this.props.onConnect(gamepadIndex);
}
this.updateAllButtons(gamepad);
this.updateAllAxis(gamepad);
} else if (this.padState.connected) {
this.padState.connected = false;
this.props.onDisconnect(gamepadIndex);
}
if (window && window.requestAnimationFrame) window.requestAnimationFrame(this.updateGamepad.bind(this));
}
}, {
key: 'updateAllButtons',
value: function updateAllButtons(gamepad) {
for (var i = 0; i < gamepad.buttons.length; ++i) {
var pressed = gamepad.buttons[i].pressed;
var value = gamepad.buttons[i].value;
var buttonName = this.buttonIndexToButtonName(i);
this.updateButton(buttonName, pressed);
var axisName = this.buttonIndexToAxisName(i);
this.updateAxis(axisName, value);
}
}
}, {
key: 'updateButton',
value: function updateButton(buttonName, pressed) {
if (this.padState.buttons[buttonName] === undefined) {
console.error('Unknown button ' + buttonName);
} else if (this.padState.buttons[buttonName] !== pressed) {
this.padState.buttons[buttonName] = pressed;
this.props.onButtonChange(buttonName, pressed);
this.props['onButton' + (pressed ? 'Down' : 'Up')](buttonName);
if (pressed) this.props['on' + buttonName.replace('DPad', '')]();
}
}
}, {
key: 'updateAllAxis',
value: function updateAllAxis(gamepad) {
for (var i = 0; i < gamepad.axes.length; ++i) {
var axisName = this.axisIndexToAxisName(i);
var value = gamepad.axes[i];
this.updateAxis(axisName, gamepad.axes[i]);
}
}
}, {
key: 'updateAxis',
value: function updateAxis(axisName, originalValue) {
if (axisName && originalValue !== undefined && originalValue !== null && originalValue !== NaN) {
var invert = axisName[0] === '-';
var value = originalValue * (invert ? -1 : 1);
if (Math.abs(value) < this.props.deadZone) {
value = 0;
}
if (invert) axisName = axisName.substr(1);
if (this.padState.axis[axisName] !== value) {
var previousValue = this.padState.axis[axisName];
this.padState.axis[axisName] = value;
this.props.onAxisChange(axisName, value, previousValue);
if (axisName === 'LeftStickX') {
if (previousValue <= this.props.stickThreshold && value > this.props.stickThreshold) {
this.props.onRight();
}
if (previousValue >= -this.props.stickThreshold && value < -this.props.stickThreshold) {
this.props.onLeft();
}
}
if (axisName === 'LeftStickY') {
if (previousValue <= this.props.stickThreshold && value > this.props.stickThreshold) {
this.props.onUp();
}
if (previousValue >= -this.props.stickThreshold && value < -this.props.stickThreshold) {
this.props.onDown();
}
}
}
}
}
}, {
key: 'buttonIndexToButtonName',
value: function buttonIndexToButtonName(index) {
var layout = this.props.layout;
if (layout.buttons && layout.buttons.length >= index + 1) {
return layout.buttons[index];
}
return null;
}
}, {
key: 'buttonIndexToAxisName',
value: function buttonIndexToAxisName(index) {
var layout = this.props.layout;
if (layout.buttonAxis && layout.buttonAxis.length >= index + 1) {
return layout.buttonAxis[index];
}
return null;
}
}, {
key: 'axisIndexToAxisName',
value: function axisIndexToAxisName(index) {
var layout = this.props.layout;
if (layout.axis && layout.axis.length >= index + 1) {
return layout.axis[index];
}
return null;
}
}, {
key: 'render',
value: function render() {
return _react2.default.Children.only(this.props.children);
}
}]);
return Gamepad;
}(_react2.default.Component);
Gamepad.defaultProps = {
layout: _layouts.XBOX,
stickThreshold: 0.5,
deadZone: 0.08,
gamepadIndex: 0,
onConnect: function onConnect() {},
onDisconnect: function onDisconnect() {},
onButtonDown: function onButtonDown() {},
onButtonUp: function onButtonUp() {},
onButtonChange: function onButtonChange() {},
onAxisChange: function onAxisChange() {},
onA: function onA() {},
onB: function onB() {},
onX: function onX() {},
onY: function onY() {},
onStart: function onStart() {},
onBack: function onBack() {},
onLT: function onLT() {},
onRT: function onRT() {},
onLB: function onLB() {},
onRB: function onRB() {},
onLS: function onLS() {},
onRS: function onRS() {},
onUp: function onUp() {},
onDown: function onDown() {},
onLeft: function onLeft() {},
onRight: function onRight() {}
};
exports.default = Gamepad;