318 lines
9.2 KiB
JavaScript
318 lines
9.2 KiB
JavaScript
/*
|
|
* GDevelop JS Platform
|
|
* Copyright 2013-2016 Florian Rival (Florian.Rival@gmail.com). All rights reserved.
|
|
* This project is released under the MIT License.
|
|
*/
|
|
|
|
/**
|
|
* Store input made on a canvas: mouse position, key pressed
|
|
* and touches states.
|
|
*
|
|
* See **bindStandardEvents** method for connecting the input
|
|
* manager to a canvas and **onFrameEnded** for signaling the
|
|
* end of a frame (necessary for proper touches events handling).
|
|
*
|
|
* @constructor
|
|
* @memberof gdjs
|
|
* @class InputManager
|
|
*/
|
|
gdjs.InputManager = function()
|
|
{
|
|
this._pressedKeys = new Hashtable();
|
|
this._releasedKeys = new Hashtable();
|
|
this._lastPressedKey = 0;
|
|
this._pressedMouseButtons = new Array(5);
|
|
this._releasedMouseButtons = new Array(5);
|
|
this._mouseX = 0;
|
|
this._mouseY = 0;
|
|
this._mouseWheelDelta = 0;
|
|
this._touches = new Hashtable();
|
|
this._startedTouches = []; //Identifiers of the touches that started during/before the frame.
|
|
this._endedTouches = []; //Identifiers of the touches that ended during/before the frame.
|
|
|
|
this._touchSimulateMouse = true;
|
|
};
|
|
|
|
/** @constant {number} */
|
|
gdjs.InputManager.MOUSE_LEFT_BUTTON = 0;
|
|
|
|
/** @constant {number} */
|
|
gdjs.InputManager.MOUSE_RIGHT_BUTTON = 1;
|
|
|
|
/** @constant {number} */
|
|
gdjs.InputManager.MOUSE_MIDDLE_BUTTON = 2;
|
|
|
|
/**
|
|
* Should be called whenever a key is pressed
|
|
* @param {number} keyCode The key code associated to the key press.
|
|
*/
|
|
gdjs.InputManager.prototype.onKeyPressed = function(keyCode) {
|
|
this._pressedKeys.put(keyCode, true);
|
|
this._lastPressedKey = keyCode;
|
|
};
|
|
|
|
/**
|
|
* Should be called whenever a key is released
|
|
* @param {number} keyCode The key code associated to the key release.
|
|
*/
|
|
gdjs.InputManager.prototype.onKeyReleased = function(keyCode) {
|
|
this._pressedKeys.put(keyCode, false);
|
|
this._releasedKeys.put(keyCode, true);
|
|
};
|
|
|
|
/**
|
|
* Return the code of the last key that was pressed.
|
|
* @return {number} The code of the last key pressed.
|
|
*/
|
|
gdjs.InputManager.prototype.getLastPressedKey = function() {
|
|
return this._lastPressedKey;
|
|
};
|
|
|
|
/**
|
|
* Return true if the key corresponding to keyCode is pressed.
|
|
* @param {number} keyCode The key code to be tested.
|
|
*/
|
|
gdjs.InputManager.prototype.isKeyPressed = function(keyCode) {
|
|
return this._pressedKeys.containsKey(keyCode) && this._pressedKeys.get(keyCode);
|
|
};
|
|
|
|
/**
|
|
* Return true if the key corresponding to keyCode was released during the last frame.
|
|
* @param {number} keyCode The key code to be tested.
|
|
*/
|
|
gdjs.InputManager.prototype.wasKeyReleased = function(keyCode) {
|
|
return this._releasedKeys.containsKey(keyCode) && this._releasedKeys.get(keyCode);
|
|
};
|
|
|
|
/**
|
|
* Return true if any key is pressed
|
|
*/
|
|
gdjs.InputManager.prototype.anyKeyPressed = function() {
|
|
for(var keyCode in this._pressedKeys.items) {
|
|
if (this._pressedKeys.items.hasOwnProperty(keyCode)) {
|
|
if (this._pressedKeys.items[keyCode]) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* Should be called when the mouse is moved.<br>
|
|
* Please note that the coordinates must be expressed relative to the view position.
|
|
*
|
|
* @param {number} x The mouse new X position
|
|
* @param {number} y The mouse new Y position
|
|
*/
|
|
gdjs.InputManager.prototype.onMouseMove = function(x,y) {
|
|
this._mouseX = x;
|
|
this._mouseY = y;
|
|
};
|
|
|
|
/**
|
|
* Get the mouse X position
|
|
*
|
|
* @return the mouse X position, relative to the game view.
|
|
*/
|
|
gdjs.InputManager.prototype.getMouseX = function() {
|
|
return this._mouseX;
|
|
};
|
|
|
|
/**
|
|
* Get the mouse Y position
|
|
*
|
|
* @return the mouse Y position, relative to the game view.
|
|
*/
|
|
gdjs.InputManager.prototype.getMouseY = function() {
|
|
return this._mouseY;
|
|
};
|
|
|
|
/**
|
|
* Should be called whenever a mouse button is pressed
|
|
* @param {number} buttonCode The mouse button code associated to the event.
|
|
* See gdjs.InputManager.MOUSE_LEFT_BUTTON, gdjs.InputManager.MOUSE_RIGHT_BUTTON, gdjs.InputManager.MOUSE_MIDDLE_BUTTON
|
|
*/
|
|
gdjs.InputManager.prototype.onMouseButtonPressed = function(buttonCode) {
|
|
this._pressedMouseButtons[buttonCode] = true;
|
|
this._releasedMouseButtons[buttonCode] = false;
|
|
};
|
|
|
|
/**
|
|
* Should be called whenever a mouse button is released
|
|
* @param {number} buttonCode The mouse button code associated to the event. (see onMouseButtonPressed)
|
|
*/
|
|
gdjs.InputManager.prototype.onMouseButtonReleased = function(buttonCode) {
|
|
this._pressedMouseButtons[buttonCode] = false;
|
|
this._releasedMouseButtons[buttonCode] = true;
|
|
};
|
|
|
|
/**
|
|
* Return true if the mouse button corresponding to buttonCode is pressed.
|
|
* @param {number} buttonCode The mouse button code (0: Left button, 1: Right button).
|
|
*/
|
|
gdjs.InputManager.prototype.isMouseButtonPressed = function(buttonCode) {
|
|
return this._pressedMouseButtons[buttonCode] !== undefined && this._pressedMouseButtons[buttonCode];
|
|
};
|
|
|
|
/**
|
|
* Return true if the mouse button corresponding to buttonCode was just released.
|
|
* @param {number} buttonCode The mouse button code (0: Left button, 1: Right button).
|
|
*/
|
|
gdjs.InputManager.prototype.isMouseButtonReleased = function(buttonCode) {
|
|
return this._releasedMouseButtons[buttonCode] !== undefined && this._releasedMouseButtons[buttonCode];
|
|
};
|
|
|
|
/**
|
|
* Should be called whenever the mouse wheel is used
|
|
* @param {number} wheelDelta The mouse wheel delta
|
|
*/
|
|
gdjs.InputManager.prototype.onMouseWheel = function(wheelDelta) {
|
|
this._mouseWheelDelta = wheelDelta;
|
|
};
|
|
|
|
/**
|
|
* Return the mouse wheel delta
|
|
*/
|
|
gdjs.InputManager.prototype.getMouseWheelDelta = function() {
|
|
return this._mouseWheelDelta;
|
|
};
|
|
|
|
/**
|
|
* Get a touch X position
|
|
*
|
|
* @return the touch X position, relative to the game view.
|
|
*/
|
|
gdjs.InputManager.prototype.getTouchX = function(identifier) {
|
|
if (!this._touches.containsKey(identifier))
|
|
return 0;
|
|
|
|
return this._touches.get(identifier).x;
|
|
};
|
|
|
|
/**
|
|
* Get a touch Y position
|
|
*
|
|
* @return the touch Y position, relative to the game view.
|
|
*/
|
|
gdjs.InputManager.prototype.getTouchY = function(identifier) {
|
|
if (!this._touches.containsKey(identifier))
|
|
return 0;
|
|
|
|
return this._touches.get(identifier).y;
|
|
};
|
|
|
|
/**
|
|
* Update and return the array containing the identifiers of all touches.
|
|
*
|
|
*/
|
|
gdjs.InputManager.prototype.getAllTouchIdentifiers = function() {
|
|
gdjs.InputManager._allTouchIds = gdjs.InputManager._allTouchIds || [];
|
|
gdjs.InputManager._allTouchIds.length = 0;
|
|
|
|
for(var id in this._touches.items) {
|
|
if (this._touches.items.hasOwnProperty(id)) {
|
|
gdjs.InputManager._allTouchIds.push(parseInt(id, 10));
|
|
}
|
|
}
|
|
|
|
return gdjs.InputManager._allTouchIds;
|
|
};
|
|
|
|
gdjs.InputManager.prototype.onTouchStart = function(identifier, x, y) {
|
|
this._startedTouches.push(identifier);
|
|
this._touches.put(identifier, {x: x, y: y});
|
|
|
|
if (this._touchSimulateMouse) {
|
|
this.onMouseMove(x, y);
|
|
this.onMouseButtonPressed(gdjs.InputManager.MOUSE_LEFT_BUTTON);
|
|
}
|
|
};
|
|
|
|
gdjs.InputManager.prototype.onTouchMove = function(identifier, x, y) {
|
|
var touch = this._touches.get(identifier);
|
|
if (!touch) return;
|
|
|
|
touch.x = x;
|
|
touch.y = y;
|
|
|
|
if (this._touchSimulateMouse) {
|
|
this.onMouseMove(x, y);
|
|
}
|
|
};
|
|
|
|
gdjs.InputManager.prototype.onTouchEnd = function(identifier) {
|
|
this._endedTouches.push(identifier);
|
|
if (this._touches.containsKey(identifier)) { //Postpone deletion at the end of the frame
|
|
this._touches.get(identifier).justEnded = true;
|
|
}
|
|
|
|
if (this._touchSimulateMouse) {
|
|
this.onMouseButtonReleased(gdjs.InputManager.MOUSE_LEFT_BUTTON);
|
|
}
|
|
};
|
|
|
|
gdjs.InputManager.prototype.getStartedTouchIdentifiers = function() {
|
|
return this._startedTouches;
|
|
};
|
|
|
|
gdjs.InputManager.prototype.popStartedTouch = function() {
|
|
return this._startedTouches.shift();
|
|
};
|
|
|
|
gdjs.InputManager.prototype.popEndedTouch = function() {
|
|
return this._endedTouches.shift();
|
|
};
|
|
|
|
/**
|
|
* Set if touch events should simulate mouse events.
|
|
*
|
|
* If true, any touch will move the mouse position and set mouse buttons
|
|
* as pressed/released.
|
|
* @param enable {Boolean} true to simulate mouse events, false to disable it.
|
|
*/
|
|
gdjs.InputManager.prototype.touchSimulateMouse = function(enable) {
|
|
if (enable === undefined) enable = true;
|
|
|
|
this._touchSimulateMouse = enable;
|
|
};
|
|
|
|
/**
|
|
* Notify the input manager that the frame ended, so anything that last
|
|
* only for one frame (started/ended touches) should be reset.
|
|
*
|
|
* This method should be called in the game loop (see gdjs.RuntimeGame.startGameLoop).
|
|
*/
|
|
gdjs.InputManager.prototype.onFrameEnded = function() {
|
|
//Only clear the ended touches at the end of the frame.
|
|
for(var id in this._touches.items) {
|
|
if (this._touches.items.hasOwnProperty(id)) {
|
|
var touch = this._touches.items[id];
|
|
if(touch.justEnded) {
|
|
this._touches.remove(id);
|
|
}
|
|
}
|
|
}
|
|
|
|
this._startedTouches.length = 0;
|
|
this._endedTouches.length = 0;
|
|
this._releasedKeys.clear();
|
|
this._releasedMouseButtons.length = 0;
|
|
this._mouseWheelDelta = 0;
|
|
};
|
|
|
|
/**
|
|
* Return true if the mouse wheel scroll to up
|
|
*/
|
|
gdjs.InputManager.prototype.isScrollingUp = function() {
|
|
return this.getMouseWheelDelta() > 0;
|
|
};
|
|
|
|
/**
|
|
* Return true if the mouse wheel scroll to down
|
|
*/
|
|
gdjs.InputManager.prototype.isScrollingDown = function() {
|
|
return this.getMouseWheelDelta() < 0;
|
|
};
|