Files
GDevelop/GDJS/Runtime/inputtools.js
T
Florian 86c67281d1 Added support for scenes changed ( All scenes are now exported during game preview ) and game quit.
Added basic support for CursorOnObject condition.

git-svn-id: svn://localhost@1021 8062f311-0dae-4547-b526-b8ab9ac864a5
2013-06-02 15:45:07 +00:00

106 lines
5.6 KiB
JavaScript

/**
* @module gdjs.inputTools
*
* TODO : Handle camera rotation for GetMouseX/GetMouseY.
* TODO : Map all keys
* TODO : Implement others buttons for mouse
*/
gdjs.inputTools = gdjs.inputTools || {};
/**
* Return true if the specified key is pressed
* TODO: Map all keys
*/
gdjs.inputTools.isKeyPressed = function(runtimeScene, key) {
if ( key === "a" ) { return runtimeScene.getGame().isKeyPressed(65); }
if ( key === "b" ) { return runtimeScene.getGame().isKeyPressed(66); }
if ( key === "c" ) { return runtimeScene.getGame().isKeyPressed(67); }
if ( key === "d" ) { return runtimeScene.getGame().isKeyPressed(68); }
if ( key === "e" ) { return runtimeScene.getGame().isKeyPressed(69); }
if ( key === "f" ) { return runtimeScene.getGame().isKeyPressed(70); }
if ( key === "g" ) { return runtimeScene.getGame().isKeyPressed(71); }
if ( key === "h" ) { return runtimeScene.getGame().isKeyPressed(72); }
if ( key === "i" ) { return runtimeScene.getGame().isKeyPressed(73); }
if ( key === "j" ) { return runtimeScene.getGame().isKeyPressed(74); }
if ( key === "k" ) { return runtimeScene.getGame().isKeyPressed(75); }
if ( key === "l" ) { return runtimeScene.getGame().isKeyPressed(76); }
if ( key === "m" ) { return runtimeScene.getGame().isKeyPressed(77); }
if ( key === "n" ) { return runtimeScene.getGame().isKeyPressed(78); }
if ( key === "o" ) { return runtimeScene.getGame().isKeyPressed(79); }
if ( key === "p" ) { return runtimeScene.getGame().isKeyPressed(80); }
if ( key === "q" ) { return runtimeScene.getGame().isKeyPressed(81); }
if ( key === "r" ) { return runtimeScene.getGame().isKeyPressed(82); }
if ( key === "s" ) { return runtimeScene.getGame().isKeyPressed(83); }
if ( key === "t" ) { return runtimeScene.getGame().isKeyPressed(84); }
if ( key === "u" ) { return runtimeScene.getGame().isKeyPressed(85); }
if ( key === "v" ) { return runtimeScene.getGame().isKeyPressed(86); }
if ( key === "w" ) { return runtimeScene.getGame().isKeyPressed(87); }
if ( key === "x" ) { return runtimeScene.getGame().isKeyPressed(88); }
if ( key === "y" ) { return runtimeScene.getGame().isKeyPressed(89); }
if ( key === "z" ) { return runtimeScene.getGame().isKeyPressed(90); }
if ( key === "Left" ) { return runtimeScene.getGame().isKeyPressed(37); }
if ( key === "Up" ) { return runtimeScene.getGame().isKeyPressed(38); }
if ( key === "Right" ) { return runtimeScene.getGame().isKeyPressed(39); }
if ( key === "Down" ) { return runtimeScene.getGame().isKeyPressed(40); }
if ( key === "Numpad0" ) { return runtimeScene.getGame().isKeyPressed(96); }
if ( key === "Numpad1" ) { return runtimeScene.getGame().isKeyPressed(97); }
if ( key === "Numpad2" ) { return runtimeScene.getGame().isKeyPressed(98); }
if ( key === "Numpad3" ) { return runtimeScene.getGame().isKeyPressed(99); }
if ( key === "Numpad4" ) { return runtimeScene.getGame().isKeyPressed(100); }
if ( key === "Numpad5" ) { return runtimeScene.getGame().isKeyPressed(101); }
if ( key === "Numpad6" ) { return runtimeScene.getGame().isKeyPressed(102); }
if ( key === "Numpad7" ) { return runtimeScene.getGame().isKeyPressed(103); }
if ( key === "Numpad8" ) { return runtimeScene.getGame().isKeyPressed(104); }
if ( key === "Numpad9" ) { return runtimeScene.getGame().isKeyPressed(105); }
if ( key === "F1" ) { return runtimeScene.getGame().isKeyPressed(112); }
if ( key === "F2" ) { return runtimeScene.getGame().isKeyPressed(113); }
if ( key === "F3" ) { return runtimeScene.getGame().isKeyPressed(114); }
if ( key === "F4" ) { return runtimeScene.getGame().isKeyPressed(115); }
if ( key === "F5" ) { return runtimeScene.getGame().isKeyPressed(116); }
if ( key === "F6" ) { return runtimeScene.getGame().isKeyPressed(117); }
if ( key === "F7" ) { return runtimeScene.getGame().isKeyPressed(118); }
if ( key === "F8" ) { return runtimeScene.getGame().isKeyPressed(119); }
if ( key === "F9" ) { return runtimeScene.getGame().isKeyPressed(120); }
if ( key === "F10" ) { return runtimeScene.getGame().isKeyPressed(121); }
if ( key === "F11" ) { return runtimeScene.getGame().isKeyPressed(122); }
if ( key === "F12" ) { return runtimeScene.getGame().isKeyPressed(123); }
if ( key === "Pause" ) { return runtimeScene.getGame().isKeyPressed(19); }
return false;
}
gdjs.inputTools.anyKeyPressed = function(runtimeScene) {
return runtimeScene.getGame().anyKeyPressed();
}
gdjs.inputTools.isMouseButtonPressed = function(runtimeScene, button) {
if ( button == "Left" ) return runtimeScene.getGame().isMouseButtonPressed(0);
if ( button == "Right" ) return runtimeScene.getGame().isMouseButtonPressed(1);
}
gdjs.inputTools.hideCursor = function(runtimeScene) {
runtimeScene.getPIXIRenderer().view.style.cursor = 'none';
}
gdjs.inputTools.showCursor = function(runtimeScene) {
runtimeScene.getPIXIRenderer().view.style.cursor = '';
}
gdjs.inputTools.getMouseWheelDelta = function(runtimeScene) {
return runtimeScene.getGame().getMouseWheelDelta();
}
gdjs.inputTools.getMouseX = function(runtimeScene, layer, camera) {
var offset = runtimeScene.hasLayer(layer) ? runtimeScene.getLayer(layer).getCameraX() : 0;
return runtimeScene.getGame().getMouseX()+offset;
}
gdjs.inputTools.getMouseY = function(runtimeScene, layer, camera) {
var offset = runtimeScene.hasLayer(layer) ? runtimeScene.getLayer(layer).getCameraY() : 0;
return runtimeScene.getGame().getMouseY()+offset;
}