Files
GDevelop/GDJS/Runtime/inputmanager.js
T
2015-07-06 21:42:38 +12:00

432 lines
13 KiB
JavaScript

/*
* GDevelop JS Platform
* Copyright 2013-2015 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
* @namespace 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;
};
/**
* Should be called whenever a key is pressed
* @method onKeyPressed
* @param keyCode {Number} 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
* @method onKeyReleased
* @param keyCode {Number} 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.
* @method getLastPressedKey
*/
gdjs.InputManager.prototype.getLastPressedKey = function() {
return this._lastPressedKey;
};
/**
* Return true if the key corresponding to keyCode is pressed.
* @method isKeyPressed
* @param keyCode {Number} 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.
* @method wasKeyReleased
* @param keyCode {Number} 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
* @method anyKeyPressed
*/
gdjs.InputManager.prototype.anyKeyPressed = function() {
var allKeys = this._pressedKeys.entries();
for(var i = 0, len = allKeys.length;i < len;++i) {
if (allKeys[i][1]) {
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.
*
* @method onMouseMove
* @param x {Number} The mouse new X position
* @param y {Number} The mouse new Y position
*/
gdjs.InputManager.prototype.onMouseMove = function(x,y) {
this._mouseX = x;
this._mouseY = y;
};
/**
* Get the mouse X position
*
* @method getMouseX
* @return the mouse X position, relative to the game view.
*/
gdjs.InputManager.prototype.getMouseX = function() {
return this._mouseX;
};
/**
* Get the mouse Y position
*
* @method getMouseY
* @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
* @method onMouseButtonPressed
* @param buttonCode {Number} The mouse button code associated to the event.<br>0: Left button<br>1: Right button
*/
gdjs.InputManager.prototype.onMouseButtonPressed = function(buttonCode) {
this._pressedMouseButtons[buttonCode] = true;
this._releasedMouseButtons[buttonCode] = false;
};
/**
* Should be called whenever a mouse button is released
* @method onMouseButtonReleased
* @param buttonCode {Number} 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.
* @method isMouseButtonPressed
* @param buttonCode {Number} 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.
* @method isMouseButtonReleased
* @param buttonCode {Number} 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
* @method onMouseWheel
* @param wheelDelta {Number} The mouse wheel delta
*/
gdjs.InputManager.prototype.onMouseWheel = function(wheelDelta) {
this._mouseWheelDelta = wheelDelta;
};
/**
* Return the mouse wheel delta
* @method getMouseWheelDelta
*/
gdjs.InputManager.prototype.getMouseWheelDelta = function() {
return this._mouseWheelDelta;
};
/**
* Get a touch X position
*
* @method getTouchX
* @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
*
* @method getTouchY
* @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;
};
/**
* Return an array containing the identifiers of all touches.
*
* @method getAllTouchIdentifiers
*/
gdjs.InputManager.prototype.getAllTouchIdentifiers = function() {
var touchIds = this._touches.keys();
for(var i = 0;i<touchIds.length;++i) {
touchIds[i] = parseInt(touchIds[i], 10);
}
return touchIds;
};
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(0);
}
};
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(0);
}
};
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.
* @method touchSimulateMouse
* @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.startStandardGameLoop).
* @method onFrameEnded
*/
gdjs.InputManager.prototype.onFrameEnded = function() {
//Only clear the ended touches at the end of the frame.
var identifiers = this._touches.keys();
for(var i = 0;i<identifiers.length;++i) {
var touch = this._touches.get(identifiers[i]);
if(touch.justEnded) {
this._touches.remove(identifiers[i]);
}
}
this._startedTouches.length = 0;
this._endedTouches.length = 0;
this._releasedKeys.clear();
this._releasedMouseButtons.length = 0;
};
/**
* Add the standard events handler.
* @method bindStandardEvents
*/
gdjs.InputManager.prototype.bindStandardEvents = function(window, document, game, renderer, canvasArea) {
//Translate an event (mouse or touch) made on the canvas on the page
//to game coordinates.
function getEventPosition(e) {
var pos = [0,0];
if (e.pageX) {
pos[0] = e.pageX-canvasArea.offsetLeft;
pos[1] = e.pageY-canvasArea.offsetTop;
} else {
pos[0] = e.clientX + document.body.scrollLeft + document.documentElement.scrollLeft-canvasArea.offsetLeft;
pos[1] = e.clientY + document.body.scrollTop + document.documentElement.scrollTop-canvasArea.offsetTop;
}
//Handle the fact that the game is stretched to fill the canvas.
pos[0] *= game.getDefaultWidth()/renderer.view.width;
pos[1] *= game.getDefaultHeight()/renderer.view.height;
return pos;
}
//Some browsers lacks definition of some variables used to do calculations
//in getEventPosition. They are defined to 0 as they are useless.
(function ensureOffsetsExistence() {
if ( isNaN(canvasArea.offsetLeft) ) {
canvasArea.offsetLeft = 0;
canvasArea.offsetTop = 0;
}
if ( isNaN(document.body.scrollLeft) ) {
document.body.scrollLeft = 0;
document.body.scrollTop = 0;
}
if ( document.documentElement === undefined || document.documentElement === null ) {
document.documentElement = {};
}
if ( isNaN(document.documentElement.scrollLeft) ) {
document.documentElement.scrollLeft = 0;
document.documentElement.scrollTop = 0;
}
if ( isNaN(canvasArea.offsetLeft) ) {
canvasArea.offsetLeft = 0;
canvasArea.offsetTop = 0;
}
})();
var manager = this;
//Keyboard
document.onkeydown = function(e) {
manager.onKeyPressed(e.keyCode);
};
document.onkeyup = function(e) {
manager.onKeyReleased(e.keyCode);
};
//Mouse
renderer.view.onmousemove = function(e){
var pos = getEventPosition(e);
manager.onMouseMove(pos[0], pos[1]);
};
renderer.view.onmousedown = function(e){
manager.onMouseButtonPressed(e.button === 2 ? 1 : 0);
if (window.focus !== undefined) window.focus();
return false;
};
renderer.view.onmouseup = function(e){
manager.onMouseButtonReleased(e.button === 2 ? 1 : 0);
return false;
};
renderer.view.onmouseout = function(e){
manager.onMouseButtonReleased(0);
manager.onMouseButtonReleased(1);
manager.onMouseWheel(0);
return false;
};
window.addEventListener('click', function(e) {
if (window.focus !== undefined) window.focus();
e.preventDefault();
return false;
}, false);
renderer.view.oncontextmenu = function(event) {
event.preventDefault();
event.stopPropagation();
return false;
};
renderer.view.onmousewheel = function (event){
manager.onMouseWheel(event.wheelDelta);
};
//Touches
//Also simulate mouse events when receiving touch events
window.addEventListener('touchmove', function(e){
e.preventDefault();
if (e.changedTouches) {
for(var i = 0;i<e.changedTouches.length;++i) {
var pos = getEventPosition(e.changedTouches[i]);
manager.onTouchMove(e.changedTouches[i].identifier, pos[0], pos[1]);
}
}
});
window.addEventListener('touchstart', function(e){
e.preventDefault();
if (e.changedTouches) {
for(var i = 0;i<e.changedTouches.length;++i) {
var pos = getEventPosition(e.changedTouches[i]);
manager.onTouchStart(e.changedTouches[i].identifier, pos[0], pos[1]);
}
}
return false;
});
window.addEventListener('touchend', function(e){
e.preventDefault();
if (e.changedTouches) {
for(var i = 0;i<e.changedTouches.length;++i) {
var pos = getEventPosition(e.changedTouches[i]);
manager.onTouchEnd(e.changedTouches[i].identifier);
}
}
return false;
});
};