import {EVENT_CODES, EVENT_TYPES, EventGamepad, EventGamepadAnalog, EventGamepadDigital} from '../index.js';
/**
* The ordered list of the axes event codes of the gamepad.
* @type {Array<Array<string>>}
* @constant
* @private
*/
const $GAMEPAD_AXES = [
[EVENT_CODES.GAMEPAD_STANDARD.STICK_LEFT_LEFT, EVENT_CODES.GAMEPAD_STANDARD.STICK_LEFT_RIGHT],
[EVENT_CODES.GAMEPAD_STANDARD.STICK_LEFT_UP, EVENT_CODES.GAMEPAD_STANDARD.STICK_LEFT_DOWN],
[EVENT_CODES.GAMEPAD_STANDARD.STICK_RIGHT_LEFT, EVENT_CODES.GAMEPAD_STANDARD.STICK_RIGHT_RIGHT],
[EVENT_CODES.GAMEPAD_STANDARD.STICK_RIGHT_UP, EVENT_CODES.GAMEPAD_STANDARD.STICK_RIGHT_DOWN]
];
/**
* The ordered list of the buttons event codes of the gamepad.
* @type {Array<string>}
* @constant
* @private
*/
const $GAMEPAD_BUTTONS = [
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_RIGHT_BUTTON_BOTTOM,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_RIGHT_BUTTON_RIGHT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_RIGHT_BUTTON_LEFT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_RIGHT_BUTTON_TOP,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_FRONT_BUTTON_TOP_LEFT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_FRONT_BUTTON_TOP_RIGHT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_FRONT_BUTTON_BOTTOM_LEFT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_FRONT_BUTTON_BOTTOM_RIGHT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_CENTER_BUTTON_LEFT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_CENTER_BUTTON_RIGHT,
EVENT_CODES.GAMEPAD_STANDARD.STICK_LEFT_BUTTON,
EVENT_CODES.GAMEPAD_STANDARD.STICK_RIGHT_BUTTON,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_LEFT_BUTTON_TOP,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_LEFT_BUTTON_BOTTOM,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_LEFT_BUTTON_LEFT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_LEFT_BUTTON_RIGHT,
EVENT_CODES.GAMEPAD_STANDARD.CLUSTER_CENTER_BUTTON_CENTER
];
/**
* The threshold of the gampead axes.
* @type {number}
* @constant
* @private
*/
const $THRESHOLD_GAMEPAD_AXES = 0.5;
/**
* Creates gamepad extensions.
*
* @example
*
* ExtensionGamepad.activate();
*/
class ExtensionGamepad {
/**
* Stores the activated status.
* @type {boolean}
* @private
* @static
*/
static $activated = false;
/**
* Stores the index of the last connected gamepad.
* @type {number}
* @private
*/
$indexLastConnected;
/**
* Stores the gamepad state.
* @type {Object<string, boolean>}
* @private
*/
$stateGamepad;
/**
* Stores the unloaded status.
* @type {boolean}
* @private
*/
$unloaded;
/**
* Creates a new gamepad extension.
* @protected
*/
constructor() {
this.$stateGamepad = {};
this.$unloaded = false;
[...$GAMEPAD_BUTTONS, ...$GAMEPAD_AXES.flat()].forEach(($code) => {
this.$stateGamepad[$code] = false;
});
window.addEventListener(EVENT_TYPES.NATIVE.BEFORE_UNLOAD, this.$onBeforeUnload.bind(this));
window.addEventListener(EVENT_TYPES.NATIVE.GAMEPAD_CONNECTED, this.$onConnect.bind(this));
window.addEventListener(EVENT_TYPES.NATIVE.GAMEPAD_DISCONNECTED, this.$onDisconnect.bind(this));
window.addEventListener(EVENT_TYPES.GAMEPAD.GAMEPAD_VIBRATE, this.$onVibrate.bind(this));
window.requestAnimationFrame(this.$update.bind(this));
}
/**
* Activates the extension.
* @public
* @static
*/
static activate() {
if (ExtensionGamepad.$activated === true) {
return;
}
new ExtensionGamepad();
ExtensionGamepad.$activated = true;
}
/**
* Called when the scope is about to be unloaded.
* @private
*/
$onBeforeUnload() {
this.$unloaded = true;
const gamepads = navigator.getGamepads();
const gamepad = gamepads[this.$indexLastConnected];
if (typeof gamepad === 'undefined') {
return;
}
if (typeof gamepad.vibrationActuator === 'undefined') {
return;
}
gamepad.vibrationActuator.reset();
}
/**
* Called when the gamepad is connected.
* @param {GamepadEvent} $event The native gamepad connected event.
* @private
*/
$onConnect($event) {
if ($event.gamepad.mapping !== 'standard') {
return;
}
Object.entries(this.$stateGamepad).forEach(([$code, $activated]) => {
if ($activated === true) {
this.$stateGamepad[$code] = false;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_UP, $code));
}
});
this.$indexLastConnected = $event.gamepad.index;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_CONNECT, EVENT_CODES.GAMEPAD_STANDARD.CONNECTED));
}
/**
* Called when the gamepad is disconnected.
* @param {GamepadEvent} $event The native gamepad disconnected event.
* @private
*/
$onDisconnect($event) {
if ($event.gamepad.index !== this.$indexLastConnected) {
return;
}
Object.entries(this.$stateGamepad).forEach(([$code, $activated]) => {
if ($activated === true) {
this.$stateGamepad[$code] = false;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_UP, $code));
}
});
this.$indexLastConnected = undefined;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_CONNECT, EVENT_CODES.GAMEPAD_STANDARD.DISCONNECTED));
}
/**
* Called when a gamepad vibration is needed.
* @param {Event} $event The gamepad vibrate event.
* @private
*/
$onVibrate($event) {
if (this.$unloaded === true) {
return;
}
const gamepads = navigator.getGamepads();
const gamepad = gamepads[this.$indexLastConnected];
if (typeof gamepad === 'undefined') {
return;
}
if (typeof gamepad.vibrationActuator === 'undefined') {
return;
}
if ($event instanceof EventGamepadDigital
&& $event.code === EVENT_CODES.GAMEPAD_STANDARD.VIBRATE_END) {
gamepad.vibrationActuator.reset();
return;
}
if ($event instanceof EventGamepad
&& $event.code === EVENT_CODES.GAMEPAD_STANDARD.VIBRATE_START) {
gamepad.vibrationActuator.playEffect('dual-rumble', {
duration: $event.vibration.duration,
startDelay: 0,
strongMagnitude: $event.vibration.intensityFrequencyLow,
weakMagnitude: $event.vibration.intensityFrequencyHigh
});
return;
}
}
/**
* Updates the state of the gamepad.
* @private
*/
$update() {
const gamepads = navigator.getGamepads();
const gamepad = gamepads[this.$indexLastConnected];
if (gamepad instanceof Gamepad) {
$GAMEPAD_BUTTONS.forEach(($button, $index) => {
const button = gamepad.buttons[$index];
if (button.pressed === true) {
if (this.$stateGamepad[$button] === false) {
this.$stateGamepad[$button] = true;
}
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_DOWN, $button));
window.dispatchEvent(new EventGamepadAnalog(EVENT_TYPES.GAMEPAD.GAMEPAD_ANALOG, $button, button.value));
}
else {
if (this.$stateGamepad[$button] === true) {
this.$stateGamepad[$button] = false;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_UP, $button));
}
}
});
gamepad.axes.forEach(($direction, $index) => {
const [axeMinimum, axeMaximum] = $GAMEPAD_AXES[$index];
if ($direction <= - $THRESHOLD_GAMEPAD_AXES) {
if (this.$stateGamepad[axeMaximum] === true) {
this.$stateGamepad[axeMaximum] = false;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_UP, axeMaximum));
}
this.$stateGamepad[axeMinimum] = true;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_DOWN, axeMinimum));
window.dispatchEvent(new EventGamepadAnalog(EVENT_TYPES.GAMEPAD.GAMEPAD_ANALOG, axeMinimum, ($direction - (Math.sign($direction) * $THRESHOLD_GAMEPAD_AXES)) / (1 - $THRESHOLD_GAMEPAD_AXES)));
}
else if ($direction >= $THRESHOLD_GAMEPAD_AXES) {
if (this.$stateGamepad[axeMinimum] === true) {
this.$stateGamepad[axeMinimum] = false;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_UP, axeMinimum));
}
this.$stateGamepad[axeMaximum] = true;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_DOWN, axeMaximum));
window.dispatchEvent(new EventGamepadAnalog(EVENT_TYPES.GAMEPAD.GAMEPAD_ANALOG, axeMaximum, ($direction - (Math.sign($direction) * $THRESHOLD_GAMEPAD_AXES)) / (1 - $THRESHOLD_GAMEPAD_AXES)));
}
else {
if (this.$stateGamepad[axeMinimum] === true) {
this.$stateGamepad[axeMinimum] = false;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_UP, axeMinimum));
}
if (this.$stateGamepad[axeMaximum] === true) {
this.$stateGamepad[axeMaximum] = false;
window.dispatchEvent(new EventGamepadDigital(EVENT_TYPES.GAMEPAD.GAMEPAD_UP, axeMaximum));
}
}
});
}
window.requestAnimationFrame(this.$update.bind(this));
}
}
export {
ExtensionGamepad
};
export default ExtensionGamepad;