From a55789ce39e165d699c4aec54ed439f207be2b6d Mon Sep 17 00:00:00 2001 From: Samuel Sarette Date: Sun, 20 Nov 2016 18:27:35 -0500 Subject: [PATCH] improvements to multiplayer --- gameinput.js | 12 ++- gameinput.models.js | 0 impactjs-plugin/gameinput-gamepad.js | 110 ++++++++++++++++----------- 3 files changed, 75 insertions(+), 47 deletions(-) mode change 100644 => 100755 gameinput.js mode change 100644 => 100755 gameinput.models.js diff --git a/gameinput.js b/gameinput.js old mode 100644 new mode 100755 index dfe8562..040c18c --- a/gameinput.js +++ b/gameinput.js @@ -858,6 +858,9 @@ var gi = {}; gi.Players[i].schema = gi.Models.Specific[j].schema; gi.Players[i].theme = gi.Models.Specific[j].type.theme; + if (gi.debug) { + console.debug("Gamepad of type " + gi.Players[i].type.name + " configured"); + } break; } } @@ -872,6 +875,9 @@ var gi = {}; gi.Players[i].model = gi.Models.Generic[j]; gi.Players[i].schema = gi.Models.Generic[j].schema; gi.Players[i].theme = gi.Models.Generic[j].type.theme; + if (gi.debug) { + console.debug("Gamepad of type " + gi.Players[i].type.name + " configured"); + } } } @@ -889,6 +895,10 @@ var gi = {}; gi.Players[i].model = gi.Models.UnknownStandardMapping; gi.Players[i].schema = gi.Models.UnknownStandardMapping.schema; gi.Players[i].theme = gi.Models.UnknownStandardMapping.theme; + + if (gi.debug) { + console.debug("Gamepad of type " + gi.Players[i].type.name + " configured"); + } } } @@ -966,7 +976,7 @@ var gi = {}; } // else { gi.browser = "Other" } - gi.initialGamePadSetup(); + // gi.initialGamePadSetup(); // don't do this stuff until models exist if (typeof(gi.Type.Keyboard.schema) === "undefined") gi.Type.Keyboard.setQWERTY(); gi.startUpdateLoop(); diff --git a/gameinput.models.js b/gameinput.models.js old mode 100644 new mode 100755 diff --git a/impactjs-plugin/gameinput-gamepad.js b/impactjs-plugin/gameinput-gamepad.js index 872fe27..29d67a4 100755 --- a/impactjs-plugin/gameinput-gamepad.js +++ b/impactjs-plugin/gameinput-gamepad.js @@ -1,7 +1,17 @@ /** - * @preserve - * @source: https://raw.githubusercontent.com/lunarcloud/gameinputjs/master/impactjs-plugin/gameinput-gamepad.js - * @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&dn=expat.txt MIT (Expat) License + * @author Samuel J Sarette + * + * @licstart The following is the entire license notice for the JavaScript code in this module. + * + * Copyright (C) 2016 Samuel J Sarette + * + * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + * + * Except as contained in this notice, the name of the copyright holder shall not be used in advertising or otherwise to promote the sale, use or other dealings in this Software without prior written authorization from the copyright holder. + * + * @licend The above is the entire license notice for the JavaScript code in this module. */ ig.module( 'plugins.gameinput-gamepad' @@ -17,47 +27,38 @@ ig.module( // here so we don't collide with the keyboard buttons when binding. ig.GAMEPAD_BUTTON_OFFSET = 256; - function setMaxPlayers(players) { - for (var i = 1; i <= players; i++) { - ig['GAMEPAD' + i] = { - d_up : ig.GAMEPAD_BUTTON_OFFSET * i + 0, - d_down : ig.GAMEPAD_BUTTON_OFFSET * i + 1, - d_left : ig.GAMEPAD_BUTTON_OFFSET * i + 2, - d_right : ig.GAMEPAD_BUTTON_OFFSET * i + 3, - menu : ig.GAMEPAD_BUTTON_OFFSET * i + 4, - button0 : ig.GAMEPAD_BUTTON_OFFSET * i + 5, - button1 : ig.GAMEPAD_BUTTON_OFFSET * i + 6, - button2 : ig.GAMEPAD_BUTTON_OFFSET * i + 7, - button3 : ig.GAMEPAD_BUTTON_OFFSET * i + 8, - l_up : ig.GAMEPAD_BUTTON_OFFSET * i + 9, - l_down : ig.GAMEPAD_BUTTON_OFFSET * i + 10, - l_left : ig.GAMEPAD_BUTTON_OFFSET * i + 11, - l_right : ig.GAMEPAD_BUTTON_OFFSET * i + 12, - r_up : ig.GAMEPAD_BUTTON_OFFSET * i + 13, - r_down : ig.GAMEPAD_BUTTON_OFFSET * i + 14, - r_left : ig.GAMEPAD_BUTTON_OFFSET * i + 15, - r_right : ig.GAMEPAD_BUTTON_OFFSET * i + 16, - l_button : ig.GAMEPAD_BUTTON_OFFSET * i + 17, - r_button : ig.GAMEPAD_BUTTON_OFFSET * i + 18, - l_trigger : ig.GAMEPAD_BUTTON_OFFSET * i + 19, - r_trigger : ig.GAMEPAD_BUTTON_OFFSET * i + 20 - }; - } + for (var i = 1; i <= 4; i++) { + ig['GAMEPAD' + i] = { + d_up : ig.GAMEPAD_BUTTON_OFFSET * i + 0, + d_down : ig.GAMEPAD_BUTTON_OFFSET * i + 1, + d_left : ig.GAMEPAD_BUTTON_OFFSET * i + 2, + d_right : ig.GAMEPAD_BUTTON_OFFSET * i + 3, + menu : ig.GAMEPAD_BUTTON_OFFSET * i + 4, + button0 : ig.GAMEPAD_BUTTON_OFFSET * i + 5, + button1 : ig.GAMEPAD_BUTTON_OFFSET * i + 6, + button2 : ig.GAMEPAD_BUTTON_OFFSET * i + 7, + button3 : ig.GAMEPAD_BUTTON_OFFSET * i + 8, + l_up : ig.GAMEPAD_BUTTON_OFFSET * i + 9, + l_down : ig.GAMEPAD_BUTTON_OFFSET * i + 10, + l_left : ig.GAMEPAD_BUTTON_OFFSET * i + 11, + l_right : ig.GAMEPAD_BUTTON_OFFSET * i + 12, + r_up : ig.GAMEPAD_BUTTON_OFFSET * i + 13, + r_down : ig.GAMEPAD_BUTTON_OFFSET * i + 14, + r_left : ig.GAMEPAD_BUTTON_OFFSET * i + 15, + r_right : ig.GAMEPAD_BUTTON_OFFSET * i + 16, + l_button : ig.GAMEPAD_BUTTON_OFFSET * i + 17, + r_button : ig.GAMEPAD_BUTTON_OFFSET * i + 18, + l_trigger : ig.GAMEPAD_BUTTON_OFFSET * i + 19, + r_trigger : ig.GAMEPAD_BUTTON_OFFSET * i + 20 + }; } - setMaxPlayers(1); // default to only 1 gamepad/player ig.normalizeVendorAttribute(navigator, 'getGamepads'); ig.Input.inject({ - hasSetupGameInput: false, - - maxPlayers: 1, + hasSetupGameInput: [false,false,false,false], - setMaxPlayers: function(players) - { - ig.input.maxPlayers = players; - setMaxPlayers(players); - }, + maxPlayers: 4, disableGamepadLeftAnalogStrafe: false, @@ -78,7 +79,7 @@ ig.module( onGamepadChange: function(action) { GameInput.onReshufflePlayers(action); }, - pollGamepads: function(player) + pollGamepads: function() { for (var i = 1; i <= ig.input.maxPlayers; i++) { ig.input.pollGamepad(i); @@ -90,7 +91,7 @@ ig.module( if (isNaN(player)) player = 1; var index = player - 1; - if (ig.input.hasSetupGameInput === false) + if (ig.input.hasSetupGameInput[index] === false) { GameInput.stopUpdateLoop(); GameInput.handleKeyboard = false; @@ -118,7 +119,7 @@ ig.module( }()); } - ig.input.hasSetupGameInput = true; + ig.input.hasSetupGameInput[index] = true; } if (!document.hasFocus || document.hasFocus()) GameInput.update(); }, @@ -134,6 +135,17 @@ ig.module( return false; }, + getGamepadType: function(player) + { + if (isNaN(player)) player = 1; + var index = player - 1; + + if (typeof(GameInput.Players[GameInput.Connection.GamePadMapping[index]].model) !== "undefined") { + return GameInput.Players[GameInput.Connection.GamePadMapping[index]].type.name.toLowerCase(); + } + return false; + }, + getUnmappedGamepadName: function(player) { if (isNaN(player)) player = 1; @@ -155,6 +167,17 @@ ig.module( && GameInput.Players[GameInput.Connection.GamePadMapping[index]].type !== GameInput.Type.Keyboard; }, + gamepadsCount: function() + { + var count = 0; + + for (var i = 1; i <= ig.input.maxPlayers; i++) { + count += ig.input.playerHasGamepad(i) ? 1 : 0; + } + + return count; + }, + icons: { dc: new ig.Image("media/gamepads/dc.png"), xbox360: new ig.Image("media/gamepads/xbox360.png"), @@ -246,8 +269,3 @@ ig.module( }); }); - -/** - * @preserve - * @license-end - */