littlejsengine 1.18.12 → 1.18.17
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/FAQ.md +197 -15
- package/README.md +31 -10
- package/dist/littlejs.d.ts +301 -92
- package/dist/littlejs.esm.js +1578 -518
- package/dist/littlejs.esm.min.js +1 -1
- package/dist/littlejs.js +1554 -517
- package/dist/littlejs.min.js +1 -1
- package/dist/littlejs.release.js +1525 -494
- package/package.json +4 -1
- package/plugins/box2d.js +26 -19
- package/plugins/drawUtilities.js +63 -0
- package/plugins/lightSystem.js +330 -0
- package/plugins/medalSystem.js +36 -5
- package/plugins/newgrounds.js +15 -3
- package/plugins/pathFinder.js +5 -3
- package/plugins/pluginExport.js +12 -3
- package/plugins/postProcess.js +8 -1
- package/plugins/tweenSystem.js +25 -20
- package/plugins/uiSystem.js +21 -3
- package/src/engine.js +14 -3
- package/src/engineAudio.js +48 -16
- package/src/engineBuild.mjs +2 -1
- package/src/engineDebug.js +30 -23
- package/src/engineDraw.js +80 -46
- package/src/engineExport.js +16 -2
- package/src/engineInput.js +534 -190
- package/src/engineLogo.js +1 -1
- package/src/engineMath.js +21 -7
- package/src/engineObject.js +24 -13
- package/src/engineParticles.js +45 -42
- package/src/engineRelease.js +1 -0
- package/src/engineSettings.js +112 -10
- package/src/engineTileLayer.js +67 -43
- package/src/engineUtilities.js +24 -11
- package/src/engineWebGL.js +23 -55
package/src/engineInput.js
CHANGED
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@@ -90,6 +90,7 @@ function inputClear()
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90
90
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inputData[0] = [];
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91
91
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touchGamepadButtons.length = 0;
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touchGamepadSticks.length = 0;
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+
touchGamepadStickPointerId.length = 0; // release floating sticks so they re-anchor
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gamepadStickData.length = 0;
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gamepadDpadData.length = 0;
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}
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@@ -332,6 +333,14 @@ const gamepadStickData = [], gamepadDpadData = [], gamepadHadInput = [];
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// touch gamepad internal variables
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const touchGamepadTimer = new Timer, touchGamepadButtons = [], touchGamepadSticks = [];
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+
// floating stick anchors (stage-local CSS pixels) and owning pointer ids, indexed by stick (0=left, 1=right)
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const touchGamepadStickAnchors = [], touchGamepadStickPointerId = [];
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// pointerId -> control role ('stick0', 'stick1', 'face<n>', or 'start')
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const touchGamepadPointerRole = new Map();
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// overlay DOM elements (created lazily on touch devices) and cached SVG shapes
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let touchGamepadOverlay, touchGamepadStage, touchGamepadSvg, touchGamepadSvgEls;
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let touchGamepadSideZones = [], touchGamepadZoneC;
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let touchGamepadNeedRelayout = true, touchGamepadLastLayout;
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///////////////////////////////////////////////////////////////////////////////
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// Input system functions used by engine
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@@ -447,14 +456,24 @@ function inputInit()
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mouseDeltaScreen = mouseDeltaScreen.add(movement);
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}
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function onMouseLeave() { mouseInWindow = false; } // mouse moved off window
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-
function onMouseWheel(e)
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{
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-
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function onMouseWheel(e)
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{
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// accumulate so multiple wheel events in one frame are not lost
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if (!e.ctrlKey)
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mouseWheel += sign(e.deltaY);
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if (inputPreventDefault && e.cancelable && document.hasFocus())
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e.preventDefault(); // prevent page scrolling
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}
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function onContextMenu(e) { e.preventDefault(); } // prevent right click menu
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-
function onBlur()
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function onBlur()
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{
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inputClear();
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// release any held virtual gamepad controls so they don't stick
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touchGamepadPointerRole.clear();
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touchGamepadButtons.length = 0;
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touchGamepadSticks.length = 0;
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touchGamepadStickPointerId.length = 0;
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}
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// enable touch input mouse passthrough
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function touchInputInit()
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@@ -470,36 +489,46 @@ function inputInit()
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{
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if (!touchInputEnable) return;
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-
// route touch to gamepad
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if (touchGamepadEnable)
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-
handleTouchGamepad(e);
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-
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// fix stalled audio requiring user interaction
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if (soundEnable && !headlessMode && audioContext && !audioIsRunning())
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audioContext.resume();
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//
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-
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-
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if (
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// when the touch gamepad is enabled it owns touch input: suppress the
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// touch->mouse passthrough entirely unless touchGamepadPassthrough is set
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// (its own zones drive gameplay via pointer events)
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if (!touchGamepadEnable || touchGamepadPassthrough)
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{
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//
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-
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const
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-
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-
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// touches that landed on a virtual gamepad zone are owned by the gamepad
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// (handled by its own pointer listeners) and must not drive the game mouse
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const isGamepadTouch = (t)=>
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touchGamepadSideZones.includes(t.target) || t.target === touchGamepadZoneC;
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const gameTouches = [];
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for (const t of e.touches)
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if (!isGamepadTouch(t)) gameTouches.push(t);
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// check if touching and pass to mouse events
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const touching = gameTouches.length;
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const button = 0; // all touches are left mouse button
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if (touching)
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{
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-
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-
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// set event pos and pass it along
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const pos = vec2(gameTouches[0].clientX, gameTouches[0].clientY);
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const mousePosScreenLast = mousePosScreen;
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mousePosScreen = mouseEventToScreen(pos);
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if (wasTouching)
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mouseDeltaScreen = mouseDeltaScreen.add(mousePosScreen.subtract(mousePosScreenLast));
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else
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{
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inputData[0][button] = 3;
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isUsingGamepad = false; // a passthrough tap is mouse-style input
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}
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}
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-
else
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inputData[0][button] =
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}
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-
else if (wasTouching)
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inputData[0][button] = inputData[0][button] & 2 | 4;
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else if (wasTouching)
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inputData[0][button] = inputData[0][button] & 2 | 4;
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-
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-
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// set was touching
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wasTouching = touching;
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}
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// prevent default handling like copy, magnifier lens, and scrolling
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if (inputPreventDefault && e.cancelable && document.hasFocus())
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@@ -509,78 +538,6 @@ function inputInit()
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return true;
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}
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// special handling for virtual gamepad mode
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function handleTouchGamepad(e)
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{
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// clear touch gamepad input
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touchGamepadSticks.length = 0;
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touchGamepadSticks[0] = vec2();
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touchGamepadSticks[1] = vec2();
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touchGamepadButtons.length = 0;
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isUsingGamepad = true;
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-
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const touching = e.touches.length;
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if (touching)
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{
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touchGamepadTimer.set();
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-
if (touchGamepadCenterButtonSize && !wasTouching && paused)
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{
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// touch anywhere to press start when paused
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touchGamepadButtons[9] = 1;
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-
return;
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531
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-
}
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532
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}
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533
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-
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// don't process touch gamepad if paused
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if (paused) return;
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536
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-
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// get center of left and right sides
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const stickCenter = vec2(touchGamepadSize, mainCanvasSize.y-touchGamepadSize);
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539
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const buttonCenter = touchGamepadButtonCenter();
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540
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-
const startCenter = mainCanvasSize.scale(.5);
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541
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-
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// check each touch point
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for (const touch of e.touches)
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{
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const touchPos = mouseEventToScreen(vec2(touch.clientX, touch.clientY));
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if (stickCenter.distance(touchPos) < touchGamepadSize)
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{
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// virtual analog stick
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const delta = touchPos.subtract(stickCenter);
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touchGamepadSticks[0] = delta.scale(2/touchGamepadSize).clampLength();
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touchGamepadButtons[10] = 1; // also press a button when touching stick
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}
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else if (buttonCenter.distance(touchPos) < touchGamepadSize)
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{
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if (touchGamepadButtonCount === 1)
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{
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// virtual right analog stick
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const delta = touchPos.subtract(buttonCenter);
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touchGamepadSticks[1] = delta.scale(2/touchGamepadSize).clampLength();
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touchGamepadButtons[11] = 1; // also press a button when touching right stick
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}
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// virtual face buttons
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let button = buttonCenter.subtract(touchPos).direction();
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button = mod(button+2, 4);
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if (touchGamepadButtonCount === 1)
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button = 0;
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else if (touchGamepadButtonCount === 2)
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{
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const delta = buttonCenter.subtract(touchPos);
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button = -delta.x < delta.y ? 1 : 0;
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}
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572
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// fix button locations (swap 2 and 3 to match gamepad layout)
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573
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button = button === 3 ? 2 : button === 2 ? 3 : button;
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574
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if (button < touchGamepadButtonCount)
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575
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touchGamepadButtons[button] = 1;
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576
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}
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577
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else if (startCenter.distance(touchPos) < touchGamepadCenterButtonSize)
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578
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{
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579
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// virtual start button in center
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580
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touchGamepadButtons[9] = 1;
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581
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}
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582
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}
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583
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-
}
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584
541
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}
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542
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// convert a mouse or touch event position to screen space
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@@ -605,6 +562,9 @@ function inputUpdate()
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605
562
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mousePos = screenToWorld(mousePosScreen);
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606
563
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mouseDelta = screenToWorldDelta(mouseDeltaScreen);
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607
564
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565
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+
// build the touch gamepad overlay lazily once enabled on a touch device
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566
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touchGamepadInit();
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567
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+
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608
568
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// update gamepads if enabled
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609
569
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gamepadsUpdate();
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610
570
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@@ -618,22 +578,16 @@ function inputUpdate()
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618
578
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v > min ? percent(v, min, max) :
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619
579
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v < -min ? -percent(-v, min, max) : 0;
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620
580
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return vec2(deadZone(v.x), deadZone(-v.y)).clampLength();
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621
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-
}
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581
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+
};
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622
582
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623
583
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// update touch gamepad if enabled
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624
584
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if (touchGamepadEnable && isTouchDevice)
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625
585
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{
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626
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-
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628
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629
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-
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630
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-
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631
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632
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debugCircle(stickCenter, 2*touchGamepadSize, 'cyan', 0, false, true);
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633
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debugCircle(buttonCenter, 2*touchGamepadSize, 'cyan', 0, false, true);
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634
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if (touchGamepadCenterButtonSize)
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635
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debugCircle(startCenter, 2*touchGamepadCenterButtonSize, 'cyan', 0, false, true);
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636
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-
}
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586
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+
// a side is either a stick or buttons - setting both is ambiguous
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587
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+
ASSERT(!touchGamepadLeftStick || !touchGamepadLeftButtonCount,
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588
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'set touchGamepadLeftStick or touchGamepadLeftButtonCount, not both');
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589
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ASSERT(!touchGamepadRightStick || !touchGamepadButtonCount,
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590
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'set touchGamepadRightStick or touchGamepadButtonCount, not both');
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637
591
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638
592
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if (!touchGamepadTimer.isSet()) return;
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639
593
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@@ -641,23 +595,24 @@ function inputUpdate()
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641
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gamepadPrimary = 0; // touch gamepad uses index 0
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642
596
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const sticks = gamepadStickData[0] ?? (gamepadStickData[0] = []);
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643
597
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const dpad = gamepadDpadData[0] ?? (gamepadDpadData[0] = vec2());
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644
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-
sticks
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598
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+
sticks.length = 0; // only report sticks that are enabled
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645
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dpad.set();
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646
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-
|
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647
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-
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648
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-
sticks[0] = applyDeadZones(leftTouchStick);
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649
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-
else if (leftTouchStick.lengthSquared() > .3)
|
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600
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+
// read each side's directional stick (analog, or quantized to an 8 way dpad)
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601
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+
for (let side = 0; side < 2; side++)
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650
602
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{
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651
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-
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652
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-
const
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653
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-
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654
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-
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655
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-
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656
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-
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657
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-
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658
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-
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659
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-
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660
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-
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603
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+
if (!touchGamepadSideStick(side)) continue;
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604
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+
const out = touchGamepadStickOut(side);
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605
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+
sticks[out] = vec2();
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606
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+
const touchStick = touchGamepadSticks[side] ?? vec2();
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607
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+
if (touchGamepadAnalog)
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608
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sticks[out] = applyDeadZones(touchStick);
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609
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+
else if (touchStick.lengthSquared() > .3)
|
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610
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+
{
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611
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+
const x = clamp(round(touchStick.x), -1, 1);
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612
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+
const y = clamp(round(touchStick.y), -1, 1);
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613
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+
sticks[out] = vec2(x, -y).clampLength(); // clamp to circle
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614
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+
if (!out) dpad.set(x, -y); // the primary (stick 0) also drives the dpad vector
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615
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+
}
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661
616
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}
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662
617
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663
618
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// read virtual gamepad buttons
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@@ -666,6 +621,12 @@ function inputUpdate()
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666
621
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{
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667
622
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const wasDown = gamepadIsDown(i,0);
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668
623
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data[i] = touchGamepadButtons[i] ? wasDown ? 1 : 3 : wasDown ? 4 : 0;
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624
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+
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625
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+
// haptic tap when a face button or start button is first pressed (3 = newly down)
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626
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+
// skip stick touches (10, 11) so movement doesn't buzz
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627
|
+
if (touchGamepadVibration && data[i] === 3 &&
|
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628
|
+
(i === 9 || touchGamepadIsFaceButton(i)))
|
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629
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+
vibrate(touchGamepadVibration);
|
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669
630
|
}
|
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670
631
|
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671
632
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// disable normal gamepads when touch gamepad is active
|
|
@@ -739,13 +700,6 @@ function inputUpdate()
|
|
|
739
700
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(gamepadIsDown(15,i)&&1) - (gamepadIsDown(14,i)&&1),
|
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740
701
|
(gamepadIsDown(12,i)&&1) - (gamepadIsDown(13,i)&&1));
|
|
741
702
|
}
|
|
742
|
-
else if (gamepad.axes && gamepad.axes.length >= 2)
|
|
743
|
-
{
|
|
744
|
-
// digital style dpad from axes
|
|
745
|
-
const x = clamp(round(gamepad.axes[0]), -1, 1);
|
|
746
|
-
const y = clamp(round(gamepad.axes[1]), -1, 1);
|
|
747
|
-
dpad.set(x, -y);
|
|
748
|
-
}
|
|
749
703
|
|
|
750
704
|
// copy dpad to left analog stick when pressed
|
|
751
705
|
if (gamepadDirectionEmulateStick && (dpad.x || dpad.y))
|
|
@@ -773,78 +727,468 @@ function inputUpdatePost()
|
|
|
773
727
|
function inputRender()
|
|
774
728
|
{
|
|
775
729
|
touchGamepadRender();
|
|
730
|
+
}
|
|
731
|
+
|
|
732
|
+
///////////////////////////////////////////////////////////////////////////////
|
|
733
|
+
// Touch gamepad - full-viewport HTML/SVG overlay driven by Pointer Events
|
|
776
734
|
|
|
777
|
-
|
|
735
|
+
const touchGamepadSvgNS = 'http://www.w3.org/2000/svg';
|
|
736
|
+
|
|
737
|
+
// build the overlay DOM once; no-op if already built, disabled, headless, or non-touch
|
|
738
|
+
function touchGamepadInit()
|
|
739
|
+
{
|
|
740
|
+
if (touchGamepadOverlay || !touchGamepadEnable || !isTouchDevice || headlessMode ||
|
|
741
|
+
!document.body) // body may not exist yet; retry on a later frame
|
|
742
|
+
return;
|
|
743
|
+
|
|
744
|
+
// full-viewport overlay; only the input zones receive pointer events. The
|
|
745
|
+
// env() padding insets the stage out of notches / home indicators natively.
|
|
746
|
+
const overlay = touchGamepadOverlay = document.createElement('div');
|
|
747
|
+
overlay.style.cssText =
|
|
748
|
+
'position:fixed;inset:0;z-index:50;pointer-events:none;opacity:0;' +
|
|
749
|
+
'touch-action:none;user-select:none;-webkit-user-select:none;' +
|
|
750
|
+
'-webkit-touch-callout:none;transition:opacity .2s;box-sizing:border-box;' +
|
|
751
|
+
'padding:env(safe-area-inset-top) env(safe-area-inset-right) ' +
|
|
752
|
+
'env(safe-area-inset-bottom) env(safe-area-inset-left)';
|
|
753
|
+
|
|
754
|
+
// stage fills the padded (safe-area) content box; all controls live inside it
|
|
755
|
+
const stage = touchGamepadStage = document.createElement('div');
|
|
756
|
+
stage.style.cssText = 'position:relative;width:100%;height:100%;pointer-events:none';
|
|
757
|
+
overlay.appendChild(stage);
|
|
758
|
+
|
|
759
|
+
// svg draws every visual and never blocks input
|
|
760
|
+
const svg = touchGamepadSvg = document.createElementNS(touchGamepadSvgNS, 'svg');
|
|
761
|
+
svg.style.cssText = 'position:absolute;inset:0;width:100%;height:100%;' +
|
|
762
|
+
'pointer-events:none;overflow:visible;fill:none;stroke:#fff;stroke-width:3';
|
|
763
|
+
stage.appendChild(svg);
|
|
764
|
+
|
|
765
|
+
// invisible input zones (left stick, right buttons/stick, center start)
|
|
766
|
+
const makeZone = ()=>
|
|
778
767
|
{
|
|
779
|
-
|
|
780
|
-
|
|
781
|
-
|
|
782
|
-
|
|
783
|
-
|
|
784
|
-
|
|
785
|
-
|
|
786
|
-
|
|
787
|
-
|
|
788
|
-
|
|
789
|
-
|
|
790
|
-
|
|
791
|
-
|
|
792
|
-
|
|
793
|
-
|
|
794
|
-
|
|
795
|
-
|
|
796
|
-
|
|
797
|
-
|
|
798
|
-
|
|
799
|
-
|
|
800
|
-
|
|
801
|
-
|
|
802
|
-
|
|
803
|
-
|
|
768
|
+
const z = document.createElement('div');
|
|
769
|
+
z.style.cssText = 'position:absolute;pointer-events:auto;touch-action:none';
|
|
770
|
+
z.addEventListener('pointerdown', e=> touchGamepadPointerDown(e, z));
|
|
771
|
+
z.addEventListener('pointermove', e=> touchGamepadPointerMove(e));
|
|
772
|
+
z.addEventListener('pointerup', e=> touchGamepadPointerUp(e));
|
|
773
|
+
z.addEventListener('pointercancel', e=> touchGamepadPointerUp(e));
|
|
774
|
+
stage.appendChild(z);
|
|
775
|
+
return z;
|
|
776
|
+
};
|
|
777
|
+
touchGamepadSideZones[0] = makeZone(); // left
|
|
778
|
+
touchGamepadSideZones[1] = makeZone(); // right
|
|
779
|
+
touchGamepadZoneC = makeZone(); // center/start, appended last so it sits above the sides
|
|
780
|
+
|
|
781
|
+
addEventListener('resize', ()=> touchGamepadNeedRelayout = true);
|
|
782
|
+
document.body.appendChild(overlay);
|
|
783
|
+
touchGamepadNeedRelayout = true;
|
|
784
|
+
}
|
|
785
|
+
|
|
786
|
+
// stage-local size in CSS pixels (excludes safe-area insets)
|
|
787
|
+
function touchGamepadStageRect() { return touchGamepadStage.getBoundingClientRect(); }
|
|
788
|
+
|
|
789
|
+
// per-side touch gamepad config (side 0 = left, 1 = right) - the left and right
|
|
790
|
+
// sides behave identically, differing only in position and gamepad button indices
|
|
791
|
+
function touchGamepadSideStick(side)
|
|
792
|
+
{ return side ? touchGamepadRightStick : touchGamepadLeftStick; }
|
|
793
|
+
function touchGamepadSideButtonCount(side)
|
|
794
|
+
{ return side ? touchGamepadButtonCount : touchGamepadLeftButtonCount; }
|
|
795
|
+
// gamepad button index a side's buttons start at (right 0-3, left 4-7)
|
|
796
|
+
function touchGamepadSideButtonBase(side)
|
|
797
|
+
{ return side ? 0 : 4; }
|
|
798
|
+
// output stick index for a side: the right stick uses stick 0 when there is no left stick
|
|
799
|
+
function touchGamepadStickOut(side)
|
|
800
|
+
{ return side && touchGamepadLeftStick ? 1 : 0; }
|
|
801
|
+
// true if the side has any control (a stick or at least one button)
|
|
802
|
+
function touchGamepadSideHasControl(side)
|
|
803
|
+
{ return touchGamepadSideStick(side) || touchGamepadSideButtonCount(side) > 0; }
|
|
804
|
+
|
|
805
|
+
// true if gamepad button index i is an active touch gamepad face/single button
|
|
806
|
+
function touchGamepadIsFaceButton(i)
|
|
807
|
+
{
|
|
808
|
+
for (let side = 0; side < 2; side++)
|
|
809
|
+
{
|
|
810
|
+
const base = touchGamepadSideButtonBase(side);
|
|
811
|
+
if (!touchGamepadSideStick(side) &&
|
|
812
|
+
i >= base && i < base + touchGamepadSideButtonCount(side))
|
|
813
|
+
return true;
|
|
814
|
+
}
|
|
815
|
+
return false;
|
|
816
|
+
}
|
|
817
|
+
|
|
818
|
+
// center of a side's controls in stage-local CSS pixels (stick rest / button cluster)
|
|
819
|
+
// returns the floating stick anchor when that side is an active floating stick
|
|
820
|
+
function touchGamepadSideCenter(side, W, H)
|
|
821
|
+
{
|
|
822
|
+
if (touchGamepadFloating && touchGamepadSideStick(side) && touchGamepadStickAnchors[side])
|
|
823
|
+
return touchGamepadStickAnchors[side];
|
|
824
|
+
let y = H - touchGamepadSize;
|
|
825
|
+
const count = touchGamepadSideButtonCount(side);
|
|
826
|
+
if (!touchGamepadSideStick(side) && (count === 2 || count === 3))
|
|
827
|
+
y -= touchGamepadSize/4; // nudge a 2/3 button cluster up a bit
|
|
828
|
+
return vec2(side ? W - touchGamepadSize : touchGamepadSize, y);
|
|
829
|
+
}
|
|
830
|
+
|
|
831
|
+
// position the input zones for the current mode and rebuild the SVG visuals
|
|
832
|
+
function touchGamepadRelayout()
|
|
833
|
+
{
|
|
834
|
+
if (!touchGamepadOverlay) return;
|
|
835
|
+
const r = touchGamepadStageRect();
|
|
836
|
+
const W = r.width, H = r.height, S = touchGamepadSize;
|
|
837
|
+
const setZone = (z, css)=> z.style.cssText =
|
|
838
|
+
'position:absolute;pointer-events:auto;touch-action:none;' + css;
|
|
839
|
+
|
|
840
|
+
if (paused && touchGamepadCenterButtonSize)
|
|
841
|
+
{
|
|
842
|
+
// while paused, any touch presses start
|
|
843
|
+
setZone(touchGamepadZoneC, 'inset:0');
|
|
844
|
+
for (const zone of touchGamepadSideZones) zone.style.display = 'none';
|
|
845
|
+
touchGamepadZoneC.style.display = '';
|
|
846
|
+
}
|
|
847
|
+
else
|
|
848
|
+
{
|
|
849
|
+
// position each side zone (left/right differ only by which edge they hug)
|
|
850
|
+
for (let side = 0; side < 2; side++)
|
|
804
851
|
{
|
|
805
|
-
|
|
806
|
-
|
|
852
|
+
const zone = touchGamepadSideZones[side], edge = side ? 'right' : 'left';
|
|
853
|
+
zone.style.display = touchGamepadSideHasControl(side) ? '' : 'none';
|
|
854
|
+
if (touchGamepadFloating)
|
|
807
855
|
{
|
|
808
|
-
|
|
809
|
-
|
|
810
|
-
|
|
856
|
+
// bottom 60% grabs the control; the top 40% passes through. A side with no
|
|
857
|
+
// control on the other side uses the full width (matching the hit-test)
|
|
858
|
+
const width = touchGamepadSideHasControl(side ? 0 : 1) ? '50%' : '100%';
|
|
859
|
+
setZone(zone, `${edge}:0;bottom:0;width:${width};height:60%`);
|
|
811
860
|
}
|
|
861
|
+
else // fixed: a compact box hugging the corner control
|
|
862
|
+
setZone(zone, `${edge}:0;bottom:0;width:${3*S}px;height:${3*S}px`);
|
|
863
|
+
}
|
|
864
|
+
touchGamepadZoneC.style.display = touchGamepadCenterButtonSize ? '' : 'none';
|
|
865
|
+
const c = touchGamepadCenterButtonSize;
|
|
866
|
+
setZone(touchGamepadZoneC,
|
|
867
|
+
`left:50%;top:50%;width:${2*c}px;height:${2*c}px;transform:translate(-50%,-50%)`);
|
|
868
|
+
}
|
|
869
|
+
|
|
870
|
+
touchGamepadBuildSvg(W, H);
|
|
871
|
+
touchGamepadNeedRelayout = false;
|
|
872
|
+
}
|
|
873
|
+
|
|
874
|
+
// (re)build the SVG shapes for the current layout; dynamic bits update per-frame
|
|
875
|
+
function touchGamepadBuildSvg(W, H)
|
|
876
|
+
{
|
|
877
|
+
const svg = touchGamepadSvg;
|
|
878
|
+
while (svg.firstChild) svg.removeChild(svg.firstChild);
|
|
879
|
+
const els = touchGamepadSvgEls = { face: [], thumb: [] };
|
|
880
|
+
const S = touchGamepadSize;
|
|
881
|
+
const circle = (cx, cy, rr, fill)=>
|
|
882
|
+
{
|
|
883
|
+
const c = document.createElementNS(touchGamepadSvgNS, 'circle');
|
|
884
|
+
c.setAttribute('cx', cx); c.setAttribute('cy', cy); c.setAttribute('r', rr);
|
|
885
|
+
if (fill) c.setAttribute('fill', fill);
|
|
886
|
+
svg.appendChild(c);
|
|
887
|
+
return c;
|
|
888
|
+
};
|
|
889
|
+
const cross = (ctr)=>
|
|
890
|
+
{
|
|
891
|
+
// plus-shaped dpad outline centered at ctr
|
|
892
|
+
const a = S*.18, b = S*.5, x = ctr.x, y = ctr.y;
|
|
893
|
+
const p = document.createElementNS(touchGamepadSvgNS, 'path');
|
|
894
|
+
p.setAttribute('d',
|
|
895
|
+
`M ${x-a} ${y-b} H ${x+a} V ${y-a} H ${x+b} V ${y+a} H ${x+a} ` +
|
|
896
|
+
`V ${y+b} H ${x-a} V ${y+a} H ${x-b} V ${y-a} H ${x-a} Z`);
|
|
897
|
+
svg.appendChild(p);
|
|
898
|
+
};
|
|
899
|
+
|
|
900
|
+
// draw each side: a directional stick, a single large button, or face buttons
|
|
901
|
+
for (let side = 0; side < 2; side++)
|
|
902
|
+
{
|
|
903
|
+
const count = touchGamepadSideButtonCount(side);
|
|
904
|
+
const base = touchGamepadSideButtonBase(side);
|
|
905
|
+
const ctr = touchGamepadSideCenter(side, W, H);
|
|
906
|
+
if (touchGamepadSideStick(side))
|
|
907
|
+
{
|
|
908
|
+
// directional stick (circle or cross) with a thumb dot that moves per-frame
|
|
909
|
+
if (touchGamepadAnalog) circle(ctr.x, ctr.y, S/2); else cross(ctr);
|
|
910
|
+
els.thumb[side] = circle(ctr.x, ctr.y, S/4, '#fff');
|
|
812
911
|
}
|
|
813
|
-
|
|
814
|
-
|
|
912
|
+
else if (count === 1)
|
|
913
|
+
els.face[base] = circle(ctr.x, ctr.y, S/2, '#000'); // single large button
|
|
914
|
+
else for (let i = 0; i < count; i++)
|
|
915
|
+
{
|
|
916
|
+
const j = mod(i-1, 4);
|
|
917
|
+
let button = count > 2 ? j : min(j, count-1);
|
|
918
|
+
button = button === 3 ? 2 : button === 2 ? 3 : button; // match gamepad layout
|
|
919
|
+
const offset = vec2().setDirection(j, S/2);
|
|
920
|
+
if (count === 2) offset.x *= -1;
|
|
921
|
+
// left side mirrors the right layout's positions, keeping indices in order
|
|
922
|
+
// (e.g. 2 buttons -> button 4 at bottom, button 5 at left)
|
|
923
|
+
if (!side) offset.x *= -1;
|
|
924
|
+
const pos = ctr.add(offset);
|
|
925
|
+
els.face[base + button] = circle(pos.x, pos.y, S/4, '#000');
|
|
926
|
+
}
|
|
927
|
+
}
|
|
928
|
+
|
|
929
|
+
// debug: draw the proximity hit regions the hit-test actually uses
|
|
930
|
+
if (debug && debugGamepads) touchGamepadBuildDebug(W, H);
|
|
931
|
+
}
|
|
815
932
|
|
|
816
|
-
|
|
933
|
+
// draw debug outlines of the touch control hit regions into the overlay svg
|
|
934
|
+
function touchGamepadBuildDebug(W, H)
|
|
935
|
+
{
|
|
936
|
+
const S = touchGamepadSize, svg = touchGamepadSvg;
|
|
937
|
+
const shape = (tag, attrs, stroke)=>
|
|
938
|
+
{
|
|
939
|
+
const el = document.createElementNS(touchGamepadSvgNS, tag);
|
|
940
|
+
for (const k in attrs) el.setAttribute(k, attrs[k]);
|
|
941
|
+
el.setAttribute('stroke', stroke);
|
|
942
|
+
el.setAttribute('stroke-width', 2);
|
|
943
|
+
el.setAttribute('fill', 'none');
|
|
944
|
+
svg.appendChild(el);
|
|
945
|
+
};
|
|
946
|
+
const ring = (c, rr, stroke)=> shape('circle', {cx:c.x, cy:c.y, r:rr}, stroke);
|
|
947
|
+
|
|
948
|
+
// green line: the left/right split that assigns a stick press to a side
|
|
949
|
+
shape('line', {x1:W/2, y1:0, x2:W/2, y2:H}, '#0f0');
|
|
950
|
+
|
|
951
|
+
// cyan: where each side's control can be grabbed
|
|
952
|
+
for (let side = 0; side < 2; side++)
|
|
953
|
+
{
|
|
954
|
+
if (touchGamepadSideStick(side))
|
|
817
955
|
{
|
|
818
|
-
|
|
819
|
-
const buttonSize = touchGamepadButtonCount > 1 ?
|
|
820
|
-
touchGamepadSize/4 : touchGamepadSize/2;
|
|
821
|
-
for (let i=0; i<touchGamepadButtonCount; i++)
|
|
956
|
+
if (touchGamepadFloating)
|
|
822
957
|
{
|
|
823
|
-
|
|
824
|
-
|
|
825
|
-
|
|
826
|
-
|
|
827
|
-
button = button === 3 ? 2 : button === 2 ? 3 : button;
|
|
828
|
-
const pos = touchGamepadButtonCount < 2 ? buttonCenter :
|
|
829
|
-
buttonCenter.add(vec2().setDirection(j, touchGamepadSize/2));
|
|
830
|
-
context.fillStyle = touchGamepadButtons[button] ? '#fff' : '#000';
|
|
831
|
-
context.beginPath();
|
|
832
|
-
context.arc(pos.x, pos.y, buttonSize, 0,9);
|
|
833
|
-
context.fill();
|
|
834
|
-
context.stroke();
|
|
958
|
+
// grab region: this side's half (or the full width if the other side is empty)
|
|
959
|
+
const top = H*.4, full = !touchGamepadSideHasControl(side ? 0 : 1);
|
|
960
|
+
const x = full ? 0 : (side ? W/2 : 0);
|
|
961
|
+
shape('rect', {x, y:top, width:full ? W : W/2, height:H-top}, '#0ff');
|
|
835
962
|
}
|
|
963
|
+
else
|
|
964
|
+
ring(touchGamepadSideCenter(side, W, H), 2*S, '#0ff');
|
|
965
|
+
}
|
|
966
|
+
else if (touchGamepadSideButtonCount(side) >= 1)
|
|
967
|
+
ring(touchGamepadSideCenter(side, W, H), S, '#0ff'); // face / single-button radius
|
|
968
|
+
}
|
|
969
|
+
|
|
970
|
+
// yellow: start button radius; magenta: where start is blocked (near a control)
|
|
971
|
+
if (touchGamepadCenterButtonSize)
|
|
972
|
+
{
|
|
973
|
+
ring(vec2(W/2, H/2), touchGamepadCenterButtonSize, '#ff0');
|
|
974
|
+
for (let side = 0; side < 2; side++)
|
|
975
|
+
if (touchGamepadSideHasControl(side))
|
|
976
|
+
ring(touchGamepadSideCenter(side, W, H), 2*S, '#f0f');
|
|
977
|
+
}
|
|
978
|
+
}
|
|
979
|
+
|
|
980
|
+
// per-frame: fade the overlay and move the thumbs / set pressed states
|
|
981
|
+
function touchGamepadRender()
|
|
982
|
+
{
|
|
983
|
+
if (!touchGamepadOverlay || headlessMode) return;
|
|
984
|
+
|
|
985
|
+
// hide and bail if disabled at runtime (overlay stays in the DOM for reuse)
|
|
986
|
+
// display:none also takes the input zones out of hit-testing so touches are
|
|
987
|
+
// not silently captured away from the game while disabled
|
|
988
|
+
if (!touchGamepadEnable || !isTouchDevice)
|
|
989
|
+
{
|
|
990
|
+
if (touchGamepadOverlay.style.display !== 'none')
|
|
991
|
+
{
|
|
992
|
+
// just disabled: hide the overlay and release any held controls
|
|
993
|
+
touchGamepadOverlay.style.display = 'none';
|
|
994
|
+
touchGamepadPointerRole.clear();
|
|
995
|
+
touchGamepadButtons.length = 0;
|
|
996
|
+
touchGamepadSticks.length = 0;
|
|
997
|
+
touchGamepadStickPointerId.length = 0;
|
|
998
|
+
}
|
|
999
|
+
return;
|
|
1000
|
+
}
|
|
1001
|
+
touchGamepadOverlay.style.display = '';
|
|
1002
|
+
|
|
1003
|
+
// relayout when the paused state, a layout setting, or the debug view changes
|
|
1004
|
+
const dbg = debug && debugGamepads;
|
|
1005
|
+
const layout = [touchGamepadButtonCount, touchGamepadLeftButtonCount, touchGamepadLeftStick,
|
|
1006
|
+
touchGamepadRightStick, touchGamepadAnalog, touchGamepadSize, touchGamepadFloating,
|
|
1007
|
+
touchGamepadCenterButtonSize, paused, dbg].join();
|
|
1008
|
+
if (layout !== touchGamepadLastLayout)
|
|
1009
|
+
{
|
|
1010
|
+
touchGamepadLastLayout = layout;
|
|
1011
|
+
touchGamepadNeedRelayout = true;
|
|
1012
|
+
}
|
|
1013
|
+
// relayout before the visibility bail-out so the paused full-screen start zone applies
|
|
1014
|
+
if (touchGamepadNeedRelayout) touchGamepadRelayout();
|
|
1015
|
+
|
|
1016
|
+
// fade out when idle (always show when displayTime is 0, or while debugging)
|
|
1017
|
+
const fade = touchGamepadDisplayTime ?
|
|
1018
|
+
percent(touchGamepadTimer.get(), touchGamepadDisplayTime+1, touchGamepadDisplayTime) : 1;
|
|
1019
|
+
const visible = dbg || (touchGamepadTimer.isSet() && fade > 0 && !paused);
|
|
1020
|
+
touchGamepadOverlay.style.opacity = !visible ? 0 : dbg ? 1 : fade*touchGamepadAlpha;
|
|
1021
|
+
if (!visible) return;
|
|
1022
|
+
|
|
1023
|
+
const r = touchGamepadStageRect();
|
|
1024
|
+
const W = r.width, H = r.height, S = touchGamepadSize;
|
|
1025
|
+
const els = touchGamepadSvgEls;
|
|
1026
|
+
if (!els) return;
|
|
1027
|
+
|
|
1028
|
+
for (let side = 0; side < 2; side++)
|
|
1029
|
+
if (touchGamepadSideStick(side) && els.thumb[side])
|
|
1030
|
+
{
|
|
1031
|
+
const ctr = touchGamepadSideCenter(side, W, H);
|
|
1032
|
+
const t = ctr.add((touchGamepadSticks[side] ?? vec2()).scale(S/2));
|
|
1033
|
+
els.thumb[side].setAttribute('cx', t.x);
|
|
1034
|
+
els.thumb[side].setAttribute('cy', t.y);
|
|
1035
|
+
}
|
|
1036
|
+
for (let i = 0; i < els.face.length; i++)
|
|
1037
|
+
if (els.face[i])
|
|
1038
|
+
els.face[i].setAttribute('fill', touchGamepadButtons[i] ? '#fff' : '#000');
|
|
1039
|
+
}
|
|
1040
|
+
|
|
1041
|
+
// convert a pointer event to stage-local CSS pixels
|
|
1042
|
+
function touchGamepadEventPos(e)
|
|
1043
|
+
{
|
|
1044
|
+
const r = touchGamepadStageRect();
|
|
1045
|
+
return vec2(e.clientX - r.left, e.clientY - r.top);
|
|
1046
|
+
}
|
|
1047
|
+
|
|
1048
|
+
// set a directional stick from a stage-local point and flag its stick-touch button
|
|
1049
|
+
// (stick 0 press = button 10, stick 1 press = button 11, following the output index)
|
|
1050
|
+
function touchGamepadApplyStick(side, p)
|
|
1051
|
+
{
|
|
1052
|
+
const delta = p.subtract(touchGamepadStickAnchors[side]);
|
|
1053
|
+
touchGamepadSticks[side] = delta.scale(2/touchGamepadSize).clampLength();
|
|
1054
|
+
touchGamepadButtons[touchGamepadStickOut(side) ? 11 : 10] = 1;
|
|
1055
|
+
}
|
|
1056
|
+
|
|
1057
|
+
// pick a side's gamepad button index from a stage-local point, or -1 if outside the cluster
|
|
1058
|
+
function touchGamepadFaceButtonAt(side, p, W, H)
|
|
1059
|
+
{
|
|
1060
|
+
const count = touchGamepadSideButtonCount(side);
|
|
1061
|
+
const base = touchGamepadSideButtonBase(side);
|
|
1062
|
+
const bc = touchGamepadSideCenter(side, W, H);
|
|
1063
|
+
if (bc.distance(p) >= touchGamepadSize) return -1;
|
|
1064
|
+
if (count === 1) return base; // single large button
|
|
1065
|
+
const d = bc.subtract(p);
|
|
1066
|
+
if (!side) d.x *= -1; // left side mirrors the right layout's positions horizontally
|
|
1067
|
+
let button = count === 2 ? (d.x < d.y ? 1 : 0) : mod(d.direction()+2, 4);
|
|
1068
|
+
button = button === 3 ? 2 : button === 2 ? 3 : button; // match gamepad layout
|
|
1069
|
+
return button < count ? base + button : -1;
|
|
1070
|
+
}
|
|
1071
|
+
|
|
1072
|
+
// pick which control a stage-local press activates, by priority then proximity,
|
|
1073
|
+
// independent of which zone element captured it - so overlapping zones on small
|
|
1074
|
+
// screens resolve to the nearest control instead of whichever zone is topmost
|
|
1075
|
+
// returns {role:'stick', side} or {role:'face', btn} or {role:'start'} or undefined
|
|
1076
|
+
function touchGamepadControlAt(p, W, H)
|
|
1077
|
+
{
|
|
1078
|
+
const S = touchGamepadSize;
|
|
1079
|
+
const leftHalf = p.x < W/2;
|
|
1080
|
+
const floatTop = H*.4; // floating grab region is the bottom 60% of the screen
|
|
1081
|
+
|
|
1082
|
+
// check each side (left first for priority); a side is a stick or buttons
|
|
1083
|
+
for (let side = 0; side < 2; side++)
|
|
1084
|
+
{
|
|
1085
|
+
const onHalf = side ? !leftHalf : leftHalf;
|
|
1086
|
+
if (touchGamepadSideStick(side))
|
|
1087
|
+
{
|
|
1088
|
+
// a side with no control on the other side uses the full width
|
|
1089
|
+
const otherControl = touchGamepadSideHasControl(side ? 0 : 1);
|
|
1090
|
+
const grab = touchGamepadFloating ?
|
|
1091
|
+
(!otherControl || onHalf) && p.y > floatTop :
|
|
1092
|
+
onHalf && touchGamepadSideCenter(side, W, H).distance(p) < 2*S;
|
|
1093
|
+
if (grab) return {role:'stick', side};
|
|
1094
|
+
}
|
|
1095
|
+
else if (touchGamepadSideButtonCount(side) >= 1)
|
|
1096
|
+
{
|
|
1097
|
+
const btn = touchGamepadFaceButtonAt(side, p, W, H);
|
|
1098
|
+
if (btn >= 0) return {role:'face', btn};
|
|
836
1099
|
}
|
|
1100
|
+
}
|
|
837
1101
|
|
|
838
|
-
|
|
839
|
-
|
|
1102
|
+
// center start button, blocked within 2*size of a control so drift off a
|
|
1103
|
+
// control can't accidentally fire start (matches the original exclusion logic)
|
|
1104
|
+
if (touchGamepadCenterButtonSize)
|
|
1105
|
+
{
|
|
1106
|
+
for (let side = 0; side < 2; side++)
|
|
1107
|
+
if (touchGamepadSideHasControl(side) &&
|
|
1108
|
+
touchGamepadSideCenter(side, W, H).distance(p) < 2*S)
|
|
1109
|
+
return;
|
|
1110
|
+
if (vec2(W/2, H/2).distance(p) < touchGamepadCenterButtonSize)
|
|
1111
|
+
return {role:'start'};
|
|
840
1112
|
}
|
|
841
1113
|
}
|
|
842
1114
|
|
|
843
|
-
|
|
844
|
-
function touchGamepadButtonCenter()
|
|
1115
|
+
function touchGamepadPointerDown(e, zone)
|
|
845
1116
|
{
|
|
846
|
-
|
|
847
|
-
|
|
848
|
-
|
|
849
|
-
|
|
1117
|
+
if (!touchGamepadEnable) return;
|
|
1118
|
+
e.preventDefault();
|
|
1119
|
+
zone.setPointerCapture(e.pointerId);
|
|
1120
|
+
touchGamepadTimer.set();
|
|
1121
|
+
isUsingGamepad = true;
|
|
1122
|
+
|
|
1123
|
+
// resume audio on first interaction
|
|
1124
|
+
if (soundEnable && !headlessMode && audioContext && !audioIsRunning())
|
|
1125
|
+
audioContext.resume();
|
|
1126
|
+
|
|
1127
|
+
// while paused, any touch is the start button
|
|
1128
|
+
if (paused)
|
|
1129
|
+
{
|
|
1130
|
+
if (touchGamepadCenterButtonSize)
|
|
1131
|
+
{
|
|
1132
|
+
touchGamepadButtons[9] = 1;
|
|
1133
|
+
touchGamepadPointerRole.set(e.pointerId, 'start');
|
|
1134
|
+
}
|
|
1135
|
+
return;
|
|
1136
|
+
}
|
|
1137
|
+
|
|
1138
|
+
const r = touchGamepadStageRect();
|
|
1139
|
+
const W = r.width, H = r.height;
|
|
1140
|
+
const p = vec2(e.clientX - r.left, e.clientY - r.top);
|
|
1141
|
+
|
|
1142
|
+
// choose the control by proximity/priority, not by which zone captured the touch
|
|
1143
|
+
const hit = touchGamepadControlAt(p, W, H);
|
|
1144
|
+
if (!hit) return;
|
|
1145
|
+
if (hit.role === 'stick')
|
|
1146
|
+
{
|
|
1147
|
+
const side = hit.side;
|
|
1148
|
+
touchGamepadStickAnchors[side] = touchGamepadFloating ? p : touchGamepadSideCenter(side, W, H);
|
|
1149
|
+
touchGamepadStickPointerId[side] = e.pointerId;
|
|
1150
|
+
touchGamepadPointerRole.set(e.pointerId, 'stick'+side);
|
|
1151
|
+
touchGamepadNeedRelayout = true; // base may have re-anchored
|
|
1152
|
+
touchGamepadApplyStick(side, p);
|
|
1153
|
+
}
|
|
1154
|
+
else if (hit.role === 'face')
|
|
1155
|
+
{
|
|
1156
|
+
touchGamepadButtons[hit.btn] = 1;
|
|
1157
|
+
touchGamepadPointerRole.set(e.pointerId, 'face'+hit.btn);
|
|
1158
|
+
}
|
|
1159
|
+
else // 'start'
|
|
1160
|
+
{
|
|
1161
|
+
touchGamepadButtons[9] = 1;
|
|
1162
|
+
touchGamepadPointerRole.set(e.pointerId, 'start');
|
|
1163
|
+
}
|
|
1164
|
+
}
|
|
1165
|
+
|
|
1166
|
+
function touchGamepadPointerMove(e)
|
|
1167
|
+
{
|
|
1168
|
+
const role = touchGamepadPointerRole.get(e.pointerId);
|
|
1169
|
+
if (!role) return;
|
|
1170
|
+
e.preventDefault();
|
|
1171
|
+
const p = touchGamepadEventPos(e);
|
|
1172
|
+
if (role === 'stick0' || role === 'stick1')
|
|
1173
|
+
touchGamepadApplyStick(role === 'stick1' ? 1 : 0, p);
|
|
1174
|
+
// face buttons & start are held until release (no slide-between this pass)
|
|
1175
|
+
}
|
|
1176
|
+
|
|
1177
|
+
function touchGamepadPointerUp(e)
|
|
1178
|
+
{
|
|
1179
|
+
const role = touchGamepadPointerRole.get(e.pointerId);
|
|
1180
|
+
if (!role) return;
|
|
1181
|
+
touchGamepadPointerRole.delete(e.pointerId);
|
|
1182
|
+
if (role === 'stick0' || role === 'stick1')
|
|
1183
|
+
{
|
|
1184
|
+
const side = role === 'stick1' ? 1 : 0;
|
|
1185
|
+
touchGamepadStickPointerId[side] = undefined;
|
|
1186
|
+
touchGamepadSticks[side] = vec2();
|
|
1187
|
+
delete touchGamepadButtons[touchGamepadStickOut(side) ? 11 : 10];
|
|
1188
|
+
}
|
|
1189
|
+
else if (role === 'start')
|
|
1190
|
+
delete touchGamepadButtons[9];
|
|
1191
|
+
else // 'face<n>'
|
|
1192
|
+
delete touchGamepadButtons[+role.slice(4)];
|
|
1193
|
+
touchGamepadTimer.set();
|
|
850
1194
|
}
|