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keys.js
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keys.js
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/**
* Copyright 2020 Google LLC
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import global from '../../global.js';
/**
* Basic gamepad support is routed to games as synthetic keyboard events.
* Arrow keys and space can be received via document keydown / keyup messages.
* Example:
* document.addEventListener('keydown', (e) => {
* if (e.key == 'ArrowLeft')
* console.log('Left keyboard arrow or gamepad pressed.');
* }
*/
/**
* Configures key and gamepad handlers for the host frame.
*/
export default function configureCustomKeys(loaderElement) {
const keycodeMap = {
' ': 32,
'PageUp': 33,
'PageDown': 34,
'End': 35,
'Home': 36,
'Left': 37,
'Up': 38,
'Right': 39,
'Down': 40,
'ArrowLeft': 37,
'ArrowUp': 38,
'ArrowRight': 39,
'ArrowDown': 40,
};
/**
* Listen for deviceorientation events.
*/
window.addEventListener('deviceorientation', (ev) => {
const {sceneTilt, control} = global.getState();
if (sceneTilt && control) {
const payload = {
absolute: ev.absolute,
alpha: ev.alpha,
beta: ev.beta,
gamma: ev.gamma,
};
control.send({type: 'deviceorientation', payload});
}
});
document.body.addEventListener('keydown', (ev) => {
// Notice gameplay key events from the host frame and focus on the loader.
const code = keycodeMap[ev.key];
if (!code) {
return false; // not part of map, just ignore
}
// We used to dispatch a fake event to the scene so that the keyboard feels fluid, but we never
// followed up with keydown so it caused a bunch of problems.
// We do this in the gamepad handler, but ALL input is assumed to be coming from the gamepad.
ev.preventDefault();
loaderElement.focus();
});
// These are vague estimates (in ms) for gamepad emulation. We can't get the system's repeat rate
// config, short of stealing it when a user presses a key.
const initialRepeat = 400;
const followingRepeat = 50;
const gamepads = {};
const buttonsActive = {};
let lastTimestamp = 0;
/**
* Queued to trigger repeat keystrokes. Queues another stroke if the control is still active.
*
* @param {string} key to repeat send
*/
function repeatKey(key) {
const {control, hidden} = global.getState();
if (!control || hidden) {
return false;
}
// TODO: could be combined with a rAF.
buttonsActive[key] = window.setTimeout(() => repeatKey(key), followingRepeat);
const payload = {
key,
keyCode: keycodeMap[key],
repeat: true,
};
control.send({type: 'keydown', payload});
}
function gamepadLoop() {
const gamepads = navigator.getGamepads();
const gp = gamepads[0] || gamepads[1] || gamepads[2] || gamepads[3] || null;
if (!gp) {
return;
}
window.requestAnimationFrame(gamepadLoop);
// TODO(samthor): We only look at the 1st gamepad. What if we have multiplayer games?
if (gp.timestamp === lastTimestamp) {
return;
}
lastTimestamp = gp.timestamp;
const buttonsDown = {};
const buttonPressed = (index) => (gp.buttons[index] && gp.buttons[index].pressed);
const enableIfPressed = (index, key) => {
if (buttonPressed(index)) {
buttonsDown[key] = true;
}
};
const {control, hidden} = global.getState();
if (control && !hidden) {
const threshold = 0.2;
// ... only look for events if there's something to control and page is visible
const leftright = gp.axes[0];
if (leftright < -threshold) {
buttonsDown['ArrowLeft'] = true;
} else if (leftright > +threshold) {
buttonsDown['ArrowRight'] = true;
}
const updown = gp.axes[1];
if (updown < -threshold) {
buttonsDown['ArrowUp'] = true;
} else if (updown > +threshold) {
buttonsDown['ArrowDown'] = true;
}
enableIfPressed(0, ' ');
enableIfPressed(12, 'ArrowUp');
enableIfPressed(13, 'ArrowDown');
enableIfPressed(14, 'ArrowLeft');
enableIfPressed(15, 'ArrowRight');
}
for (const key in buttonsDown) {
if (!(key in buttonsActive)) {
// Wasn't previously pressed, dispatch keydown.
const keyCode = keycodeMap[key] || 0;
control && control.send({type: 'keydown', payload: {key, keyCode, repeat: false}});
// ... and enqueue repeat
buttonsActive[key] = window.setTimeout(() => repeatKey(key), initialRepeat);
}
}
for (const key in buttonsActive) {
if (key in buttonsDown) {
continue;
}
// Was previously pressed, dispatch keyup!
const keyCode = keycodeMap[key] || 0;
control && control.send({type: 'keyup', payload: {key, keyCode, repeat: true}});
// ... and clear repeat timer
window.clearTimeout(buttonsActive[key]);
delete buttonsActive[key];
}
}
function gamepadHandler(event) {
const connecting = event.type === 'gamepadconnected';
const gamepad = event.gamepad;
const count = Object.keys(gamepads).length;
if (connecting) {
gamepads[gamepad.index] = gamepad;
if (count === 0) {
gamepadLoop(); // kick off listener if there are any gamepads
}
} else {
delete gamepads[gamepad.index];
}
}
window.addEventListener('gamepadconnected', gamepadHandler);
window.addEventListener('gamepaddisconnected', gamepadHandler);
}