fix changes made while commenting
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ecbcb0bf70
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22e7845480
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@ -69,7 +69,6 @@ export class InputsController {
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// at the launch, we retrieved the previously chosen gamepad
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// at the launch, we retrieved the previously chosen gamepad
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if (localStorage.hasOwnProperty('chosenGamepad')) {
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if (localStorage.hasOwnProperty('chosenGamepad')) {
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this.chosenGamepad = localStorage.getItem('chosenGamepad');
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this.chosenGamepad = localStorage.getItem('chosenGamepad');
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this.initChosenGamepad(this.chosenGamepad, false)
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}
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}
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// Handle the game losing focus
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// Handle the game losing focus
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this.scene.game.events.on(Phaser.Core.Events.BLUR, () => {
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this.scene.game.events.on(Phaser.Core.Events.BLUR, () => {
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@ -150,14 +149,13 @@ export class InputsController {
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return this.gamepads.filter(g => !this.disconnectedGamepads.includes(g.id)).map(g => g.id);
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return this.gamepads.filter(g => !this.disconnectedGamepads.includes(g.id)).map(g => g.id);
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}
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}
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initChosenGamepad(gamepadName?: String, save: boolean = true): void {
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initChosenGamepad(gamepadName?: String): void {
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// if we have a gamepad name in parameter, we set the chosen gamepad with this value
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// if we have a gamepad name in parameter, we set the chosen gamepad with this value
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let name = gamepadName;
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let name = gamepadName;
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if (gamepadName)
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if (gamepadName)
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this.chosenGamepad = gamepadName;
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this.chosenGamepad = gamepadName;
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else
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else
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name = this.chosenGamepad; // otherwise we use the chosen gamepad's name
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name = this.chosenGamepad; // otherwise we use the chosen gamepad's name
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if (save) // we always set the session variable unless it's called from init()
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localStorage.setItem('chosenGamepad', name);
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localStorage.setItem('chosenGamepad', name);
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// we update the ui with the chosen gamepad
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// we update the ui with the chosen gamepad
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const handler = this.scene.ui?.handlers[Mode.SETTINGS_GAMEPAD] as SettingsGamepadUiHandler;
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const handler = this.scene.ui?.handlers[Mode.SETTINGS_GAMEPAD] as SettingsGamepadUiHandler;
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@ -194,8 +192,6 @@ export class InputsController {
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// We check if a gamepad reconnect by looking in the disconnectedGamepads array if is there
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// We check if a gamepad reconnect by looking in the disconnectedGamepads array if is there
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// If he is there, we remove it.
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// If he is there, we remove it.
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this.disconnectedGamepads = this.disconnectedGamepads.filter(g => g !== thisGamepad.id);
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this.disconnectedGamepads = this.disconnectedGamepads.filter(g => g !== thisGamepad.id);
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// if (this.disconnectedGamepads.some(g => g === thisGamepad.id)) {
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// }
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}
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}
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setupGamepad(thisGamepad: Phaser.Input.Gamepad.Gamepad): void {
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setupGamepad(thisGamepad: Phaser.Input.Gamepad.Gamepad): void {
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@ -208,6 +204,7 @@ export class InputsController {
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if (!this.player[gamepad]) this.player[gamepad] = {};
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if (!this.player[gamepad]) this.player[gamepad] = {};
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this.player[gamepad]['mapping'] = mappedPad.gamepadMapping;
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this.player[gamepad]['mapping'] = mappedPad.gamepadMapping;
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}
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}
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if (this.chosenGamepad === thisGamepad.id) this.initChosenGamepad(this.chosenGamepad)
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}
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}
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refreshGamepads(): void {
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refreshGamepads(): void {
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