added some comment
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@ -66,8 +66,10 @@ export class InputsController {
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init(): void {
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this.events = new Phaser.Events.EventEmitter();
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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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this.chosenGamepad = localStorage.getItem('chosenGamepad');
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this.initChosenGamepad(this.chosenGamepad, false)
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}
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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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@ -80,8 +82,9 @@ export class InputsController {
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this.setupGamepad(thisGamepad);
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this.onReconnect(thisGamepad);
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}, this);
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this.scene.input.gamepad.on('disconnected', function (thisGamepad) {
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this.onDisconnect(thisGamepad);
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this.onDisconnect(thisGamepad); // when a gamepad is disconnected
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}, this);
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// Check to see if the gamepad has already been setup by the browser
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@ -147,13 +150,16 @@ 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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}
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initChosenGamepad(gamepadName?: String): void {
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initChosenGamepad(gamepadName?: String, save: boolean = true): 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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let name = gamepadName;
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if (gamepadName)
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this.chosenGamepad = gamepadName;
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else
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name = this.chosenGamepad;
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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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// 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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handler && handler.updateChosenGamepadDisplay()
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}
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@ -165,31 +171,43 @@ export class InputsController {
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}
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onDisconnect(thisGamepad: Phaser.Input.Gamepad.Gamepad): void {
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// We need to add the disconnected gamepad into a local array
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// Because Phaser keep in memory the previously connected gamepad
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// If we don't do that, we have no way to determine if the gamepad is connected or not.
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// We want to know that because we want to hide it in the selection menu of gamepad to use
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this.disconnectedGamepads.push(thisGamepad.id);
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// we look for gamepads still connected by substracting the 2 arrays
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const gamepadsLeft = this.gamepads.filter(g => !this.disconnectedGamepads.includes(g.id)).map(g => g);
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// we check if the chosen gamepad is still connected
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const chosenIsConnected = gamepadsLeft.some(g => g.id === this.chosenGamepad);
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// if the chosen gamepad is disconnected, and we got others gamepad connected
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if (!chosenIsConnected && gamepadsLeft?.length) {
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// We remove the previously chosen gamepad
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this.clearChosenGamepad();
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// and we set the first of the gamepad still connected as the chosen one.
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this.setChosenGamepad(gamepadsLeft[0].id);
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return;
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}
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}
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onReconnect(thisGamepad: Phaser.Input.Gamepad.Gamepad): void {
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if (this.disconnectedGamepads.some(g => g === thisGamepad.id)) {
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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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this.disconnectedGamepads = this.disconnectedGamepads.filter(g => g !== thisGamepad.id);
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}
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// if (this.disconnectedGamepads.some(g => g === thisGamepad.id)) {
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// }
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}
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setupGamepad(thisGamepad: Phaser.Input.Gamepad.Gamepad): void {
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// we fetch all the gamepads name
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const allGamepads = this.getGamepadsName();
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for (const gamepad of allGamepads) {
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// for each gamepad, we set its mapping in this.player
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const gamepadID = gamepad.toLowerCase();
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const mappedPad = this.mapGamepad(gamepadID);
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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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}
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if (this.chosenGamepad === thisGamepad.id) this.initChosenGamepad(this.chosenGamepad)
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}
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refreshGamepads(): void {
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@ -228,7 +246,7 @@ export class InputsController {
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}
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gamepadButtonDown(pad: Phaser.Input.Gamepad.Gamepad, button: Phaser.Input.Gamepad.Button, value: number): void {
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if (!this.chosenGamepad)
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if (!this.chosenGamepad) // at the very first input, if we have not yet a chosen gamepad, we set it
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this.setChosenGamepad(pad.id);
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if (!this.gamepadSupport || pad.id.toLowerCase() !== this.chosenGamepad.toLowerCase()) return;
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const actionMapping = this.getActionGamepadMapping();
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