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/ *
Copyright 2017 Brian "Beej Jorgensen" Hall < beej @ beej . us >
Copyright 2020 4 aiman @ github . com
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 above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software .
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 .
* /
let buttons = [ ] ; // remembers if button was added
let axes = [ ] ; // remembers if axis was added (separate X and Y values)
let axes _c = [ ] ; // remembers if axis box was added (combines X and Y of one stick)
let l _stick = 10 ; // L3 button id (change this to ID of L3 button and it will appear as the left stick)
let r _stick = 11 ; // R3 button id (change this to ID of R3 button and it will appear as the right stick)
function onFrame ( ) { // gets repeatedly executed
let gamepads = navigator . getGamepads ( ) ; // this gets *all* gamepads that your browser was able to detect
// note: gamepad may stay undetected until you press a button on it
let gp = gamepads [ 0 ] ; // we start with the 1st gamepad
if ( ! gp ) { // but browsers can detect some NULL devices, so we check if there's really something
for ( i = 0 ; i < gamepads . length ; i ++ ) { // cycling and checking every other gamepad seems good enough
gp = gamepads [ i ] ; // we get a gemapad
if ( ! gp ) { // and if there's nothing
continue ; // we check the next one
} else {
break ; // but if there's a gamepad, we stop and work with what we just got
}
}
}
if ( ! gp ) { // in case all gamepads are NULL, we just start over
requestAnimationFrame ( onFrame ) ;
return ;
}
if ( typeof gp === "undefined" ) { // seems unnecessary, but hey, we need to be sure a gamepad exists
} else { // at this point gamepad is properly detected
let buttdiv = document . getElementById ( 'buttons' ) // so, we get our container element (see index.html) and add 'buttons' to it
for ( j = 0 ; j < gp . buttons . length ; j ++ ) { // we cycle through all detected buttons and add those to a 'buttons' array
if ( typeof buttons [ j ] === "undefined" ) { // if jth button isn't added yet, we will do just that
if ( j > 15 ) { continue ; } // just be sure to skip weird non-existing buttons on your gamepad (PS3 Dualshock here)
if ( j == l _stick || j == r _stick ) continue ; // we also need to skip sticks to add those later (if your gamepad doesn't have 'pressable' sticks - comment this line)
let buttEle = document . createElement ( 'span' ) ; // create a new element (a button)
buttEle . classList . add ( 'button' ) ; // set it's class to 'button', so css can kick in
buttEle . classList . add ( 'button_' + j ) // set additional class to allow customization via css
buttEle . setAttribute ( "id" , 'button_' + j ) // set new button's ID so we can get it later and change it's style
buttdiv . appendChild ( buttEle ) ; // add newly created button to the 'container'
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buttons [ j ] = true ; // // for now all we need is to remember the fact that jth button has been added
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} else { // this part kick in when jth button has been added already
let buttEle = document . getElementById ( 'button_' + j ) ; // we get correnponding element in our HTML document
let val = gp . buttons [ j ] . value ; // val keeps the value browser got from jth button (can be 0, 1 or smth in-between for analogue buttons)
if ( gp . buttons [ j ] . pressed ) { // if current button is pressed we can alter it's style
if ( j == 9 ) { // the 'start' button (as well as any other non-round-shaped button) has to have it's innerHTML rewritten
buttEle . innerHTML = '<svg id="button_9_border"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(250,250,250,0.5)" points="0,0 30,9 1,18 1,0"></polygon></svg>' ;
} else { // sure, this could've been coded better, but what the heck, it works
if ( j <= 11 ) { // buttons with id lower that 12 are usually the round-shaped ones; on-stick buttons go here as well
buttEle . style . background = 'linear-gradient(to top, rgba(255,255,255,0.5) ' + val * 100 + '%, rgba(170,70,70,0.5) ' + val * 100 + '%)' ; // gradient really helps to visualize partial presses
}
if ( j >= 12 ) { // up
buttEle . innerHTML = '<svg id="button_12" height="25" width="25" transform="rotate(0)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(250,250,250,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>' ;
}
if ( j == 13 ) { // down
buttEle . innerHTML = '<svg id="button_13" height="25" width="25" transform="rotate(180)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(250,250,250,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>' ;
}
if ( j == 14 ) { // left
buttEle . innerHTML = '<svg id="button_14" height="25" width="25" transform="rotate(270)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(250,250,250,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>' ;
}
if ( j == 15 ) { // right
buttEle . innerHTML = '<svg id="button_15" height="25" width="25" transform="rotate(90)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(250,250,250,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>' ;
}
}
} else { // if current button is *not* pressed we should revert it's style
if ( j == 9 ) { // once again, the 'start' button needs special attention
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buttEle . innerHTML = '<svg id="button_9_border"><linearGradient id="Gradient0" x1="0" x2="1" y1="0" y2="1"><stop offset="0%" stop-color="rgba(150,150,150,0.5)"/><stop offset="100%" stop-color="rgba(50,50,50,1)"/></linearGradient><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="url(#Gradient0)" points="0,0 30,9 1,18 1,0"></polygon></svg>' ;
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} else {
if ( j <= 11 ) { // round-shaped buttons can be processed similarly
buttEle . style . background = 'rgba(70,70,70,0.5)' ;
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buttEle . style [ 'background-image' ] = "linear-gradient(to bottom, rgba(190,190,190,0.25) 0%, rgba(50,50,50,0.25) 100%), linear-gradient(to right, rgba(190,190,190,0.25) 0%, rgba(50,50,50,0.25) 100%)" ;
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}
if ( j == 12 ) { // and of cource directional buttons: up
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buttEle . innerHTML = '<svg id="button_12" height="25" width="25" transform="rotate(0)"><linearGradient id="Gradient1" x1="0" x2="1" y1="0" y2="1"><stop offset="0%" stop-color="rgba(150,150,150,0.5)"/><stop offset="100%" stop-color="rgba(50,50,50,1)"/></linearGradient><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="url(#Gradient1)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>' ;
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}
if ( j == 13 ) { // down
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buttEle . innerHTML = '<svg id="button_13" height="25" width="25" transform="rotate(180)"><linearGradient id="Gradient2" x1="1" x2="0" y1="1" y2="0"><stop offset="0%" stop-color="rgba(150,150,150,0.5)"/><stop offset="100%" stop-color="rgba(50,50,50,1)"/></linearGradient><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="url(#Gradient2)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>' ;
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}
if ( j == 14 ) { // left
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buttEle . innerHTML = '<svg id="button_14" height="25" width="25" transform="rotate(270)"><linearGradient id="Gradient3" x1="1" x2="0" y1="0" y2="1"><stop offset="0%" stop-color="rgba(150,150,150,0.5)"/><stop offset="100%" stop-color="rgba(50,50,50,1)"/></linearGradient><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="url(#Gradient3)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>' ;
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}
if ( j == 15 ) { // right
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buttEle . innerHTML = '<svg id="button_15" height="25" width="25" transform="rotate(90)"><linearGradient id="Gradient4" x1="0" x2="1" y1="1" y2="0"><stop offset="0%" stop-color="rgba(150,150,150,0.5)"/><stop offset="100%" stop-color="rgba(50,50,50,1)"/></linearGradient><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="url(#Gradient4)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>' ;
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}
}
}
}
} // at this point we're done with the buttons
for ( j = 0 ; j < gp . axes . length ; j ++ ) { // all that is left is to process axes
if ( typeof axes [ j ] === "undefined" ) { // it's all the same for those except the need to 'combine' X and Y axes
let b = ( j ) / 2 | 0 ; // and here's why this 'b' is here: it will be incremented by 1 every other *even* j, thus enabling us to check for *pairs*
if ( ! axes _c [ b ] ) { // so, if current pair hasn't been registered yet - do it now
let axisEle = document . createElement ( 'div' ) ; // this is a rounded box around the bth stick
axisEle . classList . add ( 'axisbox' ) ; // we can add a basic class for styling purposes
axisEle . classList . add ( 'axisbox_' + b ) // and a separete unique class to fine-tune that styling (wish polymer did that)
buttdiv . appendChild ( axisEle ) ; // finally add axes box to 'container'
let buttEle = document . createElement ( 'span' ) ; // butons with l_stick and r_stick ids are being added here
buttEle . classList . add ( 'button' ) ; // same treatments as the other buttons for class
buttEle . classList . add ( 'button_' + ( b + l _stick ) ) // unique class
buttEle . setAttribute ( "id" , 'button_' + ( b + l _stick ) ) // and id (needed not only to colorize, but to move around these ones)
axisEle . appendChild ( buttEle ) ; // and now to add these 'movable' buttons
buttons [ b + l _stick ] = 0 ; // also, remeber those buttons are there
axes _c [ b ] = [ 0 , 0 ] ; // as well as those axes pairs
}
axes [ j ] = 0 ; // aaannd separate axis
} else { // now this is for moving 'sticks' around
let b = ( j ) / 2 | 0 ; // just like before we determine what axes pair is this and
let axisEleL = document . getElementById ( 'button_' + ( b + l _stick ) ) ; // get the correct id of a button to move
if ( b === ( ( j ) / 2 ) | 0 ) { // if axis id is odd, then we are dealing with Y axis
axisEleL . style . left = ( ( gp . axes [ j ] * 1000 ) / 100 | 0 ) + 6 + 'px' ;
} else { // if it's even - with X axis
axisEleL . style . top = ( ( gp . axes [ j ] * 1000 ) / 100 | 0 ) + 6 + 'px' ;
} ;
}
}
}
requestAnimationFrame ( onFrame ) ; // at the end of a cycle we call onFrame once again
}
function onLoad ( ) { // this function gets called in an event listener and potentially may perform something else, but meh
requestAnimationFrame ( onFrame ) ; // it just calls onFrame for the first time
}
window . addEventListener ( 'load' , onLoad ) ; // and the last (but not least): we need to actually tell our page to execute onLoad whrn the page is ready