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gpcon.js
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gpcon.js
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/*
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Copyright 2017 Brian "Beej Jorgensen" Hall <beej@beej.us>
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Copyright 2020 4aiman @ github.com
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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let buttons = []; // remembers if button was added
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let axes = []; // remembers if axis was added (separate X and Y values)
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let axes_c = []; // remembers if axis box was added (combines X and Y of one stick)
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let l_stick = 10; // L3 button id (change this to ID of L3 button and it will appear as the left stick)
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let r_stick = 11; // R3 button id (change this to ID of R3 button and it will appear as the right stick)
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function onFrame() { // gets repeatedly executed
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let gamepads = navigator.getGamepads(); // this gets *all* gamepads that your browser was able to detect
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// note: gamepad may stay undetected until you press a button on it
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let gp = gamepads[0]; // we start with the 1st gamepad
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if (!gp) { // but browsers can detect some NULL devices, so we check if there's really something
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for (i = 0; i < gamepads.length; i++) { // cycling and checking every other gamepad seems good enough
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gp = gamepads[i]; // we get a gemapad
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if (!gp) { // and if there's nothing
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continue; // we check the next one
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} else {
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break; // but if there's a gamepad, we stop and work with what we just got
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}
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}
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}
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if (!gp) { // in case all gamepads are NULL, we just start over
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requestAnimationFrame(onFrame);
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return;
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}
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if (typeof gp === "undefined") { // seems unnecessary, but hey, we need to be sure a gamepad exists
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} else { // at this point gamepad is properly detected
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let buttdiv = document.getElementById('buttons') // so, we get our container element (see index.html) and add 'buttons' to it
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for (j = 0; j < gp.buttons.length; j++) { // we cycle through all detected buttons and add those to a 'buttons' array
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if (typeof buttons[j] === "undefined") { // if jth button isn't added yet, we will do just that
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if (j>15) {continue;} // just be sure to skip weird non-existing buttons on your gamepad (PS3 Dualshock here)
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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)
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let buttEle = document.createElement('span'); // create a new element (a button)
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buttEle.classList.add('button'); // set it's class to 'button', so css can kick in
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buttEle.classList.add('button_'+j) // set additional class to allow customization via css
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buttEle.setAttribute("id",'button_'+j) // set new button's ID so we can get it later and change it's style
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buttdiv.appendChild(buttEle); // add newly created button to the 'container'
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// now to add SVG-generated graphics to some non-round-shaped buttons
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if (j==9) {// start
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buttEle.innerHTML = '<svg id="button_9_border"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="0,0 30,9 1,18 0,0"></polygon></svg>';
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}
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if (j==12) {//up
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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(70,70,70,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>';
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}
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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)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>';
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}
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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)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>';
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}
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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)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>';
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}
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buttons[j] = true; // remember that jth button has been added
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} else { // this part kick in when jth button has been added already
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let buttEle = document.getElementById('button_'+j); // we get correnponding element in our HTML document
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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)
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if (gp.buttons[j].pressed) { // if current button is pressed we can alter it's style
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if (j==9) { // the 'start' button (as well as any other non-round-shaped button) has to have it's innerHTML rewritten
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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>';
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} else { // sure, this could've been coded better, but what the heck, it works
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if (j<=11) { // buttons with id lower that 12 are usually the round-shaped ones; on-stick buttons go here as well
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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
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}
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if (j>=12) {// up
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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>';
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}
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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)"><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>';
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}
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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)"><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>';
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}
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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)"><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>';
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}
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}
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} else { // if current button is *not* pressed we should revert it's style
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if (j==9) {// once again, the 'start' button needs special attention
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buttEle.innerHTML = '<svg id="button_9_border"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="0,0 30,9 1,18 1,0"></polygon></svg>';
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} else {
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if (j<=11) { // round-shaped buttons can be processed similarly
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buttEle.style.background='rgba(70,70,70,0.5)';
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}
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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)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>';
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}
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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)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>';
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}
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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)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>';
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}
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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)"><polygon fill-rule="evenodd" stroke="rgba(50,50,50,0.5)" fill="rgba(70,70,70,0.5)" points="1,3 3,1 22,1 24,3 24,15 14,24 12,24 1,15"></polygon></svg>';
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}
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}
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}
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}
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} // at this point we're done with the buttons
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for (j = 0; j < gp.axes.length; j++) { // all that is left is to process axes
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if (typeof axes[j] === "undefined") { // it's all the same for those except the need to 'combine' X and Y axes
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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*
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if (!axes_c[b]) { // so, if current pair hasn't been registered yet - do it now
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let axisEle = document.createElement('div'); // this is a rounded box around the bth stick
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axisEle.classList.add('axisbox'); // we can add a basic class for styling purposes
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axisEle.classList.add('axisbox_'+b) // and a separete unique class to fine-tune that styling (wish polymer did that)
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buttdiv.appendChild(axisEle); // finally add axes box to 'container'
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let buttEle = document.createElement('span'); // butons with l_stick and r_stick ids are being added here
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buttEle.classList.add('button'); // same treatments as the other buttons for class
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buttEle.classList.add('button_'+(b+l_stick)) // unique class
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buttEle.setAttribute("id",'button_'+(b+l_stick)) // and id (needed not only to colorize, but to move around these ones)
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axisEle.appendChild(buttEle); // and now to add these 'movable' buttons
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buttons[b+l_stick]=0; // also, remeber those buttons are there
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axes_c[b] = [0,0]; // as well as those axes pairs
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}
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axes[j] = 0; // aaannd separate axis
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} else { // now this is for moving 'sticks' around
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let b = (j)/2|0; // just like before we determine what axes pair is this and
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let axisEleL = document.getElementById('button_'+(b+l_stick)); // get the correct id of a button to move
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if (b === ((j)/2)|0 ) { // if axis id is odd, then we are dealing with Y axis
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axisEleL.style.left = ((gp.axes[j]*1000)/100|0)+6+'px';
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} else { // if it's even - with X axis
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axisEleL.style.top = ((gp.axes[j]*1000)/100|0)+6+'px';
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};
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}
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}
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}
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requestAnimationFrame(onFrame); // at the end of a cycle we call onFrame once again
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}
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function onLoad() { // this function gets called in an event listener and potentially may perform something else, but meh
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requestAnimationFrame(onFrame); // it just calls onFrame for the first time
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}
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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
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