jellyfish-web/src/components/input/keyboardnavigation.js

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import inputManager from "inputManager";
import layoutManager from "layoutManager";
/**
* Key name mapping.
*/
const KeyNames = {
13: "Enter",
19: "Pause",
27: "Escape",
32: "Space",
37: "ArrowLeft",
38: "ArrowUp",
39: "ArrowRight",
40: "ArrowDown",
// MediaRewind (Tizen/WebOS)
412: "MediaRewind",
// MediaStop (Tizen/WebOS)
413: "MediaStop",
// MediaPlay (Tizen/WebOS)
415: "MediaPlay",
// MediaFastForward (Tizen/WebOS)
417: "MediaFastForward",
// Back (WebOS)
461: "Back",
// Back (Tizen)
10009: "Back",
// MediaTrackPrevious (Tizen)
10232: "MediaTrackPrevious",
// MediaTrackNext (Tizen)
10233: "MediaTrackNext",
// MediaPlayPause (Tizen)
10252: "MediaPlayPause"
};
/**
* Keys used for keyboard navigation.
*/
const NavigationKeys = ["ArrowLeft", "ArrowRight", "ArrowUp", "ArrowDown"];
let hasFieldKey = false;
try {
hasFieldKey = "key" in new KeyboardEvent("keydown");
} catch (e) {
console.error("error checking 'key' field");
}
if (!hasFieldKey) {
// Add [a..z]
for (let i = 65; i <= 90; i++) {
KeyNames[i] = String.fromCharCode(i).toLowerCase();
}
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}
/**
* Returns key name from event.
*
* @param {KeyboardEvent} event keyboard event
* @return {string} key name
*/
export function getKeyName(event) {
return KeyNames[event.keyCode] || event.key;
}
/**
* Returns _true_ if key is used for navigation.
*
* @param {string} key name
* @return {boolean} _true_ if key is used for navigation
*/
export function isNavigationKey(key) {
return NavigationKeys.indexOf(key) != -1;
}
export function enable() {
document.addEventListener("keydown", function (e) {
const key = getKeyName(e);
// Ignore navigation keys for non-TV
if (!layoutManager.tv && isNavigationKey(key)) {
return;
}
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let capture = true;
switch (key) {
case "ArrowLeft":
inputManager.handle("left");
break;
case "ArrowUp":
inputManager.handle("up");
break;
case "ArrowRight":
inputManager.handle("right");
break;
case "ArrowDown":
inputManager.handle("down");
break;
case "Back":
inputManager.handle("back");
break;
case "Escape":
if (layoutManager.tv) {
inputManager.handle("back");
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} else {
capture = false;
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}
break;
case "MediaPlay":
inputManager.handle("play");
break;
case "Pause":
inputManager.handle("pause");
break;
case "MediaPlayPause":
inputManager.handle("playpause");
break;
case "MediaRewind":
inputManager.handle("rewind");
break;
case "MediaFastForward":
inputManager.handle("fastforward");
break;
case "MediaStop":
inputManager.handle("stop");
break;
case "MediaTrackPrevious":
inputManager.handle("previoustrack");
break;
case "MediaTrackNext":
inputManager.handle("nexttrack");
break;
default:
capture = false;
}
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if (capture) {
console.debug("disabling default event handling");
e.preventDefault();
}
});
}
// Gamepad initialisation. No script is required if no gamepads are present at init time, saving a bit of resources.
// Whenever the gamepad is connected, we hand all the control of the gamepad to gamepadtokey.js by removing the event handler
function attachGamepadScript(e) {
console.log("Gamepad connected! Attaching gamepadtokey.js script");
window.removeEventListener("gamepadconnected", attachGamepadScript);
require(["components/input/gamepadtokey"]);
}
// No need to check for gamepads manually at load time, the eventhandler will be fired for that
window.addEventListener("gamepadconnected", attachGamepadScript);