Add polyfills to fix errors and ignore conditional lines

This commit is contained in:
MrTimscampi 2020-04-04 21:29:53 +02:00
parent 3c2bba3418
commit 0c2cdfe741
17 changed files with 129 additions and 20 deletions

View file

@ -184,7 +184,7 @@ require(['apphost'], function (appHost) {
function allowInput() {
// This would be nice but always seems to return true with electron
if (!isElectron && document.hidden) {
if (!isElectron && document.hidden) { /* eslint-disable-line compat/compat */
return false;
}
@ -254,7 +254,7 @@ require(['apphost'], function (appHost) {
var inputLoopTimer;
function runInputLoop() {
// Get the latest gamepad state.
var gamepads = navigator.getGamepads();
var gamepads = navigator.getGamepads(); /* eslint-disable-line compat/compat */
for (var i = 0, len = gamepads.length; i < len; i++) {
var gamepad = gamepads[i];
if (!gamepad) {
@ -362,7 +362,7 @@ require(['apphost'], function (appHost) {
}
function isGamepadConnected() {
var gamepads = navigator.getGamepads();
var gamepads = navigator.getGamepads(); /* eslint-disable-line compat/compat */
for (var i = 0, len = gamepads.length; i < len; i++) {
var gamepad = gamepads[i];
if (gamepad && gamepad.connected) {
@ -373,6 +373,7 @@ require(['apphost'], function (appHost) {
}
function onFocusOrGamepadAttach(e) {
/* eslint-disable-next-line compat/compat */
if (isGamepadConnected() && document.hasFocus()) {
console.log("Gamepad connected! Starting input loop");
startInputLoop();
@ -380,6 +381,7 @@ require(['apphost'], function (appHost) {
}
function onFocusOrGamepadDetach(e) {
/* eslint-disable-next-line compat/compat */
if (!isGamepadConnected() || !document.hasFocus()) {
console.log("Gamepad disconnected! No other gamepads are connected, stopping input loop");
stopInputLoop();
@ -401,7 +403,7 @@ require(['apphost'], function (appHost) {
if (window.navigator && typeof window.navigator.gamepadInputEmulation === "string") {
// We want the gamepad to provide gamepad VK keyboard events rather than moving a
// mouse like cursor. Set to "keyboard", the gamepad will provide such keyboard events
// and provide input to the DOM navigator.getGamepads API.
// and provide input to tonFocusOrGamepadDetachhe DOM navigator.getGamepads API.
window.navigator.gamepadInputEmulation = "gamepad";
}

View file

@ -159,7 +159,9 @@ function attachGamepadScript(e) {
}
// No need to check for gamepads manually at load time, the eventhandler will be fired for that
window.addEventListener("gamepadconnected", attachGamepadScript);
if (navigator.getGamepads) { /* eslint-disable-line compat/compat */
window.addEventListener("gamepadconnected", attachGamepadScript);
}
export default {
enable: enable,