Remove focus-prevent-scroll, migrate gamepadtokey and chromecastHelper to ES6
This commit is contained in:
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e2aff66203
commit
58361ce70c
8 changed files with 540 additions and 569 deletions
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@ -19,384 +19,383 @@
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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
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// # THE SOFTWARE.
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require(['apphost'], function (appHost) {
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'use strict';
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var _GAMEPAD_A_BUTTON_INDEX = 0;
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var _GAMEPAD_B_BUTTON_INDEX = 1;
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var _GAMEPAD_DPAD_UP_BUTTON_INDEX = 12;
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var _GAMEPAD_DPAD_DOWN_BUTTON_INDEX = 13;
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var _GAMEPAD_DPAD_LEFT_BUTTON_INDEX = 14;
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var _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX = 15;
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var _GAMEPAD_A_KEY = 'GamepadA';
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var _GAMEPAD_B_KEY = 'GamepadB';
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var _GAMEPAD_DPAD_UP_KEY = 'GamepadDPadUp';
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var _GAMEPAD_DPAD_DOWN_KEY = 'GamepadDPadDown';
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var _GAMEPAD_DPAD_LEFT_KEY = 'GamepadDPadLeft';
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var _GAMEPAD_DPAD_RIGHT_KEY = 'GamepadDPadRight';
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var _GAMEPAD_LEFT_THUMBSTICK_UP_KEY = 'GamepadLeftThumbStickUp';
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var _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY = 'GamepadLeftThumbStickDown';
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var _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY = 'GamepadLeftThumbStickLeft';
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var _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY = 'GamepadLeftThumbStickRight';
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var _GAMEPAD_A_KEYCODE = 0;
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var _GAMEPAD_B_KEYCODE = 27;
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var _GAMEPAD_DPAD_UP_KEYCODE = 38;
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var _GAMEPAD_DPAD_DOWN_KEYCODE = 40;
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var _GAMEPAD_DPAD_LEFT_KEYCODE = 37;
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var _GAMEPAD_DPAD_RIGHT_KEYCODE = 39;
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var _GAMEPAD_LEFT_THUMBSTICK_UP_KEYCODE = 38;
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var _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEYCODE = 40;
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var _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEYCODE = 37;
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var _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEYCODE = 39;
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var _THUMB_STICK_THRESHOLD = 0.75;
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import appHost from 'apphost';
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var _leftThumbstickUpPressed = false;
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var _leftThumbstickDownPressed = false;
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var _leftThumbstickLeftPressed = false;
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var _leftThumbstickRightPressed = false;
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var _dPadUpPressed = false;
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var _dPadDownPressed = false;
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var _dPadLeftPressed = false;
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var _dPadRightPressed = false;
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var _gamepadAPressed = false;
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var _gamepadBPressed = false;
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var _GAMEPAD_A_BUTTON_INDEX = 0;
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var _GAMEPAD_B_BUTTON_INDEX = 1;
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var _GAMEPAD_DPAD_UP_BUTTON_INDEX = 12;
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var _GAMEPAD_DPAD_DOWN_BUTTON_INDEX = 13;
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var _GAMEPAD_DPAD_LEFT_BUTTON_INDEX = 14;
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var _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX = 15;
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var _GAMEPAD_A_KEY = 'GamepadA';
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var _GAMEPAD_B_KEY = 'GamepadB';
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var _GAMEPAD_DPAD_UP_KEY = 'GamepadDPadUp';
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var _GAMEPAD_DPAD_DOWN_KEY = 'GamepadDPadDown';
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var _GAMEPAD_DPAD_LEFT_KEY = 'GamepadDPadLeft';
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var _GAMEPAD_DPAD_RIGHT_KEY = 'GamepadDPadRight';
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var _GAMEPAD_LEFT_THUMBSTICK_UP_KEY = 'GamepadLeftThumbStickUp';
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var _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY = 'GamepadLeftThumbStickDown';
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var _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY = 'GamepadLeftThumbStickLeft';
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var _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY = 'GamepadLeftThumbStickRight';
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var _GAMEPAD_A_KEYCODE = 0;
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var _GAMEPAD_B_KEYCODE = 27;
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var _GAMEPAD_DPAD_UP_KEYCODE = 38;
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var _GAMEPAD_DPAD_DOWN_KEYCODE = 40;
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var _GAMEPAD_DPAD_LEFT_KEYCODE = 37;
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var _GAMEPAD_DPAD_RIGHT_KEYCODE = 39;
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var _GAMEPAD_LEFT_THUMBSTICK_UP_KEYCODE = 38;
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var _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEYCODE = 40;
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var _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEYCODE = 37;
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var _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEYCODE = 39;
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var _THUMB_STICK_THRESHOLD = 0.75;
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// The set of buttons on the gamepad we listen for.
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var ProcessedButtons = [
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_GAMEPAD_DPAD_UP_BUTTON_INDEX,
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_GAMEPAD_DPAD_DOWN_BUTTON_INDEX,
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_GAMEPAD_DPAD_LEFT_BUTTON_INDEX,
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_GAMEPAD_DPAD_RIGHT_BUTTON_INDEX,
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_GAMEPAD_A_BUTTON_INDEX,
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_GAMEPAD_B_BUTTON_INDEX
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];
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var _leftThumbstickUpPressed = false;
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var _leftThumbstickDownPressed = false;
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var _leftThumbstickLeftPressed = false;
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var _leftThumbstickRightPressed = false;
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var _dPadUpPressed = false;
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var _dPadDownPressed = false;
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var _dPadLeftPressed = false;
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var _dPadRightPressed = false;
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var _gamepadAPressed = false;
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var _gamepadBPressed = false;
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var _ButtonPressedState = {};
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_ButtonPressedState.getgamepadA = function () {
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return _gamepadAPressed;
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};
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// The set of buttons on the gamepad we listen for.
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var ProcessedButtons = [
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_GAMEPAD_DPAD_UP_BUTTON_INDEX,
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_GAMEPAD_DPAD_DOWN_BUTTON_INDEX,
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_GAMEPAD_DPAD_LEFT_BUTTON_INDEX,
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_GAMEPAD_DPAD_RIGHT_BUTTON_INDEX,
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_GAMEPAD_A_BUTTON_INDEX,
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_GAMEPAD_B_BUTTON_INDEX
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];
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_ButtonPressedState.setgamepadA = function (newPressedState) {
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raiseKeyEvent(_gamepadAPressed, newPressedState, _GAMEPAD_A_KEY, _GAMEPAD_A_KEYCODE, false, true);
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_gamepadAPressed = newPressedState;
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};
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var _ButtonPressedState = {};
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_ButtonPressedState.getgamepadA = function () {
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return _gamepadAPressed;
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};
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_ButtonPressedState.getgamepadB = function () {
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return _gamepadBPressed;
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};
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_ButtonPressedState.setgamepadA = function (newPressedState) {
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raiseKeyEvent(_gamepadAPressed, newPressedState, _GAMEPAD_A_KEY, _GAMEPAD_A_KEYCODE, false, true);
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_gamepadAPressed = newPressedState;
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};
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_ButtonPressedState.setgamepadB = function (newPressedState) {
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raiseKeyEvent(_gamepadBPressed, newPressedState, _GAMEPAD_B_KEY, _GAMEPAD_B_KEYCODE);
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_gamepadBPressed = newPressedState;
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};
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_ButtonPressedState.getgamepadB = function () {
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return _gamepadBPressed;
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};
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_ButtonPressedState.getleftThumbstickUp = function () {
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return _leftThumbstickUpPressed;
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};
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_ButtonPressedState.setgamepadB = function (newPressedState) {
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raiseKeyEvent(_gamepadBPressed, newPressedState, _GAMEPAD_B_KEY, _GAMEPAD_B_KEYCODE);
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_gamepadBPressed = newPressedState;
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};
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_ButtonPressedState.setleftThumbstickUp = function (newPressedState) {
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raiseKeyEvent(_leftThumbstickUpPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_UP_KEY, _GAMEPAD_LEFT_THUMBSTICK_UP_KEYCODE, true);
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_leftThumbstickUpPressed = newPressedState;
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};
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_ButtonPressedState.getleftThumbstickUp = function () {
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return _leftThumbstickUpPressed;
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};
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_ButtonPressedState.getleftThumbstickDown = function () {
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return _leftThumbstickDownPressed;
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};
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_ButtonPressedState.setleftThumbstickUp = function (newPressedState) {
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raiseKeyEvent(_leftThumbstickUpPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_UP_KEY, _GAMEPAD_LEFT_THUMBSTICK_UP_KEYCODE, true);
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_leftThumbstickUpPressed = newPressedState;
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};
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_ButtonPressedState.setleftThumbstickDown = function (newPressedState) {
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raiseKeyEvent(_leftThumbstickDownPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY, _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEYCODE, true);
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_leftThumbstickDownPressed = newPressedState;
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};
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_ButtonPressedState.getleftThumbstickDown = function () {
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return _leftThumbstickDownPressed;
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};
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_ButtonPressedState.getleftThumbstickLeft = function () {
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return _leftThumbstickLeftPressed;
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};
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_ButtonPressedState.setleftThumbstickDown = function (newPressedState) {
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raiseKeyEvent(_leftThumbstickDownPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY, _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEYCODE, true);
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_leftThumbstickDownPressed = newPressedState;
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};
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_ButtonPressedState.setleftThumbstickLeft = function (newPressedState) {
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raiseKeyEvent(_leftThumbstickLeftPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY, _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEYCODE, true);
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_leftThumbstickLeftPressed = newPressedState;
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};
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_ButtonPressedState.getleftThumbstickLeft = function () {
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return _leftThumbstickLeftPressed;
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};
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_ButtonPressedState.getleftThumbstickRight = function () {
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return _leftThumbstickRightPressed;
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};
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_ButtonPressedState.setleftThumbstickLeft = function (newPressedState) {
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raiseKeyEvent(_leftThumbstickLeftPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY, _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEYCODE, true);
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_leftThumbstickLeftPressed = newPressedState;
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};
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_ButtonPressedState.setleftThumbstickRight = function (newPressedState) {
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raiseKeyEvent(_leftThumbstickRightPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY, _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEYCODE, true);
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_leftThumbstickRightPressed = newPressedState;
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};
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_ButtonPressedState.getleftThumbstickRight = function () {
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return _leftThumbstickRightPressed;
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};
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_ButtonPressedState.getdPadUp = function () {
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return _dPadUpPressed;
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};
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_ButtonPressedState.setleftThumbstickRight = function (newPressedState) {
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raiseKeyEvent(_leftThumbstickRightPressed, newPressedState, _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY, _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEYCODE, true);
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_leftThumbstickRightPressed = newPressedState;
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};
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_ButtonPressedState.setdPadUp = function (newPressedState) {
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raiseKeyEvent(_dPadUpPressed, newPressedState, _GAMEPAD_DPAD_UP_KEY, _GAMEPAD_DPAD_UP_KEYCODE, true);
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_dPadUpPressed = newPressedState;
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};
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_ButtonPressedState.getdPadUp = function () {
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return _dPadUpPressed;
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};
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_ButtonPressedState.getdPadDown = function () {
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return _dPadDownPressed;
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};
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_ButtonPressedState.setdPadUp = function (newPressedState) {
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raiseKeyEvent(_dPadUpPressed, newPressedState, _GAMEPAD_DPAD_UP_KEY, _GAMEPAD_DPAD_UP_KEYCODE, true);
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_dPadUpPressed = newPressedState;
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};
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_ButtonPressedState.setdPadDown = function (newPressedState) {
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raiseKeyEvent(_dPadDownPressed, newPressedState, _GAMEPAD_DPAD_DOWN_KEY, _GAMEPAD_DPAD_DOWN_KEYCODE, true);
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_dPadDownPressed = newPressedState;
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};
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_ButtonPressedState.getdPadDown = function () {
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return _dPadDownPressed;
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};
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_ButtonPressedState.getdPadLeft = function () {
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return _dPadLeftPressed;
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};
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_ButtonPressedState.setdPadDown = function (newPressedState) {
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raiseKeyEvent(_dPadDownPressed, newPressedState, _GAMEPAD_DPAD_DOWN_KEY, _GAMEPAD_DPAD_DOWN_KEYCODE, true);
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_dPadDownPressed = newPressedState;
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};
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_ButtonPressedState.setdPadLeft = function (newPressedState) {
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raiseKeyEvent(_dPadLeftPressed, newPressedState, _GAMEPAD_DPAD_LEFT_KEY, _GAMEPAD_DPAD_LEFT_KEYCODE, true);
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_dPadLeftPressed = newPressedState;
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};
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_ButtonPressedState.getdPadLeft = function () {
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return _dPadLeftPressed;
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};
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_ButtonPressedState.getdPadRight = function () {
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return _dPadRightPressed;
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};
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_ButtonPressedState.setdPadLeft = function (newPressedState) {
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raiseKeyEvent(_dPadLeftPressed, newPressedState, _GAMEPAD_DPAD_LEFT_KEY, _GAMEPAD_DPAD_LEFT_KEYCODE, true);
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_dPadLeftPressed = newPressedState;
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};
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_ButtonPressedState.setdPadRight = function (newPressedState) {
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raiseKeyEvent(_dPadRightPressed, newPressedState, _GAMEPAD_DPAD_RIGHT_KEY, _GAMEPAD_DPAD_RIGHT_KEYCODE, true);
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_dPadRightPressed = newPressedState;
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};
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_ButtonPressedState.getdPadRight = function () {
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return _dPadRightPressed;
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};
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var times = {};
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_ButtonPressedState.setdPadRight = function (newPressedState) {
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raiseKeyEvent(_dPadRightPressed, newPressedState, _GAMEPAD_DPAD_RIGHT_KEY, _GAMEPAD_DPAD_RIGHT_KEYCODE, true);
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_dPadRightPressed = newPressedState;
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};
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function throttle(key) {
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var time = times[key] || 0;
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var now = new Date().getTime();
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var times = {};
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if ((now - time) >= 200) {
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//times[key] = now;
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return true;
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}
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return false;
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}
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function resetThrottle(key) {
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times[key] = new Date().getTime();
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}
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var isElectron = navigator.userAgent.toLowerCase().indexOf('electron') !== -1;
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function allowInput() {
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// This would be nice but always seems to return true with electron
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if (!isElectron && document.hidden) { /* eslint-disable-line compat/compat */
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return false;
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}
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if (appHost.getWindowState() === 'Minimized') {
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return false;
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}
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function throttle(key) {
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var time = times[key] || 0;
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var now = new Date().getTime();
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if ((now - time) >= 200) {
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//times[key] = now;
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return true;
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}
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function raiseEvent(name, key, keyCode) {
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if (!allowInput()) {
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return;
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}
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return false;
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}
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var event = document.createEvent('Event');
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event.initEvent(name, true, true);
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event.key = key;
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event.keyCode = keyCode;
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(document.activeElement || document.body).dispatchEvent(event);
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function resetThrottle(key) {
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times[key] = new Date().getTime();
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}
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var isElectron = navigator.userAgent.toLowerCase().indexOf('electron') !== -1;
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function allowInput() {
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// This would be nice but always seems to return true with electron
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if (!isElectron && document.hidden) { /* eslint-disable-line compat/compat */
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return false;
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}
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function clickElement(elem) {
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if (!allowInput()) {
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return;
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}
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elem.click();
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if (appHost.getWindowState() === 'Minimized') {
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return false;
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}
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function raiseKeyEvent(oldPressedState, newPressedState, key, keyCode, enableRepeatKeyDown, clickonKeyUp) {
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// No-op if oldPressedState === newPressedState
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if (newPressedState === true) {
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// button down
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var fire = false;
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return true;
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}
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// always fire if this is the initial down press
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if (oldPressedState === false) {
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fire = true;
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resetThrottle(key);
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} else if (enableRepeatKeyDown) {
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fire = throttle(key);
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}
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function raiseEvent(name, key, keyCode) {
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if (!allowInput()) {
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return;
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}
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if (fire && keyCode) {
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raiseEvent('keydown', key, keyCode);
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}
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} else if (newPressedState === false && oldPressedState === true) {
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var event = document.createEvent('Event');
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event.initEvent(name, true, true);
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event.key = key;
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event.keyCode = keyCode;
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(document.activeElement || document.body).dispatchEvent(event);
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}
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function clickElement(elem) {
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if (!allowInput()) {
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return;
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}
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elem.click();
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}
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function raiseKeyEvent(oldPressedState, newPressedState, key, keyCode, enableRepeatKeyDown, clickonKeyUp) {
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// No-op if oldPressedState === newPressedState
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if (newPressedState === true) {
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// button down
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var fire = false;
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// always fire if this is the initial down press
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if (oldPressedState === false) {
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fire = true;
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resetThrottle(key);
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} else if (enableRepeatKeyDown) {
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fire = throttle(key);
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}
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// button up
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if (keyCode) {
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raiseEvent('keyup', key, keyCode);
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}
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if (clickonKeyUp) {
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clickElement(document.activeElement || window);
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}
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if (fire && keyCode) {
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raiseEvent('keydown', key, keyCode);
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}
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} else if (newPressedState === false && oldPressedState === true) {
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resetThrottle(key);
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// button up
|
||||
if (keyCode) {
|
||||
raiseEvent('keyup', key, keyCode);
|
||||
}
|
||||
if (clickonKeyUp) {
|
||||
clickElement(document.activeElement || window);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var inputLoopTimer;
|
||||
function runInputLoop() {
|
||||
// Get the latest gamepad state.
|
||||
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) {
|
||||
continue;
|
||||
}
|
||||
// Iterate through the axes
|
||||
var axes = gamepad.axes;
|
||||
var leftStickX = axes[0];
|
||||
var leftStickY = axes[1];
|
||||
if (leftStickX > _THUMB_STICK_THRESHOLD) { // Right
|
||||
_ButtonPressedState.setleftThumbstickRight(true);
|
||||
} else if (leftStickX < -_THUMB_STICK_THRESHOLD) { // Left
|
||||
_ButtonPressedState.setleftThumbstickLeft(true);
|
||||
} else if (leftStickY < -_THUMB_STICK_THRESHOLD) { // Up
|
||||
_ButtonPressedState.setleftThumbstickUp(true);
|
||||
} else if (leftStickY > _THUMB_STICK_THRESHOLD) { // Down
|
||||
_ButtonPressedState.setleftThumbstickDown(true);
|
||||
} else {
|
||||
_ButtonPressedState.setleftThumbstickLeft(false);
|
||||
_ButtonPressedState.setleftThumbstickRight(false);
|
||||
_ButtonPressedState.setleftThumbstickUp(false);
|
||||
_ButtonPressedState.setleftThumbstickDown(false);
|
||||
}
|
||||
// Iterate through the buttons to see if Left thumbstick, DPad, A and B are pressed.
|
||||
var buttons = gamepad.buttons;
|
||||
for (var j = 0, len = buttons.length; j < len; j++) {
|
||||
if (ProcessedButtons.indexOf(j) !== -1) {
|
||||
if (buttons[j].pressed) {
|
||||
switch (j) {
|
||||
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadUp(true);
|
||||
break;
|
||||
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadDown(true);
|
||||
break;
|
||||
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadLeft(true);
|
||||
break;
|
||||
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadRight(true);
|
||||
break;
|
||||
case _GAMEPAD_A_BUTTON_INDEX:
|
||||
_ButtonPressedState.setgamepadA(true);
|
||||
break;
|
||||
case _GAMEPAD_B_BUTTON_INDEX:
|
||||
_ButtonPressedState.setgamepadB(true);
|
||||
break;
|
||||
default:
|
||||
// No-op
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
switch (j) {
|
||||
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadUp()) {
|
||||
_ButtonPressedState.setdPadUp(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadDown()) {
|
||||
_ButtonPressedState.setdPadDown(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadLeft()) {
|
||||
_ButtonPressedState.setdPadLeft(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadRight()) {
|
||||
_ButtonPressedState.setdPadRight(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_A_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getgamepadA()) {
|
||||
_ButtonPressedState.setgamepadA(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_B_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getgamepadB()) {
|
||||
_ButtonPressedState.setgamepadB(false);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
// No-op
|
||||
break;
|
||||
}
|
||||
var inputLoopTimer;
|
||||
function runInputLoop() {
|
||||
// Get the latest gamepad state.
|
||||
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) {
|
||||
continue;
|
||||
}
|
||||
// Iterate through the axes
|
||||
var axes = gamepad.axes;
|
||||
var leftStickX = axes[0];
|
||||
var leftStickY = axes[1];
|
||||
if (leftStickX > _THUMB_STICK_THRESHOLD) { // Right
|
||||
_ButtonPressedState.setleftThumbstickRight(true);
|
||||
} else if (leftStickX < -_THUMB_STICK_THRESHOLD) { // Left
|
||||
_ButtonPressedState.setleftThumbstickLeft(true);
|
||||
} else if (leftStickY < -_THUMB_STICK_THRESHOLD) { // Up
|
||||
_ButtonPressedState.setleftThumbstickUp(true);
|
||||
} else if (leftStickY > _THUMB_STICK_THRESHOLD) { // Down
|
||||
_ButtonPressedState.setleftThumbstickDown(true);
|
||||
} else {
|
||||
_ButtonPressedState.setleftThumbstickLeft(false);
|
||||
_ButtonPressedState.setleftThumbstickRight(false);
|
||||
_ButtonPressedState.setleftThumbstickUp(false);
|
||||
_ButtonPressedState.setleftThumbstickDown(false);
|
||||
}
|
||||
// Iterate through the buttons to see if Left thumbstick, DPad, A and B are pressed.
|
||||
var buttons = gamepad.buttons;
|
||||
for (var j = 0, len = buttons.length; j < len; j++) {
|
||||
if (ProcessedButtons.indexOf(j) !== -1) {
|
||||
if (buttons[j].pressed) {
|
||||
switch (j) {
|
||||
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadUp(true);
|
||||
break;
|
||||
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadDown(true);
|
||||
break;
|
||||
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadLeft(true);
|
||||
break;
|
||||
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadRight(true);
|
||||
break;
|
||||
case _GAMEPAD_A_BUTTON_INDEX:
|
||||
_ButtonPressedState.setgamepadA(true);
|
||||
break;
|
||||
case _GAMEPAD_B_BUTTON_INDEX:
|
||||
_ButtonPressedState.setgamepadB(true);
|
||||
break;
|
||||
default:
|
||||
// No-op
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
switch (j) {
|
||||
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadUp()) {
|
||||
_ButtonPressedState.setdPadUp(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadDown()) {
|
||||
_ButtonPressedState.setdPadDown(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadLeft()) {
|
||||
_ButtonPressedState.setdPadLeft(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadRight()) {
|
||||
_ButtonPressedState.setdPadRight(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_A_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getgamepadA()) {
|
||||
_ButtonPressedState.setgamepadA(false);
|
||||
}
|
||||
break;
|
||||
case _GAMEPAD_B_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getgamepadB()) {
|
||||
_ButtonPressedState.setgamepadB(false);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
// No-op
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
// Schedule the next one
|
||||
inputLoopTimer = requestAnimationFrame(runInputLoop);
|
||||
}
|
||||
// Schedule the next one
|
||||
inputLoopTimer = requestAnimationFrame(runInputLoop);
|
||||
}
|
||||
|
||||
function startInputLoop() {
|
||||
if (!inputLoopTimer) {
|
||||
runInputLoop();
|
||||
function startInputLoop() {
|
||||
if (!inputLoopTimer) {
|
||||
runInputLoop();
|
||||
}
|
||||
}
|
||||
|
||||
function stopInputLoop() {
|
||||
cancelAnimationFrame(inputLoopTimer);
|
||||
inputLoopTimer = undefined;
|
||||
}
|
||||
|
||||
function isGamepadConnected() {
|
||||
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) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
function stopInputLoop() {
|
||||
cancelAnimationFrame(inputLoopTimer);
|
||||
inputLoopTimer = undefined;
|
||||
function onFocusOrGamepadAttach(e) {
|
||||
/* eslint-disable-next-line compat/compat */
|
||||
if (isGamepadConnected() && document.hasFocus()) {
|
||||
console.log('Gamepad connected! Starting input loop');
|
||||
startInputLoop();
|
||||
}
|
||||
}
|
||||
|
||||
function isGamepadConnected() {
|
||||
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) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
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();
|
||||
} else {
|
||||
console.log('Gamepad disconnected! There are gamepads still connected.');
|
||||
}
|
||||
}
|
||||
|
||||
function onFocusOrGamepadAttach(e) {
|
||||
/* eslint-disable-next-line compat/compat */
|
||||
if (isGamepadConnected() && document.hasFocus()) {
|
||||
console.log('Gamepad connected! Starting input loop');
|
||||
startInputLoop();
|
||||
}
|
||||
}
|
||||
// Event listeners for any change in gamepads' state.
|
||||
window.addEventListener('gamepaddisconnected', onFocusOrGamepadDetach);
|
||||
window.addEventListener('gamepadconnected', onFocusOrGamepadAttach);
|
||||
window.addEventListener('blur', onFocusOrGamepadDetach);
|
||||
window.addEventListener('focus', onFocusOrGamepadAttach);
|
||||
|
||||
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();
|
||||
} else {
|
||||
console.log('Gamepad disconnected! There are gamepads still connected.');
|
||||
}
|
||||
}
|
||||
onFocusOrGamepadAttach();
|
||||
|
||||
// Event listeners for any change in gamepads' state.
|
||||
window.addEventListener('gamepaddisconnected', onFocusOrGamepadDetach);
|
||||
window.addEventListener('gamepadconnected', onFocusOrGamepadAttach);
|
||||
window.addEventListener('blur', onFocusOrGamepadDetach);
|
||||
window.addEventListener('focus', onFocusOrGamepadAttach);
|
||||
|
||||
onFocusOrGamepadAttach();
|
||||
|
||||
// The gamepadInputEmulation is a string property that exists in JavaScript UWAs and in WebViews in UWAs.
|
||||
// It won't exist in Win8.1 style apps or browsers.
|
||||
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.
|
||||
window.navigator.gamepadInputEmulation = 'gamepad';
|
||||
}
|
||||
});
|
||||
// The gamepadInputEmulation is a string property that exists in JavaScript UWAs and in WebViews in UWAs.
|
||||
// It won't exist in Win8.1 style apps or browsers.
|
||||
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.
|
||||
window.navigator.gamepadInputEmulation = 'gamepad';
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue