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https://github.com/jellyfin/jellyfin-web
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Final overhaul to gamepad handling
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parent
04a3505672
commit
8a200e54af
2 changed files with 53 additions and 18 deletions
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@ -145,7 +145,11 @@ define(["inputManager", "layoutManager"], function (inputManager, layoutManager)
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}
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});
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}
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// For hiding the mouse while playbackç
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require(["components/input/mouseManager"]);
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// Gamepad initialization. No script is required if no gamepads are at boot time, saving a bit of resources._10k
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// Whenever the gamepad is connected, we hand all the control of the gamepad to gamepadtokey.js by removing the event handler
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function isGamepadConnected() {
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var gamepads = navigator.getGamepads();
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for (var i = 0, len = gamepads.length; i < len; i++) {
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@ -157,25 +161,16 @@ define(["inputManager", "layoutManager"], function (inputManager, layoutManager)
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return false;
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}
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function attachGamepad(e) {
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function attachGamepadScript(e) {
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if (isGamepadConnected()) {
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require(["components/input/gamepadtokey"]);
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console.log("Gamepad connected! Attaching gamepadtokey.js script");
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}
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}
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function dettachGamepad(e) {
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if (!isGamepadConnected()) {
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console.log("Gamepad disconnected! No other gamepads are connected, dettaching gamepadtokey.js");
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} else {
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console.log("Gamepad disconnected! There are gamepads still connected.");
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window.removeEventListener("gamepadconnected", attachGamepadScript);
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require(["components/input/gamepadtokey"]);
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}
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}
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// No need to check for gamepads manually at load time, the eventhandler will be fired for that
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window.addEventListener("gamepaddisconnected", dettachGamepad);
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window.addEventListener("gamepadconnected", attachGamepad);
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require(["components/input/mouseManager"]);
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window.addEventListener("gamepadconnected", attachGamepadScript);
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return {
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enable: enable,
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