mirror of
https://github.com/jellyfin/jellyfin-web
synced 2025-03-30 19:56:21 +00:00
Unminify using 1.5.323
Repo with tag: https://github.com/MediaBrowser/emby-webcomponents/tree/1.5.323
This commit is contained in:
parent
4678528d00
commit
de6ac33ec1
289 changed files with 78483 additions and 54701 deletions
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@ -1,153 +1,370 @@
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require(["apphost"], function(appHost) {
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// # The MIT License (MIT)
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// #
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// # Copyright (c) 2016 Microsoft. All rights reserved.
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// #
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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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// #
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// # The above copyright notice and this permission notice shall be included in
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// # all copies or substantial portions of the Software.
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// #
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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
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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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_GAMEPAD_B_BUTTON_INDEX = 1,
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_GAMEPAD_DPAD_UP_BUTTON_INDEX = 12,
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_GAMEPAD_DPAD_DOWN_BUTTON_INDEX = 13,
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_GAMEPAD_DPAD_LEFT_BUTTON_INDEX = 14,
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_GAMEPAD_DPAD_RIGHT_BUTTON_INDEX = 15,
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_GAMEPAD_A_KEY = "GamepadA",
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_GAMEPAD_B_KEY = "GamepadB",
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_GAMEPAD_DPAD_UP_KEY = "GamepadDPadUp",
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_GAMEPAD_DPAD_DOWN_KEY = "GamepadDPadDown",
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_GAMEPAD_DPAD_LEFT_KEY = "GamepadDPadLeft",
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_GAMEPAD_DPAD_RIGHT_KEY = "GamepadDPadRight",
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_GAMEPAD_LEFT_THUMBSTICK_UP_KEY = "GamepadLeftThumbStickUp",
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_GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY = "GamepadLeftThumbStickDown",
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_GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY = "GamepadLeftThumbStickLeft",
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_GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY = "GamepadLeftThumbStickRight",
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_GAMEPAD_A_KEYCODE = 0,
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_GAMEPAD_B_KEYCODE = 27,
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_GAMEPAD_DPAD_UP_KEYCODE = 38,
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_GAMEPAD_DPAD_DOWN_KEYCODE = 40,
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_GAMEPAD_DPAD_LEFT_KEYCODE = 37,
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_GAMEPAD_DPAD_RIGHT_KEYCODE = 39,
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_GAMEPAD_LEFT_THUMBSTICK_UP_KEYCODE = 38,
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_GAMEPAD_LEFT_THUMBSTICK_DOWN_KEYCODE = 40,
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_GAMEPAD_LEFT_THUMBSTICK_LEFT_KEYCODE = 37,
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_GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEYCODE = 39,
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_THUMB_STICK_THRESHOLD = 0.75;
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var _leftThumbstickUpPressed = false,
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_leftThumbstickDownPressed = false,
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_leftThumbstickLeftPressed = false,
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_leftThumbstickRightPressed = false,
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_dPadUpPressed = false,
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_dPadDownPressed = false,
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_dPadLeftPressed = false,
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_dPadRightPressed = false,
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_gamepadAPressed = false,
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_gamepadBPressed = false;
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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 _ButtonPressedState = {};
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_ButtonPressedState.getgamepadA = function () {
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return _gamepadAPressed;
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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.getgamepadB = function () {
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return _gamepadBPressed;
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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.getleftThumbstickUp = function () {
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return _leftThumbstickUpPressed;
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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.getleftThumbstickDown = function () {
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return _leftThumbstickDownPressed;
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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.getleftThumbstickLeft = function () {
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return _leftThumbstickLeftPressed;
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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.getleftThumbstickRight = function () {
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return _leftThumbstickRightPressed;
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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.getdPadUp = function () {
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return _dPadUpPressed;
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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.getdPadDown = function () {
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return _dPadDownPressed;
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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.getdPadLeft = function () {
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return _dPadLeftPressed;
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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.getdPadRight = function () {
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return _dPadRightPressed;
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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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var times = {};
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function throttle(key) {
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var time = times[key] || 0;
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return (new Date).getTime() - time >= 200
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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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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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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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return !(!isElectron && document.hidden) && "Minimized" !== appHost.getWindowState()
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// This would be nice but always seems to return true with electron
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if (!isElectron && document.hidden) {
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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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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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var event = document.createEvent("Event");
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event.initEvent(name, !0, !0), event.key = key, event.keyCode = keyCode, (document.activeElement || document.body).dispatchEvent(event)
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if (!allowInput()) {
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return;
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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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}
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function clickElement(elem) {
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allowInput() && elem.click()
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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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if (!0 === newPressedState) {
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var fire = !1;
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!1 === oldPressedState ? (fire = !0, resetThrottle(key)) : enableRepeatKeyDown && (fire = throttle(key)), fire && keyCode && raiseEvent("keydown", key, keyCode)
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} else !1 === newPressedState && !0 === oldPressedState && (resetThrottle(key), keyCode && raiseEvent("keyup", key, keyCode), clickonKeyUp && clickElement(document.activeElement || window))
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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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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
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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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}
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}
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function runInputLoop() {
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// Get the latest gamepad state.
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var gamepads;
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navigator.getGamepads ? gamepads = navigator.getGamepads() : navigator.webkitGetGamepads && (gamepads = navigator.webkitGetGamepads()), gamepads = gamepads || [];
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if (navigator.getGamepads) {
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gamepads = navigator.getGamepads();
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} else if (navigator.webkitGetGamepads) {
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gamepads = navigator.webkitGetGamepads();
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}
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gamepads = gamepads || [];
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var i, j, len;
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for (i = 0, len = gamepads.length; i < len; i++) {
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var gamepad = gamepads[i];
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if (gamepad) {
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var axes = gamepad.axes,
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leftStickX = axes[0],
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leftStickY = axes[1];
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leftStickX > _THUMB_STICK_THRESHOLD ? _ButtonPressedState.setleftThumbstickRight(!0) : leftStickX < -_THUMB_STICK_THRESHOLD ? _ButtonPressedState.setleftThumbstickLeft(!0) : leftStickY < -_THUMB_STICK_THRESHOLD ? _ButtonPressedState.setleftThumbstickUp(!0) : leftStickY > _THUMB_STICK_THRESHOLD ? _ButtonPressedState.setleftThumbstickDown(!0) : (_ButtonPressedState.setleftThumbstickLeft(!1), _ButtonPressedState.setleftThumbstickRight(!1), _ButtonPressedState.setleftThumbstickUp(!1), _ButtonPressedState.setleftThumbstickDown(!1));
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// Iterate through the axes
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var axes = gamepad.axes;
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var leftStickX = axes[0];
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var leftStickY = axes[1];
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if (leftStickX > _THUMB_STICK_THRESHOLD) { // Right
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_ButtonPressedState.setleftThumbstickRight(true);
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} else if (leftStickX < -_THUMB_STICK_THRESHOLD) { // Left
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_ButtonPressedState.setleftThumbstickLeft(true);
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} else if (leftStickY < -_THUMB_STICK_THRESHOLD) { // Up
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_ButtonPressedState.setleftThumbstickUp(true);
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} else if (leftStickY > _THUMB_STICK_THRESHOLD) { // Down
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_ButtonPressedState.setleftThumbstickDown(true);
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} else {
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_ButtonPressedState.setleftThumbstickLeft(false);
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_ButtonPressedState.setleftThumbstickRight(false);
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_ButtonPressedState.setleftThumbstickUp(false);
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_ButtonPressedState.setleftThumbstickDown(false);
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}
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// Iterate through the buttons to see if Left thumbstick, DPad, A and B are pressed.
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var buttons = gamepad.buttons;
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for (j = 0, len = buttons.length; j < len; j++)
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if (-1 !== ProcessedButtons.indexOf(j))
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if (buttons[j].pressed) switch (j) {
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case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
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_ButtonPressedState.setdPadUp(!0);
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break;
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case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
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_ButtonPressedState.setdPadDown(!0);
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break;
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case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
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_ButtonPressedState.setdPadLeft(!0);
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break;
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case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
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_ButtonPressedState.setdPadRight(!0);
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break;
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case _GAMEPAD_A_BUTTON_INDEX:
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_ButtonPressedState.setgamepadA(!0);
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break;
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case _GAMEPAD_B_BUTTON_INDEX:
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_ButtonPressedState.setgamepadB(!0)
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} else switch (j) {
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case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
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_ButtonPressedState.getdPadUp() && _ButtonPressedState.setdPadUp(!1);
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break;
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case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
|
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_ButtonPressedState.getdPadDown() && _ButtonPressedState.setdPadDown(!1);
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break;
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case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
|
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_ButtonPressedState.getdPadLeft() && _ButtonPressedState.setdPadLeft(!1);
|
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break;
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case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
|
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_ButtonPressedState.getdPadRight() && _ButtonPressedState.setdPadRight(!1);
|
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break;
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case _GAMEPAD_A_BUTTON_INDEX:
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_ButtonPressedState.getgamepadA() && _ButtonPressedState.setgamepadA(!1);
|
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break;
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case _GAMEPAD_B_BUTTON_INDEX:
|
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_ButtonPressedState.getgamepadB() && _ButtonPressedState.setgamepadB(!1)
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for (j = 0, len = buttons.length; j < len; j++) {
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if (ProcessedButtons.indexOf(j) !== -1) {
|
||||
|
||||
if (buttons[j].pressed) {
|
||||
switch (j) {
|
||||
case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
|
||||
_ButtonPressedState.setdPadUp(true);
|
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break;
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||||
case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
|
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_ButtonPressedState.setdPadDown(true);
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||||
break;
|
||||
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
|
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_ButtonPressedState.setdPadLeft(true);
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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:
|
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_ButtonPressedState.setgamepadB(true);
|
||||
break;
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||||
default:
|
||||
// No-op
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
switch (j) {
|
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case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadUp()) {
|
||||
_ButtonPressedState.setdPadUp(false);
|
||||
}
|
||||
break;
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case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
|
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if (_ButtonPressedState.getdPadDown()) {
|
||||
_ButtonPressedState.setdPadDown(false);
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||||
}
|
||||
break;
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||||
case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadLeft()) {
|
||||
_ButtonPressedState.setdPadLeft(false);
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}
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||||
break;
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||||
case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getdPadRight()) {
|
||||
_ButtonPressedState.setdPadRight(false);
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||||
}
|
||||
break;
|
||||
case _GAMEPAD_A_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getgamepadA()) {
|
||||
_ButtonPressedState.setgamepadA(false);
|
||||
}
|
||||
break;
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||||
case _GAMEPAD_B_BUTTON_INDEX:
|
||||
if (_ButtonPressedState.getgamepadB()) {
|
||||
_ButtonPressedState.setgamepadB(false);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
// No-op
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
requestAnimationFrame(runInputLoop)
|
||||
// Schedule the next one
|
||||
requestAnimationFrame(runInputLoop);
|
||||
}
|
||||
var _GAMEPAD_A_BUTTON_INDEX = 0,
|
||||
_GAMEPAD_B_BUTTON_INDEX = 1,
|
||||
_GAMEPAD_DPAD_UP_BUTTON_INDEX = 12,
|
||||
_GAMEPAD_DPAD_DOWN_BUTTON_INDEX = 13,
|
||||
_GAMEPAD_DPAD_LEFT_BUTTON_INDEX = 14,
|
||||
_GAMEPAD_DPAD_RIGHT_BUTTON_INDEX = 15,
|
||||
_THUMB_STICK_THRESHOLD = .75,
|
||||
_leftThumbstickUpPressed = !1,
|
||||
_leftThumbstickDownPressed = !1,
|
||||
_leftThumbstickLeftPressed = !1,
|
||||
_leftThumbstickRightPressed = !1,
|
||||
_dPadUpPressed = !1,
|
||||
_dPadDownPressed = !1,
|
||||
_dPadLeftPressed = !1,
|
||||
_dPadRightPressed = !1,
|
||||
_gamepadAPressed = !1,
|
||||
_gamepadBPressed = !1,
|
||||
ProcessedButtons = [_GAMEPAD_DPAD_UP_BUTTON_INDEX, _GAMEPAD_DPAD_DOWN_BUTTON_INDEX, _GAMEPAD_DPAD_LEFT_BUTTON_INDEX, _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX, _GAMEPAD_A_BUTTON_INDEX, _GAMEPAD_B_BUTTON_INDEX],
|
||||
_ButtonPressedState = {};
|
||||
_ButtonPressedState.getgamepadA = function() {
|
||||
return _gamepadAPressed
|
||||
}, _ButtonPressedState.setgamepadA = function(newPressedState) {
|
||||
raiseKeyEvent(_gamepadAPressed, newPressedState, "GamepadA", 0, !1, !0), _gamepadAPressed = newPressedState
|
||||
}, _ButtonPressedState.getgamepadB = function() {
|
||||
return _gamepadBPressed
|
||||
}, _ButtonPressedState.setgamepadB = function(newPressedState) {
|
||||
raiseKeyEvent(_gamepadBPressed, newPressedState, "GamepadB", 27), _gamepadBPressed = newPressedState
|
||||
}, _ButtonPressedState.getleftThumbstickUp = function() {
|
||||
return _leftThumbstickUpPressed
|
||||
}, _ButtonPressedState.setleftThumbstickUp = function(newPressedState) {
|
||||
raiseKeyEvent(_leftThumbstickUpPressed, newPressedState, "GamepadLeftThumbStickUp", 38, !0), _leftThumbstickUpPressed = newPressedState
|
||||
}, _ButtonPressedState.getleftThumbstickDown = function() {
|
||||
return _leftThumbstickDownPressed
|
||||
}, _ButtonPressedState.setleftThumbstickDown = function(newPressedState) {
|
||||
raiseKeyEvent(_leftThumbstickDownPressed, newPressedState, "GamepadLeftThumbStickDown", 40, !0), _leftThumbstickDownPressed = newPressedState
|
||||
}, _ButtonPressedState.getleftThumbstickLeft = function() {
|
||||
return _leftThumbstickLeftPressed
|
||||
}, _ButtonPressedState.setleftThumbstickLeft = function(newPressedState) {
|
||||
raiseKeyEvent(_leftThumbstickLeftPressed, newPressedState, "GamepadLeftThumbStickLeft", 37, !0), _leftThumbstickLeftPressed = newPressedState
|
||||
}, _ButtonPressedState.getleftThumbstickRight = function() {
|
||||
return _leftThumbstickRightPressed
|
||||
}, _ButtonPressedState.setleftThumbstickRight = function(newPressedState) {
|
||||
raiseKeyEvent(_leftThumbstickRightPressed, newPressedState, "GamepadLeftThumbStickRight", 39, !0), _leftThumbstickRightPressed = newPressedState
|
||||
}, _ButtonPressedState.getdPadUp = function() {
|
||||
return _dPadUpPressed
|
||||
}, _ButtonPressedState.setdPadUp = function(newPressedState) {
|
||||
raiseKeyEvent(_dPadUpPressed, newPressedState, "GamepadDPadUp", 38, !0), _dPadUpPressed = newPressedState
|
||||
}, _ButtonPressedState.getdPadDown = function() {
|
||||
return _dPadDownPressed
|
||||
}, _ButtonPressedState.setdPadDown = function(newPressedState) {
|
||||
raiseKeyEvent(_dPadDownPressed, newPressedState, "GamepadDPadDown", 40, !0), _dPadDownPressed = newPressedState
|
||||
}, _ButtonPressedState.getdPadLeft = function() {
|
||||
return _dPadLeftPressed
|
||||
}, _ButtonPressedState.setdPadLeft = function(newPressedState) {
|
||||
raiseKeyEvent(_dPadLeftPressed, newPressedState, "GamepadDPadLeft", 37, !0), _dPadLeftPressed = newPressedState
|
||||
}, _ButtonPressedState.getdPadRight = function() {
|
||||
return _dPadRightPressed
|
||||
}, _ButtonPressedState.setdPadRight = function(newPressedState) {
|
||||
raiseKeyEvent(_dPadRightPressed, newPressedState, "GamepadDPadRight", 39, !0), _dPadRightPressed = newPressedState
|
||||
};
|
||||
var times = {},
|
||||
isElectron = -1 !== navigator.userAgent.toLowerCase().indexOf("electron");
|
||||
runInputLoop(), window.navigator && "string" == typeof window.navigator.gamepadInputEmulation && (window.navigator.gamepadInputEmulation = "gamepad")
|
||||
|
||||
runInputLoop();
|
||||
|
||||
// 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