mirror of
https://github.com/jellyfin/jellyfin-web
synced 2025-03-30 19:56:21 +00:00

Replaced deprecated initEvent() with recommended event constructor, Event(), as per MDN web docs specification. https://developer.mozilla.org/en-US/docs/Web/API/Event/initEvent#browser_compatibility
391 lines
14 KiB
JavaScript
391 lines
14 KiB
JavaScript
// # 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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import { appHost } from '../components/apphost';
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const _GAMEPAD_A_BUTTON_INDEX = 0;
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const _GAMEPAD_B_BUTTON_INDEX = 1;
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const _GAMEPAD_DPAD_UP_BUTTON_INDEX = 12;
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const _GAMEPAD_DPAD_DOWN_BUTTON_INDEX = 13;
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const _GAMEPAD_DPAD_LEFT_BUTTON_INDEX = 14;
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const _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX = 15;
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const _GAMEPAD_A_KEY = 'GamepadA';
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const _GAMEPAD_B_KEY = 'GamepadB';
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const _GAMEPAD_DPAD_UP_KEY = 'GamepadDPadUp';
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const _GAMEPAD_DPAD_DOWN_KEY = 'GamepadDPadDown';
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const _GAMEPAD_DPAD_LEFT_KEY = 'GamepadDPadLeft';
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const _GAMEPAD_DPAD_RIGHT_KEY = 'GamepadDPadRight';
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const _GAMEPAD_LEFT_THUMBSTICK_UP_KEY = 'GamepadLeftThumbStickUp';
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const _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEY = 'GamepadLeftThumbStickDown';
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const _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEY = 'GamepadLeftThumbStickLeft';
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const _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEY = 'GamepadLeftThumbStickRight';
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const _GAMEPAD_A_KEYCODE = 13;
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const _GAMEPAD_B_KEYCODE = 27;
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const _GAMEPAD_DPAD_UP_KEYCODE = 38;
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const _GAMEPAD_DPAD_DOWN_KEYCODE = 40;
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const _GAMEPAD_DPAD_LEFT_KEYCODE = 37;
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const _GAMEPAD_DPAD_RIGHT_KEYCODE = 39;
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const _GAMEPAD_LEFT_THUMBSTICK_UP_KEYCODE = 38;
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const _GAMEPAD_LEFT_THUMBSTICK_DOWN_KEYCODE = 40;
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const _GAMEPAD_LEFT_THUMBSTICK_LEFT_KEYCODE = 37;
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const _GAMEPAD_LEFT_THUMBSTICK_RIGHT_KEYCODE = 39;
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const _THUMB_STICK_THRESHOLD = 0.75;
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let _leftThumbstickUpPressed = false;
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let _leftThumbstickDownPressed = false;
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let _leftThumbstickLeftPressed = false;
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let _leftThumbstickRightPressed = false;
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let _dPadUpPressed = false;
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let _dPadDownPressed = false;
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let _dPadLeftPressed = false;
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let _dPadRightPressed = false;
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let _gamepadAPressed = false;
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let _gamepadBPressed = false;
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// The set of buttons on the gamepad we listen for.
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const 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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const _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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const times = {};
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function throttle(key) {
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const time = times[key] || 0;
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const now = new Date().getTime();
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return (now - time) >= 200;
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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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const 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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return appHost.getWindowState() !== 'Minimized';
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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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const event = new Event(name, { bubbles: true, cancelable: 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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let 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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let inputLoopTimer;
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function runInputLoop() {
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// Get the latest gamepad state.
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const gamepads = navigator.getGamepads(); /* eslint-disable-line compat/compat */
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for (let i = 0, len = gamepads.length; i < len; i++) {
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const gamepad = gamepads[i];
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if (!gamepad) {
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continue;
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}
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// Iterate through the axes
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const axes = gamepad.axes;
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const leftStickX = axes[0];
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const 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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const buttons = gamepad.buttons;
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for (let j = 0, buttonsLen = buttons.length; j < buttonsLen; j++) {
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if (ProcessedButtons.indexOf(j) !== -1) {
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if (buttons[j].pressed) {
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switch (j) {
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case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
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_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;
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case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
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_ButtonPressedState.setdPadLeft(true);
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break;
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case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
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_ButtonPressedState.setdPadRight(true);
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break;
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case _GAMEPAD_A_BUTTON_INDEX:
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_ButtonPressedState.setgamepadA(true);
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break;
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case _GAMEPAD_B_BUTTON_INDEX:
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_ButtonPressedState.setgamepadB(true);
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break;
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default:
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// No-op
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break;
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}
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} else {
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switch (j) {
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case _GAMEPAD_DPAD_UP_BUTTON_INDEX:
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if (_ButtonPressedState.getdPadUp()) {
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_ButtonPressedState.setdPadUp(false);
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}
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break;
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case _GAMEPAD_DPAD_DOWN_BUTTON_INDEX:
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if (_ButtonPressedState.getdPadDown()) {
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_ButtonPressedState.setdPadDown(false);
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}
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break;
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case _GAMEPAD_DPAD_LEFT_BUTTON_INDEX:
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if (_ButtonPressedState.getdPadLeft()) {
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_ButtonPressedState.setdPadLeft(false);
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}
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break;
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case _GAMEPAD_DPAD_RIGHT_BUTTON_INDEX:
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if (_ButtonPressedState.getdPadRight()) {
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_ButtonPressedState.setdPadRight(false);
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}
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break;
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case _GAMEPAD_A_BUTTON_INDEX:
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if (_ButtonPressedState.getgamepadA()) {
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_ButtonPressedState.setgamepadA(false);
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}
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break;
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case _GAMEPAD_B_BUTTON_INDEX:
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if (_ButtonPressedState.getgamepadB()) {
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_ButtonPressedState.setgamepadB(false);
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}
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break;
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default:
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// No-op
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break;
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}
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}
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}
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}
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}
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// Schedule the next one
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inputLoopTimer = requestAnimationFrame(runInputLoop);
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}
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function startInputLoop() {
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if (!inputLoopTimer) {
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runInputLoop();
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}
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}
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function stopInputLoop() {
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cancelAnimationFrame(inputLoopTimer);
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inputLoopTimer = undefined;
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}
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function isGamepadConnected() {
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const gamepads = navigator.getGamepads(); /* eslint-disable-line compat/compat */
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for (let i = 0, len = gamepads.length; i < len; i++) {
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const gamepad = gamepads[i];
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if (gamepad?.connected) {
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return true;
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}
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}
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return false;
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}
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function onFocusOrGamepadAttach() {
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/* eslint-disable-next-line compat/compat */
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if (isGamepadConnected() && document.hasFocus()) {
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console.log('Gamepad connected! Starting input loop');
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startInputLoop();
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}
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}
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function onFocusOrGamepadDetach() {
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/* eslint-disable-next-line compat/compat */
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if (!isGamepadConnected() || !document.hasFocus()) {
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console.log('Gamepad disconnected! No other gamepads are connected, stopping input loop');
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stopInputLoop();
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} else {
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console.log('Gamepad disconnected! There are gamepads still connected.');
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}
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}
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// Event listeners for any change in gamepads' state.
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window.addEventListener('gamepaddisconnected', onFocusOrGamepadDetach);
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window.addEventListener('gamepadconnected', onFocusOrGamepadAttach);
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window.addEventListener('blur', onFocusOrGamepadDetach);
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window.addEventListener('focus', onFocusOrGamepadAttach);
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onFocusOrGamepadAttach();
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// The gamepadInputEmulation is a string property that exists in JavaScript UWAs and in WebViews in UWAs.
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// It won't exist in Win8.1 style apps or browsers.
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if (window.navigator && typeof window.navigator.gamepadInputEmulation === 'string') {
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// We want the gamepad to provide gamepad VK keyboard events rather than moving a
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// mouse like cursor. Set to "keyboard", the gamepad will provide such keyboard events
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// and provide input to the DOM navigator.getGamepads API.
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window.navigator.gamepadInputEmulation = 'gamepad';
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}
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