added safe system in case a node ctor has errors

This commit is contained in:
tamat
2019-02-08 18:59:13 +01:00
parent f64f3af165
commit 4c17c7263a
6 changed files with 808 additions and 613 deletions

View File

@@ -18,6 +18,12 @@ function GamepadInput()
GamepadInput.title = "Gamepad";
GamepadInput.desc = "gets the input of the gamepad";
GamepadInput.CENTER = 0;
GamepadInput.LEFT = 1;
GamepadInput.RIGHT = 2;
GamepadInput.UP = 4;
GamepadInput.DOWN = 8;
GamepadInput.zero = new Float32Array(2);
GamepadInput.buttons = ["a","b","x","y","lb","rb","lt","rt","back","start","ls","rs","home"];
@@ -66,6 +72,11 @@ GamepadInput.prototype.onExecute = function()
case "rb_button": v = gamepad.xbox.buttons["rb"] ? 1 : 0; break;
case "ls_button": v = gamepad.xbox.buttons["ls"] ? 1 : 0; break;
case "rs_button": v = gamepad.xbox.buttons["rs"] ? 1 : 0; break;
case "hat_left": v = gamepad.xbox.hatmap & GamepadInput.LEFT; break;
case "hat_right": v = gamepad.xbox.hatmap & GamepadInput.RIGHT; break;
case "hat_up": v = gamepad.xbox.hatmap & GamepadInput.UP; break;
case "hat_down": v = gamepad.xbox.hatmap & GamepadInput.DOWN; break;
case "hat": v = gamepad.xbox.hatmap; break;
case "start_button": v = gamepad.xbox.buttons["start"] ? 1 : 0; break;
case "back_button": v = gamepad.xbox.buttons["back"] ? 1 : 0; break;
case "button_pressed":
@@ -110,52 +121,53 @@ GamepadInput.prototype.getGamepad = function()
//pick the first connected
for(var i = this.properties.gamepad_index; i < 4; i++)
{
if (gamepads[i])
if (!gamepads[i])
continue;
gamepad = gamepads[i];
//xbox controller mapping
var xbox = this.xbox_mapping;
if(!xbox)
xbox = this.xbox_mapping = { axes:[], buttons:{}, hat: "", hatmap: GamepadInput.CENTER };
xbox.axes["lx"] = gamepad.axes[0];
xbox.axes["ly"] = gamepad.axes[1];
xbox.axes["rx"] = gamepad.axes[2];
xbox.axes["ry"] = gamepad.axes[3];
xbox.axes["ltrigger"] = gamepad.buttons[6].value;
xbox.axes["rtrigger"] = gamepad.buttons[7].value;
xbox.hat = "";
xbox.hatmap = GamepadInput.CENTER;
for(var j = 0; j < gamepad.buttons.length; j++)
{
gamepad = gamepads[i];
this._current_buttons[j] = gamepad.buttons[j].pressed;
//xbox controller mapping
var xbox = this.xbox_mapping;
if(!xbox)
xbox = this.xbox_mapping = { axes:[], buttons:{}, hat: ""};
xbox.axes["lx"] = gamepad.axes[0];
xbox.axes["ly"] = gamepad.axes[1];
xbox.axes["rx"] = gamepad.axes[2];
xbox.axes["ry"] = gamepad.axes[3];
xbox.axes["ltrigger"] = gamepad.buttons[6].value;
xbox.axes["rtrigger"] = gamepad.buttons[7].value;
for(var j = 0; j < gamepad.buttons.length; j++)
//mapping of XBOX
switch(j) //I use a switch to ensure that a player with another gamepad could play
{
this._current_buttons[j] = gamepad.buttons[j].pressed;
//mapping of XBOX
switch(j) //I use a switch to ensure that a player with another gamepad could play
{
case 0: xbox.buttons["a"] = gamepad.buttons[j].pressed; break;
case 1: xbox.buttons["b"] = gamepad.buttons[j].pressed; break;
case 2: xbox.buttons["x"] = gamepad.buttons[j].pressed; break;
case 3: xbox.buttons["y"] = gamepad.buttons[j].pressed; break;
case 4: xbox.buttons["lb"] = gamepad.buttons[j].pressed; break;
case 5: xbox.buttons["rb"] = gamepad.buttons[j].pressed; break;
case 6: xbox.buttons["lt"] = gamepad.buttons[j].pressed; break;
case 7: xbox.buttons["rt"] = gamepad.buttons[j].pressed; break;
case 8: xbox.buttons["back"] = gamepad.buttons[j].pressed; break;
case 9: xbox.buttons["start"] = gamepad.buttons[j].pressed; break;
case 10: xbox.buttons["ls"] = gamepad.buttons[j].pressed; break;
case 11: xbox.buttons["rs"] = gamepad.buttons[j].pressed; break;
case 12: if( gamepad.buttons[j].pressed) xbox.hat += "up"; break;
case 13: if( gamepad.buttons[j].pressed) xbox.hat += "down"; break;
case 14: if( gamepad.buttons[j].pressed) xbox.hat += "left"; break;
case 15: if( gamepad.buttons[j].pressed) xbox.hat += "right"; break;
case 16: xbox.buttons["home"] = gamepad.buttons[j].pressed; break;
default:
}
case 0: xbox.buttons["a"] = gamepad.buttons[j].pressed; break;
case 1: xbox.buttons["b"] = gamepad.buttons[j].pressed; break;
case 2: xbox.buttons["x"] = gamepad.buttons[j].pressed; break;
case 3: xbox.buttons["y"] = gamepad.buttons[j].pressed; break;
case 4: xbox.buttons["lb"] = gamepad.buttons[j].pressed; break;
case 5: xbox.buttons["rb"] = gamepad.buttons[j].pressed; break;
case 6: xbox.buttons["lt"] = gamepad.buttons[j].pressed; break;
case 7: xbox.buttons["rt"] = gamepad.buttons[j].pressed; break;
case 8: xbox.buttons["back"] = gamepad.buttons[j].pressed; break;
case 9: xbox.buttons["start"] = gamepad.buttons[j].pressed; break;
case 10: xbox.buttons["ls"] = gamepad.buttons[j].pressed; break;
case 11: xbox.buttons["rs"] = gamepad.buttons[j].pressed; break;
case 12: if( gamepad.buttons[j].pressed) { xbox.hat += "up"; xbox.hatmap |= GamepadInput.UP; }; break;
case 13: if( gamepad.buttons[j].pressed) { xbox.hat += "down"; xbox.hatmap |= GamepadInput.DOWN; }; break;
case 14: if( gamepad.buttons[j].pressed) { xbox.hat += "left"; xbox.hatmap |= GamepadInput.LEFT; }; break;
case 15: if( gamepad.buttons[j].pressed) { xbox.hat += "right"; xbox.hatmap |= GamepadInput.RIGHT; }; break;
case 16: xbox.buttons["home"] = gamepad.buttons[j].pressed; break;
default:
}
gamepad.xbox = xbox;
return gamepad;
}
}
gamepad.xbox = xbox;
return gamepad;
}
}
@@ -196,8 +208,13 @@ GamepadInput.prototype.onGetOutputs = function() {
["rb_button","number"],
["ls_button","number"],
["rs_button","number"],
["start","number"],
["back","number"],
["start_button","number"],
["back_button","number"],
["hat_left","number"],
["hat_right","number"],
["hat_up","number"],
["hat_down","number"],
["hat","number"],
["button_pressed", LiteGraph.EVENT]
];
}