mirror of
https://github.com/Comfy-Org/ComfyUI_frontend.git
synced 2026-03-05 13:10:24 +00:00
style: format codes
This commit is contained in:
@@ -1,224 +1,358 @@
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(function(global){
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var LiteGraph = global.LiteGraph;
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(function(global) {
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var LiteGraph = global.LiteGraph;
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function GamepadInput()
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{
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this.addOutput("left_x_axis","number");
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this.addOutput("left_y_axis","number");
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this.addOutput( "button_pressed", LiteGraph.EVENT );
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this.properties = { gamepad_index: 0, threshold: 0.1 };
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function GamepadInput() {
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this.addOutput("left_x_axis", "number");
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this.addOutput("left_y_axis", "number");
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this.addOutput("button_pressed", LiteGraph.EVENT);
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this.properties = { gamepad_index: 0, threshold: 0.1 };
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this._left_axis = new Float32Array(2);
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this._right_axis = new Float32Array(2);
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this._triggers = new Float32Array(2);
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this._previous_buttons = new Uint8Array(17);
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this._current_buttons = new Uint8Array(17);
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}
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this._left_axis = new Float32Array(2);
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this._right_axis = new Float32Array(2);
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this._triggers = new Float32Array(2);
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this._previous_buttons = new Uint8Array(17);
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this._current_buttons = new Uint8Array(17);
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}
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GamepadInput.title = "Gamepad";
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GamepadInput.desc = "gets the input of the gamepad";
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GamepadInput.title = "Gamepad";
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GamepadInput.desc = "gets the input of the gamepad";
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GamepadInput.CENTER = 0;
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GamepadInput.LEFT = 1;
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GamepadInput.RIGHT = 2;
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GamepadInput.UP = 4;
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GamepadInput.DOWN = 8;
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GamepadInput.CENTER = 0;
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GamepadInput.LEFT = 1;
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GamepadInput.RIGHT = 2;
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GamepadInput.UP = 4;
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GamepadInput.DOWN = 8;
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GamepadInput.zero = new Float32Array(2);
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GamepadInput.buttons = ["a","b","x","y","lb","rb","lt","rt","back","start","ls","rs","home"];
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GamepadInput.zero = new Float32Array(2);
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GamepadInput.buttons = [
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"a",
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"b",
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"x",
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"y",
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"lb",
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"rb",
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"lt",
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"rt",
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"back",
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"start",
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"ls",
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"rs",
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"home"
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];
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GamepadInput.prototype.onExecute = function()
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{
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//get gamepad
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var gamepad = this.getGamepad();
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var threshold = this.properties.threshold || 0.0;
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GamepadInput.prototype.onExecute = function() {
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//get gamepad
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var gamepad = this.getGamepad();
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var threshold = this.properties.threshold || 0.0;
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if(gamepad)
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{
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this._left_axis[0] = Math.abs( gamepad.xbox.axes["lx"] ) > threshold ? gamepad.xbox.axes["lx"] : 0;
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this._left_axis[1] = Math.abs( gamepad.xbox.axes["ly"] ) > threshold ? gamepad.xbox.axes["ly"] : 0;
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this._right_axis[0] = Math.abs( gamepad.xbox.axes["rx"] ) > threshold ? gamepad.xbox.axes["rx"] : 0;
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this._right_axis[1] = Math.abs( gamepad.xbox.axes["ry"] ) > threshold ? gamepad.xbox.axes["ry"] : 0;
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this._triggers[0] = Math.abs( gamepad.xbox.axes["ltrigger"] ) > threshold ? gamepad.xbox.axes["ltrigger"] : 0;
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this._triggers[1] = Math.abs( gamepad.xbox.axes["rtrigger"] ) > threshold ? gamepad.xbox.axes["rtrigger"] : 0;
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}
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if (gamepad) {
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this._left_axis[0] =
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Math.abs(gamepad.xbox.axes["lx"]) > threshold
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? gamepad.xbox.axes["lx"]
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: 0;
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this._left_axis[1] =
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Math.abs(gamepad.xbox.axes["ly"]) > threshold
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? gamepad.xbox.axes["ly"]
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: 0;
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this._right_axis[0] =
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Math.abs(gamepad.xbox.axes["rx"]) > threshold
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? gamepad.xbox.axes["rx"]
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: 0;
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this._right_axis[1] =
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Math.abs(gamepad.xbox.axes["ry"]) > threshold
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? gamepad.xbox.axes["ry"]
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: 0;
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this._triggers[0] =
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Math.abs(gamepad.xbox.axes["ltrigger"]) > threshold
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? gamepad.xbox.axes["ltrigger"]
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: 0;
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this._triggers[1] =
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Math.abs(gamepad.xbox.axes["rtrigger"]) > threshold
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? gamepad.xbox.axes["rtrigger"]
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: 0;
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}
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if(this.outputs)
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{
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for(var i = 0; i < this.outputs.length; i++)
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{
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var output = this.outputs[i];
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if(!output.links || !output.links.length)
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continue;
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var v = null;
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if (this.outputs) {
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for (var i = 0; i < this.outputs.length; i++) {
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var output = this.outputs[i];
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if (!output.links || !output.links.length) continue;
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var v = null;
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if(gamepad)
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{
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switch( output.name )
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{
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case "left_axis": v = this._left_axis; break;
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case "right_axis": v = this._right_axis; break;
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case "left_x_axis": v = this._left_axis[0]; break;
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case "left_y_axis": v = this._left_axis[1]; break;
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case "right_x_axis": v = this._right_axis[0]; break;
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case "right_y_axis": v = this._right_axis[1]; break;
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case "trigger_left": v = this._triggers[0]; break;
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case "trigger_right": v = this._triggers[1]; break;
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case "a_button": v = gamepad.xbox.buttons["a"] ? 1 : 0; break;
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case "b_button": v = gamepad.xbox.buttons["b"] ? 1 : 0; break;
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case "x_button": v = gamepad.xbox.buttons["x"] ? 1 : 0; break;
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case "y_button": v = gamepad.xbox.buttons["y"] ? 1 : 0; break;
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case "lb_button": v = gamepad.xbox.buttons["lb"] ? 1 : 0; break;
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case "rb_button": v = gamepad.xbox.buttons["rb"] ? 1 : 0; break;
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case "ls_button": v = gamepad.xbox.buttons["ls"] ? 1 : 0; break;
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case "rs_button": v = gamepad.xbox.buttons["rs"] ? 1 : 0; break;
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case "hat_left": v = gamepad.xbox.hatmap & GamepadInput.LEFT; break;
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case "hat_right": v = gamepad.xbox.hatmap & GamepadInput.RIGHT; break;
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case "hat_up": v = gamepad.xbox.hatmap & GamepadInput.UP; break;
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case "hat_down": v = gamepad.xbox.hatmap & GamepadInput.DOWN; break;
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case "hat": v = gamepad.xbox.hatmap; break;
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case "start_button": v = gamepad.xbox.buttons["start"] ? 1 : 0; break;
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case "back_button": v = gamepad.xbox.buttons["back"] ? 1 : 0; break;
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case "button_pressed":
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for(var j = 0; j < this._current_buttons.length; ++j)
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{
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if( this._current_buttons[j] && !this._previous_buttons[j] )
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this.triggerSlot( i, GamepadInput.buttons[j] );
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}
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break;
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default: break;
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}
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}
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else
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{
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//if no gamepad is connected, output 0
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switch( output.name )
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{
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case "button_pressed": break;
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case "left_axis":
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case "right_axis":
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v = GamepadInput.zero;
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break;
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default:
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v = 0;
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}
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}
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this.setOutputData(i,v);
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}
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}
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}
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if (gamepad) {
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switch (output.name) {
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case "left_axis":
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v = this._left_axis;
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break;
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case "right_axis":
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v = this._right_axis;
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break;
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case "left_x_axis":
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v = this._left_axis[0];
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break;
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case "left_y_axis":
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v = this._left_axis[1];
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break;
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case "right_x_axis":
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v = this._right_axis[0];
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break;
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case "right_y_axis":
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v = this._right_axis[1];
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break;
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case "trigger_left":
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v = this._triggers[0];
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break;
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case "trigger_right":
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v = this._triggers[1];
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break;
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case "a_button":
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v = gamepad.xbox.buttons["a"] ? 1 : 0;
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break;
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case "b_button":
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v = gamepad.xbox.buttons["b"] ? 1 : 0;
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break;
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case "x_button":
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v = gamepad.xbox.buttons["x"] ? 1 : 0;
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break;
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case "y_button":
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v = gamepad.xbox.buttons["y"] ? 1 : 0;
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break;
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case "lb_button":
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v = gamepad.xbox.buttons["lb"] ? 1 : 0;
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break;
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case "rb_button":
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v = gamepad.xbox.buttons["rb"] ? 1 : 0;
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break;
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case "ls_button":
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v = gamepad.xbox.buttons["ls"] ? 1 : 0;
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break;
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case "rs_button":
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v = gamepad.xbox.buttons["rs"] ? 1 : 0;
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break;
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case "hat_left":
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v = gamepad.xbox.hatmap & GamepadInput.LEFT;
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break;
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case "hat_right":
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v = gamepad.xbox.hatmap & GamepadInput.RIGHT;
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break;
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case "hat_up":
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v = gamepad.xbox.hatmap & GamepadInput.UP;
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break;
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case "hat_down":
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v = gamepad.xbox.hatmap & GamepadInput.DOWN;
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break;
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case "hat":
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v = gamepad.xbox.hatmap;
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break;
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case "start_button":
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v = gamepad.xbox.buttons["start"] ? 1 : 0;
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break;
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case "back_button":
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v = gamepad.xbox.buttons["back"] ? 1 : 0;
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break;
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case "button_pressed":
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for (
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var j = 0;
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j < this._current_buttons.length;
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++j
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) {
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if (
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this._current_buttons[j] &&
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!this._previous_buttons[j]
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)
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this.triggerSlot(
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i,
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GamepadInput.buttons[j]
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);
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}
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break;
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default:
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break;
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}
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} else {
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//if no gamepad is connected, output 0
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switch (output.name) {
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case "button_pressed":
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break;
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case "left_axis":
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case "right_axis":
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v = GamepadInput.zero;
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break;
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default:
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v = 0;
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}
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}
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this.setOutputData(i, v);
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}
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}
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};
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GamepadInput.prototype.getGamepad = function()
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{
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var getGamepads = navigator.getGamepads || navigator.webkitGetGamepads || navigator.mozGetGamepads;
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if(!getGamepads)
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return null;
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var gamepads = getGamepads.call(navigator);
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var gamepad = null;
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GamepadInput.prototype.getGamepad = function() {
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var getGamepads =
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navigator.getGamepads ||
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navigator.webkitGetGamepads ||
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navigator.mozGetGamepads;
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if (!getGamepads) return null;
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var gamepads = getGamepads.call(navigator);
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var gamepad = null;
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this._previous_buttons.set( this._current_buttons );
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this._previous_buttons.set(this._current_buttons);
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//pick the first connected
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for(var i = this.properties.gamepad_index; i < 4; i++)
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{
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if (!gamepads[i])
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continue;
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gamepad = gamepads[i];
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//pick the first connected
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for (var i = this.properties.gamepad_index; i < 4; i++) {
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if (!gamepads[i]) continue;
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gamepad = gamepads[i];
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//xbox controller mapping
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var xbox = this.xbox_mapping;
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if(!xbox)
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xbox = this.xbox_mapping = { axes:[], buttons:{}, hat: "", hatmap: GamepadInput.CENTER };
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//xbox controller mapping
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var xbox = this.xbox_mapping;
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if (!xbox)
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xbox = this.xbox_mapping = {
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||||
axes: [],
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buttons: {},
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hat: "",
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hatmap: GamepadInput.CENTER
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||||
};
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xbox.axes["lx"] = gamepad.axes[0];
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xbox.axes["ly"] = gamepad.axes[1];
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||||
xbox.axes["rx"] = gamepad.axes[2];
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xbox.axes["ry"] = gamepad.axes[3];
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xbox.axes["ltrigger"] = gamepad.buttons[6].value;
|
||||
xbox.axes["rtrigger"] = gamepad.buttons[7].value;
|
||||
xbox.hat = "";
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xbox.hatmap = GamepadInput.CENTER;
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xbox.axes["lx"] = gamepad.axes[0];
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||||
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++)
|
||||
{
|
||||
this._current_buttons[j] = gamepad.buttons[j].pressed;
|
||||
for (var j = 0; j < gamepad.buttons.length; j++) {
|
||||
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"; 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;
|
||||
}
|
||||
}
|
||||
//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";
|
||||
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;
|
||||
}
|
||||
};
|
||||
|
||||
GamepadInput.prototype.onDrawBackground = function(ctx)
|
||||
{
|
||||
if(this.flags.collapsed)
|
||||
return;
|
||||
GamepadInput.prototype.onDrawBackground = function(ctx) {
|
||||
if (this.flags.collapsed) return;
|
||||
|
||||
//render gamepad state?
|
||||
var la = this._left_axis;
|
||||
var ra = this._right_axis;
|
||||
ctx.strokeStyle = "#88A";
|
||||
ctx.strokeRect( (la[0] + 1) * 0.5 * this.size[0] - 4, (la[1] + 1) * 0.5 * this.size[1] - 4, 8, 8 );
|
||||
ctx.strokeStyle = "#8A8";
|
||||
ctx.strokeRect( (ra[0] + 1) * 0.5 * this.size[0] - 4, (ra[1] + 1) * 0.5 * this.size[1] - 4, 8, 8 );
|
||||
var h = this.size[1] / this._current_buttons.length
|
||||
ctx.fillStyle = "#AEB";
|
||||
for(var i = 0; i < this._current_buttons.length; ++i)
|
||||
if(this._current_buttons[i])
|
||||
ctx.fillRect( 0, h * i, 6, h);
|
||||
}
|
||||
//render gamepad state?
|
||||
var la = this._left_axis;
|
||||
var ra = this._right_axis;
|
||||
ctx.strokeStyle = "#88A";
|
||||
ctx.strokeRect(
|
||||
(la[0] + 1) * 0.5 * this.size[0] - 4,
|
||||
(la[1] + 1) * 0.5 * this.size[1] - 4,
|
||||
8,
|
||||
8
|
||||
);
|
||||
ctx.strokeStyle = "#8A8";
|
||||
ctx.strokeRect(
|
||||
(ra[0] + 1) * 0.5 * this.size[0] - 4,
|
||||
(ra[1] + 1) * 0.5 * this.size[1] - 4,
|
||||
8,
|
||||
8
|
||||
);
|
||||
var h = this.size[1] / this._current_buttons.length;
|
||||
ctx.fillStyle = "#AEB";
|
||||
for (var i = 0; i < this._current_buttons.length; ++i)
|
||||
if (this._current_buttons[i]) ctx.fillRect(0, h * i, 6, h);
|
||||
};
|
||||
|
||||
GamepadInput.prototype.onGetOutputs = function() {
|
||||
return [
|
||||
["left_axis","vec2"],
|
||||
["right_axis","vec2"],
|
||||
["left_x_axis","number"],
|
||||
["left_y_axis","number"],
|
||||
["right_x_axis","number"],
|
||||
["right_y_axis","number"],
|
||||
["trigger_left","number"],
|
||||
["trigger_right","number"],
|
||||
["a_button","number"],
|
||||
["b_button","number"],
|
||||
["x_button","number"],
|
||||
["y_button","number"],
|
||||
["lb_button","number"],
|
||||
["rb_button","number"],
|
||||
["ls_button","number"],
|
||||
["rs_button","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]
|
||||
];
|
||||
}
|
||||
GamepadInput.prototype.onGetOutputs = function() {
|
||||
return [
|
||||
["left_axis", "vec2"],
|
||||
["right_axis", "vec2"],
|
||||
["left_x_axis", "number"],
|
||||
["left_y_axis", "number"],
|
||||
["right_x_axis", "number"],
|
||||
["right_y_axis", "number"],
|
||||
["trigger_left", "number"],
|
||||
["trigger_right", "number"],
|
||||
["a_button", "number"],
|
||||
["b_button", "number"],
|
||||
["x_button", "number"],
|
||||
["y_button", "number"],
|
||||
["lb_button", "number"],
|
||||
["rb_button", "number"],
|
||||
["ls_button", "number"],
|
||||
["rs_button", "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]
|
||||
];
|
||||
};
|
||||
|
||||
LiteGraph.registerNodeType("input/gamepad", GamepadInput );
|
||||
|
||||
})(this);
|
||||
LiteGraph.registerNodeType("input/gamepad", GamepadInput);
|
||||
})(this);
|
||||
|
||||
Reference in New Issue
Block a user