(function(global){ var LiteGraph = global.LiteGraph; function GamepadInput() { this.addOutput("left_x_axis","number"); this.addOutput("left_y_axis","number"); this.addOutput( "button_pressed", LiteGraph.EVENT ); this.properties = { gamepad_index: 0, threshold: 0.1 }; this._left_axis = new Float32Array(2); this._right_axis = new Float32Array(2); this._triggers = new Float32Array(2); this._previous_buttons = new Uint8Array(17); this._current_buttons = new Uint8Array(17); } GamepadInput.title = "Gamepad"; GamepadInput.desc = "gets the input of the gamepad"; GamepadInput.zero = new Float32Array(2); GamepadInput.buttons = ["a","b","x","y","lb","rb","lt","rt","back","start","ls","rs","home"]; GamepadInput.prototype.onExecute = function() { //get gamepad var gamepad = this.getGamepad(); var threshold = this.properties.threshold || 0.0; if(gamepad) { this._left_axis[0] = Math.abs( gamepad.xbox.axes["lx"] ) > threshold ? gamepad.xbox.axes["lx"] : 0; this._left_axis[1] = Math.abs( gamepad.xbox.axes["ly"] ) > threshold ? gamepad.xbox.axes["ly"] : 0; this._right_axis[0] = Math.abs( gamepad.xbox.axes["rx"] ) > threshold ? gamepad.xbox.axes["rx"] : 0; this._right_axis[1] = Math.abs( gamepad.xbox.axes["ry"] ) > threshold ? gamepad.xbox.axes["ry"] : 0; this._triggers[0] = Math.abs( gamepad.xbox.axes["ltrigger"] ) > threshold ? gamepad.xbox.axes["ltrigger"] : 0; this._triggers[1] = Math.abs( gamepad.xbox.axes["rtrigger"] ) > threshold ? gamepad.xbox.axes["rtrigger"] : 0; } if(this.outputs) { for(var i = 0; i < this.outputs.length; i++) { var output = this.outputs[i]; if(!output.links || !output.links.length) continue; var v = null; if(gamepad) { switch( output.name ) { case "left_axis": v = this._left_axis; break; case "right_axis": v = this._right_axis; break; case "left_x_axis": v = this._left_axis[0]; break; case "left_y_axis": v = this._left_axis[1]; break; case "right_x_axis": v = this._right_axis[0]; break; case "right_y_axis": v = this._right_axis[1]; break; case "trigger_left": v = this._triggers[0]; break; case "trigger_right": v = this._triggers[1]; break; case "a_button": v = gamepad.xbox.buttons["a"] ? 1 : 0; break; case "b_button": v = gamepad.xbox.buttons["b"] ? 1 : 0; break; case "x_button": v = gamepad.xbox.buttons["x"] ? 1 : 0; break; case "y_button": v = gamepad.xbox.buttons["y"] ? 1 : 0; break; case "lb_button": v = gamepad.xbox.buttons["lb"] ? 1 : 0; break; 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 "start_button": v = gamepad.xbox.buttons["start"] ? 1 : 0; break; case "back_button": v = gamepad.xbox.buttons["back"] ? 1 : 0; break; case "button_pressed": for(var j = 0; j < this._current_buttons.length; ++j) { if( this._current_buttons[j] && !this._previous_buttons[j] ) this.triggerSlot( i, GamepadInput.buttons[j] ); } break; default: break; } } else { //if no gamepad is connected, output 0 switch( output.name ) { case "button_pressed": break; case "left_axis": case "right_axis": v = GamepadInput.zero; break; default: v = 0; } } this.setOutputData(i,v); } } } GamepadInput.prototype.getGamepad = function() { var getGamepads = navigator.getGamepads || navigator.webkitGetGamepads || navigator.mozGetGamepads; if(!getGamepads) return null; var gamepads = getGamepads.call(navigator); var gamepad = null; this._previous_buttons.set( this._current_buttons ); //pick the first connected for(var i = this.properties.gamepad_index; i < 4; i++) { if (gamepads[i]) { gamepad = gamepads[i]; //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++) { 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: } } gamepad.xbox = xbox; return gamepad; } } } 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); } 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","number"], ["back","number"], ["button_pressed", LiteGraph.EVENT] ]; } LiteGraph.registerNodeType("input/gamepad", GamepadInput ); })(this);