Initializes a new instance of the game control system, setting up initial state and configurations.
The Phaser scene associated with this instance.
This constructor initializes the game control system with necessary setups for handling inputs.
It prepares an interactions array indexed by button identifiers and configures default states for each button.
Specific buttons like MENU and STATS are set not to repeat their actions.
It concludes by calling the init
method to complete the setup.
Private
buttonPrivate
configsPrivate
disconnectedPrivate
gamepadsPrivate
interactionsPrivate
keysPrivate
pausePrivate
scenePrivate
timeDeactivates all currently pressed keys and resets their interaction states.
This method is used to reset the state of all buttons within the interactions
dictionary,
effectively deactivating any currently pressed keys. It performs the following actions:
Utils.getEnumValues(Button)
, and for
each button:interactions
dictionary.pressTime
to null, indicating that there is no ongoing interaction.isPressed
to false, marking the button as not currently active.source
field, removing the record of which device the button press came from.This method is typically called when needing to ensure that all inputs are neutralized.
Clears the last interaction for a specified button.
The button for which to clear the interaction.
This method resets the interaction details of the button, allowing it to be processed as a new input when pressed again.
If the button is not registered in the interactions
dictionary, this method returns immediately, otherwise:
pressTime
is cleared. This was previously storing the timestamp of when the button was initially pressed.isPressed
is set to false, indicating that the button is no longer being pressed.source
is set to null, which had been indicating the device from which the button input was originating.It releases the button lock, which prevents the button from being processed repeatedly until it's explicitly released.
Handles button press events on a gamepad. This method sets the gamepad as chosen on the first input if no gamepad is currently chosen. It checks if gamepad support is enabled and if the event comes from the chosen gamepad. If so, it maps the button press to a specific action using a custom configuration, emits an event for the button press, and records the time of the action.
The gamepad on which the button was pressed.
The specific button that was pressed.
The intensity or value of the button press, if applicable.
Responds to a button release event on a gamepad by checking if the gamepad is supported and currently chosen. If conditions are met, it identifies the configured action for the button, emits an event signaling the button release, and clears the record of the button.
The gamepad from which the button was released.
The specific button that was released.
The intensity or value of the button release, if applicable.
Retrieves the active configuration for the currently chosen device. It checks if a specific device ID is stored in configurations and returns it.
InterfaceConfig The configuration object for the active gamepad, or null if not set.
Retrieves the configuration object for a gamepad based on its identifier. The method identifies specific gamepad models based on substrings in the identifier and returns predefined configurations for recognized models. If no specific configuration matches, it defaults to a generic gamepad configuration.
The identifier string of the gamepad.
InterfaceConfig The configuration object corresponding to the identified gamepad type.
Retrieves the configuration object for a keyboard layout based on its identifier.
The identifier string of the keyboard layout.
InterfaceConfig The configuration object corresponding to the identified keyboard layout.
Sets up event handlers and initializes gamepad and keyboard controls.
This method configures event listeners for both gamepad and keyboard inputs. It handles gamepad connections/disconnections and button press events, and ensures keyboard controls are set up. Additionally, it manages the game's behavior when it loses focus to prevent unwanted game actions during this state.
Initializes the chosen gamepad by setting its identifier in the local storage and updating the UI to reflect the chosen gamepad. If a gamepad name is provided, it uses that as the chosen gamepad; otherwise, it defaults to the currently chosen gamepad.
Optional
gamepadName: StringOptional parameter to specify the name of the gamepad to initialize as chosen.
Initializes the chosen keyboard layout by setting its identifier in the local storage and updating the UI to reflect the chosen layout. If a layout name is provided, it uses that as the chosen layout; otherwise, it defaults to the currently chosen layout.
Optional
layoutKeyboard: StringOptional parameter to specify the name of the keyboard layout to initialize as chosen.
Injects a custom mapping configuration into the configuration for a specific gamepad. If the device does not have an existing configuration, it initializes one first.
The identifier of the device to configure.
The mapping configuration to apply to the device.
Checks if a specific button is currently locked.
The button to check for a lock status.
true
if the button is locked, otherwise false
.
This method is used to determine if a given button is currently prevented from being processed due to a lock. It checks against two separate lock variables, allowing for up to two buttons to be locked simultaneously.
Handles actions to take when the game loses focus, such as deactivating pressed keys.
This method is triggered when the game or the browser tab loses focus. It ensures that any keys pressed are deactivated to prevent stuck keys affecting gameplay when the game is not active.
Handles the disconnection of a gamepad by adding its identifier to a list of disconnected gamepads. This is necessary because Phaser retains memory of previously connected gamepads, and without tracking disconnections, it would be impossible to determine the connection status of gamepads. This method ensures that disconnected gamepads are recognized and can be appropriately hidden in the gamepad selection menu.
The gamepad that has been disconnected.
Updates the tracking of disconnected gamepads when a gamepad is reconnected.
It removes the reconnected gamepad's identifier from the disconnectedGamepads
array,
effectively updating its status to connected.
The gamepad that has been reconnected.
Refreshes and re-indexes the list of connected gamepads.
This method updates the list of gamepads to exclude any that are undefined. It corrects the index of each gamepad to account for any previously undefined entries, ensuring that all gamepads are properly indexed and can be accurately referenced within the game.
Releases a lock on a specific button, allowing it to be processed again.
The button whose lock is to be released.
This method checks lock variable. If either lock matches the specified button, that lock is cleared. This action frees the button to be processed again, ensuring it can respond to new inputs.
repeatInputDurationJustPassed returns true if
has been held down long enough to fire a repeated input. A button must claim the buttonLock before firing a repeated input - this is to prevent multiple buttons from firing repeatedly.
Sets a lock on a given button.
The button to lock.
This method ensures that a button is not processed multiple times inadvertently. It checks if the button is already locked.
Enables or disables support for gamepad input.
A boolean indicating whether gamepad support should be enabled (true) or disabled (false).
This method toggles gamepad support. If disabled, it also ensures that all currently pressed gamepad buttons are deactivated to avoid stuck inputs.
This method updates the interaction state to reflect that the button is pressed.
The button for which to set the interaction.
The source of the input (defaults to 'keyboard'). This helps identify the origin of the input, especially useful in environments with multiple input devices.
Optional
sourceName: StringThis method is responsible for updating the interaction state of a button within the interactions
dictionary. If the button is not already registered, this method returns immediately.
When invoked, it performs the following updates:
pressTime
: Sets this to the current time, representing when the button was initially pressed.isPressed
: Marks the button as currently being pressed.source
: Identifies the source device of the input, which can vary across different hardware (e.g., keyboard, gamepad).Additionally, this method locks the button (by calling setButtonLock
) to prevent it from being re-processed until it is released, ensuring that each press is handled distinctly.
Initializes or updates configurations for connected gamepads. It retrieves the names of all connected gamepads, sets up their configurations according to stored or default settings, and ensures these configurations are saved. If the connected gamepad is the currently chosen one, it reinitializes the chosen gamepad settings.
The gamepad that is being set up.
Updates the interaction handling by processing input states. This method gives priority to certain buttons by reversing the order in which they are checked. This method loops through all button values, checks for valid and timely interactions, and conditionally processes or ignores them based on the current state of gamepad support and other criteria.
It handles special conditions such as the absence of gamepad support or mismatches between the source of the input and the currently chosen gamepad. It also respects the paused state of updates to prevent unwanted input processing.
If an interaction is valid and should be processed, it emits an 'input_down' event with details of the interaction.
Manages and handles all input controls for the game, including keyboard and gamepad interactions.
Remarks
This class is designed to centralize input management across the game. It facilitates the setup, configuration, and handling of all game inputs, making it easier to manage various input devices such as keyboards and gamepads. The class provides methods for setting up input devices, handling their events, and responding to changes in input state (e.g., button presses, releases).
The
InputsController
class also includes mechanisms to handle game focus events to ensure input states are correctly reset and managed when the game loses or regains focus, maintaining robust and responsive control handling throughout the game's lifecycle.Key responsibilities include:
Usage of this class is intended to simplify input management across various parts of the game, providing a unified interface for all input-related interactions.