import BattleScene from "../../battle-scene"; import AbstractBindingUiHandler from "./abstract-binding-ui-handler"; import {Mode} from "../ui"; import { getKeyWithKeycode} from "#app/configs/inputs/configHandler"; import {Device} from "#app/enums/devices"; import {addTextObject, TextStyle} from "#app/ui/text"; export default class KeyboardBindingUiHandler extends AbstractBindingUiHandler { constructor(scene: BattleScene, mode?: Mode) { super(scene, mode); // Listen to gamepad button down events to initiate binding. scene.input.keyboard.on("keydown", this.onKeyDown, this); } setup() { super.setup(); // New button icon setup. this.newButtonIcon = this.scene.add.sprite(0, 0, "keyboard"); this.newButtonIcon.setPositionRelative(this.optionSelectBg, 78, 32); this.newButtonIcon.setOrigin(0.5); this.newButtonIcon.setVisible(false); this.actionLabel = addTextObject(this.scene, 0, 0, "Assign button", TextStyle.SETTINGS_LABEL); this.actionLabel.setOrigin(0, 0.5); this.actionLabel.setPositionRelative(this.actionBg, this.actionBg.width - 80, this.actionBg.height / 2); this.actionsContainer.add(this.actionLabel); this.optionSelectContainer.add(this.newButtonIcon); } getSelectedDevice() { return this.scene.inputController?.selectedDevice[Device.KEYBOARD]; } onKeyDown(event): void { const blacklist = [ Phaser.Input.Keyboard.KeyCodes.UP, Phaser.Input.Keyboard.KeyCodes.DOWN, Phaser.Input.Keyboard.KeyCodes.LEFT, Phaser.Input.Keyboard.KeyCodes.RIGHT, Phaser.Input.Keyboard.KeyCodes.HOME, Phaser.Input.Keyboard.KeyCodes.ENTER, Phaser.Input.Keyboard.KeyCodes.ESC, Phaser.Input.Keyboard.KeyCodes.DELETE, ]; const key = event.keyCode; // // Check conditions before processing the button press. if (!this.listening || this.buttonPressed !== null || blacklist.includes(key)) { return; } const activeConfig = this.scene.inputController.getActiveConfig(Device.KEYBOARD); const _key = getKeyWithKeycode(activeConfig, key); const buttonIcon = activeConfig.icons[_key]; if (!buttonIcon) { return; } this.buttonPressed = key; // const assignedButtonIcon = getIconWithSettingName(activeConfig, this.target); this.onInputDown(buttonIcon, null, "keyboard"); } swapAction(): boolean { const activeConfig = this.scene.inputController.getActiveConfig(Device.KEYBOARD); if (this.scene.inputController.assignBinding(activeConfig, this.target, this.buttonPressed)) { this.scene.gameData.saveMappingConfigs(this.getSelectedDevice(), activeConfig); return true; } return false; } }