/**
* LittleJS Input System
* - Keyboard input with key down, pressed, and released states
* - Mouse input with position (world and screen space), buttons, and wheel
* - Gamepad support for multiple controllers with analog sticks and buttons
* - Touch input mapped to mouse position and buttons
* - Virtual on-screen gamepad for mobile devices
* - Automatic gamepad vs keyboard/mouse detection
* - Input event prevention for canvas focus
* - Clipboard copy/paste support
* @namespace Input
*/
'use strict';
/** Mouse pos in world space
* @type {Vector2}
* @memberof Input */
let mousePos = vec2();
/** Mouse pos in screen space
* @type {Vector2}
* @memberof Input */
let mousePosScreen = vec2();
/** Mouse movement delta in world space
* @type {Vector2}
* @memberof Input */
let mouseDelta = vec2();
/** Mouse movement delta in screen space
* @type {Vector2}
* @memberof Input */
let mouseDeltaScreen = vec2();
/** Mouse wheel delta this frame
* @type {number}
* @memberof Input */
let mouseWheel = 0;
/** True if mouse was inside the document window, set to false when mouse leaves
* @type {boolean}
* @memberof Input */
let mouseInWindow = true;
/** True if a gamepad is the most recently used input device.
* Equivalent to usingGamepadInput(); derived from lastInputDevice each frame.
* @type {boolean}
* @memberof Input */
let isUsingGamepad = false;
/** The most recently used input device: 'mouse' | 'keyboard' | 'gamepad'.
* Sticky: it holds its value while every device is idle, so a mouse-follow
* control (e.g. paddle = mousePos) won't snap back the instant the stick/keys
* are released. With several devices in play at once (e.g. keyboard to move +
* mouse to aim) it tracks whichever was touched last each frame, so it may
* alternate — that's intended; use it to pick which control drives a shared
* action. Updated every frame by inputUpdate().
* @type {string}
* @memberof Input */
let lastInputDevice = 'mouse';
/** Screen-pixel mouse movement per frame that counts as "using the mouse"
* (so sub-pixel hand jitter doesn't steal focus from the keyboard/gamepad).
* @type {number}
* @default
* @memberof Input */
let inputMouseMoveThreshold = 6;
/** Prevents input continuing to the default browser handling (true by default)
* @type {boolean}
* @memberof Input */
let inputPreventDefault = true;
/** Primary gamepad index, automatically set to first gamepad with input
* @type {number}
* @memberof Input */
let gamepadPrimary = 0;
/** True if a touch device has been detected
* @memberof Input */
const isTouchDevice = !headlessMode && window.ontouchstart !== undefined;
/** Prevents input continuing to the default browser handling
* This is useful to disable for html menus so the browser can handle input normally
* @param {boolean} preventDefault
* @memberof Input */
function setInputPreventDefault(preventDefault=true) { inputPreventDefault = preventDefault; }
/** Set the screen-pixel mouse movement per frame that counts as using the mouse
* @param {number} threshold
* @memberof Input */
function setInputMouseMoveThreshold(threshold) { inputMouseMoveThreshold = threshold; }
/** @return {boolean} - Is the mouse the most recently used input device? @memberof Input */
function usingMouseInput() { return lastInputDevice === 'mouse'; }
/** @return {boolean} - Is the keyboard the most recently used input device? @memberof Input */
function usingKeyboardInput() { return lastInputDevice === 'keyboard'; }
/** @return {boolean} - Is a gamepad the most recently used input device? @memberof Input */
function usingGamepadInput() { return lastInputDevice === 'gamepad'; }
/** Clears an input key state
* @param {string|number} key
* @param {number} [device]
* @param {boolean} [clearDown=true]
* @param {boolean} [clearPressed=true]
* @param {boolean} [clearReleased=true]
* @memberof Input */
function inputClearKey(key, device=0, clearDown=true, clearPressed=true, clearReleased=true)
{
if (!inputData[device])
return;
inputData[device][key] &= ~((clearDown?1:0)|(clearPressed?2:0)|(clearReleased?4:0));
}
/** Clears all input
* @memberof Input */
function inputClear()
{
inputData.length = 0;
inputData[0] = [];
touchGamepadButtons.length = 0;
touchGamepadSticks.length = 0;
touchGamepadStickPointerId.length = 0; // release floating sticks so they re-anchor
gamepadStickData.length = 0;
gamepadDpadData.length = 0;
}
///////////////////////////////////////////////////////////////////////////////
/** Returns true if device key is down
* @param {string|number} key
* @param {number} [device]
* @return {boolean}
* @memberof Input */
function keyIsDown(key, device=0)
{
ASSERT(isStringLike(key), 'key must be a number or string');
ASSERT(device > 0 || typeof key !== 'number' || key < 3, 'use code string for keyboard');
return !!(inputData[device]?.[key] & 1);
}
/** Returns true if device key was pressed this frame
* @param {string|number} key
* @param {number} [device]
* @return {boolean}
* @memberof Input */
function keyWasPressed(key, device=0)
{
ASSERT(isStringLike(key), 'key must be a number or string');
ASSERT(device > 0 || typeof key !== 'number' || key < 3, 'use code string for keyboard');
return !!(inputData[device]?.[key] & 2);
}
/** Returns true if device key was released this frame
* @param {string|number} key
* @param {number} [device]
* @return {boolean}
* @memberof Input */
function keyWasReleased(key, device=0)
{
ASSERT(isStringLike(key), 'key must be a number or string');
ASSERT(device > 0 || typeof key !== 'number' || key < 3, 'use code string for keyboard');
return !!(inputData[device]?.[key] & 4);
}
/** Returns input vector from arrow keys or WASD if enabled
* @param {string} [up]
* @param {string} [down]
* @param {string} [left]
* @param {string} [right]
* @return {Vector2}
* @memberof Input */
function keyDirection(up='ArrowUp', down='ArrowDown', left='ArrowLeft', right='ArrowRight')
{
ASSERT(isStringLike(up), 'up key must be a string');
ASSERT(isStringLike(down), 'down key must be a string');
ASSERT(isStringLike(left), 'left key must be a string');
ASSERT(isStringLike(right), 'right key must be a string');
const k = (key)=> keyIsDown(key) ? 1 : 0;
return vec2(k(right) - k(left), k(up) - k(down));
}
/** Returns true if mouse button is down
* @function
* @param {number} button
* @return {boolean}
* @memberof Input */
function mouseIsDown(button)
{
ASSERT(isNumber(button), 'mouse button must be a number');
return keyIsDown(button);
}
/** Returns true if mouse button was pressed
* @function
* @param {number} button
* @return {boolean}
* @memberof Input */
function mouseWasPressed(button)
{
ASSERT(isNumber(button), 'mouse button must be a number');
return keyWasPressed(button);
}
/** Returns true if mouse button was released
* @function
* @param {number} button
* @return {boolean}
* @memberof Input */
function mouseWasReleased(button)
{
ASSERT(isNumber(button), 'mouse button must be a number');
return keyWasReleased(button);
}
/** Returns true if gamepad button is down
* @param {number} button
* @param {number} [gamepad]
* @return {boolean}
* @memberof Input */
function gamepadIsDown(button, gamepad=gamepadPrimary)
{
ASSERT(isNumber(button), 'button must be a number');
ASSERT(isNumber(gamepad), 'gamepad must be a number');
return keyIsDown(button, gamepad+1);
}
/** Returns true if gamepad button was pressed
* @param {number} button
* @param {number} [gamepad]
* @return {boolean}
* @memberof Input */
function gamepadWasPressed(button, gamepad=gamepadPrimary)
{
ASSERT(isNumber(button), 'button must be a number');
ASSERT(isNumber(gamepad), 'gamepad must be a number');
return keyWasPressed(button, gamepad+1);
}
/** Returns true if gamepad button was released
* @param {number} button
* @param {number} [gamepad]
* @return {boolean}
* @memberof Input */
function gamepadWasReleased(button, gamepad=gamepadPrimary)
{
ASSERT(isNumber(button), 'button must be a number');
ASSERT(isNumber(gamepad), 'gamepad must be a number');
return keyWasReleased(button, gamepad+1);
}
/** Returns gamepad stick value
* @param {number} stick
* @param {number} [gamepad]
* @return {Vector2}
* @memberof Input */
function gamepadStick(stick, gamepad=gamepadPrimary)
{
ASSERT(isNumber(stick), 'stick must be a number');
ASSERT(isNumber(gamepad), 'gamepad must be a number');
return gamepadStickData[gamepad]?.[stick] ?? vec2();
}
/** Returns gamepad dpad value
* @param {number} [gamepad]
* @return {Vector2}
* @memberof Input */
function gamepadDpad(gamepad=gamepadPrimary)
{
ASSERT(isNumber(gamepad), 'gamepad must be a number');
return gamepadDpadData[gamepad] ?? vec2();
}
/** Returns true if passed in gamepad is connected
* @param {number} [gamepad]
* @return {boolean}
* @memberof Input */
function gamepadConnected(gamepad=gamepadPrimary)
{
ASSERT(isNumber(gamepad), 'gamepad must be a number');
return !!inputData[gamepad+1];
}
/** Returns how many control sticks the passed in gamepad has
* @param {number} [gamepad]
* @return {number}
* @memberof Input */
function gamepadStickCount(gamepad=gamepadPrimary)
{
ASSERT(isNumber(gamepad), 'gamepad must be a number');
return gamepadStickData[gamepad]?.length ?? 0;
}
/** Pulse a gamepad's vibration hardware using the dual-rumble effect if it exists
* Strong magnitude is usually the left side motor, weak magnitude is usually the right side motor
* @param {number} [gamepad] - gamepad index
* @param {number} [duration] - effect duration in ms
* @param {number} [strongMagnitude] - strong (left) motor intensity, 0 to 1
* @param {number} [weakMagnitude] - weak (right) motor intensity, 0 to 1
* @param {number} [startDelay] - delay in ms before the effect starts
* @memberof Input */
function gamepadVibrate(gamepad=gamepadPrimary, duration=200, strongMagnitude=1, weakMagnitude=1, startDelay=0)
{
ASSERT(isNumber(gamepad), 'gamepad must be a number');
if (!vibrateEnable || headlessMode) return;
const pad = navigator?.getGamepads?.()[gamepad];
pad?.vibrationActuator?.playEffect?.('dual-rumble', {duration, strongMagnitude, weakMagnitude, startDelay});
}
/** Stop vibration on a gamepad
* @memberof Input */
function gamepadVibrateStop(gamepad=gamepadPrimary)
{
ASSERT(isNumber(gamepad), 'gamepad must be a number');
if (!vibrateEnable || headlessMode) return;
const pad = navigator?.getGamepads?.()[gamepad];
pad?.vibrationActuator?.reset?.();
}
///////////////////////////////////////////////////////////////////////////////
/** Pulse the vibration hardware if it exists
* @param {number|Array} [pattern] - single value in ms or vibration interval array
* @memberof Input */
function vibrate(pattern=100)
{
ASSERT(isNumber(pattern) || isArray(pattern), 'pattern must be a number or array');
vibrateEnable && !headlessMode && navigator?.vibrate?.(pattern);
}
/** Cancel any ongoing vibration
* @memberof Input */
function vibrateStop() { vibrate(0); }
///////////////////////////////////////////////////////////////////////////////
// Pointer Lock
/** Request to lock the pointer, does not work on touch devices
* @memberof Input */
function pointerLockRequest()
{ !isTouchDevice && mainCanvas.requestPointerLock?.(); }
/** Request to unlock the pointer
* @memberof Input */
function pointerLockExit()
{ document.exitPointerLock?.(); }
/** Check if pointer is locked (true if locked)
* @return {boolean}
* @memberof Input */
function pointerLockIsActive()
{ return document.pointerLockElement === mainCanvas; }
///////////////////////////////////////////////////////////////////////////////
// Input variables used by engine
// input uses bit field for each key: 1=isDown, 2=wasPressed, 4=wasReleased
// mouse and keyboard stored in device 0, gamepads stored in devices > 0
const inputData = [[]];
// gamepad internal variables
const gamepadStickData = [], gamepadDpadData = [], gamepadHadInput = [];
// touch gamepad internal variables
const touchGamepadTimer = new Timer, touchGamepadButtons = [], touchGamepadSticks = [];
// floating stick anchors (stage-local CSS pixels) and owning pointer ids, indexed by stick (0=left, 1=right)
const touchGamepadStickAnchors = [], touchGamepadStickPointerId = [];
// pointerId -> control role ('stick0', 'stick1', 'face<n>', or 'start')
const touchGamepadPointerRole = new Map();
// overlay DOM elements (created lazily on touch devices) and cached SVG shapes
let touchGamepadOverlay, touchGamepadStage, touchGamepadSvg, touchGamepadSvgEls;
let touchGamepadSideZones = [], touchGamepadZoneC;
let touchGamepadNeedRelayout = true, touchGamepadLastLayout;
///////////////////////////////////////////////////////////////////////////////
// Input system functions used by engine
function inputInit()
{
if (headlessMode) return;
// add event listeners
document.addEventListener('keydown', onKeyDown);
document.addEventListener('keyup', onKeyUp);
document.addEventListener('mousedown', onMouseDown);
document.addEventListener('mouseup', onMouseUp);
document.addEventListener('mousemove', onMouseMove);
document.addEventListener('mouseleave', onMouseLeave);
document.addEventListener('wheel', onMouseWheel, { passive: false });
document.addEventListener('contextmenu', onContextMenu);
document.addEventListener('blur', onBlur);
// init touch input
if (isTouchDevice && touchInputEnable)
touchInputInit();
function onKeyDown(e)
{
if (!e.repeat)
{
inputData[0][e.code] = 3;
if (inputWASDEmulateDirection)
inputData[0][remapKey(e.code)] = 3;
}
// try to prevent default browser handling of input
if (!inputPreventDefault || !e.cancelable || !document.hasFocus()) return;
// don't break browser shortcuts
if (e.ctrlKey || e.metaKey || e.altKey) return;
// don't interfere with user typing into UI fields
if (isTextInput(e.target) || isTextInput(document.activeElement)) return;
// fix browser setting "Search for text when you start typing"
const printable = typeof e.key === 'string' && e.key.length === 1;
// prevent arrow key and other default keys from messing with stuff
const preventDefaultKeys =
[
'ArrowUp', 'ArrowDown', 'ArrowLeft', 'ArrowRight', // scrolling
'Space', // page down scroll
'Tab', // focus navigation
'Backspace', // browser back
];
if (preventDefaultKeys.includes(e.code) || printable)
e.preventDefault();
function isTextInput(element)
{
const tag = element?.tagName;
const editable = element?.isContentEditable;
return editable || ['INPUT','TEXTAREA','SELECT'].includes(tag);
}
}
function onKeyUp(e)
{
inputData[0][e.code] = (inputData[0][e.code]&2) | 4;
if (inputWASDEmulateDirection)
{
const remap = remapKey(e.code);
inputData[0][remap] = (inputData[0][remap]&2) | 4;
}
}
function remapKey(k)
{
// handle remapping wasd keys to directions
return inputWASDEmulateDirection ?
k === 'KeyW' ? 'ArrowUp' :
k === 'KeyS' ? 'ArrowDown' :
k === 'KeyA' ? 'ArrowLeft' :
k === 'KeyD' ? 'ArrowRight' : k : k;
}
function onMouseDown(e)
{
if (isTouchDevice && touchInputEnable) return;
// fix stalled audio requiring user interaction
if (soundEnable && !headlessMode && audioContext && !audioIsRunning())
audioContext.resume();
inputData[0][e.button] = 3;
const mousePosScreenLast = mousePosScreen;
mousePosScreen = mouseEventToScreen(vec2(e.x,e.y));
mouseDeltaScreen = mouseDeltaScreen.add(mousePosScreen.subtract(mousePosScreenLast));
if (inputPreventDefault && e.cancelable && document.hasFocus())
e.preventDefault();
}
function onMouseUp(e)
{
if (isTouchDevice && touchInputEnable) return;
inputData[0][e.button] = (inputData[0][e.button]&2) | 4;
}
function onMouseMove(e)
{
mouseInWindow = true;
const mousePosScreenLast = mousePosScreen;
mousePosScreen = mouseEventToScreen(vec2(e.x,e.y));
// when pointer is locked use movementX/Y for delta
const movement = pointerLockIsActive() ?
vec2(e.movementX, e.movementY) :
mousePosScreen.subtract(mousePosScreenLast);
mouseDeltaScreen = mouseDeltaScreen.add(movement);
}
function onMouseLeave() { mouseInWindow = false; } // mouse moved off window
function onMouseWheel(e)
{
// accumulate so multiple wheel events in one frame are not lost
if (!e.ctrlKey)
mouseWheel += sign(e.deltaY);
if (inputPreventDefault && e.cancelable && document.hasFocus())
e.preventDefault(); // prevent page scrolling
}
function onContextMenu(e) { e.preventDefault(); } // prevent right click menu
function onBlur()
{
inputClear();
// release any held virtual gamepad controls so they don't stick
touchGamepadPointerRole.clear();
touchGamepadButtons.length = 0;
touchGamepadSticks.length = 0;
touchGamepadStickPointerId.length = 0;
}
// enable touch input mouse passthrough
function touchInputInit()
{
// add non passive touch event listeners
document.addEventListener('touchstart', (e)=> handleTouch(e), { passive: false });
document.addEventListener('touchmove', (e)=> handleTouch(e), { passive: false });
document.addEventListener('touchend', (e)=> handleTouch(e), { passive: false });
// handle all touch events the same way
let wasTouching, touchIdentifier;
function handleTouch(e)
{
if (!touchInputEnable) return;
// fix stalled audio requiring user interaction
if (soundEnable && !headlessMode && audioContext && !audioIsRunning())
audioContext.resume();
// when the touch gamepad is enabled it owns touch input: suppress the
// touch->mouse passthrough entirely unless touchGamepadPassthrough is set
// (its own zones drive gameplay via pointer events)
if (!touchGamepadEnable || touchGamepadPassthrough)
{
// touches that landed on a virtual gamepad zone are owned by the gamepad
// (handled by its own pointer listeners) and must not drive the game mouse
const isGamepadTouch = (t)=>
touchGamepadSideZones.includes(t.target) || t.target === touchGamepadZoneC;
const gameTouches = [];
for (const t of e.touches)
if (!isGamepadTouch(t)) gameTouches.push(t);
// check if touching and pass to mouse events
const touching = gameTouches.length;
const button = 0; // all touches are left mouse button
if (touching)
{
// set event pos and pass it along
const pos = vec2(gameTouches[0].clientX, gameTouches[0].clientY);
const mousePosScreenLast = mousePosScreen;
mousePosScreen = mouseEventToScreen(pos);
if (wasTouching && gameTouches[0].identifier === touchIdentifier)
mouseDeltaScreen = mouseDeltaScreen.add(mousePosScreen.subtract(mousePosScreenLast));
else if (!wasTouching)
inputData[0][button] = 3;
touchIdentifier = gameTouches[0].identifier;
}
else if (wasTouching)
inputData[0][button] = inputData[0][button] & 2 | 4;
// set was touching
wasTouching = touching;
}
// prevent default handling like copy, magnifier lens, and scrolling
if (inputPreventDefault && e.cancelable && document.hasFocus())
e.preventDefault();
// must return true so the document will get focus
return true;
}
}
// convert a mouse or touch event position to screen space
function mouseEventToScreen(mousePos)
{
const rect = mainCanvas.getBoundingClientRect();
const px = percent(mousePos.x, rect.left, rect.right);
const py = percent(mousePos.y, rect.top, rect.bottom);
return vec2(px*mainCanvas.width, py*mainCanvas.height);
}
}
function inputUpdate()
{
if (headlessMode) return;
// clear input when lost focus (prevent stuck keys)
if (!(touchInputEnable && isTouchDevice) && !document.hasFocus())
inputClear();
// update mouse world space position and delta
mousePos = screenToWorld(mousePosScreen);
mouseDelta = screenToWorldDelta(mouseDeltaScreen);
// build the touch gamepad overlay lazily once enabled on a touch device
touchGamepadInit();
// update gamepads if enabled
gamepadsUpdate();
// update most recently used input device
updateLastInputDevice();
function updateLastInputDevice()
{
// mouse: any button held or moved
const mouseActive = mouseIsDown(0) || mouseIsDown(1) || mouseIsDown(2) || mouseDeltaScreen.length() > inputMouseMoveThreshold;
// gamepad: any button held or stick moved
let gamepadActive = false;
for (let s = gamepadStickCount(); s-- && !gamepadActive;)
gamepadActive = gamepadStick(s).lengthSquared() > .04;
for (let b = 17; b-- && !gamepadActive;)
gamepadActive = gamepadIsDown(b);
// keyboard: any non-mouse key down
let keyboardActive = false;
for (const k in inputData[0])
if (isNaN(+k) && (inputData[0][k] & 1))
{
keyboardActive = true;
break;
}
// update the last input
if (gamepadActive)
lastInputDevice = 'gamepad';
else if (mouseActive)
lastInputDevice = 'mouse';
else if (keyboardActive)
lastInputDevice = 'keyboard';
// set flag if gamepad is last device
isUsingGamepad = lastInputDevice === 'gamepad';
}
// gamepads are updated by engine every frame automatically
function gamepadsUpdate()
{
const applyDeadZones = (v)=>
{
const min=.3, max=.8;
const deadZone = (v)=>
v > min ? percent(v, min, max) :
v < -min ? -percent(-v, min, max) : 0;
return vec2(deadZone(v.x), deadZone(-v.y)).clampLength();
};
// update touch gamepad if enabled
if (touchGamepadEnable && isTouchDevice)
{
// a side is either a stick or buttons - setting both is ambiguous
ASSERT(!touchGamepadLeftStick || !touchGamepadLeftButtonCount,
'set touchGamepadLeftStick or touchGamepadLeftButtonCount, not both');
ASSERT(!touchGamepadRightStick || !touchGamepadButtonCount,
'set touchGamepadRightStick or touchGamepadButtonCount, not both');
if (!touchGamepadTimer.isSet()) return;
// read virtual analog stick
gamepadPrimary = 0; // touch gamepad uses index 0
const sticks = gamepadStickData[0] ?? (gamepadStickData[0] = []);
const dpad = gamepadDpadData[0] ?? (gamepadDpadData[0] = vec2());
sticks.length = 0; // only report sticks that are enabled
dpad.set();
// read each side's directional stick (analog, or quantized to an 8 way dpad)
for (let side = 0; side < 2; side++)
{
if (!touchGamepadSideStick(side)) continue;
const out = touchGamepadStickOut(side);
sticks[out] = vec2();
const touchStick = touchGamepadSticks[side] ?? vec2();
if (touchGamepadAnalog)
sticks[out] = applyDeadZones(touchStick);
else if (touchStick.lengthSquared() > .3)
{
const x = clamp(round(touchStick.x), -1, 1);
const y = clamp(round(touchStick.y), -1, 1);
sticks[out] = vec2(x, -y).clampLength(); // clamp to circle
if (!out) dpad.set(x, -y); // the primary (stick 0) also drives the dpad vector
}
}
// read virtual gamepad buttons
const data = inputData[1] ?? (inputData[1] = []);
for (let i=12; i--;)
{
const wasDown = gamepadIsDown(i,0);
data[i] = touchGamepadButtons[i] ? wasDown ? 1 : 3 : wasDown ? 4 : 0;
// haptic tap when a face button or start button is first pressed (3 = newly down)
// skip stick touches (10, 11) so movement doesn't buzz
if (touchGamepadVibration && data[i] === 3 &&
(i === 9 || touchGamepadIsFaceButton(i)))
vibrate(touchGamepadVibration);
}
// disable normal gamepads when touch gamepad is active
return;
}
// return if gamepads are disabled or not supported
try {
// protect against getGamepads disallowed security error
if (!gamepadsEnable || !navigator?.getGamepads)
return;
} catch(e) {
return;
}
// only poll gamepads when focused or in debug mode
if (!debug && !document.hasFocus()) return;
// poll gamepads
const maxGamepads = 8;
const gamepads = navigator.getGamepads();
const gamepadCount = min(maxGamepads, gamepads.length);
for (let i=0; i<gamepadCount; ++i)
{
// get or create gamepad data
const gamepad = gamepads[i];
if (!gamepad)
{
// clear gamepad data if not connected
inputData[i+1] = undefined;
gamepadStickData[i] = undefined;
gamepadDpadData[i] = undefined;
gamepadHadInput[i] = undefined;
continue;
}
const data = inputData[i+1] ?? (inputData[i+1] = []);
const sticks = gamepadStickData[i] ?? (gamepadStickData[i] = []);
const dpad = gamepadDpadData[i] ?? (gamepadDpadData[i] = vec2());
// read analog sticks
for (let j = 0; j < gamepad.axes.length-1; j+=2)
sticks[j>>1] = applyDeadZones(vec2(gamepad.axes[j],gamepad.axes[j+1]));
// read buttons
let hadInput = false;
for (let j = gamepad.buttons.length; j--;)
{
const button = gamepad.buttons[j];
const wasDown = gamepadIsDown(j,i);
data[j] = button.pressed ? wasDown ? 1 : 3 : wasDown ? 4 : 0;
// check for any input on this gamepad, analog must be full press
if (button.pressed && (!button.value || button.value > .9))
hadInput = true;
}
// set new primary gamepad if current is not connected
if (hadInput)
{
gamepadHadInput[i] = true;
if (!gamepadHadInput[gamepadPrimary])
gamepadPrimary = i;
}
if (gamepad.mapping === 'standard')
{
// get dpad buttons (standard mapping)
dpad.set(
(gamepadIsDown(15,i)&&1) - (gamepadIsDown(14,i)&&1),
(gamepadIsDown(12,i)&&1) - (gamepadIsDown(13,i)&&1));
}
// copy dpad to left analog stick when pressed
if (gamepadDirectionEmulateStick && (dpad.x || dpad.y))
sticks[0] = dpad.clampLength();
}
// disable touch gamepad if using real gamepad
touchGamepadEnable && isUsingGamepad && touchGamepadTimer.unset();
}
}
function inputUpdatePost()
{
if (headlessMode) return;
// clear input to prepare for next frame
for (const deviceInputData of inputData)
for (const i in deviceInputData)
deviceInputData[i] &= 1;
mouseWheel = 0;
mouseDelta = vec2();
mouseDeltaScreen = vec2();
}
function inputRender()
{
touchGamepadRender();
}
///////////////////////////////////////////////////////////////////////////////
// Touch gamepad - full-viewport HTML/SVG overlay driven by Pointer Events
const touchGamepadSvgNS = 'http://www.w3.org/2000/svg';
// build the overlay DOM once; no-op if already built, disabled, headless, or non-touch
function touchGamepadInit()
{
if (touchGamepadOverlay || !touchGamepadEnable || !isTouchDevice || headlessMode ||
!document.body) // body may not exist yet; retry on a later frame
return;
// full-viewport overlay; only the input zones receive pointer events. The
// env() padding insets the stage out of notches / home indicators natively.
const overlay = touchGamepadOverlay = document.createElement('div');
overlay.style.cssText =
'position:fixed;inset:0;z-index:50;pointer-events:none;opacity:0;' +
'touch-action:none;user-select:none;-webkit-user-select:none;' +
'-webkit-touch-callout:none;transition:opacity .2s;box-sizing:border-box;' +
'padding:env(safe-area-inset-top) env(safe-area-inset-right) ' +
'env(safe-area-inset-bottom) env(safe-area-inset-left)';
// stage fills the padded (safe-area) content box; all controls live inside it
const stage = touchGamepadStage = document.createElement('div');
stage.style.cssText = 'position:relative;width:100%;height:100%;pointer-events:none';
overlay.appendChild(stage);
// svg draws every visual and never blocks input
const svg = touchGamepadSvg = document.createElementNS(touchGamepadSvgNS, 'svg');
svg.style.cssText = 'position:absolute;inset:0;width:100%;height:100%;' +
'pointer-events:none;overflow:visible;fill:none;stroke:#fff;stroke-width:3';
stage.appendChild(svg);
// invisible input zones (left stick, right buttons/stick, center start)
const makeZone = ()=>
{
const z = document.createElement('div');
z.style.cssText = 'position:absolute;pointer-events:auto;touch-action:none';
z.addEventListener('pointerdown', e=> touchGamepadPointerDown(e, z));
z.addEventListener('pointermove', e=> touchGamepadPointerMove(e));
z.addEventListener('pointerup', e=> touchGamepadPointerUp(e));
z.addEventListener('pointercancel', e=> touchGamepadPointerUp(e));
stage.appendChild(z);
return z;
};
touchGamepadSideZones[0] = makeZone(); // left
touchGamepadSideZones[1] = makeZone(); // right
touchGamepadZoneC = makeZone(); // center/start, appended last so it sits above the sides
addEventListener('resize', ()=> touchGamepadNeedRelayout = true);
document.body.appendChild(overlay);
touchGamepadNeedRelayout = true;
}
// stage-local size in CSS pixels (excludes safe-area insets)
function touchGamepadStageRect() { return touchGamepadStage.getBoundingClientRect(); }
// per-side touch gamepad config (side 0 = left, 1 = right) - the left and right
// sides behave identically, differing only in position and gamepad button indices
function touchGamepadSideStick(side)
{ return side ? touchGamepadRightStick : touchGamepadLeftStick; }
function touchGamepadSideButtonCount(side)
{ return side ? touchGamepadButtonCount : touchGamepadLeftButtonCount; }
// gamepad button index a side's buttons start at (right 0-3, left 4-7)
function touchGamepadSideButtonBase(side)
{ return side ? 0 : 4; }
// output stick index for a side: the right stick uses stick 0 when there is no left stick
function touchGamepadStickOut(side)
{ return side && touchGamepadLeftStick ? 1 : 0; }
// true if the side has any control (a stick or at least one button)
function touchGamepadSideHasControl(side)
{ return touchGamepadSideStick(side) || touchGamepadSideButtonCount(side) > 0; }
// true if gamepad button index i is an active touch gamepad face/single button
function touchGamepadIsFaceButton(i)
{
for (let side = 0; side < 2; side++)
{
const base = touchGamepadSideButtonBase(side);
if (!touchGamepadSideStick(side) &&
i >= base && i < base + touchGamepadSideButtonCount(side))
return true;
}
return false;
}
// center of a side's controls in stage-local CSS pixels (stick rest / button cluster)
// returns the floating stick anchor when that side is an active floating stick
function touchGamepadSideCenter(side, W, H)
{
if (touchGamepadFloating && touchGamepadSideStick(side) && touchGamepadStickAnchors[side])
return touchGamepadStickAnchors[side];
let y = H - touchGamepadSize;
const count = touchGamepadSideButtonCount(side);
if (!touchGamepadSideStick(side) && (count === 2 || count === 3))
y -= touchGamepadSize/4; // nudge a 2/3 button cluster up a bit
return vec2(side ? W - touchGamepadSize : touchGamepadSize, y);
}
// position the input zones for the current mode and rebuild the SVG visuals
function touchGamepadRelayout()
{
if (!touchGamepadOverlay) return;
const r = touchGamepadStageRect();
const W = r.width, H = r.height, S = touchGamepadSize;
const setZone = (z, css)=> z.style.cssText =
'position:absolute;pointer-events:auto;touch-action:none;' + css;
if (paused)
{
// the gamepad is hidden while paused, so its side zones must not capture
// touches - otherwise they silently steal taps from menus and dialogs
for (const zone of touchGamepadSideZones) zone.style.display = 'none';
if (touchGamepadCenterButtonSize)
{
// any touch presses start
setZone(touchGamepadZoneC, 'inset:0');
touchGamepadZoneC.style.display = '';
}
else
touchGamepadZoneC.style.display = 'none';
}
else
{
// position each side zone (left/right differ only by which edge they hug)
for (let side = 0; side < 2; side++)
{
const zone = touchGamepadSideZones[side], edge = side ? 'right' : 'left';
zone.style.display = touchGamepadSideHasControl(side) ? '' : 'none';
if (touchGamepadFloating)
{
// bottom 60% grabs the control; the top 40% passes through. A side with no
// control on the other side uses the full width (matching the hit-test)
const width = touchGamepadSideHasControl(side ? 0 : 1) ? '50%' : '100%';
setZone(zone, `${edge}:0;bottom:0;width:${width};height:60%`);
}
else // fixed: a compact box hugging the corner control
setZone(zone, `${edge}:0;bottom:0;width:${3*S}px;height:${3*S}px`);
}
touchGamepadZoneC.style.display = touchGamepadCenterButtonSize ? '' : 'none';
const c = touchGamepadCenterButtonSize;
setZone(touchGamepadZoneC,
`left:50%;top:50%;width:${2*c}px;height:${2*c}px;transform:translate(-50%,-50%)`);
}
touchGamepadBuildSvg(W, H);
touchGamepadNeedRelayout = false;
}
// (re)build the SVG shapes for the current layout; dynamic bits update per-frame
function touchGamepadBuildSvg(W, H)
{
const svg = touchGamepadSvg;
while (svg.firstChild) svg.removeChild(svg.firstChild);
const els = touchGamepadSvgEls = { face: [], thumb: [] };
const S = touchGamepadSize;
const circle = (cx, cy, rr, fill)=>
{
const c = document.createElementNS(touchGamepadSvgNS, 'circle');
c.setAttribute('cx', cx); c.setAttribute('cy', cy); c.setAttribute('r', rr);
if (fill) c.setAttribute('fill', fill);
svg.appendChild(c);
return c;
};
const cross = (ctr)=>
{
// plus-shaped dpad outline centered at ctr
const a = S*.18, b = S*.5, x = ctr.x, y = ctr.y;
const p = document.createElementNS(touchGamepadSvgNS, 'path');
p.setAttribute('d',
`M ${x-a} ${y-b} H ${x+a} V ${y-a} H ${x+b} V ${y+a} H ${x+a} ` +
`V ${y+b} H ${x-a} V ${y+a} H ${x-b} V ${y-a} H ${x-a} Z`);
svg.appendChild(p);
};
// draw each side: a directional stick, a single large button, or face buttons
for (let side = 0; side < 2; side++)
{
const count = touchGamepadSideButtonCount(side);
const base = touchGamepadSideButtonBase(side);
const ctr = touchGamepadSideCenter(side, W, H);
if (touchGamepadSideStick(side))
{
// directional stick (circle or cross) with a thumb dot that moves per-frame
if (touchGamepadAnalog) circle(ctr.x, ctr.y, S/2); else cross(ctr);
els.thumb[side] = circle(ctr.x, ctr.y, S/4, '#fff');
}
else if (count === 1)
els.face[base] = circle(ctr.x, ctr.y, S/2, '#000'); // single large button
else for (let i = 0; i < count; i++)
{
const j = mod(i-1, 4);
let button = count > 2 ? j : min(j, count-1);
button = button === 3 ? 2 : button === 2 ? 3 : button; // match gamepad layout
const offset = vec2().setDirection(j, S/2);
if (count === 2) offset.x *= -1;
// left side mirrors the right layout's positions, keeping indices in order
// (e.g. 2 buttons -> button 4 at bottom, button 5 at left)
if (!side) offset.x *= -1;
const pos = ctr.add(offset);
els.face[base + button] = circle(pos.x, pos.y, S/4, '#000');
}
}
// debug: draw the proximity hit regions the hit-test actually uses
if (debug && debugGamepads) touchGamepadBuildDebug(W, H);
}
// draw debug outlines of the touch control hit regions into the overlay svg
function touchGamepadBuildDebug(W, H)
{
const S = touchGamepadSize, svg = touchGamepadSvg;
const shape = (tag, attrs, stroke)=>
{
const el = document.createElementNS(touchGamepadSvgNS, tag);
for (const k in attrs) el.setAttribute(k, attrs[k]);
el.setAttribute('stroke', stroke);
el.setAttribute('stroke-width', 2);
el.setAttribute('fill', 'none');
svg.appendChild(el);
};
const ring = (c, rr, stroke)=> shape('circle', {cx:c.x, cy:c.y, r:rr}, stroke);
// green line: the left/right split that assigns a stick press to a side
shape('line', {x1:W/2, y1:0, x2:W/2, y2:H}, '#0f0');
// cyan: where each side's control can be grabbed
for (let side = 0; side < 2; side++)
{
if (touchGamepadSideStick(side))
{
if (touchGamepadFloating)
{
// grab region: this side's half (or the full width if the other side is empty)
const top = H*.4, full = !touchGamepadSideHasControl(side ? 0 : 1);
const x = full ? 0 : (side ? W/2 : 0);
shape('rect', {x, y:top, width:full ? W : W/2, height:H-top}, '#0ff');
}
else
ring(touchGamepadSideCenter(side, W, H), 2*S, '#0ff');
}
else if (touchGamepadSideButtonCount(side) >= 1)
ring(touchGamepadSideCenter(side, W, H), S, '#0ff'); // face / single-button radius
}
// yellow: start button radius; magenta: where start is blocked (near a control)
if (touchGamepadCenterButtonSize)
{
ring(vec2(W/2, H/2), touchGamepadCenterButtonSize, '#ff0');
for (let side = 0; side < 2; side++)
if (touchGamepadSideHasControl(side))
ring(touchGamepadSideCenter(side, W, H), 2*S, '#f0f');
}
}
// per-frame: fade the overlay and move the thumbs / set pressed states
function touchGamepadRender()
{
if (!touchGamepadOverlay || headlessMode) return;
// hide and bail if disabled at runtime (overlay stays in the DOM for reuse)
// display:none also takes the input zones out of hit-testing so touches are
// not silently captured away from the game while disabled
if (!touchGamepadEnable || !isTouchDevice)
{
if (touchGamepadOverlay.style.display !== 'none')
{
// just disabled: hide the overlay and release any held controls
touchGamepadOverlay.style.display = 'none';
touchGamepadPointerRole.clear();
touchGamepadButtons.length = 0;
touchGamepadSticks.length = 0;
touchGamepadStickPointerId.length = 0;
}
return;
}
touchGamepadOverlay.style.display = '';
// relayout when the paused state, a layout setting, or the debug view changes
const dbg = debug && debugGamepads;
const layout = [touchGamepadButtonCount, touchGamepadLeftButtonCount, touchGamepadLeftStick,
touchGamepadRightStick, touchGamepadAnalog, touchGamepadSize, touchGamepadFloating,
touchGamepadCenterButtonSize, paused, dbg].join();
if (layout !== touchGamepadLastLayout)
{
touchGamepadLastLayout = layout;
touchGamepadNeedRelayout = true;
}
// relayout before the visibility bail-out so the paused full-screen start zone applies
if (touchGamepadNeedRelayout) touchGamepadRelayout();
// fade out when idle (always show when displayTime is 0, or while debugging)
const fade = touchGamepadDisplayTime ?
percent(touchGamepadTimer.get(), touchGamepadDisplayTime+1, touchGamepadDisplayTime) : 1;
const visible = dbg || (touchGamepadTimer.isSet() && fade > 0 && !paused);
touchGamepadOverlay.style.opacity = !visible ? 0 : dbg ? 1 : fade*touchGamepadAlpha;
if (!visible) return;
const r = touchGamepadStageRect();
const W = r.width, H = r.height, S = touchGamepadSize;
const els = touchGamepadSvgEls;
if (!els) return;
for (let side = 0; side < 2; side++)
if (touchGamepadSideStick(side) && els.thumb[side])
{
const ctr = touchGamepadSideCenter(side, W, H);
const t = ctr.add((touchGamepadSticks[side] ?? vec2()).scale(S/2));
els.thumb[side].setAttribute('cx', t.x);
els.thumb[side].setAttribute('cy', t.y);
}
for (let i = 0; i < els.face.length; i++)
if (els.face[i])
els.face[i].setAttribute('fill', touchGamepadButtons[i] ? '#fff' : '#000');
}
// convert a pointer event to stage-local CSS pixels
function touchGamepadEventPos(e)
{
const r = touchGamepadStageRect();
return vec2(e.clientX - r.left, e.clientY - r.top);
}
// set a directional stick from a stage-local point and flag its stick-touch button
// (stick 0 press = button 10, stick 1 press = button 11, following the output index)
function touchGamepadApplyStick(side, p)
{
const delta = p.subtract(touchGamepadStickAnchors[side]);
touchGamepadSticks[side] = delta.scale(2/touchGamepadSize).clampLength();
touchGamepadButtons[touchGamepadStickOut(side) ? 11 : 10] = 1;
}
// pick a side's gamepad button index from a stage-local point, or -1 if outside the cluster
function touchGamepadFaceButtonAt(side, p, W, H)
{
const count = touchGamepadSideButtonCount(side);
const base = touchGamepadSideButtonBase(side);
const bc = touchGamepadSideCenter(side, W, H);
if (bc.distance(p) >= touchGamepadSize) return -1;
if (count === 1) return base; // single large button
const d = bc.subtract(p);
if (!side) d.x *= -1; // left side mirrors the right layout's positions horizontally
let button = count === 2 ? (d.x < d.y ? 1 : 0) : mod(d.direction()+2, 4);
button = button === 3 ? 2 : button === 2 ? 3 : button; // match gamepad layout
return button < count ? base + button : -1;
}
// pick which control a stage-local press activates, by priority then proximity,
// independent of which zone element captured it - so overlapping zones on small
// screens resolve to the nearest control instead of whichever zone is topmost
// returns {role:'stick', side} or {role:'face', btn} or {role:'start'} or undefined
function touchGamepadControlAt(p, W, H)
{
const S = touchGamepadSize;
const leftHalf = p.x < W/2;
const floatTop = H*.4; // floating grab region is the bottom 60% of the screen
// check each side (left first for priority); a side is a stick or buttons
for (let side = 0; side < 2; side++)
{
const onHalf = side ? !leftHalf : leftHalf;
if (touchGamepadSideStick(side))
{
// a side with no control on the other side uses the full width
const otherControl = touchGamepadSideHasControl(side ? 0 : 1);
const grab = touchGamepadFloating ?
(!otherControl || onHalf) && p.y > floatTop :
onHalf && touchGamepadSideCenter(side, W, H).distance(p) < 2*S;
if (grab) return {role:'stick', side};
}
else if (touchGamepadSideButtonCount(side) >= 1)
{
const btn = touchGamepadFaceButtonAt(side, p, W, H);
if (btn >= 0) return {role:'face', btn};
}
}
// center start button, blocked within 2*size of a control so drift off a
// control can't accidentally fire start (matches the original exclusion logic)
if (touchGamepadCenterButtonSize)
{
for (let side = 0; side < 2; side++)
if (touchGamepadSideHasControl(side) &&
touchGamepadSideCenter(side, W, H).distance(p) < 2*S)
return;
if (vec2(W/2, H/2).distance(p) < touchGamepadCenterButtonSize)
return {role:'start'};
}
}
function touchGamepadPointerDown(e, zone)
{
if (!touchGamepadEnable) return;
e.preventDefault();
zone.setPointerCapture(e.pointerId);
touchGamepadTimer.set();
// resume audio on first interaction
if (soundEnable && !headlessMode && audioContext && !audioIsRunning())
audioContext.resume();
// while paused, any touch is the start button
if (paused)
{
if (touchGamepadCenterButtonSize)
{
touchGamepadButtons[9] = 1;
touchGamepadPointerRole.set(e.pointerId, 'start');
}
return;
}
const r = touchGamepadStageRect();
const W = r.width, H = r.height;
const p = vec2(e.clientX - r.left, e.clientY - r.top);
// choose the control by proximity/priority, not by which zone captured the touch
const hit = touchGamepadControlAt(p, W, H);
if (!hit) return;
if (hit.role === 'stick')
{
const side = hit.side;
touchGamepadStickAnchors[side] = touchGamepadFloating ? p : touchGamepadSideCenter(side, W, H);
touchGamepadStickPointerId[side] = e.pointerId;
touchGamepadPointerRole.set(e.pointerId, 'stick'+side);
touchGamepadNeedRelayout = true; // base may have re-anchored
touchGamepadApplyStick(side, p);
}
else if (hit.role === 'face')
{
touchGamepadButtons[hit.btn] = 1;
touchGamepadPointerRole.set(e.pointerId, 'face'+hit.btn);
}
else // 'start'
{
touchGamepadButtons[9] = 1;
touchGamepadPointerRole.set(e.pointerId, 'start');
}
}
function touchGamepadPointerMove(e)
{
const role = touchGamepadPointerRole.get(e.pointerId);
if (!role) return;
e.preventDefault();
const p = touchGamepadEventPos(e);
if (role === 'stick0' || role === 'stick1')
touchGamepadApplyStick(role === 'stick1' ? 1 : 0, p);
// face buttons & start are held until release (no slide-between this pass)
}
function touchGamepadPointerUp(e)
{
const role = touchGamepadPointerRole.get(e.pointerId);
if (!role) return;
touchGamepadPointerRole.delete(e.pointerId);
if (role === 'stick0' || role === 'stick1')
{
const side = role === 'stick1' ? 1 : 0;
touchGamepadStickPointerId[side] = undefined;
touchGamepadSticks[side] = vec2();
delete touchGamepadButtons[touchGamepadStickOut(side) ? 11 : 10];
}
else if (role === 'start')
delete touchGamepadButtons[9];
else // 'face<n>'
delete touchGamepadButtons[+role.slice(4)];
touchGamepadTimer.set();
}