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controllerbutton.ts
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controllerbutton.ts
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enum ControllerKeys {
KEY_UP = 2048,
KEY_DOWN = 2049,
INTERNAL_KEY_UP = 2050,
INTERNAL_KEY_DOWN = 2051,
SYSTEM_KEY_UP = 2052,
SYSTEM_KEY_DOWN = 2053,
KEY_REPEAT = 2054,
SYSTEM_KEY_REPEAT = 2055
}
enum ControllerButtonEvent {
//% block="pressed"
Pressed = ControllerKeys.KEY_DOWN,
//% block="released"
Released = ControllerKeys.KEY_UP,
//% block="repeat"
Repeated = ControllerKeys.KEY_REPEAT
}
enum ControllerButton {
//% block="{id:controller}A"
A = 5,
//% block="{id:controller}B"
B = 6,
//% block="left"
Left = 1,
//% block="up"
Up = 2,
//% block="right"
Right = 3,
//% block="down"
Down = 4
}
enum ControllerShieldEvent {
// block="absent"
Absent = 3042,
// block="present"
Present = 3043,
}
namespace controller {
export class Controller {
constructor(no: number, v: any) { }
connected: boolean
}
/**
* Run some code when shield is absent/present
*/
//% weight=30
//% help=github:pxt-arcadeshield/docs/on-shield-event
//% blockId=shieldEvent block="on shield $event"
export function onShieldEvent(event: ControllerShieldEvent, handler: () => void) {
context.onEvent(event, 0, handler);
}
let _userEventsEnabled = true;
let defaultRepeatDelay = 500;
let defaultRepeatInterval = 30;
//% shim=pxt::setupButton
function setupButton(buttonId: number, key: number) {
basic.pause(0)
}
export class ButtonHandler {
constructor(public event: number, public callback: () => void) { }
}
export class ButtonEventHandlerState {
constructor(public id: number) {};
public user: ButtonHandler[];
public system: ButtonHandler[];
}
//% fixedInstances
export class Button {
_owner: Controller;
public id: number;
public repeatDelay: number;
public repeatInterval: number;
private _pressed: boolean;
private _pressedElasped: number;
private _repeatCount: number;
private handlerState: ButtonEventHandlerState;
toString(): string {
return `btn ${this.id} ${this._pressed ? "down" : "up"}`;
}
constructor(id: number, configKey: number) {
this.id = id;
this._pressed = false;
this.repeatDelay = undefined;
this.repeatInterval = undefined;
this._repeatCount = 0;
this.handlerState = undefined;
if (id > 0) {
// this is to deal with the "anyButton" hack, which creates a button that is not visible
// in the UI, but used in event-handler to simulate the wildcard ANY for matching. As
// this button can't actually be pressed, we don't want it to propagate events
control.onEvent(ControllerKeys.INTERNAL_KEY_UP, this.id, () => this.setPressed(false), 16)
control.onEvent(ControllerKeys.INTERNAL_KEY_DOWN, this.id, () => this.setPressed(true), 16)
if (configKey > 0)
setupButton(id, configKey)
}
}
raiseButtonUp() {
if (_userEventsEnabled)
control.raiseEvent(ControllerKeys.KEY_UP, this.id)
else
control.raiseEvent(ControllerKeys.SYSTEM_KEY_UP, this.id);
}
raiseButtonDown() {
if (_userEventsEnabled)
control.raiseEvent(ControllerKeys.KEY_DOWN, this.id)
else
control.raiseEvent(ControllerKeys.SYSTEM_KEY_DOWN, this.id)
}
private raiseButtonRepeat() {
if (_userEventsEnabled)
control.raiseEvent(ControllerKeys.KEY_REPEAT, this.id)
else
control.raiseEvent(ControllerKeys.SYSTEM_KEY_REPEAT, this.id)
}
/**
* Run some code when a button is pressed, released, or held
*/
//% weight=99 blockGap=8
//% help=github:pxt-arcadeshield/docs/on-button-event
//% blockId=keyonevent block="on $this **button** $event"
onEvent(event: ControllerButtonEvent, handler: () => void) {
const eventHandler = this.getOrCreateHandlerForEvent(event);
eventHandler.callback = handler;
}
/**
* Adds an event handler that will fire whenever the specified event
* is triggered on this button. Handlers added using this method will
* not conflict with events added via onEvent. The same handler can
* not be added for the same event more than once.
*
* @param event The event to subscribe to for this button
* @param handler The code to run when the event triggers
*/
addEventListener(event: ControllerButtonEvent, handler: () => void) {
this.getOrCreateHandlerForEvent(event);
const handlerState = this.handlerState;
if (!handlerState.system) handlerState.system = [];
for (const eventHandler of handlerState.system) {
if (eventHandler.event === event && eventHandler.callback === handler) return;
}
handlerState.system.push(new ButtonHandler(event, handler));
}
/**
* Removes an event handler registered with addEventListener.
*
* @param event The event that the handler was registered for
* @param handler The handler to remove
*/
removeEventListener(event: ControllerButtonEvent, handler: () => void) {
const handlerState = this.handlerState;
if (!handlerState || !handlerState.system) return;
for (let i = 0; i < handlerState.system.length; i++) {
if (handlerState.system[i].event === event && handlerState.system[i].callback === handler) {
handlerState.system.splice(i, 1)
return;
}
}
}
/**
* Pauses until a button is pressed or released
*/
pauseUntil(event: ControllerButtonEvent) {
control.waitForEvent(event, this.id)
}
/**
* Indicates if the button is currently pressed
*/
//% weight=96 blockGap=8
//% help=github:pxt-arcadeshield/docs/is-pressed
//% blockId=keyispressed block="is $this **button** pressed"
isPressed() {
return this._pressed;
}
setPressed(pressed: boolean) {
if (this._pressed != pressed) {
if (this._owner)
this._owner.connected = true;
this._pressed = pressed;
if (this._pressed) {
this._pressedElasped = 0;
this.raiseButtonDown();
} else {
this._repeatCount = 0;
this.raiseButtonUp();
}
}
}
__update(dtms: number) {
if (!this._pressed) return;
this._pressedElasped += dtms;
const delay = this.repeatDelay === undefined ? defaultRepeatDelay : this.repeatDelay;
const interval = this.repeatInterval === undefined ? defaultRepeatInterval : this.repeatInterval;
// inital delay
if (this._pressedElasped < delay)
return;
// repeat count for this step
const count = Math.floor((this._pressedElasped - delay - interval) / interval);
if (count != this._repeatCount) {
this.raiseButtonRepeat();
this._repeatCount = count;
}
}
protected runButtonEvents(event: ControllerButtonEvent) {
const handlerState = this.handlerState;
if (!handlerState) return;
const userHandler = this.getOrCreateHandlerForEvent(event);
if (userHandler.callback) userHandler.callback();
if (handlerState.system) {
for (const eventHandler of handlerState.system) {
if (eventHandler.event === event && eventHandler.callback) eventHandler.callback();
}
}
}
protected getOrCreateHandlerForEvent(event: ControllerButtonEvent) {
if (!this.handlerState) {
this.handlerState = new ButtonEventHandlerState(this.id);
}
const handlerState = this.handlerState;
if (!handlerState.user) handlerState.user = [];
for (const eventHandler of handlerState.user) {
if (eventHandler.event === event) {
return eventHandler;
}
}
// Register actual handler if this hasn't been used before
context.onEvent(event, this.id, () => this.runButtonEvents(event));
const newHandler = new ButtonHandler(event, undefined);
handlerState.user.push(newHandler);
return newHandler;
}
}
/**
* Configures the timing of the on button repeat event for all of the controller buttons
* @param delay number of milliseconds from when the button is pressed to when the repeat event starts firing, eg: 500
* @param interval minimum number of milliseconds between calls to the button repeat event, eg: 30
*/
export function setRepeatDefault(delay: number, interval: number) {
defaultRepeatDelay = delay;
defaultRepeatInterval = interval;
}
/**
* Pause the program until a button is pressed
*/
//% weight=10
export function pauseUntilAnyButtonIsPressed() {
control.waitForEvent(ControllerKeys.KEY_DOWN, 0)
}
export function _setUserEventsEnabled(enabled: boolean) {
_userEventsEnabled = enabled;
}
}