chuck.js/app/Game/Client/Control/KeyboardInput.js
2012-07-28 13:38:31 +02:00

78 lines
No EOL
2.4 KiB
JavaScript
Executable file

define(["Game/Client/Control/Key"], function (Key){
function KeyboardInput (keyboardController) {
this._registry = {};
this._keyboardController = keyboardController;
this.init();
}
KeyboardInput.prototype.init = function () {
// Using window is ok here because it only runs in the browser
window.onkeydown = this._onKeyDown.bind(this);
window.onkeyup = this._onKeyUp.bind(this);
}
KeyboardInput.prototype.registerKey = function (keyCode, onKeyDown, onKeyUp, onKeyFrame) {
var key = new Key();
key.setKeyDownFunction(onKeyDown);
key.setKeyUpFunction(onKeyUp);
key.setKeyFrameFunction(onKeyFrame);
this._registry[keyCode] = key;
}
KeyboardInput.prototype._getKeyByKeyCode = function (keyCode) {
return this._registry[keyCode];
}
KeyboardInput.prototype._onKeyDown = function (e) {
var key = this._getKeyByKeyCode(e.keyCode);
if (key && key.getActive() == false) {
key.setActivityUpdateStatus(true);
key.setActivityUpdateNeeded(true);
}
}
KeyboardInput.prototype._onKeyUp = function (e) {
var key = this._getKeyByKeyCode(e.keyCode);
if (key != null) {
key.setActivityUpdateStatus(false);
key.setActivityUpdateNeeded(true);
}
}
KeyboardInput.prototype.update = function () {
var callback = null;
var self = this;
for (var keyCode in this._registry) {
var key = this._registry[keyCode];
if (key.getActivityUpdateNeeded()) {
if (key.getActivityUpdateStatus() == true) {
callback = key.getKeyDownFunction();
key.setActive(true);
} else {
callback = key.getKeyUpFunction();
key.setActive(false);
}
key.setActivityUpdateNeeded(false);
}
if (callback) {
self._keyboardController[callback]();
} else {
if (key.getActive()) {
callback = key.getKeyFrameFunction();
if (callback) {
self._keyboardController[callback]();
}
}
}
callback = null;
}
}
return KeyboardInput;
});