chuck.js/app/Game/Client/Control/KeyboardInput.js

55 lines
No EOL
1.5 KiB
JavaScript
Executable file

define([
"Game/Client/Control/Key"
],
function (Key) {
function KeyboardInput () {
this.registry = {};
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) {
var key = new Key();
if(onKeyDown) key.setKeyDownFunction(onKeyDown);
if(onKeyUp) key.setKeyUpFunction(onKeyUp);
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()) {
var callback = key.getKeyDownFunction();
key.setActive(true);
if(callback) callback();
}
// Prevent tab from changing focus
if(e.keyCode == 9) return false;
}
KeyboardInput.prototype.onKeyUp = function (e) {
var key = this.getKeyByKeyCode(e.keyCode);
if (key && key.getActive()) {
var callback = key.getKeyUpFunction();
key.setActive(false);
if(callback) callback();
}
// Prevent tab from changing focus
if(e.keyCode == 9) return false;
}
return KeyboardInput;
});