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1 | import { Component } from '@serpentity/serpentity'; | |
2 | ||
3 | /** | |
4 | * The contorl mapping object, holds a source and target for the action. | |
5 | * | |
6 | * @typedef tControlMap | |
7 | * @type object | |
8 | * | |
9 | * @property {tControlSource} source the source input for the action | |
10 | * @property {tControlTarget} target the target property for the action | |
11 | */ | |
12 | ||
13 | /** | |
14 | * The definition of an input source | |
15 | * | |
16 | * @typedef tControlSource | |
17 | * @type object | |
18 | * | |
19 | * @property {string} type type of input, can be keyboard or gamepad (only keyboard supported atm) | |
20 | * @property {number} gamepadNumber the number of gamepad to use (unsupported) | |
21 | * @property {string} gamepadInputSource either axes or buttons | |
22 | * @property {number} index the input index or keycode | |
23 | */ | |
24 | ||
25 | /** | |
26 | * The definition of an input target | |
27 | * | |
28 | * @typedef tControlTarget | |
29 | * @type object | |
30 | * | |
31 | * @property {external:Serpentity:Component} component the component affected by this | |
32 | * @property {string} property property to affect. For nested properties use dot.notation | |
33 | * @property {[function]} value a function that takes in the input and outputs a transformed value | |
34 | */ | |
35 | ||
36 | /** | |
37 | * Component that stores the state of motion controls to properties | |
38 | * | |
39 | * @extends {external:Serpentity.Component} | |
40 | * @class ControlMapComponent | |
41 | * @param {object} config a configuration object to extend. | |
42 | */ | |
43 | export default class ControlMapComponent extends Component { | |
44 | constructor(config) { | |
45 | ||
46 | super(config); | |
47 | ||
48 | /** | |
49 | * The map of actions and controls. An array of mappings | |
50 | * | |
51 | * @property {Array<tControlMap>} map | |
52 | * @instance | |
53 | * @memberof ControlMapComponent | |
54 | */ | |
55 | this.map = this.map || []; | |
56 | } | |
57 | }; |