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path: root/lib/components/control_map.js
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import { Component } from '@serpentity/serpentity';

/**
 * The contorl mapping object, holds a source and target for the action.
 *
 * @typedef tControlMap
 * @type object
 *
 * @property {tControlSource} source the source input for the action
 * @property {tControlTarget} target the target property for the action
 */

/**
 * The definition of an input source
 *
 * @typedef tControlSource
 * @type object
 *
 * @property {string} type type of input, can be keyboard or gamepad (only keyboard supported atm)
 * @property {number} gamepadNumber the number of gamepad to use (unsupported)
 * @property {string} gamepadInputSource either axes or buttons
 * @property {number} index the input index or keycode
 */

/**
 * The definition of an input target
 *
 * @typedef tControlTarget
 * @type object
 *
 * @property {external:Serpentity:Component} component the component affected by this
 * @property {string} property property to affect. For nested properties use dot.notation
 * @property {[function]} value a function that takes in the input and outputs a transformed value
 */

/**
 * Component that stores the state of motion controls to properties
 *
 * @extends {external:Serpentity.Component}
 * @class ControlMapComponent
 * @param {object} config a configuration object to extend.
 */
export default class ControlMapComponent extends Component {
  constructor(config) {

    super(config);

    /**
     * The map of actions and controls. An array of mappings
     *
     * @property {Array<tControlMap>} map
     * @instance
     * @memberof ControlMapComponent
     */
    this.map = this.map || [];
  }
};