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import { System } from '@serpentity/serpentity';
import ControllableNode from '../nodes/controllable';
const internals = {
gamepadState: {
},
keyboardState: {
}
};
/**
* Updates control status based on the controller map
*
* @extends {external:Serpentity.System}
* @class ControlMapperSystem
* @param {object} config a configuration object to extend.
*/
export default class ControlMapperSystem extends System {
constructor(config = {}) {
super();
/**
* The node collection of controllable entities
*
* @property {external:Serpentity.NodeCollection} controllables
* @instance
* @memberof RenderSystem
*/
this.controllables = null;
this._initializeKeyboard();
this._initializeGamepad();
}
/**
* Initializes system when added. Requests controllable nodes.
*
* @function added
* @memberof RenderSystem
* @instance
* @param {external:Serpentity.Engine} engine the serpentity engine to
* which we are getting added
*/
added(engine) {
this.controllables = engine.getNodes(ControllableNode);
}
/**
* Clears system resources when removed.
*
* @function removed
* @instance
* @memberof RenderSystem
*/
removed() {
this.controllables = null;
}
/**
* Runs on every update of the loop. Maps the actions given the current state of the inputs
*
* @function update
* @instance
* @param {Number} currentFrameDuration the duration of the current
* frame
* @memberof RenderSystem
*/
update(currentFrameDuration) {
this._updateGamepads();
for (const controllable of this.controllables) {
for (const map of controllable.controlMap.map) {
if (map.source.type === 'keyboard') {
this._setValue(controllable.entity, map.target, !!internals.keyboardState[map.source.index]);
}
if (map.source.type === 'gamepad') {
const gamepad = internals.gamepadState[map.source.gamepadNumber];
if (gamepad) {
const source = gamepad[map.source.gamepadInputSource];
source && this._setValue(controllable.entity, map.target, source[map.source.index]);
}
}
}
}
}
// Listens to keyboard to update internal map
_initializeKeyboard() {
window.addEventListener('keydown', (event) => {
internals.keyboardState[event.keyCode] = true;
});
window.addEventListener('keyup', (event) => {
internals.keyboardState[event.keyCode] = false;
});
}
// Requests gamepad access and binds to the events
_initializeGamepad() {
window.addEventListener('gamepadconnected', (event) => {
internals.gamepadState[event.gamepad.index] = event.gamepad;
window.gamepad = event.gamepad;
});
window.addEventListener('gamepaddisconnected', (event) => {
delete internals.gamepadState[event.gamepad.index];
});
}
// Update Gamepad
_updateGamepads() {
const gamepads = navigator.getGamepads();
for (const index of Object.keys(internals.gamepadState)) {
internals.gamepadState[index] = gamepads[index];
}
}
// Sets the value to a target
_setValue(entity, target, value) {
const component = entity.getComponent(target.component);
if (component) {
const keyFragments = target.property.split('.');
let currentObject = component;
for (const keyFragment of keyFragments.slice(0, keyFragments.length - 1)) {
currentObject = currentObject[keyFragment] = currentObject[keyFragment] || {};
}
const finalValue = !!target.value ? target.value(value) : value;
const finalProperty = keyFragments.pop();
currentObject[finalProperty] += finalValue;
}
}
}
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