Controls namespace update
parent
503ed91bed
commit
5506d73e56
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@ -478,7 +478,7 @@ GameLib.Component.GetComponentInfo = function(number) {
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runtime : GameLib.Component.PHYSICS_RUNTIME
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};
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case 0x30 : return {
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name : 'GameLib.D3.Controls',
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name : 'GameLib.Controls',
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runtime : GameLib.Component.DEFAULT_RUNTIME
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};
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case 0x31 : return {
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@ -486,7 +486,7 @@ GameLib.Component.GetComponentInfo = function(number) {
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runtime : GameLib.Component.GRAPHICS_RUNTIME
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};
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case 0x32 : return {
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name : 'GameLib.D3.Controls.Touch',
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name : 'GameLib.Controls.Touch',
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runtime : GameLib.Component.DEFAULT_RUNTIME
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};
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case 0x33 : return {
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@ -514,11 +514,11 @@ GameLib.Component.GetComponentInfo = function(number) {
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runtime : GameLib.Component.DEFAULT_RUNTIME
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};
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case 0x39 : return {
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name : 'GameLib.D3.Controls.Keyboard',
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name : 'GameLib.Controls.Keyboard',
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runtime : GameLib.Component.DEFAULT_RUNTIME
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};
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case 0x3a : return {
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name : 'GameLib.D3.Controls.Mouse',
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name : 'GameLib.Controls.Mouse',
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runtime : GameLib.Component.DEFAULT_RUNTIME
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};
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case 0x3b : return {
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@ -7,7 +7,7 @@
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* @param parentEntity
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* @constructor
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*/
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GameLib.D3.API.Controls = function(
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GameLib.API.Controls = function(
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id,
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controlsType,
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name,
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@ -23,19 +23,19 @@ GameLib.D3.API.Controls = function(
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if (GameLib.Utils.UndefinedOrNull(controlsType)) {
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if (this instanceof GameLib.D3.Controls.Editor) {
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controlsType = GameLib.D3.Controls.CONTROLS_TYPE_EDITOR;
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controlsType = GameLib.Controls.CONTROLS_TYPE_EDITOR;
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}
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if (this instanceof GameLib.D3.Controls.Touch) {
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controlsType = GameLib.D3.Controls.CONTROLS_TYPE_TOUCH;
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if (this instanceof GameLib.Controls.Touch) {
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controlsType = GameLib.Controls.CONTROLS_TYPE_TOUCH;
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}
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if (this instanceof GameLib.D3.Controls.Keyboard) {
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controlsType = GameLib.D3.Controls.CONTROLS_TYPE_KEYBOARD;
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if (this instanceof GameLib.Controls.Keyboard) {
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controlsType = GameLib.Controls.CONTROLS_TYPE_KEYBOARD;
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}
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if (this instanceof GameLib.D3.Controls.Mouse) {
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controlsType = GameLib.D3.Controls.CONTROLS_TYPE_MOUSE;
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if (this instanceof GameLib.Controls.Mouse) {
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controlsType = GameLib.Controls.CONTROLS_TYPE_MOUSE;
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}
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if (GameLib.Utils.UndefinedOrNull(controlsType)) {
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@ -46,19 +46,19 @@ GameLib.D3.API.Controls = function(
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if (GameLib.Utils.UndefinedOrNull(name)) {
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if (controlsType === GameLib.D3.Controls.CONTROLS_TYPE_EDITOR) {
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if (controlsType === GameLib.Controls.CONTROLS_TYPE_EDITOR) {
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name = 'Editing Controls';
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}
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if (controlsType === GameLib.D3.Controls.CONTROLS_TYPE_TOUCH) {
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if (controlsType === GameLib.Controls.CONTROLS_TYPE_TOUCH) {
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name = 'Touch Controls';
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}
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if (controlsType === GameLib.D3.Controls.CONTROLS_TYPE_KEYBOARD) {
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if (controlsType === GameLib.Controls.CONTROLS_TYPE_KEYBOARD) {
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name = 'Keyboard Controls';
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}
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if (controlsType === GameLib.D3.Controls.CONTROLS_TYPE_MOUSE) {
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if (controlsType === GameLib.Controls.CONTROLS_TYPE_MOUSE) {
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name = 'Mouse Controls';
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}
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@ -82,16 +82,16 @@ GameLib.D3.API.Controls = function(
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this.parentEntity = parentEntity;
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};
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GameLib.D3.API.Controls.prototype = Object.create(GameLib.Component.prototype);
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GameLib.D3.API.Controls.prototype.constructor = GameLib.D3.API.Controls;
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GameLib.API.Controls.prototype = Object.create(GameLib.Component.prototype);
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GameLib.API.Controls.prototype.constructor = GameLib.API.Controls;
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/**
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* Returns an API Controls from an Object
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* @param objectControls
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* @constructor
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*/
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GameLib.D3.API.Controls.FromObject = function (objectControls){
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return new GameLib.D3.API.Controls(
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GameLib.API.Controls.FromObject = function (objectControls){
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return new GameLib.API.Controls(
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objectControls.id,
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objectControls.controlsType,
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objectControls.name,
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@ -1,9 +1,9 @@
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/**
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* Controls Superset - The apiControls properties get moved into the Controls object itself, and then the instance is created
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* @param apiControls GameLib.D3.API.Controls
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* @param apiControls GameLib.API.Controls
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* @constructor
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*/
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GameLib.D3.Controls = function (
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GameLib.Controls = function (
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apiControls
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) {
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@ -11,11 +11,11 @@ GameLib.D3.Controls = function (
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apiControls = {};
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}
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if (apiControls instanceof GameLib.D3.Controls) {
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if (apiControls instanceof GameLib.Controls) {
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return apiControls;
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}
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GameLib.D3.API.Controls.call(
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GameLib.API.Controls.call(
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this,
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apiControls.id,
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apiControls.controlsType,
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@ -32,7 +32,7 @@ GameLib.D3.Controls = function (
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var delayed = false;
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if (this.controlsType === GameLib.D3.Controls.CONTROLS_TYPE_EDITOR) {
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if (this.controlsType === GameLib.Controls.CONTROLS_TYPE_EDITOR) {
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componentType = GameLib.Component.COMPONENT_CONTROLS_EDITOR;
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@ -42,15 +42,15 @@ GameLib.D3.Controls = function (
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delayed = true;
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}
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if (this.controlsType === GameLib.D3.Controls.CONTROLS_TYPE_TOUCH) {
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if (this.controlsType === GameLib.Controls.CONTROLS_TYPE_TOUCH) {
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componentType = GameLib.Component.COMPONENT_CONTROLS_TOUCH
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}
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if (this.controlsType === GameLib.D3.Controls.CONTROLS_TYPE_KEYBOARD) {
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if (this.controlsType === GameLib.Controls.CONTROLS_TYPE_KEYBOARD) {
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componentType = GameLib.Component.COMPONENT_CONTROLS_KEYBOARD
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}
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if (this.controlsType === GameLib.D3.Controls.CONTROLS_TYPE_MOUSE) {
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if (this.controlsType === GameLib.Controls.CONTROLS_TYPE_MOUSE) {
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componentType = GameLib.Component.COMPONENT_CONTROLS_MOUSE
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}
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@ -62,39 +62,39 @@ GameLib.D3.Controls = function (
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);
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};
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GameLib.D3.Controls.prototype = Object.create(GameLib.D3.API.Controls.prototype);
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GameLib.D3.Controls.prototype.constructor = GameLib.D3.Controls;
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GameLib.Controls.prototype = Object.create(GameLib.API.Controls.prototype);
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GameLib.Controls.prototype.constructor = GameLib.Controls;
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/**
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* Controls Type
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* @type {number}
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*/
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GameLib.D3.Controls.CONTROLS_TYPE_EDITOR = 0x0;
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GameLib.D3.Controls.CONTROLS_TYPE_TOUCH = 0x1;
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GameLib.D3.Controls.CONTROLS_TYPE_KEYBOARD = 0x2;
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GameLib.D3.Controls.CONTROLS_TYPE_MOUSE = 0x3;
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GameLib.Controls.CONTROLS_TYPE_EDITOR = 0x0;
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GameLib.Controls.CONTROLS_TYPE_TOUCH = 0x1;
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GameLib.Controls.CONTROLS_TYPE_KEYBOARD = 0x2;
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GameLib.Controls.CONTROLS_TYPE_MOUSE = 0x3;
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/**
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* Creates a mesh instance or updates it
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*/
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GameLib.D3.Controls.prototype.createInstance = function() {
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GameLib.Controls.prototype.createInstance = function() {
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GameLib.Component.prototype.createInstance.call(this);
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};
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/**
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* Updates the mesh instance
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*/
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GameLib.D3.Controls.prototype.updateInstance = function() {
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GameLib.Controls.prototype.updateInstance = function() {
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console.log('default controls update instance');
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};
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/**
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* Converts a GameLib.D3.Controls to a GameLib.D3.API.Controls
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* @returns {GameLib.D3.API.Controls}
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* Converts a GameLib.Controls to a GameLib.API.Controls
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* @returns {GameLib.API.Controls}
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*/
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GameLib.D3.Controls.prototype.toApiObject = function() {
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GameLib.Controls.prototype.toApiObject = function() {
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var apiControls = new GameLib.D3.API.Controls(
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var apiControls = new GameLib.API.Controls(
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this.id,
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this.controlsType,
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this.name,
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@ -106,15 +106,15 @@ GameLib.D3.Controls.prototype.toApiObject = function() {
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};
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/**
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* Converts a data object to a GameLib.D3.Controls
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* Converts a data object to a GameLib.Controls
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* @param objectControls {Object}
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* @constructor
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*/
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GameLib.D3.Controls.FromObject = function(objectControls) {
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GameLib.Controls.FromObject = function(objectControls) {
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var apiControls = GameLib.D3.API.Controls.FromObject(objectControls);
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var apiControls = GameLib.API.Controls.FromObject(objectControls);
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return new GameLib.D3.Controls(
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return new GameLib.Controls(
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apiControls
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);
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@ -0,0 +1,67 @@
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/**
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* Keyboard Controls
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* @param apiControls GameLib.API.Controls
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* @constructor
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*/
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GameLib.Controls.Keyboard = function (
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apiControls
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) {
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GameLib.Controls.call(
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this,
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apiControls
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);
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};
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/**
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* Inheritance
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* @type {GameLib.Controls}
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*/
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GameLib.Controls.Keyboard.prototype = Object.create(GameLib.Controls.prototype);
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GameLib.Controls.Keyboard.prototype.constructor = GameLib.Controls.Keyboard;
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/**
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* Create Instance
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* @returns
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*/
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GameLib.Controls.Keyboard.prototype.createInstance = function() {
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/**
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* Set instance to true to indicate no dependencies to other components
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*/
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this.instance = true;
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GameLib.Controls.prototype.createInstance.call(this);
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};
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/**
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* Update Instance
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*/
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GameLib.Controls.Keyboard.prototype.updateInstance = function() {
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GameLib.Controls.prototype.updateInstance.call(this);
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};
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/**
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* Converts a GameLib.Controls.Keyboard to a GameLib.API.Controls
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* @returns {GameLib.API.Controls}
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*/
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GameLib.Controls.Keyboard.prototype.toApiObject = function() {
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var apiControls = GameLib.Controls.prototype.toApiObject.call(this);
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/**
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* add other properties here as this component develops...
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*/
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return apiControls;
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};
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/**
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* Construct an Keyboard Controls object from data
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* @param objectControls
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* @returns {GameLib.Controls.Keyboard}
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* @constructor
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*/
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GameLib.Controls.Keyboard.FromObject = function(objectControls) {
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var apiControls = GameLib.API.Controls.FromObject(objectControls);
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return new GameLib.Controls.Keyboard(
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apiControls
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);
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};
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@ -0,0 +1,67 @@
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/**
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* Mouse Controls
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* @param apiControls GameLib.API.Controls
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* @constructor
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*/
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GameLib.Controls.Mouse = function (
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apiControls
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) {
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GameLib.Controls.call(
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this,
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apiControls
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);
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};
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/**
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* Inheritance
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* @type {GameLib.Controls}
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*/
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GameLib.Controls.Mouse.prototype = Object.create(GameLib.Controls.prototype);
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GameLib.Controls.Mouse.prototype.constructor = GameLib.Controls.Mouse;
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/**
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* Create Instance
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* @returns
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*/
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GameLib.Controls.Mouse.prototype.createInstance = function() {
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/**
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* Set instance to true to indicate no dependencies to other components
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*/
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this.instance = true;
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GameLib.Controls.prototype.createInstance.call(this);
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};
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/**
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* Update Instance
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*/
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GameLib.Controls.Mouse.prototype.updateInstance = function() {
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GameLib.Controls.prototype.updateInstance.call(this);
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};
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/**
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* Converts a GameLib.Controls.Mouse to a GameLib.API.Controls
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* @returns {GameLib.API.Controls}
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*/
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GameLib.Controls.Mouse.prototype.toApiObject = function() {
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var apiControls = GameLib.Controls.prototype.toApiObject.call(this);
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/**
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* add other properties here as this component develops...
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*/
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return apiControls;
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};
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/**
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* Construct an Mouse Controls object from data
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* @param objectControls
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* @returns {GameLib.Controls.Mouse}
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* @constructor
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*/
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GameLib.Controls.Mouse.FromObject = function(objectControls) {
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var apiControls = GameLib.API.Controls.FromObject(objectControls);
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return new GameLib.Controls.Mouse(
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apiControls
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);
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};
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@ -0,0 +1,79 @@
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/**
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* Touch Controls
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* @param apiControls GameLib.API.Controls
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* @param sensitivity
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* @constructor
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*/
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GameLib.Controls.Touch = function (
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apiControls,
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sensitivity
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) {
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if (GameLib.Utils.UndefinedOrNull(sensitivity)) {
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sensitivity = 5;
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}
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this.sensitivity = sensitivity;
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GameLib.Controls.call(
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this,
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apiControls
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);
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};
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/**
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* Inheritance
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* @type {GameLib.Controls}
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*/
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GameLib.Controls.Touch.prototype = Object.create(GameLib.Controls.prototype);
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GameLib.Controls.Touch.prototype.constructor = GameLib.Controls.Touch;
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/**
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* Create Instance
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* @returns
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*/
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GameLib.Controls.Touch.prototype.createInstance = function() {
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/**
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* Set instance to true to indicate no dependencies to other components
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*/
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this.instance = true;
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GameLib.Controls.prototype.createInstance.call(this);
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};
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/**
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* Update Instance
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*/
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GameLib.Controls.Touch.prototype.updateInstance = function() {
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GameLib.Controls.prototype.updateInstance.call(this);
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};
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/**
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* Converts a GameLib.Controls.Touch to a GameLib.API.Controls
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* @returns {GameLib.API.Controls}
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*/
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GameLib.Controls.Touch.prototype.toApiObject = function() {
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var apiControls = GameLib.Controls.prototype.toApiObject.call(this);
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apiControls.sensitivity = this.sensitivity;
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/**
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* add other properties here as this component develops...
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*/
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return apiControls;
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};
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/**
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* Construct an Touch Controls object from data
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* @param objectControls
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* @returns {GameLib.Controls.Touch}
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* @constructor
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*/
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GameLib.Controls.Touch.FromObject = function(objectControls) {
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var apiControls = GameLib.API.Controls.FromObject(objectControls);
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return new GameLib.Controls.Touch(
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apiControls,
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objectControls.sensitivity
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);
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};
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@ -1,7 +1,7 @@
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/**
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* Controls Superset - The apiControls properties get moved into the Controls object itself, and then the instance is created
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* @param graphics GameLib.GraphicsRuntime
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* @param apiControls GameLib.D3.API.Controls
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* @param apiControls GameLib.API.Controls
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* @param raycaster
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* @param camera
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* @constructor
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@ -40,7 +40,7 @@ GameLib.D3.Controls.Editor = function (
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)
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}
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GameLib.D3.Controls.call(
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GameLib.Controls.call(
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this,
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apiControls
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);
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|
@ -48,9 +48,9 @@ GameLib.D3.Controls.Editor = function (
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/**
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* Inheritance
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* @type {GameLib.D3.Controls}
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* @type {GameLib.Controls}
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*/
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GameLib.D3.Controls.Editor.prototype = Object.create(GameLib.D3.Controls.prototype);
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GameLib.D3.Controls.Editor.prototype = Object.create(GameLib.Controls.prototype);
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GameLib.D3.Controls.Editor.prototype.constructor = GameLib.D3.Controls.Editor;
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/**
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|
@ -72,7 +72,7 @@ GameLib.D3.Controls.Editor.prototype.createInstance = function() {
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this.domElement.instance
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);
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GameLib.D3.Controls.prototype.createInstance.call(this);
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GameLib.Controls.prototype.createInstance.call(this);
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};
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/**
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|
@ -82,16 +82,16 @@ GameLib.D3.Controls.Editor.prototype.updateInstance = function() {
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console.warn('an update instance was called on editor controls - which, if not called from within a running system at the right time will affect the order of input event handling and cause system instability');
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|
||||
GameLib.D3.Controls.prototype.updateInstance.call(this);
|
||||
GameLib.Controls.prototype.updateInstance.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts a GameLib.D3.Controls.Editor to a GameLib.D3.API.Mesh
|
||||
* @returns {GameLib.D3.API.Controls}
|
||||
* @returns {GameLib.API.Controls}
|
||||
*/
|
||||
GameLib.D3.Controls.Editor.prototype.toApiObject = function() {
|
||||
|
||||
var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
|
||||
var apiControls = GameLib.Controls.prototype.toApiObject.call(this);
|
||||
|
||||
apiControls.raycaster = GameLib.Utils.IdOrNull(this.raycaster);
|
||||
apiControls.camera = GameLib.Utils.IdOrNull(this.camera);
|
||||
|
@ -108,7 +108,7 @@ GameLib.D3.Controls.Editor.prototype.toApiObject = function() {
|
|||
*/
|
||||
GameLib.D3.Controls.Editor.FromObject = function(graphics, objectControls) {
|
||||
|
||||
var apiControls = GameLib.D3.API.Controls.FromObject(objectControls);
|
||||
var apiControls = GameLib.API.Controls.FromObject(objectControls);
|
||||
|
||||
return new GameLib.D3.Controls.Editor(
|
||||
graphics,
|
||||
|
|
|
@ -1,67 +0,0 @@
|
|||
/**
|
||||
* Keyboard Controls
|
||||
* @param apiControls GameLib.D3.API.Controls
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Controls.Keyboard = function (
|
||||
apiControls
|
||||
) {
|
||||
GameLib.D3.Controls.call(
|
||||
this,
|
||||
apiControls
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* Inheritance
|
||||
* @type {GameLib.D3.Controls}
|
||||
*/
|
||||
GameLib.D3.Controls.Keyboard.prototype = Object.create(GameLib.D3.Controls.prototype);
|
||||
GameLib.D3.Controls.Keyboard.prototype.constructor = GameLib.D3.Controls.Keyboard;
|
||||
|
||||
/**
|
||||
* Create Instance
|
||||
* @returns
|
||||
*/
|
||||
GameLib.D3.Controls.Keyboard.prototype.createInstance = function() {
|
||||
/**
|
||||
* Set instance to true to indicate no dependencies to other components
|
||||
*/
|
||||
this.instance = true;
|
||||
GameLib.D3.Controls.prototype.createInstance.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Update Instance
|
||||
*/
|
||||
GameLib.D3.Controls.Keyboard.prototype.updateInstance = function() {
|
||||
GameLib.D3.Controls.prototype.updateInstance.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts a GameLib.D3.Controls.Keyboard to a GameLib.D3.API.Controls
|
||||
* @returns {GameLib.D3.API.Controls}
|
||||
*/
|
||||
GameLib.D3.Controls.Keyboard.prototype.toApiObject = function() {
|
||||
var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
|
||||
/**
|
||||
* add other properties here as this component develops...
|
||||
*/
|
||||
return apiControls;
|
||||
};
|
||||
|
||||
/**
|
||||
* Construct an Keyboard Controls object from data
|
||||
* @param objectControls
|
||||
* @returns {GameLib.D3.Controls.Keyboard}
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Controls.Keyboard.FromObject = function(objectControls) {
|
||||
|
||||
var apiControls = GameLib.D3.API.Controls.FromObject(objectControls);
|
||||
|
||||
return new GameLib.D3.Controls.Keyboard(
|
||||
apiControls
|
||||
);
|
||||
|
||||
};
|
|
@ -1,67 +0,0 @@
|
|||
/**
|
||||
* Mouse Controls
|
||||
* @param apiControls GameLib.D3.API.Controls
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Controls.Mouse = function (
|
||||
apiControls
|
||||
) {
|
||||
GameLib.D3.Controls.call(
|
||||
this,
|
||||
apiControls
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* Inheritance
|
||||
* @type {GameLib.D3.Controls}
|
||||
*/
|
||||
GameLib.D3.Controls.Mouse.prototype = Object.create(GameLib.D3.Controls.prototype);
|
||||
GameLib.D3.Controls.Mouse.prototype.constructor = GameLib.D3.Controls.Mouse;
|
||||
|
||||
/**
|
||||
* Create Instance
|
||||
* @returns
|
||||
*/
|
||||
GameLib.D3.Controls.Mouse.prototype.createInstance = function() {
|
||||
/**
|
||||
* Set instance to true to indicate no dependencies to other components
|
||||
*/
|
||||
this.instance = true;
|
||||
GameLib.D3.Controls.prototype.createInstance.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Update Instance
|
||||
*/
|
||||
GameLib.D3.Controls.Mouse.prototype.updateInstance = function() {
|
||||
GameLib.D3.Controls.prototype.updateInstance.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts a GameLib.D3.Controls.Mouse to a GameLib.D3.API.Controls
|
||||
* @returns {GameLib.D3.API.Controls}
|
||||
*/
|
||||
GameLib.D3.Controls.Mouse.prototype.toApiObject = function() {
|
||||
var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
|
||||
/**
|
||||
* add other properties here as this component develops...
|
||||
*/
|
||||
return apiControls;
|
||||
};
|
||||
|
||||
/**
|
||||
* Construct an Mouse Controls object from data
|
||||
* @param objectControls
|
||||
* @returns {GameLib.D3.Controls.Mouse}
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Controls.Mouse.FromObject = function(objectControls) {
|
||||
|
||||
var apiControls = GameLib.D3.API.Controls.FromObject(objectControls);
|
||||
|
||||
return new GameLib.D3.Controls.Mouse(
|
||||
apiControls
|
||||
);
|
||||
|
||||
};
|
|
@ -1,79 +0,0 @@
|
|||
/**
|
||||
* Touch Controls
|
||||
* @param apiControls GameLib.D3.API.Controls
|
||||
* @param sensitivity
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Controls.Touch = function (
|
||||
apiControls,
|
||||
sensitivity
|
||||
) {
|
||||
if (GameLib.Utils.UndefinedOrNull(sensitivity)) {
|
||||
sensitivity = 5;
|
||||
}
|
||||
this.sensitivity = sensitivity;
|
||||
|
||||
GameLib.D3.Controls.call(
|
||||
this,
|
||||
apiControls
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* Inheritance
|
||||
* @type {GameLib.D3.Controls}
|
||||
*/
|
||||
GameLib.D3.Controls.Touch.prototype = Object.create(GameLib.D3.Controls.prototype);
|
||||
GameLib.D3.Controls.Touch.prototype.constructor = GameLib.D3.Controls.Touch;
|
||||
|
||||
/**
|
||||
* Create Instance
|
||||
* @returns
|
||||
*/
|
||||
GameLib.D3.Controls.Touch.prototype.createInstance = function() {
|
||||
/**
|
||||
* Set instance to true to indicate no dependencies to other components
|
||||
*/
|
||||
this.instance = true;
|
||||
GameLib.D3.Controls.prototype.createInstance.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Update Instance
|
||||
*/
|
||||
GameLib.D3.Controls.Touch.prototype.updateInstance = function() {
|
||||
GameLib.D3.Controls.prototype.updateInstance.call(this);
|
||||
};
|
||||
|
||||
/**
|
||||
* Converts a GameLib.D3.Controls.Touch to a GameLib.D3.API.Controls
|
||||
* @returns {GameLib.D3.API.Controls}
|
||||
*/
|
||||
GameLib.D3.Controls.Touch.prototype.toApiObject = function() {
|
||||
|
||||
var apiControls = GameLib.D3.Controls.prototype.toApiObject.call(this);
|
||||
|
||||
apiControls.sensitivity = this.sensitivity;
|
||||
|
||||
/**
|
||||
* add other properties here as this component develops...
|
||||
*/
|
||||
return apiControls;
|
||||
};
|
||||
|
||||
/**
|
||||
* Construct an Touch Controls object from data
|
||||
* @param objectControls
|
||||
* @returns {GameLib.D3.Controls.Touch}
|
||||
* @constructor
|
||||
*/
|
||||
GameLib.D3.Controls.Touch.FromObject = function(objectControls) {
|
||||
|
||||
var apiControls = GameLib.D3.API.Controls.FromObject(objectControls);
|
||||
|
||||
return new GameLib.D3.Controls.Touch(
|
||||
apiControls,
|
||||
objectControls.sensitivity
|
||||
);
|
||||
|
||||
};
|
|
@ -45,9 +45,9 @@ GameLib.System = function(
|
|||
|
||||
if (apiSystem.systemType === GameLib.System.SYSTEM_TYPE_INPUT) {
|
||||
componentType = GameLib.Component.COMPONENT_SYSTEM_INPUT;
|
||||
linkedObjects.mouseControls = [GameLib.D3.Controls.Mouse];
|
||||
linkedObjects.keyboardControls = [GameLib.D3.Controls.Keyboard];
|
||||
linkedObjects.touchControls = [GameLib.D3.Controls.Touch];
|
||||
linkedObjects.mouseControls = [GameLib.Controls.Mouse];
|
||||
linkedObjects.keyboardControls = [GameLib.Controls.Keyboard];
|
||||
linkedObjects.touchControls = [GameLib.Controls.Touch];
|
||||
linkedObjects.editorControls = [GameLib.D3.Controls.Editor];
|
||||
}
|
||||
|
||||
|
|
|
@ -77,11 +77,11 @@ GameLib.System.Input.prototype.start = function() {
|
|||
|
||||
this.editorControls = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Controls.Editor);
|
||||
|
||||
this.touchControls = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Controls.Touch);
|
||||
this.touchControls = GameLib.EntityManager.Instance.queryComponents(GameLib.Controls.Touch);
|
||||
|
||||
this.keyboardControls = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Controls.Keyboard);
|
||||
this.keyboardControls = GameLib.EntityManager.Instance.queryComponents(GameLib.Controls.Keyboard);
|
||||
|
||||
this.mouseControls = GameLib.EntityManager.Instance.queryComponents(GameLib.D3.Controls.Mouse);
|
||||
this.mouseControls = GameLib.EntityManager.Instance.queryComponents(GameLib.Controls.Mouse);
|
||||
|
||||
this.instanceCreatedSubscription = GameLib.Event.Subscribe(
|
||||
GameLib.Event.INSTANCE_CREATED,
|
||||
|
@ -157,7 +157,7 @@ GameLib.System.Input.prototype.instanceCreated = function(data) {
|
|||
}
|
||||
}
|
||||
|
||||
if (data.component instanceof GameLib.D3.Controls.Touch) {
|
||||
if (data.component instanceof GameLib.Controls.Touch) {
|
||||
if (this.touchControls.length > 0) {
|
||||
console.log('ignoring multiple touch controls')
|
||||
} else {
|
||||
|
@ -166,7 +166,7 @@ GameLib.System.Input.prototype.instanceCreated = function(data) {
|
|||
}
|
||||
}
|
||||
|
||||
if (data.component instanceof GameLib.D3.Controls.Keyboard) {
|
||||
if (data.component instanceof GameLib.Controls.Keyboard) {
|
||||
if (this.keyboardControls.length > 0) {
|
||||
console.log('ignoring multiple keyboard controls')
|
||||
} else {
|
||||
|
@ -175,7 +175,7 @@ GameLib.System.Input.prototype.instanceCreated = function(data) {
|
|||
}
|
||||
}
|
||||
|
||||
if (data.component instanceof GameLib.D3.Controls.Mouse) {
|
||||
if (data.component instanceof GameLib.Controls.Mouse) {
|
||||
if (this.mouseControls.length > 0) {
|
||||
console.log('ignoring multiple mouse controls')
|
||||
} else {
|
||||
|
|
Loading…
Reference in New Issue