class Input { constructor(keyer) { this.keyer = keyer } SetDitDuration(delay) { // Nothing } } export class HTML extends Input{ constructor(keyer) { super(keyer) // Listen to HTML buttons for (let e of document.querySelectorAll("button.key")) { // Chrome is going to suggest you use passive events here. // I tried that and it screws up Safari mobile, // making it so that hitting the button selects text on the page. e.addEventListener("contextmenu", e => { e.preventDefault(); return false }, {passive: false}) e.addEventListener("touchstart", e => this.keyButton(e), {passive: false}) e.addEventListener("touchend", e => this.keyButton(e), {passive: false}) e.addEventListener("mousedown", e => this.keyButton(e), {passive: false}) e.addEventListener("mouseup", e => this.keyButton(e), {passive: false}) e.contentEditable = false } } keyButton(event) { let down = event.type.endsWith("down") || event.type.endsWith("start") let key = Number(event.target.dataset.key) // Button 2 does the other key (assuming 2 keys) if (event.button == 2) { key = 1 - key } this.keyer.Key(key, down) if (event.cancelable) { event.preventDefault() } } } export class Keyboard extends Input{ constructor(keyer) { super(keyer) // Listen for keystrokes document.addEventListener("keydown", e => this.keyboard(e)) document.addEventListener("keyup", e => this.keyboard(e)) // VBand: the keyboard input needs to know whether vband's "left" should be dit or straight this.iambic = false } keyboard(event) { if (["INPUT", "TEXTAREA"].includes(document.activeElement.tagName)) { // Ignore everything if the user is entering text somewhere return } let down = event.type.endsWith("down") if ( (event.code == "KeyX") || (event.code == "Period") || (event.code == "BracketLeft") || (event.code == "ControlLeft") || (event.key == "[") ) { // Dit if (this.ditDown != down) { this.keyer.Key(0, down) this.ditDown = down } } if ( (event.code == "KeyZ") || (event.code == "Slash") || (event.code == "BracketRight") || (event.code == "ControlRight") || (event.key == "]") ) { if (this.dahDown != down) { this.keyer.Key(1, down) this.dahDown = down } } if ( (event.code == "KeyC") || (event.code == "Comma") || (event.key == "Enter") || (event.key == "NumpadEnter") ) { if (this.straightDown != down) { this.keyer.Straight(down) this.straightDown = down } } } } export class MIDI extends Input{ constructor(keyer) { super(keyer) this.midiAccess = {outputs: []} // stub while we wait for async stuff if (navigator.requestMIDIAccess) { this.midiInit() } } async midiInit(access) { this.inputs = [] this.midiAccess = await navigator.requestMIDIAccess() this.midiAccess.addEventListener("statechange", e => this.midiStateChange(e)) this.midiStateChange() } SetIntervalDuration(delay) { // Send the Vail adapter the current iambic delay setting for (let output of this.midiAccess.outputs.values()) { // MIDI only supports 7-bit values, so we have to divide it by two output.send([0x8B, 0x01, delay/2]) } } midiStateChange(event) { // Go through this.midiAccess.inputs and only listen on new things for (let input of this.midiAccess.inputs.values()) { if (!this.inputs.includes(input)) { input.addEventListener("midimessage", e => this.midiMessage(e)) this.inputs.push(input) } } // Tell the Vail adapter to disable keyboard events: we can do MIDI! for (let output of this.midiAccess.outputs.values()) { output.send([0x8B, 0x00, 0x00]) // Turn off keyboard mode } } midiMessage(event) { let data = Array.from(event.data) let begin let cmd = data[0] >> 4 let chan = data[0] & 0xf switch (cmd) { case 9: begin = true break case 8: begin = false break default: return } switch (data[1] % 12) { case 0: // C this.keyer.Straight(begin) break case 1: // C# this.keyer.Key(0, begin) break case 2: // D this.keyer.Key(1, begin) break default: return } } } export class Gamepad extends Input{ constructor(keyer) { super(keyer) // Set up for gamepad input window.addEventListener("gamepadconnected", e => this.gamepadConnected(e)) } /** * Gamepads must be polled, usually at 60fps. * This could be really expensive, * especially on devices with a power budget, like phones. * To be considerate, we only start polling if a gamepad appears. * * @param event Gamepad Connected event */ gamepadConnected(event) { if (!this.gamepadButtons) { this.gamepadButtons = {} this.gamepadPoll(event.timeStamp) } } gamepadPoll(timestamp) { let currentButtons = {} for (let gp of navigator.getGamepads()) { if (gp == null) { continue } for (let i in gp.buttons) { let pressed = gp.buttons[i].pressed if (i < 2) { currentButtons.key |= pressed } else if (i % 2 == 0) { currentButtons.dit |= pressed } else { currentButtons.dah |= pressed } } } if (currentButtons.key != this.gamepadButtons.key) { this.keyer.Straight(currentButtons.key) } if (currentButtons.dit != this.gamepadButtons.dit) { this.keyer.Key(0, currentButtons.dit) } if (currentButtons.dah != this.gamepadButtons.dah) { this.keyer.Key(1, currentButtons.dah) } this.gamepadButtons = currentButtons requestAnimationFrame(e => this.gamepadPoll(e)) } } /** * Set up all input methods * * @param keyer Keyer object for everyone to use */ export function SetupAll(keyer) { return { HTML: new HTML(keyer), Keyboard: new Keyboard(keyer), MIDI: new MIDI(keyer), Gamepad: new Gamepad(keyer), } }