export class HTML {
constructor(keyer) {
this.keyer = keyer
// Listen to HTML buttons
for (let e of document.querySelectorAll("button.key")) {
e.addEventListener("contextmenu", e => { e.preventDefault(); return false })
e.addEventListener("touchstart", e => this.keyButton(e))
e.addEventListener("touchend", e => this.keyButton(e))
e.addEventListener("mousedown", e => this.keyButton(e))
e.addEventListener("mouseup", e => this.keyButton(e))
}
}
keyButton(event) {
let begin = event.type.endsWith("down") || event.type.endsWith("start")
event.preventDefault()
if (event.target.id == "dah") {
this.keyer.Dah(begin)
} else if ((event.target.id == "dit") && (event.button == 2)) {
this.keyer.Dah(begin)
} else if (event.target.id == "dit") {
this.keyer.Dit(begin)
} else if (event.target.id == "key") {
this.keyer.Straight(begin)
}
}
}
export class Keyboard {
constructor(keyer) {
this.keyer = 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
}
if (event.repeat) {
// Ignore key repeats generated by the OS, we do this ourselves
return
}
let down = event.type.endsWith("down")
if ((event.code == "KeyX") ||
(event.code == "Period") ||
(event.code == "BracketLeft") ||
(event.key == "[")) {
event.preventDefault()
this.keyer.Dit(down)
}
if ((event.code == "KeyZ") ||
(event.code == "Slash") ||
(event.code == "BracketRight") ||
(event.code == "ControlRight") || // VBand only: don't display this option to the user
(event.key == "]")) {
event.preventDefault()
this.keyer.Dah(down)
}
if ((event.code == "KeyC") ||
(event.code == "Comma") ||
(event.key == "Enter") ||
(event.key == "NumpadEnter")) {
event.preventDefault()
this.keyer.Straight(down)
}
if ((event.code == "ControlLeft")) {
// VBand and the VBand adapter take a different approach to inputs:
// There is a "left" key, and a "right" key, and the computer decides what those mean.
// Users expect "left" to be a straight key or dit, depending on some screen control.
// "right" is always dah.
event.preventDefault()
if (this.iambic) {
this.keyer.Dit(down)
} else {
this.keyer.Straight(down)
}
}
}
}
export class MIDI {
constructor(keyer) {
this.keyer = keyer
if (navigator.requestMIDIAccess) {
this.midiInit()
}
}
async midiInit(access) {
this.midiAccess = await navigator.requestMIDIAccess()
for (let input of this.midiAccess.inputs.values()) {
input.addEventListener("midimessage", e => this.midiMessage(e))
}
this.midiAccess.addEventListener("statechange", e => this.midiStateChange(e))
}
midiStateChange(event) {
// XXX: it's not entirely clear how to handle new devices showing up.
// XXX: possibly we go through this.midiAccess.inputs and somehow only listen on new things
}
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.Dit(begin)
break
case 2: // D
this.keyer.Dah(begin)
break
default:
return
}
}
}
export class Gamepad {
constructor(keyer) {
this.keyer = 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.Dit(currentButtons.dit)
}
if (currentButtons.dah != this.gamepadButtons.dah) {
this.keyer.Dah(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),
}
}