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