/** * wii.js * * Provides a sane, event-based documented wrapper around the Wiimote controls * and API inside the Opera-based Nintendo Wii web browser. * * This is not produced by nor endorsed by Nintendo or Opera. I've written it * on my own because I see a device that's sitting in millions of living rooms * but being sorely neglected because a company couldn't get their act together * in regards to third party development. ;) * * @Author: Ryan McGrath * @Requires: Nothing. */ /* Wii * * Top level namespace. Contains information about the main event loop, etc. */ var Wii = { /** * A "global" reference to the Wiimotes we're currently watching. Lets us run * through on each loop/iteration and poll for a new status on it. */ extraRemotes: [], /** * A "global" reference to the (current) primary Wiimote. This can change if the * primary Wiimote runs out of battery, and the library shoul transparently account * for this. */ currentBrowsingRemote: null, /** * Internal flag for whether or not we've actually set some document event listeners. * A little messy, sure, but not the biggest guffaw in the world. */ setListeners: false, /** * A global debug flag. If this is enabled/set to true, any errors raised will be thrown * up on the screen for the Wii. Should be set when the initial .listen() request is fired. * * e.g, Wii.listen({debug: true}); */ debug: false, /** * The primary Wiimote depends on typical DOM-esque events to communicate what actions it's * doing, and the other three use a whole bitmask-esque scenario. This is a "global" Array of * the events we're interested in for the primary Wiimote. * * We catch multiple begin/endpoints for these full event "scopes" for * future use, as it seems like it'll probably be the most performant way * to do rapid-quick checks for the primary Wii-mote as to multiple-button * press scenarios (among some other things). */ primaryWiimoteEvts: ['mouseup', 'mousedown', 'keyup', 'keydown', 'keypress'], }; /** * Wii.installListeners() * * Install some basic low-level event listeners to monitor how * the primary wii_remote is interacting with the browser; it's treated * differently than the other wii_remotes, more as a "browsing" tool than * a controller. Doesn't mean we can't try and mend the gap... */ Wii.installListeners = function() { for(var i = 0, j = Wii.primaryWiimoteEvts.length; i < j; i++) { document.addEventListener(Wii.primaryWiimoteEvts[i], Wii.parsePrimaryWiimote, false); } /** * Since the Wii is already a fairly low-spec system, it's definitely worth * cleaning up after ourselves if we can get around to it. This should (hopefully) * take care of most of what we need to worry about. */ window.onbeforeunload = function() { for(var i = 0, j = Wii.primaryWiimoteEvts.length; i < j; i++) { document.removeEventListener(Wii.primaryWiimoteEvts[i], Wii.parsePrimaryWiimote, false); } }; /** * If this is all listening in debug mode, we wanna try and catch everything that could * possibly go wrong in the stack. try/catch is very expensive for the entire program, and can * crash the Wii pretty easily if you push it too much. * * What we'll do instead is just patch the seemingly un-documented window.Error function to suit our * debugging needs, and only try/catch while in debug mode in critical places (e.g, the constant polling * section would be... yeah, not a fun idea). * * With this, "throw new Error(error)" will actually hit over to what we want, and anything else (outside code) * using it will get the on-screen Wii debug which is actually useful. That's why we bother doing this, instead * of just calling Wii.util.debug() everywhere. ;) */ if(Wii.debug) { Wii.util.originalErrFunction = window.Error; window.Error = function() { if(arguments.length > 0) Wii.util.debug(arguments[0]); else Wii.util.originalErrFunction.apply(this, arguments); } } return true; }; /** * Wii.listen() * * The main game loop. This must stay very performant; try to keep things as absolutely * low-level as possible here. */ Wii.listen = function(optional_opts) { if(typeof optional_opts !== 'undefined') { if(typeof optional_opts.debug !== 'undefined' && optional_opts.debug) Wii.debug = true; } if(!Wii.setListeners) Wii.setListeners = Wii.installListeners(); var i = Wii.extraRemotes.length; while(i--) { /* Check if it's enabled; returns a kPadStatus object if so. */ var wii_remote = Wii.extraRemotes[i], wii_remoteCurrStatus = wii_remote.isEnabled(); /* If it's enabled, huzzah, do some checks and fire appropriate events. */ if(wii_remoteCurrStatus) { /** * Do this check here as well, as the primary wiimote might've changed... * Note that we don't remove it from the internal remote tracking Array; this is because * if the remote that _was_ the primary one comes back online, it'll take over as the * primary one again as it's the lowest ID in terms of all remotes. This check here will * ensure that whatever remote is the current primary one will default to using other * dispatched events instead of bitwise checks, but should all default back if another one * comes online. */ if(wii_remoteCurrStatus.isBrowsing) { Wii.currentBrowsingRemote = wii_remote; } else { /* Update these on each poll, since we've got the data anyway. */ wii_remote.x = wii_remoteCurrStatus.dpdScreenX; wii_remote.y = wii_remoteCurrStatus.dpdScreenY; for(var evt in wii_remote.evtsInterestedIn) { var evtHappened = Wii.DISPATCHER[evt](wii_remote, wii_remoteCurrStatus); if(evtHappened) wii_remote.evtsInterestedIn[evt](wii_remote, wii_remoteCurrStatus); } } } } /** * This is a better choice than working with intervals; it keeps the amount of "spasm" responses * that one would normally get on the Wii to a bare minimum. This is due to how the two types of * timers in JS work - intervals will queue up no matter what, and if there's a backlog, rapidly * fire through all of them. Timeouts are guaranteed to always have their delay, even though at points * it may end up being more (or less) than 100ms. * * Note that this is set to 100ms - any lower, and the Wii becomes very unresponsive for some reason. The * web browser is... odd, not sure what the deal is. 100ms should be enough for most cases though... */ return setTimeout(Wii.listen, 100); }; /** * Wii.parsePrimaryWiimote(e) * * The Wii browser environment is... quite oddball at times. You see, the * primary Wii remote is treated differently than the other Wiimotes; it uses * browser-based events (keydown, mouseup, etc) to communicate which buttons have * been pressed. * * The "primary" Wiimote can also change at any given time (loss of battery in the main, etc). * * Luckily, it's not -impossible- to catch this internally. Our main library event loop catches * if a given Wiimote is marked as the primary one, and will not attempt bitwise operations on it, * merely wait for standard DOM events to trickle up and handle firing them appropriately. * * ...ugh. * * This method is a callback for any DOM-event listeners; accepts an event as its argument. */ Wii.parsePrimaryWiimote = function(e) { /* Cancel whatever the default was, because we're going to try and normalize everything. */ e.preventDefault(); var wii_remote = Wii.currentBrowsingRemote, wii_remoteCurrStatus = wii_remote.isEnabled(), buttonPressed = Wii.PRIMARY_CONTROLLER_DISPATCHER[wii_remote.opts.horizontal ? 'horizontal' : 'vertical'][e.keyCode]; /* Grab these first, and on every pass. */ wii_remote.x = wii_remoteCurrStatus.dpdScreenX; wii_remote.y = wii_remoteCurrStatus.dpdScreenY; /** * Filter down and figure out which "event" we're really looking at based on code * matchups; this gets messy pretty quickly... */ if(typeof buttonPressed !== 'undefined' && typeof wii_remote.evtsInterestedIn[buttonPressed] === 'function') { wii_remote.evtsInterestedIn[buttonPressed](wii_remote, wii_remoteCurrStatus); } /** * Due to the difference in how these controls are caught, we need a second set of roll/distance-changes * run here. Luckily, we can just re-use the dispatcher functions. */ if(typeof wii_remote.evtsInterestedIn['roll_change'] === 'function') { if(Wii.DISPATCHER['roll_change'](wii_remote, wii_remoteCurrStatus)) { wii_remote.evtsInterestedIn['roll_change'](wii_remote, wii_remoteCurrStatus); } } if(typeof wii_remote.evtsInterestedIn['distance_change'] === 'function') { if(Wii.DISPATCHER['distance_change'](wii_remote, wii_remoteCurrStatus)) { wii_remote.evtsInterestedIn['distance_change'](wii_remote, wii_remoteCurrStatus); } } /* Doing this in conjunction with preventDefault() halts an odd clicking bug or two. */ return false; }; /** * Wii.PRIMARY_CONTROLLER_DISPATCHER * * In order to keep things as performant as possible, we want DOM events (for the primary controller) * to also be a 1:1 hash map lookup. This is PRIMARILY for the primary ("browsing") controller; all other * controllers get their operations routed through the DISPATCHER below. The keys below are keyCodes. */ Wii.PRIMARY_CONTROLLER_DISPATCHER = { vertical: { 0: 'pressed_a', 13: 'pressed_a', /* Older versions of the Wii Browser...? */ 170: 'pressed_minus', 171: 'pressed_b', 172: 'pressed_1', 173: 'pressed_2', 174: 'pressed_plus', 175: 'pressed_up', 176: 'pressed_down', 177: 'pressed_right', 178: 'pressed_left' }, horizontal: { 0: 'pressed_a', 13: 'pressed_a', /* Older versions of the Wii Browser...? */ 170: 'pressed_minus', 171: 'pressed_b', 172: 'pressed_1', 173: 'pressed_2', 174: 'pressed_plus', 175: 'pressed_left', 176: 'pressed_right', 177: 'pressed_up', 178: 'pressed_down' } }; /** * Wii.DISPATCHER * * A table of the supported events that we watch for in our game loop, then fire off for respective * Wiimotes. Each index is a function that does a check and returns true or false. * * Many of these functions use bitwise comparisons. Read up on it if you're not familiar. Note that * we also take into account the orientation of the device here! */ Wii.DISPATCHER = { /** * These functions depend on whether or not the controller is meant to be in horizontal mode * or not. Quite... different. */ 'pressed_up': function(wii_remote, wii_remoteStatus) { if(wii_remote.opts.horizontal) return wii_remoteStatus.hold & 2; return wii_remoteStatus.hold & 8; }, 'pressed_right': function(wii_remote, wii_remoteStatus) { if(wii_remote.opts.horizontal) return wii_remoteStatus.hold & 4; return wii_remoteStatus.hold & 2; }, 'pressed_down': function(wii_remote, wii_remoteStatus) { if(wii_remote.opts.horizontal) return wii_remoteStatus.hold & 1; return wii_remoteStatus.hold & 4; }, 'pressed_left': function(wii_remote, wii_remoteStatus) { if(wii_remote.opts.horizontal) return wii_remoteStatus.hold & 8; return wii_remoteStatus.hold & 1; }, 'pressed_plus': function(wii_remote, wii_remoteStatus) { return wii_remoteStatus.hold & 16; }, 'pressed_minus': function(wii_remote, wii_remoteStatus) { return wii_remoteStatus.hold & 4096; }, 'pressed_2': function(wii_remote, wii_remoteStatus) { return wii_remoteStatus.hold & 256; }, 'pressed_1': function(wii_remote, wii_remoteStatus) { return wii_remoteStatus.hold & 512; }, 'pressed_b': function(wii_remote, wii_remoteStatus) { return wii_remoteStatus.hold & 1024; }, 'pressed_a': function(wii_remote, wii_remoteStatus) { return wii_remoteStatus.hold & 2048; }, 'roll_change': function(wii_remote, wii_remoteStatus) { var roll = Math.atan2(wii_remoteStatus.dpdRollY, wii_remoteStatus.dpdRollX); if(roll !== wii_remote.roll) { wii_remote.roll = roll; return true; } return false; }, 'distance_change': function(wii_remote, wii_remoteStatus) { if(wii_remoteStatus.dpdDistance !== wii_remote.last_known_distance_from_screen) { wii_remote.last_known_distance_from_screen = wii_remoteStatus.dpdDistance; return true; } return false; }, /** * I'm keeping these noted here for legacy reasons, but by and large it's just not even * worth trying to use the Nunchuk with anything in the browser; the primary controller * can never read them, so there's a large chunk of functionality missing... */ 'pressed_z': function(wii_remote, wii_remoteStatus) { return wii_remoteStatus.hold & 8192; }, 'pressed_c': function(wii_remote, wii_remoteStatus) { return wii_remoteStatus.hold & 16384; } };