/** * core.js * * This is the main template file for bringing together * the various libraries that power this entire little eco-system. * * Building the releases requires Python (2.5+); simply run... * * python build.py * * ...from the /js/ directory. * * @Author: Ryan McGrath * @Requires: Nothing, top-level file. */ ;(function(running_inside_wii_browser) { /** * If we're not running inside the Nintendo Wii browser, bail out. * In the future, branch here for touch-enabled devices...? */ if(!running_inside_wii_browser) return false; /** * 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: [], currentBrowsingRemote: null, setKeyListeners: false, debuggerDiv: null }; /** * 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.installKeyListeners = function() { document.addEventListener('mouseup', Wii.parsePrimaryWiimote, false); document.addEventListener('keydown', Wii.parsePrimaryWiimote, false); document.addEventListener('mousedown', Wii.parsePrimaryWiimote, false); document.addEventListener('keyup', Wii.parsePrimaryWiimote, false); /** * Some keys, like the directional ones, get... multiple events? * In this case, just shut. down. everything. * * ...and let the programmer deal with it. */ document.addEventListener('keypress', Wii.parsePrimaryWiimote, false); 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() { if(!Wii.setKeyListeners) Wii.setKeyListeners = Wii.installKeyListeners(); 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 { for(var evt in wii_remote.evtsInterestedIn) { var evtHappened = Wii.DISPATCHER[evt](wii_remote, wii_remoteCurrStatus); if(evtHappened) try { wii_remote.evtsInterestedIn[evt](wii_remote, wii_remoteCurrStatus); } catch(e) { alert(e.message); } } } } } /** * 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]; /** * 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' && wii_remote.evtsInterestedIn[buttonPressed] !== 'undefined') { try { wii_remote.evtsInterestedIn[buttonPressed](wii_remote, wii_remoteCurrStatus); } catch(e) { alert(e.message); alert(Wii.currentBrowsingRemote); } } /* 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. */ 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; }, /** * 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; } }; /** * util.js * * A basic utility wrapper; anything extra that's often re-used should * find its way here (e.g, debuggerDiv, bind, etc). * * @Author: Ryan McGrath * @Requires: wii.js */ Wii.util = { /** * Wii.util.debug(err); * * The Wii has... such little options for debugging, but we can try and make this a bit nicer. * This accepts a stack trace (see example code below) and then outputs it to the screen. * * try { ... } catch(e) { Wii.util.debug(e); } */ debug: function(err) { if(Wii.debuggerDiv === null) { Wii.debuggerDiv = document.createElement('div'); Wii.debuggerDiv.style.cssText = [ 'width: 90%;', 'height: 90%;', 'padding: 10px;', 'font-size: 26px;', 'font-family: monospace;', 'overflow: scroll', 'position: absolute;', 'top: 10px;', 'left: 10px;', 'color: #f9f9f9;', 'background-color: #010101;' ].join(''); document.body.appendChild(Wii.debuggerDiv); } if(typeof err === 'string') { Wii.debuggerDiv.innerHTML = err; } else { var msg = ''; for(var e in err) { msg += e + '=' + err[e] + '
'; } Wii.debuggerDiv.innerHTML = msg; } Wii.debuggerDiv.style.display = 'block'; }, /** * Wiimote.util.bind(bindReference, fn) * * Takes a reference (an object to scope to "this" at a later runtime) and binds it to a function (fn). * * @param bindReference - An object to set as the "this" reference for a later function call. * @param fn - A function to bind the "this" object for. * @returns fn - A new function to pass around, wherein it's all scoped as you want it. */ bind: function(bindReference, fn) { return function() { return fn.apply(bindReference, arguments); }; } }; /** * remote.js * * Handles the subscribing to events portion of a Wii remote. It's best to think of this * as a "request" object; it asks to be notified of events, and the actual events are * dispatched from the main wii.js file. * * @Author: Ryan McGrath * @Requires: wii.js, util.js */ /** * var wii_remote = new Wii.Remote(1, {...}); * * Instantiates a Wii Remote object. Events can be set on each of these objects, * and the internal game loop will fire events based on the properties subscribed * to here. * * @param remote_id - Number, required. 1 - 4, dictates which Wiimote this object * relates to. * @param opts - Object, optional. Allows you to override internal settings and such, * should you want different behavior. * @returns Wii.Remote instance. */ Wii.Remote = function(remote_id, opts) { this.remote_id = remote_id; this.opts = opts; /** * If this is the "main" wii_remote, then the bitwise checks will fail * because it's treated more as a "browsing" device. For these events, * we'll just store the current wii_remote that's denoted as the "browsing" * device and let the normal event/key delegation take care of things. * * The rest of the wii_remotes will go through the DISPATCHER checks that * they've subscribed to. */ var startupStatus = this.isEnabled(); if(startupStatus) { if(!startupStatus.isBrowsing) { Wii.extraRemotes.push(this); } else { Wii.currentBrowsingRemote = this; } } }; Wii.Remote.prototype = { opts: { /** * We default the controller to be in the vertical orientation; if * it's overridden as "horizontal" (false), we'll catch it for the different key * events and fire accordingly (e.g, the "up" button is different depending on * how the player is holding the controller). */ horizontal: false }, /** * A hash of events that this Wii remote is interested in. Each * entry should be a key (evtName) with a value (response). * "evtName" is the event name that corresponds with boolean functions * in the DISPATCHER above, and the response is a remote-bound function * to call on that event. */ evtsInterestedIn: undefined, /** * Wiimote.isEnabled() * * Determines the status of the wii_remote this object is curious about. Will return * an updated kPadStatus object if so, false if it's not responding or the data * is sent back as "invalid". This makes it so we don't bother sending events * where they're not applicable. * * @returns object or boolean. */ isEnabled: function() { var remote = opera.wiiremote.update(this.remote_id - 1); return (remote.isEnabled && remote.isDataValid ? remote : false); }, /** * Wiimote.on(evtName, fn) * * Allows you to listen for an event on a given Wiimote. Call this on an instantiated * Wiimote; "this" will be scoped to the Wiimote object. ;) * * @param evtName - String, a supported wii.js (DISPATCHER) event name. * @param fn - Function, callback function to be executed on the event firing. Will be scoped to the Wiimote. * @returns object or undefined - instantiated object this was called on to begin with, undefined if evtName is not supported. */ when: function(evtName, fn) { if(typeof Wii.DISPATCHER[evtName] !== 'undefined') { /** * THIS IS INCREDIBLY IMPORTANT, DO NOT REMOVE THIS!. * * The Wii's browser has an (odd...?) bug wherein if you have a prototype chain * set up for a given object, and you default keys on the prototype chain to a blank object ("{}", for instance), * it will _NOT_ make this a unique object, it keeps pointers to the original object that was created by the system * for the first instantiated object. * * This is, needless to say, unlike just about any other JS environment and threw me for a loop for a good 6 hours. * This line ensures that the first time this property is ever referenced, we get a fresh _CORRECTLY ALLOCATED_ chunk * of memory to play with and store things in. * * Note that this also happens with Array structures, and conceivably anything else that would be using a copy-by-reference * technique instead of a full clone. We want an object for this case, though, so we're not doing iterations on event dispatch, * just a 1:1 lookup instead. */ if(this.evtsInterestedIn === undefined) this.evtsInterestedIn = {}; this.evtsInterestedIn[evtName] = Wii.util.bind(this, fn); return this; } return undefined; } }; window.Wii = Wii; })(window.opera && opera.wiiremote);