wii-js/js/src/wii.js
2011-07-11 08:29:39 -04:00

326 lines
No EOL
12 KiB
JavaScript

/**
* 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 <ryan@venodesigns.net>
* @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; }
};