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const Cast = require('../util/cast');
/**
* Names used internally for keys used in scratch, also known as "scratch keys".
* @enum {string}
*/
const KEY_NAME = {
SPACE: 'space',
LEFT: 'left arrow',
UP: 'up arrow',
RIGHT: 'right arrow',
DOWN: 'down arrow',
ENTER: 'enter',
// tw: extra keys
BACKSPACE: 'backspace',
DELETE: 'delete',
SHIFT: 'shift',
CAPS_LOCK: 'caps lock',
SCROLL_LOCK: 'scroll lock',
CONTROL: 'control',
ESCAPE: 'escape',
INSERT: 'insert',
HOME: 'home',
END: 'end',
PAGE_UP: 'page up',
PAGE_DOWN: 'page down'
};
/**
* An set of the names of scratch keys.
* @type {Set<string>}
*/
const KEY_NAME_SET = new Set(Object.values(KEY_NAME));
class Keyboard {
constructor (runtime) {
/**
* List of currently pressed scratch keys.
* A scratch key is:
* A key you can press on a keyboard, excluding modifier keys.
* An uppercase string of length one;
* except for special key names for arrow keys and space (e.g. 'left arrow').
* Can be a non-english unicode letter like: æ ø ש נ 手 廿.
* @type{Array.<string>}
*/
this._keysPressed = [];
// pm: keep track of hit keys
this._keysHit = [];
this._keysHitOnStep = {}; // key: the key pressed, value: the step they were pressed on
// pm: keep track of how long keys have been pressed for
this._keyTimestamps = {};
/**
* Reference to the owning Runtime.
* Can be used, for example, to activate hats.
* @type{!Runtime}
*/
this.runtime = runtime;
// tw: track last pressed key
this.lastKeyPressed = '';
this._numeralKeyCodesToStringKey = new Map();
// after processing all blocks, we can check if this step is after any keys we pressed
this.runtime.on("RUNTIME_STEP_END", () => {
const newHitKeys = [];
for (const key of this._keysHit) {
const stepKeyPressedOn = this._keysHitOnStep[key] || -1;
if (this.runtime.frameLoop._stepCounter <= stepKeyPressedOn) {
newHitKeys.push(key);
}
}
// replace with the keys that are now pressed
this._keysHit = newHitKeys;
});
}
/**
* Convert from a keyboard event key name to a Scratch key name.
* @param {string} keyString the input key string.
* @return {string} the corresponding Scratch key, or an empty string.
*/
_keyStringToScratchKey (keyString) {
keyString = Cast.toString(keyString);
// Convert space and arrow keys to their Scratch key names.
switch (keyString) {
case ' ': return KEY_NAME.SPACE;
case 'ArrowLeft':
case 'Left': return KEY_NAME.LEFT;
case 'ArrowUp':
case 'Up': return KEY_NAME.UP;
case 'Right':
case 'ArrowRight': return KEY_NAME.RIGHT;
case 'Down':
case 'ArrowDown': return KEY_NAME.DOWN;
case 'Enter': return KEY_NAME.ENTER;
// tw: extra keys
case 'Backspace': return KEY_NAME.BACKSPACE;
case 'Delete': return KEY_NAME.DELETE;
case 'Shift': return KEY_NAME.SHIFT;
case 'CapsLock': return KEY_NAME.CAPS_LOCK;
case 'ScrollLock': return KEY_NAME.SCROLL_LOCK;
case 'Control': return KEY_NAME.CONTROL;
case 'Escape': return KEY_NAME.ESCAPE;
case 'Insert': return KEY_NAME.INSERT;
case 'Home': return KEY_NAME.HOME;
case 'End': return KEY_NAME.END;
case 'PageUp': return KEY_NAME.PAGE_UP;
case 'PageDown': return KEY_NAME.PAGE_DOWN;
}
// Ignore modifier keys
if (keyString.length > 1) {
return '';
}
// tw: toUpperCase() happens later. We need to track key case.
return keyString;
}
/**
* Convert from a block argument to a Scratch key name.
* @param {string} keyArg the input arg.
* @return {string} the corresponding Scratch key.
*/
_keyArgToScratchKey (keyArg) {
// If a number was dropped in, try to convert from ASCII to Scratch key.
if (typeof keyArg === 'number') {
// Check for the ASCII range containing numbers, some punctuation,
// and uppercase letters.
if (keyArg >= 48 && keyArg <= 90) {
return String.fromCharCode(keyArg);
}
switch (keyArg) {
case 32: return KEY_NAME.SPACE;
case 37: return KEY_NAME.LEFT;
case 38: return KEY_NAME.UP;
case 39: return KEY_NAME.RIGHT;
case 40: return KEY_NAME.DOWN;
}
}
keyArg = Cast.toString(keyArg);
// If the arg matches a special key name, return it.
// No special keys have a name that is only 1 character long, so we can avoid the lookup
// entirely in the most common case.
if (keyArg.length > 1 && KEY_NAME_SET.has(keyArg)) {
return keyArg;
}
// Use only the first character.
if (keyArg.length > 1) {
keyArg = keyArg[0];
}
// Check for the space character.
if (keyArg === ' ') {
return KEY_NAME.SPACE;
}
// tw: support Scratch 2 hacked blocks
// There are more hacked blocks but most of them get mangled by Scratch 2 -> Scratch 3 conversion
if (keyArg === '\r') {
// this probably belongs upstream
return KEY_NAME.ENTER;
}
if (keyArg === '\u001b') {
return KEY_NAME.ESCAPE;
}
return keyArg.toUpperCase();
}
/**
* Keyboard DOM event handler.
* @param {object} data Data from DOM event.
*/
postData (data) {
if (!data.key) return;
// tw: convert single letter keys to uppercase because of changes in _keyStringToScratchKey
const scratchKeyCased = this._keyStringToScratchKey(data.key);
const scratchKey = scratchKeyCased.length === 1 ? scratchKeyCased.toUpperCase() : scratchKeyCased;
if (scratchKey === '') return;
const index = this._keysPressed.indexOf(scratchKey);
if (data.isDown) {
// tw: track last pressed key
this.lastKeyPressed = scratchKeyCased;
this.runtime.emit('KEY_PRESSED', scratchKey);
// If not already present, add to the list.
if (index < 0) {
// pm: key isnt present? we hit it for the first time
this.runtime.emit('KEY_HIT', scratchKey);
this._keysPressed.push(scratchKey);
this._keyTimestamps[scratchKey] = Date.now();
// pm: keep track of hit keys
this._keysHit.push(scratchKey);
this._keysHitOnStep[scratchKey] = this.runtime.frameLoop._stepCounter;
}
} else if (index > -1) {
// If already present, remove from the list.
this._keysPressed.splice(index, 1);
if (scratchKey in this._keyTimestamps) {
delete this._keyTimestamps[scratchKey];
}
}
// Fix for https://github.com/LLK/scratch-vm/issues/2271
if (data.hasOwnProperty('keyCode')) {
const keyCode = data.keyCode;
if (this._numeralKeyCodesToStringKey.has(keyCode)) {
const lastKeyOfSameCode = this._numeralKeyCodesToStringKey.get(keyCode);
if (lastKeyOfSameCode !== scratchKey) {
const indexToUnpress = this._keysPressed.indexOf(lastKeyOfSameCode);
if (indexToUnpress !== -1) {
this._keysPressed.splice(indexToUnpress, 1);
if (scratchKey in this._keyTimestamps) {
delete this._keyTimestamps[lastKeyOfSameCode];
}
}
}
}
this._numeralKeyCodesToStringKey.set(keyCode, scratchKey);
}
}
/**
* Get key down state for a specified key.
* @param {Any} keyArg key argument.
* @return {boolean} Is the specified key down?
*/
getKeyIsDown (keyArg) {
if (keyArg === 'any') {
return this._keysPressed.length > 0;
}
const scratchKey = this._keyArgToScratchKey(keyArg);
return this._keysPressed.indexOf(scratchKey) > -1;
}
/**
* pm: Get if key was hit this tick for a specified key.
* @param {Any} keyArg key argument.
* @return {boolean} Is the specified key hit?
*/
getKeyIsHit (keyArg) {
if (keyArg === 'any') {
return this._keysHit.length > 0;
}
const scratchKey = this._keyArgToScratchKey(keyArg);
return this._keysHit.indexOf(scratchKey) > -1;
}
// tw: expose last pressed key
getLastKeyPressed () {
return this.lastKeyPressed;
}
// pm: why dont we expose all keys?
getAllKeysPressed () {
return this._keysPressed;
}
getKeyTimestamp (keyArg) {
if (keyArg === 'any') {
// loop through all keys and see which one we have held the longest
let oldestTimestamp = Infinity;
let found = false;
for (const keyName in this._keyTimestamps) {
const timestamp = this._keyTimestamps[keyName];
if (timestamp < oldestTimestamp) {
oldestTimestamp = timestamp;
found = true;
}
}
if (!found) return 0;
return oldestTimestamp;
}
// everything else
const scratchKey = this._keyArgToScratchKey(keyArg);
if (!(scratchKey in this._keyTimestamps)) {
return 0;
}
return this._keyTimestamps[scratchKey];
}
getKeyTimestamps () {
return this._keyTimestamps;
}
}
module.exports = Keyboard;
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