InputDevice provides support for keyboard, mouse, gamepad and touch input events. It queues input events received between consecutive calls to update. When update is called, the events are dispatched in order using the appropriate event handlers and the event queue is cleared.
The InputDevice also allows the game to hide/show the mouse cursor and lock its position (by calling lockMouse).
For each HID supported, there are three main event types: down events, up events, and move events. Down events occur when a button/key is pressed, up events when a button/key is released and move events occur when the HID is moved, or an analogue control on it (e.g. thumbstick) is adjusted. Such events include:
In addition, the following events are supported:
Focus and blur events occur when the TurbulenzEngine object gains or loses focus. Clicking on the TurbulenzEngine object gives it focus, and clicking elsewhere or switching window (or tab) causes it to lose focus.
Note
Unless otherwise specified, events of a certain type are only received when the TurbulenzEngine has focus; the events not requiring focus are: mouseenter, mouseleave, mouseover, mouseup, and mousedown.
Event handlers are added and removed using addEventListener and removeEventListener. Multiple event listeners may be added for each event type.
In general, a human interface device (HID) such as a mouse or keyboard, has a number of “controls” which the user can interact with to produce input events. Each control (e.g. mouse button, keyboard key) has an associated “control code”. These allow the game to identify input consistently and clearly. Keyboard, mouse and pad control codes are referred to as KeyCodes, MouseCodes, and PadCodes respectively.
The keyboard is treated as a game controller rather than a text entry device. Each keyboard control code (KeyCode) therefore corresponds to an individual physical key on the keyboard (i.e. a control) and not the text character that would result from such a key press. For instance, pressing “Q” on the US keyboard will result in the same KeyCode as pressing “A” on a French keyboard (as they are in the same physical location on the keyboard). The names of the KeyCodes correspond to the names of the keys on the US keyboard and in the example above, the KeyCode generated would be “Q”. For reference, please see the US keyboard here:
Note
The Escape key is reserved for unlocking the user’s mouse and exiting fullscreen, and pressing it or releasing it causes no key events to be sent. In general, keys which are not currently part of the mapping scheme will not send events and cannot be used by the game.
Warning
Keyboards exist with a wide variety of different keys. It is strongly recommended to only use the most common keys as part of any default control scheme. A list of standard keys are shown in the KeyCode table section.
Using controls rather than characters for keyboard input has the advantage that game code written will work for all keyboard layouts without the need for localization; there is no need for multiple versions of input code for each keyboard layout a game wishes to support.
It may be necessary to convert from KeyCodes to the Unicode character which would result from pressing that physical key with the user’s keyboard layout e.g. when localizing the game controls displayed to the user. The InputDevice API provides the function convertToUnicode for this reason. In order to facilitate correct translation of in-game text, and correct formatting of dates and numbers, the locale of the player can be requested using the TurbluenzEngine.getSystemInfo function.
Summary
Iterates through the events in the event queue calling the relevant callbacks. Once all events have been dispatched, the event queue is cleared.
Note
This behavior is different when running in canvas; in canvas mode, events are dispatched to handlers the moment they are received. To maintain compatibility with both modes, any clearing of input states carried out by the game should take place after input has been handled each frame.
Note
The plugin version requires the GraphicsDevice to have been created for the InputDevice to generate events.
Syntax
inputDevice.update();
Summary
Adds an event listener for the specified event. Multiple event listeners may be added for each event type. Adding the same event listener twice has no effect - the event listener will still only be called once per event.
Syntax
var eventType = 'mouseleave';
var eventListener = function onMouseLeave()
{
game.pause();
}
inputDevice.addEventListener(eventType, eventListener);
Summary
Removes an event listener for the specified event. If the event listener supplied was never added using addEventListener, this has no effect.
Syntax
inputDevice.removeEventListener(eventType, eventListener);
Summary
Locks the mouse cursor position and hides the cursor. Fails if the cursor is not over the TurbulenzEngine object or if the TurbulenzEngine object is not focused. Returns true or false to indicate success or failure.
Note
When locked, mousemove events rather than mouseover events will be received for mouse movement.
Syntax
if (!inputDevice.lockMouse())
{
// Failed to lockMouse (mouse is not over the TurbulenzEngine object)
}
Summary
Unlocks the mouse cursor (reverses a lockMouse call) and reshows the mouse cursor if it was not hidden before the call to lockMouse. Fails if the cursor is not currently locked. Returns true or false to indicate success or failure.
Syntax
if (!inputDevice.unlockMouse())
{
// Failed to unlockMouse (mouse was not already locked)
}
Summary
Returns true if the mouse is currently locked, false otherwise.
Syntax
if (!inputDevice.isLocked())
{
inputDevice.lockMouse();
}
Summary
Hides the cursor if it is currently visible (not locked) and over the TurbulenzEngine object; fails otherwise. Returns true or false to indicate success or failure. When the mouse is locked the mouse cursor is already hidden, this function will have no effect and will return false.
Syntax
if (!inputDevice.hideMouse())
{
// Failed to hideMouse (it was either locked, already hidden,
// or outside of the TurbulenzEngine object)
}
Summary
Shows the cursor if it is currently hidden and not locked; fails otherwise. Returns true or false to indicate success or failure.
It is an error to call this function while the mouse is locked, and it will not affect the visibility of the mouse after subsequent calls to unlockMouse.
Syntax
if (!inputDevice.showMouse())
{
// Failed to showMouse (it was either already visible, or locked)
}
Summary
Returns true if the TurbulenzEngine object is currently focused, false otherwise.
Syntax
var isFocused = inputDevice.isFocused();
Summary
Converts a given array of KeyCodes to an object of the Unicode characters which would result from pressing those physical keys with the user’s keyboard layout. Returns null if the argument passed in is not an array. For KeyCodes which do not have a corresponding Unicode character (e.g. the “alt” key), an empty string will be returned as the property value in the returned object.
The returned object has the form { keycode : unicode, ... }.
Syntax
var keyCodes = inputDevice.keyCodes;
var keyCodeArray = [keyCodes.Q, keyCodes.B];
var unicodeCharacterObject = convertToUnicode(keyCodeArray);
// On a US keyboard unicodeCharacterObject[keyCodes.Q] will be equal to 'q',
// while on a French keyboard, unicodeCharacterObject[keyCodes.Q] will be equal to 'a';
Summary
Accepts a string describing a feature and returns a boolean informing the game whether given features are supported in the current configuration (depending on device, OS, browser, plugin vs canvas etc).
Currently supported features:
POINTER_LOCK
The ability to lock and hide the mouse cursor and receive only mouse movement delta values.
Syntax
var canLockMouse = inputDevice.isSupported("POINTER_LOCK");
A JavaScript object, storing KeyCode enums for use in game code. These should be cached for best performance. See the KeyCode Table for the full list.
Syntax
var keyCodes = inputDevice.keyCodes;
A JavaScript object, storing MouseCode enums for use in game code. These should be cached for best performance. See the MouseCode Table for the full list.
Syntax
var mouseCodes = inputDevice.mouseCodes;
A JavaScript object, storing PadCode enums for use in game code. These should be cached for best performance. See the PadCode Table for the full list.
Syntax
var padCodes = inputDevice.padCodes;
Currently, the Turbulenz Engine supports keyboard, mouse, and touch events, as well as the Xbox 360 gamepad. Event listeners can be added for the following event types:
These occur for laptop trackpads and traditional desktop mice.
Summary
Occurs when a mouse button is pressed down.
Syntax
// Cache mouseCodes
var mouseCodes = inputDevice.mouseCodes;
var onMouseDown = function onMouseDownFn(mouseCode, x, y)
{
eventPositionX = x;
eventPositionY = y;
if (mouseCode === mouseCodes.BUTTON_0)
{
mouseFireButtonDown = true;
}
};
inputDevice.addEventListener('mousedown', onMouseDown);
Event Listener Arguments
Summary
Occurs when a mouse button is released.
Syntax
// Cache mouseCodes
var mouseCodes = inputDevice.mouseCodes;
var onMouseUp = function onMouseUpFn(mouseCode, x, y)
{
eventPositionX = x;
eventPositionY = y;
if (mouseCode === mouseCodes.BUTTON_0)
{
mouseFireButtonDown = false;
}
};
inputDevice.addEventListener('mouseup', onMouseUp);
Event Listener Arguments
Summary
Occurs when the mouse wheel is moved.
Syntax
var onMouseWheel = function onMouseWheelFn(delta)
{
if (delta > 0)
{
character.weapon += 1;
}
else
{
character.weapon -= 1;
}
};
inputDevice.addEventListener('mousewheel', onMouseWheel);
Event Listener Arguments
Summary
Occurs when the mouse is moved whilst locked.
Syntax
var onMouseMove = function onMouseMoveFn(deltaX, deltaY)
{
character.turn += deltaX;
character.pitch += deltaY;
};
inputDevice.addEventListener('mousemove', onMouseMove);
Event Listener Arguments
Summary
Occurs when the mouse is moved whilst unlocked.
Syntax
var onMouseOver = function onMouseOverFn(x, y)
{
mousePosition.x = x;
mousePosition.y = y;
};
inputDevice.addEventListener('mouseover', onMouseOver);
Event Listener Arguments
Summary
Occurs when the mouse cursor enters the game area.
Syntax
var onMouseEnter = function onMouseEnterFn()
{
inputDevice.hideMouse();
};
inputDevice.addEventListener('mouseenter', onMouseEnter);
Summary
Occurs when the mouse cursor leaves the game area.
Syntax
var onMouseLeave = function onMouseLeaveFn()
{
inputDevice.showMouse();
};
inputDevice.addEventListener('mouseleave', onMouseLeave);
Summary
Occurs when a keyboard key is pressed down.
Syntax
// Cache keyCodes
var keyCodes = inputDevice.keyCodes;
var onKeyDown = function onKeyDownFn(keycode)
{
if (keycode === keyCodes.LEFT || keycode === keyCodes.A)
{
character.left = 1.0;
}
else if (keycode === keyCodes.RIGHT || keycode === keyCodes.D)
{
character.right = 1.0;
}
else if (keycode === keyCodes.UP || keycode === keyCodes.W)
{
character.forward = 1.0;
}
else if (keycode === keyCodes.DOWN || keycode === keyCodes.S)
{
character.backward = 1.0;
}
};
inputDevice.addEventListener('keydown', onKeyDown);
Event Listener Arguments
Summary
Occurs when a keyboard key is released.
Syntax
// Cache keyCodes
var keyCodes = inputDevice.keyCodes;
var onKeyUp = function onKeyUpFn(keycode)
{
if (keycode === keyCodes.LEFT || keycode === keyCodes.A)
{
character.left = 0;
}
else if (keycode === keyCodes.RIGHT || keycode === keyCodes.D)
{
character.right = 0;
}
else if (keycode === keyCodes.UP || keycode === keyCodes.W)
{
character.forward = 0;
}
else if (keycode === keyCodes.DOWN || keycode === keyCodes.S)
{
character.backward = 0;
}
};
inputDevice.addEventListener('keyup', onKeyUp);
Event Listener Arguments
Summary
Occurs when at least one touch begins, and begins inside the game area.
Syntax
var onTouchStart = function onTouchStartFn(touchEvent)
{
var newTouches = touchEvent.changedTouches;
};
inputDevice.addEventListener('touchstart', onTouchStart);
Event Listener Arguments
Summary
Occurs when at least one touch ends.
Syntax
var onTouchEnd = function onTouchEndFn(touchEvent)
{
var endedTouches = touchEvent.changedTouches;
};
inputDevice.addEventListener('touchend', onTouchEnd);
Event Listener Arguments
Summary
Occurs when at least one touch moves, changes force, radiusX, or radiusY.
Syntax
var onTouchMove = function onTouchMoveFn(touchEvent)
{
var movedTouches = touchEvent.changedTouches;
};
inputDevice.addEventListener('touchmove', onTouchMove);
Event Listener Arguments
Summary
Occurs when at least one touch enters the game area.
Syntax
var onTouchEnter = function onTouchEnterFn(touchEvent)
{
var enteredTouches = touchEvent.changedTouches;
};
inputDevice.addEventListener('touchenter', onTouchEnter);
Event Listener Arguments
Summary
Occurs when at least one touch leaves the game area.
Syntax
var onTouchLeave= function onTouchLeaveFn(touchEvent)
{
var leftTouches = touchEvent.changedTouches;
};
inputDevice.addEventListener('touchleave', onTouchLeave);
Event Listener Arguments
Summary
Operating system/environment dependent. Called when at least one touch is dirupted or canceled.
Syntax
var onTouchCancel = function onTouchCancelFn(touchEvent)
{
var canceledTouches = touchEvent.changedTouches;
};
inputDevice.addEventListener('touchcancel', onTouchCancel);
Event Listener Arguments
Note
Pad input is only supported using the Xbox 360 Controller on Windows.
Summary
Occurs when a (Xbox 360) gamepad button is pressed down.
Syntax
// Cache padCodes
var padCodes = inputDevice.padCodes;
var onPadDown = function onPadDownFn(padCode)
{
if (!character.dead)
{
if (padCode === padCodes.A)
{
character.jump = true;
}
}
};
inputDevice.addEventListener('paddown', onKeyUp);
Event Listener Arguments
Summary
Occurs when a (Xbox 360) gamepad button is released.
Syntax
// Cache padCodes
var padCodes = inputDevice.padCodes;
var onPadUp = function onPadUpFn(padCode)
{
if (!character.dead)
{
if (padCode === padCodes.A)
{
character.jump = false;
}
}
};
inputDevice.addEventListener('padup', onPadUp);
Event Listener Arguments
Summary
Occurs when either a thumbstick or shoulder trigger is displaced.
If a gamepad is connected, this function will be called for every call to update. If the gamepad controls are not displaced, all arguments will have a value of 0.
Syntax
// Cache padCodes
var padCodes = inputDevice.padCodes;
var onPadMove = function onPadMoveFn(lX, lY, lZ, rX, rY, rZ)
{
character.turn += lX * 10.0;
character.pitch += lY * 10.0;
if (rX >= 0)
{
character.padright = rX;
character.padleft = 0;
}
else
{
character.padright = 0;
character.padleft = -rX;
}
if (rY >= 0)
{
character.padforward = rY;
character.padbackward = 0.0;
}
else
{
character.padforward = 0.0;
character.padbackward = -rY;
}
};
inputDevice.addEventListener('padmove', onPadMove);
Event Listener Arguments
Positive lX, lY, rX, and rY values correspond to right and up directions. Negative deltas correspond to left and down directions.
A value of 0 denotes the edge of a deadzone and value of ±1 denotes the maximum possible displacement from rest position. The deadzones used are the defaults provided by XInput. Please see XInput on MSDN for further details.
Summary
Occurs when the TurbulenzEngine object gains focus - e.g. when the user first clicks inside the game area.
Syntax
var onFocus = function onFocusFn()
{
game.unpause();
};
inputDevice.addEventListener('focus', onFocus);
Summary
Occurs when the TurbulenzEngine object loses focus - e.g. when the user clicks outside of the game area or switches windows/tabs.
Syntax
var onBlur = function onBlurFn()
{
game.pause();
};
inputDevice.addEventListener('blur', onBlur);
Summary
Occurs when the mouse lock is lost. E.g. if the user presses the Escape key when the mouse is locked, or after unlockMouse is called.
Syntax
inputDevice.onMouseLockLost = function onMouseLockLostFn()
{
game.pause();
};
inputDevice.addEventListener('mouselocklost', onMouseLockLost);
Note
KeyCodes are named according to the names of the physical keys on the US keyboard. Click here for details.
Warning
It should be stressed that the numerical values of the KeyCodes should not be used directly in game code and are subject to change. The values below should be used only for debugging purposes.
The keys below represent the most common physical keys found on keyboards and are safe to use as part of a default control scheme.
KeyCode Name | Value |
---|---|
A | 0 |
B | 1 |
C | 2 |
D | 3 |
E | 4 |
F | 5 |
G | 6 |
H | 7 |
I | 8 |
J | 9 |
K | 10 |
L | 11 |
M | 12 |
N | 13 |
O | 14 |
P | 15 |
Q | 16 |
R | 17 |
S | 18 |
T | 19 |
U | 20 |
V | 21 |
W | 22 |
X | 23 |
Y | 24 |
Z | 25 |
NUMBER_0 | 100 |
NUMBER_1 | 101 |
NUMBER_2 | 102 |
NUMBER_3 | 103 |
NUMBER_4 | 104 |
NUMBER_5 | 105 |
NUMBER_6 | 106 |
NUMBER_7 | 107 |
NUMBER_8 | 108 |
NUMBER_9 | 109 |
LEFT | 200 |
RIGHT | 201 |
UP | 202 |
DOWN | 203 |
LEFT_SHIFT | 300 |
RIGHT_SHIFT | 301 |
LEFT_CONTROL | 302 |
RIGHT_CONTROL | 303 |
LEFT_ALT | 304 |
ESCAPE | 400 |
TAB | 401 |
SPACE | 402 |
BACKSPACE | 403 |
RETURN | 404 |
GRAVE | 500 |
MINUS | 501 |
EQUALS | 502 |
LEFT_BRACKET | 503 |
RIGHT_BRACKET | 504 |
SEMI_COLON | 505 |
APOSTROPHE | 506 |
COMMA | 507 |
PERIOD | 508 |
The following are non-standard keys and should not be used as part of a default control scheme.
KeyCode Name | Value |
---|---|
RIGHT_ALT | 305 |
F1 | 600 |
F2 | 601 |
F3 | 602 |
F4 | 603 |
F5 | 604 |
F6 | 605 |
F7 | 606 |
F8 | 607 |
F9 | 608 |
F10 | 609 |
F11 | 610 |
F12 | 611 |
NUMPAD_0 | 612 |
NUMPAD_1 | 613 |
NUMPAD_2 | 614 |
NUMPAD_3 | 615 |
NUMPAD_4 | 616 |
NUMPAD_5 | 617 |
NUMPAD_6 | 618 |
NUMPAD_7 | 619 |
NUMPAD_8 | 620 |
NUMPAD_9 | 621 |
NUMPAD_ENTER | 622 |
NUMPAD_DIVIDE | 623 |
NUMPAD_MULTIPLY | 624 |
NUMPAD_ADD | 625 |
NUMPAD_SUBTRACT | 626 |
LEFT_WIN | 627 |
RIGHT_WIN | 628 |
LEFT_OPTION | 629 |
RIGHT_OPTION | 630 |
CAPS_LOCK | 631 |
INSERT | 632 |
DELETE | 633 |
HOME | 634 |
END | 635 |
PAGE_UP | 635 |
PAGE_DOWN | 635 |
These are typically mapped to left, right and middle buttons respectively.
Warning
It should be stressed that the numerical values of the MouseCodes should not be used directly in game code and are subject to change. The values below should be used only for debugging purposes.
MouseCode Name | Value |
---|---|
BUTTON_0 | 0 |
BUTTON_1 | 1 |
BUTTON_2 | 2 |
The PadCode names derive from the names of the Xbox 360 gamepad buttons.
Warning
It should be stressed that the numerical values of the PadCodes should not be used directly in game code and are subject to change. The values below should be used only for debugging purposes.
PadCode Name | Value |
---|---|
UP | 0 |
LEFT | 1 |
DOWN | 2 |
RIGHT | 3 |
A | 4 |
B | 5 |
X | 6 |
Y | 7 |
LEFT_TRIGGER | 8 |
RIGHT_TRIGGER | 9 |
LEFT_SHOULDER | 10 |
RIGHT_SHOULDER | 11 |
LEFT_THUMB | 12 |
LEFT_THUMB_X | 13 |
LEFT_THUMB_Y | 14 |
RIGHT_THUMB | 15 |
RIGHT_THUMB_X | 16 |
RIGHT_THUMB_Y | 17 |
START | 18 |
BACK | 19 |