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index.js
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index.js
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//This work is licensed under a GNU General Public License, v3.0. Visit http://gnu.org/licenses/gpl-3.0-standalone.html for details.
//Node DualShock Library, Copyright (©) 2017 Bryce Peterson (Nickname: Pecacheu, Email: [email protected])
"use strict";
const fs = require('fs')
const hid = require('node-hid')
function error(text, dt) { throw "Error: " + text +(dt?"\n"+dt:"") }
const RD_ERR = "Error: could not read from HID device"
//Extra Useful Functions:
function obMax(o) {let k=Object.keys(o),i=0,l=k.length,m=0,s;for(;i<l;i++)if(o[k[i]]>m)m=o[k[i]],s=i;return k[s]}
//function arrDif(a,b) {let i=0,l=a.length;if(l!=b.length)return 1;for(;i<l;i++)if(a[i]!=b[i])return 1;return 0}
//function objDif(a,b) {for(let k=Object.keys(a),i=0,l=k.length;i<l;i++)if(a[k[i]]!=b[k[i]])return 1;return 0}//if(l!=Object.keys(b).length)return 1;
function objAdd(a,b) {for(let k=Object.keys(b),i=0,l=k.length;i<l;i++)a[k[i]]=b[k[i]]}
//Controller Mappings:
// const dir = fs.readdirSync(MAPDIR), mapping = {}, api = {};
// for(let i=0,l=dir.length,f; i<l; i++) {
// f = dir[i].split('.');
// if(f[1] == 'json') mapping[f[0]] = JSON.parse(fs.readFileSync(MAPDIR+dir[i], 'utf8'));
// else if(f[1] == 'js') api[f[0]] = require(MAPDIR+dir[i]);
// }
const mapping = {}
const api = {}
mapping.ds4 = require('./mapping/ds4.json')
api.ds4 = require('./mapping/ds4.js')
//Get a list of available gamepads.
exports.getDevices = function(type) {
const hidDev = hid.devices(), dev = [];
for(let i=0,l=hidDev.length,d,t,s; i<l; i++) {
d = hidDev[i]; t = getTypeAndStyle(d); s = t[1]; t = t[0];
if(t) { d.type = t; d.style = s; d.mode = getMode(d); dev.push(d); }
}
if(type) {
if(typeof type == "string") {
type = type.toLowerCase();
return dev.filter(function(d){return d.type==type});
}
error("'"+type+"' is not a supported controller type!");
} else return dev;
}
//Get the model type of a gamepad.
exports.getType = getType; function getType(dev) { return getTypeAndStyle(dev)[0]; }
function getTypeAndStyle(dev) {
if(dev.type != null) return [dev.type,dev.style]; const gk=Object.keys(mapping);
for(let i=0,l=gk.length,m; i<l; i++) {
m = mapping[gk[i]]; if(dev.vendorId == m.vendor) {
if(typeof m.product == 'object') {
const s = m.product, p = Object.keys(s);
for(let a=0,b=p.length; a<b; a++) {
if(dev.productId == p[a]) return [gk[i],s[p[a]]];
}
} else if(dev.productId == m.product) return [gk[i],null];
}
}
return [false,null];
}
function getMode(dev) {
const type = getType(dev), a = api[type];
if(a && a._getMode) return a._getMode(dev);
return null;
}
//Get a list of special features the gamepad supports.
exports.getFeatures = function(dev) {
const type = getType(dev), m = mapping[type];
if(m) return m.special || []; return false;
}
//Open a gamepad device for communication.
exports.open = function(dev, opt) {
if(typeof opt != "object") opt = {};
let gType = getTypeAndStyle(dev), gStyle = gType[1], gmp; gType = gType[0];
if(!gType) error("HID device is not a supported controller!");
try { gmp = new hid.HID(dev.path); } catch(e) { error("Could not connect to the controller!", e); }
//Gamepad API:
const gFn = api[gType]; if(gFn) {
if(gFn._init) gFn._init.call(gmp);
if(gFn._parse) gmp.parser = gFn._parse.bind(gmp);
for(let n=0,g=Object.keys(gFn),c=g.length,k; n<c; n++) {
k = g[n]; if(k[0] != '_') gmp[k] = gFn[k].bind(gmp);
}
}
//Internal Variables:
gmp.type = gType; if(gStyle) gmp.style = gStyle; if(dev.mode) gmp.mode = dev.mode;
if (gmp.mode == "bluetooth") {
// needed to initialize data over bt
gmp.getFeatureReport(0x04, 66)
}
gmp.msData = {}; gmp.fData = {}; gmp.map = Object.assign({},mapping[gType]);
if(gmp.map.special) {
const s = gmp.map.special, s2 = {};
for(let i=0,l=s.length; i<l; i++) s2[s[i]] = true;
gmp.map.special = s2;
}
//Options Config:
gmp.aSAmt = typeof opt.smoothAnalog == "number" ? opt.smoothAnalog : 5;
gmp.aFAmt = typeof opt.joyDeadband == "number" ? opt.joyDeadband : 2;
gmp.mSAmt = typeof opt.smoothMotion == "number" ? opt.smoothMotion : 5;
gmp.mFAmt = typeof opt.moveDeadband == "number" ? opt.moveDeadband : 1;
//Smoothing Data Storage:
const aKeys = Object.keys(gmp.map.analog);
for(let i=0,l=aKeys.length;i<l;i++) { gmp.msData[aKeys[i]]=[];
if(aKeys[i].indexOf('Stick') == 1) gmp.fData[aKeys[i]] = 0; }
if(gmp.map.motion) {
const mKeys = Object.keys(gmp.map.motion);
for(let i=0,l=mKeys.length;i<l;i++) { gmp.msData[mKeys[i]]=[]; gmp.fData[mKeys[i]] = 0; }
}
//Event Listeners:
gmp.on("data", parseInput.bind(gmp));
gmp.on("error", function(err) {if(err == RD_ERR) { if(gmp.ondisconnect) gmp.
ondisconnect.call(gmp)} else if(gmp.onerror) gmp.onerror.call(gmp, err)});
return gmp;
}
//Generic Gamepad API:
function parseInput(data) {
let ofs = 0; if(data[0] == this.map['bt-id-byte']) {
if(this.map['bt-offset']) ofs = this.map['bt-offset'];
}
let uTrig,trig; if(this.ondigital || this.onupdate) { //Digital:
const digital = parseDigital(data, this, ofs); if(!this.digital) this.digital = digital;
uTrig = handle(digital, this.digital, this.ondigital?this.ondigital.bind(this):0);
}
if(this.onanalog || this.onupdate) { //Analog:
const analog = parseAnalog(data, this, ofs); if(!this.analog) this.analog = analog;
trig = handle(analog, this.analog, this.onanalog?this.onanalog.bind(this):0);
if(trig && this.onupdate) {if(!uTrig) uTrig = trig; else objAdd(uTrig, trig)}
}
if(this.onmotion && this.map.special.motion) { //Motion:
const motion = parseMotion(data, this, ofs); if(!this.motion) this.motion = motion;
trig = handle(motion, this.motion, this.onmotion.bind?this.onmotion.bind(this):null);
if(trig && this.onupdate) {if(!uTrig) uTrig = trig; else objAdd(uTrig, trig)}
}
if(this.onstatus && this.map.special) { //Status:
const status = parseStatus(data, this, ofs); if(!this.status) this.status = status;
trig = handle(status, this.status, this.onstatus.bind?this.onstatus.bind(this):null);
if(trig && this.onupdate) {if(!uTrig) uTrig = trig; else objAdd(uTrig, trig)}
}
if(this.parser) { //Custom:
if(!uTrig) uTrig = {}; trig = this.parser(data,uTrig,ofs);
if(trig && this.onupdate) objAdd(uTrig, trig); if(!Object.keys(uTrig).length) uTrig = null;
}
if(uTrig && this.onupdate) this.onupdate.call(this,uTrig); //Frame Update.
}
//Parsing Assist:
function newDat() { return {
get cross() {return this.a}, set cross(v) {},
get circle() {return this.b}, set circle(v) {},
get square() {return this.x}, set square(v) {},
get triangle() {return this.y}, set triangle(v) {}
}}
function parseDigital(data, gpad, ofs) {
const dArr=newDat(), map=gpad.map.button, keys=Object.keys(map);
for(let i=0,l=keys.length,key,dPos,dSub; i<l; i++) {
key=keys[i]; if(key == 'hat') {
dSub = data[map[key]+ofs] & 0x0F;
let u=false,d=false,l=false,r=false;
switch(dSub) {
case 0: u=true; break;
case 1: u=true; r=true; break;
case 2: r=true; break;
case 3: d=true; r=true; break;
case 4: d=true; break;
case 5: d=true; l=true; break;
case 6: l=true; break;
case 7: u=true; l=true; break;
}
dArr['up'] = u; dArr['down'] = d;
dArr['left'] = l; dArr['right'] = r;
} else {
dPos=map[key][0]+ofs, dSub=map[key][1];
dArr[key] = (data[dPos] & 1<<dSub) != 0;
if(map[key][2]) dArr[key] = !dArr[key];
}
}
return dArr;
}
function parseAnalog(data, gpad, ofs) {
const dArr=newDat(), map=gpad.map.analog, keys=Object.keys(map),
sArr=gpad.msData, fArr=gpad.fData, sAmt=gpad.aSAmt, fAmt=gpad.aFAmt;
for(let i=0,l=keys.length,key,dPos,val; i<l; i++) {
key=keys[i]; if(typeof map[key] == "object") {
dPos=map[key][0]+ofs; val=0; const bits = map[key][2]; let b=map[key][1];
for(let o=0; o<bits; o++,b++) if(data[dPos+Math.floor(b/8)] & 1<<b%8) val += 1<<o;
if(map[key][3]) val = val/map[key][3]*255;
} else dPos=map[key]+ofs, val=data[dPos];
if(sAmt) val = smooth(val,sArr[key],sAmt);
if(fAmt && typeof fArr[key] == "number") { val = filter(val, fArr[key], fAmt); fArr[key] = val; }
dArr[key] = val;
}
return dArr;
}
function parseMotion(data, gpad, ofs) {
const dArr={}, map=gpad.map.motion, keys=Object.keys(map),
sArr=gpad.msData, fArr=gpad.fData, sAmt=gpad.mSAmt, fAmt=gpad.mFAmt,
bits = Math.abs(map['bits']), sign = map['bits'] < 0, uMax = 1 << bits,
sMax = uMax/2, bytes = Math.floor(bits / 8), mask = (1 << (bits % 8))-1;
for(let i=0,l=keys.length,key,val,b,o; i<l; i++) {
key=keys[i]; if(key == 'bits') continue; o=map[key]+ofs, val=0;
for(b=0; b<bytes; b++) val += data[o++] << b*8;
val += (data[o] & mask) << b*8;
if(sign && val >= sMax) val = val-uMax;
dArr[key] = val;
}
return dArr;
}
function parseStatus(data, gpad, ofs) {
const dArr={}, map=gpad.map.status, keys=Object.keys(map);
for(let i=0,l=keys.length,key,mCon; i<l; i++) {
key=keys[i], mCon=map[key]; if(typeof mCon == "object") {
let mDat = Object.assign({},mCon); delete mDat["index"];
let dat=data[mCon["index"]+ofs],sKeys=Object.keys(mDat),mVal=obMax(mDat),lDst=mDat[mVal];
for(let s=0,g=sKeys.length,sKey,sVal,dst; s<g; s++) {
sKey=sKeys[s], sVal=mDat[sKey];
if(typeof sVal == "number") { dst=mDat[sKey]-dat; if(dst>=0&&dst<lDst) dArr[key]=sKey,lDst=dst; }
else if(parseStatusExp(sVal, data, ofs)) { dArr[key]=sKey; break; }
} if(!dArr[key]) dArr[key] = mVal;
} else dArr[key] = data[mCon+ofs];
}
return dArr;
}
function parseStatusExp(arr, dat, ofs) {
let tExp=0; for(let i=0,l=arr.length,exp; i<l; i++) {
exp = arr[i]; if(exp[2] ? dat[exp[0]+ofs]>=exp[1] : dat[exp[0]+ofs]<=exp[1]) tExp++;
}
return tExp == l;
}
function smooth(input, prevData, amt) {
let sum = 0; prevData.push(input);
if(prevData.length > amt) prevData.shift();
for(let i=0,l=prevData.length; i<l; i++) { sum += prevData[i]; }
return Math.floor(sum / prevData.length);
}
function filter(input, prevVal, amt) {
if(Math.abs(input - 127) <= amt) return 127;
if(Math.abs(input - prevVal) > amt) return input;
return prevVal;
}
function handle(data, prev, func) {
const keys=Object.keys(data),u={}; for(let i=0,l=keys.length; i<l; i++) {
if(data[keys[i]] != prev[keys[i]]) { prev[keys[i]]=data[keys[i]]; u[keys[i]]=true; if(func)func(keys[i],data[keys[i]]); }
} return Object.keys(u).length?u:false;
}