interact more safely with mappings

This commit is contained in:
howard-stearns 2016-02-11 13:05:47 -08:00
parent 93d72833bf
commit 0d8404e7e8

View file

@ -19,6 +19,14 @@ var OVERLAY_DATA = {
color: {red: 255, green: 255, blue: 255},
alpha: 1
};
// For the script to receive an event when the user presses a hand-controller button, we need to map
// that button to the handler, which we do at the bottom of this script. However, doing so changes
// the mapping for the user, across all scripts. Therefore, we just enable the mapping when going
// "away", and disable it when going "active". However, this is occuring within a Controller event, so we
// have to wait until the Controller code has finished with all such events, so we delay
// it. Additionally, we may go "away" on startup, and we want to wait until any other such mapping
// have occured, because only the last remapping wins.
var CONTROLLER_REMAPPING_DELAY = 750; // ms
// ANIMATION
// We currently don't have play/stopAnimation integrated with the animation graph, but we can get the same effect
@ -97,11 +105,13 @@ function goAway() {
if (isAway) {
return;
}
Script.setTimeout(function () {
if (isAway) { // i.e., unless something changed during the delay.
Controller.enableMapping(eventMappingName);
}
}, CONTROLLER_REMAPPING_DELAY);
isAway = true;
print('going "away"');
Controller.mousePressEvent.connect(goActive);
Controller.keyPressEvent.connect(maybeGoActive);
Controller.enableMapping(eventMappingName);
wasMuted = AudioDevice.getMuted();
if (!wasMuted) {
AudioDevice.toggleMute();
@ -114,11 +124,13 @@ function goActive() {
if (!isAway) {
return;
}
Script.setTimeout(function () {
if (!isAway) { // i.e., unless something changed during the delay
Controller.disableMapping(eventMappingName); // Let hand-controller events through to other scripts.
}
}, CONTROLLER_REMAPPING_DELAY);
isAway = false;
print('going "active"');
Controller.mousePressEvent.disconnect(goActive);
Controller.keyPressEvent.disconnect(maybeGoActive);
Controller.disableMapping(eventMappingName); // Let hand-controller events through to other scripts.
if (!wasMuted) {
AudioDevice.toggleMute();
}
@ -129,7 +141,6 @@ function goActive() {
function maybeGoActive(event) {
if (event.isAutoRepeat) { // isAutoRepeat is true when held down (or when Windows feels like it)
print('fixme autorepeat');
return;
}
if (!isAway && (event.text === '.')) {
@ -149,6 +160,9 @@ function maybeGoAway() {
}
Script.update.connect(maybeGoAway);
// These two can be set now and left active as long as the script is running. They do not interfere with other scripts.
Controller.mousePressEvent.connect(goActive);
Controller.keyPressEvent.connect(maybeGoActive);
// Set up the mapping, but don't enable it until we're actually away.
eventMapping.from(Controller.Standard.LeftPrimaryThumb).to(goActive);
eventMapping.from(Controller.Standard.RightPrimaryThumb).to(goActive);
@ -159,4 +173,3 @@ Script.scriptEnding.connect(function () {
Script.update.disconnect(maybeGoAway);
goActive();
});