# InputsController | pokemon-rogue-battle
Documentation for pokemon-rogue-battle

# Class InputsController

Manages and handles all input controls for the game, including keyboard and gamepad interactions.

#### Remarks

This class is designed to centralize input management across the game. It facilitates the setup, configuration, and handling of all game inputs, making it easier to manage various input devices such as keyboards and gamepads. The class provides methods for setting up input devices, handling their events, and responding to changes in input state (e.g., button presses, releases).

The `InputsController` class also includes mechanisms to handle game focus events to ensure input states are correctly reset and managed when the game loses or regains focus, maintaining robust and responsive control handling throughout the game's lifecycle.

Key responsibilities include:

- Initializing and configuring gamepad and keyboard controls.
- Emitting events related to specific input actions.
- Responding to external changes such as gamepad connection/disconnection.
- Managing game state transitions in response to input events, particularly focus loss and recovery.

Usage of this class is intended to simplify input management across various parts of the game, providing a unified interface for all input-related interactions.

- Defined in src/inputs-controller.ts:72

##### Index

### Constructors

constructor

### Properties

events
gamepadSupport
lastSource
moveTouchControlsHandler
selectedDevice

### Methods

assignBinding
deactivatePressedKey
ensureKeyboardIsInit
gamepadButtonDown
gamepadButtonUp
getActiveConfig
getConfig
getConfigKeyboard
getGamepadsName
getIconForLatestInputRecorded
getLastSourceConfig
getLastSourceDevice
getLastSourceType
init
initChosenGamepad
initChosenLayoutKeyboard
injectConfig
keyboardKeyDown
keyboardKeyUp
loseFocus
onDisconnect
onReconnect
refreshGamepads
resetConfigs
setChosenGamepad
setChosenKeyboardLayout
setGamepadSupport
setupGamepad
setupKeyboard

## Constructors

### constructor

- new InputsController(): InputsController

  Initializes a new instance of the game control system, setting up initial state and configurations.

  #### Returns InputsController

  #### Remarks

  This constructor initializes the game control system with necessary setups for handling inputs. It prepares an interactions array indexed by button identifiers and configures default states for each button. Specific buttons like MENU and STATS are set not to repeat their actions. It concludes by calling the `init` method to complete the setup.

  - Defined in src/inputs-controller.ts:99

## Properties

### events

events: EventEmitter

- Defined in src/inputs-controller.ts:74

### gamepadSupport

gamepadSupport: boolean = true

- Defined in src/inputs-controller.ts:80

### lastSource

lastSource: string = "keyboard"

- Defined in src/inputs-controller.ts:85

### moveTouchControlsHandler

moveTouchControlsHandler: default

- Defined in src/inputs-controller.ts:88

### selectedDevice

selectedDevice: any

- Defined in src/inputs-controller.ts:81

## Methods

### assignBinding

- assignBinding(config: any, settingName: any, pressedButton: any): boolean

  Swaps a binding in the configuration.

  #### Parameters

  - config: any

    The configuration object.

  - settingName: any

    The name of the setting to swap.

  - pressedButton: any

    The button that was pressed.

  #### Returns boolean

  - Defined in src/inputs-controller.ts:601

### deactivatePressedKey

- deactivatePressedKey(): void

  Deactivates all currently pressed keys.

  #### Returns void

  - Defined in src/inputs-controller.ts:516

### ensureKeyboardIsInit

- ensureKeyboardIsInit(): void

  Ensures the keyboard is initialized by checking if there is an active configuration for the keyboard. If not, it sets up the keyboard with default configurations.

  #### Returns void

  - Defined in src/inputs-controller.ts:338

### gamepadButtonDown

- gamepadButtonDown(pad: Gamepad, button: Button, _value: number): void

  Handles button press events on a gamepad. This method sets the gamepad as chosen on the first input if no gamepad is currently chosen. It checks if gamepad support is enabled and if the event comes from the chosen gamepad. If so, it maps the button press to a specific action using a custom configuration, emits an event for the button press, and records the time of the action.

  #### Parameters

  - pad: Gamepad

    The gamepad on which the button was pressed.

  - button: Button

    The specific button that was pressed.

  - _value: number

  #### Returns void

  - Defined in src/inputs-controller.ts:400

### gamepadButtonUp

- gamepadButtonUp(pad: Gamepad, button: Button, _value: number): void

  Responds to a button release event on a gamepad by checking if the gamepad is supported and currently chosen. If conditions are met, it identifies the configured action for the button, emits an event signaling the button release, and clears the record of the button.

  #### Parameters

  - pad: Gamepad

    The gamepad from which the button was released.

  - button: Button

    The specific button that was released.

  - _value: number

  #### Returns void

  - Defined in src/inputs-controller.ts:452

### getActiveConfig

- getActiveConfig(device: Device ): any

  Retrieves the active configuration for the currently chosen device. It checks if a specific device ID is stored in configurations and returns it.

  #### Parameters

  - device: Device

  #### Returns any

  InterfaceConfig The configuration object for the active gamepad, or null if not set.

  - Defined in src/inputs-controller.ts:529

### getConfig

- getConfig(id: string): InterfaceConfig

  Retrieves the configuration object for a gamepad based on its identifier. The method identifies specific gamepad models based on substrings in the identifier and returns predefined configurations for recognized models. If no specific configuration matches, it defaults to a generic gamepad configuration.

  #### Parameters

  - id: string

    The identifier string of the gamepad.

  #### Returns InterfaceConfig

  InterfaceConfig The configuration object corresponding to the identified gamepad type.

  - Defined in src/inputs-controller.ts:480

### getConfigKeyboard

- getConfigKeyboard(id: string): InterfaceConfig

  Retrieves the configuration object for a keyboard layout based on its identifier.

  #### Parameters

  - id: string

    The identifier string of the keyboard layout.

  #### Returns InterfaceConfig

  InterfaceConfig The configuration object corresponding to the identified keyboard layout.

  - Defined in src/inputs-controller.ts:505

### getGamepadsName

- getGamepadsName(): string[]

  Retrieves the identifiers of all connected gamepads, excluding any that are currently marked as disconnected.

  #### Returns string[]

  Array<String> An array of strings representing the IDs of the connected gamepads.

  - Defined in src/inputs-controller.ts:226

### getIconForLatestInputRecorded

- getIconForLatestInputRecorded(settingName: any): any

  #### Parameters

  - settingName: any

  #### Returns any

  - Defined in src/inputs-controller.ts:536

### getLastSourceConfig

- getLastSourceConfig(): any

  #### Returns any

  - Defined in src/inputs-controller.ts:550

### getLastSourceDevice

- getLastSourceDevice(): Device

  #### Returns Device

  - Defined in src/inputs-controller.ts:543

### getLastSourceType

- getLastSourceType(): any

  #### Returns any

  - Defined in src/inputs-controller.ts:558

### init

- init(): void

  Sets up event handlers and initializes gamepad and keyboard controls.

  #### Returns void

  #### Remarks

  This method configures event listeners for both gamepad and keyboard inputs. It handles gamepad connections/disconnections and button press events, and ensures keyboard controls are set up. Additionally, it manages the game's behavior when it loses focus to prevent unwanted game actions during this state.

  - Defined in src/inputs-controller.ts:126

### initChosenGamepad

- initChosenGamepad(gamepadName?: string): void

  Initializes the chosen gamepad by setting its identifier in the local storage and updating the UI to reflect the chosen gamepad. If a gamepad name is provided, it uses that as the chosen gamepad; otherwise, it defaults to the currently chosen gamepad.

  #### Parameters

  - `Optional` gamepadName: string

    Optional parameter to specify the name of the gamepad to initialize as chosen.

  #### Returns void

  - Defined in src/inputs-controller.ts:235

### initChosenLayoutKeyboard

- initChosenLayoutKeyboard(layoutKeyboard?: string): void

  Initializes the chosen keyboard layout by setting its identifier in the local storage and updating the UI to reflect the chosen layout. If a layout name is provided, it uses that as the chosen layout; otherwise, it defaults to the currently chosen layout.

  #### Parameters

  - `Optional` layoutKeyboard: string

    Optional parameter to specify the name of the keyboard layout to initialize as chosen.

  #### Returns void

  - Defined in src/inputs-controller.ts:248

### injectConfig

- injectConfig(selectedDevice: string, mappingConfigs: any): void

  Injects a custom mapping configuration into the configuration for a specific gamepad. If the device does not have an existing configuration, it initializes one first.

  #### Parameters

  - selectedDevice: string

    The identifier of the device to configure.

  - mappingConfigs: any

    The mapping configuration to apply to the device.

  #### Returns void

  - Defined in src/inputs-controller.ts:570

### keyboardKeyDown

- keyboardKeyDown(event: any): void

  Handles the keydown event for the keyboard.

  #### Parameters

  - event: any

    The keyboard event.

  #### Returns void

  - Defined in src/inputs-controller.ts:349

### keyboardKeyUp

- keyboardKeyUp(event: any): void

  Handles the keyup event for the keyboard.

  #### Parameters

  - event: any

    The keyboard event.

  #### Returns void

  - Defined in src/inputs-controller.ts:377

### loseFocus

- loseFocus(): void

  Handles actions to take when the game loses focus, such as deactivating pressed keys.

  #### Returns void

  #### Remarks

  This method is triggered when the game or the browser tab loses focus. It ensures that any keys pressed are deactivated to prevent stuck keys affecting gameplay when the game is not active.

  - Defined in src/inputs-controller.ts:179

### onDisconnect

- onDisconnect(thisGamepad: Gamepad): void

  Handles the disconnection of a gamepad by adding its identifier to a list of disconnected gamepads. This is necessary because Phaser retains memory of previously connected gamepads, and without tracking disconnections, it would be impossible to determine the connection status of gamepads. This method ensures that disconnected gamepads are recognized and can be appropriately hidden in the gamepad selection menu.

  #### Parameters

  - thisGamepad: Gamepad

    The gamepad that has been disconnected.

  #### Returns void

  - Defined in src/inputs-controller.ts:264

### onReconnect

- onReconnect(thisGamepad: Gamepad): void

  Updates the tracking of disconnected gamepads when a gamepad is reconnected. It removes the reconnected gamepad's identifier from the `disconnectedGamepads` array, effectively updating its status to connected.

  #### Parameters

  - thisGamepad: Gamepad

    The gamepad that has been reconnected.

  #### Returns void

  - Defined in src/inputs-controller.ts:275

### refreshGamepads

- refreshGamepads(): void

  Refreshes and re-indexes the list of connected gamepads.

  #### Returns void

  #### Remarks

  This method updates the list of gamepads to exclude any that are undefined. It corrects the index of each gamepad to account for any previously undefined entries, ensuring that all gamepads are properly indexed and can be accurately referenced within the game.

  - Defined in src/inputs-controller.ts:325

### resetConfigs

- resetConfigs(): void

  #### Returns void

  - Defined in src/inputs-controller.ts:586

### setChosenGamepad

- setChosenGamepad(gamepad: string): void

  Sets the currently chosen gamepad and initializes related settings. This method first deactivates any active key presses and then initializes the gamepad settings.

  #### Parameters

  - gamepad: string

    The identifier of the gamepad to set as chosen.

  #### Returns void

  - Defined in src/inputs-controller.ts:207

### setChosenKeyboardLayout

- setChosenKeyboardLayout(layoutKeyboard: string): void

  Sets the currently chosen keyboard layout and initializes related settings.

  #### Parameters

  - layoutKeyboard: string

    The identifier of the keyboard layout to set as chosen.

  #### Returns void

  - Defined in src/inputs-controller.ts:217

### setGamepadSupport

- setGamepadSupport(value: boolean): void

  Enables or disables support for gamepad input.

  #### Parameters

  - value: boolean

    A boolean indicating whether gamepad support should be enabled (true) or disabled (false).

  #### Returns void

  #### Remarks

  This method toggles gamepad support. If disabled, it also ensures that all currently pressed gamepad buttons are deactivated to avoid stuck inputs.

  - Defined in src/inputs-controller.ts:192

### setupGamepad

- setupGamepad(_thisGamepad: Gamepad): void

  Initializes or updates configurations for connected gamepads. It retrieves the names of all connected gamepads, sets up their configurations according to stored or default settings, and ensures these configurations are saved. If the connected gamepad is the currently chosen one, it reinitializes the chosen gamepad settings.

  #### Parameters

  - _thisGamepad: Gamepad

  #### Returns void

  - Defined in src/inputs-controller.ts:287

### setupKeyboard

- setupKeyboard(): void

  Initializes or updates configurations for connected keyboards.

  #### Returns void

  - Defined in src/inputs-controller.ts:307