text: import EventEmitter from "events";
  import $ from "jquery";
  
  const requestAnimationFrame = getRequestAnimationFrame();
  
  class Gamepad extends EventEmitter {
    constructor() {
      super();
  
      this.gamepads = this.emptyGamepadList;
      this.activeButtons = {};
      this.activeAxes = {};
  
      $(window)
        .on("gamepadconnected webkitgamepadconnected mozgamepadconnected", () => {
          this.scanGamepads();
        })
        .on("gamepaddisconnected webkitgamepaddisconnected mozgamepaddisconnected", () => {
          this.scanGamepads();
        });
    }
  
    watch() {
      if (this.isWatching) return;
      this.isWatching = true;
  
      this.watchLoop();
    }
  
    watchLoop() {
      this.scanGamepads();
  
      if (this.isWatching) {
        requestAnimationFrame(() => this.watchLoop());
      }
    }
  
    unwatch() {
      if (!this.isWatching) return;
      this.isWatching = false;
    }
  
    scanGamepads() {
      const gamepads = this.getGamepads();
      Object.keys(gamepads).forEach((gamepadIndex) => {
        const gamepad = gamepads[gamepadIndex];
        if (gamepad) {
          if (!this.gamepads[gamepadIndex]) {
            this.gamepads = this.snapshotGamepadList(gamepads);
            this.emit("connected", gamepad);
          } else {
            this.scanButtons(gamepad);
            this.scanAxes(gamepad);
          }
        } else {
          if (this.gamepads[gamepadIndex]) {
            const disconnectedGamepad = this.gamepads[gamepadIndex];
            this.gamepads = this.snapshotGamepadList(gamepads);
            this.emit("disconnected", disconnectedGamepad);
          }
        }
      });
    }
  
    scanButtons(gamepad) {
      const activeButtons = this.activeButtons[gamepad.index] = this.activeButtons[gamepad.index] || {};
      gamepad.buttons.forEach((button, buttonIndex) => {
        button = this.snapshotButton(this.mapButton(button));
  
        const buttonBefore = activeButtons[buttonIndex];
        const e = { button, buttonIndex, gamepad };
        if (button.pressed && (!buttonBefore || !buttonBefore.pressed)) {
          this.emit("buttonPressed", e);
        }
  
        if (buttonBefore && button.value !== buttonBefore.value) {
          this.emit("buttonChanged", e);
        }
  
        if (!button.pressed && (buttonBefore && buttonBefore.pressed)) {
          this.emit("buttonReleased", e);
        }
  
        activeButtons[buttonIndex] = button;
      });
    }
  
    scanAxes(gamepad) {
      const activeAxes = this.activeAxes[gamepad.index] = this.activeAxes[gamepad.index] || {};
      gamepad.axes.forEach((axis, axisIndex) => {
        const axisBefore = activeAxes[axisIndex];
        const e = { axis, axisIndex, gamepad };
  
        if (axisBefore && axis !== axisBefore) {
          this.emit("axisChanged", e);
        }
  
        activeAxes[axisIndex] = axis;
      });
    }
  
    getGamepads() {
      if (navigator.getGamepads) {
        return navigator.getGamepads();
      } else if (navigator.webkitGetGamepads) {
        return navigator.webkitGetGamepads();
      } else {
        return this.emptyGamepadList;
      }
    }
  
    snapshotGamepadList(data) {
      const gamepadList = {};
      Object.keys(data).forEach((gamepadIndex) => {
        gamepadList[gamepadIndex] = data[gamepadIndex];
      });
  
      gamepadList.length = data.length;
  
      return gamepadList;
    }
  
    snapshotButton(button) {
      return {
        pressed: !!button.pressed,
        touched: !!button.touched,
        value: button.value
      };
    }
  
    mapButton(button) {
      if (typeof button === "object") return button;
  
      return {
        pressed: button === 1.0,
        touched: button !== 0.0,
        value: button
      };
    }
  
    get emptyGamepadList() {
      return {
        0: null,
        1: null,
        2: null,
        3: null,
        length: 4
      };
    }
  }
  
  function getRequestAnimationFrame() {
    if (window.requestAnimationFrame) {
      return window.requestAnimationFrame;
    } else if (window.webkitRequestAnimationFrame) {
      return window.webkitRequestAnimationFrame;
    } else if (window.mozRequestAnimationFrame) {
      return window.mozRequestAnimationFrame;
    } else if (window.msRequestAnimationFrame) {
      return window.msRequestAnimationFrame;
    } else if (window.oRequestAnimationFrame) {
      return window.oRequestAnimationFrame;
    } else {
      return function (callback) {
        setTimeout(callback, 0);
      };
    }
  }
  
  const gamepad = new Gamepad();
  
  export default gamepad;
  export { gamepad };
  