JoystickAPI: Difference between revisions

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1,352 bytes added ,  3 August 2011
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(Created page with "{{bug|604039}} covers prototyping a way for web content to receive input from Joystick/gamepad controllers connected to a computer. = Initial Implementation = The patches curren...")
 
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** unsigned long axis: axis number being moved
** unsigned long axis: axis number being moved
** float value: position of the axis in the range -1.0...1.0
** float value: position of the axis in the range -1.0...1.0
= Design considerations =
* Should feel web-native.
** DOM Events were chosen for the first prototype implementation because of the similarity to keyboard/mouse input.
** Whatever API is chosen, it should use standard web idioms.
* Should not expose the user to unnecessary fingerprinting.
** Web pages should not be able to query for the number and type of attached devices without explicit user input.
** Ideally we wouldn't have to use a permission infobar like with some other APIs, the user explicitly interacting with their device while viewing a webpage ought to be enough "permission" to send device data to that page.
** The prototype implementation falls down a bit here, it sends events to all pages that ask for them, should really be just the foreground page.
* Needs to be performant for web games that want to run at 60FPS
** This will need experimentation and testing
** There are assertions that DOM events won't scale to this level, it's possible that the API will need to be changed if that is true
* To be useful, will need some way to map buttons/axes to meaningful values.
** Even the same gamepad looks different on different OSes!
** Across multiple devices this is insanity
** Should try to expose enough info to let content handle this, Kevin Gadd has an "Input Device API" that is higher-level and might be a good fit here.
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