On Thu, Apr 9, 2015 at 5:15 PM, Ashley Gullen ash...@scirra.com wrote:
Why doesn't the Gamepad API fire events for button pushes or axis
movements? For example when pressing a mouse button or moving the mouse the
browser fires mousedown and mousemove. The Gamepad API however requires
you to
In principle I'm all for events on buttons, but here comes an additional
complication :).
Sometimes buttons are axes. They can be legitimate axes, like the triggers
on gamepads, or incidential axes, like every button on some weird steering
wheel I got. They can also be recognized as buttons by
The polling model for axes has a significant advantage as I'll illustrate.
Suppose you're steering a cursor of some kind in 2 dimensions. That cursor
would also draw a trail/line whatever. Here's what happens if you apply
this logic on events per axis: You get a staircase. Why? Because the X-axis
Why doesn't the Gamepad API fire events for button pushes or axis
movements? For example when pressing a mouse button or moving the mouse the
browser fires mousedown and mousemove. The Gamepad API however requires
you to passively poll the state regularly (probably in rAF) and look for
changes
Hi All,
A new Working Draft publication of Gamepad is planned for April 14 using
the following version as the basis:
https://w3c.github.io/gamepad/publish/gamepad.html
If anyone has any major concerns about this, please reply right away.
A few notes about this spec:
* This spec is now
On 4/9/15 8:28 AM, Florian Bösch wrote:
If my reading is correct, there is no provision to escape a mapping
that the UA would apply? I've observed in the past that the mappings
can go quite awry. Would it be possible to offer a way toggle off
mapping on a gamepad?
Hi Florian - I was about to