[gamepad]
. See
Bugzilla for this specification's open bugs.
The Gamepad API provides a tightly scoped interface to gamepad devices and is focused on the most common elements of those devices, namely axis and button inputs. It specifically excludes support for more complex devices (e.g., those that do motion tracking or haptic feedback).
However, some uses of gamepads (e.g., those paired with Virtual Reality headsets) rely heavily on those more advanced features. This supplemetary spec describes extensions to the base API to accommodate those use cases. If they prove to be broadly useful, the hope is that they will be eventually merged into the main spec.
This enum defines the set of possible hands a gamepad may be held by.
enum GamepadHand { "", /* unknown, both hands, or not applicable */ "left", "right" };
This interface defines the gamepad's position, orientation, velocity, and acceleration.
[Exposed=Window] interface GamepadPose { readonly attribute boolean hasOrientation; readonly attribute boolean hasPosition; readonly attribute Float32Array? position; readonly attribute Float32Array? linearVelocity; readonly attribute Float32Array? linearAcceleration; readonly attribute Float32Array? orientation; readonly attribute Float32Array? angularVelocity; readonly attribute Float32Array? angularAcceleration; };
hasOrientation
attribute MUST return whether the
gamepad is capable of tracking its orientation.
hasPosition
attribute MUST return whether the
gamepad is capable of tracking its position.
Position of the gamepad as a 3D vector, given in meters from an origin point, which is determined by the gamepad hardware and MAY be the position of the gamepad when first polled if no other reference point is available. The coordinate system uses these axis definitions, assuming the user is holding the gamepad in the forward orientation:
MUST be null
if the gamepad is incapable of providing
positional data. When not null
, MUST be a
three-element array.
null
if the sensor is incapable of providing linear
velocity. When not null
, MUST be a three-element array.
null
if the sensor is incapable of providing linear
acceleration. When not null
, MUST be a three-element
array.
[0, 0, 0, 1]
is considered to be forward
.
The forward direction MUST be determined by the gamepad hardware. The
forward direction MAY be the orientation of the hardware when it was
first polled if no other reference orientation is available. If the
sensor is incapable of providing orientation data, the orientation
MUST be null
. When not null
, the
orientation
MUST be a four-element array.
null
if the sensor is incapable of providing angular
velocity. When not null
, the
angularVelocity
MUST be a three-element array.
null
if the sensor is incapable of providing angular
acceleration. When not null
,
angularAcceleration
MUST be a three-element array.
This interface defines a single touch event on a gamepad device that supports input. The event consists of a touch id that uniquely identifies the touch point from the time the input medium (e.g. finger, stylus, etc) makes contact with the touch device, up to the time the input medium is no longer making contact with the touch device.
[Exposed=Window, SecureContext] interface GamepadTouch { readonly attribute unsigned long touchId; readonly attribute octet surfaceId; readonly attribute Float32Array position; readonly attribute Uint32Array? surfaceDimensions; };
The user agent is responsible for:
null
, MUST be a two-element array.
This partial interface supplements the Gamepad interface described in the main Gamepad spec.
partial interface Gamepad { readonly attribute GamepadHand hand; readonly attribute FrozenArray<GamepadHapticActuator> hapticActuators; readonly attribute GamepadPose? pose; readonly attribute FrozenArray<GamepadTouch>? touchEvents; };
Instances of {{Gamepad}} are created with the internal slots described in the following table:
Internal slot | Initial value | Description (non-normative) |
---|---|---|
[[\hand]] | `undefined` | Indicates the hand the controller is held in. |
[[\hapticActuators]] | `undefined` | List of all the haptic actuators in the gamepad. |
[[\pose]] | `null` | The current pose of the gamepad. |
[[\touchEvents]] | `null` | List of generated touch events. |
A list of {{GamepadTouch}} events generated from all touch surfaces. If the device does not support touch events, MUST be set to `null`.
The {{Gamepad/touchEvents}} getter steps are:
This section supplements the Receiving inputs section of the main Gamepad specification.
In addtion to the steps defined in the main Gamepad specification. When the user agent modifies the list of |active touch points| for a touch surface by adding touch points, removing touch points, or updating the values of existing touch points, update touchEvents by running the following steps:
If the Gamepad has multiple touch surfaces the touch id will be unique across surfaces.
|position|[0] should be set to the device X coordinate relative to the device [=touch surface=] and normalized to [-1.0,1.0] where -1.0 is the leftmost coordinate and 1.0 is the rightmost coordinate.
`position[0] = (2.0 * touchData.x / surfaceDimensions[0]) - 1`
|position|[1] should be set to the device Y coordinate relative to the device [=touch surface=] and normalized to [-1.0,1.0] where -1.0 is the topmost coordinate and 1.0 is the bottommost coordinate.
`position[1] = (2.0 * touchData.y / surfaceDimensions[1]) - 1`
This section supplements the Constructing a `Gamepad` section of the main Gamepad specification.
In addtion to the steps defined in the main Gamepad specification. When constructing a new `Gamepad` representing a connected gamepad device perform the following steps:
null
.
This partial interface supplements the {{GamepadHapticActuator}} interface described in the main Gamepad spec.
[Exposed=Window] partial interface GamepadHapticActuator { Promise<boolean> pulse(double value, double duration); };
{{GamepadHapticActuator/pulse()}} applies a |value:double| to the
actuator for duration milliseconds. The value
passed to pulse()
is clamped to limits defined by the
actuator type. The returned Promise will resolve true
once the pulse has completed.
Repeated calls to pulse()
override the previous
values.
touch surface is a surface that can detect contact from a users fingers and report where on the surface the contact is made.
touch surface enumeration order is an ordered listing of all the surfaces in a |gamepad|.
active touch point is defined in the Touch Events - Level 2 specification.