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The Gamepad specification defines a low-level interface that represents gamepad devices.
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This section is non-normative.
Some user agent s have connected gamepad devices. These devices are desirable and suited to input for gaming applications, and for "10 foot" user interfaces (presentations, media viewers).
Currently, the only way for a gamepad to be used as input would be to emulate mouse or keyboard events, however this would lose information and require additional software outside of the user agent to accomplish emulation.
Meanwhile, native applications are capable of accessing these devices via system APIs.
The Gamepad API provides a solution to this problem by specifying interfaces that allow web applications to directly act on gamepad data.
This specification references interfaces from a number of other specifications:
Interfacing with external devices designed to control games has the potential to become large and intractable if approached in full generality. In this specification we explicitly choose to narrow scope to provide a useful subset of functionality that can be widely implemented and broadly useful.
Specifically, we choose to only support the functionality required to support gamepads. Support for gamepads requires two input types: buttons and axes. Both buttons and axes are reported as analog values, buttons ranging from [0..1], and axes ranging from [-1..1].
While the primary goal is support for gamepad devices, supporting these two types of analog inputs allows support for other similar devices common to current gaming systems including joysticks, driving wheels, pedals, and accelerometers. As such, the name "gamepad" is exemplary rather than trying to be a generic name for the entire set of devices addressed by this specification.
We specifically exclude support for more complex devices that may also be used in some gaming contexts, including those that that do motion sensing, depth sensing, video analysis, gesture recognition, and so on.
Gamepad
interface
This interface defines an individual gamepad device.
WebIDL[Exposed=Window] interfaceGamepad
{ readonly attribute DOMStringid
; readonly attribute longindex
; readonly attribute booleanconnected
; readonly attribute DOMHighResTimeStamptimestamp
; readonly attributeGamepadMappingType
mapping
; readonly attribute FrozenArray<double>axes
; readonly attribute FrozenArray<GamepadButton
>buttons
; };
id
attribute
index
attribute
Navigator
.
When
multiple
gamepads
are
connected
to
a
user
agent
,
indices
MUST
be
assigned
on
a
first-come,
first-serve
basis,
starting
at
zero.
If
a
gamepad
is
disconnected,
previously
assigned
indices
MUST
NOT
be
reassigned
to
gamepads
that
continue
to
be
connected.
However,
if
a
gamepad
is
disconnected,
and
subsequently
the
same
or
a
different
gamepad
is
then
connected,
the
lowest
previously
used
index
MUST
be
reused.
connected
attribute
connected
attribute
MUST
be
set
to
false.
timestamp
attribute
axes
and
button
data
have
been
updated
from
the
hardware.
The
value
must
be
relative
to
the
navigationStart
attribute
of
the
PerformanceTiming
interface.
Since
values
are
monotonically
increasing
they
can
be
compared
to
determine
the
ordering
of
updates,
as
newer
values
will
always
be
greater
than
or
equal
to
older
values.
If
no
data
has
been
received
from
the
hardware,
the
value
of
the
timestamp
attribute
should
be
the
time
relative
to
navigationStart
when
the
Gamepad
object
was
first
made
available
to
script.
mapping
attribute
standard
",
which
corresponds
to
the
Standard
Gamepad
layout
.
If
the
user
agent
does
not
have
knowledge
of
the
device
layout
and
is
simply
providing
the
controls
as
represented
by
the
driver
in
use,
then
it
MUST
set
the
mapping
property
to
the
empty
string.
axes
attribute
buttons
attribute
GamepadMappingType
enum
This enum defines the set of known mappings for a Gamepad.
WebIDLenumGamepadMappingType
{ "", "
standard
", };
""
standard
GamepadEvent
Interface
WebIDL[Exposed=Window] interfaceGamepadEvent
: Event {constructor
(DOMString type,GamepadEventInit
eventInitDict); [SameObject] readonly attributeGamepad
gamepad
; };
gamepad
GamepadEventInit
dictionary
WebIDLdictionaryGamepadEventInit
: EventInit { requiredGamepad
gamepad
; };
gamepad
member
Each device manufacturer creates many different products and each has unique styles and layouts of buttons and axes. It is intended that the user agent support as many of these as possible.
Additionally there are de facto standard layouts that have been made popular by game consoles. When the user agent recognizes the attached device, it is RECOMMENDED that it be remapped to a canonical ordering when possible. Devices that are not recognized should still be exposed in their raw form.
There
is
currently
one
canonical
device,
the
"Standard
Gamepad".
The
standard
gamepad
has
4
axes,
and
up
to
17
buttons.
When
remapping,
the
indices
in
axes
[]
and
buttons
[]
should
correspond
as
closely
as
possible
to
the
physical
locations
in
the
diagram
below.
Additionally,
the
mapping
property
of
the
Gamepad
SHOULD
be
set
to
the
string
"
".
standard
The "Standard Gamepad" physical button locations are layed out in a left cluster of four buttons, a right cluster of four buttons, a center cluster of three buttons, and a pair of front facing buttons on the left and right side of the gamepad. The four axes of the "Standard Gamepad" are associated with a pair of analog sticks, one on the left and one on the right. The following table describes the buttons/axes and their physical locations.
Button/Axis | Location |
---|---|
buttons[0] | Bottom button in right cluster |
buttons[1] | Right button in right cluster |
buttons[2] | Left button in right cluster |
buttons[3] | Top button in right cluster |
buttons[4] | Top left front button |
buttons[5] | Top right front button |
buttons[6] | Bottom left front button |
buttons[7] | Bottom right front button |
buttons[8] | Left button in center cluster |
buttons[9] | Right button in center cluster |
buttons[10] | Left stick pressed button |
buttons[11] | Right stick pressed button |
buttons[12] | Top button in left cluster |
buttons[13] | Bottom button in left cluster |
buttons[14] | Left button in left cluster |
buttons[15] | Right button in left cluster |
axes[0] | Horizontal axis for left stick (negative left/positive right) |
axes[1] | Vertical axis for left stick (negative up/positive down) |
axes[2] | Horizontal axis for right stick (negative left/positive right) |
axes[3] | Vertical axis for right stick (negative up/positive down) |
This section is non-normative.
The
example
below
demonstrates
typical
access
to
gamepads.
Note
the
relationship
with
the
requestAnimationFrame
()
method.
function runAnimation() {
window.requestAnimationFrame(runAnimation);
for (const pad of navigator.getGamepads()) {
// todo; simple demo of displaying pad.axes and pad.buttons
console.log(pad);
}
}
window
.requestAnimationFrame(runAnimation);
requestAnimationFrame()
Interactive
applications
will
typically
be
using
the
requestAnimationFrame
()
method
to
drive
animation,
and
will
want
coordinate
animation
with
user
gamepad
input.
As
such,
the
gamepad
data
should
be
polled
as
closely
as
possible
to
immediately
before
the
animation
callbacks
are
executed,
and
with
frequency
matching
that
of
the
animation.
That
is,
if
the
animation
callbacks
are
running
at
60Hz,
the
gamepad
inputs
should
also
be
sampled
at
that
rate.
User
activation
is
defined
as
a
Gamepad
attribute
changing
from
false
to
true.
pressed
User
agents
implementing
this
specification
must
provide
a
new
DOM
event,
named
gamepadconnected
.
The
corresponding
event
MUST
be
of
type
GamepadEvent
and
MUST
fire
on
the
window
object.
Registration
for
and
firing
of
the
gamepadconnected
event
MUST
follow
the
usual
behavior
of
DOM
Events.
[
DOM
]
A
user
agent
MUST
dispatch
this
event
type
to
indicate
the
user
has
connected
a
gamepad.
If
a
gamepad
was
already
connected
when
the
page
was
loaded,
the
gamepadconnected
event
SHOULD
be
dispatched
when
the
user
presses
a
button
or
moves
an
axis.
activation
occurs.
User
agents
implementing
this
specification
must
provide
a
new
DOM
event,
named
gamepaddisconnected
.
The
corresponding
event
MUST
be
of
type
GamepadEvent
and
MUST
fire
on
the
window
object.
Registration
for
and
firing
of
the
gamepaddisconnected
event
MUST
follow
the
usual
behavior
of
DOM
Events.
[
DOM
]
When a gamepad is disconnected from the user agent , if the user agent has previously dispatched a gamepadconnected event for that gamepad to a window, a gamepaddisconnected event MUST be dispatched to that same window.
More
discussion
needed,
on
whether
to
include
or
exclude
axis
and
button
changed
events,
and
whether
to
roll
them
more
together
(
gamepadchanged
?),
separate
somewhat
(
gamepadaxischanged
?),
or
separate
by
individual
axis
and
button.
As well as sections marked as non-normative, all authoring guidelines, diagrams, examples, and notes in this specification are non-normative. Everything else in this specification is normative.
The key words MUST , MUST NOT , RECOMMENDED , and SHOULD in this document are to be interpreted as described in BCP 14 [ RFC2119 ] [ RFC8174 ] when, and only when, they appear in all capitals, as shown here.
This specification defines conformance criteria that apply to a single product: the user agent that implements the interfaces that it contains.
This section is non-normative.
Many have made contributions in code, comments, or documentation:
Please let me know if I have inadvertently omitted your name.