The Gamepad specification defines a low-level interface that represents gamepad devices.
This is a work in progress.
Some user agents 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.
This interface defines an individual gamepad device.
[Exposed=Window] interface Gamepad { readonly attribute DOMString id; readonly attribute long index; readonly attribute boolean connected; readonly attribute DOMHighResTimeStamp timestamp; readonly attribute GamepadMappingType mapping; readonly attribute FrozenArray<double> axes; readonly attribute FrozenArray<GamepadButton> buttons; };
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.
This interface defines the state of an individual button on a gamepad device.
[Exposed=Window] interface GamepadButton { readonly attribute boolean pressed; readonly attribute boolean touched; readonly attribute double value; };
This enum defines the set of known mappings for a Gamepad.
enum GamepadMappingType { "", "standard", };
This partial interface defines an extension to the Navigator interface.
[Exposed=Window] partial interface Navigator { sequence<Gamepad?> getGamepads(); };
The gamepad state returned from getGamepads() does not reflect disconnection or connection until after the gamepaddisconnected or gamepadconnected events have fired.
As an example, if there is one connected gamepad with an index of 1, then the following code snippet describes the expected behavior:
// gamepads should look like [null, [object Gamepad]] var gamepads = navigator.getGamepads(); // The following statements should all evaluate to true. gamepads[0] == null; gamepads[1].index == 1; gamepads.length == 2;
[Exposed=Window] interface GamepadEvent: Event { constructor(DOMString type, GamepadEventInit eventInitDict); [SameObject] readonly attribute Gamepad gamepad; };
dictionary GamepadEventInit : EventInit { required Gamepad gamepad; };
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 {{GamepadMappingType["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) |
The example below demonstrates typical access to gamepads. Note the relationship with the {{AnimationFrameProvider/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 {{AnimationFrameProvider/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 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.
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.
This specification defines conformance criteria that apply to a single product: the user agent that implements the interfaces that it contains.
Many have made contributions in code, comments, or documentation:
Please let me know if I have inadvertently omitted your name.