├── .gitignore
├── .travis.yml
├── LICENSE
├── README.md
├── assets
├── materialButton.svg
├── materialDash.svg
├── materialDpad.svg
├── readmeStandardControllerLayout.jpg
└── responsiveGamepadDemo.gif
├── demo
├── analog.js
├── circleButton.js
├── dashButton.js
├── dpad.js
├── examplePlugin.js
├── index.css
├── index.html
├── index.js
├── state.js
└── touchpad.js
├── design
├── README.md
├── createPlugin.js
├── disableKeyboardInputElement.js
├── disableKeyboardSpecialKeys.js
├── enable.js
├── gamepadMultiplePlayers.js
├── inputs.js
├── keymap.js
├── multipleInputs.js
├── respondToKeyEvent.js
├── simpleDesktop.js
├── simpleMobile.js
├── state.js
└── usePlugin.js
├── lib
├── constants.js
├── gamepad
│ └── gamepad.js
├── index.js
├── inputSource.js
├── keyboard
│ └── keyboard.js
├── keymap.js
└── touchInput
│ ├── directional.js
│ ├── touchAnalog.js
│ ├── touchButton.js
│ ├── touchDpad.js
│ ├── touchInput.js
│ └── touchInputType.js
├── package-lock.json
├── package.json
└── rollup.config.js
/.gitignore:
--------------------------------------------------------------------------------
1 | # System files
2 | **/.DS_Store
3 |
4 | # Preact
5 | node_modules
6 | dist/
7 | build/
8 |
9 | # Logs
10 | logs
11 | *.log
12 | npm-debug.log*
13 | yarn-debug.log*
14 | yarn-error.log*
15 |
16 | # Runtime data
17 | pids
18 | *.pid
19 | *.seed
20 | *.pid.lock
21 |
22 | # Directory for instrumented libs generated by jscoverage/JSCover
23 | lib-cov
24 |
25 | # Coverage directory used by tools like istanbul
26 | coverage
27 |
28 | # nyc test coverage
29 | .nyc_output
30 |
31 | # Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files)
32 | .grunt
33 |
34 | # Bower dependency directory (https://bower.io/)
35 | bower_components
36 |
37 | # node-waf configuration
38 | .lock-wscript
39 |
40 | # Compiled binary addons (http://nodejs.org/api/addons.html)
41 | build/Release
42 |
43 | # Dependency directories
44 | node_modules/
45 | jspm_packages/
46 |
47 | # Typescript v1 declaration files
48 | typings/
49 |
50 | # Optional npm cache directory
51 | .npm
52 |
53 | # Optional eslint cache
54 | .eslintcache
55 |
56 | # Optional REPL history
57 | .node_repl_history
58 |
59 | # Output of 'npm pack'
60 | *.tgz
61 |
62 | # Yarn Integrity file
63 | .yarn-integrity
64 |
65 | # dotenv environment variables file
66 | .env
67 |
--------------------------------------------------------------------------------
/.travis.yml:
--------------------------------------------------------------------------------
1 | notifications:
2 | email: false
3 | language: node_js
4 | sudo: false
5 | node_js:
6 | - "node"
7 | install:
8 | - npm install
9 | script:
10 | - npm run build
11 |
12 |
--------------------------------------------------------------------------------
/LICENSE:
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/README.md:
--------------------------------------------------------------------------------
1 | # responsive-gamepad
2 |
3 |
4 | [](https://travis-ci.org/torch2424/responsive-gamepad)
5 | 
6 | 
7 | 
8 | 
9 |
10 | Handle Keyboard, Gamepad, and Touch Controls in the browser under a single API, (< 5KB).
11 |
12 | [Demo](https://torch2424.github.io/responsive-gamepad/)
13 |
14 |
15 |
16 | # Table Of Contents
17 |
18 | * [Quick Start](#quick-start)
19 | * [Projects Using responsive-gamepad](#projects-using-responsive-gamepad)
20 | * [Instalation](#instalation)
21 | * [API](#api)
22 | * [ResponsiveGamepad](#responsivegamepad)
23 | * [Keyboard](#keyboard)
24 | * [Gamepad](#gamepad)
25 | * [TouchInput](#touchinput)
26 | * [Input Map](#input-map)
27 | * [Plugins](#plugins)
28 | * [How to build plugins](#how-to-build-plugins)
29 | * [Featured Plugins](#featured-plugins)
30 | * [Contributing](#contributing)
31 | * [Installation](#installation)
32 | * [CLI Commands / Npm Scripts](#cli-commands--npm-scripts)
33 | * [LICENSE](#license)
34 | * [Other Notes](#other-notes)
35 |
36 | # Quick Start
37 |
38 | This is a quick **Tl;DR** on installing and using responsive-gamepad:
39 |
40 | 1. `npm install --save responsive-gamepad`
41 |
42 | 2. `import { ResponsiveGamepad } from 'responsive-gamepad';`
43 |
44 | 3. `ResponsiveGamepad.enable();`
45 |
46 | 4. `ResponsiveGamepad.getState();`
47 |
48 | Please see the [Input Map](#input-map) section for what Responsive Gamepad Keys represent on a "Standard" Controller.
49 |
50 | # Projects Using `responsive-gamepad`
51 |
52 | * [WasmBoy](https://github.com/torch2424/wasmBoy) - Gameboy / Gameboy Color Emulator written for Web Assembly using AssemblyScript.
53 |
54 | # Instalation
55 |
56 | *See the [demo/index.js](./demo/index.js), for a proper usage, and touch input example*
57 |
58 | `npm install --save responsive-gamepad`
59 |
60 | # API
61 |
62 | *Additional information/exports concerning can be found in the [Input Map](#input-map) section.*
63 |
64 | *For user journeys, and common How-To use cases, see the [design](./design) directory*
65 |
66 | First, import the `ResponsiveGamepad` singleton service with:
67 |
68 | `import ResponsiveGamepad from 'responsive-gamepad'`
69 |
70 | ## ResponsiveGamepad
71 |
72 | *Properties accessed from: `ResponsiveGamepad`.*
73 |
74 | * `getVersion()`: string - Returns the current version of the lib.
75 |
76 | * `enable()`: void - Enables `ResponsiveGamepad`, and listens for events.
77 |
78 | * `disable()`: void - Removes all listeners from ResponsiveGamepad, and stops listening.
79 |
80 | * `isEnabled()`: boolean - Returns if `ResponsiveGamepad` is currently enabled.
81 |
82 | * `addPlugin(myPlugin)`: function - Adds a plugin to be used with the lib. Returns a function to remove the added plugin.
83 |
84 | * `getState()`: ResponsiveGamepadState - Returns an object with the current state of ResponsiveGamepad. See the [Demo](https://torch2424.github.io/responsive-gamepad/) and the [Input Map](#input-map).
85 |
86 | * `onInputsChange(ArrayOfResponsiveGamepadInputs, callback)`: function - Function to listen for changes on the array of specified `ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS`, and calls a callback whenever they change. Returns a function to stop listening.
87 |
88 | * `clearInputMap()`: Remove all input mappings. Useful if you don't want (some of) the default input map.
89 |
90 | ### Keyboard
91 |
92 | *Properties accessed from: `ResponsiveGamepad.Keyboard`.*
93 |
94 | * `enableIgnoreWhenInputElementFocused()`: void - Enables ignoring ResponsiveGamepad Keyboard input when focused on form input type elements. Enabled by default.
95 |
96 | * `disableIgnoreWhenInputElementFocused()`: void - Disables the above.
97 |
98 | * `enableIgnoreWhenModifierState()`: void - Enables ignoring ResponsiveGamepad Keyboard input when a [Modifier](./lib/keyboard/keyboard.js) key is pressed. See [KeyboardEvent.getModifierState()](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/getModifierState) for more reference. Enabled by default.
99 |
100 | * `disableIgnoreWhenModifierState()`: void - Disables the above.
101 |
102 | * `setKeysToResponsiveGamepadInput(ArrayOfKeyboardEventCodes, ResponsiveGamepadInput)`: void - Function used for modifying the input map. Takes and array of [KeyboardEvent.code](https://www.w3.org/TR/uievents-code/#code-value-tables) and a single [`ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS`](./lib/constants).
103 |
104 | ### Gamepad
105 |
106 | *Properties accessed from: `ResponsiveGamepad.Gamepad`.*
107 |
108 | * `getState(PlayerIndex: number)`: GamepadState - Function that takes in a player index (0, 1, 2) from the connected gamepads. Returns a `ResponsiveGamepad.getState()` like Object. Can be used for multiplayer.
109 |
110 | * `setGamepadButtonsToResponsiveGamepadInput(ArrayOfGamepadButtonIds, NonAxisResponsiveGamepadInput)`: void - Function used for modifying the input map. Takes and array of [Gamepad Button Ids](https://www.w3.org/TR/gamepad/#remapping) and a single [`ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS`](./lib/constants).
111 |
112 | * `setGamepadAxisToResponsiveGamepadInput(GamepadAxisIds, AxisResponsiveGamepadInput)`: void - Function used for modifying the input map. Takes a single [Gamepad Axis Id](https://www.w3.org/TR/gamepad/#remapping) and a single [`ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS`](./lib/constants).
113 |
114 | ### TouchInput
115 |
116 | *Properties accessed from: `ResponsiveGamepad.TouchInput`.*
117 |
118 | The functions that add inputs to the `ResponsiveGamepad` have additional functionality outside of what is shown below. When inputs are added, they will have styles applied to help with them being touchable. Also, When the touch input becomes active, it will add the CSS class `active` to the element.
119 |
120 | * `addButtonInput(HTMLElement, ResponsiveGamepadInput)`: void - Function that takes in a HTML Element (e.g `document.getElementById`), and a [`ResponsiveGamepad.RESPONSIVE_GAMEPAD_INPUTS`](./lib/constants). Will add the element as an interactive button for the ResponsiveGamepad.
121 |
122 | * `addDpadInput(HTMLElement, configurationObject)`: void - Function that takes in a HTML Element (e.g `document.getElementById`), and a `configurationObject`. Will add the element as an interactive dpad for the `DPAD_UP`, `DPAD_RIGHT`, `DPAD_LEFT`, and `DPAD_DOWN` inputs. The configuration object is outilined below:
123 |
124 | ```
125 | const configurationObject = {
126 | allowMultipleDirections: false // False by default. This will allow for multiple directions (diagonal) inputs.
127 | }
128 | ```
129 |
130 | * `addLeftAnalogInput(HTMLElement)`: void - Function that takes in a HTML Element (e.g `document.getElementById`). Will add the element as an interactive virtual joystick for the `LEFT_ANALOG_HORIZONTAL_AXIS`, `LEFT_ANALOG_VERTICAL_AXIS`, `LEFT_ANALOG_UP`, `LEFT_ANALOG_RIGHT`, `LEFT_ANALOG_DOWN`, `LEFT_ANALOG_LEFT` inputs.
131 |
132 | * `addRightAnalogInput(HTMLElement)`: void - Function that takes in a HTML Element (e.g `document.getElementById`). Will add the element as an interactive virtual joystick for the `RIGHT_ANALOG_HORIZONTAL_AXIS`, `RIGHT_ANALOG_VERTICAL_AXIS`, `RIGHT_ANALOG_UP`, `RIGHT_ANALOG_RIGHT`, `RIGHT_ANALOG_DOWN`, `RIGHT_ANALOG_LEFT` inputs.
133 |
134 | # Input Map
135 |
136 | The default input map is based on the **"Standard"** controller. Here is a modified image from the [w3c gamepad draft](https://w3c.github.io/gamepad/#remapping) on how it correlates to the default input map:
137 |
138 | **Note: The X in something like `INPUT_X` represents one of the many directions or axis it represents**
139 |
140 | 
141 |
142 | To see how the keyboard relates to the input map, please see the [default input map](./lib/keymap.js). The library uses [KeyBoardEvent.code](https://developer.mozilla.org/en-US/docs/Web/API/KeyboardEvent/code) to denote all of it's keyboard keys.
143 |
144 | # Plugins
145 |
146 | Plugins allow for modifying the output from getState(). Which can allow for functionality like:
147 |
148 | * Merging multiple inputs into one
149 |
150 | * Adding additional keys for something like another input source.
151 |
152 | * Etc...
153 |
154 | `responsive-gamepad` Plugins should follow the [rollup plugin conventions](https://rollupjs.org/guide/en#conventions):
155 |
156 | * Plugins should have a clear name with `responsive-gamepad-plugin-` prefix.
157 |
158 | * Include `rollup-plugin` keyword in package.json.
159 |
160 | * Document your plugin in English.
161 |
162 | ## How to build plugins
163 |
164 | **For and example, see the demo [ExamplePlugin](./demo/examplePlugin.js).**
165 |
166 | Plugins are simply functions that return an object. See the following example, for what functions the return object could have:
167 |
168 | ```
169 | export default function ReadmePlugin() {
170 | return {
171 | onAddPlugin: () => {
172 | // Called when the plugin is added with: 'ResponsiveGamepad.addPlugin()'
173 | },
174 | onGetState: (CurrentResponsiveGamepadState) => {
175 | // Called whenever 'ResponsiveGamepad.getState()' is called.
176 | return CurrentResponsiveGamepadState
177 | }
178 | }
179 | }
180 | ```
181 |
182 | ## Featured Plugins
183 |
184 | *Open a PR to have your plugin featured here!*
185 |
186 | # Contributing
187 |
188 | Feel free to fork the project, open up a PR, and give any contributions! I'd suggest opening an issue first however, just so everyone is aware and can discuss the proposed changes.
189 |
190 | ### Installation
191 |
192 | Just your standard node app. Install Node with [nvm](https://github.com/creationix/nvm), `git clone` the project, and `npm install`, and you should be good to go!
193 |
194 | ### CLI Commands / Npm Scripts
195 |
196 | ```bash
197 | # Command to serve the demo/lib and watch for changes (No livereload)
198 | npm start
199 |
200 | # Alias for npm start
201 | npm run dev
202 |
203 | # Build the library and demo souce
204 | npm run build
205 | ```
206 |
207 | # LICENSE
208 |
209 | LICENSE under [Apache 2.0](https://choosealicense.com/licenses/apache-2.0/)
210 |
211 | # Other Notes
212 |
213 | * Touch Input SVGS on the responsive gamepad demo, are [Google Material Icons](https://material.io/tools/icons/?style=baseline)
214 |
215 | * XInput vs. DirectInput - [Microsoft Article](https://docs.microsoft.com/en-us/windows/desktop/xinput/xinput-and-directinput), [Reddit thread](https://www.reddit.com/r/pcgaming/comments/4zlbrx/what_is_the_difference_between_directinput_and/)
216 |
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/demo/analog.js:
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1 | import {Component, h} from 'preact';
2 |
3 | export default class Analog extends Component {
4 | render({...props}) {
5 | return (
6 |
34 | This is the example demo for responsive-gamepad.
35 | Feel free to test this demo with:
36 |
37 |
Keyboard
38 |
Gamepad (Feel free to plug one into USB)
39 |
Touchpad (See the floating fixed element at the bottom of the screen)
40 |
41 | Scroll down to see the current state, learn about the api, and test some specific scenarios!
42 |
43 |
44 |
45 |
46 |
47 |
Prevent Default (Keyboard Only)
48 |
49 | I am very tall to show off `event.preventDefault()`.
50 | E.g arrow keys wont scroll if in the keymap.
51 | But typing will work on input type form fields!
52 | Also, keyboard shortcuts will also still work (Refresh the page with Ctrl+R or Cmd+R)
53 |
54 |
58 |
59 |
63 |
64 |
65 |
66 |
71 |
72 |
73 |
74 |
API
75 |
76 | To learn more about the Responsive Gamepad API,
77 | please see the Github Repo.
78 |
79 |
Plugins
80 |
81 | Something worth noting on the demo is the ability to add plugins.
82 | Plugins allow for modifying the output from getState().
83 | Which can allow for functionality like:
84 |
85 |
Merging multiple inputs into one
86 |
Adding additional keys for something like another input source.
87 |
Etc...
88 |
89 | Please see the Responsive Gamepad State above, and notice the key "EXAMPLE_PLUGIN_ADDED".
90 |