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<!DOCTYPE html>
<html lang="en">
<head>
<title>Gamepad</title>
<meta charset=utf-8>
<!--
=== NOTA BENE ===
For the three scripts below, if your spec resides on dev.w3 you can check them
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// specification status (e.g. WD, LCWD, NOTE, etc.). If in doubt use ED.
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// if your specification has a subtitle that goes below the main
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// subtitle : "an excellent document",
// if you wish the publication date to be other than today, set this
//publishDate: "2011-01-01",
// if the specification's copyright date is a range of years, specify
// the start date here:
// copyrightStart: "2005"
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// Team Contact.
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implementationReportURI: "https://wpt.fyi/results/gamepad",
caniuse: "gamepad",
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</head>
<body>
<section id='abstract'>
<p>The Gamepad specification defines a low-level interface that represents
gamepad devices.</p>
</section>
<section id='sotd'>
<p>This is a work in progress.</p>
</section>
<section id='introduction' class='informative'>
<h2>Introduction</h2>
<p>Some <a>user agent</a>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).</p>
<p>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 <a>user agent</a> to
accomplish emulation.</p>
<p>Meanwhile, native applications are capable of accessing these devices
via system APIs.</p>
<p>The Gamepad API provides a solution to this problem by specifying
interfaces that allow web applications to directly act on gamepad
data.</p>
</section>
<section>
<h2>Dependencies</h2>
<p>This specification references interfaces from a number of other
specifications:</p>
<ul>
<li><code><dfn data-cite="HTML/system-state.html#navigator">Navigator</dfn></code> [[HTML]]</li>
<li><dfn data-cite="hr-time-2#dom-domhighrestimestamp">DOMHighResTimeStamp</dfn></code> [[HIGHRES-TIME]]</li>
<li><dfn data-cite="HTML#dom-window-requestanimationframe">requestAnimationFrame</dfn></code> [[HTML]]</li>
<li><dfn data-cite="navigation-timing#performancetiming">PerformanceTiming</dfn></code> [[NAVIGATION-TIMING]]</li>
</ul>
</section>
<section>
<h2>Scope</h2>
<p>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.</p>
<p>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].</p>
<p>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.</p>
<p>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.</p>
</section>
<section data-dfn-for="Gamepad">
<h2><dfn>Gamepad</dfn> interface</h2>
<p>
This interface defines an individual gamepad device.
</p>
<pre class="idl">
[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;
};
</pre>
<dl>
<dt><dfn>id</dfn> attribute</dt>
<dd>
An identification string for the gamepad.
This string identifies the brand or style of connected gamepad
device. Typically, this will include the USB vendor and a product
ID.
</dd>
<dt><dfn>index</dfn> attribute</dt>
<dd>
The index of the gamepad in the Navigator.
When multiple gamepads are connected to a <a>user agent</a>, 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.
</dd>
<dt><dfn>connected</dfn> attribute</dt>
<dd>
Indicates whether the physical device represented by this
object is still connected to the system.
When a gamepad becomes unavailable, whether by being physically
disconnected, powered off or otherwise unusable, the
<code>connected</code> attribute MUST be set to false.
</dd>
<dt><dfn>timestamp</dfn> attribute</dt>
<dd>
Last time the data for this gamepad was updated.
Timestamp is a monotonically increasing value that allows the author
to determine if the <code>axes</code> and <code>button</code> data
have been updated from the hardware. The value must be relative to
the <code>navigationStart</code> attribute of the <a>PerformanceTiming</a>
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 <code>timestamp</code> attribute should be the time relative
to <code>navigationStart</code> when the Gamepad object was first
made available to script.
</dd>
<dt><dfn>mapping</dfn> attribute</dt>
<dd>
The mapping in use for this device.
If the user agent has knowledge of the layout of the device,
then it SHOULD indicate that a mapping is in use by setting
this property to a known mapping name. Currently the only
known mapping is <code>"standard"</code>, which corresponds
to the <a>Standard Gamepad layout</a>.
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 <code>mapping</code> property
to an empty string.
</dd>
<dt><dfn>axes</dfn> attribute</dt>
<dd>
Array of values for all axes of the gamepad.
All axis values MUST be linearly normalized to the range [-1.0 ..
1.0]. As appropriate, -1.0 SHOULD correspond to "up" or "left", and
1.0 SHOULD correspond to "down" or "right".
Axes that are drawn from a 2D input device SHOULD appear next to
each other in the axes array, X then Y.
It is RECOMMENDED that axes appear in decreasing order of
importance, such that element 0 and 1 typically represent the X and
Y axis of a directional stick.
The same object MUST be returned until the <a>user agent</a> needs to
return different values (or values in a different order).
</dd>
<dt><dfn>buttons</dfn> attribute</dt>
<dd>
Array of button states for all buttons of the gamepad.
It is RECOMMENDED that buttons appear in decreasing importance such
that the primary button, secondary button, tertiary button, and so
on appear as elements 0, 1, 2, ... in the buttons array.
The same object MUST be returned until the <a>user agent</a> needs to
return different values (or values in a different order).
</dd>
</dl>
</section>
<section data-dfn-for="GamepadButton">
<h2><dfn>GamepadButton</dfn> Interface</h2>
<p>
This interface defines the state of an individual button
on a gamepad device.
</p>
<pre class="idl">
[Exposed=Window]
interface GamepadButton {
readonly attribute boolean pressed;
readonly attribute boolean touched;
readonly attribute double value;
};
</pre>
<dl>
<dt><dfn>pressed</dfn> attribute</dt>
<dd>
The pressed state of the button. This property MUST be
true if the button is currently pressed, and false if it is
not pressed.
For buttons which do not have a digital switch to indicate
a pure pressed or released state, the user agent MUST
choose a threshold value to indicate the button as pressed
when its value is above a certain amount. If the platform
API gives a recommended value, the user agent SHOULD use that.
In other cases, the user agent SHOULD choose some other
reasonable value.
</dd>
<dt><dfn>touched</dfn> attribute</dt>
<dd>
The touched state of the button. If the button is capable of detecting
touch this property MUST be true if the button is currently being
touched and false otherwise.
If the button is not capable of detecting touch and is capable of
reporting an analog value this property MUST be true if
the value property is greater than zero and false if the value is 0.
If the button is not capable of detecting touch and can only report a
digital value this property MUST mirror the pressed value.
</dd>
<dt><dfn>value</dfn> attribute</dt>
<dd>
For buttons that have an analog sensor, this property
MUST represent the amount which the button has been pressed.
All button values MUST be linearly normalized to the range [0.0 ..
1.0]. 0.0 MUST mean fully unpressed, and 1.0 MUST mean fully
pressed.
For buttons without an analog sensor, only the values 0.0 and 1.0
for fully unpressed and fully pressed MUST be provided.
</dd>
</dl>
</section>
<section data-dfn-for="GamepadMappingType">
<h2><dfn>GamepadMappingType</dfn> enum</h2>
<p>
This enum defines the set of known mappings for a Gamepad.
</p>
<pre class="idl">
enum GamepadMappingType {
"",
"standard",
};
</pre>
<dl>
<dt><dfn id="dom-gamepadmappingtype-">""</dfn></dt>
<dd>
The empty string indicates that no mapping is in use for this gamepad.
</dd>
<dt><dfn>standard</dfn></dt>
<dd>
The Gamepad's controls have been mapped to the
<a href="#remapping">Standard Gamepad layout</a>.
</dd>
</dl>
</section>
<section data-dfn-for="Navigator">
<h2>Navigator Interface extension</h2>
<p>
This partial interface defines an extension to the Navigator
interface.
</p>
<pre class="idl">
[Exposed=Window]
partial interface Navigator {
sequence<Gamepad?> getGamepads();
};
</pre>
<dl>
<dt><dfn>getGamepads</dfn></dt>
<dd>
Retrieve a snapshot of the data for the the currently connected and
interacted-with gamepads.
Gamepads MUST only appear in the list if they are currently
connected to the <a>user agent</a>, and at least one device has been
interacted with by the user. If no devices have been interacted
with, devices MUST NOT appear in the list to avoid a malicious page
from fingerprinting the user.
The length of the array returned MUST be one more than the maximum
index value of the Gamepad objects returned in the array.
The entries in the array MUST be the set of Gamepad objects that
are visible to the current page, with each Gamepad present at the
index in the array specified by its <a data-lt="GamePad.index">index</a>
property. Array indices for which there is no connected Gamepad with
the corresponding index should return null.
<p>As an example, if there is one connected gamepad with an index of
1, then the following code snippet describes the expected behavior:
<pre class="example highlight">
// 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;
</pre>
</dd>
</dl>
</section>
<section data-dfn-for="GamepadEvent">
<h2><dfn>GamepadEvent</dfn> Interface</h2>
<pre class="idl">
[Constructor(DOMString type, GamepadEventInit eventInitDict), Exposed=Window]
interface GamepadEvent: Event {
[SameObject] readonly attribute Gamepad gamepad;
};
</pre>
<dl>
<dt><dfn>gamepad</dfn></dt>
<dd>
The single gamepad attribute provides access to the associated
gamepad data for this event.
</dd>
</dl>
<section>
<h3><dfn>GamepadEventInit</dfn> dictionary</h3>
<pre class="idl">
dictionary GamepadEventInit: EventInit {
required Gamepad gamepad;
};
</pre>
<dl data-dfn-for="GamepadEventInit">
<dt><dfn>gamepad</dfn> member</dt>
<dd>
The gamepad associated with this event.
</dd>
</dl>
</section>
</section>
<section>
<h2><dfn data-lt="Standard Gamepad layout">Remapping</dfn></h2>
<p>
Each device manufacturer creates many different products and each has
unique styles and layouts of buttons and axes. It is intended that the
<a>user agent</a> support as many of these as possible.
</p>
<p>
Additionally there are <em>de facto</em> standard layouts that have
been made popular by game consoles. When the <a>user agent</a>
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.
</p>
<p data-link-for="Gamepad">
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 <a>axes</a>[]
and <a>buttons</a>[] should correspond as
closely as possible to the physical locations in the diagram below.
Additionally, the <a>mapping</a> property of the Gamepad SHOULD be set to the
string <code>"standard"</code>.
</p>
<p>
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
</p>
<table class="tg">
<thead>
<tr>
<th>
Button/Axis
</th>
<th>
Location
</th>
</tr>
</thead>
<tbody>
<tr>
<td>buttons[0]</td>
<td>Bottom button in right cluster</td>
</tr>
<tr>
<td>buttons[1]</td>
<td>Right button in right cluster</td>
</tr>
<tr>
<td>buttons[2]</td>
<td>Left button in right cluster</td>
</tr>
<tr>
<td>buttons[3]</td>
<td>Top button in right cluster</td>
</tr>
<tr>
<td>buttons[4]</td>
<td>Top left front button</td>
</tr>
<tr>
<td>buttons[5]</td>
<td>Top right front button</td>
</tr>
<tr>
<td>buttons[6]</td>
<td>Bottom left front button</td>
</tr>
<tr>
<td>buttons[7]</td>
<td>Bottom right front button</td>
</tr>
<tr>
<td>buttons[8]</td>
<td>Left button in center cluster</td>
</tr>
<tr>
<td>buttons[9]</td>
<td>Right button in center cluster</td>
</tr>
<tr>
<td>buttons[10]</td>
<td>Left stick pressed button</td>
</tr>
<tr>
<td>buttons[11]</td>
<td>Right stick pressed button</td>
</tr>
<tr>
<td>buttons[12]</td>
<td>Top button in left cluster</td>
</tr>
<tr>
<td>buttons[13]</td>
<td>Bottom button in left cluster</td>
</tr>
<tr>
<td>buttons[14]</td>
<td>Left button in left cluster</td>
</tr>
<tr>
<td>buttons[15]</td>
<td>Right button in left cluster</td>
</tr>
<tr>
<td>axes[0]</td>
<td>Horizontal axis for left stick (negative left/positive right)</td>
</tr>
<tr>
<td>axes[1]</td>
<td>Vertical axis for left stick (negative up/positive down)</td>
</tr>
<tr>
<td>axes[2]</td>
<td>Horizontal axis for right stick (negative left/positive right)</td>
</tr>
<tr>
<td>axes[3]</td>
<td>Vertical axis for right stick (negative up/positive down)</td>
</tr>
</tbody>
</table>
<embed src="standard_gamepad.svg" type="image/svg+xml" />
</section>
<section class="informative">
<h2>Usage Examples</h2>
<p>
The example below demonstrates typical access to gamepads. Note
the relationship with the <a>requestAnimationFrame</a>
interface.
</p>
<pre class="example js">
function runAnimation()
{
window.requestAnimationFrame(runAnimation);
var gamepads = navigator.getGamepads();
for (var i = 0; i < gamepads.length; ++i)
{
var pad = gamepads[i];
// todo; simple demo of displaying pad.axes and pad.buttons
}
}
window.requestAnimationFrame(runAnimation);
</pre>
<div class="practice">
<p>
<span id="practice-timing" class="practicelab">Coordination with
requestAnimationFrame</span></p>
<p class="practicedesc">
Interactive applications will typically be using the
<a>requestAnimationFrame</a> interface 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.
</p>
</div>
</section>
<section>
<h3 id="event-gamepadconnected">The <dfn class="event">gamepadconnected</dfn> event</h3>
<p>
User agents implementing this specification must provide a new DOM
event, named <code>gamepadconnected</code>. The corresponding event
MUST be of type <code>GamepadEvent</code> and MUST fire on the
<code>window</code> object. Registration for and firing of the
<code>gamepadconnected</code> event MUST follow the usual behavior
of DOM Events. [[DOM]]
</p>
<p>
A <a>user agent</a> 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 <a>gamepadconnected</a> event SHOULD be
dispatched when the user presses a button or moves an axis.
</p>
</section>
<section>
<h3 id="event-gamepaddisconnected">The <dfn class="event">gamepaddisconnected</dfn> event</h3>
<p>
User agents implementing this specification must provide a new DOM
event, named <code>gamepaddisconnected</code>. The corresponding event
MUST be of type <code>GamepadEvent</code> and MUST fire on the
<code>window</code> object. Registration for and firing of the
<code>gamepaddisconnected</code> event MUST follow the usual behavior
of DOM Events. [[DOM]]
</p>
<p>
When a gamepad is disconnected from the <a>user agent</a>, if the
<a>user agent</a> has previously dispatched a
<a>gamepadconnected</a> event for that gamepad to a window, a
<a>gamepaddisconnected</a> event MUST be dispatched to that same
window.
</p>
</section>
<section>
<h3>Other events</h3>
<p>
<i>More discussion needed, on whether to include or exclude axis and button
changed events, and whether to roll them more together
(<code>gamepadchanged</code>?), separate somewhat
(<code>gamepadaxischanged</code>?), or separate by individual axis
and button.</i>
</p>
</section>
<section id='conformance'>
<p>
This specification defines conformance criteria that apply to a single
product: the <dfn id="dfn-user-agent">user agent</dfn> that implements
the interfaces that it contains.
</p>
</section>
<section class='appendix informative'>
<h2>Acknowledgements</h2>
<p>
Many have made contributions in code, comments, or documentation:
</p>
<ul>
<li>David Humphrey</li>
<li>Gregg Tavares</li>
<li>Marcin Wichary</li>
<li>Jason Orendorff</li>
<li>Olli Pettay</li>
<li>Rick Waldron</li>
</ul>
<p>
Please let me know if I have inadvertently omitted your name.
</p>
</section>
</body>
</html>