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Re: GamepadObserver (ie. MutationObserver + Gamepad)

From: Florian Bösch <pyalot@gmail.com>
Date: Sat, 4 Aug 2012 19:25:50 +0200
Message-ID: <CAOK8ODgz2PzbN2zy_=Ps3XVFCOs5ABZSZpD+RSj1O3kdsSY6hw@mail.gmail.com>
To: Glenn Maynard <glenn@zewt.org>
Cc: Scott Graham <scottmg@chromium.org>, Rick Waldron <waldron.rick@gmail.com>, olli@pettay.fi, Webapps WG <public-webapps@w3.org>, Ted Mielczarek <ted@mielczarek.org>
On Sat, Aug 4, 2012 at 7:03 PM, Glenn Maynard <glenn@zewt.org> wrote:

> I haven't tried to incorporate Florian's suggestion of using something
> like ArrayBuffer.  That could be supported later, eg. by providing a
> readIntoBuffer(buffer) next to read().  That's too complex to try to tackle
> all at once.

I've had an idea how improve the issues around current state and button
misses.

- Some uses (like look/strafe/move etc.) that are served by an axis always
use current state. There is no benefit to know the event history leading up
to that state. So this would use the current state.
- Button uses always require all events as button press/release misses
would be bad. So this would get all events.
- A mixed model is where an axis is used with tresholds (like say a weapon
trigger with the index finger). A miss is not bad, but response accuracy
will improve from getting the event as close to the threshold as possible.
So this would inform the API of its thresholds for this axis, so events can
be issued when the high frequency polling detects the axis going over the
it.
Received on Saturday, 4 August 2012 17:26:18 GMT

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