- From: Matt Reynolds <notifications@github.com>
- Date: Tue, 27 Jul 2021 13:51:05 -0700
- To: w3c/gamepad <gamepad@noreply.github.com>
- Cc: Subscribed <subscribed@noreply.github.com>
- Message-ID: <w3c/gamepad/pull/152/review/716366392@github.com>
@nondebug commented on this pull request. > + <li>Let |button:GamepadButton| be + |gamepad|.{{Gamepad/[[buttons]]}}[|buttonIndex|]. + </li> + <li>If |oldButtonValue|[|buttonIndex|] is not equal to + |button|.{{GamepadButton/value}}: + <ol> + <li>Let |buttonCopy| be a [=new=] {{GamepadButton}} instance + with its {{GamepadButton/value}} attribute initialized to + |button|.{{GamepadButton/value}}, its + {{GamepadButton/pressed}} attribute initialized to + |button|.{{GamepadButton/pressed}}, and its + {{GamepadButton/touched}} attribute initialized to + |button|.{{GamepadButton/touched}}. + </li> + <li>[=Queue a task=] on the [=gamepad task source=] to [=fire + an event=] named {{buttonchange}} at |gamepad| using I think `buttonchange` should only fire for `value` changes and we should add touch events if needed. The current gamepad market doesn't have many gamepads that detect touch separately from pressure so I think the potential for a gamepad to fire `buttontouchdown` without `buttonchange` is pretty low. -- You are receiving this because you are subscribed to this thread. Reply to this email directly or view it on GitHub: https://github.com/w3c/gamepad/pull/152#discussion_r677790572
Received on Tuesday, 27 July 2021 20:51:18 UTC