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Re: [Gamepad] Liveness of Gamepad objects

From: Rick Waldron <waldron.rick@gmail.com>
Date: Tue, 29 Apr 2014 21:41:36 -0400
Message-ID: <CAHfnhfoWe2wXCwuyn98TSKH04xM17yhvgWwTPT_BuiUgtusd4Q@mail.gmail.com>
To: Glenn Maynard <glenn@zewt.org>
Cc: Florian Bösch <pyalot@gmail.com>, "Mark S. Miller" <erights@google.com>, Boris Zbarsky <bzbarsky@mit.edu>, Brandon Jones <bajones@google.com>, Brendan Eich <brendan@secure.meer.net>, public-webapps <public-webapps@w3.org>
On Tue, Apr 29, 2014 at 9:38 PM, Rick Waldron <waldron.rick@gmail.com>wrote:

>
>
>
> On Tue, Apr 29, 2014 at 7:28 PM, Glenn Maynard <glenn@zewt.org> wrote:
>
>> Gamepad objects should definitely be a snapshot.  Otherwise, change
>> events could only expose the most recent state of the gamepad.  For
>> example, if the user presses a button and then releases it very quickly
>> (before the down press gets handled by script), and you fire two change
>> events, the script would never see the buttons as pressed.
>>
>
> The previously node-dualshock-controller API, emits "change" events from
> the "live" object. The "change" event delivers the state of the actual
> change. A user might "quickly" press button "A" and the listener for "A"
> does whatever updating it must do in the program and has access to both the
> "change state" and the current "live state" of the object.
>


The node-xbox-controller module also follows this design.

Rick
Received on Wednesday, 30 April 2014 01:42:24 UTC

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