Re: [gamepad] preventing default/capturing controller

Perhaps I'm missing some context. What issue are you raising that isn't
handled by the gamepad API [1]?

[1] https://dvcs.w3.org/hg/gamepad/raw-file/default/gamepad.html


On Fri, Mar 14, 2014 at 1:35 AM, Patrick H. Lauke <redux@splintered.co.uk>wrote:

> No takers on the idea of having some form of control - like a gamepad
> capture lock, or some way of preventDefault-ing gamepad controls before
> they're turned into mouse/cursor controls by the UA?
>
>
> On 26/02/2014 10:16, Patrick H. Lauke wrote:
>
>> "Currently, the only way for a gamepad to be used as input would be to
>> emulate mouse or keyboard events"
>>
>> I'm wondering if it's in scope for this spec to also address the
>> situation where a UA *does* already do this natively (for instance, IE
>> on Xbox One) - analog stick moving an on-screen mouse pointer, d-pad
>> firing cursor event.
>>
>> A few precedents that may be worth looking at:
>>
>> - Pointer Lock API http://www.w3.org/TR/pointerlock/
>>
>> - Opera's spatial navigation on TV browsers, which can be
>> preventDefault-ed if the website/app wants to handle d-pad input (mapped
>> to cursor keys already, mind) on a remote control
>> http://dev.opera.com/articles/view/functional-key-handling-
>> in-opera-device-sdk-based-tv-browsers/#prevent-default
>>
>>
>> - Boxee's (discontinued) API to explicitly switch browser into different
>> modes (cursor, keyboard, player)
>> http://developer.boxee.tv/JavaScript_API#Browser_Modes
>>
>> There's an argument that this should be left completely up to the UA,
>> and that users should switch the UA into different modes. However, at
>> the very least it would be nice then to have a way for a site/app to
>> *signal* that it can handle direct gamepad input.
>>
>> Thoughts?
>>
>> P
>>
>
>
> --
> Patrick H. Lauke
>
> www.splintered.co.uk | https://github.com/patrickhlauke
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> twitter: @patrick_h_lauke | skype: patrick_h_lauke
>
>

Received on Friday, 14 March 2014 15:29:59 UTC