- From: Patrick H. Lauke <redux@splintered.co.uk>
- Date: Fri, 14 Mar 2014 15:36:00 +0000
- To: Webapps WG <public-webapps@w3.org>
- CC: Vincent Scheib <scheib@google.com>
On 14/03/2014 15:29, Vincent Scheib wrote: > 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 The issue is perhaps hypothetical at the moment, but: the spec currently does not address (unless I've missed it) the scenario where a user agent is already set to react to a gamepad input device - see for instance IE on XBox One, where the analogue stick moves an on-screen mouse pointer and the d-pad maps to regular cursor keys. Now, IE doesn't currently support the gamepad API, but once it does - or similar devices, particularly in the TV/set-top box space come out that do - there will be some conflict between an application using the gamepad API to directly tap into those controls AND the browser/OS doing its own mapping (analogue stick as mouse, d-pad as cursors). You'd end up with, say, a movement of the analogue stick BOTH being processed through the API AND the on-screen mouse pointer moving. For this reason, I was wondering if it's worth pre-emptively addressing this situation by defining a way for a website/app to "lock" the controller, signalling to the browser/OS that it will handle gamepad input directly, and that default browser/OS mappings should be ignored. Hope that makes it a tad clearer? P > On Fri, Mar 14, 2014 at 1:35 AM, Patrick H. Lauke > <redux@splintered.co.uk <mailto: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/ > <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 > <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 > <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 <http://www.splintered.co.uk> | > https://github.com/__patrickhlauke <https://github.com/patrickhlauke> > http://flickr.com/photos/__redux/ <http://flickr.com/photos/redux/> > | http://redux.deviantart.com > twitter: @patrick_h_lauke | skype: patrick_h_lauke > > -- Patrick H. Lauke www.splintered.co.uk | https://github.com/patrickhlauke http://flickr.com/photos/redux/ | http://redux.deviantart.com twitter: @patrick_h_lauke | skype: patrick_h_lauke
Received on Friday, 14 March 2014 15:36:24 UTC