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@domecs/input

v2.0.0

Published

DOMECS input collector: keyboard, pointer, focus, gamepad → per-tick InputSnapshot (SPEC §6).

Readme

@domecs/input

Browser input collector plugin for DOMECS.

@domecs/input listens to keyboard, pointer, wheel, focus, and gamepad state and publishes a per-tick InputSnapshot to world.input.

Status: v2.x — API-stable (semver honored; product contract still hardening).

Install

npm install @domecs/core @domecs/input

Quick start

import { createWorld } from '@domecs/core'
import { createInputPlugin } from '@domecs/input'

const world = createWorld()
const stage = document.querySelector<HTMLElement>('#stage')!

world.use(createInputPlugin({
  keyTarget: document,
  pointerTarget: stage,
  wheelTarget: stage,
  preventDefaultKeys: true,
}))

world.system('controls', { schedule: 'tick' }, ({ input }) => {
  if (input.keyDelta.pressed.has('Space')) {
    console.log('jump')
  }

  if (input.keys.has('ArrowLeft')) {
    console.log('move left')
  }

  if (input.pointer.buttons !== 0) {
    console.log('pointer down at', input.pointer.x, input.pointer.y)
  }
})

world.startLoop()

Snapshot shape

The plugin writes an InputSnapshot at tick start:

  • keys — currently held keyboard KeyboardEvent.code values.
  • keyDelta.pressed — keys pressed since the previous snapshot.
  • keyDelta.released — keys released since the previous snapshot.

keyDelta is render-tick-scoped (O-35). Edges live for exactly one collector publish (one render tick under startLoop). A fixed system at 4 Hz will miss most presses, and when one frame runs several fixed sub-steps, each of them sees the same edges — one press fires once per sub-step (O-59). Put edge-triggered input on a tick system (or read held keys when you only need “is down”). A step(0) heartbeat publishes no edges or deltas and keeps them for the next full tick (O-57).

  • mods — ctrl, alt, shift, meta modifier state.
  • pointer — pointer position, buttons, movement delta, wheel delta, and reserved entered entity ids. The collector currently leaves entered empty.
  • gamepads — current gamepad axes/buttons when available and enabled.
  • focus — active element tag and whether it consumes keyboard input.

Pointer coordinates are raw browser client coordinates (clientX/clientY), even with an element pointerTarget; subtract its getBoundingClientRect() for local coordinates. The first move after install sets the position without a delta; under pointer lock, deltas come from movementX/movementY. The default textInputSelector (TEXT_INPUT_SELECTOR) counts text-like inputs, textarea, select and contenteditable elements as consuming keys, and not checkboxes, radios, ranges or buttons.

Options

createInputPlugin({
  keyTarget?: Document | HTMLElement
  pointerTarget?: Document | HTMLElement
  wheelTarget?: Document | HTMLElement
  clearOnBlur?: boolean
  textInputSelector?: string
  pollGamepads?: boolean
  preventDefaultKeys?: boolean
})

Defaults:

  • keyTarget: document
  • pointerTarget: document
  • wheelTarget: pointerTarget
  • clearOnBlur: true
  • textInputSelector: input,textarea,[contenteditable="true"]
  • pollGamepads: true when navigator.getGamepads exists
  • preventDefaultKeys: false

Key presses made while an element matching textInputSelector has focus pass through to it; releases are always processed, so a key pressed in the game and released in a text field does not stay held. With clearOnBlur (the default), held keys and pointer buttons are released when the window loses focus, and — with an element keyTarget — when focus leaves that element. pointercancel and lostpointercapture clear pointer buttons. Teardown resets world.input to an empty snapshot.

When no browser globals exist, the default DOM targets are absent. The plugin is still safe to import and install; it registers no event listeners, does not poll gamepads, and publishes empty snapshots on each tick.

Headless tests

For deterministic tests without browser events, you can bypass this plugin and set input directly:

world.setInput(snapshot)
world.stepOnce()

Related packages

  • @domecs/core — core ECS runtime.
  • @domecs/dom — retained-mode DOM renderer.

License

MIT