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@spacelys/cockpit

v0.2.2

Published

Library for inputs for web based clients

Readme

Cockpit

Input utility for browsers that interacts with mouse, keyboard, microphone, and gamepads

Installation and Usage

npm install @spacelys/cockpit --save

Keyboard Inputs

import * as cockpit from '@spacelys/cockpit'

// creates a keyboard listener around the entire html document
// alternatively you could select a specific html element with document.querySelect()
const keyInputs = cockpit.keys(document);

keyInputs.subscribe((input: cockpit.KeyInput) => {
    if (input.key === "a") {
        console.log(`[a] has been held ${input.dt} since last update
                    [a] has been held ${input.held} total time`);
    }
});

Mouse Inputs

import * as cockpit from '@spacelys/cockpit'

// creates a mouse listener around a specific html element
const mouseInput = cockpit.mouse("#elementToCaptureInputsAt");

mouseInput.subscribe((input: cockpit.KeyInput) => {
  switch (input.type) {
    case "press":
      console.log(`pressed button ${input.button} @ (${input.pos.x}, ${input.pos.y})`);
      break;
    case "drag":
      console.log(`dragging with button ${input.button} @ (${input.pos.x}, ${input.pos.y})`);
      break;
    case "release":
      ...
  }
});

Gamepad Inputs (Experimental)

Gamepad inputs are a little bit more interesting. Unlike the keyboard or mouse input, we have to wait for a gamepad to connect, thus the async await call. This call will time out after 2 seconds if no gamepads are connected (feel free to call again as many times to keep checking for a gamepad connection)

Connecting + Button Mapping

While by default we always connect you to the 0th gamepad, with a default buttonMapping setting. You might run into a scenario where you have multiple gamepads where one doesnt use the w3 standard for gamepad inputs.

gamepad.connectToGamePad(3, 1)

The line above connects the user to the third gamepad. With the mapping settings of 1 (0 is the default value for the default w3 mapping).

To get the list of potential gamepad connections call gamepad.getGamePads() which returns an array of connected gamepads with id and name.

import * as cockpit from '@spacelys/cockpit'

// creates a gamepad listener that polls for inputs ever 50ms if a gamepad eventually connects
const gamepad = await cockpit.gamepad(50);

// if multiple gamepads are connected, use this to connect to the ith gamepad (0, 1, ..ith)
gamepad.connectToGamePad(1); // (optional)
gamepad.obs.subscribe((input: cockpit.GamePadInput) => {
    // listen in for gamepad events and react accordingly
});

Contributing

Pull requests are welcome. For major changes, please open an issue first to discuss what you would like to change.

Please make sure to update tests as appropriate.

License

MIT