Interface and input

Input

25 symbols, imported from @driftengine/core.

Explained in Moving things.

Classes

ActionMap
InputSource
TouchControls
A reusable mobile scheme: dynamic stick on the first zone; look plus a primary tap/hold and secondary downward swipe on the second. The class reports generic control state. A game decides whether those signals mean jump, fire, crouch, slide, or anything else.

Interfaces

AnalogAction
Move, look: a direction rather than a state.
DigitalAction
Jump, fire, pause: a state, bound to keys and buttons.
GamepadIdentity
What a pad is, as opposed to where its buttons are. See gamepadIdentity.ts.
GamepadView
One connected pad, as a consumer holds it.
InputCallbacks
InputOptions
RightGestureOptions
TouchControlsOptions
TouchPoint

Functions

classifyRightGesture
Classify a drag from its travel and duration.
isTypingTarget
INPUT covers buttons and checkboxes too, which do not take text — but a Space on a focused button is the browser's own "press it", so leaving those alone is right for the same reason.

Types

ActionDefinition
Binding
One thing that can satisfy an action.
GamepadAxis
GamepadButton
The W3C Standard Gamepad, by position rather than by anybody's lettering.
GamepadFamily
What the pad in the player's hands calls a position, so a consumer can draw the right prompt.
InputDevice
Which device the player is actually using, so a consumer can redraw its prompts.
InputSourceName
The devices this source watches, and the granularity a consumer may switch off.
MouseButton
A mouse button by what it is, in MouseEvent.button order.
RightGesture
What a drag on the look zone turns out to be.

Constants

DEFAULT_DEADZONE
How far a stick must travel before it is moving at all.
MAX_RUMBLE_MS
The specification's ceiling on one effect, in milliseconds.