cordova-plugin-gamepad
v1.0.0
Published
BlackBerry 10 Community Contributed API shim for the HTML5 Gamepad API
Downloads
8
Readme
Gamepad Plugin
This BlackBerry 10 WebWorks 2.0 plugin adds support for Gamepads, as a shim for the HMTL5 Gamepad API
Tested On
BlackBerry Z10 10.2.1.2943
Authors
Building and Testing the Sample
This API can be installed from source or from NPM. Installation from NPM is done through the following:
cordova plugin add cordova-plugin-gamepad
or,
webworks plugin add cordova-plugin-gamepad
Installation from source is the same but instead of the id ("cordova-plugin-gamepad"), use the file system path to the source plugin folder.
When the application runs the screen pictured below will appear. Joypad button presses and movements will be reflected in the demo.
- If a controller is connected or disconnected, the list will update.
Structure of the Plugin and Sample
There are two parts to this project - the plugin and a sample:
The plugin is contained in the plugin folder. This plugin can be imported into a PhoneGap or Cordova application using the command line tools. The sample code is included in the sample folder. The code here is meant to be dropped into a PhoneGap or Cordova default template project and it shows the API in use.
Building and Testing the Sample
The included sample app is the www directory of the test application created by the webworks create command. Create a new WebWorks 2 project using the create command, and replace the www folder with the one from this sample. Then add the plugin to your project with the command webworks plugin add /plugin. Then use webworks run to build and run the application.
To use the plugin in another project, that's been created with WebWorks, run webworks plugin add /plugin
The Extension API
The Gamepad Extension works as a shim for the HTML5 Gamepad API.
You will need to wait for the "deviceready" event as it depends on Cordova being loaded, but after that, follow the standard for getting Gamepad data.
Listen to the window for "gamepadconnected" and "gamepaddisconnected" events:
window.addEventListener('gamepadconnected',function(event) {
console.log("Gamepad was connected: " + event.gamepad.id);
updateGamepadList();
});
window.addEventListener('gamepaddisconnected',function(event) {
console.log("Gamepad was disconnected: " + event.gamepad.id);
updateGamepadList();
});
Read controller values from the navigator.getGamepads() method. It's recommended that you do so on AnimationFrame updates like so:
function readGamepads() {
window.requestAnimationFrame(readGamepads);
if (!navigator.getGamepads) {
return;
}
var gamepads = navigator.getGamepads();
if (gamepads) {
for (var i = 0; i<gamepads.length; i++) {
readGamepad(gamepads[i]);
}
}
}
The Gamepad object follows the spec as close as possible:
- id: The descriptive name of the controller, or the raw id values if it's not a known controller
- index: The index of the controller in the list of connected controllers (up to 2 are supported)
- connected: true if the controller is still connected
- timestamp: an increasing counter updated every time a new update is received from the controller
- mapping: always the empty string as this extension sends the raw hardware mapping without doing any remapping
- buttons[]: an array of the button values. Each takes the format: { "pressed" : true/false, "value": 1.0/0.0 }
- axes[]: an array of all the axes the controller supports. Some Analog buttons can appear here. Format is a value from -1.0 -> 1.0
As this extension is a shim for the HTML5 spec, if you code your application to work based on this implementation, it should be highly portable and automatically work if at some point the Browser engine gets native support.
The Gamepad Button and Axis Mapping
The arrays of buttons and axes that are returned in the Gamepad Object are will be remapped to the HTML5 "standard" mapping as long as the device has a known mapping. The mapping attribute of the Gamepad object will be set to "standard" in this case. Otherwise the values will be returned in the raw mapping that the BlackBerry OS provides for the connected gamepad. In that case, the mapping attribute will be set to the empty string.
The sample app shows the order of the supported buttons and axes, following the HTML5 standard mapping.
Building the extension from source
Copy the extension folder to a location on your computer to start working with it.
Momentics NDK setup
- Open the Momentics IDE. Navigate to the workbench and from the program menu select File -> Import and choose "Existing Projects into Workspace".
- Choose "Select root directory: " and browse to the NDK_project directory where you copied the extension. Select the joypad project in the Projects list and uncheck "Copy projects into workspace". Click Finish.
- Follow these next steps to build the extension to be sure the setup is working.
How to build your native Extension
- Right click your project and select the Clean Project option.
- Right click your project again and select Build Configurations -> Build Selected... .
- A window will appear that shows all the available build configurations for the project. Select device and simulator and click ok.
- You should see the shared libraries generated in the folders for each Build Configuration that you selected.
To contribute code to this repository you must be signed up as an official contributor.
Disclaimer
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.