syncinput
v1.4.1
Published
<img src="./readme/logo.png" width=250/>
Downloads
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Readme
- Synchronous keyboard, mouse and gamepad input for fixed step applications.
- Multi-browser support, compatible with mobile devices and and touchscreen events.
- Currently supports input from: Mouse, Keyboard, Gamepad, Touchscreen
- Detailed API docs available on the docs folder of the project.
- Demo of the library running from the examples directory.
- TSDoc documentation available.
Sync Events
- Browser events fire at a different rate than your application logic/render code.
- This library allow to access input state for variable frame rate scenarios.
- Skip the need to process out of sync browser callbacks.
Getting Started
- Get from NPM using
npm install syncinput --save-prod
- Here is a small code example showing the basic functionality of the library.
import {Keyboard, Keys, Mouse, MouseButton, Touch, Gamepad, GamepadButton} from 'syncinput';
//Initialization
mouse = new Mouse();
keyboard = new Keyboard();
touch = new Touch();
gamepad = new Gamepad();
[...]
//Inside of the logic/rendering loop
mouse.update();
keyboard.update();
console.log("Position X:" mouse.position.x + " Y:" + mouse.position.y);
console.log("Delta X:" mouse.delta.x + " Y:" + mouse.delta.y);
console.log("Scroll wheel:" mouse.wheel);
if (touch.touchJustPressed(0))
{
console.log("First touch point just pressed.");
}
if (touch.touchJustReleased(1))
{
console.log("Second touch point just released.");
}
if(mouse.buttonPressed(MouseButton.LEFT))
{
console.log("Mouse left is pressed");
}
if(mouse.buttonPressed(MouseButton.LEFT))
{
console.log("Mouse left is pressed");
}
if(keyboard.keyPressed(Keys.W) || gamepad.buttonPressed(GamepadButton.UP))
{
console.log("W is pressed or Gamepad UP is pressed");
}
if(keyboard.keyJustPressed(Keys.W))
{
console.log("W was just pressed");
}
if(keyboard.keyJustReleased(Keys.W))
{
console.log("W was just released");
}
Mouse
position {x, y}
-Actual mouse positiondelta {x, y}
- Mouse delta since last time update() was calledwheel
- Mouse wheel valuebuttonPressed(button)
- Check if mouse button is pressed (touchscreen tap same as left click)buttonJustPressed(button)
- Check if mouse button was just pressedbuttonJustReleased(button)
- Check if mouse button was just releasedsetCanvas(canvas)
- Attach canvas to mouse object for position coordinated to be calculated relatively to the canvas.insideCanvas()
- Check if mouse is inside attached canvassetLock(value)
- Set mouse lock on/off.
Keyboard
keyPressed(button)
- Check if key is currently pressedkeyJustPressed(button)
- Check if key was just pressedkeyJustReleased(button)
- Check if key was just releasedreset()
- Reset all keys
Touch
points[]
- List of touch points and their respective status.pan(points)
- Multi-touch pan, retuns the average position and movement delta.pinchZoom()
- Pinch to zoom (of the first two touch points) delta.touchPressed(point)
- Check if touch point is pressedtouchJustPressed(point)
- Check if touch point was just pressedtouchJustReleased(point)
- Check if touch point was just released
Gamepad
Gamepad input is only available in secure context using HTTPS.
buttonPressed(button)
- Check if gamepad button is pressedbuttonJustPressed(button)
- Check if gamepad button was just pressedbuttonJustReleased(button)
- Check if gamepad button was just releasedgetAxis(index)
- Get axial input value from its index from -1 to 1.getAnalogueButton(index)
- Get analog button from 0 to 1.getGamepads()
- Get list of available gamepads.setGamepad(gamepad)
- Set wich gamepad to use.