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Fold touchEvents from extensions.html into index.html #198

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285 changes: 28 additions & 257 deletions extensions.html
Original file line number Diff line number Diff line change
Expand Up @@ -291,67 +291,6 @@ <h2>
</dd>
</dl>
</section>
<section data-dfn-for="GamepadTouch">
<h2>
<dfn>GamepadTouch</dfn> Interface
</h2>
<p>
This interface defines a single touch event on a gamepad device that
supports input. The event consists of a touch id that uniquely
identifies the touch point from the time the input medium (e.g. finger,
stylus, etc) makes contact with the touch device, up to the time the
input medium is no longer making contact with the touch device.
</p>
<pre class="idl">
[Exposed=Window, SecureContext]
interface GamepadTouch {
readonly attribute unsigned long touchId;
readonly attribute octet surfaceId;
readonly attribute Float32Array position;
readonly attribute Uint32Array? surfaceDimensions;
};
</pre>
<dl>
<dt>
<dfn>touchId</dfn> attribute
</dt>
<dd>
Unique id of the touch event. Range is [0, 4294967295].
<p>The user agent is responsible for:</p>
<ul>
<li>Incrementing the id for each subsequent touch event based
on information provided by the device API.</li>
<li>Maintaining the uniqueness of the id per origin to
prevent fingerprinting.</li>
</ul>
{{GamepadTouch/touchId}} SHOULD be set to a default value of 0 when a
new {{Gamepad}} object is created.
</dd>
<dt>
<dfn>surfaceId</dfn>
</dt>
<dd>
Unique id of the surface that generated the touch event.
</dd>
<dt>
<dfn>position</dfn>
</dt>
<dd>
x, y coordinates of the touch event. Range of each coordinate is
normalized to [-1.0, 1.0]. Along the x-axis, -1.0 references the
leftmost coordinate and 1.0 references the rightmost coordinate.
Along the y-axis, -1.0 references the topmost coordinate and 1.0
references the bottommost coordinate. MUST be a two-element array.
</dd>
<dt>
<dfn>surfaceDimensions</dfn>
</dt>
<dd>
Width and height of the touch surface in integer units. When not
<code>null</code>, MUST be a two-element array.
</dd>
</dl>
</section>
<section>
<h2>
Partial <dfn>Gamepad</dfn> Interface
Expand All @@ -365,7 +304,6 @@ <h2>
readonly attribute GamepadHand hand;
readonly attribute FrozenArray&lt;GamepadHapticActuator&gt; hapticActuators;
readonly attribute GamepadPose? pose;
readonly attribute FrozenArray&lt;GamepadTouch&gt;? touchEvents;
};
</pre>
<p>
Expand Down Expand Up @@ -417,60 +355,30 @@ <h2>
The current pose of the gamepad.
</td>
</tr>
<tr>
<td>
<dfn data-dfn-for="Gamepad">[[\touchEvents]]</dfn>
</td>
<td>
`null`
</td>
<td>
List of generated touch events.
</td>
</tr>
</table>
<dl data-dfn-for="Gamepad">
<dt>
<dfn>hand</dfn>
</dt>
<dd>
An enumeration, {{GamepadHand}}, that indicates which hand the controller
is being held in or is most likely to be held in.
An enumeration, {{GamepadHand}}, that indicates which hand the
controller is being held in or is most likely to be held in.
</dd>
<dt>
<dfn>hapticActuators</dfn>
</dt>
<dd>
A list of all the {{GamepadHapticActuator}}s in the gamepad. The same object
MUST be returned until the user agent needs to return different
values (or values in a different order).
A list of all the {{GamepadHapticActuator}}s in the gamepad. The same
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Note: this is an optimization... as you say, this can't be assured.

object MUST be returned until the user agent needs to return
different values (or values in a different order).
</dd>
<dt>
<dfn>pose</dfn>
</dt>
<dd>
The current {{GamepadPose}} of the gamepad, if supported by the hardware.
Includes position, orientation, velocity, and acceleration. If the
hardware cannot supply any pose values, MUST be set to `null`.
</dd>
<dt>
<dfn>touchEvents</dfn>
</dt>
<dd>
<p>
A list of {{GamepadTouch}} events generated from all touch surfaces. If the
device does not support touch events, MUST be set to `null`.
</p>
<p>
The {{Gamepad/touchEvents}} getter steps are:
</p>
<ol>
<li>If [=this=].{{Gamepad/[[touchEvents]]}} not `null` and not
empty, return [=this=].{{Gamepad/[[touchEvents]]}}.
</li>
<li>Otherwise return `null`.
</li>
</ol>
The current {{GamepadPose}} of the gamepad, if supported by the
hardware. Includes position, orientation, velocity, and acceleration.
If the hardware cannot supply any pose values, MUST be set to `null`.
</dd>
</dl>
<section>
Expand All @@ -483,109 +391,6 @@ <h3>
inputs</a> section of the main <a href=
"https://w3c.github.io/gamepad/">Gamepad specification</a>.
</p>
<p>
In addtion to the steps defined in the main <a href=
"https://w3c.github.io/gamepad/">Gamepad specification</a>. When the
user agent modifies the list of |active touch points| for a touch
surface by adding touch points, removing touch points, or updating
the values of existing touch points, <dfn data-lt=
"updating touchEvents">update touchEvents</dfn> by running the
following steps:
</p>
<ol class="algorithm">
<li>Let |surfaceId:unsigned long| be 0.
</li>
<li>Remove any existing events from
{{Gamepad}}.{{Gamepad/[[touchEvents]]}}.
</li>
<li>Repeat the following steps for each [=touch surface=] on
|gamepad| in [=touch surface enumeration order=]:
<ol>
<li>Let |surfaceDimensions| be an `null`.
</li>
<li>If the touch surface exposes maximum surface dimensions in
device units:
<ol>
<li>Set |touchEvent|.{{GamepadTouch/surfaceDimensions}}[0] to
the maximum X dimension on the [=touch surface=] in device
units.
</li>
<li>Set |touchEvent|.{{GamepadTouch/surfaceDimensions}}[1] to
the maximum Y dimension on the [=touch surface=] in device
units.
</li>
</ol>
</li>
<li>Repeat the following steps for each [=active touch point=]
reported by the |gamepad| for the current [=touch surface=].
<ol>
<li>Let |nextTouchId:unsigned long| be the next available
touchId for the |gamepad|.
</li>
<li>Let |touchEvent:GamepadTouch| be a {{GamepadTouch}}.
</li>
<li>Set |touchEvent|.{{GamepadTouch/surfaceId}} to be
|surfaceId|.
</li>
<li>If the touch data is part of an existing [=active touch
point=] tracked by the user agent:
<ol>
<li>Set |touchEvent|.{{GamepadTouch/touchId}} to the
touchId of the [=active touch point=].
</li>
<li>Otherwise, set touchId to nextTouchId and increment
nextTouchId.
<p class="note" title=
"Touch ids are relative to the Gamepad">
If the Gamepad has multiple touch surfaces the touch
id will be unique across surfaces.
</p>
</li>
</ol>
</li>
<li>Let |position| be a [=new=] {{Float32Array}} with length
2.
</li>
<li>
<p>
|position|[0] should be set to the device X coordinate
relative to the device [=touch surface=] and normalized
to [-1.0,1.0] where -1.0 is the leftmost coordinate and
1.0 is the rightmost coordinate.
</p>
<p class="note" title=
"Possible implementation (if surfaceDimensions are available)">
`position[0] = (2.0 * touchData.x / surfaceDimensions[0])
- 1`
</p>
</li>
<li>
<p>
|position|[1] should be set to the device Y coordinate
relative to the device [=touch surface=] and normalized
to [-1.0,1.0] where -1.0 is the topmost coordinate and
1.0 is the bottommost coordinate.
</p>
<p class="note" title=
"Possible implementation (if surfaceDimensions are available)">
`position[1] = (2.0 * touchData.y / surfaceDimensions[1])
- 1`
</p>
</li>
</ol>
</li>
<li>Set |touchEvent|.{{GamepadTouch/position}} to be
|position:Float32Array|.
</li>
<li>Add |touchEvent| to {{Gamepad}}.{{Gamepad/[[touchEvents]]}}.
</li>
</ol>
</li>
<li>Increment |surfaceId|
</li>
<li>Increment |surfaceId|
</li>
</ol>
</section>
<section>
<h3>
Expand All @@ -597,24 +402,6 @@ <h3>
a `Gamepad`</a> section of the main <a href=
"https://w3c.github.io/gamepad/">Gamepad specification</a>.
</p>
<p>
In addtion to the steps defined in the main <a href=
"https://w3c.github.io/gamepad/">Gamepad specification</a>. When
constructing <dfn>a new `Gamepad`</dfn> representing a connected
gamepad device perform the following steps:
</p>
<ol>
<li>Let |gamepad:Gamepad| be a newly created {{Gamepad}} instance:
<ol>
<li>If the |gamepad| has touch surfaces, initialize |gamepad|'s
{{Gamepad/touchEvents}} to an empty [=list=].
</li>
<li>Otherwise, initialize |gamepad|'s {{Gamepad/touchEvents}}
<code>null</code>.
</li>
</ol>
</li>
</ol>
</section>
</section>
<section>
Expand All @@ -623,49 +410,33 @@ <h2>
</h2>
<p>
This partial interface supplements the {{GamepadHapticActuator}}
interface described in the main
<a href="https://w3c.github.io/gamepad/">Gamepad spec</a>.
interface described in the main <a href=
"https://w3c.github.io/gamepad/">Gamepad spec</a>.
</p>
<pre class="idl">
[Exposed=Window]
partial interface GamepadHapticActuator {
Promise&lt;boolean&gt; pulse(double value, double duration);
};
</pre>
<dt>
<dfn>pulse()</dfn> method
</dt>
<dd>
<p>
{{GamepadHapticActuator/pulse()}} applies a |value:double| to the
actuator for <var>duration</var> milliseconds. The <var>value</var>
passed to <code>pulse()</code> is clamped to limits defined by the
actuator type. The returned Promise will resolve <code>true</code>
once the pulse has completed.
</p>
<p>
Repeated calls to <code>pulse()</code> override the previous
values.
</p>
</dd>
</section>
<section>
<h3>
Glossary
</h3>
<p>
<dfn>touch surface</dfn> is a surface that can detect contact from a
users fingers and report where on the surface the contact is made.
</p>
<p>
<dfn>touch surface enumeration order</dfn> is an ordered listing of all
the surfaces in a |gamepad|.
</p>
<p>
<dfn>active touch point</dfn> is defined in the <a href=
"https://w3c.github.io/touch-events/#dfn-active-touch-point">Touch
Events - Level 2</a> specification.
</p>
<dl>
<dt>
<dfn>pulse()</dfn> method
</dt>
<dd>
<p>
{{GamepadHapticActuator/pulse()}} applies a |value:double| to the
actuator for <var>duration</var> milliseconds. The <var>value</var>
passed to <code>pulse()</code> is clamped to limits defined by the
actuator type. The returned Promise will resolve <code>true</code>
once the pulse has completed.
</p>
<p>
Repeated calls to <code>pulse()</code> override the previous
values.
</p>
</dd>
</dl>
</section>
</body>
</html>
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