blob: d7d750654fd9da6d0344face719975e4fe993889 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
|
// GENERATED CONTENT - DO NOT EDIT
// Content was automatically extracted by Reffy into webref
// (https://github.com/w3c/webref)
// Source: Gamepad Extensions (https://w3c.github.io/gamepad/extensions.html)
enum GamepadHand {
"", /* unknown, both hands, or not applicable */
"left",
"right"
};
[Exposed=Window]
interface GamepadHapticActuator {
readonly attribute GamepadHapticActuatorType type;
boolean canPlayEffectType(GamepadHapticEffectType type);
Promise<GamepadHapticsResult> playEffect(
GamepadHapticEffectType type,
optional GamepadEffectParameters params = {});
Promise<boolean> pulse(double value, double duration);
Promise<GamepadHapticsResult> reset();
};
enum GamepadHapticsResult {
"complete",
"preempted"
};
enum GamepadHapticActuatorType {
"vibration",
"dual-rumble"
};
enum GamepadHapticEffectType {
"dual-rumble"
};
dictionary GamepadEffectParameters {
double duration = 0.0;
double startDelay = 0.0;
double strongMagnitude = 0.0;
double weakMagnitude = 0.0;
};
[Exposed=Window]
interface GamepadPose {
readonly attribute boolean hasOrientation;
readonly attribute boolean hasPosition;
readonly attribute Float32Array? position;
readonly attribute Float32Array? linearVelocity;
readonly attribute Float32Array? linearAcceleration;
readonly attribute Float32Array? orientation;
readonly attribute Float32Array? angularVelocity;
readonly attribute Float32Array? angularAcceleration;
};
[Exposed=Window, SecureContext]
interface GamepadTouch {
readonly attribute unsigned long touchId;
readonly attribute octet surfaceId;
readonly attribute Float32Array position;
readonly attribute Uint32Array? surfaceDimensions;
};
partial interface Gamepad {
readonly attribute GamepadHand hand;
readonly attribute FrozenArray<GamepadHapticActuator> hapticActuators;
readonly attribute GamepadPose? pose;
readonly attribute FrozenArray<GamepadTouch>? touchEvents;
[SameObject] readonly attribute GamepadHapticActuator? vibrationActuator;
};
|