The Gamepad API is a way for developers to access and respond to signals from gamepads and other game controllers in a simple, consistent way. It contains three interfaces, two events and one specialist function, to respond to gamepads being connected and disconnected, and to access other information about the gamepads themselves, and what buttons and other controls are currently being pressed.

A gamepad is a type of video game controller held in two hands, where the fingers (especially thumbs) are used to provide input. They are typically the main input device for video game consoles.


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There are programmable joysticks that can emulate keyboard input. Generally they have been made to circumvent the lack of joystick support in some computer games, e.g. the Belkin Nostromo SpeedPad n52. There are several programs that emulate keyboard and mouse input with a gamepad such as the free and open-source cross-platform software antimicro,[1][2] Enjoy2,[3] or proprietary commercial solutions such as JoyToKey, Xpadder, and Pinnacle Game Profiler.[citation needed]

The 1962 video game Spacewar! initially used toggle switches built into the computer readout display to control the game. These switches were awkward and uncomfortable to use, so Alan Kotok and Bob Saunders built and wired in a detached control device for the game. This device has been called the earliest gamepad.[4]

It would take many years for the gamepad to rise to prominence, as during the 1970s and the early 1980s joysticks and paddles were the dominant video game controllers,[4] though several Atari joystick port-compatible pushbutton controllers were also available.[5] The third generation of video games saw many major changes, and the eminence of gamepads in the video game market.

Nintendo developed a gamepad device for directional inputs, a D-pad with a "cross" design for their Donkey Kong handheld game. This design would be incorporated into their "Game & Watch" series and console controllers such as the standard NES controller. Though developed because they were more compact than joysticks, and thus more appropriate for handheld games, D-pads were soon found by developers to be more comfortable to use than joysticks.[4] The D-pad soon became a ubiquitous element on console gamepads, though to avoid infringing on Nintendo's patent, most controller manufacturers use a cross in a circle shape for the D-pad instead of a simple cross.[6]

Despite these changes, gamepads essentially continued to follow the template set by the NES controller (a horizontally-oriented controller with two or more action buttons positioned for use with the right thumb, and a directional pad positioned for use with the left thumb).[4]

Gamepads are also available for personal computers. Examples of PC gamepads include the Asus Eee Stick, the Gravis PC, the Microsoft SideWinder and Saitek Cyborg range, and the Steam Controller. Third-party USB adapters and software can be employed to utilize console gamepads on PCs; the DualShock 3, DualShock 4, DualSense, Wii Remote and Joy-Con can be used with third-party software on systems with Bluetooth functionality, with USB additionally usable on DualShock 3, DualShock 4 and DualSense. Xbox 360 and Xbox One controllers are officially supported on Windows with Microsoft-supplied drivers; a dongle can be used to connect them wirelessly, or the controller can be connected directly to the computer over USB (wired versions of Xbox 360 controllers were marketed by Microsoft as PC gamepads, while the Xbox One controller can be connected to a PC via its Micro USB slot).[11][12][13]

Gamepads or devices closely modelled on them are sometimes used for controlling real machinery and vehicles, as they are familiar to users and (in the case of actual gamepads) provide an off-the-shelf solution. The US Army and US Navy both use Xbox controllers[14] for operating devices, and the British Army uses a device modelled on gamepads to operate systems on the Challenger 2 main battle tank.[15] The ill-fated Titan submersible used a gamepad for control.[16]

HTML provides the necessary components for rich, interactive game development. Technologies like , WebGL, , and , along with JavaScript implementations, support tasks that provide similar, if not the same, features as native code. The Gamepad API allows developers and designers to access and use gamepads and other game controllers.

The Gamepad API introduces new events on the Window object for reading gamepad and controller (hereby referred to as gamepad) state. In addition to these events, the API also adds a Gamepad object, which you can use to query the state of a connected gamepad, and a navigator.getGamepads() method which you can use to get a list of gamepads known to the page.

When a new gamepad is connected to the computer, the focused page first receives a gamepadconnected event. If a gamepad is already connected when the page loaded, the gamepadconnected event is dispatched to the focused page when the user presses a button or moves an axis.

Note: In Firefox, gamepads are only exposed to a page when the user interacts with one with the page visible. This helps prevent gamepads from being used for fingerprinting the user. Once one gamepad has been interacted with, other gamepads that are connected will automatically be visible.

The gamepad's index property will be unique per-device connected to the system, even if multiple controllers of the same type are used. The index property also functions as the index into the Array returned by Navigator.getGamepads().

As you can see, the gamepad events discussed above include a gamepad property on the event object, which returns a Gamepad object. We can use this in order to determine which gamepad (i.e., its ID) had caused the event, since multiple gamepads might be connected at once. We can do much more with the Gamepad object, including holding a reference to it and querying it to find out which buttons and axes are being pressed at any one time. Doing so is often desirable for games or other interactive web pages that need to know the state of a gamepad now vs. the next time an event fires.

Performing such checks tends to involve using the Gamepad object in conjunction with an animation loop (e.g., requestAnimationFrame), where developers want to make decisions for the current frame based on the state of the gamepad or gamepads.

The Navigator.getGamepads() method returns an array of all devices currently visible to the webpage, as Gamepad objects (the first value is always null, so null will be returned if there are no gamepads connected.) This can then be used to get the same information. For example, the first code example above could be rewritten as shown below:

Note: The Gamepad object is available on the gamepadconnected event rather than the Window object itself, for security reasons. Once we have a reference to it, we can query its properties for information about the current state of the gamepad. Behind the scenes, this object will be updated every time the gamepad's state changes.

Let's look at a simple example that displays connection information for one gamepad (it ignores subsequent gamepad connections) and allows you to move a ball around the screen using the four gamepad buttons on the right-hand side of the gamepad. You can view the demo live, and find the source code on GitHub.

To start with, we declare some variables: The gamepadInfo paragraph that the connection info is written into, the ball that we want to move, the start variable that acts as the ID for requestAnimation Frame, the a and b variables that act as position modifiers for moving the ball, and the shorthand variables that will be used for the requestAnimationFrame() and cancelAnimationFrame() cross browser forks.

Next we use the gamepadconnected event to check for a gamepad being connected. When one is connected, we grab the gamepad using Navigator.getGamepads()[0], print information about the gamepad into our gamepad info div, and fire the gameLoop() function that starts the whole ball movement process up.

Now we use the gamepaddisconnected event to check if the gamepad is disconnected again. If so, we stop the requestAnimationFrame() loop (see below) and revert the gamepad information back to what it was originally.

Chrome does things differently here. Instead of constantly storing the gamepad's latest state in a variable it only stores a snapshot, so to do the same thing in Chrome you have to keep polling it and then only use the Gamepad object in code when it is available. We have done this below using setInterval(); once the object is available the gamepad info is outputted, the game loop is started, and the interval is cleared using clearInterval.

This example shows how to use the Gamepad object, as well as the gamepadconnected and gamepaddisconnected events in order to display the state of all gamepads connected to the system. You can find a working demo and look at the full source code on GitHub. e24fc04721

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