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]

Currently, the only way for a gamepad to be used as input would be to emulate mouse or keyboard events, however this would lose information and require additional software outside of the user agent to accomplish emulation.

Specifically, we choose to only support the functionality required to support gamepads. Support for gamepads requires two input types: buttons and axes. Both buttons and axes are reported as analog values, buttons ranging from [0..1], and axes ranging from [-1..1].

While the primary goal is support for gamepad devices, supporting these two types of analog inputs allows support for other similar devices common to current gaming systems including joysticks, driving wheels, pedals, and accelerometers. As such, the name "gamepad" is exemplary rather than trying to be a generic name for the entire set of devices addressed by this specification.

The exact format of the id string is left unspecified. It is RECOMMENDED that the user agent select a string that identifies the product without uniquely identifying the device. For example, a USB gamepad may be identified by its idVendor and idProduct values. Unique identifiers like serial numbers or Bluetooth device addresses MUST NOT be included in the id string.

Indicates whether the physical device represented by this object is still connected to the system. When a gamepad becomes unavailable, whether by being physically disconnected, powered off or otherwise unusable, the connected attribute MUST be set to false.

The timestamp allows the author to determine the last time the axes or buttons attribute for this gamepad was updated. The value MUST be set to the current high resolution time each time the system receives new button or axis input values from the device. If no data has been received from the hardware, timestamp MUST be the current high resolution time at the time when the Gamepad was first made available to script.

Array of values for all axes of the gamepad. All axis values MUST be linearly normalized to the range [-1.0 .. 1.0]. If the controller is perpendicular to the ground with the directional stick pointing up, -1.0 SHOULD correspond to "forward" or "left", and 1.0 SHOULD correspond to "backward" or "right". Axes that are drawn from a 2D input device SHOULD appear next to each other in the axes array, X then Y. It is RECOMMENDED that axes appear in decreasing order of importance, such that element 0 and 1 typically represent the X and Y axis of a directional stick. The same object MUST be returned until the user agent needs to return different values (or values in a different order).

Array of button states for all buttons of the gamepad. It is RECOMMENDED that buttons appear in decreasing importance such that the primary button, secondary button, tertiary button, and so on appear as elements 0, 1, 2, ... in the buttons array. The same object MUST be returned until the user agent needs to return different values (or values in a different order).

A gamepad contains a gamepad user gesture if the current input state indicates that the user is currently interacting with the gamepad. The user agent MUST provide an algorithm to check if the input state contains a gamepad user gesture. For buttons that support a neutral default value and have reported a pressed value of false at least once, a pressed value of true SHOULD be considered interaction. If a button does not support a neutral default value (for example, a toggle switch), then a pressed value of true SHOULD NOT be considered interaction. If a button has never reported a pressed value of false then it SHOULD NOT be considered interaction. Axis movements SHOULD be considered interaction if the axis supports a neutral default value, the current displacement from neutral is greater than a threshold chosen by the user agent, and the axis has reported a value below the threshold at least once. If an axis does not support a neutral default value (for example, an axis for a joystick that does not self-center), or an axis has never reported a value below the axis gesture threshold, then the axis SHOULD NOT be considered when checking for interaction. The axis gesture threshold SHOULD be large enough that random jitter is not considered interaction.

The Standard Gamepad buttons are laid out in a left cluster of four buttons, a right cluster of four buttons, a center cluster of three buttons, and a pair of front facing buttons on the left and right side of the gamepad. The four axes of the "Standard Gamepad" are associated with a pair of analog sticks, one on the left and one on the right. The following table describes the buttons/axes and their physical locations.

A user agent MUST dispatch this event type to indicate the user has connected a gamepad. If a gamepad was already connected when the page was loaded, the gamepadconnected event SHOULD be dispatched when the user presses a button or moves an axis.

When a gamepad is disconnected from the user agent, if the user agent has previously dispatched a gamepadconnected event for that gamepad to a Window, a gamepaddisconnected event MUST be dispatched to that same Window.

More discussion needed, on whether to include or exclude axis and button changed events, and whether to roll them more together ("gamepadchanged"?), separate somewhat ("gamepadaxischanged"?), or separate by individual axis and button.

My GameMode says I have two players, but when I try to get the input from the second PlayerController, it never returns anything other than 0,0. I have two xbox gamepads plugged in when I start Unreal. ff782bc1db

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