Pollable InpuT
PIT is a tiny javascript library (made mainly to be used with WebGL applications) that allows you to check for input in a pollable manner.
It is common in websites to handle input in an event-based way, but sometimes for highly interactive applications that have an update loop running every frame it is a lot easier to check for input instead of juggling around with the events.
Currently PIT supports the following:
- Mouse and touch support through a (mostly) unified interface
- Query mouse/touch position
- Query mouse/touch normalized position (the position in the range [-1..1])
- Check for mouse buttons (left right middle)
- Scroll for mouse and touch (mapped to wheel mouse and one finger drag respectively)
- Zoom for mouse and touch (mapped to wheel mouse and two finger pinch respectively)
- Query amount of active pointers (for mouse always 1 if any button is pressed)
- Allows to define a subregion that will be used to compute position coordinates
Dependencies
PIT has no external dependencies
Installation
$ npm install pit-js --save
Usage
import {InputController} from 'pit-js'
let input = new InputController();
input.init(document.body); //element to listen events on
let animate = function () {
if(input.left_mouse_button_pressed) // on mobile left mouse button represents the primary touch
console.log('pressed')
if(input.left_mouse_button_down)
console.log('down')
if(input.left_mouse_button_released)
console.log('released')
console.log("pointer_pos", input.pointer_pos) // on desktop this is mouse position, on mobile this will represent the primary touch position
console.log("normalized pointer pos", input.NDC) // NDC stands for normalized device coordinates
input.clear(); // call this to prepare for next frame
requestAnimationFrame( animate ); // must be after the .clear()
};
animate();
Features
The API provides the following accesible properties
let input = new InputController(dom_element, subregion_dom_element)
// dom_element will be the main element onto which the events will be hooked into.
// If a subregion_dom_element is provided, then the coordinates will be reported into its
// relative space. This will allow you to keep moving the mouse outside the area of interest
// while still receiving elements of the parent element. Notice that if the mouse goes outside
// of the subregion, the NDC coordinates will also be outside the [-1..1] range.
input.left_mouse_button_pressed //boolean, works for left mouse button or first touch on the screen (primary touch)
input.left_mouse_button_down //boolean, works for left mouse button or first touch on the screen (primary touch)
input.left_mouse_button_released //boolean, works for left mouse button or first touch on the screen (primary touch)
input.right_mouse_button_pressed //boolean, mouse only
input.right_mouse_button_down //boolean, mouse only
input.right_mouse_button_released //boolean, mouse only
input.middle_mouse_button_pressed //boolean, mouse only
input.middle_mouse_button_down //boolean, mouse only
input.middle_mouse_button_released //boolean, mouse only
input.pointer_pos //{x,y} screen coordinates of the mouse (or primary touch) position
input.html_pointer_pos //{x,y} screen coordinates of the mouse (or primary touch) position, where the origin is in the upper left corner (browser coordinates)
input.pointer_pos_delta //{x,y} difference between previous position and current position.
input.NDC //{x,y} [-1..1] normalized device coordinates for mouse or primary touch
input.html_NDC //{x,y} [-1..1] normalized device coordinates for mouse or primary touch, but in browser space (upper left corner maps to <-1,-1>)
input.NDC_delta //{x,y} [-1..1] difference between previous normalized position and current normalized position
input.pointer_center //{x,y} the center of all active touches. If using mouse, this is the same as pointer_pos
input.pointer_center_delta //{x,y} the center of all active touches. If using mouse, this is the same as pointer_pos
input.pointer_center_NDC //{x,y} [-1..1] the center of all active touches. If using mouse, this is the same as pointer_pos
input.pointer_center_NDC_delta //{x,y} [-1..1] difference between previous normalized center and current one
input.scroll_delta //float - this is equivalent to the mouse wheel (-1, 0, 1) or dragging with one finger [-x..x] measured in pixels
input.zoom_delta // float - this is equivalent to the mouse wheel (-1, 0, 1) or pinching with two fingers [-x..x] measured in pixels
input.pointer_count //int - returns 1 if any mouse button is down, or return the amount of active touches
input.pointer_is_within_bounds //boolean, true if the mouse or primary touch is contained within the bounds of the subregion
input.pointer_is_over_element(html_element) //boolean, true if the pointer is over an html element
When a button is pressed on the mouse, or the first finger is put on the screen, the following actions will occur:
// On the first frame the button was pressed
input.left_mouse_button_pressed // true
input.left_mouse_button_down // true
input.left_mouse_button_released // false
// On the following frames, while the button is kept pressed
input.left_mouse_button_pressed // false
input.left_mouse_button_down // true
input.left_mouse_button_released // false
// On the last frame, when the button is released
input.left_mouse_button_pressed // false
input.left_mouse_button_down // false
input.left_mouse_button_released // true
As you can see the button_pressed and button_released will only be true on exactly one frame.
Running the examples
You can check out the examples folder, all you need to do is set up an http server for it to work, using something like http-server
package.
npm install -g http-server
cd examples
http-server -p 80
This will mount an http server on the examples folder on port 80
License
MIT