How to use _addGamepadButton method in wpt

Best JavaScript code snippet using wpt

webxr-test.js

Source:webxr-test.js Github

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...1462 touched: this.primary_input_pressed_,1463 value: this.primary_input_pressed_ ? 1.0 : 0.01464 });1465 // Now add the rest of our buttons1466 this._addGamepadButton(supported_button_map['grip']);1467 this._addGamepadButton(supported_button_map['touchpad']);1468 this._addGamepadButton(supported_button_map['thumbstick']);1469 this._addGamepadButton(supported_button_map['optional-button']);1470 this._addGamepadButton(supported_button_map['optional-thumbstick']);1471 // Finally, back-fill placeholder buttons/axes1472 for (let i = 0; i < this.gamepad_.buttons.length; i++) {1473 if (this.gamepad_.buttons[i] == null) {1474 this.gamepad_.buttons[i] = {1475 pressed: false,1476 touched: false,1477 value: 01478 };1479 }1480 }1481 for (let i=0; i < this.gamepad_.axes.length; i++) {1482 if (this.gamepad_.axes[i] == null) {1483 this.gamepad_.axes[i] = 0;1484 }1485 }1486 }1487 updateButtonState(buttonState) {1488 if (this.supported_buttons_.indexOf(buttonState.buttonType) == -1) {1489 throw new Error("Tried to update state on an unsupported button");1490 }1491 const buttonIndex = this._getButtonIndex(buttonState.buttonType);1492 const axesStartIndex = this._getAxesStartIndex(buttonState.buttonType);1493 if (buttonIndex == -1) {1494 throw new Error("Unknown Button Type!");1495 }1496 // is this a 'squeeze' button?1497 if (buttonIndex === this._getButtonIndex('grip')) {1498 // squeeze1499 if (buttonState.pressed) {1500 this.primary_squeeze_pressed_ = true;1501 } else if (this.gamepad_.buttons[buttonIndex].pressed) {1502 this.primary_squeeze_clicked_ = true;1503 this.primary_squeeze_pressed_ = false;1504 } else {1505 this.primary_squeeze_clicked_ = false;1506 this.primary_squeeze_pressed_ = false;1507 }1508 }1509 this.gamepad_.buttons[buttonIndex].pressed = buttonState.pressed;1510 this.gamepad_.buttons[buttonIndex].touched = buttonState.touched;1511 this.gamepad_.buttons[buttonIndex].value = buttonState.pressedValue;1512 if (axesStartIndex != -1) {1513 this.gamepad_.axes[axesStartIndex] = buttonState.xValue == null ? 0.0 : buttonState.xValue;1514 this.gamepad_.axes[axesStartIndex + 1] = buttonState.yValue == null ? 0.0 : buttonState.yValue;1515 }1516 }1517 // DOM Overlay Extensions1518 setOverlayPointerPosition(x, y) {1519 this.overlay_pointer_position_ = {x: x, y: y};1520 }1521 // Helpers for Mojom1522 _getInputSourceState() {1523 const input_state = {};1524 input_state.sourceId = this.source_id_;1525 input_state.isAuxiliary = false;1526 input_state.primaryInputPressed = this.primary_input_pressed_;1527 input_state.primaryInputClicked = this.primary_input_clicked_;1528 input_state.primarySqueezePressed = this.primary_squeeze_pressed_;1529 input_state.primarySqueezeClicked = this.primary_squeeze_clicked_;1530 // Setting the input source's "clicked" state should generate one "select"1531 // event. Reset the input value to prevent it from continuously generating1532 // events.1533 this.primary_input_clicked_ = false;1534 // Setting the input source's "clicked" state should generate one "squeeze"1535 // event. Reset the input value to prevent it from continuously generating1536 // events.1537 this.primary_squeeze_clicked_ = false;1538 input_state.mojoFromInput = this.mojo_from_input_;1539 input_state.gamepad = this.gamepad_;1540 input_state.emulatedPosition = this.emulated_position_;1541 if (this.desc_dirty_) {1542 const input_desc = {};1543 switch (this.target_ray_mode_) {1544 case 'gaze':1545 input_desc.targetRayMode = vrMojom.XRTargetRayMode.GAZING;1546 break;1547 case 'tracked-pointer':1548 input_desc.targetRayMode = vrMojom.XRTargetRayMode.POINTING;1549 break;1550 case 'screen':1551 input_desc.targetRayMode = vrMojom.XRTargetRayMode.TAPPING;1552 break;1553 default:1554 throw new Error('Unhandled target ray mode ' + this.target_ray_mode_);1555 }1556 switch (this.handedness_) {1557 case 'left':1558 input_desc.handedness = vrMojom.XRHandedness.LEFT;1559 break;1560 case 'right':1561 input_desc.handedness = vrMojom.XRHandedness.RIGHT;1562 break;1563 default:1564 input_desc.handedness = vrMojom.XRHandedness.NONE;1565 break;1566 }1567 // Mojo requires us to send the pointerOrigin as relative to the grip1568 // space. If we don't have a grip space, we'll just assume that there1569 // is a grip at identity. This allows tests to simulate controllers that1570 // are really just a pointer with no tracked grip, though we will end up1571 // exposing that grip space.1572 let mojo_from_input = XRMathHelper.identity();1573 switch (this.target_ray_mode_) {1574 case 'gaze':1575 case 'screen':1576 // For gaze and screen space, we won't have a mojo_from_input; however1577 // the "input" position is just the viewer, so use mojo_from_viewer.1578 mojo_from_input = this.pairedDevice_._getMojoFromViewer();1579 break;1580 case 'tracked-pointer':1581 // If we have a tracked grip position (e.g. mojo_from_input), then use1582 // that. If we don't, then we'll just set the pointer offset directly,1583 // using identity as set above.1584 if (this.mojo_from_input_) {1585 mojo_from_input = this.mojo_from_input_.matrix;1586 }1587 break;1588 default:1589 throw new Error('Unhandled target ray mode ' + this.target_ray_mode_);1590 }1591 // To convert mojo_from_pointer to input_from_pointer, we need:1592 // input_from_pointer = input_from_mojo * mojo_from_pointer1593 // Since we store mojo_from_input, we need to invert it here before1594 // multiplying.1595 let input_from_mojo = XRMathHelper.inverse(mojo_from_input);1596 input_desc.inputFromPointer = {};1597 input_desc.inputFromPointer.matrix =1598 XRMathHelper.mul4x4(input_from_mojo, this.mojo_from_pointer_.matrix);1599 input_desc.profiles = this.profiles_;1600 input_state.description = input_desc;1601 this.desc_dirty_ = false;1602 }1603 // Pointer data for DOM Overlay, set by setOverlayPointerPosition()1604 if (this.overlay_pointer_position_) {1605 input_state.overlayPointerPosition = this.overlay_pointer_position_;1606 this.overlay_pointer_position_ = null;1607 }1608 return input_state;1609 }1610 _getEmptyGamepad() {1611 // Mojo complains if some of the properties on Gamepad are null, so set1612 // everything to reasonable defaults that tests can override.1613 const gamepad = {1614 connected: true,1615 id: [],1616 timestamp: 0n,1617 axes: [],1618 buttons: [],1619 mapping: GamepadMapping.GamepadMappingStandard,1620 displayId: 0,1621 };1622 switch (this.handedness_) {1623 case 'left':1624 gamepad.hand = GamepadHand.GamepadHandLeft;1625 break;1626 case 'right':1627 gamepad.hand = GamepadHand.GamepadHandRight;1628 break;1629 default:1630 gamepad.hand = GamepadHand.GamepadHandNone;1631 break;1632 }1633 return gamepad;1634 }1635 _addGamepadButton(buttonState) {1636 if (buttonState == null) {1637 return;1638 }1639 const buttonIndex = this._getButtonIndex(buttonState.buttonType);1640 const axesStartIndex = this._getAxesStartIndex(buttonState.buttonType);1641 if (buttonIndex == -1) {1642 throw new Error("Unknown Button Type!");1643 }1644 this.gamepad_.buttons[buttonIndex] = {1645 pressed: buttonState.pressed,1646 touched: buttonState.touched,1647 value: buttonState.pressedValue1648 };1649 // Add x/y value if supported....

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Using AI Code Generation

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1var wptoolkit = require('wptoolkit');2var wp = new wptoolkit();3wp._addGamepadButton(1, 1, 1, 1, 1);4var wptoolkit = require('wptoolkit');5var wp = new wptoolkit();6wp._addGamepadButton(1, 1, 1, 1, 1);7var wptoolkit = require('wptoolkit');8var wp = new wptoolkit();9wp._addGamepadButton(1, 1, 1, 1, 1);10var wptoolkit = require('wptoolkit');11var wp = new wptoolkit();12wp._addGamepadButton(1, 1, 1, 1, 1);13var wptoolkit = require('wptoolkit');14var wp = new wptoolkit();15wp._addGamepadButton(1, 1, 1, 1, 1);16var wptoolkit = require('wptoolkit');17var wp = new wptoolkit();18wp._addGamepadButton(1, 1, 1, 1, 1);19var wptoolkit = require('wptoolkit');20var wp = new wptoolkit();21wp._addGamepadButton(1, 1, 1, 1, 1);22var wptoolkit = require('wptoolkit');23var wp = new wptoolkit();24wp._addGamepadButton(1, 1, 1, 1,

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Using AI Code Generation

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1var wptpad = require('./wptpad.js');2var gamepad = new wptpad();3gamepad._addGamepadButton(0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0);4gamepad._addGamepadButton(0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);5gamepad._addGamepadButton(0, 2, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);6gamepad._addGamepadButton(0, 3, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);7gamepad._addGamepadButton(0, 4, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);8gamepad._addGamepadButton(0, 5, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);9gamepad._addGamepadButton(0, 6, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);10gamepad._addGamepadButton(0, 7, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);11gamepad._addGamepadButton(0, 8, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);12gamepad._addGamepadButton(0, 9, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);13gamepad._addGamepadButton(0, 10, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0);

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Using AI Code Generation

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1function addGamepadButton() {2 var button = document.createElement('button');3 button.id = 'wptouch-button-1';4 button.className = 'wptouch-button';5 button.innerHTML = 'Button 1';6 var gamepad = document.getElementById('wptouch-gamepad');7 gamepad.appendChild(button);8}9 function addGamepadButton() {10 window.webkit.messageHandlers.wptouch.postMessage('_addGamepadButton');11 }12 function addGamepadButton() {13 window.webkit.messageHandlers.wptouch.postMessage('_addGamepadButton');14 }15 function addGamepadButton() {16 window.webkit.messageHandlers.wptouch.postMessage('_addGamepadButton');17 }18 function addGamepadButton() {19 window.webkit.messageHandlers.wptouch.postMessage('_addGamepadButton');20 }21 function addGamepadButton() {22 window.webkit.messageHandlers.wptouch.postMessage('_addGamepadButton');23 }24 function addGamepadButton() {25 window.webkit.messageHandlers.wptouch.postMessage('_addGamepadButton');26 }27 function addGamepadButton() {28 window.webkit.messageHandlers.wptouch.postMessage('_addGamepadButton');29 }30 function addGamepadButton() {31 window.webkit.messageHandlers.wptouch.postMessage('_addGamepadButton');32 }

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Using AI Code Generation

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1var wptouch = require ( 'wptouch' ) ; 2 var gamepad = wptouch . _addGamepadButton ( 'left' ) ; 3 var gamepad = wptouch . _addGamepadButton ( 'right' ) ; 4 var gamepad = wptouch . _addGamepadButton ( 'up' ) ; 5 var gamepad = wptouch . _addGamepadButton ( 'down' ) ;6var wptouch = require ( 'wptouch' ) ; 7 var gamepad = wptouch . _addGamepadButton ( 'left' ) ; 8 var gamepad = wptouch . _addGamepadButton ( 'right' ) ; 9 var gamepad = wptouch . _addGamepadButton ( 'up' ) ; 10 var gamepad = wptouch . _addGamepadButton ( 'down' ) ;11This is a simple module that allows you to use the wptouch library with node.js. It is based on the work done by Jochen Karrer (

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Using AI Code Generation

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1var button = new wptouch._addGamepadButton("button1", "Button1", "button1");2button.ontouchstart = function(e) {3 console.log("button1 pressed");4}5button.ontouchend = function(e) {6 console.log("button1 released");7}8button.ontouchmove = function(e) {9 console.log("button1 moved");10}11var button2 = new wptouch._addGamepadButton("button2", "Button2", "button2");12button2.ontouchstart = function(e) {13 console.log("button2 pressed");14}15button2.ontouchend = function(e) {16 console.log("button2 released");17}18button2.ontouchmove = function(e) {19 console.log("button2 moved");20}21var button3 = new wptouch._addGamepadButton("button3", "Button3", "button3");22button3.ontouchstart = function(e) {23 console.log("button3 pressed");24}25button3.ontouchend = function(e) {26 console.log("button3 released");27}28button3.ontouchmove = function(e) {29 console.log("button3 moved");30}31var button4 = new wptouch._addGamepadButton("button4", "Button4", "button4");32button4.ontouchstart = function(e) {33 console.log("button4 pressed");34}35button4.ontouchend = function(e) {36 console.log("button4 released");37}38button4.ontouchmove = function(e) {39 console.log("button4 moved");40}41var button5 = new wptouch._addGamepadButton("button5", "Button5", "button5");42button5.ontouchstart = function(e) {43 console.log("button5 pressed");44}45button5.ontouchend = function(e) {46 console.log("button5 released");47}48button5.ontouchmove = function(e) {49 console.log("button5 moved");50}51var button6 = new wptouch._addGamepadButton("button6", "Button6", "button6");52button6.ontouchstart = function(e) {53 console.log("button6 pressed");54}55button6.ontouchend = function(e) {56 console.log("button6 released");57}58button6.ontouchmove = function(e) {

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Using AI Code Generation

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1var success = _removeGamepadButton(buttonID);2var success = _setGamepadButtonName(buttonID, "button2");3var success = _setGamepadButtonAction(buttonID, "alert('button pressed')");4var success = _setGamepadButtonAction(buttonID, function() {5 alert('button pressed');6});7var success = _setGamepadButtonAction(buttonID, function() {8 alert('button pressed');9});

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