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Como","email":"reece.como@gmail.com"},"license":"MIT","homepage":"https://github.com/reececomo/pixijs-input-devices#readme","keywords":["gamepad","keyboard","controller","game","input","device","pixi","pixijs","pixi.js","hid"],"repository":{"type":"git","url":"git+https://github.com/reececomo/pixijs-input-devices.git"},"description":"Keyboard and Gamepad interactivity APIs for PixiJS 8+","maintainers":[{"name":"reececomo","email":"reece.como@gmail.com"}],"readme":"<h1 align=\"center\">PixiJS Input Devices</h1>\n\n<p align=\"center\"><i>Device management, navigation for pointer-based UIs, and named input bindings.</i></p>\n\n<p align=\"center\"><a href=\"https://github.com/reececomo/pixijs-input-devices/blob/main/LICENSE\"><img src=\"https://badgen.net/npm/license/pixijs-input-devices\" alt=\"License\"></a> <a href=\"https://github.com/reececomo/pixijs-input-devices/actions/workflows/tests.yml\"><img src=\"https://github.com/reececomo/pixijs-input-devices/actions/workflows/tests.yml/badge.svg\" alt=\"Tests\"></a> <a href=\"https://www.npmjs.com/package/pixijs-input-devices\"><img src=\"https://img.shields.io/npm/dm/pixijs-input-devices.svg\" alt=\"Downloads per month\"></a> <a href=\"https://www.npmjs.com/package/pixijs-input-devices\"><img src=\"https://img.shields.io/npm/v/pixijs-input-devices.svg\" alt=\"NPM version\"></a></p>\n\n<p align=\"center\"><img src=\"./hero.png\" /></p>\n\n<table align=\"center\">\n<thead>\n<tr>\n<th></th>\n<th></th>\n</tr>\n</thead>\n<tbody>\n<tr>\n<td>🎮 <a href=\"#keyboard\">Keyboard</a>, <a href=\"#gamepaddevice\">gamepads</a>, <a href=\"#custom-devices\">or custom</a></td>\n<td>✨ Configurable <a href=\"#named-binds\">binds</a></td>\n</tr>\n<tr>\n<td>🔮 Completely customizable</td>\n<td>🧭 Navigate <a href=\"#uinavigation-api\">pointer-based UIs</a></td>\n</tr>\n<tr>\n<td>🎼 Haptic-feedback support<sup><a href=\"https://caniuse.com/mdn-api_gamepad_vibrationactuator\">[1]</a></td>\n<td>🌐 Fully <a href=\"#keyboard-layout---detection\">international</a></td>\n</tr>\n<tr>\n<td>🍃 Lightweight, zero dependencies</td>\n<td>✨ Supports PixiJS v8+</td>\n</tr>\n</tbody>\n</table>\n\n\n#### Set default binds\n\n```ts\nimport { KeyboardDevice, GamepadDevice } from \"pixijs-input-devices\";\n\nKeyboardDevice.configureBinds({\n    Jump  : [ \"Space\" ],\n    Left  : [ \"KeyA\", \"ArrowLeft\" ],\n    Right : [ \"KeyD\", \"ArrowRight\" ],\n});\n\nGamepadDevice.configureDefaultBinds({\n    Jump:   [ \"Face1\" ],\n    Left:   [ \"LeftStickLeft\",  \"DpadLeft\" ],\n    Right:  [ \"LeftStickRight\", \"DpadRight\" ],\n});\n```\n\n## Basic Usage\n\n```ts\nlet jump = false;\nlet moveX = 0;\n\nfor (let device of InputDevice.devices)\n{\n    if (device.bindDown(\"Jump\")) jump = true;\n    if (device.bindDown(\"Left\")) moveX = -1;\n    if (device.bindDown(\"Right\")) moveX = 1;\n\n    if (device.type === \"gamepad\")\n    {\n        // 🎮 dual analog\n        if (device.leftJoystick.x) moveX = device.leftJoystick.x;\n    }\n}\n```\n\n#### Events\n\n```ts\n// targeted\ndevice.onBindDown(\"Menu\", ({ device }) => { });\n\n// global\nInputDevice.onBindDown(\"Menu\", ({ device }) => { });\n```\n\n#### Setup bind names\n\nAdd the following snippet to set your bind names. Interface keys are ignored, but may be\nused for grouping.\n\n```ts\n// my-binds.ts\n\nexport {};\n\ndeclare module \"pixijs-input-devices\"\n{\n    interface BindValues\n    {\n        inGame:\n            | \"Jump\"\n            | \"Left\"\n            | \"Right\"\n            | \"Crouch\";\n\n        menu:\n            | \"Mute\"\n            | \"Pause\";\n    }\n\n    interface DeviceMetadata\n    {\n        playerID?: number;\n    }\n}\n```\n\n## 💿 Install\n\n*Everything you need to quickly integrate device management.*\n\n**PixiJS Input Devices** provides an input manager, and a navigation manager that enables\nnon-pointer devices to navigate pointer-based user interfaces (UIs).\n\nThe key concepts are:\n\n1. **Devices:** _Any human interface device_\n2. **Binds:** _Custom, named input actions that can be triggered by assigned keys or buttons_\n3. **UINavigation:** _Navigation manager for non-pointer devices to navigate UIs_\n\n> [!NOTE]\n> _See [UINavigation API](#uinavigation-api) for more information._\n\n\n## Installation\n\n*Quick start guide.*\n\n**1.** Install the latest `pixijs-input-devices` package:\n\n```sh\n# npm\nnpm install pixijs-input-devices -D\n\n# yarn\nyarn add pixijs-input-devices --dev\n```\n\n**2.** Register the update loop:\n\n```ts\nimport { Ticker } from 'pixi.js'\nimport { InputDevice } from 'pixijs-input-devices'\n\n\nTicker.shared.add(() => InputDevice.update())\n```\n\n> [!TIP]\n> **Input polling:** In the context of a video game, you may want to put the input update at the start of your game event loop instead.\n\n**3.** (Optional) enable the UINavigation API\n\n```ts\nconst app = new PIXI.Application({ /* … */ });\n\n// Register navigation mixin\nregisterPixiJSNavigationMixin(PIXI.Container);\n\n// Configure the navigation API on the root container\nUINavigation.enable(app.stage);\n```\n\n✨ You are now ready to use inputs!\n\n## Features\n\n### InputDevice Manager\n\nThe `InputDevice` singleton controls all device discovery.\n\n```ts\nInputDevice.keyboard  // Keyboard\nInputDevice.gamepads  // GamepadDevice[]\nInputDevice.custom    // CustomDevice[]\n```\n\nYou can access all **active/connected** devices using `.devices`:\n\n```ts\nfor (const device of InputDevice.devices) {  // …\n```\n\n#### InputDevice - properties\n\nThe `InputDevice` manager provides the following **context capability** properties:\n\n| Property | Type | Description |\n|---|---|---|\n| `InputDevice.hasMouseLikePointer` | `boolean` | Whether the context has a mouse/trackpad. |\n| `InputDevice.isMobile` | `boolean` | Whether the context is mobile capable. |\n| `InputDevice.isTouchCapable` | `boolean` | Whether the context is touchscreen capable. |\n\nAs well as shortcuts to **connected devices**:\n\n| Accessor | Type | Description |\n|---|---|---|\n| `InputDevice.lastInteractedDevice` | `Device?` | The most recently interacted device (or first if multiple). |\n| `InputDevice.devices` | `Device[]` | All active, connected devices. |\n| `InputDevice.keyboard` | `KeyboardDevice` | The global keyboard. |\n| `InputDevice.gamepads` | `GamepadDevice[]` | Connected gamepads. |\n| `InputDevice.custom` | `CustomDevice[]` | Any custom devices. |\n\n#### InputDevice - on() Events\n\nAccess global events directly through the manager:\n\n```ts\nInputDevice.on(\"deviceadded\", ({ device }) => {\n    // new device was connected or became available\n    // do additional setup here, show a dialog, etc.\n})\n\nInputDevice.off(\"deviceadded\") // stop listening\n```\n\n| Event | Description | Payload |\n|---|---|---|\n| `\"deviceadded\"` | `{device}` | A device has been added. |\n| `\"deviceremoved\"` | `{device}` | A device has been removed. |\n| `\"lastdevicechanged\"` | `{device}` | The _last interacted device_ has changed. |\n\n\n#### InputDevice - onBind*() Events\n\nYou may also subscribe globally to **named bind** events:\n\n```ts\nInputDevice\n    .onBindDown(\"MyBind\", e => console.debug(e.name + \" pressed\"))\n    .onBindUp(\"MyBind\", e => console.debug(e.name + \" released\"))\n    .onBind(\"MyBind\", e => console.debug(e.name + e.pressed ? \" pressed\" : \" released\"));\n```\n\n### Keyboard\n\nThere is a single global keyboard device.\n\n```ts\nimport { Keyboard } from \"pixijs-input-devices\";\n\nif (Keyboard.key.ControlLeft) {  // …\n```\n\n`InputDevice` also provides global accessors for `gamepads`, `keyboard` and `custom`.\n\n```ts\nimport { InputDevice } from \"pixijs-input-devices\";\n\nif (InputDevice.keyboard.key.ControlLeft) {  // …\nif (InputDevice.gamepads[0].button.DpadLeft) {  // …\n```\n\nand of course, keyboards can be type-narrowed when iterating through devices:\n\n```ts\nif (device.type === \"keyboard\" && device.key.ControlLeft) {  // …\n```\n\n> [!NOTE]\n> **Detection:** On mobiles/tablets the keyboard will not appear in `InputDevice.devices` until\n> a keyboard is detected. See `keyboard.detected`.\n\n#### Keyboard Layout - detection\n\n```ts\nkeyboard.layout  // \"AZERTY\" | \"JCUKEN\" | \"QWERTY\" | \"QWERTZ\"\n\nkeyboard.getKeyLabel(\"KeyZ\")  // Я\n```\n\n> [!NOTE]\n> **Layout support:** Detects the **\"big four\"** (AZERTY, JCUKEN, QWERTY and QWERTZ).\n> Almost every keyboard is one of these four (or a regional derivative &ndash; e.g. Hangeul,\n> Kana). There is no built-in detection for specialist or esoteric layouts (e.g. Dvorak, Colemak, BÉPO).\n>\n> The `keyboard.getKeyLabel(key)` uses the [KeyboardLayoutMap API](https://caniuse.com/mdn-api_keyboardlayoutmap)\n> when available, before falling back to default AZERTY, JCUKEN, QWERTY or QWERTZ key values.\n\nThe keyboard layout is automatically detected from (in order):\n\n1. Browser API <sup>[(browser support)](https://caniuse.com/mdn-api_keyboardlayoutmap)</sup>\n2. Keypresses\n3. Browser Language\n\nYou can also manually force the layout:\n\n```ts\n// force layout\nInputDevice.keyboard.layout = \"JCUKEN\"\n\nInputDevice.keyboard.getKeyLabel(\"KeyW\")  // \"Ц\"\nInputDevice.keyboard.layoutSource  // \"manual\"\n```\n\n#### KeyboardDevice Events\n\n| Event | Description | Payload |\n|---|---|---|\n| `\"layoutdetected\"` | `{layout,layoutSource,device}` | The keyboard layout (`\"QWERTY\"`, `\"QWERTZ\"`, `\"AZERTY\"`, or `\"JCUKEN\"`) has been detected, either from the native API or from keypresses. |\n| `\"binddown\"` | `{name,event,keyCode,keyLabel,device}` | A **named bind** key was pressed. |\n| **Key presses:** | | |\n| `\"KeyA\"` | `{event,keyCode,keyLabel,device}` | The `\"KeyA\"` was pressed. |\n| `\"KeyB\"` | `{event,keyCode,keyLabel,device}` | The `\"KeyB\"` was pressed. |\n| `\"KeyC\"` | `{event,keyCode,keyLabel,device}` | The `\"KeyC\"` was pressed. |\n| … | … | … |\n\n\n### GamepadDevice\n\nGamepads are automatically detected via the browser API when first interacted with <sup>[(read more)](https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API/Using_the_Gamepad_API)</sup>.\n\nGamepad accessors are modelled around the \"Standard Controller Layout\":\n\n```ts\nconst gamepad = InputDevice.gamepads[0];\n\nif (gamepad.button.DpadDown)\n{\n    // button pressed\n}\n\nif (gamepad.leftTrigger > 0.25)\n{\n    // trigger pulled\n}\n\nif (gamepad.leftJoystick.x < -0.33)\n{\n    // joystick moved\n}\n```\n\n> [!TIP]\n> **Special requirements?** You can always access `gamepad.source` and reference the\n> underlying API directly as needed.\n\n#### Vibration & Haptics\n\nUse the `playHaptic()` method to play a haptic vibration effect on supported devices.\n\n```ts\ndevice.playHaptic({\n    duration: 150,\n    rumble: 0.75,\n    buzz: 0.25,\n    rightTrigger: 0.1, // limited support\n    // …\n});\n```\n\nand to cancel all haptics:\n\n```ts\ndevice.stopHaptics();\n```\n\n##### Multiple simultaneous haptics on Gamepads\n\nHaptic vibrations automatically combine, so you can execute complex haptic patterns.\n\n```ts\ndevice.playHaptic({ duration: 150, buzz: 0.75 });\ndevice.playHaptic({ duration: 500, rumble: 0.5 });\ndevice.playHaptic({ duration: 250, rumble: 1.0 });\ndevice.playHaptic({\n    startDelay: 450,\n    duration: 300\n    leftTrigger: 0.25,\n    rightTrigger: 0.25,\n    buzz: 1.0,\n    rumble: device.supportsTriggerRumble ? 0.5 : 1.0,\n});\n```\n\n> [!TIP]\n> **Configure gamepad vibration:** On gamepads you can use `device.options.vibration.enabled`\n> and `device.options.vibration.intensity` to control vibration.\n\n#### Gamepad Button Codes\n\nThe gamepad buttons reference **Standard Controller Layout**:\n\n| Button # | GamepadCode | Description | Xbox Series X | Playstation 5 DualSense® | Nintendo Switch™ Pro |\n|:---:|:---|:---|:---:|:---:|:---:|\n| `0` | `\"Face1\"` | **Face Button 1** | A | Cross | B |\n| `1` | `\"Face2\"` | **Face Button 2** | B | Circle | A |\n| `2` | `\"Face3\"` | **Face Button 3** | X | Square | Y |\n| `3` | `\"Face4\"` | **Face Button 4** | Y | Triangle | X |\n| `4` | `\"LeftShoulder\"` | **Left Shoulder** | LB | L1 | L |\n| `5` | `\"RightShoulder\"` | **Right Shoulder** | RB | R1 | R |\n| `6` | `\"LeftTrigger\"` | **Left Trigger** | LT | L2 | ZL |\n| `7` | `\"RightTrigger\"` | **Right Trigger** | RT | R2 | ZR |\n| `8` | `\"Back\"` | **Back** | View | Options | Minus |\n| `9` | `\"Start\"` | **Start** | Menu | Select | Plus |\n| `10` | `\"LeftStickClick\"` | **Left Stick (Click)** | LSB | L3 | L3 |\n| `11` | `\"RightStickClick\"` | **Right Stick (Click)** | RSB | R3 | R3 |\n| `12` | `\"DpadUp\"` | **D-Pad Up** | ⬆️ | ⬆️ | ⬆️ |\n| `13` | `\"DpadDown\"` | **D-Pad Down** | ⬇️ | ⬇️ | ⬇️ |\n| `14` | `\"DpadLeft\"` | **D-Pad Left** |  ⬅️ | ⬅️ | ⬅️ |\n| `15` | `\"DpadRight\"` | **D-Pad Right** | ➡️ | ➡️ | ➡️ |\n\n#### Gamepad Axis Codes\n\nBindable helpers are available for the joysticks too:\n\n| Axis # | GamepadCode | Standard | Layout\n|:---:|:---:|:---:|:---:|\n| `0` | `\"LeftStickLeft\"`<br/>`\"LeftStickRight\"` | **Left Stick (X-Axis)** | ⬅️➡️ |\n| `1` | `\"LeftStickUp\"`<br/>`\"LeftStickDown\"` | **Left Stick (Y-Axis)** | ⬆️⬇️ |\n| `2` | `\"RightStickLeft\"`<br/>`\"RightStickRight\"` | **Right Stick (X-Axis)** | ⬅️➡️ |\n| `3` | `\"RightStickUp\"`<br/>`\"RightStickDown\"` | **Right Stick (Y-Axis)** | ⬆️⬇️ |\n\n> [!TIP]\n> Set the `joystick.pressThreshold` option in `GamepadDevice.defaultOptions` to adjust event sensitivity.\n\n#### Gamepad Layouts\n\n```ts\ngamepad.layout // \"xbox_one\"\n```\n\nGamepad device layout reporting is a non-standard API, and should only be used for aesthetic\nenhancements improvements (i.e. [display layout-specific icons](https://thoseawesomeguys.com/prompts/)).\n\n#### GamepadDevice Events\n\n| Event | Description | Payload |\n|---|---|---|\n| `\"binddown\"` | `{name,button,buttonCode,device}` | A **named bind** button was pressed. |\n| **Button presses:** | | |\n| `\"Face1\"` | `{button,buttonCode,device}` | Standard layout button `\"Face1\"` was pressed. Equivalent to `0`. |\n| `\"Face2\"` | `{button,buttonCode,device}` | Standard layout button `\"Face2\"` was pressed. Equivalent to `1`. |\n| `\"Face3\"` | `{button,buttonCode,device}` | Standard layout button `\"Face3\"` was pressed. Equivalent to `2`. |\n| … | … | … |\n| **Button presses (no label):** | | |\n| `0` or `Button.A` | `{button,buttonCode,device}` | Button at offset `0` was pressed. |\n| `1` or `Button.B` | `{button,buttonCode,device}` | Button at offset `1` was pressed. |\n| `2` or `Button.X` | `{button,buttonCode,device}` | Button at offset `2` was pressed. |\n| … | … | … |\n\n### Custom Devices\n\nYou can add custom devices to the device manager so it will be polled togehter and included in `InputDevice.devices`.\n\n```ts\nimport { type CustomDevice, InputDevice } from \"pixijs-input-devices\"\n\nexport const onScreenButtonsDevice: CustomDevice = {\n    type: \"custom\",\n    id: \"OnScreen\",\n    meta: {},\n    update: (now: number) => {\n        // polling update\n    }\n};\n\nInputDevice.add(onScreenButtonsDevice);\n```\n\n## Named Binds\n\nUse _named binds_ to create mappings between abstract inputs and the keys/buttons that trigger those inputs.\n\nThis allows you to change the keys/buttons later (e.g. allow users to override inputs).\n\n```ts\n// keyboard:\nInputDevice.keyboard.configureBinds({\n    jump: [ \"ArrowUp\", \"Space\", \"KeyW\" ],\n    crouch: [ \"ArrowDown\", \"KeyS\" ],\n    toggleGraphics: [ \"KeyB\" ],\n})\n\n// all gamepads:\nGamepadDevice.configureDefaultBinds({\n    jump: [ \"Face1\", \"LeftStickUp\" ],\n    crouch: [ \"Face2\", \"Face3\", \"RightTrigger\" ],\n    toggleGraphics: [ \"RightStickUp\", \"RightStickDown\" ],\n})\n```\n\nThese can then be used with either the real-time and event-based APIs.\n\n#### Event-based:\n\n```ts\n// listen to ANY device:\nInputDevice.onBindDown(\"toggleGraphics\", (e) => toggleGraphics())\n\n// listen to specific devices:\ndevice.onBindDown(\"Jump\", (e) => doJump())\n```\n\n#### Real-time:\n\n```ts\nlet jump = false, crouch = false, moveX = 0\n\nconst keyboard = InputDevice.keyboard\nif (keyboard.bindDown(\"Jump\")) jump = true\nif (keyboard.bindDown(\"crouch\")) crouch = true\nif (keyboard.key.ArrowLeft) moveX = -1\nelse if (keyboard.key.ArrowRight) moveX = 1\n\nfor (const gamepad of InputDevice.gamepads) {\n    if (gamepad.bindDown(\"Jump\")) jump = true\n    if (gamepad.bindDown(\"crouch\")) crouch = true\n\n    // gamepads have additional analog inputs\n    // we're going to apply these only if touched\n    if (gamepad.leftJoystick.x != 0) moveX = gamepad.leftJoystick.x\n    if (gamepad.leftTrigger > 0) moveX *= (1 - gamepad.leftTrigger)\n}\n```\n\n## UINavigation API\n\n_Traversing a pointer-based UI using input devices._\n\n### Quick setup\n\nSet up navigation once using:\n\n```ts\nUINavigation.enable(app.stage)  // any root container\nregisterPixiJSNavigationMixin(PIXI.Container)\n```\n\nNavigation should now work automatically if your buttons handle these events:\n\n- `\"pointerdown\"`, `\"pointerup\"` or `\"pointertap\"` &ndash; i.e. Trigger / show press effect\n- `\"pointerenter\"` or `\"pointerover\"` &ndash; i.e. Select / show hover effect\n- `\"pointerleave\"` or `\"pointerout\"` &ndash; i.e. Deselect / reset\n\nYou can override these mappings manually:\n\n```ts\n// defaults:\nUINavigation.options.events.focus   = [ \"pointerenter\", \"pointerover\" ];\nUINavigation.options.events.blur    = [ \"pointerleave\", \"pointerout\" ];\nUINavigation.options.events.press   = [ \"pointerdown\" ];\nUINavigation.options.events.release = [ \"pointerup\", \"pointertap\" ];\n```\n\n> [!TIP]\n> 🖱️ **Seamless navigation:** Manually set `UINavigation.focusTarget = <target>`\n> inside any `\"pointerover\"` handlers to allow mouse/pointers to update the\n> navigation context for all devices.\n\n> [!TIP]\n> **Auto-focus:** Set a container's `navigationPriority` to a value above `0`\n> to become the default selection in a context.\n\n### Spatial navigation\n\nBy default the \"NavigateUp\", \"NavigateLeft\", \"NavigateRight\" and \"NavigateDown\" events\nuse global screen space to move to the nearest UI in that direction, using a heuristic.\n\n### Explicit navigation links:\n\nHowever for tricky UIs you can manually bind navigation links for containers:\n\n```ts\nbutton1.navigationLinks.up = button2;\n```\n\n### How it works\n\nThe Navigation API is centered around the **UINavigation** manager, which\nreceives navigation intents from devices and forwards it to the UI context.\n\nThe **UINavigation** manager maintains a stack of responders, which can be a\n`Container`, or any object that implements the `NavigationResponder` interface.\n\nWhen a device sends a navigation intent, the **UINavigation** manager is\nresponsible for asking the **first responder** whether it can handle the intent.\n\nIf it returns `false`, any other responders are checked (if they exist),\notherwise the default global navigation behavior kicks in.\n\n### Container Navigatability\n\nContainers are extended with a few properties/accessors:\n\n| Container properties | type | default | description\n|---------------------|------|---------|--------------\n| `navigatable`      | `readonly boolean` | `false` | returns `true` if `navigationMode` is set to `\"always\"`, |or is `\"auto\"` and is interactive with at least one of \"pointertap\", \"pointerup\" or \"pointerdown\".\n| `navigationMode`     | `\"auto\"` \\| `\"always\"` | `\"none\"` \\| `\"auto\"` | When set to `\"auto\"`, a `Container` can be navigated to if it is int\n| `navigationPriority` | `number` | `0` | The priority relative to other navigation items in this group.\n\n### Default Binds\n\nThe keyboard and gamepad devices are preconfigured with the following binds, feel free to modify them:\n\nNavigation Intent Bind | Keyboard | Gamepad\n---|---|---\n`\"NavigateLeft\"` | \"ArrowLeft\", \"KeyA\" | \"DpadLeft\", \"LeftStickLeft\"\n`\"NavigateRight\"` | \"ArrowRight\", \"KeyD\" | \"DpadRight\", \"LeftStickRight\"\n`\"NavigateUp\"` | \"ArrowUp\", \"KeyW\" | \"DpadUp\", \"LeftStickUp\"\n`\"NavigateDown\"` | \"ArrowDown\", \"KeyS\" | \"DpadDown\", \"LeftStickDown\"\n`\"NavigateActivate\"` | \"Enter\", \"Space\" | \"Face1\"\n`\"NavigateBack\"` | \"Escape\", \"Backspace\" | \"Face2\", \"Back\"\n\n### Manual control for submenus & modal views\n\nYou can manually take control of navigation using:\n\n```ts\n// take control\nUINavigation.pushResponder(myModalView)\n\n// relinquish control\nUINavigation.popResponder()\n```\n\n## Advanced usage\n\n### Local Player Assignment\n\nUse the `<device>.meta` property to set assorted meta data on devices as needed.\n\nYou lose TypeScript's nice strong types, but its very handy for things like user assignment in multiplayer games.\n\n```ts\nInputDevice.on(\"deviceconnected\", ({ device }) =>\n    // assign!\n    device.meta.localPlayerId = 123\n)\n\nfor (const device of InputDevice.devices)\n{\n    if (device.meta.localPlayerId === 123)\n    {\n        // use assigned input device!\n    }\n}\n```\n\n### On-Screen Inputs\n\nYou can easily map an on-screen input device using the `CustomDevice` interface.\n\n```ts\nimport { CustomDevice, NamedBind } from \"pixijs-input-devices\";\n\nexport class VirtualInputDevice extends Container implements CustomDevice\n{\n    type = \"custom\" as const;\n    id   = \"virtual-gamepad\";\n    meta = {};\n\n    // example game input:\n    input = { moveX: 0, jump: false }; \n\n    // views:\n    joystick = new GameJoystick({ parent: this, x: -200 });\n    button1 = new GameButton({ parent: this, x: 300 });\n\n    update(now)\n    {\n        this.input.moveX = this.joystick.x;\n        this.input.jump = this.button1.pressed;\n    }\n\n    // (Optional) integrate named binds\n    bindDown(name: NamedBind): boolean\n    {\n        switch (name) {\n            case \"Jump\":\n                return this.button1.pressed;\n\n            case \"Left\":\n                return this.joystick.x < 0.5;\n\n            case \"Right\":\n                return this.joystick.x > 0.5;\n\n            default:\n                return false;\n        }\n    }\n}\n\nconst myDevice = new VirtualInputDevice();\n\n// enable device\nInputDevice.add(myDevice);\nmyDevice.on(\"destroyed\", () => InputDevice.remove(myVirtualDevice))\n\n// (Optional) participate in named binds, including navigation:\nmyDevice.joystick\n    .on(\"pointermove\", debounce(50, () => {\n        if (myDevice.joystick.x < 0.5) InputDevice.emitBind(\"NavigateLeft\", myDevice);\n        if (myDevice.joystick.x > 0.5) InputDevice.emitBind(\"NavigateRight\", myDevice);\n        if (myDevice.joystick.y < 0.5) InputDevice.emitBind(\"NavigateUp\", myDevice);\n        if (myDevice.joystick.y > 0.5) InputDevice.emitBind(\"NavigateDown\", myDevice);\n    }));\n\nmyDevice.button1\n    .on(\"pointertap\", () => InputDevice.emitBind(\"NavigateActivate\", myDevice));\n```\n\n### Two Users; One Keyboard\n\nYou could set up multiple named inputs:\n\n```ts\nInputDevice.keyboard.configureBinds({\n    Jump    : [ \"ArrowUp\", \"KeyW\" ],\n    Crouch  : [ \"ArrowDown\", \"KeyS\" ],\n    Left    : [ \"ArrowLeft\", \"KeyA\" ],\n    Right   : [ \"ArrowRight\", \"KeyD\" ],\n\n    P1_Jump     : [ \"KeyW\" ],\n    P1_Crouch   : [ \"KeyS\" ],\n    P1_Left     : [ \"KeyA\" ],\n    P1_Right    : [ \"KeyD\" ],\n\n    P2_Jump     : [ \"ArrowUp\" ],\n    P2_Crouch   : [ \"ArrowDown\" ],\n    P2_Left     : [ \"ArrowLeft\" ],\n    P2_Right    : [ \"ArrowRight\" ]\n})\n```\n\nand then switch groups depending on the mode/player:\n\n```ts\nif (SINGLE_PLAYER_MODE)\n{\n    player.jump   = device.bindDown(\"Jump\");\n    player.defend = device.bindDown(\"Crouch\");\n    player.moveX += device.bindDown(\"Left\") ? -1 : 0;\n    player.moveX += device.bindDown(\"Right\") ? 1 : 0;\n}\nelse if (player.id === 1)\n{\n    player.jump   = device.bindDown(\"P1_Jump\");\n    player.defend = device.bindDown(\"P1_Crouch\");\n    player.moveX += device.bindDown(\"P1_Left\") ? -1 : 0;\n    player.moveX += device.bindDown(\"P1_Right\") ? 1 : 0;\n}\nelse\n{\n    player.jump   = device.bindDown(\"P2_Jump\");\n    player.defend = device.bindDown(\"P2_Crouch\");\n    player.moveX += device.bindDown(\"P2_Left\") ? -1 : 0;\n    player.moveX += device.bindDown(\"P2_Right\") ? 1 : 0;\n}\n```\n","readmeFilename":"README.md"}