Skip to content

reececomo/pixijs-input-devices

Repository files navigation

🕹️ pixijs-input-devices  License Tests Downloads per month NPM version

⚡ Powerful, high-performance input device management for PixiJS

🎮 Handles keyboards, gamepads, and more! 🚀 Flexible update and event-driven APIs
⚡ Optimized for INP performance 🪄 Built-in named binds
🔮 Highly configurable 🌐 Built-in international keyboard support
✅ Cross-platform & mobile-friendly [1] [2] [3] 🧭 Built-in UI navigation (optional)
🍃 Zero dependencies & tree-shakeable ✨ Supports PixiJS v8, v7, v6.3+

Sample Usage

Handle device inputs with ease.

import { InputDevice } from "pixijs-input-devices";

// Iterative
let jump = false

for (const device of InputDevice.devices) {
  if (device.type === "keyboard" && device.key.Space) jump = true
  if (device.type === "gamepad" && device.button.A) jump = true
}

// Event-driven
const gamepad = InputDevice.gamepads[0]

gamepad?.on("LeftShoulder", (e) => {
    e.device.playVibration({ duration: 100 })
});

Getting Started with PixiJS Input Devices

Everything you need to quickly integrate powerful device management.

PixiJS Input Devices adds first-class support for input device management and input handling. It also provides an optional navigation manager that can enable input devices to traverse pointer-based UIs.

The core concepts are:

  1. Devices: Any human interface device
  2. Binds: Custom, named input actions that can be triggered by assigned keys or buttons
  3. Navigation: A global controller that allows non-pointer devices to navigate UIs

Note

See Navigation API for more information.

Installation

Quick start guide.

1. Install the latest pixijs-input-devices package:

# npm
npm install pixijs-input-devices -D

# yarn
yarn add pixijs-input-devices --dev

2. Register the update loop:

import { Ticker } from 'pixi.js';
import { InputDevice } from 'pixijs-input-devices';

Ticker.shared.add(ticker => InputDevice.update());

Tip

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.

3. (Optional) enable the Navigation API

import * as PIXI from 'pixi.js';
import { Navigation, registerPixiJSInputDevicesMixin } from 'pixijs-input-devices';

// register container mixin
registerPixiJSInputDevicesMixin(PIXI.Container);

const app = new PIXI.Application(/*…*/)

// set the root view for device navigation
Navigation.stage = app.stage

✨ You are now ready to use inputs!

Features

InputDevice Manager

The InputDevice singleton controls all device discovery.

InputDevice.keyboard  // KeyboardDevice
InputDevice.gamepads  // Array<GamepadDevice>
InputDevice.custom    // Array<CustomDevice>

You can access all active/connected devices using .devices:

for ( const device of InputDevice.devices ) {  // …

InputDevice - properties

Property Type Description
InputDevice.isMobile boolean Whether the context is mobile (including tablets).
InputDevice.isTouchCapable boolean Whether the context has touchscreen capability.
InputDevice.lastInteractedDevice Device? The most recently interacted device (or first if multiple).
InputDevice.devices Device[] All active, connected devices.
InputDevice.keyboard KeyboardDevice The global keyboard.
InputDevice.gamepads GamepadDevice[] Connected gamepads.
InputDevice.custom CustomDevice[] Custom devices.

InputDevice - on() Events

Access global events directly through the manager:

InputDevice.on( "deviceadded", ({ device }) => {
    // a device was connected
    // do additional setup here, show a dialog, etc.
})

InputDevice.off( "deviceadded" ) // stop listening
Event Description Payload
"deviceadded" {device} A device has been added.
"deviceremoved" {device} A device has been removed.

KeyboardDevice

Unlike gamepads & custom devices, there is a single global keyboard device.

let keyboard = InputDevice.keyboard

if ( keyboard.key.ControlLeft ) {  // …

Note

Detection: On mobiles/tablets the keyboard will not appear in InputDevice.devices until a keyboard is detected. See keyboard.detected.

Keyboard Layout - detection

keyboard.layout  // "AZERTY" | "JCUKEN" | "QWERTY" | "QWERTZ"

keyboard.getKeyLabel( "KeyZ" )  // Я

Note

Layout support: Detects the "big four" (AZERTY, JCUKEN, QWERTY and QWERTZ). Almost every keyboard is one of these four (or a regional derivative – e.g. Hangeul, Kana). There is no built-in detection for specialist or esoteric layouts (e.g. Dvorak, Colemak, BÉPO).

The keyboard.getKeyLabel( key ) uses the KeyboardLayoutMap API when available, before falling back to default AZERTY, JCUKEN, QWERTY or QWERTZ key values.

The keyboard layout is automatically detected from (in order):

  1. Browser API (browser support)
  2. Keypresses
  3. Browser Language

You can also manually force the layout:

// force layout
InputDevice.keyboard.layout = "JCUKEN"

InputDevice.keyboard.getKeyLabel( "KeyW" )  // "Ц"
InputDevice.keyboard.layoutSource  // "manual"

KeyboardDevice Events

Event Description Payload
"layoutdetected" {layout,layoutSource,device} The keyboard layout ("QWERTY", "QWERTZ", "AZERTY", or "JCUKEN") has been detected, either from the native API or from keypresses.
"bind" {name,event,keyCode,keyLabel,device} A named bind key was pressed.
Key presses:
"KeyA" {event,keyCode,keyLabel,device} The "KeyA" was pressed.
"KeyB" {event,keyCode,keyLabel,device} The "KeyB" was pressed.
"KeyC" {event,keyCode,keyLabel,device} The "KeyC" was pressed.

GamepadDevice

Gamepads are automatically detected via the browser API when first interacted with (read more).

Gamepad accessors are modelled around the "Standard Controller Layout":

let gamepad = InputDevice.gamepads[0]

if ( gamepad.button.Start ) {  // …
if ( gamepad.leftTrigger > 0.25 ) {  // …
if ( gamepad.leftJoystick.x > 0.5 ) {  // …

Tip

Special requirements? You can always access gamepad.source and reference the underlying API directly as needed.

Vibration & Haptics

Use the playVibration() method to play a haptic vibration, in supported browsers.

gamepad.playVibration({
    duration: 150,
    weakMagnitude: 0.75,
    strongMagnitude: 0.25,
    // …
})

Gamepad Button Codes

The gamepad buttons reference Standard Controller Layout:

Button # ButtonCode Standard Nintendo* Playstation Xbox
0 "A" A A Cross A
1 "B" B X Circle B
2 "X" X B Square X
3 "Y" Y Y Triangle Y
4 "LeftShoulder" Left Shoulder L L1 LB
5 "RightShoulder" Right Shoulder R R1 RB
6 "LeftTrigger" Left Trigger L2 ZL LT
7 "RightTrigger" Right Trigger R2 ZR RT
8 "Back" Back Minus Options Back
9 "Start" Start Plus Select Start
10 "LeftStick" Left Stick (click) L3 L3 LSB
11 "RightStick" Right Stick (click) R3 R3 RSB
12 "DPadUp" D-Pad Up ⬆️ ⬆️ ⬆️
13 "DPadDown" D-Pad Down ⬇️ ⬇️ ⬇️
14 "DPadLeft" D-Pad Left ⬅️ ⬅️ ⬅️
15 "DPadRight" D-Pad Right ➡️ ➡️ ➡️

*See Nintendo Layout Remapping for more context

Gamepad Layouts

gamepad.layout  // "nintendo" | "xbox" | "playstation" | "logitech" | "steam" | "generic"

Layout detection is highly non-standard across major browsers, it should generally be used for aesthetic improvements (e.g. showing device-specific icons).

There is some limited layout remapping support built-in for Nintendo controllers, which appear to be the only major brand controller that deviates from the standard.

Gamepad - Nintendo Layout Remapping

Caution

*Nintendo: Both the labels and physical positions of the A,B,X,Y buttons are different on Nintendo controllers.

Set GamepadDevice.defaultOptions.remapNintendoMode to apply the remapping as required.

  • "physical" (default) – The A,B,X,Y button codes will refer the physical layout of a standard controller (Left=X, Top=Y, Bottom=A, Right=B).
  • "accurate" – The A,B,X,Y button codes will correspond to the exact Nintendo labels (Left=Y, Top=X, Bottom=B, Right=A).
  • "none" – The A,B,X,Y button codes mapping stay at the default indices (Left=Y, Top=B, Bottom=X, Right=A).
standard       nintendo        nintendo       nintendo
 layout       "physical"      "accurate"       "none"
reference      (default)

    Y             Y              X               B
  X   B         X   B          Y   A           Y   A
    A             A              B               X

    3             3              2               1
  2   1         2   1          3   0           3   0
    0             0              1               2

You can manually override this per-gamepad, or for all gamepads:

gamepad.options.remapNintendoMode = "none"
GamepadDevice.defaultOptions.remapNintendoMode = "none"

GamepadDevice Events

Event Description Payload
"bind" {name,button,buttonCode,device} A named bind button was pressed.
Button presses:
"A" {button,buttonCode,device} Standard layout button "A" was pressed. Equivalent to 0.
"B" {button,buttonCode,device} Standard layout button "B" was pressed. Equivalent to 1.
"X" {button,buttonCode,device} Standard layout button "X" was pressed. Equivalent to 2.
Button presses (no label):
0 or Button.A {button,buttonCode,device} Button at offset 0 was pressed.
1 or Button.B {button,buttonCode,device} Button at offset 1 was pressed.
2 or Button.X {button,buttonCode,device} Button at offset 2 was pressed.

Custom Devices

You can add custom devices to the device manager so it will be polled togehter and included in InputDevice.devices.

import { type CustomDevice, InputDevice } from "pixijs-input-devices"

export const myDevice: CustomDevice = {
    id: "on-screen-buttons",
    type: "custom",
    meta: {},
    
    update: ( now: number ) => {
        // polling update
    }
}

InputDevice.add( myDevice )

Named Binds

Use named binds to create mappings between abstract inputs and the keys/buttons that trigger those inputs.

This allows you to change the keys/buttons later (e.g. allow users to override inputs).

// keyboard:
InputDevice.keyboard.options.binds = {
    jump: [ "ArrowUp", "Space", "KeyW" ],
    crouch: [ "ArrowDown", "KeyS" ],
    toggleGraphics: [ "KeyB" ],
}

// all gamepads:
GamepadDevice.defaultOptions.binds = {
    jump: [ "A" ],
    crouch: [ "B", "X", "RightTrigger" ],
    toggleGraphics: [ "RightStick" ],
}

These can then be used with either the real-time and event-based APIs.

Event-based:

// listen to all devices:
InputDevice.onBind( "toggleGraphics", ( e ) => toggleGraphics() )

// listen to specific devices:
InputDevice.keyboard.onBind( "jump", ( e ) => doJump() )
InputDevice.gamepads[0].onBind( "jump", ( e ) => doJump() )

Real-time:

let jump = false, crouch = false, moveX = 0

const keyboard = InputDevice.keyboard
if ( keyboard.bindPressed( "jump" ) ) jump = true
if ( keyboard.bindPressed( "crouch" ) ) crouch = true
if ( keyboard.key.ArrowLeft ) moveX = -1
else if ( keyboard.key.ArrowRight ) moveX = 1

for ( const gamepad of InputDevice.gamepads ) {
    if ( gamepad.bindPressed( "jump" ) ) jump = true
    if ( gamepad.bindPressed( "crouch" ) ) crouch = true

    // gamepads have additional analog inputs
    // we're going to apply these only if touched
    if ( gamepad.leftJoystick.x != 0 ) moveX = gamepad.leftJoystick.x
    if ( gamepad.leftTrigger > 0 ) moveX *= ( 1 - gamepad.leftTrigger )
}

Navigation API

Traverse a UI using input devices.

The Navigation API is centered around a central Navigation controller, which listens to navigation intents from devices, then handles the intent.

The Navigation controller maintains a stack of NavigationResponder objects, which represent the current navigation context. For example, you might add a NavigationResponder for a drop-down UI. A normal Container can be used as a NavigationResponder, and any container on the stack will become the current root container.

Note

The current root container is the top-most Container on the navigation responder stack, or otherwise Navigation.stage.

When a device sends a navigation intent, the Navigation controller is responsible for asking each of the responders on the stack if it can handle the intent. If it can't, it is propagated up all the way to the current root container.

Default UI Navigation Behavior

When a navigation intent is not handled manually by a responder, it is handled in one of the following ways:

Intent Behavior
"navigateBack"
  • No action.
"navigateLeft", "navigateRight", "navigateUp", "navigateDown"
  • Looks for the nearest Container where container.isNavigatable in the direction given, and if found, fires a "focus" event on it.
  • Additionally, if the newly focused container has registered an event handler for either "pointerover" or "mouseover" (in that order), it will fire that too.
  • If we were previously focused on a container, that previous container fires a "blur" event.
  • If the blurred container has register an event handler for either "pointerout" or "mouseout" (in that order), that event handler will be fired too.
"trigger"
  • Checks if we are currently focused on a container, and then issue a "trigger" event.
  • If the focused container has registered an event handler for either "pointerdown" or "mousedown" (in that order), that event handler will be fired too.

Container event | Description | Equivalent -----------------|-------------------------------------------------------- trigger | Target was triggered. | "pointerdown", "mousedown" focus | Target became focused. | "pointerover", "mouseover" blur | Target lost focus. | "pointerout", "mouseout"

Container Navigation

Containers are extended with a few properties/accesors:

Container properties type default description
isNavigatable get(): boolean false returns true if navigationMode is set to "target", or is "auto" and a "pointerdown" or "mousedown" event handler is registered.
navigationMode "auto" | "disabled" | "target" "auto" When set to "auto", a Container can be navigated to if it has a "pointerdown" or "mousedown" event handler registered.
navigationPriority number 0 The priority relative to other navigation items in this group.

Note

isNavigatable: By default, any element with "pointerdown" or "mousedown" handlers is navigatable.

Warning

Fallback Hover Effect: If there is no "pointerover" or "mouseover" handler detected on a container, Navigation will apply abasic alpha effect to the selected item to indicate which container is currently the navigation target. This can be disabled by setting Navigation.options.useFallbackHoverEffect to false.

Disable Navigation

You can disable the navigation API entirely, either permanently or temporaril):

Navigation.options.enabled = false

Advanced usage

Local Player Assignment

Use the <device>.meta property to set assorted meta data on devices as needed.

You lose TypeScript's nice strong types, but its very handy for things like user assignment in multiplayer games.

InputDevice.on("deviceconnected", ({ device }) =>
    // assign!
    device.meta.localPlayerId = 123
)

for ( const device of InputDevice.devices )
{
    if ( device.meta.localPlayerId === 123 )
    {
        // use assigned input device!
    }
}

On-Screen Inputs

You can easily map an on-screen input device using the CustomDevice interface.

export class OnScreenInputContainer extends Container implements CustomDevice {
    id = "onscreen";
    type = "custom" as const;
    meta: Record<string, any> = {};

    inputs = {
        moveX: 0.0
        jump: false,
    }

    update( now )
    {
        this.moveX = this._virtualJoystick.x
        this.jump = this._jumpButton.isTouching()
    }
}

const onscreen = new OnScreenInputContainer();

InputDevice.add( onscreen )
InputDevice.remove( onscreen )

Two Users; One Keyboard

You could set up multiple named inputs:

InputDevice.keyboard.options.binds = {
    jump: [ "ArrowUp", "KeyW" ],
    defend: [ "ArrowDown", "KeyS" ],
    left: [ "ArrowLeft", "KeyA" ],
    right: [ "ArrowRight", "KeyD" ],

    p1_jump: [ "KeyW" ],
    p1_defend: [ "KeyS" ],
    p1_left: [ "KeyA" ],
    p1_right: [ "KeyD" ],

    p2_jump: [ "ArrowUp" ],
    p2_defend: [ "ArrowDown" ],
    p2_left: [ "ArrowLeft" ],
    p2_right: [ "ArrowRight" ],
}

and then switch groups depending on the mode:

if ( gameMode === "multiplayer" )
{
    player1.jump   = device.bindPressed( "p1_jump" )
    player1.defend = device.bindPressed( "p1_defend" )
    player1.moveX += device.bindPressed( "p1_left" ) ? -1 : 0
    player1.moveX += device.bindPressed( "p1_right" ) ? 1 : 0

    player2.jump   = device.bindPressed( "p2_jump" )
    player2.defend = device.bindPressed( "p2_defend" )
    player2.moveX += device.bindPressed( "p2_left" ) ? -1 : 0
    player2.moveX += device.bindPressed( "p2_right" ) ? 1 : 0
}
else
{
    player1.jump   = device.bindPressed( "jump" )
    player1.defend = device.bindPressed( "defend" )
    player1.moveX += device.bindPressed( "left" ) ? -1 : 0
    player1.moveX += device.bindPressed( "right" ) ? 1 : 0

    updateComputerPlayerInput( player2 )
}