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Awesome! I hadn't heard of GLFW before. My main use case is wanting gamepad support which it looks like GLFW has. From all my user research, it looks like noth
by tylerchilds 5y ago
Awesome! I hadn't heard of GLFW before. My main use case is wanting gamepad support which it looks like GLFW has.
From all my user research, it looks like nothing beats up, down, left, right, confirmation and cancellation actions, so that's all I really need.
Are those gamepad events accessible through addEventListener?
- joaodasilvaz 5y agoNot right now. I've just filed an issue to track this: https://github.com/windowjs/windowjs/issues/19 https://github.com/windowjs/windowjs/issues/19 Window.js replicates web APIs where it makes sense, so I'd look into duplicating the Gamepad API: https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API https://developer.mozilla.org/en-US/docs/Web/API/Gamepad_API Does that make sense to you?
- tylerchilds 5y ago100%. Sticking close to web APIs will guarantee the longest shelf life of code written against it. I'm a big fan of Deno rather than Node for the same reasons. Thanks for building a cool project, I'll definitely be tracking along. I've been working on something that should be fairly compatible, but I'll need to do a little tweaking on my end for windowjs: https://thelanding.page/tag/ https://thelanding.page/tag/ It's basically a reactive client-side library that aims to decouple the necessary UI things like state management and event delegation from the DOM. It's tiny (~300 lines of code iirc). No external dependencies besides a lazy loaded Virtual DOM library that wouldn't be needed in a windowjs environment. instead of an html function that renders when state changes, i can create a function that can draw on the windowjs canvas, probably on requestAnimationFrame.