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Jul 26th, 2017
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  1. navigator.webkitGamepads
  2. GamepadList
  3. 0: undefined
  4. 1: undefined
  5. 2: undefined
  6. 3: undefined
  7. length: 4
  8. __proto__: GamepadList
  9.  
  10. function updateStatus() {
  11. window.webkitRequestAnimationFrame(updateStatus);
  12.  
  13. var gamepads = navigator.webkitGamepads;
  14.  
  15. var data = '';
  16. for (var padindex = 0; padindex < gamepads.length; ++padindex)
  17. {
  18. var pad = gamepads[padindex];
  19. if (!pad) continue;
  20. data += '<pre>' + pad.index + ": " + pad.id + "<br/>";
  21. for (var i = 0; i < pad.buttons.length; ++i)
  22. data += "button" + i + ": " + pad.buttons[i] + "<br/>";
  23. for (var i = 0; i < pad.axes.length; ++i)
  24. data += "axis" + i + ": " + pad.axes[i] + "<br/>";
  25. }
  26. document.body.innerHTML = data;
  27. }
  28.  
  29. window.webkitRequestAnimationFrame(updateStatus);
  30.  
  31. var ua = navigator.userAgent;
  32. if (ua.toLowerCase().indexOf("chrome") != -1)
  33. gp = navigator.getGamePads();
  34.  
  35. var gLen = this.gamePads.length;
  36. done = false;
  37. idx = 0;
  38.  
  39. while (!done)
  40. {
  41. if (this.gamePads[idx] !== null)
  42. {
  43. if (gid == this.gamePads[idx].index)
  44. {
  45. //Here, choose this GamePad as the selected GamePad, based upon the index number as per the W3C recommendation ...
  46.  
  47. selectedGamePadIndex = gid;
  48. selectedGamePad = this.gamePads[idx];
  49. done = true;
  50.  
  51. //End if
  52. }
  53.  
  54. //End if
  55. }
  56.  
  57. //Update counter in case we haven't selected one of the available GamePads above ...
  58.  
  59. idx++;
  60.  
  61. if (idx >= gLen)
  62. done = true; //Exit loop altogether if we've exhausted the list of available GamePads
  63.  
  64. //End while
  65. }
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