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Input

The @yagejs/input package provides a unified input layer that abstracts keyboard, mouse, and gamepad devices behind named actions. You define actions once and query them at runtime without worrying about which physical key was pressed.

import { InputPlugin } from "@yagejs/input";
engine.use(
new InputPlugin({
actions: {
jump: ["Space", "GamepadA"],
left: ["KeyA", "ArrowLeft", "GamepadDPadLeft"],
right: ["KeyD", "ArrowRight", "GamepadDPadRight"],
up: ["KeyW", "ArrowUp"],
down: ["KeyS", "ArrowDown"],
attack: ["KeyJ", "MouseLeft", "GamepadX"],
interact: ["KeyE"],
},
groups: {
movement: ["jump", "left", "right", "up", "down"],
combat: ["attack"],
gameplay: ["interact"],
},
}),
);

The action map is a record of action name → array of physical input codes. Codes can be KeyboardEvent.code values (e.g. "KeyA", "Space"), synthetic mouse codes ("MouseLeft", "MouseMiddle", "MouseRight"), or gamepad codes (see Gamepad below).

The map is read, never kept: actions, setActionMap and loadBindings copy every key list. They accept a readonly map (ActionMapInput), so a catalog declared once and shared across scenes can be as const:

import { InputPlugin } from "@yagejs/input";
export const ACTIONS = {
jump: ["Space", "GamepadA"],
attack: ["KeyJ", "MouseLeft"],
} as const;
engine.use(new InputPlugin({ actions: ACTIONS }));

Resolve the InputManager from the engine context and query actions by name:

import { InputManagerKey } from "@yagejs/input";
const input = engine.context.resolve(InputManagerKey);

input.getClockTime() returns the input system’s elapsed time in seconds. The clock advances from raw engine frame time, so scene pause and time scaling do not affect it. Use this clock when input edges and later deadlines must share one deterministic time source.

input.isPressed("jump"); // true while the key is held
input.isJustPressed("jump"); // true only in the window the key went down
input.isJustReleased("jump"); // true only in the window it was released
input.isJustReleasedByPlayer("jump"); // same window, only if the player let go

The isJust* queries answer “did this happen in my window”, and the window matches where you call from. In update code and listeners it is the current rendered frame. In fixedUpdate code (or a Phase.FixedUpdate system) it is the current fixed step: the edges that arrived since the previous step began. Either way each press is seen exactly once — when a frame runs several fixed steps only the first step sees it, and a press landing in a frame that runs no fixed step is held for the next step. Poll from whichever context your gameplay runs in; frame and step rates don’t change the answer.

A hold also ends when the engine drops it: the window loses focus, the page hides, a gamepad disconnects, a pointer gesture is cancelled, or the game calls clearAll(). isJustReleased reports all of those, which is right for a jump that should stop when the player alt-tabs away. Where the release is what commits something the player cannot take back — a menu confirming the row under the cursor, a charged shot leaving the barrel — read isJustReleasedByPlayer instead, and alt-tabbing commits nothing.

A menu that moves one row per key press is tiring to use. Pass { repeat: true } and isJustPressed is true on the press and again while the key stays down — after 0.35 seconds, then every 0.1 second:

let row = 0; // the highlighted menu row
if (input.isJustPressed("move-down", { repeat: true })) row += 1;
if (input.isJustPressed("move-up", { repeat: true })) row -= 1;

Set the two timings per call. They are arguments rather than per-action configuration, so two callers can repeat one action at different rates:

input.isJustPressed("move-up", {
repeat: true,
repeatDelay: 0.5, // seconds held before the first repeat
repeatInterval: 0.06, // seconds between repeats after that
});

A repeatDelay that is not finite or is negative throws, and so does a repeatInterval that is not finite or is not above zero. Both throw at the call, before any input state is read.

The query returns a boolean, so a frame longer than the interval produces one edge and not several: a hitch moves the cursor one row rather than five.

Repeats count on the raw input clock unless you pass a clock, which keeps a pause menu repeating while the scene under it is paused. Pass a scene’s SceneTime to stop them with the scene, as described under Counting on Scene Time. The clock applies to the repeats only — the initial press edge always falls in the caller’s frame or fixed step.

An action bound to a gamepad stick direction repeats the same way, with no stick-specific code: a stick push past the threshold arrives as a GamepadLeftStick* key edge, so it carries an ordinary hold. Menus built on @yagejs/ui’s focus scopes get all of this without calling the query themselves.

For directional movement, turn two opposing actions into a single value:

import { Transform } from "@yagejs/core";
import { InputManagerKey } from "@yagejs/input";
// Inside a Component's update(dt).
const input = this.use(InputManagerKey);
const speed = 200; // pixels per second
const h = input.getAxis("left", "right"); // -1, 0, or 1
const v = input.getAxis("up", "down");
// Or get both axes as a Vec2 in one call:
const dir = input.getVector("left", "right", "up", "down");
// `dt` is in seconds.
this.entity.get(Transform).translate(dir.x * speed * dt, dir.y * speed * dt);

Check how long an action has been continuously held. Durations are in seconds (matching engine time everywhere else) and count on the raw input clock (getClockTime()) unless you say otherwise: scene pause and time scaling do not affect that clock, so by default a hold keeps accruing while the scene is paused or frozen. To measure a hold in simulation seconds instead, see Counting on Scene Time.

declare function chargeAttack(): void;
const seconds = input.getHoldDuration("attack");
// Convenience check — true if held for at least the given duration
if (input.isHeldFor("attack", 0.5)) {
chargeAttack();
}

Classify a press as a tap or a hold with call-site thresholds — no per-action configuration. isJustHeldFor fires once, in the query window where the hold crosses the threshold; the release helpers fire once, in the window the action fully releases (for an action bound to several keys, letting go of one key while another still holds it doesn’t count). Windows follow your calling context, frame or fixed step, as described under Press State:

declare function beginCharge(): void;
declare function quickAttack(): void;
declare function releaseChargedAttack(): void;
// Fires the frame the hold passes 0.5s — start a charged state here.
if (input.isJustHeldFor("attack", 0.5)) {
beginCharge();
}
// A tap: released before 0.2s.
if (input.isJustTapped("attack", 0.2)) {
quickAttack();
}
// A long press: released after being held at least 0.5s.
if (input.isJustReleasedAfter("attack", 0.5)) {
releaseChargedAttack();
}
// The exact hold length at release (0 outside the release window).
const held = input.getReleaseDuration("attack"); // seconds

getReleaseDuration is captured at the release edge, so it stays valid in the window the action is released — no need to sample getHoldDuration before the release lands.

Every duration query takes an optional clock: the six above plus consumeBufferedPress. Omit it and the duration counts on the raw input clock, which runs on unscaled frame time. Pass a scene’s SceneTime and it counts on that scene’s simulation seconds instead — the clock stops while the scene is stack-paused or frozen, and follows scene.timeScale together with any active SceneTime scale requests. Physics steps under that same effective scale, so a charge meter and the world it charges in run at one rate.

The clock is scene-wide. An entity left out of a scale request through excludeUpdates, or carrying its own entity.timeScale, updates at a rate the scene clock does not follow — a charge on that entity still counts at the scene’s rate. Measure those holds from the dt the entity’s own update receives. The raw clock does not match that entity either: it runs on real time, so it ignores scene.timeScale and the stack pause that stops the entity along with its scene.

import { Component, SceneTimeKey } from "@yagejs/core";
import { InputManagerKey } from "@yagejs/input";
declare function beginCharge(): void;
class ChargeAttack extends Component {
update() {
const input = this.use(InputManagerKey);
const clock = this.use(SceneTimeKey);
// The charge stops while the pause menu is up and halves under slow motion.
if (input.isJustHeldFor("attack", 0.5, { clock })) {
beginCharge();
}
const charged = input.getReleaseDuration("attack", { clock });
}
}

The clock does not change which window an edge falls in. That still follows your calling context, frame or fixed step, as described under Press State — the clock only decides how the duration is measured. One consequence: a scene clock advances once per frame, so a hold measured on it does not change between the fixed steps of a single frame, and a fixedUpdate reader sees the crossing in the first step of the frame it lands in.

Each clock keeps its own readings, so one press can be a tap on the scene clock and a long press on the raw one. isJustHeldFor carries a separate threshold baseline per clock and fires exactly once on each. A hold that was already running when the scene started counts from zero on that scene’s clock, and its release reports only the seconds measured there — a long press begun before the scene was entered can read as a tap on that clock. A release that landed before the scene started reports no length at all: both isJustTapped and isJustReleasedAfter stay false for it.

Passing a clock the input plugin has not registered throws. That covers a SceneTime held from a scene that has since left the stack.

Act on a press up to a window late — the classic “buffer the jump just before landing” feel. consumeBufferedPress returns true if the action was pressed within the last window seconds and that press has not been claimed yet; it claims the press so it fires at most once, and only a new press re-arms it:

declare const grounded: boolean;
declare function jump(): void;
// Each frame: jump the moment we're grounded if a jump was pressed in the
// last 0.12s. The claim prevents a single press from firing twice.
if (grounded && input.consumeBufferedPress("jump", 0.12)) {
jump();
}

Consumption is scoped to this query — isJustPressed and action listeners still see every press.

The two-argument form measures the window on the raw input clock. To measure a jump buffer in simulation seconds instead, pass the scene’s SceneTime as the clock, as described under Counting on Scene Time:

import { Component, SceneTimeKey } from "@yagejs/core";
import { InputManagerKey } from "@yagejs/input";
declare const grounded: boolean;
declare function jump(): void;
class JumpBuffer extends Component {
update() {
const input = this.use(InputManagerKey);
const clock = this.use(SceneTimeKey);
if (grounded && input.consumeBufferedPress("jump", 0.12, { clock })) {
jump();
}
}
}

An overlay scene that wants to drop the press that opened it measures the window on a different clock. The press was stamped against the clock of the scene below, before the overlay existed, so this.use(SceneTimeKey) on the overlay hands back a clock the press was never measured on. Reach the other scene through engine.scenes.all and read its clock with tryResolveScoped, which returns undefined where Scene.use would throw:

import { Scene, SceneManagerKey, SceneTimeKey } from "@yagejs/core";
import { InputManagerKey } from "@yagejs/input";
class PauseMenu extends Scene {
readonly name = "pause";
onEnter() {
const input = this.use(InputManagerKey);
const below = this.use(SceneManagerKey).all.find((s) => s.name === "game");
const clock = below?.tryResolveScoped(SceneTimeKey);
if (clock) input.consumeBufferedPress("pause", 0.2, { clock });
}
}
import type { Vec2 } from "@yagejs/core";
declare function shootAt(target: Vec2): void;
// World-space position (automatically accounts for camera offset and zoom)
const pos = input.getPointerPosition();
// Raw button state
if (input.isPointerDown()) {
shootAt(pos);
}

getPointerPosition() returns world coordinates after wiring the camera with input.setCamera(camera). If no camera is set, screen coordinates are returned.

The singular getters above always report the primary pointer — whichever contact the browser flagged isPrimary (the mouse cursor or the first finger to touch). For multi-touch UIs, iterate every active pointer:

import type { PointerInfo } from "@yagejs/input";
for (const p of input.getPointers()) {
// p.id is PointerEvent.pointerId; generation changes when an id is reused
// p.type is "mouse" | "pen" | "touch"
// p.screenPos / p.buttons / p.isPrimary / p.isDown / p.button
}

For tap-driven components, read down edges retained for the current rendered frame. A quick down/up pair remains visible even when both browser events arrive before the frame runs:

declare function placeMarker(position: Vec2): void;
for (const press of input.getPointerPresses({ button: 0 })) {
placeMarker(press.worldPos);
}

Claimed presses are excluded by default. Pass consumed: "include" to inspect all presses or consumed: "only" to inspect only claimed presses. Each result also includes screenPos, worldPos, generation, and consumed. The positions and held-button state describe the applied down edge. A pointer or camera move later in the frame does not alter the press record.

Per-pointer events let you track a single finger across its lifetime (down → move → up). Each subscriber returns a disposer:

declare function startTrackingFinger(id: number): void;
declare function updateTrackedFinger(pointer: PointerInfo): void;
declare function stopTrackingFinger(id: number): void;
const offDown = input.onPointerDown((p: PointerInfo) => {
if (p.type === "touch") startTrackingFinger(p.id);
});
const offMove = input.onPointerMove((p) => updateTrackedFinger(p));
const offUp = input.onPointerUp((p) => stopTrackingFinger(p.id));
// Up listeners also fire on `pointercancel` — gestures clean up uniformly.

To act only on a specific mouse button inside a down/up listener, check p.button — the button whose edge triggered this event (0 left, 1 middle, 2 right; -1 for moves and query snapshots):

import type { CameraEntity } from "@yagejs/renderer";
declare const camera: CameraEntity;
declare function attackAt(target: Vec2): void;
input.onPointerDown((p) => {
if (p.button !== 0) return; // left-click only
attackAt(camera.screenToWorld(p.screenPos.x, p.screenPos.y));
});

Touch primary contacts fire MouseLeft (since PointerEvent.button === 0 for the first finger), so an action bound to MouseLeft works as a tap handler with no extra wiring.

For device-orientation events (rotate-to-portrait detection, etc.), see Responsive Canvas → Orientation.

A Pixi UI button can handle its own click without also firing the gameplay action bound to MouseLeft.

UI elements inherit consumeInput from the nearest ancestor that specifies it. UISurface and UIRoot default to true, as does a standalone UI element with no explicit ancestor setting. A pointer-down or wheel event on consuming UI suppresses gameplay action edges while the UI element still handles the event. A pointer claim lasts for that press cycle.

import { Button, Panel } from "@yagejs/ui-react";
function SettingsButton({ openMenu }: { openMenu: () => void }) {
return (
<Panel>
<Button onClick={openMenu}>Settings</Button>
</Panel>
);
}

Clicking “Settings” calls openMenu and does not fire any MouseLeft-bound action. Even clicking the empty background of the panel is suppressed — the renderer’s hit-test walks up from the topmost interactive container and reports the panel as a UI hit.

Drag-through-up works correctly: pressing inside a panel and releasing outside still keeps the action gated, because the consume mark sticks for the entire down → up cycle.

For overlays that should let clicks through (decorative HUD borders, full-screen filters, see-through frames), pass consumeInput={false}:

import { Image, Panel } from "@yagejs/ui-react";
<Panel consumeInput={false}>
<Image texture="hud-frame" />
</Panel>

Descendants inherit false, including layout containers, labels and buttons. Set consumeInput={true} on any control that must consume input. The nearest explicit value wins, so false also overrides a consuming parent. Removing the prop restores inheritance. The same rule applies to imperative UI:

import { UISurface } from "@yagejs/ui";
declare function pause(): void;
const hud = new UISurface({ consumeInput: false });
hud.panel().button("Pause", { consumeInput: true, onClick: pause });

The element still renders and runs its pointer callbacks. Consumption controls gameplay input; it does not forward clicks to UI widgets behind the element. Floating content inherits from its display parent, so give a floating overlay its own setting. Modal focus blockers still consume the blocked area.

If you build a custom interactive Pixi Container outside the YAGE UI primitives and want it to auto-consume too, mark it directly:

import {
markPointerConsumeContainer,
unmarkPointerConsumeContainer,
} from "@yagejs/core";
import { Container } from "pixi.js";
const inventory = new Container();
inventory.eventMode = "static";
markPointerConsumeContainer(inventory);
// ... attach to scene tree, attach handlers as usual
// On teardown:
unmarkPointerConsumeContainer(inventory);

markPointerConsumeContainer(container, policy) accepts true (the default), false, or "inherit". The nearest explicit boolean on the hit path wins. "inherit" supplies the standalone UI default of true when no ancestor has an explicit setting. Unregistered paths do not consume.

getPointerConsumePolicy(container) reads the container’s own setting, or undefined when unregistered. isPointerConsumeContainer(container) answers whether it explicitly specifies true. unmarkPointerConsumeContainer removes the setting. These functions and the PointerConsumePolicy type are exported from @yagejs/core.

Registration does not change hit testing. Configure eventMode, bounds or a hit area, and pointer handlers on a custom container as needed.

For one-off cases where you want to claim an event imperatively from inside a handler:

declare function clickedOnMyDraggable(position: Vec2): boolean;
declare function startDrag(pointer: PointerInfo): void;
input.onPointerDown((p) => {
if (clickedOnMyDraggable(p.screenPos)) {
input.consumePointer(p.id);
startDrag(p);
}
});

consumePointer lifetime is per-event-cycle: cleared on the matching pointerup/pointercancel, so the drag’s pointerup is also gated and a later fresh down starts unmarked.

Call consumeWheel() inside an onWheel callback to suppress that wheel event’s WheelUp/Down/Left/Right action edges. The call throws outside an active wheel callback. Each event has its own claim, even when several wheel events drain in one frame.

consumePointer is also the answer to forwarding or replaying a synthetic pointer to the canvas. A DOM overlay above the canvas — a virtual joystick, an accessibility overlay, input-replay/macro tooling — often dispatches a synthetic PointerEvent to the canvas so game UI underneath (say a dialogue box) still receives the tap. Pair every such dispatch with consumePointer, or each forwarded touch leaks into the MouseLeft/Middle/Right action edge and fires whatever gameplay action is bound there:

declare const overlayEl: HTMLElement; // the DOM overlay above the canvas
declare const canvas: HTMLCanvasElement; // the game canvas
overlayEl.addEventListener("pointerdown", (e) => {
// Forward to the canvas so UI listeners underneath still see the tap. Build
// the init explicitly — spreading `{ ...e }` drops pointerId/clientX/… since
// PointerEvent fields are not own-enumerable properties.
canvas.dispatchEvent(
new PointerEvent("pointerdown", {
pointerId: e.pointerId,
pointerType: e.pointerType, // else a forwarded touch/pen reads as mouse
isPrimary: e.isPrimary, // drives primary-pointer reads
clientX: e.clientX,
clientY: e.clientY,
button: 0,
bubbles: true,
cancelable: true,
}),
);
// ...but keep it out of gameplay actions.
input.consumePointer(e.pointerId);
});

Explicit onPointerDown listeners still fire. Consumption suppresses only the action-map edge.

DOM-originated keyboard, pointer, and wheel events buffer onto an internal queue and apply at Phase.EarlyUpdate (drained by InputPollSystem). Your gameplay code reads isJustPressed at frame start and sees a single, coherent snapshot — but that snapshot lands one frame after the browser’s event dispatch:

F0 browser dispatches pointerdown
-> InputPlugin queues the event
F0 rAF tick — InputPollSystem drains the queue
-> UI hit-test
-> pointer listeners run
-> action edges applied, isJustPressed("fire") returns true
F0 user systems run (Update, FixedUpdate, …)

The single-frame latency is invisible to gameplay reading state at frame start. The win: any listener that wants to claim the event (UI auto-consume, consumePointer from a Pixi handler, the renderer’s hit-test fallback) gets to run before action edges fire — eliminating the historical “Pixi must register listeners before YAGE” load-bearing assumption.

A key that goes down and up between two drains keeps both edges. The drain applies the queued events in the order they arrived, and a release never clears the press edge before it:

F0 browser dispatches keydown, then keyup
-> InputPlugin queues both
F0 rAF tick — InputPollSystem drains the queue
-> key edges applied in order
-> isJustPressed("jump") and isJustReleased("jump") both true,
isPressed("jump") already false

That window is the current frame for update code and listeners, and the next fixed step to run for fixedUpdate code. A script that sends a press as one down+up pair — Playwright’s page.keyboard.press, or mouse.down() followed by mouse.up() — needs no delay between the two calls.

The window closes at the end of that frame, when InputClearSystem clears the edge sets. Code running between frames, such as a page.evaluate after the frame completed, is in no window: for input a frame already drained, it reads false for both edges. To observe an edge from a script, record it inside the frame — a component that stores isJustPressed("jump") during its update — and read that record afterwards.

Synthetic injection (fireKeyDown, firePointerDown, …) bypasses the queue and applies state synchronously, so existing tests using these helpers don’t need to change. Tests that drive dispatchEvent directly need an explicit manager._drainInputQueue() (or a frame step) before assertions.

When the window blurs or the page becomes hidden, held keyboard, gamepad, and pointer input releases through the normal paths. Browser events queued before that focus boundary are discarded. Synthetic action-source holds remain owned by their source until it releases them.

Disposer-returning hooks for keys, actions, and wheel input. Use these instead of raw DOM listeners — they participate in the action map, group enable/disable, and consumePointer gating.

declare function save(): void;
declare function unfreeze(): void;
declare function playSwooshSfx(): void;
declare function stopChargeSfx(): void;
const offSpace = input.onKeyDown("Space", () => save());
input.onKeyUp("Space", () => unfreeze());
input.onKeyDown("*", (code) => console.log("any key:", code)); // wildcard
input.onAction("attack", () => playSwooshSfx()); // rising edge
input.onActionReleased("attack", () => stopChargeSfx()); // falling edge
const offWheel = input.onWheel((dx, dy) => {
input.consumeWheel(); // claims this event only
camera.zoom *= 1 - dy * 0.001;
});
offSpace();
offWheel();

Action listeners honor group enable/disable — disabled-group actions don’t fire, matching isPressed / isJustPressed behavior.

wheel events surface as one-frame action edges (WheelUp, WheelDown, WheelLeft, WheelRight) — rebindable like keys, never linger in pressedKeys. Direct callback access via onWheel(fn) for raw deltas.

import { InputPlugin } from "@yagejs/input";
new InputPlugin({
actions: {
zoomIn: ["WheelUp", "Equal"],
zoomOut: ["WheelDown", "Minus"],
},
wheelInvertY: false, // default; flip if your game wants positive dy = up
preventDefaultWheel: false, // default; opt-in to swallow page scroll on the canvas
});

preventDefaultWheel: true attaches the listener with { passive: false }, so calling preventDefault() actually takes effect. Use it when your game canvas should not scroll the page.

Wheel-bound actions participate in consumeBufferedPress(). Marked UI surfaces are checked before wheel action edges, so scrolling a UIScrollView does not also fire wheel-bound gameplay actions.

Gamepads are polled each frame from navigator.getGamepads() and routed through the same key pipeline as keyboard and mouse — so isPressed, isJustPressed, hold-duration, and listenForNextKey all work uniformly across devices.

CodeDescription
GamepadA, GamepadB, GamepadX, GamepadYFace buttons (Xbox naming)
GamepadLB, GamepadRBShoulder bumpers
GamepadLT, GamepadRTTrigger buttons (fire when analog value crosses triggerThreshold)
GamepadSelect, GamepadStartSelect / Start
GamepadLeftStick, GamepadRightStickStick clicks (L3 / R3)
GamepadLeftStickUp/Down/Left/RightLeft-stick directions
GamepadRightStickUp/Down/Left/RightRight-stick directions
GamepadDPadUp/Down/Left/RightD-pad
GamepadHomeHome / Guide button
GamepadButtonNNumeric fallback for non-standard mappings (N is the browser button index — any non-negative integer the runtime emits, e.g. GamepadButton0, GamepadButton16)

PlayStation users see ✕/○/△/□ on hardware that maps to GamepadA/B/X/Y in code — code names are layout-canonical (Xbox), not glyph-specific.

A stick push past the threshold arrives as one of the GamepadLeftStick* / GamepadRightStick* key edges and carries an ordinary hold, so a stick direction bound to a movement action works with every press query. That includes hold-to-repeat: bind the direction and a held stick steps a menu at the same rate a held key does, with no threshold code of your own. Read getStick when you want the analog value itself.

const move = input.getStick("left"); // Vec2, deadzoned, magnitude ≤ 1
const aim = input.getStick("right");
const charge = input.getTrigger("right"); // 0..1

Both methods read from the active pad — the most-recently-used controller. For couch-co-op or any case where you need to address a specific controller, pass { pad: index }:

const player1 = input.getStick("left", { pad: 0 });
const player2 = input.getStick("left", { pad: 1 });

An explicit { pad } read uses only that physical controller. It returns zero when the pad is absent or idle and never falls back to synthetic axes. Default reads may use synthetic axes when no active pad has a value outside its deadzone.

Default deadzones: 0.15 for sticks (radial), 0.05 for triggers. Override per plugin:

import { InputPlugin } from "@yagejs/input";
new InputPlugin({
deadzones: { stick: 0.2, trigger: 0.1 },
triggerThreshold: 0.6,
});

Deadzones must be finite and in [0, 1). The trigger threshold must be finite and in (0, 1]. Physical stick direction codes press at 0.5 and release below 0.375, which prevents repeated edges near the boundary.

A single pad is “active” at any time. It auto-promotes when the user presses a button or moves a stick / trigger above its deadzone, so single-player hot-swap (keyboard → controller mid-session) just works. The active pad’s own activity protects it from being stolen, so two players pressing buttons in parallel doesn’t ping-pong the active state.

declare const hud: { show(message: string): void };
input.getActivePad(); // GamepadInfo | null
input.setActivePad(0); // manual switch (must be a connected pad)
input.setActivePad(null); // no active pad; analog falls back to synthetic state
const unsubscribe = input.onActivePadChanged((info) => {
// Replays the current active pad synchronously on subscribe, then fires
// on every transition.
hud.show(info ? `Controller: ${info.id}` : "No controller");
});

The platformer example accepts both keyboard and stick input on the same action — let analog stick win when it has signal, fall back to digital otherwise:

const stickX = input.getStick("left").x;
const dx = stickX !== 0 ? stickX : input.getAxis("left", "right");
declare function showPlayerPrompt(message: string): void;
declare function pauseGame(): void;
const dispose = input.onGamepadConnected((info) => {
// Replays currently-known pads on subscribe — you don't need a separate
// gamepads() call to discover existing controllers.
showPlayerPrompt(`Pad ${info.index}: ${info.id}`);
});
input.onGamepadDisconnected((info) => pauseGame());
// Synchronous query — useful when you need ground truth right now.
const pads = input.gamepads(); // { index, id }[]
import { InputManagerKey } from "@yagejs/input";
declare function showHud(message: string): void;
const input = engine.context.resolve(InputManagerKey);
let dispose: (() => void) | undefined;
let replayed = false;
dispose = input.onGamepadConnected((info) => {
if (replayed) return;
replayed = true;
showHud(`Player ready! (${info.id})`);
if (dispose) dispose();
});
if (replayed) dispose();

Replay-on-subscribe means this also fires for pads that were already known. The replayed branch disposes after registration when the callback ran before onGamepadConnected returned its disposer.

input.fireGamepadButton("GamepadA", true); // routes through the real path
input.fireGamepadAxis("leftX", 0.7);

For deterministic inspector probes with a real controller plugged in, set pollGamepads: false so polling can’t clobber the injected state — pair this with DebugPlugin’s deterministicSeed for fully deterministic test runs:

import { DebugPlugin } from "@yagejs/debug";
import { InputPlugin } from "@yagejs/input";
new InputPlugin({ pollGamepads: false, /* ... */ });
new DebugPlugin({ deterministicSeed: 42 });

Synthetic action injection (by action name)

Section titled “Synthetic action injection (by action name)”

Use fireAction for a one-frame pulse. For an on-screen control or another sustained synthetic device, create one source per independent owner. Two sources can hold the same action without either one releasing the other’s press.

declare const chargeButton: { readonly isHeld: boolean }; // your on-screen button
input.fireAction("attack"); // one-frame pulse (isJustPressed for 1 frame)
const touchControls = input.createActionSource();
touchControls.setHeld("attack", chargeButton.isHeld);
// Disable or destroy the synthetic device.
touchControls.releaseAll();

setHeld(action, true) throws if the action is not in the current map. Reasserting the same hold is idempotent. A press and release before frame clear preserve both edges.

A hold-to-charge attack driven by a touch button, with zero keymap knowledge. getReleaseDuration holds the charge length on the release frame, so the button can be mirrored in any order:

declare function fireChargedAttack(power: number): void;
touchControls.setHeld("attack", chargeButton.isHeld);
if (input.isJustReleased("attack")) {
const power = Math.min(input.getReleaseDuration("attack"), 1); // 0..1 over 1s
fireChargedAttack(power);
}

Action bindings are captured when a press starts. Rebinding affects the next press and does not retarget a held key or source. If several inputs hold one action, isJustReleased(action) reports each contributing release. Duration helpers report only the release that ends the action’s final hold.

Allow players to remap controls at runtime — works uniformly for keyboard, mouse, and gamepad codes:

const result = input.rebind("jump", "GamepadY", { conflict: "replace" });
if (!result.ok) {
console.warn("Rebind conflict with", result.conflict?.action);
}

The conflict option determines what happens when the new code is already bound to a different action in the same group:

  • "replace" — the other action loses the binding
  • "keep-both" — the new binding is added without unbinding the conflict
  • "reject" (default) — the rebind is cancelled and ok is false

Conflict detection covers one group, so a key bound to two actions in different groups is a legal map. Pressing that key presses both actions: isJustPressed reads true for each, each gets its own listener call, and each gets its own buffered press. Buffered presses are recorded per action name, so consumeBufferedPress("dash", 0.15) claims the dash press and leaves the other action’s press for whatever consumes that one. Read input.getActionsForKey(code) for every action a key drives, and check it before a rebind when a key should drive one action only:

const shared = input.getActionsForKey("ShiftLeft"); // e.g. ["dash", "sprint"]

Capture the next physical input — for “Press a key to bind” UI:

const code = await input.listenForNextKey();
// code is "KeyZ" | "MouseLeft" | "GamepadA" | ... | null (cancelled)

This intercepts the key (it does not register as a press) so the user mashing a button to set a binding doesn’t accidentally trigger the action they’re trying to rebind.

Disable entire groups of actions when they shouldn’t be active — for example, disabling movement during a cutscene:

input.disableGroup("movement");
input.disableGroup("combat");
// Re-enable when the cutscene ends
input.enableGroup("movement");
input.enableGroup("combat");

Disabled actions always return false / 0 when queried.

When building a key-bindings UI, use getKeyDisplayName() to convert internal key codes into human-readable labels:

import { getKeyDisplayName } from "@yagejs/input";
getKeyDisplayName("Space"); // "Space"
getKeyDisplayName("KeyA"); // "A"
getKeyDisplayName("ArrowLeft"); // "Left"
getKeyDisplayName("MouseLeft"); // "Left Click"
getKeyDisplayName("GamepadA"); // "A"
getKeyDisplayName("GamepadDPadUp"); // "D-Pad Up"

Coding agents: fetch https://yage.dev/llms.txt first and prefer the Markdown references it links over these HTML pages. This page's Markdown counterpart is /llms/packages/input.md.