gamepad ripout

This commit is contained in:
legop3
2026-01-25 17:15:57 -05:00
parent b6b1bee1dd
commit 689d914b4e
10 changed files with 1198 additions and 556 deletions
+197 -191
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@@ -1,69 +1,82 @@
import { useCallback, useEffect, useRef } from 'react';
import { useCallback, useEffect, useMemo, useRef } from 'react';
import { useControlSystem } from '../ControlContext.jsx';
import { clampUnit } from '../controlMath.js';
import { useSettingsNamespace } from '../../settings/index.js';
import { INPUT_SETTINGS_DEFAULTS, GAMEPAD_MAPPING_DEFAULT } from '../../settings/namespaces.js';
import { GAMEPAD_SETTINGS_DEFAULTS, GAMEPAD_PROFILE_DEFAULT } from '../../settings/namespaces.js';
import {
computeGamepadOutputs,
createProfileForPad,
getPadSignature,
} from './gamepadBindings.js';
import { subscribeGamepadHub } from './gamepadHub.js';
const SOURCE = 'gamepad';
const ZERO_VECTOR = { x: 0, y: 0, boost: false };
const ZERO_AUX = { main: 0, side: 0, vacuum: 0 };
function applyDeadzone(value, amount) {
return Math.abs(value) < amount ? 0 : value;
function areVectorsEqual(a, b) {
return a && b && a.x === b.x && a.y === b.y && a.boost === b.boost;
}
function vectorsEqual(a, b) {
return (
a &&
b &&
a.x === b.x &&
a.y === b.y &&
a.boost === b.boost
);
}
function auxEqual(a, b) {
function areAuxEqual(a, b) {
return a && b && a.main === b.main && a.side === b.side && a.vacuum === b.vacuum;
}
function pickActivePad(pads, activeSignature) {
if (!pads || pads.length === 0) return null;
if (activeSignature) {
const match = pads.find((pad) => pad.signature === activeSignature);
if (match) return match;
}
return pads[0];
}
export default function GamepadInputManager() {
const {
state,
actions: {
setMode,
setDriveVector,
setAuxMotors,
nudgeServo,
setServoAngle,
runMacro,
registerInputState,
},
} = useControlSystem();
const { value: inputSettings } = useSettingsNamespace('inputs', INPUT_SETTINGS_DEFAULTS);
const { value: mapping } = useSettingsNamespace('gamepadMapping', GAMEPAD_MAPPING_DEFAULT);
const gamepadSettings = inputSettings.gamepad ?? INPUT_SETTINGS_DEFAULTS.gamepad;
const driveDeadzone = Math.min(Math.max(gamepadSettings.driveDeadzone ?? 0.2, 0), 0.8);
const cameraDeadzone = Math.min(Math.max(gamepadSettings.cameraDeadzone ?? 0.25, 0), 0.9);
const servoStep = gamepadSettings.servoStep ?? INPUT_SETTINGS_DEFAULTS.gamepad.servoStep;
const auxReverseScale = gamepadSettings.auxReverseScale ?? INPUT_SETTINGS_DEFAULTS.gamepad.auxReverseScale;
const driveReady = Boolean(mapping?.drive?.horizontal && mapping?.drive?.vertical);
const cameraReady = Boolean(mapping?.camera?.vertical);
const mainAxisReady = Boolean(mapping?.brushes?.mainAxis);
const sideAxisReady = Boolean(mapping?.brushes?.sideAxis);
const brushesReady = mainAxisReady || sideAxisReady;
const vacuumReady = Boolean(mapping?.buttons?.vacuum);
const allAuxReady = Boolean(mapping?.buttons?.allAux);
const auxButtonsReady = vacuumReady || allAuxReady;
const mainReverseReady = Boolean(mapping?.buttons?.mainReverse);
const sideReverseReady = Boolean(mapping?.buttons?.sideReverse);
const reverseButtonsReady = mainReverseReady || sideReverseReady;
const driveMacroReady = Boolean(mapping?.buttons?.drive);
const dockMacroReady = Boolean(mapping?.buttons?.dock);
const macrosReady = driveMacroReady || dockMacroReady;
const mappingReady =
driveReady || cameraReady || brushesReady || auxButtonsReady || reverseButtonsReady || macrosReady;
const rafRef = useRef(null);
const lastVectorRef = useRef({ x: 0, y: 0, boost: false });
const lastAuxRef = useRef({ main: 0, side: 0, vacuum: 0 });
const buttonStateRef = useRef(new Map());
const servoThrottleRef = useRef(0);
const { value: gamepadSettings, save: saveGamepadSettings } = useSettingsNamespace(
'gamepad',
GAMEPAD_SETTINGS_DEFAULTS,
);
const profileCacheRef = useRef(new Set());
const lastVectorRef = useRef(ZERO_VECTOR);
const lastAuxRef = useRef(ZERO_AUX);
const reverseStateRef = useRef({ main: false, side: false });
const buttonStateRef = useRef(new Map());
const lastServoAtRef = useRef(0);
const lastServoAngleRef = useRef(null);
const ensureProfile = useCallback(
(padState) => {
const signature = padState.signature ?? getPadSignature(padState);
if (gamepadSettings?.profiles?.[signature] || profileCacheRef.current.has(signature)) {
return;
}
profileCacheRef.current.add(signature);
saveGamepadSettings((prev) => {
const current = prev ?? GAMEPAD_SETTINGS_DEFAULTS;
if (current.profiles?.[signature]) return current;
const base = current?.defaults?.profile ?? GAMEPAD_PROFILE_DEFAULT;
const nextProfile = createProfileForPad(padState, base);
return {
...current,
profiles: {
...(current.profiles ?? {}),
[signature]: nextProfile,
},
};
});
},
[gamepadSettings?.profiles, saveGamepadSettings],
);
const handleButtonEdge = useCallback((key, pressed) => {
const prev = buttonStateRef.current.get(key) || false;
@@ -71,171 +84,164 @@ export default function GamepadInputManager() {
return pressed && !prev;
}, []);
const getAxisValue = useCallback((pad, descriptor) => {
if (!descriptor) return 0;
const raw = pad.axes?.[descriptor.index] ?? 0;
return descriptor.invert ? -raw : raw;
}, []);
const getButtonValue = useCallback((pad, descriptor) => {
if (!descriptor) return 0;
const btn = pad.buttons?.[descriptor.index];
if (!btn) return 0;
return typeof btn.value === 'number' ? btn.value : btn.pressed ? 1 : 0;
}, []);
const isButtonPressed = useCallback((pad, descriptor) => {
if (!descriptor) return false;
const btn = pad.buttons?.[descriptor.index];
if (!btn) return false;
return btn.pressed || btn.value > 0.5;
}, []);
const pollGamepads = useCallback(() => {
if (typeof navigator === 'undefined' || !navigator.getGamepads) {
return;
}
const pads = navigator.getGamepads();
const pad = pads && Array.from(pads).find(Boolean);
if (!pad) {
if (!vectorsEqual(lastVectorRef.current, { x: 0, y: 0, boost: false })) {
lastVectorRef.current = { x: 0, y: 0, boost: false };
setDriveVector({ x: 0, y: 0, boost: false }, { source: SOURCE });
const handleCameraAxis = useCallback(
(axisValue, calibration) => {
const config = state.camera?.config;
if (!config) return;
const now = typeof performance !== 'undefined' ? performance.now() : Date.now();
const cameraMode = calibration?.cameraMode ?? 'absolute';
const sensitivity = Math.max(1, Math.min(180, calibration?.cameraSensitivity ?? 60));
if (cameraMode === 'velocity') {
const dt = Math.min(50, now - lastServoAtRef.current || 16);
const delta = axisValue * sensitivity * (dt / 1000);
if (Math.abs(delta) < 0.01) return;
const baseline =
typeof lastServoAngleRef.current === 'number'
? lastServoAngleRef.current
: typeof state.camera?.angle === 'number'
? state.camera.angle
: typeof config.homeAngle === 'number'
? config.homeAngle
: 0;
const nextAngle = baseline + delta;
setServoAngle(nextAngle);
lastServoAngleRef.current = nextAngle;
lastServoAtRef.current = now;
return;
}
if (!auxEqual(lastAuxRef.current, { main: 0, side: 0, vacuum: 0 })) {
lastAuxRef.current = { main: 0, side: 0, vacuum: 0 };
setAuxMotors({ main: 0, side: 0, vacuum: 0 });
const min = typeof config.minAngle === 'number' ? config.minAngle : -45;
const max = typeof config.maxAngle === 'number' ? config.maxAngle : 45;
const home = typeof config.homeAngle === 'number' ? config.homeAngle : (min + max) / 2;
const angle =
axisValue < 0
? home + axisValue * (home - min)
: home + axisValue * (max - home);
if (
typeof lastServoAngleRef.current === 'number' &&
Math.abs(lastServoAngleRef.current - angle) < 0.35 &&
now - lastServoAtRef.current < 80
) {
return;
}
registerInputState(SOURCE, { connected: false, mappingReady });
return;
}
lastServoAtRef.current = now;
lastServoAngleRef.current = angle;
setServoAngle(angle);
},
[setServoAngle, state.camera?.angle, state.camera?.config],
);
const axisLX = driveReady
? clampUnit(applyDeadzone(getAxisValue(pad, mapping.drive.horizontal), driveDeadzone))
: 0;
const axisLY = driveReady
? clampUnit(applyDeadzone(-getAxisValue(pad, mapping.drive.vertical), driveDeadzone))
: 0;
const vector = { x: axisLX, y: axisLY, boost: false };
if (!vectorsEqual(vector, lastVectorRef.current)) {
lastVectorRef.current = vector;
setDriveVector(vector, { source: SOURCE });
}
const activeSignature = useMemo(
() => gamepadSettings?.activeSignature ?? null,
[gamepadSettings?.activeSignature],
);
const mainRaw = mainAxisReady ? getAxisValue(pad, mapping.brushes.mainAxis) : 0;
const mainMagnitude = Math.round(Math.min(Math.abs(mainRaw), 1) * 127);
const main = reverseStateRef.current.main ? -mainMagnitude : mainMagnitude;
useEffect(() => {
return subscribeGamepadHub((hubState) => {
const activePad = pickActivePad(hubState.pads, activeSignature);
if (!activePad) {
if (!areVectorsEqual(lastVectorRef.current, ZERO_VECTOR)) {
lastVectorRef.current = ZERO_VECTOR;
setDriveVector(ZERO_VECTOR, { source: SOURCE });
}
if (!areAuxEqual(lastAuxRef.current, ZERO_AUX)) {
lastAuxRef.current = ZERO_AUX;
setAuxMotors(ZERO_AUX);
}
buttonStateRef.current = new Map();
reverseStateRef.current = { main: false, side: false };
registerInputState(SOURCE, { connected: false });
return;
}
const sideRaw = sideAxisReady ? getAxisValue(pad, mapping.brushes.sideAxis) : 0;
const sideMagnitude = Math.round(Math.min(Math.abs(sideRaw), 1) * 127);
const side = reverseStateRef.current.side
? -Math.round(sideMagnitude * auxReverseScale)
: Math.round(sideMagnitude * auxReverseScale);
ensureProfile(activePad);
const signature = activePad.signature;
const profile =
gamepadSettings?.profiles?.[signature] ??
gamepadSettings?.defaults?.profile ??
GAMEPAD_PROFILE_DEFAULT;
const outputs = computeGamepadOutputs(activePad, profile);
const vacuum = vacuumReady && isButtonPressed(pad, mapping.buttons.vacuum) ? 127 : 0;
let aux = { main: mainAxisReady ? main : 0, side: sideAxisReady ? side : 0, vacuum };
if (allAuxReady && isButtonPressed(pad, mapping.buttons.allAux)) {
aux = { main: 127, side: 127, vacuum: 127 };
}
if (!auxEqual(aux, lastAuxRef.current)) {
lastAuxRef.current = aux;
setAuxMotors(aux);
}
if (!areVectorsEqual(outputs.driveVector, lastVectorRef.current)) {
lastVectorRef.current = outputs.driveVector;
setDriveVector(outputs.driveVector, { source: SOURCE });
}
const cameraAxis = cameraReady
? clampUnit(applyDeadzone(-getAxisValue(pad, mapping.camera.vertical), cameraDeadzone))
: 0;
const now = performance.now();
if (cameraReady && Math.abs(cameraAxis) > 0.25 && now - servoThrottleRef.current > 120) {
servoThrottleRef.current = now;
nudgeServo(cameraAxis > 0 ? servoStep : -servoStep);
}
const auxSideScale = profile.calibration?.auxSideScale ?? 0.55;
const mainMagnitude = Math.round(Math.min(Math.abs(outputs.auxAxis.main), 1) * 127);
const sideMagnitude = Math.round(Math.min(Math.abs(outputs.auxAxis.side), 1) * 127);
const main = reverseStateRef.current.main ? -mainMagnitude : mainMagnitude;
const side = reverseStateRef.current.side
? -Math.round(sideMagnitude * auxSideScale)
: Math.round(sideMagnitude * auxSideScale);
let aux = {
main: outputs.auxAxis.main !== 0 ? main : 0,
side: outputs.auxAxis.side !== 0 ? side : 0,
vacuum: outputs.buttons.vacuum ? 127 : 0,
};
if (outputs.buttons.allAux) {
aux = { main: 127, side: 127, vacuum: 127 };
}
if (!areAuxEqual(aux, lastAuxRef.current)) {
lastAuxRef.current = aux;
setAuxMotors(aux);
}
if (
mainReverseReady &&
handleButtonEdge('toggle-main', isButtonPressed(pad, mapping.buttons.mainReverse))
) {
reverseStateRef.current.main = !reverseStateRef.current.main;
}
if (
sideReverseReady &&
handleButtonEdge('toggle-side', isButtonPressed(pad, mapping.buttons.sideReverse))
) {
reverseStateRef.current.side = !reverseStateRef.current.side;
}
if (outputs.buttons.mainReverse && handleButtonEdge('mainReverse', true)) {
reverseStateRef.current.main = !reverseStateRef.current.main;
} else if (!outputs.buttons.mainReverse) {
handleButtonEdge('mainReverse', false);
}
if (
driveMacroReady &&
handleButtonEdge(`macro-${mapping.buttons.drive.index}`, isButtonPressed(pad, mapping.buttons.drive))
) {
setMode('drive');
runMacro('drive-sequence');
}
if (
dockMacroReady &&
handleButtonEdge(`macro-${mapping.buttons.dock.index}`, isButtonPressed(pad, mapping.buttons.dock))
) {
setMode('dock');
runMacro('seek-dock');
}
if (outputs.buttons.sideReverse && handleButtonEdge('sideReverse', true)) {
reverseStateRef.current.side = !reverseStateRef.current.side;
} else if (!outputs.buttons.sideReverse) {
handleButtonEdge('sideReverse', false);
}
registerInputState(SOURCE, {
connected: true,
mappingReady,
id: pad.id,
index: pad.index,
axes: [axisLX, axisLY, cameraAxis],
reverse: { ...reverseStateRef.current },
bindings: {
drive: driveReady,
camera: cameraReady,
brushes: brushesReady,
auxButtons: { vacuum: vacuumReady, allAux: allAuxReady },
reverseButtons: { main: mainReverseReady, side: sideReverseReady },
macros: { drive: driveMacroReady, dock: dockMacroReady },
},
if (outputs.buttons.driveMacro && handleButtonEdge('driveMacro', true)) {
setMode('drive');
runMacro('drive-sequence');
} else if (!outputs.buttons.driveMacro) {
handleButtonEdge('driveMacro', false);
}
if (outputs.buttons.dockMacro && handleButtonEdge('dockMacro', true)) {
setMode('dock');
runMacro('seek-dock');
} else if (!outputs.buttons.dockMacro) {
handleButtonEdge('dockMacro', false);
}
if (Math.abs(outputs.cameraAxis) > 0.001) {
handleCameraAxis(outputs.cameraAxis, profile.calibration);
}
registerInputState(SOURCE, {
connected: true,
signature,
id: activePad.id,
index: activePad.index,
axes: activePad.axes,
buttons: activePad.buttons,
drive: outputs.driveVector,
aux,
cameraAxis: outputs.cameraAxis,
bindings: outputs.sources,
});
});
}, [
auxReverseScale,
cameraDeadzone,
driveDeadzone,
getAxisValue,
getButtonValue,
activeSignature,
ensureProfile,
gamepadSettings?.defaults?.profile,
gamepadSettings?.profiles,
handleButtonEdge,
isButtonPressed,
mapping.buttons?.allAux,
mapping.buttons?.dock,
mapping.buttons?.drive,
mapping.buttons?.mainReverse,
mapping.buttons?.sideReverse,
mapping.buttons?.vacuum,
mapping.camera?.vertical,
mapping.drive?.horizontal,
mapping.drive?.vertical,
mapping.brushes?.mainAxis,
mapping.brushes?.sideAxis,
mappingReady,
nudgeServo,
handleCameraAxis,
registerInputState,
runMacro,
servoStep,
setAuxMotors,
setDriveVector,
setMode,
]);
useEffect(() => {
function loop() {
pollGamepads();
rafRef.current = requestAnimationFrame(loop);
}
rafRef.current = requestAnimationFrame(loop);
return () => {
if (rafRef.current) {
cancelAnimationFrame(rafRef.current);
}
};
}, [pollGamepads]);
return null;
}
@@ -0,0 +1,190 @@
const CURVE_EXPO = 1.6;
export function getPadSignature(pad) {
if (!pad) return 'unknown::none::0::0';
const id = pad.id || 'unknown';
const mapping = pad.mapping || 'none';
const axes = Array.isArray(pad.axes) ? pad.axes.length : 0;
const buttons = Array.isArray(pad.buttons) ? pad.buttons.length : 0;
return `${id}::${mapping}::${axes}::${buttons}`;
}
export function cloneProfile(profile) {
return JSON.parse(JSON.stringify(profile ?? {}));
}
export function createProfileForPad(pad, baseProfile) {
const profile = cloneProfile(baseProfile);
profile.meta = {
id: pad?.id ?? 'Unknown',
mapping: pad?.mapping ?? 'none',
axes: pad?.axes?.length ?? 0,
buttons: pad?.buttons?.length ?? 0,
};
return profile;
}
function clampUnit(value) {
if (!Number.isFinite(value)) return 0;
return Math.max(-1, Math.min(1, value));
}
function applyCurve(value, curve) {
if (!value) return 0;
const abs = Math.abs(value);
if (curve === 'expo') {
return Math.sign(value) * Math.pow(abs, CURVE_EXPO);
}
return value;
}
function applyAxisDeadzone(value, deadzone) {
const abs = Math.abs(value);
if (abs <= deadzone) return 0;
const scaled = (abs - deadzone) / (1 - deadzone);
return Math.sign(value) * scaled;
}
function applyRadialDeadzone(x, y, deadzone) {
const mag = Math.hypot(x, y);
if (mag <= deadzone) return { x: 0, y: 0 };
const scaled = (mag - deadzone) / (1 - deadzone);
const ratio = scaled / mag;
return { x: x * ratio, y: y * ratio };
}
function readAxis(padState, index) {
if (!padState || !Array.isArray(padState.axes)) return null;
const value = padState.axes[index];
if (!Number.isFinite(value)) return null;
return clampUnit(value);
}
function readButton(padState, index) {
if (!padState || !Array.isArray(padState.buttons)) return null;
const btn = padState.buttons[index];
if (!btn) return null;
const value = typeof btn.value === 'number' ? btn.value : btn.pressed ? 1 : 0;
return {
pressed: Boolean(btn.pressed || value > 0.5),
value: Math.max(0, Math.min(1, value)),
};
}
function resolveAxisSource(padState, sources = []) {
for (const source of sources) {
if (!source) continue;
if (source.kind === 'axis') {
const value = readAxis(padState, source.index);
if (value === null) continue;
return { value: source.invert ? -value : value, source };
}
if (source.kind === 'buttonAxis') {
const button = readButton(padState, source.index);
if (!button) continue;
return { value: clampUnit(button.value), source };
}
}
return { value: 0, source: null };
}
function resolveAxisPairSource(padState, sources = []) {
for (const source of sources) {
if (!source || source.kind !== 'axisPair') continue;
const rawX = readAxis(padState, source.x);
const rawY = readAxis(padState, source.y);
if (rawX === null || rawY === null) continue;
const x = source.invertX ? -rawX : rawX;
const y = source.invertY ? -rawY : rawY;
return { x, y, source };
}
return { x: 0, y: 0, source: null };
}
function resolveButtonSource(padState, sources = []) {
for (const source of sources) {
if (!source) continue;
if (source.kind === 'button') {
const btn = readButton(padState, source.index);
if (!btn) continue;
return { pressed: btn.pressed, source };
}
if (source.kind === 'axisButton') {
const value = readAxis(padState, source.index);
if (value === null) continue;
const direction = source.direction || 1;
const threshold = typeof source.threshold === 'number' ? source.threshold : 0.6;
return { pressed: value * direction > threshold, source };
}
if (source.kind === 'buttonAxis') {
const btn = readButton(padState, source.index);
if (!btn) continue;
return { pressed: btn.value > 0.5, source };
}
}
return { pressed: false, source: null };
}
export function computeGamepadOutputs(padState, profile) {
const bindings = profile?.bindings ?? {};
const calibration = profile?.calibration ?? {};
const driveBinding = bindings.drive ?? {};
const driveSource = resolveAxisPairSource(padState, driveBinding.sources);
let driveX = clampUnit(driveSource.x);
let driveY = clampUnit(driveSource.y);
const driveDeadzone = Math.min(Math.max(calibration.driveDeadzone ?? 0.18, 0), 0.8);
const driveCurved = applyRadialDeadzone(driveX, driveY, driveDeadzone);
driveX = applyCurve(driveCurved.x, calibration.driveCurve);
driveY = applyCurve(driveCurved.y, calibration.driveCurve);
const cameraBinding = bindings.cameraTilt ?? {};
const cameraSource = resolveAxisSource(padState, cameraBinding.sources);
const cameraDeadzone = Math.min(Math.max(calibration.cameraDeadzone ?? 0.08, 0), 0.8);
let cameraAxis = applyAxisDeadzone(clampUnit(cameraSource.value), cameraDeadzone);
cameraAxis = applyCurve(cameraAxis, calibration.cameraCurve);
const auxDeadzone = Math.min(Math.max(calibration.auxDeadzone ?? 0.05, 0), 0.6);
const mainBinding = bindings.mainBrush ?? {};
const mainSource = resolveAxisSource(padState, mainBinding.sources);
let mainAxis = applyAxisDeadzone(clampUnit(mainSource.value), auxDeadzone);
mainAxis = applyCurve(mainAxis, calibration.auxCurve);
const sideBinding = bindings.sideBrush ?? {};
const sideSource = resolveAxisSource(padState, sideBinding.sources);
let sideAxis = applyAxisDeadzone(clampUnit(sideSource.value), auxDeadzone);
sideAxis = applyCurve(sideAxis, calibration.auxCurve);
const vacuumSource = resolveButtonSource(padState, bindings.vacuum?.sources);
const allAuxSource = resolveButtonSource(padState, bindings.allAux?.sources);
const mainReverseSource = resolveButtonSource(padState, bindings.mainReverse?.sources);
const sideReverseSource = resolveButtonSource(padState, bindings.sideReverse?.sources);
const driveMacroSource = resolveButtonSource(padState, bindings.driveMacro?.sources);
const dockMacroSource = resolveButtonSource(padState, bindings.dockMacro?.sources);
return {
driveVector: { x: driveX, y: driveY, boost: false },
cameraAxis,
auxAxis: { main: mainAxis, side: sideAxis },
buttons: {
vacuum: vacuumSource.pressed,
allAux: allAuxSource.pressed,
mainReverse: mainReverseSource.pressed,
sideReverse: sideReverseSource.pressed,
driveMacro: driveMacroSource.pressed,
dockMacro: dockMacroSource.pressed,
},
sources: {
drive: driveSource.source,
cameraTilt: cameraSource.source,
mainBrush: mainSource.source,
sideBrush: sideSource.source,
vacuum: vacuumSource.source,
allAux: allAuxSource.source,
mainReverse: mainReverseSource.source,
sideReverse: sideReverseSource.source,
driveMacro: driveMacroSource.source,
dockMacro: dockMacroSource.source,
},
};
}
+82
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@@ -0,0 +1,82 @@
import { useEffect, useState } from 'react';
import { getPadSignature } from './gamepadBindings.js';
const listeners = new Set();
let rafId = null;
let lastState = { pads: [], timestamp: 0 };
function readGamepads() {
if (typeof navigator === 'undefined' || !navigator.getGamepads) {
return [];
}
const pads = navigator.getGamepads();
if (!pads) return [];
return Array.from(pads).filter(Boolean);
}
function buildPadState(pad) {
return {
index: pad.index,
id: pad.id,
mapping: pad.mapping,
connected: pad.connected !== false,
timestamp: pad.timestamp,
axes: Array.from(pad.axes ?? []),
buttons: (pad.buttons ?? []).map((btn) => ({
pressed: Boolean(btn?.pressed),
value: typeof btn?.value === 'number' ? btn.value : btn?.pressed ? 1 : 0,
})),
signature: getPadSignature(pad),
};
}
function updateState() {
const pads = readGamepads().map(buildPadState);
lastState = {
pads,
timestamp: typeof performance !== 'undefined' ? performance.now() : Date.now(),
};
listeners.forEach((listener) => listener(lastState));
}
function loop() {
updateState();
rafId = requestAnimationFrame(loop);
}
function startLoop() {
if (rafId) return;
rafId = requestAnimationFrame(loop);
}
function stopLoop() {
if (!rafId) return;
cancelAnimationFrame(rafId);
rafId = null;
}
export function subscribeGamepadHub(listener) {
listeners.add(listener);
startLoop();
listener(lastState);
return () => {
listeners.delete(listener);
if (listeners.size === 0) {
stopLoop();
}
};
}
export function getGamepadHubState() {
return lastState;
}
export function useGamepadHubState() {
const [state, setState] = useState(lastState);
useEffect(() => {
return subscribeGamepadHub(setState);
}, []);
return state;
}