mirror of
https://github.com/legop3/MultiRoombaRover.git
synced 2026-09-16 17:40:46 -04:00
484 lines
18 KiB
React
484 lines
18 KiB
React
// Gamepad Mapping Settings Content
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// Purpose: Defines the Gamepad Mapping Settings Content module and the local helpers/components used in this file.
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// Scope: Keeps behavior unchanged while isolating this concern into a clear, single-responsibility unit.
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import { useCallback, useEffect, useMemo, useRef, useState } from 'react';
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import { useSettingsNamespace } from '../../settings/index.js';
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import { GAMEPAD_PROFILE_DEFAULT, GAMEPAD_SETTINGS_DEFAULTS } from '../../settings/namespaces.js';
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import {
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computeGamepadOutputs,
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createProfileForPad,
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} from '../../controls/inputs/gamepadBindings.js';
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import { useGamepadHubState } from '../../controls/inputs/gamepadHub.js';
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import CardFrame from '../CardFrame/index.jsx';
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import SliderField from './SliderField.jsx';
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import { ACTIONS, NUMBER_FORMAT } from './constants.js';
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import {
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formatSource,
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groupActions,
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pickActivePad,
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snapshotBaseline,
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buildDescriptorFromCapture,
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} from './helpers.js';
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function SettingsGroupLabel({ children }) {
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// Section labels stay visually modest so this panel matches the rest of the app, while white
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// text keeps them readable without uppercase or oversized type.
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return <p className="mx-auto w-full max-w-lg text-sm font-semibold text-white">{children}</p>;
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}
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function MappingRow({
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action,
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source,
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isCapturing,
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onClear,
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onCapture,
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onInvert,
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}) {
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// Mapping rows are constrained to a readable width so the source text and buttons remain
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// visually connected. Buttons wrap on very narrow panes instead of forcing tiny text.
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return (
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<div className="mx-auto grid w-full max-w-lg grid-cols-[minmax(0,1fr)_auto] items-center gap-1.5 rounded bg-neutral-800/80 px-1.5 py-1 text-sm max-[520px]:grid-cols-1">
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<div className="min-w-0">
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<p className="font-semibold leading-snug text-white">{action.label}</p>
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<p className="mt-0.5 text-xs leading-snug text-white">{formatSource(source)}</p>
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</div>
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<div className="flex flex-wrap items-center justify-end gap-1 max-[520px]:justify-start">
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{/* Axis-pair controls expose independent inversion because stick X/Y directions often
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differ between browser mappings. Keeping those buttons beside the source avoids
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making users hunt across a wide row while testing a binding. */}
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{action.kind === 'axisPair' && (
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<>
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<button
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type="button"
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disabled={!source}
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onClick={() => onInvert(action, 'invertX')}
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className="button-dark px-1 py-0.5 text-xs font-medium disabled:opacity-50"
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>
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Invert X
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</button>
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<button
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type="button"
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disabled={!source}
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onClick={() => onInvert(action, 'invertY')}
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className="button-dark px-1 py-0.5 text-xs font-medium disabled:opacity-50"
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>
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Invert Y
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</button>
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</>
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)}
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{/* Single-axis mappings only have one inversion flag, so they render the smaller control
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set and keep button clutter down for trigger-like bindings. */}
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{action.kind === 'axis' && (
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<button
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type="button"
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disabled={!source}
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onClick={() => onInvert(action)}
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className="button-dark px-1 py-0.5 text-xs font-medium disabled:opacity-50"
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>
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Invert
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</button>
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)}
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{/* Clear and Capture are always present because they are the primary row actions. They
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wrap with the inversion controls on narrow panes instead of shrinking text. */}
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<button type="button" onClick={() => onClear(action)} className="button-dark px-1 py-0.5 text-xs">
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Clear
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</button>
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<button
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type="button"
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onClick={() => onCapture(action)}
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className={`${
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isCapturing
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? 'rounded-md bg-emerald-500 px-1 py-0.5 text-emerald-950 hover:bg-emerald-400'
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: 'button-dark px-1 py-0.5'
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} text-xs font-medium`}
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>
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{isCapturing ? 'Waiting...' : 'Capture'}
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</button>
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</div>
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</div>
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);
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}
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export default function GamepadMappingSettings() {
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const hubState = useGamepadHubState();
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const { value: gamepadSettings, save: saveGamepadSettings } = useSettingsNamespace(
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'gamepad',
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GAMEPAD_SETTINGS_DEFAULTS,
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);
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const [captureAction, setCaptureAction] = useState(null);
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const baselineRef = useRef(null);
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const grouped = useMemo(() => groupActions(ACTIONS), []);
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const activePad = useMemo(
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() => pickActivePad(hubState.pads, gamepadSettings.activeSignature),
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[hubState.pads, gamepadSettings.activeSignature],
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);
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const activeSignature = activePad?.signature ?? null;
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const activeProfile = useMemo(() => {
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if (!activeSignature) {
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return gamepadSettings?.defaults?.profile ?? GAMEPAD_PROFILE_DEFAULT;
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}
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return (
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gamepadSettings?.profiles?.[activeSignature] ??
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gamepadSettings?.defaults?.profile ??
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GAMEPAD_PROFILE_DEFAULT
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);
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}, [activeSignature, gamepadSettings?.defaults?.profile, gamepadSettings?.profiles]);
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useEffect(() => {
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if (!activePad || !activeSignature) return;
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if (gamepadSettings?.profiles?.[activeSignature]) return;
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saveGamepadSettings((prev) => {
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const current = prev ?? GAMEPAD_SETTINGS_DEFAULTS;
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if (current.profiles?.[activeSignature]) return current;
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const base = current?.defaults?.profile ?? GAMEPAD_PROFILE_DEFAULT;
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const nextProfile = createProfileForPad(activePad, base);
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return {
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...current,
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profiles: {
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...(current.profiles ?? {}),
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[activeSignature]: nextProfile,
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},
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};
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});
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}, [activePad, activeSignature, gamepadSettings?.profiles, saveGamepadSettings]);
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useEffect(() => {
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baselineRef.current = null;
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}, [captureAction, activeSignature]);
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useEffect(() => {
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if (!captureAction || !activePad) return;
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if (!baselineRef.current) {
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baselineRef.current = snapshotBaseline(activePad);
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return;
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}
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const descriptor = buildDescriptorFromCapture(activePad, baselineRef.current, captureAction);
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if (!descriptor) return;
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saveGamepadSettings((prev) => {
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const current = prev ?? GAMEPAD_SETTINGS_DEFAULTS;
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const baseProfile =
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current.profiles?.[activeSignature] ?? current?.defaults?.profile ?? GAMEPAD_PROFILE_DEFAULT;
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const nextProfile = {
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...baseProfile,
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bindings: {
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...(baseProfile.bindings ?? {}),
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[captureAction.id]: {
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...(baseProfile.bindings?.[captureAction.id] ?? {}),
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kind: captureAction.kind,
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sources: [descriptor],
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},
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},
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};
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return {
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...current,
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profiles: {
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...(current.profiles ?? {}),
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[activeSignature]: nextProfile,
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},
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};
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});
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setCaptureAction(null);
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}, [activePad, activeSignature, captureAction, saveGamepadSettings]);
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const setActiveSignature = useCallback(
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(signature) => {
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saveGamepadSettings((prev) => ({
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...(prev ?? GAMEPAD_SETTINGS_DEFAULTS),
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activeSignature: signature || null,
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}));
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},
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[saveGamepadSettings],
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);
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const updateCalibration = useCallback(
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(patch) => {
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saveGamepadSettings((prev) => {
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const current = prev ?? GAMEPAD_SETTINGS_DEFAULTS;
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const baseProfile =
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(activeSignature && current.profiles?.[activeSignature]) ??
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current?.defaults?.profile ??
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GAMEPAD_PROFILE_DEFAULT;
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const nextProfile = {
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...baseProfile,
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calibration: {
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...(baseProfile.calibration ?? {}),
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...patch,
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},
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};
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if (!activeSignature) {
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return {
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...current,
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defaults: {
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...(current.defaults ?? {}),
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profile: nextProfile,
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},
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};
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}
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return {
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...current,
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profiles: {
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...(current.profiles ?? {}),
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[activeSignature]: nextProfile,
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},
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};
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});
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},
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[activeSignature, saveGamepadSettings],
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);
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const updateBinding = useCallback(
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(actionId, updater) => {
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saveGamepadSettings((prev) => {
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const current = prev ?? GAMEPAD_SETTINGS_DEFAULTS;
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const baseProfile =
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(activeSignature && current.profiles?.[activeSignature]) ??
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current?.defaults?.profile ??
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GAMEPAD_PROFILE_DEFAULT;
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const nextBinding = updater(baseProfile.bindings?.[actionId] ?? {});
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const nextProfile = {
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...baseProfile,
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bindings: {
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...(baseProfile.bindings ?? {}),
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[actionId]: nextBinding,
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},
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};
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if (!activeSignature) {
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return {
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...current,
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defaults: {
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...(current.defaults ?? {}),
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profile: nextProfile,
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},
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};
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}
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return {
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...current,
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profiles: {
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...(current.profiles ?? {}),
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[activeSignature]: nextProfile,
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},
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};
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});
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},
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[activeSignature, saveGamepadSettings],
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);
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const handleClear = useCallback(
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(action) => {
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updateBinding(action.id, (binding) => ({
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...binding,
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sources: [],
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}));
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},
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[updateBinding],
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);
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const handleInvert = useCallback(
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(action, axisKey) => {
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updateBinding(action.id, (binding) => {
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const sources = Array.isArray(binding.sources) ? [...binding.sources] : [];
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if (!sources[0]) return binding;
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const next = { ...sources[0] };
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if (axisKey === 'invertX') {
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next.invertX = !next.invertX;
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} else if (axisKey === 'invertY') {
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next.invertY = !next.invertY;
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} else {
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next.invert = !next.invert;
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}
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sources[0] = next;
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return { ...binding, sources };
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});
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},
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[updateBinding],
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);
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const diagnostics = useMemo(() => {
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if (!activePad) return null;
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const outputs = computeGamepadOutputs(activePad, activeProfile);
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return { outputs };
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}, [activePad, activeProfile]);
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return (
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<CardFrame
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title="Controller"
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meta={activePad ? 'Move sticks or press buttons to bind' : 'Connect a controller to configure.'}
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bodyClassName="space-y-2 p-1 text-sm"
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>
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{captureAction && (
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<p className="mx-auto w-full max-w-lg rounded bg-emerald-950/50 px-1.5 py-1 text-sm text-white">
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Capturing {captureAction.label}...
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</p>
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)}
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<div className="space-y-1">
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<SettingsGroupLabel>Connected controller</SettingsGroupLabel>
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{hubState.pads.length === 0 ? (
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<p className="mx-auto w-full max-w-lg text-sm text-white">No controller detected.</p>
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) : (
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<div className="mx-auto grid w-full max-w-lg grid-cols-[minmax(0,1fr)_auto] items-center gap-1.5 rounded bg-neutral-800/80 px-1.5 py-1 text-sm max-[420px]:grid-cols-1">
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<select
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value={activeSignature ?? ''}
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onChange={(event) => setActiveSignature(event.target.value)}
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className="min-w-0 rounded border border-neutral-600 bg-neutral-900 px-1 py-0.5 text-sm text-white"
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>
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{hubState.pads.map((pad) => (
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<option key={pad.signature} value={pad.signature}>
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{pad.id || 'Unknown controller'}
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</option>
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))}
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</select>
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<span className="rounded bg-neutral-900 px-1 py-0.5 text-xs text-white">
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{activePad?.mapping ?? 'unknown'}
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</span>
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</div>
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)}
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</div>
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<div className="space-y-1">
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<SettingsGroupLabel>Calibration</SettingsGroupLabel>
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{/* Calibration controls stay in one stacked column because range inputs become harder to
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tune when squeezed into multiple narrow columns. */}
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<div className="grid gap-1">
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<SliderField
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label="Drive deadzone"
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description="Ignore small drive stick drift"
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min={0}
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max={0.6}
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step={0.01}
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value={activeProfile.calibration?.driveDeadzone ?? 0.18}
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onChange={(value) => updateCalibration({ driveDeadzone: value })}
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/>
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<SliderField
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label="Camera deadzone"
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description="Ignore small camera tilt drift"
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min={0}
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max={0.4}
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step={0.01}
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value={activeProfile.calibration?.cameraDeadzone ?? 0.08}
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onChange={(value) => updateCalibration({ cameraDeadzone: value })}
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/>
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<SliderField
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label="Aux deadzone"
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description="Ignore small trigger noise"
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min={0}
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max={0.4}
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step={0.01}
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value={activeProfile.calibration?.auxDeadzone ?? 0.05}
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onChange={(value) => updateCalibration({ auxDeadzone: value })}
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/>
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<SliderField
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label="Side brush scale"
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description="Scale side brush output"
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min={0.3}
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max={1}
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step={0.05}
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value={activeProfile.calibration?.auxSideScale ?? 0.55}
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onChange={(value) => updateCalibration({ auxSideScale: value })}
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/>
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<label className="mx-auto block w-full max-w-lg rounded bg-neutral-800/80 px-1.5 py-1">
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{/* Camera mode is styled like the sliders so calibration controls read as one group
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even though this specific setting is a select instead of a range input. */}
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<div className="grid grid-cols-[minmax(0,1fr)_auto] items-start gap-1.5 text-sm text-white">
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<span className="min-w-0 font-semibold text-white">Camera mode</span>
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<select
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value={activeProfile.calibration?.cameraMode ?? 'absolute'}
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onChange={(event) => updateCalibration({ cameraMode: event.target.value })}
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className="rounded border border-neutral-600 bg-neutral-900 px-1 py-0.5 text-sm text-white"
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>
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<option value="absolute">Absolute</option>
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<option value="velocity">Velocity</option>
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</select>
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</div>
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<p className="mt-0.5 text-xs leading-snug text-white">Absolute maps stick to angle; velocity moves over time.</p>
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</label>
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<SliderField
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label="Camera sensitivity"
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description="Velocity mode degrees per second"
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min={10}
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max={180}
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step={5}
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value={activeProfile.calibration?.cameraSensitivity ?? 60}
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onChange={(value) => updateCalibration({ cameraSensitivity: value })}
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/>
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</div>
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</div>
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<div className="space-y-2">
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{Object.entries(grouped).map(([section, actions]) => (
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<div key={section} className="space-y-1">
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<SettingsGroupLabel>{section}</SettingsGroupLabel>
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<div className="grid gap-1">
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{actions.map((action) => {
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const binding = activeProfile.bindings?.[action.id];
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const source = binding?.sources?.[0] ?? null;
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// The binding data is unchanged; MappingRow only changes presentation so the
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// existing capture, clear, and invert handlers continue to own behavior.
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return (
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<MappingRow
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key={action.id}
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action={action}
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source={source}
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isCapturing={captureAction?.id === action.id}
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onClear={handleClear}
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onCapture={setCaptureAction}
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onInvert={handleInvert}
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/>
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);
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})}
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</div>
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</div>
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))}
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</div>
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<div className="space-y-1">
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<SettingsGroupLabel>Diagnostics</SettingsGroupLabel>
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{!activePad ? (
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<p className="mx-auto w-full max-w-lg text-sm text-white">No controller detected.</p>
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) : (
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<div className="mx-auto w-full max-w-lg space-y-1 rounded bg-neutral-900/70 px-1.5 py-1 text-xs text-white">
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<p className="text-white">Raw axes</p>
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<div className="grid grid-cols-2 gap-1">
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{activePad.axes.map((value, index) => (
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<span key={`axis-${index}`} className="font-mono text-white">
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A{index}: {NUMBER_FORMAT.format(value)}
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</span>
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))}
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</div>
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<p className="text-white">Raw buttons</p>
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<div className="grid grid-cols-2 gap-1">
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{activePad.buttons.map((btn, index) => (
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<span key={`btn-${index}`} className="font-mono text-white">
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B{index}: {NUMBER_FORMAT.format(btn.value)} {btn.pressed ? '●' : ''}
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</span>
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))}
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</div>
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{diagnostics?.outputs && (
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<>
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<p className="text-white">Mapped outputs</p>
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<div className="grid grid-cols-2 gap-1">
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<span className="font-mono text-white">
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Drive: {NUMBER_FORMAT.format(diagnostics.outputs.driveVector.x)},{' '}
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{NUMBER_FORMAT.format(diagnostics.outputs.driveVector.y)}
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</span>
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<span className="font-mono text-white">
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Camera: {NUMBER_FORMAT.format(diagnostics.outputs.cameraAxis)}
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</span>
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<span className="font-mono text-white">
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Main: {NUMBER_FORMAT.format(diagnostics.outputs.auxAxis.main)}
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</span>
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<span className="font-mono text-white">
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Side: {NUMBER_FORMAT.format(diagnostics.outputs.auxAxis.side)}
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</span>
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</div>
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</>
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)}
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</div>
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)}
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</div>
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</CardFrame>
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);
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}
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