Files
MultiRoombaRover/webui/src/controls/inputs/GamepadInputManager.jsx
T
2025-11-17 21:18:43 -05:00

144 lines
4.3 KiB
React

import { useCallback, useEffect, useRef } from 'react';
import { useControlSystem } from '../ControlContext.jsx';
import { clampUnit } from '../controlMath.js';
const SOURCE = 'gamepad';
const DEADZONE = 0.2;
function applyDeadzone(value) {
return Math.abs(value) < DEADZONE ? 0 : value;
}
function computeTriggerSpeed(button, reverseButton, max = 127, reverseScale = 1) {
if (!button) return 0;
const value = typeof button.value === 'number' ? button.value : button.pressed ? 1 : 0;
if (value < 0.05) return 0;
const direction = reverseButton?.pressed ? -1 : 1;
return Math.round(value * max * direction * reverseScale);
}
function vectorsEqual(a, b) {
return (
a &&
b &&
a.x === b.x &&
a.y === b.y &&
a.boost === b.boost
);
}
function auxEqual(a, b) {
return a && b && a.main === b.main && a.side === b.side && a.vacuum === b.vacuum;
}
export default function GamepadInputManager() {
const {
actions: {
setMode,
setDriveVector,
setAuxMotors,
nudgeServo,
runMacro,
registerInputState,
},
} = useControlSystem();
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 handleButtonEdge = useCallback(
(index, pressed) => {
const prev = buttonStateRef.current.get(index) || false;
buttonStateRef.current.set(index, pressed);
return pressed && !prev;
},
[],
);
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 });
}
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 });
}
registerInputState(SOURCE, { connected: false });
return;
}
const axisLX = clampUnit(applyDeadzone(pad.axes?.[0] ?? 0));
const axisLY = clampUnit(applyDeadzone(-(pad.axes?.[1] ?? 0)));
const vector = { x: axisLX, y: axisLY, boost: false };
if (!vectorsEqual(vector, lastVectorRef.current)) {
lastVectorRef.current = vector;
setDriveVector(vector, { source: SOURCE });
}
const main = computeTriggerSpeed(pad.buttons?.[7], pad.buttons?.[5]);
const side = computeTriggerSpeed(pad.buttons?.[6], pad.buttons?.[4], 127, 0.55);
const vacuum = pad.buttons?.[1]?.pressed ? 127 : 0;
let aux = { main, side, vacuum };
if (pad.buttons?.[0]?.pressed) {
aux = { main: 127, side: 127, vacuum: 127 };
}
if (!auxEqual(aux, lastAuxRef.current)) {
lastAuxRef.current = aux;
setAuxMotors(aux);
}
const cameraAxis = clampUnit(applyDeadzone(-(pad.axes?.[3] ?? 0)));
const now = performance.now();
if (Math.abs(cameraAxis) > 0.25 && now - servoThrottleRef.current > 120) {
servoThrottleRef.current = now;
nudgeServo(cameraAxis > 0 ? 2 : -2);
}
if (handleButtonEdge(14, pad.buttons?.[14]?.pressed)) {
setMode('drive');
runMacro('drive-sequence');
}
if (handleButtonEdge(15, pad.buttons?.[15]?.pressed)) {
setMode('dock');
runMacro('seek-dock');
}
registerInputState(SOURCE, {
connected: true,
id: pad.id,
index: pad.index,
axes: [axisLX, axisLY, cameraAxis],
buttons: {
a: pad.buttons?.[0]?.pressed || false,
b: pad.buttons?.[1]?.pressed || false,
lb: pad.buttons?.[4]?.pressed || false,
rb: pad.buttons?.[5]?.pressed || false,
},
});
}, [handleButtonEdge, nudgeServo, registerInputState, runMacro, 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;
}