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https://codeberg.org/uzu/strudel
synced 2026-07-22 13:13:10 -04:00
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8 Commits
| Author | SHA1 | Date | |
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| b48321a84c | |||
| 827b659592 | |||
| 4553408b28 | |||
| 42eb33440c | |||
| 87768198a0 | |||
| c24a87df48 | |||
| 2d63f36201 | |||
| 43ac2d3d72 |
@@ -14,7 +14,12 @@ npm i @strudel/gamepad --save
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import { gamepad } from '@strudel/gamepad';
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// Initialize gamepad (optional index parameter, defaults to 0)
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const pad = gamepad(0);
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const pad = gamepad(0); // Default mapping is XBOX {a: 0, b: 1, x: 2, y: 3}
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//const pad = gamepad(0, 'XBOX'); // XBOX button mapping {a: 0, b: 1, x: 2, y: 3}
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//const pad = gamepad(0, 'NES'); // Nintendo button mapping {a: 1, b: 0, x: 3, y: 2}
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//const pad = gamepad(0, {a: 0, b: 1, x: 2, y: 3}); // Custom mapping
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// Use gamepad inputs in patterns
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const pattern = sequence([
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@@ -86,6 +91,7 @@ $: sound("hadoken").gain(pad.checkSequence(HADOKEN))
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## Multiple Gamepads
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You can connect multiple gamepads by specifying the gamepad index:
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Make sure to press buttons on all connected gamepads before hitting play, so the browser can properly detect them.
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```javascript
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const pad1 = gamepad(0); // First gamepad
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@@ -107,9 +107,32 @@ $: s("free_hadouken -").slow(2)
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samples({free_hadouken: 'https://cdn.freesound.org/previews/67/67674_111920-lq.mp3'})
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`} />
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## Multiple Gamepads
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### Button Sequences
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### Button Mappings
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The gamepad module supports different button mapping configurations to accommodate various gamepad layouts:
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- **XBOX** (Default): Standard Xbox-style mapping where A=0, B=1, X=2, Y=3
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- **NES**: Nintendo-style mapping where B=0, A=1, Y=2, X=3
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- **Custom**: Define your own button mapping by passing an object with button assignments
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You can specify the mapping when initializing the gamepad:
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<MiniRepl
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client:idle
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tune={`
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const pad1 = gamepad(0); // Default mapping is XBOX {a: 0, b: 1, x: 2, y: 3}
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const pad2 = gamepad(1, 'XBOX'); // XBOX button mapping {a: 0, b: 1, x: 2, y: 3}
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const pad3 = gamepad(2, 'NES'); // Nintendo button mapping {a: 1, b: 0, x: 3, y: 2}
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const pad4 = gamepad(3, {a: 0, b: 1, x: 2, y: 3}); // Custom mapping
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`}
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/>
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### Multiple Gamepads
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Strudel supports multiple gamepads. You can specify the gamepad index to connect to different devices.
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Make sure to press buttons on all connected gamepads before hitting play, so the browser can properly detect them.
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<MiniRepl
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client:idle
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+119
-28
@@ -1,35 +1,62 @@
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// @strudel/gamepad/index.mjs
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import { signal } from '@strudel/core';
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import { logger } from '@strudel/core';
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// Button mapping for Logitech Dual Action (STANDARD GAMEPAD Vendor: 046d Product: c216)
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export const buttonMap = {
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a: 0,
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b: 1,
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x: 2,
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y: 3,
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lb: 4,
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rb: 5,
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lt: 6,
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rt: 7,
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back: 8,
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start: 9,
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u: 12,
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up: 12,
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d: 13,
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down: 13,
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l: 14,
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left: 14,
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r: 15,
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right: 15,
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const buttonMapSettings = {
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XBOX: {
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// XBOX mapping default
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a: 0,
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b: 1,
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x: 2,
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y: 3,
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lb: 4,
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rb: 5,
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lt: 6,
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rt: 7,
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back: 8,
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start: 9,
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u: 12,
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up: 12,
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d: 13,
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down: 13,
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l: 14,
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left: 14,
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r: 15,
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right: 15,
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},
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NES: {
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// Nintendo mapping
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a: 1,
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b: 0,
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x: 3,
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y: 2,
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lb: 4,
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rb: 5,
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lt: 6,
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rt: 7,
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back: 8,
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start: 9,
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u: 12,
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up: 12,
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d: 13,
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down: 13,
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l: 14,
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left: 14,
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r: 15,
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right: 15,
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},
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};
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class ButtonSequenceDetector {
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constructor(timeWindow = 1000) {
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constructor(timeWindow = 1000, mapping) {
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this.sequence = [];
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this.timeWindow = timeWindow;
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this.lastInputTime = 0;
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this.buttonStates = Array(16).fill(0); // Track previous state of each button
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this.buttonMap = mapping;
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// Button mapping for character inputs
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}
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@@ -44,7 +71,8 @@ class ButtonSequenceDetector {
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}
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// Store the button name instead of index
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const buttonName = Object.keys(buttonMap).find((key) => buttonMap[key] === buttonIndex) || buttonIndex.toString();
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const buttonName =
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Object.keys(this.buttonMap).find((key) => this.buttonMap[key] === buttonIndex) || buttonIndex.toString();
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this.sequence.push({
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input: buttonName,
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@@ -87,9 +115,9 @@ class ButtonSequenceDetector {
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// Check if either the input matches directly or they refer to the same button in the map
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return (
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input === target ||
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buttonMap[input] === buttonMap[target] ||
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this.buttonMap[input] === this.buttonMap[target] ||
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// Also check if the numerical index matches
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buttonMap[input] === parseInt(target)
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this.buttonMap[input] === parseInt(target)
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);
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})
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? 1
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@@ -98,9 +126,10 @@ class ButtonSequenceDetector {
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}
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class GamepadHandler {
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constructor(index = 0) {
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constructor(index = 0, mapping) {
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// Add index parameter
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this._gamepads = {};
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this._mapping = mapping;
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this._activeGamepad = index; // Use provided index
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this._axes = [0, 0, 0, 0];
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this._buttons = Array(16).fill(0);
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@@ -143,12 +172,66 @@ class GamepadHandler {
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}
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}
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// Add utility function to list all connected gamepads
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export const listGamepads = () => {
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const gamepads = navigator.getGamepads();
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const connectedGamepads = Array.from(gamepads)
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.filter((gp) => gp !== null)
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.map((gp) => ({
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index: gp.index,
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id: gp.id,
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mapping: gp.mapping,
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buttons: gp.buttons.length,
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axes: gp.axes.length,
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connected: gp.connected,
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timestamp: gp.timestamp,
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}));
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// Format the gamepads info into a readable string
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const gamepadsInfo = connectedGamepads.map((gp) => `${gp.index}: ${gp.id}`).join('\n');
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logger(`[gamepad] available gamepads:\n${gamepadsInfo}`);
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return connectedGamepads;
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};
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// Module-level state store for toggle states
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const gamepadStates = new Map();
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export const gamepad = (index = 0) => {
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const handler = new GamepadHandler(index);
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const sequenceDetector = new ButtonSequenceDetector(2000);
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export const gamepad = (index = 0, mapping = 'XBOX') => {
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// list connected gamepads
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const connectedGamepads = listGamepads();
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// Check if the requested gamepad index exists
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const requestedGamepad = connectedGamepads.find((gp) => gp.index === index);
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if (!requestedGamepad) {
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throw new Error(
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`[gamepad] gamepad at index ${index} not found. available gamepads: ${connectedGamepads.map((gp) => gp.index).join(', ')}`,
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);
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}
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// Handle button mapping
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let buttonMap = buttonMapSettings.XBOX;
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if (typeof mapping === 'string') {
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buttonMap = buttonMapSettings[mapping.toUpperCase()];
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} else if (typeof mapping === 'object') {
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buttonMap = { ...buttonMapSettings.XBOX, ...mapping };
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// Check that all mapping values are valid button indices
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const maxButtons = requestedGamepad.buttons; // Standard gamepad has 16 buttons
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for (const [key, value] of Object.entries(mapping)) {
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if (typeof value !== 'number' || value < 0 || value >= maxButtons) {
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throw new Error(
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`[gamepad] invalid button mapping for '${key}': ${value}. Must be a number between 0 and ${maxButtons - 1}`,
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);
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}
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}
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}
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if (!buttonMap) {
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throw new Error(`[gamepad] button mapping '${mapping}' not found`);
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}
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const handler = new GamepadHandler(index, buttonMap);
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const sequenceDetector = new ButtonSequenceDetector(2000, buttonMap);
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// Base signal that polls gamepad state and handles sequence detection
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const baseSignal = signal((t) => {
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@@ -218,8 +301,14 @@ export const gamepad = (index = 0) => {
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return baseSignal.fmap(() => sequenceDetector.checkSequence(sequence));
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};
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const checkSequence = btnSequence;
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const sequence = btnSequence;
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const btnSeq = btnSequence;
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const btnseq = btnSeq;
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const btnseq = btnSequence;
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const seq = btnSequence;
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logger(
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`[gamepad] connected to gamepad ${index} (${requestedGamepad.id}) with ${typeof mapping === 'object' ? 'custom' : mapping} mapping`,
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);
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// Return an object with all controls
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return {
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@@ -234,9 +323,11 @@ export const gamepad = (index = 0) => {
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]),
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),
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checkSequence,
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sequence,
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btnSequence,
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btnSeq,
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btnseq,
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seq,
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raw: baseSignal,
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};
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};
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