Implement OSD keyboard for gamepads. Using hex tiles of course.

This commit is contained in:
2026-05-26 04:52:13 +00:00
parent 8cb7ab5938
commit 43ca8ea1d1
3 changed files with 705 additions and 6 deletions
@@ -1,7 +1,8 @@
type GamepadAction = "up" | "down" | "left" | "right" | "select" | "back" | "menu"
const GAMEPAD_AXIS_THRESHOLD = 0.55
const GAMEPAD_REPEAT_MS = 180
const GAMEPAD_REPEAT_MS = 90
const GAMEPAD_VERTICAL_REPEAT_MS = 140
const KEY_BY_ACTION: Partial<Record<GamepadAction, string>> = {
up: "ArrowUp",
@@ -32,6 +33,24 @@ const gamepadLastTriggerAt: Record<GamepadAction, number> = {
menu: 0,
}
const rawButtonLastTriggerAt: Record<number, number> = {
2: 0,
3: 0,
4: 0,
5: 0,
}
function applyRawButtonEvent(button: number, now: number) {
const canTrigger = now - (rawButtonLastTriggerAt[button] ?? 0) >= GAMEPAD_REPEAT_MS
if (!canTrigger) return
rawButtonLastTriggerAt[button] = now
const event = new CustomEvent("mediahive:gamepad-button", {
detail: { button },
cancelable: true,
})
window.dispatchEvent(event)
}
let gamepadFrameId: number | null = null
let gamepadInstalled = false
@@ -53,10 +72,12 @@ function applyGamepadAction(action: GamepadAction, isPressed: boolean, now: numb
if (!isPressed) return
const shouldRepeat =
action === "up" || action === "down" || action === "left" || action === "right"
const isVertical = action === "up" || action === "down"
const isHorizontal = action === "left" || action === "right"
const shouldRepeat = isVertical || isHorizontal
const repeatMs = isVertical ? GAMEPAD_VERTICAL_REPEAT_MS : GAMEPAD_REPEAT_MS
const canTrigger =
!wasPressed || (shouldRepeat && now - gamepadLastTriggerAt[action] >= GAMEPAD_REPEAT_MS)
!wasPressed || (shouldRepeat && now - gamepadLastTriggerAt[action] >= repeatMs)
if (!canTrigger) return
gamepadLastTriggerAt[action] = now
@@ -106,11 +127,30 @@ function pollGamepad() {
left = left || Boolean(gamepad.buttons[14]?.pressed) || axisX <= -GAMEPAD_AXIS_THRESHOLD
right = right || Boolean(gamepad.buttons[15]?.pressed) || axisX >= GAMEPAD_AXIS_THRESHOLD
// Xbox mapping on standard gamepads: A=0, B=1
// Xbox mapping on standard gamepads: A=0, B=1, X=2, Y=3
select = select || Boolean(gamepad.buttons[0]?.pressed)
back = back || Boolean(gamepad.buttons[1]?.pressed)
// Y/Triangle button opens contextual release list where supported.
// X/Square = backspace (handled by raw button event)
// Y/Triangle = space (handled by raw button event)
menu = menu || Boolean(gamepad.buttons[3]?.pressed)
if (gamepad.buttons[2]?.pressed) {
applyRawButtonEvent(2, now)
}
if (gamepad.buttons[3]?.pressed) {
applyRawButtonEvent(3, now)
}
// Shoulder buttons for cursor movement (handled by raw button event)
const lb = Boolean(gamepad.buttons[4]?.pressed)
const rb = Boolean(gamepad.buttons[5]?.pressed)
if (lb) {
applyRawButtonEvent(4, now)
}
if (rb) {
applyRawButtonEvent(5, now)
}
}
applyGamepadAction("up", up, now)