Unify gamepad repeat model with accelerating hold and analog scaling

This commit is contained in:
2026-05-27 14:40:49 +00:00
parent f982785850
commit 79d3f40162
+165 -69
View File
@@ -1,8 +1,13 @@
type GamepadAction = "up" | "down" | "left" | "right" | "select" | "back" | "menu"
type DirectionAction = "up" | "down" | "left" | "right"
const GAMEPAD_AXIS_THRESHOLD = 0.55
const GAMEPAD_REPEAT_MS = 90
const GAMEPAD_VERTICAL_REPEAT_MS = 140
const ANALOG_DEADZONE = 0.25
const DIGITAL_INITIAL_REPEAT_DELAY_MS = 150
const DIGITAL_REPEAT_START_MS = 90
const DIGITAL_REPEAT_MIN_MS = 16
const DIGITAL_ACCEL_RAMP_MS = 3500
const ANALOG_REPEAT_MAX_MS = 180
const ANALOG_REPEAT_MIN_MS = 16
const KEY_BY_ACTION: Partial<Record<GamepadAction, string>> = {
up: "ArrowUp",
@@ -23,33 +28,23 @@ const gamepadPressedState: Record<GamepadAction, boolean> = {
menu: false,
}
const gamepadLastTriggerAt: Record<GamepadAction, number> = {
const rawButtonPressedState: Record<number, boolean> = {
2: false,
3: false,
4: false,
5: false,
}
const analogLastTriggerAt: Record<DirectionAction, number> = {
up: 0,
down: 0,
left: 0,
right: 0,
select: 0,
back: 0,
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 digitalHoldStartedAt = 0
let digitalLastRepeatAt = 0
let digitalRepeatCount = 0
let gamepadFrameId: number | null = null
let gamepadInstalled = false
@@ -66,21 +61,7 @@ function dispatchKey(key: string) {
)
}
function applyGamepadAction(action: GamepadAction, isPressed: boolean, now: number) {
const wasPressed = gamepadPressedState[action]
gamepadPressedState[action] = isPressed
if (!isPressed) return
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] >= repeatMs)
if (!canTrigger) return
gamepadLastTriggerAt[action] = now
function dispatchGamepadAction(action: GamepadAction): void {
const actionEvent = new CustomEvent("mediahive:gamepad-action", {
detail: { action },
cancelable: true,
@@ -94,6 +75,62 @@ function applyGamepadAction(action: GamepadAction, isPressed: boolean, now: numb
}
}
function dispatchRawButton(button: number): void {
const event = new CustomEvent("mediahive:gamepad-button", {
detail: { button },
cancelable: true,
})
window.dispatchEvent(event)
}
function triggerSinglePressAction(action: GamepadAction, isPressed: boolean): void {
const wasPressed = gamepadPressedState[action]
gamepadPressedState[action] = isPressed
if (isPressed && !wasPressed) {
dispatchGamepadAction(action)
}
}
function triggerSinglePressRawButton(button: number, isPressed: boolean): void {
const wasPressed = rawButtonPressedState[button] ?? false
rawButtonPressedState[button] = isPressed
if (isPressed && !wasPressed) {
dispatchRawButton(button)
}
}
function getDigitalRepeatIntervalMs(holdMs: number): number {
const progress = Math.min(Math.max(holdMs, 0), DIGITAL_ACCEL_RAMP_MS) / DIGITAL_ACCEL_RAMP_MS
return Math.round(
DIGITAL_REPEAT_START_MS - (DIGITAL_REPEAT_START_MS - DIGITAL_REPEAT_MIN_MS) * progress,
)
}
function getAnalogRepeatIntervalMs(intensity: number): number {
const normalized = Math.min(Math.max(intensity, 0), 1)
return Math.round(ANALOG_REPEAT_MAX_MS - (ANALOG_REPEAT_MAX_MS - ANALOG_REPEAT_MIN_MS) * normalized)
}
function normalizeAxisIntensity(rawValue: number): number {
if (rawValue <= ANALOG_DEADZONE) return 0
return Math.min((rawValue - ANALOG_DEADZONE) / (1 - ANALOG_DEADZONE), 1)
}
function applyAnalogDirection(action: DirectionAction, intensity: number, now: number): void {
if (intensity <= 0) {
analogLastTriggerAt[action] = 0
return
}
const last = analogLastTriggerAt[action]
const repeatMs = getAnalogRepeatIntervalMs(intensity)
if (last === 0 || now - last >= repeatMs) {
analogLastTriggerAt[action] = now
dispatchGamepadAction(action)
}
}
function resetPressedState() {
gamepadPressedState.up = false
gamepadPressedState.down = false
@@ -102,6 +139,17 @@ function resetPressedState() {
gamepadPressedState.select = false
gamepadPressedState.back = false
gamepadPressedState.menu = false
rawButtonPressedState[2] = false
rawButtonPressedState[3] = false
rawButtonPressedState[4] = false
rawButtonPressedState[5] = false
analogLastTriggerAt.up = 0
analogLastTriggerAt.down = 0
analogLastTriggerAt.left = 0
analogLastTriggerAt.right = 0
digitalHoldStartedAt = 0
digitalLastRepeatAt = 0
digitalRepeatCount = 0
}
function pollGamepad() {
@@ -110,56 +158,104 @@ function pollGamepad() {
const connectedGamepads = gamepads.filter((gp): gp is Gamepad => Boolean(gp && gp.connected))
if (connectedGamepads.length > 0) {
let up = false
let down = false
let left = false
let right = false
let digitalUp = false
let digitalDown = false
let digitalLeft = false
let digitalRight = false
let analogUpIntensity = 0
let analogDownIntensity = 0
let analogLeftIntensity = 0
let analogRightIntensity = 0
let select = false
let back = false
let menu = false
let raw2 = false
let raw3 = false
let raw4 = false
let raw5 = false
for (const gamepad of connectedGamepads) {
const axisX = gamepad.axes[0] ?? 0
const axisY = gamepad.axes[1] ?? 0
up = up || Boolean(gamepad.buttons[12]?.pressed) || axisY <= -GAMEPAD_AXIS_THRESHOLD
down = down || Boolean(gamepad.buttons[13]?.pressed) || axisY >= GAMEPAD_AXIS_THRESHOLD
left = left || Boolean(gamepad.buttons[14]?.pressed) || axisX <= -GAMEPAD_AXIS_THRESHOLD
right = right || Boolean(gamepad.buttons[15]?.pressed) || axisX >= GAMEPAD_AXIS_THRESHOLD
digitalUp = digitalUp || Boolean(gamepad.buttons[12]?.pressed)
digitalDown = digitalDown || Boolean(gamepad.buttons[13]?.pressed)
digitalLeft = digitalLeft || Boolean(gamepad.buttons[14]?.pressed)
digitalRight = digitalRight || Boolean(gamepad.buttons[15]?.pressed)
const upIntensity = normalizeAxisIntensity(-axisY)
const downIntensity = normalizeAxisIntensity(axisY)
const leftIntensity = normalizeAxisIntensity(-axisX)
const rightIntensity = normalizeAxisIntensity(axisX)
if (upIntensity > analogUpIntensity) analogUpIntensity = upIntensity
if (downIntensity > analogDownIntensity) analogDownIntensity = downIntensity
if (leftIntensity > analogLeftIntensity) analogLeftIntensity = leftIntensity
if (rightIntensity > analogRightIntensity) analogRightIntensity = rightIntensity
// 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)
// 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)
raw2 = raw2 || Boolean(gamepad.buttons[2]?.pressed)
raw3 = raw3 || Boolean(gamepad.buttons[3]?.pressed)
raw4 = raw4 || Boolean(gamepad.buttons[4]?.pressed)
raw5 = raw5 || Boolean(gamepad.buttons[5]?.pressed)
}
triggerSinglePressAction("up", digitalUp)
triggerSinglePressAction("down", digitalDown)
triggerSinglePressAction("left", digitalLeft)
triggerSinglePressAction("right", digitalRight)
triggerSinglePressAction("select", select)
triggerSinglePressAction("back", back)
triggerSinglePressAction("menu", menu)
triggerSinglePressRawButton(2, raw2)
triggerSinglePressRawButton(3, raw3)
triggerSinglePressRawButton(4, raw4)
triggerSinglePressRawButton(5, raw5)
const hasDigitalRepeatable =
digitalUp || digitalDown || digitalLeft || digitalRight || raw2 || raw3 || raw4 || raw5
if (!hasDigitalRepeatable) {
digitalHoldStartedAt = 0
digitalLastRepeatAt = 0
digitalRepeatCount = 0
} else {
if (digitalHoldStartedAt === 0) {
digitalHoldStartedAt = now
digitalLastRepeatAt = now
digitalRepeatCount = 0
}
// Shoulder buttons for cursor movement (handled by raw button event)
const lb = Boolean(gamepad.buttons[4]?.pressed)
const rb = Boolean(gamepad.buttons[5]?.pressed)
const holdMs = now - digitalHoldStartedAt
const repeatMs =
digitalRepeatCount === 0
? DIGITAL_INITIAL_REPEAT_DELAY_MS
: getDigitalRepeatIntervalMs(holdMs)
if (lb) {
applyRawButtonEvent(4, now)
}
if (rb) {
applyRawButtonEvent(5, now)
if (now - digitalLastRepeatAt >= repeatMs) {
if (digitalUp) dispatchGamepadAction("up")
if (digitalDown) dispatchGamepadAction("down")
if (digitalLeft) dispatchGamepadAction("left")
if (digitalRight) dispatchGamepadAction("right")
if (raw2) dispatchRawButton(2)
if (raw3) dispatchRawButton(3)
if (raw4) dispatchRawButton(4)
if (raw5) dispatchRawButton(5)
digitalLastRepeatAt = now
digitalRepeatCount += 1
}
}
applyGamepadAction("up", up, now)
applyGamepadAction("down", down, now)
applyGamepadAction("left", left, now)
applyGamepadAction("right", right, now)
applyGamepadAction("select", select, now)
applyGamepadAction("back", back, now)
applyGamepadAction("menu", menu, now)
// Analog repeat has no initial delay and speed increases with stick deflection.
// If digital d-pad direction is held, it owns that direction to avoid duplicate repeats.
applyAnalogDirection("up", digitalUp ? 0 : analogUpIntensity, now)
applyAnalogDirection("down", digitalDown ? 0 : analogDownIntensity, now)
applyAnalogDirection("left", digitalLeft ? 0 : analogLeftIntensity, now)
applyAnalogDirection("right", digitalRight ? 0 : analogRightIntensity, now)
} else {
resetPressedState()
}