feat: switch gamepad reader to Linux evdev BTN_* codes

The Joystick API (/dev/input/js*) numbers buttons depending on driver
and connection type. Xbox One controllers via Bluetooth with a Share
button shifted X from button number 2 to 3, silently breaking the
mapping.

The evdev interface provides standardized BTN_* codes (BTN_SOUTH=A,
BTN_NORTH=X, etc.) that remain consistent across Xbox, PlayStation,
and Nintendo controllers over both USB and Bluetooth.

js* devices remain the discovery path, while /sys/class/input/jsN is
used to resolve the corresponding event* device. If the /sys lookup
fails, JoystickFallbackReader falls back to the old Joystick API.
This commit is contained in:
Andre
2026-05-11 17:29:54 +02:00
parent 1251cc278a
commit 82ff6dbbf2
9 changed files with 306 additions and 96 deletions
+272 -79
View File
@@ -1,43 +1,84 @@
/**
* Liest Gamepad-Events direkt von /dev/input/js* (Linux joystick API).
* Umgeht Chromiums Gamepad API, die in Flatpak/Gaming Mode nicht funktioniert,
* weil Steam Input den Controller virtualisiert und udev-Events nicht
* in die Sandbox propagieren.
* Liest Gamepad-Events via Linux evdev (/dev/input/event*).
*
* Erkennt Controller über /dev/input/js* und öffnet deren zugehöriges
* event*-Interface. Das evdev-Interface liefert standardisierte, benannte
* Button-Codes (BTN_SOUTH, BTN_NORTH, …) die über alle Controller-Typen
* (Xbox, PlayStation, Nintendo) und Verbindungsarten (USB, Bluetooth)
* konsistent sind – unabhängig davon, welchen Treiber der Kernel nutzt.
*
* Damit entfällt das alte Problem mit der button-Nummerierung im Joystick-API,
* bei dem Xbox-One-Controller via Bluetooth (Share-Button verschiebt die
* Nummerierung) X-Button als Nummer 3 statt 2 lieferten.
*
* Unterstützt mehrere Gamepads gleichzeitig (Steam Deck + Bluetooth Xbox).
* Hotplug wird durch periodisches Scannen von /dev/input/ abgedeckt.
*
* Xbox 360 / Steam Virtual Controller Joystick-Mapping:
* Buttons: 0=A, 1=B, 2=X, 3=Y, 4=LB, 5=RB, 6=Back, 7=Start
* Axes: 0=LStickX, 1=LStickY, 2=LTrigger, 3=RStickX, 4=RStickY, 5=RTrigger, 6=DPadX, 7=DPadY
* BTN_*-Codes sind konsistent für alle Controller:
* BTN_SOUTH (0x130) = A / Cross
* BTN_EAST (0x131) = B / Circle
* BTN_NORTH (0x133) = X / Square
* BTN_WEST (0x134) = Y / Triangle
* BTN_TL (0x136) = LB / L1
* BTN_TR (0x137) = RB / R1
* BTN_TL2 (0x138) = LT / L2 (als Button bei manchen Controllern)
* BTN_TR2 (0x139) = RT / R2 (als Button bei manchen Controllern)
* ABS_HAT0X (16) = D-Pad X-Achse
* ABS_HAT0Y (17) = D-Pad Y-Achse
* ABS_X/Y (0/1) = Linker Stick
* ABS_Z/RZ (2/5) = LT/RT als Analog-Achse
*/
import * as fs from 'node:fs'
import * as path from 'node:path'
import type { BrowserWindow } from 'electron'
// js_event: { u32 time, s16 value, u8 type, u8 number } = 8 bytes
const JS_EVENT_BUTTON = 0x01
const JS_EVENT_AXIS = 0x02
const JS_EVENT_INIT = 0x80
// evdev input_event auf 64-bit Linux:
// { u64 tv_sec (8 Bytes), u64 tv_usec (8 Bytes), u16 type (2), u16 code (2), s32 value (4) } = 24 Bytes
const INPUT_EVENT_SIZE = 24
const EV_KEY = 0x01
const EV_ABS = 0x03
// Button-Codes (BTN_GAMEPAD-Bereich) – konsistent über alle Controller und Treiber
const BTN_SOUTH = 0x130
const BTN_EAST = 0x131
const BTN_NORTH = 0x133
const BTN_WEST = 0x134
const BTN_TL = 0x136
const BTN_TR = 0x137
const BTN_TL2 = 0x138
const BTN_TR2 = 0x139
// ABS-Achsen-Codes
const ABS_X = 0
const ABS_Y = 1
const ABS_Z = 2 // LT / L2
const ABS_RZ = 5 // RT / R2
const ABS_HAT0X = 16 // D-Pad X
const ABS_HAT0Y = 17 // D-Pad Y
const BUTTON_MAP: Record<number, string> = {
0: 'Enter', // A
1: 'Escape', // B
2: 'x', // X
3: 'y', // Y
4: 'l1', // LB / L1
5: 'r1' // RB / R1
[BTN_SOUTH]: 'Enter',
[BTN_EAST]: 'Escape',
[BTN_NORTH]: 'x',
[BTN_WEST]: 'y',
[BTN_TL]: 'l1',
[BTN_TR]: 'r1',
[BTN_TL2]: 'l2',
[BTN_TR2]: 'r2',
}
const STICK_THRESHOLD = 16384 // ~50% von 32767
const STICK_THRESHOLD = 16384 // ~50% von 32767
// Trigger-Schwellwert: Achsenwert > 0 (nicht gedrückt) bis ~255–1023 je Controller
const TRIGGER_THRESHOLD = 8
const REPEAT_INITIAL_MS = 400
const REPEAT_INTERVAL_MS = 150
// L2/R2 Trigger: kein Auto-Repeat, da 300s-Spruenge nicht wiederholt werden sollen.
const NO_REPEAT_AXES = new Set([2, 5])
// Trigger-Achsen sollen kein Auto-Repeat auslösen (300s-Sprünge nicht wiederholen)
const NO_REPEAT_ABS_CODES = new Set([ABS_Z, ABS_RZ])
const SCAN_INTERVAL_MS = 3000
// Bluetooth-/Steam-Setups liefern dieselbe Eingabe teils über mehrere js*-Devices.
// Nahezu zeitgleiche identische Events werden deshalb global entdoppelt.
// Bluetooth-/Steam-Setups können dieselbe Eingabe über mehrere Devices liefern.
// Nahezu zeitgleiche identische Events werden global entdoppelt.
const DUPLICATE_EVENT_WINDOW_MS = 40
interface AxisState {
@@ -46,26 +87,45 @@ interface AxisState {
interval: ReturnType<typeof setInterval> | null
}
class JoystickReader {
/**
* Sucht das zugehörige evdev-Device (/dev/input/eventN) für ein
* Joystick-Device (/dev/input/jsN) über den /sys-Dateisystem-Pfad.
*/
function findEventDevice(jsDevicePath: string): string | null {
try {
const jsName = path.basename(jsDevicePath) // 'js0'
const sysLink = `/sys/class/input/${jsName}`
const realPath = fs.realpathSync(sysLink) // .../input/input7/js0
const inputDir = path.dirname(realPath) // .../input/input7
const entries = fs.readdirSync(inputDir)
const eventEntry = entries.find((e) => /^event\d+$/.test(e))
if (eventEntry) return `/dev/input/${eventEntry}`
} catch {
// Kein /sys-Zugriff oder Device verschwunden
}
return null
}
class EvdevReader {
private stream: fs.ReadStream | null = null
private buf = Buffer.alloc(0)
private axes = new Map<number, AxisState>()
private alive = true
constructor(
readonly devicePath: string,
readonly eventPath: string,
private onKey: (key: string) => void
) {}
start(): boolean {
try {
this.stream = fs.createReadStream(this.devicePath)
this.stream = fs.createReadStream(this.eventPath)
this.stream.on('data', (chunk) => {
const buf = Buffer.isBuffer(chunk) ? chunk : Buffer.from(chunk)
this.buf = Buffer.concat([this.buf, buf])
while (this.buf.length >= 8) {
this.processEvent(this.buf.subarray(0, 8))
this.buf = this.buf.subarray(8)
while (this.buf.length >= INPUT_EVENT_SIZE) {
this.processEvent(this.buf.subarray(0, INPUT_EVENT_SIZE))
this.buf = this.buf.subarray(INPUT_EVENT_SIZE)
}
})
this.stream.on('error', () => {
@@ -97,66 +157,60 @@ class JoystickReader {
}
private processEvent(raw: Buffer): void {
const value = raw.readInt16LE(4)
const rawType = raw.readUInt8(6)
const number = raw.readUInt8(7)
const isInit = (rawType & JS_EVENT_INIT) !== 0
const type = rawType & ~JS_EVENT_INIT
// Offsets in 24-Byte input_event: type @ 16, code @ 18, value @ 20
const type = raw.readUInt16LE(16)
const code = raw.readUInt16LE(18)
const value = raw.readInt32LE(20)
if (type === JS_EVENT_BUTTON && !isInit) {
if (type === EV_KEY) {
if (value === 1) {
const key = BUTTON_MAP[number]
const key = BUTTON_MAP[code]
if (key) this.onKey(key)
}
} else if (type === JS_EVENT_AXIS) {
this.processAxis(number, value, isInit)
} else if (type === EV_ABS) {
this.processAxis(code, value)
}
}
private processAxis(axis: number, value: number, isInit: boolean): void {
private processAxis(code: number, value: number): void {
let key: string | null = null
// D-Pad (Axes 6/7): binäre Werte (-32767, 0, 32767)
if (axis === 6) {
if (value < 0) key = 'ArrowLeft'
if (code === ABS_HAT0X) {
if (value < 0) key = 'ArrowLeft'
else if (value > 0) key = 'ArrowRight'
} else if (axis === 7) {
if (value < 0) key = 'ArrowUp'
} else if (code === ABS_HAT0Y) {
if (value < 0) key = 'ArrowUp'
else if (value > 0) key = 'ArrowDown'
}
// Left Stick (Axes 0/1): analoge Werte mit Deadzone
else if (axis === 0) {
if (value < -STICK_THRESHOLD) key = 'ArrowLeft'
} else if (code === ABS_X) {
if (value < -STICK_THRESHOLD) key = 'ArrowLeft'
else if (value > STICK_THRESHOLD) key = 'ArrowRight'
} else if (axis === 1) {
if (value < -STICK_THRESHOLD) key = 'ArrowUp'
} else if (code === ABS_Y) {
if (value < -STICK_THRESHOLD) key = 'ArrowUp'
else if (value > STICK_THRESHOLD) key = 'ArrowDown'
}
// Trigger (Axes 2/5): -32767 = nicht gedrückt, +32767 = voll gedrückt
else if (axis === 2) {
if (value > 0) key = 'l2'
} else if (axis === 5) {
if (value > 0) key = 'r2'
} else if (code === ABS_Z) {
if (value > TRIGGER_THRESHOLD) key = 'l2'
} else if (code === ABS_RZ) {
if (value > TRIGGER_THRESHOLD) key = 'r2'
} else {
return
}
let state = this.axes.get(axis)
let state = this.axes.get(code)
if (!state) {
state = { key: null, timer: null, interval: null }
this.axes.set(axis, state)
this.axes.set(code, state)
}
if (key !== state.key) {
if (state.timer) clearTimeout(state.timer)
if (state.timer) clearTimeout(state.timer)
if (state.interval) clearInterval(state.interval)
state.timer = null
state.timer = null
state.interval = null
state.key = key
state.key = key
if (key && !isInit) {
if (key) {
this.onKey(key)
if (!NO_REPEAT_AXES.has(axis)) {
if (!NO_REPEAT_ABS_CODES.has(code)) {
const k = key
state.timer = setTimeout(() => {
if (state!.key === k) {
@@ -173,13 +227,141 @@ class JoystickReader {
}
/**
* Startet das Lesen aller /dev/input/js* Devices.
* Fallback-Reader für den Fall, dass kein evdev-Device gefunden wird.
* Nutzt das alte Joystick-API (8-Byte-Events, Joystick-Nummern-Mapping).
* Deckt Controller ab, die kein /sys-Event-Device-Mapping haben.
*/
class JoystickFallbackReader {
private stream: fs.ReadStream | null = null
private buf = Buffer.alloc(0)
private axes = new Map<number, AxisState>()
private alive = true
private static readonly BUTTON_MAP: Record<number, string> = {
0: 'Enter',
1: 'Escape',
2: 'x',
3: 'y',
4: 'l1',
5: 'r1',
}
constructor(
readonly devicePath: string,
private onKey: (key: string) => void
) {}
start(): boolean {
try {
this.stream = fs.createReadStream(this.devicePath)
this.stream.on('data', (chunk) => {
const buf = Buffer.isBuffer(chunk) ? chunk : Buffer.from(chunk)
this.buf = Buffer.concat([this.buf, buf])
while (this.buf.length >= 8) {
this.processEvent(this.buf.subarray(0, 8))
this.buf = this.buf.subarray(8)
}
})
this.stream.on('error', () => { this.alive = false; this.stop() })
this.stream.on('close', () => { this.alive = false })
return true
} catch {
this.alive = false
return false
}
}
stop(): void {
this.stream?.destroy()
this.stream = null
for (const state of this.axes.values()) {
if (state.timer) clearTimeout(state.timer)
if (state.interval) clearInterval(state.interval)
}
this.axes.clear()
}
isAlive(): boolean { return this.alive }
private processEvent(raw: Buffer): void {
const value = raw.readInt16LE(4)
const rawType = raw.readUInt8(6)
const number = raw.readUInt8(7)
const isInit = (rawType & 0x80) !== 0
const type = rawType & ~0x80
if (type === 0x01 && !isInit) {
if (value === 1) {
const key = JoystickFallbackReader.BUTTON_MAP[number]
if (key) this.onKey(key)
}
} else if (type === 0x02) {
this.processAxis(number, value, isInit)
}
}
private processAxis(axis: number, value: number, isInit: boolean): void {
let key: string | null = null
if (axis === 6) {
if (value < 0) key = 'ArrowLeft'
else if (value > 0) key = 'ArrowRight'
} else if (axis === 7) {
if (value < 0) key = 'ArrowUp'
else if (value > 0) key = 'ArrowDown'
} else if (axis === 0) {
if (value < -STICK_THRESHOLD) key = 'ArrowLeft'
else if (value > STICK_THRESHOLD) key = 'ArrowRight'
} else if (axis === 1) {
if (value < -STICK_THRESHOLD) key = 'ArrowUp'
else if (value > STICK_THRESHOLD) key = 'ArrowDown'
} else if (axis === 2) {
if (value > 0) key = 'l2'
} else if (axis === 5) {
if (value > 0) key = 'r2'
} else {
return
}
let state = this.axes.get(axis)
if (!state) {
state = { key: null, timer: null, interval: null }
this.axes.set(axis, state)
}
if (key !== state.key) {
if (state.timer) clearTimeout(state.timer)
if (state.interval) clearInterval(state.interval)
state.timer = null
state.interval = null
state.key = key
if (key && !isInit) {
this.onKey(key)
if (axis !== 2 && axis !== 5) {
const k = key
state.timer = setTimeout(() => {
if (state!.key === k) {
this.onKey(k)
state!.interval = setInterval(() => {
if (state!.key === k) this.onKey(k)
}, REPEAT_INTERVAL_MS)
}
}, REPEAT_INITIAL_MS)
}
}
}
}
}
/**
* Startet das Lesen aller /dev/input/js* Devices (evdev-Interface bevorzugt).
* Gibt eine Cleanup-Funktion zurück.
*/
export function startGamepadReader(getWindow: () => BrowserWindow | null): () => void {
if (process.platform !== 'linux') return () => {}
const readers = new Map<string, JoystickReader>()
// Keyed by js-Device-Pfad
const readers = new Map<string, EvdevReader | JoystickFallbackReader>()
const lastKeyAt = new Map<string, number>()
const onKey = (key: string): void => {
@@ -201,31 +383,42 @@ export function startGamepadReader(getWindow: () => BrowserWindow | null): () =>
for (const entry of entries) {
if (!entry.startsWith('js')) continue
const devPath = path.join(inputDir, entry)
seen.add(devPath)
const jsPath = path.join(inputDir, entry)
seen.add(jsPath)
if (readers.has(devPath)) {
if (!readers.get(devPath)!.isAlive()) {
readers.get(devPath)!.stop()
readers.delete(devPath)
if (readers.has(jsPath)) {
if (!readers.get(jsPath)!.isAlive()) {
readers.get(jsPath)!.stop()
readers.delete(jsPath)
} else {
continue
}
}
const reader = new JoystickReader(devPath, onKey)
if (reader.start()) {
readers.set(devPath, reader)
console.log(`[gamepad] geöffnet: ${devPath}`)
const eventPath = findEventDevice(jsPath)
let reader: EvdevReader | JoystickFallbackReader
if (eventPath) {
reader = new EvdevReader(eventPath, onKey)
if (reader.start()) {
readers.set(jsPath, reader)
console.log(`[gamepad] geöffnet (evdev): ${jsPath} → ${eventPath}`)
}
} else {
// Fallback auf altes Joystick-API wenn kein /sys-Mapping gefunden
reader = new JoystickFallbackReader(jsPath, onKey)
if (reader.start()) {
readers.set(jsPath, reader)
console.log(`[gamepad] geöffnet (js-fallback): ${jsPath}`)
}
}
}
// Entfernte Devices aufräumen
for (const [devPath, reader] of readers) {
if (!seen.has(devPath)) {
console.log(`[gamepad] getrennt: ${devPath}`)
for (const [jsPath, reader] of readers) {
if (!seen.has(jsPath)) {
console.log(`[gamepad] getrennt: ${jsPath}`)
reader.stop()
readers.delete(devPath)
readers.delete(jsPath)
}
}
} catch {