mirror of
https://github.com/Andre-Bzk/twitch4steamdeck.git
synced 2026-11-15 15:43:08 +01:00
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:
@@ -10,6 +10,7 @@ Twitch-Client für das Steam Deck. Electron + React, gamepad-navigierbar, Big-Sc
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| Framework | Electron 33, electron-vite, React 18, TypeScript 5.5 |
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| Playback | hls.js 1.6 (HTML5 `<video>` im Renderer), Streamlink 6.11.0 im Flatpak-Build / 8.2.1 im Windows-Dev (nur für `--stream-url`) |
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| Gamepad (Linux) | evdev `/dev/input/event*` mit BTN_*-Codes (Xbox, PlayStation, Nintendo; USB + Bluetooth) |
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| DB | better-sqlite3 (VOD-Verlauf + Resume-Positionen) |
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| Packaging | Flatpak (freedesktop SDK 24.08, Electron2 BaseApp) |
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| Build-Host | Windows, Flatpak-Build läuft in WSL2 |
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@@ -26,7 +27,7 @@ Electron Main Process
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├── PlaybackService — Live-/VOD-Orchestrierung
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│ └── streamlink.ts — getStreamUrl() + getAvailableQualities() via streamlink
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├── historyRepo — SQLite VOD-Verlauf (Resume, Completed)
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└── gamepadReader — Linux /dev/input/js* Joystick-Leser
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└── gamepadReader — Linux evdev /dev/input/event* (via js*-Discovery, BTN_*-Codes)
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Preload (contextBridge)
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└── window.t4sd — Typisierte IPC-Bridge (auth, twitch, history, playback, gamepad)
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@@ -55,7 +56,7 @@ Renderer (React)
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- **Qualitätswechsel:** `videoRef.current.stop()` → `startLive/startVod(quality)` → neuer `playback:hls-url` Event — streamlink-Neustart nötig, da Single-Bitrate-HLS (kein hls.js Level-Switch möglich)
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- **Qualitätsliste:** `IPC playback:get-qualities` → `streamlink --json <url>` → `Object.keys(streams)` sortiert nach fixem Order-Array
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- **Position-Tracking:** `VideoPlayer` meldet alle 5s via IPC `playback:report-position` → Main → SQLite
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- **Gamepad:** `/dev/input/js*` (Linux/Gaming-Mode) **oder** `navigator.getGamepads()` (Windows/Dev) → synthetische `KeyboardEvent`s → alle Screen-Handler reagieren auf Keys
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- **Gamepad:** evdev `/dev/input/event*` via js*-Discovery (Linux/Gaming-Mode) **oder** `navigator.getGamepads()` (Windows/Dev) → synthetische `KeyboardEvent`s → alle Screen-Handler reagieren auf Keys
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---
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@@ -98,7 +99,7 @@ src/main/
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deviceCodeFlow.ts — OAuth Device Code + Polling (https://id.twitch.tv/oauth2/)
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tokenStore.ts — safeStorage-Verschlüsselung, Fallback auf plaintext
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input/
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gamepadReader.ts — /dev/input/js* Leser, Hotplug (3s-Scan), Deduplizierung (40ms)
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gamepadReader.ts — evdev /dev/input/event* Leser (via js*-Discovery), Hotplug (3s-Scan), Deduplizierung (40ms); BTN_*-Codes für controller-unabhängiges Mapping
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ipc/
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handlers.ts — Alle ipcMain.handle()-Registrierungen + Event-Forwarding
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playback/
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@@ -217,10 +218,11 @@ Video läuft als HTML5 `<video>` Element innerhalb des Electron-Fensters — **k
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Wenn der User während der Wiedergabe das Kapitel-Panel öffnet (Y-Taste), läuft das Video **weiter** (nicht pausiert). `PlaybackOverlay` wird per conditional render (`!chapterPanelVod`) ausgeblendet, sodass das Kapitel-Panel sauber über dem Video erscheint. Nach Kapitelwahl: `seekTo(chapter.positionSeconds)` — kein `play()` nötig, da Video bereits läuft. Nach Schließen ohne Auswahl: Panel weg, Video läuft unverändert weiter. Bei leerer Kapitelliste: X-Taste seeked zu `0` (Videoanfang).
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### Gamepad Dual-Path
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- **Linux/Gaming-Mode:** `src/main/input/gamepadReader.ts` liest `/dev/input/js*` direkt (Chromium Gamepad API funktioniert nicht im Flatpak-Sandbox ohne udev)
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- **Linux/Gaming-Mode:** `src/main/input/gamepadReader.ts` nutzt Linux evdev (`/dev/input/event*`). Erkennung läuft über `/dev/input/js*`-Scan; für jedes js*-Device wird via `/sys/class/input/jsN` das zugehörige `event*`-Device ermittelt und geöffnet. Dadurch werden standardisierte `BTN_*`-Codes gelesen (BTN_NORTH=X, BTN_SOUTH=A usw.) — funktioniert treiber- und controller-unabhängig für Xbox, PlayStation, Nintendo und beliebige USB/Bluetooth-Gamepads.
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- **Windows/Dev:** `src/renderer/src/input/gamepad.ts` nutzt `navigator.getGamepads()` via rAF-Loop
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- Beide Pfade erzeugen synthetische `KeyboardEvent('keydown')`. Alle UI-Komponenten reagieren nur auf Key-Events — kein Gamepad-Code in Screens.
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- Button-Mapping: A=Enter, B=Escape, X=x, Y=y, LB=l1, RB=r1, LT=l2, RT=r2, DPad=Arrows
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- Fallback: Falls `/sys`-Lookup fehlschlägt, öffnet `JoystickFallbackReader` das js*-Device direkt (altes Joystick-API mit festem Button-Nummern-Mapping)
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### A-Button-Verhalten je Screen
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| Screen | A-Button | X-Button |
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@@ -261,8 +263,8 @@ Wenn der User während der Wiedergabe das Kapitel-Panel öffnet (Y-Taste), läuf
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| Twitch Live-Stream URL-Expiry | Unkritisch | `streamlink --stream-url` Token in URL kann ablaufen. hls.js handelt Playlist-Refresh automatisch; bei Verbindungsabbruch muss neu gestartet werden. |
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| Ad-Bypass | Nicht implementiert | `--twitch-disable-ads` von Streamlink deprecated. Post-MVP. |
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| Flaggen-Emojis auf Windows | Nur Rechtecke | Unicode Regional Indicators brauchen Noto Color Emoji (Linux). Im Dev-Mode ignorieren. |
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| Browser Gamepad API in Gaming Mode | Nicht nutzbar | Steam Input + Flatpak-Sandbox blockiert udev-Events für Chromium. Deshalb `/dev/input/js*` direkt. |
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| Bluetooth-Controller-Deduplizierung | Aktiv | Mehrere `/dev/input/js*`-Devices melden gleiche Inputs → 40ms-Deduplizierungsfenster in `gamepadReader.ts` |
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| Browser Gamepad API in Gaming Mode | Nicht nutzbar | Steam Input + Flatpak-Sandbox blockiert udev-Events für Chromium. Deshalb evdev direkt im Main-Process. |
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| Bluetooth-Controller-Deduplizierung | Aktiv | Mehrere `/dev/input/js*`-Devices (z.B. Raw-Device + Steam-Virtual-Device) → 40ms-Deduplizierungsfenster in `gamepadReader.ts` |
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| Flatpak-Manifest mpv-Einträge | Noch nicht bereinigt | `tv.twitch4steamdeck.App.yml` enthält noch mpv-Build-Schritte und den mpv-Patch — nach Steam Deck Test entfernen. |
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| Direkt-Start: kein VOD-Support | By Design | AppShell-Overlay nur für Live-Streams. VODs nur über Kanalseite (ChannelScreen) mit Resume + Kapitel. |
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@@ -308,9 +310,10 @@ Beim Start erscheinen diese Logs (alle mit `[VideoPlayer]`-Prefix):
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2. hls.js seeked in `MANIFEST_PARSED`-Handler: `video.currentTime = startPosition`
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### Gamepad-Eingaben kommen nicht an (Steam Deck)
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1. `gamepadReader.ts` liest `/dev/input/js*` — prüfen ob Device vorhanden
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2. Deduplizierungs-Fenster: 40ms — bei Doppel-Inputs erhöhen
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3. Axis-Mapping: DPad ist Axis 6/7 (binary), Stick ist 0/1 (threshold 16384)
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1. `gamepadReader.ts` scannt `/dev/input/js*` — prüfen ob js-Device vorhanden (`ls /dev/input/js*`)
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2. Für jedes js-Device wird via `/sys/class/input/jsN` ein evdev-Device (`event*`) gesucht — Log `[gamepad] geöffnet (evdev): /dev/input/js0 → /dev/input/event4` zeigt ob das funktioniert
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3. Deduplizierungs-Fenster: 40ms — bei Doppel-Inputs `DUPLICATE_EVENT_WINDOW_MS` erhöhen
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4. Axis-Mapping: DPad ist ABS_HAT0X/Y (code 16/17), Stick ist ABS_X/Y (code 0/1, threshold 16384)
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### IPC-Channel fehlt / unbekannt
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Prüfen: `handlers.ts` (Main), `preload/index.ts` (Bridge), `t4sd.d.ts` (Renderer-Typen) — alle drei müssen übereinstimmen.
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@@ -9,6 +9,20 @@
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Twitch client for the Steam Deck with Big-Screen UI, full gamepad control, and VOD playback with resume.
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## Screenshots
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<p align="center">
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<img src="screenshots/browse.jpg" width="49%" alt="Browse screen" />
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<img src="screenshots/follow.jpg" width="49%" alt="Following screen" />
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</p>
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<p align="center">
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<img src="screenshots/channelscreen.jpg" width="49%" alt="Channel screen" />
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<img src="screenshots/player_overlay.jpg" width="49%" alt="Playback overlay" />
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</p>
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<p align="center">
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<img src="screenshots/chapter.jpg" width="49%" alt="Chapter panel" />
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</p>
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## Features
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- **Live Streams** — Ad-free playback via Streamlink + hls.js (HTML5 video, no external player)
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@@ -16,7 +30,7 @@ Twitch client for the Steam Deck with Big-Screen UI, full gamepad control, and V
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- **VOD Chapters** — Browse and jump to chapters within VODs; view count displayed on VOD cards
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- **Video Quality Selection** — Change stream quality on-the-fly during playback (Live and VOD); available qualities fetched dynamically via Streamlink; session-only, defaults to `best`
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- **Direct Stream Start** — Press A on any stream card in Browse/Top Streams/Category to start immediately without leaving the browse view
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- **Gamepad Control** — Full control via Steam Deck controller or Xbox gamepad, including Gaming Mode (reads `/dev/input/js*` directly, bypasses Chromium sandbox limitations)
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- **Gamepad Control** — Full control via Steam Deck controller, Xbox, or PlayStation gamepad (USB and Bluetooth), including Gaming Mode (reads Linux evdev `/dev/input/event*` directly with standardized BTN_* codes — works with any controller regardless of driver)
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- **Big-Screen UI** — 10-foot interface optimized for TV/deck; fills the screen on Steam Deck and on external TVs when docked (React + Electron)
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- **Twitch Login** — Device Code Flow with QR code (no browser required)
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- **Following** — Live status and overview of followed streamers
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@@ -34,7 +48,7 @@ Electron (Main Process)
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├── Auth -- Twitch Device Code Flow + token management (Electron safeStorage)
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├── Helix Client -- Twitch API (followed channels, streams, VODs, categories, chapters via GQL)
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├── Playback -- Streamlink --stream-url → HLS URL → IPC event to renderer
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├── Gamepad -- Linux joystick API (/dev/input/js*)
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├── Gamepad -- Linux evdev (/dev/input/event*), discovered via js*, BTN_* codes
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└── History -- SQLite (better-sqlite3) for VOD history + resume
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Electron (Renderer)
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@@ -166,7 +180,7 @@ The script handles automatically:
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| Video | hls.js 1.6 (HTML5 `<video>` in Renderer) |
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| Stream URL | Streamlink 8.2.1 (Windows dev) / 6.11.0 (Flatpak) via `--stream-url` |
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| Database | better-sqlite3 |
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| Gamepad | Linux joystick API (`/dev/input/js*`) |
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| Gamepad | Linux evdev (`/dev/input/event*`), Xbox / PS / any BT or USB controller |
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| Packaging | Flatpak / electron-builder (AppImage) |
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| HW Decoding | Chromium VA-API (automatic on Steam Deck) |
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@@ -183,12 +197,12 @@ The script handles automatically:
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## Features
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- **Live-Streams** — Werbefreie Wiedergabe ueber Streamlink + hls.js (HTML5-Video, kein externer Player)
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- **Live-Streams** — Wiedergabe ueber Streamlink + hls.js (HTML5-Video, kein externer Player)
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- **VOD-Wiedergabe** — Aufnahmen ansehen mit automatischem Resume an der letzten Position
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- **VOD-Kapitel** — Kapitel in VODs durchsuchen und direkt anspringen; Aufrufzahl auf VOD-Karten
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- **Video-Qualitaetswahl** — Stream-Qualitaet waehrend der Wiedergabe aendern (Live und VOD); verfuegbare Qualitaeten werden dynamisch ueber Streamlink ermittelt; nur Session-State, Standard ist `best`
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- **Direkter Stream-Start** — A-Button auf einer Stream-Karte in Durchsuchen/Top-Streams/Kategorie startet den Stream sofort als Vollbild-Overlay, ohne die Browse-Ansicht zu verlassen
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- **Gamepad-Steuerung** — Volle Bedienung per Steam Deck Controller oder Xbox-Gamepad, auch im Gaming Mode (liest `/dev/input/js*` direkt, umgeht Chromium-Sandbox-Limitierungen)
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- **Gamepad-Steuerung** — Volle Bedienung per Steam Deck Controller, Xbox- oder PlayStation-Gamepad (USB und Bluetooth), auch im Gaming Mode (liest Linux evdev `/dev/input/event*` direkt mit standardisierten BTN_*-Codes — funktioniert mit jedem Controller unabhängig vom Treiber)
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- **Big-Screen-UI** — 10-Foot-Interface optimiert fuer TV/Deck; bildschirmfuellend auf dem Steam Deck und auf externen TVs im Docking-Betrieb (React + Electron)
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- **Twitch-Login** — Device Code Flow mit QR-Code (kein Browser noetig)
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- **Gefolgte Kanaele** — Live-Status und Uebersicht der gefolgten Streamer
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@@ -206,7 +220,7 @@ Electron (Main Process)
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├── Auth -- Twitch Device Code Flow + Token-Verwaltung (Electron safeStorage)
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├── Helix Client -- Twitch API (gefolgte Kanaele, Streams, VODs, Kategorien, Kapitel via GQL)
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├── Playback -- Streamlink --stream-url → HLS-URL → IPC-Event an Renderer
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├── Gamepad -- Linux joystick API (/dev/input/js*)
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├── Gamepad -- Linux evdev (/dev/input/event*), via js* erkannt, BTN_*-Codes
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└── History -- SQLite (better-sqlite3) fuer VOD-Verlauf + Resume
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Electron (Renderer)
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@@ -338,7 +352,7 @@ Das Script erledigt automatisch:
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| Video | hls.js 1.6 (HTML5 `<video>` im Renderer) |
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| Stream-URL | Streamlink 8.2.1 (Windows-Dev) / 6.11.0 (Flatpak) via `--stream-url` |
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| Datenbank | better-sqlite3 |
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| Gamepad | Linux joystick API (`/dev/input/js*`) |
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| Gamepad | Linux evdev (`/dev/input/event*`), Xbox / PS / beliebiger BT- oder USB-Controller |
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| Packaging | Flatpak / electron-builder (AppImage) |
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| HW-Decoding | Chromium VA-API (automatisch auf Steam Deck) |
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+1
-1
@@ -1,6 +1,6 @@
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{
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"name": "twitch4steamdeck",
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"version": "0.4.2",
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"version": "0.4.3",
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"description": "Twitch-Client für das Steam Deck (Live & VOD, Big-Screen-UI)",
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"main": "out/main/index.js",
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"author": "twitch4steamdeck",
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+250
-57
@@ -1,43 +1,84 @@
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/**
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* Liest Gamepad-Events direkt von /dev/input/js* (Linux joystick API).
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* Umgeht Chromiums Gamepad API, die in Flatpak/Gaming Mode nicht funktioniert,
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* weil Steam Input den Controller virtualisiert und udev-Events nicht
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* in die Sandbox propagieren.
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* Liest Gamepad-Events via Linux evdev (/dev/input/event*).
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*
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* Erkennt Controller über /dev/input/js* und öffnet deren zugehöriges
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* event*-Interface. Das evdev-Interface liefert standardisierte, benannte
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* Button-Codes (BTN_SOUTH, BTN_NORTH, …) die über alle Controller-Typen
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* (Xbox, PlayStation, Nintendo) und Verbindungsarten (USB, Bluetooth)
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* konsistent sind – unabhängig davon, welchen Treiber der Kernel nutzt.
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*
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* Damit entfällt das alte Problem mit der button-Nummerierung im Joystick-API,
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* bei dem Xbox-One-Controller via Bluetooth (Share-Button verschiebt die
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* Nummerierung) X-Button als Nummer 3 statt 2 lieferten.
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*
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* Unterstützt mehrere Gamepads gleichzeitig (Steam Deck + Bluetooth Xbox).
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* Hotplug wird durch periodisches Scannen von /dev/input/ abgedeckt.
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*
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* Xbox 360 / Steam Virtual Controller Joystick-Mapping:
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* Buttons: 0=A, 1=B, 2=X, 3=Y, 4=LB, 5=RB, 6=Back, 7=Start
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* Axes: 0=LStickX, 1=LStickY, 2=LTrigger, 3=RStickX, 4=RStickY, 5=RTrigger, 6=DPadX, 7=DPadY
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* BTN_*-Codes sind konsistent für alle Controller:
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* BTN_SOUTH (0x130) = A / Cross
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* BTN_EAST (0x131) = B / Circle
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* BTN_NORTH (0x133) = X / Square
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* BTN_WEST (0x134) = Y / Triangle
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* BTN_TL (0x136) = LB / L1
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* BTN_TR (0x137) = RB / R1
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* BTN_TL2 (0x138) = LT / L2 (als Button bei manchen Controllern)
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* BTN_TR2 (0x139) = RT / R2 (als Button bei manchen Controllern)
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* ABS_HAT0X (16) = D-Pad X-Achse
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* ABS_HAT0Y (17) = D-Pad Y-Achse
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* ABS_X/Y (0/1) = Linker Stick
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* ABS_Z/RZ (2/5) = LT/RT als Analog-Achse
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*/
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import * as fs from 'node:fs'
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import * as path from 'node:path'
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import type { BrowserWindow } from 'electron'
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// js_event: { u32 time, s16 value, u8 type, u8 number } = 8 bytes
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const JS_EVENT_BUTTON = 0x01
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const JS_EVENT_AXIS = 0x02
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const JS_EVENT_INIT = 0x80
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// evdev input_event auf 64-bit Linux:
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// { u64 tv_sec (8 Bytes), u64 tv_usec (8 Bytes), u16 type (2), u16 code (2), s32 value (4) } = 24 Bytes
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const INPUT_EVENT_SIZE = 24
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const EV_KEY = 0x01
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const EV_ABS = 0x03
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// Button-Codes (BTN_GAMEPAD-Bereich) – konsistent über alle Controller und Treiber
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const BTN_SOUTH = 0x130
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const BTN_EAST = 0x131
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const BTN_NORTH = 0x133
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const BTN_WEST = 0x134
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const BTN_TL = 0x136
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const BTN_TR = 0x137
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const BTN_TL2 = 0x138
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const BTN_TR2 = 0x139
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// ABS-Achsen-Codes
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const ABS_X = 0
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const ABS_Y = 1
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const ABS_Z = 2 // LT / L2
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const ABS_RZ = 5 // RT / R2
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const ABS_HAT0X = 16 // D-Pad X
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const ABS_HAT0Y = 17 // D-Pad Y
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const BUTTON_MAP: Record<number, string> = {
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0: 'Enter', // A
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1: 'Escape', // B
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2: 'x', // X
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3: 'y', // Y
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4: 'l1', // LB / L1
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5: 'r1' // RB / R1
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[BTN_SOUTH]: 'Enter',
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[BTN_EAST]: 'Escape',
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[BTN_NORTH]: 'x',
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[BTN_WEST]: 'y',
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[BTN_TL]: 'l1',
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[BTN_TR]: 'r1',
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[BTN_TL2]: 'l2',
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[BTN_TR2]: 'r2',
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}
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const STICK_THRESHOLD = 16384 // ~50% von 32767
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// Trigger-Schwellwert: Achsenwert > 0 (nicht gedrückt) bis ~255–1023 je Controller
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const TRIGGER_THRESHOLD = 8
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const REPEAT_INITIAL_MS = 400
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const REPEAT_INTERVAL_MS = 150
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// L2/R2 Trigger: kein Auto-Repeat, da 300s-Spruenge nicht wiederholt werden sollen.
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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', () => {
|
||||
@@ -96,44 +156,165 @@ class JoystickReader {
|
||||
return this.alive
|
||||
}
|
||||
|
||||
private processEvent(raw: Buffer): void {
|
||||
// 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 === EV_KEY) {
|
||||
if (value === 1) {
|
||||
const key = BUTTON_MAP[code]
|
||||
if (key) this.onKey(key)
|
||||
}
|
||||
} else if (type === EV_ABS) {
|
||||
this.processAxis(code, value)
|
||||
}
|
||||
}
|
||||
|
||||
private processAxis(code: number, value: number): void {
|
||||
let key: string | null = null
|
||||
|
||||
if (code === ABS_HAT0X) {
|
||||
if (value < 0) key = 'ArrowLeft'
|
||||
else if (value > 0) key = 'ArrowRight'
|
||||
} else if (code === ABS_HAT0Y) {
|
||||
if (value < 0) key = 'ArrowUp'
|
||||
else if (value > 0) key = 'ArrowDown'
|
||||
} else if (code === ABS_X) {
|
||||
if (value < -STICK_THRESHOLD) key = 'ArrowLeft'
|
||||
else if (value > STICK_THRESHOLD) key = 'ArrowRight'
|
||||
} else if (code === ABS_Y) {
|
||||
if (value < -STICK_THRESHOLD) key = 'ArrowUp'
|
||||
else if (value > STICK_THRESHOLD) key = 'ArrowDown'
|
||||
} 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(code)
|
||||
if (!state) {
|
||||
state = { key: null, timer: null, interval: null }
|
||||
this.axes.set(code, 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) {
|
||||
this.onKey(key)
|
||||
if (!NO_REPEAT_ABS_CODES.has(code)) {
|
||||
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)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 & JS_EVENT_INIT) !== 0
|
||||
const type = rawType & ~JS_EVENT_INIT
|
||||
const isInit = (rawType & 0x80) !== 0
|
||||
const type = rawType & ~0x80
|
||||
|
||||
if (type === JS_EVENT_BUTTON && !isInit) {
|
||||
if (type === 0x01 && !isInit) {
|
||||
if (value === 1) {
|
||||
const key = BUTTON_MAP[number]
|
||||
const key = JoystickFallbackReader.BUTTON_MAP[number]
|
||||
if (key) this.onKey(key)
|
||||
}
|
||||
} else if (type === JS_EVENT_AXIS) {
|
||||
} else if (type === 0x02) {
|
||||
this.processAxis(number, value, isInit)
|
||||
}
|
||||
}
|
||||
|
||||
private processAxis(axis: number, value: number, isInit: boolean): void {
|
||||
let key: string | null = null
|
||||
|
||||
// D-Pad (Axes 6/7): binäre Werte (-32767, 0, 32767)
|
||||
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'
|
||||
}
|
||||
// Left Stick (Axes 0/1): analoge Werte mit Deadzone
|
||||
else if (axis === 0) {
|
||||
} 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'
|
||||
}
|
||||
// Trigger (Axes 2/5): -32767 = nicht gedrückt, +32767 = voll gedrückt
|
||||
else if (axis === 2) {
|
||||
} else if (axis === 2) {
|
||||
if (value > 0) key = 'l2'
|
||||
} else if (axis === 5) {
|
||||
if (value > 0) key = 'r2'
|
||||
@@ -156,7 +337,7 @@ class JoystickReader {
|
||||
|
||||
if (key && !isInit) {
|
||||
this.onKey(key)
|
||||
if (!NO_REPEAT_AXES.has(axis)) {
|
||||
if (axis !== 2 && axis !== 5) {
|
||||
const k = key
|
||||
state.timer = setTimeout(() => {
|
||||
if (state!.key === k) {
|
||||
@@ -173,13 +354,14 @@ class JoystickReader {
|
||||
}
|
||||
|
||||
/**
|
||||
* Startet das Lesen aller /dev/input/js* Devices.
|
||||
* 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)
|
||||
const eventPath = findEventDevice(jsPath)
|
||||
let reader: EvdevReader | JoystickFallbackReader
|
||||
|
||||
if (eventPath) {
|
||||
reader = new EvdevReader(eventPath, onKey)
|
||||
if (reader.start()) {
|
||||
readers.set(devPath, reader)
|
||||
console.log(`[gamepad] geöffnet: ${devPath}`)
|
||||
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 {
|
||||
|
||||
Reference in New Issue
Block a user