Phase 6 Fix 3

- Gamepad steamdeck repariert
- Navigation , Start und Stopp der Wiedergabe ist jetzt möglich
This commit is contained in:
Andre
2026-04-10 22:03:42 +02:00
parent ac9f9ea94f
commit f592de7aeb
11 changed files with 354 additions and 30 deletions
+9
View File
@@ -20,11 +20,20 @@ export default function App(): JSX.Element {
return off
}, [refresh])
// Browser Gamepad API (funktioniert im Desktop-Modus / Windows)
useEffect(() => {
gamepadService.start()
return () => gamepadService.stop()
}, [])
// Main-Process Gamepad Reader (liest /dev/input/js* direkt, funktioniert in Gaming Mode)
useEffect(() => {
return window.t4sd.gamepad.onInput((key) => {
const target = document.activeElement ?? document.body
target.dispatchEvent(new KeyboardEvent('keydown', { key, bubbles: true }))
})
}, [])
if (status === 'loading') {
return (
<div className="fullscreen-center">
+61 -26
View File
@@ -3,6 +3,8 @@
* dispatcht synthetische KeyboardEvents, sodass die Spatial-Navigation
* ohne Gamepad-spezifischen Code in den Komponenten auskommt.
*
* Unterstützt mehrere Gamepads gleichzeitig (z.B. Steam Deck + Xbox BT).
*
* Standard-Mapping (Xbox / Steam Deck):
* Button 12 = DPad Up → ArrowUp
* Button 13 = DPad Down → ArrowDown
@@ -10,15 +12,12 @@
* Button 15 = DPad Right → ArrowRight
* Button 0 = A → Enter
* Button 1 = B → Escape
* Button 2 = X → x
* Button 3 = Y → y
* Axis 1 (left stick Y) → Up/Down
* Axis 0 (left stick X) → Left/Right
*/
interface ButtonState {
pressed: boolean
lastPressed: boolean
}
const BUTTON_MAP: Record<number, string> = {
0: 'Enter', // A
1: 'Escape', // B
@@ -40,16 +39,19 @@ interface AxisRepeat {
lastRepeat: number
}
interface PadState {
buttons: Map<number, boolean>
axes: [AxisRepeat, AxisRepeat]
}
export class GamepadService {
private rafId: number | null = null
private buttonStates = new Map<number, ButtonState>()
private axisRepeat: [AxisRepeat, AxisRepeat] = [
{ key: null, heldSince: 0, lastRepeat: 0 },
{ key: null, heldSince: 0, lastRepeat: 0 }
]
private padStates = new Map<number, PadState>()
start(): void {
if (this.rafId !== null) return
window.addEventListener('gamepadconnected', this.onConnected)
window.addEventListener('gamepaddisconnected', this.onDisconnected)
this.poll()
}
@@ -58,29 +60,62 @@ export class GamepadService {
cancelAnimationFrame(this.rafId)
this.rafId = null
}
window.removeEventListener('gamepadconnected', this.onConnected)
window.removeEventListener('gamepaddisconnected', this.onDisconnected)
this.padStates.clear()
}
private onConnected = (e: GamepadEvent): void => {
console.log(`[gamepad] connected: ${e.gamepad.id} (index ${e.gamepad.index})`)
}
private onDisconnected = (e: GamepadEvent): void => {
console.log(`[gamepad] disconnected: ${e.gamepad.id} (index ${e.gamepad.index})`)
this.padStates.delete(e.gamepad.index)
}
private getState(index: number): PadState {
let state = this.padStates.get(index)
if (!state) {
state = {
buttons: new Map(),
axes: [
{ key: null, heldSince: 0, lastRepeat: 0 },
{ key: null, heldSince: 0, lastRepeat: 0 }
]
}
this.padStates.set(index, state)
}
return state
}
private poll = (): void => {
this.rafId = requestAnimationFrame(this.poll)
const gamepads = navigator.getGamepads()
const gp = gamepads[0] // erstes angeschlossenes Gamepad
if (!gp) return
const now = performance.now()
for (const gp of gamepads) {
if (!gp) continue
this.processPad(gp, now)
}
}
private processPad(gp: Gamepad, now: number): void {
const state = this.getState(gp.index)
// Buttons
for (const [index, key] of Object.entries(BUTTON_MAP)) {
const i = Number(index)
const btn = gp.buttons[i]
if (!btn) continue
const prev = this.buttonStates.get(i) ?? { pressed: false, lastPressed: false }
if (btn.pressed && !prev.pressed) {
const wasPressed = state.buttons.get(i) ?? false
if (btn.pressed && !wasPressed) {
this.dispatch(key)
}
this.buttonStates.set(i, { pressed: btn.pressed, lastPressed: prev.pressed })
state.buttons.set(i, btn.pressed)
}
// Achsen (nur Axis 0 + 1 = linker Stick)
// Axes (0 = left stick X, 1 = left stick Y)
const axisDefs: [number, string, string][] = [
[0, 'ArrowLeft', 'ArrowRight'],
[1, 'ArrowUp', 'ArrowDown']
@@ -88,24 +123,24 @@ export class GamepadService {
for (let a = 0; a < 2; a++) {
const [axisIdx, negKey, posKey] = axisDefs[a]
const val = gp.axes[axisIdx] ?? 0
const state = this.axisRepeat[a]
const ar = state.axes[a]
let activeKey: string | null = null
if (val < -AXIS_THRESHOLD) activeKey = negKey
else if (val > AXIS_THRESHOLD) activeKey = posKey
if (activeKey !== state.key) {
state.key = activeKey
state.heldSince = now
state.lastRepeat = 0
if (activeKey !== ar.key) {
ar.key = activeKey
ar.heldSince = now
ar.lastRepeat = 0
if (activeKey) this.dispatch(activeKey)
} else if (activeKey) {
const held = now - state.heldSince
const held = now - ar.heldSince
if (held > REPEAT_INITIAL_MS) {
if (state.lastRepeat === 0) state.lastRepeat = now
if (now - state.lastRepeat > REPEAT_INTERVAL_MS) {
if (ar.lastRepeat === 0) ar.lastRepeat = now
if (now - ar.lastRepeat > REPEAT_INTERVAL_MS) {
this.dispatch(activeKey)
state.lastRepeat = now
ar.lastRepeat = now
}
}
}
+21 -1
View File
@@ -39,6 +39,7 @@ export default function BrowseScreen({
const [gridIndex, setGridIndex] = useState(0)
const [nextCursor, setNextCursor] = useState<string | undefined>(undefined)
const [isLoadingMore, setIsLoadingMore] = useState(false)
const [isPlaying, setIsPlaying] = useState(false)
const gridRef = useRef<HTMLDivElement>(null)
const load = useCallback(async () => {
@@ -80,6 +81,13 @@ export default function BrowseScreen({
void load()
}, [load])
useEffect(() => {
return window.t4sd.playback.onEvent((ev) => {
if (ev.kind === 'started') setIsPlaying(true)
else if (ev.kind === 'stopped' || ev.kind === 'error') setIsPlaying(false)
})
}, [])
// Nächste Seite automatisch nachladen wenn letztes Element fokussiert wird
useEffect(() => {
if (focusRegion !== 'grid' || loadState !== 'ok') return
@@ -137,6 +145,12 @@ export default function BrowseScreen({
if (ch) onSelectChannel(ch)
break
}
case 'Escape': {
e.preventDefault()
if (isPlaying) void window.t4sd.playback.stop()
else onRequestSidebar()
break
}
}
} else {
// grid region
@@ -170,13 +184,19 @@ export default function BrowseScreen({
if (game) onSelectCategory(game)
break
}
case 'Escape': {
e.preventDefault()
if (isPlaying) void window.t4sd.playback.stop()
else onRequestSidebar()
break
}
}
}
}
window.addEventListener('keydown', onKey)
return () => window.removeEventListener('keydown', onKey)
}, [hasFocus, loadState, focusRegion, shelfIndex, gridIndex, topStreams, topGames, getGridColumns, onRequestSidebar, onSelectChannel, onSelectCategory, load])
}, [hasFocus, loadState, focusRegion, shelfIndex, gridIndex, topStreams, topGames, getGridColumns, onRequestSidebar, onSelectChannel, onSelectCategory, load, isPlaying])
// Grid-Karte in den Viewport scrollen wenn fokussiert
useEffect(() => {
@@ -78,6 +78,13 @@ export default function ChannelScreen({ channel, onBack }: Props): JSX.Element {
e.preventDefault()
setFocusRegion('shelf')
setShelfIndex(0)
} else if (e.key === 'Enter' || e.key === ' ') {
e.preventDefault()
if (playState === 'playing' || playState === 'starting') {
void window.t4sd.playback.stop()
} else if (channel.isLive) {
void handleWatch()
}
} else if (e.key === 'Escape') {
e.preventDefault()
if (playState === 'playing' || playState === 'starting') {
+11 -1
View File
@@ -90,12 +90,22 @@ export default function FollowingScreen({
e.preventDefault()
setFocusedIndex((i) => Math.max(i - cols, 0))
break
case 'Enter': {
e.preventDefault()
const ch = channels[focusedIndex]
if (ch) onSelectChannel(ch)
break
}
case 'Escape':
e.preventDefault()
onRequestSidebar()
break
}
}
window.addEventListener('keydown', onKey)
return () => window.removeEventListener('keydown', onKey)
}, [hasFocus, loadState, channels.length, getColumns, onRequestSidebar, load])
}, [hasFocus, loadState, channels, focusedIndex, getColumns, onRequestSidebar, load])
const liveCount = channels.filter((c) => c.isLive).length
+3
View File
@@ -83,6 +83,9 @@ export interface T4sdApi {
stop: () => Promise<void>
onEvent: (cb: (event: PlaybackEvent) => void) => () => void
}
gamepad: {
onInput: (cb: (key: string) => void) => () => void
}
}
declare global {