mirror of
https://github.com/Andre-Bzk/twitch4steamdeck.git
synced 2026-11-15 15:43:08 +01:00
Phase 6 Fix 3
- Gamepad steamdeck repariert - Navigation , Start und Stopp der Wiedergabe ist jetzt möglich
This commit is contained in:
@@ -14,7 +14,7 @@ finish-args:
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- --socket=wayland
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- --socket=fallback-x11
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- --socket=pulseaudio # Audio für mpv
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- --device=dri # GPU-Zugriff für VAAPI-Hardware-Decoding
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- --device=all # GPU + /dev/input/* (Gamepad API braucht Input-Devices)
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- --talk-name=org.freedesktop.Notifications
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# Electron userData liegt automatisch in ~/.var/app/tv.twitch4steamdeck.App/config/
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# Kein extra --filesystem nötig.
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@@ -4,6 +4,7 @@ import { AuthService } from './auth/authService'
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import { HelixClient } from './twitch/helixClient'
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import { PlaybackService } from './playback/playbackService'
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import { registerIpcHandlers } from './ipc/handlers'
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import { startGamepadReader } from './input/gamepadReader'
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const isDev = !app.isPackaged
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@@ -49,7 +50,10 @@ app.whenReady().then(async () => {
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registerIpcHandlers(auth, helix, playback)
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const stopGamepad = startGamepadReader(() => BrowserWindow.getAllWindows()[0] ?? null)
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app.on('before-quit', () => {
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stopGamepad()
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playback.stopAll()
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})
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@@ -0,0 +1,222 @@
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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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*
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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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*/
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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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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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}
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const STICK_THRESHOLD = 16384 // ~50% von 32767
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const REPEAT_INITIAL_MS = 400
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const REPEAT_INTERVAL_MS = 150
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const SCAN_INTERVAL_MS = 3000
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interface AxisState {
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key: string | null
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timer: ReturnType<typeof setTimeout> | null
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interval: ReturnType<typeof setInterval> | null
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}
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class JoystickReader {
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private stream: fs.ReadStream | null = null
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private buf = Buffer.alloc(0)
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private axes = new Map<number, AxisState>()
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private alive = true
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constructor(
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readonly devicePath: string,
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private onKey: (key: string) => void
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) {}
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start(): boolean {
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try {
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this.stream = fs.createReadStream(this.devicePath)
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this.stream.on('data', (chunk: Buffer) => {
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this.buf = Buffer.concat([this.buf, chunk])
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while (this.buf.length >= 8) {
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this.processEvent(this.buf.subarray(0, 8))
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this.buf = this.buf.subarray(8)
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}
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})
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this.stream.on('error', () => {
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this.alive = false
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this.stop()
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})
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this.stream.on('close', () => {
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this.alive = false
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})
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return true
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} catch {
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this.alive = false
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return false
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}
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}
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stop(): void {
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this.stream?.destroy()
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this.stream = null
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for (const state of this.axes.values()) {
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if (state.timer) clearTimeout(state.timer)
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if (state.interval) clearInterval(state.interval)
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}
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this.axes.clear()
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}
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isAlive(): boolean {
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return this.alive
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}
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private processEvent(raw: Buffer): void {
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const value = raw.readInt16LE(4)
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const rawType = raw.readUInt8(6)
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const number = raw.readUInt8(7)
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const isInit = (rawType & JS_EVENT_INIT) !== 0
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const type = rawType & ~JS_EVENT_INIT
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if (type === JS_EVENT_BUTTON && !isInit) {
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if (value === 1) {
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const key = BUTTON_MAP[number]
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if (key) this.onKey(key)
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}
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} else if (type === JS_EVENT_AXIS) {
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this.processAxis(number, value, isInit)
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}
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}
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private processAxis(axis: number, value: number, isInit: boolean): void {
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let key: string | null = null
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// D-Pad (Axes 6/7): binäre Werte (-32767, 0, 32767)
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if (axis === 6) {
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if (value < 0) key = 'ArrowLeft'
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else if (value > 0) key = 'ArrowRight'
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} else if (axis === 7) {
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if (value < 0) key = 'ArrowUp'
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else if (value > 0) key = 'ArrowDown'
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}
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// Left Stick (Axes 0/1): analoge Werte mit Deadzone
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else if (axis === 0) {
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if (value < -STICK_THRESHOLD) key = 'ArrowLeft'
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else if (value > STICK_THRESHOLD) key = 'ArrowRight'
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} else if (axis === 1) {
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if (value < -STICK_THRESHOLD) key = 'ArrowUp'
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else if (value > STICK_THRESHOLD) key = 'ArrowDown'
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} else {
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return
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}
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let state = this.axes.get(axis)
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if (!state) {
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state = { key: null, timer: null, interval: null }
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this.axes.set(axis, state)
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}
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if (key !== state.key) {
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if (state.timer) clearTimeout(state.timer)
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if (state.interval) clearInterval(state.interval)
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state.timer = null
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state.interval = null
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state.key = key
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if (key && !isInit) {
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this.onKey(key)
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const k = key
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state.timer = setTimeout(() => {
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if (state!.key === k) {
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this.onKey(k)
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state!.interval = setInterval(() => {
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if (state!.key === k) this.onKey(k)
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}, REPEAT_INTERVAL_MS)
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}
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}, REPEAT_INITIAL_MS)
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}
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}
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}
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}
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/**
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* Startet das Lesen aller /dev/input/js* Devices.
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* Gibt eine Cleanup-Funktion zurück.
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*/
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export function startGamepadReader(getWindow: () => BrowserWindow | null): () => void {
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if (process.platform !== 'linux') return () => {}
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const readers = new Map<string, JoystickReader>()
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const onKey = (key: string): void => {
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const win = getWindow()
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if (!win || win.isDestroyed()) return
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win.webContents.send('gamepad-input', key)
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}
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const scanDevices = (): void => {
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const inputDir = '/dev/input'
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try {
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const entries = fs.readdirSync(inputDir)
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const seen = new Set<string>()
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for (const entry of entries) {
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if (!entry.startsWith('js')) continue
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const devPath = path.join(inputDir, entry)
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seen.add(devPath)
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if (readers.has(devPath)) {
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if (!readers.get(devPath)!.isAlive()) {
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readers.get(devPath)!.stop()
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readers.delete(devPath)
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} else {
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continue
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}
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}
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const reader = new JoystickReader(devPath, onKey)
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if (reader.start()) {
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readers.set(devPath, reader)
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console.log(`[gamepad] geöffnet: ${devPath}`)
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}
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}
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// Entfernte Devices aufräumen
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for (const [devPath, reader] of readers) {
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if (!seen.has(devPath)) {
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console.log(`[gamepad] getrennt: ${devPath}`)
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reader.stop()
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readers.delete(devPath)
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}
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}
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} catch {
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// /dev/input nicht zugänglich
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}
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}
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scanDevices()
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const timer = setInterval(scanDevices, SCAN_INTERVAL_MS)
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return () => {
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clearInterval(timer)
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for (const reader of readers.values()) reader.stop()
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readers.clear()
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}
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}
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@@ -78,6 +78,11 @@ export function registerIpcHandlers(
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playback.on('playback-event', (event: PlaybackEvent) => {
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for (const win of BrowserWindow.getAllWindows()) {
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win.webContents.send(IPC.playbackEvent, event)
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// Auf Windows stiehlt mpv den OS-Fokus → Electron refokussieren,
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// damit navigator.getGamepads() weiter Daten liefert.
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if (process.platform === 'win32' && event.kind === 'started') {
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win.focus()
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}
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}
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})
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}
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+10
-1
@@ -17,7 +17,9 @@ const IPC = {
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playbackStartLive: 'playback:start-live',
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playbackStartVod: 'playback:start-vod',
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playbackStop: 'playback:stop',
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playbackEvent: 'playback:event'
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playbackEvent: 'playback:event',
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gamepadInput: 'gamepad-input'
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} as const
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export type AuthStatus = 'logged-out' | 'logged-in'
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@@ -117,6 +119,13 @@ const api = {
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ipcRenderer.on(IPC.playbackEvent, listener)
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return () => ipcRenderer.removeListener(IPC.playbackEvent, listener)
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}
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},
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gamepad: {
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onInput: (cb: (key: string) => void): (() => void) => {
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const listener = (_e: IpcRendererEvent, key: string): void => cb(key)
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ipcRenderer.on(IPC.gamepadInput, listener)
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return () => ipcRenderer.removeListener(IPC.gamepadInput, listener)
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}
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}
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}
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@@ -20,11 +20,20 @@ export default function App(): JSX.Element {
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return off
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}, [refresh])
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// Browser Gamepad API (funktioniert im Desktop-Modus / Windows)
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useEffect(() => {
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gamepadService.start()
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return () => gamepadService.stop()
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}, [])
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// Main-Process Gamepad Reader (liest /dev/input/js* direkt, funktioniert in Gaming Mode)
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useEffect(() => {
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return window.t4sd.gamepad.onInput((key) => {
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const target = document.activeElement ?? document.body
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target.dispatchEvent(new KeyboardEvent('keydown', { key, bubbles: true }))
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})
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}, [])
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if (status === 'loading') {
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return (
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<div className="fullscreen-center">
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@@ -3,6 +3,8 @@
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* dispatcht synthetische KeyboardEvents, sodass die Spatial-Navigation
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* ohne Gamepad-spezifischen Code in den Komponenten auskommt.
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*
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* Unterstützt mehrere Gamepads gleichzeitig (z.B. Steam Deck + Xbox BT).
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*
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* Standard-Mapping (Xbox / Steam Deck):
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* Button 12 = DPad Up → ArrowUp
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* Button 13 = DPad Down → ArrowDown
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@@ -10,15 +12,12 @@
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* Button 15 = DPad Right → ArrowRight
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* Button 0 = A → Enter
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* Button 1 = B → Escape
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* Button 2 = X → x
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* Button 3 = Y → y
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* Axis 1 (left stick Y) → Up/Down
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* Axis 0 (left stick X) → Left/Right
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*/
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interface ButtonState {
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pressed: boolean
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lastPressed: boolean
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}
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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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@@ -40,16 +39,19 @@ interface AxisRepeat {
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lastRepeat: number
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}
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interface PadState {
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buttons: Map<number, boolean>
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axes: [AxisRepeat, AxisRepeat]
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}
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export class GamepadService {
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private rafId: number | null = null
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private buttonStates = new Map<number, ButtonState>()
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private axisRepeat: [AxisRepeat, AxisRepeat] = [
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{ key: null, heldSince: 0, lastRepeat: 0 },
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{ key: null, heldSince: 0, lastRepeat: 0 }
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]
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private padStates = new Map<number, PadState>()
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start(): void {
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if (this.rafId !== null) return
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window.addEventListener('gamepadconnected', this.onConnected)
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window.addEventListener('gamepaddisconnected', this.onDisconnected)
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this.poll()
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}
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@@ -58,29 +60,62 @@ export class GamepadService {
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cancelAnimationFrame(this.rafId)
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this.rafId = null
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}
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window.removeEventListener('gamepadconnected', this.onConnected)
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window.removeEventListener('gamepaddisconnected', this.onDisconnected)
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this.padStates.clear()
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}
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private onConnected = (e: GamepadEvent): void => {
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console.log(`[gamepad] connected: ${e.gamepad.id} (index ${e.gamepad.index})`)
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}
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private onDisconnected = (e: GamepadEvent): void => {
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console.log(`[gamepad] disconnected: ${e.gamepad.id} (index ${e.gamepad.index})`)
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this.padStates.delete(e.gamepad.index)
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}
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private getState(index: number): PadState {
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let state = this.padStates.get(index)
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if (!state) {
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state = {
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buttons: new Map(),
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axes: [
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{ key: null, heldSince: 0, lastRepeat: 0 },
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||||
{ key: null, heldSince: 0, lastRepeat: 0 }
|
||||
]
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||||
}
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||||
this.padStates.set(index, state)
|
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}
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||||
return state
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}
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||||
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private poll = (): void => {
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this.rafId = requestAnimationFrame(this.poll)
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const gamepads = navigator.getGamepads()
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const gp = gamepads[0] // erstes angeschlossenes Gamepad
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if (!gp) return
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||||
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||||
const now = performance.now()
|
||||
|
||||
for (const gp of gamepads) {
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||||
if (!gp) continue
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||||
this.processPad(gp, now)
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||||
}
|
||||
}
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||||
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||||
private processPad(gp: Gamepad, now: number): void {
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||||
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
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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') {
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
Vendored
+3
@@ -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 {
|
||||
|
||||
Reference in New Issue
Block a user