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
+1 -1
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@@ -14,7 +14,7 @@ finish-args:
- --socket=wayland
- --socket=fallback-x11
- --socket=pulseaudio # Audio für mpv
- --device=dri # GPU-Zugriff für VAAPI-Hardware-Decoding
- --device=all # GPU + /dev/input/* (Gamepad API braucht Input-Devices)
- --talk-name=org.freedesktop.Notifications
# Electron userData liegt automatisch in ~/.var/app/tv.twitch4steamdeck.App/config/
# Kein extra --filesystem nötig.
+4
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@@ -4,6 +4,7 @@ import { AuthService } from './auth/authService'
import { HelixClient } from './twitch/helixClient'
import { PlaybackService } from './playback/playbackService'
import { registerIpcHandlers } from './ipc/handlers'
import { startGamepadReader } from './input/gamepadReader'
const isDev = !app.isPackaged
@@ -49,7 +50,10 @@ app.whenReady().then(async () => {
registerIpcHandlers(auth, helix, playback)
const stopGamepad = startGamepadReader(() => BrowserWindow.getAllWindows()[0] ?? null)
app.on('before-quit', () => {
stopGamepad()
playback.stopAll()
})
+222
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@@ -0,0 +1,222 @@
/**
* 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.
*
* 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
*/
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
const BUTTON_MAP: Record<number, string> = {
0: 'Enter', // A
1: 'Escape', // B
2: 'x', // X
3: 'y' // Y
}
const STICK_THRESHOLD = 16384 // ~50% von 32767
const REPEAT_INITIAL_MS = 400
const REPEAT_INTERVAL_MS = 150
const SCAN_INTERVAL_MS = 3000
interface AxisState {
key: string | null
timer: ReturnType<typeof setTimeout> | null
interval: ReturnType<typeof setInterval> | null
}
class JoystickReader {
private stream: fs.ReadStream | null = null
private buf = Buffer.alloc(0)
private axes = new Map<number, AxisState>()
private alive = true
constructor(
readonly devicePath: string,
private onKey: (key: string) => void
) {}
start(): boolean {
try {
this.stream = fs.createReadStream(this.devicePath)
this.stream.on('data', (chunk: Buffer) => {
this.buf = Buffer.concat([this.buf, chunk])
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
if (type === JS_EVENT_BUTTON && !isInit) {
if (value === 1) {
const key = BUTTON_MAP[number]
if (key) this.onKey(key)
}
} else if (type === JS_EVENT_AXIS) {
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) {
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 {
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)
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.
* Gibt eine Cleanup-Funktion zurück.
*/
export function startGamepadReader(getWindow: () => BrowserWindow | null): () => void {
if (process.platform !== 'linux') return () => {}
const readers = new Map<string, JoystickReader>()
const onKey = (key: string): void => {
const win = getWindow()
if (!win || win.isDestroyed()) return
win.webContents.send('gamepad-input', key)
}
const scanDevices = (): void => {
const inputDir = '/dev/input'
try {
const entries = fs.readdirSync(inputDir)
const seen = new Set<string>()
for (const entry of entries) {
if (!entry.startsWith('js')) continue
const devPath = path.join(inputDir, entry)
seen.add(devPath)
if (readers.has(devPath)) {
if (!readers.get(devPath)!.isAlive()) {
readers.get(devPath)!.stop()
readers.delete(devPath)
} else {
continue
}
}
const reader = new JoystickReader(devPath, onKey)
if (reader.start()) {
readers.set(devPath, reader)
console.log(`[gamepad] geöffnet: ${devPath}`)
}
}
// Entfernte Devices aufräumen
for (const [devPath, reader] of readers) {
if (!seen.has(devPath)) {
console.log(`[gamepad] getrennt: ${devPath}`)
reader.stop()
readers.delete(devPath)
}
}
} catch {
// /dev/input nicht zugänglich
}
}
scanDevices()
const timer = setInterval(scanDevices, SCAN_INTERVAL_MS)
return () => {
clearInterval(timer)
for (const reader of readers.values()) reader.stop()
readers.clear()
}
}
+5
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@@ -78,6 +78,11 @@ export function registerIpcHandlers(
playback.on('playback-event', (event: PlaybackEvent) => {
for (const win of BrowserWindow.getAllWindows()) {
win.webContents.send(IPC.playbackEvent, event)
// Auf Windows stiehlt mpv den OS-Fokus → Electron refokussieren,
// damit navigator.getGamepads() weiter Daten liefert.
if (process.platform === 'win32' && event.kind === 'started') {
win.focus()
}
}
})
}
+10 -1
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@@ -17,7 +17,9 @@ const IPC = {
playbackStartLive: 'playback:start-live',
playbackStartVod: 'playback:start-vod',
playbackStop: 'playback:stop',
playbackEvent: 'playback:event'
playbackEvent: 'playback:event',
gamepadInput: 'gamepad-input'
} as const
export type AuthStatus = 'logged-out' | 'logged-in'
@@ -117,6 +119,13 @@ const api = {
ipcRenderer.on(IPC.playbackEvent, listener)
return () => ipcRenderer.removeListener(IPC.playbackEvent, listener)
}
},
gamepad: {
onInput: (cb: (key: string) => void): (() => void) => {
const listener = (_e: IpcRendererEvent, key: string): void => cb(key)
ipcRenderer.on(IPC.gamepadInput, listener)
return () => ipcRenderer.removeListener(IPC.gamepadInput, listener)
}
}
}
+9
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@@ -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
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@@ -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
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@@ -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
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@@ -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
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@@ -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 {