// @strudel/gamepad/index.mjs
import { signal } from '@strudel/core';
// Button mapping for Logitech Dual Action (STANDARD GAMEPAD Vendor: 046d Product: c216)
export const buttonMap = {
a: 0,
b: 1,
x: 2,
y: 3,
lb: 4,
rb: 5,
lt: 6,
rt: 7,
back: 8,
start: 9,
l3: 10,
ls: 10,
r3: 11,
rs: 11,
u: 12,
up: 12,
d: 13,
down: 13,
l: 14,
left: 14,
r: 15,
right: 15,
};
class ButtonSequenceDetector {
constructor(timeWindow = 1000) {
this.sequence = [];
this.timeWindow = timeWindow;
this.lastInputTime = 0;
this.buttonStates = Array(16).fill(0); // Track previous state of each button
// Button mapping for character inputs
}
addInput(buttonIndex, buttonValue) {
const currentTime = Date.now();
// Only add input on button press (rising edge)
if (buttonValue === 1 && this.buttonStates[buttonIndex] === 0) {
// Clear sequence if too much time has passed
if (currentTime - this.lastInputTime > this.timeWindow) {
this.sequence = [];
}
// Store the button name instead of index
const buttonName = Object.keys(buttonMap).find((key) => buttonMap[key] === buttonIndex) || buttonIndex.toString();
this.sequence.push({
input: buttonName,
timestamp: currentTime,
});
this.lastInputTime = currentTime;
//console.log(this.sequence);
// Keep only inputs within the time window
this.sequence = this.sequence.filter((entry) => currentTime - entry.timestamp <= this.timeWindow);
}
// Update button state
this.buttonStates[buttonIndex] = buttonValue;
}
checkSequence(targetSequence) {
if (!Array.isArray(targetSequence) && typeof targetSequence !== 'string') {
console.error('ButtonSequenceDetector: targetSequence must be an array or string');
return 0;
}
if (this.sequence.length < targetSequence.length) return 0;
// Convert string input to array if needed
const sequence =
typeof targetSequence === 'string'
? targetSequence.toLowerCase().split('')
: targetSequence.map((s) => s.toString().toLowerCase());
//console.log(this.sequence);
// Get the last n inputs where n is the target sequence length
const lastInputs = this.sequence.slice(-targetSequence.length).map((entry) => entry.input);
// Compare sequences
return lastInputs.every((input, index) => {
const target = sequence[index];
// Check if either the input matches directly or they refer to the same button in the map
return (
input === target ||
buttonMap[input] === buttonMap[target] ||
// Also check if the numerical index matches
buttonMap[input] === parseInt(target)
);
})
? 1
: 0;
}
}
class GamepadHandler {
constructor(index = 0) {
// Add index parameter
this._gamepads = {};
this._activeGamepad = index; // Use provided index
this._axes = [0, 0, 0, 0];
this._buttons = Array(16).fill(0);
this.setupEventListeners();
}
setupEventListeners() {
window.addEventListener('gamepadconnected', (e) => {
this._gamepads[e.gamepad.index] = e.gamepad;
if (!this._activeGamepad) {
this._activeGamepad = e.gamepad.index;
}
});
window.addEventListener('gamepaddisconnected', (e) => {
delete this._gamepads[e.gamepad.index];
if (this._activeGamepad === e.gamepad.index) {
this._activeGamepad = Object.keys(this._gamepads)[0] || null;
}
});
}
poll() {
if (this._activeGamepad !== null) {
const gamepad = navigator.getGamepads()[this._activeGamepad];
if (gamepad) {
// Update axes (normalized to 0-1 range)
this._axes = gamepad.axes.map((axis) => (axis + 1) / 2);
// Update buttons
this._buttons = gamepad.buttons.map((button) => button.value);
}
}
}
getAxes() {
return this._axes;
}
getButtons() {
return this._buttons;
}
}
// Module-level state store for toggle states
const gamepadStates = new Map();
export const gamepad = (index = 0) => {
const handler = new GamepadHandler(index);
const sequenceDetector = new ButtonSequenceDetector(2000);
// Base signal that polls gamepad state and handles sequence detection
const baseSignal = signal((t) => {
handler.poll();
const axes = handler.getAxes();
const buttons = handler.getButtons();
// Add all button inputs to sequence detector
buttons.forEach((value, i) => {
sequenceDetector.addInput(i, value);
});
return { axes, buttons, t };
});
// Create axes patterns
const axes = {
x1: baseSignal.fmap((state) => state.axes[0]),
y1: baseSignal.fmap((state) => state.axes[1]),
x2: baseSignal.fmap((state) => state.axes[2]),
y2: baseSignal.fmap((state) => state.axes[3]),
};
// Add bipolar versions
axes.x1_2 = axes.x1.toBipolar();
axes.y1_2 = axes.y1.toBipolar();
axes.x2_2 = axes.x2.toBipolar();
axes.y2_2 = axes.y2.toBipolar();
// Create button patterns
const buttons = Array(16)
.fill(null)
.map((_, i) => {
// Create unique key for this gamepad+button combination
const stateKey = `gamepad${index}_btn${i}`;
// Initialize toggle state if it doesn't exist
if (!gamepadStates.has(stateKey)) {
gamepadStates.set(stateKey, {
lastButtonState: 0,
toggleState: 0,
});
}
// Direct button value pattern (no longer needs to call addInput)
const btn = baseSignal.fmap((state) => state.buttons[i]);
// Button toggle pattern with persistent state
const toggle = baseSignal.fmap((state) => {
const currentState = state.buttons[i];
const buttonState = gamepadStates.get(stateKey);
if (currentState === 1 && buttonState.lastButtonState === 0) {
// Toggle the state on rising edge
buttonState.toggleState = buttonState.toggleState === 0 ? 1 : 0;
}
buttonState.lastButtonState = currentState;
return buttonState.toggleState;
});
return { value: btn, toggle };
});
// Create sequence checker pattern
const btnSequence = (sequence) => {
return baseSignal.fmap(() => sequenceDetector.checkSequence(sequence));
};
const checkSequence = btnSequence;
const btnSeq = btnSequence;
const btnseq = btnSeq;
// Return an object with all controls
return {
...axes,
buttons,
...Object.fromEntries(
Object.entries(buttonMap).flatMap(([key, index]) => [
[key.toLowerCase(), buttons[index].value],
[key.toUpperCase(), buttons[index].value],
[`tgl${key.toLowerCase()}`, buttons[index].toggle],
[`tgl${key.toUpperCase()}`, buttons[index].toggle],
]),
),
checkSequence,
btnSequence,
btnSeq,
btnseq,
raw: baseSignal,
};
};
// Optional: Export for debugging or state management
export const getGamepadStates = () => Object.fromEntries(gamepadStates);
export const clearGamepadStates = () => gamepadStates.clear();