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Add gamepad/controller support (#1001)
* feat(input): add gamepad/controller support
Adds full gamepad/controller navigation and playback control, driven
by requests from players who use fee[dB]ack on a TV/console setup and
from wheelchair users for whom a controller is far more convenient
than a keyboard + mouse. Confirmed working end-to-end on a Steam Deck
across several rounds of on-device testing.
- static/v3/gamepad.js: polls navigator.getGamepads() and dispatches
synthetic keydown events (Arrow/Enter/Space/Escape) on the focused
element (falling back to document), reusing the app's existing
keyboard pipeline (static/js/shortcuts.js's scope-aware dispatcher,
player shortcuts, text-field/modal guards) instead of a parallel
action-mapping table. Only acts on gamepads reporting the W3C
"standard" mapping — which is what Steam Input presents for the
Deck's built-in controls, both in Gaming Mode and in Desktop Mode
via a non-Steam shortcut — so button order is guaranteed correct
and a non-standard/raw device safely no-ops instead of misfiring.
Handles Steam Input's virtual-pad duplicates (a real controller
plus 1-2 mirrored XInput slots) without spamming connect toasts or
losing input when the live pad isn't at index 0. Xbox-style face
button mapping: bottom face = Space (play/pause, and activates the
focused control), right face = Escape (back), top face reveals the
player screen's tool rail (focuses it into visibility via the
existing CSS :focus-within rule). D-pad/stick repeat while held,
mirroring OS keyboard auto-repeat.
- static/v3/gamepad-nav.js: fills the one real gap in that reuse
strategy — no screen but the song library grid had any arrow-key
navigation, and Chromium doesn't run native Enter/Space button
activation for untrusted synthetic events even when dispatched at
the focused element. Gated entirely on `!e.isTrusted`, so it only
ever reacts to gamepad-originated events and never touches real
keyboard/mouse users: emulates Tab-order (the sidebar + active
screen's real, already-focusable buttons/links) for Arrow keys,
explicitly .click()s the focused element for Enter/Space, and gives
Escape a consistent "go back" behavior — an existing in-screen back
button if one's visible (reusing each screen's own drill-down logic
for free), else the main menu. Every branch defers via
`e.defaultPrevented` to any screen that already handles the key
itself (the song grid, the player, settings), so nothing here
overrides existing behavior.
- static/v3/songs.js: adds real 2D d-pad/arrow-key navigation to the
song library's virtualized grid (only a slice of the library is
ever in the DOM), including fetching/scrolling off-screen rows into
view and correcting for the sticky filter toolbar's occlusion.
- static/v3/index.html: wires up the two new scripts.
* chore: regenerate stale tailwind.min.css
Rebuilt in a fresh clone (not the local working copy). Several plugin
directories (audio_engine, plugin_manager, community_charts, etc.) are
gitignored locally but present on disk from checking out plugin repos
for local dev/testing — Tailwind's content scan picks them up
regardless, so a rebuild against the contaminated local working copy
bakes in extra utility classes that don't belong in the real,
git-tracked build. A clean checkout reproduces CI's expected output
exactly.
* fix(gamepad): check all matching back buttons, not just the first
document.querySelector on the combined [data-ap-back], [data-albums-back],
#v3-pl-back selector only ever inspects the first match in DOM order —
since screens stay in the DOM (hidden, not removed) when you navigate
away, a hidden back button from an unrelated screen could sort before
the one that's actually visible, incorrectly falling through to
showScreen('v3-home') instead of clicking it. Uses querySelectorAll +
find(visible) instead.
* fix(gamepad): address CodeRabbit findings on connect/disconnect and grid nav
- gamepad.js: anyLiveConnectedPad -> anyLiveStandardPad, filtering by
mapping === 'standard' like firstLiveStandardPad already does, and
applied at the top of the gamepadconnected handler too. A still-
connected non-standard raw mirror could otherwise mask the real
pad's disconnect (toast never fires, polling never stops).
- songs.js _gpMove: an unset cursor now always seeds at index 0
before the first press, instead of applying that press's delta
immediately (ArrowDown/Right previously skipped straight past row
0; Left/Up only looked right by accident of clamping). Matches the
existing convention in shortcuts.js's legacy _handleLibArrowNav.
- songs.js _gpBlockedTarget: form-control/button blocking now
requires the element to be visible (offsetParent !== null), not
just present. Screens stay in the DOM hidden (not removed) when you
navigate away, so a real button focused on some other now-hidden
screen could leave document.activeElement pointing at it and block
all grid navigation indefinitely. (An el.closest('#v3-songs') scope
was tried first and reverted — it fixed that case but broke
blocking for the topbar search input, which lives outside
#v3-songs's DOM subtree even while v3-songs is active; visibility
is the distinction that actually matters, not DOM nesting.)
Skipped two CodeRabbit suggestions, verified against current code:
gating songs.js's grid keydown listener to synthetic-only events
would regress the real keyboard accessibility this PR intentionally
added (v3-songs' grid had none before); renaming the _gp* helpers to
drop their underscore prefix would break from this codebase's own
established module-private naming convention.
Verified in-browser: first arrow press lands on index 0, stale hidden
focus no longer blocks grid nav, the topbar search input still
correctly blocks it, and normal nav resumes after blur.
* test(gamepad): unit-cover the controller + nav state machines
- gamepad.test.js (10): standard-mapping filter, Steam Input duplicate-slot
dedup, disconnect masking, button edge-detection, d-pad/stick repeat timing,
analog deadzone — driven via a fake navigator + manual rAF queue.
- gamepad_nav.test.js (10): !isTrusted/defaultPrevented gating, arrow focus
traversal + clamping, hidden-element skipping, Enter/Space click activation
(not into text fields/body), Escape visible-back-button vs home fallback.
songs.js grid nav is left to on-device coverage (async + windowed-DOM heavy).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Signed-off-by: Byron Gamatos <xasiklas@gmail.com>
---------
Signed-off-by: Byron Gamatos <xasiklas@gmail.com>
Co-authored-by: Byron Gamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 4.8
Byron Gamatos
parent
fcdb4867d6
commit
23c509322b
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// Gamepad/controller support.
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//
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// Rather than a parallel gamepad->action mapping table, this polls
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// navigator.getGamepads() and dispatches synthetic keydown events onto
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// document with the same key/code pairs a physical keyboard would send.
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// static/js/shortcuts.js's existing dispatcher (scope checks, text-field/
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// modal guards, library grid nav, player shortcuts) handles the rest.
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//
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// Steam Deck: Steam Input re-emits the Deck's controls as a standard
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// XInput-style virtual pad (both in Gaming Mode and in Desktop Mode when
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// launched via a non-Steam shortcut with a controller template), so this
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// reports mapping: 'standard' and the button layout below lines up with
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// the Deck's physical ABXY. If a pad reports a non-standard mapping
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// (e.g. raw HID with no Steam Input in between), this no-ops rather than
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// guessing button order.
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//
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// Plain non-module script; degrades to a no-op without the Gamepad API.
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(function () {
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'use strict';
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if (typeof navigator === 'undefined' || !navigator.getGamepads) return;
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var BUTTON_KEYS = {
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// Bottom face button (Xbox A / PS Cross "X") — play/pause on the player
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// screen; also activates the currently-selected library card, since
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// Space is already treated as an activation key there alongside Enter.
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0: { key: ' ', code: 'Space' },
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1: { key: 'Escape', code: 'Escape' }, // Xbox B / PS Circle
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// 2 (Xbox X / PS Square) intentionally unmapped — undecided.
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};
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var RAIL_REVEAL_BUTTON = 3; // Y — reveals the player screen's left tool rail
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// The player rail (#v3-player-rail) has no keyboard shortcut to reuse — it's
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// shown via CSS on #v3-railzone:hover or :focus-within (see v3.css). So
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// instead of a synthetic keydown, this directly focuses the rail's first
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// icon, which the existing :focus-within rule already reveals it for —
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// the same mechanism a Tab-key user gets for free.
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function revealPlayerRail() {
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var active = document.querySelector('.screen.active');
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if (!active || active.id !== 'player') return;
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var icon = document.querySelector('#v3-player-rail .v3-rail-icon');
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if (icon) icon.focus();
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}
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var DPAD_BUTTONS = {
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12: { key: 'ArrowUp', code: 'ArrowUp' },
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13: { key: 'ArrowDown', code: 'ArrowDown' },
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14: { key: 'ArrowLeft', code: 'ArrowLeft' },
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15: { key: 'ArrowRight', code: 'ArrowRight' },
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};
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var STICK_DEADZONE = 0.5;
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var REPEAT_DELAY_MS = 400;
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var REPEAT_INTERVAL_MS = 120;
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var polling = false;
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var buttonWasDown = {}; // index -> bool, for edge-detection (no repeat)
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var dirWasDown = {}; // 'up'/'down'/'left'/'right' -> bool
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var dirRepeatAt = {}; // 'up'/'down'/'left'/'right' -> timestamp of next repeat
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var connectedIndices = {}; // gamepad.index -> true, tracks which slots we've announced
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function fireKey(spec) {
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// Dispatch on the focused element (falling back to document when nothing
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// is focused), not document itself. document.activeElement is always an
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// ancestor-inclusive descendant of document, so this still bubbles up
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// through every existing document-level listener exactly as before — but
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// now a focused <button>/<a> also gets its native Enter/Space activation
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// (which never fires for a document-targeted event, since that native
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// behavior is wired to the genuinely-focused element receiving the key),
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// and any element-scoped keydown handler sees it too.
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(document.activeElement || document).dispatchEvent(new KeyboardEvent('keydown', {
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key: spec.key, code: spec.code, bubbles: true, cancelable: true,
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}));
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}
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function pollButtons(gp) {
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for (var i = 0; i < gp.buttons.length; i++) {
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var down = gp.buttons[i].pressed;
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if (down && !buttonWasDown[i]) {
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if (i === RAIL_REVEAL_BUTTON) revealPlayerRail();
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else if (BUTTON_KEYS[i]) fireKey(BUTTON_KEYS[i]);
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}
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buttonWasDown[i] = down;
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}
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}
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function stickDirections(gp) {
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var x = gp.axes[0] || 0;
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var y = gp.axes[1] || 0;
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return {
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left: x < -STICK_DEADZONE,
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right: x > STICK_DEADZONE,
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up: y < -STICK_DEADZONE,
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down: y > STICK_DEADZONE,
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};
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}
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function pollDirection(name, spec, down, now) {
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var wasDown = !!dirWasDown[name];
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if (down && !wasDown) {
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fireKey(spec);
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dirRepeatAt[name] = now + REPEAT_DELAY_MS;
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} else if (down && wasDown && now >= (dirRepeatAt[name] || Infinity)) {
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fireKey(spec);
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dirRepeatAt[name] = now + REPEAT_INTERVAL_MS;
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}
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dirWasDown[name] = down;
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}
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function pollDpad(gp, now) {
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var stick = stickDirections(gp);
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Object.keys(DPAD_BUTTONS).forEach(function (idx) {
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var spec = DPAD_BUTTONS[idx];
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var name = spec.key.replace('Arrow', '').toLowerCase();
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var down = (gp.buttons[idx] && gp.buttons[idx].pressed) || stick[name];
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pollDirection(name, spec, down, now);
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});
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}
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// A disconnected gamepad's slot stays in the array (gp.connected flips to
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// false) rather than being removed — a plain truthiness check on the array
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// entry treats a stale, frozen-state disconnected pad as "still there"
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// forever, which both swallows the disconnect notice and (if the real
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// reconnected pad lands at a different index) reads dead input forever.
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function firstLiveStandardPad() {
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var pads = navigator.getGamepads ? navigator.getGamepads() : [];
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for (var i = 0; i < pads.length; i++) {
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var p = pads[i];
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if (p && p.connected && p.mapping === 'standard') return p;
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}
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return null;
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}
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// Same standard-mapping filter as firstLiveStandardPad — otherwise a
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// still-connected non-standard raw mirror (or the real pad simply
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// reporting a different mapping) can mask the actual pad's disconnect:
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// the toast never fires and polling never stops, even though the pad
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// this module can act on is gone.
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function anyLiveStandardPad() {
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var pads = navigator.getGamepads ? navigator.getGamepads() : [];
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for (var i = 0; i < pads.length; i++) {
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var p = pads[i];
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if (p && p.connected && p.mapping === 'standard') return true;
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}
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return false;
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}
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function tick() {
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var gp = firstLiveStandardPad();
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if (gp) {
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pollButtons(gp);
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pollDpad(gp, performance.now());
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}
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if (polling) requestAnimationFrame(tick);
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}
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function notify(title, icon) {
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if (window.fbNotify && typeof window.fbNotify.show === 'function') {
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window.fbNotify.show({ title: title, icon: icon, accent: '#0ea5e9', durationMs: 3000 });
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}
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}
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window.addEventListener('gamepadconnected', function (e) {
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var idx = e.gamepad && e.gamepad.index;
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// Non-standard slots (raw HID mirrors, or anything this module can't
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// safely act on) are never tracked/toasted/polled for — only ever
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// treat a standard-mapped pad as "a controller connected". Keeping a
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// non-standard slot out of connectedIndices also keeps it out of
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// anyLiveStandardPad's count, so it can't mask a real disconnect.
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if (!e.gamepad || e.gamepad.mapping !== 'standard') return;
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if (connectedIndices[idx]) return; // already-announced slot re-firing (focus regain, etc.)
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// On the Deck, Steam Input mirrors a real pad with 1-2 virtual XInput
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// slots of its own (same physical button presses, extra indices) — only
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// toast for the first slot seen so plugging in one controller doesn't
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// spam three "connected" notices.
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var isFirstSlot = Object.keys(connectedIndices).length === 0;
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connectedIndices[idx] = true;
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if (isFirstSlot) notify('Controller connected', '🎮');
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buttonWasDown = {};
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dirWasDown = {};
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dirRepeatAt = {};
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if (!polling) {
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polling = true;
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requestAnimationFrame(tick);
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}
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});
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window.addEventListener('gamepaddisconnected', function (e) {
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var idx = e.gamepad && e.gamepad.index;
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delete connectedIndices[idx];
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if (!anyLiveStandardPad()) {
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polling = false;
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notify('Controller disconnected', '🔌');
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}
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});
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})();
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