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* 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>
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| .github | ||
| .specify | ||
| content/starter | ||
| data/progression | ||
| docs | ||
| lib | ||
| plugins | ||
| scripts | ||
| specs | ||
| static | ||
| tests | ||
| tools | ||
| .dockerignore | ||
| .gitattributes | ||
| .gitignore | ||
| build-proxmox-ct.sh | ||
| CHANGELOG.md | ||
| CLAUDE.md | ||
| CONTRIBUTING.md | ||
| docker-compose.nas.yml | ||
| docker-compose.yml | ||
| Dockerfile | ||
| eslint.config.js | ||
| feedpak-spec-exceptions.yml | ||
| LICENSE | ||
| main.py | ||
| package-lock.json | ||
| package.json | ||
| playwright.config.ts | ||
| pyproject.toml | ||
| requirements-test.txt | ||
| requirements.txt | ||
| server.py | ||
| SUPPORTERS.md | ||
| tailwind.config.js | ||
| TODO.md | ||
| uv.lock | ||
| VERSION | ||