@dloizides/game-input 1.0.0 → 1.4.0

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package/CHANGELOG.md CHANGED
@@ -1,14 +1,36 @@
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- # Changelog
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-
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- All notable changes to `@dloizides/game-input` are documented here.
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-
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- ## 1.0.0
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-
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- Initial release — the haptics primitive of the C4 games shared kit.
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-
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- - `createHaptics(options)` — player-toggleable, always-safe Web Vibration API wrapper
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- (localStorage-gated, structural/injectable `navigator` + `storage`, never throws into the game loop).
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- - `HAPTIC_PATTERNS` — shared semantic vibration vocabulary (tap/select/lock/bump/navigate/success/error/loss/reveal).
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- - Zero runtime dependencies; isomorphic; dual CJS/ESM; 100% test coverage.
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-
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- Extracted from Aurora's `src/input/haptics.ts`. First consumers: Aurora (re-export shim) and Morphe (new adoption).
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+ # Changelog
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+
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+ All notable changes to `@dloizides/game-input` are documented here.
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+
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+ ## 1.4.0
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+
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+ GI-HAPTICS-1 "Haptics vibrate only after a user activation".
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+
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+ - `createHaptics` no longer calls `navigator.vibrate` before a user gesture (Chrome blocks it and logs an
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+ intervention). Gate: `navigator.userActivation.hasBeenActive` where present, else a capture-phase latch on
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+ the first `pointerdown` / `keydown` / `touchstart` of `activationTarget` (new option, default `globalThis`).
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+ - The enable-confirmation tick follows the same gate. Disabled and unsupported stay silent no-ops.
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+ - New exports: `ActivationTarget` type, `USER_ACTIVATION_EVENTS`.
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+
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+ ## 1.3.0
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+
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+ Standard Gamepad action poller (first consumer: NextGame console-dashboard UI).
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+
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+ - `stepPad(prev, next, repeat, now)` — pure per-frame reducer: face/shoulder buttons fire on the
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+ rising edge by W3C Standard POSITION; D-pad or left stick (0.5 dead-zone, dominant axis) fires
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+ once, repeats after 380 ms, then every 110 ms; release resets the repeat.
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+ - `createGamepadPoller({ getPads, requestFrame, cancelFrame, onAction })` — injectable rAF loop over
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+ the first connected pad; a disappearing pad resets state; `stop()` is safe from inside `onAction`.
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+ - `PAD_ACTIONS`, `STANDARD_BUTTON`, `IDLE_REPEAT` + types `PadAction`, `PadSnapshot`, `RepeatState`,
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+ `PadLike`, `GamepadPollerOptions`.
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+
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+ ## 1.0.0
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+
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+ Initial release — the haptics primitive of the C4 games shared kit.
30
+
31
+ - `createHaptics(options)` — player-toggleable, always-safe Web Vibration API wrapper
32
+ (localStorage-gated, structural/injectable `navigator` + `storage`, never throws into the game loop).
33
+ - `HAPTIC_PATTERNS` — shared semantic vibration vocabulary (tap/select/lock/bump/navigate/success/error/loss/reveal).
34
+ - Zero runtime dependencies; isomorphic; dual CJS/ESM; 100% test coverage.
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+
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+ Extracted from Aurora's `src/input/haptics.ts`. First consumers: Aurora (re-export shim) and Morphe (new adoption).
package/README.md CHANGED
@@ -1,67 +1,76 @@
1
- # @dloizides/game-input
2
-
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- Framework-agnostic game input primitives. **v1 ships safe, player-toggleable haptics** — a thin wrapper
4
- over the Web Vibration API that no-ops silently when disabled, unsupported, or blocked, so call sites can
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- fire haptics unconditionally alongside their SFX/visual feedback.
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-
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- Zero runtime dependencies. Isomorphic (no DOM lib required — `navigator` and storage are structural and
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- injectable), so it works in browser games, React Native shells, and tests alike.
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-
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- > **Scope note:** keyboard/gamepad normalization is intentionally *not* in v1. The games that were audited
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- > (Aurora, Morphe) implemented input with fundamentally different designs — there is no shared logic to
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- > extract yet. It will be added when a genuine 2nd same-stack consumer appears (extract-on-2nd-use).
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-
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- ## Install
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-
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- ```bash
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- npm install @dloizides/game-input
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- ```
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-
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- ## Usage
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-
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- ```ts
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- import { createHaptics, HAPTIC_PATTERNS } from '@dloizides/game-input';
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-
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- // One controller per game; the storage key namespaces the player's preference.
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- const haptics = createHaptics({ storageKey: 'aurora.haptics' });
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-
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- // Fire unconditionally — disabled/unsupported just no-ops.
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- haptics.vibrate(HAPTIC_PATTERNS.tap); // menu navigation / selection
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- haptics.vibrate(HAPTIC_PATTERNS.success); // level cleared
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- haptics.vibrate([0, 14, 24, 14]); // or your own pattern
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-
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- // Settings toggle — returns the new state, fires a confirming tick when enabling.
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- function onHapticsToggle(): boolean {
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- return haptics.toggle();
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- }
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- haptics.isEnabled();
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- ```
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-
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- ### Semantic pattern vocabulary
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-
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- `HAPTIC_PATTERNS` is a shared set of tuned vibration patterns keyed by intent, so every game uses the same
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- feel instead of re-picking magic durations:
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-
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- | Intent | Pattern | Use |
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- |---|---|---|
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- | `tap` | `10` | menu nav / select / undo / restart |
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- | `select` | `12` | pick up a tool/charm/item |
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- | `lock` | `18` | something locks into place |
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- | `bump` | `24` | action blocked |
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- | `navigate` | `16` | portal / page turn |
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- | `success` | `[0,40,50,90]` | level/chamber cleared |
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- | `error` | `[0,14,24,14]` | fatal/destructive event |
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- | `loss` | `[0,40,50,40]` | player loses / falls |
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- | `reveal` | `[0,14,20,18,26,24]` | puzzle resolves / exit opens |
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-
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- ## API
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-
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- - `createHaptics(options?)` → `Haptics` — `{ isEnabled, setEnabled, toggle, vibrate }`.
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- - `options.storageKey` (default `game.haptics`) — localStorage key for the on/off preference.
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- - `options.enableConfirmation` (default a `15`ms tick; pass `null` to disable) — fired when turning ON.
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- - `options.navigator` / `options.storage` — inject for tests/RN; default to `globalThis`.
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- - `HAPTIC_PATTERNS`, `DEFAULT_HAPTICS_STORAGE_KEY`, `DEFAULT_ENABLE_CONFIRMATION`.
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-
65
- ## License
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-
67
- MIT
1
+ # @dloizides/game-input
2
+
3
+ Framework-agnostic game input primitives. **v1 ships safe, player-toggleable haptics** — a thin wrapper
4
+ over the Web Vibration API that no-ops silently when disabled, unsupported, or blocked, so call sites can
5
+ fire haptics unconditionally alongside their SFX/visual feedback.
6
+
7
+ Zero runtime dependencies. Isomorphic (no DOM lib required — `navigator` and storage are structural and
8
+ injectable), so it works in browser games, React Native shells, and tests alike.
9
+
10
+ > **Scope note:** keyboard/gamepad normalization is intentionally *not* in v1. The games that were audited
11
+ > (Aurora, Morphe) implemented input with fundamentally different designs — there is no shared logic to
12
+ > extract yet. It will be added when a genuine 2nd same-stack consumer appears (extract-on-2nd-use).
13
+
14
+ ## Install
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+
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+ ```bash
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+ npm install @dloizides/game-input
18
+ ```
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+
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+ ## Usage
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+
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+ ```ts
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+ import { createHaptics, HAPTIC_PATTERNS } from '@dloizides/game-input';
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+
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+ // One controller per game; the storage key namespaces the player's preference.
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+ const haptics = createHaptics({ storageKey: 'aurora.haptics' });
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+
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+ // Fire unconditionally — disabled/unsupported just no-ops.
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+ haptics.vibrate(HAPTIC_PATTERNS.tap); // menu navigation / selection
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+ haptics.vibrate(HAPTIC_PATTERNS.success); // level cleared
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+ haptics.vibrate([0, 14, 24, 14]); // or your own pattern
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+
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+ // Settings toggle — returns the new state, fires a confirming tick when enabling.
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+ function onHapticsToggle(): boolean {
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+ return haptics.toggle();
36
+ }
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+ haptics.isEnabled();
38
+ ```
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+
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+ ### Semantic pattern vocabulary
41
+
42
+ `HAPTIC_PATTERNS` is a shared set of tuned vibration patterns keyed by intent, so every game uses the same
43
+ feel instead of re-picking magic durations:
44
+
45
+ | Intent | Pattern | Use |
46
+ |---|---|---|
47
+ | `tap` | `10` | menu nav / select / undo / restart |
48
+ | `select` | `12` | pick up a tool/charm/item |
49
+ | `lock` | `18` | something locks into place |
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+ | `bump` | `24` | action blocked |
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+ | `navigate` | `16` | portal / page turn |
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+ | `success` | `[0,40,50,90]` | level/chamber cleared |
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+ | `error` | `[0,14,24,14]` | fatal/destructive event |
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+ | `loss` | `[0,40,50,40]` | player loses / falls |
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+ | `reveal` | `[0,14,20,18,26,24]` | puzzle resolves / exit opens |
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+
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+ ## API
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+
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+ - `createHaptics(options?)` → `Haptics` — `{ isEnabled, setEnabled, toggle, vibrate }`. Nothing vibrates
60
+ before a user gesture: `navigator.userActivation.hasBeenActive` where present, else the first
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+ `pointerdown` / `keydown` / `touchstart` on `options.activationTarget` (default `globalThis`).
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+ - `options.storageKey` (default `game.haptics`) — localStorage key for the on/off preference.
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+ - `options.enableConfirmation` (default a `15`ms tick; pass `null` to disable) — fired when turning ON.
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+ - `options.navigator` / `options.storage` — inject for tests/RN; default to `globalThis`.
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+ - `HAPTIC_PATTERNS`, `DEFAULT_HAPTICS_STORAGE_KEY`, `DEFAULT_ENABLE_CONFIRMATION`.
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+ - `createGamepadPoller({ getPads, requestFrame, cancelFrame, onAction })` → `{ start, stop }` — polls the
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+ first connected W3C Standard Gamepad each frame and calls `onAction(PadAction)`. Pass
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+ `() => navigator.getGamepads()`, `requestAnimationFrame`, `cancelAnimationFrame` in the browser.
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+ - Buttons by POSITION: south → `confirm`, east → `back`, west → `view`, north → `mood`,
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+ L/R shoulder → `pagePrev`/`pageNext` (rising edge only).
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+ - D-pad or left stick (0.5 dead-zone) → `up`/`down`/`left`/`right`: fires once, repeats after 380 ms, then every 110 ms.
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+ - `stepPad(prev, next, repeat, now)` — the pure per-frame reducer behind the poller; `IDLE_REPEAT`, `PAD_ACTIONS`, `STANDARD_BUTTON`.
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+
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+ ## License
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+
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+ MIT
package/dist/index.d.mts CHANGED
@@ -1,3 +1,75 @@
1
+ /** The semantic actions a Standard Gamepad produces, independent of the device's labels. */
2
+ declare const PAD_ACTIONS: {
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+ readonly up: "up";
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+ readonly down: "down";
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+ readonly left: "left";
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+ readonly right: "right";
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+ readonly confirm: "confirm";
8
+ readonly back: "back";
9
+ readonly mood: "mood";
10
+ readonly view: "view";
11
+ readonly pagePrev: "pagePrev";
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+ readonly pageNext: "pageNext";
13
+ };
14
+ type PadAction = (typeof PAD_ACTIONS)[keyof typeof PAD_ACTIONS];
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+ /** W3C Standard Gamepad button indices, named by POSITION (Nintendo swaps A/B labels). */
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+ declare const STANDARD_BUTTON: {
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+ readonly south: 0;
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+ readonly east: 1;
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+ readonly west: 2;
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+ readonly north: 3;
21
+ readonly leftShoulder: 4;
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+ readonly rightShoulder: 5;
23
+ readonly dpadUp: 12;
24
+ readonly dpadDown: 13;
25
+ readonly dpadLeft: 14;
26
+ readonly dpadRight: 15;
27
+ };
28
+
29
+ /** The structural subset of the DOM `Gamepad` the poller reads. */
30
+ interface PadLike {
31
+ connected: boolean;
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+ buttons: ReadonlyArray<{
33
+ pressed: boolean;
34
+ }>;
35
+ axes: readonly number[];
36
+ }
37
+ interface GamepadPollerOptions {
38
+ /** Usually `() => navigator.getGamepads()`. */
39
+ getPads: () => ReadonlyArray<PadLike | null>;
40
+ /** Usually `requestAnimationFrame`. */
41
+ requestFrame: (cb: (now: number) => void) => number;
42
+ /** Usually `cancelAnimationFrame`. */
43
+ cancelFrame: (id: number) => void;
44
+ onAction: (action: PadAction) => void;
45
+ }
46
+ /**
47
+ * rAF-driven poller over the first connected pad. Starts idle; call start().
48
+ * Safe to stop() (or stop() then start()) from inside `onAction`.
49
+ */
50
+ declare function createGamepadPoller(opts: GamepadPollerOptions): {
51
+ start: () => void;
52
+ stop: () => void;
53
+ };
54
+
55
+ /** One frame of pad state: pressed flags by Standard button index, and raw axes. */
56
+ interface PadSnapshot {
57
+ buttons: readonly boolean[];
58
+ axes: readonly number[];
59
+ }
60
+ /** Which direction is held, when it started, and when it last fired. */
61
+ interface RepeatState {
62
+ held: PadAction | null;
63
+ since: number;
64
+ lastFire: number;
65
+ }
66
+ declare const IDLE_REPEAT: RepeatState;
67
+ /** One poll frame → the actions to dispatch and the next repeat state. Pure. */
68
+ declare function stepPad(prev: PadSnapshot | null, next: PadSnapshot, repeat: RepeatState, now: number): {
69
+ actions: PadAction[];
70
+ repeat: RepeatState;
71
+ };
72
+
1
73
  /**
2
74
  * A vibration pattern: a single duration in ms, or an on/off pattern
3
75
  * (`[wait, on, off, on, ...]`) exactly as the Web Vibration API expects.
@@ -9,6 +81,14 @@ type VibrationPattern = number | number[];
9
81
  */
10
82
  interface VibrationCapable {
11
83
  vibrate?: (pattern: VibrationPattern) => boolean;
84
+ userActivation?: {
85
+ readonly hasBeenActive: boolean;
86
+ };
87
+ }
88
+ /** Event source whose first pointer/key/touch gesture unlocks haptics. Defaults to `globalThis`. */
89
+ interface ActivationTarget {
90
+ addEventListener(type: string, listener: () => void, capture?: boolean): void;
91
+ removeEventListener(type: string, listener: () => void, capture?: boolean): void;
12
92
  }
13
93
  /**
14
94
  * The slice of `localStorage` haptics needs to persist the player's toggle.
@@ -31,6 +111,8 @@ interface HapticsOptions {
31
111
  navigator?: VibrationCapable;
32
112
  /** Preference store. Defaults to `globalThis.localStorage`. Inject for tests. */
33
113
  storage?: HapticsStorage;
114
+ /** Gesture source used when `navigator.userActivation` is unavailable. Defaults to `globalThis`. */
115
+ activationTarget?: ActivationTarget;
34
116
  }
35
117
  /**
36
118
  * A player-toggleable, always-safe haptics controller. Every call no-ops silently
@@ -49,11 +131,8 @@ interface Haptics {
49
131
  }
50
132
 
51
133
  /**
52
- * Create a player-toggleable, always-safe haptics controller.
53
- *
54
- * The on/off preference is read from (and persisted to) the configured storage key
55
- * so it survives reloads. Every vibration routes through one gated call that no-ops
56
- * when disabled, when no Vibration API is present, or if the platform blocks it.
134
+ * Create a player-toggleable, always-safe haptics controller: it never vibrates before a
135
+ * user gesture, while disabled, or when the Vibration API is missing or blocked.
57
136
  */
58
137
  declare function createHaptics(options?: HapticsOptions): Haptics;
59
138
 
@@ -61,6 +140,8 @@ declare function createHaptics(options?: HapticsOptions): Haptics;
61
140
  declare const DEFAULT_HAPTICS_STORAGE_KEY = "game.haptics";
62
141
  /** Default confirmation tick fired when haptics are turned ON (ms). */
63
142
  declare const DEFAULT_ENABLE_CONFIRMATION = 15;
143
+ /** DOM events that count as a user activation before `navigator.userActivation` is available. */
144
+ declare const USER_ACTIVATION_EVENTS: readonly ["pointerdown", "keydown", "touchstart"];
64
145
  /** The semantic intents games map their events onto. */
65
146
  type HapticIntent = 'tap' | 'select' | 'lock' | 'bump' | 'navigate' | 'success' | 'error' | 'loss' | 'reveal';
66
147
  /**
@@ -70,4 +151,4 @@ type HapticIntent = 'tap' | 'select' | 'lock' | 'bump' | 'navigate' | 'success'
70
151
  */
71
152
  declare const HAPTIC_PATTERNS: Record<HapticIntent, VibrationPattern>;
72
153
 
73
- export { DEFAULT_ENABLE_CONFIRMATION, DEFAULT_HAPTICS_STORAGE_KEY, HAPTIC_PATTERNS, type HapticIntent, type Haptics, type HapticsOptions, type HapticsStorage, type VibrationCapable, type VibrationPattern, createHaptics };
154
+ export { type ActivationTarget, DEFAULT_ENABLE_CONFIRMATION, DEFAULT_HAPTICS_STORAGE_KEY, type GamepadPollerOptions, HAPTIC_PATTERNS, type HapticIntent, type Haptics, type HapticsOptions, type HapticsStorage, IDLE_REPEAT, PAD_ACTIONS, type PadAction, type PadLike, type PadSnapshot, type RepeatState, STANDARD_BUTTON, USER_ACTIVATION_EVENTS, type VibrationCapable, type VibrationPattern, createGamepadPoller, createHaptics, stepPad };
package/dist/index.d.ts CHANGED
@@ -1,3 +1,75 @@
1
+ /** The semantic actions a Standard Gamepad produces, independent of the device's labels. */
2
+ declare const PAD_ACTIONS: {
3
+ readonly up: "up";
4
+ readonly down: "down";
5
+ readonly left: "left";
6
+ readonly right: "right";
7
+ readonly confirm: "confirm";
8
+ readonly back: "back";
9
+ readonly mood: "mood";
10
+ readonly view: "view";
11
+ readonly pagePrev: "pagePrev";
12
+ readonly pageNext: "pageNext";
13
+ };
14
+ type PadAction = (typeof PAD_ACTIONS)[keyof typeof PAD_ACTIONS];
15
+ /** W3C Standard Gamepad button indices, named by POSITION (Nintendo swaps A/B labels). */
16
+ declare const STANDARD_BUTTON: {
17
+ readonly south: 0;
18
+ readonly east: 1;
19
+ readonly west: 2;
20
+ readonly north: 3;
21
+ readonly leftShoulder: 4;
22
+ readonly rightShoulder: 5;
23
+ readonly dpadUp: 12;
24
+ readonly dpadDown: 13;
25
+ readonly dpadLeft: 14;
26
+ readonly dpadRight: 15;
27
+ };
28
+
29
+ /** The structural subset of the DOM `Gamepad` the poller reads. */
30
+ interface PadLike {
31
+ connected: boolean;
32
+ buttons: ReadonlyArray<{
33
+ pressed: boolean;
34
+ }>;
35
+ axes: readonly number[];
36
+ }
37
+ interface GamepadPollerOptions {
38
+ /** Usually `() => navigator.getGamepads()`. */
39
+ getPads: () => ReadonlyArray<PadLike | null>;
40
+ /** Usually `requestAnimationFrame`. */
41
+ requestFrame: (cb: (now: number) => void) => number;
42
+ /** Usually `cancelAnimationFrame`. */
43
+ cancelFrame: (id: number) => void;
44
+ onAction: (action: PadAction) => void;
45
+ }
46
+ /**
47
+ * rAF-driven poller over the first connected pad. Starts idle; call start().
48
+ * Safe to stop() (or stop() then start()) from inside `onAction`.
49
+ */
50
+ declare function createGamepadPoller(opts: GamepadPollerOptions): {
51
+ start: () => void;
52
+ stop: () => void;
53
+ };
54
+
55
+ /** One frame of pad state: pressed flags by Standard button index, and raw axes. */
56
+ interface PadSnapshot {
57
+ buttons: readonly boolean[];
58
+ axes: readonly number[];
59
+ }
60
+ /** Which direction is held, when it started, and when it last fired. */
61
+ interface RepeatState {
62
+ held: PadAction | null;
63
+ since: number;
64
+ lastFire: number;
65
+ }
66
+ declare const IDLE_REPEAT: RepeatState;
67
+ /** One poll frame → the actions to dispatch and the next repeat state. Pure. */
68
+ declare function stepPad(prev: PadSnapshot | null, next: PadSnapshot, repeat: RepeatState, now: number): {
69
+ actions: PadAction[];
70
+ repeat: RepeatState;
71
+ };
72
+
1
73
  /**
2
74
  * A vibration pattern: a single duration in ms, or an on/off pattern
3
75
  * (`[wait, on, off, on, ...]`) exactly as the Web Vibration API expects.
@@ -9,6 +81,14 @@ type VibrationPattern = number | number[];
9
81
  */
10
82
  interface VibrationCapable {
11
83
  vibrate?: (pattern: VibrationPattern) => boolean;
84
+ userActivation?: {
85
+ readonly hasBeenActive: boolean;
86
+ };
87
+ }
88
+ /** Event source whose first pointer/key/touch gesture unlocks haptics. Defaults to `globalThis`. */
89
+ interface ActivationTarget {
90
+ addEventListener(type: string, listener: () => void, capture?: boolean): void;
91
+ removeEventListener(type: string, listener: () => void, capture?: boolean): void;
12
92
  }
13
93
  /**
14
94
  * The slice of `localStorage` haptics needs to persist the player's toggle.
@@ -31,6 +111,8 @@ interface HapticsOptions {
31
111
  navigator?: VibrationCapable;
32
112
  /** Preference store. Defaults to `globalThis.localStorage`. Inject for tests. */
33
113
  storage?: HapticsStorage;
114
+ /** Gesture source used when `navigator.userActivation` is unavailable. Defaults to `globalThis`. */
115
+ activationTarget?: ActivationTarget;
34
116
  }
35
117
  /**
36
118
  * A player-toggleable, always-safe haptics controller. Every call no-ops silently
@@ -49,11 +131,8 @@ interface Haptics {
49
131
  }
50
132
 
51
133
  /**
52
- * Create a player-toggleable, always-safe haptics controller.
53
- *
54
- * The on/off preference is read from (and persisted to) the configured storage key
55
- * so it survives reloads. Every vibration routes through one gated call that no-ops
56
- * when disabled, when no Vibration API is present, or if the platform blocks it.
134
+ * Create a player-toggleable, always-safe haptics controller: it never vibrates before a
135
+ * user gesture, while disabled, or when the Vibration API is missing or blocked.
57
136
  */
58
137
  declare function createHaptics(options?: HapticsOptions): Haptics;
59
138
 
@@ -61,6 +140,8 @@ declare function createHaptics(options?: HapticsOptions): Haptics;
61
140
  declare const DEFAULT_HAPTICS_STORAGE_KEY = "game.haptics";
62
141
  /** Default confirmation tick fired when haptics are turned ON (ms). */
63
142
  declare const DEFAULT_ENABLE_CONFIRMATION = 15;
143
+ /** DOM events that count as a user activation before `navigator.userActivation` is available. */
144
+ declare const USER_ACTIVATION_EVENTS: readonly ["pointerdown", "keydown", "touchstart"];
64
145
  /** The semantic intents games map their events onto. */
65
146
  type HapticIntent = 'tap' | 'select' | 'lock' | 'bump' | 'navigate' | 'success' | 'error' | 'loss' | 'reveal';
66
147
  /**
@@ -70,4 +151,4 @@ type HapticIntent = 'tap' | 'select' | 'lock' | 'bump' | 'navigate' | 'success'
70
151
  */
71
152
  declare const HAPTIC_PATTERNS: Record<HapticIntent, VibrationPattern>;
72
153
 
73
- export { DEFAULT_ENABLE_CONFIRMATION, DEFAULT_HAPTICS_STORAGE_KEY, HAPTIC_PATTERNS, type HapticIntent, type Haptics, type HapticsOptions, type HapticsStorage, type VibrationCapable, type VibrationPattern, createHaptics };
154
+ export { type ActivationTarget, DEFAULT_ENABLE_CONFIRMATION, DEFAULT_HAPTICS_STORAGE_KEY, type GamepadPollerOptions, HAPTIC_PATTERNS, type HapticIntent, type Haptics, type HapticsOptions, type HapticsStorage, IDLE_REPEAT, PAD_ACTIONS, type PadAction, type PadLike, type PadSnapshot, type RepeatState, STANDARD_BUTTON, USER_ACTIVATION_EVENTS, type VibrationCapable, type VibrationPattern, createGamepadPoller, createHaptics, stepPad };
package/dist/index.js CHANGED
@@ -1,10 +1,133 @@
1
1
  'use strict';
2
2
 
3
+ // src/gamepad/padMap.ts
4
+ var PAD_ACTIONS = {
5
+ up: "up",
6
+ down: "down",
7
+ left: "left",
8
+ right: "right",
9
+ confirm: "confirm",
10
+ back: "back",
11
+ mood: "mood",
12
+ view: "view",
13
+ pagePrev: "pagePrev",
14
+ pageNext: "pageNext"
15
+ };
16
+ var STANDARD_BUTTON = {
17
+ south: 0,
18
+ east: 1,
19
+ west: 2,
20
+ north: 3,
21
+ leftShoulder: 4,
22
+ rightShoulder: 5,
23
+ dpadUp: 12,
24
+ dpadDown: 13,
25
+ dpadLeft: 14,
26
+ dpadRight: 15
27
+ };
28
+ var FACE_BUTTON_ACTIONS = [
29
+ [STANDARD_BUTTON.south, PAD_ACTIONS.confirm],
30
+ [STANDARD_BUTTON.east, PAD_ACTIONS.back],
31
+ [STANDARD_BUTTON.west, PAD_ACTIONS.view],
32
+ [STANDARD_BUTTON.north, PAD_ACTIONS.mood],
33
+ [STANDARD_BUTTON.leftShoulder, PAD_ACTIONS.pagePrev],
34
+ [STANDARD_BUTTON.rightShoulder, PAD_ACTIONS.pageNext]
35
+ ];
36
+ var DPAD_ACTIONS = [
37
+ [STANDARD_BUTTON.dpadUp, PAD_ACTIONS.up],
38
+ [STANDARD_BUTTON.dpadDown, PAD_ACTIONS.down],
39
+ [STANDARD_BUTTON.dpadLeft, PAD_ACTIONS.left],
40
+ [STANDARD_BUTTON.dpadRight, PAD_ACTIONS.right]
41
+ ];
42
+ var STICK_DEAD_ZONE = 0.5;
43
+ var REPEAT_DELAY_MS = 380;
44
+ var REPEAT_INTERVAL_MS = 110;
45
+
46
+ // src/gamepad/stepPad.ts
47
+ var IDLE_REPEAT = { held: null, since: 0, lastFire: 0 };
48
+ var STICK_X = 0;
49
+ var STICK_Y = 1;
50
+ function stickDirection(axes) {
51
+ const x = axes[STICK_X] ?? 0;
52
+ const y = axes[STICK_Y] ?? 0;
53
+ if (Math.max(Math.abs(x), Math.abs(y)) < STICK_DEAD_ZONE) {
54
+ return null;
55
+ }
56
+ if (Math.abs(x) > Math.abs(y)) {
57
+ return x > 0 ? PAD_ACTIONS.right : PAD_ACTIONS.left;
58
+ }
59
+ return y > 0 ? PAD_ACTIONS.down : PAD_ACTIONS.up;
60
+ }
61
+ function heldDirection(snapshot) {
62
+ const dpad = DPAD_ACTIONS.find(([index]) => snapshot.buttons[index] === true);
63
+ return dpad === void 0 ? stickDirection(snapshot.axes) : dpad[1];
64
+ }
65
+ function stepPad(prev, next, repeat, now) {
66
+ const actions = FACE_BUTTON_ACTIONS.filter(([index]) => next.buttons[index] === true && prev?.buttons[index] !== true).map(([, action]) => action);
67
+ const direction = heldDirection(next);
68
+ if (direction === null) {
69
+ return { actions, repeat: IDLE_REPEAT };
70
+ }
71
+ if (direction !== repeat.held) {
72
+ return { actions: [...actions, direction], repeat: { held: direction, since: now, lastFire: now } };
73
+ }
74
+ const firstRepeat = repeat.lastFire === repeat.since;
75
+ const wait = firstRepeat ? REPEAT_DELAY_MS : REPEAT_INTERVAL_MS;
76
+ if (now - repeat.lastFire < wait) {
77
+ return { actions, repeat };
78
+ }
79
+ return { actions: [...actions, direction], repeat: { ...repeat, lastFire: now } };
80
+ }
81
+
82
+ // src/gamepad/createGamepadPoller.ts
83
+ function createGamepadPoller(opts) {
84
+ let prev = null;
85
+ let repeat = IDLE_REPEAT;
86
+ let running = false;
87
+ let frame = null;
88
+ const tick = (now) => {
89
+ frame = null;
90
+ const pad = opts.getPads().find((p) => p !== null && p.connected);
91
+ if (pad === void 0) {
92
+ prev = null;
93
+ repeat = IDLE_REPEAT;
94
+ } else {
95
+ const snapshot = { buttons: pad.buttons.map((b) => b.pressed), axes: pad.axes };
96
+ const step = stepPad(prev, snapshot, repeat, now);
97
+ prev = snapshot;
98
+ repeat = step.repeat;
99
+ step.actions.forEach((action) => opts.onAction(action));
100
+ }
101
+ if (running && frame === null) {
102
+ frame = opts.requestFrame(tick);
103
+ }
104
+ };
105
+ return {
106
+ start: () => {
107
+ if (running) {
108
+ return;
109
+ }
110
+ running = true;
111
+ if (frame === null) {
112
+ frame = opts.requestFrame(tick);
113
+ }
114
+ },
115
+ stop: () => {
116
+ running = false;
117
+ if (frame !== null) {
118
+ opts.cancelFrame(frame);
119
+ frame = null;
120
+ }
121
+ }
122
+ };
123
+ }
124
+
3
125
  // src/constants.ts
4
126
  var DEFAULT_HAPTICS_STORAGE_KEY = "game.haptics";
5
127
  var DEFAULT_ENABLE_CONFIRMATION = 15;
6
128
  var DISABLED_VALUE = "0";
7
129
  var ENABLED_VALUE = "1";
130
+ var USER_ACTIVATION_EVENTS = ["pointerdown", "keydown", "touchstart"];
8
131
  var HAPTIC_PATTERNS = {
9
132
  /** Light tick for menu navigation / selection / undo / restart. */
10
133
  tap: 10,
@@ -26,6 +149,29 @@ var HAPTIC_PATTERNS = {
26
149
  reveal: [0, 14, 20, 18, 26, 24]
27
150
  };
28
151
 
152
+ // src/userActivation.ts
153
+ function resolveActivationTarget(explicit) {
154
+ if (explicit) {
155
+ return explicit;
156
+ }
157
+ const candidate = globalThis;
158
+ return typeof candidate.addEventListener === "function" ? candidate : void 0;
159
+ }
160
+ function createActivationProbe(navigator, explicitTarget) {
161
+ let latched = false;
162
+ const target = typeof navigator?.vibrate === "function" ? resolveActivationTarget(explicitTarget) : void 0;
163
+ const onGesture = () => {
164
+ latched = true;
165
+ for (const type of USER_ACTIVATION_EVENTS) {
166
+ target?.removeEventListener(type, onGesture, true);
167
+ }
168
+ };
169
+ for (const type of USER_ACTIVATION_EVENTS) {
170
+ target?.addEventListener(type, onGesture, true);
171
+ }
172
+ return () => latched || navigator?.userActivation?.hasBeenActive === true;
173
+ }
174
+
29
175
  // src/haptics.ts
30
176
  function resolveNavigator(explicit) {
31
177
  if (explicit) {
@@ -44,6 +190,7 @@ function createHaptics(options = {}) {
44
190
  const confirmation = options.enableConfirmation === void 0 ? DEFAULT_ENABLE_CONFIRMATION : options.enableConfirmation;
45
191
  const navigator = resolveNavigator(options.navigator);
46
192
  const storage = resolveStorage(options.storage);
193
+ const hasUserActivation = createActivationProbe(navigator, options.activationTarget);
47
194
  const readPref = () => {
48
195
  try {
49
196
  return storage?.getItem(storageKey) !== DISABLED_VALUE;
@@ -53,18 +200,20 @@ function createHaptics(options = {}) {
53
200
  };
54
201
  let enabled = readPref();
55
202
  const vibrate = (pattern) => {
56
- if (!enabled) {
203
+ if (!enabled || !hasUserActivation()) {
57
204
  return;
58
205
  }
59
206
  try {
60
207
  navigator?.vibrate?.(pattern);
61
208
  } catch {
209
+ return;
62
210
  }
63
211
  };
64
212
  const persist = () => {
65
213
  try {
66
214
  storage?.setItem(storageKey, enabled ? ENABLED_VALUE : DISABLED_VALUE);
67
215
  } catch {
216
+ return;
68
217
  }
69
218
  };
70
219
  const setEnabled = (next) => {
@@ -86,6 +235,12 @@ function createHaptics(options = {}) {
86
235
  exports.DEFAULT_ENABLE_CONFIRMATION = DEFAULT_ENABLE_CONFIRMATION;
87
236
  exports.DEFAULT_HAPTICS_STORAGE_KEY = DEFAULT_HAPTICS_STORAGE_KEY;
88
237
  exports.HAPTIC_PATTERNS = HAPTIC_PATTERNS;
238
+ exports.IDLE_REPEAT = IDLE_REPEAT;
239
+ exports.PAD_ACTIONS = PAD_ACTIONS;
240
+ exports.STANDARD_BUTTON = STANDARD_BUTTON;
241
+ exports.USER_ACTIVATION_EVENTS = USER_ACTIVATION_EVENTS;
242
+ exports.createGamepadPoller = createGamepadPoller;
89
243
  exports.createHaptics = createHaptics;
244
+ exports.stepPad = stepPad;
90
245
  //# sourceMappingURL=index.js.map
91
246
  //# sourceMappingURL=index.js.map
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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Any other value (or absent) means enabled. */\nexport const DISABLED_VALUE = '0';\n\n/** Stored value meaning \"enabled\". */\nexport const ENABLED_VALUE = '1';\n\n/** The semantic intents games map their events onto. */\nexport type HapticIntent =\n | 'tap'\n | 'select'\n | 'lock'\n | 'bump'\n | 'navigate'\n | 'success'\n | 'error'\n | 'loss'\n | 'reveal';\n\n/**\n * A shared vocabulary of vibration patterns keyed by intent, so every game uses\n * the same tuned feel instead of re-picking magic durations. Pass any of these to\n * {@link Haptics.vibrate} (or supply your own pattern).\n */\nexport const HAPTIC_PATTERNS: Record<HapticIntent, VibrationPattern> = {\n /** Light tick for menu navigation / selection / undo / restart. */\n tap: 10,\n /** Light pulse when a tool/charm/item is picked up or selected. */\n select: 12,\n /** Short pulse when something locks into place. */\n lock: 18,\n /** Dull buzz when an action is blocked. */\n bump: 24,\n /** Quick pulse when stepping through a portal / page turn. */\n navigate: 16,\n /** Celebratory pattern when a level/chamber is cleared. */\n success: [0, 40, 50, 90],\n /** Sharp double crack for a fatal/destructive event. */\n error: [0, 14, 24, 14],\n /** Heavier buzz when the player loses / falls. */\n loss: [0, 40, 50, 40],\n /** Rising triple pulse the instant a puzzle resolves / an exit opens. */\n reveal: [0, 14, 20, 18, 26, 24],\n};\n","import {\n DEFAULT_ENABLE_CONFIRMATION,\n DEFAULT_HAPTICS_STORAGE_KEY,\n DISABLED_VALUE,\n ENABLED_VALUE,\n} from './constants';\nimport type { Haptics, HapticsOptions, HapticsStorage, VibrationCapable, VibrationPattern } from './types';\n\nfunction resolveNavigator(explicit?: VibrationCapable): VibrationCapable | undefined {\n if (explicit) {\n return explicit;\n }\n return (globalThis as { navigator?: VibrationCapable }).navigator;\n}\n\nfunction resolveStorage(explicit?: HapticsStorage): HapticsStorage | undefined {\n if (explicit) {\n return explicit;\n }\n return (globalThis as { localStorage?: HapticsStorage }).localStorage;\n}\n\n/**\n * Create a player-toggleable, always-safe haptics controller.\n *\n * The on/off preference is read from (and persisted to) the configured storage key\n * so it survives reloads. Every vibration routes through one gated call that no-ops\n * when disabled, when no Vibration API is present, or if the platform blocks it.\n */\nexport function createHaptics(options: HapticsOptions = {}): Haptics {\n const storageKey = options.storageKey ?? DEFAULT_HAPTICS_STORAGE_KEY;\n const confirmation =\n options.enableConfirmation === undefined ? DEFAULT_ENABLE_CONFIRMATION : options.enableConfirmation;\n const navigator = resolveNavigator(options.navigator);\n const storage = resolveStorage(options.storage);\n\n const readPref = (): boolean => {\n try {\n return storage?.getItem(storageKey) !== DISABLED_VALUE;\n } catch {\n // Reading storage can throw (blocked cookies / sandboxed iframe) — default ON.\n return true;\n }\n };\n\n let enabled = readPref();\n\n const vibrate = (pattern: VibrationPattern): void => {\n if (!enabled) {\n return;\n }\n try {\n navigator?.vibrate?.(pattern);\n } catch {\n // Vibration can throw if blocked by the platform — never let it break a move.\n }\n };\n\n const persist = (): void => {\n try {\n storage?.setItem(storageKey, enabled ? ENABLED_VALUE : DISABLED_VALUE);\n } catch {\n // Writing storage can throw (private mode / quota) — ignore.\n }\n };\n\n const setEnabled = (next: boolean): boolean => {\n enabled = next;\n persist();\n // A confirming tick when turning ON so the player feels it engage.\n if (enabled && confirmation !== null) {\n vibrate(confirmation);\n }\n return enabled;\n };\n\n return {\n isEnabled: (): boolean => enabled,\n setEnabled,\n toggle: (): boolean => setEnabled(!enabled),\n vibrate,\n };\n}\n"]}
1
+ 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The semantic actions a Standard Gamepad produces, independent of the device's labels. */\nexport const PAD_ACTIONS = {\n up: 'up',\n down: 'down',\n left: 'left',\n right: 'right',\n confirm: 'confirm',\n back: 'back',\n mood: 'mood',\n view: 'view',\n pagePrev: 'pagePrev',\n pageNext: 'pageNext',\n} as const;\nexport type PadAction = (typeof PAD_ACTIONS)[keyof typeof PAD_ACTIONS];\n\n/** W3C Standard Gamepad button indices, named by POSITION (Nintendo swaps A/B labels). */\nexport const STANDARD_BUTTON = {\n south: 0,\n east: 1,\n west: 2,\n north: 3,\n leftShoulder: 4,\n rightShoulder: 5,\n dpadUp: 12,\n dpadDown: 13,\n dpadLeft: 14,\n dpadRight: 15,\n} as const;\n\n/** Edge-triggered buttons, in dispatch order. */\nexport const FACE_BUTTON_ACTIONS: ReadonlyArray<readonly [number, PadAction]> = [\n [STANDARD_BUTTON.south, PAD_ACTIONS.confirm],\n [STANDARD_BUTTON.east, PAD_ACTIONS.back],\n [STANDARD_BUTTON.west, PAD_ACTIONS.view],\n [STANDARD_BUTTON.north, PAD_ACTIONS.mood],\n [STANDARD_BUTTON.leftShoulder, PAD_ACTIONS.pagePrev],\n [STANDARD_BUTTON.rightShoulder, PAD_ACTIONS.pageNext],\n];\n\n/** Held (auto-repeating) buttons; the first pressed one wins. */\nexport const DPAD_ACTIONS: ReadonlyArray<readonly [number, PadAction]> = [\n [STANDARD_BUTTON.dpadUp, PAD_ACTIONS.up],\n [STANDARD_BUTTON.dpadDown, PAD_ACTIONS.down],\n [STANDARD_BUTTON.dpadLeft, PAD_ACTIONS.left],\n [STANDARD_BUTTON.dpadRight, PAD_ACTIONS.right],\n];\n\n/** Left-stick magnitude below which the stick counts as centred. */\nexport const STICK_DEAD_ZONE = 0.5;\n/** Delay before a held direction starts repeating (ms). */\nexport const REPEAT_DELAY_MS = 380;\n/** Interval between repeats once repeating (ms). */\nexport const REPEAT_INTERVAL_MS = 110;\n","import {\n DPAD_ACTIONS,\n FACE_BUTTON_ACTIONS,\n PAD_ACTIONS,\n REPEAT_DELAY_MS,\n REPEAT_INTERVAL_MS,\n STICK_DEAD_ZONE,\n type PadAction,\n} from './padMap';\n\n/** One frame of pad state: pressed flags by Standard button index, and raw axes. */\nexport interface PadSnapshot {\n buttons: readonly boolean[];\n axes: readonly number[];\n}\n\n/** Which direction is held, when it started, and when it last fired. */\nexport interface RepeatState {\n held: PadAction | null;\n since: number;\n lastFire: number;\n}\n\nexport const IDLE_REPEAT: RepeatState = { held: null, since: 0, lastFire: 0 };\n\nconst STICK_X = 0;\nconst STICK_Y = 1;\n\nfunction stickDirection(axes: readonly number[]): PadAction | null {\n const x = axes[STICK_X] ?? 0;\n const y = axes[STICK_Y] ?? 0;\n if (Math.max(Math.abs(x), Math.abs(y)) < STICK_DEAD_ZONE) {\n return null;\n }\n if (Math.abs(x) > Math.abs(y)) {\n return x > 0 ? PAD_ACTIONS.right : PAD_ACTIONS.left;\n }\n return y > 0 ? PAD_ACTIONS.down : PAD_ACTIONS.up;\n}\n\nfunction heldDirection(snapshot: PadSnapshot): PadAction | null {\n const dpad = DPAD_ACTIONS.find(([index]) => snapshot.buttons[index] === true);\n return dpad === undefined ? stickDirection(snapshot.axes) : dpad[1];\n}\n\n/** One poll frame → the actions to dispatch and the next repeat state. Pure. */\nexport function stepPad(\n prev: PadSnapshot | null,\n next: PadSnapshot,\n repeat: RepeatState,\n now: number,\n): { actions: PadAction[]; repeat: RepeatState } {\n const actions: PadAction[] = FACE_BUTTON_ACTIONS\n .filter(([index]) => next.buttons[index] === true && prev?.buttons[index] !== true)\n .map(([, action]) => action);\n const direction = heldDirection(next);\n if (direction === null) {\n return { actions, repeat: IDLE_REPEAT };\n }\n if (direction !== repeat.held) {\n return { actions: [...actions, direction], repeat: { held: direction, since: now, lastFire: now } };\n }\n const firstRepeat = repeat.lastFire === repeat.since;\n const wait = firstRepeat ? REPEAT_DELAY_MS : REPEAT_INTERVAL_MS;\n if (now - repeat.lastFire < wait) {\n return { actions, repeat };\n }\n return { actions: [...actions, direction], repeat: { ...repeat, lastFire: now } };\n}\n","import type { PadAction } from './padMap';\nimport { IDLE_REPEAT, stepPad, type PadSnapshot, type RepeatState } from './stepPad';\n\n/** The structural subset of the DOM `Gamepad` the poller reads. */\nexport interface PadLike {\n connected: boolean;\n buttons: ReadonlyArray<{ pressed: boolean }>;\n axes: readonly number[];\n}\n\nexport interface GamepadPollerOptions {\n /** Usually `() => navigator.getGamepads()`. */\n getPads: () => ReadonlyArray<PadLike | null>;\n /** Usually `requestAnimationFrame`. */\n requestFrame: (cb: (now: number) => void) => number;\n /** Usually `cancelAnimationFrame`. */\n cancelFrame: (id: number) => void;\n onAction: (action: PadAction) => void;\n}\n\n/**\n * rAF-driven poller over the first connected pad. Starts idle; call start().\n * Safe to stop() (or stop() then start()) from inside `onAction`.\n */\nexport function createGamepadPoller(opts: GamepadPollerOptions): { start: () => void; stop: () => void } {\n let prev: PadSnapshot | null = null;\n let repeat: RepeatState = IDLE_REPEAT;\n let running = false;\n let frame: number | null = null;\n\n const tick = (now: number): void => {\n frame = null;\n const pad = opts.getPads().find((p): p is PadLike => p !== null && p.connected);\n if (pad === undefined) {\n prev = null;\n repeat = IDLE_REPEAT;\n } else {\n const snapshot: PadSnapshot = { buttons: pad.buttons.map((b) => b.pressed), axes: pad.axes };\n const step = stepPad(prev, snapshot, repeat, now);\n prev = snapshot;\n repeat = step.repeat;\n step.actions.forEach((action) => opts.onAction(action));\n }\n if (running && frame === null) {\n frame = opts.requestFrame(tick);\n }\n };\n\n return {\n start: (): void => {\n if (running) {\n return;\n }\n running = true;\n if (frame === null) {\n frame = opts.requestFrame(tick);\n }\n },\n stop: (): void => {\n running = false;\n if (frame !== null) {\n opts.cancelFrame(frame);\n frame = null;\n }\n },\n };\n}\n","import type { VibrationPattern } from './types';\r\n\r\n/** Default localStorage key for the haptics on/off preference. */\r\nexport const DEFAULT_HAPTICS_STORAGE_KEY = 'game.haptics';\r\n\r\n/** Default confirmation tick fired when haptics are turned ON (ms). */\r\nexport const DEFAULT_ENABLE_CONFIRMATION = 15;\r\n\r\n/** Stored value meaning \"disabled\". Any other value (or absent) means enabled. */\r\nexport const DISABLED_VALUE = '0';\r\n\r\n/** Stored value meaning \"enabled\". */\r\nexport const ENABLED_VALUE = '1';\r\n\r\n/** DOM events that count as a user activation before `navigator.userActivation` is available. */\r\nexport const USER_ACTIVATION_EVENTS = ['pointerdown', 'keydown', 'touchstart'] as const;\r\n\r\n/** The semantic intents games map their events onto. */\r\nexport type HapticIntent =\r\n | 'tap'\r\n | 'select'\r\n | 'lock'\r\n | 'bump'\r\n | 'navigate'\r\n | 'success'\r\n | 'error'\r\n | 'loss'\r\n | 'reveal';\r\n\r\n/**\r\n * A shared vocabulary of vibration patterns keyed by intent, so every game uses\r\n * the same tuned feel instead of re-picking magic durations. Pass any of these to\r\n * {@link Haptics.vibrate} (or supply your own pattern).\r\n */\r\nexport const HAPTIC_PATTERNS: Record<HapticIntent, VibrationPattern> = {\r\n /** Light tick for menu navigation / selection / undo / restart. */\r\n tap: 10,\r\n /** Light pulse when a tool/charm/item is picked up or selected. */\r\n select: 12,\r\n /** Short pulse when something locks into place. */\r\n lock: 18,\r\n /** Dull buzz when an action is blocked. */\r\n bump: 24,\r\n /** Quick pulse when stepping through a portal / page turn. */\r\n navigate: 16,\r\n /** Celebratory pattern when a level/chamber is cleared. */\r\n success: [0, 40, 50, 90],\r\n /** Sharp double crack for a fatal/destructive event. */\r\n error: [0, 14, 24, 14],\r\n /** Heavier buzz when the player loses / falls. */\r\n loss: [0, 40, 50, 40],\r\n /** Rising triple pulse the instant a puzzle resolves / an exit opens. */\r\n reveal: [0, 14, 20, 18, 26, 24],\r\n};\r\n","import { USER_ACTIVATION_EVENTS } from './constants';\nimport type { ActivationTarget, VibrationCapable } from './types';\n\nfunction resolveActivationTarget(explicit?: ActivationTarget): ActivationTarget | undefined {\n if (explicit) {return explicit;}\n const candidate = globalThis as Partial<ActivationTarget>;\n return typeof candidate.addEventListener === 'function' ? (candidate as ActivationTarget) : undefined;\n}\n\n/** Returns a probe that is true once the page has received a user gesture. */\nexport function createActivationProbe(\n navigator: VibrationCapable | undefined,\n explicitTarget?: ActivationTarget,\n): () => boolean {\n let latched = false;\n const target = typeof navigator?.vibrate === 'function' ? resolveActivationTarget(explicitTarget) : undefined;\n\n const onGesture = (): void => {\n latched = true;\n for (const type of USER_ACTIVATION_EVENTS) {target?.removeEventListener(type, onGesture, true);}\n };\n\n for (const type of USER_ACTIVATION_EVENTS) {target?.addEventListener(type, onGesture, true);}\n\n return (): boolean => latched || navigator?.userActivation?.hasBeenActive === true;\n}\n","import {\r\n DEFAULT_ENABLE_CONFIRMATION,\r\n DEFAULT_HAPTICS_STORAGE_KEY,\r\n DISABLED_VALUE,\r\n ENABLED_VALUE,\r\n} from './constants';\r\nimport type { Haptics, HapticsOptions, HapticsStorage, VibrationCapable, VibrationPattern } from './types';\r\nimport { createActivationProbe } from './userActivation';\r\n\r\nfunction resolveNavigator(explicit?: VibrationCapable): VibrationCapable | undefined {\r\n if (explicit) {\r\n return explicit;\r\n }\r\n return (globalThis as { navigator?: VibrationCapable }).navigator;\r\n}\r\n\r\nfunction resolveStorage(explicit?: HapticsStorage): HapticsStorage | undefined {\r\n if (explicit) {\r\n return explicit;\r\n }\r\n return (globalThis as { localStorage?: HapticsStorage }).localStorage;\r\n}\r\n\r\n/**\r\n * Create a player-toggleable, always-safe haptics controller: it never vibrates before a\r\n * user gesture, while disabled, or when the Vibration API is missing or blocked.\r\n */\r\nexport function createHaptics(options: HapticsOptions = {}): Haptics {\r\n const storageKey = options.storageKey ?? DEFAULT_HAPTICS_STORAGE_KEY;\r\n const confirmation =\r\n options.enableConfirmation === undefined ? DEFAULT_ENABLE_CONFIRMATION : options.enableConfirmation;\r\n const navigator = resolveNavigator(options.navigator);\r\n const storage = resolveStorage(options.storage);\r\n const hasUserActivation = createActivationProbe(navigator, options.activationTarget);\r\n\r\n const readPref = (): boolean => {\r\n try {\r\n return storage?.getItem(storageKey) !== DISABLED_VALUE;\r\n } catch {\r\n return true;\r\n }\r\n };\r\n\r\n let enabled = readPref();\r\n\r\n const vibrate = (pattern: VibrationPattern): void => {\r\n if (!enabled || !hasUserActivation()) {\r\n return;\r\n }\r\n try {\r\n navigator?.vibrate?.(pattern);\r\n } catch {\r\n return;\r\n }\r\n };\r\n\r\n const persist = (): void => {\r\n try {\r\n storage?.setItem(storageKey, enabled ? ENABLED_VALUE : DISABLED_VALUE);\r\n } catch {\r\n return;\r\n }\r\n };\r\n\r\n const setEnabled = (next: boolean): boolean => {\r\n enabled = next;\r\n persist();\r\n if (enabled && confirmation !== null) {\r\n vibrate(confirmation);\r\n }\r\n return enabled;\r\n };\r\n\r\n return {\r\n isEnabled: (): boolean => enabled,\r\n setEnabled,\r\n toggle: (): boolean => setEnabled(!enabled),\r\n vibrate,\r\n };\r\n}\r\n"]}
package/dist/index.mjs CHANGED
@@ -1,8 +1,131 @@
1
+ // src/gamepad/padMap.ts
2
+ var PAD_ACTIONS = {
3
+ up: "up",
4
+ down: "down",
5
+ left: "left",
6
+ right: "right",
7
+ confirm: "confirm",
8
+ back: "back",
9
+ mood: "mood",
10
+ view: "view",
11
+ pagePrev: "pagePrev",
12
+ pageNext: "pageNext"
13
+ };
14
+ var STANDARD_BUTTON = {
15
+ south: 0,
16
+ east: 1,
17
+ west: 2,
18
+ north: 3,
19
+ leftShoulder: 4,
20
+ rightShoulder: 5,
21
+ dpadUp: 12,
22
+ dpadDown: 13,
23
+ dpadLeft: 14,
24
+ dpadRight: 15
25
+ };
26
+ var FACE_BUTTON_ACTIONS = [
27
+ [STANDARD_BUTTON.south, PAD_ACTIONS.confirm],
28
+ [STANDARD_BUTTON.east, PAD_ACTIONS.back],
29
+ [STANDARD_BUTTON.west, PAD_ACTIONS.view],
30
+ [STANDARD_BUTTON.north, PAD_ACTIONS.mood],
31
+ [STANDARD_BUTTON.leftShoulder, PAD_ACTIONS.pagePrev],
32
+ [STANDARD_BUTTON.rightShoulder, PAD_ACTIONS.pageNext]
33
+ ];
34
+ var DPAD_ACTIONS = [
35
+ [STANDARD_BUTTON.dpadUp, PAD_ACTIONS.up],
36
+ [STANDARD_BUTTON.dpadDown, PAD_ACTIONS.down],
37
+ [STANDARD_BUTTON.dpadLeft, PAD_ACTIONS.left],
38
+ [STANDARD_BUTTON.dpadRight, PAD_ACTIONS.right]
39
+ ];
40
+ var STICK_DEAD_ZONE = 0.5;
41
+ var REPEAT_DELAY_MS = 380;
42
+ var REPEAT_INTERVAL_MS = 110;
43
+
44
+ // src/gamepad/stepPad.ts
45
+ var IDLE_REPEAT = { held: null, since: 0, lastFire: 0 };
46
+ var STICK_X = 0;
47
+ var STICK_Y = 1;
48
+ function stickDirection(axes) {
49
+ const x = axes[STICK_X] ?? 0;
50
+ const y = axes[STICK_Y] ?? 0;
51
+ if (Math.max(Math.abs(x), Math.abs(y)) < STICK_DEAD_ZONE) {
52
+ return null;
53
+ }
54
+ if (Math.abs(x) > Math.abs(y)) {
55
+ return x > 0 ? PAD_ACTIONS.right : PAD_ACTIONS.left;
56
+ }
57
+ return y > 0 ? PAD_ACTIONS.down : PAD_ACTIONS.up;
58
+ }
59
+ function heldDirection(snapshot) {
60
+ const dpad = DPAD_ACTIONS.find(([index]) => snapshot.buttons[index] === true);
61
+ return dpad === void 0 ? stickDirection(snapshot.axes) : dpad[1];
62
+ }
63
+ function stepPad(prev, next, repeat, now) {
64
+ const actions = FACE_BUTTON_ACTIONS.filter(([index]) => next.buttons[index] === true && prev?.buttons[index] !== true).map(([, action]) => action);
65
+ const direction = heldDirection(next);
66
+ if (direction === null) {
67
+ return { actions, repeat: IDLE_REPEAT };
68
+ }
69
+ if (direction !== repeat.held) {
70
+ return { actions: [...actions, direction], repeat: { held: direction, since: now, lastFire: now } };
71
+ }
72
+ const firstRepeat = repeat.lastFire === repeat.since;
73
+ const wait = firstRepeat ? REPEAT_DELAY_MS : REPEAT_INTERVAL_MS;
74
+ if (now - repeat.lastFire < wait) {
75
+ return { actions, repeat };
76
+ }
77
+ return { actions: [...actions, direction], repeat: { ...repeat, lastFire: now } };
78
+ }
79
+
80
+ // src/gamepad/createGamepadPoller.ts
81
+ function createGamepadPoller(opts) {
82
+ let prev = null;
83
+ let repeat = IDLE_REPEAT;
84
+ let running = false;
85
+ let frame = null;
86
+ const tick = (now) => {
87
+ frame = null;
88
+ const pad = opts.getPads().find((p) => p !== null && p.connected);
89
+ if (pad === void 0) {
90
+ prev = null;
91
+ repeat = IDLE_REPEAT;
92
+ } else {
93
+ const snapshot = { buttons: pad.buttons.map((b) => b.pressed), axes: pad.axes };
94
+ const step = stepPad(prev, snapshot, repeat, now);
95
+ prev = snapshot;
96
+ repeat = step.repeat;
97
+ step.actions.forEach((action) => opts.onAction(action));
98
+ }
99
+ if (running && frame === null) {
100
+ frame = opts.requestFrame(tick);
101
+ }
102
+ };
103
+ return {
104
+ start: () => {
105
+ if (running) {
106
+ return;
107
+ }
108
+ running = true;
109
+ if (frame === null) {
110
+ frame = opts.requestFrame(tick);
111
+ }
112
+ },
113
+ stop: () => {
114
+ running = false;
115
+ if (frame !== null) {
116
+ opts.cancelFrame(frame);
117
+ frame = null;
118
+ }
119
+ }
120
+ };
121
+ }
122
+
1
123
  // src/constants.ts
2
124
  var DEFAULT_HAPTICS_STORAGE_KEY = "game.haptics";
3
125
  var DEFAULT_ENABLE_CONFIRMATION = 15;
4
126
  var DISABLED_VALUE = "0";
5
127
  var ENABLED_VALUE = "1";
128
+ var USER_ACTIVATION_EVENTS = ["pointerdown", "keydown", "touchstart"];
6
129
  var HAPTIC_PATTERNS = {
7
130
  /** Light tick for menu navigation / selection / undo / restart. */
8
131
  tap: 10,
@@ -24,6 +147,29 @@ var HAPTIC_PATTERNS = {
24
147
  reveal: [0, 14, 20, 18, 26, 24]
25
148
  };
26
149
 
150
+ // src/userActivation.ts
151
+ function resolveActivationTarget(explicit) {
152
+ if (explicit) {
153
+ return explicit;
154
+ }
155
+ const candidate = globalThis;
156
+ return typeof candidate.addEventListener === "function" ? candidate : void 0;
157
+ }
158
+ function createActivationProbe(navigator, explicitTarget) {
159
+ let latched = false;
160
+ const target = typeof navigator?.vibrate === "function" ? resolveActivationTarget(explicitTarget) : void 0;
161
+ const onGesture = () => {
162
+ latched = true;
163
+ for (const type of USER_ACTIVATION_EVENTS) {
164
+ target?.removeEventListener(type, onGesture, true);
165
+ }
166
+ };
167
+ for (const type of USER_ACTIVATION_EVENTS) {
168
+ target?.addEventListener(type, onGesture, true);
169
+ }
170
+ return () => latched || navigator?.userActivation?.hasBeenActive === true;
171
+ }
172
+
27
173
  // src/haptics.ts
28
174
  function resolveNavigator(explicit) {
29
175
  if (explicit) {
@@ -42,6 +188,7 @@ function createHaptics(options = {}) {
42
188
  const confirmation = options.enableConfirmation === void 0 ? DEFAULT_ENABLE_CONFIRMATION : options.enableConfirmation;
43
189
  const navigator = resolveNavigator(options.navigator);
44
190
  const storage = resolveStorage(options.storage);
191
+ const hasUserActivation = createActivationProbe(navigator, options.activationTarget);
45
192
  const readPref = () => {
46
193
  try {
47
194
  return storage?.getItem(storageKey) !== DISABLED_VALUE;
@@ -51,18 +198,20 @@ function createHaptics(options = {}) {
51
198
  };
52
199
  let enabled = readPref();
53
200
  const vibrate = (pattern) => {
54
- if (!enabled) {
201
+ if (!enabled || !hasUserActivation()) {
55
202
  return;
56
203
  }
57
204
  try {
58
205
  navigator?.vibrate?.(pattern);
59
206
  } catch {
207
+ return;
60
208
  }
61
209
  };
62
210
  const persist = () => {
63
211
  try {
64
212
  storage?.setItem(storageKey, enabled ? ENABLED_VALUE : DISABLED_VALUE);
65
213
  } catch {
214
+ return;
66
215
  }
67
216
  };
68
217
  const setEnabled = (next) => {
@@ -81,6 +230,6 @@ function createHaptics(options = {}) {
81
230
  };
82
231
  }
83
232
 
84
- export { DEFAULT_ENABLE_CONFIRMATION, DEFAULT_HAPTICS_STORAGE_KEY, HAPTIC_PATTERNS, createHaptics };
233
+ export { DEFAULT_ENABLE_CONFIRMATION, DEFAULT_HAPTICS_STORAGE_KEY, HAPTIC_PATTERNS, IDLE_REPEAT, PAD_ACTIONS, STANDARD_BUTTON, USER_ACTIVATION_EVENTS, createGamepadPoller, createHaptics, stepPad };
85
234
  //# sourceMappingURL=index.mjs.map
86
235
  //# sourceMappingURL=index.mjs.map
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Any other value (or absent) means enabled. */\nexport const DISABLED_VALUE = '0';\n\n/** Stored value meaning \"enabled\". */\nexport const ENABLED_VALUE = '1';\n\n/** The semantic intents games map their events onto. */\nexport type HapticIntent =\n | 'tap'\n | 'select'\n | 'lock'\n | 'bump'\n | 'navigate'\n | 'success'\n | 'error'\n | 'loss'\n | 'reveal';\n\n/**\n * A shared vocabulary of vibration patterns keyed by intent, so every game uses\n * the same tuned feel instead of re-picking magic durations. Pass any of these to\n * {@link Haptics.vibrate} (or supply your own pattern).\n */\nexport const HAPTIC_PATTERNS: Record<HapticIntent, VibrationPattern> = {\n /** Light tick for menu navigation / selection / undo / restart. */\n tap: 10,\n /** Light pulse when a tool/charm/item is picked up or selected. */\n select: 12,\n /** Short pulse when something locks into place. */\n lock: 18,\n /** Dull buzz when an action is blocked. */\n bump: 24,\n /** Quick pulse when stepping through a portal / page turn. */\n navigate: 16,\n /** Celebratory pattern when a level/chamber is cleared. */\n success: [0, 40, 50, 90],\n /** Sharp double crack for a fatal/destructive event. */\n error: [0, 14, 24, 14],\n /** Heavier buzz when the player loses / falls. */\n loss: [0, 40, 50, 40],\n /** Rising triple pulse the instant a puzzle resolves / an exit opens. */\n reveal: [0, 14, 20, 18, 26, 24],\n};\n","import {\n DEFAULT_ENABLE_CONFIRMATION,\n DEFAULT_HAPTICS_STORAGE_KEY,\n DISABLED_VALUE,\n ENABLED_VALUE,\n} from './constants';\nimport type { Haptics, HapticsOptions, HapticsStorage, VibrationCapable, VibrationPattern } from './types';\n\nfunction resolveNavigator(explicit?: VibrationCapable): VibrationCapable | undefined {\n if (explicit) {\n return explicit;\n }\n return (globalThis as { navigator?: VibrationCapable }).navigator;\n}\n\nfunction resolveStorage(explicit?: HapticsStorage): HapticsStorage | undefined {\n if (explicit) {\n return explicit;\n }\n return (globalThis as { localStorage?: HapticsStorage }).localStorage;\n}\n\n/**\n * Create a player-toggleable, always-safe haptics controller.\n *\n * The on/off preference is read from (and persisted to) the configured storage key\n * so it survives reloads. Every vibration routes through one gated call that no-ops\n * when disabled, when no Vibration API is present, or if the platform blocks it.\n */\nexport function createHaptics(options: HapticsOptions = {}): Haptics {\n const storageKey = options.storageKey ?? DEFAULT_HAPTICS_STORAGE_KEY;\n const confirmation =\n options.enableConfirmation === undefined ? DEFAULT_ENABLE_CONFIRMATION : options.enableConfirmation;\n const navigator = resolveNavigator(options.navigator);\n const storage = resolveStorage(options.storage);\n\n const readPref = (): boolean => {\n try {\n return storage?.getItem(storageKey) !== DISABLED_VALUE;\n } catch {\n // Reading storage can throw (blocked cookies / sandboxed iframe) — default ON.\n return true;\n }\n };\n\n let enabled = readPref();\n\n const vibrate = (pattern: VibrationPattern): void => {\n if (!enabled) {\n return;\n }\n try {\n navigator?.vibrate?.(pattern);\n } catch {\n // Vibration can throw if blocked by the platform — never let it break a move.\n }\n };\n\n const persist = (): void => {\n try {\n storage?.setItem(storageKey, enabled ? ENABLED_VALUE : DISABLED_VALUE);\n } catch {\n // Writing storage can throw (private mode / quota) — ignore.\n }\n };\n\n const setEnabled = (next: boolean): boolean => {\n enabled = next;\n persist();\n // A confirming tick when turning ON so the player feels it engage.\n if (enabled && confirmation !== null) {\n vibrate(confirmation);\n }\n return enabled;\n };\n\n return {\n isEnabled: (): boolean => enabled,\n setEnabled,\n toggle: (): boolean => setEnabled(!enabled),\n vibrate,\n };\n}\n"]}
1
+ 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The semantic actions a Standard Gamepad produces, independent of the device's labels. */\nexport const PAD_ACTIONS = {\n up: 'up',\n down: 'down',\n left: 'left',\n right: 'right',\n confirm: 'confirm',\n back: 'back',\n mood: 'mood',\n view: 'view',\n pagePrev: 'pagePrev',\n pageNext: 'pageNext',\n} as const;\nexport type PadAction = (typeof PAD_ACTIONS)[keyof typeof PAD_ACTIONS];\n\n/** W3C Standard Gamepad button indices, named by POSITION (Nintendo swaps A/B labels). */\nexport const STANDARD_BUTTON = {\n south: 0,\n east: 1,\n west: 2,\n north: 3,\n leftShoulder: 4,\n rightShoulder: 5,\n dpadUp: 12,\n dpadDown: 13,\n dpadLeft: 14,\n dpadRight: 15,\n} as const;\n\n/** Edge-triggered buttons, in dispatch order. */\nexport const FACE_BUTTON_ACTIONS: ReadonlyArray<readonly [number, PadAction]> = [\n [STANDARD_BUTTON.south, PAD_ACTIONS.confirm],\n [STANDARD_BUTTON.east, PAD_ACTIONS.back],\n [STANDARD_BUTTON.west, PAD_ACTIONS.view],\n [STANDARD_BUTTON.north, PAD_ACTIONS.mood],\n [STANDARD_BUTTON.leftShoulder, PAD_ACTIONS.pagePrev],\n [STANDARD_BUTTON.rightShoulder, PAD_ACTIONS.pageNext],\n];\n\n/** Held (auto-repeating) buttons; the first pressed one wins. */\nexport const DPAD_ACTIONS: ReadonlyArray<readonly [number, PadAction]> = [\n [STANDARD_BUTTON.dpadUp, PAD_ACTIONS.up],\n [STANDARD_BUTTON.dpadDown, PAD_ACTIONS.down],\n [STANDARD_BUTTON.dpadLeft, PAD_ACTIONS.left],\n [STANDARD_BUTTON.dpadRight, PAD_ACTIONS.right],\n];\n\n/** Left-stick magnitude below which the stick counts as centred. */\nexport const STICK_DEAD_ZONE = 0.5;\n/** Delay before a held direction starts repeating (ms). */\nexport const REPEAT_DELAY_MS = 380;\n/** Interval between repeats once repeating (ms). */\nexport const REPEAT_INTERVAL_MS = 110;\n","import {\n DPAD_ACTIONS,\n FACE_BUTTON_ACTIONS,\n PAD_ACTIONS,\n REPEAT_DELAY_MS,\n REPEAT_INTERVAL_MS,\n STICK_DEAD_ZONE,\n type PadAction,\n} from './padMap';\n\n/** One frame of pad state: pressed flags by Standard button index, and raw axes. */\nexport interface PadSnapshot {\n buttons: readonly boolean[];\n axes: readonly number[];\n}\n\n/** Which direction is held, when it started, and when it last fired. */\nexport interface RepeatState {\n held: PadAction | null;\n since: number;\n lastFire: number;\n}\n\nexport const IDLE_REPEAT: RepeatState = { held: null, since: 0, lastFire: 0 };\n\nconst STICK_X = 0;\nconst STICK_Y = 1;\n\nfunction stickDirection(axes: readonly number[]): PadAction | null {\n const x = axes[STICK_X] ?? 0;\n const y = axes[STICK_Y] ?? 0;\n if (Math.max(Math.abs(x), Math.abs(y)) < STICK_DEAD_ZONE) {\n return null;\n }\n if (Math.abs(x) > Math.abs(y)) {\n return x > 0 ? PAD_ACTIONS.right : PAD_ACTIONS.left;\n }\n return y > 0 ? PAD_ACTIONS.down : PAD_ACTIONS.up;\n}\n\nfunction heldDirection(snapshot: PadSnapshot): PadAction | null {\n const dpad = DPAD_ACTIONS.find(([index]) => snapshot.buttons[index] === true);\n return dpad === undefined ? stickDirection(snapshot.axes) : dpad[1];\n}\n\n/** One poll frame → the actions to dispatch and the next repeat state. Pure. */\nexport function stepPad(\n prev: PadSnapshot | null,\n next: PadSnapshot,\n repeat: RepeatState,\n now: number,\n): { actions: PadAction[]; repeat: RepeatState } {\n const actions: PadAction[] = FACE_BUTTON_ACTIONS\n .filter(([index]) => next.buttons[index] === true && prev?.buttons[index] !== true)\n .map(([, action]) => action);\n const direction = heldDirection(next);\n if (direction === null) {\n return { actions, repeat: IDLE_REPEAT };\n }\n if (direction !== repeat.held) {\n return { actions: [...actions, direction], repeat: { held: direction, since: now, lastFire: now } };\n }\n const firstRepeat = repeat.lastFire === repeat.since;\n const wait = firstRepeat ? REPEAT_DELAY_MS : REPEAT_INTERVAL_MS;\n if (now - repeat.lastFire < wait) {\n return { actions, repeat };\n }\n return { actions: [...actions, direction], repeat: { ...repeat, lastFire: now } };\n}\n","import type { PadAction } from './padMap';\nimport { IDLE_REPEAT, stepPad, type PadSnapshot, type RepeatState } from './stepPad';\n\n/** The structural subset of the DOM `Gamepad` the poller reads. */\nexport interface PadLike {\n connected: boolean;\n buttons: ReadonlyArray<{ pressed: boolean }>;\n axes: readonly number[];\n}\n\nexport interface GamepadPollerOptions {\n /** Usually `() => navigator.getGamepads()`. */\n getPads: () => ReadonlyArray<PadLike | null>;\n /** Usually `requestAnimationFrame`. */\n requestFrame: (cb: (now: number) => void) => number;\n /** Usually `cancelAnimationFrame`. */\n cancelFrame: (id: number) => void;\n onAction: (action: PadAction) => void;\n}\n\n/**\n * rAF-driven poller over the first connected pad. Starts idle; call start().\n * Safe to stop() (or stop() then start()) from inside `onAction`.\n */\nexport function createGamepadPoller(opts: GamepadPollerOptions): { start: () => void; stop: () => void } {\n let prev: PadSnapshot | null = null;\n let repeat: RepeatState = IDLE_REPEAT;\n let running = false;\n let frame: number | null = null;\n\n const tick = (now: number): void => {\n frame = null;\n const pad = opts.getPads().find((p): p is PadLike => p !== null && p.connected);\n if (pad === undefined) {\n prev = null;\n repeat = IDLE_REPEAT;\n } else {\n const snapshot: PadSnapshot = { buttons: pad.buttons.map((b) => b.pressed), axes: pad.axes };\n const step = stepPad(prev, snapshot, repeat, now);\n prev = snapshot;\n repeat = step.repeat;\n step.actions.forEach((action) => opts.onAction(action));\n }\n if (running && frame === null) {\n frame = opts.requestFrame(tick);\n }\n };\n\n return {\n start: (): void => {\n if (running) {\n return;\n }\n running = true;\n if (frame === null) {\n frame = opts.requestFrame(tick);\n }\n },\n stop: (): void => {\n running = false;\n if (frame !== null) {\n opts.cancelFrame(frame);\n frame = null;\n }\n },\n };\n}\n","import type { VibrationPattern } from './types';\r\n\r\n/** Default localStorage key for the haptics on/off preference. */\r\nexport const DEFAULT_HAPTICS_STORAGE_KEY = 'game.haptics';\r\n\r\n/** Default confirmation tick fired when haptics are turned ON (ms). */\r\nexport const DEFAULT_ENABLE_CONFIRMATION = 15;\r\n\r\n/** Stored value meaning \"disabled\". Any other value (or absent) means enabled. */\r\nexport const DISABLED_VALUE = '0';\r\n\r\n/** Stored value meaning \"enabled\". */\r\nexport const ENABLED_VALUE = '1';\r\n\r\n/** DOM events that count as a user activation before `navigator.userActivation` is available. */\r\nexport const USER_ACTIVATION_EVENTS = ['pointerdown', 'keydown', 'touchstart'] as const;\r\n\r\n/** The semantic intents games map their events onto. */\r\nexport type HapticIntent =\r\n | 'tap'\r\n | 'select'\r\n | 'lock'\r\n | 'bump'\r\n | 'navigate'\r\n | 'success'\r\n | 'error'\r\n | 'loss'\r\n | 'reveal';\r\n\r\n/**\r\n * A shared vocabulary of vibration patterns keyed by intent, so every game uses\r\n * the same tuned feel instead of re-picking magic durations. Pass any of these to\r\n * {@link Haptics.vibrate} (or supply your own pattern).\r\n */\r\nexport const HAPTIC_PATTERNS: Record<HapticIntent, VibrationPattern> = {\r\n /** Light tick for menu navigation / selection / undo / restart. */\r\n tap: 10,\r\n /** Light pulse when a tool/charm/item is picked up or selected. */\r\n select: 12,\r\n /** Short pulse when something locks into place. */\r\n lock: 18,\r\n /** Dull buzz when an action is blocked. */\r\n bump: 24,\r\n /** Quick pulse when stepping through a portal / page turn. */\r\n navigate: 16,\r\n /** Celebratory pattern when a level/chamber is cleared. */\r\n success: [0, 40, 50, 90],\r\n /** Sharp double crack for a fatal/destructive event. */\r\n error: [0, 14, 24, 14],\r\n /** Heavier buzz when the player loses / falls. */\r\n loss: [0, 40, 50, 40],\r\n /** Rising triple pulse the instant a puzzle resolves / an exit opens. */\r\n reveal: [0, 14, 20, 18, 26, 24],\r\n};\r\n","import { USER_ACTIVATION_EVENTS } from './constants';\nimport type { ActivationTarget, VibrationCapable } from './types';\n\nfunction resolveActivationTarget(explicit?: ActivationTarget): ActivationTarget | undefined {\n if (explicit) {return explicit;}\n const candidate = globalThis as Partial<ActivationTarget>;\n return typeof candidate.addEventListener === 'function' ? (candidate as ActivationTarget) : undefined;\n}\n\n/** Returns a probe that is true once the page has received a user gesture. */\nexport function createActivationProbe(\n navigator: VibrationCapable | undefined,\n explicitTarget?: ActivationTarget,\n): () => boolean {\n let latched = false;\n const target = typeof navigator?.vibrate === 'function' ? resolveActivationTarget(explicitTarget) : undefined;\n\n const onGesture = (): void => {\n latched = true;\n for (const type of USER_ACTIVATION_EVENTS) {target?.removeEventListener(type, onGesture, true);}\n };\n\n for (const type of USER_ACTIVATION_EVENTS) {target?.addEventListener(type, onGesture, true);}\n\n return (): boolean => latched || navigator?.userActivation?.hasBeenActive === true;\n}\n","import {\r\n DEFAULT_ENABLE_CONFIRMATION,\r\n DEFAULT_HAPTICS_STORAGE_KEY,\r\n DISABLED_VALUE,\r\n ENABLED_VALUE,\r\n} from './constants';\r\nimport type { Haptics, HapticsOptions, HapticsStorage, VibrationCapable, VibrationPattern } from './types';\r\nimport { createActivationProbe } from './userActivation';\r\n\r\nfunction resolveNavigator(explicit?: VibrationCapable): VibrationCapable | undefined {\r\n if (explicit) {\r\n return explicit;\r\n }\r\n return (globalThis as { navigator?: VibrationCapable }).navigator;\r\n}\r\n\r\nfunction resolveStorage(explicit?: HapticsStorage): HapticsStorage | undefined {\r\n if (explicit) {\r\n return explicit;\r\n }\r\n return (globalThis as { localStorage?: HapticsStorage }).localStorage;\r\n}\r\n\r\n/**\r\n * Create a player-toggleable, always-safe haptics controller: it never vibrates before a\r\n * user gesture, while disabled, or when the Vibration API is missing or blocked.\r\n */\r\nexport function createHaptics(options: HapticsOptions = {}): Haptics {\r\n const storageKey = options.storageKey ?? DEFAULT_HAPTICS_STORAGE_KEY;\r\n const confirmation =\r\n options.enableConfirmation === undefined ? DEFAULT_ENABLE_CONFIRMATION : options.enableConfirmation;\r\n const navigator = resolveNavigator(options.navigator);\r\n const storage = resolveStorage(options.storage);\r\n const hasUserActivation = createActivationProbe(navigator, options.activationTarget);\r\n\r\n const readPref = (): boolean => {\r\n try {\r\n return storage?.getItem(storageKey) !== DISABLED_VALUE;\r\n } catch {\r\n return true;\r\n }\r\n };\r\n\r\n let enabled = readPref();\r\n\r\n const vibrate = (pattern: VibrationPattern): void => {\r\n if (!enabled || !hasUserActivation()) {\r\n return;\r\n }\r\n try {\r\n navigator?.vibrate?.(pattern);\r\n } catch {\r\n return;\r\n }\r\n };\r\n\r\n const persist = (): void => {\r\n try {\r\n storage?.setItem(storageKey, enabled ? ENABLED_VALUE : DISABLED_VALUE);\r\n } catch {\r\n return;\r\n }\r\n };\r\n\r\n const setEnabled = (next: boolean): boolean => {\r\n enabled = next;\r\n persist();\r\n if (enabled && confirmation !== null) {\r\n vibrate(confirmation);\r\n }\r\n return enabled;\r\n };\r\n\r\n return {\r\n isEnabled: (): boolean => enabled,\r\n setEnabled,\r\n toggle: (): boolean => setEnabled(!enabled),\r\n vibrate,\r\n };\r\n}\r\n"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
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2
  "name": "@dloizides/game-input",
3
- "version": "1.0.0",
3
+ "version": "1.4.0",
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4
  "description": "Framework-agnostic game input primitives. v1 ships safe, player-toggleable haptics (Vibration API wrapper, localStorage-gated, zero deps). Extracted from Aurora; consumed across EisaiPollis games.",
5
5
  "keywords": [
6
6
  "haptics",