@dloizides/game-input 1.3.0 → 1.4.0

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package/CHANGELOG.md CHANGED
@@ -1,26 +1,36 @@
1
- # Changelog
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-
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- All notable changes to `@dloizides/game-input` are documented here.
4
-
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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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-
9
- - `stepPad(prev, next, repeat, now)` — pure per-frame reducer: face/shoulder buttons fire on the
10
- 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.
20
-
21
- - `createHaptics(options)` — player-toggleable, always-safe Web Vibration API wrapper
22
- (localStorage-gated, structural/injectable `navigator` + `storage`, never throws into the game loop).
23
- - `HAPTIC_PATTERNS` — shared semantic vibration vocabulary (tap/select/lock/bump/navigate/success/error/loss/reveal).
24
- - 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).
1
+ # Changelog
2
+
3
+ All notable changes to `@dloizides/game-input` are documented here.
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+
5
+ ## 1.4.0
6
+
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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
11
+ the first `pointerdown` / `keydown` / `touchstart` of `activationTarget` (new option, default `globalThis`).
12
+ - The enable-confirmation tick follows the same gate. Disabled and unsupported stay silent no-ops.
13
+ - New exports: `ActivationTarget` type, `USER_ACTIVATION_EVENTS`.
14
+
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+ ## 1.3.0
16
+
17
+ Standard Gamepad action poller (first consumer: NextGame console-dashboard UI).
18
+
19
+ - `stepPad(prev, next, repeat, now)` — pure per-frame reducer: face/shoulder buttons fire on the
20
+ rising edge by W3C Standard POSITION; D-pad or left stick (0.5 dead-zone, dominant axis) fires
21
+ once, repeats after 380 ms, then every 110 ms; release resets the repeat.
22
+ - `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`.
24
+ - `PAD_ACTIONS`, `STANDARD_BUTTON`, `IDLE_REPEAT` + types `PadAction`, `PadSnapshot`, `RepeatState`,
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+ `PadLike`, `GamepadPollerOptions`.
26
+
27
+ ## 1.0.0
28
+
29
+ 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.
35
+
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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
@@ -1,74 +1,76 @@
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.
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-
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
15
-
16
- ```bash
17
- npm install @dloizides/game-input
18
- ```
19
-
20
- ## Usage
21
-
22
- ```ts
23
- import { createHaptics, HAPTIC_PATTERNS } from '@dloizides/game-input';
24
-
25
- // One controller per game; the storage key namespaces the player's preference.
26
- 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
31
- haptics.vibrate([0, 14, 24, 14]); // or your own pattern
32
-
33
- // Settings toggle — returns the new state, fires a confirming tick when enabling.
34
- function onHapticsToggle(): boolean {
35
- return haptics.toggle();
36
- }
37
- haptics.isEnabled();
38
- ```
39
-
40
- ### 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 |
50
- | `bump` | `24` | action blocked |
51
- | `navigate` | `16` | portal / page turn |
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- | `success` | `[0,40,50,90]` | level/chamber cleared |
53
- | `error` | `[0,14,24,14]` | fatal/destructive event |
54
- | `loss` | `[0,40,50,40]` | player loses / falls |
55
- | `reveal` | `[0,14,20,18,26,24]` | puzzle resolves / exit opens |
56
-
57
- ## API
58
-
59
- - `createHaptics(options?)` → `Haptics` — `{ isEnabled, setEnabled, toggle, vibrate }`.
60
- - `options.storageKey` (default `game.haptics`) — localStorage key for the on/off preference.
61
- - `options.enableConfirmation` (default a `15`ms tick; pass `null` to disable) — fired when turning ON.
62
- - `options.navigator` / `options.storage` — inject for tests/RN; default to `globalThis`.
63
- - `HAPTIC_PATTERNS`, `DEFAULT_HAPTICS_STORAGE_KEY`, `DEFAULT_ENABLE_CONFIRMATION`.
64
- - `createGamepadPoller({ getPads, requestFrame, cancelFrame, onAction })` → `{ start, stop }` — polls the
65
- first connected W3C Standard Gamepad each frame and calls `onAction(PadAction)`. Pass
66
- `() => navigator.getGamepads()`, `requestAnimationFrame`, `cancelAnimationFrame` in the browser.
67
- - Buttons by POSITION: south → `confirm`, east → `back`, west → `view`, north → `mood`,
68
- L/R shoulder → `pagePrev`/`pageNext` (rising edge only).
69
- - D-pad or left stick (0.5 dead-zone) → `up`/`down`/`left`/`right`: fires once, repeats after 380 ms, then every 110 ms.
70
- - `stepPad(prev, next, repeat, now)` — the pure per-frame reducer behind the poller; `IDLE_REPEAT`, `PAD_ACTIONS`, `STANDARD_BUTTON`.
71
-
72
- ## License
73
-
74
- 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
15
+
16
+ ```bash
17
+ npm install @dloizides/game-input
18
+ ```
19
+
20
+ ## Usage
21
+
22
+ ```ts
23
+ import { createHaptics, HAPTIC_PATTERNS } from '@dloizides/game-input';
24
+
25
+ // One controller per game; the storage key namespaces the player's preference.
26
+ const haptics = createHaptics({ storageKey: 'aurora.haptics' });
27
+
28
+ // Fire unconditionally — disabled/unsupported just no-ops.
29
+ haptics.vibrate(HAPTIC_PATTERNS.tap); // menu navigation / selection
30
+ haptics.vibrate(HAPTIC_PATTERNS.success); // level cleared
31
+ haptics.vibrate([0, 14, 24, 14]); // or your own pattern
32
+
33
+ // Settings toggle — returns the new state, fires a confirming tick when enabling.
34
+ function onHapticsToggle(): boolean {
35
+ return haptics.toggle();
36
+ }
37
+ haptics.isEnabled();
38
+ ```
39
+
40
+ ### 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 |
50
+ | `bump` | `24` | action blocked |
51
+ | `navigate` | `16` | portal / page turn |
52
+ | `success` | `[0,40,50,90]` | level/chamber cleared |
53
+ | `error` | `[0,14,24,14]` | fatal/destructive event |
54
+ | `loss` | `[0,40,50,40]` | player loses / falls |
55
+ | `reveal` | `[0,14,20,18,26,24]` | puzzle resolves / exit opens |
56
+
57
+ ## API
58
+
59
+ - `createHaptics(options?)` → `Haptics` — `{ isEnabled, setEnabled, toggle, vibrate }`. Nothing vibrates
60
+ before a user gesture: `navigator.userActivation.hasBeenActive` where present, else the first
61
+ `pointerdown` / `keydown` / `touchstart` on `options.activationTarget` (default `globalThis`).
62
+ - `options.storageKey` (default `game.haptics`) — localStorage key for the on/off preference.
63
+ - `options.enableConfirmation` (default a `15`ms tick; pass `null` to disable) — fired when turning ON.
64
+ - `options.navigator` / `options.storage` — inject for tests/RN; default to `globalThis`.
65
+ - `HAPTIC_PATTERNS`, `DEFAULT_HAPTICS_STORAGE_KEY`, `DEFAULT_ENABLE_CONFIRMATION`.
66
+ - `createGamepadPoller({ getPads, requestFrame, cancelFrame, onAction })` → `{ start, stop }` — polls the
67
+ first connected W3C Standard Gamepad each frame and calls `onAction(PadAction)`. Pass
68
+ `() => navigator.getGamepads()`, `requestAnimationFrame`, `cancelAnimationFrame` in the browser.
69
+ - Buttons by POSITION: south → `confirm`, east → `back`, west → `view`, north → `mood`,
70
+ L/R shoulder → `pagePrev`/`pageNext` (rising edge only).
71
+ - D-pad or left stick (0.5 dead-zone) → `up`/`down`/`left`/`right`: fires once, repeats after 380 ms, then every 110 ms.
72
+ - `stepPad(prev, next, repeat, now)` — the pure per-frame reducer behind the poller; `IDLE_REPEAT`, `PAD_ACTIONS`, `STANDARD_BUTTON`.
73
+
74
+ ## License
75
+
76
+ MIT
package/dist/index.d.mts CHANGED
@@ -81,6 +81,14 @@ type VibrationPattern = number | number[];
81
81
  */
82
82
  interface VibrationCapable {
83
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;
84
92
  }
85
93
  /**
86
94
  * The slice of `localStorage` haptics needs to persist the player's toggle.
@@ -103,6 +111,8 @@ interface HapticsOptions {
103
111
  navigator?: VibrationCapable;
104
112
  /** Preference store. Defaults to `globalThis.localStorage`. Inject for tests. */
105
113
  storage?: HapticsStorage;
114
+ /** Gesture source used when `navigator.userActivation` is unavailable. Defaults to `globalThis`. */
115
+ activationTarget?: ActivationTarget;
106
116
  }
107
117
  /**
108
118
  * A player-toggleable, always-safe haptics controller. Every call no-ops silently
@@ -121,11 +131,8 @@ interface Haptics {
121
131
  }
122
132
 
123
133
  /**
124
- * Create a player-toggleable, always-safe haptics controller.
125
- *
126
- * The on/off preference is read from (and persisted to) the configured storage key
127
- * so it survives reloads. Every vibration routes through one gated call that no-ops
128
- * 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.
129
136
  */
130
137
  declare function createHaptics(options?: HapticsOptions): Haptics;
131
138
 
@@ -133,6 +140,8 @@ declare function createHaptics(options?: HapticsOptions): Haptics;
133
140
  declare const DEFAULT_HAPTICS_STORAGE_KEY = "game.haptics";
134
141
  /** Default confirmation tick fired when haptics are turned ON (ms). */
135
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"];
136
145
  /** The semantic intents games map their events onto. */
137
146
  type HapticIntent = 'tap' | 'select' | 'lock' | 'bump' | 'navigate' | 'success' | 'error' | 'loss' | 'reveal';
138
147
  /**
@@ -142,4 +151,4 @@ type HapticIntent = 'tap' | 'select' | 'lock' | 'bump' | 'navigate' | 'success'
142
151
  */
143
152
  declare const HAPTIC_PATTERNS: Record<HapticIntent, VibrationPattern>;
144
153
 
145
- export { 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, type VibrationCapable, type VibrationPattern, createGamepadPoller, createHaptics, stepPad };
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
@@ -81,6 +81,14 @@ type VibrationPattern = number | number[];
81
81
  */
82
82
  interface VibrationCapable {
83
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;
84
92
  }
85
93
  /**
86
94
  * The slice of `localStorage` haptics needs to persist the player's toggle.
@@ -103,6 +111,8 @@ interface HapticsOptions {
103
111
  navigator?: VibrationCapable;
104
112
  /** Preference store. Defaults to `globalThis.localStorage`. Inject for tests. */
105
113
  storage?: HapticsStorage;
114
+ /** Gesture source used when `navigator.userActivation` is unavailable. Defaults to `globalThis`. */
115
+ activationTarget?: ActivationTarget;
106
116
  }
107
117
  /**
108
118
  * A player-toggleable, always-safe haptics controller. Every call no-ops silently
@@ -121,11 +131,8 @@ interface Haptics {
121
131
  }
122
132
 
123
133
  /**
124
- * Create a player-toggleable, always-safe haptics controller.
125
- *
126
- * The on/off preference is read from (and persisted to) the configured storage key
127
- * so it survives reloads. Every vibration routes through one gated call that no-ops
128
- * 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.
129
136
  */
130
137
  declare function createHaptics(options?: HapticsOptions): Haptics;
131
138
 
@@ -133,6 +140,8 @@ declare function createHaptics(options?: HapticsOptions): Haptics;
133
140
  declare const DEFAULT_HAPTICS_STORAGE_KEY = "game.haptics";
134
141
  /** Default confirmation tick fired when haptics are turned ON (ms). */
135
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"];
136
145
  /** The semantic intents games map their events onto. */
137
146
  type HapticIntent = 'tap' | 'select' | 'lock' | 'bump' | 'navigate' | 'success' | 'error' | 'loss' | 'reveal';
138
147
  /**
@@ -142,4 +151,4 @@ type HapticIntent = 'tap' | 'select' | 'lock' | 'bump' | 'navigate' | 'success'
142
151
  */
143
152
  declare const HAPTIC_PATTERNS: Record<HapticIntent, VibrationPattern>;
144
153
 
145
- export { 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, type VibrationCapable, type VibrationPattern, createGamepadPoller, createHaptics, stepPad };
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
@@ -127,6 +127,7 @@ var DEFAULT_HAPTICS_STORAGE_KEY = "game.haptics";
127
127
  var DEFAULT_ENABLE_CONFIRMATION = 15;
128
128
  var DISABLED_VALUE = "0";
129
129
  var ENABLED_VALUE = "1";
130
+ var USER_ACTIVATION_EVENTS = ["pointerdown", "keydown", "touchstart"];
130
131
  var HAPTIC_PATTERNS = {
131
132
  /** Light tick for menu navigation / selection / undo / restart. */
132
133
  tap: 10,
@@ -148,6 +149,29 @@ var HAPTIC_PATTERNS = {
148
149
  reveal: [0, 14, 20, 18, 26, 24]
149
150
  };
150
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
+
151
175
  // src/haptics.ts
152
176
  function resolveNavigator(explicit) {
153
177
  if (explicit) {
@@ -166,6 +190,7 @@ function createHaptics(options = {}) {
166
190
  const confirmation = options.enableConfirmation === void 0 ? DEFAULT_ENABLE_CONFIRMATION : options.enableConfirmation;
167
191
  const navigator = resolveNavigator(options.navigator);
168
192
  const storage = resolveStorage(options.storage);
193
+ const hasUserActivation = createActivationProbe(navigator, options.activationTarget);
169
194
  const readPref = () => {
170
195
  try {
171
196
  return storage?.getItem(storageKey) !== DISABLED_VALUE;
@@ -175,18 +200,20 @@ function createHaptics(options = {}) {
175
200
  };
176
201
  let enabled = readPref();
177
202
  const vibrate = (pattern) => {
178
- if (!enabled) {
203
+ if (!enabled || !hasUserActivation()) {
179
204
  return;
180
205
  }
181
206
  try {
182
207
  navigator?.vibrate?.(pattern);
183
208
  } catch {
209
+ return;
184
210
  }
185
211
  };
186
212
  const persist = () => {
187
213
  try {
188
214
  storage?.setItem(storageKey, enabled ? ENABLED_VALUE : DISABLED_VALUE);
189
215
  } catch {
216
+ return;
190
217
  }
191
218
  };
192
219
  const setEnabled = (next) => {
@@ -211,6 +238,7 @@ exports.HAPTIC_PATTERNS = HAPTIC_PATTERNS;
211
238
  exports.IDLE_REPEAT = IDLE_REPEAT;
212
239
  exports.PAD_ACTIONS = PAD_ACTIONS;
213
240
  exports.STANDARD_BUTTON = STANDARD_BUTTON;
241
+ exports.USER_ACTIVATION_EVENTS = USER_ACTIVATION_EVENTS;
214
242
  exports.createGamepadPoller = createGamepadPoller;
215
243
  exports.createHaptics = createHaptics;
216
244
  exports.stepPad = stepPad;
package/dist/index.js.map CHANGED
@@ -1 +1 @@
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
@@ -125,6 +125,7 @@ var DEFAULT_HAPTICS_STORAGE_KEY = "game.haptics";
125
125
  var DEFAULT_ENABLE_CONFIRMATION = 15;
126
126
  var DISABLED_VALUE = "0";
127
127
  var ENABLED_VALUE = "1";
128
+ var USER_ACTIVATION_EVENTS = ["pointerdown", "keydown", "touchstart"];
128
129
  var HAPTIC_PATTERNS = {
129
130
  /** Light tick for menu navigation / selection / undo / restart. */
130
131
  tap: 10,
@@ -146,6 +147,29 @@ var HAPTIC_PATTERNS = {
146
147
  reveal: [0, 14, 20, 18, 26, 24]
147
148
  };
148
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
+
149
173
  // src/haptics.ts
150
174
  function resolveNavigator(explicit) {
151
175
  if (explicit) {
@@ -164,6 +188,7 @@ function createHaptics(options = {}) {
164
188
  const confirmation = options.enableConfirmation === void 0 ? DEFAULT_ENABLE_CONFIRMATION : options.enableConfirmation;
165
189
  const navigator = resolveNavigator(options.navigator);
166
190
  const storage = resolveStorage(options.storage);
191
+ const hasUserActivation = createActivationProbe(navigator, options.activationTarget);
167
192
  const readPref = () => {
168
193
  try {
169
194
  return storage?.getItem(storageKey) !== DISABLED_VALUE;
@@ -173,18 +198,20 @@ function createHaptics(options = {}) {
173
198
  };
174
199
  let enabled = readPref();
175
200
  const vibrate = (pattern) => {
176
- if (!enabled) {
201
+ if (!enabled || !hasUserActivation()) {
177
202
  return;
178
203
  }
179
204
  try {
180
205
  navigator?.vibrate?.(pattern);
181
206
  } catch {
207
+ return;
182
208
  }
183
209
  };
184
210
  const persist = () => {
185
211
  try {
186
212
  storage?.setItem(storageKey, enabled ? ENABLED_VALUE : DISABLED_VALUE);
187
213
  } catch {
214
+ return;
188
215
  }
189
216
  };
190
217
  const setEnabled = (next) => {
@@ -203,6 +230,6 @@ function createHaptics(options = {}) {
203
230
  };
204
231
  }
205
232
 
206
- export { DEFAULT_ENABLE_CONFIRMATION, DEFAULT_HAPTICS_STORAGE_KEY, HAPTIC_PATTERNS, IDLE_REPEAT, PAD_ACTIONS, STANDARD_BUTTON, createGamepadPoller, createHaptics, stepPad };
233
+ export { DEFAULT_ENABLE_CONFIRMATION, DEFAULT_HAPTICS_STORAGE_KEY, HAPTIC_PATTERNS, IDLE_REPEAT, PAD_ACTIONS, STANDARD_BUTTON, USER_ACTIVATION_EVENTS, createGamepadPoller, createHaptics, stepPad };
207
234
  //# sourceMappingURL=index.mjs.map
208
235
  //# sourceMappingURL=index.mjs.map
@@ -1 +1 @@
1
- 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[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';\n\n/** Default localStorage key for the haptics on/off preference. */\nexport const DEFAULT_HAPTICS_STORAGE_KEY = 'game.haptics';\n\n/** Default confirmation tick fired when haptics are turned ON (ms). */\nexport const DEFAULT_ENABLE_CONFIRMATION = 15;\n\n/** Stored value meaning \"disabled\". 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
  {
2
2
  "name": "@dloizides/game-input",
3
- "version": "1.3.0",
3
+ "version": "1.4.0",
4
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",