@downdraft/engine 0.0.0 → 0.1.1

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (908) hide show
  1. package/README.md +33 -0
  2. package/app/src/index.ts +10 -0
  3. package/app/src/renderer/bootstrap.ts +271 -0
  4. package/app/src/renderer/downdraft-base.css +93 -0
  5. package/app/src/renderer/feature-log.ts +200 -0
  6. package/app/src/renderer/game-module.ts +923 -0
  7. package/app/src/renderer/hooks.ts +88 -0
  8. package/app/src/renderer/hot-reload.ts +178 -0
  9. package/app/src/renderer/import-cache.ts +88 -0
  10. package/app/src/renderer/index.ts +206 -0
  11. package/app/src/renderer/mcp-harness.ts +144 -0
  12. package/app/src/renderer/save-store-factory.ts +239 -0
  13. package/app/src/renderer/sim-bridge.ts +183 -0
  14. package/app/src/renderer/standard-automation-tools.ts +771 -0
  15. package/app/src/shared/feature-log.ts +71 -0
  16. package/app/src/shared/gpu-info.ts +82 -0
  17. package/app/src/shared/import-cache-store.ts +142 -0
  18. package/app/src/shared/index.ts +6 -0
  19. package/app/src/shared/mcp-discovery.ts +47 -0
  20. package/app/src/shared/mcp-proxy.ts +82 -0
  21. package/app/src/shared/types.ts +324 -0
  22. package/asset-bake/src/bake-audio.ts +119 -0
  23. package/asset-bake/src/bake-gltf.ts +172 -0
  24. package/asset-bake/src/bake.ts +78 -0
  25. package/asset-bake/src/cache.ts +188 -0
  26. package/asset-bake/src/config.ts +186 -0
  27. package/asset-bake/src/index.ts +36 -0
  28. package/core/src/animation/animation-event.ts +41 -0
  29. package/core/src/animation/bone-mask.ts +122 -0
  30. package/core/src/animation/clip.ts +252 -0
  31. package/core/src/animation/index.ts +22 -0
  32. package/core/src/animation/mixamo.ts +113 -0
  33. package/core/src/animation/morph-target.ts +69 -0
  34. package/core/src/animation/player.ts +697 -0
  35. package/core/src/animation/retarget.ts +158 -0
  36. package/core/src/animation/skeleton-animator.ts +1399 -0
  37. package/core/src/animation/skeleton.ts +214 -0
  38. package/core/src/animation/state-machine.ts +280 -0
  39. package/core/src/assets/blob-store.ts +66 -0
  40. package/core/src/assets/cache.ts +186 -0
  41. package/core/src/assets/cubemap-converter.ts +155 -0
  42. package/core/src/assets/environment-manager.ts +121 -0
  43. package/core/src/assets/import-cache.ts +65 -0
  44. package/core/src/assets/import-settings.ts +72 -0
  45. package/core/src/assets/importer.ts +108 -0
  46. package/core/src/assets/index.ts +74 -0
  47. package/core/src/assets/irradiance-generator.ts +198 -0
  48. package/core/src/assets/loader-audio.ts +86 -0
  49. package/core/src/assets/loader-cubemap.ts +211 -0
  50. package/core/src/assets/loader-dds.ts +236 -0
  51. package/core/src/assets/loader-hdr.ts +474 -0
  52. package/core/src/assets/loader-mesh.ts +143 -0
  53. package/core/src/assets/loader-shader.ts +73 -0
  54. package/core/src/assets/loader-texture.ts +349 -0
  55. package/core/src/assets/lod.ts +198 -0
  56. package/core/src/assets/manager.ts +480 -0
  57. package/core/src/assets/manifest.ts +81 -0
  58. package/core/src/assets/material-bridge.ts +186 -0
  59. package/core/src/assets/model-importer.ts +72 -0
  60. package/core/src/assets/model-normalizer.ts +248 -0
  61. package/core/src/assets/model-to-gpu.ts +70 -0
  62. package/core/src/assets/model-to-mesh.ts +237 -0
  63. package/core/src/assets/prefilter-generator.ts +250 -0
  64. package/core/src/audio/engine.ts +177 -0
  65. package/core/src/audio/interface.ts +130 -0
  66. package/core/src/audio/listener.ts +32 -0
  67. package/core/src/audio/mixer.ts +141 -0
  68. package/core/src/audio/registry.ts +52 -0
  69. package/core/src/audio/sab.ts +87 -0
  70. package/core/src/audio/source.ts +89 -0
  71. package/core/src/change-detection/atomics.ts +1 -0
  72. package/core/src/change-detection/tracker.ts +47 -0
  73. package/core/src/debug-draw/lines.ts +64 -0
  74. package/core/src/debug-draw/points.ts +17 -0
  75. package/core/src/debug-draw/queue.ts +124 -0
  76. package/core/src/debug-draw/text.ts +25 -0
  77. package/core/src/ecs/archetype.ts +323 -0
  78. package/core/src/ecs/component.ts +188 -0
  79. package/core/src/ecs/entity.ts +25 -0
  80. package/core/src/ecs/events.ts +93 -0
  81. package/core/src/ecs/hierarchy.ts +124 -0
  82. package/core/src/ecs/hmr-swap-registry.ts +22 -0
  83. package/core/src/ecs/index.ts +25 -0
  84. package/core/src/ecs/query.ts +141 -0
  85. package/core/src/ecs/resource.ts +8 -0
  86. package/core/src/ecs/schedule.ts +181 -0
  87. package/core/src/ecs/system-params.ts +99 -0
  88. package/core/src/ecs/system.ts +42 -0
  89. package/core/src/ecs/world.ts +348 -0
  90. package/core/src/index.ts +352 -0
  91. package/core/src/input/context.ts +73 -0
  92. package/core/src/input/dom-handler.ts +380 -0
  93. package/core/src/input/local-player-manager.ts +218 -0
  94. package/core/src/input/mapping.ts +40 -0
  95. package/core/src/input/multi-sab-bridge.ts +276 -0
  96. package/core/src/input/multi-state.ts +54 -0
  97. package/core/src/input/sab-bridge.ts +71 -0
  98. package/core/src/input/state.ts +132 -0
  99. package/core/src/input/ui-router.ts +87 -0
  100. package/core/src/library/host.ts +317 -0
  101. package/core/src/library/index.ts +16 -0
  102. package/core/src/library/library.ts +292 -0
  103. package/core/src/material/compiler.ts +80 -0
  104. package/core/src/material/graph-bridge.ts +172 -0
  105. package/core/src/material/index.ts +9 -0
  106. package/core/src/material/library.ts +442 -0
  107. package/core/src/material/material.ts +156 -0
  108. package/core/src/material/variants.ts +61 -0
  109. package/core/src/math/mat4.ts +202 -0
  110. package/core/src/math/perlin-noise-2d.ts +77 -0
  111. package/core/src/math/perlin-noise-3d.ts +110 -0
  112. package/core/src/math/quat.ts +33 -0
  113. package/core/src/math/rng.ts +29 -0
  114. package/core/src/math/trig.ts +47 -0
  115. package/core/src/math/value-noise.ts +67 -0
  116. package/core/src/mesh/builder.ts +177 -0
  117. package/core/src/mesh/csg.ts +312 -0
  118. package/core/src/mesh/greased-line.ts +145 -0
  119. package/core/src/mesh/mesh.ts +17 -0
  120. package/core/src/mesh/parametric.ts +501 -0
  121. package/core/src/mesh/skinning.ts +67 -0
  122. package/core/src/mesh/vertex-layout.ts +91 -0
  123. package/core/src/module/cross-thread.ts +163 -0
  124. package/core/src/module/diagnostics.ts +123 -0
  125. package/core/src/module/host.ts +451 -0
  126. package/core/src/module/index.ts +22 -0
  127. package/core/src/module/module.ts +109 -0
  128. package/core/src/module/registry.ts +94 -0
  129. package/core/src/module/renderer-module.ts +247 -0
  130. package/core/src/module/ts-loader.ts +26 -0
  131. package/core/src/particles/compute-pass.ts +378 -0
  132. package/core/src/particles/emitter.ts +156 -0
  133. package/core/src/particles/index.ts +11 -0
  134. package/core/src/particles/particle-data.ts +47 -0
  135. package/core/src/particles/render-pass.ts +365 -0
  136. package/core/src/particles/simulator.ts +264 -0
  137. package/core/src/particles/system.ts +193 -0
  138. package/core/src/physics/body.ts +59 -0
  139. package/core/src/physics/ccd-heuristic.ts +55 -0
  140. package/core/src/physics/character.ts +282 -0
  141. package/core/src/physics/collider.ts +55 -0
  142. package/core/src/physics/collision-system.ts +91 -0
  143. package/core/src/physics/events.ts +133 -0
  144. package/core/src/physics/index.ts +34 -0
  145. package/core/src/physics/interface.ts +473 -0
  146. package/core/src/physics/interpolation-buffer.ts +192 -0
  147. package/core/src/physics/lifecycle.ts +87 -0
  148. package/core/src/physics/load-shedder.ts +164 -0
  149. package/core/src/physics/physics-accumulator.ts +101 -0
  150. package/core/src/physics/physics-system.ts +240 -0
  151. package/core/src/physics/ragdoll-presets.ts +272 -0
  152. package/core/src/physics/ragdoll-system.ts +220 -0
  153. package/core/src/physics/ragdoll.ts +182 -0
  154. package/core/src/physics/raycast.ts +143 -0
  155. package/core/src/physics/realm-manager.ts +499 -0
  156. package/core/src/physics/realm-worker-pool.ts +191 -0
  157. package/core/src/physics/realm-worker.ts +102 -0
  158. package/core/src/physics/realm.ts +189 -0
  159. package/core/src/physics/registry.ts +52 -0
  160. package/core/src/physics/safety.ts +247 -0
  161. package/core/src/physics/snapshot-manager.ts +141 -0
  162. package/core/src/physics/worker-protocol.ts +30 -0
  163. package/core/src/platform/bun-preload.ts +169 -0
  164. package/core/src/platform/css-stub.ts +4 -0
  165. package/core/src/platform/glob-polyfill.ts +124 -0
  166. package/core/src/platform/hidpi.ts +57 -0
  167. package/core/src/platform/render-surface.ts +77 -0
  168. package/core/src/platform/rpc.ts +98 -0
  169. package/core/src/platform/runtime.ts +132 -0
  170. package/core/src/plugin/context.ts +364 -0
  171. package/core/src/plugin/diagnostics.ts +61 -0
  172. package/core/src/plugin/discovery.ts +186 -0
  173. package/core/src/plugin/extension-loaders.ts +172 -0
  174. package/core/src/plugin/host.ts +659 -0
  175. package/core/src/plugin/index.ts +106 -0
  176. package/core/src/plugin/loader-asset.ts +124 -0
  177. package/core/src/plugin/loader-quickjs.ts +84 -0
  178. package/core/src/plugin/loader-wasm.ts +411 -0
  179. package/core/src/plugin/loader-worker.ts +261 -0
  180. package/core/src/plugin/manifest.ts +653 -0
  181. package/core/src/plugin/material-registry.ts +65 -0
  182. package/core/src/plugin/mcp-tools.ts +165 -0
  183. package/core/src/plugin/permissions.ts +175 -0
  184. package/core/src/plugin/quickjs-bridge.ts +294 -0
  185. package/core/src/plugin/registry.ts +107 -0
  186. package/core/src/plugin/sandbox-shim.ts +86 -0
  187. package/core/src/plugin/sandbox-worker.ts +215 -0
  188. package/core/src/plugin/wasm-abi.ts +152 -0
  189. package/core/src/plugin/wasm-worker.ts +229 -0
  190. package/core/src/plugin/workshop.ts +169 -0
  191. package/core/src/profiling/event-loop.ts +180 -0
  192. package/core/src/profiling/index.ts +69 -0
  193. package/core/src/profiling/iops/idb-patch.ts +242 -0
  194. package/core/src/profiling/iops/opfs-patch.ts +276 -0
  195. package/core/src/profiling/profiling-sab.ts +839 -0
  196. package/core/src/profiling/task-latency.ts +134 -0
  197. package/core/src/profiling/thread-metrics.ts +126 -0
  198. package/core/src/profiling/trace-event-writer.ts +205 -0
  199. package/core/src/profiling/warnings.ts +423 -0
  200. package/core/src/profiling/worker-prelude.ts +376 -0
  201. package/core/src/render/bind-group.ts +38 -0
  202. package/core/src/render/bindless/bindless-struct.ts +42 -0
  203. package/core/src/render/bindless/bindless.wgsl.ts +167 -0
  204. package/core/src/render/bindless/frame-bindings.ts +176 -0
  205. package/core/src/render/bindless/index.ts +10 -0
  206. package/core/src/render/bindless/material-manager.ts +257 -0
  207. package/core/src/render/bindless/texture-registry.ts +609 -0
  208. package/core/src/render/buffer.ts +82 -0
  209. package/core/src/render/camera-2d.ts +217 -0
  210. package/core/src/render/camera-controller.ts +440 -0
  211. package/core/src/render/camera.ts +409 -0
  212. package/core/src/render/canvas-resize-watcher.ts +46 -0
  213. package/core/src/render/compute-kernel.ts +172 -0
  214. package/core/src/render/constants.ts +2 -0
  215. package/core/src/render/device.ts +111 -0
  216. package/core/src/render/frame-graph.ts +768 -0
  217. package/core/src/render/frustum.ts +185 -0
  218. package/core/src/render/fullscreen-vs.ts +25 -0
  219. package/core/src/render/g-buffer.ts +186 -0
  220. package/core/src/render/game-renderer.ts +1452 -0
  221. package/core/src/render/gpu-driven/cull-pass.ts +394 -0
  222. package/core/src/render/gpu-driven/hzb.ts +215 -0
  223. package/core/src/render/gpu-driven/index.ts +7 -0
  224. package/core/src/render/gpu-driven/indirect-draw-pass.ts +324 -0
  225. package/core/src/render/gpu-driven/instance-buffer.ts +178 -0
  226. package/core/src/render/gpu-driven/mesh-table.ts +175 -0
  227. package/core/src/render/gpu-driven/passes/hzb-build-pass.ts +47 -0
  228. package/core/src/render/gpu-utils.ts +96 -0
  229. package/core/src/render/hdr.ts +88 -0
  230. package/core/src/render/hot-reload.ts +295 -0
  231. package/core/src/render/ibl-bind-group.ts +266 -0
  232. package/core/src/render/ibl.ts +180 -0
  233. package/core/src/render/index.ts +163 -0
  234. package/core/src/render/input-manager.ts +259 -0
  235. package/core/src/render/lighting/area-light.ts +196 -0
  236. package/core/src/render/lighting/cluster-grid.ts +288 -0
  237. package/core/src/render/lighting/cluster-types.ts +193 -0
  238. package/core/src/render/lighting/ies-parser.ts +162 -0
  239. package/core/src/render/lighting.ts +454 -0
  240. package/core/src/render/material-types/depth.wgsl +44 -0
  241. package/core/src/render/material-types/line.wgsl +50 -0
  242. package/core/src/render/material-types/matcap.wgsl +51 -0
  243. package/core/src/render/material-types/normal.wgsl +41 -0
  244. package/core/src/render/material-types/physical.wgsl +152 -0
  245. package/core/src/render/material-types/sprite.wgsl +46 -0
  246. package/core/src/render/material-types/sss.wgsl +79 -0
  247. package/core/src/render/material-types/toon.wgsl +79 -0
  248. package/core/src/render/passes/README.md +121 -0
  249. package/core/src/render/passes/atmosphere.ts +152 -0
  250. package/core/src/render/passes/cluster-lighting-pass.ts +476 -0
  251. package/core/src/render/passes/csm.ts +408 -0
  252. package/core/src/render/passes/cubemap-capture.ts +114 -0
  253. package/core/src/render/passes/debug-viz.ts +278 -0
  254. package/core/src/render/passes/debug.ts +538 -0
  255. package/core/src/render/passes/decal-mesh.ts +111 -0
  256. package/core/src/render/passes/decal-pass.ts +377 -0
  257. package/core/src/render/passes/deferred-lighting.ts +434 -0
  258. package/core/src/render/passes/depth-prepass.ts +163 -0
  259. package/core/src/render/passes/dome-360.ts +83 -0
  260. package/core/src/render/passes/fluid-render.ts +137 -0
  261. package/core/src/render/passes/gi-types.ts +118 -0
  262. package/core/src/render/passes/graph-compute.ts +300 -0
  263. package/core/src/render/passes/greased-line-pass.ts +232 -0
  264. package/core/src/render/passes/morph-target.ts +40 -0
  265. package/core/src/render/passes/opaque.ts +1028 -0
  266. package/core/src/render/passes/point-light-shadow.ts +266 -0
  267. package/core/src/render/passes/procedural-texture.ts +185 -0
  268. package/core/src/render/passes/reflection-probe.ts +140 -0
  269. package/core/src/render/passes/rsm-pass.ts +248 -0
  270. package/core/src/render/passes/sdf-text.ts +155 -0
  271. package/core/src/render/passes/shadow-map.ts +163 -0
  272. package/core/src/render/passes/shadow.ts +220 -0
  273. package/core/src/render/passes/skinning-vs.ts +121 -0
  274. package/core/src/render/passes/skinning.ts +326 -0
  275. package/core/src/render/passes/sky-dome.ts +404 -0
  276. package/core/src/render/passes/skybox.ts +162 -0
  277. package/core/src/render/passes/spot-light-shadow.ts +273 -0
  278. package/core/src/render/passes/terrain.ts +326 -0
  279. package/core/src/render/passes/transparent.ts +353 -0
  280. package/core/src/render/passes/underwater-fog.ts +185 -0
  281. package/core/src/render/passes/video-texture.ts +79 -0
  282. package/core/src/render/passes/volumetric-pass.ts +312 -0
  283. package/core/src/render/passes/volumetric-types.ts +171 -0
  284. package/core/src/render/passes/water.ts +753 -0
  285. package/core/src/render/pbr.ts +296 -0
  286. package/core/src/render/pipeline.ts +52 -0
  287. package/core/src/render/render-pass.ts +30 -0
  288. package/core/src/render/renderer-input-bus.ts +220 -0
  289. package/core/src/render/renderer-module-host.ts +623 -0
  290. package/core/src/render/resource-tracker.ts +67 -0
  291. package/core/src/render/sab-canvas-overlay.ts +122 -0
  292. package/core/src/render/shader-validator.ts +200 -0
  293. package/core/src/render/shaders/debug/debug-line.wgsl +27 -0
  294. package/core/src/render/shaders/debug/debug-point.wgsl +30 -0
  295. package/core/src/render/shaders/debug/debug-text.wgsl +42 -0
  296. package/core/src/render/shaders/debug-viz/aabb.wgsl +20 -0
  297. package/core/src/render/shaders/debug-viz/depth.wgsl +29 -0
  298. package/core/src/render/shaders/debug-viz/lod.wgsl +38 -0
  299. package/core/src/render/shaders/debug-viz/normals.wgsl +30 -0
  300. package/core/src/render/shaders/debug-viz/overdraw.wgsl +21 -0
  301. package/core/src/render/shaders/debug-viz/tangents.wgsl +29 -0
  302. package/core/src/render/shaders/debug-viz/wireframe.wgsl +33 -0
  303. package/core/src/render/shaders/shadow-chunks.ts +135 -0
  304. package/core/src/render/skybox.ts +146 -0
  305. package/core/src/render/splitscreen.ts +85 -0
  306. package/core/src/render/surface.ts +78 -0
  307. package/core/src/render/tonemap.ts +180 -0
  308. package/core/src/render/tracked-render-pass.ts +158 -0
  309. package/core/src/render/viewport.ts +109 -0
  310. package/core/src/render/wgsl-hmr.ts +70 -0
  311. package/core/src/sab/core-input-channel.ts +23 -0
  312. package/core/src/sab/define.ts +239 -0
  313. package/core/src/sab/errors.ts +76 -0
  314. package/core/src/sab/game-input.ts +343 -0
  315. package/core/src/sab/gamepad-devices.ts +259 -0
  316. package/core/src/sab/grid-buffer.ts +117 -0
  317. package/core/src/sab/input.ts +55 -0
  318. package/core/src/sab/layout.ts +219 -0
  319. package/core/src/sab/multi-input-channel.ts +50 -0
  320. package/core/src/sab/record-buffer.ts +155 -0
  321. package/core/src/sab/sab-polyfill.ts +56 -0
  322. package/core/src/sab/sim-channel.ts +453 -0
  323. package/core/src/sab/slot-buffer.ts +190 -0
  324. package/core/src/sab/types.ts +158 -0
  325. package/core/src/safety/bounds.ts +76 -0
  326. package/core/src/safety/json.ts +80 -0
  327. package/core/src/safety/path.ts +167 -0
  328. package/core/src/save/binary-format.ts +117 -0
  329. package/core/src/save/game-save-system.ts +161 -0
  330. package/core/src/save/grid-save-system.ts +158 -0
  331. package/core/src/save/migrate.ts +44 -0
  332. package/core/src/save/migration-registry.ts +94 -0
  333. package/core/src/save/persist-types.ts +208 -0
  334. package/core/src/save/schema.ts +46 -0
  335. package/core/src/save/serializer.ts +180 -0
  336. package/core/src/scene/builder.ts +65 -0
  337. package/core/src/scene/camera.ts +142 -0
  338. package/core/src/scene/checkpoint.ts +109 -0
  339. package/core/src/scene/game-loop.ts +198 -0
  340. package/core/src/scene/index.ts +24 -0
  341. package/core/src/scene/layer.ts +6 -0
  342. package/core/src/scene/prefab.ts +145 -0
  343. package/core/src/scene/scene-manager.ts +157 -0
  344. package/core/src/scene/scene.ts +192 -0
  345. package/core/src/scene/sky.ts +256 -0
  346. package/core/src/scene/spatial-grid.ts +176 -0
  347. package/core/src/scene/streaming.ts +304 -0
  348. package/core/src/scene/vegetation.ts +163 -0
  349. package/core/src/scene/world.ts +89 -0
  350. package/core/src/scripting/binding.ts +129 -0
  351. package/core/src/scripting/hot-reload.ts +144 -0
  352. package/core/src/scripting/script.ts +99 -0
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@@ -0,0 +1,380 @@
1
+ // ============================================================================
2
+ // createDomInputHandler — batteries-included DOM input capture.
3
+ //
4
+ // Every game hand-rolled the same ~100-270-line input handler: window
5
+ // keydown/keyup feeding a keyMap, canvas mousedown + window mouseup for
6
+ // buttons, canvas mousemove → canvas-space coords, wheel accumulation,
7
+ // contextmenu suppression — with no destroy() (leaks on hot reload) and no
8
+ // test-input injection.
9
+ //
10
+ // This factory wires DOM events into the engine's InputState plus a named
11
+ // "held actions" bag (keyMap → action flags like `left`/`jump`), and adds:
12
+ // - destroy() — removes every listener (hot-reload safe)
13
+ // - injectInput()/clearInjectedInput() — MCP test input (satisfies the
14
+ // StandardInputInjector surface used by createStandardAutomationTools)
15
+ // - update() — per-frame drain for injected frames (call once per frame)
16
+ //
17
+ // Usage:
18
+ // const input = createDomInputHandler({
19
+ // canvas,
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+ // preset: "wasd", // a/d/w/s/arrows/space → left/right/up/down/jump
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+ // keys: { "e": "use", "code:KeyQ": "drop" },
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+ // onKeyPress: { "F6": () => toggleInspect() },
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+ // mouseCoords: "css",
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+ // });
25
+ // // per frame:
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+ // input.update();
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+ // if (input.held.left) ...
28
+ // if (input.state.wheelDelta) zoom *= ...
29
+ // input.state.endFrame(); // clears edge sets + deltas
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+ // // on hot-reload:
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+ // input.destroy();
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+ // ============================================================================
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+
34
+ import type { RenderSurface } from "../platform/render-surface";
35
+ import { InputState } from "./state";
36
+
37
+ /** Standard WASD+arrows+Space preset: e.key → action name. */
38
+ const WASD_PRESET: Record<string, string> = {
39
+ a: "left", A: "left", ArrowLeft: "left",
40
+ d: "right", D: "right", ArrowRight: "right",
41
+ w: "up", W: "up", ArrowUp: "up",
42
+ s: "down", S: "down", ArrowDown: "down",
43
+ " ": "jump", Space: "jump", Spacebar: "jump",
44
+ };
45
+
46
+ export interface DomInjectedFrame {
47
+ /** DOM key codes (e.keyCode / KeyboardEvent.keyCode values, see core KEY). */
48
+ keys?: Iterable<number>;
49
+ /** Named actions to hold (same namespace as the keyMap values). */
50
+ actions?: Iterable<string>;
51
+ leftMouse?: boolean;
52
+ rightMouse?: boolean;
53
+ middleMouse?: boolean;
54
+ mouseDx?: number;
55
+ mouseDy?: number;
56
+ wheel?: number;
57
+ /** Frames the injection persists (decremented by update()). */
58
+ framesRemaining: number;
59
+ }
60
+
61
+ export interface DomInputOptions {
62
+ canvas: RenderSurface;
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+ /**
64
+ * Map from `e.key` to a held-action name (e.g. `{ "a": "left" }`).
65
+ * Prefix with "code:" to match `e.code` instead (layout-independent,
66
+ * e.g. "code:KeyW" matches the physical W key).
67
+ */
68
+ keys?: Record<string, string>;
69
+ /** Built-in key map preset. "wasd" maps a/d/w/s/arrows/space →
70
+ * left/right/up/down/jump. Merged under `keys` (explicit keys win). */
71
+ preset?: "wasd";
72
+ /**
73
+ * Edge-triggered keydown handlers by `e.key` (or "code:KeyX"). Fires on
74
+ * every keydown including OS repeats — gate on `e.repeat` inside the
75
+ * handler if you need once-per-press.
76
+ */
77
+ onKeyPress?: Record<string, (e: KeyboardEvent, input: DomInputHandler) => void>;
78
+ /** Raw event hooks for game-specific behavior (run after built-in handling). */
79
+ onKeyDown?: (e: KeyboardEvent, input: DomInputHandler) => void;
80
+ onKeyUp?: (e: KeyboardEvent, input: DomInputHandler) => void;
81
+ onMouseDown?: (e: MouseEvent, pos: { x: number; y: number }, input: DomInputHandler) => void;
82
+ onMouseUp?: (e: MouseEvent, input: DomInputHandler) => void;
83
+ onMouseMove?: (e: MouseEvent, pos: { x: number; y: number }, input: DomInputHandler) => void;
84
+ onWheel?: (e: WheelEvent, input: DomInputHandler) => void;
85
+ /**
86
+ * Mouse position coordinate space. "css" (default): `clientX - rect.left`
87
+ * (CSS pixels). "canvas": scaled to the backing store
88
+ * (`(clientX - rect.left) * canvas.width / rect.width`) — use when the sim
89
+ * consumes framebuffer-space coords.
90
+ */
91
+ mouseCoords?: "css" | "canvas";
92
+ /** Call preventDefault() on mapped keys. Default: true. */
93
+ preventDefaultKeys?: boolean;
94
+ /** Suppress contextmenu + auxclick on the canvas. Default: true. */
95
+ suppressContextMenu?: boolean;
96
+ /**
97
+ * Accumulate wheel events into `state.wheelDelta` (+1/-1 per notch).
98
+ * Default: true (harmless if unused).
99
+ */
100
+ wheel?: boolean;
101
+ /**
102
+ * Listen for mouseup on window instead of the canvas so drags that leave
103
+ * the canvas still release buttons. Default: true.
104
+ */
105
+ windowMouseUp?: boolean;
106
+ /**
107
+ * Listen for mousemove on window instead of the canvas (tracks position
108
+ * even when the pointer is over a DOM overlay; `mouseValid` reports whether
109
+ * the pointer is inside the canvas rect). Default: false (canvas only).
110
+ */
111
+ windowMouseMove?: boolean;
112
+ /**
113
+ * Initialize mouseX/mouseY to the canvas center instead of (0,0), so a
114
+ * click before any mousemove aims at screen center. Default: true.
115
+ */
116
+ centerInitialMouse?: boolean;
117
+ }
118
+
119
+ export interface DomInputHandler {
120
+ /** Raw input state: key codes, buttons, edge sets, deltas. */
121
+ readonly state: InputState;
122
+ /** Named held actions from the keyMap (e.g. held.left, held.jump). */
123
+ readonly held: Record<string, boolean>;
124
+ /** True while the pointer is over the canvas (windowMouseMove mode always updates this; canvas mode sets it on enter/leave). */
125
+ mouseValid: boolean;
126
+ /** Whether an action is currently held. */
127
+ isDown(action: string): boolean;
128
+ /** Queue an injected input frame (MCP test input). */
129
+ injectInput(frame: DomInjectedFrame): void;
130
+ /** Clear all pending injected frames. */
131
+ clearInjectedInput(): void;
132
+ /** Apply queued injected frames to state. Call once per frame before reading state. */
133
+ update(): void;
134
+ /** Remove all DOM listeners + clear injected frames. */
135
+ destroy(): void;
136
+ }
137
+
138
+ export function createDomInputHandler(opts: DomInputOptions): DomInputHandler {
139
+ const { canvas } = opts;
140
+ const state = new InputState();
141
+ const held: Record<string, boolean> = {};
142
+ const injected: DomInjectedFrame[] = [];
143
+
144
+ // ── Key map: e.key → action, plus "code:" entries keyed on e.code ──
145
+ const keyMap: Record<string, string> = {
146
+ ...(opts.preset === "wasd" ? WASD_PRESET : {}),
147
+ ...opts.keys,
148
+ };
149
+ const preventKeys = opts.preventDefaultKeys ?? true;
150
+
151
+ const recomputeHeld = (action: string) => {
152
+ // An action is held if any mapped key is currently down. We track key
153
+ // strings (not codes) for the held bag since the map is e.key-based.
154
+ held[action] = downKeyStringsFor(action).size > 0;
155
+ };
156
+
157
+ // Track which physical key-strings are down per action.
158
+ const downKeysByAction = new Map<string, Set<string>>();
159
+ const downKeyStringsFor = (action: string): Set<string> => {
160
+ let s = downKeysByAction.get(action);
161
+ if (!s) {
162
+ s = new Set();
163
+ downKeysByAction.set(action, s);
164
+ }
165
+ return s;
166
+ };
167
+
168
+ const lookupAction = (e: KeyboardEvent): { mapKey: string; action: string } | null => {
169
+ const byCode = keyMap[`code:${e.code}`];
170
+ if (byCode) return { mapKey: `code:${e.code}`, action: byCode };
171
+ const byKey = keyMap[e.key];
172
+ if (byKey) return { mapKey: e.key, action: byKey };
173
+ return null;
174
+ };
175
+
176
+ // Track physically-held keys/buttons so injected-frame expiry only releases
177
+ // inputs that aren't also held by the real user.
178
+ const physKeys = new Set<number>();
179
+ const physButtons = new Set<number>();
180
+ // Live-frame contribution counts for injected keys/actions/buttons — a
181
+ // contribution is released when no live frame still holds it.
182
+ const injectedKeys = new Map<number, number>();
183
+ const injectedActions = new Map<string, number>();
184
+ const injectedButtons = new Map<number, number>();
185
+ const liveFrames = new Set<DomInjectedFrame>();
186
+
187
+ const releaseFrame = (f: DomInjectedFrame) => {
188
+ // oxlint-disable-next-line downdraft/no-for-of -- iterates Iterable<number>; for..of required
189
+ for (const code of f.keys ?? []) {
190
+ const n = (injectedKeys.get(code) ?? 1) - 1;
191
+ if (n > 0) injectedKeys.set(code, n);
192
+ else {
193
+ injectedKeys.delete(code);
194
+ if (!physKeys.has(code)) state.keyUp(code);
195
+ }
196
+ }
197
+ // oxlint-disable-next-line downdraft/no-for-of -- iterates Iterable<string>; for..of required
198
+ for (const action of f.actions ?? []) {
199
+ const n = (injectedActions.get(action) ?? 1) - 1;
200
+ if (n > 0) injectedActions.set(action, n);
201
+ else {
202
+ injectedActions.delete(action);
203
+ recomputeHeld(action);
204
+ }
205
+ }
206
+ const buttons = [f.leftMouse ? 0 : -1, f.middleMouse ? 1 : -1, f.rightMouse ? 2 : -1];
207
+ for (let _i = 0, _it = buttons, _n = _it.length; _i < _n; _i++) { const button = _it[_i];
208
+ if (button < 0) continue;
209
+ const n = (injectedButtons.get(button) ?? 1) - 1;
210
+ if (n > 0) injectedButtons.set(button, n);
211
+ else {
212
+ injectedButtons.delete(button);
213
+ if (!physButtons.has(button)) state.mouseUp(button);
214
+ }
215
+ }
216
+ };
217
+
218
+ const onKeyDown = (e: KeyboardEvent) => {
219
+ const code = e.keyCode || 0;
220
+ state.keyDown(code);
221
+ physKeys.add(code);
222
+ const hit = lookupAction(e);
223
+ if (hit) {
224
+ downKeyStringsFor(hit.action).add(hit.mapKey);
225
+ held[hit.action] = true;
226
+ if (preventKeys) e.preventDefault();
227
+ }
228
+ opts.onKeyPress?.[e.key]?.(e, handler);
229
+ opts.onKeyPress?.[`code:${e.code}`]?.(e, handler);
230
+ opts.onKeyDown?.(e, handler);
231
+ };
232
+
233
+ const onKeyUp = (e: KeyboardEvent) => {
234
+ const code = e.keyCode || 0;
235
+ state.keyUp(code);
236
+ physKeys.delete(code);
237
+ const hit = lookupAction(e);
238
+ if (hit) {
239
+ downKeysByAction.get(hit.action)?.delete(hit.mapKey);
240
+ recomputeHeld(hit.action);
241
+ if (preventKeys) e.preventDefault();
242
+ }
243
+ opts.onKeyUp?.(e, handler);
244
+ };
245
+
246
+ // ── Mouse ──
247
+ const coordScale = opts.mouseCoords === "canvas";
248
+ const toCanvasCoords = (e: MouseEvent): { x: number; y: number } => {
249
+ const rect = canvas.getBoundingClientRect();
250
+ const x = e.clientX - rect.left;
251
+ const y = e.clientY - rect.top;
252
+ if (!coordScale) return { x, y };
253
+ return {
254
+ x: x * (canvas.width / rect.width),
255
+ y: y * (canvas.height / rect.height),
256
+ };
257
+ };
258
+
259
+ const insideCanvas = (e: MouseEvent): boolean => {
260
+ const rect = canvas.getBoundingClientRect();
261
+ return e.clientX >= rect.left && e.clientX <= rect.right &&
262
+ e.clientY >= rect.top && e.clientY <= rect.bottom;
263
+ };
264
+
265
+ const handler: DomInputHandler = {
266
+ state,
267
+ held,
268
+ mouseValid: false,
269
+ isDown: (action) => held[action] === true,
270
+ injectInput(frame) {
271
+ injected.push(frame);
272
+ },
273
+ clearInjectedInput() {
274
+ injected.forEach((f) => { releaseFrame(f);; });
275
+ injected.length = 0;
276
+ liveFrames.clear();
277
+ },
278
+ update() {
279
+ for (let i = injected.length - 1; i >= 0; i--) {
280
+ const f = injected[i];
281
+ if (!liveFrames.has(f)) {
282
+ liveFrames.add(f);
283
+ // oxlint-disable-next-line downdraft/no-for-of -- iterates Iterable<number>; for..of required
284
+ for (const code of f.keys ?? []) injectedKeys.set(code, (injectedKeys.get(code) ?? 0) + 1);
285
+ // oxlint-disable-next-line downdraft/no-for-of -- iterates Iterable<string>; for..of required
286
+ for (const action of f.actions ?? []) injectedActions.set(action, (injectedActions.get(action) ?? 0) + 1);
287
+ if (f.leftMouse) injectedButtons.set(0, (injectedButtons.get(0) ?? 0) + 1);
288
+ if (f.middleMouse) injectedButtons.set(1, (injectedButtons.get(1) ?? 0) + 1);
289
+ if (f.rightMouse) injectedButtons.set(2, (injectedButtons.get(2) ?? 0) + 1);
290
+ }
291
+ // oxlint-disable-next-line downdraft/no-for-of -- iterates Iterable<number>; for..of required
292
+ for (const code of f.keys ?? []) state.keyDown(code);
293
+ // oxlint-disable-next-line downdraft/no-for-of -- iterates Iterable<string>; for..of required
294
+ for (const action of f.actions ?? []) held[action] = true;
295
+ if (f.leftMouse) state.mouseDown(0);
296
+ if (f.middleMouse) state.mouseDown(1);
297
+ if (f.rightMouse) state.mouseDown(2);
298
+ if (f.mouseDx || f.mouseDy) {
299
+ state.mouseDeltaX += f.mouseDx ?? 0;
300
+ state.mouseDeltaY += f.mouseDy ?? 0;
301
+ }
302
+ if (f.wheel) state.wheel(f.wheel);
303
+ f.framesRemaining--;
304
+ if (f.framesRemaining <= 0) {
305
+ injected.splice(i, 1);
306
+ liveFrames.delete(f);
307
+ releaseFrame(f);
308
+ }
309
+ }
310
+ },
311
+ destroy() {
312
+ window.removeEventListener("keydown", onKeyDown);
313
+ window.removeEventListener("keyup", onKeyUp);
314
+ canvas.removeEventListener("mousedown", onMouseDown);
315
+ (opts.windowMouseUp ?? true ? window : canvas).removeEventListener("mouseup", onMouseUp as EventListener);
316
+ (opts.windowMouseMove ? window : canvas).removeEventListener("mousemove", onMouseMove as EventListener);
317
+ canvas.removeEventListener("contextmenu", onContextMenu);
318
+ canvas.removeEventListener("auxclick", onPrevent);
319
+ canvas.removeEventListener("wheel", onWheel as EventListener);
320
+ injected.length = 0;
321
+ },
322
+ };
323
+
324
+ const onMouseDown = (e: MouseEvent) => {
325
+ const pos = toCanvasCoords(e);
326
+ state.mouseMove(pos.x, pos.y, 0, 0);
327
+ state.mouseDown(e.button);
328
+ physButtons.add(e.button);
329
+ opts.onMouseDown?.(e, pos, handler);
330
+ };
331
+
332
+ const onMouseUp = (e: MouseEvent) => {
333
+ state.mouseUp(e.button);
334
+ physButtons.delete(e.button);
335
+ opts.onMouseUp?.(e, handler);
336
+ };
337
+
338
+ const onMouseMove = (e: MouseEvent) => {
339
+ const pos = toCanvasCoords(e);
340
+ state.mouseMove(pos.x, pos.y, e.movementX ?? 0, e.movementY ?? 0);
341
+ handler.mouseValid = insideCanvas(e);
342
+ opts.onMouseMove?.(e, pos, handler);
343
+ };
344
+
345
+ const onContextMenu = (e: Event) => e.preventDefault();
346
+ const onPrevent = (e: Event) => e.preventDefault();
347
+
348
+ const onWheel = (e: WheelEvent) => {
349
+ e.preventDefault();
350
+ // Normalize to integer notches (scroll up = +1 = zoom in, matching the
351
+ // per-game convention).
352
+ state.wheel(e.deltaY < 0 ? 1 : e.deltaY > 0 ? -1 : 0);
353
+ opts.onWheel?.(e, handler);
354
+ };
355
+
356
+ // ── Wire listeners ──
357
+ window.addEventListener("keydown", onKeyDown);
358
+ window.addEventListener("keyup", onKeyUp);
359
+ canvas.addEventListener("mousedown", onMouseDown);
360
+ (opts.windowMouseUp ?? true ? window : canvas).addEventListener("mouseup", onMouseUp as EventListener);
361
+ (opts.windowMouseMove ? window : canvas).addEventListener("mousemove", onMouseMove as EventListener);
362
+ if (opts.suppressContextMenu ?? true) {
363
+ canvas.addEventListener("contextmenu", onContextMenu);
364
+ canvas.addEventListener("auxclick", onPrevent);
365
+ }
366
+ if (opts.wheel ?? true) {
367
+ canvas.addEventListener("wheel", onWheel as EventListener, { passive: false });
368
+ }
369
+
370
+ // Initialize mouse to canvas center so a click before the first mousemove
371
+ // targets the middle of the view (where the player usually is) instead of
372
+ // the top-left corner.
373
+ if (opts.centerInitialMouse ?? true) {
374
+ const rect = canvas.getBoundingClientRect();
375
+ state.mouseX = coordScale ? canvas.width / 2 : rect.width / 2;
376
+ state.mouseY = coordScale ? canvas.height / 2 : rect.height / 2;
377
+ }
378
+
379
+ return handler;
380
+ }
@@ -0,0 +1,218 @@
1
+ import { MultiInputSABWriter } from "./multi-sab-bridge";
2
+
3
+ export interface InputDevice {
4
+ type: "keyboard-mouse" | "gamepad";
5
+ gamepadIndex?: number;
6
+ }
7
+
8
+ export interface DeviceConnectCallback {
9
+ (device: InputDevice): void;
10
+ }
11
+
12
+ export interface DeviceDisconnectCallback {
13
+ (device: InputDevice): void;
14
+ }
15
+
16
+ /** Normalized per-poll gamepad snapshot (standard-layout ordering). */
17
+ export interface GamepadSnapshot {
18
+ /** W3C-standard button bitmask, bits 0..31 (see GP_BTN_* in sab/gamepad-devices). */
19
+ buttonsLo: number;
20
+ /** Button bits 32+ (touchpad/paddles/misc). */
21
+ buttonsHi: number;
22
+ /** lx ly rx ry lt rt dpadX dpadY — triggers 0..1, sticks/dpad -1..1. */
23
+ axes: number[];
24
+ }
25
+
26
+ /**
27
+ * Pluggable gamepad producer. On the native runtime the implementation is
28
+ * `SabGamepadSource` (libraries/gamepad) — the 'gamepad-devices' SAB channel
29
+ * written by the downdraft_gamepad cdylib.
30
+ */
31
+ export interface GamepadSource {
32
+ /** Indices of currently-connected pads. */
33
+ listConnected(): number[];
34
+ /** Snapshot for a device index, or null when disconnected. */
35
+ read(index: number): GamepadSnapshot | null;
36
+ onConnect(cb: (index: number) => void): void;
37
+ onDisconnect(cb: (index: number) => void): void;
38
+ dispose?(): void;
39
+ }
40
+
41
+ /** Inert default — reports no devices until a real source is installed
42
+ * via setGamepadSource(). */
43
+ const NULL_GAMEPAD_SOURCE: GamepadSource = {
44
+ listConnected: () => [],
45
+ read: () => null,
46
+ onConnect: () => {},
47
+ onDisconnect: () => {},
48
+ };
49
+
50
+ export class LocalPlayerManager {
51
+ private maxPlayers: number;
52
+ private activePlayerCount: number = 1;
53
+ private deviceMap: Map<number, InputDevice> = new Map();
54
+ private writer: MultiInputSABWriter | null = null;
55
+ private keyState: Set<number> = new Set();
56
+ private mouseX: number = 0;
57
+ private mouseY: number = 0;
58
+ private mouseDeltaX: number = 0;
59
+ private mouseDeltaY: number = 0;
60
+ private mouseButtons: number[] = [0, 0, 0];
61
+ private wheelDelta: number = 0;
62
+ private connectCallbacks: DeviceConnectCallback[] = [];
63
+ private disconnectCallbacks: DeviceDisconnectCallback[] = [];
64
+ private gamepadSource: GamepadSource | null = null;
65
+ private listening = false;
66
+
67
+ constructor(maxPlayers: number = 8) {
68
+ this.maxPlayers = maxPlayers;
69
+ }
70
+
71
+ setWriter(writer: MultiInputSABWriter): void {
72
+ this.writer = writer;
73
+ }
74
+
75
+ /**
76
+ * Install a gamepad producer (e.g. `SabGamepadSource` from
77
+ * libraries/gamepad). Until one is installed, an inert source reporting
78
+ * no devices is used.
79
+ */
80
+ setGamepadSource(source: GamepadSource): void {
81
+ this.gamepadSource?.dispose?.();
82
+ this.gamepadSource = source;
83
+ if (this.listening) {
84
+ source.onConnect((i) => this.emitConnect({ type: "gamepad", gamepadIndex: i }));
85
+ source.onDisconnect((i) => this.emitDisconnect({ type: "gamepad", gamepadIndex: i }));
86
+ }
87
+ }
88
+
89
+ getGamepadSource(): GamepadSource {
90
+ if (!this.gamepadSource) {
91
+ this.gamepadSource = NULL_GAMEPAD_SOURCE;
92
+ }
93
+ return this.gamepadSource;
94
+ }
95
+
96
+ getActivePlayerCount(): number {
97
+ return this.activePlayerCount;
98
+ }
99
+
100
+ setActivePlayerCount(n: number): void {
101
+ this.activePlayerCount = Math.max(1, Math.min(n, this.maxPlayers));
102
+ }
103
+
104
+ getMaxPlayers(): number {
105
+ return this.maxPlayers;
106
+ }
107
+
108
+ assignDevice(playerIdx: number, device: InputDevice): void {
109
+ if (playerIdx < 0 || playerIdx >= this.maxPlayers) return;
110
+ this.deviceMap.set(playerIdx, device);
111
+ }
112
+
113
+ autoAssign(): void {
114
+ this.deviceMap.clear();
115
+ this.assignDevice(0, { type: "keyboard-mouse" });
116
+
117
+ let playerIdx = 1;
118
+ for (const index of this.getGamepadSource().listConnected()) {
119
+ if (playerIdx >= this.maxPlayers) break;
120
+ this.assignDevice(playerIdx, { type: "gamepad", gamepadIndex: index });
121
+ playerIdx++;
122
+ }
123
+ this.activePlayerCount = Math.max(1, playerIdx);
124
+ }
125
+
126
+ getDevice(playerIdx: number): InputDevice | undefined {
127
+ return this.deviceMap.get(playerIdx);
128
+ }
129
+
130
+ getDeviceMap(): Map<number, InputDevice> {
131
+ return this.deviceMap;
132
+ }
133
+
134
+ onDeviceConnect(cb: DeviceConnectCallback): void {
135
+ this.connectCallbacks.push(cb);
136
+ }
137
+
138
+ onDeviceDisconnect(cb: DeviceDisconnectCallback): void {
139
+ this.disconnectCallbacks.push(cb);
140
+ }
141
+
142
+ private emitConnect(device: InputDevice): void {
143
+ for (const cb of this.connectCallbacks) cb(device);
144
+ }
145
+
146
+ private emitDisconnect(device: InputDevice): void {
147
+ for (const cb of this.disconnectCallbacks) cb(device);
148
+ }
149
+
150
+ startListening(): void {
151
+ if (this.listening) return;
152
+ this.listening = true;
153
+ const src = this.getGamepadSource();
154
+ src.onConnect((i) => this.emitConnect({ type: "gamepad", gamepadIndex: i }));
155
+ src.onDisconnect((i) => this.emitDisconnect({ type: "gamepad", gamepadIndex: i }));
156
+ }
157
+
158
+ stopListening(): void {
159
+ // Sources own their listeners; LocalPlayerManager only flips its flag so
160
+ // a later setGamepadSource() re-wires. Sources are cheap to re-create.
161
+ this.listening = false;
162
+ }
163
+
164
+ setKeyboardState(keys: Set<number>): void {
165
+ this.keyState = keys;
166
+ }
167
+
168
+ setMouseState(x: number, y: number, deltaX: number, deltaY: number, buttons: number[], wheel: number): void {
169
+ this.mouseX = x;
170
+ this.mouseY = y;
171
+ this.mouseDeltaX = deltaX;
172
+ this.mouseDeltaY = deltaY;
173
+ this.mouseButtons = buttons;
174
+ this.wheelDelta = wheel;
175
+ }
176
+
177
+ poll(): void {
178
+ if (!this.writer) return;
179
+
180
+ for (let p = 0; p < this.activePlayerCount; p++) {
181
+ const device = this.deviceMap.get(p);
182
+ if (!device) continue;
183
+
184
+ if (device.type === "keyboard-mouse") {
185
+ const keys: number[] = [];
186
+ for (const k of this.keyState.values()) keys.push(k);
187
+ this.writer.writePlayerInput(
188
+ p,
189
+ keys,
190
+ this.mouseX, this.mouseY,
191
+ this.mouseDeltaX, this.mouseDeltaY,
192
+ this.mouseButtons,
193
+ this.wheelDelta,
194
+ [], [],
195
+ );
196
+ } else if (device.type === "gamepad") {
197
+ const src = this.getGamepadSource();
198
+ const snap = device.gamepadIndex !== undefined ? src.read(device.gamepadIndex) : null;
199
+ if (!snap) continue;
200
+
201
+ this.writer.writePlayerInput(
202
+ p,
203
+ [],
204
+ 0, 0, 0, 0,
205
+ [0, 0, 0],
206
+ 0,
207
+ [snap.buttonsLo, snap.buttonsHi],
208
+ snap.axes,
209
+ device.gamepadIndex,
210
+ );
211
+ }
212
+ }
213
+
214
+ this.mouseDeltaX = 0;
215
+ this.mouseDeltaY = 0;
216
+ this.wheelDelta = 0;
217
+ }
218
+ }
@@ -0,0 +1,40 @@
1
+ import { InputState } from "./state";
2
+
3
+ export class InputMapping {
4
+ private bindings: Map<string, number[]> = new Map();
5
+ private state: InputState;
6
+
7
+ constructor(state: InputState) {
8
+ this.state = state;
9
+ }
10
+
11
+ bind(action: string, codes: number[]): void {
12
+ this.bindings.set(action, codes);
13
+ }
14
+
15
+ unbind(action: string): void {
16
+ this.bindings.delete(action);
17
+ }
18
+
19
+ isActionDown(action: string): boolean {
20
+ const codes = this.bindings.get(action);
21
+ if (!codes) return false;
22
+ for (let i = 0; i < codes.length; i++) {
23
+ if (this.state.isKeyDown(codes[i])) return true;
24
+ }
25
+ return false;
26
+ }
27
+
28
+ wasActionPressed(action: string): boolean {
29
+ const codes = this.bindings.get(action);
30
+ if (!codes) return false;
31
+ for (let i = 0; i < codes.length; i++) {
32
+ if (this.state.wasKeyPressed(codes[i])) return true;
33
+ }
34
+ return false;
35
+ }
36
+
37
+ getBindings(): Map<string, number[]> {
38
+ return this.bindings;
39
+ }
40
+ }