@forgeax/engine-input 0.1.2
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.
- package/LICENSE +202 -0
- package/README.md +312 -0
- package/dist/.tsbuildinfo +1 -0
- package/dist/__tests__/browser-backend-dual-instance.test.d.ts +2 -0
- package/dist/__tests__/browser-backend-dual-instance.test.d.ts.map +1 -0
- package/dist/__tests__/browser-backend-focus-loss.test.d.ts +2 -0
- package/dist/__tests__/browser-backend-focus-loss.test.d.ts.map +1 -0
- package/dist/__tests__/browser-backend-lock-error.test.d.ts +2 -0
- package/dist/__tests__/browser-backend-lock-error.test.d.ts.map +1 -0
- package/dist/__tests__/browser-backend-lock-gate.test.d.ts +2 -0
- package/dist/__tests__/browser-backend-lock-gate.test.d.ts.map +1 -0
- package/dist/__tests__/browser-backend-lock-release.test.d.ts +2 -0
- package/dist/__tests__/browser-backend-lock-release.test.d.ts.map +1 -0
- package/dist/__tests__/browser-backend-lock-state.test.d.ts +2 -0
- package/dist/__tests__/browser-backend-lock-state.test.d.ts.map +1 -0
- package/dist/__tests__/canvas-input-boundary.test.d.ts +2 -0
- package/dist/__tests__/canvas-input-boundary.test.d.ts.map +1 -0
- package/dist/__tests__/canvas-input-owner.test-d.d.ts +2 -0
- package/dist/__tests__/canvas-input-owner.test-d.d.ts.map +1 -0
- package/dist/__tests__/composite-backend.test.d.ts +2 -0
- package/dist/__tests__/composite-backend.test.d.ts.map +1 -0
- package/dist/__tests__/controller-platform-owner.test-d.d.ts +2 -0
- package/dist/__tests__/controller-platform-owner.test-d.d.ts.map +1 -0
- package/dist/__tests__/input-snapshot.test-d.d.ts +2 -0
- package/dist/__tests__/input-snapshot.test-d.d.ts.map +1 -0
- package/dist/__tests__/input-snapshot.test.d.ts +2 -0
- package/dist/__tests__/input-snapshot.test.d.ts.map +1 -0
- package/dist/__tests__/swipe-direction-owner.test-d.d.ts +2 -0
- package/dist/__tests__/swipe-direction-owner.test-d.d.ts.map +1 -0
- package/dist/__tests__/ui-input-matrix.test.d.ts +2 -0
- package/dist/__tests__/ui-input-matrix.test.d.ts.map +1 -0
- package/dist/__tests__/ui-ownership-edge.test.d.ts +2 -0
- package/dist/__tests__/ui-ownership-edge.test.d.ts.map +1 -0
- package/dist/__tests__/ui-ownership.test.d.ts +2 -0
- package/dist/__tests__/ui-ownership.test.d.ts.map +1 -0
- package/dist/__tests__/ui-reset-idempotence.test.d.ts +2 -0
- package/dist/__tests__/ui-reset-idempotence.test.d.ts.map +1 -0
- package/dist/__tests__/ui-reset.test.d.ts +2 -0
- package/dist/__tests__/ui-reset.test.d.ts.map +1 -0
- package/dist/action-state.d.ts +146 -0
- package/dist/action-state.d.ts.map +1 -0
- package/dist/browser-backend.d.ts +121 -0
- package/dist/browser-backend.d.ts.map +1 -0
- package/dist/canvas-input-boundary.d.ts +13 -0
- package/dist/canvas-input-boundary.d.ts.map +1 -0
- package/dist/composite-backend.d.ts +34 -0
- package/dist/composite-backend.d.ts.map +1 -0
- package/dist/controller-db-data.d.ts +5 -0
- package/dist/controller-db-data.d.ts.map +1 -0
- package/dist/controller-db-data.mjs +12 -0
- package/dist/controller-db-data.mjs.map +1 -0
- package/dist/controller-db.d.ts +70 -0
- package/dist/controller-db.d.ts.map +1 -0
- package/dist/controller-db.mjs +119 -0
- package/dist/controller-db.mjs.map +1 -0
- package/dist/frame-start-scan-system.d.ts +37 -0
- package/dist/frame-start-scan-system.d.ts.map +1 -0
- package/dist/gamepad-frame.d.ts +42 -0
- package/dist/gamepad-frame.d.ts.map +1 -0
- package/dist/gesture-recognizer.d.ts +145 -0
- package/dist/gesture-recognizer.d.ts.map +1 -0
- package/dist/index.d.ts +13 -0
- package/dist/index.d.ts.map +1 -0
- package/dist/index.mjs +1502 -0
- package/dist/index.mjs.map +1 -0
- package/dist/input-snapshot.d.ts +420 -0
- package/dist/input-snapshot.d.ts.map +1 -0
- package/dist/plugin-service.d.ts +11 -0
- package/dist/plugin-service.d.ts.map +1 -0
- package/dist/ui-ownership.d.ts +17 -0
- package/dist/ui-ownership.d.ts.map +1 -0
- package/dist/virtual-joystick.d.ts +39 -0
- package/dist/virtual-joystick.d.ts.map +1 -0
- package/package.json +72 -0
- package/src/__tests__/browser-backend-dual-instance.test.ts +379 -0
- package/src/__tests__/browser-backend-focus-loss.test.ts +239 -0
- package/src/__tests__/browser-backend-lock-error.test.ts +425 -0
- package/src/__tests__/browser-backend-lock-gate.test.ts +283 -0
- package/src/__tests__/browser-backend-lock-release.test.ts +641 -0
- package/src/__tests__/browser-backend-lock-state.test.ts +604 -0
- package/src/__tests__/canvas-input-boundary.test.ts +65 -0
- package/src/__tests__/canvas-input-owner.test-d.ts +39 -0
- package/src/__tests__/composite-backend.test.ts +299 -0
- package/src/__tests__/controller-platform-owner.test-d.ts +46 -0
- package/src/__tests__/input-snapshot.test-d.ts +78 -0
- package/src/__tests__/input-snapshot.test.ts +96 -0
- package/src/__tests__/swipe-direction-owner.test-d.ts +45 -0
- package/src/__tests__/ui-input-matrix.test.ts +31 -0
- package/src/__tests__/ui-ownership-edge.test.ts +33 -0
- package/src/__tests__/ui-ownership.test.ts +35 -0
- package/src/__tests__/ui-reset-idempotence.test.ts +17 -0
- package/src/__tests__/ui-reset.test.ts +25 -0
- package/src/action-state.ts +380 -0
- package/src/browser-backend.ts +884 -0
- package/src/canvas-input-boundary.ts +81 -0
- package/src/composite-backend.ts +189 -0
- package/src/controller-db-data.ts +25 -0
- package/src/controller-db.ts +218 -0
- package/src/frame-start-scan-system.ts +93 -0
- package/src/gamepad-frame.ts +259 -0
- package/src/gesture-recognizer.ts +495 -0
- package/src/index.ts +101 -0
- package/src/input-snapshot.ts +732 -0
- package/src/plugin-service.ts +31 -0
- package/src/ui-ownership.ts +61 -0
- package/src/virtual-joystick.ts +103 -0
- package/vendor/gamecontrollerdb.txt +2114 -0
package/LICENSE
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package/README.md
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# @forgeax/engine-input
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> **Frame-start scanned, frozen `InputSnapshot` Resource for forgeax-engine.** Multi-device surface frozen before user systems run each frame: keyboard (logical key + physical code held/press/release edges) + mouse (position / movementDelta / button held/press/release edges / wheelDelta) + gamepad (7 readpoints: button / buttonValue / justPressed / justReleased / axis / standardMapping / connected) + pointer (per-pointerId position / pressure / delta / phase event queue) + virtualAxis (named joystick readpoint). Higher-level abstractions: **action indirection** (declare once, forget device — `snap.action(name)` / `snap.getAxis` / `snap.getVector`) + **gesture recognizer** (pinch / rotate / swipe / long-press / double-tap — `snap.gesture` + `snap.gestureEvents`). Capability probe (`snap.capabilities`) available at attach time.
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4
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+
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5
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`inputBackendPlugin(backend)` provides a host-owned backend without taking its
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6
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lifetime. `ownedInputBackendPlugin(backend, dispose)` is the canvas-App form:
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DOM listener release is an effect of the same provider Fiber. World snapshot
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resources and scan systems remain a separate consumer capability.
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+
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## 4 步 recipe
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```ts
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import { Update, World } from '@forgeax/engine-ecs';
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import {
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attachBrowserInputBackend,
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INPUT_BACKEND_KEY,
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INPUT_MAP_KEY,
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InputFrameStartScan,
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type InputSnapshot,
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} from '@forgeax/engine-input';
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21
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+
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// 1. attach browser backend (PointerLock + keyboard/mouse listeners) to a canvas
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const detach = attachBrowserInputBackend(canvas);
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+
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// 2. insert the backend as a Resource + add the frame-start scan system token;
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// it freezes the snapshot into the 'InputSnapshot' Resource before any user
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// system runs (charter P5 split: backend = producer, scan-system + Resource
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// = consumer). Insert the backend BEFORE the system so its ParamValidation
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// finds the resource on the first tick.
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const world = new World();
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world.insertResource(INPUT_BACKEND_KEY, detach.backend);
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32
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+
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// 2b. (optional) declare an InputMap to enable action readpoints.
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// Duplicate action names → last-wins. Per-action deadzone default: 0.2.
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world.insertResource(INPUT_MAP_KEY, [
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{ action: 'jump', bindings: [{ type: 'key', key: ' ' }, { type: 'gamepadButton', button: 0 }] },
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{ action: 'moveLeft', bindings: [{ type: 'key', key: 'a' }, { type: 'gamepadAxis', axis: 0, sign: -1 }] },
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{ action: 'moveRight', bindings: [{ type: 'key', key: 'd' }, { type: 'gamepadAxis', axis: 0, sign: 1 }] },
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{ action: 'moveUp', bindings: [{ type: 'key', key: 'w' }, { type: 'gamepadAxis', axis: 1, sign: -1 }] },
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{ action: 'moveDown', bindings: [{ type: 'key', key: 's' }, { type: 'gamepadAxis', axis: 1, sign: 1 }] },
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+
]);
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+
|
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+
world.addSystem(Update, InputFrameStartScan);
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+
|
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+
// 3. user system reads the frozen snapshot via the standard Resource API;
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46
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+
// multi-device surface: keyboard + mouse + gamepad + pointer + virtualAxis
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47
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+
// + action + gesture
|
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48
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+
world.addSystem(Update, {
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+
name: 'first-person-camera',
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after: ['input-frame-start-scan'],
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queries: [],
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fn: (w) => {
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const snap = w.getResource<InputSnapshot>('InputSnapshot');
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// action: declare once, forget device — same isPressed() for keyboard AND gamepad
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if (snap.action('jump').justPressed()) {/* jump (space or gamepad A) */}
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+
const move = snap.getVector('moveLeft', 'moveRight', 'moveUp', 'moveDown');
|
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+
// move.x / move.y: circular deadzone [−1,1], WASD diagonal magnitude 1
|
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+
if (snap.keyboard.down('w')) {/* move forward */}
|
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59
|
+
const { x, y } = snap.mouse.movementDelta;
|
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60
|
+
if (snap.mouse.button(0)) {/* primary down */}
|
|
61
|
+
// gamepad: button / buttonValue / justPressed / justReleased / axis
|
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62
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+
if (snap.gamepad(0).button(0)) {/* gamepad A pressed */}
|
|
63
|
+
const lx = snap.gamepad(0).axis(0); // left stick X
|
|
64
|
+
// pointer: per-pointerId position + pressure + delta
|
|
65
|
+
const touch = snap.pointer(0);
|
|
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|
+
if (touch.active) {/* use touch.x, touch.y, touch.pressure */}
|
|
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|
+
// virtualAxis: named joystick readpoint (zero-vector for unbound)
|
|
68
|
+
const joy = snap.virtualAxis('move');
|
|
69
|
+
// gesture: pinch/rotate continuous values + one-frame lifecycle events
|
|
70
|
+
const gs = snap.gesture.pinchScale;
|
|
71
|
+
const ga = snap.gesture.rotationAngle;
|
|
72
|
+
const gevs = snap.gestureEvents; // GestureEvent[] one-frame lifecycle
|
|
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|
+
// capability probe (frozen at attach time)
|
|
74
|
+
const hasGamepad = snap.capabilities.gamepad;
|
|
75
|
+
},
|
|
76
|
+
});
|
|
77
|
+
|
|
78
|
+
// 4. on shutdown: detach the listeners so multiple Engine instances do not
|
|
79
|
+
// leak handlers (charter P3 explicit failure: detach is part of the contract)
|
|
80
|
+
detach();
|
|
81
|
+
```
|
|
82
|
+
|
|
83
|
+
## 多设备表面(charter F2 minimal surface)
|
|
84
|
+
|
|
85
|
+
### keyboard (6 read points)
|
|
86
|
+
|
|
87
|
+
| 调用 | 返回 | 语义 |
|
|
88
|
+
|:--|:--|:--|
|
|
89
|
+
| `snap.keyboard.down(key)` | `boolean` | `key` 当前帧首仍处于按下状态(`document.hasFocus()` 失焦时保持上一帧状态) |
|
|
90
|
+
| `snap.keyboard.justPressed(key)` | `boolean` | 上一帧未按、本帧按下(一帧寿命;首帧 held key 视为刚按下) |
|
|
91
|
+
| `snap.keyboard.up(key)` | `boolean` | `key` 上一帧 down、本帧 up 的边沿(一帧内 true,下一帧自动消失) |
|
|
92
|
+
| `snap.keyboard.downCode(code)` | `boolean` | `KeyboardEvent.code` physical code 当前帧按下;例如 `KeyA` 不随键盘布局改变 |
|
|
93
|
+
| `snap.keyboard.justPressedCode(code)` | `boolean` | physical code 上一帧未按、本帧按下(一帧寿命) |
|
|
94
|
+
| `snap.keyboard.upCode(code)` | `boolean` | physical code 上一帧按下、本帧释放(一帧寿命) |
|
|
95
|
+
|
|
96
|
+
### mouse(5 读点)
|
|
97
|
+
|
|
98
|
+
| 调用 | 返回 | 语义 |
|
|
99
|
+
|:--|:--|:--|
|
|
100
|
+
| `snap.mouse.position` | `{ x: number; y: number } | undefined` | 最新 canvas-pixel 鼠标坐标;悬停时也更新,不需要按键或 pointer capture;尚未收到鼠标事件时为 `undefined` |
|
|
101
|
+
| `snap.mouse.movementDelta` | `{ x: number; y: number }` | PointerLock `movementX/Y` 自上次扫描以来的累加;扫描后 backend 自动清零 |
|
|
102
|
+
| `snap.mouse.pointerLocked` | `boolean` | 合并锁态——W3C `pointerlockchange`(`pointerLockElement === canvas`)OR host `lockProvider.requestLock()` 置位;`required` 字段,非 optional。consumer 写 `if (snap.mouse.pointerLocked)` 判断"仅锁定态消费 look delta"。与 `movementDelta` 同位——两个事实在同一属性路径下(charter F1 单点可索引) |
|
|
103
|
+
| `snap.mouse.button(i)` | `boolean`(`i: 0 \| 1 \| 2`) | 对齐 W3C MouseEvent.button:0=主键 / 1=辅助键 / 2=次键。`i: 3` 触发 TS 编译错误 |
|
|
104
|
+
| `snap.mouse.justPressed(i)` / `justReleased(i)` | `boolean` | 鼠标按钮帧边沿;首帧 held 按钮视为刚按下 |
|
|
105
|
+
| `snap.mouse.wheelDelta` | `number` | 每帧 sign-discrete 滚轮 notches 累加(W3C `WheelEvent.deltaY`:正=下滚/负=上滚);frame-start 冻结后清零。OOS-7:轨迹板高精度滚动未展开(sub-notch 量值保留给未来 `ScrollSnapshot`) |
|
|
106
|
+
|
|
107
|
+
### gamepad(7 读点)
|
|
108
|
+
|
|
109
|
+
| 调用 | 返回 | 语义 |
|
|
110
|
+
|:--|:--|:--|
|
|
111
|
+
| `snap.gamepad(i).connected` | `boolean` | slot `i` 已连接(index-based,null-padded 自动跳过)。越界 / 断连 → `false` |
|
|
112
|
+
| `snap.gamepad(i).standardMapping` | `boolean` | Standard layout available: **true** when browser reports `mapping==='standard'` **or** the SDL controller DB has normalized a non-standard layout (D-1 redline). `false` = not standard AND DB miss/unavailable — explicitly detectable (AC-10/E-2). When false, all readpoints return empty signals. |
|
|
113
|
+
| `snap.gamepad(i).button(b)` | `boolean`(`b: 0\|1\|...\|16`) | 按钮 `b` 当前帧按下(held)。越界字面量触发 TS 编译错误 |
|
|
114
|
+
| `snap.gamepad(i).buttonValue(b)` | `number` | 按钮 `b` 模拟值(0..1);扳机半程典型 0.5。OOS-4:不施加 gamepad 死区(轴 deadzone 排除) |
|
|
115
|
+
| `snap.gamepad(i).justPressed(b)` | `boolean`(`b: 0\|1\|...\|16`) | 按钮 `b` 边沿——上帧未按、本帧按下(一帧寿命) |
|
|
116
|
+
| `snap.gamepad(i).justReleased(b)` | `boolean`(`b: 0\|1\|...\|16`) | 按钮 `b` 边沿——上帧按、本帧释放(一帧寿命) |
|
|
117
|
+
| `snap.gamepad(i).axis(a)` | `number`(`a: 0\|1\|2\|3`) | 轴 `a` 原始值(-1..1)。越界字面量触发 TS 编译错误。OOS-4:不施加死区——轴 raw 值直读 |
|
|
118
|
+
|
|
119
|
+
### pointer(per-pointerId reader)
|
|
120
|
+
|
|
121
|
+
| 调用 | 返回 | 语义 |
|
|
122
|
+
|:--|:--|:--|
|
|
123
|
+
| `snap.pointer(id).active` | `boolean` | `pointerId` 当前活跃(触点在 pointerMap 内)。不存在 → `false` + 全字段空信号 |
|
|
124
|
+
| `snap.pointer(id).x` / `.y` | `number` | 当前帧末最后 pointermove 的 canvas-pixel 坐标(DPR 换算:`(clientX-rect.left)*(canvas.width/rect.width)`)。getBoundingClientRect 缺失 → `clientX/Y` 直存(fallback) |
|
|
125
|
+
| `snap.pointer(id).pressure` | `number` | W3C `PointerEvent.pressure`(0..1)。无压感网 → 缺省 0.5 或 0 |
|
|
126
|
+
| `snap.pointer(id).pointerType` | `string` | `'mouse'` / `'pen'` / `'touch'`——W3C `PointerEvent.pointerType` |
|
|
127
|
+
| `snap.pointer(id).delta` | `{ x: number; y: number }` | 跨帧位移(本帧冻结位置 − 上帧冻结位置)。一帧内 N 次 pointermove → delta 为末端 − 上帧末端(AC-09:非 0,避 Bevy #12442 反例) |
|
|
128
|
+
| `snap.pointerEvents` | `readonly PointerPhaseEvent[]` | 本帧相位事件队列(down / move / up / cancel),一帧寿命——sample() 末尾 drain |
|
|
129
|
+
|
|
130
|
+
### virtualAxis(独立命名空间)
|
|
131
|
+
|
|
132
|
+
| 调用 | 返回 | 语义 |
|
|
133
|
+
|:--|:--|:--|
|
|
134
|
+
| `snap.virtualAxis(name)` | `{ x: number; y: number }` | 名为 `name` 的虚拟摇杆向量:`|vec|<deadzone` → `(0,0)`;`|vec|>radius` → clamp 到模长 1.0;中段 → `clamp(cur−origin, radius)/radius`。不存在 → `(0,0)`(空信号)。fixed 模式 origin=anchor;floating 模式 origin=落点 |
|
|
135
|
+
|
|
136
|
+
### capabilities(一次性探针)
|
|
137
|
+
|
|
138
|
+
| 调用 | 返回 | 语义 |
|
|
139
|
+
|:--|:--|:--|
|
|
140
|
+
| `snap.capabilities` | `{ gamepad: boolean; pointer: boolean }` | 后端 attach 时冻结的环境探针(`typeof navigator.getGamepads === 'function'` / `typeof PointerEvent !== 'undefined'`)。不须每帧重查 |
|
|
141
|
+
|
|
142
|
+
### action(声明式设备无关语义层)
|
|
143
|
+
|
|
144
|
+
4-member `ActionBinding` discriminant union: `'key'` | `'mouseButton'` | `'gamepadButton'` | `'gamepadAxis'`. Declared via `INPUT_MAP_KEY` Resource (`ActionConfig[]`). Per-action deadzone default: **0.2** (Godot prior-art). Aggregation: OR for pressed, MAX for strength/raw. Duplicate action names: last-wins (D-8).
|
|
145
|
+
|
|
146
|
+
| 调用 | 返回 | 语义 |
|
|
147
|
+
|:--|:--|:--|
|
|
148
|
+
| `snap.action(name).isPressed()` | `boolean` | 任意绑定源当前激活(OR 聚合)。未注册 action → `false` |
|
|
149
|
+
| `snap.action(name).justPressed()` | `boolean` | 上帧未按、本帧按下(一帧寿命)。首帧无 prev → justPressed=pressed |
|
|
150
|
+
| `snap.action(name).justReleased()` | `boolean` | 上帧按下、本帧释放(一帧寿命) |
|
|
151
|
+
| `snap.action(name).strength` | `number` | 死区重映射模拟强度 [0, 1]。`\|raw\|<deadzone` → 0;`\|raw\|≥deadzone` → `inverse_lerp(deadzone, 1, \|raw\|)`。数字绑定 → 1.0 |
|
|
152
|
+
| `snap.getAxis(neg, pos)` | `number` | `strength(pos) − strength(neg)`,值域 [-1, 1]。一端/两端未注册 → 该端贡献 0;同 action 双端 → 恒 0 (E-12) |
|
|
153
|
+
| `snap.getVector(nX, pX, nY, pY, opts?)` | `{x: number, y: number}` | 四行动方向合成 2D 向量,单次径向死区(三分支公式,Godot input.cpp F2):`length≤deadzone` → (0,0);`length>1` → 单位圆 clamp;中段 → `vec·inverse_lerp(deadzone, 1, length)/length`。默认 deadzone = 4 个 action 的 per-action deadzone 均值;`opts.deadzone` 覆盖。读 action 的 `raw`(非 `strength`)避免逐轴死区叠加成方形死区。 |
|
|
154
|
+
|
|
155
|
+
WASD 斜向:键盘 a/d/w/s 绑为 `getVector('moveLeft','moveRight','moveUp','moveDown')` → 斜向模长 1(非 √2;AC-06)。
|
|
156
|
+
|
|
157
|
+
### gesture(触摸手势 recognizer,五类)
|
|
158
|
+
|
|
159
|
+
Five gesture recognizers running in the backend closure (C-3 single legal cross-frame state). All timers advance off injected `now()` (D-3), decoupled from pointer-event frequency. Two output channels (D-4): continuous values via `snap.gesture`, one-frame lifecycle events via `snap.gestureEvents`. No active gesture → identity empty signal (pinchScale=1.0, rotationAngle=0; AC-12).
|
|
160
|
+
|
|
161
|
+
| 调用 | 返回 | 语义 |
|
|
162
|
+
|:--|:--|:--|
|
|
163
|
+
| `snap.gesture.pinchScale` | `number` | 双指捏合缩放比值(累计);无手势 → 1.0。begin 时复位为 1.0,2→1 指抬 end 后冻结,回 2 指 new begin 再复 1.0 (D-11) |
|
|
164
|
+
| `snap.gesture.rotationAngle` | `number` | 双指旋转累计角度(弧度);无手势 → 0。与 pinch 共用同一双指 tracker,同帧 begin/end 成对 |
|
|
165
|
+
| `snap.gestureEvents` | `readonly GestureEvent[]` | 本帧手势生命周期事件队列(一帧寿命,对齐 pointerEvents)。`GestureEvent` 是封闭判别联合:`pinch-begin/end/cancel`、`rotate-begin/end/cancel`、`swipe`(含 direction)、`long-press`、`double-tap`。每个 event 带 `pointerType`(`'mouse' \| 'pen' \| 'touch'`,AC-19 消费路径) |
|
|
166
|
+
|
|
167
|
+
### 手势阈值默认表
|
|
168
|
+
|
|
169
|
+
| 常量 | 值 | 来源 |
|
|
170
|
+
|:--|:--|:--|
|
|
171
|
+
| 默认 per-action deadzone | `0.2` | Godot prior-art (F2) |
|
|
172
|
+
| `LONG_PRESS_DURATION_MS` | `500` | LayaAir prior-art |
|
|
173
|
+
| `LONG_PRESS_SLOP` | `10`(canvas px) | LayaAir prior-art |
|
|
174
|
+
| `DOUBLE_TAP_INTERVAL_MS` | `350` | LayaAir prior-art |
|
|
175
|
+
| `DOUBLE_TAP_DISTANCE` | `10`(canvas px) | LayaAir prior-art |
|
|
176
|
+
| `SWIPE_VELOCITY_THRESHOLD` | `0.5`(px/ms) | up 前 100ms 位移窗口推速度 |
|
|
177
|
+
| `SWIPE_WINDOW_MS` | `100` | 速度计算滑动窗口 (D-10) |
|
|
178
|
+
|
|
179
|
+
`engine.run()` 启动前调用返回空快照(不抛异常;charter P3 例外:构造阶段无事件源,空快照即"显式无信号")。
|
|
180
|
+
|
|
181
|
+
## 形态铁律
|
|
182
|
+
|
|
183
|
+
- **Resource 形态唯一入口** — 用户胶水通过 `world.getResource<InputSnapshot>('InputSnapshot')` 消费;不暴露 `world.input` 平行 API(charter P4 一致抽象)
|
|
184
|
+
- **PointerLock 内部消化** — `requestPointerLock` 用户激活、`pointerlockchange` 状态机、`movementX/Y` 单位陷阱、`firstMouse` flag 全部封装在 `browser-backend.ts`;`InputSnapshot` 表面仅暴露 `snap.mouse.pointerLocked`(合并锁态 boolean)与 `snap.mouse.movementDelta`(累加 delta),不暴露 W3C DOM 细节(plan-strategy OOS-1)
|
|
185
|
+
- **帧首扫描后冻结** — `InputFrameStartScan` system token(顶层 `defineSystem`)先于其他用户系统跑(用 `before` 约束),从 `INPUT_BACKEND_KEY` resource 取 backend、扫描累积器后调用 `world.insertResource` 写入冻结快照;当帧内任何系统调 `snap.*` 看到的都是同一份值(architecture-principles #2 Derive)。backend 经 `world.insertResource(INPUT_BACKEND_KEY, backend)` 注入,descriptor 的 `resources:[INPUT_BACKEND_KEY]` 走结构化 ParamValidation(依赖未注入 -> invalid,非裸 throw)
|
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186
|
+
- **OOS-1 范围外** — PointerLock 进入/退出事件、`unadjustedMovement` 选项、hot-reload 不在本 MVP 内;后续作为独立 feat 拆出
|
|
187
|
+
|
|
188
|
+
## 错误模型(charter P3 显式失败)
|
|
189
|
+
|
|
190
|
+
| 行为 | 形态 |
|
|
191
|
+
|:--|:--|
|
|
192
|
+
| `engine.run()` 启动前调用 `snap.*` | 返回空快照(`down/up=false` / `movementDelta={x:0,y:0}` / `button=false`);不抛 |
|
|
193
|
+
| `keyboard.down(unknownKey)` | 返回 `false`(不抛;未按下即 down=false) |
|
|
194
|
+
| `mouse.button(3)` | TS 编译错误(字面量类型 `0 \| 1 \| 2` 收紧);运行时表面不暴露 |
|
|
195
|
+
| `snap.gamepad(i)` 越界 / `i` 断连 | `connected=false` + 全读点 `false`/`0`(空信号不抛) |
|
|
196
|
+
| `snap.gamepad(i)` 非标准布局 | `connected=true` + `standardMapping=false` + 全读点空信号(区分断连——显式可检测) |
|
|
197
|
+
| `snap.gamepad(i).standardMapping` 语义 | **true** when browser reports `mapping==='standard'` **or** SDL controller DB has normalized a non-standard layout (D-1 redline). `false` = not standard AND DB miss/unavailable — the downgrade is explicitly detectable (AC-10/E-2) |
|
|
198
|
+
| `snap.action(name)` 未注册 | 返回空信号:`isPressed()=false` / `strength=0` / `justPressed()=false` / `justReleased()=false`(不抛;AC-01/09) |
|
|
199
|
+
| `snap.gesture` 无活跃手势 | `pinchScale=1.0` / `rotationAngle=0`(恒等空信号,不抛;AC-12) |
|
|
200
|
+
| `snap.gestureEvents` 无生命周期事件 | 空数组 `[]`(不抛) |
|
|
201
|
+
| `snap.gamepad(i).button(17)` / `.axis(4)` | TS 编译错误(字面量 union `0\|1\|...\|16` / `0\|1\|2\|3` 收紧) |
|
|
202
|
+
| `typeof navigator.getGamepads !== 'function'` | `snap.capabilities.gamepad=false` + `snap.gamepad(0..N)` 全空信号(不抛) |
|
|
203
|
+
| `snap.pointer(id)` 不存在 | `active=false` + 全字段空信号(不抛) |
|
|
204
|
+
| `snap.virtualAxis(name)` 不存在 | 零向量 `{ x: 0, y: 0 }`(不抛) |
|
|
205
|
+
| pointer 移出 canvas | 越界坐标原样保留不 clamp——`x`/`y` 可为负或超出 canvas 尺寸(文档化行为,charter P3) |
|
|
206
|
+
|
|
207
|
+
## 边界行为
|
|
208
|
+
|
|
209
|
+
| 场景 | 行为 |
|
|
210
|
+
|:--|:--|
|
|
211
|
+
| 越界坐标 | pointer `x`/`y` 原样保留不 clamp(可为负或超出 canvas 尺寸);charter P3:显式文档化不隐式行为 |
|
|
212
|
+
| `touch-action` | `attach` 时浏览器 backend 内部设置 `canvas.style.touchAction='none'`(existential 探测——fake canvas 无 `.style` 时静默跳过);detach 恢复原值。AI 用户不需手动设 CSS |
|
|
213
|
+
| 失焦(blur / visibilitychange `hidden`) | pointerMap 全清 + 每活跃触点 push cancel 相位事件进入队列;W3C/provider pointer lock 立即释放;gamepad justPressed/justReleased 集合复位,并以一次 focus-reset sample 边界抑制旧 snapshot 的 mouse/action release——下帧不喷幽灵边沿。恢复焦点后下次 `sample()` 自然恢复 |
|
|
214
|
+
| assemble form — action surface | Assemble-form hosts must manually `world.insertResource(INPUT_MAP_KEY, map)` to enable action readpoints (D-7). Canvas-form `createApp` does this automatically. |
|
|
215
|
+
| controller-db 子导出懒加载 | `@forgeax/engine-input/controller-db` is dynamically imported only on first connected non-standard gamepad (D-2). Until then (or on DB miss), non-standard slots maintain the Feat1 empty-signal behavior (`standardMapping=false`). Standard gamepads never trigger the load (C-5). |
|
|
216
|
+
| 手势 cancel on blur | `onBlur` resets all active gesture recognizers: emits cancel events for each active gesture type, resets continuous values to identity, and clears timers (AC-18). Prevent ghost gestures on refocus. |
|
|
217
|
+
| pointer-lock gate = game gate AND host predicate | `onCanvasClick` evaluates `gameGate && (predicate?.() ?? true)`. `gameGate` defaults to `true` and is set via `InputBackend.setPointerLockAllowed()`. `predicate` is `BrowserInputBackendOptions.pointerLockAllowed` (frozen at attach). Both must be true for a click to request lock. |
|
|
218
|
+
| `setPointerLockAllowed(false)` immediate release | When `gameGate` transitions from `true` to `false` and a lock is active, the backend immediately releases: W3C path calls `exitPointerLock()`, provider path calls `exitLock()` + clears `providerLocked`. This solves the "mode switches to top-down while locked" boundary. |
|
|
219
|
+
| lockProvider error → onLockError | W3C `requestPointerLock` promise rejection and provider `requestLock` throw/reject both route through `onLockError({ path, cause })`. Provider failure also rolls back `providerLocked = false`. The callback is wired by `attachInputAuto` into `AppError({ code: 'app-pointer-lock-failed' })` on the app's `onError` fan-out. |
|
|
220
|
+
|
|
221
|
+
## Pointer-lock contract: PointerLockProvider / lockProvider / setPointerLockAllowed / pointerLocked
|
|
222
|
+
|
|
223
|
+
Four anchors cover the full pointer-lock surface across the input-backend boundary.
|
|
224
|
+
|
|
225
|
+
### PointerLockProvider (type SSOT)
|
|
226
|
+
|
|
227
|
+
```ts
|
|
228
|
+
// @forgeax/engine-input — exported from barrel
|
|
229
|
+
interface PointerLockProvider {
|
|
230
|
+
requestLock(): void | Promise<void>; // request pointer capture (W3C replacement)
|
|
231
|
+
exitLock(): void; // release pointer capture
|
|
232
|
+
}
|
|
233
|
+
```
|
|
234
|
+
|
|
235
|
+
A single object (not two flat callbacks) — structural typing requires both halves, preventing "requestLock-only" half-injected states. The engine never learns *why* locking is (dis)allowed; it delegates to the abstract callback.
|
|
236
|
+
|
|
237
|
+
### BrowserInputBackendOptions.lockProvider (injection point)
|
|
238
|
+
|
|
239
|
+
```ts
|
|
240
|
+
// BrowserInputBackendOptions — optional field, parallel to pointerLockAllowed
|
|
241
|
+
interface BrowserInputBackendOptions {
|
|
242
|
+
pointerLockAllowed?: () => boolean;
|
|
243
|
+
lockProvider?: PointerLockProvider; // absent => fall back to W3C requestPointerLock()
|
|
244
|
+
// ... other options
|
|
245
|
+
}
|
|
246
|
+
```
|
|
247
|
+
|
|
248
|
+
When `lockProvider` is present, `onCanvasClick` calls `requestLock()` instead of `requestPointerLock()`. The provider's `exitLock()` replaces `exitPointerLock()` in release paths (ESC provider branch, blur, detach, `setPointerLockAllowed(false)` immediate release).
|
|
249
|
+
|
|
250
|
+
### InputBackend.setPointerLockAllowed (command gate)
|
|
251
|
+
|
|
252
|
+
```ts
|
|
253
|
+
// InputBackend protocol — optional method
|
|
254
|
+
interface InputBackend {
|
|
255
|
+
sample(): InputBackendSample;
|
|
256
|
+
setPointerLockAllowed?(allowed: boolean): void; // game-side gate
|
|
257
|
+
detach(): void;
|
|
258
|
+
}
|
|
259
|
+
```
|
|
260
|
+
|
|
261
|
+
- `setPointerLockAllowed(true)` — allow pointer-lock on next trusted click
|
|
262
|
+
- `setPointerLockAllowed(false)` — block pointer-lock AND immediately release any active lock (W3C path: `exitPointerLock`; provider path: `exitLock()` + clears `providerLocked`)
|
|
263
|
+
- Default state: `true` (allow lock)
|
|
264
|
+
- Optional — backends without pointer-lock support omit this method
|
|
265
|
+
|
|
266
|
+
This works together with the pre-existing host predicate `pointerLockAllowed?: () => boolean` (evaluated fresh on each click, e.g. "is input focus in the game quadrant?"). Two gates AND-combine: both must be true for lock; neither duplicates the other's information.
|
|
267
|
+
|
|
268
|
+
### InputBackendSample.pointerLocked (readpoint)
|
|
269
|
+
|
|
270
|
+
```ts
|
|
271
|
+
// InputBackendSample — required field (not optional)
|
|
272
|
+
interface InputBackendSample {
|
|
273
|
+
// ... movementX/Y, buttons, downKeys, upKeys, etc.
|
|
274
|
+
readonly pointerLocked: boolean; // W3C pointerlockchange OR provider requestLock engage
|
|
275
|
+
}
|
|
276
|
+
```
|
|
277
|
+
|
|
278
|
+
Frozen into `snap.mouse.pointerLocked` at frame-start. Consumers read `if (snap.mouse.pointerLocked)` to gate look/camera rotation — both facts (`movementDelta` + `pointerLocked`) sit at the same attribute path for single-point indexing (charter F1).
|
|
279
|
+
|
|
280
|
+
## 相关包
|
|
281
|
+
|
|
282
|
+
- [`@forgeax/engine-ecs`](../ecs) — 提供 `World` + Resource 存储 + Schedule(消费方契约依赖:`world.insertResource('InputSnapshot', frozenSnapshot)`)
|
|
283
|
+
- [`@forgeax/engine-runtime`](../runtime) — 在 `Engine.create({ canvas })` 流水线里调用 `attachBrowserInputBackend(canvas)`、`world.insertResource(INPUT_BACKEND_KEY, backend)` 与 `world.addSystem(Update, InputFrameStartScan)`,对 AI 用户屏蔽组装细节
|
|
284
|
+
|
|
285
|
+
## Simulation input boundary
|
|
286
|
+
|
|
287
|
+
Use `InputSnapshot` as the frame-start boundary for simulation input. A
|
|
288
|
+
simulation trace stores the normalized value consumed by a fixed tick; it does
|
|
289
|
+
not store DOM events, browser objects, or a render frame.
|
|
290
|
+
|
|
291
|
+
```ts
|
|
292
|
+
const snapshot = inputBackend.snapshot();
|
|
293
|
+
const sample = { tick: fixedTick + 1, input: snapshot.action('moveForward').isPressed() };
|
|
294
|
+
```
|
|
295
|
+
|
|
296
|
+
The input package freezes the snapshot. ECS owns `record`, `restore`, `trace`,
|
|
297
|
+
participant registration, comparison tolerance, and closed simulation errors.
|
|
298
|
+
Use the same snapshot source for source and fresh target Worlds. Do not add a
|
|
299
|
+
second input recorder, a replay action, or a browser event queue to Remote.
|
|
300
|
+
|
|
301
|
+
The simulation connector accepts package-produced snapshots from the public
|
|
302
|
+
`snapshotFromSample` / `createInputSnapshot` path. If an `InputSnapshot`
|
|
303
|
+
Resource is replaced by a structurally similar value without package-owned
|
|
304
|
+
provenance, the World update does not throw or publish a partial sample;
|
|
305
|
+
`finish()` returns the existing `simulation-trace-invalid` error with
|
|
306
|
+
`detail.path === 'InputSnapshot.provenance'`. Consumers do not author or copy
|
|
307
|
+
private provenance fields. Dispose the failed controller, provide a corrected
|
|
308
|
+
snapshot source, and install the connector on a fresh target World.
|
|
309
|
+
|
|
310
|
+
If a trace fails, inspect `code`, `expected`, `hint`, and `detail`, repair the
|
|
311
|
+
named input boundary, then create a fresh target. RHI tape replay and game
|
|
312
|
+
replay have different owners and are not input snapshot formats.
|