@woosh/meep-engine 3.1.0 → 3.2.0

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 (1822) hide show
  1. package/LICENSE +188 -188
  2. package/README.md +152 -152
  3. package/editor/Editor.js +598 -598
  4. package/editor/EditorCameraNavigation.js +205 -205
  5. package/editor/EditorKeyMap.js +182 -182
  6. package/editor/SelectionVisualizer.js +127 -127
  7. package/editor/actions/concrete/ActionInvalidateSampler.js +27 -27
  8. package/editor/actions/concrete/PatchTerrainHeightAction.js +85 -85
  9. package/editor/camera/camera_framing.js +104 -104
  10. package/editor/clipboard.js +184 -184
  11. package/editor/ecs/component/editors/ObservedIntegerEditor.js +22 -22
  12. package/editor/ecs/component/editors/ObservedStringEditor.js +34 -34
  13. package/editor/ecs/component/editors/common/two_way_sync.js +50 -50
  14. package/editor/ecs/component/editors/ecs/GridObstacleEditor.js +19 -19
  15. package/editor/ecs/component/editors/ecs/ParameterLookupTableEditor.js +35 -35
  16. package/editor/ecs/component/editors/ecs/ParameterTrackEditor.js +17 -17
  17. package/editor/ecs/component/editors/ecs/SGMeshEditor.js +24 -24
  18. package/editor/ecs/component/editors/ecs/ShadedGeometryEditor.js +33 -33
  19. package/editor/ecs/component/editors/ecs/Trail3DEditor.js +45 -45
  20. package/editor/ecs/component/editors/ecs/buildGridObstaclePreview.js +19 -19
  21. package/editor/ecs/component/editors/ecs/terrain/TerrainEditor.js +72 -72
  22. package/editor/ecs/component/editors/shade/MeshletGeometryEditor.js +30 -30
  23. package/editor/ecs/component/editors/shade/ShadeImageEditor.js +70 -70
  24. package/editor/ecs/component/editors/shade/ShadeMaterialEditor.js +34 -34
  25. package/editor/ecs/component/editors/shade/ShadeTextureEditor.js +46 -46
  26. package/editor/ecs/component/editors/shade/StandardShadeMaterialEditor.js +24 -24
  27. package/editor/ecs/component/prototypeObjectEditor.js +265 -265
  28. package/editor/ecs/component/registerBasicTypeEditors.js +100 -100
  29. package/editor/ecs/component/registerEngineComponentEditors.js +95 -95
  30. package/editor/entity_world_bounds.js +27 -27
  31. package/editor/particles/lut_ops.js +148 -148
  32. package/editor/particles/particleEditEvents.js +12 -12
  33. package/editor/particles/rebuildParticleEmitter.js +31 -31
  34. package/editor/persistence/EditorLayoutStore.js +71 -71
  35. package/editor/persistence/SceneMetadata.js +52 -52
  36. package/editor/persistence/SceneSlotManager.js +144 -144
  37. package/editor/persistence/buildNewSceneDataset.js +67 -67
  38. package/editor/persistence/files.js +68 -68
  39. package/editor/persistence/scene_import.js +143 -143
  40. package/editor/persistence/scene_serialization.js +79 -79
  41. package/editor/persistence/string_buffer_codec.js +41 -41
  42. package/editor/process/GridDisplayProcess.js +125 -125
  43. package/editor/process/SymbolicDisplayProcess.js +106 -108
  44. package/editor/process/symbolic/CameraSymbolicDisplay.js +146 -146
  45. package/editor/process/symbolic/LightSymbolicDisplay.js +172 -172
  46. package/editor/process/symbolic/PathSymbolicDisplay.js +118 -118
  47. package/editor/process/symbolic/PositionedMarkerSymbolicDisplay.js +79 -79
  48. package/editor/process/symbolic/SoundEmitterSymbolicDisplay.js +57 -57
  49. package/editor/process/symbolic/SymbolicDisplay.js +62 -62
  50. package/editor/process/symbolic/gizmo_draw_wire_box_oriented.js +85 -85
  51. package/editor/process/symbolic/gizmo_draw_wire_circle.js +53 -53
  52. package/editor/prototypeEditorShell.js +156 -156
  53. package/editor/selection/editor_pick.js +130 -130
  54. package/editor/selection/screen_rect_frustum.js +119 -119
  55. package/editor/style/controls.scss +168 -168
  56. package/editor/style/inspector.scss +223 -223
  57. package/editor/templates/entity_templates.js +167 -167
  58. package/editor/tools/GridPaintTool.js +273 -273
  59. package/editor/tools/SelectionTool.js +307 -307
  60. package/editor/tools/TransformToolV2.js +378 -378
  61. package/editor/tools/engine/ToolEngine.js +188 -188
  62. package/editor/tools/paint/TerrainTexturePaintTool.js +250 -250
  63. package/editor/tools/v2/BlenderCameraOrientationGizmo.js +501 -501
  64. package/editor/tools/v2/TransformControls.js +971 -971
  65. package/editor/tools/v2/handle/gizmo_drag_plane.js +141 -141
  66. package/editor/tools/v2/handle/gizmo_draw.js +399 -399
  67. package/editor/tools/v2/handle/gizmo_handles.js +364 -364
  68. package/editor/tools/v2/handle/gizmo_ray_shapes.js +239 -239
  69. package/editor/view/ecs/HierarchicalEntityListView.js +339 -339
  70. package/editor/view/ecs/components/DatGuiController.js +2 -2
  71. package/editor/view/ecs/components/common/AutoCanvasView.js +100 -100
  72. package/editor/view/ecs/components/common/TextController.js +59 -59
  73. package/editor/view/library/MeshLibraryView.js +175 -175
  74. package/editor/view/library/mesh_library_drag.js +63 -63
  75. package/editor/view/library/model_thumbnail_source.js +86 -86
  76. package/editor/view/makeEntityDecorators.js +125 -125
  77. package/editor/view/node-graph/NodeGraphSelection.js +89 -89
  78. package/editor/view/node-graph/NodeView.js +211 -211
  79. package/editor/view/node-graph/actions/ConnectionDeleteAction.js +36 -36
  80. package/editor/view/node-graph/actions/NodesMoveAction.js +41 -41
  81. package/editor/view/node-graph/connection_wire_geometry.js +107 -107
  82. package/editor/view/particles/ColorLutGradientView.js +291 -291
  83. package/editor/view/particles/ScalarLutCurveView.js +279 -279
  84. package/editor/view/prepareMeshLibrary.js +188 -188
  85. package/editor/view/shell/SceneTreePanelView.js +119 -119
  86. package/editor/view/v2/SplitView.js +2 -2
  87. package/package.json +94 -94
  88. package/samples/generation/generators/interactive/mir_generator_place_buff_objects.js +362 -362
  89. package/src/DUPLICATION_AUDIT_2026_08_07/00_core_reuse_surface.md +738 -738
  90. package/src/DUPLICATION_AUDIT_2026_08_07/A_core_math_geom.md +79 -79
  91. package/src/DUPLICATION_AUDIT_2026_08_07/B_core_data.md +93 -93
  92. package/src/DUPLICATION_AUDIT_2026_08_07/C_gfx_render.md +80 -80
  93. package/src/DUPLICATION_AUDIT_2026_08_07/D_gfx_features.md +164 -164
  94. package/src/DUPLICATION_AUDIT_2026_08_07/E_physics.md +69 -69
  95. package/src/DUPLICATION_AUDIT_2026_08_07/F_sound.md +102 -102
  96. package/src/DUPLICATION_AUDIT_2026_08_07/G_net_save.md +129 -129
  97. package/src/DUPLICATION_AUDIT_2026_08_07/H_engine_misc.md +72 -72
  98. package/src/DUPLICATION_AUDIT_2026_08_07/I_generation_view.md +74 -74
  99. package/src/DUPLICATION_AUDIT_2026_08_07/K_crosscutting.md +169 -169
  100. package/src/DUPLICATION_AUDIT_2026_08_07.md +254 -254
  101. package/src/DUPLICATION_AUDIT_REMEDIATION.md +250 -250
  102. package/src/REVIEW_2026_08_06/adv-core.md +511 -511
  103. package/src/REVIEW_2026_08_06/adv-gfx.md +480 -480
  104. package/src/REVIEW_2026_08_06/adv-view.md +446 -446
  105. package/src/REVIEW_2026_08_06/api-core.md +296 -296
  106. package/src/REVIEW_2026_08_06/api-engine.md +195 -195
  107. package/src/REVIEW_2026_08_06/bvh-phys-sound-net.md +507 -507
  108. package/src/REVIEW_2026_08_06/core-binary.md +348 -348
  109. package/src/REVIEW_2026_08_06/core-collection.md +376 -376
  110. package/src/REVIEW_2026_08_06/core-math.md +221 -221
  111. package/src/REVIEW_2026_08_06/core-process.md +266 -266
  112. package/src/REVIEW_2026_08_06/core-science.md +223 -223
  113. package/src/REVIEW_2026_08_06/engine-ai-nav.md +279 -279
  114. package/src/REVIEW_2026_08_06/engine-animation.md +167 -167
  115. package/src/REVIEW_2026_08_06/engine-asset.md +166 -166
  116. package/src/REVIEW_2026_08_06/engine-ecs.md +920 -920
  117. package/src/REVIEW_2026_08_06/engine-input.md +197 -197
  118. package/src/REVIEW_2026_08_06/engine-misc.md +248 -248
  119. package/src/REVIEW_2026_08_06/engine-terrain.md +52 -52
  120. package/src/REVIEW_2026_08_06/generation.md +176 -176
  121. package/src/REVIEW_2026_08_06/geom-2d.md +434 -434
  122. package/src/REVIEW_2026_08_06/geom-3d.md +117 -117
  123. package/src/REVIEW_2026_08_06/gfx-gi.md +143 -143
  124. package/src/REVIEW_2026_08_06/gfx-render.md +740 -740
  125. package/src/REVIEW_2026_08_06/gfx-texture.md +690 -690
  126. package/src/REVIEW_2026_08_06/prior-criticals.md +49 -49
  127. package/src/REVIEW_2026_08_06/prior-highs.md +138 -138
  128. package/src/REVIEW_2026_08_06/test-gaps.md +364 -364
  129. package/src/REVIEW_2026_08_06/view.md +667 -667
  130. package/src/REVIEW_2026_08_06.md +610 -610
  131. package/src/avif/codec/dec/avif_dec.cpp +233 -233
  132. package/src/avif/codec/dec/avif_dec.js +16 -16
  133. package/src/core/binary/BitImage2.js +246 -246
  134. package/src/core/binary/align_32.js +21 -21
  135. package/src/core/binary/data_view/DataType2DataViewReaders.js +23 -23
  136. package/src/core/binary/data_view/DataType2DataViewWriters.js +25 -25
  137. package/src/core/binary/hash/XXH128Hash.js +55 -55
  138. package/src/core/binary/hash/XXH3_SECRET.js +25 -25
  139. package/src/core/binary/hash/xxh3_128.js +341 -341
  140. package/src/core/binary/hash/xxh3_64.js +241 -241
  141. package/src/core/binary/hash/xxh3_common.js +476 -476
  142. package/src/core/binary/lz4/LZ4_MAX_INPUT_SIZE.js +9 -9
  143. package/src/core/binary/lz4/lz4_compress_block.js +385 -385
  144. package/src/core/binary/lz4/lz4_compress_bound.js +25 -25
  145. package/src/core/binary/lz4/lz4_decompress_block.js +139 -139
  146. package/src/core/binary/lz4/lz4_decompress_bound.js +30 -30
  147. package/src/core/binary/meshopt/MESHOPT_GROUP_SIZE.js +18 -18
  148. package/src/core/binary/meshopt/MeshoptCompressionFilter.js +30 -30
  149. package/src/core/binary/meshopt/MeshoptCompressionMode.js +21 -21
  150. package/src/core/binary/meshopt/__meshopt_test_streams.js +237 -237
  151. package/src/core/binary/meshopt/meshopt_decode.js +73 -73
  152. package/src/core/binary/meshopt/meshopt_decode_byte_group.js +67 -67
  153. package/src/core/binary/meshopt/meshopt_decode_data_block.js +59 -59
  154. package/src/core/binary/meshopt/meshopt_decode_filter_color.js +69 -69
  155. package/src/core/binary/meshopt/meshopt_decode_filter_exponential.js +43 -43
  156. package/src/core/binary/meshopt/meshopt_decode_filter_octahedral.js +60 -60
  157. package/src/core/binary/meshopt/meshopt_decode_filter_quaternion.js +71 -71
  158. package/src/core/binary/meshopt/meshopt_decode_index_buffer.js +294 -294
  159. package/src/core/binary/meshopt/meshopt_decode_index_sequence.js +115 -115
  160. package/src/core/binary/meshopt/meshopt_decode_vertex_buffer.js +381 -381
  161. package/src/core/binary/meshopt/meshopt_read_uint_var.js +59 -59
  162. package/src/core/binary/reinterpret_float32_as_uint32.js +13 -13
  163. package/src/core/binary/reinterpret_uint32_as_float32.js +14 -14
  164. package/src/core/binary/type/DataType2TypedArrayConstructorMapping.js +35 -35
  165. package/src/core/bvh2/bvh3/ebvh_geometry_query_any_triangle_ray.js +149 -149
  166. package/src/core/bvh2/bvh3/ebvh_sort_for_traversal_depth_first.js +96 -96
  167. package/src/core/bvh2/bvh3/query/bvh_query_depth_range_in_frustum.js +101 -101
  168. package/src/core/bvh2/bvh3/query/bvh_query_leaves_generic.js +77 -77
  169. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray.js +90 -90
  170. package/src/core/bvh2/bvh3/query/bvh_query_leaves_ray_segment.js +94 -94
  171. package/src/core/bvh2/bvh3/query/bvh_query_user_data_generic.js +86 -86
  172. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_capsule.js +101 -101
  173. package/src/core/bvh2/bvh3/query/bvh_query_user_data_intersects_sphere.js +92 -92
  174. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray.js +96 -96
  175. package/src/core/bvh2/bvh3/query/bvh_query_user_data_ray_segment.js +100 -100
  176. package/src/core/bvh2/visual/BVHGeometry.js +131 -131
  177. package/src/core/bvh8/BVH8.js +436 -436
  178. package/src/core/bvh8/aabb3_round_to_float32.js +22 -22
  179. package/src/core/bvh8/build/BVH8Converter.js +588 -588
  180. package/src/core/bvh8/build/TriangleCluster.js +122 -122
  181. package/src/core/bvh8/build/aabb3_compute_merge_cost.js +28 -28
  182. package/src/core/bvh8/build/aabb3_from_triangle_by_index.js +17 -17
  183. package/src/core/bvh8/build/bvh8_build_for_geometry.js +303 -303
  184. package/src/core/bvh8/build/bvh8_from_proxy.js +256 -256
  185. package/src/core/bvh8/build/byte.js +9 -9
  186. package/src/core/bvh8/build/encode_bounds_e.js +11 -11
  187. package/src/core/bvh8/bvh8_convert_to_dot.js +132 -132
  188. package/src/core/bvh8/bvh8_count_primitives.js +98 -98
  189. package/src/core/bvh8/bvh8_geometry_validate.js +138 -138
  190. package/src/core/bvh8/bvh8_geometry_validate_indirect.js +166 -166
  191. package/src/core/bvh8/bvh8_get_node_bounds.js +34 -34
  192. package/src/core/bvh8/bvh8_get_node_child_bounds.js +52 -52
  193. package/src/core/bvh8/bvh8_node_child_surface_area.js +18 -18
  194. package/src/core/bvh8/bvh8_node_count_triangles.js +27 -27
  195. package/src/core/bvh8/bvh8_quality.js +72 -72
  196. package/src/core/bvh8/bvh8_validate_structure.js +87 -87
  197. package/src/core/clipboard/obtainClipBoard.js +29 -29
  198. package/src/core/clipboard/safeClipboardReadText.js +55 -55
  199. package/src/core/clipboard/safeClipboardWriteText.js +23 -23
  200. package/src/core/collection/array/typed/typed_array_value_denormalize.js +52 -52
  201. package/src/core/collection/array/typed/typed_array_value_normalize.js +51 -51
  202. package/src/core/collection/union-find/union_find.js +79 -79
  203. package/src/core/color/YCoCg/rgb_to_ycocg.js +20 -20
  204. package/src/core/color/YCoCg/ycocg_to_rgb.js +17 -17
  205. package/src/core/color/colormap/MAGMA_LUT.js +26 -26
  206. package/src/core/color/illuminant/D65_TRISTIMULUS_XYZ.js +19 -19
  207. package/src/core/color/lab/lab_apply_hunt_adjustment.js +27 -27
  208. package/src/core/color/lab/lab_distance_hyab.js +23 -23
  209. package/src/core/color/lab/xyz_to_lab.js +62 -62
  210. package/src/core/color/operations/color_darken.js +24 -24
  211. package/src/core/color/operations/color_desaturate.js +24 -24
  212. package/src/core/color/operations/color_lighten.js +24 -24
  213. package/src/core/color/operations/color_saturate.js +24 -24
  214. package/src/core/color/operations/color_scale_okhsv_channel.js +45 -45
  215. package/src/core/color/tonemap/tonemap_aces.js +41 -41
  216. package/src/core/color/ycxcz/xyz_to_ycxcz.js +28 -28
  217. package/src/core/color/ycxcz/ycxcz_to_xyz.js +19 -19
  218. package/src/core/dom/isImageBitmap.js +12 -12
  219. package/src/core/function/frameThrottle.js +23 -23
  220. package/src/core/geom/2d/aabb/aabb2_array_combine.js +7 -7
  221. package/src/core/geom/2d/aabb/aabb2_compute_area.js +7 -7
  222. package/src/core/geom/2d/aabb/aabb2_compute_center_from_multiple.js +7 -7
  223. package/src/core/geom/2d/aabb/aabb2_compute_overlap.js +7 -7
  224. package/src/core/geom/2d/aabb/aabb2_from_v2_array.js +7 -7
  225. package/src/core/geom/2d/aabb/aabb2_intersects_point.js +7 -7
  226. package/src/core/geom/2d/aabb/aabb2_overlap_exists.js +7 -7
  227. package/src/core/geom/2d/circle/circle_compute_circle_intersection.js +7 -7
  228. package/src/core/geom/2d/circle/circle_compute_circle_penetration.js +7 -7
  229. package/src/core/geom/2d/circle/circle_intersects_point.js +7 -7
  230. package/src/core/geom/2d/compute_polygon_area_2d.js +7 -7
  231. package/src/core/geom/2d/convex-hull/fixed_convex_hull_humus.js +7 -7
  232. package/src/core/geom/2d/convex-hull/fixed_convex_hull_relaxation.js +7 -7
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  234. package/src/core/geom/2d/intersect_ray_2d.js +7 -7
  235. package/src/core/geom/2d/line/line2_distance_to_point_sqr.js +7 -7
  236. package/src/core/geom/2d/line/line2_segment_intersection_fraction_2d.js +44 -44
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  238. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_array_2d.js +7 -7
  239. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_2d.js +7 -7
  240. package/src/core/geom/2d/line/line_segment_compute_line_segment_intersection_vectors_array_2d.js +7 -7
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  242. package/src/core/geom/2d/line/line_segment_line_segment_intersection_exists_2d.js +7 -7
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  246. package/src/core/geom/2d/oriented-box/min_area_rect_2d.js +69 -69
  247. package/src/core/geom/2d/polygon/TRIANGULATION_DESIGN.md +433 -433
  248. package/src/core/geom/2d/polygon/polygon2_clip_axis_halfplane.js +51 -51
  249. package/src/core/geom/2d/polygon/polygon2_clip_halfplane.js +50 -50
  250. package/src/core/geom/2d/polygon/polygon2_is_counter_clockwise.js +84 -84
  251. package/src/core/geom/2d/polygon/polygon2_signed_area.js +52 -52
  252. package/src/core/geom/2d/polygon/polygon2_triangulate.corpus.js +86 -86
  253. package/src/core/geom/2d/polygon/polygon2_triangulate.js +1280 -1280
  254. package/src/core/geom/2d/polygon/polygon2_triangulation_deviation.js +77 -77
  255. package/src/core/geom/2d/quad-tree/qt_collect_by_circle.js +39 -39
  256. package/src/core/geom/2d/quad-tree/qt_match_data_by_circle.js +101 -101
  257. package/src/core/geom/2d/quad-tree/qt_query_data_nearest_to_point.js +7 -7
  258. package/src/core/geom/2d/rectangle_to_aabb.js +7 -7
  259. package/src/core/geom/2d/spline_bezier2_2d.js +7 -7
  260. package/src/core/geom/2d/triangle/tri2_rasterize_conservative.js +99 -99
  261. package/src/core/geom/2d/triangle/tri2_signed_area.js +35 -35
  262. package/src/core/geom/2d/triangle2d_compute_area.js +7 -7
  263. package/src/core/geom/2d/triangle2d_contains_point.js +7 -7
  264. package/src/core/geom/2d/triangle2d_get_barycentric.js +7 -7
  265. package/src/core/geom/2d/v2_morton_encode.js +23 -23
  266. package/src/core/geom/3d/aabb/aabb3_array_intersects_frustum_degree.js +7 -7
  267. package/src/core/geom/3d/aabb/aabb3_box_surface_area_2.js +7 -7
  268. package/src/core/geom/3d/aabb/aabb3_build_frustum.js +5 -5
  269. package/src/core/geom/3d/aabb/aabb3_closest_point_on_surface.js +57 -57
  270. package/src/core/geom/3d/aabb/aabb3_combined_surface_area.js +7 -7
  271. package/src/core/geom/3d/aabb/aabb3_compute_half_surface_area.js +7 -7
  272. package/src/core/geom/3d/aabb/aabb3_compute_projected_area.js +7 -7
  273. package/src/core/geom/3d/aabb/aabb3_compute_surface_area.js +7 -7
  274. package/src/core/geom/3d/aabb/aabb3_detailed_volume_intersection.js +7 -7
  275. package/src/core/geom/3d/aabb/aabb3_estimate_projected_area2.js +7 -7
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  1787. package/src/view/minimap/minimap_focus_area.js +97 -97
  1788. package/editor/process/symbolic/SocketsSymbolicDisplay.js +0 -192
  1789. package/src/core/geom/3d/topology/struct/binary/io/moved_tests.txt +0 -37
  1790. package/src/engine/ecs/attachment/Attachment.d.ts +0 -40
  1791. package/src/engine/ecs/attachment/Attachment.d.ts.map +0 -1
  1792. package/src/engine/ecs/attachment/Attachment.js +0 -57
  1793. package/src/engine/ecs/attachment/AttachmentBinding.d.ts +0 -28
  1794. package/src/engine/ecs/attachment/AttachmentBinding.d.ts.map +0 -1
  1795. package/src/engine/ecs/attachment/AttachmentBinding.js +0 -41
  1796. package/src/engine/ecs/attachment/AttachmentSystem.d.ts +0 -61
  1797. package/src/engine/ecs/attachment/AttachmentSystem.d.ts.map +0 -1
  1798. package/src/engine/ecs/attachment/AttachmentSystem.js +0 -307
  1799. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts +0 -27
  1800. package/src/engine/ecs/attachment/BoneAttachmentBinding.d.ts.map +0 -1
  1801. package/src/engine/ecs/attachment/BoneAttachmentBinding.js +0 -69
  1802. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts +0 -4
  1803. package/src/engine/ecs/attachment/TransformAttachmentBinding.d.ts.map +0 -1
  1804. package/src/engine/ecs/attachment/TransformAttachmentBinding.js +0 -51
  1805. package/src/engine/ecs/sockets/AttachmentSocket.d.ts +0 -32
  1806. package/src/engine/ecs/sockets/AttachmentSocket.d.ts.map +0 -1
  1807. package/src/engine/ecs/sockets/AttachmentSocket.js +0 -60
  1808. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts +0 -6
  1809. package/src/engine/ecs/sockets/AttachmentSocketType.d.ts.map +0 -1
  1810. package/src/engine/ecs/sockets/AttachmentSocketType.js +0 -8
  1811. package/src/engine/ecs/sockets/AttachmentSockets.d.ts +0 -57
  1812. package/src/engine/ecs/sockets/AttachmentSockets.d.ts.map +0 -1
  1813. package/src/engine/ecs/sockets/AttachmentSockets.js +0 -130
  1814. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts +0 -29
  1815. package/src/engine/ecs/sockets/BoneAttachmentSocket.d.ts.map +0 -1
  1816. package/src/engine/ecs/sockets/BoneAttachmentSocket.js +0 -56
  1817. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts +0 -6
  1818. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.d.ts.map +0 -1
  1819. package/src/engine/ecs/sockets/serialization/AttachmentSocketsAssetLoader.js +0 -19
  1820. package/src/shade/renderer/animation/_dump_resolve.d.mts +0 -2
  1821. package/src/shade/renderer/animation/_dump_resolve.d.mts.map +0 -1
  1822. package/src/shade/renderer/animation/_dump_resolve.mjs +0 -5
@@ -1,2124 +1,2124 @@
1
- import Vector2 from "../../../../core/geom/Vector2.js";
2
- import { EngineHarness } from "../../../EngineHarness.js";
3
- import { apply_radial_dead_zone } from "../../analog/apply_radial_dead_zone.js";
4
- import { GamepadAxes } from "./GamepadAxes.js";
5
- import { GamepadButtons } from "./GamepadButtons.js";
6
- import { GAMEPAD_LAYOUT_ABSENT, GAMEPAD_STANDARD_LAYOUT } from "./GamepadLayout.js";
7
- import { gamepad_write_dpad_vector } from "./gamepad_write_dpad_vector.js";
8
- import { GAMEPAD_STANDARD_AXIS_COUNT, GAMEPAD_STANDARD_BUTTON_COUNT } from "./GamepadStandardMapping.js";
9
-
10
- /**
11
- * Gamepad tester.
12
- *
13
- * Two layers over the same hardware, drawn one above the other so they can be read against each other:
14
- *
15
- * - Layer 1 is {@link GamepadDevice}, reached through `engine.devices.gamepad`. It shows what a consumer of the
16
- * engine sees: the persistent {@link GamepadDevice#main} handle, switches and their press counts, raw axes,
17
- * per-stick calibration, and the composition the device documents (dead zone + D-pad vector + fusion).
18
- * - Layer 2 is `navigator.getGamepads()` read directly, with no engine in the path. It shows what the browser
19
- * reports, unfiltered.
20
- *
21
- * Between them sits a parity strip that diffs the two, because the device layer's contract is that `axes` and
22
- * button values are a byte-exact mirror of the hardware snapshot. Anything that layer changes shows up there.
23
- *
24
- * Both layers are read from one animation frame, and the device's own poll runs earlier in that same frame
25
- * (it registers its callback when the engine is constructed), so the two views describe the same instant.
26
- *
27
- * @author Alex Goldring
28
- * @copyright Company Named Limited (c) 2026
29
- */
30
-
31
- /**
32
- * Button index -> name of the standard mapping, derived so the two never drift apart
33
- * @readonly
34
- * @type {string[]}
35
- */
36
- const BUTTON_NAMES = [];
37
-
38
- for (const name in GamepadButtons) {
39
- BUTTON_NAMES[GamepadButtons[name]] = name;
40
- }
41
-
42
- /**
43
- * Axis index -> name of the standard mapping
44
- * @readonly
45
- * @type {string[]}
46
- */
47
- const AXIS_NAMES = [];
48
-
49
- for (const name in GamepadAxes) {
50
- AXIS_NAMES[GamepadAxes[name]] = name;
51
- }
52
-
53
- /**
54
- * Edge length of a stick scope, in CSS pixels
55
- * @type {number}
56
- */
57
- const SCOPE_SIZE = 176;
58
-
59
- /**
60
- * How many past raw samples a scope draws as a trail. At 60Hz this is about 1.5 seconds, enough to see a
61
- * snap-back overshoot or a slow drift walk.
62
- * @type {number}
63
- */
64
- const TRAIL_SAMPLE_COUNT = 90;
65
-
66
- const TIMELINE_WIDTH = 680;
67
- const TIMELINE_HEIGHT = 150;
68
-
69
- /**
70
- * About 8 seconds at 60Hz
71
- * @type {number}
72
- */
73
- const TIMELINE_SAMPLE_COUNT = 480;
74
-
75
- /**
76
- * Channels plotted by {@link AxisTimelineView}. Triggers are included because they are the analog inputs that
77
- * are not axes, and their travel is exactly what a tester is here to look at.
78
- * @readonly
79
- */
80
- const TIMELINE_CHANNELS = [
81
- { label: "left stick x", color: "#4ade80" },
82
- { label: "left stick y", color: "#22d3ee" },
83
- { label: "right stick x", color: "#f472b6" },
84
- { label: "right stick y", color: "#fbbf24" },
85
- { label: "left trigger", color: "#a78bfa" },
86
- { label: "right trigger", color: "#fb923c" }
87
- ];
88
-
89
- const MAX_LOG_ENTRIES = 200;
90
-
91
- /**
92
- * Standard button indices that form the D-pad, which a non-standard pad may drive from a hat axis instead
93
- * @readonly
94
- * @type {number[]}
95
- */
96
- const DPAD_BUTTONS = [
97
- GamepadButtons.dpad_up,
98
- GamepadButtons.dpad_right,
99
- GamepadButtons.dpad_down,
100
- GamepadButtons.dpad_left
101
- ];
102
-
103
- const STYLE = `
104
- .gpt-root {
105
- position: fixed;
106
- left: 0;
107
- top: 0;
108
- width: 100%;
109
- height: 100%;
110
- overflow: auto;
111
- box-sizing: border-box;
112
- padding: 16px;
113
- background: #0f1216;
114
- color: #d7dee8;
115
- font: 12px/1.45 "Consolas", "Menlo", monospace;
116
- z-index: 100;
117
- }
118
- .gpt-root h1 {
119
- margin: 0 0 2px 0;
120
- font-size: 17px;
121
- font-weight: 600;
122
- letter-spacing: 0.4px;
123
- }
124
- .gpt-root h2 {
125
- margin: 0;
126
- font-size: 13px;
127
- font-weight: 600;
128
- letter-spacing: 0.4px;
129
- }
130
- .gpt-muted {
131
- color: #7d8899;
132
- }
133
- .gpt-header {
134
- margin-bottom: 14px;
135
- }
136
- .gpt-layer {
137
- border: 1px solid #262d38;
138
- border-radius: 6px;
139
- background: #161a21;
140
- margin-bottom: 12px;
141
- }
142
- .gpt-layer-head {
143
- display: flex;
144
- align-items: baseline;
145
- gap: 10px;
146
- padding: 8px 12px;
147
- border-bottom: 1px solid #262d38;
148
- background: #1a1f28;
149
- border-radius: 6px 6px 0 0;
150
- }
151
- .gpt-layer-badge {
152
- padding: 1px 7px;
153
- border-radius: 10px;
154
- background: #2b3442;
155
- color: #9fb0c6;
156
- font-size: 11px;
157
- }
158
- .gpt-layer-body {
159
- padding: 12px;
160
- display: flex;
161
- flex-wrap: wrap;
162
- gap: 12px;
163
- }
164
- .gpt-panel {
165
- border: 1px solid #232a35;
166
- border-radius: 5px;
167
- padding: 9px 10px;
168
- background: #12161c;
169
- }
170
- .gpt-panel-title {
171
- color: #8fa0b6;
172
- font-size: 11px;
173
- text-transform: uppercase;
174
- letter-spacing: 0.7px;
175
- margin-bottom: 7px;
176
- }
177
- .gpt-kv {
178
- display: grid;
179
- grid-template-columns: auto 1fr;
180
- gap: 1px 10px;
181
- }
182
- .gpt-kv > .gpt-k {
183
- color: #7d8899;
184
- }
185
- .gpt-kv > .gpt-v {
186
- color: #d7dee8;
187
- word-break: break-all;
188
- }
189
- .gpt-buttons {
190
- display: grid;
191
- grid-template-columns: repeat(auto-fill, minmax(112px, 1fr));
192
- gap: 5px;
193
- width: 480px;
194
- }
195
- .gpt-button {
196
- border: 1px solid #232a35;
197
- border-radius: 4px;
198
- padding: 4px 6px;
199
- background: #12161c;
200
- }
201
- .gpt-button.gpt-down {
202
- border-color: #4ade80;
203
- background: #16241c;
204
- }
205
- .gpt-button-head {
206
- display: flex;
207
- align-items: center;
208
- gap: 5px;
209
- }
210
- .gpt-pip {
211
- width: 8px;
212
- height: 8px;
213
- border-radius: 50%;
214
- background: #2b3442;
215
- flex: none;
216
- }
217
- .gpt-down .gpt-pip {
218
- background: #4ade80;
219
- box-shadow: 0 0 6px #4ade80;
220
- }
221
- .gpt-button-name {
222
- flex: 1;
223
- overflow: hidden;
224
- text-overflow: ellipsis;
225
- white-space: nowrap;
226
- }
227
- .gpt-button-index, .gpt-button-count {
228
- color: #7d8899;
229
- font-size: 10px;
230
- }
231
- .gpt-bar {
232
- position: relative;
233
- height: 5px;
234
- margin-top: 4px;
235
- border-radius: 3px;
236
- background: #1e242e;
237
- overflow: hidden;
238
- }
239
- .gpt-bar-fill {
240
- position: absolute;
241
- top: 0;
242
- height: 100%;
243
- background: #4ade80;
244
- }
245
- .gpt-bar-fill.gpt-signed {
246
- background: #22d3ee;
247
- }
248
- .gpt-axis {
249
- display: grid;
250
- grid-template-columns: 92px 1fr 64px;
251
- align-items: center;
252
- gap: 8px;
253
- margin-bottom: 3px;
254
- }
255
- .gpt-axis .gpt-bar {
256
- margin-top: 0;
257
- height: 8px;
258
- }
259
- .gpt-axis-value {
260
- text-align: right;
261
- color: #b9c4d3;
262
- }
263
- .gpt-sticks {
264
- display: flex;
265
- gap: 12px;
266
- }
267
- .gpt-stick canvas {
268
- display: block;
269
- border: 1px solid #232a35;
270
- border-radius: 4px;
271
- background: #0d1014;
272
- }
273
- .gpt-legend {
274
- display: flex;
275
- flex-wrap: wrap;
276
- gap: 8px;
277
- margin-top: 5px;
278
- font-size: 11px;
279
- }
280
- .gpt-legend span:before {
281
- content: "";
282
- display: inline-block;
283
- width: 7px;
284
- height: 7px;
285
- border-radius: 50%;
286
- margin-right: 4px;
287
- background: currentColor;
288
- }
289
- .gpt-controls {
290
- display: flex;
291
- flex-direction: column;
292
- gap: 6px;
293
- }
294
- .gpt-control {
295
- display: grid;
296
- grid-template-columns: 96px 1fr 44px;
297
- align-items: center;
298
- gap: 8px;
299
- }
300
- .gpt-root input[type="range"] {
301
- width: 100%;
302
- }
303
- .gpt-root button {
304
- font: inherit;
305
- color: #d7dee8;
306
- background: #232a35;
307
- border: 1px solid #303a48;
308
- border-radius: 4px;
309
- padding: 3px 9px;
310
- cursor: pointer;
311
- }
312
- .gpt-root button:hover {
313
- background: #2c3543;
314
- }
315
- .gpt-log {
316
- height: 150px;
317
- overflow: auto;
318
- background: #0d1014;
319
- border: 1px solid #232a35;
320
- border-radius: 4px;
321
- padding: 6px 8px;
322
- width: 100%;
323
- box-sizing: border-box;
324
- }
325
- .gpt-log-entry {
326
- white-space: pre;
327
- }
328
- .gpt-sync {
329
- display: flex;
330
- align-items: center;
331
- gap: 10px;
332
- padding: 7px 12px;
333
- margin-bottom: 12px;
334
- border: 1px solid #262d38;
335
- border-radius: 6px;
336
- background: #161a21;
337
- }
338
- .gpt-status {
339
- padding: 1px 8px;
340
- border-radius: 10px;
341
- font-size: 11px;
342
- background: #2b3442;
343
- color: #9fb0c6;
344
- }
345
- .gpt-status.gpt-ok {
346
- background: #16351f;
347
- color: #4ade80;
348
- }
349
- .gpt-status.gpt-bad {
350
- background: #3a1b1b;
351
- color: #f87171;
352
- }
353
- .gpt-native-pads {
354
- display: flex;
355
- flex-wrap: wrap;
356
- gap: 12px;
357
- width: 100%;
358
- }
359
- .gpt-native-buttons {
360
- display: grid;
361
- grid-template-columns: repeat(auto-fill, minmax(84px, 1fr));
362
- gap: 3px;
363
- }
364
- .gpt-native-button {
365
- display: flex;
366
- align-items: center;
367
- gap: 4px;
368
- padding: 2px 4px;
369
- border-radius: 3px;
370
- background: #12161c;
371
- border: 1px solid #232a35;
372
- font-size: 11px;
373
- }
374
- .gpt-native-button.gpt-down {
375
- border-color: #4ade80;
376
- color: #4ade80;
377
- }
378
- .gpt-native-button.gpt-touched {
379
- border-color: #fbbf24;
380
- }
381
- .gpt-pads-summary {
382
- width: 100%;
383
- }
384
- .gpt-pad-row {
385
- display: grid;
386
- grid-template-columns: 46px 90px 1fr;
387
- gap: 10px;
388
- padding: 2px 0;
389
- border-top: 1px solid #1c222b;
390
- }
391
- `;
392
-
393
- /**
394
- *
395
- * @param {string} tag
396
- * @param {string} className
397
- * @param {HTMLElement} [parent]
398
- * @returns {HTMLElement}
399
- */
400
- function make_element(tag, className, parent) {
401
- const el = document.createElement(tag);
402
-
403
- if (className !== "") {
404
- el.className = className;
405
- }
406
-
407
- if (parent !== undefined) {
408
- parent.appendChild(el);
409
- }
410
-
411
- return el;
412
- }
413
-
414
- /**
415
- *
416
- * @param {HTMLElement} el
417
- * @param {string} text
418
- * @returns {void}
419
- */
420
- function write_text(el, text) {
421
- if (el.textContent !== text) {
422
- el.textContent = text;
423
- }
424
- }
425
-
426
- /**
427
- * Key/value grid where values are addressed by key, saving every panel from holding a field per row.
428
- */
429
- class PropertyTableView {
430
-
431
- /**
432
- * @readonly
433
- * @type {HTMLElement}
434
- */
435
- el;
436
-
437
- /**
438
- * @type {Map<string,HTMLElement>}
439
- */
440
- #values = new Map();
441
-
442
- /**
443
- *
444
- * @param {string[]} keys
445
- */
446
- constructor(keys) {
447
- this.el = make_element("div", "gpt-kv");
448
-
449
- const n = keys.length;
450
-
451
- for (let i = 0; i < n; i++) {
452
- const key = keys[i];
453
-
454
- const k = make_element("div", "gpt-k", this.el);
455
- k.textContent = key;
456
-
457
- const v = make_element("div", "gpt-v", this.el);
458
- v.textContent = "-";
459
-
460
- this.#values.set(key, v);
461
- }
462
- }
463
-
464
- /**
465
- *
466
- * @param {string} key one of the keys this table was built with
467
- * @param {string} value
468
- * @returns {void}
469
- */
470
- write(key, value) {
471
- write_text(this.#values.get(key), value);
472
- }
473
- }
474
-
475
- /**
476
- * One button of {@link GamepadHandle}: state, analog travel, and how many times it has been pressed.
477
- *
478
- * The press count comes from the switch's own signal rather than from comparing frames, so a button that
479
- * chatters - firing two presses for one physical push - shows up as a count climbing faster than the presses,
480
- * which polling this view every frame could not tell you.
481
- */
482
- class ButtonView {
483
-
484
- /**
485
- * @readonly
486
- * @type {HTMLElement}
487
- */
488
- el;
489
-
490
- /**
491
- * @type {HTMLElement}
492
- */
493
- #fill;
494
-
495
- /**
496
- * @type {HTMLElement}
497
- */
498
- #value;
499
-
500
- /**
501
- * @type {HTMLElement}
502
- */
503
- #count;
504
-
505
- /**
506
- * @type {number}
507
- */
508
- #pressCount = 0;
509
-
510
- /**
511
- * @type {InputDeviceSwitch}
512
- */
513
- #source;
514
-
515
- /**
516
- *
517
- * @param {number} index
518
- * @param {InputDeviceSwitch} button
519
- */
520
- constructor(index, button) {
521
- this.#source = button;
522
-
523
- this.el = make_element("div", "gpt-button");
524
-
525
- const head = make_element("div", "gpt-button-head", this.el);
526
-
527
- make_element("div", "gpt-pip", head);
528
-
529
- const name = make_element("div", "gpt-button-name", head);
530
- name.textContent = BUTTON_NAMES[index] !== undefined ? BUTTON_NAMES[index] : "extra";
531
-
532
- const indexLabel = make_element("div", "gpt-button-index", head);
533
- indexLabel.textContent = String(index);
534
-
535
- const bar = make_element("div", "gpt-bar", this.el);
536
- this.#fill = make_element("div", "gpt-bar-fill", bar);
537
-
538
- const foot = make_element("div", "gpt-button-head", this.el);
539
-
540
- this.#value = make_element("div", "gpt-button-name gpt-muted", foot);
541
- this.#count = make_element("div", "gpt-button-count", foot);
542
-
543
- button.down.add(this.#handleDown);
544
- }
545
-
546
- #handleDown = () => {
547
- this.#pressCount++;
548
- }
549
-
550
- /**
551
- * Stop counting presses. Used when the grid is rebuilt for a handle with a different button count.
552
- * @returns {void}
553
- */
554
- dispose() {
555
- this.#source.down.remove(this.#handleDown);
556
- }
557
-
558
- /**
559
- *
560
- * @param {number} value analog travel in [0,1]
561
- * @returns {void}
562
- */
563
- update(value) {
564
- const is_down = this.#source.is_down;
565
-
566
- this.el.classList.toggle("gpt-down", is_down);
567
-
568
- const width = `${(value * 100).toFixed(1)}%`;
569
-
570
- if (this.#fill.style.width !== width) {
571
- this.#fill.style.width = width;
572
- }
573
-
574
- write_text(this.#value, value.toFixed(3));
575
- write_text(this.#count, `x${this.#pressCount}`);
576
- }
577
- }
578
-
579
- /**
580
- * A signed [-1,1] bar with a numeric readout, drawn from the middle out.
581
- */
582
- class AxisView {
583
-
584
- /**
585
- * @readonly
586
- * @type {HTMLElement}
587
- */
588
- el;
589
-
590
- /**
591
- * @type {HTMLElement}
592
- */
593
- #fill;
594
-
595
- /**
596
- * @type {HTMLElement}
597
- */
598
- #value;
599
-
600
- /**
601
- *
602
- * @param {string} label
603
- */
604
- constructor(label) {
605
- this.el = make_element("div", "gpt-axis");
606
-
607
- const name = make_element("div", "", this.el);
608
- name.textContent = label;
609
-
610
- const bar = make_element("div", "gpt-bar", this.el);
611
- this.#fill = make_element("div", "gpt-bar-fill gpt-signed", bar);
612
-
613
- this.#value = make_element("div", "gpt-axis-value", this.el);
614
- }
615
-
616
- /**
617
- *
618
- * @param {number} value
619
- * @returns {void}
620
- */
621
- update(value) {
622
- const half = Math.min(Math.abs(value), 1) * 50;
623
-
624
- const left = value < 0 ? `${50 - half}%` : "50%";
625
- const width = `${half}%`;
626
-
627
- if (this.#fill.style.left !== left) {
628
- this.#fill.style.left = left;
629
- }
630
-
631
- if (this.#fill.style.width !== width) {
632
- this.#fill.style.width = width;
633
- }
634
-
635
- write_text(this.#value, value.toFixed(4));
636
- }
637
- }
638
-
639
- /**
640
- * 2D scope for one {@link GamepadStick}.
641
- *
642
- * Drawn in the hardware frame, so +y is down and the canvas needs no flip. Four things are plotted on top of
643
- * each other, and the point of the view is that they are usually not in the same place:
644
- *
645
- * - the raw hardware value, with a trail of where it has just been;
646
- * - the learned rest position and noise radius, which is the correction the device applies;
647
- * - the calibrated value the engine hands to gameplay;
648
- * - the same value after a gameplay dead zone, which is what a game would actually move on.
649
- */
650
- class StickScopeView {
651
-
652
- /**
653
- * @readonly
654
- * @type {HTMLElement}
655
- */
656
- el;
657
-
658
- /**
659
- * @type {CanvasRenderingContext2D}
660
- */
661
- #ctx;
662
-
663
- /**
664
- * @type {PropertyTableView}
665
- */
666
- #properties;
667
-
668
- /**
669
- * Interleaved x,y of past raw samples, used as a ring buffer
670
- * @type {Float32Array}
671
- */
672
- #trail = new Float32Array(TRAIL_SAMPLE_COUNT * 2);
673
-
674
- /**
675
- * @type {number}
676
- */
677
- #trailCursor = 0;
678
-
679
- /**
680
- * @type {number}
681
- */
682
- #trailCount = 0;
683
-
684
- /**
685
- * @type {Vector2}
686
- */
687
- #shaped = new Vector2();
688
-
689
- /**
690
- *
691
- * @param {string} label
692
- */
693
- constructor(label) {
694
- this.el = make_element("div", "gpt-panel gpt-stick");
695
-
696
- const title = make_element("div", "gpt-panel-title", this.el);
697
- title.textContent = label;
698
-
699
- const canvas = make_element("canvas", "", this.el);
700
-
701
- const dpr = window.devicePixelRatio;
702
-
703
- canvas.width = SCOPE_SIZE * dpr;
704
- canvas.height = SCOPE_SIZE * dpr;
705
- canvas.style.width = `${SCOPE_SIZE}px`;
706
- canvas.style.height = `${SCOPE_SIZE}px`;
707
-
708
- this.#ctx = canvas.getContext("2d");
709
- this.#ctx.scale(dpr, dpr);
710
-
711
- const legend = make_element("div", "gpt-legend", this.el);
712
-
713
- const raw = make_element("span", "", legend);
714
- raw.textContent = "raw";
715
- raw.style.color = "#7d8899";
716
-
717
- const value = make_element("span", "", legend);
718
- value.textContent = "calibrated";
719
- value.style.color = "#4ade80";
720
-
721
- const shaped = make_element("span", "", legend);
722
- shaped.textContent = "dead zoned";
723
- shaped.style.color = "#fbbf24";
724
-
725
- this.#properties = new PropertyTableView([
726
- "raw",
727
- "value",
728
- "magnitude",
729
- "dead zoned",
730
- "center",
731
- "noise radius",
732
- "locked"
733
- ]);
734
-
735
- this.el.appendChild(this.#properties.el);
736
- }
737
-
738
- /**
739
- *
740
- * @param {GamepadStick} stick
741
- * @param {number} inner gameplay dead zone, inner bound
742
- * @param {number} outer gameplay dead zone, outer bound
743
- * @returns {void}
744
- */
745
- update(stick, inner, outer) {
746
- const raw = stick.raw;
747
- const value = stick.value;
748
- const calibration = stick.calibration;
749
-
750
- apply_radial_dead_zone(this.#shaped, value.x, value.y, inner, outer);
751
-
752
- const trail = this.#trail;
753
-
754
- trail[this.#trailCursor * 2] = raw.x;
755
- trail[this.#trailCursor * 2 + 1] = raw.y;
756
-
757
- this.#trailCursor = (this.#trailCursor + 1) % TRAIL_SAMPLE_COUNT;
758
- this.#trailCount = Math.min(this.#trailCount + 1, TRAIL_SAMPLE_COUNT);
759
-
760
- this.#draw(stick);
761
-
762
- this.#properties.write("raw", `${raw.x.toFixed(4)}, ${raw.y.toFixed(4)}`);
763
- this.#properties.write("value", `${value.x.toFixed(4)}, ${value.y.toFixed(4)}`);
764
- this.#properties.write("magnitude", value.length().toFixed(4));
765
- this.#properties.write("dead zoned", `${this.#shaped.x.toFixed(4)}, ${this.#shaped.y.toFixed(4)}`);
766
- this.#properties.write("center", `${calibration.center.x.toFixed(4)}, ${calibration.center.y.toFixed(4)}`);
767
- this.#properties.write("noise radius", calibration.noiseRadius.toFixed(4));
768
- this.#properties.write("locked", String(calibration.locked));
769
- }
770
-
771
- /**
772
- *
773
- * @param {number} v stick coordinate in [-1,1]
774
- * @returns {number} canvas coordinate
775
- */
776
- #project(v) {
777
- return (v + 1) * 0.5 * SCOPE_SIZE;
778
- }
779
-
780
- /**
781
- *
782
- * @param {GamepadStick} stick
783
- */
784
- #draw(stick) {
785
- const ctx = this.#ctx;
786
-
787
- const half = SCOPE_SIZE / 2;
788
-
789
- ctx.clearRect(0, 0, SCOPE_SIZE, SCOPE_SIZE);
790
-
791
- // gate
792
- ctx.strokeStyle = "#232a35";
793
- ctx.lineWidth = 1;
794
-
795
- ctx.beginPath();
796
- ctx.moveTo(0, half);
797
- ctx.lineTo(SCOPE_SIZE, half);
798
- ctx.moveTo(half, 0);
799
- ctx.lineTo(half, SCOPE_SIZE);
800
- ctx.stroke();
801
-
802
- ctx.beginPath();
803
- ctx.arc(half, half, half - 1, 0, Math.PI * 2);
804
- ctx.stroke();
805
-
806
- // learned rest position and noise radius
807
- const calibration = stick.calibration;
808
-
809
- const cx = this.#project(calibration.center.x);
810
- const cy = this.#project(calibration.center.y);
811
-
812
- ctx.strokeStyle = "#556070";
813
- ctx.setLineDash([3, 3]);
814
-
815
- ctx.beginPath();
816
- ctx.arc(cx, cy, Math.max(calibration.noiseRadius * half, 1.5), 0, Math.PI * 2);
817
- ctx.stroke();
818
-
819
- ctx.setLineDash([]);
820
-
821
- // trail of raw samples, oldest first
822
- const trail = this.#trail;
823
- const count = this.#trailCount;
824
-
825
- ctx.lineWidth = 1;
826
-
827
- for (let i = 1; i < count; i++) {
828
- const previous = (this.#trailCursor - count + i - 1 + TRAIL_SAMPLE_COUNT * 2) % TRAIL_SAMPLE_COUNT;
829
- const current = (this.#trailCursor - count + i + TRAIL_SAMPLE_COUNT * 2) % TRAIL_SAMPLE_COUNT;
830
-
831
- ctx.strokeStyle = `rgba(125, 136, 153, ${(i / count) * 0.8})`;
832
-
833
- ctx.beginPath();
834
- ctx.moveTo(this.#project(trail[previous * 2]), this.#project(trail[previous * 2 + 1]));
835
- ctx.lineTo(this.#project(trail[current * 2]), this.#project(trail[current * 2 + 1]));
836
- ctx.stroke();
837
- }
838
-
839
- this.#dot(this.#project(stick.raw.x), this.#project(stick.raw.y), 4, "#9fb0c6");
840
- this.#dot(this.#project(this.#shaped.x), this.#project(this.#shaped.y), 3, "#fbbf24");
841
- this.#dot(this.#project(stick.value.x), this.#project(stick.value.y), 3, "#4ade80");
842
- }
843
-
844
- /**
845
- *
846
- * @param {number} x
847
- * @param {number} y
848
- * @param {number} radius
849
- * @param {string} color
850
- */
851
- #dot(x, y, radius, color) {
852
- const ctx = this.#ctx;
853
-
854
- ctx.fillStyle = color;
855
-
856
- ctx.beginPath();
857
- ctx.arc(x, y, radius, 0, Math.PI * 2);
858
- ctx.fill();
859
- }
860
- }
861
-
862
- /**
863
- * Scrolling plot of the analog channels over the last few seconds.
864
- *
865
- * A scope shows where a stick is, this shows how it got there: snap-back overshoot, trigger travel, and the
866
- * flat line of a calibrated stick at rest are all shapes in time rather than positions.
867
- */
868
- class AxisTimelineView {
869
-
870
- /**
871
- * @readonly
872
- * @type {HTMLElement}
873
- */
874
- el;
875
-
876
- /**
877
- * @type {CanvasRenderingContext2D}
878
- */
879
- #ctx;
880
-
881
- /**
882
- * One row per channel of {@link TIMELINE_CHANNELS}, each a ring buffer sharing {@link #cursor}
883
- * @type {Float32Array[]}
884
- */
885
- #channels = [];
886
-
887
- /**
888
- * @type {number}
889
- */
890
- #cursor = 0;
891
-
892
- /**
893
- * @type {number}
894
- */
895
- #count = 0;
896
-
897
- constructor() {
898
- this.el = make_element("div", "gpt-panel");
899
-
900
- const title = make_element("div", "gpt-panel-title", this.el);
901
- title.textContent = "analog channels over time";
902
-
903
- const canvas = make_element("canvas", "", this.el);
904
-
905
- const dpr = window.devicePixelRatio;
906
-
907
- canvas.width = TIMELINE_WIDTH * dpr;
908
- canvas.height = TIMELINE_HEIGHT * dpr;
909
- canvas.style.width = `${TIMELINE_WIDTH}px`;
910
- canvas.style.height = `${TIMELINE_HEIGHT}px`;
911
- canvas.style.display = "block";
912
- canvas.style.background = "#0d1014";
913
- canvas.style.borderRadius = "4px";
914
-
915
- this.#ctx = canvas.getContext("2d");
916
- this.#ctx.scale(dpr, dpr);
917
-
918
- const legend = make_element("div", "gpt-legend", this.el);
919
-
920
- const n = TIMELINE_CHANNELS.length;
921
-
922
- for (let i = 0; i < n; i++) {
923
- const channel = TIMELINE_CHANNELS[i];
924
-
925
- this.#channels[i] = new Float32Array(TIMELINE_SAMPLE_COUNT);
926
-
927
- const entry = make_element("span", "", legend);
928
- entry.textContent = channel.label;
929
- entry.style.color = channel.color;
930
- }
931
- }
932
-
933
- /**
934
- *
935
- * @param {GamepadHandle} pad
936
- * @returns {void}
937
- */
938
- update(pad) {
939
- const axes = pad.axes;
940
- const buttonValues = pad.buttonValues;
941
-
942
- const cursor = this.#cursor;
943
-
944
- this.#channels[0][cursor] = axes[GamepadAxes.left_stick_x];
945
- this.#channels[1][cursor] = axes[GamepadAxes.left_stick_y];
946
- this.#channels[2][cursor] = axes[GamepadAxes.right_stick_x];
947
- this.#channels[3][cursor] = axes[GamepadAxes.right_stick_y];
948
- this.#channels[4][cursor] = buttonValues[GamepadButtons.left_trigger];
949
- this.#channels[5][cursor] = buttonValues[GamepadButtons.right_trigger];
950
-
951
- this.#cursor = (cursor + 1) % TIMELINE_SAMPLE_COUNT;
952
- this.#count = Math.min(this.#count + 1, TIMELINE_SAMPLE_COUNT);
953
-
954
- this.#draw();
955
- }
956
-
957
- #draw() {
958
- const ctx = this.#ctx;
959
-
960
- ctx.clearRect(0, 0, TIMELINE_WIDTH, TIMELINE_HEIGHT);
961
-
962
- // zero line and unit bounds
963
- ctx.strokeStyle = "#232a35";
964
- ctx.lineWidth = 1;
965
-
966
- ctx.beginPath();
967
- ctx.moveTo(0, TIMELINE_HEIGHT * 0.5);
968
- ctx.lineTo(TIMELINE_WIDTH, TIMELINE_HEIGHT * 0.5);
969
- ctx.stroke();
970
-
971
- const count = this.#count;
972
-
973
- if (count < 2) {
974
- return;
975
- }
976
-
977
- const step = TIMELINE_WIDTH / (TIMELINE_SAMPLE_COUNT - 1);
978
-
979
- const n = this.#channels.length;
980
-
981
- for (let i = 0; i < n; i++) {
982
- const samples = this.#channels[i];
983
-
984
- ctx.strokeStyle = TIMELINE_CHANNELS[i].color;
985
- ctx.beginPath();
986
-
987
- for (let j = 0; j < count; j++) {
988
- const index = (this.#cursor - count + j + TIMELINE_SAMPLE_COUNT * 2) % TIMELINE_SAMPLE_COUNT;
989
-
990
- const x = j * step;
991
- const y = (1 - samples[index]) * 0.5 * TIMELINE_HEIGHT;
992
-
993
- if (j === 0) {
994
- ctx.moveTo(x, y);
995
- } else {
996
- ctx.lineTo(x, y);
997
- }
998
- }
999
-
1000
- ctx.stroke();
1001
- }
1002
- }
1003
- }
1004
-
1005
- /**
1006
- * Newest-first log of the device's signals.
1007
- *
1008
- * Everything here arrives by subscription rather than by sampling, so it records what a consumer bound to these
1009
- * signals would have received - including presses too short to survive being sampled once a frame.
1010
- */
1011
- class EventLogView {
1012
-
1013
- /**
1014
- * @readonly
1015
- * @type {HTMLElement}
1016
- */
1017
- el;
1018
-
1019
- /**
1020
- * @type {HTMLElement}
1021
- */
1022
- #entries;
1023
-
1024
- /**
1025
- * @type {number}
1026
- */
1027
- #startTime = performance.now();
1028
-
1029
- /**
1030
- * Axis signals fire at hardware sample rate on a drifting pad, so they are counted rather than logged
1031
- * @type {number}
1032
- */
1033
- #axisEventCount = 0;
1034
-
1035
- /**
1036
- * @type {PropertyTableView}
1037
- */
1038
- #counters;
1039
-
1040
- /**
1041
- * @type {number}
1042
- */
1043
- #downCount = 0;
1044
-
1045
- /**
1046
- * @type {number}
1047
- */
1048
- #upCount = 0;
1049
-
1050
- /**
1051
- *
1052
- * @param {GamepadDevice} device
1053
- */
1054
- constructor(device) {
1055
- this.el = make_element("div", "gpt-panel gpt-pads-summary");
1056
-
1057
- const title = make_element("div", "gpt-panel-title", this.el);
1058
- title.textContent = "device signals";
1059
-
1060
- this.#counters = new PropertyTableView(["down", "up", "axis"]);
1061
- this.el.appendChild(this.#counters.el);
1062
-
1063
- this.#entries = make_element("div", "gpt-log", this.el);
1064
-
1065
- device.on.connected.add(pad => {
1066
- this.#write(`connected pad ${pad.index} "${pad.id}" mapping="${pad.mapping}"`);
1067
- });
1068
-
1069
- device.on.disconnected.add(pad => {
1070
- this.#write(`disconnected pad ${pad.index} "${pad.id}"`);
1071
- });
1072
-
1073
- device.on.down.add((buttonIndex, pad) => {
1074
- this.#downCount++;
1075
- this.#write(`down pad ${pad.index} button ${buttonIndex} ${this.#buttonName(buttonIndex)}`);
1076
- });
1077
-
1078
- device.on.up.add((buttonIndex, pad) => {
1079
- this.#upCount++;
1080
- this.#write(`up pad ${pad.index} button ${buttonIndex} ${this.#buttonName(buttonIndex)}`);
1081
- });
1082
-
1083
- device.on.axis.add(() => {
1084
- this.#axisEventCount++;
1085
- });
1086
- }
1087
-
1088
- /**
1089
- *
1090
- * @param {number} index
1091
- * @returns {string}
1092
- */
1093
- #buttonName(index) {
1094
- return BUTTON_NAMES[index] !== undefined ? BUTTON_NAMES[index] : "";
1095
- }
1096
-
1097
- /**
1098
- *
1099
- * @param {string} text
1100
- */
1101
- #write(text) {
1102
- const seconds = (performance.now() - this.#startTime) / 1000;
1103
-
1104
- const entry = make_element("div", "gpt-log-entry");
1105
- entry.textContent = `${seconds.toFixed(3).padStart(9)} ${text}`;
1106
-
1107
- this.#entries.insertBefore(entry, this.#entries.firstChild);
1108
-
1109
- while (this.#entries.childElementCount > MAX_LOG_ENTRIES) {
1110
- this.#entries.removeChild(this.#entries.lastChild);
1111
- }
1112
- }
1113
-
1114
- /**
1115
- *
1116
- * @returns {void}
1117
- */
1118
- update() {
1119
- this.#counters.write("down", String(this.#downCount));
1120
- this.#counters.write("up", String(this.#upCount));
1121
- this.#counters.write("axis", String(this.#axisEventCount));
1122
- }
1123
- }
1124
-
1125
- /**
1126
- * Which device input each standard input is being read from.
1127
- *
1128
- * The thing you want when a pad misbehaves: a browser that has not recognised a device reports its inputs in
1129
- * the device's own order, and this is the translation being applied to get back to the standard mapping.
1130
- * Read it against layer 2's raw indices to check an entry, or to write a new one.
1131
- */
1132
- class LayoutView {
1133
-
1134
- /**
1135
- * @readonly
1136
- * @type {HTMLElement}
1137
- */
1138
- el;
1139
-
1140
- /**
1141
- * @type {HTMLElement}
1142
- */
1143
- #body;
1144
-
1145
- /**
1146
- * Layout the body was built for, so it is rebuilt only when the pad starts being read differently
1147
- * @type {GamepadLayout|undefined}
1148
- */
1149
- #rendered = undefined;
1150
-
1151
- constructor() {
1152
- this.el = make_element("div", "gpt-panel");
1153
-
1154
- const title = make_element("div", "gpt-panel-title", this.el);
1155
- title.textContent = "resolved layout";
1156
-
1157
- this.#body = make_element("div", "gpt-kv", this.el);
1158
- }
1159
-
1160
- /**
1161
- *
1162
- * @param {GamepadHandle} pad
1163
- * @returns {void}
1164
- */
1165
- update(pad) {
1166
- const layout = pad.layout;
1167
-
1168
- if (this.#rendered === layout) {
1169
- return;
1170
- }
1171
-
1172
- this.#rendered = layout;
1173
-
1174
- this.#body.textContent = "";
1175
-
1176
- this.#write("layout", layout.name);
1177
-
1178
- if (layout === GAMEPAD_STANDARD_LAYOUT) {
1179
- this.#write("", "the browser mapped this pad, every index is passed through unchanged");
1180
-
1181
- return;
1182
- }
1183
-
1184
- for (let i = 0; i < GAMEPAD_STANDARD_AXIS_COUNT; i++) {
1185
- const source = layout.axisSource(i);
1186
-
1187
- this.#write(AXIS_NAMES[i], source === GAMEPAD_LAYOUT_ABSENT ? "-" : `axis ${source}`);
1188
- }
1189
-
1190
- for (let i = 0; i < GAMEPAD_STANDARD_BUTTON_COUNT; i++) {
1191
- this.#write(BUTTON_NAMES[i], this.#describeButtonSource(layout, i));
1192
- }
1193
- }
1194
-
1195
- /**
1196
- *
1197
- * @param {GamepadLayout} layout
1198
- * @param {number} index standard button index
1199
- * @returns {string}
1200
- */
1201
- #describeButtonSource(layout, index) {
1202
- const button = layout.buttonSource(index);
1203
-
1204
- if (button !== GAMEPAD_LAYOUT_ABSENT) {
1205
- return `button ${button}`;
1206
- }
1207
-
1208
- const axis = layout.buttonAxisSource(index);
1209
-
1210
- if (axis !== GAMEPAD_LAYOUT_ABSENT) {
1211
- return `axis ${axis}`;
1212
- }
1213
-
1214
- if (DPAD_BUTTONS.indexOf(index) !== -1 && layout.hatAxis !== GAMEPAD_LAYOUT_ABSENT) {
1215
- return `hat on axis ${layout.hatAxis}`;
1216
- }
1217
-
1218
- return "-";
1219
- }
1220
-
1221
- /**
1222
- *
1223
- * @param {string} key
1224
- * @param {string} value
1225
- */
1226
- #write(key, value) {
1227
- const k = make_element("div", "gpt-k", this.#body);
1228
- k.textContent = key;
1229
-
1230
- const v = make_element("div", "gpt-v", this.#body);
1231
- v.textContent = value;
1232
- }
1233
- }
1234
-
1235
- /**
1236
- * Layer 1 - everything read through {@link GamepadDevice}.
1237
- */
1238
- class EngineLayerView {
1239
-
1240
- /**
1241
- * @readonly
1242
- * @type {HTMLElement}
1243
- */
1244
- el;
1245
-
1246
- /**
1247
- * @type {GamepadDevice}
1248
- */
1249
- #device;
1250
-
1251
- /**
1252
- * @type {PropertyTableView}
1253
- */
1254
- #summary;
1255
-
1256
- /**
1257
- * @type {HTMLElement}
1258
- */
1259
- #buttonGrid;
1260
-
1261
- /**
1262
- * @type {ButtonView[]}
1263
- */
1264
- #buttons = [];
1265
-
1266
- /**
1267
- * @type {HTMLElement}
1268
- */
1269
- #axisList;
1270
-
1271
- /**
1272
- * @type {AxisView[]}
1273
- */
1274
- #axes = [];
1275
-
1276
- /**
1277
- * @type {StickScopeView}
1278
- */
1279
- #stickLeft = new StickScopeView("left stick");
1280
-
1281
- /**
1282
- * @type {StickScopeView}
1283
- */
1284
- #stickRight = new StickScopeView("right stick");
1285
-
1286
- /**
1287
- * @type {AxisTimelineView}
1288
- */
1289
- #timeline = new AxisTimelineView();
1290
-
1291
- /**
1292
- * @type {EventLogView}
1293
- */
1294
- #log;
1295
-
1296
- /**
1297
- * @type {LayoutView}
1298
- */
1299
- #layout = new LayoutView();
1300
-
1301
- /**
1302
- * @type {PropertyTableView}
1303
- */
1304
- #composition;
1305
-
1306
- /**
1307
- * @type {HTMLElement}
1308
- */
1309
- #padRows;
1310
-
1311
- /**
1312
- * @type {HTMLElement}
1313
- */
1314
- #pressedList;
1315
-
1316
- /**
1317
- * @type {HTMLInputElement}
1318
- */
1319
- #innerInput;
1320
-
1321
- /**
1322
- * @type {HTMLInputElement}
1323
- */
1324
- #outerInput;
1325
-
1326
- /**
1327
- * @type {HTMLElement}
1328
- */
1329
- #innerValue;
1330
-
1331
- /**
1332
- * @type {HTMLElement}
1333
- */
1334
- #outerValue;
1335
-
1336
- /**
1337
- * @type {Vector2}
1338
- */
1339
- #dpad = new Vector2();
1340
-
1341
- /**
1342
- * @type {Vector2}
1343
- */
1344
- #stick = new Vector2();
1345
-
1346
- /**
1347
- * @type {Vector2}
1348
- */
1349
- #move = new Vector2();
1350
-
1351
- /**
1352
- *
1353
- * @param {GamepadDevice} device
1354
- */
1355
- constructor(device) {
1356
- this.#device = device;
1357
-
1358
- this.el = make_element("div", "gpt-layer");
1359
-
1360
- const head = make_element("div", "gpt-layer-head", this.el);
1361
-
1362
- const badge = make_element("div", "gpt-layer-badge", head);
1363
- badge.textContent = "layer 1";
1364
-
1365
- const title = make_element("h2", "", head);
1366
- title.textContent = "engine.devices.gamepad";
1367
-
1368
- const subtitle = make_element("div", "gpt-muted", head);
1369
- subtitle.textContent = "GamepadDevice.main - calibrated, edge-detected, stable across pad swaps";
1370
-
1371
- const body = make_element("div", "gpt-layer-body", this.el);
1372
-
1373
- // main handle
1374
- const summaryPanel = make_element("div", "gpt-panel", body);
1375
-
1376
- const summaryTitle = make_element("div", "gpt-panel-title", summaryPanel);
1377
- summaryTitle.textContent = "main handle";
1378
-
1379
- /*
1380
- No connection index here on purpose - main is not a member of pads and is never stamped with one, so
1381
- the field would read -1 for the whole session. The pad it mirrors carries the real value, and the known
1382
- pads panel below shows it.
1383
- */
1384
- this.#summary = new PropertyTableView([
1385
- "connected",
1386
- "index",
1387
- "id",
1388
- "mapping",
1389
- "read as",
1390
- "buttons",
1391
- "axes",
1392
- "known pads"
1393
- ]);
1394
-
1395
- summaryPanel.appendChild(this.#summary.el);
1396
-
1397
- this.#pressedList = make_element("div", "gpt-muted", summaryPanel);
1398
- this.#pressedList.style.marginTop = "7px";
1399
-
1400
- // buttons
1401
- const buttonPanel = make_element("div", "gpt-panel", body);
1402
-
1403
- const buttonTitle = make_element("div", "gpt-panel-title", buttonPanel);
1404
- buttonTitle.textContent = "buttons - x is the press count from the switch signal";
1405
-
1406
- this.#buttonGrid = make_element("div", "gpt-buttons", buttonPanel);
1407
-
1408
- body.appendChild(this.#layout.el);
1409
-
1410
- // axes
1411
- const axisPanel = make_element("div", "gpt-panel", body);
1412
-
1413
- const axisTitle = make_element("div", "gpt-panel-title", axisPanel);
1414
- axisTitle.textContent = "axes - standard slots, values as reported";
1415
-
1416
- this.#axisList = make_element("div", "", axisPanel);
1417
-
1418
- // sticks
1419
- const sticks = make_element("div", "gpt-sticks", body);
1420
- sticks.appendChild(this.#stickLeft.el);
1421
- sticks.appendChild(this.#stickRight.el);
1422
-
1423
- // composition
1424
- const compositionPanel = make_element("div", "gpt-panel", body);
1425
-
1426
- const compositionTitle = make_element("div", "gpt-panel-title", compositionPanel);
1427
- compositionTitle.textContent = "documented composition";
1428
-
1429
- this.#composition = new PropertyTableView([
1430
- "dpad vector",
1431
- "shaped stick",
1432
- "fused move (y up)"
1433
- ]);
1434
-
1435
- compositionPanel.appendChild(this.#composition.el);
1436
-
1437
- const controls = make_element("div", "gpt-controls", compositionPanel);
1438
- controls.style.marginTop = "8px";
1439
-
1440
- const inner = this.#makeSlider(controls, "dead zone inner", 0.15);
1441
- const outer = this.#makeSlider(controls, "dead zone outer", 0.95);
1442
-
1443
- this.#innerInput = inner.input;
1444
- this.#innerValue = inner.value;
1445
- this.#outerInput = outer.input;
1446
- this.#outerValue = outer.value;
1447
-
1448
- const forget = make_element("button", "", controls);
1449
- forget.textContent = "forget calibration";
1450
- forget.addEventListener("click", () => {
1451
- device.main.forgetCalibration();
1452
- });
1453
-
1454
- body.appendChild(this.#timeline.el);
1455
-
1456
- // other pads
1457
- const padPanel = make_element("div", "gpt-panel gpt-pads-summary", body);
1458
-
1459
- const padTitle = make_element("div", "gpt-panel-title", padPanel);
1460
- padTitle.textContent = "known pads - GamepadDevice.pads, indexed by hardware slot";
1461
-
1462
- this.#padRows = make_element("div", "", padPanel);
1463
-
1464
- this.#log = new EventLogView(device);
1465
- body.appendChild(this.#log.el);
1466
- }
1467
-
1468
- /**
1469
- *
1470
- * @param {HTMLElement} parent
1471
- * @param {string} label
1472
- * @param {number} initial
1473
- * @returns {{input:HTMLInputElement, value:HTMLElement}}
1474
- */
1475
- #makeSlider(parent, label, initial) {
1476
- const row = make_element("div", "gpt-control", parent);
1477
-
1478
- const name = make_element("div", "gpt-muted", row);
1479
- name.textContent = label;
1480
-
1481
- const input = make_element("input", "", row);
1482
- input.type = "range";
1483
- input.min = "0";
1484
- input.max = "1";
1485
- input.step = "0.01";
1486
- input.value = String(initial);
1487
-
1488
- const value = make_element("div", "gpt-axis-value", row);
1489
- value.textContent = initial.toFixed(2);
1490
-
1491
- return { input, value };
1492
- }
1493
-
1494
- /**
1495
- * Rebuild the per-button views when the handle grows past the standard mapping
1496
- *
1497
- * @param {GamepadHandle} pad
1498
- */
1499
- #syncButtonViews(pad) {
1500
- const count = pad.buttons.length;
1501
-
1502
- if (this.#buttons.length === count) {
1503
- return;
1504
- }
1505
-
1506
- const previous = this.#buttons;
1507
- const n = previous.length;
1508
-
1509
- for (let i = 0; i < n; i++) {
1510
- previous[i].dispose();
1511
- }
1512
-
1513
- this.#buttons = [];
1514
- this.#buttonGrid.textContent = "";
1515
-
1516
- for (let i = 0; i < count; i++) {
1517
- const view = new ButtonView(i, pad.buttons[i]);
1518
-
1519
- this.#buttons[i] = view;
1520
- this.#buttonGrid.appendChild(view.el);
1521
- }
1522
- }
1523
-
1524
- /**
1525
- *
1526
- * @param {GamepadHandle} pad
1527
- */
1528
- #syncAxisViews(pad) {
1529
- const count = pad.axes.length;
1530
-
1531
- if (this.#axes.length === count) {
1532
- return;
1533
- }
1534
-
1535
- this.#axes = [];
1536
- this.#axisList.textContent = "";
1537
-
1538
- for (let i = 0; i < count; i++) {
1539
- const name = AXIS_NAMES[i] !== undefined ? AXIS_NAMES[i] : `axis ${i}`;
1540
-
1541
- const view = new AxisView(`${i} ${name}`);
1542
-
1543
- this.#axes[i] = view;
1544
- this.#axisList.appendChild(view.el);
1545
- }
1546
- }
1547
-
1548
- /**
1549
- *
1550
- * @returns {number}
1551
- */
1552
- get deadZoneInner() {
1553
- return Number.parseFloat(this.#innerInput.value);
1554
- }
1555
-
1556
- /**
1557
- *
1558
- * @returns {number}
1559
- */
1560
- get deadZoneOuter() {
1561
- return Number.parseFloat(this.#outerInput.value);
1562
- }
1563
-
1564
- /**
1565
- *
1566
- * @returns {void}
1567
- */
1568
- update() {
1569
- const device = this.#device;
1570
- const pad = device.main;
1571
-
1572
- this.#syncButtonViews(pad);
1573
- this.#syncAxisViews(pad);
1574
-
1575
- this.#layout.update(pad);
1576
-
1577
- this.#summary.write("connected", String(pad.connected));
1578
- this.#summary.write("index", String(pad.index));
1579
- this.#summary.write("id", pad.id !== "" ? pad.id : "-");
1580
- this.#summary.write("mapping", pad.mapping !== "" ? pad.mapping : "- (browser did not map this pad)");
1581
- this.#summary.write("read as", pad.layout.name);
1582
- this.#summary.write("buttons", `${pad.buttons.length} (standard ${GAMEPAD_STANDARD_BUTTON_COUNT})`);
1583
- this.#summary.write("axes", `${pad.axes.length} (standard ${GAMEPAD_STANDARD_AXIS_COUNT})`);
1584
- this.#summary.write("known pads", String(device.pads.filter(p => p !== undefined).length));
1585
-
1586
- const pressed = [];
1587
-
1588
- const buttonCount = this.#buttons.length;
1589
-
1590
- for (let i = 0; i < buttonCount; i++) {
1591
- this.#buttons[i].update(pad.buttonValues[i]);
1592
-
1593
- if (pad.buttons[i].is_down) {
1594
- pressed.push(BUTTON_NAMES[i] !== undefined ? BUTTON_NAMES[i] : String(i));
1595
- }
1596
- }
1597
-
1598
- write_text(this.#pressedList, pressed.length > 0 ? `pressed: ${pressed.join(", ")}` : "pressed: nothing");
1599
-
1600
- const axisCount = this.#axes.length;
1601
-
1602
- for (let i = 0; i < axisCount; i++) {
1603
- this.#axes[i].update(pad.axes[i]);
1604
- }
1605
-
1606
- const inner = this.deadZoneInner;
1607
- const outer = this.deadZoneOuter;
1608
-
1609
- write_text(this.#innerValue, inner.toFixed(2));
1610
- write_text(this.#outerValue, outer.toFixed(2));
1611
-
1612
- this.#stickLeft.update(pad.stickLeft, inner, outer);
1613
- this.#stickRight.update(pad.stickRight, inner, outer);
1614
-
1615
- this.#timeline.update(pad);
1616
-
1617
- this.#updateComposition(pad, inner, outer);
1618
- this.#updatePadRows();
1619
-
1620
- this.#log.update();
1621
- }
1622
-
1623
- /**
1624
- * The locomotion example from the {@link GamepadDevice} class doc, evaluated live
1625
- *
1626
- * @param {GamepadHandle} pad
1627
- * @param {number} inner
1628
- * @param {number} outer
1629
- */
1630
- #updateComposition(pad, inner, outer) {
1631
- const left = pad.stickLeft.value;
1632
-
1633
- gamepad_write_dpad_vector(this.#dpad, pad);
1634
- apply_radial_dead_zone(this.#stick, left.x, left.y, inner, outer);
1635
-
1636
- const stick = this.#stick;
1637
- const dpad = this.#dpad;
1638
-
1639
- const x = stick.x !== 0 || stick.y !== 0 ? stick.x : dpad.x;
1640
- const y = stick.x !== 0 || stick.y !== 0 ? stick.y : dpad.y;
1641
-
1642
- this.#move.set(x, -y);
1643
-
1644
- this.#composition.write("dpad vector", `${dpad.x.toFixed(0)}, ${dpad.y.toFixed(0)}`);
1645
- this.#composition.write("shaped stick", `${stick.x.toFixed(4)}, ${stick.y.toFixed(4)}`);
1646
- this.#composition.write("fused move (y up)", `${this.#move.x.toFixed(4)}, ${this.#move.y.toFixed(4)}`);
1647
- }
1648
-
1649
- #updatePadRows() {
1650
- const pads = this.#device.pads;
1651
-
1652
- const rows = this.#padRows;
1653
-
1654
- const n = pads.length;
1655
-
1656
- let index = 0;
1657
-
1658
- for (let i = 0; i < n; i++) {
1659
- const pad = pads[i];
1660
-
1661
- if (pad === undefined) {
1662
- continue;
1663
- }
1664
-
1665
- let row = rows.children[index];
1666
-
1667
- if (row === undefined) {
1668
- row = make_element("div", "gpt-pad-row", rows);
1669
-
1670
- make_element("div", "", row);
1671
- make_element("div", "", row);
1672
- make_element("div", "", row);
1673
- }
1674
-
1675
- const held = [];
1676
-
1677
- const buttonCount = pad.buttons.length;
1678
-
1679
- for (let j = 0; j < buttonCount; j++) {
1680
- if (pad.buttons[j].is_down) {
1681
- held.push(BUTTON_NAMES[j] !== undefined ? BUTTON_NAMES[j] : String(j));
1682
- }
1683
- }
1684
-
1685
- write_text(row.children[0], `slot ${pad.index}`);
1686
- write_text(row.children[1], pad.connected ? `connected #${pad.connectionIndex}` : "disconnected");
1687
- write_text(row.children[2], `${pad.id} ${held.length > 0 ? `[${held.join(" ")}]` : ""}`);
1688
-
1689
- index++;
1690
- }
1691
-
1692
- while (rows.childElementCount > index) {
1693
- rows.removeChild(rows.lastChild);
1694
- }
1695
- }
1696
- }
1697
-
1698
- /**
1699
- * One native {@link Gamepad}, straight from `navigator.getGamepads()`.
1700
- */
1701
- class NativeGamepadCard {
1702
-
1703
- /**
1704
- * @readonly
1705
- * @type {HTMLElement}
1706
- */
1707
- el;
1708
-
1709
- /**
1710
- * @type {PropertyTableView}
1711
- */
1712
- #summary;
1713
-
1714
- /**
1715
- * @type {HTMLElement}
1716
- */
1717
- #buttonGrid;
1718
-
1719
- /**
1720
- * @type {HTMLElement[]}
1721
- */
1722
- #buttonCells = [];
1723
-
1724
- /**
1725
- * @type {HTMLElement}
1726
- */
1727
- #axisList;
1728
-
1729
- /**
1730
- * @type {AxisView[]}
1731
- */
1732
- #axes = [];
1733
-
1734
- /**
1735
- * @type {HTMLElement}
1736
- */
1737
- #rumble;
1738
-
1739
- constructor() {
1740
- this.el = make_element("div", "gpt-panel");
1741
-
1742
- this.#summary = new PropertyTableView([
1743
- "index",
1744
- "id",
1745
- "mapping",
1746
- "connected",
1747
- "timestamp",
1748
- "buttons",
1749
- "axes",
1750
- "vibration"
1751
- ]);
1752
-
1753
- this.el.appendChild(this.#summary.el);
1754
-
1755
- this.#buttonGrid = make_element("div", "gpt-native-buttons", this.el);
1756
- this.#buttonGrid.style.marginTop = "8px";
1757
-
1758
- this.#axisList = make_element("div", "", this.el);
1759
- this.#axisList.style.marginTop = "8px";
1760
-
1761
- this.#rumble = make_element("button", "", this.el);
1762
- this.#rumble.textContent = "rumble";
1763
- this.#rumble.style.marginTop = "8px";
1764
- }
1765
-
1766
- /**
1767
- *
1768
- * @param {Gamepad} gamepad
1769
- * @returns {void}
1770
- */
1771
- update(gamepad) {
1772
- const buttons = gamepad.buttons;
1773
- const axes = gamepad.axes;
1774
-
1775
- const actuator = gamepad.vibrationActuator;
1776
-
1777
- this.#summary.write("index", String(gamepad.index));
1778
- this.#summary.write("id", gamepad.id);
1779
- this.#summary.write("mapping", gamepad.mapping);
1780
- this.#summary.write("connected", String(gamepad.connected));
1781
- this.#summary.write("timestamp", gamepad.timestamp.toFixed(1));
1782
- this.#summary.write("buttons", String(buttons.length));
1783
- this.#summary.write("axes", String(axes.length));
1784
- this.#summary.write("vibration", actuator !== undefined && actuator !== null ? actuator.type : "none");
1785
-
1786
- this.#syncButtonCells(buttons.length);
1787
-
1788
- for (let i = 0; i < buttons.length; i++) {
1789
- const button = buttons[i];
1790
- const cell = this.#buttonCells[i];
1791
-
1792
- cell.classList.toggle("gpt-down", button.pressed);
1793
- cell.classList.toggle("gpt-touched", !button.pressed && button.touched);
1794
-
1795
- write_text(cell, `${i} ${button.value.toFixed(2)}`);
1796
- }
1797
-
1798
- this.#syncAxisViews(axes.length);
1799
-
1800
- for (let i = 0; i < axes.length; i++) {
1801
- this.#axes[i].update(axes[i]);
1802
- }
1803
-
1804
- const canRumble = actuator !== undefined && actuator !== null && typeof actuator.playEffect === "function";
1805
-
1806
- this.#rumble.disabled = !canRumble;
1807
-
1808
- if (canRumble) {
1809
- this.#rumble.onclick = () => {
1810
- actuator.playEffect("dual-rumble", {
1811
- duration: 400,
1812
- strongMagnitude: 1,
1813
- weakMagnitude: 1
1814
- });
1815
- };
1816
- }
1817
- }
1818
-
1819
- /**
1820
- *
1821
- * @param {number} count
1822
- */
1823
- #syncButtonCells(count) {
1824
- if (this.#buttonCells.length === count) {
1825
- return;
1826
- }
1827
-
1828
- this.#buttonCells = [];
1829
- this.#buttonGrid.textContent = "";
1830
-
1831
- for (let i = 0; i < count; i++) {
1832
- this.#buttonCells[i] = make_element("div", "gpt-native-button", this.#buttonGrid);
1833
- }
1834
- }
1835
-
1836
- /**
1837
- *
1838
- * @param {number} count
1839
- */
1840
- #syncAxisViews(count) {
1841
- if (this.#axes.length === count) {
1842
- return;
1843
- }
1844
-
1845
- this.#axes = [];
1846
- this.#axisList.textContent = "";
1847
-
1848
- for (let i = 0; i < count; i++) {
1849
- const view = new AxisView(`axis ${i}`);
1850
-
1851
- this.#axes[i] = view;
1852
- this.#axisList.appendChild(view.el);
1853
- }
1854
- }
1855
- }
1856
-
1857
- /**
1858
- * Layer 2 - `navigator.getGamepads()` with nothing in front of it.
1859
- *
1860
- * Polled from the same animation frame as layer 1 and holding no state of its own, so a difference between the
1861
- * two panels is a difference the device layer introduced, not a difference in when they looked.
1862
- */
1863
- class NativeLayerView {
1864
-
1865
- /**
1866
- * @readonly
1867
- * @type {HTMLElement}
1868
- */
1869
- el;
1870
-
1871
- /**
1872
- * @type {HTMLElement}
1873
- */
1874
- #pads;
1875
-
1876
- /**
1877
- * @type {Map<number,NativeGamepadCard>}
1878
- */
1879
- #cards = new Map();
1880
-
1881
- /**
1882
- * @type {HTMLElement}
1883
- */
1884
- #status;
1885
-
1886
- constructor() {
1887
- this.el = make_element("div", "gpt-layer");
1888
-
1889
- const head = make_element("div", "gpt-layer-head", this.el);
1890
-
1891
- const badge = make_element("div", "gpt-layer-badge", head);
1892
- badge.textContent = "layer 2";
1893
-
1894
- const title = make_element("h2", "", head);
1895
- title.textContent = "navigator.getGamepads()";
1896
-
1897
- const subtitle = make_element("div", "gpt-muted", head);
1898
- subtitle.textContent = "browser Gamepad API, read directly - no engine in the path";
1899
-
1900
- this.#status = make_element("div", "gpt-status", head);
1901
-
1902
- const body = make_element("div", "gpt-layer-body", this.el);
1903
-
1904
- this.#pads = make_element("div", "gpt-native-pads", body);
1905
- }
1906
-
1907
- /**
1908
- *
1909
- * @param {(Gamepad|null)[]} gamepads
1910
- * @returns {void}
1911
- */
1912
- update(gamepads) {
1913
- let live = 0;
1914
-
1915
- const seen = new Set();
1916
-
1917
- const n = gamepads.length;
1918
-
1919
- for (let i = 0; i < n; i++) {
1920
- const gamepad = gamepads[i];
1921
-
1922
- if (gamepad === null || gamepad === undefined) {
1923
- continue;
1924
- }
1925
-
1926
- live++;
1927
- seen.add(gamepad.index);
1928
-
1929
- let card = this.#cards.get(gamepad.index);
1930
-
1931
- if (card === undefined) {
1932
- card = new NativeGamepadCard();
1933
-
1934
- this.#cards.set(gamepad.index, card);
1935
- this.#pads.appendChild(card.el);
1936
- }
1937
-
1938
- card.update(gamepad);
1939
- }
1940
-
1941
- for (const [index, card] of this.#cards) {
1942
- if (!seen.has(index)) {
1943
- this.#pads.removeChild(card.el);
1944
- this.#cards.delete(index);
1945
- }
1946
- }
1947
-
1948
- write_text(this.#status, `${live} of ${n} slots occupied`);
1949
- }
1950
- }
1951
-
1952
- /**
1953
- * Diff of the two layers.
1954
- *
1955
- * {@link GamepadHandle} promises it presents the hardware's own values in the standard mapping's slots, with
1956
- * the only correction applied further along in {@link GamepadStick#value}. This asserts that promise against
1957
- * the hardware every frame, which is the one thing neither layer can show on its own.
1958
- *
1959
- * The comparison goes through {@link GamepadHandle#layout}, because on a pad the browser did not map, slot
1960
- * `i` deliberately does not come from device index `i` - that translation is the whole point of the layout.
1961
- * What is being checked is that nothing else changed the values on the way through.
1962
- */
1963
- class LayerParityView {
1964
-
1965
- /**
1966
- * @readonly
1967
- * @type {HTMLElement}
1968
- */
1969
- el;
1970
-
1971
- /**
1972
- * @type {HTMLElement}
1973
- */
1974
- #status;
1975
-
1976
- /**
1977
- * @type {HTMLElement}
1978
- */
1979
- #detail;
1980
-
1981
- constructor() {
1982
- this.el = make_element("div", "gpt-sync");
1983
-
1984
- const title = make_element("div", "", this.el);
1985
- title.textContent = "layer 1 vs layer 2";
1986
-
1987
- this.#status = make_element("div", "gpt-status", this.el);
1988
- this.#detail = make_element("div", "gpt-muted", this.el);
1989
- }
1990
-
1991
- /**
1992
- *
1993
- * @param {GamepadHandle} main
1994
- * @param {(Gamepad|null)[]} gamepads
1995
- * @returns {void}
1996
- */
1997
- update(main, gamepads) {
1998
- if (!main.connected) {
1999
- this.#write("", "idle", "main is not bound to any pad");
2000
-
2001
- return;
2002
- }
2003
-
2004
- const source = gamepads[main.index];
2005
-
2006
- if (source === null || source === undefined) {
2007
- this.#write("gpt-bad", "no source", `main is bound to slot ${main.index}, which the browser reports as empty`);
2008
-
2009
- return;
2010
- }
2011
-
2012
- const layout = main.layout;
2013
-
2014
- const mismatches = [];
2015
-
2016
- const buttonCount = layout.presentedButtonCount(source);
2017
-
2018
- for (let i = 0; i < buttonCount; i++) {
2019
- const pressed = layout.isButtonPressed(i, source);
2020
-
2021
- if (main.buttons[i].is_down !== pressed) {
2022
- mismatches.push(`button ${i} pressed ${main.buttons[i].is_down} vs ${pressed}`);
2023
- }
2024
-
2025
- const value = layout.readButtonValue(i, source);
2026
-
2027
- if (main.buttonValues[i] !== value) {
2028
- mismatches.push(`button ${i} value ${main.buttonValues[i]} vs ${value}`);
2029
- }
2030
- }
2031
-
2032
- const axisCount = layout.presentedAxisCount(source);
2033
-
2034
- for (let i = 0; i < axisCount; i++) {
2035
- const value = layout.readAxis(i, source);
2036
-
2037
- if (main.axes[i] !== value) {
2038
- mismatches.push(`axis ${i} ${main.axes[i]} vs ${value}`);
2039
- }
2040
- }
2041
-
2042
- const through = layout === GAMEPAD_STANDARD_LAYOUT ? "passed through" : `via ${layout.name}`;
2043
-
2044
- if (mismatches.length === 0) {
2045
- this.#write("gpt-ok", "mirrored", `slot ${main.index} ${through}: ${buttonCount} buttons and ${axisCount} axes identical`);
2046
- } else {
2047
- this.#write("gpt-bad", `${mismatches.length} differ`, mismatches.slice(0, 3).join(" "));
2048
- }
2049
- }
2050
-
2051
- /**
2052
- *
2053
- * @param {string} modifier
2054
- * @param {string} status
2055
- * @param {string} detail
2056
- */
2057
- #write(modifier, status, detail) {
2058
- this.#status.className = `gpt-status ${modifier}`;
2059
-
2060
- write_text(this.#status, status);
2061
- write_text(this.#detail, detail);
2062
- }
2063
- }
2064
-
2065
- /**
2066
- * @param {Engine} engine
2067
- */
2068
- function main(engine) {
2069
- const style = make_element("style", "", document.head);
2070
- style.textContent = STYLE;
2071
-
2072
- const root = make_element("div", "gpt-root", document.body);
2073
-
2074
- const header = make_element("div", "gpt-header", root);
2075
-
2076
- const title = make_element("h1", "", header);
2077
- title.textContent = "gamepad tester";
2078
-
2079
- const subtitle = make_element("div", "gpt-muted", header);
2080
- subtitle.textContent = "press buttons and move sticks. hardware frame throughout: +x is right, +y is down.";
2081
-
2082
- const supported = typeof navigator.getGamepads === "function";
2083
-
2084
- if (!supported) {
2085
- const warning = make_element("div", "gpt-status gpt-bad", header);
2086
- warning.textContent = "navigator.getGamepads is not available in this browser";
2087
- }
2088
-
2089
- const device = engine.devices.gamepad;
2090
-
2091
- const engineLayer = new EngineLayerView(device);
2092
- const parity = new LayerParityView();
2093
- const nativeLayer = new NativeLayerView();
2094
-
2095
- root.appendChild(engineLayer.el);
2096
- root.appendChild(parity.el);
2097
- root.appendChild(nativeLayer.el);
2098
-
2099
- /*
2100
- The device registers its own poll when the engine is constructed, so it has already refreshed by the time
2101
- this callback runs in the same frame - both layers describe one instant
2102
- */
2103
- function update() {
2104
- const gamepads = supported ? navigator.getGamepads() : [];
2105
-
2106
- engineLayer.update();
2107
- parity.update(device.main, gamepads);
2108
- nativeLayer.update(gamepads);
2109
-
2110
- requestAnimationFrame(update);
2111
- }
2112
-
2113
- requestAnimationFrame(update);
2114
-
2115
- window.__gamepad_tester = {
2116
- engine,
2117
- device,
2118
- engineLayer,
2119
- nativeLayer,
2120
- parity
2121
- };
2122
- }
2123
-
2124
- EngineHarness.bootstrap().then(main);
1
+ import Vector2 from "../../../../core/geom/Vector2.js";
2
+ import { EngineHarness } from "../../../EngineHarness.js";
3
+ import { apply_radial_dead_zone } from "../../analog/apply_radial_dead_zone.js";
4
+ import { GamepadAxes } from "./GamepadAxes.js";
5
+ import { GamepadButtons } from "./GamepadButtons.js";
6
+ import { GAMEPAD_LAYOUT_ABSENT, GAMEPAD_STANDARD_LAYOUT } from "./GamepadLayout.js";
7
+ import { gamepad_write_dpad_vector } from "./gamepad_write_dpad_vector.js";
8
+ import { GAMEPAD_STANDARD_AXIS_COUNT, GAMEPAD_STANDARD_BUTTON_COUNT } from "./GamepadStandardMapping.js";
9
+
10
+ /**
11
+ * Gamepad tester.
12
+ *
13
+ * Two layers over the same hardware, drawn one above the other so they can be read against each other:
14
+ *
15
+ * - Layer 1 is {@link GamepadDevice}, reached through `engine.devices.gamepad`. It shows what a consumer of the
16
+ * engine sees: the persistent {@link GamepadDevice#main} handle, switches and their press counts, raw axes,
17
+ * per-stick calibration, and the composition the device documents (dead zone + D-pad vector + fusion).
18
+ * - Layer 2 is `navigator.getGamepads()` read directly, with no engine in the path. It shows what the browser
19
+ * reports, unfiltered.
20
+ *
21
+ * Between them sits a parity strip that diffs the two, because the device layer's contract is that `axes` and
22
+ * button values are a byte-exact mirror of the hardware snapshot. Anything that layer changes shows up there.
23
+ *
24
+ * Both layers are read from one animation frame, and the device's own poll runs earlier in that same frame
25
+ * (it registers its callback when the engine is constructed), so the two views describe the same instant.
26
+ *
27
+ * @author Alex Goldring
28
+ * @copyright Company Named Limited (c) 2026
29
+ */
30
+
31
+ /**
32
+ * Button index -> name of the standard mapping, derived so the two never drift apart
33
+ * @readonly
34
+ * @type {string[]}
35
+ */
36
+ const BUTTON_NAMES = [];
37
+
38
+ for (const name in GamepadButtons) {
39
+ BUTTON_NAMES[GamepadButtons[name]] = name;
40
+ }
41
+
42
+ /**
43
+ * Axis index -> name of the standard mapping
44
+ * @readonly
45
+ * @type {string[]}
46
+ */
47
+ const AXIS_NAMES = [];
48
+
49
+ for (const name in GamepadAxes) {
50
+ AXIS_NAMES[GamepadAxes[name]] = name;
51
+ }
52
+
53
+ /**
54
+ * Edge length of a stick scope, in CSS pixels
55
+ * @type {number}
56
+ */
57
+ const SCOPE_SIZE = 176;
58
+
59
+ /**
60
+ * How many past raw samples a scope draws as a trail. At 60Hz this is about 1.5 seconds, enough to see a
61
+ * snap-back overshoot or a slow drift walk.
62
+ * @type {number}
63
+ */
64
+ const TRAIL_SAMPLE_COUNT = 90;
65
+
66
+ const TIMELINE_WIDTH = 680;
67
+ const TIMELINE_HEIGHT = 150;
68
+
69
+ /**
70
+ * About 8 seconds at 60Hz
71
+ * @type {number}
72
+ */
73
+ const TIMELINE_SAMPLE_COUNT = 480;
74
+
75
+ /**
76
+ * Channels plotted by {@link AxisTimelineView}. Triggers are included because they are the analog inputs that
77
+ * are not axes, and their travel is exactly what a tester is here to look at.
78
+ * @readonly
79
+ */
80
+ const TIMELINE_CHANNELS = [
81
+ { label: "left stick x", color: "#4ade80" },
82
+ { label: "left stick y", color: "#22d3ee" },
83
+ { label: "right stick x", color: "#f472b6" },
84
+ { label: "right stick y", color: "#fbbf24" },
85
+ { label: "left trigger", color: "#a78bfa" },
86
+ { label: "right trigger", color: "#fb923c" }
87
+ ];
88
+
89
+ const MAX_LOG_ENTRIES = 200;
90
+
91
+ /**
92
+ * Standard button indices that form the D-pad, which a non-standard pad may drive from a hat axis instead
93
+ * @readonly
94
+ * @type {number[]}
95
+ */
96
+ const DPAD_BUTTONS = [
97
+ GamepadButtons.dpad_up,
98
+ GamepadButtons.dpad_right,
99
+ GamepadButtons.dpad_down,
100
+ GamepadButtons.dpad_left
101
+ ];
102
+
103
+ const STYLE = `
104
+ .gpt-root {
105
+ position: fixed;
106
+ left: 0;
107
+ top: 0;
108
+ width: 100%;
109
+ height: 100%;
110
+ overflow: auto;
111
+ box-sizing: border-box;
112
+ padding: 16px;
113
+ background: #0f1216;
114
+ color: #d7dee8;
115
+ font: 12px/1.45 "Consolas", "Menlo", monospace;
116
+ z-index: 100;
117
+ }
118
+ .gpt-root h1 {
119
+ margin: 0 0 2px 0;
120
+ font-size: 17px;
121
+ font-weight: 600;
122
+ letter-spacing: 0.4px;
123
+ }
124
+ .gpt-root h2 {
125
+ margin: 0;
126
+ font-size: 13px;
127
+ font-weight: 600;
128
+ letter-spacing: 0.4px;
129
+ }
130
+ .gpt-muted {
131
+ color: #7d8899;
132
+ }
133
+ .gpt-header {
134
+ margin-bottom: 14px;
135
+ }
136
+ .gpt-layer {
137
+ border: 1px solid #262d38;
138
+ border-radius: 6px;
139
+ background: #161a21;
140
+ margin-bottom: 12px;
141
+ }
142
+ .gpt-layer-head {
143
+ display: flex;
144
+ align-items: baseline;
145
+ gap: 10px;
146
+ padding: 8px 12px;
147
+ border-bottom: 1px solid #262d38;
148
+ background: #1a1f28;
149
+ border-radius: 6px 6px 0 0;
150
+ }
151
+ .gpt-layer-badge {
152
+ padding: 1px 7px;
153
+ border-radius: 10px;
154
+ background: #2b3442;
155
+ color: #9fb0c6;
156
+ font-size: 11px;
157
+ }
158
+ .gpt-layer-body {
159
+ padding: 12px;
160
+ display: flex;
161
+ flex-wrap: wrap;
162
+ gap: 12px;
163
+ }
164
+ .gpt-panel {
165
+ border: 1px solid #232a35;
166
+ border-radius: 5px;
167
+ padding: 9px 10px;
168
+ background: #12161c;
169
+ }
170
+ .gpt-panel-title {
171
+ color: #8fa0b6;
172
+ font-size: 11px;
173
+ text-transform: uppercase;
174
+ letter-spacing: 0.7px;
175
+ margin-bottom: 7px;
176
+ }
177
+ .gpt-kv {
178
+ display: grid;
179
+ grid-template-columns: auto 1fr;
180
+ gap: 1px 10px;
181
+ }
182
+ .gpt-kv > .gpt-k {
183
+ color: #7d8899;
184
+ }
185
+ .gpt-kv > .gpt-v {
186
+ color: #d7dee8;
187
+ word-break: break-all;
188
+ }
189
+ .gpt-buttons {
190
+ display: grid;
191
+ grid-template-columns: repeat(auto-fill, minmax(112px, 1fr));
192
+ gap: 5px;
193
+ width: 480px;
194
+ }
195
+ .gpt-button {
196
+ border: 1px solid #232a35;
197
+ border-radius: 4px;
198
+ padding: 4px 6px;
199
+ background: #12161c;
200
+ }
201
+ .gpt-button.gpt-down {
202
+ border-color: #4ade80;
203
+ background: #16241c;
204
+ }
205
+ .gpt-button-head {
206
+ display: flex;
207
+ align-items: center;
208
+ gap: 5px;
209
+ }
210
+ .gpt-pip {
211
+ width: 8px;
212
+ height: 8px;
213
+ border-radius: 50%;
214
+ background: #2b3442;
215
+ flex: none;
216
+ }
217
+ .gpt-down .gpt-pip {
218
+ background: #4ade80;
219
+ box-shadow: 0 0 6px #4ade80;
220
+ }
221
+ .gpt-button-name {
222
+ flex: 1;
223
+ overflow: hidden;
224
+ text-overflow: ellipsis;
225
+ white-space: nowrap;
226
+ }
227
+ .gpt-button-index, .gpt-button-count {
228
+ color: #7d8899;
229
+ font-size: 10px;
230
+ }
231
+ .gpt-bar {
232
+ position: relative;
233
+ height: 5px;
234
+ margin-top: 4px;
235
+ border-radius: 3px;
236
+ background: #1e242e;
237
+ overflow: hidden;
238
+ }
239
+ .gpt-bar-fill {
240
+ position: absolute;
241
+ top: 0;
242
+ height: 100%;
243
+ background: #4ade80;
244
+ }
245
+ .gpt-bar-fill.gpt-signed {
246
+ background: #22d3ee;
247
+ }
248
+ .gpt-axis {
249
+ display: grid;
250
+ grid-template-columns: 92px 1fr 64px;
251
+ align-items: center;
252
+ gap: 8px;
253
+ margin-bottom: 3px;
254
+ }
255
+ .gpt-axis .gpt-bar {
256
+ margin-top: 0;
257
+ height: 8px;
258
+ }
259
+ .gpt-axis-value {
260
+ text-align: right;
261
+ color: #b9c4d3;
262
+ }
263
+ .gpt-sticks {
264
+ display: flex;
265
+ gap: 12px;
266
+ }
267
+ .gpt-stick canvas {
268
+ display: block;
269
+ border: 1px solid #232a35;
270
+ border-radius: 4px;
271
+ background: #0d1014;
272
+ }
273
+ .gpt-legend {
274
+ display: flex;
275
+ flex-wrap: wrap;
276
+ gap: 8px;
277
+ margin-top: 5px;
278
+ font-size: 11px;
279
+ }
280
+ .gpt-legend span:before {
281
+ content: "";
282
+ display: inline-block;
283
+ width: 7px;
284
+ height: 7px;
285
+ border-radius: 50%;
286
+ margin-right: 4px;
287
+ background: currentColor;
288
+ }
289
+ .gpt-controls {
290
+ display: flex;
291
+ flex-direction: column;
292
+ gap: 6px;
293
+ }
294
+ .gpt-control {
295
+ display: grid;
296
+ grid-template-columns: 96px 1fr 44px;
297
+ align-items: center;
298
+ gap: 8px;
299
+ }
300
+ .gpt-root input[type="range"] {
301
+ width: 100%;
302
+ }
303
+ .gpt-root button {
304
+ font: inherit;
305
+ color: #d7dee8;
306
+ background: #232a35;
307
+ border: 1px solid #303a48;
308
+ border-radius: 4px;
309
+ padding: 3px 9px;
310
+ cursor: pointer;
311
+ }
312
+ .gpt-root button:hover {
313
+ background: #2c3543;
314
+ }
315
+ .gpt-log {
316
+ height: 150px;
317
+ overflow: auto;
318
+ background: #0d1014;
319
+ border: 1px solid #232a35;
320
+ border-radius: 4px;
321
+ padding: 6px 8px;
322
+ width: 100%;
323
+ box-sizing: border-box;
324
+ }
325
+ .gpt-log-entry {
326
+ white-space: pre;
327
+ }
328
+ .gpt-sync {
329
+ display: flex;
330
+ align-items: center;
331
+ gap: 10px;
332
+ padding: 7px 12px;
333
+ margin-bottom: 12px;
334
+ border: 1px solid #262d38;
335
+ border-radius: 6px;
336
+ background: #161a21;
337
+ }
338
+ .gpt-status {
339
+ padding: 1px 8px;
340
+ border-radius: 10px;
341
+ font-size: 11px;
342
+ background: #2b3442;
343
+ color: #9fb0c6;
344
+ }
345
+ .gpt-status.gpt-ok {
346
+ background: #16351f;
347
+ color: #4ade80;
348
+ }
349
+ .gpt-status.gpt-bad {
350
+ background: #3a1b1b;
351
+ color: #f87171;
352
+ }
353
+ .gpt-native-pads {
354
+ display: flex;
355
+ flex-wrap: wrap;
356
+ gap: 12px;
357
+ width: 100%;
358
+ }
359
+ .gpt-native-buttons {
360
+ display: grid;
361
+ grid-template-columns: repeat(auto-fill, minmax(84px, 1fr));
362
+ gap: 3px;
363
+ }
364
+ .gpt-native-button {
365
+ display: flex;
366
+ align-items: center;
367
+ gap: 4px;
368
+ padding: 2px 4px;
369
+ border-radius: 3px;
370
+ background: #12161c;
371
+ border: 1px solid #232a35;
372
+ font-size: 11px;
373
+ }
374
+ .gpt-native-button.gpt-down {
375
+ border-color: #4ade80;
376
+ color: #4ade80;
377
+ }
378
+ .gpt-native-button.gpt-touched {
379
+ border-color: #fbbf24;
380
+ }
381
+ .gpt-pads-summary {
382
+ width: 100%;
383
+ }
384
+ .gpt-pad-row {
385
+ display: grid;
386
+ grid-template-columns: 46px 90px 1fr;
387
+ gap: 10px;
388
+ padding: 2px 0;
389
+ border-top: 1px solid #1c222b;
390
+ }
391
+ `;
392
+
393
+ /**
394
+ *
395
+ * @param {string} tag
396
+ * @param {string} className
397
+ * @param {HTMLElement} [parent]
398
+ * @returns {HTMLElement}
399
+ */
400
+ function make_element(tag, className, parent) {
401
+ const el = document.createElement(tag);
402
+
403
+ if (className !== "") {
404
+ el.className = className;
405
+ }
406
+
407
+ if (parent !== undefined) {
408
+ parent.appendChild(el);
409
+ }
410
+
411
+ return el;
412
+ }
413
+
414
+ /**
415
+ *
416
+ * @param {HTMLElement} el
417
+ * @param {string} text
418
+ * @returns {void}
419
+ */
420
+ function write_text(el, text) {
421
+ if (el.textContent !== text) {
422
+ el.textContent = text;
423
+ }
424
+ }
425
+
426
+ /**
427
+ * Key/value grid where values are addressed by key, saving every panel from holding a field per row.
428
+ */
429
+ class PropertyTableView {
430
+
431
+ /**
432
+ * @readonly
433
+ * @type {HTMLElement}
434
+ */
435
+ el;
436
+
437
+ /**
438
+ * @type {Map<string,HTMLElement>}
439
+ */
440
+ #values = new Map();
441
+
442
+ /**
443
+ *
444
+ * @param {string[]} keys
445
+ */
446
+ constructor(keys) {
447
+ this.el = make_element("div", "gpt-kv");
448
+
449
+ const n = keys.length;
450
+
451
+ for (let i = 0; i < n; i++) {
452
+ const key = keys[i];
453
+
454
+ const k = make_element("div", "gpt-k", this.el);
455
+ k.textContent = key;
456
+
457
+ const v = make_element("div", "gpt-v", this.el);
458
+ v.textContent = "-";
459
+
460
+ this.#values.set(key, v);
461
+ }
462
+ }
463
+
464
+ /**
465
+ *
466
+ * @param {string} key one of the keys this table was built with
467
+ * @param {string} value
468
+ * @returns {void}
469
+ */
470
+ write(key, value) {
471
+ write_text(this.#values.get(key), value);
472
+ }
473
+ }
474
+
475
+ /**
476
+ * One button of {@link GamepadHandle}: state, analog travel, and how many times it has been pressed.
477
+ *
478
+ * The press count comes from the switch's own signal rather than from comparing frames, so a button that
479
+ * chatters - firing two presses for one physical push - shows up as a count climbing faster than the presses,
480
+ * which polling this view every frame could not tell you.
481
+ */
482
+ class ButtonView {
483
+
484
+ /**
485
+ * @readonly
486
+ * @type {HTMLElement}
487
+ */
488
+ el;
489
+
490
+ /**
491
+ * @type {HTMLElement}
492
+ */
493
+ #fill;
494
+
495
+ /**
496
+ * @type {HTMLElement}
497
+ */
498
+ #value;
499
+
500
+ /**
501
+ * @type {HTMLElement}
502
+ */
503
+ #count;
504
+
505
+ /**
506
+ * @type {number}
507
+ */
508
+ #pressCount = 0;
509
+
510
+ /**
511
+ * @type {InputDeviceSwitch}
512
+ */
513
+ #source;
514
+
515
+ /**
516
+ *
517
+ * @param {number} index
518
+ * @param {InputDeviceSwitch} button
519
+ */
520
+ constructor(index, button) {
521
+ this.#source = button;
522
+
523
+ this.el = make_element("div", "gpt-button");
524
+
525
+ const head = make_element("div", "gpt-button-head", this.el);
526
+
527
+ make_element("div", "gpt-pip", head);
528
+
529
+ const name = make_element("div", "gpt-button-name", head);
530
+ name.textContent = BUTTON_NAMES[index] !== undefined ? BUTTON_NAMES[index] : "extra";
531
+
532
+ const indexLabel = make_element("div", "gpt-button-index", head);
533
+ indexLabel.textContent = String(index);
534
+
535
+ const bar = make_element("div", "gpt-bar", this.el);
536
+ this.#fill = make_element("div", "gpt-bar-fill", bar);
537
+
538
+ const foot = make_element("div", "gpt-button-head", this.el);
539
+
540
+ this.#value = make_element("div", "gpt-button-name gpt-muted", foot);
541
+ this.#count = make_element("div", "gpt-button-count", foot);
542
+
543
+ button.down.add(this.#handleDown);
544
+ }
545
+
546
+ #handleDown = () => {
547
+ this.#pressCount++;
548
+ }
549
+
550
+ /**
551
+ * Stop counting presses. Used when the grid is rebuilt for a handle with a different button count.
552
+ * @returns {void}
553
+ */
554
+ dispose() {
555
+ this.#source.down.remove(this.#handleDown);
556
+ }
557
+
558
+ /**
559
+ *
560
+ * @param {number} value analog travel in [0,1]
561
+ * @returns {void}
562
+ */
563
+ update(value) {
564
+ const is_down = this.#source.is_down;
565
+
566
+ this.el.classList.toggle("gpt-down", is_down);
567
+
568
+ const width = `${(value * 100).toFixed(1)}%`;
569
+
570
+ if (this.#fill.style.width !== width) {
571
+ this.#fill.style.width = width;
572
+ }
573
+
574
+ write_text(this.#value, value.toFixed(3));
575
+ write_text(this.#count, `x${this.#pressCount}`);
576
+ }
577
+ }
578
+
579
+ /**
580
+ * A signed [-1,1] bar with a numeric readout, drawn from the middle out.
581
+ */
582
+ class AxisView {
583
+
584
+ /**
585
+ * @readonly
586
+ * @type {HTMLElement}
587
+ */
588
+ el;
589
+
590
+ /**
591
+ * @type {HTMLElement}
592
+ */
593
+ #fill;
594
+
595
+ /**
596
+ * @type {HTMLElement}
597
+ */
598
+ #value;
599
+
600
+ /**
601
+ *
602
+ * @param {string} label
603
+ */
604
+ constructor(label) {
605
+ this.el = make_element("div", "gpt-axis");
606
+
607
+ const name = make_element("div", "", this.el);
608
+ name.textContent = label;
609
+
610
+ const bar = make_element("div", "gpt-bar", this.el);
611
+ this.#fill = make_element("div", "gpt-bar-fill gpt-signed", bar);
612
+
613
+ this.#value = make_element("div", "gpt-axis-value", this.el);
614
+ }
615
+
616
+ /**
617
+ *
618
+ * @param {number} value
619
+ * @returns {void}
620
+ */
621
+ update(value) {
622
+ const half = Math.min(Math.abs(value), 1) * 50;
623
+
624
+ const left = value < 0 ? `${50 - half}%` : "50%";
625
+ const width = `${half}%`;
626
+
627
+ if (this.#fill.style.left !== left) {
628
+ this.#fill.style.left = left;
629
+ }
630
+
631
+ if (this.#fill.style.width !== width) {
632
+ this.#fill.style.width = width;
633
+ }
634
+
635
+ write_text(this.#value, value.toFixed(4));
636
+ }
637
+ }
638
+
639
+ /**
640
+ * 2D scope for one {@link GamepadStick}.
641
+ *
642
+ * Drawn in the hardware frame, so +y is down and the canvas needs no flip. Four things are plotted on top of
643
+ * each other, and the point of the view is that they are usually not in the same place:
644
+ *
645
+ * - the raw hardware value, with a trail of where it has just been;
646
+ * - the learned rest position and noise radius, which is the correction the device applies;
647
+ * - the calibrated value the engine hands to gameplay;
648
+ * - the same value after a gameplay dead zone, which is what a game would actually move on.
649
+ */
650
+ class StickScopeView {
651
+
652
+ /**
653
+ * @readonly
654
+ * @type {HTMLElement}
655
+ */
656
+ el;
657
+
658
+ /**
659
+ * @type {CanvasRenderingContext2D}
660
+ */
661
+ #ctx;
662
+
663
+ /**
664
+ * @type {PropertyTableView}
665
+ */
666
+ #properties;
667
+
668
+ /**
669
+ * Interleaved x,y of past raw samples, used as a ring buffer
670
+ * @type {Float32Array}
671
+ */
672
+ #trail = new Float32Array(TRAIL_SAMPLE_COUNT * 2);
673
+
674
+ /**
675
+ * @type {number}
676
+ */
677
+ #trailCursor = 0;
678
+
679
+ /**
680
+ * @type {number}
681
+ */
682
+ #trailCount = 0;
683
+
684
+ /**
685
+ * @type {Vector2}
686
+ */
687
+ #shaped = new Vector2();
688
+
689
+ /**
690
+ *
691
+ * @param {string} label
692
+ */
693
+ constructor(label) {
694
+ this.el = make_element("div", "gpt-panel gpt-stick");
695
+
696
+ const title = make_element("div", "gpt-panel-title", this.el);
697
+ title.textContent = label;
698
+
699
+ const canvas = make_element("canvas", "", this.el);
700
+
701
+ const dpr = window.devicePixelRatio;
702
+
703
+ canvas.width = SCOPE_SIZE * dpr;
704
+ canvas.height = SCOPE_SIZE * dpr;
705
+ canvas.style.width = `${SCOPE_SIZE}px`;
706
+ canvas.style.height = `${SCOPE_SIZE}px`;
707
+
708
+ this.#ctx = canvas.getContext("2d");
709
+ this.#ctx.scale(dpr, dpr);
710
+
711
+ const legend = make_element("div", "gpt-legend", this.el);
712
+
713
+ const raw = make_element("span", "", legend);
714
+ raw.textContent = "raw";
715
+ raw.style.color = "#7d8899";
716
+
717
+ const value = make_element("span", "", legend);
718
+ value.textContent = "calibrated";
719
+ value.style.color = "#4ade80";
720
+
721
+ const shaped = make_element("span", "", legend);
722
+ shaped.textContent = "dead zoned";
723
+ shaped.style.color = "#fbbf24";
724
+
725
+ this.#properties = new PropertyTableView([
726
+ "raw",
727
+ "value",
728
+ "magnitude",
729
+ "dead zoned",
730
+ "center",
731
+ "noise radius",
732
+ "locked"
733
+ ]);
734
+
735
+ this.el.appendChild(this.#properties.el);
736
+ }
737
+
738
+ /**
739
+ *
740
+ * @param {GamepadStick} stick
741
+ * @param {number} inner gameplay dead zone, inner bound
742
+ * @param {number} outer gameplay dead zone, outer bound
743
+ * @returns {void}
744
+ */
745
+ update(stick, inner, outer) {
746
+ const raw = stick.raw;
747
+ const value = stick.value;
748
+ const calibration = stick.calibration;
749
+
750
+ apply_radial_dead_zone(this.#shaped, value.x, value.y, inner, outer);
751
+
752
+ const trail = this.#trail;
753
+
754
+ trail[this.#trailCursor * 2] = raw.x;
755
+ trail[this.#trailCursor * 2 + 1] = raw.y;
756
+
757
+ this.#trailCursor = (this.#trailCursor + 1) % TRAIL_SAMPLE_COUNT;
758
+ this.#trailCount = Math.min(this.#trailCount + 1, TRAIL_SAMPLE_COUNT);
759
+
760
+ this.#draw(stick);
761
+
762
+ this.#properties.write("raw", `${raw.x.toFixed(4)}, ${raw.y.toFixed(4)}`);
763
+ this.#properties.write("value", `${value.x.toFixed(4)}, ${value.y.toFixed(4)}`);
764
+ this.#properties.write("magnitude", value.length().toFixed(4));
765
+ this.#properties.write("dead zoned", `${this.#shaped.x.toFixed(4)}, ${this.#shaped.y.toFixed(4)}`);
766
+ this.#properties.write("center", `${calibration.center.x.toFixed(4)}, ${calibration.center.y.toFixed(4)}`);
767
+ this.#properties.write("noise radius", calibration.noiseRadius.toFixed(4));
768
+ this.#properties.write("locked", String(calibration.locked));
769
+ }
770
+
771
+ /**
772
+ *
773
+ * @param {number} v stick coordinate in [-1,1]
774
+ * @returns {number} canvas coordinate
775
+ */
776
+ #project(v) {
777
+ return (v + 1) * 0.5 * SCOPE_SIZE;
778
+ }
779
+
780
+ /**
781
+ *
782
+ * @param {GamepadStick} stick
783
+ */
784
+ #draw(stick) {
785
+ const ctx = this.#ctx;
786
+
787
+ const half = SCOPE_SIZE / 2;
788
+
789
+ ctx.clearRect(0, 0, SCOPE_SIZE, SCOPE_SIZE);
790
+
791
+ // gate
792
+ ctx.strokeStyle = "#232a35";
793
+ ctx.lineWidth = 1;
794
+
795
+ ctx.beginPath();
796
+ ctx.moveTo(0, half);
797
+ ctx.lineTo(SCOPE_SIZE, half);
798
+ ctx.moveTo(half, 0);
799
+ ctx.lineTo(half, SCOPE_SIZE);
800
+ ctx.stroke();
801
+
802
+ ctx.beginPath();
803
+ ctx.arc(half, half, half - 1, 0, Math.PI * 2);
804
+ ctx.stroke();
805
+
806
+ // learned rest position and noise radius
807
+ const calibration = stick.calibration;
808
+
809
+ const cx = this.#project(calibration.center.x);
810
+ const cy = this.#project(calibration.center.y);
811
+
812
+ ctx.strokeStyle = "#556070";
813
+ ctx.setLineDash([3, 3]);
814
+
815
+ ctx.beginPath();
816
+ ctx.arc(cx, cy, Math.max(calibration.noiseRadius * half, 1.5), 0, Math.PI * 2);
817
+ ctx.stroke();
818
+
819
+ ctx.setLineDash([]);
820
+
821
+ // trail of raw samples, oldest first
822
+ const trail = this.#trail;
823
+ const count = this.#trailCount;
824
+
825
+ ctx.lineWidth = 1;
826
+
827
+ for (let i = 1; i < count; i++) {
828
+ const previous = (this.#trailCursor - count + i - 1 + TRAIL_SAMPLE_COUNT * 2) % TRAIL_SAMPLE_COUNT;
829
+ const current = (this.#trailCursor - count + i + TRAIL_SAMPLE_COUNT * 2) % TRAIL_SAMPLE_COUNT;
830
+
831
+ ctx.strokeStyle = `rgba(125, 136, 153, ${(i / count) * 0.8})`;
832
+
833
+ ctx.beginPath();
834
+ ctx.moveTo(this.#project(trail[previous * 2]), this.#project(trail[previous * 2 + 1]));
835
+ ctx.lineTo(this.#project(trail[current * 2]), this.#project(trail[current * 2 + 1]));
836
+ ctx.stroke();
837
+ }
838
+
839
+ this.#dot(this.#project(stick.raw.x), this.#project(stick.raw.y), 4, "#9fb0c6");
840
+ this.#dot(this.#project(this.#shaped.x), this.#project(this.#shaped.y), 3, "#fbbf24");
841
+ this.#dot(this.#project(stick.value.x), this.#project(stick.value.y), 3, "#4ade80");
842
+ }
843
+
844
+ /**
845
+ *
846
+ * @param {number} x
847
+ * @param {number} y
848
+ * @param {number} radius
849
+ * @param {string} color
850
+ */
851
+ #dot(x, y, radius, color) {
852
+ const ctx = this.#ctx;
853
+
854
+ ctx.fillStyle = color;
855
+
856
+ ctx.beginPath();
857
+ ctx.arc(x, y, radius, 0, Math.PI * 2);
858
+ ctx.fill();
859
+ }
860
+ }
861
+
862
+ /**
863
+ * Scrolling plot of the analog channels over the last few seconds.
864
+ *
865
+ * A scope shows where a stick is, this shows how it got there: snap-back overshoot, trigger travel, and the
866
+ * flat line of a calibrated stick at rest are all shapes in time rather than positions.
867
+ */
868
+ class AxisTimelineView {
869
+
870
+ /**
871
+ * @readonly
872
+ * @type {HTMLElement}
873
+ */
874
+ el;
875
+
876
+ /**
877
+ * @type {CanvasRenderingContext2D}
878
+ */
879
+ #ctx;
880
+
881
+ /**
882
+ * One row per channel of {@link TIMELINE_CHANNELS}, each a ring buffer sharing {@link #cursor}
883
+ * @type {Float32Array[]}
884
+ */
885
+ #channels = [];
886
+
887
+ /**
888
+ * @type {number}
889
+ */
890
+ #cursor = 0;
891
+
892
+ /**
893
+ * @type {number}
894
+ */
895
+ #count = 0;
896
+
897
+ constructor() {
898
+ this.el = make_element("div", "gpt-panel");
899
+
900
+ const title = make_element("div", "gpt-panel-title", this.el);
901
+ title.textContent = "analog channels over time";
902
+
903
+ const canvas = make_element("canvas", "", this.el);
904
+
905
+ const dpr = window.devicePixelRatio;
906
+
907
+ canvas.width = TIMELINE_WIDTH * dpr;
908
+ canvas.height = TIMELINE_HEIGHT * dpr;
909
+ canvas.style.width = `${TIMELINE_WIDTH}px`;
910
+ canvas.style.height = `${TIMELINE_HEIGHT}px`;
911
+ canvas.style.display = "block";
912
+ canvas.style.background = "#0d1014";
913
+ canvas.style.borderRadius = "4px";
914
+
915
+ this.#ctx = canvas.getContext("2d");
916
+ this.#ctx.scale(dpr, dpr);
917
+
918
+ const legend = make_element("div", "gpt-legend", this.el);
919
+
920
+ const n = TIMELINE_CHANNELS.length;
921
+
922
+ for (let i = 0; i < n; i++) {
923
+ const channel = TIMELINE_CHANNELS[i];
924
+
925
+ this.#channels[i] = new Float32Array(TIMELINE_SAMPLE_COUNT);
926
+
927
+ const entry = make_element("span", "", legend);
928
+ entry.textContent = channel.label;
929
+ entry.style.color = channel.color;
930
+ }
931
+ }
932
+
933
+ /**
934
+ *
935
+ * @param {GamepadHandle} pad
936
+ * @returns {void}
937
+ */
938
+ update(pad) {
939
+ const axes = pad.axes;
940
+ const buttonValues = pad.buttonValues;
941
+
942
+ const cursor = this.#cursor;
943
+
944
+ this.#channels[0][cursor] = axes[GamepadAxes.left_stick_x];
945
+ this.#channels[1][cursor] = axes[GamepadAxes.left_stick_y];
946
+ this.#channels[2][cursor] = axes[GamepadAxes.right_stick_x];
947
+ this.#channels[3][cursor] = axes[GamepadAxes.right_stick_y];
948
+ this.#channels[4][cursor] = buttonValues[GamepadButtons.left_trigger];
949
+ this.#channels[5][cursor] = buttonValues[GamepadButtons.right_trigger];
950
+
951
+ this.#cursor = (cursor + 1) % TIMELINE_SAMPLE_COUNT;
952
+ this.#count = Math.min(this.#count + 1, TIMELINE_SAMPLE_COUNT);
953
+
954
+ this.#draw();
955
+ }
956
+
957
+ #draw() {
958
+ const ctx = this.#ctx;
959
+
960
+ ctx.clearRect(0, 0, TIMELINE_WIDTH, TIMELINE_HEIGHT);
961
+
962
+ // zero line and unit bounds
963
+ ctx.strokeStyle = "#232a35";
964
+ ctx.lineWidth = 1;
965
+
966
+ ctx.beginPath();
967
+ ctx.moveTo(0, TIMELINE_HEIGHT * 0.5);
968
+ ctx.lineTo(TIMELINE_WIDTH, TIMELINE_HEIGHT * 0.5);
969
+ ctx.stroke();
970
+
971
+ const count = this.#count;
972
+
973
+ if (count < 2) {
974
+ return;
975
+ }
976
+
977
+ const step = TIMELINE_WIDTH / (TIMELINE_SAMPLE_COUNT - 1);
978
+
979
+ const n = this.#channels.length;
980
+
981
+ for (let i = 0; i < n; i++) {
982
+ const samples = this.#channels[i];
983
+
984
+ ctx.strokeStyle = TIMELINE_CHANNELS[i].color;
985
+ ctx.beginPath();
986
+
987
+ for (let j = 0; j < count; j++) {
988
+ const index = (this.#cursor - count + j + TIMELINE_SAMPLE_COUNT * 2) % TIMELINE_SAMPLE_COUNT;
989
+
990
+ const x = j * step;
991
+ const y = (1 - samples[index]) * 0.5 * TIMELINE_HEIGHT;
992
+
993
+ if (j === 0) {
994
+ ctx.moveTo(x, y);
995
+ } else {
996
+ ctx.lineTo(x, y);
997
+ }
998
+ }
999
+
1000
+ ctx.stroke();
1001
+ }
1002
+ }
1003
+ }
1004
+
1005
+ /**
1006
+ * Newest-first log of the device's signals.
1007
+ *
1008
+ * Everything here arrives by subscription rather than by sampling, so it records what a consumer bound to these
1009
+ * signals would have received - including presses too short to survive being sampled once a frame.
1010
+ */
1011
+ class EventLogView {
1012
+
1013
+ /**
1014
+ * @readonly
1015
+ * @type {HTMLElement}
1016
+ */
1017
+ el;
1018
+
1019
+ /**
1020
+ * @type {HTMLElement}
1021
+ */
1022
+ #entries;
1023
+
1024
+ /**
1025
+ * @type {number}
1026
+ */
1027
+ #startTime = performance.now();
1028
+
1029
+ /**
1030
+ * Axis signals fire at hardware sample rate on a drifting pad, so they are counted rather than logged
1031
+ * @type {number}
1032
+ */
1033
+ #axisEventCount = 0;
1034
+
1035
+ /**
1036
+ * @type {PropertyTableView}
1037
+ */
1038
+ #counters;
1039
+
1040
+ /**
1041
+ * @type {number}
1042
+ */
1043
+ #downCount = 0;
1044
+
1045
+ /**
1046
+ * @type {number}
1047
+ */
1048
+ #upCount = 0;
1049
+
1050
+ /**
1051
+ *
1052
+ * @param {GamepadDevice} device
1053
+ */
1054
+ constructor(device) {
1055
+ this.el = make_element("div", "gpt-panel gpt-pads-summary");
1056
+
1057
+ const title = make_element("div", "gpt-panel-title", this.el);
1058
+ title.textContent = "device signals";
1059
+
1060
+ this.#counters = new PropertyTableView(["down", "up", "axis"]);
1061
+ this.el.appendChild(this.#counters.el);
1062
+
1063
+ this.#entries = make_element("div", "gpt-log", this.el);
1064
+
1065
+ device.on.connected.add(pad => {
1066
+ this.#write(`connected pad ${pad.index} "${pad.id}" mapping="${pad.mapping}"`);
1067
+ });
1068
+
1069
+ device.on.disconnected.add(pad => {
1070
+ this.#write(`disconnected pad ${pad.index} "${pad.id}"`);
1071
+ });
1072
+
1073
+ device.on.down.add((buttonIndex, pad) => {
1074
+ this.#downCount++;
1075
+ this.#write(`down pad ${pad.index} button ${buttonIndex} ${this.#buttonName(buttonIndex)}`);
1076
+ });
1077
+
1078
+ device.on.up.add((buttonIndex, pad) => {
1079
+ this.#upCount++;
1080
+ this.#write(`up pad ${pad.index} button ${buttonIndex} ${this.#buttonName(buttonIndex)}`);
1081
+ });
1082
+
1083
+ device.on.axis.add(() => {
1084
+ this.#axisEventCount++;
1085
+ });
1086
+ }
1087
+
1088
+ /**
1089
+ *
1090
+ * @param {number} index
1091
+ * @returns {string}
1092
+ */
1093
+ #buttonName(index) {
1094
+ return BUTTON_NAMES[index] !== undefined ? BUTTON_NAMES[index] : "";
1095
+ }
1096
+
1097
+ /**
1098
+ *
1099
+ * @param {string} text
1100
+ */
1101
+ #write(text) {
1102
+ const seconds = (performance.now() - this.#startTime) / 1000;
1103
+
1104
+ const entry = make_element("div", "gpt-log-entry");
1105
+ entry.textContent = `${seconds.toFixed(3).padStart(9)} ${text}`;
1106
+
1107
+ this.#entries.insertBefore(entry, this.#entries.firstChild);
1108
+
1109
+ while (this.#entries.childElementCount > MAX_LOG_ENTRIES) {
1110
+ this.#entries.removeChild(this.#entries.lastChild);
1111
+ }
1112
+ }
1113
+
1114
+ /**
1115
+ *
1116
+ * @returns {void}
1117
+ */
1118
+ update() {
1119
+ this.#counters.write("down", String(this.#downCount));
1120
+ this.#counters.write("up", String(this.#upCount));
1121
+ this.#counters.write("axis", String(this.#axisEventCount));
1122
+ }
1123
+ }
1124
+
1125
+ /**
1126
+ * Which device input each standard input is being read from.
1127
+ *
1128
+ * The thing you want when a pad misbehaves: a browser that has not recognised a device reports its inputs in
1129
+ * the device's own order, and this is the translation being applied to get back to the standard mapping.
1130
+ * Read it against layer 2's raw indices to check an entry, or to write a new one.
1131
+ */
1132
+ class LayoutView {
1133
+
1134
+ /**
1135
+ * @readonly
1136
+ * @type {HTMLElement}
1137
+ */
1138
+ el;
1139
+
1140
+ /**
1141
+ * @type {HTMLElement}
1142
+ */
1143
+ #body;
1144
+
1145
+ /**
1146
+ * Layout the body was built for, so it is rebuilt only when the pad starts being read differently
1147
+ * @type {GamepadLayout|undefined}
1148
+ */
1149
+ #rendered = undefined;
1150
+
1151
+ constructor() {
1152
+ this.el = make_element("div", "gpt-panel");
1153
+
1154
+ const title = make_element("div", "gpt-panel-title", this.el);
1155
+ title.textContent = "resolved layout";
1156
+
1157
+ this.#body = make_element("div", "gpt-kv", this.el);
1158
+ }
1159
+
1160
+ /**
1161
+ *
1162
+ * @param {GamepadHandle} pad
1163
+ * @returns {void}
1164
+ */
1165
+ update(pad) {
1166
+ const layout = pad.layout;
1167
+
1168
+ if (this.#rendered === layout) {
1169
+ return;
1170
+ }
1171
+
1172
+ this.#rendered = layout;
1173
+
1174
+ this.#body.textContent = "";
1175
+
1176
+ this.#write("layout", layout.name);
1177
+
1178
+ if (layout === GAMEPAD_STANDARD_LAYOUT) {
1179
+ this.#write("", "the browser mapped this pad, every index is passed through unchanged");
1180
+
1181
+ return;
1182
+ }
1183
+
1184
+ for (let i = 0; i < GAMEPAD_STANDARD_AXIS_COUNT; i++) {
1185
+ const source = layout.axisSource(i);
1186
+
1187
+ this.#write(AXIS_NAMES[i], source === GAMEPAD_LAYOUT_ABSENT ? "-" : `axis ${source}`);
1188
+ }
1189
+
1190
+ for (let i = 0; i < GAMEPAD_STANDARD_BUTTON_COUNT; i++) {
1191
+ this.#write(BUTTON_NAMES[i], this.#describeButtonSource(layout, i));
1192
+ }
1193
+ }
1194
+
1195
+ /**
1196
+ *
1197
+ * @param {GamepadLayout} layout
1198
+ * @param {number} index standard button index
1199
+ * @returns {string}
1200
+ */
1201
+ #describeButtonSource(layout, index) {
1202
+ const button = layout.buttonSource(index);
1203
+
1204
+ if (button !== GAMEPAD_LAYOUT_ABSENT) {
1205
+ return `button ${button}`;
1206
+ }
1207
+
1208
+ const axis = layout.buttonAxisSource(index);
1209
+
1210
+ if (axis !== GAMEPAD_LAYOUT_ABSENT) {
1211
+ return `axis ${axis}`;
1212
+ }
1213
+
1214
+ if (DPAD_BUTTONS.indexOf(index) !== -1 && layout.hatAxis !== GAMEPAD_LAYOUT_ABSENT) {
1215
+ return `hat on axis ${layout.hatAxis}`;
1216
+ }
1217
+
1218
+ return "-";
1219
+ }
1220
+
1221
+ /**
1222
+ *
1223
+ * @param {string} key
1224
+ * @param {string} value
1225
+ */
1226
+ #write(key, value) {
1227
+ const k = make_element("div", "gpt-k", this.#body);
1228
+ k.textContent = key;
1229
+
1230
+ const v = make_element("div", "gpt-v", this.#body);
1231
+ v.textContent = value;
1232
+ }
1233
+ }
1234
+
1235
+ /**
1236
+ * Layer 1 - everything read through {@link GamepadDevice}.
1237
+ */
1238
+ class EngineLayerView {
1239
+
1240
+ /**
1241
+ * @readonly
1242
+ * @type {HTMLElement}
1243
+ */
1244
+ el;
1245
+
1246
+ /**
1247
+ * @type {GamepadDevice}
1248
+ */
1249
+ #device;
1250
+
1251
+ /**
1252
+ * @type {PropertyTableView}
1253
+ */
1254
+ #summary;
1255
+
1256
+ /**
1257
+ * @type {HTMLElement}
1258
+ */
1259
+ #buttonGrid;
1260
+
1261
+ /**
1262
+ * @type {ButtonView[]}
1263
+ */
1264
+ #buttons = [];
1265
+
1266
+ /**
1267
+ * @type {HTMLElement}
1268
+ */
1269
+ #axisList;
1270
+
1271
+ /**
1272
+ * @type {AxisView[]}
1273
+ */
1274
+ #axes = [];
1275
+
1276
+ /**
1277
+ * @type {StickScopeView}
1278
+ */
1279
+ #stickLeft = new StickScopeView("left stick");
1280
+
1281
+ /**
1282
+ * @type {StickScopeView}
1283
+ */
1284
+ #stickRight = new StickScopeView("right stick");
1285
+
1286
+ /**
1287
+ * @type {AxisTimelineView}
1288
+ */
1289
+ #timeline = new AxisTimelineView();
1290
+
1291
+ /**
1292
+ * @type {EventLogView}
1293
+ */
1294
+ #log;
1295
+
1296
+ /**
1297
+ * @type {LayoutView}
1298
+ */
1299
+ #layout = new LayoutView();
1300
+
1301
+ /**
1302
+ * @type {PropertyTableView}
1303
+ */
1304
+ #composition;
1305
+
1306
+ /**
1307
+ * @type {HTMLElement}
1308
+ */
1309
+ #padRows;
1310
+
1311
+ /**
1312
+ * @type {HTMLElement}
1313
+ */
1314
+ #pressedList;
1315
+
1316
+ /**
1317
+ * @type {HTMLInputElement}
1318
+ */
1319
+ #innerInput;
1320
+
1321
+ /**
1322
+ * @type {HTMLInputElement}
1323
+ */
1324
+ #outerInput;
1325
+
1326
+ /**
1327
+ * @type {HTMLElement}
1328
+ */
1329
+ #innerValue;
1330
+
1331
+ /**
1332
+ * @type {HTMLElement}
1333
+ */
1334
+ #outerValue;
1335
+
1336
+ /**
1337
+ * @type {Vector2}
1338
+ */
1339
+ #dpad = new Vector2();
1340
+
1341
+ /**
1342
+ * @type {Vector2}
1343
+ */
1344
+ #stick = new Vector2();
1345
+
1346
+ /**
1347
+ * @type {Vector2}
1348
+ */
1349
+ #move = new Vector2();
1350
+
1351
+ /**
1352
+ *
1353
+ * @param {GamepadDevice} device
1354
+ */
1355
+ constructor(device) {
1356
+ this.#device = device;
1357
+
1358
+ this.el = make_element("div", "gpt-layer");
1359
+
1360
+ const head = make_element("div", "gpt-layer-head", this.el);
1361
+
1362
+ const badge = make_element("div", "gpt-layer-badge", head);
1363
+ badge.textContent = "layer 1";
1364
+
1365
+ const title = make_element("h2", "", head);
1366
+ title.textContent = "engine.devices.gamepad";
1367
+
1368
+ const subtitle = make_element("div", "gpt-muted", head);
1369
+ subtitle.textContent = "GamepadDevice.main - calibrated, edge-detected, stable across pad swaps";
1370
+
1371
+ const body = make_element("div", "gpt-layer-body", this.el);
1372
+
1373
+ // main handle
1374
+ const summaryPanel = make_element("div", "gpt-panel", body);
1375
+
1376
+ const summaryTitle = make_element("div", "gpt-panel-title", summaryPanel);
1377
+ summaryTitle.textContent = "main handle";
1378
+
1379
+ /*
1380
+ No connection index here on purpose - main is not a member of pads and is never stamped with one, so
1381
+ the field would read -1 for the whole session. The pad it mirrors carries the real value, and the known
1382
+ pads panel below shows it.
1383
+ */
1384
+ this.#summary = new PropertyTableView([
1385
+ "connected",
1386
+ "index",
1387
+ "id",
1388
+ "mapping",
1389
+ "read as",
1390
+ "buttons",
1391
+ "axes",
1392
+ "known pads"
1393
+ ]);
1394
+
1395
+ summaryPanel.appendChild(this.#summary.el);
1396
+
1397
+ this.#pressedList = make_element("div", "gpt-muted", summaryPanel);
1398
+ this.#pressedList.style.marginTop = "7px";
1399
+
1400
+ // buttons
1401
+ const buttonPanel = make_element("div", "gpt-panel", body);
1402
+
1403
+ const buttonTitle = make_element("div", "gpt-panel-title", buttonPanel);
1404
+ buttonTitle.textContent = "buttons - x is the press count from the switch signal";
1405
+
1406
+ this.#buttonGrid = make_element("div", "gpt-buttons", buttonPanel);
1407
+
1408
+ body.appendChild(this.#layout.el);
1409
+
1410
+ // axes
1411
+ const axisPanel = make_element("div", "gpt-panel", body);
1412
+
1413
+ const axisTitle = make_element("div", "gpt-panel-title", axisPanel);
1414
+ axisTitle.textContent = "axes - standard slots, values as reported";
1415
+
1416
+ this.#axisList = make_element("div", "", axisPanel);
1417
+
1418
+ // sticks
1419
+ const sticks = make_element("div", "gpt-sticks", body);
1420
+ sticks.appendChild(this.#stickLeft.el);
1421
+ sticks.appendChild(this.#stickRight.el);
1422
+
1423
+ // composition
1424
+ const compositionPanel = make_element("div", "gpt-panel", body);
1425
+
1426
+ const compositionTitle = make_element("div", "gpt-panel-title", compositionPanel);
1427
+ compositionTitle.textContent = "documented composition";
1428
+
1429
+ this.#composition = new PropertyTableView([
1430
+ "dpad vector",
1431
+ "shaped stick",
1432
+ "fused move (y up)"
1433
+ ]);
1434
+
1435
+ compositionPanel.appendChild(this.#composition.el);
1436
+
1437
+ const controls = make_element("div", "gpt-controls", compositionPanel);
1438
+ controls.style.marginTop = "8px";
1439
+
1440
+ const inner = this.#makeSlider(controls, "dead zone inner", 0.15);
1441
+ const outer = this.#makeSlider(controls, "dead zone outer", 0.95);
1442
+
1443
+ this.#innerInput = inner.input;
1444
+ this.#innerValue = inner.value;
1445
+ this.#outerInput = outer.input;
1446
+ this.#outerValue = outer.value;
1447
+
1448
+ const forget = make_element("button", "", controls);
1449
+ forget.textContent = "forget calibration";
1450
+ forget.addEventListener("click", () => {
1451
+ device.main.forgetCalibration();
1452
+ });
1453
+
1454
+ body.appendChild(this.#timeline.el);
1455
+
1456
+ // other pads
1457
+ const padPanel = make_element("div", "gpt-panel gpt-pads-summary", body);
1458
+
1459
+ const padTitle = make_element("div", "gpt-panel-title", padPanel);
1460
+ padTitle.textContent = "known pads - GamepadDevice.pads, indexed by hardware slot";
1461
+
1462
+ this.#padRows = make_element("div", "", padPanel);
1463
+
1464
+ this.#log = new EventLogView(device);
1465
+ body.appendChild(this.#log.el);
1466
+ }
1467
+
1468
+ /**
1469
+ *
1470
+ * @param {HTMLElement} parent
1471
+ * @param {string} label
1472
+ * @param {number} initial
1473
+ * @returns {{input:HTMLInputElement, value:HTMLElement}}
1474
+ */
1475
+ #makeSlider(parent, label, initial) {
1476
+ const row = make_element("div", "gpt-control", parent);
1477
+
1478
+ const name = make_element("div", "gpt-muted", row);
1479
+ name.textContent = label;
1480
+
1481
+ const input = make_element("input", "", row);
1482
+ input.type = "range";
1483
+ input.min = "0";
1484
+ input.max = "1";
1485
+ input.step = "0.01";
1486
+ input.value = String(initial);
1487
+
1488
+ const value = make_element("div", "gpt-axis-value", row);
1489
+ value.textContent = initial.toFixed(2);
1490
+
1491
+ return { input, value };
1492
+ }
1493
+
1494
+ /**
1495
+ * Rebuild the per-button views when the handle grows past the standard mapping
1496
+ *
1497
+ * @param {GamepadHandle} pad
1498
+ */
1499
+ #syncButtonViews(pad) {
1500
+ const count = pad.buttons.length;
1501
+
1502
+ if (this.#buttons.length === count) {
1503
+ return;
1504
+ }
1505
+
1506
+ const previous = this.#buttons;
1507
+ const n = previous.length;
1508
+
1509
+ for (let i = 0; i < n; i++) {
1510
+ previous[i].dispose();
1511
+ }
1512
+
1513
+ this.#buttons = [];
1514
+ this.#buttonGrid.textContent = "";
1515
+
1516
+ for (let i = 0; i < count; i++) {
1517
+ const view = new ButtonView(i, pad.buttons[i]);
1518
+
1519
+ this.#buttons[i] = view;
1520
+ this.#buttonGrid.appendChild(view.el);
1521
+ }
1522
+ }
1523
+
1524
+ /**
1525
+ *
1526
+ * @param {GamepadHandle} pad
1527
+ */
1528
+ #syncAxisViews(pad) {
1529
+ const count = pad.axes.length;
1530
+
1531
+ if (this.#axes.length === count) {
1532
+ return;
1533
+ }
1534
+
1535
+ this.#axes = [];
1536
+ this.#axisList.textContent = "";
1537
+
1538
+ for (let i = 0; i < count; i++) {
1539
+ const name = AXIS_NAMES[i] !== undefined ? AXIS_NAMES[i] : `axis ${i}`;
1540
+
1541
+ const view = new AxisView(`${i} ${name}`);
1542
+
1543
+ this.#axes[i] = view;
1544
+ this.#axisList.appendChild(view.el);
1545
+ }
1546
+ }
1547
+
1548
+ /**
1549
+ *
1550
+ * @returns {number}
1551
+ */
1552
+ get deadZoneInner() {
1553
+ return Number.parseFloat(this.#innerInput.value);
1554
+ }
1555
+
1556
+ /**
1557
+ *
1558
+ * @returns {number}
1559
+ */
1560
+ get deadZoneOuter() {
1561
+ return Number.parseFloat(this.#outerInput.value);
1562
+ }
1563
+
1564
+ /**
1565
+ *
1566
+ * @returns {void}
1567
+ */
1568
+ update() {
1569
+ const device = this.#device;
1570
+ const pad = device.main;
1571
+
1572
+ this.#syncButtonViews(pad);
1573
+ this.#syncAxisViews(pad);
1574
+
1575
+ this.#layout.update(pad);
1576
+
1577
+ this.#summary.write("connected", String(pad.connected));
1578
+ this.#summary.write("index", String(pad.index));
1579
+ this.#summary.write("id", pad.id !== "" ? pad.id : "-");
1580
+ this.#summary.write("mapping", pad.mapping !== "" ? pad.mapping : "- (browser did not map this pad)");
1581
+ this.#summary.write("read as", pad.layout.name);
1582
+ this.#summary.write("buttons", `${pad.buttons.length} (standard ${GAMEPAD_STANDARD_BUTTON_COUNT})`);
1583
+ this.#summary.write("axes", `${pad.axes.length} (standard ${GAMEPAD_STANDARD_AXIS_COUNT})`);
1584
+ this.#summary.write("known pads", String(device.pads.filter(p => p !== undefined).length));
1585
+
1586
+ const pressed = [];
1587
+
1588
+ const buttonCount = this.#buttons.length;
1589
+
1590
+ for (let i = 0; i < buttonCount; i++) {
1591
+ this.#buttons[i].update(pad.buttonValues[i]);
1592
+
1593
+ if (pad.buttons[i].is_down) {
1594
+ pressed.push(BUTTON_NAMES[i] !== undefined ? BUTTON_NAMES[i] : String(i));
1595
+ }
1596
+ }
1597
+
1598
+ write_text(this.#pressedList, pressed.length > 0 ? `pressed: ${pressed.join(", ")}` : "pressed: nothing");
1599
+
1600
+ const axisCount = this.#axes.length;
1601
+
1602
+ for (let i = 0; i < axisCount; i++) {
1603
+ this.#axes[i].update(pad.axes[i]);
1604
+ }
1605
+
1606
+ const inner = this.deadZoneInner;
1607
+ const outer = this.deadZoneOuter;
1608
+
1609
+ write_text(this.#innerValue, inner.toFixed(2));
1610
+ write_text(this.#outerValue, outer.toFixed(2));
1611
+
1612
+ this.#stickLeft.update(pad.stickLeft, inner, outer);
1613
+ this.#stickRight.update(pad.stickRight, inner, outer);
1614
+
1615
+ this.#timeline.update(pad);
1616
+
1617
+ this.#updateComposition(pad, inner, outer);
1618
+ this.#updatePadRows();
1619
+
1620
+ this.#log.update();
1621
+ }
1622
+
1623
+ /**
1624
+ * The locomotion example from the {@link GamepadDevice} class doc, evaluated live
1625
+ *
1626
+ * @param {GamepadHandle} pad
1627
+ * @param {number} inner
1628
+ * @param {number} outer
1629
+ */
1630
+ #updateComposition(pad, inner, outer) {
1631
+ const left = pad.stickLeft.value;
1632
+
1633
+ gamepad_write_dpad_vector(this.#dpad, pad);
1634
+ apply_radial_dead_zone(this.#stick, left.x, left.y, inner, outer);
1635
+
1636
+ const stick = this.#stick;
1637
+ const dpad = this.#dpad;
1638
+
1639
+ const x = stick.x !== 0 || stick.y !== 0 ? stick.x : dpad.x;
1640
+ const y = stick.x !== 0 || stick.y !== 0 ? stick.y : dpad.y;
1641
+
1642
+ this.#move.set(x, -y);
1643
+
1644
+ this.#composition.write("dpad vector", `${dpad.x.toFixed(0)}, ${dpad.y.toFixed(0)}`);
1645
+ this.#composition.write("shaped stick", `${stick.x.toFixed(4)}, ${stick.y.toFixed(4)}`);
1646
+ this.#composition.write("fused move (y up)", `${this.#move.x.toFixed(4)}, ${this.#move.y.toFixed(4)}`);
1647
+ }
1648
+
1649
+ #updatePadRows() {
1650
+ const pads = this.#device.pads;
1651
+
1652
+ const rows = this.#padRows;
1653
+
1654
+ const n = pads.length;
1655
+
1656
+ let index = 0;
1657
+
1658
+ for (let i = 0; i < n; i++) {
1659
+ const pad = pads[i];
1660
+
1661
+ if (pad === undefined) {
1662
+ continue;
1663
+ }
1664
+
1665
+ let row = rows.children[index];
1666
+
1667
+ if (row === undefined) {
1668
+ row = make_element("div", "gpt-pad-row", rows);
1669
+
1670
+ make_element("div", "", row);
1671
+ make_element("div", "", row);
1672
+ make_element("div", "", row);
1673
+ }
1674
+
1675
+ const held = [];
1676
+
1677
+ const buttonCount = pad.buttons.length;
1678
+
1679
+ for (let j = 0; j < buttonCount; j++) {
1680
+ if (pad.buttons[j].is_down) {
1681
+ held.push(BUTTON_NAMES[j] !== undefined ? BUTTON_NAMES[j] : String(j));
1682
+ }
1683
+ }
1684
+
1685
+ write_text(row.children[0], `slot ${pad.index}`);
1686
+ write_text(row.children[1], pad.connected ? `connected #${pad.connectionIndex}` : "disconnected");
1687
+ write_text(row.children[2], `${pad.id} ${held.length > 0 ? `[${held.join(" ")}]` : ""}`);
1688
+
1689
+ index++;
1690
+ }
1691
+
1692
+ while (rows.childElementCount > index) {
1693
+ rows.removeChild(rows.lastChild);
1694
+ }
1695
+ }
1696
+ }
1697
+
1698
+ /**
1699
+ * One native {@link Gamepad}, straight from `navigator.getGamepads()`.
1700
+ */
1701
+ class NativeGamepadCard {
1702
+
1703
+ /**
1704
+ * @readonly
1705
+ * @type {HTMLElement}
1706
+ */
1707
+ el;
1708
+
1709
+ /**
1710
+ * @type {PropertyTableView}
1711
+ */
1712
+ #summary;
1713
+
1714
+ /**
1715
+ * @type {HTMLElement}
1716
+ */
1717
+ #buttonGrid;
1718
+
1719
+ /**
1720
+ * @type {HTMLElement[]}
1721
+ */
1722
+ #buttonCells = [];
1723
+
1724
+ /**
1725
+ * @type {HTMLElement}
1726
+ */
1727
+ #axisList;
1728
+
1729
+ /**
1730
+ * @type {AxisView[]}
1731
+ */
1732
+ #axes = [];
1733
+
1734
+ /**
1735
+ * @type {HTMLElement}
1736
+ */
1737
+ #rumble;
1738
+
1739
+ constructor() {
1740
+ this.el = make_element("div", "gpt-panel");
1741
+
1742
+ this.#summary = new PropertyTableView([
1743
+ "index",
1744
+ "id",
1745
+ "mapping",
1746
+ "connected",
1747
+ "timestamp",
1748
+ "buttons",
1749
+ "axes",
1750
+ "vibration"
1751
+ ]);
1752
+
1753
+ this.el.appendChild(this.#summary.el);
1754
+
1755
+ this.#buttonGrid = make_element("div", "gpt-native-buttons", this.el);
1756
+ this.#buttonGrid.style.marginTop = "8px";
1757
+
1758
+ this.#axisList = make_element("div", "", this.el);
1759
+ this.#axisList.style.marginTop = "8px";
1760
+
1761
+ this.#rumble = make_element("button", "", this.el);
1762
+ this.#rumble.textContent = "rumble";
1763
+ this.#rumble.style.marginTop = "8px";
1764
+ }
1765
+
1766
+ /**
1767
+ *
1768
+ * @param {Gamepad} gamepad
1769
+ * @returns {void}
1770
+ */
1771
+ update(gamepad) {
1772
+ const buttons = gamepad.buttons;
1773
+ const axes = gamepad.axes;
1774
+
1775
+ const actuator = gamepad.vibrationActuator;
1776
+
1777
+ this.#summary.write("index", String(gamepad.index));
1778
+ this.#summary.write("id", gamepad.id);
1779
+ this.#summary.write("mapping", gamepad.mapping);
1780
+ this.#summary.write("connected", String(gamepad.connected));
1781
+ this.#summary.write("timestamp", gamepad.timestamp.toFixed(1));
1782
+ this.#summary.write("buttons", String(buttons.length));
1783
+ this.#summary.write("axes", String(axes.length));
1784
+ this.#summary.write("vibration", actuator !== undefined && actuator !== null ? actuator.type : "none");
1785
+
1786
+ this.#syncButtonCells(buttons.length);
1787
+
1788
+ for (let i = 0; i < buttons.length; i++) {
1789
+ const button = buttons[i];
1790
+ const cell = this.#buttonCells[i];
1791
+
1792
+ cell.classList.toggle("gpt-down", button.pressed);
1793
+ cell.classList.toggle("gpt-touched", !button.pressed && button.touched);
1794
+
1795
+ write_text(cell, `${i} ${button.value.toFixed(2)}`);
1796
+ }
1797
+
1798
+ this.#syncAxisViews(axes.length);
1799
+
1800
+ for (let i = 0; i < axes.length; i++) {
1801
+ this.#axes[i].update(axes[i]);
1802
+ }
1803
+
1804
+ const canRumble = actuator !== undefined && actuator !== null && typeof actuator.playEffect === "function";
1805
+
1806
+ this.#rumble.disabled = !canRumble;
1807
+
1808
+ if (canRumble) {
1809
+ this.#rumble.onclick = () => {
1810
+ actuator.playEffect("dual-rumble", {
1811
+ duration: 400,
1812
+ strongMagnitude: 1,
1813
+ weakMagnitude: 1
1814
+ });
1815
+ };
1816
+ }
1817
+ }
1818
+
1819
+ /**
1820
+ *
1821
+ * @param {number} count
1822
+ */
1823
+ #syncButtonCells(count) {
1824
+ if (this.#buttonCells.length === count) {
1825
+ return;
1826
+ }
1827
+
1828
+ this.#buttonCells = [];
1829
+ this.#buttonGrid.textContent = "";
1830
+
1831
+ for (let i = 0; i < count; i++) {
1832
+ this.#buttonCells[i] = make_element("div", "gpt-native-button", this.#buttonGrid);
1833
+ }
1834
+ }
1835
+
1836
+ /**
1837
+ *
1838
+ * @param {number} count
1839
+ */
1840
+ #syncAxisViews(count) {
1841
+ if (this.#axes.length === count) {
1842
+ return;
1843
+ }
1844
+
1845
+ this.#axes = [];
1846
+ this.#axisList.textContent = "";
1847
+
1848
+ for (let i = 0; i < count; i++) {
1849
+ const view = new AxisView(`axis ${i}`);
1850
+
1851
+ this.#axes[i] = view;
1852
+ this.#axisList.appendChild(view.el);
1853
+ }
1854
+ }
1855
+ }
1856
+
1857
+ /**
1858
+ * Layer 2 - `navigator.getGamepads()` with nothing in front of it.
1859
+ *
1860
+ * Polled from the same animation frame as layer 1 and holding no state of its own, so a difference between the
1861
+ * two panels is a difference the device layer introduced, not a difference in when they looked.
1862
+ */
1863
+ class NativeLayerView {
1864
+
1865
+ /**
1866
+ * @readonly
1867
+ * @type {HTMLElement}
1868
+ */
1869
+ el;
1870
+
1871
+ /**
1872
+ * @type {HTMLElement}
1873
+ */
1874
+ #pads;
1875
+
1876
+ /**
1877
+ * @type {Map<number,NativeGamepadCard>}
1878
+ */
1879
+ #cards = new Map();
1880
+
1881
+ /**
1882
+ * @type {HTMLElement}
1883
+ */
1884
+ #status;
1885
+
1886
+ constructor() {
1887
+ this.el = make_element("div", "gpt-layer");
1888
+
1889
+ const head = make_element("div", "gpt-layer-head", this.el);
1890
+
1891
+ const badge = make_element("div", "gpt-layer-badge", head);
1892
+ badge.textContent = "layer 2";
1893
+
1894
+ const title = make_element("h2", "", head);
1895
+ title.textContent = "navigator.getGamepads()";
1896
+
1897
+ const subtitle = make_element("div", "gpt-muted", head);
1898
+ subtitle.textContent = "browser Gamepad API, read directly - no engine in the path";
1899
+
1900
+ this.#status = make_element("div", "gpt-status", head);
1901
+
1902
+ const body = make_element("div", "gpt-layer-body", this.el);
1903
+
1904
+ this.#pads = make_element("div", "gpt-native-pads", body);
1905
+ }
1906
+
1907
+ /**
1908
+ *
1909
+ * @param {(Gamepad|null)[]} gamepads
1910
+ * @returns {void}
1911
+ */
1912
+ update(gamepads) {
1913
+ let live = 0;
1914
+
1915
+ const seen = new Set();
1916
+
1917
+ const n = gamepads.length;
1918
+
1919
+ for (let i = 0; i < n; i++) {
1920
+ const gamepad = gamepads[i];
1921
+
1922
+ if (gamepad === null || gamepad === undefined) {
1923
+ continue;
1924
+ }
1925
+
1926
+ live++;
1927
+ seen.add(gamepad.index);
1928
+
1929
+ let card = this.#cards.get(gamepad.index);
1930
+
1931
+ if (card === undefined) {
1932
+ card = new NativeGamepadCard();
1933
+
1934
+ this.#cards.set(gamepad.index, card);
1935
+ this.#pads.appendChild(card.el);
1936
+ }
1937
+
1938
+ card.update(gamepad);
1939
+ }
1940
+
1941
+ for (const [index, card] of this.#cards) {
1942
+ if (!seen.has(index)) {
1943
+ this.#pads.removeChild(card.el);
1944
+ this.#cards.delete(index);
1945
+ }
1946
+ }
1947
+
1948
+ write_text(this.#status, `${live} of ${n} slots occupied`);
1949
+ }
1950
+ }
1951
+
1952
+ /**
1953
+ * Diff of the two layers.
1954
+ *
1955
+ * {@link GamepadHandle} promises it presents the hardware's own values in the standard mapping's slots, with
1956
+ * the only correction applied further along in {@link GamepadStick#value}. This asserts that promise against
1957
+ * the hardware every frame, which is the one thing neither layer can show on its own.
1958
+ *
1959
+ * The comparison goes through {@link GamepadHandle#layout}, because on a pad the browser did not map, slot
1960
+ * `i` deliberately does not come from device index `i` - that translation is the whole point of the layout.
1961
+ * What is being checked is that nothing else changed the values on the way through.
1962
+ */
1963
+ class LayerParityView {
1964
+
1965
+ /**
1966
+ * @readonly
1967
+ * @type {HTMLElement}
1968
+ */
1969
+ el;
1970
+
1971
+ /**
1972
+ * @type {HTMLElement}
1973
+ */
1974
+ #status;
1975
+
1976
+ /**
1977
+ * @type {HTMLElement}
1978
+ */
1979
+ #detail;
1980
+
1981
+ constructor() {
1982
+ this.el = make_element("div", "gpt-sync");
1983
+
1984
+ const title = make_element("div", "", this.el);
1985
+ title.textContent = "layer 1 vs layer 2";
1986
+
1987
+ this.#status = make_element("div", "gpt-status", this.el);
1988
+ this.#detail = make_element("div", "gpt-muted", this.el);
1989
+ }
1990
+
1991
+ /**
1992
+ *
1993
+ * @param {GamepadHandle} main
1994
+ * @param {(Gamepad|null)[]} gamepads
1995
+ * @returns {void}
1996
+ */
1997
+ update(main, gamepads) {
1998
+ if (!main.connected) {
1999
+ this.#write("", "idle", "main is not bound to any pad");
2000
+
2001
+ return;
2002
+ }
2003
+
2004
+ const source = gamepads[main.index];
2005
+
2006
+ if (source === null || source === undefined) {
2007
+ this.#write("gpt-bad", "no source", `main is bound to slot ${main.index}, which the browser reports as empty`);
2008
+
2009
+ return;
2010
+ }
2011
+
2012
+ const layout = main.layout;
2013
+
2014
+ const mismatches = [];
2015
+
2016
+ const buttonCount = layout.presentedButtonCount(source);
2017
+
2018
+ for (let i = 0; i < buttonCount; i++) {
2019
+ const pressed = layout.isButtonPressed(i, source);
2020
+
2021
+ if (main.buttons[i].is_down !== pressed) {
2022
+ mismatches.push(`button ${i} pressed ${main.buttons[i].is_down} vs ${pressed}`);
2023
+ }
2024
+
2025
+ const value = layout.readButtonValue(i, source);
2026
+
2027
+ if (main.buttonValues[i] !== value) {
2028
+ mismatches.push(`button ${i} value ${main.buttonValues[i]} vs ${value}`);
2029
+ }
2030
+ }
2031
+
2032
+ const axisCount = layout.presentedAxisCount(source);
2033
+
2034
+ for (let i = 0; i < axisCount; i++) {
2035
+ const value = layout.readAxis(i, source);
2036
+
2037
+ if (main.axes[i] !== value) {
2038
+ mismatches.push(`axis ${i} ${main.axes[i]} vs ${value}`);
2039
+ }
2040
+ }
2041
+
2042
+ const through = layout === GAMEPAD_STANDARD_LAYOUT ? "passed through" : `via ${layout.name}`;
2043
+
2044
+ if (mismatches.length === 0) {
2045
+ this.#write("gpt-ok", "mirrored", `slot ${main.index} ${through}: ${buttonCount} buttons and ${axisCount} axes identical`);
2046
+ } else {
2047
+ this.#write("gpt-bad", `${mismatches.length} differ`, mismatches.slice(0, 3).join(" "));
2048
+ }
2049
+ }
2050
+
2051
+ /**
2052
+ *
2053
+ * @param {string} modifier
2054
+ * @param {string} status
2055
+ * @param {string} detail
2056
+ */
2057
+ #write(modifier, status, detail) {
2058
+ this.#status.className = `gpt-status ${modifier}`;
2059
+
2060
+ write_text(this.#status, status);
2061
+ write_text(this.#detail, detail);
2062
+ }
2063
+ }
2064
+
2065
+ /**
2066
+ * @param {Engine} engine
2067
+ */
2068
+ function main(engine) {
2069
+ const style = make_element("style", "", document.head);
2070
+ style.textContent = STYLE;
2071
+
2072
+ const root = make_element("div", "gpt-root", document.body);
2073
+
2074
+ const header = make_element("div", "gpt-header", root);
2075
+
2076
+ const title = make_element("h1", "", header);
2077
+ title.textContent = "gamepad tester";
2078
+
2079
+ const subtitle = make_element("div", "gpt-muted", header);
2080
+ subtitle.textContent = "press buttons and move sticks. hardware frame throughout: +x is right, +y is down.";
2081
+
2082
+ const supported = typeof navigator.getGamepads === "function";
2083
+
2084
+ if (!supported) {
2085
+ const warning = make_element("div", "gpt-status gpt-bad", header);
2086
+ warning.textContent = "navigator.getGamepads is not available in this browser";
2087
+ }
2088
+
2089
+ const device = engine.devices.gamepad;
2090
+
2091
+ const engineLayer = new EngineLayerView(device);
2092
+ const parity = new LayerParityView();
2093
+ const nativeLayer = new NativeLayerView();
2094
+
2095
+ root.appendChild(engineLayer.el);
2096
+ root.appendChild(parity.el);
2097
+ root.appendChild(nativeLayer.el);
2098
+
2099
+ /*
2100
+ The device registers its own poll when the engine is constructed, so it has already refreshed by the time
2101
+ this callback runs in the same frame - both layers describe one instant
2102
+ */
2103
+ function update() {
2104
+ const gamepads = supported ? navigator.getGamepads() : [];
2105
+
2106
+ engineLayer.update();
2107
+ parity.update(device.main, gamepads);
2108
+ nativeLayer.update(gamepads);
2109
+
2110
+ requestAnimationFrame(update);
2111
+ }
2112
+
2113
+ requestAnimationFrame(update);
2114
+
2115
+ window.__gamepad_tester = {
2116
+ engine,
2117
+ device,
2118
+ engineLayer,
2119
+ nativeLayer,
2120
+ parity
2121
+ };
2122
+ }
2123
+
2124
+ EngineHarness.bootstrap().then(main);