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Add overlay gamepad support for keyboard-only mode (#17)
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docs/plans/2026-03-11-overlay-controller-support-design.md
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docs/plans/2026-03-11-overlay-controller-support-design.md
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# Overlay Controller Support Design
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**Date:** 2026-03-11
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**Backlog:** `TASK-159`
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## Goal
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Add controller support to the visible overlay through the Chrome Gamepad API without replacing the existing keyboard-only workflow. Controller input should only supplement keyboard-only mode, preserve existing behavior, and expose controller selection plus raw-input debugging in overlay-local modals.
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## Scope
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- Poll connected gamepads from the visible overlay renderer.
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- Default to the first connected controller unless config specifies a preferred controller.
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- Add logical controller bindings and tuning knobs to config.
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- Add `Alt+C` controller selection modal.
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- Add `Alt+Shift+C` controller debug modal.
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- Map controller actions onto existing keyboard-only/Yomitan behaviors.
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- Fix stale selected-token highlight cleanup when keyboard-only mode turns off or popup closes.
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Out of scope for this pass:
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- Raw arbitrary axis/button index remapping in config.
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- Controller support outside the visible overlay renderer.
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- Haptics or vibration.
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## Architecture
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Use a renderer-local controller runtime. The overlay already owns keyboard-only token selection, Yomitan popup integration, and modal UX, and the Gamepad API is browser-native. A renderer module can poll `navigator.getGamepads()` on animation frames, normalize sticks/buttons into logical actions, and call the same helpers used by keyboard-only mode.
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Avoid synthetic keyboard events as the primary implementation. Analog sticks need deadzones, continuous smooth scrolling, and per-action repeat behavior that do not fit cleanly into key event emulation. Direct logical actions keep tests clear and make the debug modal show the exact values the runtime uses.
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## Behavior
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Controller actions are active only while keyboard-only mode is enabled, except the controller action that toggles keyboard-only mode can always fire so the user can enter the mode from the controller.
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Default logical mappings:
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- left stick vertical: smooth Yomitan popup/window scroll when popup is open
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- left stick horizontal: move token selection left/right
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- right stick vertical: smooth Yomitan popup/window scroll
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- right stick horizontal: jump horizontally inside Yomitan popup/window
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- `A`: toggle lookup
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- `B`: close lookup
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- `Y`: toggle keyboard-only mode
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- `X`: mine card
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- `L1` / `R1`: previous / next Yomitan audio
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- `R2`: activate current Yomitan audio button
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- `L2`: toggle mpv play/pause
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Selection-highlight cleanup:
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- disabling keyboard-only mode clears the selected token class immediately
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- closing the Yomitan popup also clears the selected token class if keyboard-only mode is no longer active
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- helper ownership should live in the shared keyboard-only selection sync path so keyboard and controller exits stay consistent
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## Config
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Add a top-level `controller` block in resolved config with:
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- `enabled`
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- `preferredGamepadId`
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- `preferredGamepadLabel`
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- `smoothScroll`
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- `scrollPixelsPerSecond`
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- `horizontalJumpPixels`
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- `stickDeadzone`
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- `triggerDeadzone`
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- `repeatDelayMs`
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- `repeatIntervalMs`
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- `bindings` logical fields for the named actions/sticks
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Persist the preferred controller by stable browser-exposed `id` when possible, with label stored as a diagnostic/display fallback.
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## UI
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Controller selection modal:
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- overlay-hosted modal in the visible renderer
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- lists currently connected controllers
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- highlights current active choice
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- selecting one persists config and makes it the active controller immediately if connected
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Controller debug modal:
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- overlay-hosted modal
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- shows selected controller and all connected controllers
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- live raw axis array values
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- live raw button values, pressed flags, and touched flags if available
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## Testing
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Test first:
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- controller gating outside keyboard-only mode
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- logical mapping to existing helpers
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- continuous stick scroll and repeat behavior
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- modal open shortcuts
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- preferred-controller selection persistence
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- highlight cleanup on keyboard-only disable and popup close
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- config defaults/parse/template generation coverage
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## Risks
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- Browser gamepad identity strings can differ across OS/browser/runtime versions.
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Mitigation: match by exact preferred id first; fall back to first connected controller.
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- Continuous stick input can spam actions.
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Mitigation: deadzones plus repeat throttling and frame-time-based smooth scroll.
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- Popup DOM/audio controls may vary.
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Mitigation: target stable Yomitan popup/document selectors and cover with focused renderer tests.
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docs/plans/2026-03-11-overlay-controller-support.md
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docs/plans/2026-03-11-overlay-controller-support.md
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# Overlay Controller Support Implementation Plan
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> **For Claude:** REQUIRED SUB-SKILL: Use superpowers:executing-plans to implement this plan task-by-task.
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**Goal:** Add Chrome Gamepad API controller support to the visible overlay as a supplement to keyboard-only mode, including controller selection/debug modals, config-backed logical bindings, and selected-token highlight cleanup.
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**Architecture:** Keep controller support in the visible overlay renderer. Poll and normalize gamepad state in a dedicated runtime, route logical actions into the existing keyboard-only/Yomitan helpers, and persist preferred-controller config through the existing config pipeline and preload bridge.
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**Tech Stack:** TypeScript, Bun tests, Electron preload IPC, renderer DOM modals, Chrome Gamepad API
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---
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### Task 1: Track work and lock the design
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**Files:**
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- Create: `backlog/tasks/task-159 - Add-overlay-controller-support-for-keyboard-only-mode.md`
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- Create: `docs/plans/2026-03-11-overlay-controller-support-design.md`
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- Create: `docs/plans/2026-03-11-overlay-controller-support.md`
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**Step 1: Record the approved scope**
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Capture controller-only-in-keyboard-mode behavior, the modal shortcuts, config scope, and the stale selection-highlight cleanup requirement.
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**Step 2: Verify the written scope matches the approved design**
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Run: `sed -n '1,220p' backlog/tasks/task-159\\ -\\ Add-overlay-controller-support-for-keyboard-only-mode.md && sed -n '1,240p' docs/plans/2026-03-11-overlay-controller-support-design.md`
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Expected: task and design doc both mention controller selection/debug modals and highlight cleanup.
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### Task 2: Add failing config tests and defaults
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**Files:**
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- Modify: `src/config/config.test.ts`
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- Modify: `src/config/definitions/defaults-core.ts`
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- Modify: `src/config/definitions/options-core.ts`
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- Modify: `src/config/definitions/template-sections.ts`
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- Modify: `src/types.ts`
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- Modify: `config.example.jsonc`
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**Step 1: Write the failing test**
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Add coverage asserting a new `controller` config block resolves with the expected defaults and accepts logical-field overrides.
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**Step 2: Run test to verify it fails**
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Run: `bun test src/config/config.test.ts`
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Expected: FAIL because `controller` config is not defined yet.
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**Step 3: Write minimal implementation**
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Add the controller config types/defaults/registry/template wiring and regenerate the example config if needed.
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**Step 4: Run test to verify it passes**
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Run: `bun test src/config/config.test.ts`
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Expected: PASS
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### Task 3: Add failing keyboard-selection cleanup tests
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**Files:**
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- Modify: `src/renderer/handlers/keyboard.test.ts`
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- Modify: `src/renderer/handlers/keyboard.ts`
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- Modify: `src/renderer/state.ts`
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**Step 1: Write the failing tests**
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Add tests for:
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- turning keyboard-only mode off clears `.keyboard-selected`
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- closing the popup clears stale selection highlight when keyboard-only mode is off
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**Step 2: Run test to verify it fails**
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Run: `bun test src/renderer/handlers/keyboard.test.ts`
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Expected: FAIL because selection cleanup is incomplete today.
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**Step 3: Write minimal implementation**
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Centralize selection clearing in the keyboard-only sync helpers and popup-close flow.
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**Step 4: Run test to verify it passes**
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Run: `bun test src/renderer/handlers/keyboard.test.ts`
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Expected: PASS
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### Task 4: Add failing controller runtime tests
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**Files:**
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- Create: `src/renderer/handlers/gamepad-controller.test.ts`
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- Create: `src/renderer/handlers/gamepad-controller.ts`
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- Modify: `src/renderer/context.ts`
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- Modify: `src/renderer/state.ts`
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- Modify: `src/renderer/renderer.ts`
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**Step 1: Write the failing tests**
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Cover:
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- first connected controller is selected by default
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- preferred controller wins when connected
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- controller actions are ignored unless keyboard-only mode is enabled, except keyboard-only toggle
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- stick/button mappings invoke the expected logical helpers
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- smooth scroll and repeat throttling behavior
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**Step 2: Run test to verify it fails**
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Run: `bun test src/renderer/handlers/gamepad-controller.test.ts`
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Expected: FAIL because controller runtime does not exist.
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**Step 3: Write minimal implementation**
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Add a renderer-local polling runtime with deadzone handling, action edge detection, repeat timing, and helper callbacks into the keyboard/Yomitan flow.
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**Step 4: Run test to verify it passes**
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Run: `bun test src/renderer/handlers/gamepad-controller.test.ts`
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Expected: PASS
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### Task 5: Add failing controller modal tests
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**Files:**
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- Modify: `src/renderer/index.html`
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- Modify: `src/renderer/style.css`
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- Create: `src/renderer/modals/controller-select.ts`
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- Create: `src/renderer/modals/controller-select.test.ts`
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- Create: `src/renderer/modals/controller-debug.ts`
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- Create: `src/renderer/modals/controller-debug.test.ts`
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- Modify: `src/renderer/renderer.ts`
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- Modify: `src/renderer/context.ts`
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- Modify: `src/renderer/state.ts`
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**Step 1: Write the failing tests**
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Add tests for:
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- `Alt+C` opens controller selection modal
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- `Alt+Shift+C` opens controller debug modal
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- selection modal renders connected controllers and persists the chosen device
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- debug modal shows live axes/buttons state
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**Step 2: Run test to verify it fails**
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Run: `bun test src/renderer/modals/controller-select.test.ts src/renderer/modals/controller-debug.test.ts`
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Expected: FAIL because modals and shortcuts do not exist.
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**Step 3: Write minimal implementation**
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Add modal DOM, renderer modules, modal state wiring, and controller runtime integration.
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**Step 4: Run test to verify it passes**
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Run: `bun test src/renderer/modals/controller-select.test.ts src/renderer/modals/controller-debug.test.ts`
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Expected: PASS
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### Task 6: Persist controller preference through preload/main wiring
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**Files:**
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- Modify: `src/preload.ts`
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- Modify: `src/types.ts`
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- Modify: `src/shared/ipc/contracts.ts`
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- Modify: `src/core/services/ipc.ts`
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- Modify: `src/main.ts`
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- Modify: related main/runtime tests as needed
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**Step 1: Write the failing test**
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Add coverage for reading current controller config and saving preferred-controller changes from the renderer.
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**Step 2: Run test to verify it fails**
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Run: `bun test src/core/services/ipc.test.ts`
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Expected: FAIL because no controller preference IPC exists yet.
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**Step 3: Write minimal implementation**
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Expose renderer-safe getters/setters for the controller config fields needed by the selection modal/runtime.
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**Step 4: Run test to verify it passes**
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Run: `bun test src/core/services/ipc.test.ts`
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Expected: PASS
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### Task 7: Update docs and config example
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**Files:**
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- Modify: `config.example.jsonc`
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- Modify: `README.md`
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- Modify: relevant docs under `docs-site/` for shortcuts/usage/troubleshooting if touched by current docs structure
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**Step 1: Write the failing doc/config check if needed**
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If config example generation is covered by tests, add/refresh the failing assertion first.
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**Step 2: Implement the docs**
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Document controller behavior, modal shortcuts, config block, and the keyboard-only-only activation rule.
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**Step 3: Run doc/config verification**
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Run: `bun run test:config`
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Expected: PASS
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### Task 8: Run the handoff gate and update the backlog task
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**Files:**
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- Modify: `backlog/tasks/task-159 - Add-overlay-controller-support-for-keyboard-only-mode.md`
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**Step 1: Run targeted verification**
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Run:
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- `bun test src/config/config.test.ts`
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- `bun test src/renderer/handlers/keyboard.test.ts`
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- `bun test src/renderer/handlers/gamepad-controller.test.ts`
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- `bun test src/renderer/modals/controller-select.test.ts`
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- `bun test src/renderer/modals/controller-debug.test.ts`
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- `bun test src/core/services/ipc.test.ts`
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Expected: PASS
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**Step 2: Run broader gate**
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Run:
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- `bun run typecheck`
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- `bun run test:fast`
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- `bun run test:env`
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- `bun run build`
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Expected: PASS, or document exact blockers/failures.
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**Step 3: Update backlog notes**
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Fill in implementation notes, verification commands, and final summary in `TASK-159`.
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