Add ROM upload, local table library, engine bump, and UX/responsiveness fixes

- Bump @valknar/vpinball-wasm to 0.3.2 (PinMAME ROM support, MsgBox fix)
- Add optional PinMAME ROM .zip upload alongside .vpx tables
- Persist uploaded tables/ROMs in IndexedDB so users don't have to
  re-upload on later visits, with a library list on the landing page
- Fix Insert Coin key mismatch with the engine's real coin-door gating
  (now bound to 4, matching the shared table scripts) and surface it
  in the controls legend and "Tap to Start" hint
- Make the landing page, staging panel, and in-game HUD responsive for
  portrait phone widths; drop the landscape hint since portrait plays fine
- Replace the separate STATS HUD toggle with an FPS row in the info panel

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01N9JmzRBZenapVkFWjw9jmG
This commit is contained in:
2026-08-23 20:15:41 +02:00
co-authored by Claude Sonnet 5
parent 5b30442c4a
commit 35fb68c916
21 changed files with 472 additions and 99 deletions
+3 -2
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@@ -4,8 +4,9 @@ export interface KeyBinding {
}
export const KEY_BINDINGS: KeyBinding[] = [
{ keys: "4", action: "Insert coin" },
{ keys: "1", action: "Start game" },
{ keys: "Enter", action: "Launch ball" },
{ keys: "Left Shift", action: "Left flipper" },
{ keys: "Right Shift", action: "Right flipper" },
{ keys: "Enter", action: "Plunger" },
{ keys: "1", action: "Start game" },
];
+7
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@@ -0,0 +1,7 @@
// PinMAME identifies a ROM by its short "game name" (e.g. "hvymetal"), not
// the table's display title — see loadRom() in @valknar/vpinball-wasm. ROM
// zips are conventionally distributed named after that game name, so it's
// derived from the uploaded zip's filename rather than asked for separately.
export function romGameNameFromFileName(fileName: string): string {
return fileName.replace(/\.zip$/i, "").trim().toLowerCase();
}
+72
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@@ -0,0 +1,72 @@
// Persists uploaded tables (and their optional ROM zip) in the browser via
// IndexedDB, so a returning visitor can replay a table without re-uploading
// it. Blobs are stored as-is (File objects are Blobs) rather than converted
// to ArrayBuffer up front — IndexedDB clones Blobs without loading their
// bytes into JS memory, so a large library doesn't sit resident until a
// specific entry is actually played.
const DB_NAME = "vpinball-library";
const DB_VERSION = 1;
const STORE = "tables";
export interface LibraryEntry {
id: string;
name: string;
sizeBytes: number;
addedAt: number;
vpxBlob: Blob;
romFileName?: string;
romBlob?: Blob;
}
export type LibraryEntryMeta = Omit<LibraryEntry, "vpxBlob" | "romBlob">;
function openDb(): Promise<IDBDatabase> {
return new Promise((resolve, reject) => {
const request = indexedDB.open(DB_NAME, DB_VERSION);
request.onupgradeneeded = () => {
request.result.createObjectStore(STORE, { keyPath: "id" });
};
request.onsuccess = () => resolve(request.result);
request.onerror = () => reject(request.error);
});
}
async function withStore<T>(mode: IDBTransactionMode, fn: (store: IDBObjectStore) => IDBRequest<T>): Promise<T> {
const db = await openDb();
try {
return await new Promise<T>((resolve, reject) => {
const tx = db.transaction(STORE, mode);
const request = fn(tx.objectStore(STORE));
request.onsuccess = () => resolve(request.result);
request.onerror = () => reject(request.error);
});
} finally {
db.close();
}
}
export async function saveToLibrary(entry: LibraryEntry): Promise<void> {
await withStore("readwrite", (store) => store.put(entry));
}
export async function listLibrary(): Promise<LibraryEntryMeta[]> {
const entries = await withStore<LibraryEntry[]>("readonly", (store) => store.getAll());
return entries
.map((entry): LibraryEntryMeta => ({
id: entry.id,
name: entry.name,
sizeBytes: entry.sizeBytes,
addedAt: entry.addedAt,
romFileName: entry.romFileName,
}))
.sort((a, b) => b.addedAt - a.addedAt);
}
export async function getLibraryEntry(id: string): Promise<LibraryEntry | undefined> {
return withStore<LibraryEntry | undefined>("readonly", (store) => store.get(id));
}
export async function deleteFromLibrary(id: string): Promise<void> {
await withStore("readwrite", (store) => store.delete(id));
}
+12 -8
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@@ -1,15 +1,19 @@
// In-memory handoff for a user-selected .vpx File between the landing page
// In-memory handoff for the user's table choice between the landing page
// and /play — a File can't survive a URL-based navigation, and this is a
// single-shot value read once on mount, so module-level state is sufficient
// (no need for anything heavier than a plain variable).
let pendingFile: File | null = null;
export type PendingSelection =
| { kind: "upload"; vpxFile: File; romFile?: File; saveToLibrary: boolean }
| { kind: "library"; id: string };
export function setPendingTable(file: File): void {
pendingFile = file;
let pendingSelection: PendingSelection | null = null;
export function setPendingTable(selection: PendingSelection): void {
pendingSelection = selection;
}
export function takePendingTable(): File | null {
const file = pendingFile;
pendingFile = null;
return file;
export function takePendingTable(): PendingSelection | null {
const selection = pendingSelection;
pendingSelection = null;
return selection;
}
+2
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@@ -2,4 +2,6 @@ export interface TableInfo {
name: string;
sizeBytes: number;
isDemo: boolean;
/** Filename of the attached PinMAME ROM zip, if any. */
romFileName?: string;
}
+18
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@@ -33,9 +33,15 @@ export interface UsePinballInstanceResult {
start: () => void;
}
export interface RomSelection {
gameName: string;
romData: ArrayBuffer;
}
export function usePinballInstance(
canvasRef: React.RefObject<HTMLCanvasElement | null>,
tableData: ArrayBuffer | undefined,
rom: RomSelection | undefined,
): UsePinballInstanceResult {
// Computed once at mount (not inside the effect below) so the WebGL2-
// unsupported case is derived initial state rather than a setState call
@@ -73,6 +79,18 @@ export function usePinballInstance(
instance.dispose();
return;
}
if (rom) {
try {
// Must run before start() — Controller.Run() reads the ROM
// file synchronously at table-init time. A bad/mismatched ROM
// zip fails cleanly inside the engine rather than here, so this
// is defensive against loadRom() itself throwing (e.g. a
// corrupt zip), not something expected to fire routinely.
instance.loadRom(rom.gameName, rom.romData);
} catch (err) {
console.error("Failed to load ROM:", err);
}
}
instanceRef.current = instance;
setLoadTimeMs(performance.now() - startedAt);
setStatus("ready");