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
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@@ -33,9 +33,15 @@ export interface UsePinballInstanceResult {
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start: () => void;
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}
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export interface RomSelection {
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gameName: string;
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romData: ArrayBuffer;
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}
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export function usePinballInstance(
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canvasRef: React.RefObject<HTMLCanvasElement | null>,
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tableData: ArrayBuffer | undefined,
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rom: RomSelection | undefined,
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): UsePinballInstanceResult {
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// Computed once at mount (not inside the effect below) so the WebGL2-
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// unsupported case is derived initial state rather than a setState call
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@@ -73,6 +79,18 @@ export function usePinballInstance(
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instance.dispose();
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return;
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}
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if (rom) {
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try {
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// Must run before start() — Controller.Run() reads the ROM
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// file synchronously at table-init time. A bad/mismatched ROM
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// zip fails cleanly inside the engine rather than here, so this
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// is defensive against loadRom() itself throwing (e.g. a
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// corrupt zip), not something expected to fire routinely.
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instance.loadRom(rom.gameName, rom.romData);
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} catch (err) {
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console.error("Failed to load ROM:", err);
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}
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}
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instanceRef.current = instance;
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setLoadTimeMs(performance.now() - startedAt);
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setStatus("ready");
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