Replace mobile touch overlay with a coin-door-styled bottom control bar
The engine's default attachTouchControls() overlay was generic floating circles; this swaps in an app-themed bottom bar (left/right flipper, plunger, insert coin, start game) anchored to the screen edges instead.
This commit is contained in:
@@ -0,0 +1,113 @@
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"use client";
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import { useCallback, useState } from "react";
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interface KeyBinding {
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key: string;
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code: string;
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}
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const LEFT_FLIPPER: KeyBinding = { key: "Shift", code: "ShiftLeft" };
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const RIGHT_FLIPPER: KeyBinding = { key: "Shift", code: "ShiftRight" };
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const PLUNGER: KeyBinding = { key: "Enter", code: "Enter" };
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const INSERT_COIN: KeyBinding = { key: "4", code: "Digit4" };
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const START_GAME: KeyBinding = { key: "1", code: "Digit1" };
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function dispatchKey(type: "keydown" | "keyup", binding: KeyBinding) {
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// SDL3's Emscripten video backend listens on the default "#window" target,
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// so a real KeyboardEvent dispatched on window reaches the engine the same
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// way a physical keypress would (see @valknar/vpinball-wasm's own
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// touch-controls.js, which this bar replaces with app-styled UI).
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window.dispatchEvent(new KeyboardEvent(type, { key: binding.key, code: binding.code, bubbles: true }));
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}
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function isTouchDevice(): boolean {
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return typeof window !== "undefined" && ("ontouchstart" in window || navigator.maxTouchPoints > 0);
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}
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function ControlButton({
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binding,
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label,
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size,
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}: {
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binding: KeyBinding;
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label: string;
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size: "lg" | "md" | "sm";
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}) {
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const [pressed, setPressed] = useState(false);
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const onDown = useCallback(
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(e: React.PointerEvent<HTMLButtonElement>) => {
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e.preventDefault();
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e.currentTarget.setPointerCapture(e.pointerId);
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setPressed(true);
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dispatchKey("keydown", binding);
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},
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[binding],
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);
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const onUp = useCallback(() => {
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setPressed(false);
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dispatchKey("keyup", binding);
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}, [binding]);
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const sizeClasses =
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size === "lg"
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? "h-20 w-20 text-3xl"
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: size === "md"
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? "h-14 w-14 text-lg"
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: "h-12 w-14 font-mono text-[11px] tracking-widest";
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return (
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<button
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type="button"
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aria-label={binding.key === "Shift" ? `${label} flipper` : label}
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onPointerDown={onDown}
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onPointerUp={onUp}
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onPointerCancel={onUp}
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onContextMenu={(e) => e.preventDefault()}
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className={`touch-none select-none rounded-full border-2 font-display transition ${sizeClasses} ${
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pressed
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? "border-marquee bg-marquee/30 text-marquee shadow-[0_0_16px_rgba(255,122,41,0.5)]"
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: "border-chrome/40 bg-black/40 text-chrome"
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}`}
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>
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{label}
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</button>
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);
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}
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export interface TouchControlBarProps {
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active: boolean;
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}
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/**
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* Coin-door-styled bottom control bar for mobile play. Replaces
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* @valknar/vpinball-wasm's default floating overlay buttons with UI that
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* matches the cabinet look and puts the flippers at the screen's bottom
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* corners, in thumb reach when holding the device landscape.
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*/
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export default function TouchControlBar({ active }: TouchControlBarProps) {
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// Computed once at mount (matches usePinballInstance's hasWebGL2 pattern) —
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// touch support doesn't change over a session, so this doesn't need an
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// effect/listener, just a lazy initial state.
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const [isTouch] = useState(isTouchDevice);
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if (!active || !isTouch) return null;
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return (
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<div
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data-hud
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className="absolute inset-x-0 bottom-0 z-10 flex items-center justify-between gap-2 border-t border-chrome/30 bg-ash/90 px-3 pb-[max(0.75rem,env(safe-area-inset-bottom))] pt-3 backdrop-blur sm:hidden"
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>
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<ControlButton binding={LEFT_FLIPPER} label="◀" size="lg" />
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<div className="flex shrink-0 items-center gap-2">
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<ControlButton binding={INSERT_COIN} label="COIN" size="sm" />
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<ControlButton binding={START_GAME} label="START" size="sm" />
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<ControlButton binding={PLUNGER} label="⬆" size="md" />
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</div>
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<ControlButton binding={RIGHT_FLIPPER} label="▶" size="lg" />
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</div>
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);
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}
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@@ -2,8 +2,8 @@
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import { useRef } from "react";
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import { usePinballInstance, type RomSelection } from "@/lib/pinball/usePinballInstance";
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import { useTouchControls } from "@/lib/pinball/useTouchControls";
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import CoinDoorHud from "@/components/hud/CoinDoorHud";
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import TouchControlBar from "@/components/hud/TouchControlBar";
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import type { TableInfo } from "@/lib/pinball/types";
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export interface PinballCanvasImplProps {
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@@ -14,16 +14,14 @@ export interface PinballCanvasImplProps {
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export default function PinballCanvasImpl({ tableData, rom, tableInfo }: PinballCanvasImplProps) {
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const canvasRef = useRef<HTMLCanvasElement | null>(null);
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const containerRef = useRef<HTMLDivElement | null>(null);
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const { status, progress, error, loadTimeMs, instanceRef, start } = usePinballInstance(
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canvasRef,
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tableData,
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rom,
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);
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useTouchControls(containerRef, status === "running");
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return (
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<div ref={containerRef} className="relative h-full w-full overflow-hidden bg-black">
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<div className="relative h-full w-full overflow-hidden bg-black">
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{/* SDL3's Emscripten backend resolves its own window/GL-context target via
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document.querySelector("#canvas") independently of Module.canvas — the
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id is required or context creation silently no-ops (findCanvasEventTarget
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@@ -35,6 +33,8 @@ export default function PinballCanvasImpl({ tableData, rom, tableInfo }: Pinball
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<CoinDoorHud instanceRef={instanceRef} tableInfo={tableInfo} loadTimeMs={loadTimeMs} />
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)}
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<TouchControlBar active={status === "running"} />
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{status === "loading" && (
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<div className="absolute inset-0 flex flex-col items-center justify-center gap-4 bg-ink/90 text-paper">
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<div className="font-display text-2xl tracking-wide text-marquee">LOADING TABLE</div>
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