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2
Commits
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0afa61cc5c | ||
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9e8f08ba16 |
@@ -0,0 +1,159 @@
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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 FlipperLeftIcon() {
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return (
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<svg viewBox="0 0 24 24" width="28" height="28" fill="none" stroke="currentColor" strokeWidth="3">
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<polyline points="15 5 8 12 15 19" strokeLinecap="round" strokeLinejoin="round" />
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</svg>
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);
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}
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function FlipperRightIcon() {
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return (
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<svg viewBox="0 0 24 24" width="28" height="28" fill="none" stroke="currentColor" strokeWidth="3">
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<polyline points="9 5 16 12 9 19" strokeLinecap="round" strokeLinejoin="round" />
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</svg>
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);
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}
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/** Eject-style glyph (triangle over a bar) for the plunger/launch control. */
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function PlungerIcon() {
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return (
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<svg viewBox="0 0 24 24" width="20" height="20" fill="currentColor">
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<path d="M12 4.5 19 15H5l7-10.5Z" />
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<rect x="5" y="17.5" width="14" height="2.5" rx="1" />
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</svg>
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);
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}
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function CoinIcon() {
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return (
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<svg viewBox="0 0 24 24" width="18" height="18" fill="none" stroke="currentColor" strokeWidth="1.75">
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<circle cx="12" cy="12" r="8.5" />
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<path
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d="M14.5 9.3c-.4-.8-1.3-1.3-2.5-1.3-1.7 0-3 .9-3 2.1 0 2.9 5.5 1.3 5.5 4.1 0 1.2-1.3 2.1-3 2.1-1.2 0-2.1-.5-2.5-1.3M12 6.8v1.2M12 16v1.2"
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strokeLinecap="round"
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strokeLinejoin="round"
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/>
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</svg>
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);
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}
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function PlayIcon() {
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return (
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<svg viewBox="0 0 24 24" width="18" height="18" fill="currentColor">
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<path d="M7 4.5v15l13-7.5-13-7.5Z" />
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</svg>
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);
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}
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function ControlButton({
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binding,
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label,
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icon,
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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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icon: React.ReactNode;
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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 = size === "lg" ? "h-20 w-20" : size === "md" ? "h-14 w-14" : "h-12 w-12";
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return (
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<button
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type="button"
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aria-label={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={`flex touch-none select-none items-center justify-center rounded-full border-2 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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{icon}
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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 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="Left flipper" icon={<FlipperLeftIcon />} size="lg" />
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{/* Positioned absolutely so it sits on the bar's true center, independent
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of the (equal-width, so already symmetric) flipper buttons on either side. */}
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<div className="absolute left-1/2 top-1/2 flex -translate-x-1/2 -translate-y-1/2 items-center gap-3">
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<ControlButton binding={INSERT_COIN} label="Insert coin" icon={<CoinIcon />} size="sm" />
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<ControlButton binding={START_GAME} label="Start game" icon={<PlayIcon />} size="sm" />
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<ControlButton binding={PLUNGER} label="Plunger" icon={<PlungerIcon />} size="md" />
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</div>
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<ControlButton binding={RIGHT_FLIPPER} label="Right flipper" icon={<FlipperRightIcon />} 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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@@ -1,38 +0,0 @@
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"use client";
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import { useEffect } from "react";
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import type { attachTouchControls as AttachTouchControls } from "@valknar/vpinball-wasm";
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const ENGINE_BASE_URL = "/vendor/vpinball-wasm";
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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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/** Attaches the engine's on-screen touch overlay to `containerRef` while `active` is true. */
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export function useTouchControls(
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containerRef: React.RefObject<HTMLElement | null>,
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active: boolean,
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): void {
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useEffect(() => {
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if (!active || !isTouchDevice()) return;
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const container = containerRef.current;
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if (!container) return;
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let handle: { detach: () => void } | undefined;
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let cancelled = false;
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(async () => {
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const { attachTouchControls } = (await import(
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/* webpackIgnore: true */ `${ENGINE_BASE_URL}/index.js`
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)) as { attachTouchControls: typeof AttachTouchControls };
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if (cancelled) return;
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handle = attachTouchControls({ container });
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})();
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return () => {
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cancelled = true;
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handle?.detach();
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};
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}, [containerRef, active]);
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}
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Block a user