Files
vpinball/lib/pinball/usePinballInstance.ts
T
valknarandClaude Sonnet 5 e493a12e68 Add vpinball: a browser Visual Pinball player
Next.js app that plays real .vpx tables via @valknar/vpinball-wasm
(WebAssembly Visual Pinball). Demo mode with the bundled default
table, drag-and-drop custom table upload, a cabinet-styled UI with a
coin-door HUD (fullscreen/stats/info/eject), a custom 404 page, PWA
support (hand-rolled service worker), and a static Docker Compose
deployment behind nginx.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012hQoM3jJT1Lx7CMTciMzvD
2026-08-23 05:25:15 +02:00

105 lines
3.6 KiB
TypeScript

"use client";
import { useCallback, useEffect, useRef, useState } from "react";
import type { LoadPinballOptions, PinballInstance } from "@valknar/vpinball-wasm";
import { hasWebGL2 } from "./webglSupport";
// Served as a plain static file, not bundled — loadPinball() internally does
// a dynamic import(`${baseUrl}/vpinball.js`) with a template-literal path
// that webpack can't statically resolve, so the whole engine must stay
// outside webpack's module graph (see scripts/copy-engine-assets.mjs).
const ENGINE_BASE_URL = "/vendor/vpinball-wasm";
export type PinballStatus = "idle" | "loading" | "ready" | "running" | "error";
interface EngineModule {
loadPinball(options: LoadPinballOptions): Promise<PinballInstance>;
}
async function loadEngineModule(): Promise<EngineModule> {
return (await import(
/* webpackIgnore: true */ `${ENGINE_BASE_URL}/index.js`
)) as EngineModule;
}
export interface UsePinballInstanceResult {
status: PinballStatus;
/** 0-1 download progress, only meaningful while status is "loading". */
progress: number;
error: string | null;
loadTimeMs: number | null;
instanceRef: React.RefObject<PinballInstance | null>;
/** Call from a user-gesture handler (audio autoplay / fullscreen policy). */
start: () => void;
}
export function usePinballInstance(
canvasRef: React.RefObject<HTMLCanvasElement | null>,
tableData: ArrayBuffer | 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
// that an effect makes only to immediately return.
const [webgl2Supported] = useState(hasWebGL2);
const [status, setStatus] = useState<PinballStatus>(webgl2Supported ? "idle" : "error");
const [progress, setProgress] = useState(0);
const [error, setError] = useState<string | null>(
webgl2Supported ? null : "Your browser doesn't support WebGL2, which this pinball engine requires.",
);
const [loadTimeMs, setLoadTimeMs] = useState<number | null>(null);
const instanceRef = useRef<PinballInstance | null>(null);
const disposedRef = useRef(false);
useEffect(() => {
disposedRef.current = false;
const canvas = canvasRef.current;
if (!canvas || !webgl2Supported) return;
setStatus("loading");
const startedAt = performance.now();
(async () => {
try {
const { loadPinball } = await loadEngineModule();
const instance = await loadPinball({
canvas,
baseUrl: ENGINE_BASE_URL,
tableData,
onProgress: (fraction) => {
if (!disposedRef.current) setProgress(fraction);
},
});
if (disposedRef.current) {
instance.dispose();
return;
}
instanceRef.current = instance;
setLoadTimeMs(performance.now() - startedAt);
setStatus("ready");
} catch (err) {
if (!disposedRef.current) {
setStatus("error");
setError(err instanceof Error ? err.message : "Failed to load the pinball engine.");
}
}
})();
return () => {
disposedRef.current = true;
instanceRef.current?.dispose();
instanceRef.current = null;
};
// Intentionally run once: PlayView mounts a fresh PinballCanvasImpl
// (via `key`) per table rather than swapping tableData in place.
// eslint-disable-next-line react-hooks/exhaustive-deps
}, []);
const start = useCallback(() => {
if (!instanceRef.current) return;
instanceRef.current.start();
setStatus("running");
}, []);
return { status, progress, error, loadTimeMs, instanceRef, start };
}