- 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
109 lines
3.5 KiB
TypeScript
109 lines
3.5 KiB
TypeScript
"use client";
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import { useEffect, useState } from "react";
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import { useRouter } from "next/navigation";
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import type { PinballInstance } from "@valknar/vpinball-wasm";
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import { useIdleTimer } from "./useIdleTimer";
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import GameInfoPanel from "@/components/GameInfoPanel";
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import type { TableInfo } from "@/lib/pinball/types";
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export interface CoinDoorHudProps {
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instanceRef: React.RefObject<PinballInstance | null>;
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tableInfo: TableInfo;
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loadTimeMs: number | null;
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}
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function HudButton({
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label,
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shortLabel,
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active,
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onClick,
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}: {
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label: string;
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shortLabel?: string;
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active?: boolean;
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onClick: () => void;
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}) {
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return (
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<button
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type="button"
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onClick={onClick}
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aria-pressed={active}
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className={`rounded-sm border px-2 py-1 font-mono text-xs tracking-widest transition sm:px-3 sm:py-1.5 ${
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active
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? "border-marquee bg-marquee/20 text-marquee"
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: "border-chrome/40 bg-black/30 text-chrome hover:border-arc hover:text-arc"
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}`}
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>
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{shortLabel ? (
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<>
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<span className="sm:hidden">{shortLabel}</span>
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<span className="hidden sm:inline">{label}</span>
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</>
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) : (
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label
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)}
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</button>
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);
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}
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export default function CoinDoorHud({ instanceRef, tableInfo, loadTimeMs }: CoinDoorHudProps) {
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const router = useRouter();
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const isIdle = useIdleTimer(3000);
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const [showInfo, setShowInfo] = useState(false);
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const [isFullscreen, setIsFullscreen] = useState(false);
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useEffect(() => {
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const onChange = () => setIsFullscreen(Boolean(document.fullscreenElement));
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document.addEventListener("fullscreenchange", onChange);
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return () => document.removeEventListener("fullscreenchange", onChange);
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}, []);
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const handleFullscreen = () => {
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instanceRef.current?.requestFullscreen();
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};
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const handleEject = () => {
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// dispose() (called by usePinballInstance's unmount cleanup, triggered by
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// this navigation) tears the instance down immediately. Calling stop()
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// here too raced it — stop() defers teardown to the engine's next
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// internal step, and dispose() freeing WASM memory before that step runs
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// hung the tab.
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router.push("/");
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};
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return (
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<>
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<div
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data-hud
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className={`absolute inset-x-0 top-0 z-10 flex items-center justify-between gap-1.5 border-b border-chrome/30 bg-ash/90 px-2 py-2 backdrop-blur transition-opacity duration-300 sm:gap-3 sm:px-4 ${
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isIdle ? "pointer-events-none opacity-0" : "opacity-100"
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}`}
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>
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<div className="flex min-w-0 items-center gap-2">
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<span className="shrink-0 font-display text-lg tracking-wide text-marquee">VPINBALL</span>
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<span className="hidden truncate font-mono text-xs text-chrome sm:inline">
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{tableInfo.name}
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</span>
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</div>
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<div className="flex shrink-0 items-center gap-1.5 sm:gap-2">
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<HudButton label="INFO" active={showInfo} onClick={() => setShowInfo((v) => !v)} />
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<HudButton
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label={isFullscreen ? "EXIT FS" : "FULLSCREEN"}
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shortLabel={isFullscreen ? "EXIT" : "FS"}
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active={isFullscreen}
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onClick={handleFullscreen}
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/>
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<HudButton label="EJECT" onClick={handleEject} />
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</div>
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</div>
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{showInfo && (
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<div className="absolute inset-x-2 top-14 z-10 sm:inset-x-auto sm:right-4 sm:top-16">
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<GameInfoPanel tableInfo={tableInfo} loadTimeMs={loadTimeMs} />
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</div>
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)}
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</>
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);
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}
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