feat: 更新配置和组件以支持选择项功能, 开始手柄映射功能编写

- 在DynamicForm.vue中新增select组件支持
- 在VTsuruConfigTypes.ts中添加可选的条件显示属性
- 更新vite.config.mts以集成自定义SVGO插件
- 在components.d.ts中添加NDescriptionsItem组件声明
- 更新路由配置以包含obs_store模块
This commit is contained in:
2025-05-11 05:49:50 +08:00
parent f2f7a7e8af
commit 1ae528b9a9
264 changed files with 72948 additions and 7 deletions

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// src/composables/useGamepad.ts
import { ref, onMounted, onUnmounted, reactive, readonly, Ref, DeepReadonly, computed, watch } from 'vue';
import { defineStore } from 'pinia';
import { useGamepad } from '@vueuse/core';
import type {
GamepadConnectionInfo,
RawGamepadState,
NormalizedGamepadState,
LogicalButton,
ButtonInputState,
StickInputState
} from '@/types/gamepad'; // 使用 @ 指向 src 目录
import { LogicalButtonsList } from '@/types/gamepad';
// 定义事件处理函数类型
type GamepadEventHandler = (gamepadInfo: GamepadConnectionInfo, index: number) => void;
// 标准按钮映射根据标准布局将gamepad API的按钮索引映射到逻辑按钮
const standardButtonMap: Partial<Record<number, LogicalButton>> = {
0: 'ACTION_DOWN', // Xbox A / PS Cross / Nintendo B
1: 'ACTION_RIGHT', // Xbox B / PS Circle / Nintendo A
2: 'ACTION_LEFT', // Xbox X / PS Square / Nintendo Y
3: 'ACTION_UP', // Xbox Y / PS Triangle / Nintendo X
4: 'LEFT_SHOULDER_1', // LB / L1
5: 'RIGHT_SHOULDER_1', // RB / R1
6: 'LEFT_SHOULDER_2', // LT / L2 (触发器)
7: 'RIGHT_SHOULDER_2', // RT / R2 (触发器)
8: 'SELECT', // Xbox View / PS Select / Nintendo -
9: 'START', // Xbox Menu / PS Start / Nintendo +
10: 'LEFT_STICK_PRESS', // 左摇杆按下
11: 'RIGHT_STICK_PRESS', // 右摇杆按下
12: 'DPAD_UP', // 方向键上
13: 'DPAD_DOWN', // 方向键下
14: 'DPAD_LEFT', // 方向键左
15: 'DPAD_RIGHT', // 方向键右
16: 'HOME', // Xbox Home / PS Home / Nintendo Home
17: 'PS_TOUCHPAD', // PS触摸板按下
// 18可能对应任天堂的截图按钮
18: 'NINTENDO_CAPTURE'
};
export const useGamepadStore = defineStore('gamepad', () => {
const { gamepads, onConnected, onDisconnected } = useGamepad();
const connectedGamepadInfo = ref<GamepadConnectionInfo | null>(null);
const activeGamepadIndex = ref<number | null>(null);
// 存储自定义事件处理器
const connectedHandlers: Set<GamepadEventHandler> = new Set();
const disconnectedHandlers: Set<GamepadEventHandler> = new Set();
// 初始化所有按钮状态
const initialButtonStates = LogicalButtonsList.reduce((acc, key) => {
acc[key] = { pressed: false, value: 0 };
return acc;
}, {} as Record<LogicalButton, ButtonInputState>);
// 手柄状态,包含按钮和摇杆
const normalizedGamepadState = reactive<NormalizedGamepadState>({
buttons: initialButtonStates,
sticks: {
LEFT_STICK: { x: 0, y: 0 },
RIGHT_STICK: { x: 0, y: 0 },
},
});
// 计算属性:手柄是否已连接
const isGamepadConnected = computed(() => activeGamepadIndex.value !== null && !!gamepads.value[activeGamepadIndex.value]?.connected);
// 重置手柄状态
const resetNormalizedState = () => {
Object.keys(normalizedGamepadState.buttons).forEach(key => {
const buttonKey = key as LogicalButton;
if (normalizedGamepadState.buttons[buttonKey]) {
normalizedGamepadState.buttons[buttonKey]!.pressed = false;
normalizedGamepadState.buttons[buttonKey]!.value = 0;
}
});
normalizedGamepadState.sticks.LEFT_STICK = { x: 0, y: 0 };
normalizedGamepadState.sticks.RIGHT_STICK = { x: 0, y: 0 };
};
// 更新手柄状态
const updateNormalizedState = (gamepad: Gamepad | undefined) => {
if (!gamepad || !gamepad.connected) {
resetNormalizedState();
return;
}
// 更新按钮状态
gamepad.buttons.forEach((button, index) => {
const logicalKey = standardButtonMap[index];
if (logicalKey && normalizedGamepadState.buttons[logicalKey]) {
normalizedGamepadState.buttons[logicalKey]!.pressed = button.pressed;
normalizedGamepadState.buttons[logicalKey]!.value = button.value;
}
});
// 更新摇杆状态
normalizedGamepadState.sticks.LEFT_STICK.x = gamepad.axes[0] ?? 0;
normalizedGamepadState.sticks.LEFT_STICK.y = gamepad.axes[1] ?? 0;
normalizedGamepadState.sticks.RIGHT_STICK.x = gamepad.axes[2] ?? 0;
normalizedGamepadState.sticks.RIGHT_STICK.y = gamepad.axes[3] ?? 0;
};
// 手柄连接事件处理
onConnected((index: number) => {
const gamepad = navigator.getGamepads()[index];
if (!gamepad) return;
console.log('手柄已连接:', gamepad.id, '索引:', index);
// 如果当前没有活动的,或者连接的是同一个,则激活
if (activeGamepadIndex.value === null || activeGamepadIndex.value === index) {
activeGamepadIndex.value = index;
connectedGamepadInfo.value = {
id: gamepad.id,
mapping: gamepad.mapping
};
// 触发外部注册的连接事件处理器
if (connectedGamepadInfo.value) {
connectedHandlers.forEach(handler => {
try {
handler(connectedGamepadInfo.value!, index);
} catch (err) {
console.error('手柄连接事件处理器执行错误:', err);
}
});
}
} else {
// 如果已有活动手柄,而新连接的手柄不是当前活动的,则忽略,或按需处理(例如允许切换)
console.log(`另一个手柄 (索引: ${activeGamepadIndex.value}) 已经处于活动状态`);
}
});
// 手柄断开连接事件处理
onDisconnected((index: number) => {
const gamepadCache = gamepads.value[index];
if (!gamepadCache) return;
console.log('手柄已断开连接:', gamepadCache.id);
// 保存断开连接前的信息,用于触发事件
const disconnectedInfo = connectedGamepadInfo.value ? { ...connectedGamepadInfo.value } : null;
if (activeGamepadIndex.value === index) {
activeGamepadIndex.value = null;
connectedGamepadInfo.value = null;
resetNormalizedState();
// 触发外部注册的断开连接事件处理器
if (disconnectedInfo) {
disconnectedHandlers.forEach(handler => {
try {
handler(disconnectedInfo, index);
} catch (err) {
console.error('手柄断开连接事件处理器执行错误:', err);
}
});
}
// 尝试连接其他已连接的手柄 (VueUse 的 gamepads 数组会自动更新)
const nextGamepad = gamepads.value.find(gp => gp && gp.connected);
if (nextGamepad) {
activeGamepadIndex.value = nextGamepad.index;
connectedGamepadInfo.value = {
id: nextGamepad.id,
mapping: nextGamepad.mapping
};
// 如果自动切换到其他手柄,也触发连接事件
connectedHandlers.forEach(handler => {
try {
handler(connectedGamepadInfo.value!, nextGamepad.index);
} catch (err) {
console.error('手柄连接事件处理器执行错误:', err);
}
});
}
}
});
// 监视 VueUse 的 gamepads 数组中的活动手柄
// VueUse 内部使用 rAF 来更新 gamepads 数组中的状态
watch(
() => {
// 确保 activeGamepadIndex.value 不为 null并且对应的 gamepad 存在
return activeGamepadIndex.value !== null && gamepads.value[activeGamepadIndex.value]
? gamepads.value[activeGamepadIndex.value]
: undefined;
},
(activePad) => {
updateNormalizedState(activePad);
},
{ deep: true, immediate: true } // immediate: true 保证初始状态也被处理
);
// 对外提供的连接事件注册方法
const onGamepadConnected = (handler: GamepadEventHandler) => {
connectedHandlers.add(handler);
// 如果当前已有连接的手柄,立即触发一次事件
if (isGamepadConnected.value && connectedGamepadInfo.value && activeGamepadIndex.value !== null) {
handler(connectedGamepadInfo.value, activeGamepadIndex.value);
}
// 返回取消注册的函数
return () => {
connectedHandlers.delete(handler);
};
};
// 对外提供的断开连接事件注册方法
const onGamepadDisconnected = (handler: GamepadEventHandler) => {
disconnectedHandlers.add(handler);
// 返回取消注册的函数
return () => {
disconnectedHandlers.delete(handler);
};
};
return {
connectedGamepadInfo: readonly(connectedGamepadInfo),
normalizedGamepadState: readonly(normalizedGamepadState),
isGamepadConnected: readonly(isGamepadConnected),
onConnected: onGamepadConnected,
onDisconnected: onGamepadDisconnected,
};
});