Files
NebulaBrowser/preload.js
T
2025-12-30 19:48:04 +13:00

484 lines
15 KiB
JavaScript

// preload.js - Optimized version
const { contextBridge, ipcRenderer } = require('electron');
let pathModule;
let fsModule;
try {
pathModule = require('path');
fsModule = require('fs');
} catch (err) {
pathModule = null;
fsModule = null;
}
// =============================================================================
// GAMEPAD HANDLER - Steam Deck / SteamOS Support
// =============================================================================
// This is CRITICAL for Steam Deck Game Mode: Steam only stops applying
// Desktop mouse emulation when the app actively reads controller input.
// By continuously polling navigator.getGamepads(), Steam recognizes that
// the app is consuming gamepad events and backs off the mouse emulation layer.
// =============================================================================
const gamepadState = {
initialized: false,
gamepads: {},
connectedCount: 0,
activeGamepadIndex: null,
rafId: null,
buttonStates: {},
listeners: { connect: [], disconnect: [], button: [], axis: [], input: [] },
};
const GAMEPAD_CONFIG = {
STICK_DEADZONE: 0.15,
DEBUG: false,
};
function gamepadLog(...args) {
if (GAMEPAD_CONFIG.DEBUG) {
console.log('[NebulaGamepad]', ...args);
}
}
function initGamepadHandler() {
if (gamepadState.initialized) return;
if (typeof navigator === 'undefined' || !navigator.getGamepads) {
console.warn('[NebulaGamepad] Gamepad API not available');
return;
}
gamepadLog('Initializing gamepad handler');
window.addEventListener('gamepadconnected', handleGamepadConnected);
window.addEventListener('gamepaddisconnected', handleGamepadDisconnected);
// Initial scan for already-connected gamepads
scanGamepads();
// Start polling loop - this is what tells Steam we're consuming gamepad input
startGamepadPolling();
gamepadState.initialized = true;
console.log('[NebulaGamepad] Gamepad handler initialized - Steam will see controller input being consumed');
}
function handleGamepadConnected(event) {
const gamepad = event.gamepad;
gamepadLog('Gamepad connected:', gamepad.index, gamepad.id);
gamepadState.gamepads[gamepad.index] = {
id: gamepad.id,
index: gamepad.index,
connected: true,
mapping: gamepad.mapping,
timestamp: Date.now(),
};
gamepadState.connectedCount++;
if (gamepadState.activeGamepadIndex === null) {
gamepadState.activeGamepadIndex = gamepad.index;
}
gamepadState.buttonStates[gamepad.index] = {};
emitGamepadEvent('connect', { gamepad, index: gamepad.index, id: gamepad.id });
}
function handleGamepadDisconnected(event) {
const gamepad = event.gamepad;
gamepadLog('Gamepad disconnected:', gamepad.index, gamepad.id);
if (gamepadState.gamepads[gamepad.index]) {
delete gamepadState.gamepads[gamepad.index];
gamepadState.connectedCount--;
}
delete gamepadState.buttonStates[gamepad.index];
if (gamepadState.activeGamepadIndex === gamepad.index) {
gamepadState.activeGamepadIndex = null;
const gamepads = navigator.getGamepads();
for (let i = 0; i < gamepads.length; i++) {
if (gamepads[i]) {
gamepadState.activeGamepadIndex = i;
break;
}
}
}
emitGamepadEvent('disconnect', { index: gamepad.index, id: gamepad.id });
}
function scanGamepads() {
const gamepads = navigator.getGamepads();
for (let i = 0; i < gamepads.length; i++) {
const gamepad = gamepads[i];
if (gamepad && !gamepadState.gamepads[gamepad.index]) {
gamepadLog('Found pre-connected gamepad:', gamepad.index, gamepad.id);
gamepadState.gamepads[gamepad.index] = {
id: gamepad.id,
index: gamepad.index,
connected: true,
mapping: gamepad.mapping,
timestamp: Date.now(),
};
gamepadState.connectedCount++;
if (gamepadState.activeGamepadIndex === null) {
gamepadState.activeGamepadIndex = gamepad.index;
}
gamepadState.buttonStates[gamepad.index] = {};
}
}
}
function startGamepadPolling() {
if (gamepadState.rafId !== null) return;
function pollLoop(timestamp) {
// CRITICAL: This call to getGamepads() tells Steam we're consuming gamepad input
const gamepads = navigator.getGamepads();
for (let i = 0; i < gamepads.length; i++) {
const gamepad = gamepads[i];
if (gamepad) {
processGamepadInput(gamepad);
}
}
// Periodic scan for newly connected gamepads
if (timestamp % 1000 < 20) {
scanGamepads();
}
gamepadState.rafId = requestAnimationFrame(pollLoop);
}
gamepadState.rafId = requestAnimationFrame(pollLoop);
gamepadLog('Started gamepad polling');
}
function processGamepadInput(gamepad) {
const index = gamepad.index;
const buttonState = gamepadState.buttonStates[index] || {};
let hasInput = false;
// Process buttons
for (let i = 0; i < gamepad.buttons.length; i++) {
const button = gamepad.buttons[i];
const wasPressed = buttonState[`b${i}`] || false;
const isPressed = button.pressed || button.value > 0.5;
if (isPressed !== wasPressed) {
buttonState[`b${i}`] = isPressed;
hasInput = true;
emitGamepadEvent('button', { gamepad, index, button: i, pressed: isPressed, value: button.value });
}
}
// Process axes
for (let i = 0; i < gamepad.axes.length; i++) {
const value = gamepad.axes[i];
const prevValue = buttonState[`a${i}`] || 0;
if (Math.abs(value - prevValue) > 0.01) {
buttonState[`a${i}`] = value;
if (Math.abs(value) > GAMEPAD_CONFIG.STICK_DEADZONE) {
hasInput = true;
emitGamepadEvent('axis', { gamepad, index, axis: i, value });
}
}
}
gamepadState.buttonStates[index] = buttonState;
if (hasInput) {
emitGamepadEvent('input', { gamepad, index });
}
}
function emitGamepadEvent(type, data) {
// Dispatch as CustomEvent for renderer scripts to listen to
try {
window.dispatchEvent(new CustomEvent(`nebula-gamepad-${type}`, { detail: data }));
} catch (err) {
// Ignore errors if CustomEvent isn't available
}
}
function getActiveGamepad() {
if (gamepadState.activeGamepadIndex === null) return null;
const gamepads = navigator.getGamepads();
return gamepads[gamepadState.activeGamepadIndex] || null;
}
function getConnectedGamepads() {
const gamepads = navigator.getGamepads();
return Array.from(gamepads).filter(gp => gp !== null);
}
// Cleanup on page unload
window.addEventListener('beforeunload', () => {
if (gamepadState.rafId !== null) {
cancelAnimationFrame(gamepadState.rafId);
gamepadState.rafId = null;
}
});
// =============================================================================
// DOM READY & INITIALIZATION
// =============================================================================
// Cache DOM references for performance
let domReady = false;
window.addEventListener('DOMContentLoaded', () => {
domReady = true;
console.log("Browser UI loaded.");
// Initialize gamepad handler for Steam Deck/SteamOS support
initGamepadHandler();
});
// Optimized API exposure with error handling and caching
const electronAPI = {
send: (ch, ...args) => {
try {
return ipcRenderer.send(ch, ...args);
} catch (err) {
console.error('IPC send error:', err);
}
},
// Send message to embedding page (webview host)
sendToHost: (ch, ...args) => {
try {
return ipcRenderer.sendToHost(ch, ...args);
} catch (err) {
console.error('IPC sendToHost error:', err);
}
},
invoke: (ch, ...args) => {
try {
return ipcRenderer.invoke(ch, ...args);
} catch (err) {
console.error('IPC invoke error:', err);
return Promise.reject(err);
}
},
on: (ch, fn) => {
try {
return ipcRenderer.on(ch, (e, ...args) => fn(...args));
} catch (err) {
console.error('IPC on error:', err);
}
},
// Add removeListener for cleanup
removeListener: (ch, fn) => {
try {
return ipcRenderer.removeListener(ch, fn);
} catch (err) {
console.error('IPC removeListener error:', err);
}
},
toggleDevTools: () => {
try {
return ipcRenderer.invoke('open-devtools');
} catch (err) {
console.error('IPC open-devtools error:', err);
return Promise.reject(err);
}
},
openLocalFile: async () => {
try {
return await ipcRenderer.invoke('show-open-file-dialog');
} catch (err) {
console.error('IPC openLocalFile error:', err);
return null;
}
},
showContextMenu: (params) => {
try {
return ipcRenderer.invoke('show-context-menu', params);
} catch (err) {
console.error('IPC showContextMenu error:', err);
}
},
saveImageToDisk: async (suggestedName, dataUrl) => ipcRenderer.invoke('save-image-from-dataurl', { suggestedName, dataUrl }),
saveImageFromNet: async (url) => ipcRenderer.invoke('save-image-from-url', { url })
};
// Provide absolute path to the renderer preload for webview guests so
// webview `preload` attributes use an absolute, resolvable path on all platforms.
const webviewPreloadAbsolutePath = pathModule ? pathModule.join(__dirname, 'preload.js') : null;
electronAPI.getWebviewPreloadPath = () => webviewPreloadAbsolutePath;
// Fixup any static <webview preload="..."> attributes in the DOM early so
// guests receive an absolute path instead of a relative one that may fail
// to resolve inside the guest process.
window.addEventListener('DOMContentLoaded', () => {
try {
if (webviewPreloadAbsolutePath) {
const els = document.querySelectorAll('webview[preload]');
for (const el of els) {
try { el.setAttribute('preload', webviewPreloadAbsolutePath); } catch {};
}
}
} catch (e) {
// non-fatal
}
});
// Cache for bookmarks to reduce IPC calls
let bookmarksCache = null;
let bookmarksCacheTime = 0;
const CACHE_DURATION = 5000; // 5 seconds
const bookmarksAPI = {
load: async () => {
const now = Date.now();
if (bookmarksCache && (now - bookmarksCacheTime) < CACHE_DURATION) {
return bookmarksCache;
}
try {
bookmarksCache = await ipcRenderer.invoke('load-bookmarks');
bookmarksCacheTime = now;
return bookmarksCache;
} catch (err) {
console.error('Bookmarks load error:', err);
return [];
}
},
save: async (data) => {
try {
bookmarksCache = data; // Update cache immediately
bookmarksCacheTime = Date.now();
return await ipcRenderer.invoke('save-bookmarks', data);
} catch (err) {
console.error('Bookmarks save error:', err);
return false;
}
}
};
// Expose APIs to main world
contextBridge.exposeInMainWorld('electronAPI', electronAPI);
contextBridge.exposeInMainWorld('bookmarksAPI', bookmarksAPI);
// Gamepad API - Access to the gamepad handler running in the preload context
// The handler actively polls navigator.getGamepads() to signal to Steam that
// the app is consuming controller input (prevents mouse emulation on Steam Deck)
contextBridge.exposeInMainWorld('gamepadAPI', {
// Check if gamepad handler is initialized
isAvailable: () => gamepadState.initialized,
// Check if any gamepad is connected
isConnected: () => gamepadState.connectedCount > 0,
// Get connected gamepads info
getConnected: () => {
const gamepads = getConnectedGamepads();
return gamepads.map(gp => ({
id: gp.id,
index: gp.index,
mapping: gp.mapping,
buttons: gp.buttons.length,
axes: gp.axes.length,
}));
},
// Get the active gamepad's current state
getActive: () => {
const gp = getActiveGamepad();
if (!gp) return null;
return {
id: gp.id,
index: gp.index,
mapping: gp.mapping,
buttons: Array.from(gp.buttons).map((b, i) => ({ index: i, pressed: b.pressed, value: b.value })),
axes: Array.from(gp.axes),
};
},
// Enable debug mode
setDebug: (enabled) => {
GAMEPAD_CONFIG.DEBUG = !!enabled;
},
// Get handler state for debugging
getState: () => ({
initialized: gamepadState.initialized,
connectedCount: gamepadState.connectedCount,
activeGamepadIndex: gamepadState.activeGamepadIndex,
isPolling: gamepadState.rafId !== null,
}),
});
// Minimal about API for settings page
contextBridge.exposeInMainWorld('aboutAPI', {
getInfo: () => ipcRenderer.invoke('get-about-info')
});
// Big Picture Mode API - Steam Deck / Console UI
contextBridge.exposeInMainWorld('bigPictureAPI', {
// Get screen info to determine if Big Picture Mode is recommended
getScreenInfo: () => ipcRenderer.invoke('get-screen-info'),
// Check if device is likely a Steam Deck or handheld
isSuggested: () => ipcRenderer.invoke('is-bigpicture-suggested'),
// Launch Big Picture Mode
launch: () => ipcRenderer.invoke('launch-bigpicture'),
// Exit Big Picture Mode
exit: () => ipcRenderer.invoke('exit-bigpicture'),
// Navigate to URL (from Big Picture Mode)
navigate: (url) => ipcRenderer.send('bigpicture-navigate', url),
// Send input event to a webview (for virtual cursor clicks)
sendInputEvent: (webContentsId, inputEvent) =>
ipcRenderer.invoke('webview-send-input-event', { webContentsId, inputEvent })
});
// Relay context-menu commands from main to active renderer context (open new tabs etc.)
ipcRenderer.on('context-menu-command', (event, payload) => {
window.dispatchEvent(new CustomEvent('nebula-context-command', { detail: payload }));
});
// Downloads API exposed to renderer
contextBridge.exposeInMainWorld('downloadsAPI', {
list: () => ipcRenderer.invoke('downloads-get-all'),
action: (id, action) => ipcRenderer.invoke('downloads-action', { id, action }),
clearCompleted: () => ipcRenderer.invoke('downloads-clear-completed'),
onStarted: (handler) => ipcRenderer.on('downloads-started', (_e, payload) => handler(payload)),
onUpdated: (handler) => ipcRenderer.on('downloads-updated', (_e, payload) => handler(payload)),
onDone: (handler) => ipcRenderer.on('downloads-done', (_e, payload) => handler(payload)),
onCleared: (handler) => ipcRenderer.on('downloads-cleared', handler),
onScanStarted: (handler) => ipcRenderer.on('downloads-scan-started', (_e, payload) => handler(payload)),
onScanResult: (handler) => ipcRenderer.on('downloads-scan-result', (_e, payload) => handler(payload))
});
// Auto-Updater API exposed to renderer
contextBridge.exposeInMainWorld('updaterAPI', {
checkForUpdates: () => ipcRenderer.invoke('check-for-updates'),
downloadUpdate: () => ipcRenderer.invoke('download-update'),
installUpdate: () => ipcRenderer.invoke('install-update'),
getAppVersion: () => ipcRenderer.invoke('get-app-version'),
onUpdateStatus: (handler) => ipcRenderer.on('update-status', (_e, payload) => handler(payload))
});
// ----------------------------------------
// Plugin renderer preloads
// ----------------------------------------
// We request a list of absolute file paths from main and require() them here.
// Each file can optionally call contextBridge.exposeInMainWorld to add APIs.
(async () => {
try {
const preloads = await ipcRenderer.invoke('plugins-get-renderer-preloads');
if (Array.isArray(preloads)) {
for (const p of preloads) {
try {
// eslint-disable-next-line global-require, import/no-dynamic-require
require(p);
} catch (e) {
console.error('[Plugins] Failed to load renderer preload:', p, e);
}
}
}
} catch (e) {
console.warn('[Plugins] No renderer preloads:', e);
}
})();