- API 路由统一: 移除 /api/h5/,统一 /api/pms/ 入口 - 二进制改名: api-server -> pms-api(与服务名一致) - nginx: 合并 /api/ + /pms/api/ 为 /api/pms/ - 新增 docs/API.md 接口文档 - 后端: CabinetDetail 增加 rssi/pow_fail/address/soc 等字段 - Redis 管道批量读取仓体实时数据(SOC/电压/电流/功率) - DB: 所有 TIMESTAMP 列改为 DATETIME(修复类型不匹配) - 用户管理: 新增创建时间/修改时间列,状态改用 Switch - 角色管理/用户管理: 操作按钮改为图标 - PC 设备详情: 基本信息补全 RSSI/ICCID/电源/地址 - PC 卡片: 通道统计改用 Lucide 图标,颜色统一 - PC 二维码: canvas 渲染,含编号文字,支持右键下载 - H5: 按 uni-app 规范修正导航(navigateTo 替代 reLaunch) - H5: 详情页加返回导航条 - H5: 扫码支持摄像头(jsQR)+ ?id= 参数 - H5: 底部 tabBar 在所有页面常显 - H5: 首页统计改为 6 项(设备/通道/空闲/充电/充满/故障) - H5: 下拉刷新 / 上拉加载 - 产品首页: 添加业务联系 - 文档: 清理过时文件,补充缺失规范章节
5.9 KiB
category
| category |
|---|
| Browser |
useGamepad
Provides reactive bindings for the Gamepad API.
Usage
Due to how the Gamepad API works, you must interact with the page using the gamepad before it will be detected.
<script setup lang="ts">
import { useGamepad } from '@vueuse/core'
import { computed } from 'vue'
const { isSupported, gamepads } = useGamepad()
const gamepad = computed(() => gamepads.value.find(g => g.mapping === 'standard'))
</script>
<template>
<span>
{{ gamepad.id }}
</span>
</template>
Gamepad Updates
Currently the Gamepad API does not have event support to update the state of the gamepad. To update the gamepad state, requestAnimationFrame is used to poll for gamepad changes. You can control this polling by using the pause and resume functions provided by useGamepad
import { useGamepad } from '@vueuse/core'
const { pause, resume, gamepads } = useGamepad()
pause()
// gamepads object will not update
resume()
// gamepads object will update on user input
Gamepad Connect & Disconnect Events
The onConnected and onDisconnected events will trigger when a gamepad is connected or disconnected.
import { useGamepad } from '@vueuse/core'
// ---cut---
const { gamepads, onConnected, onDisconnected } = useGamepad()
onConnected((index) => {
console.log(`${gamepads.value[index].id} connected`)
})
onDisconnected((index) => {
console.log(`${index} disconnected`)
})
Vibration
The Gamepad Haptics API is sparse, so check the compatibility table before using.
import { useGamepad } from '@vueuse/core'
const { gamepads, onConnected, onDisconnected } = useGamepad()
const gamepad = gamepads.value[0]!
// ---cut---
import { computed } from 'vue'
const supportsVibration = computed(() => gamepad.hapticActuators.length > 0)
function vibrate() {
if (supportsVibration.value) {
const actuator = gamepad.hapticActuators[0]
actuator.playEffect('dual-rumble', {
startDelay: 0,
duration: 1000,
weakMagnitude: 1,
strongMagnitude: 1,
})
}
}
Mappings
To make the Gamepad API easier to use, we provide mappings to map a controller to a controllers button layout.
Xbox360 Controller
<script setup>
import { mapGamepadToXbox360Controller } from '@vueuse/core'
const controller = mapGamepadToXbox360Controller(gamepad)
</script>
<template>
<span>{{ controller.buttons.a.pressed }}</span>
<span>{{ controller.buttons.b.pressed }}</span>
<span>{{ controller.buttons.x.pressed }}</span>
<span>{{ controller.buttons.y.pressed }}</span>
</template>
Currently there are only mappings for the Xbox 360 controller. If you have controller you want to add mappings for, feel free to open a PR for more controller mappings!
SSR Compatibility
This component is designed to be used in the client side. In some cases, SSR might cause some hydration mismatches.
If you are using Nuxt, you can simply rename your component file with the .client.vue suffix (e.g., GamepadComponent.client.vue) which will automatically make it render only on the client side, avoiding hydration mismatches.
In other frameworks or plain Vue, you can wrap your usage component with a <ClientOnly> component to ensure it is only rendered on the client side.
Type Declarations
export interface UseGamepadOptions
extends ConfigurableWindow,
ConfigurableNavigator {}
/**
* Maps a standard standard gamepad to an Xbox 360 Controller.
*/
export declare function mapGamepadToXbox360Controller(
gamepad: Ref<Gamepad | undefined>,
): ComputedRef<{
buttons: {
a: GamepadButton
b: GamepadButton
x: GamepadButton
y: GamepadButton
}
bumper: {
left: GamepadButton
right: GamepadButton
}
triggers: {
left: GamepadButton
right: GamepadButton
}
stick: {
left: {
horizontal: number
vertical: number
button: GamepadButton
}
right: {
horizontal: number
vertical: number
button: GamepadButton
}
}
dpad: {
up: GamepadButton
down: GamepadButton
left: GamepadButton
right: GamepadButton
}
back: GamepadButton
start: GamepadButton
} | null>
export declare function useGamepad(options?: UseGamepadOptions): {
isSupported: ComputedRef<boolean>
onConnected: EventHookOn<number>
onDisconnected: EventHookOn<number>
gamepads: Ref<
{
readonly axes: ReadonlyArray<number>
readonly buttons: readonly {
readonly pressed: boolean
readonly touched: boolean
readonly value: number
}[]
readonly connected: boolean
readonly id: string
readonly index: number
readonly mapping: GamepadMappingType
readonly timestamp: DOMHighResTimeStamp
readonly vibrationActuator: {
playEffect: (
type: GamepadHapticEffectType,
params?: GamepadEffectParameters,
) => Promise<GamepadHapticsResult>
reset: () => Promise<GamepadHapticsResult>
}
}[],
| Gamepad[]
| {
readonly axes: ReadonlyArray<number>
readonly buttons: readonly {
readonly pressed: boolean
readonly touched: boolean
readonly value: number
}[]
readonly connected: boolean
readonly id: string
readonly index: number
readonly mapping: GamepadMappingType
readonly timestamp: DOMHighResTimeStamp
readonly vibrationActuator: {
playEffect: (
type: GamepadHapticEffectType,
params?: GamepadEffectParameters,
) => Promise<GamepadHapticsResult>
reset: () => Promise<GamepadHapticsResult>
}
}[]
>
pause: Fn
resume: Fn
isActive: Readonly<ShallowRef<boolean>>
}
export type UseGamepadReturn = ReturnType<typeof useGamepad>