Phase 2: multitouch

Panel used onClick, which cannot express a chord at all - so hold mode,
which is the persisted default answering mode, was unusable. It now
tracks pointers per pointerId and reports onPress per control plus
onGestureEnd when the last finger lifts.

The split is deliberate: Panel owns pointer bookkeeping because it owns
the DOM, and App keeps deciding what a chord means. Hold mode grades on
onGestureEnd, tap mode accumulates presses and waits for Check, and
Explore still selects on press. Both map onto reducer actions that
already existed.

Two details carried over from the reference that are easy to delete by
accident, and are now written down:

- touch-action: none on the panel. Without it the browser claims the
  second finger as a pinch or a pan and no chord can ever form.
- pointerup is heard on the window, not the button, because fingers
  routinely lift outside the key they went down on.

Keyboard still works: Enter or Space presses and ends the gesture.

141 tests, typecheck clean, touch-action confirmed in the built CSS, and
the panel renders unchanged. Actual multi-finger behaviour cannot be
verified headlessly - that needs the phone.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-09-17 10:52:04 +03:00
parent 6d1f219e8a
commit 470ebf41dc
4 changed files with 130 additions and 15 deletions

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@@ -180,13 +180,32 @@ src/domain/
search.ts the Find tab's matcher search.ts the Find tab's matcher
storage.ts the persisted blob, backup parsing, defaults storage.ts the persisted blob, backup parsing, defaults
src/domain/
rules.ts GENERATED — the nine rules and the SHIFT + pad map
src/ui/ src/ui/
panelLayout.ts where every control sits; captions as silkscreened panelLayout.ts where every control sits; captions as silkscreened
Panel.tsx the panel, presentational: told what is lit, reports presses Panel.tsx the panel: told what is lit, owns pointer bookkeeping
drillReducer.ts drill transitions, pure and React-free
persistedState.ts the only code that touches localStorage
Sheet.tsx bottom sheet, shared by both pickers and drill settings
InfoCard.tsx Explore's card · DrillStrip/DrillCard Drill's
FindPanel.tsx search and results · RulesPanel.tsx the rules page
cx.ts joins class names, dropping blanks cx.ts joins class names, dropping blanks
src/styles/base.css tokens: palette, fonts, the vertical budget src/styles/base.css tokens: palette, fonts, the vertical budget
``` ```
**Multitouch lives in `Panel`, meaning in `App`.** Answering a drill card means
holding two or three controls at once, so `Panel` tracks pointers per
`pointerId` and reports `onPress` per control plus `onGestureEnd` when the last
finger lifts. What a chord *means* stays in `App`: hold mode grades on
`onGestureEnd`, tap mode accumulates via `press` and waits for Check.
Two things make it work and are easy to delete by accident: `touch-action: none`
on the panel, without which the browser claims the second finger as a pinch and
no chord can ever form; and listening for `pointerup` on the **window**, because
fingers routinely lift outside the key they went down on.
**CSS modules type as `string | undefined`** under `noUncheckedIndexedAccess`, so **CSS modules type as `string | undefined`** under `noUncheckedIndexedAccess`, so
`cx()` absorbs that rather than the flag being turned off — it has caught real `cx()` absorbs that rather than the flag being turned off — it has caught real
bugs. The cost is that a mistyped class renders with no class at all rather than bugs. The cost is that a mistyped class renders with no class at all rather than

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@@ -191,10 +191,17 @@ export function App() {
lit={isDrill ? drillLit : exploreLit} lit={isDrill ? drillLit : exploreLit}
held={isDrill ? drill.chord : activeLayer === "" ? [] : activeLayer.split("+")} held={isDrill ? drill.chord : activeLayer === "" ? [] : activeLayer.split("+")}
selected={isDrill ? null : (selected?.tset[0] ?? null)} selected={isDrill ? null : (selected?.tset[0] ?? null)}
onGestureEnd={(ids) => {
// Hold-to-answer grades when the last finger lifts. Tap mode waits for
// the Check button instead, and Explore has nothing to grade.
if (isDrill && drill.input === "hold" && !drill.answered) {
dispatch({ type: "release", chord: ids });
}
}}
onPress={(id) => { onPress={(id) => {
if (isDrill) { if (isDrill) {
if (drill.answered) deal(); if (drill.answered) deal();
else dispatch({ type: "press", id }); else if (drill.input === "tap") dispatch({ type: "press", id });
return; return;
} }
const here = exploreLit.get(id); const here = exploreLit.get(id);

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@@ -8,6 +8,17 @@
box-shadow: var(--shadow); box-shadow: var(--shadow);
display: flex; display: flex;
flex-direction: column; flex-direction: column;
/* Without this the browser claims a second finger as a pinch or a pan, and a
chord can never be formed. This is what makes multitouch work at all. */
touch-action: none;
user-select: none;
-webkit-user-select: none;
-webkit-touch-callout: none;
}
/* Pressed, whether or not it is lit. */
.down {
transform: scale(0.95);
} }
/* ---- shared key look ---- */ /* ---- shared key look ---- */

View File

@@ -1,7 +1,13 @@
/** /**
* The SP-404MK2 panel. Presentational: it is told what is lit and reports * The SP-404MK2 panel. Presentational: it is told what is lit, and it reports
* presses, holding no state of its own. * presses. It owns pointer bookkeeping only because it owns the DOM — what a
* chord *means* stays in App.
*
* Multitouch matters here: answering a drill card means holding two or three
* controls at once. Pointers are tracked per pointerId, and the gesture ends
* when the last finger lifts, which is when a held chord is graded.
*/ */
import { useCallback, useEffect, useRef, useState } from "react";
import { panelLabel } from "../domain/format"; import { panelLabel } from "../domain/format";
import type { ControlId, Entry } from "../domain/types"; import type { ControlId, Entry } from "../domain/types";
import { cx } from "./cx"; import { cx } from "./cx";
@@ -12,33 +18,34 @@ export interface ScreenText {
readonly top: string; readonly top: string;
readonly right: string; readonly right: string;
readonly main: string; readonly main: string;
/** Inverted chips along the bottom of the LCD — the layer's functions. */
readonly chips: readonly string[]; readonly chips: readonly string[];
} }
export interface PanelProps { export interface PanelProps {
/** Controls carrying a function on the current layer, and which entries. */
readonly lit: ReadonlyMap<ControlId, Entry[]>; readonly lit: ReadonlyMap<ControlId, Entry[]>;
readonly held: readonly ControlId[]; readonly held: readonly ControlId[];
readonly selected?: ControlId | null; readonly selected?: ControlId | null;
readonly screen: ScreenText; readonly screen: ScreenText;
/** A control went down. */
readonly onPress?: ((id: ControlId) => void) | undefined; readonly onPress?: ((id: ControlId) => void) | undefined;
/** The last finger lifted; every control touched during the gesture. */
readonly onGestureEnd?: ((ids: ControlId[]) => void) | undefined;
} }
interface KeyProps { interface KeyProps {
readonly id: ControlId; readonly id: ControlId;
/** Comes from a CSS module, so possibly undefined. See cx. */
readonly className: string | undefined; readonly className: string | undefined;
readonly lit: ReadonlyMap<ControlId, Entry[]>; readonly lit: ReadonlyMap<ControlId, Entry[]>;
readonly held: readonly ControlId[]; readonly held: readonly ControlId[];
readonly selected: ControlId | null; readonly selected: ControlId | null;
readonly onPress?: ((id: ControlId) => void) | undefined; readonly down: ReadonlySet<ControlId>;
readonly onKey: (id: ControlId) => void;
} }
/** Pads print their number, not "PAD 7" — until a layer lights them up. */ /** Pads print their number, not "PAD 7" — until a layer lights them up. */
const padNumber = (id: ControlId): string | undefined => /^p(\d+)$/.exec(id)?.[1]; const padNumber = (id: ControlId): string | undefined => /^p(\d+)$/.exec(id)?.[1];
function Key({ id, className, lit, held, selected, onPress }: KeyProps) { function Key({ id, className, lit, held, selected, down, onKey }: KeyProps) {
const entries = lit.get(id); const entries = lit.get(id);
const isHeld = held.includes(id); const isHeld = held.includes(id);
const isLit = entries !== undefined && entries.length > 0; const isLit = entries !== undefined && entries.length > 0;
@@ -50,6 +57,7 @@ function Key({ id, className, lit, held, selected, onPress }: KeyProps) {
type="button" type="button"
className={cx( className={cx(
className, className,
down.has(id) && styles.down,
isHeld && styles.held, isHeld && styles.held,
!isHeld && isSel && styles.sel, !isHeld && isSel && styles.sel,
!isHeld && isLit && !isSel && styles.lit, !isHeld && isLit && !isSel && styles.lit,
@@ -57,7 +65,12 @@ function Key({ id, className, lit, held, selected, onPress }: KeyProps) {
data-control={id} data-control={id}
aria-label={panelLabel(id)} aria-label={panelLabel(id)}
aria-pressed={isHeld || isSel} aria-pressed={isHeld || isSel}
onClick={onPress ? () => onPress(id) : undefined} // Pointer events drive presses; this is the keyboard equivalent.
onKeyDown={(e) => {
if (e.key !== "Enter" && e.key !== " ") return;
e.preventDefault();
onKey(id);
}}
> >
{isLit ? ( {isLit ? (
entries[0]!.short entries[0]!.short
@@ -73,11 +86,76 @@ function Key({ id, className, lit, held, selected, onPress }: KeyProps) {
); );
} }
export function Panel({ lit, held, selected, screen, onPress }: PanelProps) { export function Panel({
const key = { lit, held, selected: selected ?? null, onPress }; lit,
held,
selected,
screen,
onPress,
onGestureEnd,
}: PanelProps) {
/** pointerId to the control it is holding. */
const active = useRef(new Map<number, ControlId>());
/** Everything touched since the first finger went down. */
const gesture = useRef(new Set<ControlId>());
const [down, setDown] = useState<ReadonlySet<ControlId>>(new Set());
// Kept in refs so the window listeners below can be attached once and still
// call the current callbacks.
const pressRef = useRef(onPress);
const endRef = useRef(onGestureEnd);
pressRef.current = onPress;
endRef.current = onGestureEnd;
useEffect(() => {
// Fingers often lift outside the key they went down on, so releases are
// heard on the window rather than the button.
function release(e: PointerEvent) {
if (!active.current.has(e.pointerId)) return;
active.current.delete(e.pointerId);
setDown(new Set(active.current.values()));
if (active.current.size > 0) return;
const ids = [...gesture.current];
gesture.current.clear();
if (ids.length > 0) endRef.current?.(ids);
}
window.addEventListener("pointerup", release);
window.addEventListener("pointercancel", release);
return () => {
window.removeEventListener("pointerup", release);
window.removeEventListener("pointercancel", release);
};
}, []);
const onPointerDown = useCallback((e: React.PointerEvent<HTMLDivElement>) => {
const el = (e.target as HTMLElement).closest<HTMLElement>("[data-control]");
if (!el) return;
const id = el.dataset["control"];
if (!id) return;
// Stops the browser treating a second finger as a pinch or a pan.
e.preventDefault();
active.current.set(e.pointerId, id);
gesture.current.add(id);
setDown(new Set(active.current.values()));
pressRef.current?.(id);
}, []);
/** Keyboard: press and end the gesture in one go. */
const onKey = useCallback((id: ControlId) => {
pressRef.current?.(id);
endRef.current?.([id]);
}, []);
const key = { lit, held, selected: selected ?? null, down, onKey };
return ( return (
<div className={styles.panel}> <div
className={styles.panel}
onPointerDown={onPointerDown}
onContextMenu={(e) => e.preventDefault()}
>
<div className={styles.knobs}> <div className={styles.knobs}>
{KNOBS.map((id) => ( {KNOBS.map((id) => (
<Key key={id} id={id} className={styles.knob} {...key} /> <Key key={id} id={id} className={styles.knob} {...key} />