Port phase 1 to TypeScript

Move the standalone GameSense scale lighting to TypeScript ahead of the
Max for Live work, so step 3 gets type declarations at the seam.

Build emits CommonJS at ES2020 into dist/, because Node for Max loads CJS
on a Node version we do not control. bin/apex7-scale.js becomes a plain-JS
launcher so `node bin/apex7-scale.js` keeps working; the CLI itself moves
to src/cli.ts.

Two modules make previously implicit structure explicit:

  - src/protocol.ts, the GameSense wire types, so the transport and the
    payload construction agree on shapes neither of them owns
  - src/errors.ts, since `catch (err)` binds `unknown` under strict

Typing surfaced a few real fixes:

  - ScaleLighting.started was a public field the CLI set by hand to make
    --off work without start(); that is now release(), with started
    private behind isStarted
  - readAddress() trusted JSON.parse output; the address is now checked
    for being a non-empty string
  - res.statusCode is number|undefined, so the old `>= 200` comparison
    coerced silently; a missing status now rejects
  - parseIntervals claimed to dedupe and sort, and never did (comment
    corrected; pitchClassesFor is what dedupes)

Behavior is otherwise unchanged: all 18 tests pass and --once, --off,
--demo, --key-test, the resident stdin loop and the error paths were
verified against tools/fake-gamesense.ts.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
khannurien
2026-08-12 13:30:53 +00:00
parent 425eb86327
commit 3b02612461
18 changed files with 1550 additions and 837 deletions

4
.gitignore vendored
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@@ -1,6 +1,10 @@
node_modules/
npm-debug.log*
# TypeScript build output
dist/
*.tsbuildinfo
# Claude Code local (per-machine) settings
.claude/settings.local.json
.claude/settings.local.json.tmp.*

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@@ -7,14 +7,18 @@ This is **build step 1** of [`apex7-ableton-scale-lighting.md`](./apex7-ableton-
a standalone script that talks to GameSense directly. Live/Max for Live is not
involved yet — you pass the scale on the command line.
No dependencies. Node 14+.
TypeScript, no runtime dependencies. Node 16+.
## Quick start (Windows, with SteelSeries GG running)
```powershell
npm install # also compiles src\*.ts to dist\
node bin\apex7-scale.js --root C --scale major
```
`npm install` builds via the `prepare` script; after editing any `.ts` file run
`npm run build` (or `npm run typecheck` for types only).
The board dims, the C-major keys light up (`A S D F G H J K`), the root is
orange. The process stays resident and heartbeats so the lighting sticks; you
can type new scales at the prompt:
@@ -78,12 +82,12 @@ Two design notes:
## Testing without hardware
`tools/fake-gamesense.js` stands in for the GameSense server: it accepts the
`tools/fake-gamesense.ts` stands in for the GameSense server: it accepts the
real endpoints, resolves the bound handlers against each frame, and renders the
resulting keyboard as ANSI color in the terminal.
```bash
node tools/fake-gamesense.js --port 51000 # terminal 1
npm run stub -- --port 51000 # terminal 1
node bin/apex7-scale.js --address 127.0.0.1:51000 --root F# --scale dorian # terminal 2
```
@@ -99,22 +103,31 @@ npm test
## Layout
```
bin/apex7-scale.js CLI
src/hid.js USB HID usage codes; the full-board key list
src/scale.js scale presets, root/interval parsing, pitch class -> QWERTY key
src/gamesense.js GameSense REST client (coreProps discovery, heartbeat, cleanup)
src/lighting.js handler + frame construction
src/index.js ScaleLighting — the API step 3 will call from Node for Max
tools/fake-gamesense.js terminal simulator of the GameSense server
test/logic.test.js unit tests
bin/apex7-scale.js launcher (plain JS) — runs dist/src/cli.js
src/cli.ts argument parsing, output, the resident stdin loop
src/protocol.ts GameSense wire types (Rgb, Frame, Handler, …)
src/hid.ts USB HID usage codes; the full-board key list
src/scale.ts scale presets, root/interval parsing, pitch class -> QWERTY key
src/gamesense.ts GameSense REST client (coreProps discovery, heartbeat, cleanup)
src/lighting.ts handler + frame construction
src/errors.ts `catch (err: unknown)` helpers
src/index.ts ScaleLighting — the API step 3 will call from Node for Max
tools/fake-gamesense.ts terminal simulator of the GameSense server
test/logic.test.ts unit tests
dist/ compiled CommonJS + .d.ts (gitignored)
```
`tsconfig.json` emits CommonJS at ES2020, because Node for Max loads CJS on a
Node version we do not control.
## Reusing this from Max for Live (step 3)
`src/index.js` is the seam — no CLI concerns in it:
`src/index.ts` is the seam — no CLI concerns in it, and it ships type
declarations alongside the compiled JS:
```js
const { ScaleLighting } = require('./src');
```ts
import { ScaleLighting } from 'steelseries-live-scale';
// or, from a Node for Max script: require('<repo>/dist/src')
const lights = new ScaleLighting();
await lights.start(); // register + bind + heartbeat
@@ -135,5 +148,6 @@ as `root_note` and `scale_intervals`.
holds an exclusive lighting profile.
- **Lighting reverts after ~15s** — that's GameSense's deactivation timeout;
it only happens with `--once`, since resident mode heartbeats every 5s.
- **A key stays dark** — it may not be in `src/hid.js`. Add its HID code there;
- **A key stays dark** — it may not be in `src/hid.ts`. Add its HID code there;
keys not addressed by any handler go black in GameSense mode.
- **`apex7-scale is not built yet`** — run `npm run build`.

View File

@@ -1,322 +1,20 @@
#!/usr/bin/env node
'use strict';
const readline = require('readline');
/**
* Launcher only. The CLI itself is TypeScript (`src/cli.ts`); this file stays
* plain JS so `node bin/apex7-scale.js` and the `apex7-scale` bin link keep
* working without a loader.
*/
const { ScaleLighting } = require('../src');
const {
SCALES,
NOTE_KEYS,
parseRoot,
parseScale,
parseIntervals,
pitchClassesFor,
keysFor,
noteName,
} = require('../src/scale');
const { parseColor, buildFrame, DEFAULT_COLORS } = require('../src/lighting');
const fs = require('fs');
const path = require('path');
const USAGE = `
apex7-scale — light the notes of a scale on a SteelSeries Apex 7 (GameSense)
const compiled = path.join(__dirname, '..', 'dist', 'src', 'cli.js');
Usage:
apex7-scale [options]
Scale selection:
--root <note> Root note: C, F#, Bb, or 0-11 (default: C)
--scale <name> Scale name (see --list) (default: major)
--intervals <list> Raw intervals instead of --scale, e.g. 0,2,4,7,9
Colors (hex, #rrggbb):
--bg <color> Background for all non-note keys (default: ${DEFAULT_COLORS.background})
--color <color> Notes in the scale (default: ${DEFAULT_COLORS.scale})
--root-color <color> The root note (default: ${DEFAULT_COLORS.root})
--off-color <color> Note keys outside the scale (default: ${DEFAULT_COLORS.off})
Modes:
--once Send one frame and exit (lighting reverts after ~15s)
--demo [seconds] Cycle through roots and scales (default: 3s)
--key-test [seconds] Light each note key one at a time, to verify the mapping
--off Blank the board, deregister, exit
Other:
--address <host:port> Skip coreProps.json discovery
--dry-run Print the JSON payloads instead of sending them
--list List known scale names
--quiet Only print the scale summary
-h, --help This message
Without --once/--demo/--key-test the process stays resident (heartbeating so the
lighting sticks) and reads "<root> <scale>" lines from stdin, e.g. "F# dorian".
Ctrl+C restores normal lighting.
`.trim();
function parseArgs(argv) {
const opts = {
root: 'C',
scale: 'major',
intervals: null,
colors: {},
once: false,
demo: null,
keyTest: null,
off: false,
address: undefined,
dryRun: false,
list: false,
help: false,
quiet: false,
};
/** Read an optional numeric value that may follow a flag. */
const optionalNumber = (i, fallback) => {
const next = argv[i + 1];
if (next !== undefined && /^\d+(\.\d+)?$/.test(next)) {
return { value: Number(next), consumed: 1 };
}
return { value: fallback, consumed: 0 };
};
for (let i = 0; i < argv.length; i++) {
const arg = argv[i];
const need = () => {
const value = argv[++i];
if (value === undefined) throw new Error(`${arg} requires a value`);
return value;
};
switch (arg) {
case '--root': opts.root = need(); break;
case '--scale': opts.scale = need(); break;
case '--intervals': opts.intervals = need(); break;
case '--bg': opts.colors.background = need(); break;
case '--color': opts.colors.scale = need(); break;
case '--root-color': opts.colors.root = need(); break;
case '--off-color': opts.colors.off = need(); break;
case '--address': opts.address = need(); break;
case '--once': opts.once = true; break;
case '--off': opts.off = true; break;
case '--dry-run': opts.dryRun = true; break;
case '--list': opts.list = true; break;
case '--quiet': opts.quiet = true; break;
case '-h':
case '--help': opts.help = true; break;
case '--demo': {
const { value, consumed } = optionalNumber(i, 3);
opts.demo = value;
i += consumed;
break;
}
case '--key-test': {
const { value, consumed } = optionalNumber(i, 1.5);
opts.keyTest = value;
i += consumed;
break;
}
default:
throw new Error(`unknown option: ${arg}`);
}
}
return opts;
}
function describe(root, intervals) {
const pcs = pitchClassesFor(root, intervals);
return {
pitchClasses: pcs,
notes: pcs.map(noteName),
keys: keysFor(pcs),
};
}
function sleep(ms) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
async function main() {
let opts;
try {
opts = parseArgs(process.argv.slice(2));
} catch (err) {
console.error(`error: ${err.message}\n`);
console.error(USAGE);
process.exitCode = 2;
return;
}
if (opts.help) {
console.log(USAGE);
return;
}
if (opts.list) {
for (const [name, intervals] of Object.entries(SCALES)) {
console.log(`${name.padEnd(18)} ${intervals.join(', ')}`);
}
return;
}
// Validate colors up front so a typo fails before we touch the keyboard.
const COLOR_FLAGS = { background: '--bg', scale: '--color', root: '--root-color', off: '--off-color' };
for (const [name, value] of Object.entries(opts.colors)) {
try {
parseColor(value);
} catch (err) {
console.error(`error: ${COLOR_FLAGS[name]}: ${err.message}`);
process.exitCode = 2;
return;
}
}
const verbose = !opts.quiet;
const log = verbose ? (msg) => console.error(`[gamesense] ${msg}`) : () => {};
const controller = new ScaleLighting({
colors: opts.colors,
address: opts.address,
dryRun: opts.dryRun,
log,
});
if (opts.off) {
try {
controller.started = true; // allow stop() to blank without a full start
controller.client.connect();
await controller.stop(true);
console.log('lighting released back to SteelSeries GG');
} catch (err) {
console.error(`error: ${err.message}`);
process.exitCode = 1;
}
return;
}
let root;
let intervals;
try {
root = parseRoot(opts.root);
intervals = opts.intervals ? parseIntervals(opts.intervals) : parseScale(opts.scale);
} catch (err) {
console.error(`error: ${err.message}`);
process.exitCode = 2;
return;
}
const show = async (r, iv, label) => {
const info = describe(r, iv);
console.log(
`${noteName(r)} ${label} -> ${info.notes.join(' ')} | keys: ${info.keys
.join(' ')
.toUpperCase()}`
);
await controller.showScale(r, iv);
};
let shuttingDown = false;
const shutdown = async (code = 0) => {
if (shuttingDown) return;
shuttingDown = true;
await controller.stop(true);
process.exit(code);
};
process.on('SIGINT', () => shutdown(0));
process.on('SIGTERM', () => shutdown(0));
try {
await controller.start();
if (opts.keyTest !== null) {
console.log('key test: each note key lights on its own, in order');
for (const note of NOTE_KEYS) {
console.log(
` ${note.key.toUpperCase()} -> ${noteName(note.pitchClass)}${
note.octaveUp ? ' (octave up)' : ''
}`
);
await controller.client.sendEvent(controller.event, {
value: 100,
frame: singleKeyFrame(controller, note),
});
await sleep(opts.keyTest * 1000);
}
await shutdown(0);
return;
}
if (opts.demo !== null) {
console.log('demo: Ctrl+C to stop');
const names = Object.keys(SCALES);
let i = 0;
// eslint-disable-next-line no-constant-condition
while (true) {
const scaleName = names[i % names.length];
const demoRoot = (i * 5) % 12; // walk the circle of fourths
await show(demoRoot, SCALES[scaleName], scaleName);
await sleep(opts.demo * 1000);
i++;
}
}
await show(root, intervals, opts.intervals ? `[${intervals.join(',')}]` : opts.scale);
if (opts.once) {
controller.client.stopHeartbeat();
if (verbose) {
console.error(
'[gamesense] --once: GameSense drops the effect after ~15s without events'
);
}
return;
}
// Accept "<root> <scale>" lines on stdin, from a terminal or a pipe.
const interactive = Boolean(process.stdin.isTTY);
if (interactive) {
console.log('\nType "<root> <scale>" to change (e.g. "F# dorian"), Ctrl+C to quit.');
} else if (verbose) {
console.error('[gamesense] holding lighting, Ctrl+C to quit');
}
const rl = readline.createInterface({ input: process.stdin });
rl.on('line', async (line) => {
const text = line.trim();
if (!text || text.startsWith('#')) return;
if (text === 'quit' || text === 'exit') return shutdown(0);
const [rootText, ...rest] = text.split(/\s+/);
const scaleText = rest.join('-') || 'major';
try {
const r = parseRoot(rootText);
const iv = parseScale(scaleText);
await show(r, iv, scaleText);
} catch (err) {
console.error(` ! ${err.message}`);
}
});
// A closed terminal means "quit". A closed pipe just means there are no
// more commands coming — keep holding the lighting until signalled.
rl.on('close', () => {
if (interactive) shutdown(0);
});
// The heartbeat interval keeps the process alive from here on.
await new Promise(() => {});
} catch (err) {
console.error(`error: ${err.message}`);
await controller.stop(true).catch(() => {});
process.exitCode = 1;
}
}
/** One note key lit, everything else at background — used by --key-test. */
function singleKeyFrame(controller, note) {
const frame = buildFrame({ pitchClasses: [], colors: controller.colors });
frame[note.frameKey] = parseColor(controller.colors.scale);
return frame;
}
main().catch((err) => {
console.error(err && err.stack ? err.stack : err);
if (!fs.existsSync(compiled)) {
console.error('apex7-scale is not built yet — run: npm run build');
process.exit(1);
});
}
require(compiled).run();

415
package-lock.json generated Normal file
View File

@@ -0,0 +1,415 @@
{
"name": "steelseries-live-scale",
"version": "0.1.0",
"lockfileVersion": 3,
"requires": true,
"packages": {
"": {
"name": "steelseries-live-scale",
"version": "0.1.0",
"license": "MIT",
"bin": {
"apex7-scale": "bin/apex7-scale.js"
},
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"typescript": "^7.0.2"
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"node_modules/undici-types": {
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"dev": true,
"license": "MIT"
}
}
}

View File

@@ -2,18 +2,30 @@
"name": "steelseries-live-scale",
"version": "0.1.0",
"description": "Highlight the notes of the current Ableton Live scale on a SteelSeries Apex 7 via GameSense",
"main": "src/index.js",
"main": "dist/src/index.js",
"types": "dist/src/index.d.ts",
"bin": {
"apex7-scale": "bin/apex7-scale.js"
},
"files": [
"bin",
"dist/src"
],
"scripts": {
"start": "node bin/apex7-scale.js",
"stub": "node tools/fake-gamesense.js",
"test": "node test/logic.test.js"
"build": "tsc",
"typecheck": "tsc --noEmit",
"prepare": "npm run build",
"start": "npm run build && node bin/apex7-scale.js",
"stub": "npm run build && node dist/tools/fake-gamesense.js",
"test": "npm run build && node dist/test/logic.test.js"
},
"engines": {
"node": ">=14"
"node": ">=16"
},
"license": "MIT",
"private": true
"private": true,
"devDependencies": {
"@types/node": "^26.2.0",
"typescript": "^7.0.2"
}
}

358
src/cli.ts Normal file
View File

@@ -0,0 +1,358 @@
import readline from 'readline';
import { errorMessage, errorStack } from './errors';
import { ScaleLighting } from './index';
import { DEFAULT_COLORS, buildFrame, parseColor } from './lighting';
import type { PaletteKey } from './lighting';
import type { Frame } from './protocol';
import {
NOTE_KEYS,
SCALES,
keysFor,
noteName,
parseIntervals,
parseRoot,
parseScale,
pitchClassesFor,
} from './scale';
import type { NoteKey, PitchClass, ScaleName } from './scale';
const USAGE = `
apex7-scale — light the notes of a scale on a SteelSeries Apex 7 (GameSense)
Usage:
apex7-scale [options]
Scale selection:
--root <note> Root note: C, F#, Bb, or 0-11 (default: C)
--scale <name> Scale name (see --list) (default: major)
--intervals <list> Raw intervals instead of --scale, e.g. 0,2,4,7,9
Colors (hex, #rrggbb):
--bg <color> Background for all non-note keys (default: ${DEFAULT_COLORS.background})
--color <color> Notes in the scale (default: ${DEFAULT_COLORS.scale})
--root-color <color> The root note (default: ${DEFAULT_COLORS.root})
--off-color <color> Note keys outside the scale (default: ${DEFAULT_COLORS.off})
Modes:
--once Send one frame and exit (lighting reverts after ~15s)
--demo [seconds] Cycle through roots and scales (default: 3s)
--key-test [seconds] Light each note key one at a time, to verify the mapping
--off Blank the board, deregister, exit
Other:
--address <host:port> Skip coreProps.json discovery
--dry-run Print the JSON payloads instead of sending them
--list List known scale names
--quiet Only print the scale summary
-h, --help This message
Without --once/--demo/--key-test the process stays resident (heartbeating so the
lighting sticks) and reads "<root> <scale>" lines from stdin, e.g. "F# dorian".
Ctrl+C restores normal lighting.
`.trim();
/** Which CLI flag sets which palette entry — also used to report bad values. */
const COLOR_FLAGS: Record<PaletteKey, string> = {
background: '--bg',
scale: '--color',
root: '--root-color',
off: '--off-color',
};
interface CliOptions {
root: string;
scale: string;
intervals: string | null;
colors: Partial<Record<PaletteKey, string>>;
once: boolean;
demo: number | null;
keyTest: number | null;
off: boolean;
address?: string;
dryRun: boolean;
list: boolean;
help: boolean;
quiet: boolean;
}
export function parseArgs(argv: readonly string[]): CliOptions {
const opts: CliOptions = {
root: 'C',
scale: 'major',
intervals: null,
colors: {},
once: false,
demo: null,
keyTest: null,
off: false,
address: undefined,
dryRun: false,
list: false,
help: false,
quiet: false,
};
/** Read an optional numeric value that may follow a flag. */
const optionalNumber = (i: number, fallback: number) => {
const next: string | undefined = argv[i + 1];
if (next !== undefined && /^\d+(\.\d+)?$/.test(next)) {
return { value: Number(next), consumed: 1 };
}
return { value: fallback, consumed: 0 };
};
for (let i = 0; i < argv.length; i++) {
const arg = argv[i];
const need = (): string => {
const value: string | undefined = argv[++i];
if (value === undefined) throw new Error(`${arg} requires a value`);
return value;
};
switch (arg) {
case '--root': opts.root = need(); break;
case '--scale': opts.scale = need(); break;
case '--intervals': opts.intervals = need(); break;
case '--bg': opts.colors.background = need(); break;
case '--color': opts.colors.scale = need(); break;
case '--root-color': opts.colors.root = need(); break;
case '--off-color': opts.colors.off = need(); break;
case '--address': opts.address = need(); break;
case '--once': opts.once = true; break;
case '--off': opts.off = true; break;
case '--dry-run': opts.dryRun = true; break;
case '--list': opts.list = true; break;
case '--quiet': opts.quiet = true; break;
case '-h':
case '--help': opts.help = true; break;
case '--demo': {
const { value, consumed } = optionalNumber(i, 3);
opts.demo = value;
i += consumed;
break;
}
case '--key-test': {
const { value, consumed } = optionalNumber(i, 1.5);
opts.keyTest = value;
i += consumed;
break;
}
default:
throw new Error(`unknown option: ${arg}`);
}
}
return opts;
}
interface ScaleSummary {
pitchClasses: PitchClass[];
notes: string[];
keys: string[];
}
function describe(root: PitchClass, intervals: readonly number[]): ScaleSummary {
const pcs = pitchClassesFor(root, intervals);
return {
pitchClasses: pcs,
notes: pcs.map((pc) => noteName(pc)),
keys: keysFor(pcs),
};
}
function sleep(ms: number): Promise<void> {
return new Promise((resolve) => setTimeout(resolve, ms));
}
/** One note key lit, everything else at background — used by --key-test. */
function singleKeyFrame(controller: ScaleLighting, note: NoteKey): Frame {
const frame = buildFrame({ pitchClasses: [], colors: controller.colors });
frame[note.frameKey] = controller.color('scale');
return frame;
}
export async function main(argv: readonly string[] = process.argv.slice(2)): Promise<void> {
let opts: CliOptions;
try {
opts = parseArgs(argv);
} catch (err) {
console.error(`error: ${errorMessage(err)}\n`);
console.error(USAGE);
process.exitCode = 2;
return;
}
if (opts.help) {
console.log(USAGE);
return;
}
if (opts.list) {
for (const [name, intervals] of Object.entries(SCALES)) {
console.log(`${name.padEnd(18)} ${intervals.join(', ')}`);
}
return;
}
// Validate colors up front so a typo fails before we touch the keyboard.
for (const role of Object.keys(COLOR_FLAGS) as PaletteKey[]) {
const value = opts.colors[role];
if (value === undefined) continue;
try {
parseColor(value);
} catch (err) {
console.error(`error: ${COLOR_FLAGS[role]}: ${errorMessage(err)}`);
process.exitCode = 2;
return;
}
}
const verbose = !opts.quiet;
const log = verbose
? (msg: string) => console.error(`[gamesense] ${msg}`)
: () => {};
const controller = new ScaleLighting({
colors: opts.colors,
address: opts.address,
dryRun: opts.dryRun,
log,
});
if (opts.off) {
try {
await controller.release();
console.log('lighting released back to SteelSeries GG');
} catch (err) {
console.error(`error: ${errorMessage(err)}`);
process.exitCode = 1;
}
return;
}
let root: PitchClass;
let intervals: readonly number[];
try {
root = parseRoot(opts.root);
intervals = opts.intervals ? parseIntervals(opts.intervals) : parseScale(opts.scale);
} catch (err) {
console.error(`error: ${errorMessage(err)}`);
process.exitCode = 2;
return;
}
const show = async (
r: PitchClass,
iv: readonly number[],
label: string
): Promise<void> => {
const info = describe(r, iv);
console.log(
`${noteName(r)} ${label} -> ${info.notes.join(' ')} | keys: ${info.keys
.join(' ')
.toUpperCase()}`
);
await controller.showScale(r, iv);
};
let shuttingDown = false;
const shutdown = async (code = 0): Promise<void> => {
if (shuttingDown) return;
shuttingDown = true;
await controller.stop(true);
process.exit(code);
};
process.on('SIGINT', () => void shutdown(0));
process.on('SIGTERM', () => void shutdown(0));
try {
await controller.start();
if (opts.keyTest !== null) {
console.log('key test: each note key lights on its own, in order');
for (const note of NOTE_KEYS) {
console.log(
` ${note.key.toUpperCase()} -> ${noteName(note.pitchClass)}${
note.octaveUp ? ' (octave up)' : ''
}`
);
await controller.showFrame(singleKeyFrame(controller, note));
await sleep(opts.keyTest * 1000);
}
await shutdown(0);
return;
}
if (opts.demo !== null) {
console.log('demo: Ctrl+C to stop');
const names = Object.keys(SCALES) as ScaleName[];
for (let i = 0; ; i++) {
const scaleName = names[i % names.length];
const demoRoot = (i * 5) % 12; // walk the circle of fourths
await show(demoRoot, SCALES[scaleName], scaleName);
await sleep(opts.demo * 1000);
}
}
await show(root, intervals, opts.intervals ? `[${intervals.join(',')}]` : opts.scale);
if (opts.once) {
controller.client.stopHeartbeat();
if (verbose) {
console.error(
'[gamesense] --once: GameSense drops the effect after ~15s without events'
);
}
return;
}
// Accept "<root> <scale>" lines on stdin, from a terminal or a pipe.
const interactive = Boolean(process.stdin.isTTY);
if (interactive) {
console.log('\nType "<root> <scale>" to change (e.g. "F# dorian"), Ctrl+C to quit.');
} else if (verbose) {
console.error('[gamesense] holding lighting, Ctrl+C to quit');
}
const rl = readline.createInterface({ input: process.stdin });
rl.on('line', (line: string) => {
const text = line.trim();
if (!text || text.startsWith('#')) return;
if (text === 'quit' || text === 'exit') {
void shutdown(0);
return;
}
const [rootText, ...rest] = text.split(/\s+/);
const scaleText = rest.join('-') || 'major';
void (async () => {
try {
await show(parseRoot(rootText), parseScale(scaleText), scaleText);
} catch (err) {
console.error(` ! ${errorMessage(err)}`);
}
})();
});
// A closed terminal means "quit". A closed pipe just means there are no
// more commands coming — keep holding the lighting until signalled.
rl.on('close', () => {
if (interactive) void shutdown(0);
});
// The heartbeat interval keeps the process alive from here on.
await new Promise<never>(() => {});
} catch (err) {
console.error(`error: ${errorMessage(err)}`);
await controller.stop(true).catch(() => {});
process.exitCode = 1;
}
}
/** Entry point for `bin/apex7-scale.js`: run `main` and report crashes. */
export function run(argv?: readonly string[]): void {
main(argv).catch((err: unknown) => {
console.error(errorStack(err));
process.exit(1);
});
}

17
src/errors.ts Normal file
View File

@@ -0,0 +1,17 @@
/**
* `catch (err)` binds `unknown` under `strict`. These helpers are the one place
* that copes with that, so the rest of the code can stay readable.
*/
export function errorMessage(err: unknown): string {
return err instanceof Error ? err.message : String(err);
}
export function errorStack(err: unknown): string {
return err instanceof Error && err.stack ? err.stack : String(err);
}
/** Node's fs/net errors carry a `code`, which the `Error` type does not model. */
export function errorCode(err: unknown): string | undefined {
return err instanceof Error ? (err as NodeJS.ErrnoException).code : undefined;
}

View File

@@ -1,8 +1,14 @@
'use strict';
import fs from 'fs';
import http from 'http';
import path from 'path';
const fs = require('fs');
const http = require('http');
const path = require('path');
import { errorCode, errorMessage } from './errors';
import type {
BindEventOptions,
EventData,
GameSenseResponse,
Handler,
} from './protocol';
/**
* Minimal, dependency-free GameSense (SteelSeries Engine 3) client.
@@ -12,7 +18,7 @@ const path = require('path');
* something we control.
*/
const CORE_PROPS_PATHS = {
const CORE_PROPS_PATHS: Record<string, () => string> = {
win32: () =>
path.join(
process.env.PROGRAMDATA || 'C:\\ProgramData',
@@ -24,7 +30,7 @@ const CORE_PROPS_PATHS = {
'/Library/Application Support/SteelSeries Engine 3/coreProps.json',
};
function corePropsPath() {
export function corePropsPath(): string {
const resolve = CORE_PROPS_PATHS[process.platform];
if (!resolve) {
throw new Error(
@@ -36,15 +42,15 @@ function corePropsPath() {
}
/** Resolve the local REST server address, e.g. "127.0.0.1:52384". */
function readAddress() {
export function readAddress(): string {
if (process.env.GAMESENSE_ADDRESS) return process.env.GAMESENSE_ADDRESS.trim();
const file = corePropsPath();
let raw;
let raw: string;
try {
raw = fs.readFileSync(file, 'utf8');
} catch (err) {
if (err.code === 'ENOENT') {
if (errorCode(err) === 'ENOENT') {
throw new Error(
`coreProps.json not found at ${file}. Is SteelSeries GG running?`
);
@@ -52,36 +58,58 @@ function readAddress() {
throw err;
}
let parsed;
let parsed: unknown;
try {
parsed = JSON.parse(raw);
} catch (err) {
throw new Error(`coreProps.json at ${file} is not valid JSON: ${err.message}`);
throw new Error(`coreProps.json at ${file} is not valid JSON: ${errorMessage(err)}`);
}
if (!parsed.address) {
const address =
typeof parsed === 'object' && parsed !== null
? (parsed as { address?: unknown }).address
: undefined;
if (typeof address !== 'string' || address.length === 0) {
throw new Error(`coreProps.json at ${file} has no "address" key`);
}
return parsed.address;
return address;
}
function splitAddress(address) {
export interface HostPort {
host: string;
port: number;
}
export function splitAddress(address: string): HostPort {
const match = /^(?:https?:\/\/)?([^:/]+):(\d+)$/.exec(String(address).trim());
if (!match) throw new Error(`malformed GameSense address: ${address}`);
return { host: match[1], port: Number(match[2]) };
}
class GameSenseClient {
/**
* @param {object} options
* @param {string} options.game uppercase A-Z 0-9 - _ only
* @param {string} [options.gameDisplayName]
* @param {string} [options.developer]
* @param {string} [options.address] skip coreProps.json discovery
* @param {boolean} [options.dryRun] log payloads instead of sending
* @param {(msg: string) => void} [options.log]
*/
constructor(options) {
export interface GameSenseClientOptions {
/** Uppercase A-Z 0-9 - _ only. */
game: string;
gameDisplayName?: string;
developer?: string;
/** Skip coreProps.json discovery. */
address?: string;
/** Log payloads instead of sending them. */
dryRun?: boolean;
log?: (msg: string) => void;
}
export class GameSenseClient {
readonly game: string;
readonly gameDisplayName: string;
readonly developer: string;
readonly dryRun: boolean;
readonly log: (msg: string) => void;
private address: string | null;
private announced = false;
private heartbeatTimer: ReturnType<typeof setInterval> | null = null;
constructor(options: GameSenseClientOptions) {
if (!options || !options.game) throw new Error('options.game is required');
if (!/^[A-Z0-9_-]+$/.test(options.game)) {
throw new Error(
@@ -94,11 +122,10 @@ class GameSenseClient {
this.address = options.address || null;
this.dryRun = Boolean(options.dryRun);
this.log = options.log || (() => {});
this.heartbeatTimer = null;
}
/** Resolve the server address (idempotent). */
connect() {
connect(): string {
if (!this.address) this.address = this.dryRun ? '127.0.0.1:0' : readAddress();
if (!this.announced) {
this.announced = true;
@@ -107,7 +134,7 @@ class GameSenseClient {
return this.address;
}
post(endpoint, body) {
post(endpoint: string, body: unknown): Promise<GameSenseResponse> {
if (this.dryRun) {
this.log(`POST ${endpoint}\n${JSON.stringify(body, null, 2)}`);
return Promise.resolve({ dryRun: true });
@@ -116,7 +143,7 @@ class GameSenseClient {
const { host, port } = splitAddress(this.connect());
const payload = Buffer.from(JSON.stringify(body), 'utf8');
return new Promise((resolve, reject) => {
return new Promise<GameSenseResponse>((resolve, reject) => {
const req = http.request(
{
host,
@@ -129,28 +156,25 @@ class GameSenseClient {
},
},
(res) => {
const chunks = [];
res.on('data', (c) => chunks.push(c));
const chunks: Buffer[] = [];
res.on('data', (c: Buffer) => chunks.push(c));
res.on('end', () => {
const text = Buffer.concat(chunks).toString('utf8');
if (res.statusCode >= 200 && res.statusCode < 300) {
const status = res.statusCode ?? 0;
if (status >= 200 && status < 300) {
resolve(text ? safeParse(text) : {});
} else {
reject(
new Error(`${endpoint} -> HTTP ${res.statusCode}: ${text.trim()}`)
);
reject(new Error(`${endpoint} -> HTTP ${status}: ${text.trim()}`));
}
});
}
);
req.on('error', (err) =>
reject(new Error(`${endpoint} -> ${err.message}`))
);
req.on('error', (err) => reject(new Error(`${endpoint} -> ${err.message}`)));
req.end(payload);
});
}
registerGame() {
registerGame(): Promise<GameSenseResponse> {
return this.post('/game_metadata', {
game: this.game,
game_display_name: this.gameDisplayName,
@@ -158,29 +182,27 @@ class GameSenseClient {
});
}
/**
* @param {string} event
* @param {object[]} handlers
* @param {object} [opts] min_value / max_value / icon_id / value_optional
*/
bindEvent(event, handlers, opts = {}) {
bindEvent(
event: string,
handlers: readonly Handler[],
opts: BindEventOptions = {}
): Promise<GameSenseResponse> {
return this.post('/bind_game_event', {
game: this.game,
event,
min_value: opts.min_value === undefined ? 0 : opts.min_value,
max_value: opts.max_value === undefined ? 100 : opts.max_value,
icon_id: opts.icon_id === undefined ? 0 : opts.icon_id,
min_value: opts.min_value ?? 0,
max_value: opts.max_value ?? 100,
icon_id: opts.icon_id ?? 0,
value_optional: Boolean(opts.value_optional),
handlers,
});
}
/** `data` is the full event data object, e.g. { value, frame }. */
sendEvent(event, data) {
sendEvent(event: string, data: EventData): Promise<GameSenseResponse> {
return this.post('/game_event', { game: this.game, event, data });
}
heartbeat() {
heartbeat(): Promise<GameSenseResponse> {
return this.post('/game_heartbeat', { game: this.game });
}
@@ -189,21 +211,18 @@ class GameSenseClient {
*
* The interval is deliberately *not* unref'd: while lighting is active this
* timer is what holds the process open, which is what a resident CLI wants.
*
* @param {number} [intervalMs]
* @param {(err: Error) => void} [onError]
*/
startHeartbeat(intervalMs = 5000, onError) {
startHeartbeat(intervalMs = 5000, onError?: (err: unknown) => void): void {
this.stopHeartbeat();
this.heartbeatTimer = setInterval(() => {
this.heartbeat().catch((err) => {
this.heartbeat().catch((err: unknown) => {
if (onError) onError(err);
else this.log(`heartbeat failed: ${err.message}`);
else this.log(`heartbeat failed: ${errorMessage(err)}`);
});
}, intervalMs);
}
stopHeartbeat() {
stopHeartbeat(): void {
if (this.heartbeatTimer) {
clearInterval(this.heartbeatTimer);
this.heartbeatTimer = null;
@@ -211,22 +230,19 @@ class GameSenseClient {
}
/** Hand the keyboard back to SteelSeries GG. */
removeGame() {
removeGame(): Promise<GameSenseResponse> {
return this.post('/remove_game', { game: this.game });
}
}
function safeParse(text) {
function safeParse(text: string): GameSenseResponse {
try {
return JSON.parse(text);
} catch (_) {
const parsed: unknown = JSON.parse(text);
if (typeof parsed === 'object' && parsed !== null) {
return parsed as GameSenseResponse;
}
return { value: parsed };
} catch {
return { raw: text };
}
}
module.exports = {
GameSenseClient,
readAddress,
corePropsPath,
splitAddress,
};

View File

@@ -1,5 +1,3 @@
'use strict';
/**
* USB HID Keyboard/Keypad usage codes (usage page 0x07).
*
@@ -7,7 +5,7 @@
* is the single source of truth for "which physical key do I light".
*/
const HID = {
export const HID = {
// Letters
a: 0x04, b: 0x05, c: 0x06, d: 0x07, e: 0x08, f: 0x09, g: 0x0a, h: 0x0b,
i: 0x0c, j: 0x0d, k: 0x0e, l: 0x0f, m: 0x10, n: 0x11, o: 0x12, p: 0x13,
@@ -78,7 +76,13 @@ const HID = {
shiftRight: 0xe5,
altRight: 0xe6,
metaRight: 0xe7,
};
} as const satisfies Record<string, number>;
/** Every name in the table above, e.g. `'a'` or `'numpadEnter'`. */
export type HidName = keyof typeof HID;
/** A USB HID usage code from the table above. */
export type HidCode = (typeof HID)[HidName];
/**
* Every key we are willing to paint on a full-size ANSI board (Apex 7 TKL and
@@ -88,6 +92,4 @@ const HID = {
* keyboard switches into GameSense mode and every key we do NOT address goes
* dark. Painting the full set keeps the board usable.
*/
const ALL_KEYS = Object.values(HID);
module.exports = { HID, ALL_KEYS };
export const ALL_KEYS: readonly number[] = Object.values(HID);

View File

@@ -1,117 +0,0 @@
'use strict';
const { GameSenseClient } = require('./gamesense');
const lighting = require('./lighting');
const scale = require('./scale');
const DEFAULT_GAME = 'ABLETON_SCALE';
const DEFAULT_EVENT = 'SCALE';
/**
* High-level controller: register once, then push scales.
*
* Kept free of CLI concerns so step 3 can `require()` it straight from a
* Node for Max script.
*/
class ScaleLighting {
constructor(options = {}) {
this.event = options.event || DEFAULT_EVENT;
this.colors = Object.assign({}, lighting.DEFAULT_COLORS, options.colors);
this.log = options.log || (() => {});
this.started = false;
this.lastFrame = null;
this.client = new GameSenseClient({
game: options.game || DEFAULT_GAME,
gameDisplayName: options.gameDisplayName || 'Ableton Scale Lighting',
developer: options.developer || 'steelseries-live-scale',
address: options.address,
dryRun: options.dryRun,
log: this.log,
});
}
/** Register the game + bind the event handlers. Safe to call once. */
async start() {
this.client.connect();
await this.client.registerGame();
this.log(`registered game ${this.client.game}`);
await this.client.bindEvent(this.event, lighting.buildHandlers(), {
min_value: 0,
max_value: 100,
value_optional: true,
});
this.log(`bound event ${this.event}`);
this.client.startHeartbeat(5000, (err) =>
this.log(`heartbeat failed: ${err.message}`)
);
this.started = true;
}
/** Push an explicit set of pitch classes. */
async showPitchClasses(pitchClasses, root = null) {
const frame = lighting.buildFrame({
pitchClasses,
root,
colors: this.colors,
});
this.lastFrame = frame;
await this.client.sendEvent(this.event, { value: 100, frame });
return frame;
}
/**
* Push a scale.
* @param {number} root 0-11
* @param {number[]} intervals e.g. [0,2,4,5,7,9,11]
*/
async showScale(root, intervals) {
return this.showPitchClasses(scale.pitchClassesFor(root, intervals), root);
}
/** Re-send the last frame (useful after GG restarts). */
async refresh() {
if (!this.lastFrame) return null;
await this.client.sendEvent(this.event, { value: 100, frame: this.lastFrame });
return this.lastFrame;
}
/**
* Blank the board and hand it back to SteelSeries GG.
* @param {boolean} [removeGame] also delete the game registration
*/
async stop(removeGame = true) {
this.client.stopHeartbeat();
if (!this.started) return;
try {
await this.client.sendEvent(this.event, {
value: 0,
frame: lighting.buildBlackFrame(),
});
} catch (err) {
this.log(`blackout failed: ${err.message}`);
}
if (removeGame) {
try {
await this.client.removeGame();
this.log(`removed game ${this.client.game}`);
} catch (err) {
this.log(`remove_game failed: ${err.message}`);
}
}
this.started = false;
}
}
module.exports = {
ScaleLighting,
DEFAULT_GAME,
DEFAULT_EVENT,
GameSenseClient,
lighting,
scale,
};

166
src/index.ts Normal file
View File

@@ -0,0 +1,166 @@
import { errorMessage } from './errors';
import { GameSenseClient } from './gamesense';
import * as lighting from './lighting';
import type { ColorInput, Palette, PaletteKey } from './lighting';
import type { EventData, Frame, Rgb } from './protocol';
import * as scale from './scale';
import type { PitchClass } from './scale';
export const DEFAULT_GAME = 'ABLETON_SCALE';
export const DEFAULT_EVENT = 'SCALE';
export interface ScaleLightingOptions {
/** GameSense game id: uppercase A-Z 0-9 - _ only. */
game?: string;
gameDisplayName?: string;
developer?: string;
/** GameSense event name. */
event?: string;
/** Overrides for `lighting.DEFAULT_COLORS`. */
colors?: Partial<Palette>;
/** Skip coreProps.json discovery, e.g. "127.0.0.1:51000". */
address?: string;
/** Log payloads instead of sending them. */
dryRun?: boolean;
log?: (msg: string) => void;
}
/**
* High-level controller: register once, then push scales.
*
* Kept free of CLI concerns so step 3 can import it straight from a Node for
* Max script.
*/
export class ScaleLighting {
readonly client: GameSenseClient;
readonly event: string;
readonly colors: Palette;
private readonly log: (msg: string) => void;
private started = false;
private lastFrame: Frame | null = null;
constructor(options: ScaleLightingOptions = {}) {
this.event = options.event || DEFAULT_EVENT;
this.colors = { ...lighting.DEFAULT_COLORS, ...options.colors };
this.log = options.log || (() => {});
this.client = new GameSenseClient({
game: options.game || DEFAULT_GAME,
gameDisplayName: options.gameDisplayName || 'Ableton Scale Lighting',
developer: options.developer || 'steelseries-live-scale',
address: options.address,
dryRun: options.dryRun,
log: this.log,
});
}
/** True once `start()` has registered the game. */
get isStarted(): boolean {
return this.started;
}
/** One palette entry, resolved to RGB. */
color(role: PaletteKey): Rgb {
return lighting.parseColor(this.colors[role]);
}
/** Register the game + bind the event handlers. Safe to call once. */
async start(): Promise<void> {
this.client.connect();
await this.client.registerGame();
this.log(`registered game ${this.client.game}`);
await this.client.bindEvent(this.event, lighting.buildHandlers(), {
min_value: 0,
max_value: 100,
value_optional: true,
});
this.log(`bound event ${this.event}`);
this.client.startHeartbeat(5000, (err) =>
this.log(`heartbeat failed: ${errorMessage(err)}`)
);
this.started = true;
}
/** Push a frame as-is, and remember it for `refresh()`. */
async showFrame(frame: Frame, value = 100): Promise<Frame> {
this.lastFrame = frame;
const data: EventData = { value, frame };
await this.client.sendEvent(this.event, data);
return frame;
}
/** Push an explicit set of pitch classes. */
async showPitchClasses(
pitchClasses: Iterable<PitchClass>,
root: PitchClass | null = null
): Promise<Frame> {
return this.showFrame(
lighting.buildFrame({ pitchClasses, root, colors: this.colors })
);
}
/**
* Push a scale.
*
* @param root 0-11
* @param intervals e.g. [0,2,4,5,7,9,11]
*/
async showScale(root: PitchClass, intervals: readonly number[]): Promise<Frame> {
return this.showPitchClasses(scale.pitchClassesFor(root, intervals), root);
}
/** Re-send the last frame (useful after GG restarts). */
async refresh(): Promise<Frame | null> {
if (!this.lastFrame) return null;
return this.showFrame(this.lastFrame);
}
/**
* Blank the board and hand it back to SteelSeries GG without a prior
* `start()` — for a "turn it off" command against a running GameSense.
*/
async release(): Promise<void> {
this.client.connect();
this.started = true;
await this.stop(true);
}
/**
* Blank the board and hand it back to SteelSeries GG.
*
* @param removeGame also delete the game registration
*/
async stop(removeGame = true): Promise<void> {
this.client.stopHeartbeat();
if (!this.started) return;
try {
// Deliberately not via showFrame(): a blackout should not become the
// frame that refresh() restores.
await this.client.sendEvent(this.event, {
value: 0,
frame: lighting.buildBlackFrame(),
});
} catch (err) {
this.log(`blackout failed: ${errorMessage(err)}`);
}
if (removeGame) {
try {
await this.client.removeGame();
this.log(`removed game ${this.client.game}`);
} catch (err) {
this.log(`remove_game failed: ${errorMessage(err)}`);
}
}
this.started = false;
}
}
export { GameSenseClient, lighting, scale };
export type { ColorInput, Frame, Palette, PaletteKey, PitchClass, Rgb };
export type { Handler } from './protocol';
export type { NoteKey, ScaleName } from './scale';

View File

@@ -1,7 +1,7 @@
'use strict';
const { ALL_KEYS } = require('./hid');
const { NOTE_KEYS, NOTE_KEY_HIDS, pitchClassesFor } = require('./scale');
import { ALL_KEYS } from './hid';
import type { Frame, Handler, Rgb } from './protocol';
import { NOTE_KEYS, NOTE_KEY_HIDS, pitchClassesFor } from './scale';
import type { PitchClass } from './scale';
const DEVICE_TYPE = 'rgb-per-key-zones';
const BACKGROUND_FRAME_KEY = 'background';
@@ -24,9 +24,21 @@ const BACKGROUND_FRAME_KEY = 'background';
* handles the "GameSense mode blacks out unaddressed keys" caveat.
*/
const BACKGROUND_KEYS = ALL_KEYS.filter((hid) => !NOTE_KEY_HIDS.includes(hid));
export { DEVICE_TYPE, BACKGROUND_FRAME_KEY };
const DEFAULT_COLORS = {
export const BACKGROUND_KEYS: readonly number[] = ALL_KEYS.filter(
(hid) => !NOTE_KEY_HIDS.includes(hid)
);
/** The four roles a key can play, and the color each one gets. */
export type PaletteKey = 'background' | 'scale' | 'root' | 'off';
/** Anything `parseColor` accepts. */
export type ColorInput = string | Rgb;
export type Palette = Record<PaletteKey, ColorInput>;
export const DEFAULT_COLORS: Record<PaletteKey, string> = {
background: '#0a0a0f', // near-off, keeps the rest of the board readable
scale: '#00b4ff', // notes in the scale
root: '#ff5a00', // the root, so you can find "home" at a glance
@@ -34,7 +46,7 @@ const DEFAULT_COLORS = {
};
/** "#rrggbb" / "rrggbb" / "#rgb" / {red,green,blue} -> {red,green,blue}. */
function parseColor(input) {
export function parseColor(input: ColorInput): Rgb {
if (input && typeof input === 'object') {
const { red, green, blue } = input;
return { red: clampByte(red), green: clampByte(green), blue: clampByte(blue) };
@@ -59,14 +71,14 @@ function parseColor(input) {
};
}
function clampByte(n) {
function clampByte(n: number): number {
const v = Math.round(Number(n));
if (!Number.isFinite(v)) throw new Error(`invalid color component: ${n}`);
return Math.min(255, Math.max(0, v));
}
/** Scale an RGB triple by a 0..1 factor — used for the dim background. */
function dim(color, factor) {
export function dim(color: Rgb, factor: number): Rgb {
return {
red: clampByte(color.red * factor),
green: clampByte(color.green * factor),
@@ -75,8 +87,8 @@ function dim(color, factor) {
}
/** The handler list to POST to /bind_game_event. Bound once, at startup. */
function buildHandlers() {
const handlers = [
export function buildHandlers(): Handler[] {
const handlers: Handler[] = [
{
'device-type': DEVICE_TYPE,
mode: 'context-color',
@@ -97,25 +109,30 @@ function buildHandlers() {
return handlers;
}
/**
* Build the `frame` for a set of lit pitch classes.
*
* @param {object} options
* @param {number[]|Set<number>} options.pitchClasses lit pitch classes (0-11)
* @param {number|null} [options.root] highlighted differently
* @param {object} [options.colors] overrides DEFAULT_COLORS
* @returns {object} frame keyed by context-frame-key
*/
function buildFrame({ pitchClasses, root = null, colors = {} }) {
export interface BuildFrameOptions {
/** The lit pitch classes (0-11). */
pitchClasses: Iterable<PitchClass>;
/** Highlighted differently from the rest of the scale. */
root?: PitchClass | null;
/** Overrides for `DEFAULT_COLORS`. */
colors?: Partial<Palette>;
}
/** Build the `frame` for a set of lit pitch classes, keyed by frame key. */
export function buildFrame({
pitchClasses,
root = null,
colors = {},
}: BuildFrameOptions): Frame {
const palette = {
background: parseColor(colors.background || DEFAULT_COLORS.background),
scale: parseColor(colors.scale || DEFAULT_COLORS.scale),
root: parseColor(colors.root || DEFAULT_COLORS.root),
off: parseColor(colors.off || DEFAULT_COLORS.off),
background: parseColor(colors.background ?? DEFAULT_COLORS.background),
scale: parseColor(colors.scale ?? DEFAULT_COLORS.scale),
root: parseColor(colors.root ?? DEFAULT_COLORS.root),
off: parseColor(colors.off ?? DEFAULT_COLORS.off),
};
const lit = pitchClasses instanceof Set ? pitchClasses : new Set(pitchClasses);
const frame = { [BACKGROUND_FRAME_KEY]: palette.background };
const frame: Frame = { [BACKGROUND_FRAME_KEY]: palette.background };
for (const note of NOTE_KEYS) {
if (!lit.has(note.pitchClass)) {
@@ -131,31 +148,22 @@ function buildFrame({ pitchClasses, root = null, colors = {} }) {
}
/** Everything black — used to hand the board back cleanly. */
function buildBlackFrame() {
const black = { red: 0, green: 0, blue: 0 };
const frame = { [BACKGROUND_FRAME_KEY]: black };
export function buildBlackFrame(): Frame {
const black: Rgb = { red: 0, green: 0, blue: 0 };
const frame: Frame = { [BACKGROUND_FRAME_KEY]: black };
for (const note of NOTE_KEYS) frame[note.frameKey] = black;
return frame;
}
/** Convenience: root + intervals -> frame, in one call. */
function frameForScale(root, intervals, colors) {
export function frameForScale(
root: PitchClass,
intervals: readonly number[],
colors?: Partial<Palette>
): Frame {
return buildFrame({
pitchClasses: pitchClassesFor(root, intervals),
root,
colors,
});
}
module.exports = {
DEVICE_TYPE,
BACKGROUND_FRAME_KEY,
BACKGROUND_KEYS,
DEFAULT_COLORS,
parseColor,
dim,
buildHandlers,
buildFrame,
buildBlackFrame,
frameForScale,
};

55
src/protocol.ts Normal file
View File

@@ -0,0 +1,55 @@
/**
* The slice of the GameSense JSON API this project speaks.
*
* These are wire types: field names are GameSense's (kebab-case for handler
* properties, snake_case for request bodies), so they are quoted as-is rather
* than renamed. Keeping them in one file means `gamesense.ts` (transport) and
* `lighting.ts` (payload construction) agree on the shapes without either
* depending on the other.
*/
/** GameSense colors are plain 0-255 triples. */
export interface Rgb {
readonly red: number;
readonly green: number;
readonly blue: number;
}
/** The only device class we address: per-key RGB keyboards like the Apex 7. */
export type DeviceType = 'rgb-per-key-zones';
/** Name a handler and a frame agree on, e.g. `background` or `note-a`. */
export type FrameKey = string;
/**
* A handler in `context-color` mode: the zone is fixed at bind time, the color
* is read from the event frame at `context-frame-key` on every event.
*/
export interface ContextColorHandler {
'device-type': DeviceType;
mode: 'context-color';
'custom-zone-keys': readonly number[];
'context-frame-key': FrameKey;
}
export type Handler = ContextColorHandler;
/** The `frame` carried by every event: which color each handler picks up. */
export type Frame = Record<FrameKey, Rgb>;
/** The `data` object of a `/game_event` POST. */
export interface EventData {
value: number;
frame: Frame;
}
/** Optional fields of a `/bind_game_event` POST. */
export interface BindEventOptions {
min_value?: number;
max_value?: number;
icon_id?: number;
value_optional?: boolean;
}
/** GameSense replies with small JSON objects we only ever log. */
export type GameSenseResponse = Record<string, unknown>;

View File

@@ -1,10 +1,12 @@
'use strict';
import { HID } from './hid';
const { HID } = require('./hid');
/** A pitch class: 0 = C … 11 = B, exactly like Live's `root_note`. */
export type PitchClass = number;
const NOTE_NAMES = ['C', 'C#', 'D', 'D#', 'E', 'F', 'F#', 'G', 'G#', 'A', 'A#', 'B'];
export const NOTE_NAMES: readonly string[] =
['C', 'C#', 'D', 'D#', 'E', 'F', 'F#', 'G', 'G#', 'A', 'A#', 'B'];
const NOTE_ALIASES = {
export const NOTE_ALIASES: Record<string, PitchClass> = {
C: 0, 'B#': 0,
'C#': 1, DB: 1,
D: 2,
@@ -20,7 +22,7 @@ const NOTE_ALIASES = {
};
/** Interval sets, matching Live 12's `scale_intervals`. */
const SCALES = {
export const SCALES = {
major: [0, 2, 4, 5, 7, 9, 11],
minor: [0, 2, 3, 5, 7, 8, 10],
'harmonic-minor': [0, 2, 3, 5, 7, 8, 11],
@@ -35,13 +37,28 @@ const SCALES = {
blues: [0, 3, 5, 6, 7, 10],
'whole-tone': [0, 2, 4, 6, 8, 10],
chromatic: [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11],
};
} as const satisfies Record<string, readonly number[]>;
export type ScaleName = keyof typeof SCALES;
/** One key of Ableton's computer MIDI keyboard. */
export interface NoteKey {
/** The QWERTY key, lowercase. */
readonly key: string;
/** Its USB HID usage code — how GameSense addresses it. */
readonly hid: number;
readonly pitchClass: PitchClass;
/** Where this key looks up its color in an event frame. */
readonly frameKey: string;
/** True for `K`, which is the same pitch class one octave up. */
readonly octaveUp?: boolean;
}
/**
* Ableton's computer MIDI keyboard, one octave laid out like a piano:
* white keys on the home row, black keys on the row above, plus the octave C.
*/
const NOTE_KEYS = [
export const NOTE_KEYS: readonly NoteKey[] = [
{ key: 'a', hid: HID.a, pitchClass: 0, frameKey: 'note-a' },
{ key: 'w', hid: HID.w, pitchClass: 1, frameKey: 'note-w' },
{ key: 's', hid: HID.s, pitchClass: 2, frameKey: 'note-s' },
@@ -58,36 +75,43 @@ const NOTE_KEYS = [
{ key: 'k', hid: HID.k, pitchClass: 0, frameKey: 'note-k', octaveUp: true },
];
const NOTE_KEY_HIDS = NOTE_KEYS.map((k) => k.hid);
export const NOTE_KEY_HIDS: readonly number[] = NOTE_KEYS.map((k) => k.hid);
/** "C", "f#", "Bb", "3" -> 0..11. Throws on garbage. */
function parseRoot(input) {
export function parseRoot(input: string | number): PitchClass {
if (typeof input === 'number') {
if (!Number.isInteger(input) || input < 0 || input > 11) {
throw new Error(`root must be an integer 0-11, got ${input}`);
}
return input;
}
const raw = String(input).trim();
const raw = input.trim();
if (/^\d+$/.test(raw)) return parseRoot(Number(raw));
const normalized = raw.toUpperCase().replace(/♯/g, '#').replace(/♭/g, 'B');
if (normalized in NOTE_ALIASES) return NOTE_ALIASES[normalized];
const pitchClass = NOTE_ALIASES[normalized];
if (pitchClass !== undefined) return pitchClass;
throw new Error(`unknown root note: ${input}`);
}
/** "major", "Harmonic Minor", "minor_pentatonic" -> interval array. */
function parseScale(input) {
const normalized = String(input).trim().toLowerCase().replace(/[\s_]+/g, '-');
if (normalized in SCALES) return SCALES[normalized];
export function parseScale(input: string): readonly number[] {
const normalized = input.trim().toLowerCase().replace(/[\s_]+/g, '-');
if (isScaleName(normalized)) return SCALES[normalized];
throw new Error(
`unknown scale: ${input} (known: ${Object.keys(SCALES).join(', ')})`
);
}
/** "0,2,4,5,7,9,11" or [0,2,...] -> normalized, deduped, sorted interval array. */
function parseIntervals(input) {
const list = Array.isArray(input) ? input : String(input).split(/[,\s]+/);
export function isScaleName(name: string): name is ScaleName {
return Object.prototype.hasOwnProperty.call(SCALES, name);
}
/** "0,2,4,5,7,9,11" or [0,2,...] -> normalized interval array. */
export function parseIntervals(input: string | readonly number[]): number[] {
const list: readonly (string | number)[] =
typeof input === 'string' ? input.split(/[,\s]+/) : input;
const parsed = list
.filter((v) => String(v).length > 0)
.map((v) => {
@@ -104,31 +128,20 @@ function parseIntervals(input) {
* lit = { (root + interval) % 12 }
* Returns a sorted array of pitch classes.
*/
function pitchClassesFor(root, intervals) {
export function pitchClassesFor(
root: PitchClass,
intervals: readonly number[]
): PitchClass[] {
const set = new Set(intervals.map((i) => (((root + i) % 12) + 12) % 12));
return [...set].sort((a, b) => a - b);
}
/** Pitch classes -> the QWERTY keys Ableton maps them to (includes 'k'). */
function keysFor(pitchClasses) {
export function keysFor(pitchClasses: Iterable<PitchClass>): string[] {
const set = new Set(pitchClasses);
return NOTE_KEYS.filter((k) => set.has(k.pitchClass)).map((k) => k.key);
}
function noteName(pitchClass) {
export function noteName(pitchClass: PitchClass): string {
return NOTE_NAMES[(((pitchClass % 12) + 12) % 12)];
}
module.exports = {
NOTE_NAMES,
NOTE_ALIASES,
SCALES,
NOTE_KEYS,
NOTE_KEY_HIDS,
parseRoot,
parseScale,
parseIntervals,
pitchClassesFor,
keysFor,
noteName,
};

View File

@@ -1,37 +1,35 @@
'use strict';
import assert from 'assert';
const assert = require('assert');
const {
parseRoot,
parseScale,
parseIntervals,
pitchClassesFor,
keysFor,
noteName,
import { splitAddress } from '../src/gamesense';
import { ALL_KEYS, HID } from '../src/hid';
import {
BACKGROUND_FRAME_KEY,
BACKGROUND_KEYS,
buildBlackFrame,
buildFrame,
buildHandlers,
parseColor,
} from '../src/lighting';
import {
NOTE_KEYS,
NOTE_KEY_HIDS,
SCALES,
} = require('../src/scale');
const {
parseColor,
buildHandlers,
buildFrame,
buildBlackFrame,
BACKGROUND_KEYS,
BACKGROUND_FRAME_KEY,
} = require('../src/lighting');
const { splitAddress } = require('../src/gamesense');
const { HID, ALL_KEYS } = require('../src/hid');
keysFor,
noteName,
parseIntervals,
parseRoot,
parseScale,
pitchClassesFor,
} from '../src/scale';
let passed = 0;
function test(name, fn) {
function test(name: string, fn: () => void): void {
try {
fn();
passed++;
console.log(` ok ${name}`);
} catch (err) {
console.error(` FAIL ${name}\n ${err.message}`);
console.error(` FAIL ${name}\n ${err instanceof Error ? err.message : err}`);
process.exitCode = 1;
}
}
@@ -68,7 +66,7 @@ test('raw interval lists parse', () => {
test('C major lights the seven white keys', () => {
const pcs = pitchClassesFor(0, SCALES.major);
assert.deepStrictEqual(pcs, [0, 2, 4, 5, 7, 9, 11]);
assert.deepStrictEqual(pcs.map(noteName), ['C', 'D', 'E', 'F', 'G', 'A', 'B']);
assert.deepStrictEqual(pcs.map((pc) => noteName(pc)), ['C', 'D', 'E', 'F', 'G', 'A', 'B']);
// Home row plus the octave key.
assert.deepStrictEqual(keysFor(pcs), ['a', 's', 'd', 'f', 'g', 'h', 'j', 'k']);
});
@@ -76,7 +74,10 @@ test('C major lights the seven white keys', () => {
test('F# major wraps around the octave correctly', () => {
const pcs = pitchClassesFor(6, SCALES.major);
assert.deepStrictEqual(pcs, [1, 3, 6, 8, 10, 11, 5].sort((a, b) => a - b));
assert.deepStrictEqual(pcs.map(noteName).sort(), ['A#', 'B', 'C#', 'D#', 'F', 'F#', 'G#']);
assert.deepStrictEqual(
pcs.map((pc) => noteName(pc)).sort(),
['A#', 'B', 'C#', 'D#', 'F', 'F#', 'G#']
);
});
test('A minor is the same pitch classes as C major', () => {
@@ -107,7 +108,7 @@ test('note keys match the Ableton layout table in the brief', () => {
});
test('HID codes match the USB HID keyboard page', () => {
const expected = {
const expected: Record<string, number> = {
a: 0x04, w: 0x1a, s: 0x16, e: 0x08, d: 0x07, f: 0x09, t: 0x17,
g: 0x0a, y: 0x1c, h: 0x0b, u: 0x18, j: 0x0d, k: 0x0e,
};

View File

@@ -1,205 +0,0 @@
#!/usr/bin/env node
'use strict';
/**
* A stand-in for the SteelSeries GameSense server.
*
* It speaks enough of the real API to exercise the client, and it resolves the
* bound handlers against each incoming frame to render the keyboard as ANSI
* colour in the terminal. That makes the lighting logic verifiable without an
* Apex 7 (or Windows) in front of you.
*
* node tools/fake-gamesense.js --port 51000
* node bin/apex7-scale.js --address 127.0.0.1:51000 --root D --scale dorian
*/
const http = require('http');
const { HID } = require('../src/hid');
const args = process.argv.slice(2);
const portArg = args.indexOf('--port');
const PORT = portArg >= 0 ? Number(args[portArg + 1]) : 51000;
const QUIET = args.includes('--quiet');
const ONCE = args.includes('--once'); // exit after the first rendered frame
// hid -> [label, width]
const LAYOUT = [
[['esc', HID.escape], null, ['f1', HID.f1], ['f2', HID.f2], ['f3', HID.f3], ['f4', HID.f4], null,
['f5', HID.f5], ['f6', HID.f6], ['f7', HID.f7], ['f8', HID.f8], null,
['f9', HID.f9], ['f10', HID.f10], ['f11', HID.f11], ['f12', HID.f12], null,
['prt', HID.printScreen], ['scr', HID.scrollLock], ['brk', HID.pause]],
[['`', HID.backquote], ['1', HID['1']], ['2', HID['2']], ['3', HID['3']], ['4', HID['4']],
['5', HID['5']], ['6', HID['6']], ['7', HID['7']], ['8', HID['8']], ['9', HID['9']],
['0', HID['0']], ['-', HID.minus], ['=', HID.equal], ['bsp', HID.backspace], null,
['ins', HID.insert], ['hom', HID.home], ['pup', HID.pageUp], null,
['num', HID.numLock], ['/', HID.numpadDivide], ['*', HID.numpadMultiply], ['-', HID.numpadSubtract]],
[['tab', HID.tab], ['q', HID.q], ['w', HID.w], ['e', HID.e], ['r', HID.r], ['t', HID.t],
['y', HID.y], ['u', HID.u], ['i', HID.i], ['o', HID.o], ['p', HID.p],
['[', HID.bracketLeft], [']', HID.bracketRight], ['\\', HID.backslash], null,
['del', HID.delete], ['end', HID.end], ['pdn', HID.pageDown], null,
['7', HID.numpad7], ['8', HID.numpad8], ['9', HID.numpad9], ['+', HID.numpadAdd]],
[['cap', HID.capsLock], ['a', HID.a], ['s', HID.s], ['d', HID.d], ['f', HID.f], ['g', HID.g],
['h', HID.h], ['j', HID.j], ['k', HID.k], ['l', HID.l], [';', HID.semicolon],
["'", HID.quote], ['ent', HID.enter], null, null, null, null, null, null,
['4', HID.numpad4], ['5', HID.numpad5], ['6', HID.numpad6]],
[['sft', HID.shiftLeft], ['z', HID.z], ['x', HID.x], ['c', HID.c], ['v', HID.v], ['b', HID.b],
['n', HID.n], ['m', HID.m], [',', HID.comma], ['.', HID.period], ['/', HID.slash],
['sft', HID.shiftRight], null, null, null, null, ['up', HID.arrowUp], null, null,
['1', HID.numpad1], ['2', HID.numpad2], ['3', HID.numpad3], ['ent', HID.numpadEnter]],
[['ctl', HID.controlLeft], ['win', HID.metaLeft], ['alt', HID.altLeft],
['spc', HID.space], ['alt', HID.altRight], ['win', HID.metaRight],
['men', HID.application], ['ctl', HID.controlRight], null, null, null, null, null,
['lft', HID.arrowLeft], ['dn', HID.arrowDown], ['rgt', HID.arrowRight], null,
['0', HID.numpad0], ['.', HID.numpadDecimal]],
];
const state = {
games: new Map(), // game -> { metadata, events: Map<event, handlers> }
lastColors: new Map(), // hid -> {red,green,blue}
};
function cell(label, color) {
const text = ` ${String(label).slice(0, 3).padEnd(3)} `;
if (!color) return `\x1b[2m${text}\x1b[0m`;
const { red, green, blue } = color;
// Relative luminance, to keep the label readable on any background.
const luma = 0.2126 * red + 0.7152 * green + 0.0722 * blue;
const fg = luma > 140 ? '30' : '97';
return `\x1b[48;2;${red};${green};${blue}m\x1b[${fg}m${text}\x1b[0m`;
}
function render() {
const lines = LAYOUT.map((row) =>
row.map((key) => (key ? cell(key[0], state.lastColors.get(key[1])) : ' ')).join('')
);
console.log(`\n${lines.join('\n')}\n`);
}
/** Resolve bound handlers against an incoming frame -> hid => color. */
function applyFrame(handlers, frame) {
const colors = new Map();
for (const handler of handlers) {
if (handler['device-type'] !== 'rgb-per-key-zones') continue;
let color = null;
if (handler.mode === 'context-color') {
color = frame[handler['context-frame-key']] || null;
} else if (handler.color) {
color = handler.color;
}
if (!color) continue;
for (const hid of handler['custom-zone-keys'] || []) colors.set(hid, color);
}
return colors;
}
function readBody(req) {
return new Promise((resolve, reject) => {
const chunks = [];
req.on('data', (c) => chunks.push(c));
req.on('end', () => {
const text = Buffer.concat(chunks).toString('utf8');
try {
resolve(text ? JSON.parse(text) : {});
} catch (err) {
reject(err);
}
});
req.on('error', reject);
});
}
function log(...parts) {
if (!QUIET) console.log(...parts);
}
const server = http.createServer(async (req, res) => {
let body;
try {
body = await readBody(req);
} catch (err) {
res.writeHead(400, { 'Content-Type': 'application/json' });
res.end(JSON.stringify({ error: `bad JSON: ${err.message}` }));
return;
}
const reply = (code, payload) => {
res.writeHead(code, { 'Content-Type': 'application/json' });
res.end(JSON.stringify(payload));
};
const game = body.game;
const entry = () => {
if (!state.games.has(game)) {
state.games.set(game, { metadata: null, events: new Map() });
}
return state.games.get(game);
};
switch (req.url) {
case '/game_metadata':
if (!game) return reply(400, { error: 'missing game' });
entry().metadata = body;
log(`[metadata] ${game} "${body.game_display_name}" by ${body.developer}`);
return reply(200, { game });
case '/bind_game_event': {
if (!game || !body.event) return reply(400, { error: 'missing game or event' });
const handlers = body.handlers || [];
entry().events.set(body.event, handlers);
const zoneKeys = handlers.reduce(
(n, h) => n + (h['custom-zone-keys'] || []).length,
0
);
log(
`[bind] ${game}/${body.event}: ${handlers.length} handlers, ${zoneKeys} keys addressed`
);
return reply(200, { game, event: body.event });
}
case '/game_event': {
const known = state.games.get(game);
const handlers = known && known.events.get(body.event);
if (!handlers) return reply(404, { error: `no handler for ${game}/${body.event}` });
const frame = (body.data && body.data.frame) || {};
const missing = handlers
.filter((h) => h.mode === 'context-color' && !(h['context-frame-key'] in frame))
.map((h) => h['context-frame-key']);
if (missing.length) {
log(`[warn] frame is missing keys: ${missing.join(', ')}`);
}
const colors = applyFrame(handlers, frame);
state.lastColors = colors;
log(`[event] ${game}/${body.event} value=${body.data && body.data.value}`);
render();
if (ONCE) setTimeout(() => process.exit(0), 50);
return reply(200, { game, event: body.event });
}
case '/game_heartbeat':
log(`[heartbeat] ${game}`);
return reply(200, { game });
case '/remove_game':
state.games.delete(game);
state.lastColors = new Map();
log(`[remove] ${game}`);
return reply(200, { game });
default:
return reply(404, { error: `unhandled endpoint ${req.url}` });
}
});
server.listen(PORT, '127.0.0.1', () => {
console.log(`fake GameSense server on 127.0.0.1:${PORT}`);
console.log(` GAMESENSE_ADDRESS=127.0.0.1:${PORT} node bin/apex7-scale.js --root C --scale major\n`);
});

226
tools/fake-gamesense.ts Normal file
View File

@@ -0,0 +1,226 @@
#!/usr/bin/env node
/**
* A stand-in for the SteelSeries GameSense server.
*
* It speaks enough of the real API to exercise the client, and it resolves the
* bound handlers against each incoming frame to render the keyboard as ANSI
* colour in the terminal. That makes the lighting logic verifiable without an
* Apex 7 (or Windows) in front of you.
*
* npm run stub -- --port 51000
* node bin/apex7-scale.js --address 127.0.0.1:51000 --root D --scale dorian
*/
import http from 'http';
import { errorMessage } from '../src/errors';
import { HID } from '../src/hid';
import type { Frame, Handler, Rgb } from '../src/protocol';
const args = process.argv.slice(2);
const portArg = args.indexOf('--port');
const PORT = portArg >= 0 ? Number(args[portArg + 1]) : 51000;
const QUIET = args.includes('--quiet');
const ONCE = args.includes('--once'); // exit after the first rendered frame
/** A printable key, or a gap in the row. */
type Cell = readonly [label: string, hid: number] | null;
const LAYOUT: readonly (readonly Cell[])[] = [
[['esc', HID.escape], null, ['f1', HID.f1], ['f2', HID.f2], ['f3', HID.f3], ['f4', HID.f4], null,
['f5', HID.f5], ['f6', HID.f6], ['f7', HID.f7], ['f8', HID.f8], null,
['f9', HID.f9], ['f10', HID.f10], ['f11', HID.f11], ['f12', HID.f12], null,
['prt', HID.printScreen], ['scr', HID.scrollLock], ['brk', HID.pause]],
[['`', HID.backquote], ['1', HID[1]], ['2', HID[2]], ['3', HID[3]], ['4', HID[4]],
['5', HID[5]], ['6', HID[6]], ['7', HID[7]], ['8', HID[8]], ['9', HID[9]],
['0', HID[0]], ['-', HID.minus], ['=', HID.equal], ['bsp', HID.backspace], null,
['ins', HID.insert], ['hom', HID.home], ['pup', HID.pageUp], null,
['num', HID.numLock], ['/', HID.numpadDivide], ['*', HID.numpadMultiply], ['-', HID.numpadSubtract]],
[['tab', HID.tab], ['q', HID.q], ['w', HID.w], ['e', HID.e], ['r', HID.r], ['t', HID.t],
['y', HID.y], ['u', HID.u], ['i', HID.i], ['o', HID.o], ['p', HID.p],
['[', HID.bracketLeft], [']', HID.bracketRight], ['\\', HID.backslash], null,
['del', HID.delete], ['end', HID.end], ['pdn', HID.pageDown], null,
['7', HID.numpad7], ['8', HID.numpad8], ['9', HID.numpad9], ['+', HID.numpadAdd]],
[['cap', HID.capsLock], ['a', HID.a], ['s', HID.s], ['d', HID.d], ['f', HID.f], ['g', HID.g],
['h', HID.h], ['j', HID.j], ['k', HID.k], ['l', HID.l], [';', HID.semicolon],
["'", HID.quote], ['ent', HID.enter], null, null, null, null, null, null,
['4', HID.numpad4], ['5', HID.numpad5], ['6', HID.numpad6]],
[['sft', HID.shiftLeft], ['z', HID.z], ['x', HID.x], ['c', HID.c], ['v', HID.v], ['b', HID.b],
['n', HID.n], ['m', HID.m], [',', HID.comma], ['.', HID.period], ['/', HID.slash],
['sft', HID.shiftRight], null, null, null, null, ['up', HID.arrowUp], null, null,
['1', HID.numpad1], ['2', HID.numpad2], ['3', HID.numpad3], ['ent', HID.numpadEnter]],
[['ctl', HID.controlLeft], ['win', HID.metaLeft], ['alt', HID.altLeft],
['spc', HID.space], ['alt', HID.altRight], ['win', HID.metaRight],
['men', HID.application], ['ctl', HID.controlRight], null, null, null, null, null,
['lft', HID.arrowLeft], ['dn', HID.arrowDown], ['rgt', HID.arrowRight], null,
['0', HID.numpad0], ['.', HID.numpadDecimal]],
];
interface GameEntry {
metadata: unknown;
events: Map<string, readonly Handler[]>;
}
const state = {
games: new Map<string, GameEntry>(),
lastColors: new Map<number, Rgb>(),
};
/**
* Request bodies are whatever the client POSTs. This stub only ever talks to
* our own client on localhost, so it reads the fields it cares about rather
* than validating the whole shape.
*/
interface GameSenseRequest {
game?: string;
event?: string;
handlers?: readonly Handler[];
data?: { value?: number; frame?: Frame };
game_display_name?: string;
developer?: string;
}
function cell(label: string, color: Rgb | undefined): string {
const text = ` ${String(label).slice(0, 3).padEnd(3)} `;
if (!color) return `\x1b[2m${text}\x1b[0m`;
const { red, green, blue } = color;
// Relative luminance, to keep the label readable on any background.
const luma = 0.2126 * red + 0.7152 * green + 0.0722 * blue;
const fg = luma > 140 ? '30' : '97';
return `\x1b[48;2;${red};${green};${blue}m\x1b[${fg}m${text}\x1b[0m`;
}
function render(): void {
const lines = LAYOUT.map((row) =>
row.map((key) => (key ? cell(key[0], state.lastColors.get(key[1])) : ' ')).join('')
);
console.log(`\n${lines.join('\n')}\n`);
}
/** Resolve bound handlers against an incoming frame -> hid => color. */
function applyFrame(handlers: readonly Handler[], frame: Frame): Map<number, Rgb> {
const colors = new Map<number, Rgb>();
for (const handler of handlers) {
if (handler['device-type'] !== 'rgb-per-key-zones') continue;
if (handler.mode !== 'context-color') continue;
const color = frame[handler['context-frame-key']];
if (!color) continue;
for (const hid of handler['custom-zone-keys'] || []) colors.set(hid, color);
}
return colors;
}
function readBody(req: http.IncomingMessage): Promise<GameSenseRequest> {
return new Promise((resolve, reject) => {
const chunks: Buffer[] = [];
req.on('data', (c: Buffer) => chunks.push(c));
req.on('end', () => {
const text = Buffer.concat(chunks).toString('utf8');
try {
resolve(text ? (JSON.parse(text) as GameSenseRequest) : {});
} catch (err) {
reject(err instanceof Error ? err : new Error(String(err)));
}
});
req.on('error', reject);
});
}
function log(...parts: unknown[]): void {
if (!QUIET) console.log(...parts);
}
const server = http.createServer((req, res) => {
const reply = (code: number, payload: unknown): void => {
res.writeHead(code, { 'Content-Type': 'application/json' });
res.end(JSON.stringify(payload));
};
void (async () => {
let body: GameSenseRequest;
try {
body = await readBody(req);
} catch (err) {
reply(400, { error: `bad JSON: ${errorMessage(err)}` });
return;
}
const game = body.game;
const entry = (name: string): GameEntry => {
let found = state.games.get(name);
if (!found) {
found = { metadata: null, events: new Map() };
state.games.set(name, found);
}
return found;
};
switch (req.url) {
case '/game_metadata':
if (!game) return reply(400, { error: 'missing game' });
entry(game).metadata = body;
log(`[metadata] ${game} "${body.game_display_name}" by ${body.developer}`);
return reply(200, { game });
case '/bind_game_event': {
if (!game || !body.event) return reply(400, { error: 'missing game or event' });
const handlers = body.handlers || [];
entry(game).events.set(body.event, handlers);
const zoneKeys = handlers.reduce(
(n, h) => n + (h['custom-zone-keys'] || []).length,
0
);
log(
`[bind] ${game}/${body.event}: ${handlers.length} handlers, ${zoneKeys} keys addressed`
);
return reply(200, { game, event: body.event });
}
case '/game_event': {
const known = game !== undefined ? state.games.get(game) : undefined;
const handlers = known && body.event ? known.events.get(body.event) : undefined;
if (!handlers) return reply(404, { error: `no handler for ${game}/${body.event}` });
const frame = body.data?.frame ?? {};
const missing = handlers
.filter((h) => h.mode === 'context-color' && !(h['context-frame-key'] in frame))
.map((h) => h['context-frame-key']);
if (missing.length) {
log(`[warn] frame is missing keys: ${missing.join(', ')}`);
}
state.lastColors = applyFrame(handlers, frame);
log(`[event] ${game}/${body.event} value=${body.data?.value}`);
render();
if (ONCE) setTimeout(() => process.exit(0), 50);
return reply(200, { game, event: body.event });
}
case '/game_heartbeat':
log(`[heartbeat] ${game}`);
return reply(200, { game });
case '/remove_game':
if (game !== undefined) state.games.delete(game);
state.lastColors = new Map();
log(`[remove] ${game}`);
return reply(200, { game });
default:
return reply(404, { error: `unhandled endpoint ${req.url}` });
}
})();
});
server.listen(PORT, '127.0.0.1', () => {
console.log(`fake GameSense server on 127.0.0.1:${PORT}`);
console.log(` GAMESENSE_ADDRESS=127.0.0.1:${PORT} node bin/apex7-scale.js --root C --scale major\n`);
});

30
tsconfig.json Normal file
View File

@@ -0,0 +1,30 @@
{
"compilerOptions": {
/* Node for Max (build step 3) loads CommonJS from a Node we do not
control, so emit plain CJS at a conservative language level. */
"target": "ES2020",
"lib": ["ES2020"],
"types": ["node"],
/* package.json has no "type", so node16 emits CommonJS. */
"module": "node16",
"moduleResolution": "node16",
"rootDir": ".",
"outDir": "dist",
"declaration": true,
"declarationMap": true,
"sourceMap": true,
"strict": true,
"noUnusedLocals": true,
"noUnusedParameters": true,
"noImplicitReturns": true,
"noFallthroughCasesInSwitch": true,
"noImplicitOverride": true,
"forceConsistentCasingInFileNames": true,
"esModuleInterop": true,
"skipLibCheck": true
},
"include": ["src/**/*.ts", "test/**/*.ts", "tools/**/*.ts"]
}