feat(proto/steam): M3 — rich Steam wire (back buttons + 2nd trackpad)
Carry the rich Steam Controller / Steam Deck inputs end-to-end on the wire — strictly additive + forward-compatible (unknown kinds/bits drop on old peers). Core (punktfunk-core): - input.rs: BTN_PADDLE1..4 + BTN_MISC1 in Moonlight's buttonFlags2<<16 namespace (so the GameStream paddle path and native grips share one host injector map; Steam L4/L5/R4/R5 reuse the four Xbox-Elite paddle slots). - quic.rs: RichInput::TouchpadEx (kind 0x03 — surface 0/1/2, touch+click, signed coords, pressure; the second trackpad the single Touchpad can't express) and HidOutput::TrackpadHaptic (kind 0x04 — the SC voice-coil pulse). Round-tripped. - abi.rs: PUNKTFUNK_GAMEPAD_STEAMDECK=6 / _STEAMCONTROLLER=5, the paddle bits, RICH_TOUCHPAD_EX / HIDOUT_TRACKPAD_HAPTIC constants. from_hid packs TrackpadHaptic into the existing which + effect[0..6] — the legacy structs do NOT grow (guarded by new size_of==20/19 asserts); GamepadPref lockstep + paddle-bit lockstep asserts extended. include/punktfunk_core.h regenerated. Host (punktfunk-host): - steam_proto::from_gamepad maps the wire paddles -> the four Deck grips + QAM; apply_rich routes TouchpadEx left/right -> the matching pad. - every DualSense/DS4 manager (Linux + Windows) gained a TouchpadEx arm (surface 0/2 -> its one touchpad; surface 1 ignored) so the variant compiles everywhere and a Steam client streaming to a DS host keeps its right pad. - the xpad BUTTON_MAP finally consumes the GameStream paddle bits (BTN_TRIGGER_HAPPY5-8) — Sunshine/Moonlight paddle clients were silently no-op'd before (design §5.6). - Android feedback: drop TrackpadHaptic (no coils; rumble rides 0xCA). Validated on-box: the ignored backend test now drives the full wire path — from_gamepad (BTN_A + the L4 grip) + apply_rich (a left-pad TouchpadEx) reach the evdev as BTN_A + ABS_HAT0X=-8000. Wire round-trips + paddle/TouchpadEx mapping unit-tested. Workspace clippy/fmt/test green. Not pushed. Deferred to M4: the C-ABI PunktfunkRichInputEx + send_rich_input2 (only the Apple/embedder *send* path needs it; the host decodes TouchpadEx today). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -66,6 +66,13 @@ pub const BTN_A: u32 = 0x1000;
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pub const BTN_B: u32 = 0x2000;
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pub const BTN_X: u32 = 0x4000;
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pub const BTN_Y: u32 = 0x8000;
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// Extended buttons in the `buttonFlags2 << 16` namespace (mirror `punktfunk_core::input::gamepad`):
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// the four back-grip paddles. `decode` already merges `buttonFlags2 << 16` into `buttons`, but the
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// injector map dropped these bits — Sunshine/Moonlight paddle clients were silently no-op'd.
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pub const BTN_PADDLE1: u32 = 0x0001_0000;
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pub const BTN_PADDLE2: u32 = 0x0002_0000;
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pub const BTN_PADDLE3: u32 = 0x0004_0000;
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pub const BTN_PADDLE4: u32 = 0x0008_0000;
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/// Decode one decrypted control plaintext into a controller event, if it is one. Mouse,
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/// keyboard, keepalives etc. yield `None` (they're handled by [`super::input::decode`]).
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@@ -252,7 +252,9 @@ impl DualSenseManager {
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/// arrived first); they're dropped if the pad isn't present.
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pub fn apply_rich(&mut self, rich: RichInput) {
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let idx = match rich {
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RichInput::Touchpad { pad, .. } | RichInput::Motion { pad, .. } => pad as usize,
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RichInput::Touchpad { pad, .. }
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| RichInput::Motion { pad, .. }
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| RichInput::TouchpadEx { pad, .. } => pad as usize,
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};
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if idx >= MAX_PADS || self.pads[idx].is_none() {
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return;
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@@ -280,6 +282,26 @@ impl DualSenseManager {
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self.state[idx].gyro = gyro;
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self.state[idx].accel = accel;
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}
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RichInput::TouchpadEx {
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surface,
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finger,
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touch,
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x,
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y,
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..
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} => {
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// A Steam right/single pad maps onto the one DualSense touchpad (signed centre-0 →
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// 0..=65535); surface 1 (the Steam left pad) has no DualSense equivalent.
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if surface != 1 {
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let slot = (finger as usize).min(1);
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let n = |v: i16| ((v as i32) + 32768) as u32;
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let t = &mut self.state[idx].touch[slot];
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t.active = touch;
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t.id = slot as u8;
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t.x = (n(x) * (DS_TOUCH_W - 1) as u32 / u16::MAX as u32) as u16;
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t.y = (n(y) * (DS_TOUCH_H - 1) as u32 / u16::MAX as u32) as u16;
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}
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}
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}
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self.write(idx);
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}
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@@ -439,7 +439,9 @@ impl DualShock4Manager {
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/// pad isn't present.
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pub fn apply_rich(&mut self, rich: RichInput) {
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let idx = match rich {
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RichInput::Touchpad { pad, .. } | RichInput::Motion { pad, .. } => pad as usize,
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RichInput::Touchpad { pad, .. }
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| RichInput::Motion { pad, .. }
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| RichInput::TouchpadEx { pad, .. } => pad as usize,
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};
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if idx >= MAX_PADS || self.pads[idx].is_none() {
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return;
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@@ -466,6 +468,26 @@ impl DualShock4Manager {
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self.state[idx].gyro = gyro;
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self.state[idx].accel = accel;
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}
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RichInput::TouchpadEx {
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surface,
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finger,
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touch,
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x,
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y,
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..
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} => {
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// A Steam right/single pad maps onto the one DS4 touchpad (signed centre-0 →
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// 0..=65535); surface 1 (the Steam left pad) has no DS4 equivalent.
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if surface != 1 {
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let slot = (finger as usize).min(1);
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let n = |v: i16| ((v as i32) + 32768) as u32;
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let t = &mut self.state[idx].touch[slot];
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t.active = touch;
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t.id = slot as u8;
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t.x = (n(x) * (DS4_TOUCH_W - 1) as u32 / u16::MAX as u32) as u16;
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t.y = (n(y) * (DS4_TOUCH_H - 1) as u32 / u16::MAX as u32) as u16;
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}
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}
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}
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self.write(idx);
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}
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@@ -69,9 +69,16 @@ const BTN_START: u16 = 0x13b;
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const BTN_MODE: u16 = 0x13c;
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const BTN_THUMBL: u16 = 0x13d;
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const BTN_THUMBR: u16 = 0x13e;
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// Xbox-Elite paddle codes (the xpad convention SDL / Steam Input recognize). A client's back grips —
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// and the GameStream `buttonFlags2` paddle bits, which were silently dropped before — land here, so
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// the virtual X-Box pad exposes paddles like an Elite controller. PADDLE1/2/3/4 = R4/L4/R5/L5.
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const BTN_TRIGGER_HAPPY5: u16 = 0x2c4;
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const BTN_TRIGGER_HAPPY6: u16 = 0x2c5;
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const BTN_TRIGGER_HAPPY7: u16 = 0x2c6;
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const BTN_TRIGGER_HAPPY8: u16 = 0x2c7;
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/// `(GameStream button bit, evdev key code)` — D-pad is emitted as HAT axes instead.
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const BUTTON_MAP: [(u32, u16); 11] = [
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const BUTTON_MAP: [(u32, u16); 15] = [
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(gamepad::BTN_A, BTN_SOUTH),
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(gamepad::BTN_B, BTN_EAST),
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(gamepad::BTN_X, BTN_NORTH),
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@@ -83,6 +90,10 @@ const BUTTON_MAP: [(u32, u16); 11] = [
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(gamepad::BTN_GUIDE, BTN_MODE),
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(gamepad::BTN_LS_CLK, BTN_THUMBL),
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(gamepad::BTN_RS_CLK, BTN_THUMBR),
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(gamepad::BTN_PADDLE1, BTN_TRIGGER_HAPPY5),
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(gamepad::BTN_PADDLE2, BTN_TRIGGER_HAPPY6),
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(gamepad::BTN_PADDLE3, BTN_TRIGGER_HAPPY7),
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(gamepad::BTN_PADDLE4, BTN_TRIGGER_HAPPY8),
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];
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/// The USB identity a virtual uinput pad presents. SDL/Steam/Proton key their built-in mapping off
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@@ -315,7 +315,9 @@ impl SteamControllerManager {
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/// Apply a rich client→host event (right trackpad / motion) to an existing pad.
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pub fn apply_rich(&mut self, rich: RichInput) {
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let idx = match rich {
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RichInput::Touchpad { pad, .. } | RichInput::Motion { pad, .. } => pad as usize,
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RichInput::Touchpad { pad, .. }
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| RichInput::Motion { pad, .. }
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| RichInput::TouchpadEx { pad, .. } => pad as usize,
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};
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if idx >= MAX_PADS || self.pads[idx].is_none() {
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return;
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@@ -423,6 +425,19 @@ mod tests {
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rc >= 0 && (bits[(code / 8) as usize] >> (code % 8)) & 1 == 1
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}
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/// Read the current value of an absolute axis (`EVIOCGABS`) — the first `i32` of `input_absinfo`.
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fn abs_value(node: &str, abs: u16) -> Option<i32> {
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use std::os::unix::io::AsRawFd;
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let f = std::fs::File::open(node).ok()?;
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let mut info = [0u8; 24]; // struct input_absinfo { value, min, max, fuzz, flat, resolution }
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let req: libc::c_ulong =
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(2 << 30) | (24 << 16) | (0x45 << 8) | (0x40 + abs as libc::c_ulong);
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// SAFETY: EVIOCGABS fills the 24-byte input_absinfo for the valid evdev fd `f`; we read only
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// the leading i32 `value`. The buffer is exactly sizeof(input_absinfo), so no overflow.
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let rc = unsafe { libc::ioctl(f.as_raw_fd(), req, info.as_mut_ptr()) };
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(rc >= 0).then(|| i32::from_ne_bytes([info[0], info[1], info[2], info[3]]))
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}
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/// On-box smoke test for the real backend: a `SteamDeckPad` must bind `hid-steam` (creating both
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/// the gamepad + IMU evdevs), enter `gamepad_mode` via the creation pulse, and land a held button
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/// on the evdev (`BTN_A`, code 0x130) — proving the entry overlay + byte-exact serialize path —
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@@ -431,11 +446,24 @@ mod tests {
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#[test]
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#[ignore = "creates a real /dev/uhid device; needs hid-steam + the input group"]
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fn backend_binds_and_input_flows() {
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use punktfunk_core::input::gamepad as gs;
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const BTN_A: u16 = 0x130;
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const ABS_HAT0X: u16 = 0x10; // left trackpad X
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let mut pad = SteamDeckPad::open(0).expect("open SteamDeckPad (/dev/uhid + input group?)");
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// Drive past MODE_ENTER (the b9.6 pulse) then hold BTN_A, servicing the handshake.
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let mut st = SteamState::neutral();
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st.buttons = btn::A;
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// Drive the full M3 wire path: build state through `from_gamepad` (BTN_A + the L4 back grip)
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// and `apply_rich` (a left-pad TouchpadEx contact), then hold it past MODE_ENTER (the b9.6
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// pulse), servicing the handshake.
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let mut st = SteamState::from_gamepad(gs::BTN_A | gs::BTN_PADDLE2, 0, 0, 0, 0, 0, 0);
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st.apply_rich(RichInput::TouchpadEx {
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pad: 0,
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surface: 1,
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finger: 0,
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touch: true,
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click: false,
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x: -8000,
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y: 9000,
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pressure: 0,
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});
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let start = Instant::now();
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while start.elapsed() < Duration::from_millis(1200) {
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let _ = pad.service();
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@@ -453,6 +481,12 @@ mod tests {
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key_is_down(&node, BTN_A),
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"BTN_A not down — gamepad_mode entry or serialize failed"
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);
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// The left trackpad contact (TouchpadEx surface 1, gated on LPAD_TOUCH) reaches ABS_HAT0X.
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assert_eq!(
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abs_value(&node, ABS_HAT0X),
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Some(-8000),
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"left trackpad (TouchpadEx surface 1) did not reach ABS_HAT0X"
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);
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drop(pad);
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std::thread::sleep(Duration::from_millis(200));
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let devs = std::fs::read_to_string("/proc/bus/input/devices").unwrap_or_default();
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@@ -221,6 +221,13 @@ impl SteamState {
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// The DualSense touchpad-click wire bit maps to the Deck's RIGHT pad click (the pad that
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// stands in for the DualSense touchpad — see apply_rich).
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set(&mut b, on(gs::BTN_TOUCHPAD), btn::RPAD_CLICK);
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// Back grips (the whole reason for the Deck identity): the wire paddle bits map to the four
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// Deck grips — PADDLE1/2/3/4 = R4/L4/R5/L5 (see `input::gamepad`); MISC1 = the QAM '…' button.
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set(&mut b, on(gs::BTN_PADDLE1), btn::R4);
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set(&mut b, on(gs::BTN_PADDLE2), btn::L4);
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set(&mut b, on(gs::BTN_PADDLE3), btn::R5);
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set(&mut b, on(gs::BTN_PADDLE4), btn::L5);
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set(&mut b, on(gs::BTN_MISC1), btn::QAM);
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s.buttons = b;
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s
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}
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@@ -241,6 +248,28 @@ impl SteamState {
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self.gyro = gyro;
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self.accel = accel;
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}
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RichInput::TouchpadEx {
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surface,
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touch,
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click,
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x,
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y,
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..
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} => {
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// Steam pads are natively signed (centre 0), so x/y map straight in. surface 1 =
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// left pad, anything else (0 single / 2 right) = right pad.
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if surface == 1 {
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self.press(btn::LPAD_TOUCH, touch);
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self.press(btn::LPAD_CLICK, click);
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self.lpad_x = x;
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self.lpad_y = y;
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} else {
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self.press(btn::RPAD_TOUCH, touch);
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self.press(btn::RPAD_CLICK, click);
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self.rpad_x = x;
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self.rpad_y = y;
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}
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}
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}
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}
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}
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@@ -424,6 +453,53 @@ mod tests {
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assert_eq!(s.accel, [4, 5, 6]);
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}
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/// M3: the wire back-button bits map to the four Deck grips + QAM, and `TouchpadEx` routes the
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/// left / right surfaces to the matching pad (signed coords pass straight through).
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#[test]
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fn back_buttons_and_dual_trackpad_mapping() {
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let s = SteamState::from_gamepad(
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gs::BTN_PADDLE1 | gs::BTN_PADDLE2 | gs::BTN_PADDLE3 | gs::BTN_PADDLE4 | gs::BTN_MISC1,
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0,
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0,
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0,
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0,
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0,
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0,
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);
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assert_ne!(s.buttons & btn::R4, 0); // PADDLE1 = R4
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assert_ne!(s.buttons & btn::L4, 0); // PADDLE2 = L4
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assert_ne!(s.buttons & btn::R5, 0); // PADDLE3 = R5
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assert_ne!(s.buttons & btn::L5, 0); // PADDLE4 = L5
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assert_ne!(s.buttons & btn::QAM, 0); // MISC1 = QAM
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let mut s = SteamState::neutral();
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s.apply_rich(RichInput::TouchpadEx {
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pad: 0,
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surface: 1,
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finger: 0,
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touch: true,
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click: true,
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x: -5000,
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y: 6000,
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pressure: 100,
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});
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assert_ne!(s.buttons & btn::LPAD_TOUCH, 0);
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assert_ne!(s.buttons & btn::LPAD_CLICK, 0);
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assert_eq!((s.lpad_x, s.lpad_y), (-5000, 6000));
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s.apply_rich(RichInput::TouchpadEx {
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pad: 0,
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surface: 2,
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finger: 0,
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touch: true,
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click: false,
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x: 7000,
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y: -8000,
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pressure: 0,
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});
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assert_ne!(s.buttons & btn::RPAD_TOUCH, 0);
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assert_eq!((s.rpad_x, s.rpad_y), (7000, -8000));
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}
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/// The serial reply carries the leading report-id byte the kernel strips, so the *stripped*
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/// view (`reply[1..]`) is what `steam_get_serial` validates: `[0xAE, len, 0x01, ascii…]`.
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#[test]
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@@ -385,7 +385,9 @@ impl DualSenseWindowsManager {
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/// Apply one rich client→host event (touchpad contact / motion sample) to an existing pad.
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pub fn apply_rich(&mut self, rich: RichInput) {
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let idx = match rich {
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RichInput::Touchpad { pad, .. } | RichInput::Motion { pad, .. } => pad as usize,
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RichInput::Touchpad { pad, .. }
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| RichInput::Motion { pad, .. }
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| RichInput::TouchpadEx { pad, .. } => pad as usize,
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};
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if idx >= MAX_PADS || self.pads[idx].is_none() {
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return;
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@@ -409,6 +411,26 @@ impl DualSenseWindowsManager {
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self.state[idx].gyro = gyro;
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self.state[idx].accel = accel;
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}
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RichInput::TouchpadEx {
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surface,
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finger,
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touch,
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x,
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y,
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..
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} => {
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// A Steam right/single pad maps onto the one DualSense touchpad (signed centre-0 →
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// 0..=65535); surface 1 (the Steam left pad) has no DualSense equivalent.
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if surface != 1 {
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let slot = (finger as usize).min(1);
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let n = |v: i16| ((v as i32) + 32768) as u32;
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let t = &mut self.state[idx].touch[slot];
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t.active = touch;
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t.id = slot as u8;
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t.x = (n(x) * (DS_TOUCH_W - 1) as u32 / u16::MAX as u32) as u16;
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t.y = (n(y) * (DS_TOUCH_H - 1) as u32 / u16::MAX as u32) as u16;
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}
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}
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}
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self.write(idx);
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}
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@@ -186,7 +186,9 @@ impl DualShock4WindowsManager {
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/// Apply one rich client→host event (touchpad contact / motion sample) to an existing pad.
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pub fn apply_rich(&mut self, rich: RichInput) {
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let idx = match rich {
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RichInput::Touchpad { pad, .. } | RichInput::Motion { pad, .. } => pad as usize,
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RichInput::Touchpad { pad, .. }
|
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| RichInput::Motion { pad, .. }
|
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| RichInput::TouchpadEx { pad, .. } => pad as usize,
|
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};
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if idx >= MAX_PADS || self.pads[idx].is_none() {
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return;
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@@ -210,6 +212,26 @@ impl DualShock4WindowsManager {
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self.state[idx].gyro = gyro;
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self.state[idx].accel = accel;
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}
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RichInput::TouchpadEx {
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surface,
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finger,
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touch,
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x,
|
||||
y,
|
||||
..
|
||||
} => {
|
||||
// A Steam right/single pad maps onto the one DS4 touchpad (signed centre-0 →
|
||||
// 0..=65535); surface 1 (the Steam left pad) has no DS4 equivalent.
|
||||
if surface != 1 {
|
||||
let slot = (finger as usize).min(1);
|
||||
let n = |v: i16| ((v as i32) + 32768) as u32;
|
||||
let t = &mut self.state[idx].touch[slot];
|
||||
t.active = touch;
|
||||
t.id = slot as u8;
|
||||
t.x = (n(x) * (DS4_TOUCH_W - 1) as u32 / u16::MAX as u32) as u16;
|
||||
t.y = (n(y) * (DS4_TOUCH_H - 1) as u32 / u16::MAX as u32) as u16;
|
||||
}
|
||||
}
|
||||
}
|
||||
self.write(idx);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user