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>
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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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