feat(android): multi-controller support
Roll the pf-client-core slot pattern to the Android client (Kotlin + JNI): - New kit/GamepadRouter.kt: the Android analogue of the client-core Slot model — a deviceId→Slot map assigning each InputDevice a stable lowest-free wire pad index held for its lifetime, GamepadArrival(pref) before a pad's first input, GamepadRemove on onInputDeviceRemoved, per-slot AxisMapper + held-bitmask so two pads never clobber each other. The isForwardable gate (excludes DualSense/DS4 all-zero sensor sibling nodes) is centralized in slotFor so no entry point can open a phantom slot. - native/src/session/input.rs: JNI shims take a pad arg -> flags=pad (nativeSendGamepadButton/Axis, plus nativeSendGamepadArrival/Remove). - native/src/feedback.rs: pad carried in rumble bits 49..52 + a leading hidout pad byte; GamepadFeedback.kt routes rumble/lightbar/LED back to the originating device by pad via deviceForPad. - MainActivity.kt routes key/motion events by device; ControllersScreen.kt badges every forwarded pad (was hardcoded i==0), reading getControllerNumber. A lone controller lands on wire index 0, so its per-transition datagrams stay byte-identical to the old single-pad path. gradle :app:assembleDebug green (Rust cross-compiled via cargo-ndk); JNI signatures hand-verified 1:1. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -158,8 +158,11 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
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color = MaterialTheme.colorScheme.onSurfaceVariant,
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)
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}
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pads.forEachIndexed { i, dev ->
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PadRow(dev, forwarded = i == 0, gamepadSetting = gamepadSetting)
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// Every real controller is forwarded now (Automatic forwards them all, each on its own
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// wire pad index) — not just the first. A joystick-only device Android doesn't classify as
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// a gamepad still can't be forwarded (the host wants a gamepad), so gate the badge on it.
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pads.forEach { dev ->
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PadRow(dev, forwarded = isForwarded(dev), gamepadSetting = gamepadSetting)
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}
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}
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@@ -222,8 +225,12 @@ private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
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Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
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Text(dev.name, style = MaterialTheme.typography.bodyLarge, modifier = Modifier.weight(1f))
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if (forwarded) {
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// Android's own controller number (1-based; 0 = unassigned), shown so a multi-pad
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// user can tell which physical pad is which. The stream's wire pad index is
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// assigned separately (lowest-free per device) once streaming starts.
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val number = dev.controllerNumber
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Text(
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"forwarded to host",
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if (number > 0) "forwarded · player $number" else "forwarded to host",
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style = MaterialTheme.typography.labelSmall,
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color = MaterialTheme.colorScheme.primary,
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)
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@@ -319,6 +326,15 @@ private fun Group(title: String, content: @Composable ColumnScope.() -> Unit) {
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}
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}
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/**
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* Whether this device is actually forwarded to the host — the same rule the stream's [GamepadRouter]
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* applies: a real, non-virtual controller whose source classes include GAMEPAD. A joystick-only node
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* (e.g. a DualSense motion-sensor sibling, or an adapter that enumerates as bare joystick) shows in
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* the list but isn't forwarded.
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*/
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private fun isForwarded(dev: InputDevice): Boolean =
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!dev.isVirtual && dev.sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
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/** Whether the controller reports a rumble motor — via VibratorManager (API 31+) or the legacy Vibrator. */
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private fun deviceHasVibrator(dev: InputDevice): Boolean =
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if (Build.VERSION.SDK_INT >= 31) {
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@@ -16,6 +16,7 @@ import androidx.compose.runtime.mutableStateOf
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import androidx.compose.runtime.setValue
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import androidx.compose.ui.Modifier
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import io.unom.punktfunk.kit.Gamepad
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import io.unom.punktfunk.kit.GamepadRouter
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import io.unom.punktfunk.kit.Keymap
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import io.unom.punktfunk.kit.NativeBridge
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@@ -27,8 +28,12 @@ class MainActivity : ComponentActivity() {
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*/
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var streamHandle: Long = 0L
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/** Joystick-axis state mapper for the active session (built/reset by StreamScreen). */
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var axisMapper: Gamepad.AxisMapper? = null
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/**
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* Multi-controller router for the active session (built/released by StreamScreen): assigns each
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* connected pad a stable wire index, threads it onto every event, declares/removes pads on
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* hot-plug, and routes rumble/HID feedback back by pad index. Null while not streaming.
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*/
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var gamepadRouter: GamepadRouter? = null
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/**
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* Input observers for the Controllers debug screen (set while it is shown, like [streamHandle]).
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@@ -44,9 +49,6 @@ class MainActivity : ComponentActivity() {
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*/
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var requestStreamExit: (() -> Unit)? = null
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/** Currently-held forwarded pad buttons (bitmask of `Gamepad.BTN_*`), for chord detection. */
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private var heldPadButtons = 0
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/**
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* Whether the last console input came from a real gamepad (face buttons / stick) vs. a TV D-pad
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* remote (which has no A/B/X/Y). The console UI reads this to show glyphs the user recognises — pad
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@@ -125,22 +127,11 @@ class MainActivity : ComponentActivity() {
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if (event.isFromSource(InputDevice.SOURCE_GAMEPAD)) {
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val bit = Gamepad.buttonBit(event.keyCode)
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if (bit != 0) {
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when (event.action) {
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// repeatCount guard: don't re-send a held button as auto-repeat.
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KeyEvent.ACTION_DOWN -> {
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if (event.repeatCount == 0) NativeBridge.nativeSendGamepadButton(handle, bit, true)
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heldPadButtons = heldPadButtons or bit
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// Emergency exit: Select + Start + L1 + R1 held together leaves the stream
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// (a couch user has no keyboard/Back). Fired once per full chord.
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if (heldPadButtons and STREAM_EXIT_CHORD == STREAM_EXIT_CHORD) {
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heldPadButtons = 0
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requestStreamExit?.let { exit -> window.decorView.post { exit() } }
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}
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}
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KeyEvent.ACTION_UP -> {
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NativeBridge.nativeSendGamepadButton(handle, bit, false)
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heldPadButtons = heldPadButtons and bit.inv()
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}
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// The router forwards the bit on this device's own wire pad index, tracks held
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// state per pad, and reports when the emergency-exit chord (Select + Start + L1 +
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// R1) completed on any one pad (a couch user has no keyboard/Back).
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if (gamepadRouter?.onButton(event, bit) == true) {
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requestStreamExit?.let { exit -> window.decorView.post { exit() } }
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}
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return true // consumed
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}
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@@ -203,7 +194,7 @@ class MainActivity : ComponentActivity() {
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override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean {
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if (streamHandle != 0L) {
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if (axisMapper?.onMotion(event) == true) return true
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if (gamepadRouter?.onMotion(event) == true) return true
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return super.dispatchGenericMotionEvent(event)
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}
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// The Controllers debug screen sees pad motion before the stick→D-pad synthesis below.
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@@ -248,9 +239,4 @@ class MainActivity : ComponentActivity() {
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-> true
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else -> KeyEvent.isGamepadButton(kc)
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}
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private companion object {
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/** Emergency stream-exit chord: Select + Start + L1 + R1 held together. */
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val STREAM_EXIT_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_START or Gamepad.BTN_LB or Gamepad.BTN_RB
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}
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}
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@@ -32,8 +32,8 @@ import androidx.core.content.ContextCompat
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import androidx.core.view.WindowCompat
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import androidx.core.view.WindowInsetsCompat
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import androidx.core.view.WindowInsetsControllerCompat
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import io.unom.punktfunk.kit.Gamepad
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import io.unom.punktfunk.kit.GamepadFeedback
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import io.unom.punktfunk.kit.GamepadRouter
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import io.unom.punktfunk.kit.NativeBridge
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import io.unom.punktfunk.kit.VideoDecoders
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import java.util.concurrent.atomic.AtomicBoolean
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@@ -174,18 +174,24 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
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val priorOrientation = activity?.requestedOrientation
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activity?.requestedOrientation = ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE
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activity?.streamHandle = handle // route hardware keys to this session
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activity?.axisMapper = Gamepad.AxisMapper(handle) // route joystick axes
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// Multi-controller router: a stable wire pad index per connected controller, per-device axis
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// state, Arrival/Remove on hot-plug, and feedback routed back by pad index. Forwards every
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// controller (Automatic). Built here, released on dispose.
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val router = GamepadRouter(context, handle, initialSettings.gamepad)
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activity?.gamepadRouter = router
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// Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
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// the keep-alive linger), unlike a host-ended / backgrounded drop.
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activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
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activity?.setConsoleHighRefreshRate(false) // let the decoder's setFrameRate pick the panel rate
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// Host→client feedback (rumble + DualSense lightbar/LEDs); poll threads stopped before close.
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val feedback = GamepadFeedback(handle).also { it.start() }
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// Host→client feedback (rumble + DualSense lightbar/LEDs), routed to each controller by pad
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// index via the router; poll threads stopped + joined before the router is released and the
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// session closed.
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val feedback = GamepadFeedback(handle, router).also { it.start() }
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onDispose {
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closed.set(true) // from here the handle gets freed; surfaceDestroyed must not touch it
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feedback.stop() // stop + join the poll threads BEFORE nativeClose frees the handle
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activity?.axisMapper?.reset() // release-all so nothing sticks on the host
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activity?.axisMapper = null
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feedback.stop() // stop + join the poll threads BEFORE the router is released / handle freed
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router.release() // flush every slot (nothing sticks host-side) + drop the hot-plug listener
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activity?.gamepadRouter = null
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activity?.streamHandle = 0L
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activity?.requestStreamExit = null
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activity?.setConsoleHighRefreshRate(true) // back to the console UI's max refresh
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