feat(client/apple): the phone's gyro can speak for a gyro-less pad
Opt-in "Gyro from this device" (DefaultsKey.gyroFromDevice, off by default, iOS only): while player 1's forwarded controller reports no rotation rate of its own — no GCMotion, or the gravity-only motion an Xbox pad exposes — this device's IMU sources pad 0's wire motion instead. The rumble-on-device mirror's sibling, data flowing the other way: same session-scoped UserDefaults read, same hardware-gated settings rows, same pad-0 rule. DeviceGyro wraps CMDeviceMotion at the ~100 Hz CoreMotion ceiling on a dedicated serial queue (not main — the controller path's main-queue delivery is a known jitter source), converts with the shared GamepadWire constants, and rotates each sample from the device's portrait frame into the controller frame by interface orientation, so a phone clipped landscape yaws when the player yaws instead of rolling. The remap matrix is derived and pinned by DeviceGyroRemapTests. GamepadCapture owns engage/stand-down (reconcile, suspend/resume, stop), and suppresses pad 0's controller-motion forwarding while the mirror runs — two writers on one pad's motion state would fight, and the accel-only stream would stomp the mirror's gyro with zeros. Also fixes the stale-motion latch from the gyro sweep on the controller path: flush now parks motion at zero (keeping the last accel, so gravity doesn't become free-fall), and the mirror's stop sends the same closing zero. The host holds motion as state and re-emits it — a nonzero angular velocity left behind read as endless rotation for as long as an overlay (Control Center pull-down) kept the app inactive.
This commit is contained in:
@@ -85,6 +85,7 @@ struct GamepadSettingsView: View {
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#endif
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#if os(iOS)
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@AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false
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@AppStorage(DefaultsKey.gyroFromDevice) private var gyroFromDevice = false
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#endif
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@ObservedObject private var gamepads = GamepadManager.shared
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/// The profile catalog (ProfileStore.shared, like every other surface that reads it) — the
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@@ -649,6 +650,22 @@ struct GamepadSettingsView: View {
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value: $rumbleOnDevice),
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at: at + 1)
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}
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// The phone-gyro mirror sits beside the rumble mirror: same clip-on-pad audience,
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// opposite data direction. Hidden where the device has no motion hardware; engages
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// in-session only while player 1's controller reports no rotation rate of its own.
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if DeviceGyro.isAvailable,
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let anchor = list.firstIndex(where: { $0.id == "deviceRumble" })
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?? list.firstIndex(where: { $0.id == "padType" }) {
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list.insert(
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toggleRow(
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id: "deviceGyro", tab: .controller,
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icon: "gyroscope",
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label: "Gyro from this device",
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detail: "When the controller has no gyro, send this device's motion "
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+ "sensors as player 1's — for clip-on pads without one of their own.",
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value: $gyroFromDevice),
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at: anchor + 1)
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}
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#endif
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return list + profileRows
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}
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@@ -712,6 +712,15 @@ extension SettingsView {
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Toggle("Rumble on this iPhone", isOn: $rumbleOnDevice)
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}
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}
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// The rumble mirror's sibling, data flowing the other way: hidden where the
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// device has no motion hardware, engages only while the player-1 controller
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// reports no rotation rate of its own.
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if !inProfileScope, DeviceGyro.isAvailable {
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described("When the controller has no gyro of its own, sends this device's "
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+ "motion sensors as player 1's — for clip-on pads without one.") {
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Toggle("Gyro from this device", isOn: $gyroFromDevice)
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}
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}
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#endif
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#if !os(tvOS)
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if !inProfileScope {
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@@ -91,6 +91,7 @@ struct SettingsView: View {
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@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
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@AppStorage(DefaultsKey.touchMode) var touchMode = TouchInputMode.trackpad.rawValue
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@AppStorage(DefaultsKey.rumbleOnDevice) var rumbleOnDevice = false
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@AppStorage(DefaultsKey.gyroFromDevice) var gyroFromDevice = false
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// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
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// Width class decides the initial value: nil on iPhone (show the category list first),
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// General on iPad (a two-column layout should never open with an empty detail).
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@@ -0,0 +1,201 @@
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// The opt-in phone-gyro mirror (`DefaultsKey.gyroFromDevice`): when player 1's forwarded
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// controller has no rotation sensor of its own, THIS device's IMU speaks for it on the wire's
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// motion plane — for clip-on and third-party pads that ship without a gyro, where the phone
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// body is rigidly attached to (or simply is) the thing in the player's hands. The sibling of
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// `GamepadFeedback`'s rumble-on-device mirror, with the data flowing the other way.
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//
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// GamepadCapture owns the engage/stand-down decision (it knows the pad-0 slot and whether its
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// controller reports a rotation rate); this class only turns CoreMotion on and off and converts
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// samples. Two invariants it enforces itself:
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// - one motion writer per pad: samples go out only between `start` and `stop`, and capture
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// suppresses pad 0's controller-motion forwarding while this runs;
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// - no stale rotation: `stop` sends a single zero-gyro sample after the last real one, so the
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// host's virtual pad never keeps integrating an angular velocity this device stopped
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// producing (the gyro-sweep "stale angular velocity re-sent forever" failure mode).
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//
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// Samples are CMDeviceMotion (sensor-fused: bias-corrected rotation rate, gravity split from
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// user acceleration) at the ~100 Hz CoreMotion ceiling — below a DualSense's 250 Hz, but the
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// host's motion plane is event-driven, not cadence-locked, so a slower producer just means
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// fewer samples. Units and axis semantics match `GamepadCapture.forwardMotion` exactly (the
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// `GamepadWire` constants; accel = gravity + user acceleration — the same convention, so a
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// future sign/scale correction lands in one place for both sources). The one thing the phone
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// adds is a frame remap: CoreMotion reports in the device's portrait frame, while the wire
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// wants the controller frame the player sees (x right, y up, z out of the screen), so each
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// sample is rotated by the current interface orientation — a phone clipped landscape must yaw
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// when the player yaws, not roll.
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#if os(iOS)
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import CoreMotion
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import Foundation
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import UIKit
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/// Device-frame → controller-frame axis remap for one interface orientation. CoreMotion's
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/// frame is fixed to the portrait device (+x right edge, +y top, +z out of the screen); the
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/// controller frame keeps +z (the screen always faces the player) and rotates x/y so they
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/// mean "player's right" and "player's up". Derived, like the wire scale constants — pinned
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/// by `DeviceGyroRemapTests`, correctable in one place if on-glass says otherwise.
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/// File-scope rather than nested so the sample thread can use it without actor isolation.
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enum DeviceGyroRemap {
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case identity
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/// Upside-down portrait: both in-plane axes flip.
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case flipped
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/// Landscape, device top to the player's LEFT (interface `.landscapeRight`):
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/// player-right = device-bottom, player-up = device-right.
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case topLeft
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/// Landscape, device top to the player's RIGHT (interface `.landscapeLeft`).
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case topRight
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init(_ orientation: UIInterfaceOrientation) {
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switch orientation {
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case .portraitUpsideDown: self = .flipped
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case .landscapeRight: self = .topLeft
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case .landscapeLeft: self = .topRight
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default: self = .identity
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}
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}
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/// Rotate one device-frame vector (rotation rate or acceleration — both transform the
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/// same way under an in-plane rotation) into the controller frame.
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func apply(x: Float, y: Float, z: Float) -> (x: Float, y: Float, z: Float) {
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switch self {
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case .identity: return (x, y, z)
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case .flipped: return (-x, -y, z)
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case .topLeft: return (-y, x, z)
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case .topRight: return (y, -x, z)
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}
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}
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}
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@MainActor
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public final class DeviceGyro {
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/// Whether this device can source motion at all — gates the settings rows (a device
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/// without an IMU would make the toggle a silent no-op, the rumble mirror's rule).
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/// One shared probe: Apple recommends a single `CMMotionManager` per app, and the
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/// settings UI asking per-render must not allocate one each time.
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public static let isAvailable: Bool = CMMotionManager().isDeviceMotionAvailable
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/// Everything the sample thread touches, behind one lock: the orientation remap (written
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/// on main when the device rotates), the last converted accel, and whether a real sample
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/// went out (so `stop` knows it owes the wire a zero). Kept off the actor deliberately —
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/// `forward` runs on the delivery queue.
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private final class SampleState: @unchecked Sendable {
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let lock = NSLock()
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var remap: DeviceGyroRemap = .identity
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var sentSample = false
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/// Re-sent with the closing zero-gyro sample so "rotation stopped" doesn't also
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/// overwrite a plausible gravity vector with free-fall.
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var lastAccel: (Int16, Int16, Int16) = (0, 0, 0)
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}
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/// Ship one converted sample (wire pad 0). Must be thread-safe — invoked from the
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/// delivery queue (`PunktfunkConnection.sendMotion` locks internally).
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private let send: @Sendable (_ gyro: (Int16, Int16, Int16), _ accel: (Int16, Int16, Int16)) -> Void
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private let motion = CMMotionManager()
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/// Dedicated serial delivery queue — deliberately NOT main (the controller path's
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/// main-queue delivery is a known jitter source; the mirror starts clean).
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private let queue: OperationQueue = {
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let q = OperationQueue()
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q.name = "punktfunk.device-gyro"
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q.maxConcurrentOperationCount = 1
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return q
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}()
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private let state = SampleState()
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private var orientationObserver: NSObjectProtocol?
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/// Whether the mirror is between `start` and `stop` — read by GamepadCapture to keep the
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/// controller path off pad 0's motion while this runs.
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public private(set) var isRunning = false
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public init(
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send: @escaping @Sendable (_ gyro: (Int16, Int16, Int16), _ accel: (Int16, Int16, Int16)) -> Void
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) {
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self.send = send
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}
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/// Begin sourcing pad-0 motion from this device. Idempotent.
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public func start() {
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guard !isRunning, motion.isDeviceMotionAvailable else { return }
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isRunning = true
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updateRemap()
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// Interface orientation only changes alongside a device-orientation notification, so
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// this is the one signal needed; re-reading the scene keeps a rotation lock stable.
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orientationObserver = NotificationCenter.default.addObserver(
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forName: UIDevice.orientationDidChangeNotification, object: nil, queue: .main
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) { [weak self] _ in
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MainActor.assumeIsolated { self?.updateRemap() }
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}
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// CoreMotion's practical ceiling; requesting faster just clamps.
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motion.deviceMotionUpdateInterval = 1.0 / 100.0
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motion.startDeviceMotionUpdates(to: queue) { [state, send] m, _ in
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guard let m else { return }
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Self.forward(m, state: state, send: send)
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}
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}
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/// Stop sourcing and, if anything was sent, park the host pad's rotation at zero. The
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/// zero rides the same serial queue as the samples, so it is guaranteed last — without
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/// blocking the caller.
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public func stop() {
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guard isRunning else { return }
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isRunning = false
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motion.stopDeviceMotionUpdates()
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if let o = orientationObserver {
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NotificationCenter.default.removeObserver(o)
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orientationObserver = nil
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}
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queue.addOperation { [state, send] in
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state.lock.lock()
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let owed = state.sentSample
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state.sentSample = false
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let accel = state.lastAccel
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state.lock.unlock()
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if owed { send((0, 0, 0), accel) }
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}
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}
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private func updateRemap() {
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let o = UIApplication.shared.connectedScenes
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.compactMap { $0 as? UIWindowScene }
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.first?.interfaceOrientation ?? .portrait
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state.lock.lock()
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state.remap = DeviceGyroRemap(o)
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state.lock.unlock()
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}
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/// Runs on the delivery queue: remap, scale, ship.
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nonisolated private static func forward(
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_ m: CMDeviceMotion, state: SampleState,
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send: (_ gyro: (Int16, Int16, Int16), _ accel: (Int16, Int16, Int16)) -> Void
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) {
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state.lock.lock()
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let r = state.remap
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state.lock.unlock()
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let rot = r.apply(
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x: Float(m.rotationRate.x), y: Float(m.rotationRate.y), z: Float(m.rotationRate.z))
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// Same total-acceleration convention as GamepadCapture.forwardMotion.
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let acc = r.apply(
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x: Float(m.gravity.x + m.userAcceleration.x),
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y: Float(m.gravity.y + m.userAcceleration.y),
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z: Float(m.gravity.z + m.userAcceleration.z))
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let gs = GamepadWire.gyroLSBPerRadS
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let as_ = GamepadWire.accelLSBPerG
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let gyro = (
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GamepadWire.motionRaw(rot.x, scale: gs),
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GamepadWire.motionRaw(rot.y, scale: gs),
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GamepadWire.motionRaw(rot.z, scale: gs)
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)
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let accel = (
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GamepadWire.motionRaw(acc.x, scale: as_),
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GamepadWire.motionRaw(acc.y, scale: as_),
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GamepadWire.motionRaw(acc.z, scale: as_)
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)
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state.lock.lock()
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state.lastAccel = accel
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state.sentSample = true
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state.lock.unlock()
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send(gyro, accel)
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}
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}
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#endif
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@@ -67,6 +67,13 @@ public final class GamepadCapture {
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var axes: [Int32] = [0, 0, 0, 0, 0, 0]
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var fingerActive: [Bool] = [false, false]
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var lastMotionNs: UInt64 = 0
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/// A motion sample went out on this pad — `flush` then owes the wire a zero-gyro
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/// sample: the host holds motion as STATE and re-emits it, so a nonzero angular
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/// velocity left behind reads as endless rotation (the gyro-sweep latch).
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var motionSent = false
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/// The last accel sent, re-used by the flush zero so "rotation stopped" doesn't
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/// also replace a plausible gravity vector with free-fall.
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var lastAccel: (Int16, Int16, Int16) = (0, 0, 0)
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// Hold-Select→guide gesture state (pf-client-core's `SelectGesture`, adapted to
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// this class's mask-diff model): a Select pressed ALONE is held out of the mask
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// until it resolves into a tap (delivered on release) or — past `guideHold` — a
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@@ -153,6 +160,15 @@ public final class GamepadCapture {
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/// everywhere but macOS). See `guideHold`.
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public let guideGesture: Bool
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#if os(iOS)
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/// Opt-in phone-gyro mirror (`DefaultsKey.gyroFromDevice`): while player 1's forwarded
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/// controller has no rotation sensor, this device's IMU sources pad 0's motion instead —
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/// for clip-on pads without a gyro. Session-scoped (the setting is read once here); nil
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/// when off, unavailable, or forwarding is off (the mirror is wire-only, so with nothing
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/// to send there is nothing to mirror). Engage/stand-down lives in `updateDeviceGyro`.
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private let deviceGyro: DeviceGyro?
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#endif
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public init(
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connection: PunktfunkConnection, manager: GamepadManager, forwarding: Bool = true,
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systemForward: Bool = true, guideGesture: Bool = false
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@@ -162,6 +178,17 @@ public final class GamepadCapture {
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self.forwarding = forwarding
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self.systemForward = systemForward
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self.guideGesture = guideGesture
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#if os(iOS)
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if forwarding, DeviceGyro.isAvailable,
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UserDefaults.standard.bool(forKey: DefaultsKey.gyroFromDevice) {
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deviceGyro = DeviceGyro { [weak connection] gyro, accel in
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// Thread-safe (sendMotion locks); pad 0 by the same rule as the rumble mirror.
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connection?.sendMotion(pad: 0, gyro: gyro, accel: accel)
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}
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} else {
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deviceGyro = nil
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}
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#endif
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}
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public func start() {
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@@ -187,6 +214,9 @@ public final class GamepadCapture {
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MainActor.assumeIsolated {
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self?.suspended = true
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self?.releaseAll()
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// The mirror pauses with capture (its stop parks the host pad's rotation
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// at zero — an overlay pull-down must not leave the game spinning).
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self?.updateDeviceGyro()
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}
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})
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observers.append(NotificationCenter.default.addObserver(
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@@ -199,11 +229,15 @@ public final class GamepadCapture {
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for slot in self.slots {
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if let ext = slot.controller.extendedGamepad { self.sync(slot, ext) }
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}
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self.updateDeviceGyro()
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}
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})
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}
|
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|
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public func stop() {
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#if os(iOS)
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deviceGyro?.stop()
|
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#endif
|
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closeAllSlots()
|
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forwardedSub = nil
|
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observers.forEach { NotificationCenter.default.removeObserver($0) }
|
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@@ -224,6 +258,8 @@ public final class GamepadCapture {
|
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}
|
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// A chord-holding pad may have just unplugged — re-evaluate so a stale hold disarms.
|
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updateEscapeChord()
|
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// Pad 0 may have changed hands — re-evaluate whether this device's IMU speaks for it.
|
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updateDeviceGyro()
|
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}
|
||||
|
||||
/// Open one forwarded controller on its assigned wire index: attach GC handlers, claim its
|
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@@ -561,6 +597,13 @@ public final class GamepadCapture {
|
||||
|
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private func forwardMotion(_ slot: Slot, _ m: GCMotion) {
|
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guard !suspended else { return }
|
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#if os(iOS)
|
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// While the phone-gyro mirror speaks for pad 0, the controller's own motion —
|
||||
// necessarily rotation-less, that's the engage condition — stays off the wire:
|
||||
// two writers on one pad's motion state would fight, and this accel-only stream
|
||||
// would keep stomping the mirror's gyro with zeros.
|
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if slot.pad == 0, deviceGyro?.isRunning == true { return }
|
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#endif
|
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let now = DispatchTime.now().uptimeNanoseconds
|
||||
guard now &- slot.lastMotionNs >= Self.motionIntervalNs else { return }
|
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slot.lastMotionNs = now
|
||||
@@ -579,18 +622,35 @@ public final class GamepadCapture {
|
||||
}
|
||||
let gs = GamepadWire.gyroLSBPerRadS
|
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let as_ = GamepadWire.accelLSBPerG
|
||||
wire?.sendMotion(
|
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pad: UInt8(slot.pad),
|
||||
gyro: (
|
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GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
|
||||
GamepadWire.motionRaw(Float(m.rotationRate.y), scale: gs),
|
||||
GamepadWire.motionRaw(Float(m.rotationRate.z), scale: gs)
|
||||
),
|
||||
accel: (
|
||||
GamepadWire.motionRaw(ax, scale: as_),
|
||||
GamepadWire.motionRaw(ay, scale: as_),
|
||||
GamepadWire.motionRaw(az, scale: as_)
|
||||
))
|
||||
let gyro = (
|
||||
GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
|
||||
GamepadWire.motionRaw(Float(m.rotationRate.y), scale: gs),
|
||||
GamepadWire.motionRaw(Float(m.rotationRate.z), scale: gs)
|
||||
)
|
||||
let accel = (
|
||||
GamepadWire.motionRaw(ax, scale: as_),
|
||||
GamepadWire.motionRaw(ay, scale: as_),
|
||||
GamepadWire.motionRaw(az, scale: as_)
|
||||
)
|
||||
if wire != nil {
|
||||
slot.motionSent = true
|
||||
slot.lastAccel = accel
|
||||
}
|
||||
wire?.sendMotion(pad: UInt8(slot.pad), gyro: gyro, accel: accel)
|
||||
}
|
||||
|
||||
/// Engage or stand down the phone-gyro mirror: it speaks for pad 0 exactly while a
|
||||
/// forwarded controller holds that index but can't rotate for itself — no `GCMotion`,
|
||||
/// or a motion object without a rotation rate (gravity-only pads, e.g. an Xbox pad on
|
||||
/// iOS). Re-evaluated on every reconcile and on suspend/resume; `DeviceGyro.stop`
|
||||
/// parks the host pad's rotation at zero, so standing down never strands a spin.
|
||||
private func updateDeviceGyro() {
|
||||
#if os(iOS)
|
||||
guard let gyro = deviceGyro else { return }
|
||||
let pad0 = slots.first { $0.pad == 0 }
|
||||
let wants = !suspended && pad0 != nil && pad0!.controller.motion?.hasRotationRate != true
|
||||
if wants { gyro.start() } else { gyro.stop() }
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Arm the disconnect timer when ANY forwarded pad holds the full escape chord, disarm the
|
||||
@@ -634,6 +694,14 @@ public final class GamepadCapture {
|
||||
wire?.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(f), active: false, x: 0, y: 0)
|
||||
slot.fingerActive[f] = false
|
||||
}
|
||||
// Motion is host-side STATE, re-emitted until replaced — a nonzero angular velocity
|
||||
// left behind reads as endless rotation (the gyro-sweep latch: Control Center
|
||||
// pull-down froze the last sample for as long as the overlay stayed up). Rest means
|
||||
// zero rotation; the last accel is kept so gravity doesn't become free-fall.
|
||||
if slot.motionSent {
|
||||
slot.motionSent = false
|
||||
wire?.sendMotion(pad: UInt8(slot.pad), gyro: (0, 0, 0), accel: slot.lastAccel)
|
||||
}
|
||||
}
|
||||
|
||||
/// Flush every open slot's held state (app deactivation) — keeps the slots open (GC just stops
|
||||
|
||||
@@ -193,6 +193,14 @@ public enum DefaultsKey {
|
||||
/// once per session by `GamepadFeedback`. The toggle is shown only where the device actually
|
||||
/// has a haptic actuator (no iPad/Mac/TV).
|
||||
public static let rumbleOnDevice = "punktfunk.rumbleOnDevice"
|
||||
/// Use this device's own gyroscope as player 1's motion when the forwarded controller has
|
||||
/// none of its own — for clip-on and third-party pads without an IMU, where the device body
|
||||
/// moves with the player's hands. The rumble mirror's sibling, data flowing the other way.
|
||||
/// Off by default (opt-in); read once per session by `GamepadCapture`, whose `DeviceGyro`
|
||||
/// mirror engages only while pad 0's controller reports no rotation rate (a real gyro pad
|
||||
/// always wins). The toggle is shown only where the device has motion hardware
|
||||
/// (`DeviceGyro.isAvailable`).
|
||||
public static let gyroFromDevice = "punktfunk.gyroFromDevice"
|
||||
/// Auto-wake on connect: when connecting to a saved host that isn't advertising on mDNS, fire
|
||||
/// Wake-on-LAN and, if the dial fails, wait for it to come back before retrying (the "Waking…"
|
||||
/// overlay). On by default. Turn off if a host that's already on just isn't seen on mDNS (a
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
// Pins the phone-gyro mirror's device→controller frame remap (DeviceGyro.swift). The matrix is
|
||||
// derived (like the wire scale constants), so these tests are the contract: if on-glass says an
|
||||
// axis is wrong, fix the enum AND these expectations together.
|
||||
|
||||
#if os(iOS)
|
||||
import UIKit
|
||||
import XCTest
|
||||
|
||||
@testable import PunktfunkKit
|
||||
|
||||
final class DeviceGyroRemapTests: XCTestCase {
|
||||
/// A distinct vector per axis so a swapped or flipped component can't cancel out.
|
||||
private let v: (x: Float, y: Float, z: Float) = (1, 2, 3)
|
||||
|
||||
func testPortraitIsIdentity() {
|
||||
let r = DeviceGyroRemap.identity.apply(x: v.x, y: v.y, z: v.z)
|
||||
XCTAssertEqual([r.x, r.y, r.z], [1, 2, 3])
|
||||
}
|
||||
|
||||
func testUpsideDownFlipsInPlane() {
|
||||
let r = DeviceGyroRemap.flipped.apply(x: v.x, y: v.y, z: v.z)
|
||||
XCTAssertEqual([r.x, r.y, r.z], [-1, -2, 3])
|
||||
}
|
||||
|
||||
/// Device top to the player's LEFT: player-right = device-bottom (−y), player-up =
|
||||
/// device-right (+x). z (out of the screen) never changes — the screen faces the player.
|
||||
func testTopLeftLandscape() {
|
||||
let r = DeviceGyroRemap.topLeft.apply(x: v.x, y: v.y, z: v.z)
|
||||
XCTAssertEqual([r.x, r.y, r.z], [-2, 1, 3])
|
||||
}
|
||||
|
||||
/// Device top to the player's RIGHT: player-right = device-top (+y), player-up =
|
||||
/// device-left (−x).
|
||||
func testTopRightLandscape() {
|
||||
let r = DeviceGyroRemap.topRight.apply(x: v.x, y: v.y, z: v.z)
|
||||
XCTAssertEqual([r.x, r.y, r.z], [2, -1, 3])
|
||||
}
|
||||
|
||||
/// Interface orientation → remap: `.landscapeRight` means the Home edge is on the
|
||||
/// player's right, i.e. the device top points LEFT (and vice versa).
|
||||
func testOrientationMapping() {
|
||||
XCTAssertEqual(DeviceGyroRemap(.portrait), .identity)
|
||||
XCTAssertEqual(DeviceGyroRemap(.portraitUpsideDown), .flipped)
|
||||
XCTAssertEqual(DeviceGyroRemap(.landscapeRight), .topLeft)
|
||||
XCTAssertEqual(DeviceGyroRemap(.landscapeLeft), .topRight)
|
||||
XCTAssertEqual(DeviceGyroRemap(.unknown), .identity)
|
||||
}
|
||||
|
||||
/// Every remap must stay a proper rotation (right-handed): x̂ × ŷ = ẑ after mapping.
|
||||
func testHandednessPreserved() {
|
||||
for remap in [DeviceGyroRemap.identity, .flipped, .topLeft, .topRight] {
|
||||
let x = remap.apply(x: 1, y: 0, z: 0)
|
||||
let y = remap.apply(x: 0, y: 1, z: 0)
|
||||
// Cross product of the two mapped in-plane basis vectors.
|
||||
let cross = (
|
||||
x: x.y * 0 - 0 * y.y, y: 0 * y.x - x.x * 0, z: x.x * y.y - x.y * y.x
|
||||
)
|
||||
XCTAssertEqual(cross.z, 1, "left-handed remap: \(remap)")
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Reference in New Issue
Block a user