feat(gamepad): add virtual Xbox One/Series + DualShock 4 pad types

Extends virtual-controller support beyond Xbox 360 + DualSense. Goal: a
physical Xbox One or PS4 pad on the client gets a near-native matching virtual
pad on the host, auto-resolved from the controller type.

Protocol/core:
- GamepadPref gains XboxOne (wire 3) + DualShock4 (wire 4); to_u8/from_u8/
  from_name/as_str + C ABI PUNKTFUNK_GAMEPAD_XBOXONE/_DUALSHOCK4 constants
  (compile-time guard ties them to the enum). Single-byte wire form is
  unchanged, so it's forward-compatible (older peers degrade to Auto).

Host (Linux):
- New UHID DualShock 4 backend (inject/dualshock4.rs) bound by hid-playstation:
  lightbar, touchpad, motion, rumble — DualSense minus adaptive triggers /
  player LEDs / mute. Reuses the DualSense pure state + button mapping; only the
  report byte layout, the real-DS4 HID descriptor, the GET_REPORT handshake
  (0x12 MAC mandatory; 0x02 calibration; 0xa3 firmware) and the touchpad
  resolution (1920x942) differ. Touchpad/motion ride the existing 0xCC plane,
  lightbar the 0xCD Led plane (deduped); rumble the universal 0xCA plane.
- Xbox One/Series is the uinput Xbox-360 backend parameterized with the One S
  USB identity (045e:02ea) for matching glyphs — XInput-identical otherwise.
- PadBackend dispatch + resolver handle both; off Linux the UHID pads and
  One/Series fold into Xbox 360. Windows-host DS4 (ViGEm) deferred.

Clients (auto-resolve physical pad -> virtual type, plus manual settings):
- Linux/Windows (SDL3): SDL_GAMEPAD_TYPE_PS4 -> DualShock 4, _XBOXONE ->
  Xbox One; PadInfo carries the resolved pref; DS4 touchpad/motion capture +
  lightbar already type-agnostic. Linux settings combo + label updated.
- Apple (GameController): GCDualShockGamepad/GCXboxGamepad detection, DS4
  touchpad capture, settings picker entries.
- Android (Kotlin): InputDevice VID/PID auto-detect (matching the other
  clients) + settings entries.
- probe: --gamepad help/aliases.

Also hardens the Android JNI boundary: wrap the teardown + poll-thread shims in
catch_unwind so a panic degrades to a logged no-op instead of aborting the app.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-21 13:34:44 +00:00
parent b3811ff72e
commit 3e6c9f6060
24 changed files with 1246 additions and 214 deletions
@@ -6,12 +6,14 @@
// full GCExtendedGamepad state on every valueChanged and diff against the previous
// snapshot. Sticks are ±32767 with +y = up (GC already matches, no flip), triggers 0...255.
//
// DualSense extras ride the rich-input plane (0xCC): touchpad contacts normalized
// PlayStation-pad extras ride the rich-input plane (0xCC): touchpad contacts normalized
// 0...65535 (origin top-left, +y down GC's ±1/+y-up is converted here) and motion
// samples in raw DualSense sensor units (gyro 20 LSB per deg/s, accel 10000 LSB per g
// derived from the host's fixed calibration blob; the conversion lives in ONE place,
// `Wire`, so a live sign/scale correction is a one-line change). The host ignores both
// unless the session's virtual pad is a DualSense.
// unless the session's virtual pad is a DualSense or DualShock 4 both carry a touchpad
// and motion, so the capture below covers either (`GCDualShockGamepad` exposes the same
// `touchpad*` surface as `GCDualSenseGamepad`).
//
// Unlike mouse/keyboard capture, gamepad forwarding is NOT gated on the mouse-capture
// toggle a controller can't click local UI, so it always drives the host while the app
@@ -154,8 +156,9 @@ public final class GamepadCapture {
releaseAll()
if let ext = bound?.extendedGamepad {
ext.valueChangedHandler = nil
(ext as? GCDualSenseGamepad)?.touchpadPrimary.valueChangedHandler = nil
(ext as? GCDualSenseGamepad)?.touchpadSecondary.valueChangedHandler = nil
let tp = Self.touchpad(ext)
tp?.primary.valueChangedHandler = nil
tp?.secondary.valueChangedHandler = nil
}
if let motion = bound?.motion {
motion.valueChangedHandler = nil
@@ -186,11 +189,11 @@ public final class GamepadCapture {
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0))
sync(ext)
if let ds = ext as? GCDualSenseGamepad {
ds.touchpadPrimary.valueChangedHandler = { [weak self] _, x, y in
if let tp = Self.touchpad(ext) {
tp.primary.valueChangedHandler = { [weak self] _, x, y in
MainActor.assumeIsolated { self?.touch(finger: 0, x: x, y: y) }
}
ds.touchpadSecondary.valueChangedHandler = { [weak self] _, x, y in
tp.secondary.valueChangedHandler = { [weak self] _, x, y in
MainActor.assumeIsolated { self?.touch(finger: 1, x: x, y: y) }
}
}
@@ -257,12 +260,29 @@ public final class GamepadCapture {
if g.buttonB.isPressed { b |= GamepadWire.b }
if g.buttonX.isPressed { b |= GamepadWire.x }
if g.buttonY.isPressed { b |= GamepadWire.y }
if (g as? GCDualSenseGamepad)?.touchpadButton.isPressed == true {
if Self.touchpad(g)?.button.isPressed == true {
b |= GamepadWire.touchpadClick
}
return b
}
/// The touchpad surface of a PlayStation pad present on both `GCDualSenseGamepad` and
/// `GCDualShockGamepad` (DualShock 4), which don't share a common touchpad type, so we
/// downcast either and project the identical `touchpad*` properties. `nil` for any other
/// controller (Xbox, MFi).
private static func touchpad(
_ g: GCExtendedGamepad
) -> (primary: GCControllerDirectionPad, secondary: GCControllerDirectionPad,
button: GCControllerButtonInput)? {
if let ds = g as? GCDualSenseGamepad {
return (ds.touchpadPrimary, ds.touchpadSecondary, ds.touchpadButton)
}
if let ds4 = g as? GCDualShockGamepad {
return (ds4.touchpadPrimary, ds4.touchpadSecondary, ds4.touchpadButton)
}
return nil
}
/// One touchpad finger moved. GC reports ±1 positions and snaps to exactly (0, 0) on
/// lift treated as the lift signal (a real finger landing on the precise center
/// momentarily reads as a lift; harmless for a 1-in-65k coincidence).
@@ -8,8 +8,9 @@
// trigger FX DualSenseTriggerEffect.parse GCDualSenseAdaptiveTrigger.
//
// Only pad 0 is rendered (exactly one controller is forwarded). HID-output traffic exists
// only on DualSense sessions the drain always polls both planes with short timeouts and
// never spins, so an Xbox session just renders rumble. GameController profile mutation
// only on PlayStation-pad sessions (a DualSense, or a DualShock 4 = lightbar only) the
// drain always polls both planes with short timeouts and never spins, so an Xbox session
// just renders rumble. GameController profile mutation
// happens on main; CHHapticEngine work on its own serial queue; the drain thread itself
// touches neither. When GamepadManager switches the active controller mid-session, the
// old pad is reset (triggers off, player index unset) and the last known feedback state
@@ -248,9 +249,12 @@ public final class GamepadFeedback {
public func start() {
guard !drainStarted else { return }
drainStarted = true
// No hidout traffic can exist on a non-DualSense session poll that plane
// nonblocking there and let rumble own the wait.
let hidTimeout: UInt32 = connection.resolvedGamepad == .dualSense ? 10 : 0
// Hidout traffic (lightbar / player LEDs / triggers) only exists on a PlayStation-pad
// session a DualSense or a DualShock 4 (lightbar only). Block briefly on it there and
// let rumble own the wait elsewhere; on an Xbox session it stays nonblocking.
let hasHidout = connection.resolvedGamepad == .dualSense
|| connection.resolvedGamepad == .dualShock4
let hidTimeout: UInt32 = hasHidout ? 10 : 0
let thread = Thread { [connection, flag, drainDone, weak self] in
while !flag.isStopped {
do {
@@ -30,11 +30,22 @@ public final class GamepadManager: ObservableObject {
public let productCategory: String
/// The full extended profile exists only these are forwardable.
public let isExtended: Bool
public let isDualSense: Bool
/// The virtual-pad type a physical match resolves to under `.auto`: DualSense
/// `.dualSense`, DualShock 4 `.dualShock4`, an Xbox pad `.xboxOne`, anything
/// else `.xbox360`. (`.auto` is never stored here.)
public let kind: PunktfunkConnection.GamepadType
public let hasLight: Bool
public let hasHaptics: Bool
public let hasMotion: Bool
public let hasAdaptiveTriggers: Bool
/// Specifically a DualSense gates the DualSense-only feedback (adaptive triggers,
/// player LEDs) and the PlayStation glyph in Settings.
public var isDualSense: Bool { kind == .dualSense }
/// A PlayStation pad with a touchpad + motion (DualSense OR DualShock 4) gates
/// rich-input CAPTURE (touchpad contacts + gyro/accel on plane 0xCC).
public var hasTouchpadAndMotion: Bool {
kind == .dualSense || kind == .dualShock4
}
/// 0...1, nil when the controller doesn't report a battery (e.g. wired).
public let batteryLevel: Float?
public let isCharging: Bool
@@ -102,7 +113,8 @@ public final class GamepadManager: ObservableObject {
/// Connect-time resolution of the user's controller-type setting: an explicit choice
/// wins; `.auto` matches the virtual pad to the active physical controller (DualSense
/// DualSense, anything else Xbox 360); no controller at all defers to the host.
/// DualSense, DualShock 4 DualShock 4, an Xbox pad Xbox One, anything else Xbox
/// 360); no controller at all defers to the host.
public func resolveType(
setting: PunktfunkConnection.GamepadType
) -> PunktfunkConnection.GamepadType {
@@ -113,7 +125,7 @@ public final class GamepadManager: ObservableObject {
// pad. `rebuild()` re-reads `GCController.controllers()` synchronously, closing that race.
rebuild()
guard let active else { return .auto }
return active.isDualSense ? .dualSense : .xbox360
return active.kind
}
private func noteConnected(_ c: GCController) {
@@ -152,20 +164,38 @@ public final class GamepadManager: ObservableObject {
private static func describe(_ c: GCController, id: String) -> DiscoveredController {
let extended = c.extendedGamepad
let ds = extended as? GCDualSenseGamepad
let kind = padKind(extended)
return DiscoveredController(
id: id,
name: c.vendorName ?? c.productCategory,
productCategory: c.productCategory,
isExtended: extended != nil,
isDualSense: ds != nil,
kind: kind,
hasLight: c.light != nil,
hasHaptics: c.haptics != nil,
hasMotion: c.motion != nil,
// GCDualSenseGamepad's triggers are GCDualSenseAdaptiveTrigger by declaration.
hasAdaptiveTriggers: ds != nil,
// GCDualSenseGamepad's triggers are GCDualSenseAdaptiveTrigger by declaration; the
// DualShock 4 has none.
hasAdaptiveTriggers: kind == .dualSense,
batteryLevel: c.battery.flatMap { $0.batteryLevel >= 0 ? $0.batteryLevel : nil },
isCharging: c.battery?.batteryState == .charging,
controller: c)
}
/// Resolve a physical controller's matching virtual-pad type from its GameController
/// subclass. Detection order (all are `: GCExtendedGamepad`): DualSense first, then
/// DualShock 4, then any Xbox pad, else fall back to Xbox 360. A non-extended / absent
/// profile also falls back to `.xbox360` (it's never forwarded anyway).
private static func padKind(
_ extended: GCExtendedGamepad?
) -> PunktfunkConnection.GamepadType {
guard let extended else { return .xbox360 }
// Deployment floor (macOS 14 / iOS 17 / tvOS 17) clears every introduction version
// here, so no `@available` guard is needed matching the unguarded
// `GCDualSenseGamepad` use elsewhere in the package.
if extended is GCDualSenseGamepad { return .dualSense }
if extended is GCDualShockGamepad { return .dualShock4 }
if extended is GCXboxGamepad { return .xboxOne }
return .xbox360
}
}
@@ -170,13 +170,18 @@ public final class PunktfunkConnection {
/// Which virtual gamepad the host creates for this session's pads (the
/// `PUNKTFUNK_GAMEPAD_*` ABI values). `.auto` lets the host decide (its env var, else
/// X-Box 360); `.dualSense` is honored only on hosts with UHID (Linux) games then see
/// a real DualSense and their lightbar / adaptive-trigger writes come back on the
/// HID-output plane (`nextHidOutput`). The host's actual choice is `resolvedGamepad`.
/// X-Box 360); `.dualSense` / `.dualShock4` are honored only on hosts with UHID (Linux)
/// games then see a real PlayStation pad and its lightbar (and, on a DualSense,
/// adaptive-trigger / player-LED) writes come back on the HID-output plane
/// (`nextHidOutput`). `.xboxOne` is an X-Box-Series-glyph variant of `.xbox360` (same
/// buttons/sticks/triggers + rumble, no touchpad/motion/lightbar). The host's actual
/// choice is `resolvedGamepad`.
public enum GamepadType: UInt32, CaseIterable, Sendable {
case auto = 0
case xbox360 = 1
case dualSense = 2
case xboxOne = 3
case dualShock4 = 4
/// Loose name parsing for env/dev hooks, mirroring the host's
/// `GamepadPref::from_name`.
@@ -184,7 +189,9 @@ public final class PunktfunkConnection {
switch name.lowercased() {
case "auto", "default": self = .auto
case "xbox", "xbox360", "x360", "uinput": self = .xbox360
case "dualsense", "ds", "ps5": self = .dualSense
case "dualsense", "ds", "ds5", "ps5": self = .dualSense
case "xboxone", "xbox-one", "xboxseries", "series": self = .xboxOne
case "dualshock4", "dualshock", "ds4", "ps4": self = .dualShock4
default: return nil
}
}
@@ -497,10 +504,11 @@ public final class PunktfunkConnection {
case triggerEffect(pad: UInt8, which: UInt8, effect: [UInt8])
}
/// Pull the next DualSense feedback event (lightbar / player LEDs / adaptive triggers);
/// nil on timeout, throws `.closed` once the session ended. Drain from the (single)
/// feedback thread, alongside `nextRumble`. Nothing ever arrives unless
/// `resolvedGamepad == .dualSense` poll with a short timeout, never spin.
/// Pull the next PlayStation-pad feedback event (lightbar / player LEDs / adaptive
/// triggers); nil on timeout, throws `.closed` once the session ended. Drain from the
/// (single) feedback thread, alongside `nextRumble`. Nothing arrives unless the session's
/// virtual pad is a DualSense (all three) or a DualShock 4 (lightbar only) poll with a
/// short timeout, never spin.
public func nextHidOutput(timeoutMs: UInt32 = 0) throws -> HidOutputEvent? {
feedbackLock.lock()
defer { feedbackLock.unlock() }