feat(gamepad/apple): send Share/Create as BTN_MISC1 + pin wire bits to the C ABI
G5: buttonMask mapped the dedicated share/create/capture element onto BTN_BACK, the same bit as View (buttonOptions). On an Xbox-Series pad those are two distinct physical buttons, so Share was indistinguishable from View on the host and never delivered the capture bit the host already decodes (DualSense mute / Steam quick-access). Route it to BTN_MISC1 instead, matching the Rust client's `Button::Misc1 => wire::BTN_MISC1`. Adds `misc1` to GamepadWire and allButtons so a held capture button is released on flush like the others. (On-glass verify owed on a real Xbox-Series pad; a clone pad that exposes one button as both buttonOptions and Share now emits back+misc1 for it — harmless on a plain xpad session and rare otherwise.) G22 (partial): define paddle1..4 for wire completeness, but leave them out of buttonMask/allButtons until the GameController paddleButton1..4 ↔ BTN_PADDLE physical correspondence is confirmed on a real Elite pad. G15: replace the 3-bit spot-check with an exhaustive assertion of every GamepadWire button/axis constant against the generated C ABI header (punktfunk_core.h), so any Swift-side drift from punktfunk_core::input::gamepad fails CI. swift build + full PunktfunkKit suite green (124 passed, 5 skipped). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -26,11 +26,27 @@ public enum GamepadWire {
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public static let y: UInt32 = 0x8000
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/// DualSense touchpad click (Moonlight's extended-button bit position).
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public static let touchpadClick: UInt32 = 0x10_0000
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/// Misc / capture button — Xbox-Series Share, DualSense Create, Steam-Deck quick-access
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/// (Moonlight's extended-button namespace; `input::gamepad::BTN_MISC1`). The host routes it to
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/// the DualSense mute / Steam quick-access menu; a plain virtual xpad has no such button.
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public static let misc1: UInt32 = 0x0020_0000
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/// Back-grip paddles (Xbox Elite P1–P4 / DualSense Edge / Steam-Deck L4-L5-R4-R5), in
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/// Moonlight's extended-button namespace (`input::gamepad::BTN_PADDLE1..4`, R4/L4/R5/L5).
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/// Defined for wire completeness and pinned by the tests; `GamepadCapture.buttonMask` does not
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/// read them yet — the GameController `paddleButton1..4` ↔ BTN_PADDLE physical correspondence
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/// needs confirming on a real Elite pad first (see the gamepad-review-cleanup plan, G22), so
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/// they are intentionally absent from `allButtons` until that forwarding lands.
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public static let paddle1: UInt32 = 0x0001_0000
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public static let paddle2: UInt32 = 0x0002_0000
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public static let paddle3: UInt32 = 0x0004_0000
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public static let paddle4: UInt32 = 0x0008_0000
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/// Every button `buttonMask`/`sendGuide` can set — walked by `sync`'s transition diff and by
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/// `flush` on release. Paddles are excluded until their capture lands (see above).
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public static let allButtons: [UInt32] = [
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dpadUp, dpadDown, dpadLeft, dpadRight, start, back,
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leftStickClick, rightStickClick, leftShoulder, rightShoulder, guide,
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a, b, x, y, touchpadClick,
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a, b, x, y, touchpadClick, misc1,
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]
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public static let axisLSX: UInt32 = 0
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