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>
This commit is contained in:
2026-07-13 11:14:26 +02:00
parent 5cd66eca59
commit 68b9f108ab
3 changed files with 69 additions and 8 deletions
@@ -27,11 +27,16 @@ final class GamepadWireTests: XCTestCase {
XCTAssertEqual(GamepadWire.x, 0x4000)
XCTAssertEqual(GamepadWire.y, 0x8000)
XCTAssertEqual(GamepadWire.touchpadClick, 0x10_0000)
XCTAssertEqual(GamepadWire.misc1, 0x0020_0000)
// Every button is enumerated exactly once (releaseAll walks this list).
let combined: UInt32 = GamepadWire.allButtons.reduce(0) { $0 | $1 }
XCTAssertEqual(combined, 0x0010_F7FF)
XCTAssertEqual(GamepadWire.allButtons.count, 16)
XCTAssertEqual(combined, 0x0030_F7FF)
XCTAssertEqual(GamepadWire.allButtons.count, 17)
XCTAssertEqual(GamepadWire.allButtons.count, Set(GamepadWire.allButtons).count)
// Paddles are defined but not yet forwarded, so they stay out of allButtons for now.
for paddle in [GamepadWire.paddle1, GamepadWire.paddle2, GamepadWire.paddle3, GamepadWire.paddle4] {
XCTAssertFalse(GamepadWire.allButtons.contains(paddle))
}
// Axis ids.
XCTAssertEqual(GamepadWire.axisLSX, 0)
XCTAssertEqual(GamepadWire.axisLSY, 1)
@@ -41,6 +46,42 @@ final class GamepadWireTests: XCTestCase {
XCTAssertEqual(GamepadWire.axisRT, 5)
}
func testButtonBitsMatchTheCABIVerbatim() {
// Assert EVERY wire constant against the generated C ABI header (punktfunk_core.h, the same
// source `punktfunk_core::input::gamepad` emits), so a Swift-side edit that drifts from the
// Rust contract fails CI not just the handful spot-checked above. (Cross-cutting review
// finding G15: the button values were re-declared per client with only a 3-of-19 check.)
XCTAssertEqual(GamepadWire.dpadUp, UInt32(PUNKTFUNK_BTN_DPAD_UP))
XCTAssertEqual(GamepadWire.dpadDown, UInt32(PUNKTFUNK_BTN_DPAD_DOWN))
XCTAssertEqual(GamepadWire.dpadLeft, UInt32(PUNKTFUNK_BTN_DPAD_LEFT))
XCTAssertEqual(GamepadWire.dpadRight, UInt32(PUNKTFUNK_BTN_DPAD_RIGHT))
XCTAssertEqual(GamepadWire.start, UInt32(PUNKTFUNK_BTN_START))
XCTAssertEqual(GamepadWire.back, UInt32(PUNKTFUNK_BTN_BACK))
XCTAssertEqual(GamepadWire.leftStickClick, UInt32(PUNKTFUNK_BTN_LS_CLICK))
XCTAssertEqual(GamepadWire.rightStickClick, UInt32(PUNKTFUNK_BTN_RS_CLICK))
XCTAssertEqual(GamepadWire.leftShoulder, UInt32(PUNKTFUNK_BTN_LB))
XCTAssertEqual(GamepadWire.rightShoulder, UInt32(PUNKTFUNK_BTN_RB))
XCTAssertEqual(GamepadWire.guide, UInt32(PUNKTFUNK_BTN_GUIDE))
XCTAssertEqual(GamepadWire.a, UInt32(PUNKTFUNK_BTN_A))
XCTAssertEqual(GamepadWire.b, UInt32(PUNKTFUNK_BTN_B))
XCTAssertEqual(GamepadWire.x, UInt32(PUNKTFUNK_BTN_X))
XCTAssertEqual(GamepadWire.y, UInt32(PUNKTFUNK_BTN_Y))
XCTAssertEqual(GamepadWire.touchpadClick, UInt32(PUNKTFUNK_BTN_TOUCHPAD))
XCTAssertEqual(GamepadWire.misc1, UInt32(PUNKTFUNK_GAMEPAD_BTN_MISC1))
XCTAssertEqual(GamepadWire.paddle1, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE1))
XCTAssertEqual(GamepadWire.paddle2, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE2))
XCTAssertEqual(GamepadWire.paddle3, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE3))
XCTAssertEqual(GamepadWire.paddle4, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE4))
// Axis ids and pad count share the same header.
XCTAssertEqual(GamepadWire.axisLSX, UInt32(PUNKTFUNK_AXIS_LS_X))
XCTAssertEqual(GamepadWire.axisLSY, UInt32(PUNKTFUNK_AXIS_LS_Y))
XCTAssertEqual(GamepadWire.axisRSX, UInt32(PUNKTFUNK_AXIS_RS_X))
XCTAssertEqual(GamepadWire.axisRSY, UInt32(PUNKTFUNK_AXIS_RS_Y))
XCTAssertEqual(GamepadWire.axisLT, UInt32(PUNKTFUNK_AXIS_LT))
XCTAssertEqual(GamepadWire.axisRT, UInt32(PUNKTFUNK_AXIS_RT))
XCTAssertEqual(GamepadWire.maxPads, Int(MAX_PADS))
}
func testPadIndexRidesFlagsOnEveryPerPadEvent() {
// The wire pad index is the low byte of `flags` (punktfunk_core::input) on button + axis.
let btn = PunktfunkInputEvent.gamepadButton(GamepadWire.a, down: true, pad: 3)