feat(android): connected-controllers debug view (Settings → Host)
The client end of the "host doesn't see my gamepad" triage chain: a new ControllersScreen lists every InputDevice Android classifies as a gamepad/joystick (name, VID:PID, source classes, the punktfunk pad type it resolves to, rumble test) plus an "Other input devices" section — a pad behind a BT→USB adapter (the Pico 2W tester case) often enumerates with the adapter's identity or not as a gamepad at all, and this makes that visible on the device instead of over a bug report. A live input test (button chips + axis bars + raw last-keycode line) consumes pad events via new MainActivity probe hooks ahead of the focus-nav remap; hold B 1.2s to exit since the pad can't reach the toggle while captured. Gamepad grows pads()/isPad() (firstPad generalized). Kotlin compiles green (kit + app); on-device validation pending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -98,20 +98,20 @@ object Gamepad {
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}
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}
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/** First connected gamepad/joystick [InputDevice], or null when none is attached. */
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fun firstPad(): InputDevice? {
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for (id in InputDevice.getDeviceIds()) {
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val d = InputDevice.getDevice(id) ?: continue
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val s = d.sources
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if (s and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
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s and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
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) {
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return d
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}
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}
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return null
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/** True when [dev]'s source classes include gamepad or joystick. */
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fun isPad(dev: InputDevice?): Boolean {
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val s = dev?.sources ?: return false
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return s and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD ||
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s and InputDevice.SOURCE_JOYSTICK == InputDevice.SOURCE_JOYSTICK
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}
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/** All connected gamepad/joystick [InputDevice]s, in system enumeration order. */
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fun pads(): List<InputDevice> =
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InputDevice.getDeviceIds().toList().mapNotNull { InputDevice.getDevice(it) }.filter { isPad(it) }
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/** First connected gamepad/joystick [InputDevice], or null when none is attached. */
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fun firstPad(): InputDevice? = pads().firstOrNull()
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/**
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* The [GamepadPref] wire byte to send for the user's [setting] (the persisted gamepad index). A
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* non-Auto setting is passed through unchanged; "Automatic" ([PREF_AUTO]) resolves to a concrete
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