feat(apple): multi-controller support

Roll the pf-client-core slot pattern to the Apple client (Swift):

- GamepadManager tracks all connected GCControllers, assigning each a stable
  lowest-free wire pad index + concrete type, emitting GamepadArrival on
  connect and GamepadRemove on disconnect (index freed for reuse on re-plug).
- GamepadCapture binds every controller with per-controller Slot state
  (buttons/axes/fingers/motion), threading the pad index into flags on every
  event; GamepadWire/InputEvents carry the pad + the two new events.
- GamepadFeedback + RumbleRenderer go per-pad (rumbleByPad, slots[pad]),
  routing rumble/HID back to the correct controller by wire index.
- ContentView/Settings surface every forwarded controller.

pad 0 => flags 0, so single-controller wire is byte-identical. Cannot build
on the Linux dev box (no Swift toolchain / Apple frameworks); wire bytes
hand-checked against input.rs and GamepadWireTests extended for multi-pad.
CI apple.yml (swift build/test on macOS) is the compile gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-12 21:52:34 +02:00
parent 0ad4e6eff7
commit 97c67b2692
9 changed files with 470 additions and 192 deletions
@@ -133,8 +133,10 @@ extension SettingsView {
.foregroundStyle(.secondary)
}
Spacer()
if gamepads.active?.id == controller.id {
Text("In use")
// Every forwarded controller is surfaced (not just the primary `active`) with its
// wire pad index as a player number a pin forwards only one, Automatic forwards all.
if let pad = gamepads.padIndex(for: controller) {
Text("Player \(pad + 1)")
.font(.geist(11, .semibold, relativeTo: .caption2))
.padding(.horizontal, 8)
.padding(.vertical, 3)