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>
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@@ -59,6 +59,26 @@ public extension PunktfunkInputEvent {
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make(PUNKTFUNK_INPUT_KIND_GAMEPAD_AXIS.rawValue, code: axis, x: value, y: 0, flags: pad)
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}
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/// Declare a pad's controller KIND (`InputKind::GamepadArrival`): `pref` is the
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/// `GamepadType` wire byte (Auto=0, Xbox360=1, DualSense=2, XboxOne=3, DualShock4=4,
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/// SteamController=5, SteamDeck=6), `pad` the wire index. Sent once when a controller slot
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/// opens — BEFORE that pad's first input — so the host builds a matching virtual device and a
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/// session can mix types (pad 0 a DualSense, pad 1 an Xbox pad). The core re-sends it a few
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/// times against datagram loss and folds per-pad state behind it; a host that predates the tag
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/// ignores it and uses the session-default kind from the handshake. Idempotent on the host.
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static func gamepadArrival(pref: UInt32, pad: UInt32) -> PunktfunkInputEvent {
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make(PUNKTFUNK_INPUT_KIND_GAMEPAD_ARRIVAL.rawValue, code: pref, x: 0, y: 0, flags: pad)
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}
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/// A pad disconnected (`InputKind::GamepadRemove`): `flags` = pad index. The client sends the
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/// bare index; the core stamps the per-pad removal seq (`encode_gamepad_remove`) in the shared
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/// snapshot seq space and arms a loss-resistant re-send burst, so the host tears the pad's
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/// virtual device down and no reordered snapshot can resurrect it. A host that predates the tag
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/// ignores it (the pad then lingers until session end — the pre-existing behaviour).
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static func gamepadRemove(pad: UInt32) -> PunktfunkInputEvent {
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make(PUNKTFUNK_INPUT_KIND_GAMEPAD_REMOVE.rawValue, code: 0, x: 0, y: 0, flags: pad)
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}
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// Touch (host-side: libei ei_touchscreen on the virtual output). `id` distinguishes
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// fingers and is reusable after touchUp; coordinates are absolute pixels on the
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// client's touch surface, whose size rides in `flags` so the host can rescale —
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