feat(client): opt-in "Rumble on this phone" mirrors pad-0 rumble onto the device
iOS + Android: a new opt-in setting mirrors controller 1's rumble onto the device's own actuator (Apple RumbleRenderer Actuator.device / CoreHaptics, Android deviceBodyVibrator), so a motor-less clip-on pad still gives haptic feedback through the phone/tablet it's clamped to. Default off; wired through the gamepad settings on both platforms. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -49,12 +49,14 @@ import androidx.compose.ui.draw.clip
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import androidx.compose.ui.graphics.Color
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import androidx.compose.ui.graphics.graphicsLayer
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import androidx.compose.ui.platform.LocalConfiguration
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import androidx.compose.ui.platform.LocalContext
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import androidx.compose.ui.text.font.FontWeight
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import androidx.compose.ui.text.style.TextOverflow
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import androidx.compose.ui.unit.dp
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import androidx.compose.ui.unit.sp
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import dev.chrisbanes.haze.HazeState
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import dev.chrisbanes.haze.hazeSource
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import io.unom.punktfunk.kit.deviceBodyVibrator
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// The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView:
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// the couch-relevant subset of the touch settings restyled as a console page and fully navigable with
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@@ -82,7 +84,10 @@ fun GamepadSettingsScreen(
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var s by remember { mutableStateOf(initial) }
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fun update(next: Settings) { s = next; onChange(next) }
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val rows = buildSettingsRows(s, ::update)
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val context = LocalContext.current
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// Gates the "Rumble on this phone" row — a TV box has no body vibrator to mirror onto.
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val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
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val rows = buildSettingsRows(s, hasBodyVibrator, ::update)
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var focus by remember { mutableIntStateOf(0) }
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if (focus > rows.lastIndex) focus = rows.lastIndex
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// The direction the focused value last stepped (+1 forward / -1 back) — drives which way the
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@@ -257,8 +262,13 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
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}
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}
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/** Build the console settings rows from the current [Settings], writing through [update]. */
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private fun buildSettingsRows(s: Settings, update: (Settings) -> Unit): List<GpRow> {
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/** Build the console settings rows from the current [Settings], writing through [update].
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* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs). */
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private fun buildSettingsRows(
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s: Settings,
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hasBodyVibrator: Boolean,
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update: (Settings) -> Unit,
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): List<GpRow> {
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fun <T> choice(
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id: String, header: String?, label: String, detail: String,
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options: List<Pair<T, String>>, current: T, write: (T) -> Unit,
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@@ -354,7 +364,18 @@ private fun buildSettingsRows(s: Settings, update: (Settings) -> Unit): List<GpR
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"The virtual pad the host creates — Automatic matches this controller.",
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GAMEPAD_OPTIONS.mapIndexed { i, lbl -> i to lbl }, s.gamepad,
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) { update(s.copy(gamepad = it)) },
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) + listOfNotNull(
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if (hasBodyVibrator) {
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toggle(
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"phoneRumble", null, "Rumble on this phone",
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"Also play controller 1's rumble on this phone's own vibration motor — " +
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"for clip-on pads without rumble motors.",
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s.rumbleOnPhone,
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) { update(s.copy(rumbleOnPhone = it)) }
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} else {
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null
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},
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) + listOf(
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choice(
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"hud", "Interface", "Statistics overlay",
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"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
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@@ -82,6 +82,14 @@ data class Settings(
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* otherwise misfire and wait out its timeout despite the host already being reachable.
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*/
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val autoWakeEnabled: Boolean = true,
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/**
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* Opt-in: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
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* phone's own vibration motor — for clip-on gamepads that ship without rumble motors, where
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* the phone body is the only actuator in the player's hands. Off by default; read once per
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* session by StreamScreen (it hands GamepadFeedback the device vibrator only when set). The
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* toggle is hidden on devices without a vibrator (TVs), where this would be a silent no-op.
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*/
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val rumbleOnPhone: Boolean = false,
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)
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/** [Settings.touchMode] values; persisted by name. */
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@@ -142,6 +150,7 @@ class SettingsStore(context: Context) {
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libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
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lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
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autoWakeEnabled = prefs.getBoolean(K_AUTO_WAKE, true),
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rumbleOnPhone = prefs.getBoolean(K_RUMBLE_ON_PHONE, false),
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)
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fun save(s: Settings) {
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@@ -162,6 +171,7 @@ class SettingsStore(context: Context) {
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.putBoolean(K_LIBRARY, s.libraryEnabled)
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.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
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.putBoolean(K_AUTO_WAKE, s.autoWakeEnabled)
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.putBoolean(K_RUMBLE_ON_PHONE, s.rumbleOnPhone)
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.apply()
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}
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@@ -197,6 +207,7 @@ class SettingsStore(context: Context) {
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*/
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const val K_LOW_LATENCY = "low_latency_mode_v2"
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const val K_AUTO_WAKE = "auto_wake_enabled"
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const val K_RUMBLE_ON_PHONE = "rumble_on_phone"
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/** Legacy Boolean the enum replaced — read once as the migration default, never written. */
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const val K_TRACKPAD = "trackpad_mode"
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@@ -69,6 +69,7 @@ import androidx.compose.ui.text.input.KeyboardType
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import androidx.compose.ui.unit.dp
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import androidx.core.content.ContextCompat
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import io.unom.punktfunk.kit.VideoDecoders
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import io.unom.punktfunk.kit.deviceBodyVibrator
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/**
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* Stream settings, organised as an iOS-Settings / Android-system-settings style list of category
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@@ -414,6 +415,18 @@ private fun ControlsSettings(s: Settings, update: (Settings) -> Unit, onOpenCont
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subtitle = "What the app detects, with a live input test",
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onClick = onOpenControllers,
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)
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// Only where the device has a body vibrator to mirror onto (a TV box doesn't).
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val context = LocalContext.current
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val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
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if (hasBodyVibrator) {
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ToggleRow(
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title = "Rumble on this phone",
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subtitle = "Also play controller 1's rumble on this phone's own vibration " +
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"motor — for clip-on pads without rumble motors",
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checked = s.rumbleOnPhone,
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onCheckedChange = { on -> update(s.copy(rumbleOnPhone = on)) },
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)
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}
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}
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}
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@@ -41,6 +41,7 @@ import androidx.core.view.WindowInsetsCompat
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import androidx.core.view.WindowInsetsControllerCompat
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import io.unom.punktfunk.kit.GamepadFeedback
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import io.unom.punktfunk.kit.GamepadRouter
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import io.unom.punktfunk.kit.deviceBodyVibrator
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import io.unom.punktfunk.kit.NativeBridge
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import io.unom.punktfunk.kit.VideoDecoders
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import java.util.concurrent.atomic.AtomicBoolean
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@@ -201,8 +202,13 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
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activity?.setConsoleHighRefreshRate(false) // let the decoder's setFrameRate pick the panel rate
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// Host→client feedback (rumble + DualSense lightbar/LEDs), routed to each controller by pad
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// index via the router; poll threads stopped + joined before the router is released and the
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// session closed.
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val feedback = GamepadFeedback(handle, router).also { it.start() }
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// session closed. "Rumble on this phone" (opt-in) additionally mirrors controller 1's
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// rumble onto the device's own vibrator — for clip-on pads without rumble motors.
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val feedback = GamepadFeedback(
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handle,
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router,
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deviceVibrator = if (initialSettings.rumbleOnPhone) deviceBodyVibrator(context) else null,
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).also { it.start() }
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// Free a disconnected controller's rumble/lights bindings promptly (else the open lights
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// session leaks until the session ends). The router owns hot-plug; the feedback owns the binds.
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router.onSlotClosed = feedback::onDeviceRemoved
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@@ -1,5 +1,6 @@
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package io.unom.punktfunk.kit
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import android.content.Context
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import android.graphics.Color
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import android.hardware.lights.Light
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import android.hardware.lights.LightState
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@@ -33,8 +34,18 @@ import java.nio.ByteBuffer
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*
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* With no controller connected (emulator) rumble/lights become logged no-ops — exactly the
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* verification path; the `Log.i` receipt lines fire regardless of rendering hardware.
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*
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* [deviceVibrator] is the opt-in phone mirror ("Rumble on this phone", off by default): when
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* non-null, rumble the host addresses to wire pad 0 (controller 1) is ALSO played on this
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* device's own vibration motor — for clip-on gamepads that ship without rumble motors, where the
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* phone body is the only actuator in the player's hands. StreamScreen passes it only when the
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* setting is on (see [deviceBodyVibrator]).
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*/
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class GamepadFeedback(private val handle: Long, private val router: GamepadRouter?) {
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class GamepadFeedback(
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private val handle: Long,
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private val router: GamepadRouter?,
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private val deviceVibrator: Vibrator? = null,
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) {
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private companion object {
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const val TAG = "pf.feedback"
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const val TAG_LED: Byte = 0x01
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@@ -127,7 +138,9 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
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runCatching { hidoutThread?.join() }
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rumbleThread = null
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hidoutThread = null
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// Threads are dead — drop any held rumble and close every lights session.
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// Threads are dead — drop any held rumble (incl. the phone mirror's) and close every
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// lights session.
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runCatching { deviceVibrator?.cancel() }
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synchronized(bindsLock) {
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for (b in rumbleBinds.values) b?.let {
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runCatching { it.vm?.cancel() }
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@@ -203,6 +216,11 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
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*/
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private fun renderRumble(pad: Int, low: Int, high: Int, durationMs: Long) {
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Log.i(TAG, "rumble pad=$pad low=$low high=$high ttlMs=$durationMs") // verification line — BEFORE any no-op return
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// Opt-in phone mirror, BEFORE the controller-bind early-return: the exact pads this
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// serves have no vibrator of their own, so their bind below is null. It follows
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// controller 1 unconditionally rather than only motor-less pads — capability probing
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// already decided the bind, and the user opted in.
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if (pad == 0) renderDeviceRumble(low, high, durationMs)
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val bind = rumbleBindFor(pad) ?: return
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val lo = toAmplitude(low)
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val hi = toAmplitude(high)
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@@ -246,6 +264,29 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
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}
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}
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/**
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* The opt-in phone mirror: play a wire-pad-0 rumble on this device's own vibration motor —
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* one physical actuator, so both wire motors blend into one effect (the same blend as the
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* single-motor controller path). Same envelope semantics too: a one-shot held for the host's
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* TTL, cancel on (0,0).
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*/
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private fun renderDeviceRumble(low: Int, high: Int, durationMs: Long) {
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val v = deviceVibrator ?: return
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val lo = toAmplitude(low)
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val hi = toAmplitude(high)
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if (lo == 0 && hi == 0) {
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runCatching { v.cancel() } // (0,0) = stop
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return
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}
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val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
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runCatching {
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v.vibrate(
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if (v.hasAmplitudeControl()) oneShot(a, durationMs)
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else oneShot(VibrationEffect.DEFAULT_AMPLITUDE, durationMs)
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)
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}
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}
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// 0..0xFFFF → 1..255 (high byte); a nonzero motor never collapses to 0.
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private fun toAmplitude(v16: Int): Int {
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val a = (v16 ushr 8) and 0xFF
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@@ -349,3 +390,18 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
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}
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}
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}
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/**
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* This device's own body vibrator (the phone, not a controller), or null where there is none
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* (TVs) — gates the "Rumble on this phone" setting's visibility and feeds
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* [GamepadFeedback.deviceVibrator] when it's on.
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*/
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fun deviceBodyVibrator(context: Context): Vibrator? {
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val v = if (Build.VERSION.SDK_INT >= 31) {
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context.getSystemService(VibratorManager::class.java)?.defaultVibrator
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} else {
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@Suppress("DEPRECATION")
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context.getSystemService(Context.VIBRATOR_SERVICE) as? Vibrator
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}
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return v?.takeIf { it.hasVibrator() }
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}
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@@ -15,6 +15,9 @@ import PunktfunkKit
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import SwiftUI
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#if os(iOS) || os(macOS) || os(tvOS)
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import GameController
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#if os(iOS)
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import CoreHaptics
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#endif
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struct GamepadSettingsView: View {
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@Environment(\.dismiss) private var dismiss
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@@ -38,6 +41,9 @@ struct GamepadSettingsView: View {
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@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
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@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
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@AppStorage(DefaultsKey.presenter) private var presenter = SettingsOptions.presenterDefault
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#if os(iOS)
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@AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false
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#endif
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@ObservedObject private var gamepads = GamepadManager.shared
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#if os(iOS)
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@@ -230,7 +236,7 @@ struct GamepadSettingsView: View {
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.map { (label: "\($0) Hz", tag: $0) }
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let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
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let controllers = SettingsOptions.controllerOptions(gamepads)
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return [
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var list: [Row] = [
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choiceRow(
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id: "resolution", header: "Stream", icon: "aspectratio",
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label: "Resolution",
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@@ -329,6 +335,23 @@ struct GamepadSettingsView: View {
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detail: "Turn off to use the touch interface even with a controller connected.",
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value: $gamepadUIEnabled),
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]
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#if os(iOS)
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// The device-rumble mirror slots in after "Controller type" (staying inside the
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// Controller group — the next row carries the "Interface" header). iPhone only in
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// practice: hidden where the device itself can't play haptics (iPad).
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if CHHapticEngine.capabilitiesForHardware().supportsHaptics,
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let at = list.firstIndex(where: { $0.id == "padType" }) {
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list.insert(
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toggleRow(
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id: "deviceRumble", icon: "iphone.radiowaves.left.and.right",
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label: "Rumble on this iPhone",
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detail: "Also play player 1's rumble on the phone's own Taptic Engine — "
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+ "for clip-on pads without rumble motors.",
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value: $rumbleOnDevice),
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at: at + 1)
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}
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#endif
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return list
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}
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/// Resolution choices as "WxH" tags — the current size is inserted when it's a custom mode
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@@ -1,6 +1,9 @@
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// SettingsView's shared sections — each setting's Section is defined exactly once here and
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// composed by the per-platform bodies in SettingsView.swift.
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#if os(iOS)
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import CoreHaptics
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#endif
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import PunktfunkKit
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import SwiftUI
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@@ -471,6 +474,12 @@ extension SettingsView {
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Text(option.label).tag(option.tag)
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}
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}
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#if os(iOS)
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// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
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if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
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Toggle("Rumble on this iPhone", isOn: $rumbleOnDevice)
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}
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#endif
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#if !os(tvOS)
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Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
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#endif
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@@ -487,6 +496,11 @@ extension SettingsView {
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// for its own footer and has no such toggle to describe.
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VStack(alignment: .leading, spacing: 6) {
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Text(Self.controllersFooter)
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#if os(iOS)
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if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
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Text(Self.deviceRumbleFooter)
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}
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#endif
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#if !os(tvOS)
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Text(Self.gamepadUIFooter)
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#endif
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@@ -88,6 +88,13 @@ extension SettingsView {
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+ "controller (a DualSense keeps adaptive triggers, lightbar, touchpad and motion). "
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+ "Applies from the next session."
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#if os(iOS)
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static let deviceRumbleFooter =
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"Rumble on this iPhone plays player 1's rumble on the phone's own Taptic Engine as "
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+ "well — for clip-on controllers that have no rumble motors of their own. Applies "
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+ "from the next session."
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#endif
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#if !os(tvOS)
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static let gamepadUIFooter =
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"When a controller connects, the host list and library switch to a controller-"
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@@ -55,6 +55,7 @@ struct SettingsView: View {
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#if os(iOS)
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@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
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@AppStorage(DefaultsKey.touchMode) var touchMode = TouchInputMode.trackpad.rawValue
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@AppStorage(DefaultsKey.rumbleOnDevice) var rumbleOnDevice = false
|
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// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
|
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// Width class decides the initial value: nil on iPhone (show the category list first),
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// General on iPad (a two-column layout should never open with an empty detail).
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@@ -20,6 +20,7 @@
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// (triggers off, player index unset) and its renderer silenced.
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import Combine
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import CoreHaptics
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import Foundation
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import GameController
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@@ -50,9 +51,26 @@ public final class GamepadFeedback {
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private let routingLock = NSLock()
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private var rumbleByPad: [UInt8: RumbleRenderer] = [:]
|
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|
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/// Opt-in device mirror (`DefaultsKey.rumbleOnDevice`, iPhone only): rumble the host
|
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/// addresses to controller 1 (wire pad 0) is ALSO rendered on this device's own Taptic
|
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/// Engine — for phone-clip pads that ship without rumble motors, where the phone body is the
|
||||
/// only actuator in the player's hands. Session-scoped (the setting is read once here); nil
|
||||
/// when off or where the device has no haptic actuator.
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private let deviceRumble: RumbleRenderer?
|
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|
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public init(connection: PunktfunkConnection, manager: GamepadManager) {
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self.connection = connection
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self.manager = manager
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#if os(iOS)
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if UserDefaults.standard.bool(forKey: DefaultsKey.rumbleOnDevice),
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CHHapticEngine.capabilitiesForHardware().supportsHaptics {
|
||||
deviceRumble = RumbleRenderer(policy: .session, actuator: .device)
|
||||
} else {
|
||||
deviceRumble = nil
|
||||
}
|
||||
#else
|
||||
deviceRumble = nil
|
||||
#endif
|
||||
// Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing
|
||||
// an implicit strong one — and the subscription (stored on self) never retain-cycles.
|
||||
Task { @MainActor [weak self] in
|
||||
@@ -189,6 +207,7 @@ public final class GamepadFeedback {
|
||||
return r
|
||||
}
|
||||
for r in renderers { r.stop() }
|
||||
deviceRumble?.stop()
|
||||
// Drop the subscription and every dead pad's cached feedback — a controller change after
|
||||
// teardown must not replay this session's triggers/LEDs.
|
||||
Task { @MainActor in
|
||||
@@ -203,6 +222,10 @@ public final class GamepadFeedback {
|
||||
private func routeRumble(pad: UInt8, low: UInt16, high: UInt16, ttlMs: UInt32) {
|
||||
let renderer = withRouting { rumbleByPad[pad] }
|
||||
renderer?.apply(low: low, high: high, ttlMs: ttlMs)
|
||||
// The opt-in device mirror follows controller 1 unconditionally — the pads it exists for
|
||||
// have no motors (their renderer above no-ops), and mirroring deliberately isn't gated on
|
||||
// that: capability probing can't see a motor-less MFi pad, and the user opted in.
|
||||
if pad == 0 { deviceRumble?.apply(low: low, high: high, ttlMs: ttlMs) }
|
||||
}
|
||||
|
||||
private func withRouting<R>(_ body: () -> R) -> R {
|
||||
|
||||
@@ -119,8 +119,19 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
static let manual = Policy(staleAfter: nil)
|
||||
}
|
||||
|
||||
/// Which physical actuator this renderer drives: the forwarded controller's haptics engine
|
||||
/// (the default), or THIS device's own Taptic Engine (`CHHapticEngine()`) — the opt-in
|
||||
/// "rumble on this device" mirror for phone-clip pads that ship without rumble motors.
|
||||
/// Device mode ignores `retarget`'s controller and always renders one combined motor
|
||||
/// (a phone body has a single actuator).
|
||||
enum Actuator {
|
||||
case controller
|
||||
case device
|
||||
}
|
||||
|
||||
private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
|
||||
private let policy: Policy
|
||||
private let actuator: Actuator
|
||||
|
||||
/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
|
||||
/// A PLAIN pattern player on purpose: the controller haptics server (gamecontrollerd)
|
||||
@@ -198,8 +209,9 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
((0, 0), DispatchTime(uptimeNanoseconds: 0))
|
||||
#endif
|
||||
|
||||
init(policy: Policy = .session) {
|
||||
init(policy: Policy = .session, actuator: Actuator = .controller) {
|
||||
self.policy = policy
|
||||
self.actuator = actuator
|
||||
}
|
||||
|
||||
/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
|
||||
@@ -468,6 +480,10 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
/// high = right/light — the Xbox/XInput convention the wire carries); one combined
|
||||
/// engine otherwise, driven by whichever amplitude is stronger.
|
||||
private func setup() {
|
||||
if actuator == .device {
|
||||
setupDevice()
|
||||
return
|
||||
}
|
||||
guard let haptics = controller?.haptics else {
|
||||
// No haptics engine at all — an Xbox controller on an OS/firmware that doesn't expose
|
||||
// rumble through GameController (works on Android via the standard Vibrator path, but
|
||||
@@ -517,10 +533,41 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
}
|
||||
}
|
||||
|
||||
/// Device-actuator mode: one combined motor on this device's own Taptic Engine. Only an
|
||||
/// iPhone has one — everything else (iPad, Mac, TV) reports no haptic hardware and latches
|
||||
/// off (nothing to retry; the settings toggle is hidden there anyway, this is the backstop).
|
||||
private func setupDevice() {
|
||||
#if os(iOS)
|
||||
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
|
||||
log.info("rumble: this device has no haptic actuator — device rumble unavailable")
|
||||
broken = true
|
||||
reportHealth("This device has no haptic actuator.")
|
||||
return
|
||||
}
|
||||
do {
|
||||
low = startMotor(try CHHapticEngine(), sharpness: RumbleTuning.sharpnessCombined)
|
||||
} catch {
|
||||
log.warning("rumble: device haptic engine creation failed: \(error, privacy: .public)")
|
||||
}
|
||||
if low == nil {
|
||||
// Same shape as the controller path: haptics exist but the engine couldn't be built
|
||||
// right now — back off and retry, don't latch off.
|
||||
scheduleRetryBackoff()
|
||||
}
|
||||
#else
|
||||
broken = true
|
||||
#endif
|
||||
}
|
||||
|
||||
private func makeMotor(
|
||||
_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality, sharpness: Float
|
||||
) -> Motor? {
|
||||
guard let engine = haptics.createEngine(withLocality: locality) else { return nil }
|
||||
return startMotor(engine, sharpness: sharpness)
|
||||
}
|
||||
|
||||
/// Configure + start an engine (controller-locality or the device's own) into a [`Motor`].
|
||||
private func startMotor(_ engine: CHHapticEngine, sharpness: Float) -> Motor? {
|
||||
// A controller's motors carry no audio, so keep this engine OUT of the app's audio session
|
||||
// (the default is to join it). Streaming keeps an AVAudioSession active the whole time;
|
||||
// letting a haptics-only engine join it is a needless coupling that can get its
|
||||
@@ -546,7 +593,7 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
try engine.start()
|
||||
return Motor(engine: engine, sharpness: sharpness)
|
||||
} catch {
|
||||
log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)")
|
||||
log.warning("haptic engine setup failed: \(error, privacy: .public)")
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
@@ -97,6 +97,12 @@ public enum DefaultsKey {
|
||||
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
|
||||
/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
|
||||
public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
|
||||
/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
|
||||
/// device's own Taptic Engine — for phone-clip pads that ship without rumble motors, where
|
||||
/// the phone body is the only actuator in the player's hands. Off by default (opt-in); read
|
||||
/// once per session by `GamepadFeedback`. The toggle is shown only where the device actually
|
||||
/// has a haptic actuator (no iPad/Mac/TV).
|
||||
public static let rumbleOnDevice = "punktfunk.rumbleOnDevice"
|
||||
/// Auto-wake on connect: when connecting to a saved host that isn't advertising on mDNS, fire
|
||||
/// Wake-on-LAN and, if the dial fails, wait for it to come back before retrying (the "Waking…"
|
||||
/// overlay). On by default. Turn off if a host that's already on just isn't seen on mDNS (a
|
||||
|
||||
Reference in New Issue
Block a user