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:
@@ -1,5 +1,6 @@
|
||||
package io.unom.punktfunk.kit
|
||||
|
||||
import android.content.Context
|
||||
import android.graphics.Color
|
||||
import android.hardware.lights.Light
|
||||
import android.hardware.lights.LightState
|
||||
@@ -33,8 +34,18 @@ import java.nio.ByteBuffer
|
||||
*
|
||||
* With no controller connected (emulator) rumble/lights become logged no-ops — exactly the
|
||||
* verification path; the `Log.i` receipt lines fire regardless of rendering hardware.
|
||||
*
|
||||
* [deviceVibrator] is the opt-in phone mirror ("Rumble on this phone", off by default): when
|
||||
* non-null, rumble the host addresses to wire pad 0 (controller 1) is ALSO played on this
|
||||
* device's own vibration motor — for clip-on gamepads that ship without rumble motors, where the
|
||||
* phone body is the only actuator in the player's hands. StreamScreen passes it only when the
|
||||
* setting is on (see [deviceBodyVibrator]).
|
||||
*/
|
||||
class GamepadFeedback(private val handle: Long, private val router: GamepadRouter?) {
|
||||
class GamepadFeedback(
|
||||
private val handle: Long,
|
||||
private val router: GamepadRouter?,
|
||||
private val deviceVibrator: Vibrator? = null,
|
||||
) {
|
||||
private companion object {
|
||||
const val TAG = "pf.feedback"
|
||||
const val TAG_LED: Byte = 0x01
|
||||
@@ -127,7 +138,9 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
|
||||
runCatching { hidoutThread?.join() }
|
||||
rumbleThread = null
|
||||
hidoutThread = null
|
||||
// Threads are dead — drop any held rumble and close every lights session.
|
||||
// Threads are dead — drop any held rumble (incl. the phone mirror's) and close every
|
||||
// lights session.
|
||||
runCatching { deviceVibrator?.cancel() }
|
||||
synchronized(bindsLock) {
|
||||
for (b in rumbleBinds.values) b?.let {
|
||||
runCatching { it.vm?.cancel() }
|
||||
@@ -203,6 +216,11 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
|
||||
*/
|
||||
private fun renderRumble(pad: Int, low: Int, high: Int, durationMs: Long) {
|
||||
Log.i(TAG, "rumble pad=$pad low=$low high=$high ttlMs=$durationMs") // verification line — BEFORE any no-op return
|
||||
// Opt-in phone mirror, BEFORE the controller-bind early-return: the exact pads this
|
||||
// serves have no vibrator of their own, so their bind below is null. It follows
|
||||
// controller 1 unconditionally rather than only motor-less pads — capability probing
|
||||
// already decided the bind, and the user opted in.
|
||||
if (pad == 0) renderDeviceRumble(low, high, durationMs)
|
||||
val bind = rumbleBindFor(pad) ?: return
|
||||
val lo = toAmplitude(low)
|
||||
val hi = toAmplitude(high)
|
||||
@@ -246,6 +264,29 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The opt-in phone mirror: play a wire-pad-0 rumble on this device's own vibration motor —
|
||||
* one physical actuator, so both wire motors blend into one effect (the same blend as the
|
||||
* single-motor controller path). Same envelope semantics too: a one-shot held for the host's
|
||||
* TTL, cancel on (0,0).
|
||||
*/
|
||||
private fun renderDeviceRumble(low: Int, high: Int, durationMs: Long) {
|
||||
val v = deviceVibrator ?: return
|
||||
val lo = toAmplitude(low)
|
||||
val hi = toAmplitude(high)
|
||||
if (lo == 0 && hi == 0) {
|
||||
runCatching { v.cancel() } // (0,0) = stop
|
||||
return
|
||||
}
|
||||
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
|
||||
runCatching {
|
||||
v.vibrate(
|
||||
if (v.hasAmplitudeControl()) oneShot(a, durationMs)
|
||||
else oneShot(VibrationEffect.DEFAULT_AMPLITUDE, durationMs)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// 0..0xFFFF → 1..255 (high byte); a nonzero motor never collapses to 0.
|
||||
private fun toAmplitude(v16: Int): Int {
|
||||
val a = (v16 ushr 8) and 0xFF
|
||||
@@ -349,3 +390,18 @@ class GamepadFeedback(private val handle: Long, private val router: GamepadRoute
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This device's own body vibrator (the phone, not a controller), or null where there is none
|
||||
* (TVs) — gates the "Rumble on this phone" setting's visibility and feeds
|
||||
* [GamepadFeedback.deviceVibrator] when it's on.
|
||||
*/
|
||||
fun deviceBodyVibrator(context: Context): Vibrator? {
|
||||
val v = if (Build.VERSION.SDK_INT >= 31) {
|
||||
context.getSystemService(VibratorManager::class.java)?.defaultVibrator
|
||||
} else {
|
||||
@Suppress("DEPRECATION")
|
||||
context.getSystemService(Context.VIBRATOR_SERVICE) as? Vibrator
|
||||
}
|
||||
return v?.takeIf { it.hasVibrator() }
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user