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:
2026-07-14 16:32:19 +02:00
parent 6db91cbf40
commit d58524c899
12 changed files with 239 additions and 11 deletions
@@ -15,6 +15,9 @@ import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
#if os(iOS)
import CoreHaptics
#endif
struct GamepadSettingsView: View {
@Environment(\.dismiss) private var dismiss
@@ -38,6 +41,9 @@ struct GamepadSettingsView: View {
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
@AppStorage(DefaultsKey.presenter) private var presenter = SettingsOptions.presenterDefault
#if os(iOS)
@AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false
#endif
@ObservedObject private var gamepads = GamepadManager.shared
#if os(iOS)
@@ -230,7 +236,7 @@ struct GamepadSettingsView: View {
.map { (label: "\($0) Hz", tag: $0) }
let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
let controllers = SettingsOptions.controllerOptions(gamepads)
return [
var list: [Row] = [
choiceRow(
id: "resolution", header: "Stream", icon: "aspectratio",
label: "Resolution",
@@ -329,6 +335,23 @@ struct GamepadSettingsView: View {
detail: "Turn off to use the touch interface even with a controller connected.",
value: $gamepadUIEnabled),
]
#if os(iOS)
// The device-rumble mirror slots in after "Controller type" (staying inside the
// Controller group the next row carries the "Interface" header). iPhone only in
// practice: hidden where the device itself can't play haptics (iPad).
if CHHapticEngine.capabilitiesForHardware().supportsHaptics,
let at = list.firstIndex(where: { $0.id == "padType" }) {
list.insert(
toggleRow(
id: "deviceRumble", icon: "iphone.radiowaves.left.and.right",
label: "Rumble on this iPhone",
detail: "Also play player 1's rumble on the phone's own Taptic Engine — "
+ "for clip-on pads without rumble motors.",
value: $rumbleOnDevice),
at: at + 1)
}
#endif
return list
}
/// Resolution choices as "WxH" tags the current size is inserted when it's a custom mode
@@ -1,6 +1,9 @@
// SettingsView's shared sections each setting's Section is defined exactly once here and
// composed by the per-platform bodies in SettingsView.swift.
#if os(iOS)
import CoreHaptics
#endif
import PunktfunkKit
import SwiftUI
@@ -471,6 +474,12 @@ extension SettingsView {
Text(option.label).tag(option.tag)
}
}
#if os(iOS)
// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
Toggle("Rumble on this iPhone", isOn: $rumbleOnDevice)
}
#endif
#if !os(tvOS)
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
#endif
@@ -487,6 +496,11 @@ extension SettingsView {
// for its own footer and has no such toggle to describe.
VStack(alignment: .leading, spacing: 6) {
Text(Self.controllersFooter)
#if os(iOS)
if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
Text(Self.deviceRumbleFooter)
}
#endif
#if !os(tvOS)
Text(Self.gamepadUIFooter)
#endif
@@ -88,6 +88,13 @@ extension SettingsView {
+ "controller (a DualSense keeps adaptive triggers, lightbar, touchpad and motion). "
+ "Applies from the next session."
#if os(iOS)
static let deviceRumbleFooter =
"Rumble on this iPhone plays player 1's rumble on the phone's own Taptic Engine as "
+ "well — for clip-on controllers that have no rumble motors of their own. Applies "
+ "from the next session."
#endif
#if !os(tvOS)
static let gamepadUIFooter =
"When a controller connects, the host list and library switch to a controller-"
@@ -55,6 +55,7 @@ struct SettingsView: View {
#if os(iOS)
@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
@AppStorage(DefaultsKey.touchMode) var touchMode = TouchInputMode.trackpad.rawValue
@AppStorage(DefaultsKey.rumbleOnDevice) var rumbleOnDevice = false
// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
// Width class decides the initial value: nil on iPhone (show the category list first),
// General on iPad (a two-column layout should never open with an empty detail).
@@ -20,6 +20,7 @@
// (triggers off, player index unset) and its renderer silenced.
import Combine
import CoreHaptics
import Foundation
import GameController
@@ -50,9 +51,26 @@ public final class GamepadFeedback {
private let routingLock = NSLock()
private var rumbleByPad: [UInt8: RumbleRenderer] = [:]
/// Opt-in device mirror (`DefaultsKey.rumbleOnDevice`, iPhone only): rumble the host
/// addresses to controller 1 (wire pad 0) is ALSO rendered 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. Session-scoped (the setting is read once here); nil
/// when off or where the device has no haptic actuator.
private let deviceRumble: RumbleRenderer?
public init(connection: PunktfunkConnection, manager: GamepadManager) {
self.connection = connection
self.manager = manager
#if os(iOS)
if UserDefaults.standard.bool(forKey: DefaultsKey.rumbleOnDevice),
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