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>
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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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/// 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
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/// only actuator in the player's hands. Session-scoped (the setting is read once here); nil
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/// when off or where the device has no haptic actuator.
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private let deviceRumble: RumbleRenderer?
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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 {
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deviceRumble = RumbleRenderer(policy: .session, actuator: .device)
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} else {
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deviceRumble = nil
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}
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#else
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deviceRumble = nil
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#endif
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// Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing
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// an implicit strong one — and the subscription (stored on self) never retain-cycles.
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Task { @MainActor [weak self] in
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@@ -189,6 +207,7 @@ public final class GamepadFeedback {
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return r
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}
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for r in renderers { r.stop() }
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deviceRumble?.stop()
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// Drop the subscription and every dead pad's cached feedback — a controller change after
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// teardown must not replay this session's triggers/LEDs.
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Task { @MainActor in
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@@ -203,6 +222,10 @@ public final class GamepadFeedback {
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private func routeRumble(pad: UInt8, low: UInt16, high: UInt16, ttlMs: UInt32) {
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let renderer = withRouting { rumbleByPad[pad] }
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renderer?.apply(low: low, high: high, ttlMs: ttlMs)
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// The opt-in device mirror follows controller 1 unconditionally — the pads it exists for
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// have no motors (their renderer above no-ops), and mirroring deliberately isn't gated on
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// that: capability probing can't see a motor-less MFi pad, and the user opted in.
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if pad == 0 { deviceRumble?.apply(low: low, high: high, ttlMs: ttlMs) }
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}
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private func withRouting<R>(_ body: () -> R) -> R {
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@@ -119,8 +119,19 @@ final class RumbleRenderer: @unchecked Sendable {
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static let manual = Policy(staleAfter: nil)
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}
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/// Which physical actuator this renderer drives: the forwarded controller's haptics engine
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/// (the default), or THIS device's own Taptic Engine (`CHHapticEngine()`) — the opt-in
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/// "rumble on this device" mirror for phone-clip pads that ship without rumble motors.
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/// Device mode ignores `retarget`'s controller and always renders one combined motor
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/// (a phone body has a single actuator).
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enum Actuator {
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case controller
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case device
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}
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private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
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private let policy: Policy
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private let actuator: Actuator
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/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
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/// A PLAIN pattern player on purpose: the controller haptics server (gamecontrollerd)
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@@ -198,8 +209,9 @@ final class RumbleRenderer: @unchecked Sendable {
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((0, 0), DispatchTime(uptimeNanoseconds: 0))
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#endif
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init(policy: Policy = .session) {
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init(policy: Policy = .session, actuator: Actuator = .controller) {
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self.policy = policy
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self.actuator = actuator
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}
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/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
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@@ -468,6 +480,10 @@ final class RumbleRenderer: @unchecked Sendable {
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/// high = right/light — the Xbox/XInput convention the wire carries); one combined
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/// engine otherwise, driven by whichever amplitude is stronger.
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private func setup() {
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if actuator == .device {
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setupDevice()
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return
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}
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guard let haptics = controller?.haptics else {
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// No haptics engine at all — an Xbox controller on an OS/firmware that doesn't expose
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// rumble through GameController (works on Android via the standard Vibrator path, but
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@@ -517,10 +533,41 @@ final class RumbleRenderer: @unchecked Sendable {
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}
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}
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/// Device-actuator mode: one combined motor on this device's own Taptic Engine. Only an
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/// iPhone has one — everything else (iPad, Mac, TV) reports no haptic hardware and latches
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/// off (nothing to retry; the settings toggle is hidden there anyway, this is the backstop).
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private func setupDevice() {
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#if os(iOS)
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guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
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log.info("rumble: this device has no haptic actuator — device rumble unavailable")
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broken = true
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reportHealth("This device has no haptic actuator.")
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return
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}
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do {
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low = startMotor(try CHHapticEngine(), sharpness: RumbleTuning.sharpnessCombined)
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} catch {
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log.warning("rumble: device haptic engine creation failed: \(error, privacy: .public)")
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}
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if low == nil {
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// Same shape as the controller path: haptics exist but the engine couldn't be built
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// right now — back off and retry, don't latch off.
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scheduleRetryBackoff()
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}
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#else
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broken = true
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#endif
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}
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private func makeMotor(
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_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality, sharpness: Float
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) -> Motor? {
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guard let engine = haptics.createEngine(withLocality: locality) else { return nil }
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return startMotor(engine, sharpness: sharpness)
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}
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/// Configure + start an engine (controller-locality or the device's own) into a [`Motor`].
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private func startMotor(_ engine: CHHapticEngine, sharpness: Float) -> Motor? {
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// A controller's motors carry no audio, so keep this engine OUT of the app's audio session
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// (the default is to join it). Streaming keeps an AVAudioSession active the whole time;
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// letting a haptics-only engine join it is a needless coupling that can get its
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@@ -546,7 +593,7 @@ final class RumbleRenderer: @unchecked Sendable {
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try engine.start()
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return Motor(engine: engine, sharpness: sharpness)
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} catch {
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log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)")
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log.warning("haptic engine setup failed: \(error, privacy: .public)")
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return nil
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}
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}
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@@ -97,6 +97,12 @@ public enum DefaultsKey {
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/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
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/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
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public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
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/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
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/// device's own Taptic Engine — for phone-clip pads 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 (opt-in); read
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/// once per session by `GamepadFeedback`. The toggle is shown only where the device actually
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/// has a haptic actuator (no iPad/Mac/TV).
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public static let rumbleOnDevice = "punktfunk.rumbleOnDevice"
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/// Auto-wake on connect: when connecting to a saved host that isn't advertising on mDNS, fire
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/// Wake-on-LAN and, if the dial fails, wait for it to come back before retrying (the "Waking…"
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/// overlay). On by default. Turn off if a host that's already on just isn't seen on mDNS (a
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