Merge pull request 'feat(clients): the phone's gyro can speak for a gyro-less pad' (#88) from worktree-gyro-phone-mirror into main
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Reviewed-on: #88
This commit was merged in pull request #88.
This commit is contained in:
2026-08-07 09:47:04 +00:00
16 changed files with 688 additions and 18 deletions
@@ -57,6 +57,7 @@ import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.DeviceGyro
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.kit.security.KnownHostStore
@@ -126,6 +127,8 @@ fun GamepadSettingsScreen(
val context = LocalContext.current
// Gates the "Rumble on this phone" row — a TV box has no body vibrator to mirror onto.
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
// Gates "Gyro from this phone" the same way — a TV box has no gyroscope to mirror from.
val hasGyroscope = remember { DeviceGyro.available(context) }
// Gates the AV1 codec row the same way the touch settings do (see `codecOptionsFor`).
val av1Capable = remember { io.unom.punktfunk.kit.VideoDecoders.pickDecoder("video/av01") != null }
@@ -159,7 +162,7 @@ fun GamepadSettingsScreen(
// path there is this screen's own Controller-optimized UI toggle, which swaps in the standard
// interface remote-navigably. The strings branch on it.
val tv = remember { isTvDevice(context) }
val allRows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) +
val allRows = buildSettingsRows(s, hasBodyVibrator, hasGyroscope, av1Capable, ::update) +
buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
// Which section is showing, and where each one's focus was when it was last left — a detour
// into another tab shouldn't lose your place.
@@ -445,12 +448,13 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
}
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs); [av1Capable] gates the
* AV1 codec entry (see `codecOptionsFor`). Every row declares its [GpTab]; the screen shows one
* tab at a time. */
* [hasBodyVibrator] gates the "Rumble on this phone" row and [hasGyroscope] the "Gyro from this
* phone" row (both absent on TVs); [av1Capable] gates the AV1 codec entry (see
* `codecOptionsFor`). Every row declares its [GpTab]; the screen shows one tab at a time. */
internal fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
hasGyroscope: Boolean,
av1Capable: Boolean,
update: (Settings) -> Unit,
): List<GpRow> {
@@ -598,6 +602,18 @@ internal fun buildSettingsRows(
} else {
null
},
// The rumble mirror's sibling, data flowing the other way — needs a gyroscope to
// mirror FROM, which a TV box lacks.
if (hasGyroscope) {
toggle(
"phoneGyro", GpTab.CONTROLLER, null, "Gyro from this phone",
"When the controller has no gyro of its own, send this phone's motion " +
"sensors as controller 1's — for clip-on pads without one.",
s.gyroOnPhone,
) { update(s.copy(gyroOnPhone = it)) }
} else {
null
},
) + listOf(
// NOT gated on the vibrator (the bug A2 fixed in the touch settings): an SC2 capture has
// nothing to do with this device's motor, and a TV box is where it matters most.
@@ -158,6 +158,16 @@ data class Settings(
* toggle is hidden on devices without a vibrator (TVs), where this would be a silent no-op.
*/
val rumbleOnPhone: Boolean = false,
/**
* Opt-in: use this phone's own gyroscope as controller 1's motion when the forwarded pad has
* none of its own — for clip-on gamepads without an IMU, where the phone body moves with the
* player's hands. The rumble mirror's sibling, data flowing the other way. Off by default;
* read once per session by StreamScreen (it starts a [io.unom.punktfunk.kit.DeviceGyro] only
* when set), and the mirror stands down by itself whenever wire pad 0 is fed by a capture
* link (USB DualSense / SC2 — pads with a real gyro). The toggle is hidden on devices
* without a gyroscope (TVs), where this would be a silent no-op.
*/
val gyroOnPhone: Boolean = false,
/**
* Capture a Steam Controller 2 (wired / Puck dongle over USB, or an already-paired BLE pad)
@@ -300,6 +310,7 @@ class SettingsStore(context: Context) {
smoothBuffer = prefs.getInt(K_SMOOTH_BUFFER, 0),
autoWakeEnabled = prefs.getBoolean(K_AUTO_WAKE, true),
rumbleOnPhone = prefs.getBoolean(K_RUMBLE_ON_PHONE, false),
gyroOnPhone = prefs.getBoolean(K_GYRO_ON_PHONE, false),
sc2Capture = prefs.getBoolean(K_SC2_CAPTURE, true),
dsCapture = prefs.getBoolean(K_DS_CAPTURE, true),
padHaptics = prefs.getBoolean(K_PAD_HAPTICS, true),
@@ -340,6 +351,7 @@ class SettingsStore(context: Context) {
.putInt(K_SMOOTH_BUFFER, s.smoothBuffer)
.putBoolean(K_AUTO_WAKE, s.autoWakeEnabled)
.putBoolean(K_RUMBLE_ON_PHONE, s.rumbleOnPhone)
.putBoolean(K_GYRO_ON_PHONE, s.gyroOnPhone)
.putBoolean(K_SC2_CAPTURE, s.sc2Capture)
.putBoolean(K_DS_CAPTURE, s.dsCapture)
.putBoolean(K_PAD_HAPTICS, s.padHaptics)
@@ -390,6 +402,7 @@ class SettingsStore(context: Context) {
const val K_SMOOTH_BUFFER = "smooth_buffer"
const val K_AUTO_WAKE = "auto_wake_enabled"
const val K_RUMBLE_ON_PHONE = "rumble_on_phone"
const val K_GYRO_ON_PHONE = "gyro_on_phone"
const val K_SC2_CAPTURE = "sc2_capture"
const val K_DS_CAPTURE = "ds_capture"
const val K_PAD_HAPTICS = "pad_haptics"
@@ -77,6 +77,7 @@ import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.core.content.ContextCompat
import io.unom.punktfunk.kit.DeviceGyro
import io.unom.punktfunk.kit.VideoDecoders
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.security.KnownHostStore
@@ -888,6 +889,18 @@ private fun ControllerSettings(s: Settings, update: (Settings) -> Unit, onOpenCo
onCheckedChange = { on -> update(s.copy(rumbleOnPhone = on)) },
)
}
// The rumble mirror's sibling, data flowing the other way: needs a gyroscope to
// mirror FROM — a TV box has none, so the row would be a silent no-op there.
val hasGyroscope = remember { DeviceGyro.available(context) }
if (hasGyroscope) {
ToggleRow(
title = "Gyro from this phone",
subtitle = "When the controller has no gyro, send this phone's motion " +
"sensors as controller 1's",
checked = s.gyroOnPhone,
onCheckedChange = { on -> update(s.copy(gyroOnPhone = on)) },
)
}
// NOT gated on the vibrator: SC2 passthrough is a USB/BLE capture that has nothing to do
// with rumbling this device's body, and the gate hid the toggle on exactly the machines
// that most want it — TV boxes, where a Steam Controller 2 is the whole input story.
@@ -67,6 +67,7 @@ import androidx.core.view.WindowInsetsControllerCompat
import androidx.lifecycle.Lifecycle
import androidx.lifecycle.LifecycleEventObserver
import androidx.lifecycle.LifecycleOwner
import io.unom.punktfunk.kit.DeviceGyro
import io.unom.punktfunk.kit.DsCapture
import io.unom.punktfunk.kit.GamepadFeedback
import io.unom.punktfunk.kit.GamepadRouter
@@ -455,6 +456,16 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
router,
deviceVibrator = if (initialSettings.rumbleOnPhone) deviceBodyVibrator(context) else null,
).also { it.start() }
// "Gyro from this phone" (opt-in): this device's IMU speaks for controller 1's motion
// while wire pad 0 is a controller without a gyro of its own — the rumble mirror's
// sibling, data flowing the other way. The mirror gates itself per sample (it stands
// down whenever a capture link — USB DualSense / SC2, pads with a real IMU — holds
// pad 0), so it composes with the captures below without coordination here.
val phoneGyro = if (initialSettings.gyroOnPhone && initialSettings.gamepadForwarding) {
DeviceGyro(context, handle, router).also { it.start() }
} else {
null
}
// Free a disconnected controller's rumble/lights bindings promptly (else the open lights
// session leaks until the session ends). The router owns hot-plug; the feedback owns the binds.
router.onSlotClosed = feedback::onDeviceRemoved
@@ -587,6 +598,7 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
feedback.onHidRaw = null
feedback.sink = null
feedback.stop() // stop + join the poll threads BEFORE the router is released / handle freed
phoneGyro?.stop() // join the sensor thread + park pad 0's rotation at zero, same ordering rule
sc2UsbReceiver?.let { runCatching { context.unregisterReceiver(it) } }
sc2?.stop() // release the USB/BLE link + free the wire slot (host tears the pad down)
dsUsbReceiver?.let { runCatching { context.unregisterReceiver(it) } }
@@ -123,7 +123,9 @@ class GamepadPaletteTest {
*/
@Test
fun everySettingsRowHasATab() {
val rows = buildSettingsRows(Settings(), hasBodyVibrator = true, av1Capable = true) {}
val rows = buildSettingsRows(
Settings(), hasBodyVibrator = true, hasGyroscope = true, av1Capable = true,
) {}
assertTrue(rows.isNotEmpty())
assertEquals(rows.size, rows.map { it.id }.toSet().size)
// Profiles is built separately (from the catalog), so no settings row claims it.
@@ -137,7 +139,9 @@ class GamepadPaletteTest {
@Test
fun backgroundRowStepsTheSharedKey() {
var s = Settings()
fun rows() = buildSettingsRows(s, hasBodyVibrator = false, av1Capable = false) { s = it }
fun rows() = buildSettingsRows(
s, hasBodyVibrator = false, hasGyroscope = false, av1Capable = false,
) { s = it }
fun palette() = rows().first { it.id == "palette" }
assertEquals("violet", s.uiPalette)
@@ -24,6 +24,7 @@ class GamepadSettingsRowsTest {
): List<GpRow> = buildSettingsRows(
Settings(gamepadForwarding = forwarding),
hasBodyVibrator = true,
hasGyroscope = true,
av1Capable = true,
) { sink += it }
@@ -0,0 +1,179 @@
package io.unom.punktfunk.kit
import android.content.Context
import android.hardware.Sensor
import android.hardware.SensorEvent
import android.hardware.SensorEventListener
import android.hardware.SensorManager
import android.os.Build
import android.os.Handler
import android.os.HandlerThread
import android.view.Display
import android.view.Surface
import android.view.WindowManager
import kotlin.math.roundToInt
/**
* The opt-in phone-gyro mirror ("Gyro from this phone", off by default): while wire pad 0 is a
* controller with no motion source of its own, THIS device's IMU speaks for it on the rich-input
* motion plane — for clip-on and third-party pads that ship without a gyro, where the phone body
* is rigidly attached to (or simply is) the thing in the player's hands. [GamepadFeedback]'s
* rumble-on-phone mirror with the data flowing the other way.
*
* On Android the only motion sources are the capture links (USB DualSense / SC2 — pads with a
* real IMU, claimed as [GamepadRouter.ExternalPad]s), so the stand-down rule is exactly
* [GamepadRouter.padHasOwnMotion]: when a capture link holds pad 0, the mirror sends nothing —
* two motion writers on one wire pad would fight. It also sends nothing while pad 0 has no slot
* at all (motion never creates a host pad; a controller must have arrived first).
*
* Two properties this class enforces itself:
* - samples ride a dedicated [HandlerThread] with batching disabled (`maxReportLatencyUs = 0`) —
* sensor batching would trade the exact latency gyro aim exists to avoid;
* - a stand-down edge (capture link claims pad 0, or [stop]) sends ONE zero-gyro sample, so the
* host's virtual pad never keeps integrating an angular velocity this device stopped
* producing (the gyro-sweep "stale angular velocity re-sent forever" failure mode).
*
* Units are the wire contract (mirrors `pf-client-core`'s constants): gyro rad/s → 20 LSB/°·s,
* accel m/s² → g → 10000 LSB/g. Android's accelerometer reads specific force (+1 g on the up
* axis at rest), which is the DualSense report's own convention — no sign flip. The one thing
* the phone adds is a frame remap: sensors report in the device's natural-portrait frame, while
* the wire wants the controller frame the player sees (x right, y up, z out of the screen), so
* each sample is rotated by the current display rotation — a phone clipped landscape must yaw
* when the player yaws, not roll. The matrix is derived and pinned by `DeviceGyroTest`;
* correctable in one place if on-glass says otherwise.
*/
class DeviceGyro(
context: Context,
private val handle: Long,
private val router: GamepadRouter,
) : SensorEventListener {
private val sensorManager: SensorManager? =
context.getSystemService(SensorManager::class.java)
/** For the live rotation; null on contexts without a display association (then portrait). */
private val display: Display? = runCatching {
if (Build.VERSION.SDK_INT >= 30) {
context.display
} else {
@Suppress("DEPRECATION")
context.getSystemService(WindowManager::class.java)?.defaultDisplay
}
}.getOrNull()
private val thread = HandlerThread("pf-phone-gyro")
/** Latest converted accel, paired with each gyro send (the wire fuses both per sample). */
private val lastAccel = intArrayOf(0, ACCEL_LSB_PER_G, 0)
/** Whether the last gyro event actually went to pad 0 — the stand-down zero-send edge. */
private var wasWriting = false
/** Register the listeners; a device without a gyroscope makes this a no-op. */
fun start() {
val sm = sensorManager ?: return
val gyro = sm.getDefaultSensor(Sensor.TYPE_GYROSCOPE) ?: return
thread.start()
val h = Handler(thread.looper)
// ~200 Hz requested (the framework clamps to what the hardware offers), zero report
// latency: batching is poison for gyro aim.
sm.registerListener(this, gyro, SAMPLING_PERIOD_US, 0, h)
sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER)?.let {
sm.registerListener(this, it, SAMPLING_PERIOD_US, 0, h)
}
}
/**
* Unregister and join the sensor thread, then park the host pad's rotation at zero if this
* mirror was the live writer. Call BEFORE the router is released / the handle freed —
* teardown-ordered like the feedback threads.
*/
fun stop() {
sensorManager?.unregisterListener(this)
thread.quitSafely()
runCatching { thread.join() }
if (wasWriting) {
wasWriting = false
sendZero()
}
}
override fun onSensorChanged(event: SensorEvent) {
val rotation = display?.rotation ?: Surface.ROTATION_0
when (event.sensor.type) {
Sensor.TYPE_ACCELEROMETER -> {
val v = remap(rotation, event.values[0], event.values[1], event.values[2])
for (i in 0..2) {
lastAccel[i] = (v[i] / GRAVITY * ACCEL_LSB_PER_G)
.roundToInt().coerceIn(-32768, 32767)
}
}
Sensor.TYPE_GYROSCOPE -> {
// The write gate, per sample: pad 0 must exist (motion never creates a pad)
// and must not be a capture link's (its own IMU is streaming).
val write = router.padPresent(0) && !router.padHasOwnMotion(0)
if (!write) {
// Stand-down edge: never leave the last angular velocity latched host-side.
if (wasWriting) {
wasWriting = false
sendZero()
}
return
}
wasWriting = true
val v = remap(rotation, event.values[0], event.values[1], event.values[2])
NativeBridge.nativeSendPadMotion(
handle, 0,
(v[0] * GYRO_LSB_PER_RAD_S).roundToInt().coerceIn(-32768, 32767),
(v[1] * GYRO_LSB_PER_RAD_S).roundToInt().coerceIn(-32768, 32767),
(v[2] * GYRO_LSB_PER_RAD_S).roundToInt().coerceIn(-32768, 32767),
lastAccel[0], lastAccel[1], lastAccel[2],
)
}
}
}
override fun onAccuracyChanged(sensor: Sensor?, accuracy: Int) {}
/** Zero rotation, last-known accel — "at rest", not free-fall. */
private fun sendZero() {
NativeBridge.nativeSendPadMotion(
handle, 0, 0, 0, 0, lastAccel[0], lastAccel[1], lastAccel[2],
)
}
companion object {
/** Whether this device can source motion at all — gates the settings rows (a TV box
* without an IMU would make the toggle a silent no-op, the rumble mirror's rule). */
fun available(context: Context): Boolean =
context.getSystemService(SensorManager::class.java)
?.getDefaultSensor(Sensor.TYPE_GYROSCOPE) != null
/** ~200 Hz — between the sensor's usual FASTEST (~250-500 Hz) and GAME (~50 Hz). */
private const val SAMPLING_PERIOD_US = 5000
/** The wire contract (pf-client-core `GYRO_LSB_PER_RAD_S`): 20 LSB/°·s from rad/s. */
const val GYRO_LSB_PER_RAD_S = 20f * 180f / Math.PI.toFloat()
/** The wire contract (pf-client-core `ACCEL_LSB_PER_G`). */
const val ACCEL_LSB_PER_G = 10_000
/** pf-client-core's `G`. */
const val GRAVITY = 9.80665f
/**
* Rotate one device-frame vector (rotation rate or acceleration — both transform the
* same way under an in-plane rotation) into the controller frame for [rotation]
* ([Surface].ROTATION_*). Sensors report in the natural-portrait frame (+x right edge,
* +y top, +z out of the screen); the controller frame keeps +z (the screen always faces
* the player) and rotates x/y to mean "player's right" and "player's up". ROTATION_90 =
* the device physically turned counter-clockwise, top to the player's LEFT.
*/
fun remap(rotation: Int, x: Float, y: Float, z: Float): FloatArray = when (rotation) {
Surface.ROTATION_90 -> floatArrayOf(-y, x, z) // top left: right = bottom, up = +x
Surface.ROTATION_270 -> floatArrayOf(y, -x, z) // top right: right = top, up = x
Surface.ROTATION_180 -> floatArrayOf(-x, -y, z)
else -> floatArrayOf(x, y, z)
}
}
}
@@ -320,6 +320,19 @@ class GamepadRouter(
return null
}
/** Whether ANY live slot currently holds wire pad [pad]. Read from the phone-gyro thread. */
fun padPresent(pad: Int): Boolean = slots.values.any { it.index == pad }
/**
* Whether wire pad [pad] is held by a capture-link slot ([ExternalPad] — USB DualSense /
* SC2), whose motion arrives from the pad's OWN IMU. The phone-gyro mirror stands down for
* those: two motion writers on one wire pad would fight. Synthetic ids are negative
* ([EXTERNAL_ID_BASE]); real [InputDevice] ids are positive. Read from the phone-gyro thread
* (the slot table is concurrent).
*/
fun padHasOwnMotion(pad: Int): Boolean =
slots.any { (id, slot) -> slot.index == pad && id < 0 }
/**
* A capture-link pad occupying a wire slot without an Android [InputDevice] — the as-is Steam
* Controller 2 passthrough (USB/BLE claimed directly, invisible to the input stack). Shares
@@ -0,0 +1,53 @@
package io.unom.punktfunk.kit
import android.view.Surface
import org.junit.Assert.assertEquals
import org.junit.Test
/**
* Pins the phone-gyro mirror's device→controller frame remap and its wire-unit constants
* ([DeviceGyro]). Pure JVM: [Surface]'s ROTATION_* are compile-time constants and remap is
* plain math. The matrix is derived (like the wire scale constants) — if on-glass says an axis
* is wrong, fix [DeviceGyro.remap] AND these expectations together.
* Run: `./gradlew :kit:testDebugUnitTest`.
*/
class DeviceGyroTest {
/** A distinct value per axis so a swapped or flipped component can't cancel out. */
private fun remap(rotation: Int) = DeviceGyro.remap(rotation, 1f, 2f, 3f).toList()
@Test
fun naturalPortraitIsIdentity() = assertEquals(listOf(1f, 2f, 3f), remap(Surface.ROTATION_0))
@Test
fun upsideDownFlipsInPlane() = assertEquals(listOf(-1f, -2f, 3f), remap(Surface.ROTATION_180))
/** ROTATION_90 = device turned counter-clockwise, top to the player's LEFT:
* player-right = device-bottom (y), player-up = device-right (+x); z never changes. */
@Test
fun rotation90TopLeft() = assertEquals(listOf(-2f, 1f, 3f), remap(Surface.ROTATION_90))
/** ROTATION_270 = top to the player's RIGHT: player-right = +y, player-up = x. */
@Test
fun rotation270TopRight() = assertEquals(listOf(2f, -1f, 3f), remap(Surface.ROTATION_270))
/** Every remap stays a proper (right-handed) rotation: x̂ × ŷ = ẑ after mapping. */
@Test
fun handednessPreserved() {
for (r in listOf(
Surface.ROTATION_0, Surface.ROTATION_90, Surface.ROTATION_180, Surface.ROTATION_270,
)) {
val x = DeviceGyro.remap(r, 1f, 0f, 0f)
val y = DeviceGyro.remap(r, 0f, 1f, 0f)
assertEquals("left-handed remap at rotation $r", 1f, x[0] * y[1] - x[1] * y[0], 0f)
}
}
/** The wire contract, shared with pf-client-core / the Swift client: 20 LSB/°·s means
* 1 rad/s ⇒ ~1145.9 raw; 1 g ⇒ 10000 raw. */
@Test
fun wireUnitConstants() {
assertEquals(20f * 180f / Math.PI.toFloat(), DeviceGyro.GYRO_LSB_PER_RAD_S, 0f)
assertEquals(1145.9156f, DeviceGyro.GYRO_LSB_PER_RAD_S, 0.001f)
assertEquals(10_000, DeviceGyro.ACCEL_LSB_PER_G)
}
}
@@ -85,6 +85,7 @@ struct GamepadSettingsView: View {
#endif
#if os(iOS)
@AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false
@AppStorage(DefaultsKey.gyroFromDevice) private var gyroFromDevice = false
#endif
@ObservedObject private var gamepads = GamepadManager.shared
/// The profile catalog (ProfileStore.shared, like every other surface that reads it) the
@@ -649,6 +650,22 @@ struct GamepadSettingsView: View {
value: $rumbleOnDevice),
at: at + 1)
}
// The phone-gyro mirror sits beside the rumble mirror: same clip-on-pad audience,
// opposite data direction. Hidden where the device has no motion hardware; engages
// in-session only while player 1's controller reports no rotation rate of its own.
if DeviceGyro.isAvailable,
let anchor = list.firstIndex(where: { $0.id == "deviceRumble" })
?? list.firstIndex(where: { $0.id == "padType" }) {
list.insert(
toggleRow(
id: "deviceGyro", tab: .controller,
icon: "gyroscope",
label: "Gyro from this device",
detail: "When the controller has no gyro, send this device's motion "
+ "sensors as player 1's — for clip-on pads without one of their own.",
value: $gyroFromDevice),
at: anchor + 1)
}
#endif
return list + profileRows
}
@@ -712,6 +712,15 @@ extension SettingsView {
Toggle("Rumble on this iPhone", isOn: $rumbleOnDevice)
}
}
// The rumble mirror's sibling, data flowing the other way: hidden where the
// device has no motion hardware, engages only while the player-1 controller
// reports no rotation rate of its own.
if !inProfileScope, DeviceGyro.isAvailable {
described("When the controller has no gyro of its own, sends this device's "
+ "motion sensors as player 1's — for clip-on pads without one.") {
Toggle("Gyro from this device", isOn: $gyroFromDevice)
}
}
#endif
#if !os(tvOS)
if !inProfileScope {
@@ -91,6 +91,7 @@ struct SettingsView: View {
@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
@AppStorage(DefaultsKey.touchMode) var touchMode = TouchInputMode.trackpad.rawValue
@AppStorage(DefaultsKey.rumbleOnDevice) var rumbleOnDevice = false
@AppStorage(DefaultsKey.gyroFromDevice) var gyroFromDevice = 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).
@@ -0,0 +1,201 @@
// The opt-in phone-gyro mirror (`DefaultsKey.gyroFromDevice`): when player 1's forwarded
// controller has no rotation sensor of its own, THIS device's IMU speaks for it on the wire's
// motion plane for clip-on and third-party pads that ship without a gyro, where the phone
// body is rigidly attached to (or simply is) the thing in the player's hands. The sibling of
// `GamepadFeedback`'s rumble-on-device mirror, with the data flowing the other way.
//
// GamepadCapture owns the engage/stand-down decision (it knows the pad-0 slot and whether its
// controller reports a rotation rate); this class only turns CoreMotion on and off and converts
// samples. Two invariants it enforces itself:
// - one motion writer per pad: samples go out only between `start` and `stop`, and capture
// suppresses pad 0's controller-motion forwarding while this runs;
// - no stale rotation: `stop` sends a single zero-gyro sample after the last real one, so the
// host's virtual pad never keeps integrating an angular velocity this device stopped
// producing (the gyro-sweep "stale angular velocity re-sent forever" failure mode).
//
// Samples are CMDeviceMotion (sensor-fused: bias-corrected rotation rate, gravity split from
// user acceleration) at the ~100 Hz CoreMotion ceiling below a DualSense's 250 Hz, but the
// host's motion plane is event-driven, not cadence-locked, so a slower producer just means
// fewer samples. Units and axis semantics match `GamepadCapture.forwardMotion` exactly (the
// `GamepadWire` constants; accel = gravity + user acceleration the same convention, so a
// future sign/scale correction lands in one place for both sources). The one thing the phone
// adds is a frame remap: CoreMotion reports in the device's portrait frame, while the wire
// wants the controller frame the player sees (x right, y up, z out of the screen), so each
// sample is rotated by the current interface orientation a phone clipped landscape must yaw
// when the player yaws, not roll.
#if os(iOS)
import CoreMotion
import Foundation
import UIKit
/// Device-frame controller-frame axis remap for one interface orientation. CoreMotion's
/// frame is fixed to the portrait device (+x right edge, +y top, +z out of the screen); the
/// controller frame keeps +z (the screen always faces the player) and rotates x/y so they
/// mean "player's right" and "player's up". Derived, like the wire scale constants pinned
/// by `DeviceGyroRemapTests`, correctable in one place if on-glass says otherwise.
/// File-scope rather than nested so the sample thread can use it without actor isolation.
enum DeviceGyroRemap {
case identity
/// Upside-down portrait: both in-plane axes flip.
case flipped
/// Landscape, device top to the player's LEFT (interface `.landscapeRight`):
/// player-right = device-bottom, player-up = device-right.
case topLeft
/// Landscape, device top to the player's RIGHT (interface `.landscapeLeft`).
case topRight
init(_ orientation: UIInterfaceOrientation) {
switch orientation {
case .portraitUpsideDown: self = .flipped
case .landscapeRight: self = .topLeft
case .landscapeLeft: self = .topRight
default: self = .identity
}
}
/// Rotate one device-frame vector (rotation rate or acceleration both transform the
/// same way under an in-plane rotation) into the controller frame.
func apply(x: Float, y: Float, z: Float) -> (x: Float, y: Float, z: Float) {
switch self {
case .identity: return (x, y, z)
case .flipped: return (-x, -y, z)
case .topLeft: return (-y, x, z)
case .topRight: return (y, -x, z)
}
}
}
@MainActor
public final class DeviceGyro {
/// Whether this device can source motion at all gates the settings rows (a device
/// without an IMU would make the toggle a silent no-op, the rumble mirror's rule).
/// One shared probe: Apple recommends a single `CMMotionManager` per app, and the
/// settings UI asking per-render must not allocate one each time.
public static let isAvailable: Bool = CMMotionManager().isDeviceMotionAvailable
/// Everything the sample thread touches, behind one lock: the orientation remap (written
/// on main when the device rotates), the last converted accel, and whether a real sample
/// went out (so `stop` knows it owes the wire a zero). Kept off the actor deliberately
/// `forward` runs on the delivery queue.
private final class SampleState: @unchecked Sendable {
let lock = NSLock()
var remap: DeviceGyroRemap = .identity
var sentSample = false
/// Re-sent with the closing zero-gyro sample so "rotation stopped" doesn't also
/// overwrite a plausible gravity vector with free-fall.
var lastAccel: (Int16, Int16, Int16) = (0, 0, 0)
}
/// Ship one converted sample (wire pad 0). Must be thread-safe invoked from the
/// delivery queue (`PunktfunkConnection.sendMotion` locks internally).
private let send: @Sendable (_ gyro: (Int16, Int16, Int16), _ accel: (Int16, Int16, Int16)) -> Void
private let motion = CMMotionManager()
/// Dedicated serial delivery queue deliberately NOT main (the controller path's
/// main-queue delivery is a known jitter source; the mirror starts clean).
private let queue: OperationQueue = {
let q = OperationQueue()
q.name = "punktfunk.device-gyro"
q.maxConcurrentOperationCount = 1
return q
}()
private let state = SampleState()
private var orientationObserver: NSObjectProtocol?
/// Whether the mirror is between `start` and `stop` read by GamepadCapture to keep the
/// controller path off pad 0's motion while this runs.
public private(set) var isRunning = false
public init(
send: @escaping @Sendable (_ gyro: (Int16, Int16, Int16), _ accel: (Int16, Int16, Int16)) -> Void
) {
self.send = send
}
/// Begin sourcing pad-0 motion from this device. Idempotent.
public func start() {
guard !isRunning, motion.isDeviceMotionAvailable else { return }
isRunning = true
updateRemap()
// Interface orientation only changes alongside a device-orientation notification, so
// this is the one signal needed; re-reading the scene keeps a rotation lock stable.
orientationObserver = NotificationCenter.default.addObserver(
forName: UIDevice.orientationDidChangeNotification, object: nil, queue: .main
) { [weak self] _ in
MainActor.assumeIsolated { self?.updateRemap() }
}
// CoreMotion's practical ceiling; requesting faster just clamps.
motion.deviceMotionUpdateInterval = 1.0 / 100.0
motion.startDeviceMotionUpdates(to: queue) { [state, send] m, _ in
guard let m else { return }
Self.forward(m, state: state, send: send)
}
}
/// Stop sourcing and, if anything was sent, park the host pad's rotation at zero. The
/// zero rides the same serial queue as the samples, so it is guaranteed last without
/// blocking the caller.
public func stop() {
guard isRunning else { return }
isRunning = false
motion.stopDeviceMotionUpdates()
if let o = orientationObserver {
NotificationCenter.default.removeObserver(o)
orientationObserver = nil
}
queue.addOperation { [state, send] in
state.lock.lock()
let owed = state.sentSample
state.sentSample = false
let accel = state.lastAccel
state.lock.unlock()
if owed { send((0, 0, 0), accel) }
}
}
private func updateRemap() {
let o = UIApplication.shared.connectedScenes
.compactMap { $0 as? UIWindowScene }
.first?.interfaceOrientation ?? .portrait
state.lock.lock()
state.remap = DeviceGyroRemap(o)
state.lock.unlock()
}
/// Runs on the delivery queue: remap, scale, ship.
nonisolated private static func forward(
_ m: CMDeviceMotion, state: SampleState,
send: (_ gyro: (Int16, Int16, Int16), _ accel: (Int16, Int16, Int16)) -> Void
) {
state.lock.lock()
let r = state.remap
state.lock.unlock()
let rot = r.apply(
x: Float(m.rotationRate.x), y: Float(m.rotationRate.y), z: Float(m.rotationRate.z))
// Same total-acceleration convention as GamepadCapture.forwardMotion.
let acc = r.apply(
x: Float(m.gravity.x + m.userAcceleration.x),
y: Float(m.gravity.y + m.userAcceleration.y),
z: Float(m.gravity.z + m.userAcceleration.z))
let gs = GamepadWire.gyroLSBPerRadS
let as_ = GamepadWire.accelLSBPerG
let gyro = (
GamepadWire.motionRaw(rot.x, scale: gs),
GamepadWire.motionRaw(rot.y, scale: gs),
GamepadWire.motionRaw(rot.z, scale: gs)
)
let accel = (
GamepadWire.motionRaw(acc.x, scale: as_),
GamepadWire.motionRaw(acc.y, scale: as_),
GamepadWire.motionRaw(acc.z, scale: as_)
)
state.lock.lock()
state.lastAccel = accel
state.sentSample = true
state.lock.unlock()
send(gyro, accel)
}
}
#endif
@@ -67,6 +67,13 @@ public final class GamepadCapture {
var axes: [Int32] = [0, 0, 0, 0, 0, 0]
var fingerActive: [Bool] = [false, false]
var lastMotionNs: UInt64 = 0
/// A motion sample went out on this pad `flush` then owes the wire a zero-gyro
/// sample: the host holds motion as STATE and re-emits it, so a nonzero angular
/// velocity left behind reads as endless rotation (the gyro-sweep latch).
var motionSent = false
/// The last accel sent, re-used by the flush zero so "rotation stopped" doesn't
/// also replace a plausible gravity vector with free-fall.
var lastAccel: (Int16, Int16, Int16) = (0, 0, 0)
// Hold-Selectguide gesture state (pf-client-core's `SelectGesture`, adapted to
// this class's mask-diff model): a Select pressed ALONE is held out of the mask
// until it resolves into a tap (delivered on release) or past `guideHold` a
@@ -153,6 +160,15 @@ public final class GamepadCapture {
/// everywhere but macOS). See `guideHold`.
public let guideGesture: Bool
#if os(iOS)
/// Opt-in phone-gyro mirror (`DefaultsKey.gyroFromDevice`): while player 1's forwarded
/// controller has no rotation sensor, this device's IMU sources pad 0's motion instead
/// for clip-on pads without a gyro. Session-scoped (the setting is read once here); nil
/// when off, unavailable, or forwarding is off (the mirror is wire-only, so with nothing
/// to send there is nothing to mirror). Engage/stand-down lives in `updateDeviceGyro`.
private let deviceGyro: DeviceGyro?
#endif
public init(
connection: PunktfunkConnection, manager: GamepadManager, forwarding: Bool = true,
systemForward: Bool = true, guideGesture: Bool = false
@@ -162,6 +178,17 @@ public final class GamepadCapture {
self.forwarding = forwarding
self.systemForward = systemForward
self.guideGesture = guideGesture
#if os(iOS)
if forwarding, DeviceGyro.isAvailable,
UserDefaults.standard.bool(forKey: DefaultsKey.gyroFromDevice) {
deviceGyro = DeviceGyro { [weak connection] gyro, accel in
// Thread-safe (sendMotion locks); pad 0 by the same rule as the rumble mirror.
connection?.sendMotion(pad: 0, gyro: gyro, accel: accel)
}
} else {
deviceGyro = nil
}
#endif
}
public func start() {
@@ -187,6 +214,9 @@ public final class GamepadCapture {
MainActor.assumeIsolated {
self?.suspended = true
self?.releaseAll()
// The mirror pauses with capture (its stop parks the host pad's rotation
// at zero an overlay pull-down must not leave the game spinning).
self?.updateDeviceGyro()
}
})
observers.append(NotificationCenter.default.addObserver(
@@ -199,11 +229,15 @@ public final class GamepadCapture {
for slot in self.slots {
if let ext = slot.controller.extendedGamepad { self.sync(slot, ext) }
}
self.updateDeviceGyro()
}
})
}
public func stop() {
#if os(iOS)
deviceGyro?.stop()
#endif
closeAllSlots()
forwardedSub = nil
observers.forEach { NotificationCenter.default.removeObserver($0) }
@@ -224,6 +258,8 @@ public final class GamepadCapture {
}
// A chord-holding pad may have just unplugged re-evaluate so a stale hold disarms.
updateEscapeChord()
// Pad 0 may have changed hands re-evaluate whether this device's IMU speaks for it.
updateDeviceGyro()
}
/// Open one forwarded controller on its assigned wire index: attach GC handlers, claim its
@@ -561,6 +597,13 @@ public final class GamepadCapture {
private func forwardMotion(_ slot: Slot, _ m: GCMotion) {
guard !suspended else { return }
#if os(iOS)
// While the phone-gyro mirror speaks for pad 0, the controller's own motion
// necessarily rotation-less, that's the engage condition stays off the wire:
// two writers on one pad's motion state would fight, and this accel-only stream
// would keep stomping the mirror's gyro with zeros.
if slot.pad == 0, deviceGyro?.isRunning == true { return }
#endif
let now = DispatchTime.now().uptimeNanoseconds
guard now &- slot.lastMotionNs >= Self.motionIntervalNs else { return }
slot.lastMotionNs = now
@@ -579,18 +622,35 @@ public final class GamepadCapture {
}
let gs = GamepadWire.gyroLSBPerRadS
let as_ = GamepadWire.accelLSBPerG
wire?.sendMotion(
pad: UInt8(slot.pad),
gyro: (
GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
GamepadWire.motionRaw(Float(m.rotationRate.y), scale: gs),
GamepadWire.motionRaw(Float(m.rotationRate.z), scale: gs)
),
accel: (
GamepadWire.motionRaw(ax, scale: as_),
GamepadWire.motionRaw(ay, scale: as_),
GamepadWire.motionRaw(az, scale: as_)
))
let gyro = (
GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
GamepadWire.motionRaw(Float(m.rotationRate.y), scale: gs),
GamepadWire.motionRaw(Float(m.rotationRate.z), scale: gs)
)
let accel = (
GamepadWire.motionRaw(ax, scale: as_),
GamepadWire.motionRaw(ay, scale: as_),
GamepadWire.motionRaw(az, scale: as_)
)
if wire != nil {
slot.motionSent = true
slot.lastAccel = accel
}
wire?.sendMotion(pad: UInt8(slot.pad), gyro: gyro, accel: accel)
}
/// Engage or stand down the phone-gyro mirror: it speaks for pad 0 exactly while a
/// forwarded controller holds that index but can't rotate for itself no `GCMotion`,
/// or a motion object without a rotation rate (gravity-only pads, e.g. an Xbox pad on
/// iOS). Re-evaluated on every reconcile and on suspend/resume; `DeviceGyro.stop`
/// parks the host pad's rotation at zero, so standing down never strands a spin.
private func updateDeviceGyro() {
#if os(iOS)
guard let gyro = deviceGyro else { return }
let pad0 = slots.first { $0.pad == 0 }
let wants = !suspended && pad0 != nil && pad0!.controller.motion?.hasRotationRate != true
if wants { gyro.start() } else { gyro.stop() }
#endif
}
/// Arm the disconnect timer when ANY forwarded pad holds the full escape chord, disarm the
@@ -634,6 +694,14 @@ public final class GamepadCapture {
wire?.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(f), active: false, x: 0, y: 0)
slot.fingerActive[f] = false
}
// Motion is host-side STATE, re-emitted until replaced a nonzero angular velocity
// left behind reads as endless rotation (the gyro-sweep latch: Control Center
// pull-down froze the last sample for as long as the overlay stayed up). Rest means
// zero rotation; the last accel is kept so gravity doesn't become free-fall.
if slot.motionSent {
slot.motionSent = false
wire?.sendMotion(pad: UInt8(slot.pad), gyro: (0, 0, 0), accel: slot.lastAccel)
}
}
/// Flush every open slot's held state (app deactivation) keeps the slots open (GC just stops
@@ -193,6 +193,14 @@ public enum DefaultsKey {
/// 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"
/// Use this device's own gyroscope as player 1's motion when the forwarded controller has
/// none of its own for clip-on and third-party pads without an IMU, where the device body
/// moves with the player's hands. The rumble mirror's sibling, data flowing the other way.
/// Off by default (opt-in); read once per session by `GamepadCapture`, whose `DeviceGyro`
/// mirror engages only while pad 0's controller reports no rotation rate (a real gyro pad
/// always wins). The toggle is shown only where the device has motion hardware
/// (`DeviceGyro.isAvailable`).
public static let gyroFromDevice = "punktfunk.gyroFromDevice"
/// 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
@@ -0,0 +1,62 @@
// Pins the phone-gyro mirror's devicecontroller frame remap (DeviceGyro.swift). The matrix is
// derived (like the wire scale constants), so these tests are the contract: if on-glass says an
// axis is wrong, fix the enum AND these expectations together.
#if os(iOS)
import UIKit
import XCTest
@testable import PunktfunkKit
final class DeviceGyroRemapTests: XCTestCase {
/// A distinct vector per axis so a swapped or flipped component can't cancel out.
private let v: (x: Float, y: Float, z: Float) = (1, 2, 3)
func testPortraitIsIdentity() {
let r = DeviceGyroRemap.identity.apply(x: v.x, y: v.y, z: v.z)
XCTAssertEqual([r.x, r.y, r.z], [1, 2, 3])
}
func testUpsideDownFlipsInPlane() {
let r = DeviceGyroRemap.flipped.apply(x: v.x, y: v.y, z: v.z)
XCTAssertEqual([r.x, r.y, r.z], [-1, -2, 3])
}
/// Device top to the player's LEFT: player-right = device-bottom (y), player-up =
/// device-right (+x). z (out of the screen) never changes the screen faces the player.
func testTopLeftLandscape() {
let r = DeviceGyroRemap.topLeft.apply(x: v.x, y: v.y, z: v.z)
XCTAssertEqual([r.x, r.y, r.z], [-2, 1, 3])
}
/// Device top to the player's RIGHT: player-right = device-top (+y), player-up =
/// device-left (x).
func testTopRightLandscape() {
let r = DeviceGyroRemap.topRight.apply(x: v.x, y: v.y, z: v.z)
XCTAssertEqual([r.x, r.y, r.z], [2, -1, 3])
}
/// Interface orientation remap: `.landscapeRight` means the Home edge is on the
/// player's right, i.e. the device top points LEFT (and vice versa).
func testOrientationMapping() {
XCTAssertEqual(DeviceGyroRemap(.portrait), .identity)
XCTAssertEqual(DeviceGyroRemap(.portraitUpsideDown), .flipped)
XCTAssertEqual(DeviceGyroRemap(.landscapeRight), .topLeft)
XCTAssertEqual(DeviceGyroRemap(.landscapeLeft), .topRight)
XCTAssertEqual(DeviceGyroRemap(.unknown), .identity)
}
/// Every remap must stay a proper rotation (right-handed): x̂ × ŷ = after mapping.
func testHandednessPreserved() {
for remap in [DeviceGyroRemap.identity, .flipped, .topLeft, .topRight] {
let x = remap.apply(x: 1, y: 0, z: 0)
let y = remap.apply(x: 0, y: 1, z: 0)
// Cross product of the two mapped in-plane basis vectors.
let cross = (
x: x.y * 0 - 0 * y.y, y: 0 * y.x - x.x * 0, z: x.x * y.y - x.y * y.x
)
XCTAssertEqual(cross.z, 1, "left-handed remap: \(remap)")
}
}
}
#endif