G5: buttonMask mapped the dedicated share/create/capture element onto BTN_BACK,
the same bit as View (buttonOptions). On an Xbox-Series pad those are two
distinct physical buttons, so Share was indistinguishable from View on the
host and never delivered the capture bit the host already decodes (DualSense
mute / Steam quick-access). Route it to BTN_MISC1 instead, matching the Rust
client's `Button::Misc1 => wire::BTN_MISC1`. Adds `misc1` to GamepadWire and
allButtons so a held capture button is released on flush like the others.
(On-glass verify owed on a real Xbox-Series pad; a clone pad that exposes one
button as both buttonOptions and Share now emits back+misc1 for it — harmless
on a plain xpad session and rare otherwise.)
G22 (partial): define paddle1..4 for wire completeness, but leave them out of
buttonMask/allButtons until the GameController paddleButton1..4 ↔ BTN_PADDLE
physical correspondence is confirmed on a real Elite pad.
G15: replace the 3-bit spot-check with an exhaustive assertion of every
GamepadWire button/axis constant against the generated C ABI header
(punktfunk_core.h), so any Swift-side drift from punktfunk_core::input::gamepad
fails CI.
swift build + full PunktfunkKit suite green (124 passed, 5 skipped).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Roll the pf-client-core slot pattern to the Apple client (Swift):
- GamepadManager tracks all connected GCControllers, assigning each a stable
lowest-free wire pad index + concrete type, emitting GamepadArrival on
connect and GamepadRemove on disconnect (index freed for reuse on re-plug).
- GamepadCapture binds every controller with per-controller Slot state
(buttons/axes/fingers/motion), threading the pad index into flags on every
event; GamepadWire/InputEvents carry the pad + the two new events.
- GamepadFeedback + RumbleRenderer go per-pad (rumbleByPad, slots[pad]),
routing rumble/HID back to the correct controller by wire index.
- ContentView/Settings surface every forwarded controller.
pad 0 => flags 0, so single-controller wire is byte-identical. Cannot build
on the Linux dev box (no Swift toolchain / Apple frameworks); wire bytes
hand-checked against input.rs and GamepadWireTests extended for multi-pad.
CI apple.yml (swift build/test on macOS) is the compile gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Apple client grows full gamepad support and punktfunk/1 learns to negotiate
the virtual pad type:
- Protocol: Hello carries a GamepadPref byte (offset 21, the same trailing-byte
back-compat pattern as the compositor; echoed resolved in Welcome at 54).
Host precedence: explicit client choice > PUNKTFUNK_GAMEPAD env > Xbox 360,
DualSense (UHID) only where available. ABI: punktfunk_connect_ex2 +
punktfunk_connection_gamepad (connect_ex delegates; ABI_VERSION stays 2 — the
trailing byte IS the compat mechanism). punktfunk-client-rs gets --gamepad.
- Swift client: GamepadManager (app-lifetime discovery + selection — Settings
lists every controller with capabilities/battery/"In use"; exactly ONE pad
forwards as pad 0, auto = most recently connected, or pinned), GamepadCapture
(snapshot-diff button/axis events, DualSense touchpad + ~250 Hz motion on the
rich-input plane, held state released on switch/deactivate/stop),
GamepadFeedback (rumble → CoreHaptics per-handle engines; lightbar →
GCDeviceLight; player LEDs → playerIndex; adaptive-trigger blocks → the
table-driven DualSenseTriggerEffect parser → GCDualSenseAdaptiveTrigger,
exact for the 10-zone positional modes). The pad type auto-resolves from the
physical controller at connect time, user-overridable in Settings.
- Host DualSense fixes surfaced by adversarial review against hid-playstation /
SDL / Nielk1 ground truth: input-report sensor/touch offsets were off by one
(the kernel read garbage motion + phantom touches), the L2/R2 trigger blocks
were swapped (the report is right-trigger-first), feedback now gates on the
report's valid-flags (a plain rumble write no longer blanks lightbar/
triggers), and the touchpad rescale clamps to the advertised ABS_MT extents.
- Tests: Hello/Welcome trailing-byte back-compat, pick_gamepad precedence,
byte-exact input-report layout, valid-flag gating, per-mode trigger-parser
table (incl. packed 3-bit zones), wire conversions, and a scripted loopback
feedback burst (PUNKTFUNK_TEST_FEEDBACK=1) asserted through the xcframework
on the rumble + HID-output planes.
Validated: cargo test/clippy/fmt green on macOS + Linux (61 host tests), swift
build/test green, test-loopback.sh green, tvOS/iOS targets compile. DualSense
motion sign/scale is derived from the calibration blob, not yet live-verified
(constants isolated in GamepadWire).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>