Extends virtual-controller support beyond Xbox 360 + DualSense. Goal: a
physical Xbox One or PS4 pad on the client gets a near-native matching virtual
pad on the host, auto-resolved from the controller type.
Protocol/core:
- GamepadPref gains XboxOne (wire 3) + DualShock4 (wire 4); to_u8/from_u8/
from_name/as_str + C ABI PUNKTFUNK_GAMEPAD_XBOXONE/_DUALSHOCK4 constants
(compile-time guard ties them to the enum). Single-byte wire form is
unchanged, so it's forward-compatible (older peers degrade to Auto).
Host (Linux):
- New UHID DualShock 4 backend (inject/dualshock4.rs) bound by hid-playstation:
lightbar, touchpad, motion, rumble — DualSense minus adaptive triggers /
player LEDs / mute. Reuses the DualSense pure state + button mapping; only the
report byte layout, the real-DS4 HID descriptor, the GET_REPORT handshake
(0x12 MAC mandatory; 0x02 calibration; 0xa3 firmware) and the touchpad
resolution (1920x942) differ. Touchpad/motion ride the existing 0xCC plane,
lightbar the 0xCD Led plane (deduped); rumble the universal 0xCA plane.
- Xbox One/Series is the uinput Xbox-360 backend parameterized with the One S
USB identity (045e:02ea) for matching glyphs — XInput-identical otherwise.
- PadBackend dispatch + resolver handle both; off Linux the UHID pads and
One/Series fold into Xbox 360. Windows-host DS4 (ViGEm) deferred.
Clients (auto-resolve physical pad -> virtual type, plus manual settings):
- Linux/Windows (SDL3): SDL_GAMEPAD_TYPE_PS4 -> DualShock 4, _XBOXONE ->
Xbox One; PadInfo carries the resolved pref; DS4 touchpad/motion capture +
lightbar already type-agnostic. Linux settings combo + label updated.
- Apple (GameController): GCDualShockGamepad/GCXboxGamepad detection, DS4
touchpad capture, settings picker entries.
- Android (Kotlin): InputDevice VID/PID auto-detect (matching the other
clients) + settings entries.
- probe: --gamepad help/aliases.
Also hardens the Android JNI boundary: wrap the teardown + poll-thread shims in
catch_unwind so a panic degrades to a logged no-op instead of aborting the app.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The earlier buttonHome handler wasn't enough: on macOS the SYSTEM grabs the DualSense
Home/PS button by default (opens Launchpad's Games folder), so it never reached the app.
The fix is to disable the system gesture on the element —
`physicalInputProfile.buttons[GCInputButtonHome].preferredSystemGestureState = .disabled`
(Apple's documented mechanism) — which hands the button to us.
Then drive `guide` DIRECTLY from that element's pressedChangedHandler instead of via
buttonMask: the legacy `extendedGamepad.buttonHome` is unreliable/often nil even when the
physical element exists, so reading it in the mask dropped presses. `sendGuide` folds the
bit into `buttons` so a held PS button still releases on focus loss. On tvOS the element
is reserved (nil) → the block no-ops.
The host already maps BTN_GUIDE → the DualSense PS bit, so this completes the chain.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two issues from live Mac testing, plus a requested fullscreen option:
- PS button: the Home/PS button (→ guide; the host maps it to the DualSense PS bit)
does not reliably fire GCExtendedGamepad.valueChangedHandler on macOS, so its presses
were dropped. Add a dedicated buttonHome.pressedChangedHandler that re-syncs. The host
already maps BTN_GUIDE→PS, so this is the missing client half.
- Fullscreen: a macOS FullscreenController (NSViewRepresentable) takes the window
fullscreen while a session is up (incl. the trust prompt over the blurred stream) and
restores it on the host list — so only the stream is fullscreen, not the picker. New
`fullscreenWhileStreaming` setting (default on) + a Settings "Window" toggle.
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>