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8abdd74a62 |
@@ -285,6 +285,21 @@ fn set_valve_hidapi(enabled: bool) {
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sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAM", v);
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}
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/// Disable the Valve HIDAPI drivers **before SDL exists** — call this alongside the other
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/// pre-`SDL_Init` hints, not after a subsystem is up.
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///
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/// The damage these drivers do happens at *enumeration*, which is part of initialising the
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/// joystick/gamepad subsystem. Setting the hint afterwards does detach the driver, but only after
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/// it has already sent the Deck its `ID_CLEAR_DIGITAL_MAPPINGS` + `TRACKPAD_NONE` — so the
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/// built-in trackpad-mouse dies system-wide and stays dead until the firmware watchdog restores
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/// lizard mode seconds later. The threaded worker ([`run`]) has always done this in the right
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/// order; the caller-pumped path could not, because by the time it receives a
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/// [`sdl3::GamepadSubsystem`] the enumeration has already happened. Hence a separate entry point
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/// its callers can put in the right place.
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pub fn preinit_disable_valve_hidapi() {
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set_valve_hidapi(false);
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}
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/// Map the SDL-reported controller type to the virtual pad we'd ask the host to create.
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fn pref_for_type(t: sdl3::gamepad::GamepadType) -> GamepadPref {
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use sdl3::gamepad::GamepadType as T;
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@@ -393,9 +408,12 @@ impl GamepadService {
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/// and calls [`GamepadPump::tick`] once per loop iteration (the threaded worker's
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/// per-wakeup work: ctl drain, chord-hold check, menu repeat, feedback).
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///
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/// Like the threaded worker, this disables the Valve HIDAPI drivers up front (their
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/// mere enumeration kills the Deck's trackpad-mouse system-wide); they are enabled
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/// for the duration of an attached session only.
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/// The Valve HIDAPI drivers are held off here too, but this is **too late to be the only
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/// place it happens**: the `subsystem` argument means enumeration is already done, and that
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/// is when the Deck driver kills the trackpad-mouse. The caller must also call
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/// [`preinit_disable_valve_hidapi`] with its other pre-`SDL_Init` hints. This call still
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/// earns its place — it re-asserts "off" for a process that ran a session earlier — but on
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/// its own it only detaches a driver that has already done the damage.
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pub fn pumped(subsystem: sdl3::GamepadSubsystem) -> (GamepadService, GamepadPump) {
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set_valve_hidapi(false);
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let pads = Arc::new(Mutex::new(Vec::new()));
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@@ -556,6 +574,38 @@ impl GamepadPump {
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self.worker.menu_poll();
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self.worker.render_feedback();
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}
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/// Close every forwarded slot — flush its held wire state, tell the host to remove the pad,
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/// and physically silence it. Call once on the way out of the caller's event loop.
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///
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/// [`GamepadService::detach`] only *posts* `Ctl::Detach`; the close — the flush, the host-side
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/// `GamepadRemove`, and the explicit `set_rumble(0, 0)` backstop in `close_slot_at` — happens
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/// when the pump next drains it. An exit path that detached and then left the loop without
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/// another [`tick`](Self::tick) therefore skipped all of it, and nothing else would: the slots
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/// hold no `Drop` that silences them. A pad left mid-buzz stayed buzzing.
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///
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/// This closes the slots directly rather than draining the queued `Ctl::Detach` that would
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/// have done it. Same physical outcome by a shorter path, and deliberately so: this also runs
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/// from `Drop`, and `drain_ctl` reaches `Mutex::lock().unwrap()`, which on a poisoned lock
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/// would panic — during an unwind that aborts the process. Closing a slot touches no lock.
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///
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/// Idempotent, and safe with nothing attached.
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pub fn shutdown(&mut self) {
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self.worker.close_all_slots();
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}
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}
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/// The silence backstop of last resort. A caller's loop can also leave by `?` on a fatal overlay
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/// or present error — several paths do — and those would skip an explicit
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/// [`shutdown`](GamepadPump::shutdown) entirely, leaving a forwarded pad buzzing on the way out.
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///
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/// Callers should still call `shutdown` at their normal exit rather than lean on this: the pad
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/// wants to go quiet *before* a long teardown (session join, `vkDeviceWaitIdle`), not after it.
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/// Doing both is free — `shutdown` is idempotent.
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impl Drop for GamepadPump {
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fn drop(&mut self) {
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self.shutdown();
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}
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}
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/// The lowest wire pad index (0..[`MAX_PADS`](punktfunk_core::input::MAX_PADS)) not already held
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@@ -1626,6 +1676,11 @@ impl Worker {
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HidOutput::PlayerLeds { bits, .. } if is_ds => {
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let _ = slot.pad.send_effect(&Ds5Feedback::player_packet(bits));
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}
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// Every other pad with player LEDs gets them through SDL, which owns the
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// per-device pattern. This used to fall through and do nothing at all.
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HidOutput::PlayerLeds { bits, .. } => {
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let _ = set_player_leds(&slot.pad, bits);
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}
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HidOutput::Trigger {
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which, ref effect, ..
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} if is_ds => {
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@@ -1633,12 +1688,43 @@ impl Worker {
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.pad
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.send_effect(&Ds5Feedback::trigger_packet(which, effect));
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}
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_ => {}
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// Deliberately unhandled, listed rather than left to a bare `_` so a new
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// variant cannot join them silently: adaptive triggers exist only on a
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// DualSense, and the trackpad-haptic / raw-passthrough planes are DS-specific
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// and carried by `send_effect` above when the pad is one.
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HidOutput::Trigger { .. }
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| HidOutput::TrackpadHaptic { .. }
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| HidOutput::HidRaw { .. } => {}
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}
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}
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}
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}
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/// The SDL player index for the wire's positional player-LED `bits`, or `None` for "no player".
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///
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/// The wire carries a bitmask — one bit per LED, low 5 — while SDL wants a player *index* and owns
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/// the per-device pattern. The count bridges them: every convention that reaches this wire spells
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/// "player N" as N lit LEDs, both the DualSense patterns (`0x04`, `0x0A`, `0x15`, `0x1B`, `0x1F`)
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/// and the Switch/XInput run of low bits (`0x01`, `0x03`, `0x07`, `0x0F`). SDL's index is 0-based,
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/// so player 1 is index 0; no lit LED means *no* player rather than player 0.
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///
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/// Split out from [`set_player_leds`] so the mapping is testable — an `sdl3::Gamepad` needs a real
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/// device, so nothing that takes one can be.
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fn player_index_from_bits(bits: u8) -> Option<u16> {
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match (bits & 0x1F).count_ones() {
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0 => None,
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n => Some((n - 1) as u16),
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}
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}
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/// Drive a non-DualSense pad's player LEDs from the wire's positional `bits`.
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fn set_player_leds(pad: &sdl3::gamepad::Gamepad, bits: u8) -> Result<(), sdl3::Error> {
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match player_index_from_bits(bits) {
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None => pad.unset_player_index(),
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Some(i) => pad.set_player_index(i),
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}
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}
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/// The wire pad index a [`HidOutput`] is addressed to (every variant carries `pad`).
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fn hidout_pad(h: &HidOutput) -> u8 {
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match h {
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@@ -2008,3 +2094,43 @@ mod slot_tests {
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);
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}
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}
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#[cfg(test)]
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mod player_led_tests {
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use super::*;
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/// Both conventions that reach this wire spell "player N" as N lit LEDs, so the count is the
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/// player number regardless of WHICH bits a given pad lights. Pinned because the mapping is
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/// otherwise only obvious once you have seen both patterns side by side.
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#[test]
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fn player_index_counts_lit_leds_for_both_conventions() {
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// DualSense / hid-playstation patterns — non-contiguous, symmetric about the centre LED.
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assert_eq!(player_index_from_bits(0x04), Some(0)); // player 1
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assert_eq!(player_index_from_bits(0x0A), Some(1)); // player 2
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assert_eq!(player_index_from_bits(0x15), Some(2)); // player 3
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assert_eq!(player_index_from_bits(0x1B), Some(3)); // player 4
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assert_eq!(player_index_from_bits(0x1F), Some(4)); // player 5
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// Switch/XInput style — a contiguous run of low bits, the same count each time.
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assert_eq!(player_index_from_bits(0x01), Some(0));
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assert_eq!(player_index_from_bits(0x03), Some(1));
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assert_eq!(player_index_from_bits(0x07), Some(2));
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assert_eq!(player_index_from_bits(0x0F), Some(3));
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}
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/// No lit LED is "no player", NOT player 0 — the difference between LEDs off and player 1 lit.
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#[test]
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fn no_lit_led_is_no_player() {
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assert_eq!(player_index_from_bits(0x00), None);
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// Only the low 5 bits are player LEDs; junk above them must not invent a player.
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assert_eq!(player_index_from_bits(0xE0), None);
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}
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/// The mask is applied before counting, so out-of-range bits cannot inflate the index past
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/// the 5 real LEDs.
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#[test]
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fn high_bits_are_masked_off_before_counting() {
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assert_eq!(player_index_from_bits(0xFF), Some(4)); // 0x1F worth of LEDs, not 8
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assert_eq!(player_index_from_bits(0xE4), Some(0)); // 0x04 with junk on top
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}
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}
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@@ -466,6 +466,13 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
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#[cfg(windows)]
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crate::win32::set_app_user_model_id();
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sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
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// Hold SDL's Valve HIDAPI drivers off BEFORE SDL_Init: the Deck driver clears the pad's
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// digital mappings at *enumeration*, which is part of bringing the gamepad subsystem up, so a
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// hint set after `sdl.gamepad()` — where this used to live, inside GamepadService::pumped —
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// only detached a driver that had already killed the built-in trackpad-mouse system-wide. The
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// symptom was the Deck losing its trackpad cursor at the start of every session until the
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// firmware watchdog restored lizard mode. They are still enabled for an attached session.
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pf_client_core::gamepad::preinit_disable_valve_hidapi();
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// A touchscreen (the Deck's glass) is forwarded as REAL touch passthrough below — so
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// suppress SDL's default synthesis of mouse events from touch. Left on, every touch
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// ALSO warps a synthetic mouse to the touch point, which under the stream's relative
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@@ -1895,6 +1902,13 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
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}
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};
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// Every exit from the loop above converges here, which is why the gamepad teardown belongs
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// here and not on the individual `break`s. `gamepad.detach()` only queues the detach; the
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// close — flush, host-side GamepadRemove, and the explicit rumble-stop backstop — runs when
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// the pump drains it. Single mode broke out of the loop immediately after detaching and
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// Event::Quit never detached at all, so both left forwarded pads unflushed and, if the game
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// was rumbling at the time, still buzzing.
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pump.shutdown();
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// Join the pump BEFORE the device-wide idle: its decode submissions on the shared
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// device would race vkDeviceWaitIdle otherwise.
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if let Some(st) = stream.take() {
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