Compare commits
4
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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3b39710a5a | ||
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19243c30b4 | ||
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dfcffcdd50 | ||
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f2b5b3e567 |
@@ -136,14 +136,19 @@ internal fun ControllersScreen(
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// Read ONCE, up front: the test can end inside this very event, and the release that
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// ended it still has to be swallowed here — see the B branch below.
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val consume = consuming
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// The CORRECTED keycode, so this screen shows the button the stream will send and not
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// the one Android guessed for a pad it has no key layout for — the two differ on every
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// controller [Gamepad.padKeyCode] exists for, and a tester that disagrees with the
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// stream is worse than no tester. The raw pair is still reported in "Last input".
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val code = Gamepad.padKeyCode(event)
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when (event.action) {
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KeyEvent.ACTION_DOWN -> {
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held[event.keyCode] = true
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if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) bHeld = true
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held[code] = true
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if (code == KeyEvent.KEYCODE_BUTTON_B) bHeld = true
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}
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KeyEvent.ACTION_UP -> {
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held[event.keyCode] = false
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if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) {
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held[code] = false
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if (code == KeyEvent.KEYCODE_BUTTON_B) {
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bHeld = false
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if (consume) {
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if (event.eventTime - event.downTime >= HOLD_TO_FINISH_MS) {
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@@ -167,23 +172,43 @@ internal fun ControllersScreen(
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}
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}
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}
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lastInput = "${event.device?.name}: ${KeyEvent.keyCodeToString(event.keyCode)}"
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// Raw scancode AND keycode, plus the correction when one fired: this line is what a
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// field report needs to pin an unmapped pad's report order without the device in hand.
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val raw = KeyEvent.keyCodeToString(event.keyCode).removePrefix("KEYCODE_")
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val fixed = KeyEvent.keyCodeToString(code).removePrefix("KEYCODE_")
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lastInput = "${event.device?.name}: scan 0x%X · %s%s".format(
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event.scanCode,
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raw,
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if (code != event.keyCode) " → $fixed" else "",
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)
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consume
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}
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val motionProbe: (MotionEvent) -> Boolean = probe@{ event ->
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if (!Gamepad.isPad(event.device)) return@probe false
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// Through the device's resolved map, exactly as `Gamepad.AxisMapper` reads it while
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// streaming — on a pad Android has no key layout for, the right stick and the triggers
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// are not on the axes their names suggest.
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val map = Gamepad.padMap(event.device)
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axes["LX"] = event.getAxisValue(MotionEvent.AXIS_X)
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axes["LY"] = event.getAxisValue(MotionEvent.AXIS_Y)
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axes["RX"] = event.getAxisValue(MotionEvent.AXIS_Z)
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axes["RY"] = event.getAxisValue(MotionEvent.AXIS_RZ)
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axes["LT"] = maxOf(
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event.getAxisValue(MotionEvent.AXIS_LTRIGGER),
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event.getAxisValue(MotionEvent.AXIS_BRAKE),
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)
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axes["RT"] = maxOf(
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event.getAxisValue(MotionEvent.AXIS_RTRIGGER),
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event.getAxisValue(MotionEvent.AXIS_GAS),
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)
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axes["RX"] = event.getAxisValue(map.rightStickX)
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axes["RY"] = event.getAxisValue(map.rightStickY)
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axes["LT"] = if (map.leftTrigger == Gamepad.AXIS_NONE) {
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maxOf(
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event.getAxisValue(MotionEvent.AXIS_LTRIGGER),
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event.getAxisValue(MotionEvent.AXIS_BRAKE),
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)
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} else {
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map.level(event.getAxisValue(map.leftTrigger))
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}
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axes["RT"] = if (map.rightTrigger == Gamepad.AXIS_NONE) {
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maxOf(
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event.getAxisValue(MotionEvent.AXIS_RTRIGGER),
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event.getAxisValue(MotionEvent.AXIS_GAS),
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)
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} else {
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map.level(event.getAxisValue(map.rightTrigger))
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}
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axes["HX"] = event.getAxisValue(MotionEvent.AXIS_HAT_X)
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axes["HY"] = event.getAxisValue(MotionEvent.AXIS_HAT_Y)
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consuming
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@@ -689,6 +714,16 @@ private fun PadRow(info: PadInfo, gamepadSetting: Int) {
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style = MaterialTheme.typography.bodySmall,
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color = MaterialTheme.colorScheme.onSurfaceVariant,
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)
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// Only when a correction is actually in force: on a pad Android has a key layout for
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// there is nothing to say, and a line that says "normal" on every device teaches
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// nobody anything. Named rather than merely flagged, so a field report can quote it.
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padButtonsNote(info.buttons)?.let {
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Text(
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it,
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style = MaterialTheme.typography.bodySmall,
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color = MaterialTheme.colorScheme.onSurfaceVariant,
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)
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}
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if (info.canRumble) {
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OutlinedButton(onClick = { info.dev?.let(::testRumble) }) { Text("Test rumble") }
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} else {
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@@ -784,6 +819,12 @@ internal data class PadInfo(
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val controllerNumber: Int,
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val resolvedPref: Int,
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val canRumble: Boolean,
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/**
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* The report order this pad's buttons were resolved to ([Gamepad.padButtons]). Defaults to
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* the pad Android already knows, which is what a screenshot scene wants and what the note
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* under the card stays silent about.
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*/
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val buttons: Gamepad.PadButtons = Gamepad.PadButtons.NATIVE,
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val dev: InputDevice? = null,
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)
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@@ -793,6 +834,7 @@ internal fun padInfoOf(dev: InputDevice): PadInfo = PadInfo(
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forwarded = isForwarded(dev),
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controllerNumber = dev.controllerNumber,
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resolvedPref = Gamepad.prefFor(dev),
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buttons = Gamepad.padMap(dev).buttons, // via padMap so the list refresh reuses the cache
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canRumble = deviceHasVibrator(dev),
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dev = dev,
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)
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@@ -823,6 +865,20 @@ internal fun testRumble(dev: InputDevice) {
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}
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/** Identity line: VID:PID + the source classes Android assigned. */
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/**
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* What to say about a pad whose buttons had to be resolved from their scancodes because Android
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* has no key layout for it — null for a pad it does know, which needs no explanation.
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*/
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private fun padButtonsNote(buttons: Gamepad.PadButtons): String? = when (buttons) {
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Gamepad.PadButtons.NATIVE -> null
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Gamepad.PadButtons.GENERIC_SONY ->
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"Android has no button layout for this controller — read as a PlayStation pad"
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Gamepad.PadButtons.GENERIC_XBOX ->
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"Android has no button layout for this controller — read as an Xbox pad"
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Gamepad.PadButtons.SONY_MODERN ->
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"Android has no button layout for this controller — face buttons corrected"
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}
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private fun deviceDetail(dev: InputDevice): String =
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"%04X:%04X · %s".format(dev.vendorId, dev.productId, sourcesLabel(dev.sources))
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@@ -11,6 +11,7 @@ import androidx.compose.runtime.getValue
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import androidx.compose.runtime.remember
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import androidx.compose.runtime.rememberUpdatedState
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import androidx.compose.ui.platform.LocalContext
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import io.unom.punktfunk.kit.Gamepad
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import kotlin.math.abs
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import kotlinx.coroutines.delay
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import kotlinx.coroutines.isActive
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@@ -96,7 +97,7 @@ fun GamepadNavEffect(
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val keyProbe: (KeyEvent) -> Boolean = probe@{ ev ->
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val down = ev.action == KeyEvent.ACTION_DOWN
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val edge = down && ev.repeatCount == 0
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when (ev.keyCode) {
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when (Gamepad.padKeyCode(ev)) {
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KeyEvent.KEYCODE_DPAD_LEFT -> { state.dpadX = if (down) -1 else 0; true }
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KeyEvent.KEYCODE_DPAD_RIGHT -> { state.dpadX = if (down) 1 else 0; true }
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// TV remote (no face buttons): Up → Settings, Down → a saved host's Options.
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@@ -202,7 +203,7 @@ fun GamepadNavEffect2D(
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val keyProbe: (KeyEvent) -> Boolean = probe@{ ev ->
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val down = ev.action == KeyEvent.ACTION_DOWN
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val edge = down && ev.repeatCount == 0
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when (ev.keyCode) {
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when (Gamepad.padKeyCode(ev)) {
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KeyEvent.KEYCODE_DPAD_LEFT -> { state.dpadX = if (down) -1 else 0; true }
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KeyEvent.KEYCODE_DPAD_RIGHT -> { state.dpadX = if (down) 1 else 0; true }
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KeyEvent.KEYCODE_DPAD_UP -> { state.dpadY = if (down) -1 else 0; true }
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@@ -616,7 +616,7 @@ class MainActivity : ComponentActivity() {
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// no BUTTON_SELECT scancode delivers its Select: see [Gamepad.padButtonBit], which is
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// why this asks it rather than `buttonBit`).
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if (event.isFromSource(InputDevice.SOURCE_GAMEPAD)) {
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val bit = Gamepad.padButtonBit(event.keyCode, event.flags)
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val bit = Gamepad.padButtonBit(Gamepad.padKeyCode(event), event.flags)
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if (bit != 0) {
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// The router forwards the bit on this device's own wire pad index and tracks held
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// state per pad. The emergency-exit chord (Select + Start + L1 + R1) is handled
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@@ -708,8 +708,10 @@ class MainActivity : ComponentActivity() {
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if (event.isFromSource(InputDevice.SOURCE_GAMEPAD)) {
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// Not streaming: a game controller drives the Compose UI (TV + phone). Map the face
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// buttons to the navigation the focus system / back stack understand; D-pad *keys*
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// already move focus on their own, so they fall through to super untouched.
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when (event.keyCode) {
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// already move focus on their own, so they fall through to super untouched. Read
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// through [Gamepad.padKeyCode] so a pad Android has no key layout for reaches the
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// menus on the right buttons too, not only the stream.
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when (Gamepad.padKeyCode(event)) {
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// B → back. Drive the OnBackPressedDispatcher directly rather than synthesising a
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// BACK KeyEvent: a synthetic event isn't "tracking", so the framework's default
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// onKeyUp(BACK) never calls onBackPressed() and Compose BackHandlers wouldn't fire.
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@@ -159,7 +159,12 @@ fun SkiaConsoleShell(
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if (ev.action != KeyEvent.ACTION_DOWN && ev.action != KeyEvent.ACTION_UP) return@probe false
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val fromPad = ev.isFromSource(InputDevice.SOURCE_GAMEPAD)
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if (fromPad) {
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val bit = when (ev.keyCode) {
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// The CORRECTED keycode: a pad Android has no key layout for delivers its buttons
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// under other buttons' names, so read raw this console answered ✕ with whatever
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// sat in BUTTON_A's scancode slot. Same resolution the stream uses — the console
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// and the game must not disagree about which button a user pressed.
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val code = Gamepad.padKeyCode(ev)
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val bit = when (code) {
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KeyEvent.KEYCODE_BUTTON_A -> 0
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KeyEvent.KEYCODE_BUTTON_B -> 1
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KeyEvent.KEYCODE_BUTTON_X -> 2
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@@ -179,7 +184,7 @@ fun SkiaConsoleShell(
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}
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return@probe true
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}
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val dbit = when (ev.keyCode) {
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val dbit = when (code) {
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KeyEvent.KEYCODE_DPAD_UP -> 0
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KeyEvent.KEYCODE_DPAD_DOWN -> 1
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KeyEvent.KEYCODE_DPAD_LEFT -> 2
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@@ -191,7 +196,7 @@ fun SkiaConsoleShell(
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padState.push(handle)
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return@probe true
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}
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if (ev.keyCode == KeyEvent.KEYCODE_BUTTON_SELECT && down && ev.repeatCount == 0) {
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if (code == KeyEvent.KEYCODE_BUTTON_SELECT && down && ev.repeatCount == 0) {
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NativeBridge.nativeConsoleMenu(handle, 0) // ▲ opens the tile's options on Home
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return@probe true
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}
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@@ -3,6 +3,7 @@ package io.unom.punktfunk.kit
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import android.view.InputDevice
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import android.view.KeyEvent
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import android.view.MotionEvent
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import java.util.concurrent.ConcurrentHashMap
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import kotlin.math.roundToInt
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/**
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@@ -127,8 +128,12 @@ object Gamepad {
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// Microsoft Xbox One / Series product ids (wired + the common Bluetooth/dongle revisions). All
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// behave like Xbox 360 on the host minus the glyph identity, so they share one pref byte.
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// The Bluetooth revisions (0x02E0/0x02FD Xbox One S, 0x0B05/0x0B22 Elite Series 2 and its
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// Core) are here for the same reason as the wired ones: they are the pads a couch actually
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// pairs to a TV box, and without them an Elite streams under the Xbox 360 identity.
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private val PID_XBOXONE = setOf(
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0x02D1, 0x02DD, 0x02E3, 0x02EA, 0x0B00, 0x0B12, 0x0B13, 0x0B20,
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0x02D1, 0x02DD, 0x02E0, 0x02E3, 0x02EA, 0x02FD,
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0x0B00, 0x0B05, 0x0B12, 0x0B13, 0x0B20, 0x0B22,
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)
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/**
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@@ -293,6 +298,303 @@ object Gamepad {
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else -> BTN_BACK
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}
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// ---------------------------------------------------------------------------------------
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// Controllers Android has no key layout for
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//
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// Android turns a pad's raw evdev scancode into a `KeyEvent.keyCode` through a KEY LAYOUT
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// file matched on USB VID/PID (`Vendor_054c_Product_0ce6.kl` & co.). A pad with no matching
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// file falls back to AOSP's `Generic.kl`, which assigns keycodes by SCANCODE POSITION —
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// `0x130`→BUTTON_A, `0x131`→BUTTON_B, `0x132`→BUTTON_C, and so on up. That is only right if
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// the pad's buttons happen to sit at the positions the file assumes, and a HID gamepad with
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// no kernel driver behind it numbers its buttons 1..n straight through IN ITS OWN REPORT
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// ORDER — so every keycode after the first divergence is somebody else's button.
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//
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// Reported from a Fire TV Stick 4K Max (2026-08-20): a DualSense and an Xbox Elite Series 2,
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// both over Bluetooth, both identified correctly but with buttons landing on the wrong
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// actions ("L1 being L2"). Neither has a layout there — AOSP ships none for the Elite
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// Series 2 over Bluetooth (`045e:0b05`) on ANY version, and the DualSense's
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// (`054c:0ce6`) both postdates Fire OS and carries `requires_kernel_config
|
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// CONFIG_HID_PLAYSTATION`, which a Fire TV kernel does not have. A DualSense reporting
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// straight through puts L2 on `0x136`, which `Generic.kl` calls BUTTON_L1: the reported
|
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// symptom exactly.
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//
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// The fix is to resolve buttons from the SCANCODE, which is the pad's own report position and
|
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// is immune to the layout file — the same reason [Keymap.toVk] reads `scanCode` for keyboards.
|
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// Two things keep it from breaking a pad that already works:
|
||||
//
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// 1. The correction is applied ONLY when the delivered keycode is what `Generic.kl` would
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// have said ([genericKeyCode]). A different keycode means a device-specific layout IS in
|
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// force and already knows this pad better than we do, so we leave it alone.
|
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// 2. Which report order to read is decided from what the DEVICE declares, never a model
|
||||
// table: a pad numbering straight through claims BUTTON_C and BUTTON_Z ([PadButtons]),
|
||||
// keycodes no real controller has a button for.
|
||||
//
|
||||
// Moonlight carries the same two tables (`ControllerHandler`'s `isNonStandardDualShock4` /
|
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// `isNonStandardXboxBtController`), which is why both pads work there on the same box.
|
||||
|
||||
/** [MotionEvent] axis id meaning "this pad has no such axis" — see [PadMap]. */
|
||||
const val AXIS_NONE = -1
|
||||
|
||||
/**
|
||||
* The report order a controller's buttons are numbered in, and with it which scancode carries
|
||||
* which physical button. Resolved once per device by [padButtons] from what the device
|
||||
* declares; [correct] then maps one scancode to the keycode it should have produced.
|
||||
*/
|
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enum class PadButtons {
|
||||
/**
|
||||
* The keycode Android delivered is already right — a device-specific key layout is in
|
||||
* force, or the generic one happens to agree. [correct] changes nothing.
|
||||
*/
|
||||
NATIVE,
|
||||
|
||||
/**
|
||||
* A Sony pad numbering straight through with no kernel driver behind it: □ ✕ ○ △ L1 R1
|
||||
* L2 R2 Create Options L3 R3 PS, i.e. `0x130`..`0x13c` in that order. The analog trigger
|
||||
* value rides `AXIS_RX`/`AXIS_RY` on such a pad, so the digital L2/R2 fold to keycodes
|
||||
* [buttonBit] deliberately drops — the wire carries the axis, never both.
|
||||
*/
|
||||
GENERIC_SONY,
|
||||
|
||||
/**
|
||||
* An Xbox-layout pad numbering straight through: A B X Y LB RB View Menu LS RS, i.e.
|
||||
* `0x130`..`0x139`. Also the fallback for an unbranded pad, which near-universally
|
||||
* clones the Xbox layout — the same assumption [styleFor] makes for its glyphs.
|
||||
*/
|
||||
GENERIC_XBOX,
|
||||
|
||||
/**
|
||||
* A Sony pad WITH a kernel driver (`hid-playstation` / `hid-sony`) but still no key
|
||||
* layout — the combination an Android 11 box on a 5.10 kernel lands in. Such a driver
|
||||
* emits the modern Linux gamepad codes, where `0x133` is BTN_NORTH (△) and `0x134` is
|
||||
* BTN_WEST (□); `Generic.kl` reads those two as BUTTON_X and BUTTON_Y, so exactly the
|
||||
* face pair comes out swapped and nothing else is wrong.
|
||||
*/
|
||||
SONY_MODERN,
|
||||
;
|
||||
|
||||
/**
|
||||
* The keycode scancode [scan] should have produced, given Android delivered [keyCode].
|
||||
*
|
||||
* Returns [keyCode] untouched unless it is precisely what [genericKeyCode] would have
|
||||
* said for [scan] — anything else is a device-specific layout's answer, which outranks
|
||||
* this table. That guard is what makes the correction idempotent and safe to run on
|
||||
* every pad: it can only ever fire where Android was guessing in the first place.
|
||||
*/
|
||||
fun correct(scan: Int, keyCode: Int): Int {
|
||||
if (this == NATIVE) return keyCode
|
||||
if (keyCode != genericKeyCode(scan)) return keyCode
|
||||
val fixed = when (this) {
|
||||
GENERIC_SONY -> when (scan) {
|
||||
0x130 -> KeyEvent.KEYCODE_BUTTON_X // □
|
||||
0x131 -> KeyEvent.KEYCODE_BUTTON_A // ✕
|
||||
0x132 -> KeyEvent.KEYCODE_BUTTON_B // ○
|
||||
0x133 -> KeyEvent.KEYCODE_BUTTON_Y // △
|
||||
0x134 -> KeyEvent.KEYCODE_BUTTON_L1
|
||||
0x135 -> KeyEvent.KEYCODE_BUTTON_R1
|
||||
0x136 -> KeyEvent.KEYCODE_BUTTON_L2 // analog: AXIS_RX
|
||||
0x137 -> KeyEvent.KEYCODE_BUTTON_R2 // analog: AXIS_RY
|
||||
0x138 -> KeyEvent.KEYCODE_BUTTON_SELECT // Create / Share
|
||||
0x139 -> KeyEvent.KEYCODE_BUTTON_START // Options
|
||||
0x13a -> KeyEvent.KEYCODE_BUTTON_THUMBL
|
||||
0x13b -> KeyEvent.KEYCODE_BUTTON_THUMBR
|
||||
0x13c -> KeyEvent.KEYCODE_BUTTON_MODE // PS
|
||||
// 0x13d touchpad click / 0x13e mute: no wire button, dropped as before.
|
||||
else -> KeyEvent.KEYCODE_UNKNOWN
|
||||
}
|
||||
GENERIC_XBOX -> when (scan) {
|
||||
0x132 -> KeyEvent.KEYCODE_BUTTON_X
|
||||
0x133 -> KeyEvent.KEYCODE_BUTTON_Y
|
||||
0x134 -> KeyEvent.KEYCODE_BUTTON_L1
|
||||
0x135 -> KeyEvent.KEYCODE_BUTTON_R1
|
||||
0x136 -> KeyEvent.KEYCODE_BUTTON_SELECT // View
|
||||
0x137 -> KeyEvent.KEYCODE_BUTTON_START // Menu
|
||||
0x138 -> KeyEvent.KEYCODE_BUTTON_THUMBL
|
||||
0x139 -> KeyEvent.KEYCODE_BUTTON_THUMBR
|
||||
else -> keyCode // 0x130 A / 0x131 B already agree
|
||||
}
|
||||
// Only the face pair; every other row of Generic.kl is right for these codes.
|
||||
SONY_MODERN -> when (scan) {
|
||||
0x133 -> KeyEvent.KEYCODE_BUTTON_Y // BTN_NORTH = △
|
||||
0x134 -> KeyEvent.KEYCODE_BUTTON_X // BTN_WEST = □
|
||||
else -> keyCode
|
||||
}
|
||||
NATIVE -> keyCode
|
||||
}
|
||||
return fixed
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* AOSP `Generic.kl`'s gamepad rows — the layout Android falls back to when no device-specific
|
||||
* key layout matches the pad's VID/PID. Scancodes outside it answer [KeyEvent.KEYCODE_UNKNOWN],
|
||||
* which never equals a real delivered keycode, so [PadButtons.correct]'s guard leaves those
|
||||
* events alone.
|
||||
*/
|
||||
fun genericKeyCode(scan: Int): Int = when (scan) {
|
||||
0x130 -> KeyEvent.KEYCODE_BUTTON_A
|
||||
0x131 -> KeyEvent.KEYCODE_BUTTON_B
|
||||
0x132 -> KeyEvent.KEYCODE_BUTTON_C
|
||||
0x133 -> KeyEvent.KEYCODE_BUTTON_X
|
||||
0x134 -> KeyEvent.KEYCODE_BUTTON_Y
|
||||
0x135 -> KeyEvent.KEYCODE_BUTTON_Z
|
||||
0x136 -> KeyEvent.KEYCODE_BUTTON_L1
|
||||
0x137 -> KeyEvent.KEYCODE_BUTTON_R1
|
||||
0x138 -> KeyEvent.KEYCODE_BUTTON_L2
|
||||
0x139 -> KeyEvent.KEYCODE_BUTTON_R2
|
||||
0x13a -> KeyEvent.KEYCODE_BUTTON_SELECT
|
||||
0x13b -> KeyEvent.KEYCODE_BUTTON_START
|
||||
0x13c -> KeyEvent.KEYCODE_BUTTON_MODE
|
||||
0x13d -> KeyEvent.KEYCODE_BUTTON_THUMBL
|
||||
0x13e -> KeyEvent.KEYCODE_BUTTON_THUMBR
|
||||
else -> KeyEvent.KEYCODE_UNKNOWN
|
||||
}
|
||||
|
||||
/**
|
||||
* How one controller must be read: its button report order plus the axes its right stick and
|
||||
* analog triggers actually arrive on. Resolved once per device by [padMap].
|
||||
*/
|
||||
class PadMap(
|
||||
val buttons: PadButtons,
|
||||
val rightStickX: Int = MotionEvent.AXIS_Z,
|
||||
val rightStickY: Int = MotionEvent.AXIS_RZ,
|
||||
/**
|
||||
* The trigger axes, or [AXIS_NONE] for a pad Android already names them on — that case
|
||||
* keeps folding LTRIGGER with BRAKE and RTRIGGER with GAS by max, which is what pads that
|
||||
* report one pair, the other, or both have always needed.
|
||||
*/
|
||||
val leftTrigger: Int = AXIS_NONE,
|
||||
val rightTrigger: Int = AXIS_NONE,
|
||||
/** Those trigger axes rest at −1 rather than 0, measured off the device's own range. */
|
||||
val triggersSigned: Boolean = false,
|
||||
) {
|
||||
/** One resolved trigger axis value, folded to the 0..1 the wire scale expects. */
|
||||
fun level(v: Float): Float = if (triggersSigned) (v + 1f) / 2f else v
|
||||
}
|
||||
|
||||
/** The map every pad with a key layout uses: Android's own names, unchanged. */
|
||||
private val NATIVE_MAP = PadMap(PadButtons.NATIVE)
|
||||
|
||||
/**
|
||||
* Resolved [PadMap]s, keyed by [InputDevice.getDescriptor] — the device's stable identity
|
||||
* hash, so a pad that reconnects is recognised and a model resolves once for the process.
|
||||
* Nothing here depends on a live connection, so entries never need evicting.
|
||||
*/
|
||||
private val padMaps = ConcurrentHashMap<String, PadMap>()
|
||||
|
||||
/**
|
||||
* Which report order [dev]'s buttons follow, asked of the device rather than a model table.
|
||||
*
|
||||
* A pad numbering its HID buttons straight through reaches BUTTON_C and BUTTON_Z, keycodes
|
||||
* that exist only as `Generic.kl` positions — no controller has a physical C or Z button, and
|
||||
* a pad with a kernel driver behind it emits the modern Linux gamepad codes, which skip both.
|
||||
* Declaring the pair is therefore the signature of a pad Android is guessing at.
|
||||
*/
|
||||
fun padButtons(dev: InputDevice): PadButtons {
|
||||
val has = dev.hasKeys(KeyEvent.KEYCODE_BUTTON_C, KeyEvent.KEYCODE_BUTTON_Z, 0)
|
||||
val straightThrough = has[0] && has[1]
|
||||
return when {
|
||||
straightThrough && dev.vendorId == VID_SONY -> PadButtons.GENERIC_SONY
|
||||
straightThrough -> PadButtons.GENERIC_XBOX
|
||||
dev.vendorId == VID_SONY -> PadButtons.SONY_MODERN
|
||||
else -> PadButtons.NATIVE
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The [PadMap] for [dev] — its button report order and the axes its right stick and triggers
|
||||
* arrive on, resolved once per device model and cached.
|
||||
*
|
||||
* Axes get the same treatment as buttons: a pad Android has a layout for names its triggers
|
||||
* LTRIGGER/RTRIGGER (or BRAKE/GAS, or BRAKE/THROTTLE) and is left exactly as it was. A pad
|
||||
* with NONE of those names is one Android never mapped, and its triggers are sitting on two
|
||||
* raw axes under the names the HID report gave them. Which two depends on the same report
|
||||
* order the buttons did:
|
||||
*
|
||||
* - a Sony pad reporting straight through lays out X, Y, Z, Rz, Rx, Ry = left stick, right
|
||||
* stick, then the triggers — so the right stick is already right and only the triggers
|
||||
* (`AXIS_RX`/`AXIS_RY`) are missed;
|
||||
* - every other such pad puts the right stick on Rx/Ry and the triggers on Z/Rz, which is
|
||||
* the shape that makes pulling a trigger swing the right stick.
|
||||
*
|
||||
* Whether those axes idle at −1 is MEASURED from the device's own range rather than assumed,
|
||||
* so a pad that reports an honest 0..1 is not rescaled to a permanent half-pull.
|
||||
*/
|
||||
fun padMap(dev: InputDevice?): PadMap {
|
||||
if (dev == null) return NATIVE_MAP
|
||||
padMaps[dev.descriptor]?.let { return it }
|
||||
val buttons = padButtons(dev)
|
||||
fun has(a: Int) = axis(dev, a) != null
|
||||
val named = (has(MotionEvent.AXIS_LTRIGGER) && has(MotionEvent.AXIS_RTRIGGER)) ||
|
||||
(has(MotionEvent.AXIS_BRAKE) && has(MotionEvent.AXIS_GAS)) ||
|
||||
(has(MotionEvent.AXIS_BRAKE) && has(MotionEvent.AXIS_THROTTLE))
|
||||
val rx = axis(dev, MotionEvent.AXIS_RX)
|
||||
val hasRxRy = rx != null && has(MotionEvent.AXIS_RY)
|
||||
// Whichever pair the fallback is about to pick, ask THAT one where it rests.
|
||||
val restsNegative = if (buttons == PadButtons.GENERIC_SONY) {
|
||||
(rx?.min ?: 0f) < -0.5f
|
||||
} else {
|
||||
(axis(dev, MotionEvent.AXIS_Z)?.min ?: 0f) < -0.5f
|
||||
}
|
||||
val map = padMap(buttons, namedTriggers = named, hasRxRy = hasRxRy, restsNegative = restsNegative)
|
||||
padMaps[dev.descriptor] = map
|
||||
return map
|
||||
}
|
||||
|
||||
/**
|
||||
* The axis half of [padMap], decided from four facts about the device so it can be pinned
|
||||
* without one — see `PadButtonsTest`. [namedTriggers] is whether the pad calls its triggers
|
||||
* anything Android knows (LTRIGGER/RTRIGGER, BRAKE/GAS, BRAKE/THROTTLE); if it does, nothing
|
||||
* here applies and the pad is read exactly as it always was. [restsNegative] is measured off
|
||||
* whichever axis pair the fallback picks, never assumed.
|
||||
*/
|
||||
fun padMap(
|
||||
buttons: PadButtons,
|
||||
namedTriggers: Boolean,
|
||||
hasRxRy: Boolean,
|
||||
restsNegative: Boolean,
|
||||
): PadMap = when {
|
||||
namedTriggers || !hasRxRy -> PadMap(buttons)
|
||||
// X, Y, Z, Rz, Rx, Ry = left stick, right stick, triggers. The sticks already read right.
|
||||
buttons == PadButtons.GENERIC_SONY -> PadMap(
|
||||
buttons,
|
||||
leftTrigger = MotionEvent.AXIS_RX,
|
||||
rightTrigger = MotionEvent.AXIS_RY,
|
||||
triggersSigned = restsNegative,
|
||||
)
|
||||
// Right stick on Rx/Ry and triggers on Z/Rz — the shape in which reading Z/Rz as the
|
||||
// right stick makes pulling a trigger swing it.
|
||||
else -> PadMap(
|
||||
buttons,
|
||||
rightStickX = MotionEvent.AXIS_RX,
|
||||
rightStickY = MotionEvent.AXIS_RY,
|
||||
leftTrigger = MotionEvent.AXIS_Z,
|
||||
rightTrigger = MotionEvent.AXIS_RZ,
|
||||
triggersSigned = restsNegative,
|
||||
)
|
||||
}
|
||||
|
||||
/** [dev]'s range for one joystick [axis], under either source class a pad reports on. */
|
||||
private fun axis(dev: InputDevice, axis: Int): InputDevice.MotionRange? =
|
||||
dev.getMotionRange(axis, InputDevice.SOURCE_JOYSTICK)
|
||||
?: dev.getMotionRange(axis, InputDevice.SOURCE_GAMEPAD)
|
||||
|
||||
/**
|
||||
* The keycode [event] should have carried, given the controller it came from — [event]'s own
|
||||
* keycode for every pad Android has a key layout for, and the scancode's true button for one
|
||||
* it does not (see the block comment above [PadButtons]).
|
||||
*
|
||||
* A drop-in for `event.keyCode` at every gamepad reader: the console UI's navigation, the
|
||||
* Controllers screen's tester, and the streaming branch all route through it, so a mis-mapped
|
||||
* pad is fixed in the menus and in the game at once. Events from anything that is not a
|
||||
* controller, and events with no scancode (soft keyboards, synthetic events), pass through
|
||||
* untouched.
|
||||
*/
|
||||
fun padKeyCode(event: KeyEvent): Int {
|
||||
val dev = event.device ?: return event.keyCode
|
||||
if (event.scanCode == 0 || !isPad(dev)) return event.keyCode
|
||||
return padMap(dev).buttons.correct(event.scanCode, event.keyCode)
|
||||
}
|
||||
|
||||
/**
|
||||
* Maps one controller's joystick MotionEvents to axis (+ HAT→dpad) sends on wire pad index [pad],
|
||||
* **on change only**. Holds the previous axis/hat state so an unchanged frame emits nothing. One
|
||||
@@ -306,7 +608,12 @@ object Gamepad {
|
||||
* node (DualSense/DS4 motion sensors), which reports every pad axis as 0. [onMotion] therefore
|
||||
* folds the event straight in without re-qualifying it.
|
||||
*/
|
||||
class AxisMapper(private val handle: Long, private val pad: Int) {
|
||||
class AxisMapper(
|
||||
private val handle: Long,
|
||||
private val pad: Int,
|
||||
/** Which axes this controller's right stick and triggers arrive on — see [padMap]. */
|
||||
private val map: PadMap = NATIVE_MAP,
|
||||
) {
|
||||
// Sentinel so the first real value (incl. 0) always sends once after attach (Linux parity).
|
||||
private val last = IntArray(6) { Int.MIN_VALUE }
|
||||
private var hatX = 0 // -1 / 0 / +1
|
||||
@@ -317,30 +624,18 @@ object Gamepad {
|
||||
// Sticks: Android floats −1..1, +y = down → ±32767, negate Y for the wire's +y = up.
|
||||
sendAxis(AXIS_LS_X, stick(event.getAxisValue(MotionEvent.AXIS_X)))
|
||||
sendAxis(AXIS_LS_Y, stick(-event.getAxisValue(MotionEvent.AXIS_Y)))
|
||||
sendAxis(AXIS_RS_X, stick(event.getAxisValue(MotionEvent.AXIS_Z)))
|
||||
sendAxis(AXIS_RS_Y, stick(-event.getAxisValue(MotionEvent.AXIS_RZ)))
|
||||
sendAxis(AXIS_RS_X, stick(event.getAxisValue(map.rightStickX)))
|
||||
sendAxis(AXIS_RS_Y, stick(-event.getAxisValue(map.rightStickY)))
|
||||
|
||||
// Triggers: pads report LTRIGGER/RTRIGGER or BRAKE/GAS (some mirror both) — merge
|
||||
// with max, the same fold as the Controllers screen probe, so a pad that reports
|
||||
// only one pair and a pad that reports both behave identically; 0..1 → 0..255.
|
||||
sendAxis(
|
||||
AXIS_LT,
|
||||
trigger(
|
||||
maxOf(
|
||||
event.getAxisValue(MotionEvent.AXIS_LTRIGGER),
|
||||
event.getAxisValue(MotionEvent.AXIS_BRAKE),
|
||||
),
|
||||
),
|
||||
)
|
||||
sendAxis(
|
||||
AXIS_RT,
|
||||
trigger(
|
||||
maxOf(
|
||||
event.getAxisValue(MotionEvent.AXIS_RTRIGGER),
|
||||
event.getAxisValue(MotionEvent.AXIS_GAS),
|
||||
),
|
||||
),
|
||||
)
|
||||
// only one pair and a pad that reports both behave identically; 0..1 → 0..255. A pad
|
||||
// reporting NONE of those names is one Android has no key layout for, and [map]
|
||||
// carries the raw axes its triggers really landed on instead.
|
||||
val lt = resolved(event, map.leftTrigger, MotionEvent.AXIS_LTRIGGER, MotionEvent.AXIS_BRAKE)
|
||||
val rt = resolved(event, map.rightTrigger, MotionEvent.AXIS_RTRIGGER, MotionEvent.AXIS_GAS)
|
||||
sendAxis(AXIS_LT, trigger(lt))
|
||||
sendAxis(AXIS_RT, trigger(rt))
|
||||
|
||||
// HAT → dpad button transitions. Android BATCHES joystick ACTION_MOVEs, so a rapid d-pad
|
||||
// tap (press+release inside one batch window) lives only in the historical samples — the
|
||||
@@ -383,6 +678,17 @@ object Gamepad {
|
||||
hatY = 0
|
||||
}
|
||||
|
||||
/**
|
||||
* One trigger's 0..1 value: [resolvedAxis] when this pad needed one resolved for it,
|
||||
* else the max of the two names Android gives a trigger it does know.
|
||||
*/
|
||||
private fun resolved(event: MotionEvent, resolvedAxis: Int, named: Int, alias: Int): Float =
|
||||
if (resolvedAxis == AXIS_NONE) {
|
||||
maxOf(event.getAxisValue(named), event.getAxisValue(alias))
|
||||
} else {
|
||||
map.level(event.getAxisValue(resolvedAxis))
|
||||
}
|
||||
|
||||
private fun sendAxis(id: Int, v: Int) {
|
||||
if (last[id] == v) return
|
||||
last[id] = v
|
||||
|
||||
@@ -605,7 +605,7 @@ class GamepadRouter(
|
||||
// for the slot's life; the sensor path reads it on every sample.
|
||||
val slot = Slot(
|
||||
index,
|
||||
Gamepad.AxisMapper(handle, index),
|
||||
Gamepad.AxisMapper(handle, index, Gamepad.padMap(dev)),
|
||||
NativeBridge.nativePadMotionReaches(handle, pref),
|
||||
)
|
||||
slots[dev.id] = slot
|
||||
|
||||
@@ -0,0 +1,203 @@
|
||||
package io.unom.punktfunk.kit
|
||||
|
||||
import android.view.KeyEvent
|
||||
import android.view.MotionEvent
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Test
|
||||
|
||||
/**
|
||||
* Pure JVM test of [Gamepad.PadButtons.correct] — the scancode resolution for controllers Android
|
||||
* has no key layout for. Only `KeyEvent`'s compile-time-inlined keycode constants are involved, so
|
||||
* no Android runtime is needed. Run: `./gradlew :kit:testDebugUnitTest`.
|
||||
*
|
||||
* The regression it pins is a field report from a Fire TV Stick 4K Max (2026-08-20): a DualSense
|
||||
* and an Xbox Elite Series 2, both over Bluetooth, both identified correctly but with buttons
|
||||
* landing on the wrong actions — "L1 being L2". Neither pad has a key layout on that box (AOSP
|
||||
* ships none for `045e:0b05` at all, and the DualSense's requires `CONFIG_HID_PLAYSTATION`), so
|
||||
* both fall back to `Generic.kl`, which names keycodes by scancode POSITION. A pad with no kernel
|
||||
* driver numbers its HID buttons 1..n straight through in its own report order, so every keycode
|
||||
* after the first divergence belongs to a different button.
|
||||
*
|
||||
* The table below is the pad's physical button on the left and where `Generic.kl` put it on the
|
||||
* right; the assertions read it back the other way.
|
||||
*/
|
||||
class PadButtonsTest {
|
||||
|
||||
private fun sony(scan: Int) =
|
||||
Gamepad.PadButtons.GENERIC_SONY.correct(scan, Gamepad.genericKeyCode(scan))
|
||||
|
||||
private fun xbox(scan: Int) =
|
||||
Gamepad.PadButtons.GENERIC_XBOX.correct(scan, Gamepad.genericKeyCode(scan))
|
||||
|
||||
/**
|
||||
* The exact report: a DualSense's L2 sits at scancode `0x136`, which `Generic.kl` calls
|
||||
* BUTTON_L1 — so pulling L2 read as a shoulder press, and L1 (at `0x134`, read as BUTTON_Y)
|
||||
* read as a face button.
|
||||
*/
|
||||
@Test
|
||||
fun `a DualSense's shoulders stop being each other's buttons`() {
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_L1, sony(0x134)) // L1, delivered as BUTTON_Y
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_R1, sony(0x135)) // R1, delivered as BUTTON_Z
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_L2, sony(0x136)) // L2, delivered as BUTTON_L1
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_R2, sony(0x137)) // R2, delivered as BUTTON_R1
|
||||
}
|
||||
|
||||
/** ✕ is the bottom button — the one A means everywhere else — and □ is the left one. */
|
||||
@Test
|
||||
fun `a DualSense's face buttons land on their Xbox positions`() {
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_X, sony(0x130)) // □
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_A, sony(0x131)) // ✕
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_B, sony(0x132)) // ○
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_Y, sony(0x133)) // △
|
||||
}
|
||||
|
||||
/**
|
||||
* Create/Options/L3/R3/PS. Select in particular: without this it arrived as BUTTON_THUMBL,
|
||||
* which took the exit, mic and stats chords with it — every one of them is built on Select.
|
||||
*/
|
||||
@Test
|
||||
fun `a DualSense's menu buttons and stick clicks are themselves`() {
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_SELECT, sony(0x138)) // Create
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_START, sony(0x139)) // Options
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_THUMBL, sony(0x13a)) // L3
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_THUMBR, sony(0x13b)) // R3
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_MODE, sony(0x13c)) // PS
|
||||
}
|
||||
|
||||
/** The touchpad click and mute have no wire button; they must resolve to nothing, not to R3. */
|
||||
@Test
|
||||
fun `a DualSense's touchpad and mute are dropped rather than mistaken`() {
|
||||
assertEquals(KeyEvent.KEYCODE_UNKNOWN, sony(0x13d))
|
||||
assertEquals(KeyEvent.KEYCODE_UNKNOWN, sony(0x13e))
|
||||
assertEquals(0, Gamepad.buttonBit(sony(0x13d)))
|
||||
}
|
||||
|
||||
/** An Xbox-layout pad numbering straight through: A B X Y LB RB View Menu LS RS. */
|
||||
@Test
|
||||
fun `an Xbox pad numbering straight through keeps its own layout`() {
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_A, xbox(0x130))
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_B, xbox(0x131))
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_X, xbox(0x132))
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_Y, xbox(0x133))
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_L1, xbox(0x134))
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_R1, xbox(0x135))
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_SELECT, xbox(0x136)) // View
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_START, xbox(0x137)) // Menu
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_THUMBL, xbox(0x138))
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_THUMBR, xbox(0x139))
|
||||
}
|
||||
|
||||
/** `hid-playstation` emits the modern Linux codes, where only the face pair reads swapped. */
|
||||
@Test
|
||||
fun `a driver-backed Sony pad has only its face pair corrected`() {
|
||||
val m = Gamepad.PadButtons.SONY_MODERN
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_Y, m.correct(0x133, KeyEvent.KEYCODE_BUTTON_X)) // △
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_X, m.correct(0x134, KeyEvent.KEYCODE_BUTTON_Y)) // □
|
||||
for (scan in listOf(0x130, 0x131, 0x136, 0x137, 0x13a, 0x13b, 0x13c)) {
|
||||
assertEquals(Gamepad.genericKeyCode(scan), m.correct(scan, Gamepad.genericKeyCode(scan)))
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The guard that makes all of this safe to run on every pad: a keycode that is NOT what
|
||||
* `Generic.kl` would have said came from a device-specific key layout, which knows this
|
||||
* controller better than any table here. Correcting it would break a pad that works.
|
||||
*/
|
||||
@Test
|
||||
fun `a keycode a device layout already resolved is never second-guessed`() {
|
||||
// AOSP's DualSense layout puts △ on BUTTON_Y itself. Every profile must leave it be.
|
||||
for (p in Gamepad.PadButtons.entries) {
|
||||
assertEquals(KeyEvent.KEYCODE_BUTTON_Y, p.correct(0x133, KeyEvent.KEYCODE_BUTTON_Y))
|
||||
}
|
||||
// Same for a scancode outside the generic gamepad block entirely — a pad's Back key.
|
||||
assertEquals(
|
||||
KeyEvent.KEYCODE_BACK,
|
||||
Gamepad.PadButtons.GENERIC_SONY.correct(158, KeyEvent.KEYCODE_BACK),
|
||||
)
|
||||
}
|
||||
|
||||
/** Correcting twice is correcting once — the output is never itself a generic-layout answer. */
|
||||
@Test
|
||||
fun `correction is idempotent`() {
|
||||
for (p in Gamepad.PadButtons.entries) {
|
||||
for (scan in 0x130..0x13e) {
|
||||
val once = p.correct(scan, Gamepad.genericKeyCode(scan))
|
||||
assertEquals(once, p.correct(scan, once))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The axis half. A pad that names its triggers something Android knows is read exactly as it
|
||||
* always was — this is the branch that must NOT fire on the pads that already work.
|
||||
*/
|
||||
@Test
|
||||
fun `a pad that names its triggers is read unchanged`() {
|
||||
for (p in Gamepad.PadButtons.entries) {
|
||||
val map = Gamepad.padMap(p, namedTriggers = true, hasRxRy = true, restsNegative = true)
|
||||
assertEquals(MotionEvent.AXIS_Z, map.rightStickX)
|
||||
assertEquals(MotionEvent.AXIS_RZ, map.rightStickY)
|
||||
assertEquals(Gamepad.AXIS_NONE, map.leftTrigger)
|
||||
assertEquals(Gamepad.AXIS_NONE, map.rightTrigger)
|
||||
}
|
||||
// Same when there is no Rx/Ry to fall back to in the first place.
|
||||
val none = Gamepad.padMap(Gamepad.PadButtons.GENERIC_SONY, false, hasRxRy = false, restsNegative = false)
|
||||
assertEquals(Gamepad.AXIS_NONE, none.leftTrigger)
|
||||
}
|
||||
|
||||
/**
|
||||
* A Sony pad reporting straight through lays out X, Y, Z, Rz, Rx, Ry — left stick, right
|
||||
* stick, then the triggers. Only the triggers were being missed; the sticks already read
|
||||
* right and must be left alone.
|
||||
*/
|
||||
@Test
|
||||
fun `an unmapped Sony pad keeps its sticks and gains its triggers`() {
|
||||
val map = Gamepad.padMap(Gamepad.PadButtons.GENERIC_SONY, false, hasRxRy = true, restsNegative = false)
|
||||
assertEquals(MotionEvent.AXIS_Z, map.rightStickX)
|
||||
assertEquals(MotionEvent.AXIS_RZ, map.rightStickY)
|
||||
assertEquals(MotionEvent.AXIS_RX, map.leftTrigger)
|
||||
assertEquals(MotionEvent.AXIS_RY, map.rightTrigger)
|
||||
}
|
||||
|
||||
/**
|
||||
* Every other unmapped pad is the opposite way round: right stick on Rx/Ry, triggers on Z/Rz.
|
||||
* Reading Z/Rz as the right stick there is what makes pulling a trigger swing it — so the two
|
||||
* pairs must never be mixed up, which is the whole point of pinning them.
|
||||
*/
|
||||
@Test
|
||||
fun `an unmapped Xbox-layout pad has its stick and triggers the other way round`() {
|
||||
for (p in listOf(Gamepad.PadButtons.GENERIC_XBOX, Gamepad.PadButtons.SONY_MODERN)) {
|
||||
val map = Gamepad.padMap(p, namedTriggers = false, hasRxRy = true, restsNegative = false)
|
||||
assertEquals(MotionEvent.AXIS_RX, map.rightStickX)
|
||||
assertEquals(MotionEvent.AXIS_RY, map.rightStickY)
|
||||
assertEquals(MotionEvent.AXIS_Z, map.leftTrigger)
|
||||
assertEquals(MotionEvent.AXIS_RZ, map.rightTrigger)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A trigger axis that idles at −1 is rescaled; one that idles at 0 must NOT be, or it would
|
||||
* read as a permanent half-pull. Which it is gets measured off the device, never assumed —
|
||||
* both the DualSense's raw RX/RY and the Xbox pad's Z/Rz report an honest 0..1.
|
||||
*/
|
||||
@Test
|
||||
fun `only a trigger that idles negative is rescaled`() {
|
||||
val signed = Gamepad.padMap(Gamepad.PadButtons.GENERIC_SONY, false, hasRxRy = true, restsNegative = true)
|
||||
assertEquals(0f, signed.level(-1f), 1e-6f)
|
||||
assertEquals(0.5f, signed.level(0f), 1e-6f)
|
||||
assertEquals(1f, signed.level(1f), 1e-6f)
|
||||
|
||||
val unsigned = Gamepad.padMap(Gamepad.PadButtons.GENERIC_SONY, false, hasRxRy = true, restsNegative = false)
|
||||
assertEquals(0f, unsigned.level(0f), 1e-6f)
|
||||
assertEquals(1f, unsigned.level(1f), 1e-6f)
|
||||
}
|
||||
|
||||
/** A pad Android does know is untouched, which is most of them. */
|
||||
@Test
|
||||
fun `a pad with a key layout is left alone`() {
|
||||
for (scan in 0x130..0x13e) {
|
||||
val generic = Gamepad.genericKeyCode(scan)
|
||||
assertEquals(generic, Gamepad.PadButtons.NATIVE.correct(scan, generic))
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -30,7 +30,7 @@
|
||||
use super::{AppState, CONTROL_PORT};
|
||||
use crate::inject::gamepad::GamepadManager;
|
||||
use anyhow::{anyhow, Context, Result};
|
||||
use punktfunk_core::input::InputEvent;
|
||||
use punktfunk_core::input::{GamepadEvent, InputEvent};
|
||||
use punktfunk_core::quic::{classify, GrantClass, HdrMeta, GRANT_ALL};
|
||||
use rusty_enet::{Event, Host, HostSettings, Packet, PeerID};
|
||||
use std::net::UdpSocket;
|
||||
@@ -229,6 +229,65 @@ fn permitted(mask: u32, class: GrantClass, drops: &mut GrantDrops) -> bool {
|
||||
false
|
||||
}
|
||||
|
||||
/// The virtual Xbox pad a Moonlight session presents, and the one place this plane decides which
|
||||
/// backend builds it.
|
||||
///
|
||||
/// On Windows there are two, and they are not interchangeable to a game: the XUSB companion
|
||||
/// registers only `GUID_DEVINTERFACE_XUSB` and exposes no HID collection, so Steam's hidapi
|
||||
/// enumeration, SDL, RawInput, DirectInput, `joy.cpl` and WGI/GameInput cannot see it at all —
|
||||
/// only classic `XInputGetState` can. The native plane made the HID pad its default on
|
||||
/// 2026-08-09 for exactly that reason; this plane kept constructing
|
||||
/// [`GamepadManager`](crate::inject::gamepad::GamepadManager) directly and so kept handing
|
||||
/// Moonlight clients a pad most games cannot enumerate. Both planes now read the same knob —
|
||||
/// `native::gamepad::windows_xbox_hid` (not an intra-doc link: it is `cfg(windows)`, so the link
|
||||
/// would not resolve on any other target) — so `PUNKTFUNK_XBOX_BACKEND=xusb` reverts both
|
||||
/// together and neither can drift again.
|
||||
///
|
||||
/// Everywhere else the choice does not exist: Linux has one uinput X-Box pad, and the stub
|
||||
/// backend on other platforms drops events.
|
||||
enum SessionPads {
|
||||
/// Linux uinput / the Windows XUSB companion — `crate::inject::gamepad`.
|
||||
Xusb(GamepadManager),
|
||||
/// The Windows UMDF HID Xbox pad, what the native plane builds by default.
|
||||
#[cfg(target_os = "windows")]
|
||||
Hid(crate::inject::xbox_windows::XboxWindowsManager),
|
||||
}
|
||||
|
||||
impl SessionPads {
|
||||
/// Build this session's pad manager, honoring the shared Windows backend knob.
|
||||
fn new() -> SessionPads {
|
||||
#[cfg(target_os = "windows")]
|
||||
if crate::native::gamepad::windows_xbox_hid() {
|
||||
return SessionPads::Hid(crate::inject::xbox_windows::XboxWindowsManager::new());
|
||||
}
|
||||
SessionPads::Xusb(GamepadManager::new())
|
||||
}
|
||||
|
||||
/// Apply one decoded controller event (create/destroy by mask, then state).
|
||||
fn handle(&mut self, ev: &GamepadEvent) {
|
||||
match self {
|
||||
SessionPads::Xusb(m) => m.handle(ev),
|
||||
#[cfg(target_os = "windows")]
|
||||
SessionPads::Hid(m) => m.handle(ev),
|
||||
}
|
||||
}
|
||||
|
||||
/// Service the pads' feedback protocol and relay changed rumble levels. Games block inside the
|
||||
/// kernel/driver handshake until answered, so call this every tick.
|
||||
///
|
||||
/// The HID pad's rich-feedback plane is discarded rather than plumbed: an Xbox pad has no
|
||||
/// lightbar or adaptive triggers to report, and GameStream has no vocabulary for one either —
|
||||
/// its rumble message (`0x010B`, [`super::gamepad::rumble_plaintext`]) carries the two handle
|
||||
/// motors and nothing else, which is also why the trigger levels are dropped at the call site.
|
||||
fn pump_rumble(&mut self, rumble: impl FnMut(u16, u16, u16, u16, u16)) {
|
||||
match self {
|
||||
SessionPads::Xusb(m) => m.pump_rumble(rumble),
|
||||
#[cfg(target_os = "windows")]
|
||||
SessionPads::Hid(m) => m.pump(rumble, |_| {}),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Reconcile the control port to the paired-client list: bound while at least one pairing
|
||||
/// exists, closed when none remain. Idempotent and race-free (see [`Gate::running`]); call it
|
||||
/// wherever the paired list changes — startup, pairing phase 4, unpair.
|
||||
@@ -362,7 +421,7 @@ fn spawn(state: Arc<AppState>) -> Result<Running> {
|
||||
// by every outbound message (rumble + the HDR-mode signal): the GCM nonce is derived
|
||||
// from `seq`, so a per-message-type counter would reuse (key, nonce) pairs across
|
||||
// message types in the host direction.
|
||||
let mut pads = GamepadManager::new();
|
||||
let mut pads = SessionPads::new();
|
||||
// Pen/touch translator (SS_PEN/SS_TOUCH → virtual tablet / wire touch). Sent only
|
||||
// by clients that saw our SS_FF_PEN_TOUCH_EVENTS feature flag (rtsp.rs).
|
||||
let mut pointer = super::pen::GsPointer::new();
|
||||
@@ -480,7 +539,7 @@ fn spawn(state: Arc<AppState>) -> Result<Running> {
|
||||
hdr_sent = false;
|
||||
// Unplug the session's virtual pads + tablet (destroying the
|
||||
// uinput pen releases any held tool/tip kernel-side).
|
||||
pads = GamepadManager::new();
|
||||
pads = SessionPads::new();
|
||||
pointer = super::pen::GsPointer::new();
|
||||
// Surface the session's enforcement-drop totals (WP13).
|
||||
drops.end_of_session();
|
||||
@@ -583,7 +642,7 @@ fn spawn(state: Arc<AppState>) -> Result<Running> {
|
||||
detected = None;
|
||||
decrypt_fails = 0;
|
||||
hdr_sent = false;
|
||||
pads = GamepadManager::new();
|
||||
pads = SessionPads::new();
|
||||
pointer = super::pen::GsPointer::new();
|
||||
drops.end_of_session();
|
||||
}
|
||||
@@ -689,7 +748,7 @@ fn on_receive(
|
||||
detected: &mut Option<Scheme>,
|
||||
decrypt_fails: &mut u64,
|
||||
inj_tx: &Sender<InputEvent>,
|
||||
pads: &mut GamepadManager,
|
||||
pads: &mut SessionPads,
|
||||
pointer: &mut super::pen::GsPointer,
|
||||
grants: u32,
|
||||
drops: &mut GrantDrops,
|
||||
|
||||
@@ -48,8 +48,10 @@ mod compositor;
|
||||
use compositor::resolve_compositor;
|
||||
|
||||
/// Virtual-gamepad backend resolution (plan §W1); `serve_session` + the `Pads` state machine reach
|
||||
/// `resolve_gamepad`/`resolve_pad_kind`/`route_decision` here.
|
||||
mod gamepad;
|
||||
/// `resolve_gamepad`/`resolve_pad_kind`/`route_decision` here. Crate-visible because the choice of
|
||||
/// Windows Xbox backend (`windows_xbox_hid`) is not the native plane's alone — the GameStream plane
|
||||
/// presents the same virtual pad and has to make the same choice, from one definition.
|
||||
pub(crate) mod gamepad;
|
||||
use gamepad::{resolve_gamepad, resolve_pad_kind, route_decision};
|
||||
|
||||
/// The SPAKE2 pairing ceremony (plan §W1); `serve_session` dispatches a PairRequest connection here.
|
||||
|
||||
@@ -363,8 +363,13 @@ fn degrade_xbox_identity(chosen: GamepadPref) -> GamepadPref {
|
||||
///
|
||||
/// The two backends are mutually exclusive per pad by construction (one match arm or the other) —
|
||||
/// presenting both would hand a game two controllers for one pair of hands.
|
||||
///
|
||||
/// Read by BOTH input planes. The native plane branches on it in `Pads::handle`; the GameStream
|
||||
/// plane in `gamestream::control::SessionPads`. It was `pub(super)` while only the native plane
|
||||
/// consulted it, and that is exactly how Moonlight sessions spent two releases on the XUSB pad
|
||||
/// after this default flipped — the knob was unreachable from the module that needed it.
|
||||
#[cfg(target_os = "windows")]
|
||||
pub(super) fn windows_xbox_hid() -> bool {
|
||||
pub(crate) fn windows_xbox_hid() -> bool {
|
||||
match std::env::var("PUNKTFUNK_XBOX_BACKEND") {
|
||||
Ok(v) if v.trim().eq_ignore_ascii_case("xusb") => false,
|
||||
// Anything else — unset, empty, "hid", or a typo — takes the default. A misspelled opt-out
|
||||
|
||||
Reference in New Issue
Block a user