Files
punktfunk/crates/punktfunk-host/src/inject/gamepad_windows.rs
T
enricobuehler 3458256338 feat(host/windows): ViGEm rumble back-channel + Windows clippy clean
Wire the host→client rumble path on Windows, the analogue of the Linux
uinput EV_FF read loop: a game's force-feedback on the virtual Xbox 360
pad is delivered by ViGEm's notification API (`request_notification` →
`spawn_thread`, gated by the crate's `unstable_xtarget_notification`
feature). A per-pad background thread stores the latest motor levels;
`pump_rumble` relays changes to the client on the universal 0xCA plane
(motors scaled 0..255 → 0..65535). Dropping the target aborts the
notification, so the thread exits with the session. Live verification
still needs a physical pad.

Also fix the Windows backends' clippy debt — these modules are cfg-
excluded from Linux CI, so `clippy -D warnings` never saw them, and the
VM's rustc 1.96 clippy is stricter on shared code than the CI image:
- dxgi: manual checked division → checked_div().map_or
- sendinput: `x = x | y` → `x |= y`
- sudovda: `.then(|| ptr)` → `.then_some(ptr)`
- m3 pick_compositor: drop the needless early return (match form)
- m3 resolve_compositor: Windows arm is a tail expr, not `return`

All Windows backends now build + clippy clean (default and --features
nvenc); Linux unaffected (fmt/clippy/check green).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 07:43:40 +00:00

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//! Windows virtual gamepad via ViGEmBus — the analogue of the Linux uinput Xbox-360 pad.
//! One virtual Xbox 360 controller per client pad index. GameStream/Moonlight already uses the
//! XInput button/stick/trigger conventions (low 16 button bits, sticks 32768..32767 +Y up,
//! triggers 0..255), so the mapping is ~1:1.
//!
//! Needs the ViGEmBus driver installed (like SudoVDA for the display); absent → gamepad is disabled
//! and the session continues without it. Rumble flows back the *other* way: a game on the host writes
//! force-feedback to the virtual pad, ViGEm's notification API delivers it on a background thread,
//! and [`GamepadManager::pump_rumble`] relays level changes to the client (the universal 0xCA plane),
//! mirroring the Linux `EV_FF` read path.
use crate::gamestream::gamepad::GamepadEvent;
use std::collections::HashMap;
use std::sync::atomic::{AtomicU32, Ordering};
use std::sync::Arc;
use std::thread::JoinHandle;
use vigem_client::{Client, TargetId, XButtons, XGamepad, Xbox360Wired};
/// A plugged virtual pad plus its rumble back-channel. The notification thread stores the latest
/// motor levels into `rumble` (packed `large << 8 | small`, both 0..255); [`GamepadManager::pump_rumble`]
/// reads it and emits level changes. Dropping `target` aborts the outstanding notification request,
/// so the thread's `poll` returns an error and it exits on its own — we detach it (per ViGEm's docs,
/// dropping the `JoinHandle` does not stop the thread, but the target-drop abort does).
struct PadEntry {
target: Xbox360Wired<Arc<Client>>,
rumble: Arc<AtomicU32>,
last_emitted: u32,
_notif_thread: Option<JoinHandle<()>>,
}
pub struct GamepadManager {
client: Option<Arc<Client>>,
pads: HashMap<u8, PadEntry>,
}
impl GamepadManager {
pub fn new() -> GamepadManager {
let client = match Client::connect() {
Ok(c) => {
tracing::info!("ViGEmBus connected (virtual Xbox 360 gamepads)");
Some(Arc::new(c))
}
Err(e) => {
tracing::warn!(
error = format!("{e:?}"),
"ViGEmBus unavailable — gamepad disabled (install ViGEmBus)"
);
None
}
};
GamepadManager {
client,
pads: HashMap::new(),
}
}
/// Lazily plug pad `index` on its first event, arming the rumble notification thread. Returns
/// `None` if ViGEmBus is unavailable or the pad failed to plug.
fn ensure_pad(&mut self, index: u8) -> Option<&mut PadEntry> {
if !self.pads.contains_key(&index) {
let client = self.client.clone()?;
let mut target = Xbox360Wired::new(client, TargetId::XBOX360_WIRED);
if let Err(e) = target.plugin() {
tracing::warn!(error = format!("{e:?}"), "ViGEm pad plugin failed");
return None;
}
let _ = target.wait_ready();
// Arm the force-feedback back-channel: a background thread writes each notification's
// motor levels into the shared atomic; the input thread drains changes via pump_rumble.
let rumble = Arc::new(AtomicU32::new(0));
let notif_thread = match target.request_notification() {
Ok(req) => {
let sink = rumble.clone();
Some(req.spawn_thread(move |_req, n| {
sink.store(
((n.large_motor as u32) << 8) | n.small_motor as u32,
Ordering::Relaxed,
);
}))
}
Err(e) => {
tracing::warn!(
error = format!("{e:?}"),
"ViGEm rumble notification unavailable — pad runs without force feedback"
);
None
}
};
self.pads.insert(
index,
PadEntry {
target,
rumble,
last_emitted: 0,
_notif_thread: notif_thread,
},
);
}
self.pads.get_mut(&index)
}
pub fn handle(&mut self, ev: &GamepadEvent) {
let GamepadEvent::State(f) = ev else {
return; // Arrival metadata — the pad is created lazily on the first State
};
let Some(entry) = self.ensure_pad(f.index.max(0) as u8) else {
return;
};
let gp = XGamepad {
buttons: XButtons {
raw: (f.buttons & 0xffff) as u16,
},
left_trigger: f.left_trigger,
right_trigger: f.right_trigger,
thumb_lx: f.ls_x,
thumb_ly: f.ls_y,
thumb_rx: f.rs_x,
thumb_ry: f.rs_y,
};
let _ = entry.target.update(&gp);
}
/// Relay any changed rumble level to the client. The notification thread keeps `rumble` current;
/// we emit only on change (the input thread re-sends the steady state every 500 ms to heal drops).
/// ViGEm motors are 0..255; the wire carries 0..65535, so scale by 257 (255 → 65535). `large`
/// (low-frequency) maps to the universal datagram's `low`, `small` (high-frequency) to `high`.
pub fn pump_rumble(&mut self, mut send: impl FnMut(u16, u16, u16)) {
for (idx, entry) in self.pads.iter_mut() {
let packed = entry.rumble.load(Ordering::Relaxed);
if packed != entry.last_emitted {
entry.last_emitted = packed;
let large = ((packed >> 8) & 0xff) as u16;
let small = (packed & 0xff) as u16;
send(*idx as u16, large * 257, small * 257);
}
}
}
}