Files
punktfunk/clients/apple/Tests/PunktfunkKitTests/GamepadWireTests.swift
T
enricobuehler 68b9f108ab feat(gamepad/apple): send Share/Create as BTN_MISC1 + pin wire bits to the C ABI
G5: buttonMask mapped the dedicated share/create/capture element onto BTN_BACK,
the same bit as View (buttonOptions). On an Xbox-Series pad those are two
distinct physical buttons, so Share was indistinguishable from View on the
host and never delivered the capture bit the host already decodes (DualSense
mute / Steam quick-access). Route it to BTN_MISC1 instead, matching the Rust
client's `Button::Misc1 => wire::BTN_MISC1`. Adds `misc1` to GamepadWire and
allButtons so a held capture button is released on flush like the others.
(On-glass verify owed on a real Xbox-Series pad; a clone pad that exposes one
button as both buttonOptions and Share now emits back+misc1 for it — harmless
on a plain xpad session and rare otherwise.)

G22 (partial): define paddle1..4 for wire completeness, but leave them out of
buttonMask/allButtons until the GameController paddleButton1..4 ↔ BTN_PADDLE
physical correspondence is confirmed on a real Elite pad.

G15: replace the 3-bit spot-check with an exhaustive assertion of every
GamepadWire button/axis constant against the generated C ABI header
(punktfunk_core.h), so any Swift-side drift from punktfunk_core::input::gamepad
fails CI.

swift build + full PunktfunkKit suite green (124 passed, 5 skipped).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-13 11:14:26 +02:00

166 lines
9.5 KiB
Swift

// The gamepad wire contract: button bit positions (must match
// punktfunk_core::input::gamepad), GC→DualSense touchpad/motion conversions, and the
// player-LED-bits → GCControllerPlayerIndex map. All pure functions.
import GameController
import PunktfunkCore
import XCTest
@testable import PunktfunkKit
final class GamepadWireTests: XCTestCase {
func testButtonBitsMatchTheRustWireContract() {
// punktfunk_core::input::gamepad constants, spot-checked bit for bit.
XCTAssertEqual(GamepadWire.dpadUp, 0x0001)
XCTAssertEqual(GamepadWire.dpadDown, 0x0002)
XCTAssertEqual(GamepadWire.dpadLeft, 0x0004)
XCTAssertEqual(GamepadWire.dpadRight, 0x0008)
XCTAssertEqual(GamepadWire.start, 0x0010)
XCTAssertEqual(GamepadWire.back, 0x0020)
XCTAssertEqual(GamepadWire.leftStickClick, 0x0040)
XCTAssertEqual(GamepadWire.rightStickClick, 0x0080)
XCTAssertEqual(GamepadWire.leftShoulder, 0x0100)
XCTAssertEqual(GamepadWire.rightShoulder, 0x0200)
XCTAssertEqual(GamepadWire.guide, 0x0400)
XCTAssertEqual(GamepadWire.a, 0x1000)
XCTAssertEqual(GamepadWire.b, 0x2000)
XCTAssertEqual(GamepadWire.x, 0x4000)
XCTAssertEqual(GamepadWire.y, 0x8000)
XCTAssertEqual(GamepadWire.touchpadClick, 0x10_0000)
XCTAssertEqual(GamepadWire.misc1, 0x0020_0000)
// Every button is enumerated exactly once (releaseAll walks this list).
let combined: UInt32 = GamepadWire.allButtons.reduce(0) { $0 | $1 }
XCTAssertEqual(combined, 0x0030_F7FF)
XCTAssertEqual(GamepadWire.allButtons.count, 17)
XCTAssertEqual(GamepadWire.allButtons.count, Set(GamepadWire.allButtons).count)
// Paddles are defined but not yet forwarded, so they stay out of allButtons for now.
for paddle in [GamepadWire.paddle1, GamepadWire.paddle2, GamepadWire.paddle3, GamepadWire.paddle4] {
XCTAssertFalse(GamepadWire.allButtons.contains(paddle))
}
// Axis ids.
XCTAssertEqual(GamepadWire.axisLSX, 0)
XCTAssertEqual(GamepadWire.axisLSY, 1)
XCTAssertEqual(GamepadWire.axisRSX, 2)
XCTAssertEqual(GamepadWire.axisRSY, 3)
XCTAssertEqual(GamepadWire.axisLT, 4)
XCTAssertEqual(GamepadWire.axisRT, 5)
}
func testButtonBitsMatchTheCABIVerbatim() {
// Assert EVERY wire constant against the generated C ABI header (punktfunk_core.h, the same
// source `punktfunk_core::input::gamepad` emits), so a Swift-side edit that drifts from the
// Rust contract fails CI — not just the handful spot-checked above. (Cross-cutting review
// finding G15: the button values were re-declared per client with only a 3-of-19 check.)
XCTAssertEqual(GamepadWire.dpadUp, UInt32(PUNKTFUNK_BTN_DPAD_UP))
XCTAssertEqual(GamepadWire.dpadDown, UInt32(PUNKTFUNK_BTN_DPAD_DOWN))
XCTAssertEqual(GamepadWire.dpadLeft, UInt32(PUNKTFUNK_BTN_DPAD_LEFT))
XCTAssertEqual(GamepadWire.dpadRight, UInt32(PUNKTFUNK_BTN_DPAD_RIGHT))
XCTAssertEqual(GamepadWire.start, UInt32(PUNKTFUNK_BTN_START))
XCTAssertEqual(GamepadWire.back, UInt32(PUNKTFUNK_BTN_BACK))
XCTAssertEqual(GamepadWire.leftStickClick, UInt32(PUNKTFUNK_BTN_LS_CLICK))
XCTAssertEqual(GamepadWire.rightStickClick, UInt32(PUNKTFUNK_BTN_RS_CLICK))
XCTAssertEqual(GamepadWire.leftShoulder, UInt32(PUNKTFUNK_BTN_LB))
XCTAssertEqual(GamepadWire.rightShoulder, UInt32(PUNKTFUNK_BTN_RB))
XCTAssertEqual(GamepadWire.guide, UInt32(PUNKTFUNK_BTN_GUIDE))
XCTAssertEqual(GamepadWire.a, UInt32(PUNKTFUNK_BTN_A))
XCTAssertEqual(GamepadWire.b, UInt32(PUNKTFUNK_BTN_B))
XCTAssertEqual(GamepadWire.x, UInt32(PUNKTFUNK_BTN_X))
XCTAssertEqual(GamepadWire.y, UInt32(PUNKTFUNK_BTN_Y))
XCTAssertEqual(GamepadWire.touchpadClick, UInt32(PUNKTFUNK_BTN_TOUCHPAD))
XCTAssertEqual(GamepadWire.misc1, UInt32(PUNKTFUNK_GAMEPAD_BTN_MISC1))
XCTAssertEqual(GamepadWire.paddle1, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE1))
XCTAssertEqual(GamepadWire.paddle2, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE2))
XCTAssertEqual(GamepadWire.paddle3, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE3))
XCTAssertEqual(GamepadWire.paddle4, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE4))
// Axis ids and pad count share the same header.
XCTAssertEqual(GamepadWire.axisLSX, UInt32(PUNKTFUNK_AXIS_LS_X))
XCTAssertEqual(GamepadWire.axisLSY, UInt32(PUNKTFUNK_AXIS_LS_Y))
XCTAssertEqual(GamepadWire.axisRSX, UInt32(PUNKTFUNK_AXIS_RS_X))
XCTAssertEqual(GamepadWire.axisRSY, UInt32(PUNKTFUNK_AXIS_RS_Y))
XCTAssertEqual(GamepadWire.axisLT, UInt32(PUNKTFUNK_AXIS_LT))
XCTAssertEqual(GamepadWire.axisRT, UInt32(PUNKTFUNK_AXIS_RT))
XCTAssertEqual(GamepadWire.maxPads, Int(MAX_PADS))
}
func testPadIndexRidesFlagsOnEveryPerPadEvent() {
// The wire pad index is the low byte of `flags` (punktfunk_core::input) on button + axis.
let btn = PunktfunkInputEvent.gamepadButton(GamepadWire.a, down: true, pad: 3)
XCTAssertEqual(btn.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_BUTTON.rawValue))
XCTAssertEqual(btn.code, GamepadWire.a)
XCTAssertEqual(btn.x, 1)
XCTAssertEqual(btn.flags, 3)
let axis = PunktfunkInputEvent.gamepadAxis(GamepadWire.axisRT, value: 200, pad: 5)
XCTAssertEqual(axis.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_AXIS.rawValue))
XCTAssertEqual(axis.code, GamepadWire.axisRT)
XCTAssertEqual(axis.x, 200)
XCTAssertEqual(axis.flags, 5)
// Single-controller path stays byte-identical: pad 0 ⇒ flags 0, exactly as before.
XCTAssertEqual(PunktfunkInputEvent.gamepadButton(GamepadWire.a, down: false, pad: 0).flags, 0)
XCTAssertEqual(PunktfunkInputEvent.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0).flags, 0)
}
func testArrivalAndRemoveWireLayout() {
// GamepadArrival (kind 14): code = the GamepadType wire byte, flags = pad index.
let arrival = PunktfunkInputEvent.gamepadArrival(
pref: PunktfunkConnection.GamepadType.dualSense.rawValue, pad: 2)
XCTAssertEqual(arrival.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_ARRIVAL.rawValue))
XCTAssertEqual(arrival.code, PunktfunkConnection.GamepadType.dualSense.rawValue) // 2
XCTAssertEqual(arrival.flags, 2)
// The GamepadType raw values ARE the GamepadPref wire bytes the host resolves.
XCTAssertEqual(PunktfunkConnection.GamepadType.xbox360.rawValue, 1)
XCTAssertEqual(PunktfunkConnection.GamepadType.dualSense.rawValue, 2)
XCTAssertEqual(PunktfunkConnection.GamepadType.xboxOne.rawValue, 3)
XCTAssertEqual(PunktfunkConnection.GamepadType.dualShock4.rawValue, 4)
// GamepadRemove (kind 13): flags = pad index (the core stamps the per-pad seq).
let remove = PunktfunkInputEvent.gamepadRemove(pad: 7)
XCTAssertEqual(remove.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_REMOVE.rawValue))
XCTAssertEqual(remove.flags, 7)
// 16 addressable pads (punktfunk_core::input::MAX_PADS).
XCTAssertEqual(GamepadWire.maxPads, 16)
}
func testTouchpadConversionCorners() {
// GC ±1 with +y up → wire 0...65535 with origin top-left, +y down.
let topLeft = GamepadWire.touchpad(x: -1, y: 1)
XCTAssertEqual(topLeft.x, 0)
XCTAssertEqual(topLeft.y, 0)
let bottomRight = GamepadWire.touchpad(x: 1, y: -1)
XCTAssertEqual(bottomRight.x, 65535)
XCTAssertEqual(bottomRight.y, 65535)
let center = GamepadWire.touchpad(x: 0, y: 0)
XCTAssertEqual(Int(center.x), 32768, accuracy: 1)
XCTAssertEqual(Int(center.y), 32768, accuracy: 1)
// Out-of-range input clamps instead of wrapping.
let wild = GamepadWire.touchpad(x: 5, y: -7)
XCTAssertEqual(wild.x, 65535)
XCTAssertEqual(wild.y, 65535)
}
func testMotionScalingAndClamping() {
// 20 raw LSB per deg/s — one full revolution per second (360 deg/s = 2π rad/s).
XCTAssertEqual(GamepadWire.motionRaw(2 * .pi, scale: GamepadWire.gyroLSBPerRadS), 7200)
// 1 g → 10000 raw.
XCTAssertEqual(GamepadWire.motionRaw(1, scale: GamepadWire.accelLSBPerG), 10000)
XCTAssertEqual(GamepadWire.motionRaw(-1, scale: GamepadWire.accelLSBPerG), -10000)
// Saturation, not overflow.
XCTAssertEqual(GamepadWire.motionRaw(100, scale: GamepadWire.accelLSBPerG), Int16.max)
XCTAssertEqual(GamepadWire.motionRaw(-100, scale: GamepadWire.accelLSBPerG), Int16.min)
XCTAssertEqual(GamepadWire.motionRaw(0, scale: GamepadWire.gyroLSBPerRadS), 0)
}
func testPlayerIndexMap() {
// hid-playstation's DualSense player-LED patterns.
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0), .indexUnset)
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0b00100), .index1)
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0b01010), .index2)
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0b10101), .index3)
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0b11011), .index4)
// Unknown patterns: lit-count fallback, clamped to GC's four indices.
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0b00001), .index1)
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0b00011), .index2)
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0b11111), .index4)
// Bits above the 5 LEDs are ignored.
XCTAssertEqual(GamepadFeedback.playerIndex(forBits: 0b1110_0000), .indexUnset)
}
}