Files
punktfunk/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadMenuInput.swift
T
enricobuehler 764b5d938b fix(gamepad): resolve the menu diagonal tie-break horizontally on all clients (G25)
The gamepad-UI navigation resolvers disagreed on which way a perfect 45-degree
stick push (|x| == |y|) resolves: the SDL core picked horizontal (`ax >= ay`)
while Apple (`abs(x) > abs(y)`) and Android (`abs(Y) >= abs(X)`) picked vertical.
Align Apple (`>` -> `>=`) and Android (`>=` -> `>`) to the SDL core so an exact
diagonal moves focus the same way on every client (horizontal wins). This is
client-local menu navigation only and never reaches the wire. Completes the last
deferred G25 sub-part.

Verified: Apple `swift build` + full suite (124 pass); Android `:app:compileDebugKotlin`.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-13 22:24:03 +02:00

181 lines
8.5 KiB
Swift

// Explicit left-stick/dpad-driven menu navigation for the gamepad UI's host carousel and library
// coverflow (iOS/iPadOS only — see GamepadUIEnvironment).
//
// Polls the active controller at 60 Hz rather than installing `valueChangedHandler`/
// `pressedChangedHandler` callbacks — mirroring `ControllerTestView`'s "Input" card (see its own
// comment: "Poll the live controller ... — no handlers installed"), the one thing in this codebase
// already confirmed on real hardware to read a controller reliably outside a streaming session. Two
// earlier versions of this class both installed handlers directly (first reading the dpad's combined
// `.xAxis`/`.yAxis`, then its discrete `.isPressed` states, matching `GamepadCapture`'s pattern) and
// neither one's callbacks fired on-device even though the SAME controller's input showed up correctly
// in `ControllerTestView`'s poll-based readout — so polling isn't just a style choice here, it's the
// only approach confirmed to actually work outside a stream. Being read-only, it also can't conflict
// with `GamepadCapture` installing its own handlers once a stream starts — there's nothing to hand
// off or race over.
//
// The button set mirrors a console launcher: A confirms, B backs out, Y is a screen's secondary
// action, X a tertiary one, and the shoulders (L1/R1) are optional fast "jump" steps. Directional
// moves auto-repeat on a held stick/dpad after an initial delay; every button is edge-triggered
// (fires once per press).
import Foundation
import GameController
@MainActor
public final class GamepadMenuInput {
public enum Direction: Equatable, Sendable {
case up, down, left, right
}
private let manager: GamepadManager
private var pollTimer: Timer?
private var isActive = false
/// Seed the pressed-state trackers from the LIVE controller on the first poll after a
/// (re)start, firing nothing. Screens hand the controller off (a keyboard closes, a cover
/// dismisses) while the user is still holding the very button that triggered the handoff —
/// without this, the next screen's first poll would read that held button as a fresh edge
/// and act on the same press twice (e.g. the B that closed the keyboard also backing out
/// of the screen underneath).
private var needsSnapshot = false
private var currentDirection: Direction?
private var repeatTimer: Timer?
private var wasConfirmPressed = false
private var wasSecondaryPressed = false
private var wasTertiaryPressed = false
private var wasBackPressed = false
private var wasLeftShoulderPressed = false
private var wasRightShoulderPressed = false
/// Discrete directional move — already debounced (fires once on a fresh press, then repeats
/// on a hold after an initial delay, like a standard menu).
public var onMove: ((Direction) -> Void)?
/// Button A (or equivalent primary action) — edge-triggered, fires once per press.
public var onConfirm: (() -> Void)?
/// Button Y (or equivalent secondary action, e.g. "open library") — edge-triggered.
public var onSecondary: (() -> Void)?
/// Button X (or equivalent tertiary action, e.g. "settings" / "delete") — edge-triggered.
public var onTertiary: (() -> Void)?
/// Button B (or equivalent back/dismiss) — edge-triggered.
public var onBack: (() -> Void)?
/// Shoulder buttons (L1 `false` / R1 `true`) — edge-triggered fast-jump steps, optional per
/// screen. Unset ⇒ the shoulders do nothing.
public var onShoulder: ((Bool) -> Void)?
/// Stick magnitude below this reads as neutral (dead zone).
private let deadzone: Float = 0.5
private let initialRepeatDelay: TimeInterval = 0.38
private let repeatInterval: TimeInterval = 0.16
private let pollInterval: TimeInterval = 1.0 / 60.0
public init(manager: GamepadManager) {
self.manager = manager
}
public func start() {
guard !isActive else { return }
isActive = true
needsSnapshot = true
let timer = Timer(timeInterval: pollInterval, repeats: true) { [weak self] _ in
Task { @MainActor in self?.poll() }
}
RunLoop.main.add(timer, forMode: .common)
pollTimer = timer
}
public func stop() {
isActive = false
pollTimer?.invalidate()
pollTimer = nil
repeatTimer?.invalidate()
repeatTimer = nil
currentDirection = nil
wasConfirmPressed = false
wasSecondaryPressed = false
wasTertiaryPressed = false
wasBackPressed = false
wasLeftShoulderPressed = false
wasRightShoulderPressed = false
}
/// Reads `manager.active` fresh every tick (no persistent binding to a specific controller
/// needed) — a disconnect/reconnect or a controller switch is just picked up on the next poll.
private func poll() {
guard isActive, let gamepad = manager.active?.controller.extendedGamepad else { return }
if needsSnapshot {
// Adopt whatever is held right now without firing (see `needsSnapshot`): a button
// must be RELEASED after a handoff before it can act here, and a held direction only
// keeps moving once it changes or re-engages.
needsSnapshot = false
wasConfirmPressed = gamepad.buttonA.isPressed
wasSecondaryPressed = gamepad.buttonY.isPressed
wasTertiaryPressed = gamepad.buttonX.isPressed
wasBackPressed = gamepad.buttonB.isPressed
wasLeftShoulderPressed = gamepad.leftShoulder.isPressed
wasRightShoulderPressed = gamepad.rightShoulder.isPressed
currentDirection = directionFrom(gamepad)
return
}
edge(gamepad.buttonA.isPressed, &wasConfirmPressed) { onConfirm?() }
edge(gamepad.buttonY.isPressed, &wasSecondaryPressed) { onSecondary?() }
edge(gamepad.buttonX.isPressed, &wasTertiaryPressed) { onTertiary?() }
edge(gamepad.buttonB.isPressed, &wasBackPressed) { onBack?() }
edge(gamepad.leftShoulder.isPressed, &wasLeftShoulderPressed) { onShoulder?(false) }
edge(gamepad.rightShoulder.isPressed, &wasRightShoulderPressed) { onShoulder?(true) }
updateDirection(directionFrom(gamepad))
}
/// Fire `action` on the rising edge of `pressed`, tracking the last state in `was`.
private func edge(_ pressed: Bool, _ was: inout Bool, _ action: () -> Void) {
if pressed, !was { action() }
was = pressed
}
/// The current requested direction: the left stick is the primary/natural input; the dpad is an
/// alternative. Read via discrete `.isPressed` / analog `.value` (never the dpad's combined axis
/// — the first version of this class did that and it silently never registered a press on-device).
private func directionFrom(_ gamepad: GCExtendedGamepad) -> Direction? {
let stick = gamepad.leftThumbstick
let x = stick.xAxis.value
let y = stick.yAxis.value
// Horizontal wins an exact |x| == |y| diagonal tie (>=), matching the SDL core and Android
// nav so a perfect 45° push resolves to the same direction on every client.
if abs(x) >= abs(y), abs(x) > deadzone {
return x > 0 ? .right : .left
} else if abs(y) > deadzone {
return y > 0 ? .up : .down
}
let dpad = gamepad.dpad
if dpad.left.isPressed { return .left }
if dpad.right.isPressed { return .right }
if dpad.up.isPressed { return .up }
if dpad.down.isPressed { return .down }
return nil
}
private func updateDirection(_ direction: Direction?) {
guard direction != currentDirection else { return }
repeatTimer?.invalidate()
repeatTimer = nil
currentDirection = direction
guard let direction else { return }
onMove?(direction)
// First repeat after a longer delay (so a quick tap doesn't double-move), then steady.
let timer = Timer(timeInterval: initialRepeatDelay, repeats: false) { [weak self] _ in
Task { @MainActor in
guard let self else { return }
self.repeatTimer?.invalidate()
let repeating = Timer(timeInterval: self.repeatInterval, repeats: true) { [weak self] _ in
Task { @MainActor in self?.onMove?(direction) }
}
RunLoop.main.add(repeating, forMode: .common)
self.repeatTimer = repeating
}
}
RunLoop.main.add(timer, forMode: .common)
repeatTimer = timer
}
}