3e6c9f6060
Extends virtual-controller support beyond Xbox 360 + DualSense. Goal: a physical Xbox One or PS4 pad on the client gets a near-native matching virtual pad on the host, auto-resolved from the controller type. Protocol/core: - GamepadPref gains XboxOne (wire 3) + DualShock4 (wire 4); to_u8/from_u8/ from_name/as_str + C ABI PUNKTFUNK_GAMEPAD_XBOXONE/_DUALSHOCK4 constants (compile-time guard ties them to the enum). Single-byte wire form is unchanged, so it's forward-compatible (older peers degrade to Auto). Host (Linux): - New UHID DualShock 4 backend (inject/dualshock4.rs) bound by hid-playstation: lightbar, touchpad, motion, rumble — DualSense minus adaptive triggers / player LEDs / mute. Reuses the DualSense pure state + button mapping; only the report byte layout, the real-DS4 HID descriptor, the GET_REPORT handshake (0x12 MAC mandatory; 0x02 calibration; 0xa3 firmware) and the touchpad resolution (1920x942) differ. Touchpad/motion ride the existing 0xCC plane, lightbar the 0xCD Led plane (deduped); rumble the universal 0xCA plane. - Xbox One/Series is the uinput Xbox-360 backend parameterized with the One S USB identity (045e:02ea) for matching glyphs — XInput-identical otherwise. - PadBackend dispatch + resolver handle both; off Linux the UHID pads and One/Series fold into Xbox 360. Windows-host DS4 (ViGEm) deferred. Clients (auto-resolve physical pad -> virtual type, plus manual settings): - Linux/Windows (SDL3): SDL_GAMEPAD_TYPE_PS4 -> DualShock 4, _XBOXONE -> Xbox One; PadInfo carries the resolved pref; DS4 touchpad/motion capture + lightbar already type-agnostic. Linux settings combo + label updated. - Apple (GameController): GCDualShockGamepad/GCXboxGamepad detection, DS4 touchpad capture, settings picker entries. - Android (Kotlin): InputDevice VID/PID auto-detect (matching the other clients) + settings entries. - probe: --gamepad help/aliases. Also hardens the Android JNI boundary: wrap the teardown + poll-thread shims in catch_unwind so a panic degrades to a logged no-op instead of aborting the app. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
354 lines
16 KiB
Swift
354 lines
16 KiB
Swift
// Gamepad capture → punktfunk/1 datagrams. Forwards exactly ONE controller — whatever
|
|
// GamepadManager selected — as pad 0, for the lifetime of a streaming session.
|
|
//
|
|
// The wire is incremental (one button/axis transition per 18-byte event, accumulated
|
|
// host-side into the virtual pad — see punktfunk_core::input::gamepad), so we snapshot the
|
|
// full GCExtendedGamepad state on every valueChanged and diff against the previous
|
|
// snapshot. Sticks are ±32767 with +y = up (GC already matches, no flip), triggers 0...255.
|
|
//
|
|
// PlayStation-pad extras ride the rich-input plane (0xCC): touchpad contacts normalized
|
|
// 0...65535 (origin top-left, +y down — GC's ±1/+y-up is converted here) and motion
|
|
// samples in raw DualSense sensor units (gyro 20 LSB per deg/s, accel 10000 LSB per g —
|
|
// derived from the host's fixed calibration blob; the conversion lives in ONE place,
|
|
// `Wire`, so a live sign/scale correction is a one-line change). The host ignores both
|
|
// unless the session's virtual pad is a DualSense or DualShock 4 — both carry a touchpad
|
|
// and motion, so the capture below covers either (`GCDualShockGamepad` exposes the same
|
|
// `touchpad*` surface as `GCDualSenseGamepad`).
|
|
//
|
|
// Unlike mouse/keyboard capture, gamepad forwarding is NOT gated on the mouse-capture
|
|
// toggle — a controller can't click local UI, so it always drives the host while the app
|
|
// is active. On deactivation, controller switch, or stop, every held control is released
|
|
// on the wire (the host pad would otherwise stay stuck on the last state).
|
|
|
|
#if os(macOS)
|
|
import AppKit
|
|
#else
|
|
import UIKit
|
|
#endif
|
|
import Combine
|
|
import Foundation
|
|
import GameController
|
|
|
|
/// The gamepad wire contract (mirrors `punktfunk_core::input::gamepad`).
|
|
public enum GamepadWire {
|
|
public static let dpadUp: UInt32 = 0x0001
|
|
public static let dpadDown: UInt32 = 0x0002
|
|
public static let dpadLeft: UInt32 = 0x0004
|
|
public static let dpadRight: UInt32 = 0x0008
|
|
public static let start: UInt32 = 0x0010
|
|
public static let back: UInt32 = 0x0020
|
|
public static let leftStickClick: UInt32 = 0x0040
|
|
public static let rightStickClick: UInt32 = 0x0080
|
|
public static let leftShoulder: UInt32 = 0x0100
|
|
public static let rightShoulder: UInt32 = 0x0200
|
|
public static let guide: UInt32 = 0x0400
|
|
public static let a: UInt32 = 0x1000
|
|
public static let b: UInt32 = 0x2000
|
|
public static let x: UInt32 = 0x4000
|
|
public static let y: UInt32 = 0x8000
|
|
/// DualSense touchpad click (Moonlight's extended-button bit position).
|
|
public static let touchpadClick: UInt32 = 0x10_0000
|
|
|
|
public static let allButtons: [UInt32] = [
|
|
dpadUp, dpadDown, dpadLeft, dpadRight, start, back,
|
|
leftStickClick, rightStickClick, leftShoulder, rightShoulder, guide,
|
|
a, b, x, y, touchpadClick,
|
|
]
|
|
|
|
public static let axisLSX: UInt32 = 0
|
|
public static let axisLSY: UInt32 = 1
|
|
public static let axisRSX: UInt32 = 2
|
|
public static let axisRSY: UInt32 = 3
|
|
public static let axisLT: UInt32 = 4
|
|
public static let axisRT: UInt32 = 5
|
|
|
|
/// Raw DualSense gyro units per rad/s: hid-playstation's calibration over the host's
|
|
/// fixed blob resolves to 20 LSB per deg/s.
|
|
public static let gyroLSBPerRadS: Float = 20 * 180 / .pi
|
|
/// Raw DualSense accelerometer units per g (same derivation).
|
|
public static let accelLSBPerG: Float = 10_000
|
|
|
|
/// GC touchpad coordinates (±1, +y up) → wire (0...65535, origin top-left, +y down).
|
|
public static func touchpad(x: Float, y: Float) -> (x: UInt16, y: UInt16) {
|
|
let wx = ((x.clamped(to: -1...1) + 1) / 2 * 65535).rounded()
|
|
let wy = ((1 - y.clamped(to: -1...1)) / 2 * 65535).rounded()
|
|
return (UInt16(wx), UInt16(wy))
|
|
}
|
|
|
|
/// Scale + clamp one motion component into the raw signed-16 sensor domain.
|
|
public static func motionRaw(_ value: Float, scale: Float) -> Int16 {
|
|
Int16((value * scale).rounded().clamped(to: Float(Int16.min)...Float(Int16.max)))
|
|
}
|
|
}
|
|
|
|
extension Float {
|
|
fileprivate func clamped(to range: ClosedRange<Float>) -> Float {
|
|
Swift.min(Swift.max(self, range.lowerBound), range.upperBound)
|
|
}
|
|
}
|
|
|
|
@MainActor
|
|
public final class GamepadCapture {
|
|
private let connection: PunktfunkConnection
|
|
private let manager: GamepadManager
|
|
private var activeSub: AnyCancellable?
|
|
private var observers: [NSObjectProtocol] = []
|
|
private var bound: GCController?
|
|
/// App inactive → GC stops delivering; everything is released and stays silent.
|
|
private var suspended = false
|
|
|
|
// Last wire state (the diff base — also what releaseAll() unwinds).
|
|
private var buttons: UInt32 = 0
|
|
private var axes: [Int32] = [0, 0, 0, 0, 0, 0]
|
|
private var fingerActive: [Bool] = [false, false]
|
|
private var lastMotionNs: UInt64 = 0
|
|
|
|
/// Motion forwarding floor: ≥ 4 ms between samples (≈ 250 Hz, the DualSense's own rate).
|
|
private static let motionIntervalNs: UInt64 = 4_000_000
|
|
|
|
public init(connection: PunktfunkConnection, manager: GamepadManager) {
|
|
self.connection = connection
|
|
self.manager = manager
|
|
}
|
|
|
|
public func start() {
|
|
// Fires immediately with the current selection, then on every change — a switch
|
|
// releases the old controller's wire state before the new one takes over.
|
|
activeSub = manager.$active.sink { [weak self] dc in
|
|
MainActor.assumeIsolated { self?.rebind(to: dc?.controller) }
|
|
}
|
|
#if os(macOS)
|
|
let resign = NSApplication.willResignActiveNotification
|
|
let activate = NSApplication.didBecomeActiveNotification
|
|
#else
|
|
let resign = UIApplication.willResignActiveNotification
|
|
let activate = UIApplication.didBecomeActiveNotification
|
|
#endif
|
|
observers.append(NotificationCenter.default.addObserver(
|
|
forName: resign, object: nil, queue: .main
|
|
) { [weak self] _ in
|
|
MainActor.assumeIsolated {
|
|
self?.suspended = true
|
|
self?.releaseAll()
|
|
}
|
|
})
|
|
observers.append(NotificationCenter.default.addObserver(
|
|
forName: activate, object: nil, queue: .main
|
|
) { [weak self] _ in
|
|
MainActor.assumeIsolated {
|
|
guard let self else { return }
|
|
self.suspended = false
|
|
if let ext = self.bound?.extendedGamepad { self.sync(ext) }
|
|
}
|
|
})
|
|
}
|
|
|
|
public func stop() {
|
|
releaseAll()
|
|
rebind(to: nil)
|
|
activeSub = nil
|
|
observers.forEach { NotificationCenter.default.removeObserver($0) }
|
|
observers.removeAll()
|
|
}
|
|
|
|
private func rebind(to controller: GCController?) {
|
|
guard controller !== bound else { return }
|
|
releaseAll()
|
|
if let ext = bound?.extendedGamepad {
|
|
ext.valueChangedHandler = nil
|
|
let tp = Self.touchpad(ext)
|
|
tp?.primary.valueChangedHandler = nil
|
|
tp?.secondary.valueChangedHandler = nil
|
|
}
|
|
if let motion = bound?.motion {
|
|
motion.valueChangedHandler = nil
|
|
// Power the sensors back down — left active they keep the pad streaming
|
|
// gyro/accel over Bluetooth (battery drain) long after the session.
|
|
if motion.sensorsRequireManualActivation { motion.sensorsActive = false }
|
|
}
|
|
bound = controller
|
|
guard let c = controller, let ext = c.extendedGamepad else { return }
|
|
|
|
ext.valueChangedHandler = { [weak self] g, _ in
|
|
MainActor.assumeIsolated { self?.sync(g) }
|
|
}
|
|
// The Home/PS button (→ guide; the host maps it to the DualSense PS / Xbox guide bit). On
|
|
// macOS the SYSTEM grabs it by default (opens Launchpad's Games folder), so it never reached
|
|
// the app — `preferredSystemGestureState = .disabled` on the element is what hands it to us.
|
|
// We drive `guide` DIRECTLY from this handler's pressed value (not via buttonMask), because
|
|
// the legacy `extendedGamepad.buttonHome` is unreliable/often nil even when the physical
|
|
// element exists. On tvOS the element is absent (reserved) → nil, the whole block no-ops.
|
|
if let home = c.physicalInputProfile.buttons[GCInputButtonHome] {
|
|
home.preferredSystemGestureState = .disabled
|
|
home.pressedChangedHandler = { [weak self] _, _, pressed in
|
|
MainActor.assumeIsolated { self?.sendGuide(down: pressed) }
|
|
}
|
|
}
|
|
// Wake the host pad immediately (pads are created lazily from the first event;
|
|
// a DualSense's UHID handshake + initial lightbar write only start then).
|
|
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0))
|
|
sync(ext)
|
|
|
|
if let tp = Self.touchpad(ext) {
|
|
tp.primary.valueChangedHandler = { [weak self] _, x, y in
|
|
MainActor.assumeIsolated { self?.touch(finger: 0, x: x, y: y) }
|
|
}
|
|
tp.secondary.valueChangedHandler = { [weak self] _, x, y in
|
|
MainActor.assumeIsolated { self?.touch(finger: 1, x: x, y: y) }
|
|
}
|
|
}
|
|
if let motion = c.motion {
|
|
if motion.sensorsRequireManualActivation { motion.sensorsActive = true }
|
|
motion.valueChangedHandler = { [weak self] m in
|
|
MainActor.assumeIsolated { self?.forwardMotion(m) }
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Snapshot the profile into wire state and send every transition since the last one.
|
|
private func sync(_ g: GCExtendedGamepad) {
|
|
guard !suspended else { return }
|
|
let newButtons = Self.buttonMask(g)
|
|
let changed = newButtons ^ buttons
|
|
if changed != 0 {
|
|
for bit in GamepadWire.allButtons where changed & bit != 0 {
|
|
connection.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: 0))
|
|
}
|
|
buttons = newButtons
|
|
}
|
|
let newAxes: [Int32] = [
|
|
Int32((g.leftThumbstick.xAxis.value * 32767).rounded()),
|
|
Int32((g.leftThumbstick.yAxis.value * 32767).rounded()),
|
|
Int32((g.rightThumbstick.xAxis.value * 32767).rounded()),
|
|
Int32((g.rightThumbstick.yAxis.value * 32767).rounded()),
|
|
Int32((g.leftTrigger.value * 255).rounded()),
|
|
Int32((g.rightTrigger.value * 255).rounded()),
|
|
]
|
|
for (i, v) in newAxes.enumerated() where v != axes[i] {
|
|
connection.send(.gamepadAxis(UInt32(i), value: v, pad: 0))
|
|
axes[i] = v
|
|
}
|
|
}
|
|
|
|
/// Forward the guide (Home/PS) transition directly — it's kept out of `buttonMask` (the legacy
|
|
/// `buttonHome` element is unreliable). Folds into `buttons` so a held PS button is released by
|
|
/// `releaseAll` on focus loss just like the others.
|
|
private func sendGuide(down: Bool) {
|
|
guard !suspended else { return }
|
|
let bit = GamepadWire.guide
|
|
let now = down ? (buttons | bit) : (buttons & ~bit)
|
|
guard now != buttons else { return }
|
|
connection.send(.gamepadButton(bit, down: down, pad: 0))
|
|
buttons = now
|
|
}
|
|
|
|
private static func buttonMask(_ g: GCExtendedGamepad) -> UInt32 {
|
|
var b: UInt32 = 0
|
|
if g.dpad.up.isPressed { b |= GamepadWire.dpadUp }
|
|
if g.dpad.down.isPressed { b |= GamepadWire.dpadDown }
|
|
if g.dpad.left.isPressed { b |= GamepadWire.dpadLeft }
|
|
if g.dpad.right.isPressed { b |= GamepadWire.dpadRight }
|
|
if g.buttonMenu.isPressed { b |= GamepadWire.start }
|
|
if g.buttonOptions?.isPressed == true { b |= GamepadWire.back }
|
|
if g.leftThumbstickButton?.isPressed == true { b |= GamepadWire.leftStickClick }
|
|
if g.rightThumbstickButton?.isPressed == true { b |= GamepadWire.rightStickClick }
|
|
if g.leftShoulder.isPressed { b |= GamepadWire.leftShoulder }
|
|
if g.rightShoulder.isPressed { b |= GamepadWire.rightShoulder }
|
|
// guide (Home/PS) is NOT read here — it's forwarded directly by the Home button's
|
|
// pressedChangedHandler (the legacy `buttonHome` element is unreliable). See `rebind`.
|
|
if g.buttonA.isPressed { b |= GamepadWire.a }
|
|
if g.buttonB.isPressed { b |= GamepadWire.b }
|
|
if g.buttonX.isPressed { b |= GamepadWire.x }
|
|
if g.buttonY.isPressed { b |= GamepadWire.y }
|
|
if Self.touchpad(g)?.button.isPressed == true {
|
|
b |= GamepadWire.touchpadClick
|
|
}
|
|
return b
|
|
}
|
|
|
|
/// The touchpad surface of a PlayStation pad — present on both `GCDualSenseGamepad` and
|
|
/// `GCDualShockGamepad` (DualShock 4), which don't share a common touchpad type, so we
|
|
/// downcast either and project the identical `touchpad*` properties. `nil` for any other
|
|
/// controller (Xbox, MFi).
|
|
private static func touchpad(
|
|
_ g: GCExtendedGamepad
|
|
) -> (primary: GCControllerDirectionPad, secondary: GCControllerDirectionPad,
|
|
button: GCControllerButtonInput)? {
|
|
if let ds = g as? GCDualSenseGamepad {
|
|
return (ds.touchpadPrimary, ds.touchpadSecondary, ds.touchpadButton)
|
|
}
|
|
if let ds4 = g as? GCDualShockGamepad {
|
|
return (ds4.touchpadPrimary, ds4.touchpadSecondary, ds4.touchpadButton)
|
|
}
|
|
return nil
|
|
}
|
|
|
|
/// One touchpad finger moved. GC reports ±1 positions and snaps to exactly (0, 0) on
|
|
/// lift — treated as the lift signal (a real finger landing on the precise center
|
|
/// momentarily reads as a lift; harmless for a 1-in-65k coincidence).
|
|
private func touch(finger: Int, x: Float, y: Float) {
|
|
guard !suspended else { return }
|
|
let lifted = x == 0 && y == 0
|
|
if lifted {
|
|
if fingerActive[finger] {
|
|
fingerActive[finger] = false
|
|
connection.sendTouchpad(finger: UInt8(finger), active: false, x: 0, y: 0)
|
|
}
|
|
return
|
|
}
|
|
fingerActive[finger] = true
|
|
let w = GamepadWire.touchpad(x: x, y: y)
|
|
connection.sendTouchpad(finger: UInt8(finger), active: true, x: w.x, y: w.y)
|
|
}
|
|
|
|
private func forwardMotion(_ m: GCMotion) {
|
|
guard !suspended else { return }
|
|
let now = DispatchTime.now().uptimeNanoseconds
|
|
guard now &- lastMotionNs >= Self.motionIntervalNs else { return }
|
|
lastMotionNs = now
|
|
// Total acceleration in g: gravity + user when split, else the raw vector.
|
|
let ax: Float
|
|
let ay: Float
|
|
let az: Float
|
|
if m.hasGravityAndUserAcceleration {
|
|
ax = Float(m.gravity.x + m.userAcceleration.x)
|
|
ay = Float(m.gravity.y + m.userAcceleration.y)
|
|
az = Float(m.gravity.z + m.userAcceleration.z)
|
|
} else {
|
|
ax = Float(m.acceleration.x)
|
|
ay = Float(m.acceleration.y)
|
|
az = Float(m.acceleration.z)
|
|
}
|
|
let gs = GamepadWire.gyroLSBPerRadS
|
|
let as_ = GamepadWire.accelLSBPerG
|
|
connection.sendMotion(
|
|
gyro: (
|
|
GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
|
|
GamepadWire.motionRaw(Float(m.rotationRate.y), scale: gs),
|
|
GamepadWire.motionRaw(Float(m.rotationRate.z), scale: gs)
|
|
),
|
|
accel: (
|
|
GamepadWire.motionRaw(ax, scale: as_),
|
|
GamepadWire.motionRaw(ay, scale: as_),
|
|
GamepadWire.motionRaw(az, scale: as_)
|
|
))
|
|
}
|
|
|
|
/// Unwind everything held on the wire: button-ups, neutral axes, lifted fingers. The
|
|
/// host's virtual pad returns to rest instead of running with the last state.
|
|
private func releaseAll() {
|
|
for bit in GamepadWire.allButtons where buttons & bit != 0 {
|
|
connection.send(.gamepadButton(bit, down: false, pad: 0))
|
|
}
|
|
buttons = 0
|
|
for (i, v) in axes.enumerated() where v != 0 {
|
|
connection.send(.gamepadAxis(UInt32(i), value: 0, pad: 0))
|
|
axes[i] = 0
|
|
}
|
|
for (f, active) in fingerActive.enumerated() where active {
|
|
connection.sendTouchpad(finger: UInt8(f), active: false, x: 0, y: 0)
|
|
fingerActive[f] = false
|
|
}
|
|
}
|
|
}
|