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punktfunk/clients/apple/Sources/PunktfunkKit/Gamepad/GamepadCapture.swift
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feat(clients/input): system buttons route around local overlays
Pressing guide/Steam/QAM collided with the client device's own shell: iOS 26
opens its Game Overlay for the Home press (no app opt-out until iOS 27 makes
it a user setting), and a Gaming-Mode client opened BOTH Steam overlays for
one press — the local one covering the stream.

Two cross-client tier-P settings, zero wire changes:

- system_buttons (auto|forward|local): raw guide+misc1 passthrough. Auto
  forwards everywhere EXCEPT under gamescope, where SteamOS reacts to the
  same physical press no matter what.
- guide_gesture (auto|on|off): hold Select ALONE ~350ms sends the HOST's
  guide, down until release — held on, that's the host's long-press, which
  opens a Gaming-Mode host's QAM for regular pads. A Select tap is delivered
  on release with its up TAP_PRESS (50ms) behind, because per-transition
  sends fold into seq'd GamepadState snapshots and a back-to-back pair can
  coalesce into no press at all. A Select inside a combo (the escape chord)
  passes through untouched. Auto arms it only where the raw press can't
  reach the host cleanly: gamescope, iOS/iPadOS, tvOS.

The same SelectGesture rules live in pf-client-core (pure state machine +
unit tests), the Apple client (mask-diff adaptation in GamepadCapture), and
Android's GamepadRouter. Settings rows on every surface (GTK, WinUI,
console UI, Decky, Apple x2, Android x2) with profile plumbing throughout.

punktfunk-session grows a control socket
($XDG_RUNTIME_DIR[/app/$FLATPAK_ID]/punktfunk-session-ctl.sock — the one
runtime path a flatpak and the host see identically): 'guide'/'qam' verbs
inject synthetic taps. The Decky panel gains a Host menus section (visible
while the client runs) whose buttons press the host's Steam/QAM and close
the local menu so the host's shows through.

iOS 27's GCControllerHomeButtonSettingsManager deep-link is a TODO (the
class needs the Xcode 27 SDK to compile). Docs: input, client-settings,
steam-deck. Design: punktfunk-planning design/system-buttons-routing.md.

Gates: docker clippy --all-targets --locked -D warnings + tests
(pf-client-core 88 incl. 6 new gesture tests, pf-console-ui 47),
cargo fmt --all --check, swift build (macOS), gradle kit+app compile,
decky tsc --noEmit + py_compile. clients/windows not compiled (no box).
2026-08-04 21:46:27 +02:00

625 lines
33 KiB
Swift

// Gamepad capture → punktfunk/1 datagrams. Forwards EVERY controller GamepadManager selected —
// each on its own stable wire pad index (pf-client-core's slot model) — for the lifetime of a
// streaming session. One physical controller with no pin is player 0 (byte-identical to the old
// single-pad path); a pin forwards only that one, also as pad 0.
//
// Each forwarded controller gets a `Slot`: its open GC handlers plus the wire state (buttons,
// axes, touchpad fingers, motion throttle) for its pad index — isolated per device so two
// controllers never clobber each other. On connect a slot opens (GamepadArrival declares its
// kind, then input flows); on disconnect / pin change / stop it closes (held state flushed to
// rest on the wire, then GamepadRemove tells the host to tear the pad's virtual device down).
//
// 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. The core folds these
// per-pad transitions into idempotent, sequence-numbered snapshots keyed on the same pad index,
// so all this layer must get right is the index — one controller per slot, one slot per index.
//
// 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 a pad's virtual device 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
@MainActor
public final class GamepadCapture {
private let connection: PunktfunkConnection
private let manager: GamepadManager
private var forwardedSub: AnyCancellable?
private var observers: [NSObjectProtocol] = []
/// App inactive → GC stops delivering; everything is released and stays silent.
private var suspended = false
/// One forwarded controller: the open device plus the last wire state for its pad index (the
/// diff base — also what `flush` unwinds). Held per Slot so two controllers never clobber each
/// other's held buttons/axes/fingers. Mirrors pf-client-core's `Slot`.
private final class Slot {
let controller: GCController
/// Wire pad index (GamepadManager's stable lowest-free assignment), threaded onto every
/// event this controller sends — the low byte of `flags`.
let pad: UInt32
/// The controller KIND declared to the host (GamepadArrival) when the slot opened — the
/// user's explicit "Controller type" setting when they picked one, else the detected
/// kind (`GamepadManager.declaredKind(for:)`). NOT the physical pad's kind: local feedback
/// keys off the live `GCController` subclass instead, so whatever the host DOES send is
/// applied natively to the pad in the user's hands. What the host sends is bounded by the
/// emulated type, though — a virtual DualShock 4 has no adaptive-trigger reports in its
/// protocol, so emulating one gives those up by construction (rumble + lightbar remain).
let pref: PunktfunkConnection.GamepadType
var buttons: UInt32 = 0
var axes: [Int32] = [0, 0, 0, 0, 0, 0]
var fingerActive: [Bool] = [false, false]
var lastMotionNs: UInt64 = 0
// Hold-Select→guide gesture state (pf-client-core's `SelectGesture`, adapted to
// this class's mask-diff model): a Select pressed ALONE is held out of the mask
// until it resolves into a tap (delivered on release) or — past `guideHold` — a
// synthetic guide, down until release.
var selectPending = false
var selectAsGuide = false
/// A delivered tap's release is owed (`tapTimer` scheduled) — its down went out
/// outside `buttons`, so `flush` must know to lift it.
var tapReleaseOwed = false
var gestureTimer: Timer?
var tapTimer: Timer?
init(controller: GCController, pad: UInt32, pref: PunktfunkConnection.GamepadType) {
self.controller = controller
self.pad = pad
self.pref = pref
}
}
/// Open forwarded controllers, one Slot per physical pad on its own wire index. Reconciled
/// against `manager.forwarded` (empty until a session's `start`, cleared by `stop`).
private var slots: [Slot] = []
/// Motion forwarding floor: ≥ 4 ms between samples (≈ 250 Hz, the DualSense's own rate).
private static let motionIntervalNs: UInt64 = 4_000_000
/// The cross-client controller escape chord (pf-client-core's `ESCAPE_CHORD`):
/// L1+R1+Start+Select held together — four simultaneous buttons no game uses, so normal
/// play can't trip it. Held for `disconnectHold` it ends the session via
/// `onDisconnectRequest`; the chord keeps forwarding to the host meanwhile (the user is
/// leaving anyway). The desktop clients' quick-press step (leave fullscreen / release
/// capture) has no Apple equivalent worth wiring — macOS has ⌃⌥⇧Q/D, touch has the HUD.
private static let escapeChord: UInt32 =
GamepadWire.leftShoulder | GamepadWire.rightShoulder | GamepadWire.start | GamepadWire.back
/// pf-client-core's `DISCONNECT_HOLD` — the same 1.5 s on every client.
private static let disconnectHold: TimeInterval = 1.5
/// pf-client-core's `GUIDE_HOLD`: hold Select alone this long → the HOST's guide goes
/// down (until release, so a long hold is the host's long-press — a Gaming-Mode
/// host's QAM). The gesture exists because iOS reserves the physical Home press (the
/// Game Overlay; sanctioned opt-out only via the user's iOS 27+ Home-button setting)
/// and tvOS never delivers it at all.
private static let guideHold: TimeInterval = 0.35
/// pf-client-core's `TAP_PRESS`: a held-back Select tap is delivered as a press with
/// its release this far behind — back-to-back transitions can fold into nothing in
/// the host's per-pad input fold.
private static let tapPress: TimeInterval = 0.05
private var chordTimer: Timer?
/// Fired ON MAIN once the escape chord has been held `disconnectHold` — the session owner
/// disconnects. On tvOS this (plus the Siri Remote's hold-Back) is the ONLY way out of a
/// stream with a controller: B/Menu presses are deliberately swallowed during a session so
/// gameplay can't end it (see ContentView's tvOS session branch).
public var onDisconnectRequest: (() -> Void)?
/// Forward this device's controllers to the host at all (`Settings.gamepadForwarding`,
/// default true). Off is for a couch whose controller reaches the host another way — USB
/// passthrough such as VirtualHere, or a pad plugged into the host itself — where
/// forwarding as well would give the host two pads for one pair of hands.
///
/// Off still opens slots and tracks button state; it just sends nothing (see `wire`). That
/// is deliberate, not laziness: the escape chord is read off the same slots, and on tvOS it
/// is the ONLY controller way out of a stream — a session that silently lost its exit
/// because a forwarding preference was off would be a worse bug than the one this fixes.
/// Unlike pf-client-core's slots, GameController claims nothing exclusive, so holding one
/// open costs the host nothing and blocks no passthrough tool.
public let forwarding: Bool
/// The connection, or nil while forwarding is off — every wire send goes through this, so
/// "don't forward" is one fact in one place rather than a condition at twelve call sites.
private var wire: PunktfunkConnection? { forwarding ? connection : nil }
/// Forward the raw guide + share/QAM presses (`EffectiveSettings.systemButtonsForward`,
/// default true on Apple — where the OS shows its own overlay for them, that's the OS's
/// business; local mode exists for profile parity with the Gaming-Mode clients).
public let systemForward: Bool
/// The hold-Select guide gesture (`EffectiveSettings.guideGestureEnabled` — auto = on
/// everywhere but macOS). See `guideHold`.
public let guideGesture: Bool
public init(
connection: PunktfunkConnection, manager: GamepadManager, forwarding: Bool = true,
systemForward: Bool = true, guideGesture: Bool = false
) {
self.connection = connection
self.manager = manager
self.forwarding = forwarding
self.systemForward = systemForward
self.guideGesture = guideGesture
}
public func start() {
// Session-scoped index assignment: a controller pinned before the session forwards as
// pad 0 (pf-client-core assigns indices at slot-open time, not app-launch time).
manager.resetForwardingAssignment()
// Fires immediately with the current forwarded set, then on every change — a connect,
// disconnect, or pin change reconciles the open slots against it (opening/closing devices
// and flushing wire state so nothing sticks down).
forwardedSub = manager.$forwarded.sink { [weak self] list in
MainActor.assumeIsolated { self?.reconcile(list) }
}
#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
// Re-send every open pad's current state (GC delivered nothing while inactive).
for slot in self.slots {
if let ext = slot.controller.extendedGamepad { self.sync(slot, ext) }
}
}
})
}
public func stop() {
closeAllSlots()
forwardedSub = nil
observers.forEach { NotificationCenter.default.removeObserver($0) }
observers.removeAll()
}
/// Bring `slots` in line with the forwarded set: close any slot no longer wanted (flushing its
/// held wire state and sending GamepadRemove first) and open any newly-forwarded controller into
/// its assigned wire index. A controller that stays forwarded keeps its slot untouched, so a
/// second pad connecting never disturbs the first. Mirrors pf-client-core's `reconcile_slots`.
private func reconcile(_ forwarded: [GamepadManager.DiscoveredController]) {
let wantIDs = Set(forwarded.map { ObjectIdentifier($0.controller) })
for slot in slots where !wantIDs.contains(ObjectIdentifier(slot.controller)) {
closeSlot(slot)
}
for dc in forwarded where !slots.contains(where: { $0.controller === dc.controller }) {
openSlot(dc)
}
// A chord-holding pad may have just unplugged — re-evaluate so a stale hold disarms.
updateEscapeChord()
}
/// Open one forwarded controller on its assigned wire index: attach GC handlers, claim its
/// system gestures, declare its kind (GamepadArrival — before any input), then wake the host
/// pad and send its initial state. Skipped when the pad has no wire index (every slot taken)
/// or exposes no extended profile.
private func openSlot(_ dc: GamepadManager.DiscoveredController) {
guard let pad = manager.padIndex(for: dc), let ext = dc.controller.extendedGamepad else { return }
let c = dc.controller
let slot = Slot(controller: c, pad: UInt32(pad), pref: manager.declaredKind(for: dc))
slots.append(slot)
ext.valueChangedHandler = { [weak self, weak slot] g, _ in
MainActor.assumeIsolated { if let self, let slot { self.sync(slot, g) } }
}
// Claim EVERY element's system gesture while this pad drives a stream. The OS attaches
// gestures to several controller buttons — share/create → local screenshot/recording,
// Home → Game Center overlay (iOS) / Launchpad's Games folder (macOS) — and with a
// gesture attached the press is the system's, not the game's. During capture the remote
// session IS the game: the share button must reach the host (e.g. Steam screenshots),
// the PS button must open the host's Steam overlay. Restored to .enabled on close.
for element in c.physicalInputProfile.elements.values {
element.preferredSystemGestureState = .disabled
}
// The Home/PS button (→ guide; the host maps it to the DualSense PS / Xbox guide bit,
// BTN_MODE on the virtual xpad — the Steam-overlay button). On iOS 26 the OS opens its
// Game Overlay for this press regardless of the gesture claim below (the app is
// LSApplicationCategoryType=games, which enrolls it); the sanctioned per-controller
// opt-out is the USER's iOS 27+ Home-button setting. TODO(iOS 27 SDK): read
// `GCControllerHomeButtonSettingsManager` and surface a one-time
// `openControllerHomeButtonSettings(for:)` deep-link so users can hand the button to
// the stream — the class is Swift-only and 27.0+, so it needs the Xcode 27 SDK to
// even compile. Until then hold-Select is the reliable route. Driven 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.pressedChangedHandler = { [weak self, weak slot] _, _, pressed in
MainActor.assumeIsolated { if let self, let slot { self.sendGuide(slot, down: pressed) } }
}
}
// Declare this pad's controller KIND before any of its input, so the host builds a
// matching virtual device — the user's chosen type when they picked one, else per-pad
// detection (mixed types — pad 0 a DualSense, pad 1 an Xbox pad). This declaration is
// what the host actually builds from, so it MUST carry an explicit setting; the
// handshake's session default is only the fallback for a pad that never declares. The
// core re-sends it a few times against datagram loss; an older host ignores it and uses
// the session-default kind. Then wake the host pad (pads are created lazily from the first
// event; a DualSense's UHID handshake + initial lightbar write only start then).
wire?.send(.gamepadArrival(pref: slot.pref.rawValue, pad: slot.pad))
wire?.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: slot.pad))
sync(slot, ext)
if let tp = Self.touchpad(ext) {
tp.primary.valueChangedHandler = { [weak self, weak slot] _, x, y in
MainActor.assumeIsolated { if let self, let slot { self.touch(slot, finger: 0, x: x, y: y) } }
}
tp.secondary.valueChangedHandler = { [weak self, weak slot] _, x, y in
MainActor.assumeIsolated { if let self, let slot { self.touch(slot, finger: 1, x: x, y: y) } }
}
}
if let motion = c.motion {
if motion.sensorsRequireManualActivation { motion.sensorsActive = true }
motion.valueChangedHandler = { [weak self, weak slot] m in
MainActor.assumeIsolated { if let self, let slot { self.forwardMotion(slot, m) } }
}
}
}
/// Flush a slot's held wire state (so nothing sticks down host-side) and signal the host to tear
/// its virtual device down (GamepadRemove), then detach GC handlers, hand the system gestures
/// back, and power the sensors down. Wire-only until the GC cleanup, so it is safe even when the
/// device already physically unplugged. Mirrors pf-client-core's `close_slot_at`.
private func closeSlot(_ slot: Slot) {
flush(slot)
// Sent after the flush so the core stamps it with a seq past the zeroing snapshots; the host
// seq-gates it, so a reordered snapshot can't resurrect the removed pad.
wire?.send(.gamepadRemove(pad: slot.pad))
let c = slot.controller
if let ext = c.extendedGamepad {
ext.valueChangedHandler = nil
let tp = Self.touchpad(ext)
tp?.primary.valueChangedHandler = nil
tp?.secondary.valueChangedHandler = nil
}
c.physicalInputProfile.buttons[GCInputButtonHome]?.pressedChangedHandler = nil
// Hand the system gestures back to the OS before letting the pad go — outside a stream the
// share button's screenshot and the Home overlay are the user's, not ours.
for element in c.physicalInputProfile.elements.values {
element.preferredSystemGestureState = .enabled
}
if let motion = c.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 }
}
slots.removeAll { $0 === slot }
}
private func closeAllSlots() {
while let slot = slots.first { closeSlot(slot) }
chordTimer?.invalidate()
chordTimer = nil
}
/// Snapshot the profile into a slot's wire state and send every transition since the last one,
/// tagged with the slot's wire pad index.
private func sync(_ slot: Slot, _ g: GCExtendedGamepad) {
guard !suspended else { return }
// guide is driven separately (`sendGuide`, off the Home handler) and deliberately kept out
// of `buttonMask`. Preserve its current held state here so the XOR diff below never sees it
// as "changed" — otherwise the first stick/button move after a guide press would emit a
// spurious guide-UP while the button is still physically held (and drop the bit from
// `slot.buttons`, swallowing the real release too). `flush`/`allButtons` still release it.
var raw = Self.buttonMask(g)
// Raw system buttons stay local when passthrough is off: misc1 (share/QAM) is
// masked here, guide is gated at its own handler.
if !systemForward { raw &= ~GamepadWire.misc1 }
// The hold-Select gesture rewrites the mask: a Select pressed alone is held out
// until it resolves (tap on release / synthetic guide past the threshold).
if guideGesture { raw = gestureFiltered(slot, raw) }
let newButtons = raw | (slot.buttons & GamepadWire.guide)
let changed = newButtons ^ slot.buttons
if changed != 0 {
for bit in GamepadWire.allButtons where changed & bit != 0 {
wire?.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: slot.pad))
}
slot.buttons = newButtons
}
let newAxes: [Int32] = [
Int32(g.leftThumbstick.xAxis.value * 32767),
Int32(g.leftThumbstick.yAxis.value * 32767),
Int32(g.rightThumbstick.xAxis.value * 32767),
Int32(g.rightThumbstick.yAxis.value * 32767),
Int32(g.leftTrigger.value * 255),
Int32(g.rightTrigger.value * 255),
]
for (i, v) in newAxes.enumerated() where v != slot.axes[i] {
wire?.send(.gamepadAxis(UInt32(i), value: v, pad: slot.pad))
slot.axes[i] = v
}
updateEscapeChord()
}
/// The hold-Select→guide state machine over one sync's raw mask (pf-client-core's
/// `SelectGesture` rules): Select pressed ALONE is suppressed while pending; another
/// button joining makes it real (unsuppressed — the diff sends its down); released
/// inside `guideHold` it's a tap, delivered out-of-band on release with the release
/// `tapPress` behind; past the threshold `gestureHoldFired` turned it into a synthetic
/// guide, lifted here when Select physically releases.
///
/// One deliberate divergence from the Rust worker: while transformed into a guide the
/// Select stays OUT of `slot.buttons`, so the escape chord doesn't complete on top of
/// an in-flight guide-hold — release Select and press the chord plainly instead (the
/// chord's four-at-once press never lingers in pending long enough to be affected).
private func gestureFiltered(_ slot: Slot, _ raw: UInt32) -> UInt32 {
let back = GamepadWire.back
let backDown = raw & back != 0
let othersDown = raw & ~back != 0
if slot.selectAsGuide {
if backDown { return raw & ~back }
slot.selectAsGuide = false
sendGuide(slot, down: false, raw: false)
return raw
}
if slot.selectPending {
if !backDown {
endPending(slot)
deliverTap(slot)
return raw
}
if othersDown {
// A combo after all — Select unsuppresses and the diff sends its down.
endPending(slot)
return raw
}
return raw & ~back
}
if backDown, !othersDown, slot.buttons & back == 0 {
// Newly pressed, alone: hold it back. An owed tap release goes out first so
// the host never sees two downs in a row.
if slot.tapReleaseOwed { finishTap(slot) }
slot.selectPending = true
let timer = Timer(timeInterval: Self.guideHold, repeats: false) { [weak self, weak slot] _ in
Task { @MainActor in
if let self, let slot { self.gestureHoldFired(slot) }
}
}
RunLoop.main.add(timer, forMode: .common)
slot.gestureTimer?.invalidate()
slot.gestureTimer = timer
return raw & ~back
}
return raw
}
/// The hold threshold passed with Select still pending → it IS the guide now, down
/// until the physical release (`gestureFiltered`'s `selectAsGuide` branch lifts it).
private func gestureHoldFired(_ slot: Slot) {
guard slot.selectPending else { return }
slot.selectPending = false
slot.gestureTimer = nil
slot.selectAsGuide = true
sendGuide(slot, down: true, raw: false)
}
private func endPending(_ slot: Slot) {
slot.selectPending = false
slot.gestureTimer?.invalidate()
slot.gestureTimer = nil
}
/// Deliver a held-back Select tap: the press now, its release `tapPress` behind. Both
/// sends bypass `slot.buttons` (the raw mask no longer carries Select, so the diff
/// stays consistent); `tapReleaseOwed` is what `flush` checks so the press can't
/// outlive the slot.
private func deliverTap(_ slot: Slot) {
wire?.send(.gamepadButton(GamepadWire.back, down: true, pad: slot.pad))
slot.tapReleaseOwed = true
let timer = Timer(timeInterval: Self.tapPress, repeats: false) { [weak self, weak slot] _ in
Task { @MainActor in
if let self, let slot { self.finishTap(slot) }
}
}
RunLoop.main.add(timer, forMode: .common)
slot.tapTimer?.invalidate()
slot.tapTimer = timer
}
private func finishTap(_ slot: Slot) {
guard slot.tapReleaseOwed else { return }
slot.tapReleaseOwed = false
slot.tapTimer?.invalidate()
slot.tapTimer = nil
wire?.send(.gamepadButton(GamepadWire.back, down: false, pad: slot.pad))
}
/// Forward the guide (Home/PS) transition directly — it's kept out of `buttonMask` (the legacy
/// `buttonHome` element is unreliable). Folds into the slot's `buttons` so a held PS button is
/// released by `flush` on focus loss / close just like the others. `raw: true` marks the
/// physical Home handler's calls, which the system-buttons policy can keep local; the
/// gesture's synthetic transitions pass `raw: false` and always go out.
private func sendGuide(_ slot: Slot, down: Bool, raw: Bool = true) {
if raw, !systemForward { return }
guard !suspended else { return }
let bit = GamepadWire.guide
let now = down ? (slot.buttons | bit) : (slot.buttons & ~bit)
guard now != slot.buttons else { return }
wire?.send(.gamepadButton(bit, down: down, pad: slot.pad))
slot.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 }
// The dedicated share/create/capture element (Xbox-Series Share, DualSense Create, a clone
// pad's screenshot button — e.g. the GameSir G8's, below its d-pad) → the wire's capture
// bit, matching the Rust client's `Button::Misc1 => wire::BTN_MISC1`. On an Xbox-Series pad
// this is a button physically DISTINCT from View (buttonOptions, above), so it must not
// collapse onto back — the host reads MISC1 as its own control (DualSense mute / Steam
// quick-access). Caveat: a pad that surfaces ONE physical button as both buttonOptions and
// this share element now emits back+misc1 for it — harmless on a plain xpad session (no
// misc button) and rare otherwise. NOTE: on-glass verify on a real Xbox-Series pad.
if g.buttons[GCInputButtonShare]?.isPressed == true { b |= GamepadWire.misc1 }
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 `openSlot`.
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 on a slot's pad. 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(_ slot: Slot, finger: Int, x: Float, y: Float) {
guard !suspended else { return }
let lifted = x == 0 && y == 0
if lifted {
if slot.fingerActive[finger] {
slot.fingerActive[finger] = false
wire?.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: false, x: 0, y: 0)
}
return
}
slot.fingerActive[finger] = true
let w = GamepadWire.touchpad(x: x, y: y)
wire?.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: true, x: w.x, y: w.y)
}
private func forwardMotion(_ slot: Slot, _ m: GCMotion) {
guard !suspended else { return }
let now = DispatchTime.now().uptimeNanoseconds
guard now &- slot.lastMotionNs >= Self.motionIntervalNs else { return }
slot.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
wire?.sendMotion(
pad: UInt8(slot.pad),
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_)
))
}
/// Arm the disconnect timer when ANY forwarded pad holds the full escape chord, disarm the
/// moment none do — a release, or the holding pad unplugged (pf-client-core's `chord_held` is
/// likewise any-slot). GC events only arrive on state CHANGES, so a held chord needs the timer:
/// the handler won't fire again until something moves.
private func updateEscapeChord() {
let held = slots.contains { $0.buttons & Self.escapeChord == Self.escapeChord }
if held, chordTimer == nil {
let timer = Timer(timeInterval: Self.disconnectHold, repeats: false) { [weak self] _ in
Task { @MainActor in self?.onDisconnectRequest?() }
}
RunLoop.main.add(timer, forMode: .common)
chordTimer = timer
} else if !held, chordTimer != nil {
chordTimer?.invalidate()
chordTimer = nil
}
}
/// Unwind everything a slot holds on the wire: button-ups, neutral axes, lifted fingers. The
/// host's virtual pad returns to rest instead of running with the last state. Wire events only
/// (no GC calls) — safe against an already-removed device. Does NOT close the slot or send
/// GamepadRemove (that's `closeSlot`).
private func flush(_ slot: Slot) {
// Gesture first: a pending (never-sent) Select just drops, an owed tap release
// goes out, and a transformed guide's bit — folded into `buttons` by `sendGuide`
// — is lifted by the loop below like any held button.
endPending(slot)
slot.selectAsGuide = false
if slot.tapReleaseOwed { finishTap(slot) }
for bit in GamepadWire.allButtons where slot.buttons & bit != 0 {
wire?.send(.gamepadButton(bit, down: false, pad: slot.pad))
}
slot.buttons = 0
for (i, v) in slot.axes.enumerated() where v != 0 {
wire?.send(.gamepadAxis(UInt32(i), value: 0, pad: slot.pad))
slot.axes[i] = 0
}
for (f, active) in slot.fingerActive.enumerated() where active {
wire?.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(f), active: false, x: 0, y: 0)
slot.fingerActive[f] = false
}
}
/// Flush every open slot's held state (app deactivation) — keeps the slots open (GC just stops
/// delivering; resume re-syncs), disarms the escape chord. Distinct from `closeAllSlots`, which
/// also sends GamepadRemove and detaches handlers.
private func releaseAll() {
chordTimer?.invalidate()
chordTimer = nil
for slot in slots { flush(slot) }
}
}