config.h 10 KB

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  1. // config.h -- USB-presentation modes + persisted, runtime-tunable settings.
  2. //
  3. // One puck speaks the SAME RF protocol no matter which USB face it wears; only the USB enumeration and the
  4. // input-report mapping change. The active face is g_usbMode, persisted to flash (cfg.bin). Tunables here are
  5. // set over the CDC console (serial_console.cpp) and the WebUSB panel (webusb_config.cpp) and likewise persist.
  6. #pragma once
  7. #include <stdint.h>
  8. // Compile-time logging / diagnostics. 0 (default) = PRODUCTION build: no host->controller capture ring
  9. // (reclaims ~80KB RAM), no per-event logging, no main-loop section timing, no WebUSB capture channel.
  10. // Functional bits (haptic reconnect block, buzz-clear re-init, rate stats) stay. -DOPK_LOG=1 for diagnostics.
  11. #ifndef OPK_LOG
  12. #define OPK_LOG 0
  13. #endif
  14. // Build-time FACTORY RESET (recovery build). 0 (default) = normal. -DOPK_FACTORY_RESET=1 wipes ALL persistent
  15. // storage (cfg.bin + bonds.bin) ONCE -- on the first boot after flashing -- then persists normally. A git-hash
  16. // tag file (written after the wipe) records that this build already reset, so subsequent boots skip it. Flashing
  17. // a DIFFERENT build re-triggers the one-time wipe. Re-pair the controller after the reset. See factoryResetOnce().
  18. #ifndef OPK_FACTORY_RESET
  19. #define OPK_FACTORY_RESET 0
  20. #endif
  21. // ---- USB presentation modes (g_usbMode). RF poll/relay is identical across all; only USB enumeration +
  22. // report mapping differ. ----
  23. #define MODE_STEAM 0 // Valve puck; auto-lizard when Steam closed
  24. #define MODE_XBOX 1 // XInput + right-pad mouse
  25. #define MODE_SW_HORI 2 // HORIPAD (Switch console whitelist)
  26. #define MODE_LIZARD \
  27. 3 // Puck HID; always keyboard+mouse (ignores Steam heartbeat)
  28. #define MODE_SW_PRO 4 // Nintendo Switch Pro Controller (057E:2009) + gyro
  29. // Sony DualSense (054C:0CE6) + gyro + split trackpad (+ wake mouse + WebUSB panel)
  30. #define MODE_PS5 5
  31. // DS4-layout generic HID gamepad + gyro (+ wake mouse + WebUSB panel)
  32. #define MODE_HIDGYRO 6
  33. // DualSense, CLEAN single-HID (no wake/WebUSB) so PC games classify it as PlayStation (Fortnite)
  34. #define MODE_PS5_GAME 7
  35. // DS4, CLEAN single-HID (no wake/WebUSB) for game PlayStation classification
  36. #define MODE_DS4_GAME 8
  37. // Sony DualShock 3 / Sixaxis (054C:0268) -- CLEAN single-HID so it enumerates on a REAL PS3 console (the
  38. // console wants a bare Sixaxis HID, not a composite). Answers the PS3's GET_REPORT(0xF2/0xF5/0xEF/0x01)
  39. // enable handshake. + gyro/accel + rumble.
  40. #define MODE_PS3 9
  41. #define MODE_MAX 9
  42. // The two "game" personalities drop the wake-mouse + WebUSB interfaces so the device is a genuine single-HID PS
  43. // controller (some PC games -- e.g. Fortnite/UE GameInput -- refuse PS classification when extra interfaces are
  44. // present). Cost: no config panel / host-wake while in these modes; chord back to Steam (back4 + A) for the panel.
  45. static inline bool modeIsCleanPS(uint8_t m)
  46. {
  47. return m == MODE_PS5_GAME || m == MODE_DS4_GAME || m == MODE_PS3;
  48. }
  49. static inline bool modeIsPuck(uint8_t m)
  50. {
  51. return m == MODE_STEAM || m == MODE_LIZARD;
  52. }
  53. static inline bool modeValid(uint8_t m)
  54. {
  55. return m <= MODE_MAX;
  56. }
  57. // ---- Emulated controller TYPES. Button-remap config (back paddles / QAM / A-B swap / trackpad haptics) is kept
  58. // per-type, not per-mode: the right mapping depends on what controller we present, and the variant modes of
  59. // one controller share it. Steam + Lizard are native puck presentations -- they forward raw input to Steam,
  60. // which does its own remapping -- so they are NOT emulated types (ET_NONE) and ignore this config. ----
  61. #define ET_XBOX 0
  62. #define ET_SWITCH 1
  63. #define ET_DS4 2
  64. #define ET_DS5 3
  65. #define ET_COUNT 4
  66. #define ET_NONE 0xFF
  67. static inline uint8_t etypeForMode(uint8_t m)
  68. {
  69. switch (m) {
  70. case MODE_XBOX:
  71. return ET_XBOX;
  72. case MODE_SW_HORI:
  73. case MODE_SW_PRO:
  74. return ET_SWITCH;
  75. case MODE_HIDGYRO:
  76. case MODE_DS4_GAME:
  77. case MODE_PS3: // DS3 shares the PlayStation face layout / button config
  78. return ET_DS4;
  79. case MODE_PS5:
  80. case MODE_PS5_GAME:
  81. return ET_DS5;
  82. default:
  83. return ET_NONE; // Steam / Lizard
  84. }
  85. }
  86. extern uint8_t g_usbMode; // loaded from flash at boot
  87. // true for all non-puck presentations (cached !modeIsPuck(g_usbMode))
  88. extern bool g_xbox;
  89. extern uint8_t g_chordBtn[3]; // back4+B/X/Y -> these modes (A always STEAM)
  90. // Mode persistence policy: by DEFAULT every fresh power-on/reconnect lands in STEAM mode (0). An explicit
  91. // mode switch still works for the session via a ONE-SHOT bootMode (honored once, then cleared). g_persistMode
  92. // instead remembers the last selected mode across reboots.
  93. // false (default) = always boot Steam; true = boot into last mode
  94. extern bool g_persistMode;
  95. // one-shot: boot into this mode once then clear (!persistMode + explicit switch)
  96. extern uint8_t g_bootMode;
  97. // One-shot debug CDC. Puck mode normally DROPS the CDC serial console to free the USB endpoint its wake-mouse
  98. // interface needs (to wake a sleeping Windows host). Arming this keeps CDC for the NEXT boot only -- dropping
  99. // the wake mouse that boot -- to attach the serial debugger; the boot after reverts automatically.
  100. // decision for THIS boot: true => keep CDC, skip the wake interface
  101. extern bool g_debugCdcThisBoot;
  102. void armDebugCdcNextBoot(); // persist the one-shot (caller reboots)
  103. // persisted, runtime-tunable config:
  104. extern int g_mDiv, g_mFric; // xbox/lizard mouse sensitivity divisor / friction%
  105. // Per-emulated-type button config. One entry per ET_* type. back[] = paddle L4,R4,L5,R5 -> button codes
  106. // (0..15 standard, 16=PS Touch Click, 17=PS5 Mute, 18=Switch Capture/Screenshot). qamMap = QAM (3 dots)
  107. // physical button -> same code space (0 = default/unmapped). abSwap = swap A/B and X/Y (Nintendo layout).
  108. // padHaptics = 1 keeps the controller's autonomous trackpad haptics, 0 disables them for this type.
  109. // rumble = 1 enables host rumble relay (default), 0 silences it for this type.
  110. // ledBright = LED brightness sent to the controller on connect: 0 = no override (controller default),
  111. // 1-100 = brightness %. Steam sets brightness each session; emulated modes never do, so the controller
  112. // comes up at full brightness. Setting a value here preserves the preferred brightness across mode switches.
  113. struct TypeCfg {
  114. uint8_t back[4];
  115. uint8_t qamMap;
  116. uint8_t abSwap;
  117. uint8_t padHaptics;
  118. uint8_t ledBright;
  119. uint8_t rumble;
  120. };
  121. extern TypeCfg g_type[ET_COUNT];
  122. extern uint8_t
  123. g_etype; // etypeForMode(g_usbMode), resolved at boot (ET_NONE for puck modes)
  124. // Live, resolved-active-type mirrors of g_type[g_etype], read by the hot-path mode builders. Refreshed by
  125. // applyActiveType() at boot and after any edit to the active type.
  126. extern uint8_t g_abSwap; // 1 = swap A/B and X/Y (Nintendo face-button layout)
  127. extern uint8_t g_back[4];
  128. extern uint8_t g_qamMap;
  129. extern uint8_t
  130. g_padHaptics; // 1 = trackpad haptics on (default), 0 = disabled for the active type
  131. // 1 = host rumble relay on (default), 0 = silenced for the active emulated type
  132. extern uint8_t g_rumble;
  133. // LED brightness for the active emulated type (0 = no override, 1-100 = brightness %)
  134. extern uint8_t g_ledBright;
  135. // Copy g_type[g_etype] into the live mirrors above (safe defaults when g_etype == ET_NONE).
  136. void applyActiveType();
  137. // rumble strength, percent of decoded amplitude (100 = 1x, 200 = 2x default), all modes
  138. extern uint8_t g_rumbleScale;
  139. // Switch Pro motion settings. Persisted in their OWN flash file (mode_switch_pro.cpp), NOT in Cfg -- so changing
  140. // them never resets the rest of the config. Set from the WebUSB panel.
  141. // Switch Pro report cadence: 0 = 66Hz (15ms, compat), 1 = 120Hz (8ms, DEFAULT), 2 = full (~250Hz)
  142. extern uint8_t g_swProRate;
  143. // Switch Pro gyro sensitivity x10 (10 = 1.0x default; 5/15/20/25/30 = 0.5..3.0x)
  144. extern uint8_t g_swGyroScale10;
  145. // persist g_swProRate + g_swGyroScale10 to their flash file
  146. void swProSaveCfg();
  147. // RF poll cadence: 250 Hz (4000 us) -- matches the real Valve puck's rate. The controller does NOT stream
  148. // on its own; the puck POLLS (short frame) and the controller auto-ACKs one input frame per poll (RE air
  149. // capture, nrf-sniffer HANDOFF.md), and it stuffs fresh IMU into every report, so the DELIVERED report
  150. // rate simply equals the poll rate. The real puck polls ~230-250 Hz, so we match it here. (The genuine
  151. // smoothness bug was never the rate -- it was onReport45 dropping ~1/3 of captured reports via a bogus
  152. // hid.ready() gate; see puck_hid.cpp. Poll rate is live-tunable via console "PR<hz>" for sweeps.)
  153. #define POLL_US_DEFAULT 4000u
  154. // host-side HID stream cadence for translated modes (~250 Hz)
  155. #define USB_STREAM_MS 4u
  156. // How long a USB suspend must PERSIST before we power the controllers off. A brief selective-suspend
  157. // (host idle power-management) resumes in <1s and must not trigger a self-inflicted power-off -> the
  158. // resulting disconnect/reconnect churn looked like random controller drops. Real host sleep persists.
  159. #define SUSPEND_OFF_MS 4000u
  160. // RF poll cadence (us). Defaults to POLL_US_DEFAULT; live-adjustable via the console "PR<hz>" command
  161. // (session-only -- NOT persisted; loadCfg always forces the default on boot) so the sweet spot can be
  162. // swept on hardware while watching the delivered report rate.
  163. extern uint32_t g_pollUs;
  164. // loop-timing diagnostics (defined in OpenPuck.ino) -- surfaced in the WebUSB status blob to find what caps
  165. // the poll rate: avg loop period, slowest section index, and that section's avg us/iteration.
  166. extern uint16_t g_loopPeriodUs;
  167. extern uint8_t g_loopWorst;
  168. extern uint16_t g_loopWorstUs;
  169. void loadCfg();
  170. void saveCfg();
  171. // FULL factory wipe: reformat the internal LittleFS, erasing cfg.bin (modes/tunables/chords) AND bonds.bin
  172. // (paired controller). Irreversible; the caller reboots so the next boot comes up on clean defaults and the
  173. // controller must be re-paired. Gated behind explicit confirmation at every call site.
  174. void factoryErase();
  175. // One-time factory reset for the -DOPK_FACTORY_RESET recovery build: wipe ONCE on the first boot after flashing
  176. // (tracked by a git-hash tag file so it doesn't wipe on every boot), then persist normally. buildTag = OPK_GIT_HASH.
  177. void factoryResetOnce(const char *buildTag);
  178. // Mode switch (chord / WebUI): persist mode if the toggle is on, else arm a one-shot so this reboot lands in
  179. // the new mode but the next cold boot returns to Steam. Either way saveCfg + caller reboots.
  180. void saveMode(uint8_t m);