config.h 11 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. // Microsoft Original Xbox Controller S (045E:0289)
  42. #define MODE_XBOX_OG 10
  43. #define MODE_MAX 10
  44. // The two "game" personalities drop the wake-mouse + WebUSB interfaces so the device is a genuine single-HID PS
  45. // controller (some PC games -- e.g. Fortnite/UE GameInput -- refuse PS classification when extra interfaces are
  46. // present). Cost: no config panel / host-wake while in these modes; chord back to Steam (back4 + A) for the panel.
  47. static inline bool modeIsCleanPS(uint8_t m)
  48. {
  49. return m == MODE_PS5_GAME || m == MODE_DS4_GAME || m == MODE_PS3;
  50. }
  51. static inline bool modeIsPuck(uint8_t m)
  52. {
  53. return m == MODE_STEAM || m == MODE_LIZARD;
  54. }
  55. static inline bool modeValid(uint8_t m)
  56. {
  57. return m <= MODE_MAX;
  58. }
  59. // ---- Emulated controller TYPES. Button-remap config (back paddles / QAM / A-B swap / trackpad haptics) is kept
  60. // per-type, not per-mode: the right mapping depends on what controller we present, and the variant modes of
  61. // one controller share it. Steam + Lizard are native puck presentations -- they forward raw input to Steam,
  62. // which does its own remapping -- so they are NOT emulated types (ET_NONE) and ignore this config. ----
  63. #define ET_XBOX 0
  64. #define ET_SWITCH 1
  65. #define ET_DS4 2
  66. #define ET_DS5 3
  67. #define ET_COUNT 4
  68. #define ET_NONE 0xFF
  69. static inline uint8_t etypeForMode(uint8_t m)
  70. {
  71. switch (m) {
  72. case MODE_XBOX:
  73. // OG Xbox Controller S shares the Xbox layout / button config minus guide button
  74. case MODE_XBOX_OG:
  75. return ET_XBOX;
  76. case MODE_SW_HORI:
  77. case MODE_SW_PRO:
  78. return ET_SWITCH;
  79. case MODE_HIDGYRO:
  80. case MODE_DS4_GAME:
  81. case MODE_PS3: // DS3 shares the PlayStation face layout / button config
  82. return ET_DS4;
  83. case MODE_PS5:
  84. case MODE_PS5_GAME:
  85. return ET_DS5;
  86. default:
  87. return ET_NONE; // Steam / Lizard
  88. }
  89. }
  90. extern uint8_t g_usbMode; // loaded from flash at boot
  91. // true for all non-puck presentations (cached !modeIsPuck(g_usbMode))
  92. extern bool g_xbox;
  93. extern uint8_t g_chordBtn[3]; // back4+B/X/Y -> these modes (A always STEAM)
  94. // back4+D-pad -> these modes, indexed CHD_LEFT/UP/RIGHT/DOWN. Same deal as g_chordBtn: configurable from the
  95. // panel, defaults reach the console modes that have no config interface (so a controller-only route in exists).
  96. #define CHD_LEFT 0
  97. #define CHD_UP 1
  98. #define CHD_RIGHT 2
  99. #define CHD_DOWN 3
  100. extern uint8_t g_chordDpad[4];
  101. // Mode persistence policy: by DEFAULT every fresh power-on/reconnect lands in STEAM mode (0). An explicit
  102. // mode switch still works for the session via a ONE-SHOT bootMode (honored once, then cleared). g_persistMode
  103. // instead remembers the last selected mode across reboots.
  104. // false (default) = always boot Steam; true = boot into last mode
  105. extern bool g_persistMode;
  106. // one-shot: boot into this mode once then clear (!persistMode + explicit switch)
  107. extern uint8_t g_bootMode;
  108. // One-shot debug CDC. Puck mode normally DROPS the CDC serial console to free the USB endpoint its wake-mouse
  109. // interface needs (to wake a sleeping Windows host). Arming this keeps CDC for the NEXT boot only -- dropping
  110. // the wake mouse that boot -- to attach the serial debugger; the boot after reverts automatically.
  111. // decision for THIS boot: true => keep CDC, skip the wake interface
  112. extern bool g_debugCdcThisBoot;
  113. void armDebugCdcNextBoot(); // persist the one-shot (caller reboots)
  114. // persisted, runtime-tunable config:
  115. extern int g_mDiv, g_mFric; // xbox/lizard mouse sensitivity divisor / friction%
  116. // Per-emulated-type button config. One entry per ET_* type. back[] = paddle L4,R4,L5,R5 -> button codes
  117. // (0..15 standard, 16=PS Touch Click, 17=PS5 Mute, 18=Switch Capture/Screenshot). qamMap = QAM (3 dots)
  118. // physical button -> same code space (0 = default/unmapped). abSwap = swap A/B and X/Y (Nintendo layout).
  119. // padHaptics = 1 keeps the controller's autonomous trackpad haptics, 0 disables them for this type.
  120. // rumble = 1 enables host rumble relay (default), 0 silences it for this type.
  121. // ledBright = LED brightness sent to the controller on connect: 0 = no override (controller default),
  122. // 1-100 = brightness %. Steam sets brightness each session; emulated modes never do, so the controller
  123. // comes up at full brightness. Setting a value here preserves the preferred brightness across mode switches.
  124. struct TypeCfg {
  125. uint8_t back[4];
  126. uint8_t qamMap;
  127. uint8_t abSwap;
  128. uint8_t padHaptics;
  129. uint8_t ledBright;
  130. uint8_t rumble;
  131. };
  132. extern TypeCfg g_type[ET_COUNT];
  133. // Trackpad -> analog stick mapping, per emulated type: {left pad, right pad}, values PS_OFF/PS_LEFT/PS_RIGHT.
  134. // While the mapped pad is touched its coordinates drive that stick; releasing it re-centers the stick (the
  135. // physical stick still drives it whenever the pad is untouched). Kept OUTSIDE TypeCfg so the on-flash Cfg
  136. // layout only grows in its tail -- an existing cfg.bin still loads and keeps every other setting.
  137. #define PS_OFF 0
  138. #define PS_LEFT 1
  139. #define PS_RIGHT 2
  140. #define PS_MAX 2
  141. extern uint8_t g_padStickCfg[ET_COUNT][2];
  142. extern uint8_t
  143. g_etype; // etypeForMode(g_usbMode), resolved at boot (ET_NONE for puck modes)
  144. // Live, resolved-active-type mirrors of g_type[g_etype], read by the hot-path mode builders. Refreshed by
  145. // applyActiveType() at boot and after any edit to the active type.
  146. extern uint8_t g_abSwap; // 1 = swap A/B and X/Y (Nintendo face-button layout)
  147. extern uint8_t g_back[4];
  148. extern uint8_t g_qamMap;
  149. extern uint8_t
  150. g_padHaptics; // 1 = trackpad haptics on (default), 0 = disabled for the active type
  151. // 1 = host rumble relay on (default), 0 = silenced for the active emulated type
  152. extern uint8_t g_rumble;
  153. // LED brightness for the active emulated type (0 = no override, 1-100 = brightness %)
  154. extern uint8_t g_ledBright;
  155. // Live mirror of g_padStickCfg[g_etype]: {left pad, right pad} -> stick (PS_*).
  156. extern uint8_t g_padStick[2];
  157. // Copy g_type[g_etype] into the live mirrors above (safe defaults when g_etype == ET_NONE).
  158. void applyActiveType();
  159. // Switch Pro motion setting. Persisted in its OWN flash file (mode_switch_pro.cpp), NOT in Cfg -- so changing
  160. // it never resets the rest of the config. Set from the WebUSB panel.
  161. // Switch Pro gyro mapping: 0 = corrected (default, PR #189 sensitivity trim), 1 = legacy (raw, pre-#189)
  162. extern uint8_t g_swGyroLegacy;
  163. // persist g_swGyroLegacy to its flash file
  164. void swProSaveCfg();
  165. // RF poll cadence: 250 Hz (4000 us) -- matches the real Valve puck's rate. The controller does NOT stream
  166. // on its own; the puck POLLS (short frame) and the controller auto-ACKs one input frame per poll (RE air
  167. // capture, nrf-sniffer HANDOFF.md), and it stuffs fresh IMU into every report, so the DELIVERED report
  168. // rate simply equals the poll rate. The real puck polls ~230-250 Hz, so we match it here. (The genuine
  169. // smoothness bug was never the rate -- it was onReport45 dropping ~1/3 of captured reports via a bogus
  170. // hid.ready() gate; see puck_hid.cpp. Poll rate is live-tunable via console "PR<hz>" for sweeps.)
  171. #define POLL_US_DEFAULT 4000u
  172. // host-side HID stream cadence for translated modes (~250 Hz)
  173. #define USB_STREAM_MS 4u
  174. // How long a USB suspend must PERSIST before we power the controllers off. A brief selective-suspend
  175. // (host idle power-management) resumes in <1s and must not trigger a self-inflicted power-off -> the
  176. // resulting disconnect/reconnect churn looked like random controller drops. Real host sleep persists.
  177. #define SUSPEND_OFF_MS 4000u
  178. // RF poll cadence (us). Defaults to POLL_US_DEFAULT; live-adjustable via the console "PR<hz>" command
  179. // (session-only -- NOT persisted; loadCfg always forces the default on boot) so the sweet spot can be
  180. // swept on hardware while watching the delivered report rate.
  181. extern uint32_t g_pollUs;
  182. // loop-timing diagnostics (defined in OpenPuck.ino) -- surfaced in the WebUSB status blob to find what caps
  183. // the poll rate: avg loop period, slowest section index, and that section's avg us/iteration.
  184. extern uint16_t g_loopPeriodUs;
  185. extern uint8_t g_loopWorst;
  186. extern uint16_t g_loopWorstUs;
  187. void loadCfg();
  188. void saveCfg();
  189. // FULL factory wipe: reformat the internal LittleFS, erasing cfg.bin (modes/tunables/chords) AND bonds.bin
  190. // (paired controller). Irreversible; the caller reboots so the next boot comes up on clean defaults and the
  191. // controller must be re-paired. Gated behind explicit confirmation at every call site.
  192. void factoryErase();
  193. // One-time factory reset for the -DOPK_FACTORY_RESET recovery build: wipe ONCE on the first boot after flashing
  194. // (tracked by a git-hash tag file so it doesn't wipe on every boot), then persist normally. buildTag = OPK_GIT_HASH.
  195. void factoryResetOnce(const char *buildTag);
  196. // Mode switch (chord / WebUI): persist mode if the toggle is on, else arm a one-shot so this reboot lands in
  197. // the new mode but the next cold boot returns to Steam. Either way saveCfg + caller reboots.
  198. void saveMode(uint8_t m);