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- // config.h -- USB-presentation modes + persisted, runtime-tunable settings.
- //
- // One puck speaks the SAME RF protocol no matter which USB face it wears; only the USB enumeration and the
- // input-report mapping change. The active face is g_usbMode, persisted to flash (cfg.bin). Tunables here
- // (mouse sensitivity, back-paddle mapping, A/B swap, chord assignments, QoS) are set over the CDC console
- // (serial_console.cpp) and the WebUSB panel (webusb_config.cpp) and likewise persist.
- #pragma once
- #include <stdint.h>
- // ---- Compile-time logging / diagnostics ----
- // 0 (default) = PRODUCTION build: no host->controller capture ring (reclaims ~80KB RAM), no per-event
- // logging, no main-loop section timing, no WebUSB capture channel. The functional bits (haptic reconnect
- // block, the buzz-clear re-init, rate stats) stay. Build the diagnostic firmware with -DOPK_LOG=1.
- // The WebUSB panel reads this back in the status blob and hides its logging UI when it's 0.
- #ifndef OPK_LOG
- #define OPK_LOG 0
- #endif
- // ---- USB presentation modes (g_usbMode). RF poll/relay is identical across all; only USB enumeration +
- // report mapping differ. ----
- #define MODE_STEAM 0 // Valve puck; auto-lizard when Steam closed
- #define MODE_XBOX 1 // XInput + right-pad mouse
- #define MODE_SW_HORI 2 // HORIPAD (Switch console whitelist)
- #define MODE_LIZARD 3 // Puck HID; always keyboard+mouse (ignores Steam heartbeat)
- #define MODE_SW_PRO 4 // Nintendo Switch Pro Controller (057E:2009) + gyro
- #define MODE_PS5 5 // Sony DualSense (054C:0CE6) + gyro + split trackpad
- #define MODE_HIDGYRO 6 // DS4-layout generic HID gamepad + gyro (Fortnite-friendly)
- #define MODE_MAX 6
- static inline bool modeIsPuck(uint8_t m){ return m==MODE_STEAM || m==MODE_LIZARD; }
- static inline bool modeValid(uint8_t m){ return m<=MODE_MAX; }
- extern uint8_t g_usbMode; // loaded from flash at boot
- extern bool g_xbox; // true for all non-puck presentations (cached !modeIsPuck(g_usbMode))
- extern uint8_t g_chordBtn[3]; // back4+B/X/Y -> these modes (A always STEAM)
- // Mode persistence policy: by DEFAULT every fresh power-on/reconnect lands in STEAM mode (0). An explicit
- // mode switch still works for the session via a ONE-SHOT bootMode (honored once, then cleared, so the next
- // cold boot reverts to Steam). The WebUI "persist last mode" toggle (g_persistMode) instead remembers the
- // last selected mode across reboots.
- extern bool g_persistMode; // false (default) = always boot Steam; true = boot into last mode
- extern uint8_t g_bootMode; // one-shot: boot into this mode once then clear (!persistMode + explicit switch)
- // One-shot debug CDC. Puck mode normally DROPS the CDC serial console to free the USB endpoint its wake-mouse
- // interface needs (so puck can wake a sleeping Windows host). Arming this keeps CDC for the NEXT boot only --
- // dropping the wake mouse that boot -- so someone can attach the serial debugger; the boot after reverts to
- // normal automatically. Mirrors the g_bootMode one-shot. Armed from the WebUSB panel or CDC 'D' command.
- extern bool g_debugCdcThisBoot; // decision for THIS boot: true => keep CDC, skip the wake interface
- void armDebugCdcNextBoot(); // persist the one-shot (caller reboots)
- // persisted, runtime-tunable config:
- extern int g_mDiv, g_mFric; // xbox/lizard mouse sensitivity divisor / friction%
- extern uint8_t g_abSwap; // 1 = swap A/B and X/Y (Nintendo face-button layout)
- extern uint8_t g_back[4]; // back paddles L4,R4,L5,R5 -> button codes (5=LB 6=RB 7=L3 8=R3)
- #define POLL_US_DEFAULT 4000u // 250 Hz -- matches SC2 input report rate (1000000/250 = 4000 us)
- #define USB_STREAM_MS 4u // host-side HID stream cadence for translated modes (~250 Hz)
- extern const uint32_t g_pollUs; // RF poll cadence (us). FIXED -- not configurable (see loadCfg).
- // loop-timing diagnostics (defined in OpenPuck.ino) -- surfaced in the WebUSB status blob to find what caps
- // the poll rate: avg loop period, slowest section index, and that section's avg us/iteration.
- extern uint16_t g_loopPeriodUs;
- extern uint8_t g_loopWorst;
- extern uint16_t g_loopWorstUs;
- void loadCfg();
- void saveCfg();
- // Mode switch (chord / WebUI): persist mode if the toggle is on, else arm a one-shot so this reboot lands in
- // the new mode but the next cold boot returns to Steam. Either way saveCfg + caller reboots.
- void saveMode(uint8_t m);
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