Commit Graph
4 Commits
Author SHA1 Message Date
CydandClaude Fable 5 ce5ed1117a Invert Y on the wire, not in the router: the panel keeps tracking the stick
InputRouter.InvertJoystickY flipped the stored axis, so the X/Y dot and
readout moved opposite the physical stick. The toggle now lives on
VRioDevice and negates joystick Y only while building AnalogReply: local
state keeps the physical direction for every source (pad, keys, panel
drags) and only the host sees the flip. Negating a full -8192 deflection
lands one past the 14-bit Max, so the reply clamps it to 8191.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 19:21:57 -05:00
CydandClaude Fable 5 41f6ef364d Invert-Y input toggle; git-stamped version in the window title
- InputRouter.InvertJoystickY flips the composed joystick Y (keys and
  pad alike) before wire scaling; panel drags write the device directly
  and stay untouched. New "Invert joystick Y" checkbox in the Input
  group, default on.
- StampGitVersion target bakes "YYYY.MM.DD (shortsha)" of HEAD into
  InformationalVersion; the title shows it via Application.ProductVersion
  so a running build can be matched to its vYYYY.MM.DD release tag.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 18:46:02 -05:00
CydandClaude Fable 5 44dc8e48e7 Default bindings: pad-mandatory axes, full keyboard button field
Rework the shipped default profile around a required Xbox controller,
refined from live-game testing:

- All five axes are pad-only now (left stick / triggers / right stick);
  the key-axis bindings (arrows/WASD-style deflect and rate) are gone
  from the defaults, though the grammar remains supported.
- Keyboard becomes the button field, geometry mirroring the panel:
  number row + QWERTY row = upper MFD bank, home + bottom rows =
  lower MFD bank as two 4-key blocks with an unbound gap key (G / B)
  standing in for the panel keypad gap, F1-F6 / F7-F12 = the
  Secondary / Screen columns top-to-bottom (0x16/0x17, 0x1E/0x1F
  deliberately unmapped), numpad = the full internal keypad with the
  hex keys on the operators (/ * - + . Enter = A-F).
- Hat rides the arrow keys, Main stays on Space; Pinky / Middle /
  Upper / Panic are pad-only so no panic key sits inside the MFD field.
- Pad B and LeftShoulder swap to Middle / Panic.
- Rest of the throttle column and the external keypad stay unmapped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:17:40 -05:00
CydandClaude Fable 5 e590b89c47 Keyboard and Xbox-gamepad input drive the panel
New input pipeline: sources feed an InputRouter (VRio.Core.Input) that
calls the same VRioDevice press/release/axis entry points the mouse
canvas uses, so routed input is indistinguishable on the wire.

- Bindings live in %APPDATA%\vRIO\bindings.txt (plain text, commented
  defaults written on first run; Reload/Edit buttons in the new Input
  group). Keys and pad buttons press any RIO address, momentary or
  toggle; axes bind in normalized units of each axis realistic travel
  window with deflect (spring-back), rate (position holds), deadzone,
  and invert options - RioAxisRange supplies the wire signs.
- Router suppresses key auto-repeat, edge-detects pad buttons, and
  hold-counts per address so overlapping sources press once and
  release last; axes only write when the composed value changes, so
  mouse drags keep working while sources idle.
- Xbox pad via a zero-dependency XInput P/Invoke poller (xinput1_4,
  fallback xinput9_1_0), throttled rescan while disconnected.
- MainForm intercepts bound keys in ProcessCmdKey so arrows/space
  reach the panel instead of moving focus; keys release on focus
  loss; center-axes and host ResetRequest reset the rate integrators.
- Canvas highlights router-held addresses like clicks.
- Defaults: arrows=stick, W/S=throttle, Q/E=pedals, numpad=internal
  keypad, IJKL/Space=hat+main; pad left stick/triggers/right stick =
  stick/pedals/throttle-rate, ABXY/dpad/shoulders = named buttons.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 11:30:55 -05:00