Fix input forwarding: default to XInput, make Steam Input opt-in

Making Steam Input the default backend silently broke input forwarding. Merely
initializing Steam Input activates Steam's in-process XInput interception, which
hides controllers from XInputGetState unless they're bound to our action set for
the running appid. With no such binding (the normal case for a donor appid) Steam
Input reports zero controllers AND XInput now sees nothing -> no input at all.

Reproduced with coop_steam_input_probe: without Steam, XInput slot 0 is seen;
with Steam Input initialized, 0 Steam controllers and the XInput fallback goes
empty.

Default to XInput (RPT delivers guest pads there and it works) and make Steam
Input an opt-in Controllers-panel toggle that switches the backend at runtime;
turning it off restores XInput. All 6 tests pass.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-06-20 14:25:43 +02:00
parent 24d66020f6
commit 914dba4d25
4 changed files with 90 additions and 21 deletions

View File

@@ -75,6 +75,21 @@ void ControllersPanel::draw(const InputSource& input, const HookStatusView& stat
ImGui::TextDisabled("This window is what Remote Play Together captures.");
ImGui::TextDisabled("F1: hide overlay (clean mirror) Esc: quit");
#ifdef COOP_WITH_STEAM
ImGui::Checkbox("Use Steam Input (experimental)", &steam_requested_);
if (steam_requested_)
{
ImGui::SameLine();
ImGui::TextColored(steam_active_ ? kGreen : kGrey, steam_active_ ? "(active)" : "(starting...)");
ImGui::TextDisabled("Needs a controller bound to Steam Input for this app; otherwise");
ImGui::TextDisabled("XInput is hidden and no input arrives. Leave off for plain XInput.");
}
if (steam_note_[0] != '\0')
{
ImGui::TextColored(kGrey, "%s", steam_note_);
}
#endif
// --- Guest pads the host receives from RPT -----------------------------
ImGui::SeparatorText("Incoming (host receives)");
const auto& pads = input.pads();

View File

@@ -21,11 +21,39 @@ public:
// reveals the raw axis values and the per-slot poll-rate table.
void draw(const InputSource& input, const HookStatusView& status, bool debug_details);
#ifdef COOP_WITH_STEAM
// Whether the operator has opted into Steam Input. It's off by default: simply
// initializing Steam Input activates Steam's in-process XInput interception,
// which hides controllers from XInput unless they're bound to our action set for
// this app -- so it can silently break the (working) XInput path. main reconciles
// this against the actual backend each frame.
[[nodiscard]] bool steam_input_requested() const
{
return steam_requested_;
}
void set_steam_active(bool active)
{
steam_active_ = active;
}
void on_steam_init_failed()
{
steam_requested_ = false;
steam_active_ = false;
steam_note_ = "Steam Input failed to start; using XInput.";
}
#endif
private:
// Sampled to turn the hook's cumulative per-slot counters into poll rates.
unsigned long long last_state_count_[kMaxPads] = {};
double state_rate_[kMaxPads] = {};
double last_sample_time_ = 0.0;
#ifdef COOP_WITH_STEAM
bool steam_requested_ = false; // operator opted into Steam Input (default off)
bool steam_active_ = false; // Steam Input actually initialized
const char* steam_note_ = "";
#endif
};
} // namespace coop

View File

@@ -86,17 +86,16 @@ int run()
return 1;
}
// Steam Input is the plan's primary guest-input path (it falls back to XInput
// per slot, and to pure XInput if Steam isn't available). When the host is built
// without the Steamworks SDK, use XInput directly.
// XInput is the default guest-input path: Remote Play Together delivers guest
// pads as XInput, and it Just Works. Steam Input is opt-in (Controllers panel) --
// merely initializing it activates Steam's in-process XInput interception, which
// hides controllers from XInput unless they're bound to our action set for this
// app, so making it the default can silently break input. We switch the active
// backend at runtime to match the toggle.
coop::XInputSource xinput;
coop::InputSource* input = &xinput;
#ifdef COOP_WITH_STEAM
std::unique_ptr<coop::InputSource> input = [] {
auto steam = std::make_unique<coop::SteamInputSource>();
steam->init(steam_manifest_path());
return steam;
}();
#else
std::unique_ptr<coop::InputSource> input = std::make_unique<coop::XInputSource>();
std::unique_ptr<coop::SteamInputSource> steam;
#endif
coop::ControllersPanel controllers;
coop::InjectionPanel injection;
@@ -119,6 +118,31 @@ int run()
while (window.pump_messages())
{
#ifdef COOP_WITH_STEAM
// Switch the active input backend to match the Controllers-panel toggle.
const bool want_steam = controllers.steam_input_requested();
if (want_steam && steam == nullptr)
{
steam = std::make_unique<coop::SteamInputSource>();
if (steam->init(steam_manifest_path()))
{
input = steam.get();
controllers.set_steam_active(true);
}
else
{
steam.reset();
controllers.on_steam_init_failed();
}
}
else if (!want_steam && steam != nullptr)
{
steam->shutdown();
steam.reset();
input = &xinput;
controllers.set_steam_active(false);
}
#endif
input->poll();
injection.publish(input->pads());
const HWND game = injection.game_hwnd();