feat(decky): the settings tab covers the whole store, as a SteamOS-style sidebar

The stats overlay was the visible half of a general problem: nine of the
client's settings had a row here and twenty didn't, so a Deck that never
sees a desktop could not reach its own decoder, chroma, HDR, audio
layout, echo cancellation, touch or mouse model, scroll direction,
auto-wake, or either audio endpoint. Everything the store holds is here
now — except the two things a plugin backend genuinely cannot answer,
named in `backend.ts` so the next reader doesn't go looking: which
physical pad is player 1 (SDL's live device list lives in the client
process, and no CLI enumerates it) and the session's remembered window
size, which is not a preference.

Thirty rows is too many to scroll past on a thumbstick, so they are
split across a `SidebarNavigation` — the left-rail-of-categories layout
SteamOS's own Settings uses, and the one Deck users already know. Every
page fits on screen without scrolling, which is the point: the rail is
the index, so nothing is more than one hop away. The categories, their
order and the wording of the rows are the console settings screen's — it
is the other settings editor reachable without leaving Gaming Mode, and
two different orders for one store is how people stop trusting either.
It shows them as one steppable list because it has no pointer and no
room for a rail; here they become the rail's pages. The six pages take
one shared settings object rather than each holding state, so a change
on one is visible on the others the moment you switch.

Three more rules:

- A dependent setting is INDENTED under what it depends on and DISABLED,
  never hidden: mic device and echo cancellation under the microphone,
  controller type under forwarding. The console dims those rows for the
  same reason, and a row that vanishes as you toggle the one above it is
  a moving target for a thumbstick. The device row at the foot of Audio
  is rendered even while it reads, for that reason.
- A picker with nothing to pick doesn't appear: the GPU row shows up
  only where the enumeration found more than one adapter, so it is
  absent on a Deck and present on a Bazzite desktop with a dGPU.
- A setting that behaves differently HERE says so in its own
  description rather than being dropped. Capture system shortcuts holds
  nothing back under gamescope; fullscreen-on-stream can't lose to a
  launch that always passes `--fullscreen`; the client's library toggle
  isn't this plugin's browser. Each says which.

The device pickers are real, not stubs: `list_devices` reads
`--list-adapters` and `--list-audio` off the SESSION binary, the same
two enumerations the GTK shell shells out for because it links no Vulkan
itself. It is cached for the life of the backend (that call inits Vulkan
and PipeWire) with an explicit Refresh for the headset you just plugged
in, and a failure — a client too old to ship the session binary — leaves
the pickers on Automatic and says so instead of claiming you have no
devices. `_parse_audio_endpoints` is split out and unit-tested with the
malformed lines that must never reach a picker.

Two smaller honesty fixes fall out of building it. A Dropdown can only
display a value that is one of its options, and this store has four
other writers — so a stored value the table doesn't list is carried as
its own entry rather than rendering blank or, worse, showing a different
value than the stream will use. And a stored audio endpoint that isn't
currently connected keeps a "(not connected)" entry, the way the Linux
picker keeps "(not detected)", instead of silently re-pointing the next
stream at the default.

The Settings tab's wrapper deliberately stops being a scroll area: a
SidebarNavigation given an indefinite height to fill collapses its rail,
so the pane hands it the full height and keeps its hands off the
overflow, and the footer inset moves inside the pages.

The docs claimed nine things about this plugin that are no longer true,
and three about the console home that stopped being true when its own
row set grew on 2026-07-31 (4:4:4, echo cancellation, auto-wake and the
library toggle are all there in `screens/settings.rs`). Both corrected.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-08-03 00:21:15 +02:00
co-authored by Claude Opus 5
parent 8af6e2dd02
commit 6de78213ee
7 changed files with 831 additions and 233 deletions
+9 -3
View File
@@ -24,8 +24,14 @@ the panel looks and feels native to Gaming Mode.
browser (aurora backdrop + poster coverflow; A plays, B returns to Gaming Mode). Pins survive
plugin reinstalls (stored next to the client's config) and follow a host across IP changes
(matched by certificate fingerprint).
5. **Settings**resolution / refresh / bitrate / gamepad type / host compositor / mic, written
to the client's config.
5. **Settings**the client's whole settings store, written to its config. Laid out like SteamOS's
own Settings: a left rail of categories (`SidebarNavigation`), one page each, so no page needs
scrolling. The categories and their order are the console settings screen's — Stream (resolution
/ refresh / render scale / bitrate / compositor), Video (codec / decoder / GPU / HDR / 4:4:4),
Audio (channels / output + mic device / echo cancellation), Controllers, Touch & mouse,
Interface (stats overlay / auto-wake / library / fullscreen). The device pickers are populated
from the session binary (`--list-adapters` / `--list-audio`); the GPU row appears only where
there is more than one adapter.
6. **About** — plugin version, an explicit "Check for updates" button, the setup-guide link, and
a force-stop for a wedged stream client.
@@ -93,7 +99,7 @@ restart is required for an out-of-band install to appear.
| --- | --- |
| `src/index.tsx` | Plugin entry: the QAM panel + route registration. |
| `src/page.tsx` | The `/punktfunk` fullscreen page — Hosts (with per-host details) / Settings / About tabs. |
| `src/settings.tsx` · `src/pair.tsx` | Stream-settings section; the gamepad-navigable PIN-pairing modal. |
| `src/settings.tsx` · `src/pair.tsx` | The settings screen (a `SidebarNavigation` of six category pages over one shared settings object); the gamepad-navigable PIN-pairing modal. |
| `src/library.tsx` | The per-host game picker (pin/unpin, "Open library on screen") + the pinned-game launch helper. |
| `src/hostmgmt.tsx` | Add / edit host dialogs — mutate the shared known-hosts store (`client-known-hosts.json`) via the flatpak client's headless modes, so a host saved here shows up in the desktop client too. |
| `src/ui.tsx` | Shared UI primitives for the fullscreen page + modals (right-aligned row actions, consistent Field layout). |
+131
View File
@@ -21,6 +21,10 @@ The backend's jobs are the things Steam can't do:
the frontend so it can create/point the Steam shortcut.
* **get_settings() / set_settings()** — read/write the flatpak client's stream settings JSON
(resolution / bitrate / gamepad), so the Deck UI configures the stream the client reads.
``set_settings`` MERGES onto the file: it is shared with the desktop client and the console.
* **list_devices() / refresh_devices()** — the GPUs and audio endpoints the settings tab's
device pickers offer, read from the session binary (``--list-adapters`` / ``--list-audio``)
and cached, since enumerating them costs a Vulkan + PipeWire init.
* **kill_stream()** — force-stop a wedged stream (``flatpak kill``).
* **check_update()** — report pending updates for BOTH the plugin and the client. The plugin's
comes from the registry's per-channel ``manifest.json`` (the frontend then drives Decky's own
@@ -343,6 +347,9 @@ def _flatpak() -> str | None:
# settings in the same ~/.config/punktfunk (the flatpak's sandbox HOME resolves to the real
# home), so nothing else in this file has to care which one answered.
NATIVE_BIN = "punktfunk-client"
# The Vulkan session binary the shell execs to stream — and the only thing that can enumerate
# this device's GPUs and audio endpoints for the settings pickers.
SESSION_BIN = "punktfunk-session"
# Prefixes to try when PATH doesn't have it. The Decky backend runs with a minimal PATH, and
# SteamOS's read-only /usr pushes native installs into a sysext or the user's own prefix.
@@ -398,6 +405,25 @@ def _client_argv() -> list[str] | None:
return [native] if native else None
def _session_argv() -> list[str] | None:
"""The argv PREFIX that runs the SESSION binary headlessly, or None when it isn't there.
The device enumerations the settings pickers need (`--list-adapters`, `--list-audio`) live on
`punktfunk-session`, not on the client: the GTK shell deliberately links no Vulkan itself and
shells out to the session for exactly the same two lists (clients/linux/src/app.rs). The
flatpak installs both binaries into /app/bin, so `--command=` picks the other one; a native
install puts them in the same bindir, so the session is the client's sibling.
"""
prefix = _client_argv()
if not prefix:
return None
if prefix[0] == _flatpak():
# `flatpak run --command=<bin> <app>` — the app id must stay LAST.
return [*prefix[:-1], f"--command={SESSION_BIN}", prefix[-1]]
sibling = Path(prefix[0]).with_name(SESSION_BIN)
return [str(sibling)] if sibling.exists() else None
def _client_is_flatpak() -> bool:
"""Is the client this plugin actually drives the FLATPAK one?
@@ -511,6 +537,63 @@ async def _run_client(client_args: list[str], timeout: float = 20.0) -> tuple[in
return -1, "", ""
def _parse_audio_endpoints(out: str) -> tuple[list[dict], list[dict]]:
"""Split `punktfunk-session --list-audio` into ``(sinks, sources)``.
Its format is one endpoint per line, ``sink|source<TAB>node.name<TAB>description``. The
node.name is what gets STORED (it is the stable id the client resolves against), so a line
without one is unusable and dropped; a missing description falls back to the name rather than
rendering a picker entry with no label. Anything else on the line is ignored, so an extra
trailing column in a future client can't break this.
"""
sinks: list[dict] = []
sources: list[dict] = []
for line in out.splitlines():
parts = line.split("\t")
if len(parts) < 3 or not parts[1].strip():
continue
kind, name, description = parts[0].strip(), parts[1].strip(), parts[2].strip()
entry = {"name": name, "description": description or name}
if kind == "sink":
sinks.append(entry)
elif kind == "source":
sources.append(entry)
return sinks, sources
async def _run_session(session_args: list[str], timeout: float = 25.0) -> tuple[int, str]:
"""Run the SESSION binary headlessly, returning ``(returncode, stdout)``; ``(-1, "")`` when
it isn't installed or the call errors/times out.
Only ever used for the two read-only device enumerations — the launch path goes through the
Steam shortcut and the wrapper script, never through here. The timeout is generous because
`--list-adapters` initialises Vulkan on a cold flatpak."""
prefix = _session_argv()
if not prefix:
return -1, ""
proc = None
try:
proc = await asyncio.create_subprocess_exec(
*prefix, *session_args,
stdout=asyncio.subprocess.PIPE, stderr=asyncio.subprocess.DEVNULL,
env=_flatpak_env(),
)
out, _ = await asyncio.wait_for(proc.communicate(), timeout=timeout)
rc = proc.returncode if proc.returncode is not None else -1
return rc, (out or b"").decode("utf-8", "replace")
except asyncio.TimeoutError:
decky.logger.warning("session %s timed out", " ".join(session_args))
if proc:
try:
proc.kill()
except ProcessLookupError:
pass
return -1, ""
except Exception: # noqa: BLE001
decky.logger.exception("session %s failed", " ".join(session_args))
return -1, ""
# The QAM panel and the full page each mount their own hosts view, and Gaming Mode remounts the
# QAM often — every mount calls list_hosts, which spawns a flatpak cold-start plus a reachability
# probe. Cache the last result briefly so back-to-back opens reuse it instead of re-probing; any
@@ -518,6 +601,11 @@ async def _run_client(client_args: list[str], timeout: float = 20.0) -> tuple[in
_HOSTS_TTL_S = 12.0
_hosts_cache: dict = {"at": 0.0, "probed": None, "data": None}
# The settings tab's device lists (GPUs / audio endpoints). No TTL: this is hardware, and reading
# it costs a Vulkan + PipeWire init. Held for the life of the plugin backend; `refresh_devices`
# clears it for the user who just plugged a headset in.
_devices_cache: dict = {"data": None}
def _invalidate_hosts_cache() -> None:
_hosts_cache["data"] = None
@@ -1079,6 +1167,49 @@ class Plugin:
decky.logger.exception("could not write settings")
return {"ok": False, "error": str(exc)}
async def list_devices(self) -> dict:
"""GPUs + audio endpoints for the settings tab's device pickers.
Two subprocesses that initialise Vulkan and PipeWire, so the result is cached for the
Decky session: hardware doesn't come and go often enough to justify paying that on every
remount of the page, and a stale entry is harmless — a picked device that has since
vanished falls back to the OS default in the client anyway. `refresh_devices` clears it.
Best-effort in the same way every other client call here is: no session binary (an old
flatpak that predates the two-binary split, or a native install missing its sibling) just
means empty lists and `ok: false`, which the UI shows as "couldn't read" rather than as
"you have no devices".
"""
if _devices_cache["data"] is not None:
return _devices_cache["data"]
adapters: list[str] = []
sinks: list[dict] = []
sources: list[dict] = []
rc_a, out_a = await _run_session(["--list-adapters"])
if rc_a == 0:
adapters = [ln.strip() for ln in out_a.splitlines() if ln.strip()]
rc_d, out_d = await _run_session(["--list-audio"])
if rc_d == 0:
sinks, sources = _parse_audio_endpoints(out_d)
result = {
"ok": rc_a == 0 or rc_d == 0,
"adapters": adapters,
"sinks": sinks,
"sources": sources,
}
# Only a run that actually answered is worth remembering — caching a failure would make
# a client installed after the page was first opened stay invisible until a Decky restart.
if result["ok"]:
_devices_cache["data"] = result
return result
async def refresh_devices(self) -> dict:
"""Drop the cached enumeration and read it again (a headset was just plugged in)."""
_devices_cache["data"] = None
return await self.list_devices()
# ---- Shared known-hosts store (the SAME file the desktop client reads/writes) ----
async def list_hosts(self, probe: bool = True) -> dict:
+27
View File
@@ -144,6 +144,33 @@ got = asyncio.run(plugin.get_pins())["pins"]
check("pins: paired via known-hosts fp (case-insensitive)", got[0]["paired"] is True)
shutil.rmtree(decky.DECKY_USER_HOME, ignore_errors=True)
# ---- `--list-audio` parsing (the settings tab's device pickers) --------------------------
sinks, sources = main._parse_audio_endpoints(
"sink\talsa_output.pci-0000_04_00.6.analog-stereo\tSteam Deck Speakers\n"
"sink\tbluez_output.AC_12_2F.1\tWH-1000XM4\n"
"source\talsa_input.pci-0000_04_00.6.analog-stereo\tSteam Deck Microphone\n"
)
check("audio: sinks parsed", [d["name"] for d in sinks] == [
"alsa_output.pci-0000_04_00.6.analog-stereo", "bluez_output.AC_12_2F.1"
])
check("audio: sources parsed", len(sources) == 1)
check("audio: description kept", sinks[1]["description"] == "WH-1000XM4")
# Junk the picker must not offer: no node.name is unusable (it is the id that gets stored), a
# short line is malformed, and an unknown kind belongs to neither list. A blank description
# falls back to the name so no entry renders unlabelled.
sinks, sources = main._parse_audio_endpoints(
"sink\t\tNo node name\n"
"sink\tonly-two-columns\n"
"monitor\tsome.monitor\tNot a sink or source\n"
"source\tbare.node\t\n"
"\n"
)
check("audio: junk lines dropped", sinks == [])
check("audio: blank description falls back to the node name", sources == [
{"name": "bare.node", "description": "bare.node"}
])
print()
if failures:
print(f"{failures} check(s) FAILED")
+70 -10
View File
@@ -101,27 +101,62 @@ export interface RunnerInfo {
client_bin?: string;
}
// The slice of the flatpak client's settings JSON this UI surfaces. The file can hold more
// keys (decoder, … set from the desktop client's own UI) — they round-trip untouched
// because get_settings returns the whole parsed file and patches are object spreads.
// The flatpak client's settings JSON — the SAME `client-gtk-settings.json` the desktop client
// and the console's settings screen own, so a value changed in any of them shows in the others.
//
// Every field the client's `Settings` struct persists is modelled here EXCEPT the four that
// cannot be answered from a plugin backend or aren't settings at all:
// • `forward_pad` — which physical pad is player 1. Needs SDL's live device list, which only
// the client process has; there is no CLI that enumerates pads.
// • `last_window_w/h` — the session's remembered window size, written BY the client, not a
// preference anyone sets.
// Both round-trip untouched: get_settings returns the whole parsed file, patches are object
// spreads, and set_settings merges onto what's on disk.
//
// Optional (`?`) marks a key the client writes with a serde `default`, so a store written before
// that key existed simply lacks it. Read those through the same fallback the client uses —
// `?? true` for the default-on ones, never `!!` — or a pre-existing file reads as "off" here
// while the stream runs with it on.
export interface StreamSettings {
// ---- Stream mode ----
width: number; // 0 = native
height: number; // 0 = native
refresh_hz: number; // 0 = native
render_scale?: number; // render-resolution multiplier; 1.0 = native (absent in pre-scale files)
bitrate_kbps: number; // 0 = host default
codec?: string; // "auto" | "hevc" | "h264" | "av1" — soft preference (absent in pre-codec files)
compositor: string; // "auto" | "kwin" | "wlroots" | "mutter" | "gamescope"
// Stream mode follows the session window instead of width/height, renegotiating on resize.
// Overrides width/height while on; degenerates to the display's native mode on fullscreen.
match_window?: boolean;
// ---- Video ----
codec?: string; // "auto" | "hevc" | "h264" | "av1" | "pyrowave" (absent in pre-codec files)
decoder?: string; // "auto" | "vulkan" | "vaapi" | "software"
hdr_enabled?: boolean; // default ON — advertise 10-bit/HDR10
enable_444?: boolean; // default off — ask for full chroma
adapter?: string; // decode/present GPU by marketing name; "" = automatic
// ---- Audio ----
audio_channels?: number; // 2 (stereo) | 6 (5.1) | 8 (7.1)
speaker_device?: string; // PipeWire node.name for playback; "" = system default
mic_enabled: boolean;
mic_device?: string; // PipeWire node.name for capture; "" = system default
echo_cancel?: boolean; // default ON; only meaningful while mic_enabled
// ---- Controllers ----
gamepad: string; // "auto" | "xbox360" | "xboxone" | "dualsense" | "dualshock4" | "steamdeck"
// Forward this device's controllers at all. Absent in pre-forwarding files, where the
// client's own serde default (true) applies — so `?? true` at every read, never `!!`.
gamepad_forwarding?: boolean;
compositor: string; // "auto" | "kwin" | "wlroots" | "mutter" | "gamescope"
// Round-trips only — deliberately NOT offered as a row here. It decides whether the session
// grabs the keyboard so Alt+Tab/Super reach the host, and Game Mode is gamescope: it has no
// compositor shortcuts to inhibit and hands the focused window every key already. A toggle
// here would be a dead one. The desktop client's row still edits this same file.
// ---- Touchscreen, mouse & keyboard ----
touch_mode?: string; // "trackpad" | "pointer" | "touch"
mouse_mode?: string; // "capture" | "desktop"
invert_scroll?: boolean;
// Whether the session grabs the keyboard so Alt+Tab/Super reach the host.
inhibit_shortcuts: boolean;
mic_enabled: boolean;
// ---- Interface & behaviour ----
// Stats-overlay tier: "off" | "compact" | "normal" | "detailed". Absent in a pre-tier file,
// which resolves through `show_stats` — read both the way the client's
// `Settings::stats_verbosity` does, and write both the way `set_stats_verbosity` does.
@@ -129,6 +164,26 @@ export interface StreamSettings {
// The legacy on/off the tier supersedes; kept written in sync so a client that predates the
// tiers still honours an Off chosen here.
show_stats?: boolean;
fullscreen_on_stream?: boolean;
auto_wake?: boolean; // default ON — Wake-on-LAN a sleeping host before connecting
library_enabled?: boolean; // the CLIENT's own library browser (this plugin has its own)
}
// One audio endpoint from the client's enumeration: the stable id that gets stored, plus the
// human name to show.
export interface AudioDevice {
name: string; // PipeWire node.name — what `speaker_device` / `mic_device` store
description: string; // human label ("Steam Deck Speakers")
}
// What the device pickers need, read from the session binary (`--list-adapters` / `--list-audio`).
// `ok: false` = the session binary couldn't be run or failed; every list is then empty and the
// pickers stay on their stored value rather than pretending the device is gone.
export interface DeviceLists {
ok: boolean;
adapters: string[]; // Vulkan physical devices, discrete first
sinks: AudioDevice[]; // playback endpoints
sources: AudioDevice[]; // capture endpoints
}
export interface UpdateInfo {
@@ -195,6 +250,11 @@ export const getSettings = callable<[], StreamSettings>("get_settings");
export const setSettings = callable<[settings: StreamSettings], { ok: boolean }>(
"set_settings",
);
// GPUs + audio endpoints for the device pickers. Costs a subprocess that initialises Vulkan and
// PipeWire, so it is called ONCE when the settings tab mounts and never on the launch path.
export const listDevices = callable<[], DeviceLists>("list_devices");
// The same, bypassing the backend's cache — for the user who just plugged in a headset.
export const refreshDevices = callable<[], DeviceLists>("refresh_devices");
export const killStream = callable<[], { ok: boolean }>("kill_stream");
// Send a Wake-on-LAN magic packet to a saved host (headless flatpak --wake) so a sleeping host is
// up by the time the stream connects. The MAC is looked up from the flatpak client's own
+7 -1
View File
@@ -334,8 +334,14 @@ const HostsTab: FC<{
</div>
);
// NOT `tabScroll`: the settings screen is a SidebarNavigation, which lays out its own rail +
// content pane and scrolls the pane itself. Wrapping it in an outer scroll area would give it an
// indefinite height to fill, collapsing the rail — so this pane only hands it the full height and
// keeps its hands off the overflow. The footer inset lives inside the pages instead.
const settingsPane: CSSProperties = { height: "100%", overflow: "hidden" };
const SettingsTab: FC = () => (
<div style={tabScroll}>
<div style={settingsPane}>
<SettingsSection />
</div>
);
+550 -196
View File
@@ -1,10 +1,58 @@
// Stream settings — resolution / refresh / bitrate / gamepad / compositor / mic, written to
// the flatpak client's JSON (main.py set_settings), which the client reads on launch. The
// accepted gamepad/compositor names mirror punktfunk-core's `*Pref::from_name`.
import { Dropdown, Field, SliderField, Spinner, ToggleField } from "@decky/ui";
import { CSSProperties, FC, useEffect, useState } from "react";
import { getSettings, setSettings, StreamSettings } from "./backend";
import { RowActions } from "./ui";
// Stream settings — the client's WHOLE settings store, written to the JSON the client reads on
// launch (main.py set_settings, merged onto what's on disk). This is the same
// `client-gtk-settings.json` the desktop client and the console's settings screen own, so a value
// changed in any of the three shows in the other two.
//
// SHAPE OF THIS SCREEN. Thirty rows is too many to scroll past on a thumbstick, so they are split
// across a `SidebarNavigation` — the same left-rail-of-categories layout SteamOS's own Settings
// uses, and the one Deck users already know. Every page fits on screen without scrolling, which is
// the whole point of the split: the rail is the index, so nothing is more than one hop away.
//
// The categories, their order, and the wording of the rows are the console's settings screen
// (pf-console-ui/src/screens/settings.rs) — that screen is the other settings editor a user
// reaches without leaving Gaming Mode, and two different orders for one store is how people stop
// trusting either. It shows them as one steppable list because it has no pointer and no room for
// a rail; here they become the rail's pages, same groups, same sequence. Three more rules:
//
// • A setting that depends on another is INDENTED under it and DISABLED, never hidden — the
// console dims those rows rather than dropping them, and a row that vanishes as you toggle
// the one above it is a moving target for a thumbstick.
// • A picker whose options this device doesn't have doesn't appear at all (the GPU row on a
// one-GPU Deck). A dead control is worse than an absent one.
// • Anything that behaves differently *here* than it does on a desktop says so in its own
// description, rather than being silently dropped from the screen.
//
// The accepted gamepad/compositor/codec/decoder names mirror punktfunk-core's `*Pref::from_name`
// and the console's tables; the tier/mode names mirror the `StatsVerbosity` / `TouchMode` /
// `MouseMode` enums, which serialize lowercase.
import {
DialogButton,
Dropdown,
Field,
SidebarNavigation,
SliderField,
Spinner,
ToggleField,
} from "@decky/ui";
import { CSSProperties, FC, ReactElement, ReactNode, useEffect, useState } from "react";
import {
FaDesktop,
FaGamepad,
FaHandPointer,
FaSlidersH,
FaVideo,
FaVolumeUp,
} from "react-icons/fa";
import {
AudioDevice,
DeviceLists,
getSettings,
listDevices,
refreshDevices,
setSettings,
StreamSettings,
} from "./backend";
import { actionButton, RowActions } from "./ui";
// Decky's Dropdown has no width prop — it fills whatever container it's in, and a
// `childrenContainerWidth="max"` Field is the whole row. Wrapping it in this fit-content shell
@@ -17,59 +65,493 @@ const selectShell: CSSProperties = {
maxWidth: "24em",
};
// ----------------------------------------------------------------------------------------
// Option tables — the console's, so the two Gaming-Mode editors offer the same choices.
// ----------------------------------------------------------------------------------------
// "native" and "match" are virtual: they store `width`/`height` of 0 with `match_window` off/on.
// Match window is offered even though this plugin's launches are always fullscreen (where it
// degenerates to the display's native mode) — leaving it out would make the row lie about a
// store the desktop client can set it in.
const MATCH_WINDOW = "match";
const RESOLUTIONS: [number, number, string][] = [
[0, 0, "Native display"],
[1280, 720, "1280 × 720"],
[1280, 800, "1280 × 800 (Deck)"],
[1920, 1080, "1920 × 1080"],
[2560, 1440, "2560 × 1440"],
[3840, 2160, "3840 × 2160"],
];
const resolutionKey = (w: number, h: number): string => (w === 0 && h === 0 ? "native" : `${w}x${h}`);
const REFRESH = [0, 30, 60, 90, 120];
// Render-resolution multipliers (mirrors punktfunk_core::render_scale::PRESETS). 1.0 = native.
const RENDER_SCALES = [0.5, 0.67, 0.75, 1.0, 1.25, 1.5, 2.0, 3.0, 4.0];
const renderScaleLabel = (x: number): string =>
x === 1 ? "Native (1×)" : x > 1 ? `${x}× · supersample` : `${x}×`;
const GAMEPADS = ["auto", "xbox360", "xboxone", "dualsense", "dualshock4", "steamdeck"];
const GAMEPAD_LABELS: Record<string, string> = {
auto: "Automatic",
xbox360: "Xbox 360",
xboxone: "Xbox One",
dualsense: "DualSense",
dualshock4: "DualShock 4",
steamdeck: "Steam Deck",
const COMPOSITORS: [string, string][] = [
["auto", "Automatic"],
["kwin", "KDE Plasma (KWin)"],
["wlroots", "Sway (wlroots)"],
["mutter", "GNOME (Mutter)"],
["gamescope", "gamescope"],
];
const CODECS: [string, string][] = [
["auto", "Automatic"],
["hevc", "HEVC (H.265)"],
["h264", "H.264 (AVC)"],
["av1", "AV1"],
// Opt-in wired-LAN low-latency codec (100400 Mbit/s class, 8-bit SDR). Only ever selected
// when the host advertises it too; anything else falls back to HEVC.
["pyrowave", "PyroWave (wired LAN)"],
];
const DECODERS: [string, string][] = [
["auto", "Automatic"],
["vulkan", "Vulkan Video"],
["vaapi", "VAAPI"],
["software", "Software"],
];
const AUDIO_CHANNELS: [number, string][] = [
[2, "Stereo"],
[6, "5.1 surround"],
[8, "7.1 surround"],
];
const GAMEPADS: [string, string][] = [
["auto", "Automatic"],
["xbox360", "Xbox 360"],
["xboxone", "Xbox One"],
["dualsense", "DualSense"],
["dualshock4", "DualShock 4"],
["steamdeck", "Steam Deck"],
];
const TOUCH_MODES: [string, string][] = [
["trackpad", "Trackpad"],
["pointer", "Direct pointer"],
["touch", "Touch passthrough"],
];
const MOUSE_MODES: [string, string][] = [
["capture", "Capture (games)"],
["desktop", "Desktop (absolute)"],
];
const STATS_TIERS: [string, string][] = [
["off", "Off"],
["compact", "Compact"],
["normal", "Normal"],
["detailed", "Detailed"],
];
// ----------------------------------------------------------------------------------------
// Row primitives — every picker row is Field + right-aligned, content-sized Dropdown, so the
// twelve of them below stay one line each and can't drift apart.
// ----------------------------------------------------------------------------------------
const SelectRow = <T extends string | number>({
label,
description,
options,
value,
onChange,
formatUnknown,
disabled,
indent,
}: {
label: string;
description?: ReactNode;
options: [T, string][];
value: T;
onChange: (v: T) => void;
// How to name a stored value this table doesn't list (see below); defaults to the raw value.
formatUnknown?: (v: T) => string;
disabled?: boolean;
indent?: boolean;
}): ReactElement => {
// A Dropdown can only display a value that is one of its options, and this store has four other
// writers — the desktop client, the console, a settings profile, a newer client with presets
// this build doesn't know. Rather than render a blank control (or, worse, silently show a
// different value than the stream will actually use), carry the stored one as its own entry.
const shown: [T, string][] = options.some(([v]) => v === value)
? options
: [...options, [value, formatUnknown ? formatUnknown(value) : String(value)]];
return (
<Field
label={label}
description={description}
disabled={disabled}
indentLevel={indent ? 1 : undefined}
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
disabled={disabled}
rgOptions={shown.map(([data, l]) => ({ data, label: l }))}
selectedOption={value}
onChange={(o) => onChange(o.data as T)}
/>
</div>
</RowActions>
</Field>
);
};
// Mirrors the desktop client's picker (ui_settings.rs CODECS) — a soft preference the host
// falls back from when its GPU can't encode it.
const CODECS = ["auto", "hevc", "h264", "av1"];
const CODEC_LABELS: Record<string, string> = {
auto: "Automatic",
hevc: "HEVC (H.265)",
h264: "H.264 (AVC)",
av1: "AV1",
// An audio-endpoint picker. The stored value is a PipeWire `node.name`; "" means "whatever the OS
// is using". A stored endpoint that isn't in the current enumeration still gets an entry — it is
// a real preference that simply isn't plugged in right now, and dropping it would silently
// re-point the next stream at the default without ever showing the user why.
const DeviceRow: FC<{
label: string;
description: string;
devices: AudioDevice[] | null;
value: string;
onChange: (v: string) => void;
disabled?: boolean;
indent?: boolean;
}> = ({ label, description, devices, value, onChange, disabled, indent }) => {
const options: [string, string][] = [["", "System default"]];
for (const d of devices ?? []) options.push([d.name, d.description]);
if (value && !options.some(([name]) => name === value)) {
options.push([value, `${value} (not connected)`]);
}
return (
<SelectRow
label={label}
description={devices === null ? "Reading this device's audio endpoints…" : description}
options={options}
value={value}
onChange={onChange}
disabled={disabled || devices === null}
indent={indent}
/>
);
};
const COMPOSITORS = ["auto", "kwin", "wlroots", "mutter", "gamescope"];
const COMPOSITOR_LABELS: Record<string, string> = {
auto: "Automatic",
kwin: "KDE Plasma (KWin)",
wlroots: "Sway (wlroots)",
mutter: "GNOME (Mutter)",
gamescope: "gamescope",
// ----------------------------------------------------------------------------------------
// The pages. One settings object, six views on it — every page takes the same context rather
// than fetching or holding state of its own, so a change on one page is visible on the others
// the moment you switch.
// ----------------------------------------------------------------------------------------
interface PageCtx {
s: StreamSettings;
patch: (p: Partial<StreamSettings>) => void;
devices: DeviceLists | null;
reading: boolean;
readDevices: (again: boolean) => void;
}
// SidebarNavigation gives each page Steam's own padding, but the routed page still renders
// UNDER Gaming Mode's footer hint bar, so the last row of a page needs to clear it (the same
// inset the tabs use).
const pageBody: CSSProperties = { paddingBottom: "80px" };
const StreamPage: FC<PageCtx> = ({ s, patch }) => {
const renderScale = s.render_scale ?? 1;
const resolution = s.match_window ? MATCH_WINDOW : resolutionKey(s.width, s.height);
return (
<div style={pageBody}>
<SelectRow
label="Resolution"
description="The host creates a virtual display at exactly this size — no scaling. Match window follows the stream window instead, which in Gaming Mode means the Deck's native size."
options={[
...RESOLUTIONS.map(([w, h, label]) => [resolutionKey(w, h), label] as [string, string]),
[MATCH_WINDOW, "Match window"] as [string, string],
]}
value={resolution}
// A size set from a desktop profile that isn't one of these presets, spelled the way the
// presets are rather than left as the raw "1600x900" key.
formatUnknown={(v) => v.replace("x", " × ")}
onChange={(v) => {
if (v === MATCH_WINDOW) {
// The tri-state the console stores: the flag on, the explicit size cleared.
patch({ match_window: true, width: 0, height: 0 });
return;
}
const found = RESOLUTIONS.find(([w, h]) => resolutionKey(w, h) === v);
patch({ match_window: false, width: found?.[0] ?? 0, height: found?.[1] ?? 0 });
}}
/>
<SelectRow
label="Refresh rate"
description="Native follows the display the stream is on."
options={REFRESH.map((r) => [r, r === 0 ? "Native" : `${r} Hz`] as [number, string])}
value={s.refresh_hz}
formatUnknown={(v) => `${v} Hz`}
onChange={(v) => patch({ refresh_hz: v })}
/>
<SelectRow
label="Render scale"
description="The host renders larger or smaller than the stream mode and the Deck resamples — above 1× supersamples for sharpness, below 1× saves bandwidth."
options={RENDER_SCALES.map((x) => [x, renderScaleLabel(x)] as [number, string])}
// Snap the stored value to the nearest preset so the dropdown always shows a match.
value={RENDER_SCALES.reduce((best, x) =>
Math.abs(x - renderScale) < Math.abs(best - renderScale) ? x : best,
)}
onChange={(v) => patch({ render_scale: v })}
/>
<SliderField
label="Bitrate"
description="0 = the host's own default (20 Mbit/s)."
value={Math.round(s.bitrate_kbps / 1000)}
min={0}
max={150}
step={5}
showValue
valueSuffix=" Mbit/s"
onChange={(v) => patch({ bitrate_kbps: v * 1000 })}
/>
<SelectRow
label="Host compositor"
description="Which compositor drives the virtual display — honoured only if it's available on the host. Automatic suits almost every host."
options={COMPOSITORS}
value={s.compositor}
onChange={(v) => patch({ compositor: v })}
/>
</div>
);
};
// The stats-overlay tiers, in the cycle order every other client's picker uses
// (punktfunk_core `StatsVerbosity::ALL`). Stored lowercase — the enum is `rename_all`.
const STATS_TIERS = ["off", "compact", "normal", "detailed"];
const STATS_LABELS: Record<string, string> = {
off: "Off",
compact: "Compact",
normal: "Normal",
detailed: "Detailed",
const VideoPage: FC<PageCtx> = ({ s, patch, devices }) => {
// Only worth a row on a box that actually has a choice to make. A Deck has one adapter, and a
// picker with a single option is a control that can't do anything.
const showGpuRow = (devices?.adapters.length ?? 0) > 1;
return (
<div style={pageBody}>
<SelectRow
label="Video codec"
description="A preference — the host falls back when its GPU can't encode this one."
options={CODECS}
value={s.codec ?? "auto"}
onChange={(v) => patch({ codec: v })}
/>
<SelectRow
label="Video decoder"
description="How the Deck decodes the stream. Automatic prefers Vulkan Video, then VAAPI, then software."
options={DECODERS}
value={s.decoder ?? "auto"}
onChange={(v) => patch({ decoder: v })}
/>
{showGpuRow && (
<SelectRow
label="Decode GPU"
description="Which adapter decodes and presents the stream. Automatic picks the discrete GPU where there is one."
options={[
["", "Automatic"],
...(devices?.adapters ?? []).map((a) => [a, a] as [string, string]),
]}
value={s.adapter ?? ""}
onChange={(v) => patch({ adapter: v })}
/>
)}
<ToggleField
label="10-bit HDR"
description="Advertise HDR10 so the host sends 10-bit when the content is HDR. Off means never ask for 10-bit."
checked={s.hdr_enabled ?? true}
onChange={(v) => patch({ hdr_enabled: v })}
/>
<ToggleField
label="Full chroma (4:4:4)"
description="Full-colour video: crisp small text and thin lines, at more bandwidth. Needs an NVIDIA host (NVENC) or the PyroWave codec — other encoders stream 4:2:0 and the session falls back silently."
checked={s.enable_444 ?? false}
onChange={(v) => patch({ enable_444: v })}
/>
</div>
);
};
const AudioPage: FC<PageCtx> = ({ s, patch, devices, reading, readDevices }) => {
const micOn = s.mic_enabled;
// What the pickers get: null while the enumeration is in flight (they show a loading state),
// [] when it answered but couldn't read the endpoints (System default plus whatever is
// stored), and the real list otherwise.
const endpoints = (list: AudioDevice[] | undefined): AudioDevice[] | null =>
reading || !devices ? null : devices.ok ? (list ?? []) : [];
return (
<div style={pageBody}>
<SelectRow
label="Audio channels"
description="The speaker layout requested from the host, which clamps it to what it can capture."
options={AUDIO_CHANNELS}
value={s.audio_channels ?? 2}
formatUnknown={(v) => `${v} channels`}
onChange={(v) => patch({ audio_channels: v })}
/>
<DeviceRow
label="Output device"
description="Where stream audio plays. System default follows whatever the Deck is using, including a headset you plug in mid-stream."
devices={endpoints(devices?.sinks)}
value={s.speaker_device ?? ""}
onChange={(v) => patch({ speaker_device: v })}
/>
<ToggleField
label="Stream microphone"
description="Send the Deck's microphone to the host's virtual mic. Ctrl+Alt+Shift+V mutes and unmutes it mid-stream."
checked={micOn}
onChange={(v) => patch({ mic_enabled: v })}
/>
<DeviceRow
label="Microphone device"
description="Which input the mic uplink captures from."
devices={endpoints(devices?.sources)}
value={s.mic_device ?? ""}
onChange={(v) => patch({ mic_device: v })}
disabled={!micOn}
indent
/>
<ToggleField
label="Echo cancellation"
description="Stops the host's audio, playing from the Deck's speakers, being picked up and sent back. Turn it off if your microphone already runs its own processing."
checked={s.echo_cancel ?? true}
onChange={(v) => patch({ echo_cancel: v })}
disabled={!micOn}
indentLevel={1}
/>
{/* The escape hatch for a headset plugged in after this page was opened, and the honest
answer when the enumeration failed outright (a client too old to ship the session
binary). Rendered unconditionally, including while it is reading: a row that comes and
goes under a thumbstick is a moving target, so only its wording changes. */}
<Field
label={
!reading && devices && !devices.ok ? "Couldn't read this device's hardware" : "Devices"
}
description={
reading
? "Reading this device's audio endpoints and GPUs…"
: devices && !devices.ok
? "The output, microphone and GPU pickers fall back to Automatic. Reading them needs the client's session binary, which a client older than the two-binary split doesn't ship — update it from the About tab."
: "Plugged something in just now? Read the audio endpoints and GPUs again."
}
childrenContainerWidth="max"
>
<RowActions>
<DialogButton style={actionButton} disabled={reading} onClick={() => readDevices(true)}>
{reading ? <Spinner style={{ height: "1em" }} /> : "Refresh"}
</DialogButton>
</RowActions>
</Field>
</div>
);
};
const ControllersPage: FC<PageCtx> = ({ s, patch }) => {
const forwarding = s.gamepad_forwarding ?? true;
return (
<div style={pageBody}>
<ToggleField
label="Forward controllers"
description="Send controllers connected to the Deck to the host. Turn it off when your controller already reaches the host another way — USB passthrough such as VirtualHere, or a pad plugged into the host — so games don't see two of them."
checked={forwarding}
onChange={(v) => patch({ gamepad_forwarding: v })}
/>
<SelectRow
label="Controller type"
description="The virtual pad the host creates. Automatic matches the controller you're holding."
options={GAMEPADS}
value={s.gamepad}
onChange={(v) => patch({ gamepad: v })}
disabled={!forwarding}
indent
/>
{forwarding && (s.gamepad === "steamdeck" || s.gamepad === "auto") && (
<Field
label="⚠ Disable Steam Input"
description="On a Deck, Automatic forwards the built-in controller as a Steam Deck pad — paddles, both trackpads, and gyro included. For that, Steam Input must be OFF for Punktfunk: on the game page tap ⚙ → Controller Settings → set Steam Input to Off. Otherwise Steam keeps the Deck's controls and only the sticks + buttons reach the host."
indentLevel={1}
/>
)}
</div>
);
};
const PointerPage: FC<PageCtx> = ({ s, patch }) => (
<div style={pageBody}>
<SelectRow
label="Touch mode"
description="How the touchscreen drives the host: Trackpad (relative cursor, tap to click), Direct pointer (the cursor jumps to your finger), or Touch passthrough (every finger is a host contact — only helps apps that understand touch)."
options={TOUCH_MODES}
value={s.touch_mode ?? "trackpad"}
onChange={(v) => patch({ touch_mode: v })}
/>
<SelectRow
label="Mouse mode"
description="How a physical mouse drives the host: Capture locks the pointer for games, Desktop leaves it free and sends absolute positions. Ctrl+Alt+Shift+M switches it live mid-stream."
options={MOUSE_MODES}
value={s.mouse_mode ?? "capture"}
onChange={(v) => patch({ mouse_mode: v })}
/>
<ToggleField
label="Invert scroll direction"
description="Reverses the wheel and trackpad scroll direction sent to the host."
checked={s.invert_scroll ?? false}
onChange={(v) => patch({ invert_scroll: v })}
/>
<ToggleField
label="Capture system shortcuts"
description="Sends Alt+Tab, Super and friends to the host while input is captured, instead of leaving them to the local desktop. Gaming Mode is gamescope, which has no shortcuts to hold back — this is for a keyboard attached to the Deck in Desktop Mode, and for the desktop client sharing these settings."
checked={s.inhibit_shortcuts}
onChange={(v) => patch({ inhibit_shortcuts: v })}
/>
</div>
);
const InterfacePage: FC<PageCtx> = ({ s, patch }) => {
// `Settings::stats_verbosity`: no tier = a pre-tier store, resolved through the legacy bool,
// which itself defaults to true.
const statsTier = s.stats_verbosity ?? ((s.show_stats ?? true) ? "normal" : "off");
return (
<div style={pageBody}>
<SelectRow
label="Statistics overlay"
description="How much the in-stream overlay shows: Compact (fps · latency · bitrate on one line) → Normal → Detailed. A three-finger tap on the touchscreen cycles it mid-stream."
options={STATS_TIERS}
value={statsTier}
// Both keys, in sync — the same pairing `Settings::set_stats_verbosity` keeps, so a
// client too old for the tiers still honours an Off chosen here.
onChange={(v) => patch({ stats_verbosity: v, show_stats: v !== "off" })}
/>
<ToggleField
label="Wake hosts automatically"
description="Send Wake-on-LAN to a sleeping host before connecting and wait for it to boot. Turn it off for hosts reached over a VPN, where an offline-looking host is really just unreachable by broadcast and the wait only adds delay."
checked={s.auto_wake ?? true}
onChange={(v) => patch({ auto_wake: v })}
/>
<ToggleField
label="Show game library in the client"
description="Lets the client's own host cards browse a paired host's games. This plugin's library browser works either way — this is for the client's screens."
checked={s.library_enabled ?? false}
onChange={(v) => patch({ library_enabled: v })}
/>
<ToggleField
label="Start streams fullscreen"
description="Streams open fullscreen instead of windowed. Launches from this plugin are always fullscreen whatever this says — it's here because the desktop client reads the same settings."
checked={s.fullscreen_on_stream ?? true}
onChange={(v) => patch({ fullscreen_on_stream: v })}
/>
</div>
);
};
// ----------------------------------------------------------------------------------------
export const SettingsSection: FC = () => {
const [s, setS] = useState<StreamSettings | null>(null);
// null until the enumeration answers — the pickers show a loading state rather than briefly
// claiming this device has no endpoints.
const [devices, setDevices] = useState<DeviceLists | null>(null);
const [reading, setReading] = useState(true);
const readDevices = (again: boolean) => {
setReading(true);
void (again ? refreshDevices() : listDevices())
.then(setDevices)
.finally(() => setReading(false));
};
useEffect(() => {
void getSettings().then(setS);
// Deliberately not awaited together with the settings: a cold flatpak initialising Vulkan
// takes seconds, and the rest of the screen must not wait for it.
readDevices(false);
}, []);
const patch = (p: Partial<StreamSettings>) => {
@@ -83,164 +565,36 @@ export const SettingsSection: FC = () => {
if (!s) return <Spinner style={{ height: "1.5em" }} />;
// Mirrors `Settings::stats_verbosity`: an absent tier is a pre-tier store, which resolves
// through the legacy `show_stats` bool — and an absent bool is the client's serde default
// (true), so a file this plugin wrote before it carried either key reads as Normal, exactly
// as the stream sees it.
const statsTier = s.stats_verbosity ?? ((s.show_stats ?? true) ? "normal" : "off");
const resIdx = Math.max(
0,
RESOLUTIONS.findIndex(([w, h]) => w === s.width && h === s.height),
);
const ctx: PageCtx = { s, patch, devices, reading, readDevices };
return (
<>
<Field
label="Resolution"
description="The host creates a virtual output at exactly this size"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={RESOLUTIONS.map(([, , label], i) => ({ data: i, label }))}
selectedOption={resIdx}
onChange={(o) => {
const [w, h] = RESOLUTIONS[o.data as number];
patch({ width: w, height: h });
}}
/>
</div>
</RowActions>
</Field>
<Field label="Refresh rate" childrenContainerWidth="max">
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={REFRESH.map((r) => ({ data: r, label: r === 0 ? "Native" : `${r} Hz` }))}
selectedOption={s.refresh_hz}
onChange={(o) => patch({ refresh_hz: o.data as number })}
/>
</div>
</RowActions>
</Field>
<Field
label="Render scale"
description="Supersample for sharpness (> 1×, more bandwidth) or render below native (< 1×) — the Deck resamples to its screen"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={RENDER_SCALES.map((x) => ({ data: x, label: renderScaleLabel(x) }))}
// Snap the stored value to the nearest preset so the dropdown always shows a match.
selectedOption={RENDER_SCALES.reduce((best, x) =>
Math.abs(x - (s.render_scale ?? 1)) < Math.abs(best - (s.render_scale ?? 1)) ? x : best,
)}
onChange={(o) => patch({ render_scale: o.data as number })}
/>
</div>
</RowActions>
</Field>
<SliderField
label="Bitrate"
description="Mbit/s · 0 = host default"
value={Math.round(s.bitrate_kbps / 1000)}
min={0}
max={150}
step={5}
showValue
valueSuffix=" Mbit/s"
onChange={(v) => patch({ bitrate_kbps: v * 1000 })}
/>
<Field
label="Video codec"
description="Preferred stream codec — the host falls back when its GPU can't encode it"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={CODECS.map((c) => ({ data: c, label: CODEC_LABELS[c] ?? c }))}
selectedOption={s.codec ?? "auto"}
onChange={(o) => patch({ codec: o.data as string })}
/>
</div>
</RowActions>
</Field>
<ToggleField
label="Forward controllers"
description="Send this Deck's controllers to the host. Turn it off when your controller already reaches the host another way — USB passthrough such as VirtualHere, or a pad plugged into the host — so games don't see two of them."
checked={s.gamepad_forwarding ?? true}
onChange={(v) => patch({ gamepad_forwarding: v })}
/>
{(s.gamepad_forwarding ?? true) && (
<>
<Field
label="Gamepad type"
description="Which virtual controller the host creates for your inputs"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={GAMEPADS.map((g) => ({ data: g, label: GAMEPAD_LABELS[g] ?? g }))}
selectedOption={s.gamepad}
onChange={(o) => patch({ gamepad: o.data as string })}
/>
</div>
</RowActions>
</Field>
{(s.gamepad === "steamdeck" || s.gamepad === "auto") && (
<Field
label="⚠ Disable Steam Input"
description="On a Deck, Automatic forwards the built-in controller as a Steam Deck pad — paddles, both trackpads, and gyro included. For that, Steam Input must be OFF for Punktfunk: on the game page tap ⚙ → Controller Settings → set Steam Input to Off. Otherwise Steam keeps the Deck's controls and only the sticks + buttons reach the host."
/>
)}
</>
)}
<Field
label="Host compositor"
description="Which compositor backend the host uses for the virtual display — Automatic suits almost every host"
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={COMPOSITORS.map((c) => ({ data: c, label: COMPOSITOR_LABELS[c] ?? c }))}
selectedOption={s.compositor}
onChange={(o) => patch({ compositor: o.data as string })}
/>
</div>
</RowActions>
</Field>
<ToggleField
label="Stream microphone"
description="Send the Deck's microphone to the host's virtual mic"
checked={s.mic_enabled}
onChange={(v) => patch({ mic_enabled: v })}
/>
<Field
label="Statistics overlay"
description="The fps / latency / bitrate panel in the stream. Each tier is a superset of the one before; a three-finger tap on the touchscreen cycles them mid-stream."
childrenContainerWidth="max"
>
<RowActions>
<div style={selectShell}>
<Dropdown
rgOptions={STATS_TIERS.map((t) => ({ data: t, label: STATS_LABELS[t] ?? t }))}
selectedOption={statsTier}
// Both keys, in sync — the same pairing `Settings::set_stats_verbosity` keeps, so a
// client too old for the tier still reads the on/off it understands.
onChange={(o) => {
const tier = o.data as string;
patch({ stats_verbosity: tier, show_stats: tier !== "off" });
}}
/>
</div>
</RowActions>
</Field>
</>
<SidebarNavigation
// We are already inside the plugin's own `/punktfunk` route, rendered in a tab. Route
// reporting would have this nav push entries of its own onto the router and fight the
// page for the back gesture; the pages are addressed by `identifier` instead.
disableRouteReporting
pages={[
{ title: "Stream", identifier: "stream", icon: <FaDesktop />, content: <StreamPage {...ctx} /> },
{ title: "Video", identifier: "video", icon: <FaVideo />, content: <VideoPage {...ctx} /> },
{ title: "Audio", identifier: "audio", icon: <FaVolumeUp />, content: <AudioPage {...ctx} /> },
{
title: "Controllers",
identifier: "controllers",
icon: <FaGamepad />,
content: <ControllersPage {...ctx} />,
},
{
title: "Touch & mouse",
identifier: "pointer",
icon: <FaHandPointer />,
content: <PointerPage {...ctx} />,
},
{
title: "Interface",
identifier: "interface",
icon: <FaSlidersH />,
content: <InterfacePage {...ctx} />,
},
]}
/>
);
};
+37 -23
View File
@@ -15,8 +15,10 @@ The Linux, Windows, Mac, iPhone/iPad and Android apps group settings the same wa
**Display**, **Input**, **Audio**, **Controllers** — under *Preferences* on Linux and *Settings*
elsewhere. The Apple TV app shows one scrolling list instead, and so does any client's settings
screen reached with a controller. A controller-driven launch (Steam Deck Gaming Mode) opens the
client's **console home**, whose settings screen is one steppable list; the Decky plugin has a
smaller section of its own. The console home is part of the client — it is not the host's
client's **console home**, whose settings screen is one steppable list; the Decky plugin's Settings
tab covers the same store in the same groups and the same order, as a left rail of categories the
way SteamOS's own Settings looks. The console home is part of the
client — it is not the host's
[web console](/docs/web-console).
Linux stores them in `~/.config/punktfunk/client-gtk-settings.json`, the same file the Decky plugin
@@ -43,8 +45,9 @@ and your client scales what it gets — see
**Match window** — *default: off.* The stream mode follows your window instead, and each resize
renegotiates the host's display and encoder, so a windowed session stays pixel-exact. Fullscreen
degenerates to the display's native mode. Offered by the Linux, Windows, Mac, iPhone/iPad and console
home screens; not by Android or Decky.
degenerates to the display's native mode. Offered by the Linux, Windows, Mac, iPhone/iPad, console
home and Decky screens (on Decky it sits in the Resolution picker, and Gaming-Mode streams are
always fullscreen, so it lands on native); not by Android.
**Refresh rate** — *default: Native*, the refresh of the display your window is on. The Apple app
stores an explicit rate (60 Hz by default): iPhone and iPad offer the rates the device can display,
@@ -69,8 +72,8 @@ link. The stops run 0.5× to 4×. The result is floored to an even size and capp
**Video codec** — *default: Automatic.* A soft preference: the host emits your choice when it can
also produce it, otherwise the best codec you both speak, in the order HEVC → AV1 → H.264.
**PyroWave** is never auto-picked — pick it explicitly on Linux, Windows, the console home, or an
Apple device whose decode probe passes; anywhere else it isn't offered, and asking for it lands on
**PyroWave** is never auto-picked — pick it explicitly on Linux, Windows, the console home, Decky, or
an Apple device whose decode probe passes; anywhere else it isn't offered, and asking for it lands on
that same order. See [PyroWave](/docs/pyrowave). The Android and Apple apps hide AV1 unless the
device has a hardware AV1 decoder; Android never offers PyroWave.
@@ -84,7 +87,8 @@ needs HEVC or PyroWave, the host's own 4:4:4 policy left on, a capture path that
chroma, and a GPU that can encode it; if any gate fails the host says 4:2:0 before your decoder is
built. **Today only the Apple app actually advertises 4:4:4**, and only when its hardware decode
probe passes — the Linux and Windows apps store the toggle but their session doesn't advertise the
capability yet, so it has no effect there. Android, Decky and the console home don't offer it.
capability yet, so it has no effect there. The console home and Decky offer the toggle; Android
doesn't.
**Host compositor** — *default: Automatic.* Which backend a **Linux** host uses to drive the virtual
output. Advisory: a host without that backend quietly auto-detects instead.
@@ -96,7 +100,7 @@ stereo. The count the host will really send comes back in the handshake, and you
decoder from *that*, never from the request. What surround means differs by host: a **Linux** host
claims a sink advertising exactly that many channels, so applications produce real surround, while a
**Windows** host loopback-captures your current output endpoint and lets Windows convert it — so 5.1
from a stereo endpoint is an upmix, not new channels. Offered everywhere except the Decky plugin.
from a stereo endpoint is an upmix, not new channels. Offered everywhere.
**Microphone** — *default: off on Linux, Windows, Android, the console home and Decky; on in the
Apple app.* Sends this device's microphone to the host's virtual mic. On Linux and Windows the
@@ -110,16 +114,18 @@ from an echo-cancelled PipeWire source when your desktop provides one, on **Wind
for the Communications stream category so the endpoint's processing engages, and on **Apple** and
**Android** the platform's voice-processing mode. Turn it off if your microphone already runs its
own processing, or if the canceller makes your voice sound thin. The row sits under the microphone
toggle and greys out while the microphone is off. Offered by the Linux, Windows, Apple, Android and
console-home clients; Decky has no toggle. What it can and can't fix is in
toggle and greys out while the microphone is off. Offered by the Linux, Windows, Apple, Android,
console-home and Decky clients. What it can and can't fix is in
[Why do I hear myself](/docs/echo).
**Speaker** and **Microphone** device pickers — *default: System default.* Which endpoint stream
audio plays out of, and which input feeds the uplink. Only the Linux app (PipeWire nodes) and the
**Mac** app (which also has a microphone *channel* picker) have these — iPhone, iPad, Apple TV,
Android, Decky and the console home have none, and the Windows app has none and ignores a stored
audio plays out of, and which input feeds the uplink. Only the Linux app (PipeWire nodes), the
**Mac** app (which also has a microphone *channel* picker) and **Decky** have these — iPhone, iPad,
Apple TV, Android and the console home have none, and the Windows app has none and ignores a stored
speaker choice. On Linux, a device that has since disappeared keeps a "(not detected)" entry rather
than silently snapping back to the default; the Mac shows it as "Unavailable device".
than silently snapping back to the default; the Mac shows it as "Unavailable device" and Decky as
"(not connected)". Decky reads the endpoint list from the client's session binary, so a client
older than the two-binary split leaves these pickers on Automatic.
## Input
@@ -159,8 +165,10 @@ which forwards *every* connected controller, each as its own player, on Linux, W
console home. Pinning one restricts the session to that controller alone — single-player. The Android
app has no such picker.
**Capture system shortcuts** — *default: on.* Offered by the Linux and Windows apps only; Windows
spells the row out as *Capture system shortcuts (Alt+Tab, Win, …)*. On, Alt+Tab and the Windows key
**Capture system shortcuts** — *default: on.* Offered by the Linux and Windows apps, the console home
and Decky; Windows spells the row out as *Capture system shortcuts (Alt+Tab, Win, …)*. On a Deck it
matters only for a keyboard you attached yourself, for the reason the paragraph below gives: Gaming
Mode is gamescope, which has nothing to hold back. On, Alt+Tab and the Windows key
(Super on Linux) reach the host while the stream has input captured. Off, they act on this machine
instead — what you want when the stream shares a screen with local work. Either way the chords come
back the moment you release capture with **Ctrl+Alt+Shift+Q**, the window loses focus, or the stream
@@ -179,17 +187,22 @@ the wlroots compositors all do, and X11 sessions grab the keyboard directly. Und
Wake-on-LAN and waits for it to boot — only for a host whose MAC address this client has already
learned. Turn it off for hosts you reach over a VPN, where "offline" usually means "not reachable by
broadcast" and the wake only adds a delay. The Linux, Windows, Apple and Android apps have this
toggle. The console home has no toggle — it offers wake as an explicit action on an offline host
instead — and the Decky plugin always sends a wake before a stream starts. See
toggle, as do the console home and Decky — and note that the Decky plugin sends a wake of its own
before a stream starts whatever this setting says, so on a Deck it governs the client's connect
rather than the launch. The console home also offers wake as an explicit action on an offline host.
See
[Wake-on-LAN](/docs/wake-on-lan).
**Show game library** — *default: off on Linux and Windows; on in the Apple and Android apps.* Browse
a paired host's games and launch one directly; the Windows app still labels it experimental. There is
no toggle in the console home or in Decky. See [Game library](/docs/game-library).
a paired host's games and launch one directly; the Windows app still labels it experimental. The
console home and Decky have the toggle too — on Decky it governs the *client's* screens, since the
plugin's own library browser works either way. See [Game library](/docs/game-library).
**Start streams in fullscreen** — *default: on.* On Linux and Windows, F11 or Alt+Enter leaves
fullscreen live. On a Mac the setting is **Fullscreen while streaming**, and the window comes back
when you return to the host list. iPhone, iPad, Apple TV and Android have no equivalent.
when you return to the host list. The console home and Decky carry the row for the desktop client
that shares the store — a Gaming-Mode launch is fullscreen whatever it says. iPhone, iPad, Apple TV
and Android have no equivalent.
## Overlay
@@ -210,8 +223,9 @@ stay global and **cannot be put in a settings profile**:
vendor-ordered and falls back on its own; change it only when debugging, and note that
`PUNKTFUNK_DECODER` overrides it
([Configuration](/docs/configuration#client-side-native-clients)). The decoder picker is on Linux,
Windows and in the console home; the GPU picker on Windows, and on Linux only when the machine has
more than one adapter. The Apple and Android apps have neither.
Windows, in the console home and in Decky; the GPU picker on Windows, and on Linux and Decky only
when the machine has more than one adapter — which a Deck doesn't, so the row isn't there. The
Apple and Android apps have neither.
- **Speaker** and **Microphone** device pickers — this device's audio endpoints.
- **Forwarded controller** — which physical pad is in your hands. The *type* the host creates is a
preference and can live in a profile; which pad you hold cannot. **Forward controllers** is a