The console UI now runs on tvOS through the NATIVE focus engine: carousel
cards and settings rows are focusable Buttons (Siri Remote and pads both
navigate; imperative scrollTo replaces the drop-prone scrollPosition binding),
while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what
focus has no concept of: X/Y screen actions and left/right value adjust with
the poll's dominant-axis feel (onMoveCommand proved input-source-dependent:
keyboard intercepted, pad dpad not -> double steps). Text entry uses the
system fullscreen keyboard (TVTextEntry); pairing + library present as covers
under the launcher; the game library defaults ON; settings values slide a
quiet 14 pt in the step's direction.
Session controls: controller/remote input routes EXCLUSIVELY through
GameController during a stream (GCEventViewController, interaction disabled) -
a pad's B no longer doubles as a UIKit menu press that ended sessions
mid-game. Deliberate exits only: the cross-client escape chord (hold
L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all
Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream
banner (now also on tvOS) teaches both. The Siri Remote's touch surface
drives the host pointer - press = left click, Play/Pause = right click,
release-tail jumps gated so motion stays truly relative.
tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every
unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root
font shrank the whole platform (29 pt there), plus 10-foot sizing across host
cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu"
hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops
instead of suspending; full-width focusSections make the home actions
reachable from any column. The presenter defaults to stage-3 glass pacing on
tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind
the 50 ms display stage) and is pickable from the gamepad settings; HDR
capability advertises from AVPlayer.eligibleForHDRPlayback instead of the
current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Align the macOS/iPad Stream menu on the cross-client Ctrl+Alt+Shift set
the Windows and Linux clients reserve — Release Mouse (⌃⌥⇧Q), Disconnect
(⌃⌥⇧D), HUD toggle (⌃⌥⇧S) — with ⌘⎋ kept as the macOS/iPad capture
toggle, and surface them on a 6-second banner at stream start.
Add an opt-in V-Sync present mode (punktfunk.vsync, default OFF =
lowest-latency immediate present; PUNKTFUNK_PRESENT_MODE overrides for
A/B), with the presenter reworked to a frame-arrival-triggered render
thread across Stage2Pipeline / MetalVideoPresenter / SessionPresenter,
plus the windowed title-bar safe-area handling.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
One stat model everywhere (design/stats-unification.md): four measurement
points (capture/received/decoded/displayed), three stages that tile the
interval exactly, and a HUD that shows the addition explicitly —
end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass
= host+network 9.8 + decode 2.1 + display 2.3
replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's
three arrow lines that looked sequential but weren't), mean-vs-median decode
times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and
three different names for the same capture→received measurement (probe's
"reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat").
Per client: Apple threads receivedNs through the VT decode via the frame
refcon bit pattern so the decode stage exists at all (stage-1 fallback
honestly degrades to a capture→received headline); Windows carries
FrameTimes through the existing frame channel to the render thread and adds
e2e p50/p95 post-Present; Linux stamps received at AU pop and rides
decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt
stamps with MediaCodec output buffers via the codec's pts round-trip (JNI
stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts
received AUs; lost/(received+lost) per window, hidden at zero.
docs-site gains "Understanding the Stats Overlay": what each line means, why
the equation only approximately sums (percentiles), and a line-by-line
Moonlight/Sunshine matrix — including that Moonlight has no end-to-end
number and its "network latency" is an ENet control RTT, so punktfunk's
headline must not be compared against any single Moonlight line.
Verified here: linux client + probe + core check/clippy/fmt green, android
native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift
test on the mac, on-device Android.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The two touch clients had exactly complementary gaps: iOS forwarded fingers
ONLY as raw wire touches (no way to drive the host cursor from the touch
screen), Android had the two mouse modes but no passthrough. Both now share
one three-way "Touch input" setting: Trackpad (default) / Direct pointer /
Touch passthrough.
iOS/iPadOS: Input/TouchMouse.swift ports the Android gesture engine 1:1
(same px-based acceleration curve; tap=click, two-finger tap=right-click,
two-finger drag=scroll, tap-then-drag=held drag, three-finger tap=stats
HUD via the shared hudEnabled default); direct-pointer mode maps through
the aspect-fit letterbox; the previous always-on behavior lives on as the
passthrough option. The mode latches per gesture (a Settings change never
splits one gesture across models), touchesCancelled releases held state
without synthesizing a click, and session stop flushes a mid-drag button.
Settings picker on iPhone + iPad next to the iPad-only pointer-capture
toggle. Deliberate default change: trackpad, not passthrough.
Android: new nativeSendTouch JNI shim → wire TouchDown/Move/Up (the host
already injects real touch on every backend — libei touchscreen, wlroots,
KWin fake-input, SendInput); streamTouchPassthrough forwards every finger
with stable ids and lifts still-held contacts on teardown; the trackpadMode
Boolean becomes the TouchMode enum (old pref migrated on load, never
rewritten) with a Settings dropdown.
Verified: macOS swift build + full suite (incl. new TouchMouseTests), iOS
Simulator Swift compile, cargo check/fmt/clippy on the native crate, Kotlin
app+kit compile + unit tests. On-glass feel of the iOS ballistics and
Android passthrough against a touch-aware app still pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit:
Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split
along the same seams.
The gamepad mode is couch-complete, and now on macOS too (the living-room
Mac case), not just iOS/iPadOS:
- GamepadSettingsView: a console-style, fully controller-navigable settings
screen (X from the launcher) — up/down moves focus, left/right steps values
(clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a
one-line description. Backed by GamepadMenuList, the vertical sibling of
GamepadCarousel, and SettingsOptions — the option lists hoisted out of
SettingsView statics and shared by the touch, tvOS and gamepad settings.
- GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad
— field rows open an on-screen controller keyboard (dpad grid, A types,
X backspaces, B done); the launcher carousel ends in an Add Host tile, so
the dead-end "add one with touch first" empty state is gone.
- Launcher polish: contextual hint bar with the pad's real button glyphs,
controller name + battery chip, one shared console chrome.
- GamepadScreenBackground: an animated aurora (TimelineView-driven drifting
blobs in the brand's violet family, breathing radii, slow hue shift,
legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a
.metal library only bundles reliably in one of the two build systems (SPM vs
the xcodeproj's synced folders) these sources compile under.
- macOS port: settings/add-host/library present as sized sheets (a macOS sheet
takes its content's IDEAL size, and the GeometryReader-driven screens
collapsed to nothing), NSScreen-based mode lists, scroll indicators .never
(the "always show scroll bars" setting overrides .hidden), tray scrims so
scrolled rows dim under the pinned title/hints, extra title clearance, and a
PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/
library render-verified live on a real Mac + LAN hosts.
- GamepadMenuInput: X button support, and (re)start now snapshots held buttons
so a controller handoff press never fires twice (the B that closed the
keyboard no longer also cancels the screen underneath).
- Cleanups: one "Connection failed" alert in ContentView instead of one per
home screen; HostDiscovery.advertises/unsaved shared by both home screens.
- host: can_encode_444 stub for the non-Linux/Windows host build (the macOS
synthetic-source loopback used by the Swift tests).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>