fix(apple): capture the PS/Home button + fullscreen only while streaming
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Two issues from live Mac testing, plus a requested fullscreen option:

- PS button: the Home/PS button (→ guide; the host maps it to the DualSense PS bit)
  does not reliably fire GCExtendedGamepad.valueChangedHandler on macOS, so its presses
  were dropped. Add a dedicated buttonHome.pressedChangedHandler that re-syncs. The host
  already maps BTN_GUIDE→PS, so this is the missing client half.
- Fullscreen: a macOS FullscreenController (NSViewRepresentable) takes the window
  fullscreen while a session is up (incl. the trust prompt over the blurred stream) and
  restores it on the host list — so only the stream is fullscreen, not the picker. New
  `fullscreenWhileStreaming` setting (default on) + a Settings "Window" toggle.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-14 16:14:37 +00:00
parent 01409d9d8a
commit 36a04e667c
4 changed files with 49 additions and 0 deletions
@@ -169,6 +169,15 @@ public final class GamepadCapture {
ext.valueChangedHandler = { [weak self] g, _ in
MainActor.assumeIsolated { self?.sync(g) }
}
// The Home/PS button ( guide; the host maps it to the DualSense PS / Xbox guide bit) does
// NOT reliably fire the gamepad's valueChangedHandler on macOS, so its presses were dropped.
// A dedicated handler re-syncs on every Home transition.
ext.buttonHome?.pressedChangedHandler = { [weak self] _, _, _ in
MainActor.assumeIsolated {
guard let self, let g = self.bound?.extendedGamepad else { return }
self.sync(g)
}
}
// Wake the host pad immediately (pads are created lazily from the first event;
// a DualSense's UHID handshake + initial lightbar write only start then).
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0))