feat(linux-client): gamepad library launcher — console-style coverflow (--browse)
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A controller-driven, chrome-less library launcher for the Steam Deck flow
(the Decky plugin's "Open library on screen" + pinned games, 8470419):
`--browse host[:port]` opens a paired host's game library as a coverflow
over a drifting aurora — A streams the focused title (the id rides the
Hello), session end returns to the launcher, B quits back to Gaming Mode.
`--connect` gains `--launch <id>` for direct-to-game starts; `--mgmt`
overrides the library port. Scope is deliberately library-only: host
selection/settings stay in the touch UI, pairing stays in the plugin (no
dialog can map under gamescope — every state renders in-page).
- gamepad.rs menu mode: the worker holds the active pad open while idle
(WITHOUT the Valve HIDAPI drivers — Deck lizard mode survives) and
translates it through a pure MenuNav state machine: edge-triggered
buttons, held-state snapshot on entry/detach (the escape chord that ends
a stream can't ghost-fire in the menu), 380/160 ms stick/dpad repeat,
menu rumble ticks. Keyboard fallback (arrows/Enter/Esc) drives the same
handler — fully usable with no pad, no host (PUNKTFUNK_FAKE_LIBRARY).
- Coverflow: ±38° corridor-facing tilt under per-card perspective
(gsk rotate_3d), dense overlapping side shelves with paint-order
restacking (gtk::Fixed draws in child order), opaque card faces + a
darkening veil for the recede (translucency would bleed the stack
through). The strip lives in an External-policy ScrolledWindow because
a bare gtk::Fixed measures its TRANSFORMED children and inflates the
page min-width past the window.
- Spring-driven motion: semi-implicit Euler in ≤8 ms substeps (a raw
50 ms frame leaves the stiff recoil spring ringing at ω·dt ≈ 1.2 —
regression-tested), ζ≈0.85 cursor chase + ζ≈0.55 boundary wobble;
velocity carries across retargets so held-repeat scrolling glides.
- Shot scene `gamepad-library` (GTK animations force-disabled in shot mode
— nav transitions froze mid-slide in headless captures); shared poster
fetch extracted to library::spawn_art_fetch.
Verified here: 21 unit tests (MenuNav, cursor stepping, spring
convergence/stability), clippy -D warnings clean, screenshot scene
pixel-checked, --browse smoke runs (fake-library + unpaired) on the
headless session. On-Deck validation pending (virtual-pad input, lizard
mode, rumble via Steam Input, full Decky→browse→stream→launcher loop).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -14,11 +14,6 @@ use gtk::{gdk, glib};
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use std::cell::{Cell, RefCell};
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use std::collections::{HashMap, VecDeque};
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use std::rc::Rc;
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use std::sync::{Arc, Mutex};
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/// Concurrent poster fetches — a handful is plenty for a LAN art proxy without turning a
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/// big library into a connection burst.
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const ART_WORKERS: usize = 3;
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/// Everything the page re-renders from. Kept alive by the widget closures (reload/retry/
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/// card activation); dropped when the page is popped, which also winds down any in-flight
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@@ -295,39 +290,7 @@ fn load_art(state: &Rc<State>, games: &[GameEntry]) {
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}
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let identity = state.app.identity.clone();
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let pin = state.req.fp_hex.as_deref().and_then(trust::parse_hex32);
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let queue = Arc::new(Mutex::new(jobs));
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let (tx, rx) = async_channel::unbounded::<(String, Vec<u8>)>();
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for _ in 0..ART_WORKERS {
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let queue = queue.clone();
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let tx = tx.clone();
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let base = base.clone();
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let identity = identity.clone();
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std::thread::Builder::new()
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.name("punktfunk-lib-art".into())
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.spawn(move || {
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let Ok(agent) = library::agent(&identity, pin) else {
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return;
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};
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loop {
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let job = queue.lock().unwrap().pop_front();
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let Some((id, candidates)) = job else { break };
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for url in &candidates {
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match library::fetch_art(&agent, &base, url) {
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Ok(bytes) => {
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// Receiver gone (page popped) — stop fetching.
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if tx.send_blocking((id, bytes)).is_err() {
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return;
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}
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break;
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}
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// 404 on a guessed CDN path is routine — try the next kind.
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Err(e) => tracing::debug!(%id, url, error = %e, "poster miss"),
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}
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}
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}
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})
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.expect("spawn art thread");
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}
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let rx = library::spawn_art_fetch(base, identity, pin, jobs);
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let weak = Rc::downgrade(state);
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glib::spawn_future_local(async move {
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while let Ok((id, bytes)) = rx.recv().await {
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@@ -349,7 +312,8 @@ fn load_art(state: &Rc<State>, games: &[GameEntry]) {
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/// The store badge text — `store` comes from the entry (today `steam`/`custom`; future
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/// stores per the host's provider list), with the id prefix as a fallback spelling.
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fn store_label(store: &str) -> &'static str {
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/// Shared with the gamepad launcher's posters.
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pub fn store_label(store: &str) -> &'static str {
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match store {
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"steam" => "Steam",
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"custom" => "Custom",
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@@ -363,7 +327,8 @@ fn store_label(store: &str) -> &'static str {
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}
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/// Monogram for the placeholder tile: the first letters of the first two words.
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fn initials(title: &str) -> String {
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/// Shared with the gamepad launcher's posters.
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pub fn initials(title: &str) -> String {
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title
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.split_whitespace()
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.take(2)
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