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:
2026-07-03 21:41:43 +00:00
parent 69609945a3
commit 38078fe7ee
10 changed files with 1888 additions and 83 deletions
+5 -40
View File
@@ -14,11 +14,6 @@ use gtk::{gdk, glib};
use std::cell::{Cell, RefCell};
use std::collections::{HashMap, VecDeque};
use std::rc::Rc;
use std::sync::{Arc, Mutex};
/// Concurrent poster fetches — a handful is plenty for a LAN art proxy without turning a
/// big library into a connection burst.
const ART_WORKERS: usize = 3;
/// Everything the page re-renders from. Kept alive by the widget closures (reload/retry/
/// card activation); dropped when the page is popped, which also winds down any in-flight
@@ -295,39 +290,7 @@ fn load_art(state: &Rc<State>, games: &[GameEntry]) {
}
let identity = state.app.identity.clone();
let pin = state.req.fp_hex.as_deref().and_then(trust::parse_hex32);
let queue = Arc::new(Mutex::new(jobs));
let (tx, rx) = async_channel::unbounded::<(String, Vec<u8>)>();
for _ in 0..ART_WORKERS {
let queue = queue.clone();
let tx = tx.clone();
let base = base.clone();
let identity = identity.clone();
std::thread::Builder::new()
.name("punktfunk-lib-art".into())
.spawn(move || {
let Ok(agent) = library::agent(&identity, pin) else {
return;
};
loop {
let job = queue.lock().unwrap().pop_front();
let Some((id, candidates)) = job else { break };
for url in &candidates {
match library::fetch_art(&agent, &base, url) {
Ok(bytes) => {
// Receiver gone (page popped) — stop fetching.
if tx.send_blocking((id, bytes)).is_err() {
return;
}
break;
}
// 404 on a guessed CDN path is routine — try the next kind.
Err(e) => tracing::debug!(%id, url, error = %e, "poster miss"),
}
}
}
})
.expect("spawn art thread");
}
let rx = library::spawn_art_fetch(base, identity, pin, jobs);
let weak = Rc::downgrade(state);
glib::spawn_future_local(async move {
while let Ok((id, bytes)) = rx.recv().await {
@@ -349,7 +312,8 @@ fn load_art(state: &Rc<State>, games: &[GameEntry]) {
/// The store badge text — `store` comes from the entry (today `steam`/`custom`; future
/// stores per the host's provider list), with the id prefix as a fallback spelling.
fn store_label(store: &str) -> &'static str {
/// Shared with the gamepad launcher's posters.
pub fn store_label(store: &str) -> &'static str {
match store {
"steam" => "Steam",
"custom" => "Custom",
@@ -363,7 +327,8 @@ fn store_label(store: &str) -> &'static str {
}
/// Monogram for the placeholder tile: the first letters of the first two words.
fn initials(title: &str) -> String {
/// Shared with the gamepad launcher's posters.
pub fn initials(title: &str) -> String {
title
.split_whitespace()
.take(2)