feat(clients): tiered stats overlay everywhere — Compact/Normal/Detailed on every platform
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Ship the Android client's 3-tier stats-overlay semantics in every other client (design/stats-unification.md vocabulary): Off → Compact (one line: fps · e2e ms · Mb/s + loss flag) → Normal (mode + e2e p50/p95 + loss counters) → Detailed (decoder path, HDR tag, per-stage latency equation). Apple: new StatsVerbosity in PunktfunkKit persisted under punktfunk.statsVerbosity (migrates the legacy hudEnabled bool: explicit off → Off, else Normal). The existing three-finger tap (TouchMouse, trackpad/pointer modes only — touch passthrough untouched) now cycles the tiers instead of toggling, matching Android; ⌃⌥⇧S (menu + captured-state monitor) cycles the same ladder. Tiered StreamHUDView (compact glass pill / headline HUD / full equation HUD); the iOS corner disconnect also shows in Compact (the pill carries no button). Tier pickers on iOS, macOS, tvOS and the gamepad settings UI. Session stack (Linux + Windows + Deck share punktfunk-session): shared pf_client_core::trust::StatsVerbosity; Settings grows stats_verbosity with a show_stats fallback, and writes keep the legacy bool in sync so pre-tier binaries reading the same JSON agree on off vs on. Ctrl+Alt+Shift+S cycles the tier and re-renders the OSD immediately from the last stats window; the stdout stats: line always carries the full Detailed text so the shell status card and scripts keep a stable shape; --stats bumps Off → Normal without demoting a richer tier. Tier pickers in the GTK dialog, the WinUI settings page and the console-UI settings row; shortcut copy updated (GTK shortcuts window, Windows help, session README). The Windows legacy builtin path keeps its bool HUD. Tests: tier migration/round-trip in trust.rs, tiered stats_text output in pf-presenter. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -31,8 +31,15 @@ struct ContentView: View {
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@AppStorage(DefaultsKey.codec) private var codec = "auto"
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@AppStorage(DefaultsKey.hdrEnabled) private var hdrEnabled = true
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@AppStorage(DefaultsKey.fullscreenWhileStreaming) private var fullscreenWhileStreaming = true
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@AppStorage(DefaultsKey.hudEnabled) private var hudEnabled = true
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// The raw string is what @AppStorage observes (so cycles from any surface re-render this
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// view); the absent-key default runs the legacy-hudEnabled migration once per init.
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@AppStorage(DefaultsKey.statsVerbosity) private var statsVerbosityRaw
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= StatsVerbosity.current.rawValue
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@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
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/// The persisted overlay tier (unknown raw falls back to .normal, like the migration).
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private var statsVerbosity: StatsVerbosity {
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StatsVerbosity(rawValue: statsVerbosityRaw) ?? .normal
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}
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/// The `codec` setting as a `PUNKTFUNK_CODEC_*` soft-preference byte (`0` = auto).
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private var preferredCodecByte: UInt8 {
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switch codec {
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@@ -393,8 +400,10 @@ struct ContentView: View {
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displayMeter: model.displayStage
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)
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.overlay(alignment: placement.alignment) {
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if captureEnabled && hudEnabled {
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StreamHUDView(model: model, connection: conn, placement: placement)
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if captureEnabled && statsVerbosity != .off {
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StreamHUDView(
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model: model, connection: conn, placement: placement,
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verbosity: statsVerbosity)
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}
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}
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#if os(macOS)
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@@ -422,17 +431,18 @@ struct ContentView: View {
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}
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#endif
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#if os(iOS)
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// Touch users have no menu / ⌘D, so when the HUD (and its Disconnect button)
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// is hidden, keep a minimal always-reachable exit in a corner. It rides a
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// material disc (like the HUD) so the glyph stays legible over a bright frame
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// — this is the sole touch disconnect path when stats are off.
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// Touch users have no menu / ⌘D, so when the HUD's Disconnect button isn't on
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// screen — the overlay off, or the compact pill (which carries no button) —
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// keep a minimal always-reachable exit in a corner. It rides a material disc
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// (like the HUD) so the glyph stays legible over a bright frame — this is the
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// sole touch disconnect path in those tiers.
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.overlay(alignment: .topLeading) {
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if captureEnabled && !hudEnabled {
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if captureEnabled && (statsVerbosity == .off || statsVerbosity == .compact) {
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Button { model.disconnect() } label: {
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Image(systemName: "xmark")
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.font(.headline.weight(.semibold))
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.frame(width: 36, height: 36)
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// Sole touch exit when the HUD is off — a floating glass disc
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// Sole touch exit in the off/compact tiers — a floating glass disc
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// over the frame (26+, material fallback). interactive: the disc
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// IS the tap target, so the glass reacts to press.
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.glassBackground(Circle(), interactive: true)
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