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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@@ -113,11 +113,11 @@ public final class InputCapture {
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/// keyDown monitor only WHILE FORWARDING — that's the state in which the app's menu (which
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/// carries the same key equivalents for discoverability) can't see them, so the monitor is the
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/// captured-state delivery path; released, the events pass through and the menu handles them.
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/// ⌃⌥⇧Q releases the captured mouse/keyboard; ⌃⌥⇧D disconnects; ⌃⌥⇧S toggles the stats
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/// overlay. Main queue.
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/// ⌃⌥⇧Q releases the captured mouse/keyboard; ⌃⌥⇧D disconnects; ⌃⌥⇧S cycles the stats
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/// overlay tier (off → compact → normal → detailed). Main queue.
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public var onReleaseCapture: (() -> Void)?
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public var onDisconnect: (() -> Void)?
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public var onToggleStats: (() -> Void)?
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public var onCycleStats: (() -> Void)?
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/// Fired when a newer InputCapture takes the process-global GC handler slots (the
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/// singletons hold ONE handler each): the preempted owner must drop its capture
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@@ -246,7 +246,7 @@ public final class InputCapture {
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return nil
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case 1 /* S */:
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self.suppressedVK = 0x53
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self.onToggleStats?()
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self.onCycleStats?()
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return nil
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default:
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break
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@@ -2,7 +2,8 @@
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// touch gesture model (clients/android .../TouchInput.kt) so the two touch clients feel
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// identical. Two mouse modes share one gesture vocabulary — tap = left click · two-finger
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// tap = right click · two-finger drag = scroll · tap-then-press-and-drag = held left drag
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// (text selection / window moves) · three-finger tap = stats-HUD toggle:
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// (text selection / window moves) · three-finger tap = cycles the stats overlay tiers
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// (off → compact → normal → detailed, matching Android):
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//
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// * trackpad (default): the cursor STAYS PUT on touch-down and moves by the finger's
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// relative delta with mild acceleration — swipe to nudge, lift and re-swipe to walk it
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@@ -164,7 +165,7 @@ final class TouchMouse {
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} else if !moved {
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switch maxFingers {
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case 3...:
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Self.toggleHUD() // in-stream stats-overlay toggle, same as Android
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Self.cycleStats() // in-stream stats-tier cycle, same as Android
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case 2: // two-finger tap → right click
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send?(.mouseButton(Button.right, down: true))
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send?(.mouseButton(Button.right, down: false))
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@@ -274,12 +275,11 @@ final class TouchMouse {
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}
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}
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/// Three-finger tap toggles the stats overlay — through the shared `hudEnabled` default,
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/// which the app's HUD views observe via @AppStorage (so this needs no wiring to them).
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private static func toggleHUD() {
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let defaults = UserDefaults.standard
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let on = defaults.object(forKey: DefaultsKey.hudEnabled) as? Bool ?? true
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defaults.set(!on, forKey: DefaultsKey.hudEnabled)
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/// Three-finger tap cycles the stats overlay tiers (off → compact → normal → detailed) —
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/// through the shared `statsVerbosity` default, which the app's HUD views observe via
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/// @AppStorage (so this needs no wiring to them). Same cycle as Android's triple-tap.
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private static func cycleStats() {
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StatsVerbosity.store(StatsVerbosity.current.next())
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}
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}
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#endif
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