refactor(host/W6.0): hoist GamepadEvent/GamepadFrame to punktfunk_core::input
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First de-coupling for the host crate carve (plan §W6.0 / §2.4): the GameStream (Moonlight-plane) decoded controller types were defined in gamestream/gamepad.rs — the "junk drawer" — yet consumed 18× by the platform-neutral input injectors AND by the Moonlight decode path. Once inject becomes pf-inject, reaching them via crate::gamestream would be an illegal upward edge. Move the two types to core::input (below both planes; inject already depends on core) and repoint every consumer. Also consolidate the duplicated MAX_PADS onto the existing core::input::MAX_PADS. The gamestream BTN_* const aliases stay for now (separate follow-up); decode()/rumble/tests remain in the Moonlight plane, now importing the types from core. Verified: Linux (home-worker-5) clippy -p punktfunk-core -p punktfunk-host --all-targets -D warnings + gamepad tests green; Windows (192.168.1.158) clippy -p punktfunk-host --features nvenc,amf-qsv --all-targets green (the inject/windows/* consumers compile). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -320,6 +320,42 @@ impl InputEvent {
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}
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}
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/// One decoded GameStream (Moonlight-plane) controller event. Shared vocabulary: the host's
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/// GameStream/Moonlight decode path produces these, and the platform-neutral input injectors
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/// (`pf-inject`) consume them — so the type lives in `core::input`, below both, rather than in
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/// either plane. The `buttons` bitmask uses the same [`gamepad`] `BTN_*` layout as the native
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/// [`GamepadSnapshot`] (GameStream's `buttonFlags | buttonFlags2 << 16` is bit-identical).
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#[derive(Clone, Copy, Debug, PartialEq, Eq)]
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pub enum GamepadEvent {
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/// Full state of one controller + the set of attached controllers.
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State(GamepadFrame),
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/// Sunshine arrival metadata (precedes the first State for that pad).
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Arrival {
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index: u8,
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/// 0 unknown, 1 xbox, 2 ps, 3 nintendo.
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kind: u8,
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/// LI_CCAP_* bits (0x02 = rumble).
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capabilities: u16,
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},
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}
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/// Snapshot of one controller's inputs (Moonlight conventions: sticks −32768..32767 with +Y
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/// up, triggers 0..255, buttons = `buttonFlags | buttonFlags2 << 16`). The decoded-frame twin of
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/// [`GamepadSnapshot`] on the GameStream/Moonlight plane; see [`GamepadEvent`] for why it lives here.
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#[derive(Clone, Copy, Debug, Default, PartialEq, Eq)]
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pub struct GamepadFrame {
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pub index: i16,
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/// Bit n set = controller n attached; a clear bit for an allocated pad means unplug.
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pub active_mask: u16,
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pub buttons: u32,
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pub left_trigger: u8,
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pub right_trigger: u8,
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pub ls_x: i16,
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pub ls_y: i16,
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pub rs_x: i16,
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pub rs_y: i16,
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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