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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@@ -265,7 +265,7 @@ impl PadProto for DsLinuxProto {
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/// Merge buttons/sticks/triggers from the frame, preserving touch + motion + pad clicks (those
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/// come on the rich-input plane and must survive a button-only frame).
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fn merge_frame(&self, prev: &DsState, f: &crate::gamestream::gamepad::GamepadFrame) -> DsState {
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fn merge_frame(&self, prev: &DsState, f: &punktfunk_core::input::GamepadFrame) -> DsState {
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// Steam back grips have no DualSense slot — fold them onto standard buttons per the
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// configured policy (default drop) so they aren't silently lost.
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let buttons = crate::inject::steam_remap::fold_paddles(f.buttons, self.remap.paddles);
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@@ -355,7 +355,7 @@ impl PadProto for DsEdgeLinuxProto {
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/// Merge buttons/sticks/triggers from the frame, preserving the rich-plane fields — like the
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/// plain DualSense, EXCEPT the wire paddles are not folded away: they land on the Edge's own
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/// `buttons[2]` bits (rebuilt from every button frame, so no extra persistence).
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fn merge_frame(&self, prev: &DsState, f: &crate::gamestream::gamepad::GamepadFrame) -> DsState {
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fn merge_frame(&self, prev: &DsState, f: &punktfunk_core::input::GamepadFrame) -> DsState {
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let mut s = DsState::from_gamepad(
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f.buttons,
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f.ls_x,
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