feat(windows-client): WinUI 3 (windows-reactor) UI — host list, settings, pairing, SwapChainPanel present
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Replaces the winit + raw-HWND-D3D11 shell with a native WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI). The earlier "Reactor can't host a swapchain" read was wrong — PR #4499 (merged 2026-06-01) added a SwapChainPanel widget with `set_swap_chain` over `CreateSwapChainForComposition`. Builds + clippy + fmt green on x86_64-pc-windows-msvc. - Cargo: drop winit/raw-window-handle; add windows-reactor + the `windows` crate, both pinned to the SAME windows-rs commit (b4129fcc) so the `IDXGISwapChain1` handed to `set_swap_chain` satisfies reactor's `windows_core::Interface`. Reactor's build.rs downloads the Windows App SDK NuGets + stages the bootstrap DLL/resources.pri — it requires `CARGO_WORKSPACE_DIR` set (now in the VM build env); /temp + /winmd gitignored. - present.rs: composition swapchain (B8G8R8A8 FLIP_SEQUENTIAL premultiplied) bound to the SwapChainPanel; WARP fallback, runtime D3DCompile shaders, dynamic RGBA texture, Contain-fit letterbox; driven by reactor's per-frame `on_rendering`. - app.rs: the WinUI 3 shell — host list (live mDNS + saved + manual), settings (resolution/ refresh/mic combos+toggle), in-app SPAKE2 PIN pairing screen, and the stream page. Trust gate mirrors the GTK client (pinned → silent, pair=optional → TOFU, else PIN); a pinned-fp mismatch routes to re-pair. The session pump + decoded-frame handoff cross to the UI thread via a Mutex side-channel + thread-locals (the SwapChainPanel sample's pattern). - gamepad: `ctl` sender now `Arc<Mutex<…>>` so GamepadService is `Sync` (shared across the UI and session-pump threads). main.rs: windowed = in-app UI; `--headless`/`--discover` keep the CLI paths. Not yet wired: raw stream keyboard/mouse input (next commit — reactor exposes no raw key/ pointer events, so it needs Win32 low-level hooks or Microsoft.UI.Xaml bindings). On-glass validation pending a display (the dev VM is headless/GPU-less). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -51,7 +51,9 @@ pub struct GamepadService {
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pads: Arc<Mutex<Vec<PadInfo>>>,
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active: Arc<Mutex<Option<PadInfo>>>,
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pinned: Arc<Mutex<Option<u32>>>,
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ctl: Sender<Ctl>,
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// `Arc<Mutex<…>>` (not a bare `Sender`, which is `!Sync`) so the service is `Sync` — the
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// WinUI app shares it across the UI thread and the session-pump thread (attach/detach).
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ctl: Arc<Mutex<Sender<Ctl>>>,
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}
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impl GamepadService {
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@@ -75,7 +77,7 @@ impl GamepadService {
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pads,
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active,
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pinned,
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ctl,
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ctl: Arc::new(Mutex::new(ctl)),
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}
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}
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@@ -95,15 +97,15 @@ impl GamepadService {
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#[allow(dead_code)] // consumed by the settings GUI (follow-up)
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pub fn set_pinned(&self, id: Option<u32>) {
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let _ = self.ctl.send(Ctl::Pin(id));
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let _ = self.ctl.lock().unwrap().send(Ctl::Pin(id));
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}
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pub fn attach(&self, connector: Arc<NativeClient>) {
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let _ = self.ctl.send(Ctl::Attach(connector));
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let _ = self.ctl.lock().unwrap().send(Ctl::Attach(connector));
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}
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pub fn detach(&self) {
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let _ = self.ctl.send(Ctl::Detach);
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let _ = self.ctl.lock().unwrap().send(Ctl::Detach);
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}
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/// What "Automatic" resolves to right now — the virtual pad matching the physical one
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