feat(decky): native-touch controller layout + restructured shortcuts + artwork

Ship a Steam Input controller layout (controller_config/punktfunk.vdf) whose
always-on `ts_n` command enables native touchscreen delivery on the Deck, and
have the backend auto-install it (apply_controller_config: copy to
controller_base/templates + upsert the per-account configset entry, chown to the
user, back up first). This is what makes the Deck touchscreen reach the client
as native touch under gamescope without disabling Steam Input (impossible on the
Deck) — no manual controller setup.

Two shortcuts sharing the "Punktfunk" name (so one config key covers both): a
hidden stateful stream entry and a visible stateless entry that launches straight
into the gamepad UI. Both get full artwork (grid/gridwide/hero/logo/icon,
replaced with exported PNGs). Drop the art-generation script.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 16:31:44 +02:00
parent 927a571414
commit 60d4653083
13 changed files with 1052 additions and 373 deletions
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+15 -8
View File
@@ -12,7 +12,7 @@
# Per-session parameters arrive as environment variables, set as the shortcut's Steam launch # Per-session parameters arrive as environment variables, set as the shortcut's Steam launch
# options by the plugin (SteamClient.Apps.SetAppLaunchOptions), so ONE generic shortcut serves # options by the plugin (SteamClient.Apps.SetAppLaunchOptions), so ONE generic shortcut serves
# every host (and every pinned game): # every host (and every pinned game):
# PF_HOST host[:port] to connect to (required) # PF_HOST host[:port] to connect to (required for streaming; optional for browse)
# PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games) # PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games)
# PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect) # PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect)
# PF_MGMT management-API port for --browse (optional; client defaults to 47990) # PF_MGMT management-API port for --browse (optional; client defaults to 47990)
@@ -36,24 +36,31 @@ set -u
APPID="${PF_APPID:-io.unom.Punktfunk}" APPID="${PF_APPID:-io.unom.Punktfunk}"
FLATPAK="${PF_FLATPAK:-flatpak}" FLATPAK="${PF_FLATPAK:-flatpak}"
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
exit 2
fi
# exec so the flatpak client IS the game process — when it exits, Steam ends the "game" and # exec so the flatpak client IS the game process — when it exits, Steam ends the "game" and
# Gaming Mode reclaims focus automatically (no manual refocus needed). # Gaming Mode reclaims focus automatically (no manual refocus needed).
# --fullscreen: present the stream chrome-less and fullscreen (the client also auto-detects the # --fullscreen: present the stream chrome-less and fullscreen (the client also auto-detects the
# Deck/gamescope env, and ignores the flag harmlessly on older builds that predate it). # Deck/gamescope env, and ignores the flag harmlessly on older builds that predate it).
if [ -n "${PF_BROWSE:-}" ]; then if [ -n "${PF_BROWSE:-}" ]; then
# The gamepad library launcher: browse the host's games on-screen, A streams one, # The gamepad UI. BARE `--browse` (no PF_HOST) opens the console home — the self-contained
# session end returns to the launcher, B quits back to Gaming Mode. # host picker + pairing + settings, gamepad-navigable — which is what the stateless, visible
# library shortcut launches. `--browse <host>` opens straight into that host's library (the
# per-host "open on screen" action). A streams a game, session end returns here, B quits.
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: gamepad UI $APPID --browse (console home)" >&2
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse --fullscreen
fi
echo "punktfunkrun: library $APPID --browse $PF_HOST" >&2 echo "punktfunkrun: library $APPID --browse $PF_HOST" >&2
if [ -n "${PF_MGMT:-}" ]; then if [ -n "${PF_MGMT:-}" ]; then
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --mgmt "$PF_MGMT" --fullscreen exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --mgmt "$PF_MGMT" --fullscreen
fi fi
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --fullscreen exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --fullscreen
fi fi
# Streaming modes need a host (browse above is the only host-less path).
if [ -z "${PF_HOST:-}" ]; then
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
exit 2
fi
if [ -n "${PF_LAUNCH:-}" ]; then if [ -n "${PF_LAUNCH:-}" ]; then
# A pinned game: the id rides the session Hello and the host launches that title. # A pinned game: the id rides the session Hello and the host launches that title.
echo "punktfunkrun: streaming $APPID --connect $PF_HOST --launch $PF_LAUNCH" >&2 echo "punktfunkrun: streaming $APPID --connect $PF_HOST --launch $PF_LAUNCH" >&2
+757
View File
@@ -0,0 +1,757 @@
"controller_mappings"
{
"version" "3"
"revision" "2"
"title" "Punktfunk"
"description" "Native touchscreen + full gamepad passthrough for the Punktfunk streaming client."
"creator" "0"
"progenitor" "template://controller_neptune_gamepad_fps.vdf"
"url" "template://controller_neptune_gamepad_fps.vdf"
"export_type" "unknown"
"controller_type" "controller_neptune"
"controller_caps" "23117823"
"major_revision" "0"
"minor_revision" "0"
"Timestamp" "0"
"localization"
{
"english"
{
"title" "Punktfunk"
"description" "Native touchscreen + full gamepad for Punktfunk streaming."
}
}
"group"
{
"id" "0"
"mode" "four_buttons"
"name" ""
"description" ""
"inputs"
{
"button_a"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button A, , "
}
}
}
"disabled_activators"
{
}
}
"button_b"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button B, , "
}
}
}
"disabled_activators"
{
}
}
"button_x"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button X, , "
}
}
}
"disabled_activators"
{
}
}
"button_y"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button Y, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "1"
"mode" "dpad"
"name" ""
"description" ""
"inputs"
{
"dpad_north"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_up, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_south"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_down, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_east"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_right, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_west"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button dpad_left, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "2"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "3"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
"settings"
{
"deadzone_inner_radius" "7199"
}
}
"group"
{
"id" "4"
"mode" "trigger"
"name" ""
"description" ""
"inputs"
{
}
"settings"
{
"output_trigger" "1"
}
}
"group"
{
"id" "5"
"mode" "trigger"
"name" ""
"description" ""
"inputs"
{
}
"settings"
{
"output_trigger" "2"
}
}
"group"
{
"id" "6"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "8"
"mode" "joystick_move"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "9"
"mode" "dpad"
"name" ""
"description" ""
"inputs"
{
"dpad_north"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_UP, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_south"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_DOWN, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_east"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_RIGHT, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
"dpad_west"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button DPAD_LEFT, , "
}
"settings"
{
"haptic_intensity" "1"
}
}
}
"disabled_activators"
{
}
}
}
"settings"
{
"requires_click" "0"
"haptic_intensity_override" "0"
}
}
"group"
{
"id" "10"
"mode" "single_button"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button START, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "11"
"mode" "single_button"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button SELECT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "12"
"mode" "mouse_joystick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Soft_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "13"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "14"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "15"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_RIGHT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "16"
"mode" "flickstick"
"name" ""
"description" ""
"inputs"
{
"click"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button JOYSTICK_LEFT, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"group"
{
"id" "7"
"mode" "switches"
"name" ""
"description" ""
"inputs"
{
"button_escape"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button start, , "
}
}
}
"disabled_activators"
{
}
}
"button_menu"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button select, , "
}
}
}
"disabled_activators"
{
}
}
"left_bumper"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button shoulder_left, , "
}
}
}
"disabled_activators"
{
}
}
"right_bumper"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "xinput_button shoulder_right, , "
}
}
}
"disabled_activators"
{
}
}
"button_back_left"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_right"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_left_upper"
{
"activators"
{
}
"disabled_activators"
{
}
}
"button_back_right_upper"
{
"activators"
{
}
"disabled_activators"
{
}
}
"always_on_action"
{
"activators"
{
"Full_Press"
{
"bindings"
{
"binding" "controller_action ts_n, , "
}
}
}
"disabled_activators"
{
}
}
}
}
"preset"
{
"id" "0"
"name" "Default"
"group_source_bindings"
{
"7" "switch active"
"0" "button_diamond active"
"1" "left_trackpad active"
"11" "left_trackpad inactive"
"16" "left_trackpad inactive"
"2" "right_trackpad inactive"
"6" "right_trackpad inactive"
"10" "right_trackpad inactive"
"12" "right_trackpad active"
"15" "right_trackpad inactive"
"3" "joystick active"
"14" "joystick inactive"
"4" "left_trigger active"
"5" "right_trigger active"
"8" "right_joystick active"
"13" "right_joystick inactive"
"9" "dpad active"
}
}
"settings"
{
"left_trackpad_mode" "0"
"right_trackpad_mode" "0"
}
}
+139 -4
View File
@@ -89,6 +89,93 @@ def _pins_path() -> Path:
return _client_config_dir() / "decky-pinned.json" return _client_config_dir() / "decky-pinned.json"
# --- Steam Input controller config injection (native touchscreen via the ts_n command) --------
# The Deck's touchscreen only reaches the app as native wl_touch when a Steam Input layout with
# the "Touchscreen Native Support" (controller_action ts_n) command is active for the game. We
# ship that layout (controller_config/punktfunk.vdf, built on Steam's gamepad-fps template) and
# point our shortcuts at it, EmuDeck-style: drop it in controller_base/templates/ (so it is also
# a selectable "Punktfunk" template) AND set each account's configset entry for our shortcut's
# game key to that template. Steam keys non-Steam games by their LOWERCASE NAME (verified on the
# Deck: our "Punktfunk" shortcut → the "punktfunk" configset key), so both our shortcuts (same
# name) share one entry. controller_neptune = the Deck's built-in controller type.
CONTROLLER_TEMPLATE = "punktfunk.vdf"
def _steam_root() -> Path:
"""Steam's base dir on SteamOS (~/.steam/steam symlinks here)."""
return Path(decky.DECKY_USER_HOME) / ".local" / "share" / "Steam"
def _controller_template_src() -> Path:
return Path(decky.DECKY_PLUGIN_DIR) / "controller_config" / CONTROLLER_TEMPLATE
def _chown_like_parent(path: Path) -> None:
"""The Decky backend runs as root, so files it CREATES in the deck-owned Steam tree land
root-owned — which would stop Steam (running as the user) from rewriting them. Match the
parent dir's owner so Steam retains write access. Best-effort."""
try:
st = path.parent.stat()
os.chown(path, st.st_uid, st.st_gid)
except OSError:
pass
def _configset_dirs() -> list[Path]:
"""Every Steam account's controller-config dir holding configset_controller_neptune.vdf."""
base = _steam_root() / "steamapps" / "common" / "Steam Controller Configs"
return [p / "config" for p in sorted(base.glob("*")) if (p / "config").is_dir()]
def _upsert_configset_entry(text: str, key: str, source_type: str, source_val: str) -> str:
"""Set the top-level ``"<key>" { "<source_type>" "<source_val>" }`` block in a
configset_controller_neptune.vdf, replacing any existing block for that key (case-insensitive)
or inserting one before the file's final closing brace. Targeted (only our key is touched) so
the hundreds of other game entries stay byte-for-byte intact. Creates the wrapping
``"controller_config" { }`` skeleton when the file is empty/new."""
block = f'\t"{key}"\n\t{{\n\t\t"{source_type}"\t\t"{source_val}"\n\t}}\n'
if '"controller_config"' not in text:
return '"controller_config"\n{\n' + block + "}\n"
lower = text.lower()
needle = f'"{key.lower()}"'
# Find the key token that begins a top-level entry (its own line), then its "{ … }" block.
search_from = 0
while True:
idx = lower.find(needle, search_from)
if idx == -1:
break
# Must be a standalone key line (preceded only by whitespace back to a newline).
line_start = text.rfind("\n", 0, idx) + 1
if text[line_start:idx].strip() != "":
search_from = idx + len(needle)
continue
brace = text.find("{", idx)
if brace == -1:
break
depth = 0
i = brace
while i < len(text):
if text[i] == "{":
depth += 1
elif text[i] == "}":
depth -= 1
if depth == 0:
break
i += 1
end = i + 1
# Consume the trailing newline after the block so we don't accumulate blank lines.
if end < len(text) and text[end] == "\n":
end += 1
return text[:line_start] + block + text[end:]
# Not present — insert before the last closing brace (the controller_config block's end).
last_close = text.rstrip().rfind("}")
if last_close == -1:
return text.rstrip() + "\n" + block
return text[:last_close] + block + text[last_close:]
def _parse_library_tsv(stdout: str) -> list[dict]: def _parse_library_tsv(stdout: str) -> list[dict]:
"""Parse the flatpak client's ``--library`` output: one ``id\\tstore\\ttitle`` line per """Parse the flatpak client's ``--library`` output: one ``id\\tstore\\ttitle`` line per
game plus a trailing ``N game(s)`` count line (no tabs — it self-skips here). A title game plus a trailing ``N game(s)`` count line (no tabs — it self-skips here). A title
@@ -726,10 +813,10 @@ class Plugin:
return {"ok": False, "error": str(exc)} return {"ok": False, "error": str(exc)}
async def shortcut_art(self) -> dict: async def shortcut_art(self) -> dict:
"""The Steam-shortcut artwork shipped with the plugin (``assets/``, generated by """The Steam-shortcut artwork shipped with the plugin (committed under ``assets/``):
``scripts/gen-steam-art.py``): base64 PNGs for SetCustomArtworkForApp plus the base64 PNGs (grid/gridwide/hero/logo) for SetCustomArtworkForApp plus the icon's
icon's absolute path for SetShortcutIcon (which wants a file, not bytes). Missing absolute path for SetShortcutIcon (which wants a file, not bytes). Missing files are
files are simply omitted — artwork is cosmetic and must never block a launch.""" simply omitted — artwork is cosmetic and must never block a launch."""
art: dict = {} art: dict = {}
base = Path(decky.DECKY_PLUGIN_DIR) / "assets" base = Path(decky.DECKY_PLUGIN_DIR) / "assets"
for key, fname in ( for key, fname in (
@@ -746,6 +833,54 @@ class Plugin:
art["icon_path"] = str(icon) if icon.exists() else "" art["icon_path"] = str(icon) if icon.exists() else ""
return art return art
async def apply_controller_config(self, name: str = "Punktfunk") -> dict:
"""Install our Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and
point the shortcut(s) at it, so the Deck touchscreen reaches the client as native touch
with zero manual controller setup. Best-effort + idempotent — a controller tweak must
never block a launch, so failures are reported, not raised. Both shortcuts share the same
name → the same lowercase configset key, so one entry per account covers both."""
src = _controller_template_src()
if not src.exists():
return {"ok": False, "error": "template-missing", "detail": str(src)}
key = name.strip().lower()
applied: list[str] = []
errors: list[str] = []
# 1) Ship it as a selectable template (also the safe fallback if Steam clobbers the
# configset write on exit): controller_base/templates/punktfunk.vdf.
try:
tdir = _steam_root() / "controller_base" / "templates"
tdir.mkdir(parents=True, exist_ok=True)
dst = tdir / CONTROLLER_TEMPLATE
shutil.copyfile(src, dst)
_chown_like_parent(dst)
applied.append("template")
except OSError as e:
errors.append(f"template: {e}")
# 2) Point each Steam account's configset at that template for our game key.
dirs = _configset_dirs()
for d in dirs:
f = d / "configset_controller_neptune.vdf"
try:
text = f.read_text(encoding="utf-8") if f.exists() else ""
new = _upsert_configset_entry(text, key, "template", CONTROLLER_TEMPLATE)
if new != text:
if f.exists(): # keep one recoverable backup before our first edit
bak = f.with_name(f.name + ".pf-bak")
if not bak.exists():
shutil.copyfile(f, bak)
_chown_like_parent(bak)
existed = f.exists()
f.write_text(new, encoding="utf-8")
if not existed: # a freshly-created file is root-owned — hand it to the user
_chown_like_parent(f)
applied.append(f"configset:{d.parent.name}")
except OSError as e:
errors.append(f"{d.parent.name}: {e}")
decky.logger.info(
"apply_controller_config key=%s applied=%s errors=%s", key, applied, errors
)
return {"ok": not errors, "applied": applied, "errors": errors, "accounts": len(dirs)}
async def runner_info(self) -> dict: async def runner_info(self) -> dict:
"""The wrapper-script path + flatpak app id the frontend needs to create the Steam """The wrapper-script path + flatpak app id the frontend needs to create the Steam
shortcut. The shortcut invokes the script through ``/bin/sh`` (see steam.ts), so no shortcut. The shortcut invokes the script through ``/bin/sh`` (see steam.ts), so no
-297
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@@ -1,297 +0,0 @@
#!/usr/bin/env python3
"""Generate the Steam-shortcut artwork for the Decky plugin (committed, like the tray icons).
The plugin registers a non-Steam shortcut ("Punktfunk") whose grid/hero/logo/icon Steam
would otherwise render as a gray placeholder tile. These assets brand it: the lens mark
(same geometry as scripts/gen-tray-icons.py / web's brand-mark.tsx) over the brand-navy
gradient, plus a monoline "punktfunk" wordmark built from stroke segments ("punktfunk"
needs only p·u·n·k·t·f). The frontend applies them via
SteamClient.Apps.SetCustomArtworkForApp / SetShortcutIcon (src/steam.ts).
Outputs (checked in; re-run only when the brand changes):
clients/decky/assets/grid.png 600 x 900 library capsule (portrait)
clients/decky/assets/gridwide.png 920 x 430 wide capsule (recent games / search)
clients/decky/assets/hero.png 1920 x 620 game-page banner
clients/decky/assets/logo.png transparent overlaid on the hero by Steam
clients/decky/assets/icon.png 256 x 256 list icon (SetShortcutIcon)
Pure stdlib. Unlike the tiny tray icons this rasterizes big surfaces, so edges are
antialiased analytically from signed distances (one sample per pixel) instead of 4x4
supersampling.
"""
import math
import struct
import zlib
from pathlib import Path
HERE = Path(__file__).resolve().parent.parent # clients/decky
OUT = HERE / "assets"
# Brand-mark geometry in its 1000-unit viewbox (identical to gen-tray-icons.py).
R = 194.41
C1 = (403.037, 597.262) # light circle, behind
C2 = (597.8075, 402.8525) # deep circle, in front
BB_MIN = (C1[0] - R, C2[1] - R)
BB_MAX = (C2[0] + R, C1[1] + R)
MARK_CENTER = ((BB_MIN[0] + BB_MAX[0]) / 2, (BB_MIN[1] + BB_MAX[1]) / 2)
MARK_SPAN = BB_MAX[0] - BB_MIN[0]
COL_LIGHT = (0xA7, 0x9F, 0xF8)
COL_DEEP = (0x6C, 0x5B, 0xF3)
COL_HI = (0xD2, 0xC9, 0xFB)
WORD = (0xEF, 0xEC, 0xFD) # wordmark: near-white lavender
BG_TOP = (0x28, 0x1E, 0x46)
BG_BOT = (0x12, 0x0D, 0x22)
# ------------------------------------------------------------------------------------------
# Wordmark: monoline glyphs as polylines in a unit box (y down; x-height top y=0, baseline
# y=1, ascender to -0.5, descender to +1.5). Arcs are sampled into the polylines, so the
# rasterizer only ever measures distance-to-segment; round caps/joins fall out of that.
# ------------------------------------------------------------------------------------------
def _arc(cx, cy, r, a0, a1, n=24):
"""Polyline along a circle arc; degrees, 0 = +x, angles grow clockwise on screen."""
pts = []
for i in range(n + 1):
a = math.radians(a0 + (a1 - a0) * i / n)
pts.append((cx + r * math.cos(a), cy + r * math.sin(a)))
return pts
GLYPHS = {
# letter: (advance, [polyline, ...])
"p": (1.05, [[(0, 0), (0, 1.5)], _arc(0.5, 0.5, 0.5, 0, 360)]),
"u": (1.05, [[(0, 0), (0, 0.5)], _arc(0.5, 0.5, 0.5, 0, 180), [(1, 0), (1, 0.5)]]),
"n": (1.05, [[(0, 0), (0, 1)], _arc(0.5, 0.5, 0.5, 180, 360), [(1, 0.5), (1, 1)]]),
"k": (1.0, [[(0, -0.5), (0, 1)], [(0, 0.62), (0.78, 0)], [(0.30, 0.38), (0.85, 1)]]),
"t": (0.85, [[(0.42, -0.42), (0.42, 1)], [(0, 0), (0.84, 0)]]),
"f": (
0.85,
[[(0.42, 1), (0.42, -0.15)] + _arc(0.75, -0.15, 0.33, 180, 270, 12), [(0, 0), (0.78, 0)]],
),
}
GAP = 0.34 # inter-letter gap, in glyph units
STROKE = 0.26 # stroke thickness, in glyph units
ASCENT, DESCENT = -0.5, 1.5 # glyph-space vertical extent
def word_segments(text):
"""The word's stroke segments [(x1,y1,x2,y2)] in glyph units, plus its unit width."""
segs = []
x = 0.0
for ch in text:
adv, lines = GLYPHS[ch]
for line in lines:
for (x1, y1), (x2, y2) in zip(line, line[1:]):
segs.append((x + x1, y1, x + x2, y2))
x += adv + GAP
return segs, x - GAP
def render_word_alpha(text, unit_px):
"""Coverage (0..255) buffer of the word at `unit_px` pixels per glyph unit."""
segs, width_u = word_segments(text)
half = STROKE / 2 * unit_px
pad = half + 1.5
w = math.ceil(width_u * unit_px + 2 * pad)
h = math.ceil((DESCENT - ASCENT) * unit_px + 2 * pad)
ox, oy = pad, pad - ASCENT * unit_px
px_segs = [(ox + a * unit_px, oy + b * unit_px, ox + c * unit_px, oy + d * unit_px) for a, b, c, d in segs]
# Bucket segments per pixel column range so each pixel tests only nearby strokes.
buf = bytearray(w * h)
for x1, y1, x2, y2 in px_segs:
lo_x = max(0, math.floor(min(x1, x2) - pad))
hi_x = min(w, math.ceil(max(x1, x2) + pad))
lo_y = max(0, math.floor(min(y1, y2) - pad))
hi_y = min(h, math.ceil(max(y1, y2) + pad))
dx, dy = x2 - x1, y2 - y1
len2 = dx * dx + dy * dy
for py in range(lo_y, hi_y):
row = py * w
fy = py + 0.5
for px in range(lo_x, hi_x):
fx = px + 0.5
if len2 > 0:
t = max(0.0, min(1.0, ((fx - x1) * dx + (fy - y1) * dy) / len2))
else:
t = 0.0
d = math.hypot(fx - (x1 + t * dx), fy - (y1 + t * dy))
cov = 0.5 + (half - d)
if cov > 0:
v = min(255, round(min(1.0, cov) * 255))
if v > buf[row + px]:
buf[row + px] = v
return buf, w, h
# ------------------------------------------------------------------------------------------
# Canvas: RGBA bytearray, straight alpha, painted back to front.
# ------------------------------------------------------------------------------------------
class Canvas:
def __init__(self, w, h):
self.w, self.h = w, h
self.buf = bytearray(w * h * 4)
def fill_gradient(self, top, bottom):
for y in range(self.h):
t = y / max(1, self.h - 1)
c = bytes(
(
round(top[0] + (bottom[0] - top[0]) * t),
round(top[1] + (bottom[1] - top[1]) * t),
round(top[2] + (bottom[2] - top[2]) * t),
255,
)
)
self.buf[y * self.w * 4 : (y + 1) * self.w * 4] = c * self.w
def _blend(self, i, rgb, a):
"""`rgb` over the pixel at byte offset i with coverage a (0..1)."""
if a <= 0:
return
b = self.buf
ia = 1.0 - a
da = b[i + 3] / 255.0
oa = a + da * ia
if oa <= 0:
return
for k in range(3):
b[i + k] = round((rgb[k] * a + b[i + k] * da * ia) / oa)
b[i + 3] = round(oa * 255)
def glow(self, cx, cy, radius, rgb, strength):
"""Soft gaussian-ish radial glow (for the mark's halo on the big surfaces)."""
lo_x = max(0, math.floor(cx - 2.2 * radius))
hi_x = min(self.w, math.ceil(cx + 2.2 * radius))
lo_y = max(0, math.floor(cy - 2.2 * radius))
hi_y = min(self.h, math.ceil(cy + 2.2 * radius))
for y in range(lo_y, hi_y):
for x in range(lo_x, hi_x):
d2 = ((x + 0.5 - cx) ** 2 + (y + 0.5 - cy) ** 2) / (radius * radius)
a = strength * math.exp(-2.5 * d2)
if a > 1 / 255:
self._blend((y * self.w + x) * 4, rgb, a)
def mark(self, cx, cy, span):
"""The lens mark centered at (cx, cy) with the given pixel span."""
scale = span / MARK_SPAN
c1 = (cx + (C1[0] - MARK_CENTER[0]) * scale, cy + (C1[1] - MARK_CENTER[1]) * scale)
c2 = (cx + (C2[0] - MARK_CENTER[0]) * scale, cy + (C2[1] - MARK_CENTER[1]) * scale)
r = R * scale
lo_x = max(0, math.floor(min(c1[0], c2[0]) - r - 2))
hi_x = min(self.w, math.ceil(max(c1[0], c2[0]) + r + 2))
lo_y = max(0, math.floor(min(c1[1], c2[1]) - r - 2))
hi_y = min(self.h, math.ceil(max(c1[1], c2[1]) + r + 2))
for y in range(lo_y, hi_y):
for x in range(lo_x, hi_x):
fx, fy = x + 0.5, y + 0.5
cov1 = min(1.0, max(0.0, 0.5 + r - math.hypot(fx - c1[0], fy - c1[1])))
cov2 = min(1.0, max(0.0, 0.5 + r - math.hypot(fx - c2[0], fy - c2[1])))
if cov1 <= 0 and cov2 <= 0:
continue
i = (y * self.w + x) * 4
self._blend(i, COL_LIGHT, cov1)
self._blend(i, COL_DEEP, cov2)
self._blend(i, COL_HI, min(cov1, cov2))
def word(self, text, unit_px, cx, cy):
"""The wordmark centered at (cx, cy); `unit_px` = pixels per glyph unit."""
alpha, w, h = render_word_alpha(text, unit_px)
ox = round(cx - w / 2)
# Optical vertical centering on the x-height band (0..1 in glyph units), not the
# ascender/descender box — the word reads centered that way.
pad = STROKE / 2 * unit_px + 1.5
band_mid = pad - ASCENT * unit_px + 0.5 * unit_px
oy = round(cy - band_mid)
for y in range(h):
ty = y + oy
if not 0 <= ty < self.h:
continue
for x in range(w):
a = alpha[y * w + x]
if a:
tx = x + ox
if 0 <= tx < self.w:
self._blend((ty * self.w + tx) * 4, WORD, a / 255.0)
def round_corners(self, radius):
"""Multiply alpha with a rounded-rect mask (icon)."""
for y in range(self.h):
for x in range(self.w):
dx = max(0.0, max(radius - (x + 0.5), (x + 0.5) - (self.w - radius)))
dy = max(0.0, max(radius - (y + 0.5), (y + 0.5) - (self.h - radius)))
if dx > 0 and dy > 0:
cov = min(1.0, max(0.0, 0.5 + radius - math.hypot(dx, dy)))
i = (y * self.w + x) * 4
self.buf[i + 3] = round(self.buf[i + 3] * cov)
def png(self):
def chunk(tag, data):
return (
struct.pack(">I", len(data))
+ tag
+ data
+ struct.pack(">I", zlib.crc32(tag + data) & 0xFFFFFFFF)
)
ihdr = struct.pack(">IIBBBBB", self.w, self.h, 8, 6, 0, 0, 0)
raw = b"".join(
b"\x00" + bytes(self.buf[y * self.w * 4 : (y + 1) * self.w * 4]) for y in range(self.h)
)
return (
b"\x89PNG\r\n\x1a\n"
+ chunk(b"IHDR", ihdr)
+ chunk(b"IDAT", zlib.compress(raw, 9))
+ chunk(b"IEND", b"")
)
def save(name, canvas):
OUT.mkdir(parents=True, exist_ok=True)
out = OUT / name
out.write_bytes(canvas.png())
print(f"wrote {out.relative_to(HERE.parent.parent)} ({canvas.w}x{canvas.h})")
def main():
# Portrait capsule: mark in the upper half, wordmark beneath.
c = Canvas(600, 900)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(300, 340, 260, COL_DEEP, 0.35)
c.mark(300, 340, 320)
c.word("punktfunk", 44, 300, 640)
save("grid.png", c)
# Wide capsule: mark left, wordmark right of it.
c = Canvas(920, 430)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(230, 215, 200, COL_DEEP, 0.35)
c.mark(230, 215, 240)
c.word("punktfunk", 40, 620, 220)
save("gridwide.png", c)
# Hero: ambient banner — the mark rides the right third; Steam overlays logo.png itself.
c = Canvas(1920, 620)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(1500, 310, 330, COL_DEEP, 0.4)
c.mark(1500, 310, 400)
save("hero.png", c)
# Logo (transparent): mark + wordmark side by side, overlaid on the hero by Steam.
c = Canvas(1120, 300)
c.mark(150, 150, 240)
c.word("punktfunk", 62, 660, 155)
save("logo.png", c)
# Icon: brand tile, rounded corners, mark only.
c = Canvas(256, 256)
c.fill_gradient(BG_TOP, BG_BOT)
c.glow(128, 128, 110, COL_DEEP, 0.3)
c.mark(128, 128, 190)
c.round_corners(36)
save("icon.png", c)
if __name__ == "__main__":
main()
+5 -1
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@@ -26,8 +26,12 @@ cp main.py plugin.json package.json LICENSE "$DEST/"
# The stream-launch wrapper (target of the Steam shortcut) — must stay executable. # The stream-launch wrapper (target of the Steam shortcut) — must stay executable.
cp bin/punktfunkrun.sh "$DEST/bin/punktfunkrun.sh" cp bin/punktfunkrun.sh "$DEST/bin/punktfunkrun.sh"
chmod 0755 "$DEST/bin/punktfunkrun.sh" chmod 0755 "$DEST/bin/punktfunkrun.sh"
# Steam-shortcut artwork (grid/hero/logo/icon — scripts/gen-steam-art.py, committed). # Steam-shortcut artwork (grid/gridwide/hero/logo/icon — committed under assets/).
cp assets/*.png "$DEST/assets/" cp assets/*.png "$DEST/assets/"
# The Steam Input controller layout (native touchscreen `ts_n` + gamepad passthrough) the
# backend installs (apply_controller_config → controller_base/templates + the shortcut config).
mkdir -p "$DEST/controller_config"
cp controller_config/punktfunk.vdf "$DEST/controller_config/punktfunk.vdf"
[ -f decky.pyi ] && cp decky.pyi "$DEST/" [ -f decky.pyi ] && cp decky.pyi "$DEST/"
[ -f README.md ] && cp README.md "$DEST/" [ -f README.md ] && cp README.md "$DEST/"
+8
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@@ -150,6 +150,14 @@ export const setPins = callable<[pins: PinnedGame[]], { ok: boolean; error?: str
); );
export const runnerInfo = callable<[], RunnerInfo>("runner_info"); export const runnerInfo = callable<[], RunnerInfo>("runner_info");
export const shortcutArt = callable<[], ShortcutArt>("shortcut_art"); export const shortcutArt = callable<[], ShortcutArt>("shortcut_art");
// Install the Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and point our
// shortcut(s) at it, so the Deck touchscreen reaches the client as native touch with no manual
// controller setup. Best-effort + idempotent; keyed by the shared shortcut NAME (both shortcuts
// use the same name → the same lowercase configset key), so one call covers both.
export const applyControllerConfig = callable<
[name: string],
{ ok: boolean; applied?: string[]; errors?: string[]; accounts?: number; error?: string; detail?: string }
>("apply_controller_config");
export const getSettings = callable<[], StreamSettings>("get_settings"); export const getSettings = callable<[], StreamSettings>("get_settings");
export const setSettings = callable<[settings: StreamSettings], { ok: boolean }>( export const setSettings = callable<[settings: StreamSettings], { ok: boolean }>(
"set_settings", "set_settings",
+5
View File
@@ -31,6 +31,7 @@ import {
import { streamPin } from "./library"; import { streamPin } from "./library";
import { PunktfunkRoute, ROUTE } from "./page"; import { PunktfunkRoute, ROUTE } from "./page";
import { PairModal } from "./pair"; import { PairModal } from "./pair";
import { ensureGamepadUiShortcut } from "./steam";
// ---------------------------------------------------------------------------------------- // ----------------------------------------------------------------------------------------
// QAM panel — quick status + entry into the full page + one-tap stream for known hosts // QAM panel — quick status + entry into the full page + one-tap stream for known hosts
@@ -196,6 +197,10 @@ const QamPanel: FC = () => {
export default definePlugin(() => { export default definePlugin(() => {
routerHook.addRoute(ROUTE, PunktfunkRoute, { exact: true }); routerHook.addRoute(ROUTE, PunktfunkRoute, { exact: true });
// Ensure the visible, stateless "Punktfunk" library entry (opens the gamepad UI / console
// home) exists and is repointed to the current plugin dir — also installs the native-touch
// controller config. Fire-and-forget: cosmetic library upkeep must never block plugin load.
void ensureGamepadUiShortcut();
return { return {
// `name` is the plugin's INTERNAL id — it must stay in sync with plugin.json (the loader // `name` is the plugin's INTERNAL id — it must stay in sync with plugin.json (the loader
// keys plugins by it), so it stays lowercase; user-facing strings say "Punktfunk". // keys plugins by it), so it stays lowercase; user-facing strings say "Punktfunk".
+122 -62
View File
@@ -1,14 +1,23 @@
// Launch the stream as a Steam game so gamescope focuses + fullscreens it. // Launch Punktfunk as Steam games so gamescope focuses + fullscreens them.
// //
// THE LAUNCH MECHANISM (verified against MoonDeck): gamescope only gives focus/fullscreen to // THE LAUNCH MECHANISM (verified against MoonDeck): gamescope only gives focus/fullscreen to
// the window tree Steam launched via `reaper` (it detects the "current app" by AppID — see // the window tree Steam launched via `reaper` (it detects the "current app" by AppID — see
// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register ONE // gamescope#484). So we cannot launch the flatpak from the plugin backend; we register non-Steam
// hidden non-Steam shortcut whose exe is `/bin/sh` running our wrapper script // shortcuts whose exe is `/bin/sh` running our wrapper script (bin/punktfunkrun.sh), and start
// (bin/punktfunkrun.sh), pass the per-session host as the shortcut's Steam launch options, // them with RunGame. The wrapper then execs the flatpak client as a reaper descendant.
// and start it with RunGame. The wrapper then execs //
// `flatpak run io.unom.Punktfunk --connect <host>` as a reaper descendant. // TWO shortcuts, both named "Punktfunk" (so they share ONE Steam Input controller-config key —
// see applyControllerConfig):
// • STREAM — hidden, stateful: the per-session launcher. Its launch options carry the host /
// pinned game (PF_HOST/PF_LAUNCH/PF_BROWSE), rewritten per launch, so one shortcut serves
// every host. Driven by the QAM/pins/host-library actions. Hidden — an implementation detail.
// • GAMEPAD UI — visible, stateless: fixed launch options = bare `--browse` (PF_BROWSE, no
// host) → the client's console home (host picker + pairing + settings, gamepad-navigable).
// This is the library-visible "Punktfunk" app the user opens directly.
//
// Both get the shipped artwork and the native-touch controller config.
import { runnerInfo, shortcutArt, wake } from "./backend"; import { applyControllerConfig, runnerInfo, shortcutArt, wake } from "./backend";
// SteamClient is a Steam-internal global injected into the CEF context; it is not fully typed // SteamClient is a Steam-internal global injected into the CEF context; it is not fully typed
// by @decky/ui, so declare the surface we use. Signatures verified against MoonDeck + the // by @decky/ui, so declare the surface we use. Signatures verified against MoonDeck + the
@@ -46,32 +55,33 @@ declare const collectionStore:
| { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void } | { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void }
| undefined; | undefined;
// The shortcut used to be hidden ("implementation detail"); it is user-visible now — it /** Set a shortcut's library visibility (best-effort, deferred — the overview registers a moment
// carries proper artwork and living in the library is how users relaunch their last host. * after AddShortcut). Hides the stateful stream shortcut; keeps the gamepad-UI one visible. */
// Existing installs still have theirs hidden, so unhide is applied every ensure (idempotent). function setShortcutHidden(appId: number, hidden: boolean): void {
function unhideShortcut(appId: number): void {
const attempt = () => { const attempt = () => {
try { try {
collectionStore?.SetAppsAsHidden?.([appId], false); collectionStore?.SetAppsAsHidden?.([appId], hidden);
} catch { } catch {
/* overview not registered yet, or the API changed — cosmetic, ignore */ /* overview not registered yet, or the API changed — cosmetic, ignore */
} }
}; };
attempt(); // succeeds immediately for an already-registered (reused) shortcut attempt(); // succeeds immediately for an already-registered (reused) shortcut
setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands
};
// Bump when the shipped artwork changes so existing shortcuts re-apply it once (per appId).
const ART_VERSION = 2;
function artKey(appId: number): string {
return `punktfunk:shortcutArt:${appId}`;
} }
// Bump when the shipped artwork changes so existing shortcuts re-apply it once.
const ART_VERSION = 1;
const ART_KEY = "punktfunk:shortcutArt";
/** /**
* Apply the plugin's grid/hero/logo/icon to the shortcut (idempotent, once per ART_VERSION). * Apply the plugin's grid/hero/logo/icon to a shortcut (idempotent, once per ART_VERSION per
* Cosmetic and fully best-effort: any failure is swallowed and retried on the next launch. * appId). Cosmetic and fully best-effort: any failure is swallowed and retried on the next call.
*/ */
async function applyArtwork(appId: number): Promise<void> { async function applyArtwork(appId: number): Promise<void> {
try { try {
if (localStorage.getItem(ART_KEY) === `${appId}:${ART_VERSION}`) { if (localStorage.getItem(artKey(appId)) === `${ART_VERSION}`) {
return; return;
} }
const art = await shortcutArt(); const art = await shortcutArt();
@@ -89,13 +99,14 @@ async function applyArtwork(appId: number): Promise<void> {
if (art.icon_path) { if (art.icon_path) {
SteamClient.Apps.SetShortcutIcon(appId, art.icon_path); SteamClient.Apps.SetShortcutIcon(appId, art.icon_path);
} }
localStorage.setItem(ART_KEY, `${appId}:${ART_VERSION}`); localStorage.setItem(artKey(appId), `${ART_VERSION}`);
} catch (e) { } catch (e) {
console.warn("punktfunk: shortcut artwork not applied", e); console.warn("punktfunk: shortcut artwork not applied", e);
} }
} }
// The shortcut name is user-visible (Steam overlay + library while streaming) — brand-case it. // The shortcut name is user-visible (Steam overlay + library) — brand-case it. BOTH shortcuts
// share it so Steam keys them to the SAME controller config (configset key = lowercase name).
const SHORTCUT_NAME = "Punktfunk"; const SHORTCUT_NAME = "Punktfunk";
// The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without // The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without
@@ -111,76 +122,128 @@ function gameIdFromAppId(appId: number): string {
return ((BigInt(appId) << 32n) | 0x02000000n).toString(); return ((BigInt(appId) << 32n) | 0x02000000n).toString();
} }
// Persist our shortcut appId across reloads so we reuse ONE shortcut instead of churning the // Persist each shortcut's appId across reloads so we reuse ONE per role instead of churning the
// library (the appId is stable for the life of the shortcut). // library (an appId is stable for the life of the shortcut). The STREAM key is the historical
const STORAGE_KEY = "punktfunk:shortcutAppId"; // one, so existing single-shortcut installs migrate into the (now hidden) stream role, and the
// visible gamepad-UI shortcut is created alongside.
const STORAGE_KEY_STREAM = "punktfunk:shortcutAppId";
const STORAGE_KEY_UI = "punktfunk:uiAppId";
function rememberAppId(appId: number) { function remember(key: string, appId: number) {
try { try {
localStorage.setItem(STORAGE_KEY, String(appId)); localStorage.setItem(key, String(appId));
} catch { } catch {
/* ignore */ /* ignore */
} }
} }
function recallAppId(): number | null { function recall(key: string): number | null {
try { try {
const v = localStorage.getItem(STORAGE_KEY); const v = localStorage.getItem(key);
return v ? Number(v) : null; return v ? Number(v) : null;
} catch { } catch {
return null; return null;
} }
} }
// Install the native-touch controller config once per plugin session (idempotent file writes in
// the root backend). Keyed by the shared shortcut NAME, so this single call covers both
// shortcuts. Gated in localStorage so we don't rewrite Steam's config dir on every launch; bump
// CONFIG_VERSION to force a reinstall after the shipped .vdf changes.
const CONFIG_KEY = "punktfunk:controllerConfig";
const CONFIG_VERSION = 1;
async function ensureControllerConfig(): Promise<void> {
try {
if (localStorage.getItem(CONFIG_KEY) === `${CONFIG_VERSION}`) {
return;
}
const r = await applyControllerConfig(SHORTCUT_NAME);
if (r?.ok) {
localStorage.setItem(CONFIG_KEY, `${CONFIG_VERSION}`);
} else {
console.warn("punktfunk: controller config not fully applied", r);
}
} catch (e) {
console.warn("punktfunk: controller config not applied", e);
}
}
/** /**
* Ensure exactly one "Punktfunk" shortcut exists (exe = /bin/sh; the wrapper script is * Ensure the STREAM shortcut (hidden, stateful) — the per-session launcher whose launch options
* appended per-launch via the launch options), branded and visible in the library, and * are rewritten per stream. Branded, artworked, native-touch config applied, and HIDDEN (it is
* return its appId + the current runner path. Reuses the remembered shortcut, re-pointing * an implementation detail; the visible entry is the gamepad-UI shortcut). Returns its appId +
* it each time — the plugin dir can change across reinstalls, pre-0.4 shortcuts pointed at * the current runner path. Reuses/repoints the remembered shortcut (the plugin dir can change
* the script directly, and pre-0.7 shortcuts were hidden and artless. * across reinstalls, and pre-two-shortcut installs had this one visible).
*/ */
async function ensureShortcut(): Promise<{ appId: number; runner: string }> { async function ensureStreamShortcut(): Promise<{ appId: number; runner: string }> {
const info = await runnerInfo(); const info = await runnerInfo();
if (!info.exists) { if (!info.exists) {
throw new Error(`launch wrapper missing at ${info.runner}`); throw new Error(`launch wrapper missing at ${info.runner}`);
} }
const startDir = info.runner.replace(/\/[^/]*$/, ""); // the plugin's bin/ dir const startDir = info.runner.replace(/\/[^/]*$/, ""); // the plugin's bin/ dir
void ensureControllerConfig(); // fire-and-forget — never blocks the launch
const remembered = recallAppId(); const remembered = recall(STORAGE_KEY_STREAM);
if (remembered != null) { if (remembered != null) {
// Re-point + rename the existing shortcut (cheap + idempotent — migrates old installs).
SteamClient.Apps.SetShortcutExe(remembered, SHELL); SteamClient.Apps.SetShortcutExe(remembered, SHELL);
SteamClient.Apps.SetShortcutStartDir(remembered, startDir); SteamClient.Apps.SetShortcutStartDir(remembered, startDir);
SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME); SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME);
unhideShortcut(remembered); // pre-0.7 installs hid it setShortcutHidden(remembered, true); // migrate pre-two-shortcut installs (were visible)
void applyArtwork(remembered); // fire-and-forget — cosmetic, never blocks the launch void applyArtwork(remembered);
return { appId: remembered, runner: info.runner }; return { appId: remembered, runner: info.runner };
} }
const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, ""); const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME); SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
unhideShortcut(appId); setShortcutHidden(appId, true);
void applyArtwork(appId); // fire-and-forget — cosmetic, never blocks the launch void applyArtwork(appId);
rememberAppId(appId); remember(STORAGE_KEY_STREAM, appId);
return { appId, runner: info.runner }; return { appId, runner: info.runner };
} }
/** /**
* Best-effort: turn Steam Input OFF for our shortcut so SDL's HIDAPI Steam Deck driver can open the * Ensure the GAMEPAD-UI shortcut (visible, stateless) — the library-facing "Punktfunk" entry
* Deck's controls (paddles · trackpads · gyro) directly. There is no confirmed-stable SteamClient * that opens the client's console home (bare `--browse`: host picker + pairing + settings).
* API for this, so it is feature-detected and MUST never block or throw into the launch — the manual * Fixed launch options (no per-session state), branded, artworked, native-touch config applied,
* toggle (game page → ⚙ → Controller Settings → Steam Input Off, surfaced in the plugin Settings) is * kept VISIBLE. Idempotent — call on plugin mount so the library entry always exists and stays
* the documented source of truth. No-op when the optional API is absent. * repointed to the current plugin dir. Best-effort: returns null on any failure.
*/ */
function disableSteamInputForShortcut(appId: number): void { export async function ensureGamepadUiShortcut(): Promise<number | null> {
try { try {
const input = ( const info = await runnerInfo();
SteamClient as unknown as { if (!info.exists) {
Input?: { SetSteamInputEnabledForApp?: (appId: number, enabled: boolean) => void }; return null;
} }
).Input; const startDir = info.runner.replace(/\/[^/]*$/, "");
input?.SetSteamInputEnabledForApp?.(appId, false); void ensureControllerConfig();
} catch { // Bare browse: PF_BROWSE with no PF_HOST → the wrapper runs `--browse --fullscreen` (console
/* a controller tweak must never break the launch */ // home). %command% expands to the shortcut exe (/bin/sh); the wrapper rides behind as an arg.
const launchOpts = `PF_BROWSE=1 %command% "${info.runner}"`;
let appId = recall(STORAGE_KEY_UI);
if (appId != null) {
SteamClient.Apps.SetShortcutExe(appId, SHELL);
SteamClient.Apps.SetShortcutStartDir(appId, startDir);
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
} else {
appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
remember(STORAGE_KEY_UI, appId);
}
SteamClient.Apps.SetAppLaunchOptions(appId, launchOpts);
setShortcutHidden(appId, false); // the visible library entry
void applyArtwork(appId);
return appId;
} catch (e) {
console.warn("punktfunk: gamepad-UI shortcut not ensured", e);
return null;
}
}
/** Launch the stateless gamepad-UI shortcut (console home) from the plugin, e.g. a QAM button. */
export async function launchGamepadUi(): Promise<void> {
const appId = await ensureGamepadUiShortcut();
if (appId != null) {
SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
} }
} }
@@ -210,9 +273,9 @@ export function isSafeLaunchId(id: string): boolean {
/** /**
* Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a * Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a
* library title, or into the gamepad library launcher). Encodes the target into the * library title, or into a host's gamepad library). Encodes the target into the STREAM
* shortcut's launch options (so one generic shortcut serves every host and every pinned * shortcut's launch options (so one hidden shortcut serves every host and every pinned game),
* game), then RunGame. * then RunGame.
*/ */
export async function launchStream( export async function launchStream(
host: string, host: string,
@@ -224,10 +287,7 @@ export async function launchStream(
// Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is // Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is
// known), and the connect that follows has its own retry window, so a failure never blocks launch. // known), and the connect that follows has its own retry window, so a failure never blocks launch.
const waking = wake(host, port).catch(() => ({ ok: false })); const waking = wake(host, port).catch(() => ({ ok: false }));
const { appId, runner } = await ensureShortcut(); const { appId, runner } = await ensureStreamShortcut();
// Best-effort so the Deck's rich controls reach the client; no-op if the API is absent (the user
// disables Steam Input manually — see the Settings instruction).
disableSteamInputForShortcut(appId);
const target = port && port !== 9777 ? `${host}:${port}` : host; const target = port && port !== 9777 ? `${host}:${port}` : host;
const env = [`PF_HOST=${target}`]; const env = [`PF_HOST=${target}`];
if (opts.browse) { if (opts.browse) {
@@ -251,7 +311,7 @@ export async function launchStream(
/** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */ /** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */
export function stopStream(): void { export function stopStream(): void {
const appId = recallAppId(); const appId = recall(STORAGE_KEY_STREAM);
if (appId != null) { if (appId != null) {
SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false); SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false);
} }