feat(clients/input): system buttons route around local overlays
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Pressing guide/Steam/QAM collided with the client device's own shell: iOS 26 opens its Game Overlay for the Home press (no app opt-out until iOS 27 makes it a user setting), and a Gaming-Mode client opened BOTH Steam overlays for one press — the local one covering the stream. Two cross-client tier-P settings, zero wire changes: - system_buttons (auto|forward|local): raw guide+misc1 passthrough. Auto forwards everywhere EXCEPT under gamescope, where SteamOS reacts to the same physical press no matter what. - guide_gesture (auto|on|off): hold Select ALONE ~350ms sends the HOST's guide, down until release — held on, that's the host's long-press, which opens a Gaming-Mode host's QAM for regular pads. A Select tap is delivered on release with its up TAP_PRESS (50ms) behind, because per-transition sends fold into seq'd GamepadState snapshots and a back-to-back pair can coalesce into no press at all. A Select inside a combo (the escape chord) passes through untouched. Auto arms it only where the raw press can't reach the host cleanly: gamescope, iOS/iPadOS, tvOS. The same SelectGesture rules live in pf-client-core (pure state machine + unit tests), the Apple client (mask-diff adaptation in GamepadCapture), and Android's GamepadRouter. Settings rows on every surface (GTK, WinUI, console UI, Decky, Apple x2, Android x2) with profile plumbing throughout. punktfunk-session grows a control socket ($XDG_RUNTIME_DIR[/app/$FLATPAK_ID]/punktfunk-session-ctl.sock — the one runtime path a flatpak and the host see identically): 'guide'/'qam' verbs inject synthetic taps. The Decky panel gains a Host menus section (visible while the client runs) whose buttons press the host's Steam/QAM and close the local menu so the host's shows through. iOS 27's GCControllerHomeButtonSettingsManager deep-link is a TODO (the class needs the Xcode 27 SDK to compile). Docs: input, client-settings, steam-deck. Design: punktfunk-planning design/system-buttons-routing.md. Gates: docker clippy --all-targets --locked -D warnings + tests (pf-client-core 88 incl. 6 new gesture tests, pf-console-ui 47), cargo fmt --all --check, swift build (macOS), gradle kit+app compile, decky tsc --noEmit + py_compile. clients/windows not compiled (no box).
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@@ -157,6 +157,20 @@ mod index {
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GAMEPADS.iter().position(|&g| g == s.gamepad).unwrap_or(0) as u32
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}
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pub fn system_buttons(s: &Settings) -> u32 {
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SYSTEM_BUTTONS
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.iter()
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.position(|&v| v == s.system_buttons)
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.unwrap_or(0) as u32
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}
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pub fn guide_gesture(s: &Settings) -> u32 {
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GUIDE_GESTURES
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.iter()
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.position(|&v| v == s.guide_gesture)
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.unwrap_or(0) as u32
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}
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pub fn present_priority(s: &Settings) -> u32 {
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// Unknown values (a newer client's intent) read as the default, exactly as
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// `PresentPriority::resolve` treats them.
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@@ -642,6 +656,12 @@ fn commit_profile(active: &StreamProfile, touched: &Touched, values: &Settings)
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if touched.has("gamepad_forwarding") {
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o.gamepad_forwarding = Some(values.gamepad_forwarding);
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}
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if touched.has("system_buttons") {
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o.system_buttons = Some(values.system_buttons.clone());
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}
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if touched.has("guide_gesture") {
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o.guide_gesture = Some(values.guide_gesture.clone());
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}
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if touched.has("stats_verbosity") {
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o.stats_verbosity = Some(values.stats_verbosity());
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}
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@@ -687,6 +707,15 @@ const GAMEPADS: &[&str] = &[
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"dualshock4",
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"steamdeck",
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];
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/// System-button routing values (persisted under the cross-client `system_buttons` key):
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/// where the guide (Xbox/PS/Steam) and quick-access presses land while streaming. Auto =
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/// the host, except under Gaming Mode where the local Steam UI reacts to the same press.
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const SYSTEM_BUTTONS: &[&str] = &["auto", "forward", "local"];
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const SYSTEM_BUTTON_LABELS: &[&str] = &["Automatic", "Send to host", "This device"];
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/// Hold-Select guide gesture values (the cross-client `guide_gesture` key). Auto arms it
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/// only where the raw guide press can't reach the host (Gaming Mode here).
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const GUIDE_GESTURES: &[&str] = &["auto", "on", "off"];
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const GUIDE_GESTURE_LABELS: &[&str] = &["Automatic", "On", "Off"];
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const COMPOSITORS: &[&str] = &["auto", "kwin", "wlroots", "mutter", "gamescope"];
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/// Codec setting values (persisted) paired with their display labels below. PyroWave is
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/// preference-only by design (`Settings::preferred_codec`) — the ladder falls back to
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@@ -1542,16 +1571,39 @@ pub fn show_scoped(
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"Steam Deck",
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],
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);
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// Both pad rows only mean something while something is being forwarded (the same
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// Where the guide (Xbox/PS/Steam) + quick-access presses land, and the hold-Select
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// gesture that keeps the host's guide reachable when they stay local. Desktop rarely
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// needs either off Automatic — they exist here because profiles are authored on the
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// desktop and applied everywhere, Gaming Mode included.
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let sysbtn_row = ChoiceRow::new(
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&dialog,
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inline,
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"Steam / guide button",
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"Automatic sends it to the host, except where this device reacts to it too",
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SYSTEM_BUTTON_LABELS,
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);
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let gesture_row = ChoiceRow::new(
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&dialog,
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inline,
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"Hold Select for guide",
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"Hold Select alone for the host's guide button — a tap still goes through",
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GUIDE_GESTURE_LABELS,
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);
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// The pad rows only mean something while something is being forwarded (the same
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// relationship mic → echo cancellation draws just above, initial state included: the
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// seed's `set_active` fires this only when it CHANGES the switch).
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{
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let (f, t) = (forward_row.widget().clone(), pad_row.widget().clone());
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let (sb, gg) = (sysbtn_row.widget().clone(), gesture_row.widget().clone());
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f.set_sensitive(seed.gamepad_forwarding);
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t.set_sensitive(seed.gamepad_forwarding);
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sb.set_sensitive(seed.gamepad_forwarding);
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gg.set_sensitive(seed.gamepad_forwarding);
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pad_forward_row.connect_active_notify(move |r| {
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f.set_sensitive(r.is_active());
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t.set_sensitive(r.is_active());
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sb.set_sensitive(r.is_active());
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gg.set_sensitive(r.is_active());
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});
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}
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@@ -1566,6 +1618,8 @@ pub fn show_scoped(
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bitrate_row.set_value(f64::from(s.bitrate_kbps) / 1000.0);
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pad_forward_row.set_active(s.gamepad_forwarding);
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pad_row.set_selected(index::gamepad(s));
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sysbtn_row.set_selected(index::system_buttons(s));
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gesture_row.set_selected(index::guide_gesture(s));
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let touch_i = index::touch(s);
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touch_row.set_selected(touch_i);
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// set_selected never fires the changed hook, so seed the dynamic caption directly.
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@@ -1795,6 +1849,18 @@ pub fn show_scoped(
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index::surround
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);
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choice!(pad_row, "gamepad", o.gamepad.is_some(), index::gamepad);
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choice!(
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sysbtn_row,
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"system_buttons",
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o.system_buttons.is_some(),
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index::system_buttons
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);
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choice!(
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gesture_row,
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"guide_gesture",
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o.guide_gesture.is_some(),
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index::guide_gesture
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);
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toggle!(
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pad_forward_row,
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"gamepad_forwarding",
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@@ -2001,6 +2067,8 @@ pub fn show_scoped(
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controllers_group.add(forward_row.widget());
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}
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controllers_group.add(pad_row.widget());
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controllers_group.add(sysbtn_row.widget());
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controllers_group.add(gesture_row.widget());
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controllers.add(&controllers_group);
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// Cap every caption in one pass, after the rows exist: a per-row call would be sixteen
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@@ -2040,6 +2108,12 @@ pub fn show_scoped(
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if pad_sel != 0 || GAMEPADS.contains(&s.gamepad.as_str()) {
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s.gamepad = GAMEPADS[pad_sel].to_string();
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}
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s.system_buttons = SYSTEM_BUTTONS
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[(sysbtn_row.selected() as usize).min(SYSTEM_BUTTONS.len() - 1)]
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.to_string();
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s.guide_gesture = GUIDE_GESTURES
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[(gesture_row.selected() as usize).min(GUIDE_GESTURES.len() - 1)]
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.to_string();
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s.touch_mode =
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TOUCH_MODES[(touch_row.selected() as usize).min(TOUCH_MODES.len() - 1)].to_string();
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s.mouse_mode =
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