Merge pull request 'feat(clients/input): system buttons route around local overlays' (#47) from worktree-system-buttons-routing into main
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Reviewed-on: #47
This commit was merged in pull request #47.
This commit is contained in:
2026-08-04 20:02:22 +00:00
28 changed files with 1405 additions and 17 deletions
@@ -483,6 +483,18 @@ private fun buildSettingsRows(
"The virtual pad the host creates — Automatic matches this controller.",
GAMEPAD_OPTIONS, s.gamepad,
) { update(s.copy(gamepad = it)) },
choice(
"systemButtons", null, "Guide button",
"Where the guide (Xbox/PS) and share presses go while streaming — Automatic " +
"sends them to the host whenever this device delivers them.",
SYSTEM_BUTTON_OPTIONS, s.systemButtons,
) { update(s.copy(systemButtons = it)) },
choice(
"guideGesture", null, "Hold Select for guide",
"Hold Select alone to press the host's guide button — keep holding for a " +
"Gaming-Mode host's quick-access menu. A Select tap still goes through.",
GUIDE_GESTURE_OPTIONS, s.guideGesture,
) { update(s.copy(guideGesture = it)) },
) + listOfNotNull(
if (hasBodyVibrator) {
toggle(
@@ -44,6 +44,8 @@ data class SettingsOverlay(
val invertScroll: Boolean? = null,
val gamepad: Int? = null,
val gamepadForwarding: Boolean? = null,
val systemButtons: String? = null,
val guideGesture: String? = null,
val statsVerbosity: StatsVerbosity? = null,
/**
* Android-only tier-P addition (design §3): the decode pipeline is a device fact everywhere
@@ -78,6 +80,8 @@ data class SettingsOverlay(
invertScroll = invertScroll ?: base.invertScroll,
gamepad = gamepad ?: base.gamepad,
gamepadForwarding = gamepadForwarding ?: base.gamepadForwarding,
systemButtons = systemButtons ?: base.systemButtons,
guideGesture = guideGesture ?: base.guideGesture,
statsVerbosity = statsVerbosity ?: base.statsVerbosity,
lowLatencyMode = lowLatencyMode ?: base.lowLatencyMode,
presentPriority = presentPriority ?: base.presentPriority,
@@ -115,6 +119,8 @@ data class SettingsOverlay(
gamepadForwarding =
if (after.gamepadForwarding != before.gamepadForwarding) after.gamepadForwarding
else gamepadForwarding,
systemButtons = if (after.systemButtons != before.systemButtons) after.systemButtons else systemButtons,
guideGesture = if (after.guideGesture != before.guideGesture) after.guideGesture else guideGesture,
statsVerbosity = if (after.statsVerbosity != before.statsVerbosity) after.statsVerbosity else statsVerbosity,
lowLatencyMode = if (after.lowLatencyMode != before.lowLatencyMode) after.lowLatencyMode else lowLatencyMode,
presentPriority = if (after.presentPriority != before.presentPriority) after.presentPriority else presentPriority,
@@ -142,6 +148,8 @@ data class SettingsOverlay(
"invert_scroll" -> copy(invertScroll = null)
"gamepad" -> copy(gamepad = null)
"gamepad_forwarding" -> copy(gamepadForwarding = null)
"system_buttons" -> copy(systemButtons = null)
"guide_gesture" -> copy(guideGesture = null)
"stats_verbosity" -> copy(statsVerbosity = null)
"low_latency_mode" -> copy(lowLatencyMode = null)
"present_priority" -> copy(presentPriority = null)
@@ -166,6 +174,8 @@ data class SettingsOverlay(
if (invertScroll != null) add("invert_scroll")
if (gamepad != null) add("gamepad")
if (gamepadForwarding != null) add("gamepad_forwarding")
if (systemButtons != null) add("system_buttons")
if (guideGesture != null) add("guide_gesture")
if (statsVerbosity != null) add("stats_verbosity")
if (lowLatencyMode != null) add("low_latency_mode")
if (presentPriority != null) add("present_priority")
@@ -198,6 +208,8 @@ data class SettingsOverlay(
invertScroll?.let { j.put("invert_scroll", it) }
gamepad?.let { j.put("gamepad", it) }
gamepadForwarding?.let { j.put("gamepad_forwarding", it) }
systemButtons?.let { j.put("system_buttons", it) }
guideGesture?.let { j.put("guide_gesture", it) }
statsVerbosity?.let { j.put("stats_verbosity", it.name) }
lowLatencyMode?.let { j.put("low_latency_mode", it) }
presentPriority?.let { j.put("present_priority", it) }
@@ -214,6 +226,7 @@ data class SettingsOverlay(
"width", "height", "refresh_hz", "bitrate_kbps", "render_scale", "codec",
"hdr_enabled", "compositor", "audio_channels", "mic_enabled", "echo_cancel",
"touch_mode", "mouse_mode", "invert_scroll", "gamepad", "gamepad_forwarding",
"system_buttons", "guide_gesture",
"stats_verbosity",
"low_latency_mode", "present_priority", "smooth_buffer",
)
@@ -237,6 +250,8 @@ data class SettingsOverlay(
invertScroll = j.optBooleanOrNull("invert_scroll"),
gamepad = j.optIntOrNull("gamepad"),
gamepadForwarding = j.optBooleanOrNull("gamepad_forwarding"),
systemButtons = j.optStringOrNull("system_buttons"),
guideGesture = j.optStringOrNull("guide_gesture"),
statsVerbosity = j.optStringOrNull("stats_verbosity")
?.let { n -> StatsVerbosity.entries.firstOrNull { it.name == n } },
lowLatencyMode = j.optBooleanOrNull("low_latency_mode"),
@@ -45,6 +45,20 @@ data class Settings(
* bind — which is why it gates the USB capture paths, not just the wire sends.
*/
val gamepadForwarding: Boolean = true,
/**
* Where the guide (Xbox/PS) and misc/share presses land while streaming — the
* cross-client `system_buttons` key: `"auto"` (forward on Android — the press reaches
* the app on most devices) | `"forward"` | `"local"`.
*/
val systemButtons: String = "auto",
/**
* The hold-Select guide gesture — the cross-client `guide_gesture` key: `"auto"` (off
* on Android) | `"on"` | `"off"`. On: holding Select alone ≥350 ms sends the HOST's
* guide, down until release (long hold = the host's long-press → a Gaming-Mode host's
* QAM); a Select tap is delivered on release, slightly delayed. For devices whose
* shell intercepts the physical guide button.
*/
val guideGesture: String = "auto",
/** Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it
* can capture; the resolved count drives the decoder + AAudio layout. */
val audioChannels: Int = 2,
@@ -228,6 +242,8 @@ class SettingsStore(context: Context) {
compositor = prefs.getInt(K_COMPOSITOR, 0),
gamepad = prefs.getInt(K_GAMEPAD, 0),
gamepadForwarding = prefs.getBoolean(K_GAMEPAD_FORWARDING, true),
systemButtons = prefs.getString(K_SYSTEM_BUTTONS, "auto") ?: "auto",
guideGesture = prefs.getString(K_GUIDE_GESTURE, "auto") ?: "auto",
audioChannels = prefs.getInt(K_AUDIO_CH, 2),
codec = prefs.getString(K_CODEC, "auto") ?: "auto",
micEnabled = prefs.getBoolean(K_MIC, false),
@@ -275,6 +291,8 @@ class SettingsStore(context: Context) {
.putInt(K_COMPOSITOR, s.compositor)
.putInt(K_GAMEPAD, s.gamepad)
.putBoolean(K_GAMEPAD_FORWARDING, s.gamepadForwarding)
.putString(K_SYSTEM_BUTTONS, s.systemButtons)
.putString(K_GUIDE_GESTURE, s.guideGesture)
.putInt(K_AUDIO_CH, s.audioChannels)
.putString(K_CODEC, s.codec)
.putBoolean(K_MIC, s.micEnabled)
@@ -305,6 +323,8 @@ class SettingsStore(context: Context) {
const val K_COMPOSITOR = "compositor"
const val K_GAMEPAD = "gamepad"
const val K_GAMEPAD_FORWARDING = "gamepad_forwarding"
const val K_SYSTEM_BUTTONS = "system_buttons"
const val K_GUIDE_GESTURE = "guide_gesture"
const val K_AUDIO_CH = "audio_channels"
const val K_CODEC = "codec"
const val K_MIC = "mic_enabled"
@@ -539,6 +559,15 @@ fun codecOptionsFor(stored: String, av1Capable: Boolean): List<Pair<String, Stri
}
}
/** Resolved [Settings.systemButtons]: forward the raw guide/misc presses? Auto = forward on
* Android — the press reaches the app on most devices, and where the shell shows its own UI
* for it that's the shell's business. */
fun Settings.systemButtonsForward(): Boolean = systemButtons != "local"
/** Resolved [Settings.guideGesture]: auto = OFF on Android (the raw press already reaches the
* host); "on" is for devices whose shell intercepts the physical guide button. */
fun Settings.guideGestureEnabled(): Boolean = guideGesture == "on"
/** The [Settings.codec] string as a `quic::CODEC_*` preference byte (`0` = auto). H264=1, HEVC=2,
* AV1=4, PyroWave=8 (never decodable here, but the byte is the shared contract). */
fun Settings.preferredCodec(): Int = when (codec) {
@@ -621,3 +650,17 @@ val GAMEPAD_OPTIONS = listOf(
io.unom.punktfunk.kit.Gamepad.PREF_DUALSHOCK4 to "DualShock 4",
io.unom.punktfunk.kit.Gamepad.PREF_STEAMDECK to "Steam Deck",
)
/** (stored `system_buttons` value, label) — where the guide/share presses land while streaming. */
val SYSTEM_BUTTON_OPTIONS = listOf(
"auto" to "Automatic",
"forward" to "Send to host",
"local" to "This device",
)
/** (stored `guide_gesture` value, label) — the hold-Select guide gesture. */
val GUIDE_GESTURE_OPTIONS = listOf(
"auto" to "Automatic",
"on" to "On",
"off" to "Off",
)
@@ -838,6 +838,25 @@ private fun ControllerSettings(s: Settings, update: (Settings) -> Unit, onOpenCo
caption = "The virtual pad the host creates. Automatic matches your controller; " +
"every connected one is forwarded as its own player.",
) { g -> update(s.copy(gamepad = g)) }
SettingDropdown(
label = "Guide button",
options = SYSTEM_BUTTON_OPTIONS,
selected = s.systemButtons,
field = "system_buttons",
enabled = s.gamepadForwarding,
caption = "Where the guide (Xbox/PS) and share presses go while streaming. " +
"Automatic sends them to the host whenever this device delivers them.",
) { v -> update(s.copy(systemButtons = v)) }
SettingDropdown(
label = "Hold Select for guide",
options = GUIDE_GESTURE_OPTIONS,
selected = s.guideGesture,
field = "guide_gesture",
enabled = s.gamepadForwarding,
caption = "Hold Select alone to press the host's guide button — keep holding for a " +
"Gaming-Mode host's quick-access menu. A Select tap still goes through, " +
"slightly delayed. For devices that intercept the real guide button.",
) { v -> update(s.copy(guideGesture = v)) }
DeviceScopeOnly {
ClickableRow(
title = "Connected controllers",
@@ -323,6 +323,7 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
// controller (Automatic). Built here, released on dispose.
val router = GamepadRouter(
context, handle, initialSettings.gamepad, initialSettings.gamepadForwarding,
initialSettings.systemButtonsForward(), initialSettings.guideGestureEnabled(),
)
activity?.gamepadRouter = router
// Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
@@ -50,12 +50,35 @@ class GamepadRouter(
* capture links, which `StreamScreen` does not start at all while this is off.
*/
private val forwarding: Boolean = true,
/**
* Forward raw guide/QAM presses (`Settings.systemButtons` resolved — auto = forward on
* Android, where the press reaches the app on most devices; `local` exists for
* cross-client profile parity with the Gaming-Mode clients). Off keeps them entirely
* with this device.
*/
private val systemForward: Boolean = true,
/**
* The hold-Select guide gesture (`Settings.guideGesture` resolved — auto = off on
* Android): holding Select ALONE ≥ [GUIDE_HOLD_MS] sends the HOST's guide button, down
* until release — so a long hold is the host's long-press, a Gaming-Mode host's QAM. A
* Select tap is delivered on release (delayed by up to the threshold); a Select pressed
* while other buttons are down passes through untouched, so the exit/mic chords keep
* working. pf-client-core's `SelectGesture`, on the main-thread handler.
*/
private val guideGesture: Boolean = false,
) {
/** One forwarded controller: its stable wire pad index, per-device axis state, and held buttons. */
private class Slot(val index: Int, val mapper: Gamepad.AxisMapper) {
/** Forwarded button bits currently held (Gamepad.BTN_*) — for release-on-close + chord detection. */
var held = 0
// Hold-Select→guide gesture state ([guideGesture]): the pending Select's hold
// timer / a delivered tap's owed release (both on the main handler), and whether
// the held Select was transformed into a synthetic guide.
var pendingGuide: Runnable? = null
var pendingTapUp: Runnable? = null
var selectAsGuide = false
}
/** deviceId → slot. Concurrent: the feedback poll threads read it via [deviceForPad]. */
@@ -139,7 +162,24 @@ class GamepadRouter(
* the mic-mute chord ([MIC_CHORD]).
*/
private fun slotButton(slot: Slot, bit: Int, down: Boolean, send: Boolean) {
// Raw system buttons stay local under the "local" policy — no wire send and no held
// tracking, symmetric on both edges so nothing leaks into the chords either.
if (!systemForward && (bit == Gamepad.BTN_GUIDE || bit == Gamepad.BTN_MISC1)) return
if (down) {
if (guideGesture && send) {
// A Select pressed ALONE is held back until it resolves: a tap (delivered
// on release), a combo member (the next button flushes it as a real
// press), or — past GUIDE_HOLD_MS — a synthetic guide. Held state records
// it either way, so the exit/mic chords read as if the gesture didn't
// exist (Select+Y still fires the mic toggle: the flush sends Select's
// down before Y's).
if (bit == Gamepad.BTN_BACK && slot.held == 0) {
slot.held = slot.held or bit
armGuide(slot)
return
}
flushPendingSelect(slot)
}
if (send && forwarding) {
NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index)
}
@@ -155,7 +195,8 @@ class GamepadRouter(
onMicChord?.invoke()
}
} else {
if (send && forwarding) {
val owned = guideGesture && bit == Gamepad.BTN_BACK && consumeSelectRelease(slot)
if (!owned && send && forwarding) {
NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
}
slot.held = slot.held and bit.inv()
@@ -167,6 +208,61 @@ class GamepadRouter(
}
}
/** Start a pending Select's hold countdown ([GUIDE_HOLD_MS] → a synthetic guide, down until release). */
private fun armGuide(slot: Slot) {
val r = Runnable {
slot.pendingGuide = null
slot.selectAsGuide = true
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, true, slot.index)
}
}
slot.pendingGuide = r
mainHandler.postDelayed(r, GUIDE_HOLD_MS)
}
/**
* A second button joined while Select was pending — it was a real Select after all; its
* deferred down goes out before the caller sends the new button's, preserving chronology.
*/
private fun flushPendingSelect(slot: Slot) {
val r = slot.pendingGuide ?: return
mainHandler.removeCallbacks(r)
slot.pendingGuide = null
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, true, slot.index)
}
}
/**
* Select released with gesture state outstanding — true when the gesture owned the
* release. A transformed hold lifts the synthetic guide; a pending tap delivers its
* held-back press now, with the release [TAP_PRESS_MS] behind it (a back-to-back pair
* can fold into nothing in the host's per-pad input fold).
*/
private fun consumeSelectRelease(slot: Slot): Boolean {
if (slot.selectAsGuide) {
slot.selectAsGuide = false
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, false, slot.index)
}
return true
}
val r = slot.pendingGuide ?: return false
mainHandler.removeCallbacks(r)
slot.pendingGuide = null
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, true, slot.index)
val up = Runnable {
slot.pendingTapUp = null
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, false, slot.index)
}
slot.pendingTapUp = up
mainHandler.postDelayed(up, TAP_PRESS_MS)
}
return true
}
/** Arm the exit-chord hold timer (once); on expiry, if the chord is still held, flush + leave. */
private fun armExit() {
if (pendingExit != null) return // already counting down
@@ -362,6 +458,24 @@ class GamepadRouter(
/** Lift every held button + zero the axes/HAT dpad for [slot] (wire events only, all on its index). */
private fun releaseHeld(slot: Slot) {
// Gesture first: a pending (never-sent) Select just drops its timer; an owed tap
// release goes out NOW (its down is already on the wire and the handle may not
// outlive this slot); a transformed guide — which is not in `held` — is lifted.
slot.pendingGuide?.let { mainHandler.removeCallbacks(it) }
slot.pendingGuide = null
slot.pendingTapUp?.let {
mainHandler.removeCallbacks(it)
slot.pendingTapUp = null
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_BACK, false, slot.index)
}
}
if (slot.selectAsGuide) {
slot.selectAsGuide = false
if (forwarding) {
NativeBridge.nativeSendGamepadButton(handle, Gamepad.BTN_GUIDE, false, slot.index)
}
}
var bits = slot.held
while (bits != 0) {
val bit = bits and -bits // lowest set bit
@@ -403,5 +517,14 @@ class GamepadRouter(
/** Synthetic slot-key base for [ExternalPad]s — below every real (positive) InputDevice id. */
const val EXTERNAL_ID_BASE = -1000
/** pf-client-core's `GUIDE_HOLD`: hold Select alone this long → the host's guide goes down. */
const val GUIDE_HOLD_MS = 350L
/**
* pf-client-core's `TAP_PRESS`: a held-back Select tap's release trails its press by
* this much, so the pair can't coalesce into no press at all.
*/
const val TAP_PRESS_MS = 50L
}
}
@@ -675,8 +675,13 @@ final class SessionModel: ObservableObject {
// `gamepadForwarding` off means the host gets this device's pads from somewhere else
// (USB passthrough, or a pad plugged into the host) capture still runs, and still
// watches for the escape chord, but puts nothing on the wire.
// System-button routing: whether raw guide/share presses ride the wire, and whether
// hold-Select arms as the alternate guide route (auto = on everywhere but macOS
// iOS reserves the physical Home press, tvOS never delivers it).
let capture = GamepadCapture(
connection: conn, manager: .shared, forwarding: settings.gamepadForwarding)
connection: conn, manager: .shared, forwarding: settings.gamepadForwarding,
systemForward: settings.systemButtonsForward,
guideGesture: settings.guideGestureEnabled)
// The cross-client escape chord (hold L1+R1+Start+Select 1.5 s) on tvOS the only
// controller way out of a stream (B/Menu is swallowed during sessions; see ContentView).
capture.onDisconnectRequest = { [weak self] in self?.disconnect() }
@@ -39,6 +39,8 @@ struct GamepadSettingsView: View {
@AppStorage(DefaultsKey.compositor) private var compositor = 0
@AppStorage(DefaultsKey.gamepadType) private var gamepadType = 0
@AppStorage(DefaultsKey.gamepadForwarding) private var gamepadForwarding = true
@AppStorage(DefaultsKey.systemButtons) private var systemButtons = "auto"
@AppStorage(DefaultsKey.guideGesture) private var guideGesture = "auto"
@AppStorage(DefaultsKey.bitrateKbps) private var bitrateKbps = 0
@AppStorage(DefaultsKey.audioChannels) private var audioChannels = 2
@AppStorage(DefaultsKey.hdrEnabled) private var hdrEnabled = true
@@ -399,6 +401,18 @@ struct GamepadSettingsView: View {
detail: "The virtual pad the host creates — Automatic matches this controller.",
options: SettingsOptions.padTypes, current: gamepadType
) { gamepadType = $0 },
choiceRow(
id: "systemButtons", icon: "house.circle", label: "Guide button",
detail: "Where the guide (Xbox/PS) and share presses go while streaming — "
+ "Automatic sends them to the host whenever this device delivers them.",
options: SettingsOptions.systemButtons, current: systemButtons
) { systemButtons = $0 },
choiceRow(
id: "guideGesture", icon: "hand.point.up.left", label: "Hold Select for guide",
detail: "Hold Select alone to press the host's guide button — keep holding "
+ "for a Gaming-Mode host's quick-access menu. A tap still goes through.",
options: SettingsOptions.guideGestures, current: guideGesture
) { guideGesture = $0 },
choiceRow(
id: "hud", header: "Interface", icon: "chart.bar", label: "Statistics overlay",
@@ -34,6 +34,22 @@ enum SettingsOptions {
("DualShock 4", 4),
]
/// System-button routing (the cross-client `system_buttons` key): where the guide
/// (Xbox/PS) and share presses land while streaming. Auto = forward on Apple.
static let systemButtons: [(label: String, tag: String)] = [
("Automatic", "auto"),
("Send to host", "forward"),
("This device", "local"),
]
/// The hold-Select guide gesture (the cross-client `guide_gesture` key). Auto = on
/// everywhere but macOS.
static let guideGestures: [(label: String, tag: String)] = [
("Automatic", "auto"),
("On", "on"),
("Off", "off"),
]
static let hudPlacements: [(label: String, tag: String)] =
HUDPlacement.allCases.map { ($0.label, $0.rawValue) }
@@ -126,6 +126,14 @@ enum SettingsFields {
.init(name: "gamepad_forwarding", key: DefaultsKey.gamepadForwarding,
overlay: \.gamepadForwarding, effective: \.gamepadForwarding)
}
static var systemButtons: SettingsField<String> {
.init(name: "system_buttons", key: DefaultsKey.systemButtons,
overlay: \.systemButtons, effective: \.systemButtons)
}
static var guideGesture: SettingsField<String> {
.init(name: "guide_gesture", key: DefaultsKey.guideGesture,
overlay: \.guideGesture, effective: \.guideGesture)
}
static var statsVerbosity: SettingsField<String> {
.init(name: "stats_verbosity", key: DefaultsKey.statsVerbosity,
overlay: \.statsVerbosity, effective: \.statsVerbosity)
@@ -681,6 +681,29 @@ extension SettingsView {
}
.disabled(!effective.gamepadForwarding)
}
described("Where the guide (Xbox/PS) and share presses go while streaming. "
+ "Automatic sends them to the host whenever this device delivers them "
+ "— the hold-Select gesture below reaches the host regardless.",
field: "system_buttons") {
Picker("Guide button", selection: scoped(SettingsFields.systemButtons)) {
Text("Automatic").tag("auto")
Text("Send to host").tag("forward")
Text("This device").tag("local")
}
.disabled(!effective.gamepadForwarding)
}
described("Hold Select on its own to press the host's guide button — keep "
+ "holding for a Gaming-Mode host's quick-access menu. A Select tap still "
+ "goes through, slightly delayed. Automatic arms it wherever the real "
+ "button can't reach the host (this device reserves it).",
field: "guide_gesture") {
Picker("Hold Select for guide", selection: scoped(SettingsFields.guideGesture)) {
Text("Automatic").tag("auto")
Text("On").tag("on")
Text("Off").tag("off")
}
.disabled(!effective.gamepadForwarding)
}
#if os(iOS)
// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
if !inProfileScope, CHHapticEngine.capabilitiesForHardware().supportsHaptics {
@@ -67,6 +67,17 @@ public final class GamepadCapture {
var axes: [Int32] = [0, 0, 0, 0, 0, 0]
var fingerActive: [Bool] = [false, false]
var lastMotionNs: UInt64 = 0
// Hold-Selectguide gesture state (pf-client-core's `SelectGesture`, adapted to
// this class's mask-diff model): a Select pressed ALONE is held out of the mask
// until it resolves into a tap (delivered on release) or past `guideHold` a
// synthetic guide, down until release.
var selectPending = false
var selectAsGuide = false
/// A delivered tap's release is owed (`tapTimer` scheduled) its down went out
/// outside `buttons`, so `flush` must know to lift it.
var tapReleaseOwed = false
var gestureTimer: Timer?
var tapTimer: Timer?
init(controller: GCController, pad: UInt32, pref: PunktfunkConnection.GamepadType) {
self.controller = controller
self.pad = pad
@@ -91,6 +102,16 @@ public final class GamepadCapture {
GamepadWire.leftShoulder | GamepadWire.rightShoulder | GamepadWire.start | GamepadWire.back
/// pf-client-core's `DISCONNECT_HOLD` the same 1.5 s on every client.
private static let disconnectHold: TimeInterval = 1.5
/// pf-client-core's `GUIDE_HOLD`: hold Select alone this long the HOST's guide goes
/// down (until release, so a long hold is the host's long-press a Gaming-Mode
/// host's QAM). The gesture exists because iOS reserves the physical Home press (the
/// Game Overlay; sanctioned opt-out only via the user's iOS 27+ Home-button setting)
/// and tvOS never delivers it at all.
private static let guideHold: TimeInterval = 0.35
/// pf-client-core's `TAP_PRESS`: a held-back Select tap is delivered as a press with
/// its release this far behind back-to-back transitions can fold into nothing in
/// the host's per-pad input fold.
private static let tapPress: TimeInterval = 0.05
private var chordTimer: Timer?
/// Fired ON MAIN once the escape chord has been held `disconnectHold` the session owner
/// disconnects. On tvOS this (plus the Siri Remote's hold-Back) is the ONLY way out of a
@@ -115,10 +136,23 @@ public final class GamepadCapture {
/// "don't forward" is one fact in one place rather than a condition at twelve call sites.
private var wire: PunktfunkConnection? { forwarding ? connection : nil }
public init(connection: PunktfunkConnection, manager: GamepadManager, forwarding: Bool = true) {
/// Forward the raw guide + share/QAM presses (`EffectiveSettings.systemButtonsForward`,
/// default true on Apple where the OS shows its own overlay for them, that's the OS's
/// business; local mode exists for profile parity with the Gaming-Mode clients).
public let systemForward: Bool
/// The hold-Select guide gesture (`EffectiveSettings.guideGestureEnabled` auto = on
/// everywhere but macOS). See `guideHold`.
public let guideGesture: Bool
public init(
connection: PunktfunkConnection, manager: GamepadManager, forwarding: Bool = true,
systemForward: Bool = true, guideGesture: Bool = false
) {
self.connection = connection
self.manager = manager
self.forwarding = forwarding
self.systemForward = systemForward
self.guideGesture = guideGesture
}
public func start() {
@@ -206,7 +240,14 @@ public final class GamepadCapture {
element.preferredSystemGestureState = .disabled
}
// The Home/PS button ( guide; the host maps it to the DualSense PS / Xbox guide bit,
// BTN_MODE on the virtual xpad the Steam-overlay button). Driven DIRECTLY from this
// BTN_MODE on the virtual xpad the Steam-overlay button). On iOS 26 the OS opens its
// Game Overlay for this press regardless of the gesture claim below (the app is
// LSApplicationCategoryType=games, which enrolls it); the sanctioned per-controller
// opt-out is the USER's iOS 27+ Home-button setting. TODO(iOS 27 SDK): read
// `GCControllerHomeButtonSettingsManager` and surface a one-time
// `openControllerHomeButtonSettings(for:)` deep-link so users can hand the button to
// the stream the class is Swift-only and 27.0+, so it needs the Xcode 27 SDK to
// even compile. Until then hold-Select is the reliable route. Driven DIRECTLY from this
// handler's pressed value (not via buttonMask), because the legacy
// `extendedGamepad.buttonHome` is unreliable/often nil even when the physical element
// exists. On tvOS the element is absent (reserved) nil, the whole block no-ops.
@@ -289,7 +330,14 @@ public final class GamepadCapture {
// as "changed" otherwise the first stick/button move after a guide press would emit a
// spurious guide-UP while the button is still physically held (and drop the bit from
// `slot.buttons`, swallowing the real release too). `flush`/`allButtons` still release it.
let newButtons = Self.buttonMask(g) | (slot.buttons & GamepadWire.guide)
var raw = Self.buttonMask(g)
// Raw system buttons stay local when passthrough is off: misc1 (share/QAM) is
// masked here, guide is gated at its own handler.
if !systemForward { raw &= ~GamepadWire.misc1 }
// The hold-Select gesture rewrites the mask: a Select pressed alone is held out
// until it resolves (tap on release / synthetic guide past the threshold).
if guideGesture { raw = gestureFiltered(slot, raw) }
let newButtons = raw | (slot.buttons & GamepadWire.guide)
let changed = newButtons ^ slot.buttons
if changed != 0 {
for bit in GamepadWire.allButtons where changed & bit != 0 {
@@ -312,10 +360,106 @@ public final class GamepadCapture {
updateEscapeChord()
}
/// The hold-Selectguide state machine over one sync's raw mask (pf-client-core's
/// `SelectGesture` rules): Select pressed ALONE is suppressed while pending; another
/// button joining makes it real (unsuppressed the diff sends its down); released
/// inside `guideHold` it's a tap, delivered out-of-band on release with the release
/// `tapPress` behind; past the threshold `gestureHoldFired` turned it into a synthetic
/// guide, lifted here when Select physically releases.
///
/// One deliberate divergence from the Rust worker: while transformed into a guide the
/// Select stays OUT of `slot.buttons`, so the escape chord doesn't complete on top of
/// an in-flight guide-hold release Select and press the chord plainly instead (the
/// chord's four-at-once press never lingers in pending long enough to be affected).
private func gestureFiltered(_ slot: Slot, _ raw: UInt32) -> UInt32 {
let back = GamepadWire.back
let backDown = raw & back != 0
let othersDown = raw & ~back != 0
if slot.selectAsGuide {
if backDown { return raw & ~back }
slot.selectAsGuide = false
sendGuide(slot, down: false, raw: false)
return raw
}
if slot.selectPending {
if !backDown {
endPending(slot)
deliverTap(slot)
return raw
}
if othersDown {
// A combo after all Select unsuppresses and the diff sends its down.
endPending(slot)
return raw
}
return raw & ~back
}
if backDown, !othersDown, slot.buttons & back == 0 {
// Newly pressed, alone: hold it back. An owed tap release goes out first so
// the host never sees two downs in a row.
if slot.tapReleaseOwed { finishTap(slot) }
slot.selectPending = true
let timer = Timer(timeInterval: Self.guideHold, repeats: false) { [weak self, weak slot] _ in
Task { @MainActor in
if let self, let slot { self.gestureHoldFired(slot) }
}
}
RunLoop.main.add(timer, forMode: .common)
slot.gestureTimer?.invalidate()
slot.gestureTimer = timer
return raw & ~back
}
return raw
}
/// The hold threshold passed with Select still pending it IS the guide now, down
/// until the physical release (`gestureFiltered`'s `selectAsGuide` branch lifts it).
private func gestureHoldFired(_ slot: Slot) {
guard slot.selectPending else { return }
slot.selectPending = false
slot.gestureTimer = nil
slot.selectAsGuide = true
sendGuide(slot, down: true, raw: false)
}
private func endPending(_ slot: Slot) {
slot.selectPending = false
slot.gestureTimer?.invalidate()
slot.gestureTimer = nil
}
/// Deliver a held-back Select tap: the press now, its release `tapPress` behind. Both
/// sends bypass `slot.buttons` (the raw mask no longer carries Select, so the diff
/// stays consistent); `tapReleaseOwed` is what `flush` checks so the press can't
/// outlive the slot.
private func deliverTap(_ slot: Slot) {
wire?.send(.gamepadButton(GamepadWire.back, down: true, pad: slot.pad))
slot.tapReleaseOwed = true
let timer = Timer(timeInterval: Self.tapPress, repeats: false) { [weak self, weak slot] _ in
Task { @MainActor in
if let self, let slot { self.finishTap(slot) }
}
}
RunLoop.main.add(timer, forMode: .common)
slot.tapTimer?.invalidate()
slot.tapTimer = timer
}
private func finishTap(_ slot: Slot) {
guard slot.tapReleaseOwed else { return }
slot.tapReleaseOwed = false
slot.tapTimer?.invalidate()
slot.tapTimer = nil
wire?.send(.gamepadButton(GamepadWire.back, down: false, pad: slot.pad))
}
/// Forward the guide (Home/PS) transition directly it's kept out of `buttonMask` (the legacy
/// `buttonHome` element is unreliable). Folds into the slot's `buttons` so a held PS button is
/// released by `flush` on focus loss / close just like the others.
private func sendGuide(_ slot: Slot, down: Bool) {
/// released by `flush` on focus loss / close just like the others. `raw: true` marks the
/// physical Home handler's calls, which the system-buttons policy can keep local; the
/// gesture's synthetic transitions pass `raw: false` and always go out.
private func sendGuide(_ slot: Slot, down: Bool, raw: Bool = true) {
if raw, !systemForward { return }
guard !suspended else { return }
let bit = GamepadWire.guide
let now = down ? (slot.buttons | bit) : (slot.buttons & ~bit)
@@ -449,6 +593,12 @@ public final class GamepadCapture {
/// (no GC calls) safe against an already-removed device. Does NOT close the slot or send
/// GamepadRemove (that's `closeSlot`).
private func flush(_ slot: Slot) {
// Gesture first: a pending (never-sent) Select just drops, an owed tap release
// goes out, and a transformed guide's bit folded into `buttons` by `sendGuide`
// is lifted by the loop below like any held button.
endPending(slot)
slot.selectAsGuide = false
if slot.tapReleaseOwed { finishTap(slot) }
for bit in GamepadWire.allButtons where slot.buttons & bit != 0 {
wire?.send(.gamepadButton(bit, down: false, pad: slot.pad))
}
@@ -38,6 +38,17 @@ public enum DefaultsKey {
/// host two pads for one pair of hands. Read at connect: `SessionModel` then never starts
/// `GamepadCapture`, so no slot opens, no arrival is sent and no virtual pad is built.
public static let gamepadForwarding = "punktfunk.gamepadForwarding"
/// Where a controller's SYSTEM buttons (guide + the share/QAM misc) land while streaming:
/// `"auto"` | `"forward"` | `"local"` the cross-client `system_buttons` key. Auto
/// forwards on every Apple platform: the local Game Overlay is the OS's business (and on
/// iOS 27+ the user can hand the Home button to the app in Settings), so suppressing our
/// send would gain nothing.
public static let systemButtons = "punktfunk.systemButtons"
/// The hold-Select guide gesture: `"auto"` | `"on"` | `"off"` the cross-client
/// `guide_gesture` key. Auto arms it everywhere but macOS: iOS reserves the physical Home
/// press for the Game Overlay (uncapturable pre-27) and tvOS never delivers it at all, so
/// holding Select is the controller route to the host's guide there.
public static let guideGesture = "punktfunk.guideGesture"
public static let bitrateKbps = "punktfunk.bitrateKbps"
/// Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it
/// can capture; the resolved count drives the in-core decode + AVAudioEngine layout.
@@ -35,6 +35,10 @@ public struct EffectiveSettings: Equatable, Sendable {
public var invertScroll = false
public var gamepadType = 0
public var gamepadForwarding = true
/// Cross-client `system_buttons`: "auto" | "forward" | "local".
public var systemButtons = "auto"
/// Cross-client `guide_gesture`: "auto" | "on" | "off".
public var guideGesture = "auto"
/// A `StatsVerbosity` raw value; the enum lives in PunktfunkKit, which this module can't see.
public var statsVerbosity = "normal"
public var fullscreenWhileStreaming = true
@@ -95,6 +99,8 @@ public struct EffectiveSettings: Equatable, Sendable {
invertScroll = bool(DefaultsKey.invertScroll, invertScroll)
gamepadType = int(DefaultsKey.gamepadType, gamepadType)
gamepadForwarding = bool(DefaultsKey.gamepadForwarding, gamepadForwarding)
systemButtons = str(DefaultsKey.systemButtons, systemButtons)
guideGesture = str(DefaultsKey.guideGesture, guideGesture)
statsVerbosity = Self.storedStatsVerbosity(defaults)
fullscreenWhileStreaming = bool(
DefaultsKey.fullscreenWhileStreaming, fullscreenWhileStreaming)
@@ -121,6 +127,36 @@ public struct EffectiveSettings: Equatable, Sendable {
return "normal"
}
/// The `system_buttons` policy resolved for this platform: forward the raw guide (and
/// share/QAM misc) presses? Auto = forward on every Apple platform where the OS shows
/// its own overlay for the press that is the OS's business, and suppressing our send
/// would only break users who handed the button to the app (iOS 27's Home-button
/// setting; macOS with the gestures claimed).
public var systemButtonsForward: Bool {
switch systemButtons {
case "local": return false
default: return true
}
}
/// The hold-Select guide gesture resolved for this platform ([`guideGesture`]). Auto =
/// on everywhere but macOS: iOS reserves the physical Home press (the Game Overlay,
/// uncapturable pre-27) and tvOS never delivers it, so holding Select is the controller
/// route to the host's guide and, held on, to a Gaming-Mode host's QAM. On macOS the
/// raw press reaches the host, so auto stays off and Select keeps its exact timing.
public var guideGestureEnabled: Bool {
switch guideGesture {
case "on": return true
case "off": return false
default:
#if os(macOS)
return false
#else
return true
#endif
}
}
/// The one resolution seam: this overlay on top of these settings. Pure no store reads, no
/// clock so it is testable field by field. A `.some` that happens to equal the base is a
/// legitimate PIN: it keeps its value when the global later moves.
@@ -143,6 +179,8 @@ public struct EffectiveSettings: Equatable, Sendable {
if let v = overlay.invertScroll { s.invertScroll = v }
if let v = overlay.gamepadType { s.gamepadType = v }
if let v = overlay.gamepadForwarding { s.gamepadForwarding = v }
if let v = overlay.systemButtons { s.systemButtons = v }
if let v = overlay.guideGesture { s.guideGesture = v }
if let v = overlay.statsVerbosity { s.statsVerbosity = v }
if let v = overlay.fullscreenWhileStreaming { s.fullscreenWhileStreaming = v }
if let v = overlay.enable444 { s.enable444 = v }
@@ -111,6 +111,8 @@ public struct SettingsOverlay: Codable, Equatable, Sendable {
public var invertScroll: Bool?
public var gamepadType: Int?
public var gamepadForwarding: Bool?
public var systemButtons: String?
public var guideGesture: String?
/// A `StatsVerbosity` raw value ("off"/"compact"/"normal"/"detailed") the enum lives in
/// PunktfunkKit, which this module must not depend on.
public var statsVerbosity: String?
@@ -153,6 +155,8 @@ public struct SettingsOverlay: Codable, Equatable, Sendable {
case invertScroll = "invert_scroll"
case gamepadType = "gamepad"
case gamepadForwarding = "gamepad_forwarding"
case systemButtons = "system_buttons"
case guideGesture = "guide_gesture"
case statsVerbosity = "stats_verbosity"
case fullscreenWhileStreaming = "fullscreen_on_stream"
case enable444 = "enable_444"
@@ -187,6 +191,8 @@ public struct SettingsOverlay: Codable, Equatable, Sendable {
invertScroll = bool(.invertScroll)
gamepadType = int(.gamepadType)
gamepadForwarding = bool(.gamepadForwarding)
systemButtons = str(.systemButtons)
guideGesture = str(.guideGesture)
statsVerbosity = str(.statsVerbosity)
fullscreenWhileStreaming = bool(.fullscreenWhileStreaming)
enable444 = bool(.enable444)
@@ -224,6 +230,8 @@ public struct SettingsOverlay: Codable, Equatable, Sendable {
try c.encodeIfPresent(gamepadType, forKey: AnyKey(Key.gamepadType.rawValue))
try c.encodeIfPresent(
gamepadForwarding, forKey: AnyKey(Key.gamepadForwarding.rawValue))
try c.encodeIfPresent(systemButtons, forKey: AnyKey(Key.systemButtons.rawValue))
try c.encodeIfPresent(guideGesture, forKey: AnyKey(Key.guideGesture.rawValue))
try c.encodeIfPresent(statsVerbosity, forKey: AnyKey(Key.statsVerbosity.rawValue))
try c.encodeIfPresent(
fullscreenWhileStreaming, forKey: AnyKey(Key.fullscreenWhileStreaming.rawValue))
@@ -277,6 +285,8 @@ public enum OverlayField {
case "invert_scroll": overlay.invertScroll = nil
case "gamepad": overlay.gamepadType = nil
case "gamepad_forwarding": overlay.gamepadForwarding = nil
case "system_buttons": overlay.systemButtons = nil
case "guide_gesture": overlay.guideGesture = nil
case "stats_verbosity": overlay.statsVerbosity = nil
case "fullscreen_on_stream": overlay.fullscreenWhileStreaming = nil
case "enable_444": overlay.enable444 = nil
@@ -313,6 +323,8 @@ public enum OverlayField {
case "invert_scroll": return o.invertScroll != nil
case "gamepad": return o.gamepadType != nil
case "gamepad_forwarding": return o.gamepadForwarding != nil
case "system_buttons": return o.systemButtons != nil
case "guide_gesture": return o.guideGesture != nil
case "stats_verbosity": return o.statsVerbosity != nil
case "fullscreen_on_stream": return o.fullscreenWhileStreaming != nil
case "enable_444": return o.enable444 != nil
+53
View File
@@ -647,6 +647,19 @@ async def _native_update_state() -> dict:
return {"error": "client-outdated"} if outdated else {}
def _ctl_sockets() -> list[Path]:
"""Candidate paths of the streaming client's control socket (guide/QAM injection):
the flatpak app runtime dir first (the one runtime path the sandbox and this backend
see identically), then the plain runtime dir (native installs). Mirrors the session
binary's ``ctl_socket::path``."""
uid = os.environ.get("PF_UID") or "1000"
run = Path(f"/run/user/{uid}")
return [
run / "app" / APP_ID / "punktfunk-session-ctl.sock",
run / "punktfunk-session-ctl.sock",
]
class Plugin:
# ---- Thin shells over the headless CLI -------------------------------------------------
#
@@ -842,6 +855,46 @@ class Plugin:
return {"ok": False}
return {"ok": True}
async def stream_running(self) -> dict:
"""Whether the streaming client's control socket exists — i.e. the client is up.
The socket appears at the client's first stream and lives for the process, so
between console-mode streams it lingers; that only leaves the panel's host
buttons harmlessly visible.
"""
return {"running": any(p.is_socket() for p in _ctl_sockets())}
async def host_action(self, action: str) -> dict:
"""Press a HOST system button on the running stream: ``guide`` (the Steam/Xbox/PS
menu button) or ``qam`` (the quick-access ````).
Talks to the session binary's control socket (one text verb per connection,
``ok``/``err`` back) the flatpak app runtime dir first (the sandboxed client;
that dir is the one runtime path host and sandbox see identically), then the
plain runtime dir (native installs). No socket = no running stream.
"""
if action not in ("guide", "qam"):
return {"ok": False, "error": f"unknown action {action!r}"}
for sock in _ctl_sockets():
if not sock.is_socket():
continue
try:
reader, writer = await asyncio.wait_for(
asyncio.open_unix_connection(str(sock)), timeout=2.0
)
except Exception: # noqa: BLE001 — a stale socket file; try the next path
continue
try:
writer.write(f"{action}\n".encode())
await writer.drain()
reply = await asyncio.wait_for(reader.readline(), timeout=2.0)
return {"ok": reply.strip() == b"ok"}
except Exception as e: # noqa: BLE001
return {"ok": False, "error": str(e)}
finally:
writer.close()
return {"ok": False, "error": "no-stream"}
async def _update_native_client(self) -> dict:
"""The non-flatpak leg of :meth:`update_client` — drive the client's own
``--apply-update``, which starts the packaged root helper.
+9
View File
@@ -170,6 +170,15 @@ export const applyControllerConfig = callable<
{ ok: boolean; applied?: string[]; errors?: string[]; accounts?: number; error?: string; detail?: string }
>("apply_controller_config");
export const killStream = callable<[], { ok: boolean }>("kill_stream");
// Whether the streaming client's control socket exists (a stream/console client is up) —
// gates the QAM panel's host-button section.
export const streamRunning = callable<[], { running: boolean }>("stream_running");
// Press a HOST system button on the running stream: "guide" | "qam". The raw Steam/QAM
// presses stay on the Deck by default (the client's Controllers settings), so this — and
// holding Select — is how the host's own menus are reached.
export const hostAction = callable<[action: string], { ok: boolean; error?: string }>(
"host_action",
);
export const checkUpdate = callable<[force: boolean], UpdateInfo>("check_update");
// Update the client by whichever route its install supports: `flatpak update --user` for the
// flatpak, `punktfunk-client --apply-update` (the packaged root helper) for a one-tap-capable
+57 -2
View File
@@ -8,6 +8,7 @@
import {
ButtonItem,
Field,
Navigation,
PanelSection,
PanelSectionRow,
Spinner,
@@ -15,9 +16,10 @@ import {
staticClasses,
} from "@decky/ui";
import { definePlugin, toaster } from "@decky/api";
import { FC } from "react";
import { FC, useEffect, useState } from "react";
import {
FaDownload,
FaGamepad,
FaLock,
FaPlay,
FaPlus,
@@ -25,7 +27,7 @@ import {
FaSyncAlt,
FaTv,
} from "react-icons/fa";
import { killStream } from "./backend";
import { hostAction, killStream, streamRunning } from "./backend";
import { PluginErrorBoundary } from "./boundary";
import {
applyUpdate,
@@ -66,6 +68,22 @@ async function forceStop(): Promise<void> {
toaster.toast({ title: "Punktfunk", body: "Stopped the stream" });
}
// Press a host system button (guide/QAM) on the running stream, then hand the screen back
// to it — closing the local menus is what lets the HOST's overlay show through. The raw
// Steam/··· presses stay on the Deck by default (both overlays would open at once), so this
// is the panel route to the host's menus; holding Select is the controller route.
async function pressHost(action: "guide" | "qam"): Promise<void> {
const r = await hostAction(action).catch(() => ({ ok: false as const, error: "backend" }));
if (r.ok) {
Navigation.CloseSideMenus();
} else {
toaster.toast({
title: "Punktfunk",
body: r.error === "no-stream" ? "No stream is running" : "Couldn't reach the stream",
});
}
}
/** The line under a host's name: where it is, whether it's up, and how far trust has got. */
function hostDescription(v: HostView): string {
const trust = {
@@ -127,6 +145,18 @@ const HostRow: FC<{ host: HostView; refresh: () => void }> = ({ host, refresh })
const QamPanel: FC = () => {
const { views, scanning, problem, refresh } = useHosts();
const { info: update, checking, check } = useUpdate();
// The host-buttons section shows only while the streaming client is up (checked per
// panel open — the QAM panel mounts fresh each time).
const [streaming, setStreaming] = useState(false);
useEffect(() => {
let live = true;
void streamRunning()
.then((r) => live && setStreaming(r.running))
.catch(() => {});
return () => {
live = false;
};
}, []);
return (
<>
@@ -230,6 +260,31 @@ const QamPanel: FC = () => {
</PanelSectionRow>
</PanelSection>
{streaming && (
<PanelSection title="Host menus">
<PanelSectionRow>
<ButtonItem
layout="below"
description="Press the Steam/guide button on the host"
onClick={() => void pressHost("guide")}
>
<FaGamepad style={{ marginRight: "0.5em" }} />
Steam menu on host
</ButtonItem>
</PanelSectionRow>
<PanelSectionRow>
<ButtonItem
layout="below"
description="Open the host's Quick Access Menu"
onClick={() => void pressHost("qam")}
>
<FaGamepad style={{ marginRight: "0.5em" }} />
Quick access on host
</ButtonItem>
</PanelSectionRow>
</PanelSection>
)}
<PanelSection title="About">
<PanelSectionRow>
<Field
+75 -1
View File
@@ -157,6 +157,20 @@ mod index {
GAMEPADS.iter().position(|&g| g == s.gamepad).unwrap_or(0) as u32
}
pub fn system_buttons(s: &Settings) -> u32 {
SYSTEM_BUTTONS
.iter()
.position(|&v| v == s.system_buttons)
.unwrap_or(0) as u32
}
pub fn guide_gesture(s: &Settings) -> u32 {
GUIDE_GESTURES
.iter()
.position(|&v| v == s.guide_gesture)
.unwrap_or(0) as u32
}
pub fn present_priority(s: &Settings) -> u32 {
// Unknown values (a newer client's intent) read as the default, exactly as
// `PresentPriority::resolve` treats them.
@@ -642,6 +656,12 @@ fn commit_profile(active: &StreamProfile, touched: &Touched, values: &Settings)
if touched.has("gamepad_forwarding") {
o.gamepad_forwarding = Some(values.gamepad_forwarding);
}
if touched.has("system_buttons") {
o.system_buttons = Some(values.system_buttons.clone());
}
if touched.has("guide_gesture") {
o.guide_gesture = Some(values.guide_gesture.clone());
}
if touched.has("stats_verbosity") {
o.stats_verbosity = Some(values.stats_verbosity());
}
@@ -687,6 +707,15 @@ const GAMEPADS: &[&str] = &[
"dualshock4",
"steamdeck",
];
/// System-button routing values (persisted under the cross-client `system_buttons` key):
/// where the guide (Xbox/PS/Steam) and quick-access presses land while streaming. Auto =
/// the host, except under Gaming Mode where the local Steam UI reacts to the same press.
const SYSTEM_BUTTONS: &[&str] = &["auto", "forward", "local"];
const SYSTEM_BUTTON_LABELS: &[&str] = &["Automatic", "Send to host", "This device"];
/// Hold-Select guide gesture values (the cross-client `guide_gesture` key). Auto arms it
/// only where the raw guide press can't reach the host (Gaming Mode here).
const GUIDE_GESTURES: &[&str] = &["auto", "on", "off"];
const GUIDE_GESTURE_LABELS: &[&str] = &["Automatic", "On", "Off"];
const COMPOSITORS: &[&str] = &["auto", "kwin", "wlroots", "mutter", "gamescope"];
/// Codec setting values (persisted) paired with their display labels below. PyroWave is
/// preference-only by design (`Settings::preferred_codec`) — the ladder falls back to
@@ -1542,16 +1571,39 @@ pub fn show_scoped(
"Steam Deck",
],
);
// Both pad rows only mean something while something is being forwarded (the same
// Where the guide (Xbox/PS/Steam) + quick-access presses land, and the hold-Select
// gesture that keeps the host's guide reachable when they stay local. Desktop rarely
// needs either off Automatic — they exist here because profiles are authored on the
// desktop and applied everywhere, Gaming Mode included.
let sysbtn_row = ChoiceRow::new(
&dialog,
inline,
"Steam / guide button",
"Automatic sends it to the host, except where this device reacts to it too",
SYSTEM_BUTTON_LABELS,
);
let gesture_row = ChoiceRow::new(
&dialog,
inline,
"Hold Select for guide",
"Hold Select alone for the host's guide button — a tap still goes through",
GUIDE_GESTURE_LABELS,
);
// The pad rows only mean something while something is being forwarded (the same
// relationship mic → echo cancellation draws just above, initial state included: the
// seed's `set_active` fires this only when it CHANGES the switch).
{
let (f, t) = (forward_row.widget().clone(), pad_row.widget().clone());
let (sb, gg) = (sysbtn_row.widget().clone(), gesture_row.widget().clone());
f.set_sensitive(seed.gamepad_forwarding);
t.set_sensitive(seed.gamepad_forwarding);
sb.set_sensitive(seed.gamepad_forwarding);
gg.set_sensitive(seed.gamepad_forwarding);
pad_forward_row.connect_active_notify(move |r| {
f.set_sensitive(r.is_active());
t.set_sensitive(r.is_active());
sb.set_sensitive(r.is_active());
gg.set_sensitive(r.is_active());
});
}
@@ -1566,6 +1618,8 @@ pub fn show_scoped(
bitrate_row.set_value(f64::from(s.bitrate_kbps) / 1000.0);
pad_forward_row.set_active(s.gamepad_forwarding);
pad_row.set_selected(index::gamepad(s));
sysbtn_row.set_selected(index::system_buttons(s));
gesture_row.set_selected(index::guide_gesture(s));
let touch_i = index::touch(s);
touch_row.set_selected(touch_i);
// set_selected never fires the changed hook, so seed the dynamic caption directly.
@@ -1795,6 +1849,18 @@ pub fn show_scoped(
index::surround
);
choice!(pad_row, "gamepad", o.gamepad.is_some(), index::gamepad);
choice!(
sysbtn_row,
"system_buttons",
o.system_buttons.is_some(),
index::system_buttons
);
choice!(
gesture_row,
"guide_gesture",
o.guide_gesture.is_some(),
index::guide_gesture
);
toggle!(
pad_forward_row,
"gamepad_forwarding",
@@ -2001,6 +2067,8 @@ pub fn show_scoped(
controllers_group.add(forward_row.widget());
}
controllers_group.add(pad_row.widget());
controllers_group.add(sysbtn_row.widget());
controllers_group.add(gesture_row.widget());
controllers.add(&controllers_group);
// Cap every caption in one pass, after the rows exist: a per-row call would be sixteen
@@ -2040,6 +2108,12 @@ pub fn show_scoped(
if pad_sel != 0 || GAMEPADS.contains(&s.gamepad.as_str()) {
s.gamepad = GAMEPADS[pad_sel].to_string();
}
s.system_buttons = SYSTEM_BUTTONS
[(sysbtn_row.selected() as usize).min(SYSTEM_BUTTONS.len() - 1)]
.to_string();
s.guide_gesture = GUIDE_GESTURES
[(gesture_row.selected() as usize).min(GUIDE_GESTURES.len() - 1)]
.to_string();
s.touch_mode =
TOUCH_MODES[(touch_row.selected() as usize).min(TOUCH_MODES.len() - 1)].to_string();
s.mouse_mode =
+95 -3
View File
@@ -18,6 +18,78 @@
#[cfg(all(any(target_os = "linux", windows), feature = "ui"))]
mod console;
/// The session control socket: a line-per-connection unix socket other same-user
/// processes use to poke the RUNNING stream — today two verbs, `guide` and `qam`, which
/// press the HOST's system buttons (the Decky panel's "Steam menu / Quick access on the
/// host" buttons; see `GamepadService::tap_guide`). Plain text, no JSON: `<verb>\n` in,
/// `ok\n` / `err\n` back.
///
/// The path is `$XDG_RUNTIME_DIR/punktfunk-session-ctl.sock` — inside the flatpak app
/// runtime dir (`…/app/$FLATPAK_ID/`) when sandboxed, the ONE runtime path a flatpak and
/// the host see identically, which is what lets the Decky backend (outside the sandbox)
/// reach a flatpak-run session.
#[cfg(all(unix, any(target_os = "linux", windows)))]
mod ctl_socket {
use pf_client_core::gamepad::GamepadService;
use std::io::{BufRead, BufReader, Write};
use std::os::unix::net::UnixListener;
use std::path::PathBuf;
fn path() -> Option<PathBuf> {
let mut p = PathBuf::from(std::env::var_os("XDG_RUNTIME_DIR")?);
if let Ok(id) = std::env::var("FLATPAK_ID") {
p.push("app");
p.push(id);
}
Some(p.join("punktfunk-session-ctl.sock"))
}
/// Bind + serve on a background thread, once per process (later calls no-op). Any
/// failure just logs at debug — the socket is a convenience surface, never worth
/// failing a stream over.
pub(crate) fn spawn(gamepad: GamepadService) {
static ONCE: std::sync::Once = std::sync::Once::new();
ONCE.call_once(move || {
let Some(path) = path() else { return };
// A previous session's socket file refuses the bind — it's ours to replace.
let _ = std::fs::remove_file(&path);
let listener = match UnixListener::bind(&path) {
Ok(l) => l,
Err(e) => {
tracing::debug!(error = %e, path = %path.display(), "session ctl socket unavailable");
return;
}
};
let spawned = std::thread::Builder::new()
.name("pf-session-ctl".into())
.spawn(move || {
for stream in listener.incoming() {
let Ok(mut s) = stream else { continue };
let mut line = String::new();
if BufReader::new(&s).read_line(&mut line).is_err() {
continue;
}
let ok = match line.trim() {
"guide" => {
gamepad.tap_guide();
true
}
"qam" => {
gamepad.tap_qam();
true
}
_ => false,
};
let _ = s.write_all(if ok { b"ok\n" } else { b"err\n" });
}
});
if let Err(e) = spawned {
tracing::debug!(error = %e, "session ctl thread failed to start");
}
});
}
}
#[cfg(any(target_os = "linux", windows))]
mod session_main {
use pf_client_core::gamepad::GamepadService;
@@ -44,14 +116,20 @@ mod session_main {
std::env::args().any(|a| a == flag)
}
/// Running under Gaming Mode (a Deck, or any gamescope session): the environment
/// where the local Steam UI owns the physical Steam/QAM buttons — the system-button
/// "auto" policy keys off this.
pub(crate) fn gaming_mode() -> bool {
std::env::var_os("SteamDeck").is_some()
|| std::env::var_os("GAMESCOPE_WAYLAND_DISPLAY").is_some()
}
/// Run fullscreen: `--fullscreen`, or the Deck/gamescope env as a fallback so a
/// manual launch under Gaming Mode does the right thing too. (Browse-mode only —
/// gated with `mod browse`, its one caller.)
#[cfg(feature = "ui")]
pub(crate) fn fullscreen_mode() -> bool {
arg_flag("--fullscreen")
|| std::env::var_os("SteamDeck").is_some()
|| std::env::var_os("GAMESCOPE_WAYLAND_DISPLAY").is_some()
arg_flag("--fullscreen") || gaming_mode()
}
/// `--window-pos X,Y` → the window's top-left in desktop coordinates (a spawning
@@ -194,6 +272,20 @@ mod session_main {
// it back. It goes on before the attach below, so a non-forwarding session never opens
// — never grabs — the device.
gamepad.set_forwarding(settings.gamepad_forwarding);
// System-button routing: whether raw guide/QAM presses ride the wire, and whether
// hold-Select arms as the alternate guide route. Auto keys off Gaming Mode — the
// local Steam UI reacts to the same physical buttons there no matter what, so
// forwarding raw opens BOTH overlays, the local one on top of the stream. Set
// unconditionally for the same browse-mode-reuse reason as the line above.
let game_mode = gaming_mode();
gamepad.set_system_buttons(
settings.system_buttons_forward(game_mode),
settings.guide_gesture_enabled(game_mode),
);
// The control socket (guide/QAM injection — the Decky panel's host buttons).
// Spawned at first params-build so it exists for --connect AND console launches.
#[cfg(unix)]
crate::ctl_socket::spawn(gamepad.clone());
let mode = Mode {
width: if settings.width == 0 {
native.width
+61
View File
@@ -79,6 +79,17 @@ const GAMEPADS: &[(&str, &str)] = &[
// user could not ask the host for the Deck-shaped pad (trackpads, back grips).
("steamdeck", "Steam Deck"),
];
/// System-button routing: `(stored value, display label)` — where the guide (Xbox/PS)
/// and quick-access presses land while streaming. The cross-client `system_buttons` key;
/// Automatic forwards on desktop and stays local under Gaming Mode.
const SYSTEM_BUTTONS: &[(&str, &str)] = &[
("auto", "Automatic"),
("forward", "Send to host"),
("local", "This device"),
];
/// The hold-Select guide gesture: `(stored value, display label)` — the cross-client
/// `guide_gesture` key. Automatic arms it only where the raw press can't reach the host.
const GUIDE_GESTURES: &[(&str, &str)] = &[("auto", "Automatic"), ("on", "On"), ("off", "Off")];
/// Stats-overlay tiers: `(stored value, display label)` — the cross-client verbosity ladder
/// (Compact ⊂ Normal ⊂ Detailed); Ctrl+Alt+Shift+S cycles it live in the session window.
const STATS_TIERS: &[(StatsVerbosity, &str)] = &[
@@ -479,6 +490,8 @@ struct OverrideFlags {
inhibit_shortcuts: bool,
gamepad: bool,
gamepad_forwarding: bool,
system_buttons: bool,
guide_gesture: bool,
stats_verbosity: bool,
fullscreen_on_stream: bool,
present_priority: bool,
@@ -512,6 +525,8 @@ impl OverrideFlags {
inhibit_shortcuts: o.inhibit_shortcuts.is_some(),
gamepad: o.gamepad.is_some(),
gamepad_forwarding: o.gamepad_forwarding.is_some(),
system_buttons: o.system_buttons.is_some(),
guide_gesture: o.guide_gesture.is_some(),
stats_verbosity: o.stats_verbosity.is_some(),
fullscreen_on_stream: o.fullscreen_on_stream.is_some(),
present_priority: o.present_priority.is_some(),
@@ -977,6 +992,28 @@ pub(crate) fn settings_page(
let pad_combo = setting_combo(ctx, scope, (rev, set_rev), pad_names, pad_i, |s, i| {
s.gamepad = GAMEPADS[i].0.to_string();
});
let (sysbtn_names, sysbtn_i) = presets(SYSTEM_BUTTONS, |v| *v == s.system_buttons);
let sysbtn_combo = setting_combo(
ctx,
scope,
(rev, set_rev),
sysbtn_names,
sysbtn_i,
|s, i| {
s.system_buttons = SYSTEM_BUTTONS[i].0.to_string();
},
);
let (gesture_names, gesture_i) = presets(GUIDE_GESTURES, |v| *v == s.guide_gesture);
let gesture_combo = setting_combo(
ctx,
scope,
(rev, set_rev),
gesture_names,
gesture_i,
|s, i| {
s.guide_gesture = GUIDE_GESTURES[i].0.to_string();
},
);
let (touch_names, touch_i) = presets(TOUCH_MODES, |v| *v == s.touch_mode);
let touch_combo = setting_combo(ctx, scope, (rev, set_rev), touch_names, touch_i, |s, i| {
s.touch_mode = TOUCH_MODES[i].0.to_string();
@@ -1407,6 +1444,30 @@ pub(crate) fn settings_page(
\u{2014} a DualSense keeps adaptive triggers, lightbar, touchpad and \
motion.",
)),
Some(described_overridable(
(rev, set_rev),
scope,
"system_buttons",
"Steam / guide button",
over.system_buttons,
sysbtn_combo,
"Where the guide (Xbox/PS) and quick-access presses go while \
streaming. Automatic sends them to the host \u{2014} except on \
devices whose own overlay reacts to the same press (Gaming Mode), \
where they stay local and the gesture below reaches the host.",
)),
Some(described_overridable(
(rev, set_rev),
scope,
"guide_gesture",
"Hold Select for guide",
over.guide_gesture,
gesture_combo,
"Hold Select on its own to press the host's guide button \u{2014} keep \
holding for a Gaming-Mode host's quick-access menu. A Select tap \
still goes through, slightly delayed. Automatic arms it only where \
the real button can't reach the host.",
)),
]
.into_iter()
.flatten()
+381 -2
View File
@@ -61,6 +61,23 @@ const ESCAPE_CHORD: [u32; 4] = [wire::BTN_LB, wire::BTN_RB, wire::BTN_START, wir
/// Hold the [`ESCAPE_CHORD`] at least this long to disconnect (escalates the leave-fullscreen press).
const DISCONNECT_HOLD: Duration = Duration::from_millis(1500);
/// Hold Select/Back ALONE at least this long to send the HOST the guide button — the
/// [`SelectGesture`], armed by [`Settings::guide_gesture`]. The synthetic guide stays down
/// for as long as Select is held, so a long hold IS the host's long-press (the QAM on a
/// Gaming-Mode host). Exists because on some platforms the physical guide press can never
/// reach the host cleanly: the local shell reserves it (iOS's Game Overlay, tvOS) or
/// reacts to it in parallel (Gaming Mode's Steam UI — see [`Settings::system_buttons`]).
///
/// [`Settings::guide_gesture`]: crate::trust::Settings::guide_gesture
/// [`Settings::system_buttons`]: crate::trust::Settings::system_buttons
const GUIDE_HOLD: Duration = Duration::from_millis(350);
/// A held-back Select TAP is delivered as a press with its release scheduled this far
/// behind — never back-to-back: per-transition sends are folded into seq'd `GamepadState`
/// snapshots by the core input task, and a down+up inside one fold window can coalesce
/// into no press at all.
const TAP_PRESS: Duration = Duration::from_millis(50);
/// Steam Deck actuator-decay keepalive cadence, declared to the core's rumble policy engine as an
/// [`ActuatorQuirks`] at slot open. The Deck's built-in actuator decays inside SDL's ~2 s internal
/// rumble resend (`SDL_RUMBLE_RESEND_MS`) and SDL short-circuits an identical `set_rumble` value
@@ -337,6 +354,8 @@ enum Ctl {
Pin(Option<String>),
KindOverride(GamepadPref),
Forwarding(bool),
SystemButtons { forward_raw: bool, gesture: bool },
TapButton(u32),
MenuMode(bool),
MenuRumble(MenuPulse),
}
@@ -503,6 +522,39 @@ impl GamepadService {
let _ = self.ctl.send(Ctl::Forwarding(on));
}
/// The session's system-button policy, resolved from
/// [`Settings::system_buttons_forward`] × [`Settings::guide_gesture_enabled`]:
/// `forward_raw` gates the physical guide/QAM presses onto the wire (off = they stay
/// with the local shell — the Gaming-Mode default, where Steam reacts to them no
/// matter what and forwarding opens BOTH overlays); `gesture` arms the hold-Select
/// guide gesture ([`GUIDE_HOLD`]), the alternate route that keeps the host's guide —
/// and, held longer, a Gaming-Mode host's QAM — reachable from a controller.
///
/// [`Settings::system_buttons_forward`]: crate::trust::Settings::system_buttons_forward
/// [`Settings::guide_gesture_enabled`]: crate::trust::Settings::guide_gesture_enabled
pub fn set_system_buttons(&self, forward_raw: bool, gesture: bool) {
let _ = self.ctl.send(Ctl::SystemButtons {
forward_raw,
gesture,
});
}
/// One-shot synthetic tap of the HOST's guide button ([`Ctl::TapButton`]): down now,
/// up [`TAP_PRESS`] later, on the first forwarded slot's wire index (pad 0 when none
/// is open). The session control socket's "press the host's Steam/guide button" verb
/// — the Decky panel's UI route to the host overlay. No-op while no session is
/// attached.
pub fn tap_guide(&self) {
let _ = self.ctl.send(Ctl::TapButton(wire::BTN_GUIDE));
}
/// Like [`Self::tap_guide`] for the quick-access button (`MISC1` — the Deck `…`).
/// Opens the QAM on a Gaming-Mode host whose virtual pad is Deck-shaped; other
/// virtual pads map it to their own misc button (or drop it) — harmless.
pub fn tap_qam(&self) {
let _ = self.ctl.send(Ctl::TapButton(wire::BTN_MISC1));
}
pub fn attach(&self, connector: Arc<NativeClient>) {
let _ = self.ctl.send(Ctl::Attach(connector));
}
@@ -552,6 +604,7 @@ impl GamepadPump {
/// chord-hold and haptics inside the threaded worker's tolerances).
pub fn tick(&mut self) {
let _ = self.worker.drain_ctl(&self.ctl_rx);
self.worker.gesture_poll();
self.worker.maybe_fire_disconnect();
self.worker.menu_poll();
self.worker.render_feedback();
@@ -698,6 +751,9 @@ struct Slot {
/// close lift a click held across detach/unplug.
held_clicks: [bool; 2],
last_accel: [i16; 3],
/// Hold-Select→guide state ([`SelectGesture`]) — only fed while the worker's
/// `guide_gesture` policy is on.
gesture: SelectGesture,
}
impl Slot {
@@ -713,6 +769,7 @@ impl Slot {
surface_last: [(0, 0, false); 2],
held_clicks: [false; 2],
last_accel: [0; 3],
gesture: SelectGesture::default(),
}
}
@@ -723,6 +780,98 @@ impl Slot {
}
}
/// Per-slot hold-Select→guide state machine (see [`GUIDE_HOLD`]). Pure — fed transitions
/// and polled with a clock, it emits the wire sends due as `(button bit, down)` pairs —
/// so the timing rules are testable without SDL or a live session.
///
/// The rules:
/// - Select pressed ALONE is held back (pending). Any other button already down means
/// Select is part of a combo — the escape chord ends in it — and passes through.
/// - A button pressed WHILE Select is pending makes it a real Select after all; its
/// deferred down goes out first, preserving chronology.
/// - Pending past [`GUIDE_HOLD`] becomes a synthetic guide, down until Select releases.
/// - Released before the threshold, it's a TAP: press delivered on release, the release
/// itself [`TAP_PRESS`] behind it (back-to-back transitions can fold into nothing).
#[derive(Default)]
struct SelectGesture {
/// Select is down and held back — tap-or-guide undecided.
pending_since: Option<Instant>,
/// The held-back Select became a synthetic guide; its release lifts the guide.
as_guide: bool,
/// A delivered tap's release is owed at this time.
release_due: Option<Instant>,
}
impl SelectGesture {
/// Select went down (`alone` = no other button held on this slot). Returns true when
/// the press is held back; false lets the caller forward it as a normal button.
fn on_select_down(&mut self, now: Instant, alone: bool, out: &mut Vec<(u32, bool)>) -> bool {
// A previous tap's scheduled release still owed: lift it before the new press.
if self.release_due.take().is_some() {
out.push((wire::BTN_BACK, false));
}
if alone {
self.pending_since = Some(now);
return true;
}
false
}
/// Another button went down on this slot: a pending Select is a real Select after
/// all — its deferred down goes out before the caller sends the new button's.
fn on_other_down(&mut self, out: &mut Vec<(u32, bool)>) {
if self.pending_since.take().is_some() {
out.push((wire::BTN_BACK, true));
}
}
/// Select released. Returns true when the gesture owned this release (the caller
/// skips the normal button-up send).
fn on_select_up(&mut self, now: Instant, out: &mut Vec<(u32, bool)>) -> bool {
if self.as_guide {
self.as_guide = false;
out.push((wire::BTN_GUIDE, false));
return true;
}
if self.pending_since.take().is_some() {
// A tap: deliver the held-back press now, its release TAP_PRESS behind.
out.push((wire::BTN_BACK, true));
self.release_due = Some(now + TAP_PRESS);
return true;
}
false
}
/// Clock-driven work: the hold threshold and the owed tap release.
fn poll(&mut self, now: Instant, out: &mut Vec<(u32, bool)>) {
if let Some(since) = self.pending_since {
if now.duration_since(since) >= GUIDE_HOLD {
self.pending_since = None;
self.as_guide = true;
out.push((wire::BTN_GUIDE, true));
}
}
if let Some(due) = self.release_due {
if now >= due {
self.release_due = None;
out.push((wire::BTN_BACK, false));
}
}
}
/// Slot close / gesture disarm: nothing may stay down (or owed) on the wire.
fn flush(&mut self, out: &mut Vec<(u32, bool)>) {
self.pending_since = None;
if self.as_guide {
self.as_guide = false;
out.push((wire::BTN_GUIDE, false));
}
if self.release_due.take().is_some() {
out.push((wire::BTN_BACK, false));
}
}
}
struct Worker {
subsystem: sdl3::GamepadSubsystem,
/// UI-facing state (the `GamepadService` accessors): pad list, active pad, pin.
@@ -750,6 +899,14 @@ struct Worker {
/// `Auto` = per-pad detection. Applied at slot open to the kind DECLARED to the host, never
/// to [`Slot::pref`] — the local feedback paths must keep reading the physical pad.
kind_override: GamepadPref,
/// Forward raw guide/QAM presses ([`GamepadService::set_system_buttons`]); off keeps
/// them with the local shell.
system_forward: bool,
/// The hold-Select guide gesture is armed ([`GamepadService::set_system_buttons`]).
guide_gesture: bool,
/// Releases owed for synthetic taps ([`Ctl::TapButton`]): `(pad, bit, due)` — the
/// down went out on receipt, the up goes out from the poll once `due` passes.
synthetic_ups: Vec<(u8, u32, Instant)>,
attached: Option<Arc<NativeClient>>,
/// Raises the UI escape signal; the escape chord fires it once per press.
escape_tx: async_channel::Sender<()>,
@@ -1051,6 +1208,14 @@ impl Worker {
/// Emits wire events only (no SDL device calls), so it is safe against an already-removed pad.
fn flush_slot(c: &NativeClient, slot: &mut Slot) {
let pad = slot.index;
// Gesture first: a synthetic guide is NOT in `held_buttons`, so the drain below
// would never lift it — and a still-pending Select was never sent, so dropping
// it beats delivering a ghost press into the close.
let mut due = Vec::new();
slot.gesture.flush(&mut due);
for (b, down) in due {
send(c, InputKind::GamepadButton, b, down as i32, pad);
}
for b in slot.held_buttons.drain(..) {
send(c, InputKind::GamepadButton, b, 0, pad);
}
@@ -1128,6 +1293,36 @@ impl Worker {
}
}
/// Clock-driven [`SelectGesture`] work — the hold threshold and owed tap releases —
/// polled like the chord hold, so timings carry at most one wakeup (~10 ms attached)
/// of jitter.
fn gesture_poll(&mut self) {
let Some(c) = self.attached.clone() else {
self.synthetic_ups.clear();
return;
};
let now = Instant::now();
// Owed releases of synthetic taps (the control socket's guide/QAM verbs).
self.synthetic_ups.retain(|&(pad, bit, due)| {
if now >= due {
send(&c, InputKind::GamepadButton, bit, 0, pad);
false
} else {
true
}
});
if !self.guide_gesture {
return;
}
for slot in &mut self.slots {
let mut due = Vec::new();
slot.gesture.poll(now, &mut due);
for (b, down) in due {
send(&c, InputKind::GamepadButton, b, down as i32, slot.index);
}
}
}
/// Fire the disconnect signal once the escape chord has been continuously held past
/// [`DISCONNECT_HOLD`]. Polled from the main loop so the hold completes without new events.
fn maybe_fire_disconnect(&mut self) {
@@ -1305,6 +1500,41 @@ impl Worker {
self.refresh_active();
}
Ok(Ctl::KindOverride(pref)) => self.kind_override = pref,
Ok(Ctl::SystemButtons {
forward_raw,
gesture,
}) => {
self.system_forward = forward_raw;
if self.guide_gesture == gesture {
continue;
}
self.guide_gesture = gesture;
// A mid-session flip may strand gesture state — a synthetic guide
// still down, an owed tap release — lift it now (no-op on the way on:
// an unarmed gesture was never fed).
if let Some(c) = self.attached.clone() {
for slot in &mut self.slots {
let mut due = Vec::new();
slot.gesture.flush(&mut due);
for (b, down) in due {
send(&c, InputKind::GamepadButton, b, down as i32, slot.index);
}
}
}
}
Ok(Ctl::TapButton(bit)) => {
// Synthetic system-button tap (the session control socket): down on
// the first forwarded slot's index — pad 0 when none is open (a
// forwarding-off session; best-effort there, the wire pad may not
// exist host-side). The up is owed via `synthetic_ups`, TAP_PRESS
// later, so the pair can't fold into nothing.
if let Some(c) = self.attached.clone() {
let pad = self.slots.first().map_or(0, |s| s.index);
send(&c, InputKind::GamepadButton, bit, 1, pad);
self.synthetic_ups
.push((pad, bit, Instant::now() + TAP_PRESS));
}
}
Ok(Ctl::Forwarding(on)) => {
if self.forwarding == on {
continue;
@@ -1405,8 +1635,32 @@ impl Worker {
return;
}
if let Some(bit) = button_bit(button) {
// Raw system buttons stay with the local shell when passthrough is
// off (the Gaming-Mode default): Steam already opened ITS overlay
// for this press; the host's is reached via the hold-Select gesture
// (and the Decky panel) instead.
if !self.system_forward && matches!(bit, wire::BTN_GUIDE | wire::BTN_MISC1) {
return;
}
let mut due = Vec::new();
let held_back = if !self.guide_gesture {
false
} else if bit == wire::BTN_BACK {
let alone = slot.held_buttons.is_empty();
slot.gesture.on_select_down(Instant::now(), alone, &mut due)
} else {
slot.gesture.on_other_down(&mut due);
false
};
for (b, down) in due {
send(&c, InputKind::GamepadButton, b, down as i32, slot.index);
}
// Held-back or not, the chord bookkeeping sees the physical press —
// the escape chord must not care that the gesture exists.
slot.held_buttons.push(bit);
send(&c, InputKind::GamepadButton, bit, 1, slot.index);
if !held_back {
send(&c, InputKind::GamepadButton, bit, 1, slot.index);
}
self.maybe_fire_escape();
}
}
@@ -1422,8 +1676,20 @@ impl Worker {
return;
}
if let Some(bit) = button_bit(button) {
if !self.system_forward && matches!(bit, wire::BTN_GUIDE | wire::BTN_MISC1) {
return;
}
slot.held_buttons.retain(|&b| b != bit);
send(&c, InputKind::GamepadButton, bit, 0, slot.index);
let mut due = Vec::new();
let owned = self.guide_gesture
&& bit == wire::BTN_BACK
&& slot.gesture.on_select_up(Instant::now(), &mut due);
for (b, down) in due {
send(&c, InputKind::GamepadButton, b, down as i32, slot.index);
}
if !owned {
send(&c, InputKind::GamepadButton, bit, 0, slot.index);
}
self.rearm_escape();
}
}
@@ -1671,6 +1937,9 @@ impl Worker {
pinned: None,
forwarding: true,
kind_override: GamepadPref::Auto,
system_forward: true,
guide_gesture: false,
synthetic_ups: Vec::new(),
attached: None,
escape_tx,
disconnect_tx,
@@ -1742,6 +2011,7 @@ fn run(
// Escalate a held escape chord to a disconnect (polled — the hold completes with no
// new button events; the chord itself is only detected while a session is attached).
w.gesture_poll();
w.maybe_fire_disconnect();
w.menu_poll();
@@ -1749,6 +2019,115 @@ fn run(
}
}
#[cfg(test)]
mod select_gesture_tests {
use super::*;
#[test]
fn tap_delivers_press_then_scheduled_release() {
let mut g = SelectGesture::default();
let t = Instant::now();
let mut out = Vec::new();
assert!(g.on_select_down(t, true, &mut out), "not held back");
assert!(out.is_empty(), "a held-back press sends nothing yet");
// Released inside the threshold: the press goes out on release…
let up = t + Duration::from_millis(120);
assert!(g.on_select_up(up, &mut out));
assert_eq!(out, vec![(wire::BTN_BACK, true)]);
out.clear();
// …and the release only TAP_PRESS behind it, so the pair can't fold away.
g.poll(up + TAP_PRESS - Duration::from_millis(1), &mut out);
assert!(out.is_empty(), "release went out early");
g.poll(up + TAP_PRESS, &mut out);
assert_eq!(out, vec![(wire::BTN_BACK, false)]);
}
#[test]
fn hold_becomes_guide_down_until_release() {
let mut g = SelectGesture::default();
let t = Instant::now();
let mut out = Vec::new();
assert!(g.on_select_down(t, true, &mut out));
g.poll(t + GUIDE_HOLD - Duration::from_millis(1), &mut out);
assert!(out.is_empty(), "guide fired inside the threshold");
g.poll(t + GUIDE_HOLD, &mut out);
assert_eq!(out, vec![(wire::BTN_GUIDE, true)]);
out.clear();
// Held on: nothing more (the host times its own long-press = QAM).
g.poll(t + GUIDE_HOLD * 4, &mut out);
assert!(out.is_empty());
// Release lifts the guide, never a Select.
assert!(g.on_select_up(t + GUIDE_HOLD * 5, &mut out));
assert_eq!(out, vec![(wire::BTN_GUIDE, false)]);
}
#[test]
fn second_button_makes_pending_select_real() {
let mut g = SelectGesture::default();
let t = Instant::now();
let mut out = Vec::new();
assert!(g.on_select_down(t, true, &mut out));
// A joins inside the window: the deferred Select down goes out first (the
// caller then sends A's own down — chronology preserved).
g.on_other_down(&mut out);
assert_eq!(out, vec![(wire::BTN_BACK, true)]);
out.clear();
// The release is a normal button-up now — the gesture doesn't own it.
assert!(!g.on_select_up(t + Duration::from_millis(200), &mut out));
assert!(out.is_empty());
// And no stale guide fires later.
g.poll(t + GUIDE_HOLD * 2, &mut out);
assert!(out.is_empty());
}
#[test]
fn select_inside_a_combo_passes_through() {
let mut g = SelectGesture::default();
let mut out = Vec::new();
// L1+R1+Start already down (the escape chord ends in Select): not held back.
assert!(!g.on_select_down(Instant::now(), false, &mut out));
assert!(out.is_empty());
}
#[test]
fn quick_repress_lifts_owed_release_first() {
let mut g = SelectGesture::default();
let t = Instant::now();
let mut out = Vec::new();
assert!(g.on_select_down(t, true, &mut out));
assert!(g.on_select_up(t + Duration::from_millis(80), &mut out));
out.clear();
// Re-pressed before the owed release fired: the up goes out before the new
// press is held back — the host never sees two downs in a row.
assert!(g.on_select_down(t + Duration::from_millis(100), true, &mut out));
assert_eq!(out, vec![(wire::BTN_BACK, false)]);
}
#[test]
fn flush_lifts_synthetic_guide_and_owed_release() {
let mut g = SelectGesture::default();
let t = Instant::now();
let mut out = Vec::new();
// Transformed hold: flush lifts the guide.
assert!(g.on_select_down(t, true, &mut out));
g.poll(t + GUIDE_HOLD, &mut out);
out.clear();
g.flush(&mut out);
assert_eq!(out, vec![(wire::BTN_GUIDE, false)]);
out.clear();
// Owed tap release: flush emits it. A pending (never-sent) Select just drops.
assert!(g.on_select_down(t, true, &mut out));
assert!(g.on_select_up(t + Duration::from_millis(80), &mut out));
out.clear();
g.flush(&mut out);
assert_eq!(out, vec![(wire::BTN_BACK, false)]);
out.clear();
assert!(g.on_select_down(t, true, &mut out));
g.flush(&mut out);
assert!(out.is_empty(), "a never-sent pending Select ghosted a send");
}
}
#[cfg(test)]
mod menu_nav_tests {
use super::*;
+22
View File
@@ -76,6 +76,10 @@ pub struct SettingsOverlay {
#[serde(skip_serializing_if = "Option::is_none")]
pub gamepad_forwarding: Option<bool>,
#[serde(skip_serializing_if = "Option::is_none")]
pub system_buttons: Option<String>,
#[serde(skip_serializing_if = "Option::is_none")]
pub guide_gesture: Option<String>,
#[serde(skip_serializing_if = "Option::is_none")]
pub stats_verbosity: Option<StatsVerbosity>,
#[serde(skip_serializing_if = "Option::is_none")]
pub fullscreen_on_stream: Option<bool>,
@@ -159,6 +163,12 @@ impl SettingsOverlay {
if let Some(v) = self.gamepad_forwarding {
s.gamepad_forwarding = v;
}
if let Some(v) = &self.system_buttons {
s.system_buttons = v.clone();
}
if let Some(v) = &self.guide_gesture {
s.guide_gesture = v.clone();
}
if let Some(v) = self.stats_verbosity {
// Through the setter so the legacy `show_stats` bool stays coherent for
// pre-tier binaries reading the same settings file.
@@ -252,6 +262,12 @@ impl SettingsOverlay {
if after.gamepad_forwarding != before.gamepad_forwarding {
self.gamepad_forwarding = Some(after.gamepad_forwarding);
}
if after.system_buttons != before.system_buttons {
self.system_buttons = Some(after.system_buttons.clone());
}
if after.guide_gesture != before.guide_gesture {
self.guide_gesture = Some(after.guide_gesture.clone());
}
if after.stats_verbosity() != before.stats_verbosity() {
self.stats_verbosity = Some(after.stats_verbosity());
}
@@ -302,6 +318,8 @@ impl SettingsOverlay {
"inhibit_shortcuts" => self.inhibit_shortcuts = None,
"gamepad" => self.gamepad = None,
"gamepad_forwarding" => self.gamepad_forwarding = None,
"system_buttons" => self.system_buttons = None,
"guide_gesture" => self.guide_gesture = None,
"stats_verbosity" => self.stats_verbosity = None,
"fullscreen_on_stream" => self.fullscreen_on_stream = None,
"present_priority" => self.present_priority = None,
@@ -506,6 +524,8 @@ mod tests {
inhibit_shortcuts: Some(false),
gamepad: Some("dualsense".into()),
gamepad_forwarding: Some(false),
system_buttons: Some("local".into()),
guide_gesture: Some("on".into()),
match_window: Some(true),
fullscreen_on_stream: Some(false),
stats_verbosity: Some(StatsVerbosity::Detailed),
@@ -532,6 +552,8 @@ mod tests {
assert!(!out.inhibit_shortcuts);
assert_eq!(out.gamepad, "dualsense");
assert!(!out.gamepad_forwarding);
assert_eq!(out.system_buttons, "local");
assert_eq!(out.guide_gesture, "on");
assert!(out.match_window);
assert!(!out.fullscreen_on_stream);
assert_eq!(out.stats_verbosity(), StatsVerbosity::Detailed);
+48
View File
@@ -879,6 +879,25 @@ pub struct Settings {
/// forwarded as pad 0; empty = automatic (most recently connected). Applied to the
/// gamepad service at startup so the choice survives restarts.
pub forward_pad: String,
/// What a controller's SYSTEM buttons — guide (Xbox/PS/Steam) and the Deck's QAM `…` —
/// do while streaming: `"auto"` (default), `"forward"` (raw presses go to the host,
/// the pre-setting behaviour), or `"local"` (they stay with this device; the host's
/// are reached via the hold-Select gesture instead). Auto resolves per platform in
/// [`Settings::system_buttons_forward`]: forward everywhere EXCEPT under Gaming Mode,
/// where the local Steam UI always reacts to the same physical press — forwarding
/// there opens BOTH overlays, the local one on top of the stream.
#[serde(default = "default_auto")]
pub system_buttons: String,
/// The hold-Select guide gesture: holding Select/Back alone ≥ ~350 ms sends the HOST
/// the guide button (down for as long as it's held, so a long hold is the host's
/// long-press — the QAM on a Gaming-Mode host). `"auto"` (default) / `"on"` / `"off"`,
/// resolved in [`Settings::guide_gesture_enabled`]: auto = on only where the raw
/// guide press can't reach the host cleanly (Gaming Mode; iOS/tvOS resolve their own
/// auto in the Apple client). While armed, a Select TAP is delivered on release —
/// costing it up to the hold threshold in latency — and a Select held as part of a
/// combo (any other button already down) passes through untouched.
#[serde(default = "default_auto")]
pub guide_gesture: String,
/// Which host compositor backend to request (advisory; the host falls back to
/// auto-detect when unavailable).
pub compositor: String,
@@ -1032,6 +1051,10 @@ fn default_codec() -> String {
"auto".into()
}
fn default_auto() -> String {
"auto".into()
}
fn default_touch_mode() -> String {
"trackpad".into()
}
@@ -1081,6 +1104,29 @@ impl Settings {
PresentPriority::resolve(&self.present_priority, self.smooth_buffer)
}
/// Whether raw system-button presses (guide + QAM) are forwarded to the host.
/// `game_mode` = this client runs as the embedded Gaming-Mode stream (gamescope),
/// where the local Steam UI reacts to the same physical buttons no matter what we
/// do — auto keeps them local there and forwards everywhere else.
pub fn system_buttons_forward(&self, game_mode: bool) -> bool {
match self.system_buttons.as_str() {
"forward" => true,
"local" => false,
_ => !game_mode,
}
}
/// Whether the hold-Select guide gesture is armed ([`Settings::guide_gesture`]).
/// Auto = on only under Gaming Mode, where it is the sole controller route to the
/// host's guide once raw presses stay local.
pub fn guide_gesture_enabled(&self, game_mode: bool) -> bool {
match self.guide_gesture.as_str() {
"on" => true,
"off" => false,
_ => game_mode,
}
}
/// The `codec` setting as a `quic::CODEC_*` preference bit (`0` = auto).
pub fn preferred_codec(&self) -> u8 {
match self.codec.as_str() {
@@ -1107,6 +1153,8 @@ impl Default for Settings {
gamepad: "auto".into(),
gamepad_forwarding: true,
forward_pad: String::new(),
system_buttons: "auto".into(),
guide_gesture: "auto".into(),
compositor: "auto".into(),
touch_mode: "trackpad".into(),
mouse_mode: "capture".into(),
+50 -2
View File
@@ -41,6 +41,8 @@ enum RowId {
PadForward,
Pad,
PadType,
SystemButtons,
GuideGesture,
Touch,
Mouse,
InvertScroll,
@@ -57,7 +59,7 @@ enum RowId {
// cancellation all were). Still deliberately smaller than the desktop dialogs — device
// pickers (GPU/speaker/mic) stay desktop-only, and profiles are pinnable here (the
// trailing Profiles section) but created and edited only in the desktop app (design §5.4).
const ROWS: [RowId; 27] = [
const ROWS: [RowId; 29] = [
RowId::Resolution,
RowId::Refresh,
RowId::RenderScale,
@@ -77,6 +79,8 @@ const ROWS: [RowId; 27] = [
RowId::PadForward,
RowId::Pad,
RowId::PadType,
RowId::SystemButtons,
RowId::GuideGesture,
RowId::Touch,
RowId::Mouse,
RowId::InvertScroll,
@@ -152,6 +156,16 @@ const PAD_TYPES: [(&str, &str); 6] = [
("dualshock4", "DualShock 4"),
("steamdeck", "Steam Deck"),
];
/// Where the guide (Xbox/PS/Steam) and quick-access presses land while streaming — the
/// shared `system_buttons` key. Auto = host everywhere except Gaming Mode, where the
/// local Steam UI reacts to the same press and both overlays would open at once.
const SYSTEM_BUTTONS: [(&str, &str); 3] = [
("auto", "Automatic"),
("forward", "Send to host"),
("local", "This device"),
];
/// The hold-Select guide gesture — the shared `guide_gesture` key.
const GUIDE_GESTURE: [(&str, &str); 3] = [("auto", "Automatic"), ("on", "On"), ("off", "Off")];
pub(crate) struct SettingsScreen {
list: MenuList,
@@ -350,7 +364,9 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
// move everything under the cursor).
let enabled = match id {
RowId::EchoCancel => s.mic_enabled,
RowId::Pad | RowId::PadType => s.gamepad_forwarding,
RowId::Pad | RowId::PadType | RowId::SystemButtons | RowId::GuideGesture => {
s.gamepad_forwarding
}
RowId::SmoothBuffer => s.present_priority == "smooth",
_ => true,
};
@@ -457,6 +473,16 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
"Controller type",
label_for(&PAD_TYPES, &s.gamepad).into(),
),
RowId::SystemButtons => (
None,
"Steam / guide button",
label_for(&SYSTEM_BUTTONS, &s.system_buttons).into(),
),
RowId::GuideGesture => (
None,
"Hold Select for guide",
label_for(&GUIDE_GESTURE, &s.guide_gesture).into(),
),
RowId::Touch => (
Some("Touchscreen"),
"Touch mode",
@@ -553,6 +579,16 @@ fn detail(id: RowId) -> &'static str {
}
RowId::Pad => "Which pad is forwarded to the host, as player 1.",
RowId::PadType => "The virtual pad the host creates — Automatic matches this controller.",
RowId::SystemButtons => {
"Where the guide (Xbox/PS/Steam) and quick-access presses go. Automatic \
sends them to the host except in Gaming Mode, where Steam on this device \
reacts to the same press and both overlays would open at once."
}
RowId::GuideGesture => {
"Hold Select on its own to press the host's guide button — keep holding for \
the host's quick-access menu. Automatic arms it only where the real button \
can't reach the host. A Select tap still goes through, slightly delayed."
}
RowId::Touch => {
"How the touchscreen drives the host: Trackpad (relative cursor), \
Direct pointer (cursor jumps to your finger), or Touch passthrough (raw contacts)."
@@ -699,6 +735,18 @@ fn adjust(id: RowId, delta: i32, wrap: bool, ctx: &mut Ctx) -> bool {
}
step_str(&PAD_TYPES, &mut s.gamepad, delta, wrap)
}
RowId::SystemButtons => {
if !s.gamepad_forwarding {
return false;
}
step_str(&SYSTEM_BUTTONS, &mut s.system_buttons, delta, wrap)
}
RowId::GuideGesture => {
if !s.gamepad_forwarding {
return false;
}
step_str(&GUIDE_GESTURE, &mut s.guide_gesture, delta, wrap)
}
RowId::Touch => {
let cur = TouchMode::ALL.iter().position(|m| *m == s.touch_mode());
step_option(cur, TouchMode::ALL.len(), delta, wrap)
+15
View File
@@ -194,6 +194,21 @@ which forwards *every* connected controller, each as its own player, on Linux, W
console home. Pinning one restricts the session to that controller alone — single-player. The Android
app has no such picker.
**Steam / guide button** (*Guide button* on Apple and Android) — *default: Automatic*, on every
client. Where the guide (Xbox/PS/Steam) and quick-access presses go while streaming: **Send to
host** forwards them raw, **This device** keeps them local. Automatic forwards everywhere except
Gaming Mode, where SteamOS opens its own menus for those buttons no matter what — forwarding raw
there opens *both* menus at once, the local one covering the stream. The full story, including how
to reach the host's menus when the raw press stays local, is on the
[Input page](/docs/input#the-guide-button-xbox--ps--steam-and-quick-access).
**Hold Select for guide** — *default: Automatic*, on every client. The gesture that presses the
host's guide button from any controller: hold Select (Back/View) on its own for about a third of a
second, and keep holding for the host's long-press (a Gaming-Mode host's Quick Access Menu, on a
regular pad). Automatic arms it only where the raw guide press can't reach the host cleanly —
Gaming Mode, iPhone/iPad, Apple TV — because the gesture has a cost: a Select *tap* arrives a beat
late, and a game that expects a *held* Select would trigger it. Set **On** or **Off** to overrule.
**Capture system shortcuts** — *default: on.* Offered by the Linux and Windows apps and the console
home; Windows spells the row out as *Capture system shortcuts (Alt+Tab, Win, …)*. On a Deck it
matters only for a keyboard you attached yourself, for the reason the paragraph below gives: Gaming
+33
View File
@@ -99,6 +99,39 @@ there the client stops opening the controller at all, which is the point of the
**Ctrl+Alt+Shift+D** or the client's own UI to leave instead. The Apple and Android apps keep
watching for the chord either way.
### The guide button (Xbox / PS / Steam) and Quick Access
A controller's **guide button** — the Xbox logo, the PS button, the Deck's **Steam** button — is
meant to open menus **on the host**: the Steam overlay, or a Gaming-Mode host's Steam menu. Some
devices want that button for themselves, so every client also carries a gesture that works
everywhere:
**Hold Select (Back / View) on its own for about a third of a second.** The host sees its guide
button go down, and it stays down for as long as you hold — so keeping it held reads as a long
press on the host, which is how SteamOS opens the **Quick Access Menu** for a regular pad. A quick
tap of Select still reaches the game, delivered when you let go (a beat late). Select pressed as
part of a combo — including the leave chord above — passes through untouched.
What the raw button does, per client:
- **Linux & Windows desktop, macOS, Android** — the guide press is forwarded to the host. If
Steam Big Picture or the Xbox Game Bar is also watching for it *on the device in your hands*,
both may react — that's a local setting on that device, not something the stream can suppress.
- **Steam Deck / Gaming Mode** — the **Steam** and **`…`** buttons stay with the Deck by default:
SteamOS always opens its own menus for them, so forwarding the raw press as well opened BOTH
menus at once, the Deck's on top of the stream. Reach the host's menus with **hold-Select**, or
with the Punktfunk panel's **Host menus** buttons ([Steam Deck page](/docs/steam-deck)). The
old behavior is one setting away: **Steam / guide button → Send to host**.
- **iPhone / iPad** — iOS reserves the Home press for its own Game Overlay, so hold-Select is the
reliable route to the host's overlay. On iOS 27 or later you can also hand the button to the
app yourself, in the system's per-controller Home-button setting.
- **Apple TV** — tvOS never delivers the Home press to apps; hold-Select is the only route.
Both halves are [settings](/docs/client-settings#input), per profile like everything else:
**Steam / guide button** (Automatic / Send to host / This device) and **Hold Select for guide**
(Automatic / On / Off). Automatic picks the behavior above for each platform — the gesture stays
off where the raw button already works, so games that use a *held* Select keep it.
## Mouse modes
There are two, and they are a per-client setting called **Mouse input**:
+9
View File
@@ -143,6 +143,15 @@ for about a second and a half, or close the "game" from the Steam overlay. Eithe
and drops you straight back to Gaming Mode. A quick press of the same four only releases captured
input, so it is safe to hit by accident.
**The Steam and `…` buttons stay with the Deck while streaming.** SteamOS opens its own menus for
them no matter what, so forwarding the raw press as well opened *both* menus at once — the Deck's
covering the stream. To reach the **host's** menus instead: **hold Select** for the host's Steam
menu ([how it works](/docs/input#the-guide-button-xbox--ps--steam-and-quick-access)), or open the
Punktfunk panel — while a stream runs it grows a **Host menus** section whose two buttons,
**Steam menu on host** and **Quick access on host**, press the button on the host and close the
Deck's own menu so the host's shows through. Want the raw forwarding back? **Open Punktfunk →
Settings → Steam / guide button** → *Send to host*.
## Updating
The plugin **checks for updates itself** — no Decky store needed. It covers **both** the plugin *and*