docs: status updates — apple gamepad UI v2 (+ macOS), android AAudio wording
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -143,7 +143,24 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
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player LEDs / adaptive triggers → `GCDeviceLight`/`playerIndex`/
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`GCDualSenseAdaptiveTrigger` via the table-driven `DualSenseTriggerEffect` parser).
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Loopback-tested end to end (`PUNKTFUNK_TEST_FEEDBACK=1` scripted burst); DualSense
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motion sign/scale derived, not yet live-verified. Tests: `swift test` in
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motion sign/scale derived, not yet live-verified. **Gamepad UI (iOS/iPadOS + macOS,
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2026-07-02 rework):** a connected pad swaps the home for a console-style launcher
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(`Home/Gamepad*` + `Settings/GamepadSettingsView`) — host carousel with a trailing Add
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Host tile (A connect · Y library · X settings · B back), a controller-navigable
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settings screen (vertical `GamepadMenuList`, left/right steps values), an add-host
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flow with an on-screen controller keyboard (`GamepadKeyboard` — no touch needed
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anywhere), and the coverflow library, all over an animated aurora backdrop
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(`GamepadScreenBackground`, TimelineView-driven drifting blobs — pure SwiftUI ON
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PURPOSE: a .metal lib only reliably bundles in one of the two build systems (SPM vs
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xcodeproj synced folders) these sources compile under). Input is the polled
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`GamepadMenuInput` (handlers don't fire outside a stream; on (re)start it SNAPSHOTS
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held buttons so a handoff press never double-fires), haptics dual-channel (device +
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`MenuHaptics` on the pad). macOS: same screens, settings/add-host as sheets (no
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fullScreenCover), NSScreen-based mode lists, scroll indicators `.never` (macOS
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"always show scroll bars" overrides `.hidden`); launcher/settings/add-host/keyboard
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render-verified live on this Mac via `PUNKTFUNK_FORCE_GAMEPAD_UI=1` (dev hook, forces
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the mode without a pad). Controller-in-hand on-glass validation still pending on all
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platforms. Tests: `swift test` in
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`clients/apple` (unit + real-codec round trip),
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`test-loopback.sh` (Swift client vs synthetic punktfunk1-hosts on loopback — runs on macOS;
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includes the pairing ceremony + `--require-pairing` gate),
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@@ -231,7 +248,7 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
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**Android stage 1 done** (`clients/android`, Kotlin app + `native/` Rust JNI core linking
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`punktfunk-core`; phone + Android TV): NDK `AMediaCodec` hardware HEVC decode → `SurfaceView` incl.
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**HDR10** (Main10/BT.2020 PQ) with low-latency tuning + a live stats HUD (`decode.rs`/`stats.rs`),
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Opus/Oboe audio + mic uplink (`audio.rs`/`mic.rs`), gamepad input with rumble/HID feedback
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Opus/AAudio audio + mic uplink (`audio.rs`/`mic.rs`), gamepad input with rumble/HID feedback
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(`feedback.rs`), **native `mdns-sd` mDNS discovery** (`discovery.rs`, polled over JNI — the same
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browse the Linux/Windows clients use, replacing the flaky per-OEM `NsdManager`; Kotlin keeps only
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the `MulticastLock` + permission UX), SPAKE2 PIN pairing + TOFU (Keystore identity +
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