feat(client-linux): controller + keyboard shortcuts to exit fullscreen

On the Steam Deck there was no way out of fullscreen — no F11 key, and the
header bar (with the fullscreen button) is hidden while fullscreen.

- Controller: a Moonlight-style escape chord (L1+R1+Start+Select) held
  together leaves fullscreen and releases input capture. The gamepad
  service latches the chord (fires once per press) and signals the stream
  page over an async channel; four simultaneous buttons no game uses as a
  deliberate combo, so it can't trigger during play.
- Keyboard: F11 already toggled fullscreen (checked before input
  forwarding, so it works while captured) — now surfaced.
- Discoverability: entering fullscreen flashes a 4s hint listing both
  exits (F11 · L1+R1+Start+Select).

The escape future is aborted on page-hidden so a stale session can't act
on the shared window.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-17 09:16:47 +00:00
parent 81664c0234
commit caf0910731
3 changed files with 93 additions and 2 deletions
+43 -1
View File
@@ -129,6 +129,7 @@ pub fn new(
window: &adw::ApplicationWindow,
connector: Arc<NativeClient>,
frames: async_channel::Receiver<DecodedFrame>,
escape_rx: async_channel::Receiver<()>,
stop: Arc<AtomicBool>,
inhibit_shortcuts: bool,
title: &str,
@@ -159,10 +160,21 @@ pub fn new(
hint.set_margin_bottom(24);
hint.set_visible(false);
// Flashed when entering fullscreen — the only exit affordances once the header bar is
// hidden (F11 on a keyboard; the L1+R1+Start+Select chord on a controller, which is the
// only way out on a Steam Deck).
let fs_hint = gtk::Label::new(Some("F11 · L1 + R1 + Start + Select — exit fullscreen"));
fs_hint.add_css_class("osd");
fs_hint.set_halign(gtk::Align::Center);
fs_hint.set_valign(gtk::Align::Start);
fs_hint.set_margin_top(12);
fs_hint.set_visible(false);
let overlay = gtk::Overlay::new();
overlay.set_child(Some(&offload));
overlay.add_overlay(&stats_label);
overlay.add_overlay(&hint);
overlay.add_overlay(&fs_hint);
overlay.set_focusable(true);
let capture = Rc::new(Capture {
@@ -198,8 +210,17 @@ pub fn new(
// the page dies — the window outlives every session.)
let fs_handler = {
let toolbar = toolbar.clone();
let fs_hint = fs_hint.clone();
window.connect_fullscreened_notify(move |w| {
toolbar.set_reveal_top_bars(!w.is_fullscreen());
let fs = w.is_fullscreen();
toolbar.set_reveal_top_bars(!fs);
if fs {
fs_hint.set_visible(true);
let fs_hint = fs_hint.clone();
glib::timeout_add_seconds_local_once(4, move || fs_hint.set_visible(false));
} else {
fs_hint.set_visible(false);
}
})
};
@@ -404,18 +425,39 @@ pub fn new(
let cap = capture.clone();
overlay.connect_unmap(move |_| cap.release());
}
// Controller escape chord (gamepad service) → leave fullscreen + release capture. The
// chord is the only fullscreen exit a controller has (no F11 key; fullscreen hides the
// chrome). Aborted on page-hidden so a stale future can't act on the shared window.
let escape_future = {
let window = window.clone();
let cap = capture.clone();
glib::spawn_future_local(async move {
while escape_rx.recv().await.is_ok() {
if window.is_fullscreen() {
window.unfullscreen();
}
cap.release();
}
})
};
// The page's `hidden` fires once navigation away completes (back button, pop on
// session end) — NOT on the transient unmap/map cycle a NavigationView push performs.
{
let window = window.clone();
let stop_h = stop.clone();
let handlers = RefCell::new(Some((fs_handler, active_handler)));
let escape_future = RefCell::new(Some(escape_future));
page.connect_hidden(move |_| {
tracing::debug!("stream page hidden — ending session");
if let Some((fs, active)) = handlers.borrow_mut().take() {
window.disconnect(fs);
window.disconnect(active);
}
if let Some(f) = escape_future.borrow_mut().take() {
f.abort();
}
if window.is_fullscreen() {
window.unfullscreen();
}