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