refactor(client): relm4 desktop shell; delete legacy presenter + coverflow (phase 5)

The GTK client becomes a relm4 component tree: AppModel owns the window,
trust gate (rules 1-3), and the spawned session child's lifecycle as
typed messages; the hosts page is a child component with a
FactoryVecDeque of host cards — the HostsCallbacks Rc<dyn Fn> bag, the
busy Cell, and the Rc<RefCell<HostsUi>> cross-page pokes are gone.
Trust/settings/library dialogs stay plain GTK, invoked from update with
a ComponentSender.

Deleted with the in-process presenter: ui_stream.rs, video_gl.rs,
ui_gamepad_library.rs, launch.rs, the khronos-egl dep, and the
PUNKTFUNK_LEGACY_PRESENTER hatch. Every stream (and the console library)
now runs in punktfunk-session; the shell spawns it for card connects and
exec's it for --connect/--browse so the Decky wrapper keeps working. The
request-access flow gains --connect-timeout + a CancelHandle that kills
the child. Screenshot scenes re-pointed onto the components (verified:
hosts + library self-capture; the dialog scenes present correctly and
capture under a GL renderer); the gamepad-library scene is gone with the
page.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-07 20:30:53 +02:00
parent be09f9f345
commit cbcd7a5c40
16 changed files with 1680 additions and 4891 deletions
+36 -27
View File
@@ -5,12 +5,13 @@
//! a title starts a session that asks the host to launch it (the library id rides the
//! Hello via `ConnectRequest::launch`).
use crate::app::App;
use crate::app::{AppModel, AppMsg};
use crate::library::{self, GameEntry};
use crate::trust;
use crate::ui_hosts::ConnectRequest;
use adw::prelude::*;
use gtk::{gdk, glib};
use relm4::prelude::*;
use std::cell::{Cell, RefCell};
use std::collections::{HashMap, VecDeque};
use std::rc::Rc;
@@ -19,7 +20,10 @@ use std::rc::Rc;
/// card activation); dropped when the page is popped, which also winds down any in-flight
/// art consumer (its weak upgrade fails).
struct State {
app: Rc<App>,
sender: ComponentSender<AppModel>,
identity: (String, String),
/// The advertised mgmt port when the host was live at open time (else the default).
mgmt_port: u16,
/// The host this library belongs to — cards clone it and add `launch`.
req: ConnectRequest,
stack: gtk::Stack,
@@ -34,21 +38,29 @@ struct State {
mock: Cell<bool>,
}
/// Open the library page for a saved host and start the fetch.
pub fn open(app: Rc<App>, req: ConnectRequest) {
let state = build(app.clone(), req);
/// Open the library page for a saved host and start the fetch. `mgmt_port` comes from
/// the live mDNS `mgmt` TXT when the host is advertising (the hosts page resolves it).
pub fn open(
app: &AppModel,
sender: &ComponentSender<AppModel>,
req: ConnectRequest,
mgmt_port: Option<u16>,
) {
let state = build(&app.nav, app.identity.clone(), sender, req, mgmt_port);
load(&state);
}
/// Screenshot-scene entry: render injected entries (plus pre-seeded textures, keyed by
/// entry id) with no host and no network — the CI `library` scene.
pub fn open_mock(
app: Rc<App>,
nav: &adw::NavigationView,
identity: (String, String),
sender: &ComponentSender<AppModel>,
req: ConnectRequest,
games: Vec<GameEntry>,
art: Vec<(String, gdk::Texture)>,
) {
let state = build(app.clone(), req);
let state = build(nav, identity, sender, req, None);
state.mock.set(true);
state.art.borrow_mut().extend(art);
if games.is_empty() {
@@ -60,7 +72,13 @@ pub fn open_mock(
}
/// Build the page (loading / error / empty / grid states in a stack) and push it.
fn build(app: Rc<App>, req: ConnectRequest) -> Rc<State> {
fn build(
nav: &adw::NavigationView,
identity: (String, String),
sender: &ComponentSender<AppModel>,
req: ConnectRequest,
mgmt_port: Option<u16>,
) -> Rc<State> {
let flow = gtk::FlowBox::builder()
.selection_mode(gtk::SelectionMode::None)
.activate_on_single_click(true)
@@ -142,7 +160,9 @@ fn build(app: Rc<App>, req: ConnectRequest) -> Rc<State> {
.build();
let state = Rc::new(State {
app: app.clone(),
sender: sender.clone(),
identity,
mgmt_port: mgmt_port.unwrap_or(library::DEFAULT_MGMT_PORT),
req,
stack,
flow,
@@ -159,20 +179,10 @@ fn build(app: Rc<App>, req: ConnectRequest) -> Rc<State> {
let state = state.clone();
retry.connect_clicked(move |_| load(&state));
}
app.nav.push(&page);
nav.push(&page);
state
}
/// The mgmt port for this host: the live mDNS `mgmt` TXT when the host is advertising,
/// else the well-known default (Apple's `effectiveMgmtPort`).
fn mgmt_port(state: &State) -> u16 {
state
.app
.hosts_ui()
.and_then(|h| h.mgmt_port_for(&state.req))
.unwrap_or(library::DEFAULT_MGMT_PORT)
}
/// Fetch the library off the main thread and route the result into the grid or the
/// error/empty states.
fn load(state: &Rc<State>) {
@@ -180,9 +190,9 @@ fn load(state: &Rc<State>) {
return; // screenshot scene renders injected entries only
}
state.stack.set_visible_child_name("loading");
let port = mgmt_port(state);
let port = state.mgmt_port;
let addr = state.req.addr.clone();
let identity = state.app.identity.clone();
let identity = state.identity.clone();
let pin = state.req.fp_hex.as_deref().and_then(trust::parse_hex32);
let (tx, rx) = async_channel::bounded(1);
std::thread::Builder::new()
@@ -268,10 +278,10 @@ fn game_card(state: &Rc<State>, game: &GameEntry) -> gtk::FlowBoxChild {
let child = gtk::FlowBoxChild::new();
child.set_child(Some(&card));
let app = state.app.clone();
let sender = state.sender.clone();
let mut req = state.req.clone();
req.launch = Some((game.id.clone(), game.title.clone()));
child.connect_activate(move |_| crate::ui_trust::initiate_connect(app.clone(), req.clone()));
child.connect_activate(move |_| sender.input(AppMsg::Connect(req.clone())));
child
}
@@ -279,8 +289,7 @@ fn game_card(state: &Rc<State>, game: &GameEntry) -> gtk::FlowBoxChild {
/// entry's candidates in the Apple fallback order (portrait → header → hero) and
/// texturing the first that loads on the main loop.
fn load_art(state: &Rc<State>, games: &[GameEntry]) {
let port = mgmt_port(state);
let base = library::base_url(&state.req.addr, port);
let base = library::base_url(&state.req.addr, state.mgmt_port);
let jobs: VecDeque<(String, Vec<String>)> = {
let cache = state.art.borrow();
games
@@ -293,7 +302,7 @@ fn load_art(state: &Rc<State>, games: &[GameEntry]) {
if jobs.is_empty() {
return;
}
let identity = state.app.identity.clone();
let identity = state.identity.clone();
let pin = state.req.fp_hex.as_deref().and_then(trust::parse_hex32);
let rx = library::spawn_art_fetch(base, identity, pin, jobs);
let weak = Rc::downgrade(state);