feat(apple/gamepad): claim controller system gestures during capture — PS button opens the Steam overlay, share/create stops screenshotting locally
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While a pad drives a stream, GamepadCapture now sets EVERY element's preferredSystemGestureState to .disabled (restored to .enabled on unbind). iOS/macOS attach system gestures to several controller buttons — share/create took a LOCAL screenshot instead of reaching the game, and only the Home element was opted out before. With the gestures claimed, the already-wired chains do their job: PS/Home → wire guide → BTN_MODE on the virtual xpad (the Steam-overlay button) / the PS bit on the virtual DualSense. Also fold the share/create/capture element (GCInputButtonShare) into the back/select wire bit — clone pads like the GameSir G8 expose their screenshot button only as the share element, not buttonOptions (OR onto the same bit, so double-exposed pads are harmless). The G8's other extra button (M) is a firmware-local modifier (turbo/hair-trigger/swap) invisible to the OS. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -168,7 +168,10 @@ Low-latency desktop/game streaming stack, Linux-first, with a shared Rust protoc
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controller discovery + selection in Settings (`GamepadManager` — exactly one pad
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forwarded as pad 0, auto or pinned; pad TYPE auto-resolves from the physical
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controller, user-overridable), capture incl. DualSense touchpad/motion
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(`GamepadCapture`/`GamepadWire`), feedback rendering (rumble → CoreHaptics; lightbar /
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(`GamepadCapture`/`GamepadWire`; while streaming, EVERY element's
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`preferredSystemGestureState` is claimed `.disabled` — share/create reaches the host as
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select instead of screenshotting locally, PS/Home reaches the host as guide/`BTN_MODE` =
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the Steam-overlay button — restored `.enabled` on unbind), feedback rendering (rumble → CoreHaptics; lightbar /
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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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@@ -102,6 +102,13 @@ public final class GamepadCapture {
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tp?.primary.valueChangedHandler = nil
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tp?.secondary.valueChangedHandler = nil
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}
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// Hand the system gestures back to the OS before letting the old pad go — outside a
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// stream the share button's screenshot and the Home overlay are the user's, not ours.
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if let old = bound {
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for element in old.physicalInputProfile.elements.values {
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element.preferredSystemGestureState = .enabled
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}
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}
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if let motion = bound?.motion {
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motion.valueChangedHandler = nil
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// Power the sensors back down — left active they keep the pad streaming
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@@ -114,14 +121,21 @@ public final class GamepadCapture {
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ext.valueChangedHandler = { [weak self] g, _ in
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MainActor.assumeIsolated { self?.sync(g) }
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}
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// The Home/PS button (→ guide; the host maps it to the DualSense PS / Xbox guide bit). On
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// macOS the SYSTEM grabs it by default (opens Launchpad's Games folder), so it never reached
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// the app — `preferredSystemGestureState = .disabled` on the element is what hands it to us.
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// We drive `guide` DIRECTLY from this handler's pressed value (not via buttonMask), because
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// the legacy `extendedGamepad.buttonHome` is unreliable/often nil even when the physical
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// element exists. On tvOS the element is absent (reserved) → nil, the whole block no-ops.
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// Claim EVERY element's system gesture while this pad drives a stream. The OS attaches
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// gestures to several controller buttons — share/create → local screenshot/recording,
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// Home → Game Center overlay (iOS) / Launchpad's Games folder (macOS) — and with a
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// gesture attached the press is the system's, not the game's. During capture the remote
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// session IS the game: the share button must reach the host (e.g. Steam screenshots),
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// the PS button must open the host's Steam overlay. Restored to .enabled on unbind.
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for element in c.physicalInputProfile.elements.values {
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element.preferredSystemGestureState = .disabled
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}
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// The Home/PS button (→ guide; the host maps it to the DualSense PS / Xbox guide bit,
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// BTN_MODE on the virtual xpad — the Steam-overlay button). Driven DIRECTLY from this
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// handler's pressed value (not via buttonMask), because the legacy
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// `extendedGamepad.buttonHome` is unreliable/often nil even when the physical element
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// exists. On tvOS the element is absent (reserved) → nil, the whole block no-ops.
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if let home = c.physicalInputProfile.buttons[GCInputButtonHome] {
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home.preferredSystemGestureState = .disabled
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home.pressedChangedHandler = { [weak self] _, _, pressed in
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MainActor.assumeIsolated { self?.sendGuide(down: pressed) }
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}
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@@ -192,6 +206,11 @@ public final class GamepadCapture {
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if g.dpad.right.isPressed { b |= GamepadWire.dpadRight }
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if g.buttonMenu.isPressed { b |= GamepadWire.start }
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if g.buttonOptions?.isPressed == true { b |= GamepadWire.back }
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// The share/create/capture element (Xbox Series share, a clone pad's screenshot button —
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// e.g. the GameSir G8's, below its d-pad) folds into back/select too. On pads that expose
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// the create button BOTH as buttonOptions and as the share element this OR is harmless —
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// same wire bit.
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if g.buttons[GCInputButtonShare]?.isPressed == true { b |= GamepadWire.back }
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if g.leftThumbstickButton?.isPressed == true { b |= GamepadWire.leftStickClick }
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if g.rightThumbstickButton?.isPressed == true { b |= GamepadWire.rightStickClick }
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if g.leftShoulder.isPressed { b |= GamepadWire.leftShoulder }
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