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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