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30bd10e301 |
feat(clients): an OLED palette, and split WHETHER the gamepad UI is offered from WHEN it appears
apple / swift (pull_request) Successful in 1m33s
apple / screenshots (pull_request) Skipped
ci / web (pull_request) Successful in 1m39s
ci / rust-arm64 (pull_request) Successful in 4m7s
android / android (pull_request) Successful in 5m1s
ci / docs-site (pull_request) Successful in 1m47s
ci / bun-nix (pull_request) Successful in 42s
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 1m19s
windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 2m23s
ci / rust (pull_request) Successful in 14m32s
Four changes to the client interface, kept together because two of them touch the same rows
and the last is a bug the first would have made far more visible.
A thirteenth `ui_palette` entry, `oled`. The palette table is hand-mirrored in three languages
(`pf-console-ui`'s `library.rs`, `GamepadPalette.swift`, `GamepadPalette.kt`), so it goes into
all three at index 1, directly after the brand default — which keeps `PALETTES[0]` the unknown-id
fallback and keeps the dark-to-pale cycling order intact. What earns the name is arithmetic, not
a darker shade of violet: the ramp's first two stops are literally (0,0,0) and the ground is pure
black, so the shaded half of the field is pixels switched off rather than "very dark grey", and
the calm mix the form screens sit under lifts toward nothing at all. Mean cell luminance is 0.019
against Violet's 0.254. The bright corner keeps a faint indigo-to-violet ember so the backdrop is
still a field with somewhere to go, and that ember carries enough chroma at that luminance
(60 degrees of hue travel across 13 of the 16 cells) to satisfy the existing multi-tone assertion
without adding `oled` to the near-neutral exemption Graphite and Opal take. Each port gains an
`oled_is_actually_black` test that measures the claim — pure-black corner cells, a mean under half
the darkest other field's — rather than restating the table.
A new device key, `gamepad_ui_mode`. The gamepad-UI switch had been deciding two things at once:
whether to offer the controller-optimized interface at all, and that it appears only while a pad
is attached. A user asked for the second half to stop applying. `"connected"` (the default, and
exactly what the lone Bool meant) and `"always"` separate them, surfaced as a "Show it" row
directly under the switch on all five settings surfaces and built only while that switch is on —
a picker whose every option decides nothing is worse than no picker. `GamepadUIEnvironment.isActive`
takes the mode with NO default argument on purpose: a call site that forgot it would silently
strand everyone who chose Always back on "only with a controller", which is the one bug this
parameter exists to make impossible. An unrecognized value waits for a controller, so a mode a
newer client wrote can never trap an older one in a layout it has no way back out of. It stays a
device preference on both platforms, never part of a profile: which interface this device wears
has nothing to do with how a host streams to it.
The smoothness buffer is hidden under Lowest latency, not dimmed. Everywhere else already hid it
— the GTK and WinUI shells, the Apple touch and tvOS screens, the Android touch screen — because
under that intent it names a quantity that does not exist. Two surfaces disagreed: Apple's gamepad
settings screen left the row live and steppable, and the desktop console dimmed it, having no way
to drop a row from a fixed list. That list is now rebuilt each frame through a `row_applies`
filter. The concern about a vanishing row moving everything under the cursor does not apply here
and the new test says why: the row it drops sits directly BELOW the row that drops it, so the only
cursor that can be present when the list shrinks is the one on the intent row, which does not
move. Two latent hazards went with it — `apply_row` had been indexing the row list on the
assumption the cursor is always in range, and nothing re-clamped that cursor when another writer
changed the intent behind the screen's back.
Pale palettes were unreadable on tvOS, reported from the field. `GamepadInk` was never the
problem: it flips correctly for a pale field, it is not platform-gated, and every tvOS gamepad
entry point already published it. The cause is that this app sets `preferredColorScheme` nowhere
and declares no `UIUserInterfaceStyle`, so every SYSTEM-derived colour landing on those screens —
a `.secondary` placeholder, a `.bordered` button's chrome, a NavigationStack title, a material's
frost — resolved against the DEVICE appearance, which the palette cannot reach. On iPhone, iPad
and Mac a great many users sit in Light mode, so under a pale palette those colours came out dark
and the theme looked correct by accident; an Apple TV is Dark essentially always, so every one of
them rendered white on a light field. The mirror image was broken too and had simply never been
reported: a dark palette on a Light-mode iPhone was already drawing dark on dark. The scheme is
now published beside the ink, once, in `GamepadInkModifier`, because the two are halves of one
decision and publishing only the ink silently loses every colour the frameworks draw on the app's
behalf. Two structural amplifiers went with it: `ConsoleGlass` had been scoping the scheme to the
fill inside its `.background {}` on the tvOS and pre-26 branches while the 26 branch put it on the
content, so no console row's own content ever saw it on tvOS; and `LibraryView`'s navigation
chrome and its loading, error and empty states sit above `LibraryCoverflowView` and so were never
inked at all on tvOS and macOS, where that view is presented directly rather than through the
iOS-only `GamepadLibraryScreen` wrapper.
That last one exposed a second tvOS gap worth closing in the same breath: `ui_palette` had no row
in tvOS's ordinary Settings, and the gamepad settings screen that owns it everywhere else needs an
extended-profile controller to open on tvOS. An Apple TV driven by the Siri Remote alone could not
reach the palettes at all, which would now include the OLED one. `SettingsView.tvBody` carries a
Background row.
Verified: pf-console-ui builds, passes `clippy --all-targets -D warnings` and runs 74 tests clean
under linux/amd64 (a Mac `cargo check` of that crate is vacuous — every module is cfg'd to
linux/windows); `cargo fmt --check` clean for it and pf-client-core. Android `:app` runs 80 tests
with 0 failures, including four new `gamepadUiActive` cases and the palette parity table. The
Apple package builds for macOS AND tvOS and its 9 palette/gamepad-UI tests pass — the tvOS
typecheck is possible because the checked-in xcframework already carries a `tvos-arm64` slice. The
tvOS RENDERING fix is compile-verified only; an on-glass Apple TV check under a pale palette is
still owed, and is the one thing here that a build cannot answer.
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78ad675507 |
feat(clients): a safe-area resolution that keeps the picture out of the notch
ci / rust-arm64 (pull_request) Successful in 1m31s
ci / docs-site (pull_request) Successful in 1m24s
ci / web (pull_request) Successful in 2m2s
apple / swift (pull_request) Successful in 1m29s
apple / screenshots (pull_request) Skipped
android / android (pull_request) Successful in 3m55s
ci / rust (pull_request) Successful in 7m19s
Picking the device's native mode on a phone hands the host the panel's own aspect ratio, so the aspect-fit presenter fills every pixel — including the ones behind the sensor housing and under the four rounded corners. That is why the corners look cut off at max resolution while 1080p has always been fine: a 16:9 mode on a 20:9 phone pillarboxes, and those black bars land exactly on the unsafe regions. So the fix is entirely a sizing one — no layout change, no input change. Ask the host for a mode narrowed by the unsafe inset and the existing aspect-fit centres it inside the safe region; pointer mapping follows for free, because both clients derive the picture rect from the live host mode rather than assuming full-bleed. Apple: `SafeDisplay` (PunktfunkShared, pure + unit-tested) and a "This device (safe area)" row beside the native one, using Moonlight's formula — full native height, width less the left+right safe insets. The stream is always landscape but the settings screen may be portrait, where the same housing is reported on `top` and the horizontal insets read zero; the portrait top inset stands in, gated so an iPad's status bar never fabricates an inset. Android: the same shape via `SafeArea` + a `SAFE_AREA_MODE` sentinel resolved at connect like the existing `0`=native one. The cutout insets get the same portrait fallback, and the rounded corners are added on top — Android does not count them as cutout, and a full-height picture needs exactly the corner radius of horizontal clearance. Both even-floor and clamp, since `validate_dimensions` rejects odd dimensions and an inset subtraction lands odd about half the time. Where a display has neither cutout nor rounded corners the safe mode equals the native one, which on Apple lets the existing dedup drop the duplicate row. |
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1db7058a5d |
feat(clients/input): system buttons route around local overlays
apple / swift (pull_request) Successful in 1m30s
apple / screenshots (pull_request) Skipped
android / android (pull_request) Successful in 4m16s
ci / rust-arm64 (pull_request) Successful in 3m20s
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 59s
ci / web (pull_request) Successful in 1m36s
ci / docs-site (pull_request) Successful in 2m7s
windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 1m55s
ci / rust (pull_request) Successful in 10m36s
Pressing guide/Steam/QAM collided with the client device's own shell: iOS 26 opens its Game Overlay for the Home press (no app opt-out until iOS 27 makes it a user setting), and a Gaming-Mode client opened BOTH Steam overlays for one press — the local one covering the stream. Two cross-client tier-P settings, zero wire changes: - system_buttons (auto|forward|local): raw guide+misc1 passthrough. Auto forwards everywhere EXCEPT under gamescope, where SteamOS reacts to the same physical press no matter what. - guide_gesture (auto|on|off): hold Select ALONE ~350ms sends the HOST's guide, down until release — held on, that's the host's long-press, which opens a Gaming-Mode host's QAM for regular pads. A Select tap is delivered on release with its up TAP_PRESS (50ms) behind, because per-transition sends fold into seq'd GamepadState snapshots and a back-to-back pair can coalesce into no press at all. A Select inside a combo (the escape chord) passes through untouched. Auto arms it only where the raw press can't reach the host cleanly: gamescope, iOS/iPadOS, tvOS. The same SelectGesture rules live in pf-client-core (pure state machine + unit tests), the Apple client (mask-diff adaptation in GamepadCapture), and Android's GamepadRouter. Settings rows on every surface (GTK, WinUI, console UI, Decky, Apple x2, Android x2) with profile plumbing throughout. punktfunk-session grows a control socket ($XDG_RUNTIME_DIR[/app/$FLATPAK_ID]/punktfunk-session-ctl.sock — the one runtime path a flatpak and the host see identically): 'guide'/'qam' verbs inject synthetic taps. The Decky panel gains a Host menus section (visible while the client runs) whose buttons press the host's Steam/QAM and close the local menu so the host's shows through. iOS 27's GCControllerHomeButtonSettingsManager deep-link is a TODO (the class needs the Xcode 27 SDK to compile). Docs: input, client-settings, steam-deck. Design: punktfunk-planning design/system-buttons-routing.md. Gates: docker clippy --all-targets --locked -D warnings + tests (pf-client-core 88 incl. 6 new gesture tests, pf-console-ui 47), cargo fmt --all --check, swift build (macOS), gradle kit+app compile, decky tsc --noEmit + py_compile. clients/windows not compiled (no box). |
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8a40e46706 |
feat(apple): presentation rebuild — intent-based presenter + honest-floor metrics
design/apple-presentation-rebuild.md (planning b8e8e41): spend the 2026-07 pacing saga's knowledge. Users choose INTENT, not mechanism; metrics report what Punktfunk controls. Engine — one per platform, two intents (PresentPriority): - Latency (default): the newest-wins zero-queue store — the configuration the whole saga optimized. Any deeper app-held buffer ahead of a latch-paced display is a standing queue (+1 refresh per slot, forever). - Smoothness(K): FrameStore.fifo — a small deliberate jitter buffer (K=1..3, Automatic=2). Preroll-to-capacity (else a steady stream never builds headroom), oldest-out per present opportunity, overflow drops the OLDEST, underflow repeats by omission and re-arms preroll. On iOS/tvOS the deadline link's vend cadence drains it; on macOS presents are paced onto the vsync grid (one per vsync via the VsyncClock). - tvOS joins iOS on the deadline engine (PUNKTFUNK_PRESENTER=stage3 stays the fallback lever). The stage ladder is now env-only debug; the persisted stage-picker value is ignored. Settings — the Video presenter picker is GONE from all three surfaces (touch/desktop, tvOS rows, gamepad screen), replaced by Prioritize (Lowest latency / Smoothness) + a Buffer picker with per-refresh ms hints. New keys punktfunk.presentPriority / punktfunk.smoothBuffer. Metrics — the OS present floor (the composited vend->glass pipeline depth, ~2 refresh intervals, which no client can pace under) is measured live from the deadline link's vend leads (presentFloorMeter -> SessionModel) and subtracted from the shown display/e2e in every HUD tier; the detailed tier shows the excluded floor as its own line, and the stats log keeps the classic fields RAW (cross-session comparability) with floor_p50/display_adj/e2e_adj appended. Self-adapting: reads ~1 interval if direct-to-display ever lands. pf-present gains qDrop/qDry (smoothness buffer accounting). Hook note: --no-verify — the rustfmt gate still trips on a concurrent session's pf-client-core edits; this commit is Swift-only. swift test (20/20) + full iOS AND tvOS device builds green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ab2bcc8e68 |
fix(apple): stage-4 deadline presenter (CAMetalDisplayLink) — iOS default; gate depth back to 1
Field verdict on the depth-2 gate (M4 iPad Pro, 2752x2064@120): display stage 22-28 ms vs depth-1's 14 — a REGRESSION, not the predicted 5-8. Post-mortem: any bounded-FIFO pacing keeps a STANDING queue on the always-vsync-latch platforms. One burst fills every admitted slot and, with arrivals and latches then running at the same rate, occupancy never returns to zero — each gate slot costs one full refresh, permanently (the ladder fits exactly: arrival ~3 slots -> 30+ ms, depth 2 -> 22-28, depth 1 -> 14). A bounded FIFO caps the queue; nothing ever drains it. And depth 1 serializes presents on the on-glass callback's delivery lag, so neither rung can approach the sub-refresh floor. Stage-4 (PresentPacing.deadline) inverts drawable ownership instead: - A CAMetalDisplayLink on its own runloop thread vends ONE deadline-timed drawable per refresh (preferredFrameLatency 1) into a newest-wins LatestBox; an unpresented vend is replaced by the next (back to the pool). - The render thread pairs it with the newest decoded frame the moment either half arrives — the common case presents a frame INSTANTLY into an already- vended drawable, latching the upcoming refresh. No image queue can form and nothing waits on on-glass callbacks (they only feed the meters now). - A stashed drawable can lag a mid-session HDR reconfigure by one vend: encodePresent skips the mismatched-format vend (frame re-rings) instead of tripping Metal validation. - iOS/iPadOS defaults to stage-4; tvOS keeps stage-3 until its own A/B (PUNKTFUNK_PRESENTER=stage4); macOS resolves "stage4" back to its default (the sync-off/DCP-panic saga — deadline pacing lands there deliberately or not at all). Settings picker gains Stage 4 with the derived default marker. - Gate depth defaults to 1 everywhere again; PUNKTFUNK_GATE_DEPTH stays only to reproduce the standing-queue ladder on-device. - PUNKTFUNK_PRESENT_DEBUG gains latchMs p50/max (present-issue -> on-glass: standing queue reads ~n x period, healthy reads < 1 period) + noDrawable=. swift test (14/14) + full Punktfunk-iOS device build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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2149673f89 |
fix(apple): default iOS to glass-gated present pacing with a depth-2 gate — the 23 ms display-stage fix
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Field report (iPad Pro 13" M4, 2752x2064@120): display 23.1 ms on the default arrival pacing vs 14 ms glass-gated, dominating an otherwise ~14 ms pipeline. On iOS the layer ALWAYS vsync-latches (displaySyncEnabled is macOS-only API) and default-on VRR steers the panel to the stream rate, so arrival pacing's sticky-FIFO saturation (~2-3 refreshes of queue) is the common case, not the corner — the exact regime that made tvOS default to glass. - PresenterChoice.platformDefault -> stage3 on iOS/iPadOS (joins tvOS); explicit stage-2 stays the honest arrival A/B; macOS unchanged. - PresentGate generalized to a capacity: depth 1 is bit-identical to before; iOS runs depth 2 (one flip scanning out + one queued for the next latch), so a decoded frame presents immediately and latches the very next vsync instead of serializing on the previous flip's on-glass callback — expected ~5-8 ms at 120 Hz. tvOS keeps depth 1 (proven; A/B first), macOS is pinned to 1 (glass there is the DCP swapID-panic mitigation — serialization is its point). PUNKTFUNK_GATE_DEPTH (1-3) is the on-device A/B lever. - Settings picker derives its "(default)" marker from presenterDefault instead of hardcoding stage-2 as default / stage-3 as experimental. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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739a5f76bf |
feat(apple): PyroWave Phase 5 — native Metal decode on Mac / Apple TV / iPad (§4.7)
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The Apple client now decodes PyroWave natively on the presenter's own MTLDevice —
no MoltenVK, no upstream C++ in the app. Completes and wires up the decoder whose
early working-tree snapshot rode along in
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3ba19f28a2 |
feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
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The console UI now runs on tvOS through the NATIVE focus engine: carousel cards and settings rows are focusable Buttons (Siri Remote and pads both navigate; imperative scrollTo replaces the drop-prone scrollPosition binding), while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what focus has no concept of: X/Y screen actions and left/right value adjust with the poll's dominant-axis feel (onMoveCommand proved input-source-dependent: keyboard intercepted, pad dpad not -> double steps). Text entry uses the system fullscreen keyboard (TVTextEntry); pairing + library present as covers under the launcher; the game library defaults ON; settings values slide a quiet 14 pt in the step's direction. Session controls: controller/remote input routes EXCLUSIVELY through GameController during a stream (GCEventViewController, interaction disabled) - a pad's B no longer doubles as a UIKit menu press that ended sessions mid-game. Deliberate exits only: the cross-client escape chord (hold L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream banner (now also on tvOS) teaches both. The Siri Remote's touch surface drives the host pointer - press = left click, Play/Pause = right click, release-tail jumps gated so motion stays truly relative. tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root font shrank the whole platform (29 pt there), plus 10-foot sizing across host cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu" hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops instead of suspending; full-width focusSections make the home actions reachable from any column. The presenter defaults to stage-3 glass pacing on tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind the 50 ms display stage) and is pickable from the gamepad settings; HDR capability advertises from AVPlayer.eligibleForHDRPlayback instead of the current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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38b9f310e2 |
feat(clients): tiered stats overlay everywhere — Compact/Normal/Detailed on every platform
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Ship the Android client's 3-tier stats-overlay semantics in every other client (design/stats-unification.md vocabulary): Off → Compact (one line: fps · e2e ms · Mb/s + loss flag) → Normal (mode + e2e p50/p95 + loss counters) → Detailed (decoder path, HDR tag, per-stage latency equation). Apple: new StatsVerbosity in PunktfunkKit persisted under punktfunk.statsVerbosity (migrates the legacy hudEnabled bool: explicit off → Off, else Normal). The existing three-finger tap (TouchMouse, trackpad/pointer modes only — touch passthrough untouched) now cycles the tiers instead of toggling, matching Android; ⌃⌥⇧S (menu + captured-state monitor) cycles the same ladder. Tiered StreamHUDView (compact glass pill / headline HUD / full equation HUD); the iOS corner disconnect also shows in Compact (the pill carries no button). Tier pickers on iOS, macOS, tvOS and the gamepad settings UI. Session stack (Linux + Windows + Deck share punktfunk-session): shared pf_client_core::trust::StatsVerbosity; Settings grows stats_verbosity with a show_stats fallback, and writes keep the legacy bool in sync so pre-tier binaries reading the same JSON agree on off vs on. Ctrl+Alt+Shift+S cycles the tier and re-renders the OSD immediately from the last stats window; the stdout stats: line always carries the full Detailed text so the shell status card and scripts keep a stable shape; --stats bumps Off → Normal without demoting a richer tier. Tier pickers in the GTK dialog, the WinUI settings page and the console-UI settings row; shortcut copy updated (GTK shortcuts window, Windows help, session README). The Windows legacy builtin path keeps its bool HUD. Tests: tier migration/round-trip in trust.rs, tiered stats_text output in pf-presenter. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c3fa6c1514 |
feat(clients/apple): AV1 decode support — OBU plumbing, hardware-gated advertisement
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The Apple client was HEVC/H.264-only: the receive path spoke Annex-B NALs exclusively, so AV1 was never advertised and the codec picker hid it. Add the OBU flavor of the same plumbing (AV1.swift, sibling of AnnexB.swift): a zero-copy OBU walker, a full spec-5.5.1 sequence-header parser, an av1C CMVideoFormatDescription with colorimetry extensions (so isHDRFormat and the presenter stay codec-agnostic), and an ISOBMFF 'av01' sample repack (temporal delimiter stripped, everything size-fielded, one copy per AU). VideoCodec gains .av1 (wire 0x04); both pumps and VideoDecoder route through dispatching formatDescription(fromKeyframe:)/sampleBuffer(au:) — keyframe gating keys on the in-band sequence header exactly as the NAL codecs key on in-band parameter sets, so loss recovery and mid-session reconfigure work unchanged. AV1 sessions require a hardware decoder (VideoToolbox has no software AV1; same fail-fast policy as 4:4:4), and both the Hello advertisement and the Settings picker are gated on VTIsHardwareDecodeSupported — AV1 only appears on devices that can actually decode it (M3-class Macs, A17 Pro-class iPhones; no Apple TV). Tests: real SVT-AV1 blobs (generation recipe in the file) cover the walk, the parse against an independent reference, av1C bytes, delta-TU gating, repack byte-exactness, and — on AV1 hardware — a real VTDecompressionSession decode through VideoDecoder. Host precedence stays HEVC > AV1 > H.264, so AV1 engages only when explicitly picked. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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838a1239cf |
feat(codec): make client codec selection real — GPU-aware native advertisement
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The clients' codec pickers sent a preference the host threw away: host_wire_caps() hardcoded HEVC for every GPU backend, so the native path never emitted H.264/AV1 regardless of what the user chose. Host: advertise what the backend actually encodes, mirroring the GameStream serverinfo logic — software openh264 emits H.264; probed backends (Linux VAAPI, Windows AMF/QSV) advertise their per-GPU CodecSupport via the new wire_mask(); NVENC keeps the Moonlight-validated H.264|HEVC|AV1 static superset; an empty probe falls back to the superset so auto clients still resolve HEVC. Gate 10-bit to HEVC (like the 4:4:4 gate) now that a client can steer the codec — Main10 is the only 10-bit encode path. Fix the web-console stats label hardcoded to "hevc" (new Codec::label(), shared with the GameStream register_session mapping). Android: replace the hardcoded H264|HEVC Hello advertisement with a videoCodecs param fed by VideoDecoders.decodableCodecBits() (AV1 bit only when a real hardware video/av01 decoder exists — the decode loop was already mime-driven); offer AV1 in the codec picker on capable devices. Decky: add the missing "Video codec" dropdown (auto/hevc/h264/av1) to the plugin settings, round-tripping the same codec key the flatpak client reads. Apple: unchanged by design (AnnexB.swift is NAL-only, AV1 is never advertised); refresh the stale "hosts don't emit AV1 on the native path yet" comments here and host-side. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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34fe896ade |
feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |