72777119fd39a38eafd0d0fff4df3785404bd552
14
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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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b297542c4d |
feat(clients/input): controllers can stop being forwarded, for couches that hand the pad over another way
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 1m4s
apple / swift (pull_request) Successful in 1m21s
apple / screenshots (pull_request) Skipped
ci / web (pull_request) Successful in 1m39s
ci / docs-site (pull_request) Successful in 2m6s
ci / rust-arm64 (pull_request) Successful in 2m50s
windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 1m55s
android / android (pull_request) Successful in 3m27s
ci / rust (pull_request) Successful in 7m59s
A controller that reaches the host by USB passthrough — VirtualHere and friends, or simply a pad plugged into the host — arrived there twice: once as the real device, once as the virtual pad this client built from the same hands. Games read both, so a stick drifts against the centred second pad and menus take every input twice. New per-client setting, "Forward controllers", default on (today's behaviour). It is tier-P, so a profile can decline what another profile forwards. On Linux and Windows it is deliberately stronger than "send nothing". Opening a controller is what CLAIMS it — SDL's HIDAPI drivers take the device node — and a claimed device is one a passthrough tool cannot bind, so with this off the session opens no slot at all and never enables the Valve HIDAPI drivers. Menu navigation is untouched: the launcher still opens the active pad, and a session supersedes menu mode whether it forwards or not, so the pad is free for the whole time a stream is up. The consequence, documented at both the setting and the chord: the controller escape chord is read off forwarded pads, so it is unavailable there. The Apple and Android input stacks claim nothing, so those clients keep their slots and their chords and only gate the wire sends — losing tvOS's only controller way out of a stream would have been the worse bug. Android does stop its DualSense and Steam Controller 2 USB captures, which do claim the device. Surfaces: GTK, WinUI, the console settings screen, Apple's touch and gamepad settings, the Android touch and gamepad settings, and Decky (which also hides the rows that now have nothing to act on). Everywhere the "which pad" and "pad type" rows grey out while it is off. Verified: cargo clippy --all-targets -D warnings + 79 tests on pf-client-core, pf-console-ui, punktfunk-client-session and punktfunk-client-linux (linux/amd64 container, gate proven non-vacuous with a planted error); swift build for the Apple clients; gradle compile + 49 unit tests for Android (likewise proven); tsc for Decky. clients/windows is UNCOMPILED — both Windows boxes were offline; its edits were reviewed against the helper signatures by hand. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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f3e122b0d0 |
feat(apple): the mic hears you, not the game — voice processing joins the engines
The Apple client on a loudspeaker was the primary reported echo source: two AVAudioEngines by design (arbitrary mic/speaker pairs, two clocks) meant no unit ever saw render and capture together, which is exactly what setVoiceProcessingEnabled needs. With the mic enabled and the new "Echo cancellation" toggle on (both defaults), playback and capture now share ONE engine with the system voice processor engaged — AEC, noise suppression and AGC — and the input node's other-audio ducking pinned to .min with advanced ducking off, because this is a game stream, not a call: the host's audio must never dip under the outgoing voice. The two-engine path survives where it is the right answer: echo cancel off, macOS sessions with a hand-picked speaker/mic UID or input channel (the voice processor only follows the system default devices, and its capture side is its own mono mix — a per-channel pick can't survive it), and any machine whose voice processor refuses to engage. Every failure falls back to a working configuration rather than silence. The capture chain reads the input format after the processor is enabled, so its mono/lower-rate output flows through the existing converter unchanged; a first-run permission grant swaps the playback-only engine for the combined one in place, reusing the same jitter ring and drain thread; background mic muting mutes the processor's input instead of pausing the shared engine (playback keeps running). echo_cancel rides the full settings plumbing micEnabled has — defaults key, effective settings, profile overlay (serialized as `echo_cancel`; the Rust catalog carries it via unknown-key passthrough until it grows the field), a captioned toggle beside the Microphone row, and a gamepad settings row. tvOS behavior is untouched (playback only, as before). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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80c0ca69fa |
fix(client/apple): take the accent wash off the scope menu too
ci / web (push) Successful in 58s
apple / swift (push) Successful in 1m27s
ci / docs-site (push) Successful in 2m58s
android / android (push) Canceled after 5m20s
apple / screenshots (push) Canceled after 0s
arch / build-publish (push) Canceled after 5m37s
ci / rust (push) Canceled after 5m44s
ci / rust-arm64 (push) Canceled after 5m42s
ci / bench (push) Canceled after 5m42s
deb / build-publish (push) Canceled after 4m56s
deb / build-publish-host (push) Canceled after 2m51s
deb / build-publish-client-arm64 (push) Canceled after 33s
decky / build-publish (push) Canceled after 0s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Canceled after 20s
docker / build-push (ci, ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Canceled after 20s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Canceled after 8s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Canceled after 8s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Canceled after 20s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Canceled after 20s
docker / build-push-arm64cross (push) Canceled after 0s
docker / deploy-docs (push) Canceled after 0s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Canceled after 0s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Canceled after 5s
release / apple (push) Successful in 20m41s
Same cause as the host grid's sort menu: a Menu draws its label — and the icons of everything inside it — in the accent colour, so a control whose only meaningful colour is the profile chips came out purple throughout. The chips are unaffected because they are rendered bitmaps rather than tinted symbols (see MenuIcon), so the colour that means something keeps it and the decoration loses its. The red trash stays red for the same reason. macOS only, as before — iOS menus already draw their icons in the label colour. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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d2523a3b90 |
fix(client/apple): a tinted icon in a menu is a stencil, so the colour never arrived
Both the profile chips and the red trash failed for one reason: SwiftUI hands a menu row's icon to UIKit/AppKit as a TEMPLATE image, and a template is a stencil — the tint is discarded and the system fills in its own colour. `.foregroundStyle` on the label's icon was never going to survive, and the destructive role only colours the ROW (on iOS; macOS menus have no destructive styling at all), never the symbol. `MenuIcon` rasterises the icon first and marks the bitmap `.original`, which is not a stencil. The appearance goes into the render: `Color.brand` and the system reds are dynamic, and a renderer with no appearance resolves them to the light variant whatever the app is showing. Results are cached per icon and appearance — a menu rebuilds its rows on every open, and re-rendering a bitmap to draw a 12pt dot each time would be silly. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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8233722e9e |
feat(client/apple): the scope dropdown carries the colours, the icons, and Delete
Every profile row in the layer picker now shows its colour chip, so the dropdown is where you SEE the catalog rather than read it. It stays a Picker for that: the platform draws the selection checkmark in its own column, which leaves each row's icon free to be the chip. Hand-rolling the selection would have cost one or the other. Delete comes back to the menu it was taken from, next to New, Edit and Duplicate — all four with icons now. Its warning goes with it: the count of hosts that fall back and pinned cards that disappear is in the question, not discovered afterwards. The editor sheet drops its own delete section rather than offering the same destructive action in two places. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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586da1451c |
feat(client/apple): one sheet for a profile, with the colours visible
The create/update flow was four menu items, three bare text alerts and a submenu of colour NAMES with no colour anywhere on it. Making a "Work" profile meant: name it in an alert, find it again in the scope menu, open a submenu, and pick "Amber" on faith. A profile is a name and a colour, so they are decided together now — in one editor sheet that serves create, duplicate and edit, with a live chip at the top showing exactly what the host cards will render. The palette is swatches you can see, in a grid, with a checkmark AND a ring on the chosen one (the tick alone washes out on the pale hues) and a 44pt target under each 30pt dot. Default leads the row, so "no colour" is a choice on the same shelf as the rest rather than the absence of one. Duplicate opens the sheet rather than committing on the spot: it arrives carrying the source's colour and overrides with a free name filled in, so it can be renamed before it exists rather than after. Creating lands you in the new profile — being left on the defaults is how you end up editing the wrong layer. Delete moved into the sheet with the rest, and its warning is where the button is: the count of hosts and pinned cards that will change sits under it before you press it, not only in the confirmation after. The name's uniqueness check now reports inline and in red instead of through a disabled button and an alert message. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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f50d13752d |
feat(client/apple): an About page worth opening, and profile colours you can actually pick
About was a bare "Punktfunk / Version x" header over 885 KB of license text — it answered the one question nobody opens About to ask. It is now the shape every Mac user already knows: the app's icon, its name, the version (selectable, because a bug report is worth more with it), the tagline, and then the ways out — documentation, community, source, licenses. The license wall is still `AcknowledgementsView`, one push in on iOS/tvOS and a sheet on macOS, where a preferences tab has no navigation stack to push onto. Every platform hides the app icon somewhere different and tvOS can't hand it over at all (layered assets, no single image), so there's a drawn fallback in the same brand gradient and Geist monogram as the host cards — where the real icon is unavailable it reads as a mark, not as a broken image. tvOS also has no browser: the addresses are text to read off the screen rather than links to nowhere. And profile colours were half-built by me: the catalog stored `accent`, the chips tinted from it, and nothing in the app ever SET one. The scope menu grows "Color ▸" over a fixed palette — the chip is small tinted text on a tinted capsule, and a colour picked freehand lands somewhere unreadable often enough to matter. The palette is what this client OFFERS, not what it accepts: any `#RRGGBB` another platform writes still renders, which is what Android needs from this field. The colour now shows wherever the profile is named — the scope switcher's dot, the card chips, and the HUD's session line, which tints to the same colour the card that launched it wore. A colour is an identifier, and an identifier that changes between surfaces isn't one. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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8b17e72af0 |
fix(client/settings): one marker per override, footers at footer size, air under Reset
The resolution marker hung off the Match-window toggle, which read as if that toggle alone were overridden. Match-window, width and height are ONE override — they reset together — so the marker belongs to the group, under the size control that ends it, not to the first of the two rows that write it. The new section footers inherited the app's 17pt body font, so the profile picker's description sat visibly larger than every other description in Settings. Same style as the footers that were already there. And the marker carries a bordered button, which needs more air under the control above it than a line of text does — most visible under the segmented refresh picker. Added inside the marker, so every row that shows it is spaced alike. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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cf55a11174 |
fix(client/settings): captions ran under the switch on iPhone
The `described` idiom capped its caption at 360pt, which was only ever about READING — past roughly 46 characters a line stops scanning well on a wide Mac window or an iPad detail pane. On an iPhone the cell is narrower than the cap in the first place, so the cap did nothing and every caption laid out to the full cell width, running its last line straight under the row's switch. `CaptionWidth` now carries both limits: the reading cap, plus an iOS trailing inset that reserves the control column (a `UISwitch` is 51pt, so 60 with room). Order matters — the inset shrinks what the text is offered, then the cap applies, so a narrow phone cell clears the switch and a wide pane still caps. One rule in one place: the override marker and the iOS resolution wheel's caption each carried their own copy of the 360, and neither would have grown the inset. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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9385b61ac2 |
fix(client/apple): the scope switcher was a Mac control dropped into an iPhone list
One chrome served both platforms and only worked on one. In the iOS settings list the macOS shape — a bordered `.menuStyle(.button)` with the caption stacked under it — rendered as neither a row nor a control: icon only, no label, and four lines of wrapped caption making the first thing on the screen a block of text. The menu CONTENTS stay one definition; the chrome is now per platform. macOS keeps the button menu heading the preferences window. iOS gets a standard value row — "Editing" on the left, the current layer on the right, the system's up/down chevron — with the caption where a caption belongs in a grouped list: the section footer. The two prompts the menu can raise moved into a shared `profilePrompts` so both chromes carry them without a second copy. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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82f5962bec |
fix(client/apple): three things the first on-glass run found
Reset read as prose. Next to "Overrides Default settings" in the same tint and the same size, the one action that can undo an override looked like the third word of the notice. It is a bordered control now, pushed to the far edge of the caption line with an undo glyph. The scope switcher showed above the About tab. It sat over the whole macOS TabView, so on the acknowledgements page — which edits nothing — it read as belonging to them. The tabs are tagged and the switcher sits that one out. Pinned cards were taller than their host's. The profile chip had a line of its own, so a card with a profile and one without were different heights and a pin stuck out of its grid row. The chip rides the title line instead, which is also where it reads as "this card connects with that". Prominence is fill and weight only — a chip with a bigger type size would have brought the height difference straight back. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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0a32f4eab1 |
fix(client/apple): the iOS slice hit the type-checker wall, and tvOS couldn't be checked at all
`ContentView.body` grew two modifiers and stopped type-checking on the iOS slice — "unable to type-check this expression in reasonable time", a failure macOS builds never show and the one Apple CI never builds. Split into the screen plus its lifecycle drivers, then the prompt chain, with each alert's presentation Binding lifted out the way the deep-link one already was. tvOS couldn't be checked from the command line at all: HomeView imports the slide transition, which ships with the Xcode project only because its manifest breaks SwiftPM's whole-graph validation. `canImport` instead of a bare `os(tvOS)` gate makes the tvOS sources compile without it, and the app still gets the transition because there the module is present. Both slices now typecheck by hand. The scope switcher is tvOS-gated with them: a name prompt and a nested management menu are not what a remote does well, and §5.4 keeps profile EDITING off controller-first surfaces in v1 — they honor bindings and render pinned cards. Also: release the session's settings latch when a connect fails, is refused, or is abandoned mid-handshake. Only `disconnect` cleared it, so a failed dial left the would-be session's resolution latched over the globals. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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3ae9b83290 |
feat(client/apple): the settings screen edits profiles, and says which rows it changed
One settings surface, two layers. A scope switcher at the top of the Mac window and the iOS sidebar swaps the whole screen between Default settings and one profile's overrides; the section builders stay the single definition of every row and just change which layer their binding reads and writes (design §5.1). A parallel profile editor would have drifted from this one field by field, and the revamp's captions and curation would have had to be written twice. `SettingsFields` is where a row's three faces meet — the UserDefaults key its global lives under, the overlay slot an override lives in, and the name a reset carries. Keeping them in one place is what stops a row from writing an override the reset button can't find. Every row shows the EFFECTIVE value, so an untouched row reads as the live global. Touching a control records the override — always, even when the new value equals today's global, because that is a pin and the profile must keep it when the global later moves. Nothing is inferred by diffing at save time. Overridden rows say so (accent dot + "Overrides Default settings") and carry the only way back: an explicit Reset. That pair is not garnish. The model deliberately never infers "not overridden" from a value comparison, so without a reset affordance a profile is a one-way door. Tier-G and tier-H rows don't render in profile scope at all — this device's speaker, microphone and channel, its pointer capture and haptics, the HUD corner, the library switch, the gamepad-UI switch, which physical pad is forwarded, and auto-wake, which is about a host and a network rather than about Game vs Work. Sections that would be left empty (Session off macOS, Library) collapse instead of rendering a bare group. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |