Everything the macOS app does that stage 1 lacked, before any new
feature work (user directive):
- Input capture is now a deliberate, reversible STATE (Moonlight-
style): engaged on stream start and click-into-video (the engaging
click is suppressed), released by Ctrl+Alt+Shift+Q (toggles) or
focus loss; held keys/buttons are flushed host-side on release;
cursor hiding + shortcut inhibition follow the state; HUD hint when
released. Per-session window handlers disconnect with the page.
- Gamepads: app-lifetime SDL service (GamepadManager parity) — pad
list + "Forwarded controller" pin in Settings (auto = most recent),
"Automatic" pad TYPE resolves from the physical pad at connect;
DualSense touchpad contacts + ~250 Hz motion samples on the 0xCC
plane (Swift GamepadWire scale constants); feedback grows adaptive-
trigger replay and player LEDs via raw DS5 effects packets (the
wire's 11-byte blocks drop into SDL_SendGamepadEffect verbatim);
held pad state zeroed on pad switch/detach. sdl3 "hidapi" feature.
- Microphone uplink: PipeWire capture -> Opus 20 ms -> 0xCB datagrams
(validated live: host received 711 mic packets), Settings toggle.
- Speed test per saved host (Swift's "Test Network Speed…"): 2 s
probe burst, goodput/loss + recommended ~70 % bitrate, one-tap apply.
- Settings: host compositor preference (sent in the Hello), native-
display resolution/refresh resolved from the window's monitor at
connect (new default), bitrate ceiling to 3 Gbit/s.
- Hosts page: saved/trusted hosts section for direct pinned reconnect
(mDNS not required), rebuilt on every page return.
Deliberately not ported: audio device pickers (PipeWire routing owns
this on Linux), resize-to-request_mode (not wired in Swift either),
pointer-lock relative mouse (stage-2 presenter, needs raw Wayland).
DualSense fidelity needs a physical pad to live-verify.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>