Files
punktfunk/clients/decky/src/index.tsx
T
enricobuehler 1db7058a5d
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
feat(clients/input): system buttons route around local overlays
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).
2026-08-04 21:46:27 +02:00

354 lines
13 KiB
TypeScript
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// Plugin entry: the Quick Access Menu panel. That is the whole plugin now — the fullscreen
// route, the settings screen, the host editor and the games picker are gone, because the
// client's own console home does all four one shortcut away (and is gamepad-navigable, which
// a QAM panel re-implementing them never quite was).
//
// What is left is what only a Decky plugin can do: start a stream through Steam so gamescope
// focuses it (see steam.ts), and stand in front of the trust decision that gates it.
import {
ButtonItem,
Field,
Navigation,
PanelSection,
PanelSectionRow,
Spinner,
showModal,
staticClasses,
} from "@decky/ui";
import { definePlugin, toaster } from "@decky/api";
import { FC, useEffect, useState } from "react";
import {
FaDownload,
FaGamepad,
FaLock,
FaPlay,
FaPlus,
FaStopCircle,
FaSyncAlt,
FaTv,
} from "react-icons/fa";
import { hostAction, killStream, streamRunning } from "./backend";
import { PluginErrorBoundary } from "./boundary";
import {
applyUpdate,
checkForUpdatesNow,
clientUpdateIsManualOnly,
hasUpdate,
HostView,
needsPair,
startStream,
trustState,
useHosts,
useUpdate,
} from "./hooks";
import { OsMark } from "./os-icon";
import { ensureGamepadUiShortcut, launchGamepadUi, recreateShortcuts, stopStream } from "./steam";
import { TrustSheet } from "./trust";
// Recovery action for "the Punktfunk library entry vanished" — recreates the visible shortcut.
// Deleting the shortcut (optionally + reinstalling the plugin) leaves a stale appId in Steam's
// CEF localStorage that self-heal fixes on the next mount, but this gives an in-session button
// that works even without a reload. Always ends in a toast so the tap has feedback.
async function recreatePunktfunkShortcut(): Promise<void> {
const appId = await recreateShortcuts();
toaster.toast({
title: "Punktfunk",
body: appId != null ? "Shortcut restored to your library" : "Couldn't create the shortcut",
});
}
/** Force-stop a wedged stream: end Steam's "game", then make sure the client itself is gone. */
async function forceStop(): Promise<void> {
stopStream();
try {
await killStream();
} catch {
/* best-effort — the TerminateApp above is usually enough */
}
toaster.toast({ title: "Punktfunk", body: "Stopped the stream" });
}
// Press a host system button (guide/QAM) on the running stream, then hand the screen back
// to it — closing the local menus is what lets the HOST's overlay show through. The raw
// Steam/··· presses stay on the Deck by default (both overlays would open at once), so this
// is the panel route to the host's menus; holding Select is the controller route.
async function pressHost(action: "guide" | "qam"): Promise<void> {
const r = await hostAction(action).catch(() => ({ ok: false as const, error: "backend" }));
if (r.ok) {
Navigation.CloseSideMenus();
} else {
toaster.toast({
title: "Punktfunk",
body: r.error === "no-stream" ? "No stream is running" : "Couldn't reach the stream",
});
}
}
/** The line under a host's name: where it is, whether it's up, and how far trust has got. */
function hostDescription(v: HostView): string {
const trust = {
paired: "paired",
trusted: "trusted",
"needs-access": "needs access",
}[trustState(v)];
return `${v.addr}:${v.port} · ${v.online ? "online" : "offline"} · ${trust}`;
}
const HostRow: FC<{ host: HostView; refresh: () => void }> = ({ host, refresh }) => {
const gated = needsPair(host);
const stream = (opts: { requestAccess?: boolean } = {}) => void startStream(host, opts);
return (
<>
<PanelSectionRow>
<ButtonItem
layout="below"
onClick={() =>
gated
? showModal(
<TrustSheet host={host} onStream={stream} onChanged={refresh} />,
)
: stream()
}
label={
<span style={{ display: "inline-flex", alignItems: "center", gap: "0.4em" }}>
{gated ? <FaLock /> : <OsMark os={host.os} />}
{host.name}
</span>
}
description={hostDescription(host)}
>
{gated ? "Connect…" : "Stream"}
</ButtonItem>
</PanelSectionRow>
{/* Pinned cards, nested under their host rather than in a section of their own: a card
IS a (host, profile) pair, and a row that floats free of its host is the "a pinned
tile reads as a duplicate host" problem the desktop shells still have. The host's
own BOUND profile is deliberately not a card — it applies silently on the plain row
above, and showing it twice would suggest they do different things. */}
{!gated &&
host.pinnedProfiles.map((p) => (
<PanelSectionRow key={`${host.ref}:${p.id}`}>
<ButtonItem
layout="below"
onClick={() => void startStream(host, { profileId: p.id }, `“${p.name}”`)}
label={`▸ ${p.name}`}
>
<FaPlay style={{ marginRight: "0.5em" }} />
Stream
</ButtonItem>
</PanelSectionRow>
))}
</>
);
};
const QamPanel: FC = () => {
const { views, scanning, problem, refresh } = useHosts();
const { info: update, checking, check } = useUpdate();
// The host-buttons section shows only while the streaming client is up (checked per
// panel open — the QAM panel mounts fresh each time).
const [streaming, setStreaming] = useState(false);
useEffect(() => {
let live = true;
void streamRunning()
.then((r) => live && setStreaming(r.running))
.catch(() => {});
return () => {
live = false;
};
}, []);
return (
<>
{hasUpdate(update) &&
// A client this Deck can't install (a sysext, a nix profile, a source build, or a box
// that hasn't opted into one-tap updates) gets the command, not a button — tapping
// something that can only fail is worse than reading one line. A pending PLUGIN update
// still wins the button, since that half always works.
(clientUpdateIsManualOnly(update) && !update!.update_available ? (
<PanelSection title="Client update available">
<PanelSectionRow>
<Field
focusable
label={update!.client_latest || "Newer version"}
description={update!.client_opt_in || update!.client_command}
/>
</PanelSectionRow>
</PanelSection>
) : (
<PanelSection title="Update available">
<PanelSectionRow>
<ButtonItem
layout="below"
onClick={() => applyUpdate(update!, check)}
label={
update!.update_available
? `Plugin v${update!.current} → v${update!.latest}${
update!.client_update_available ? " + client" : ""
}`
: "New client version"
}
description="Installing can take a couple of minutes"
>
<FaDownload style={{ marginRight: "0.5em" }} />
Update Punktfunk
</ButtonItem>
</PanelSectionRow>
</PanelSection>
))}
<PanelSection title="Hosts">
<PanelSectionRow>
<ButtonItem layout="below" onClick={() => void refresh()} disabled={scanning}>
{scanning ? (
<Spinner style={{ height: "1em", marginRight: "0.5em" }} />
) : (
<FaSyncAlt style={{ marginRight: "0.5em" }} />
)}
{scanning ? "Scanning…" : "Refresh"}
</ButtonItem>
</PanelSectionRow>
{/* A client that is missing or too old explains itself rather than rendering an empty
list — "no hosts on your LAN" would blame the network for the plugin's problem, and
for the outdated case the button that fixes it is in this same panel. */}
{problem && (
<PanelSectionRow>
<Field
focusable={false}
label={
problem === "client-unavailable"
? "Punktfunk isnt installed"
: "Update the Punktfunk client"
}
description={
problem === "client-unavailable"
? "This panel launches the Punktfunk app, which isnt on this Deck yet. Install it in Desktop Mode."
: "This client is too old to find hosts on your network. Saved hosts still work."
}
/>
</PanelSectionRow>
)}
{views.length === 0 && scanning && (
<PanelSectionRow>
<Field focusable={false} description="Scanning your network…" />
</PanelSectionRow>
)}
{views.length === 0 && !scanning && !problem && (
<PanelSectionRow>
<Field
focusable={false}
label="No hosts yet"
description="Open Punktfunk to find and pair one."
/>
</PanelSectionRow>
)}
{views.map((v) => (
<HostRow key={v.ref} host={v} refresh={refresh} />
))}
</PanelSection>
<PanelSection title="Punktfunk">
<PanelSectionRow>
<ButtonItem
layout="below"
description="Settings, adding a host by address, and browsing a host's games all live here."
onClick={() => void launchGamepadUi()}
>
<FaTv style={{ marginRight: "0.5em" }} />
Open Punktfunk
</ButtonItem>
</PanelSectionRow>
</PanelSection>
{streaming && (
<PanelSection title="Host menus">
<PanelSectionRow>
<ButtonItem
layout="below"
description="Press the Steam/guide button on the host"
onClick={() => void pressHost("guide")}
>
<FaGamepad style={{ marginRight: "0.5em" }} />
Steam menu on host
</ButtonItem>
</PanelSectionRow>
<PanelSectionRow>
<ButtonItem
layout="below"
description="Open the host's Quick Access Menu"
onClick={() => void pressHost("qam")}
>
<FaGamepad style={{ marginRight: "0.5em" }} />
Quick access on host
</ButtonItem>
</PanelSectionRow>
</PanelSection>
)}
<PanelSection title="About">
<PanelSectionRow>
<Field
focusable={false}
label="Version"
description={
update
? `v${update.current}${update.channel ? ` · ${update.channel}` : " · dev build"}`
: "…"
}
/>
</PanelSectionRow>
<PanelSectionRow>
<ButtonItem
layout="below"
disabled={checking}
onClick={() => void checkForUpdatesNow(check)}
>
{checking ? "Checking…" : "Check for updates"}
</ButtonItem>
</PanelSectionRow>
<PanelSectionRow>
<ButtonItem
layout="below"
description="Missing the Punktfunk entry in your library? This puts it back."
onClick={() => void recreatePunktfunkShortcut()}
>
<FaPlus style={{ marginRight: "0.5em" }} />
Recreate library shortcut
</ButtonItem>
</PanelSectionRow>
<PanelSectionRow>
<ButtonItem
layout="below"
description="Ends a stream that stopped responding."
onClick={() => void forceStop()}
>
<FaStopCircle style={{ marginRight: "0.5em" }} />
Force-stop
</ButtonItem>
</PanelSectionRow>
</PanelSection>
</>
);
};
export default definePlugin(() => {
// Ensure the visible, stateless "Punktfunk" library entry (opens the gamepad UI / console
// home) exists and is repointed to the current plugin dir — also installs the native-touch
// controller config. Fire-and-forget: cosmetic library upkeep must never block plugin load.
void ensureGamepadUiShortcut();
return {
// `name` is the plugin's INTERNAL id — it must stay in sync with plugin.json (the loader
// keys plugins by it), so it stays lowercase; user-facing strings say "Punktfunk".
name: "punktfunk",
// `staticClasses?.Title` is guarded so a future client that drops the export can't throw
// at plugin-load time (an error boundary only catches render-time, not load-time, errors).
titleView: <div className={staticClasses?.Title}>Punktfunk</div>,
content: (
<PluginErrorBoundary>
<QamPanel />
</PluginErrorBoundary>
),
icon: <FaTv />,
};
});