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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).
237 lines
19 KiB
Swift
237 lines
19 KiB
Swift
// One source of truth for the client's UserDefaults / @AppStorage keys. A magic-string key
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// duplicated across a setting's writer (a Settings @AppStorage) and reader (e.g. a stream view
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// reading UserDefaults) splits silently on a typo — the setting just stops taking effect. These
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// live in the dependency-free PunktfunkShared module (re-exported by PunktfunkKit) because the app,
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// the kit's views, AND the widget extension all read them — the widget needs `DefaultsKey.hosts`.
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import Foundation
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/// Persisted-setting keys. The string VALUES are stable on disk — rename the symbol freely, but
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/// never the string (it would orphan everyone's saved value).
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public enum DefaultsKey {
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public static let streamWidth = "punktfunk.width"
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public static let streamHeight = "punktfunk.height"
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public static let streamHz = "punktfunk.hz"
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/// Match-window resolution policy (design/midstream-resolution-resize.md D1/D2): when on, the
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/// stream mode FOLLOWS the session view — the connect asks for the view's pixel size and a
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/// mid-session resize (a windowed macOS window, an iPad Stage Manager / Split View scene)
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/// renegotiates the host's virtual display + encoder (`PunktfunkConnection.requestMode`), so a
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/// windowed session streams native-resolution pixels instead of scaling. Off (default): the
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/// explicit `streamWidth`/`streamHeight` are used and never auto-resized (a fullscreen session
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/// is native either way, so this degenerates to Auto-native there). Read per session by the
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/// stream views' `MatchWindowFollower`.
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public static let matchWindow = "punktfunk.matchWindow"
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/// Render-resolution multiplier (a `RenderScale` value, default 1.0): the client asks the host
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/// to render/encode at `chosen resolution × scale`, then the presenter downscales the larger
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/// decoded frame to this display in one Catmull-Rom pass. > 1 supersamples (sharper, at the cost
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/// of more bandwidth AND client decode — both grow ∝ scale²); < 1 renders below native for a
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/// weak host GPU / constrained link (the presenter upscales). Purely client-side — the host just
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/// sees a normal (larger/smaller) `Mode`, and Automatic bitrate scales with it. Clamped even +
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/// to the codec's max dimension at connect. Applies to the fixed mode and the match-window path.
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public static let renderScale = "punktfunk.renderScale"
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public static let compositor = "punktfunk.compositor"
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public static let gamepadType = "punktfunk.gamepadType"
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public static let gamepadID = "punktfunk.gamepadID"
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/// Forward this device's controllers to the host at all (default true). Off is for a
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/// couch whose controller reaches the host another way — USB passthrough such as
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/// VirtualHere, or a pad plugged into the host — where forwarding as well would give the
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/// host two pads for one pair of hands. Read at connect: `SessionModel` then never starts
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/// `GamepadCapture`, so no slot opens, no arrival is sent and no virtual pad is built.
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public static let gamepadForwarding = "punktfunk.gamepadForwarding"
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/// Where a controller's SYSTEM buttons (guide + the share/QAM misc) land while streaming:
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/// `"auto"` | `"forward"` | `"local"` — the cross-client `system_buttons` key. Auto
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/// forwards on every Apple platform: the local Game Overlay is the OS's business (and on
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/// iOS 27+ the user can hand the Home button to the app in Settings), so suppressing our
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/// send would gain nothing.
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public static let systemButtons = "punktfunk.systemButtons"
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/// The hold-Select guide gesture: `"auto"` | `"on"` | `"off"` — the cross-client
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/// `guide_gesture` key. Auto arms it everywhere but macOS: iOS reserves the physical Home
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/// press for the Game Overlay (uncapturable pre-27) and tvOS never delivers it at all, so
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/// holding Select is the controller route to the host's guide there.
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public static let guideGesture = "punktfunk.guideGesture"
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public static let bitrateKbps = "punktfunk.bitrateKbps"
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/// Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it
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/// can capture; the resolved count drives the in-core decode + AVAudioEngine layout.
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public static let audioChannels = "punktfunk.audioChannels"
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/// Preferred video codec: `"auto"` (host decides), `"hevc"`, `"h264"`, `"av1"`, or
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/// `"pyrowave"` (the opt-in wired-LAN wavelet codec — picking it advertises AND prefers it,
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/// and forces the session SDR). A soft preference — the host emits it when it can, else
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/// falls back. Drives the decoder via `Welcome.codec`.
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public static let codec = "punktfunk.codec"
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public static let micEnabled = "punktfunk.micEnabled"
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/// Echo cancellation for the mic uplink (on by default): playback + capture share ONE
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/// audio engine so the system voice processor can subtract what this device is playing
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/// from what its mic hears — without it a loudspeaker client feeds the game audio straight
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/// back to the host. Off = the raw two-engine capture path. macOS: an explicitly pinned
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/// speaker/mic or mic channel also bypasses it (the voice processor only follows the
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/// system default devices) — see SessionAudio's topology note.
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public static let echoCancel = "punktfunk.echoCancel"
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public static let speakerUID = "punktfunk.speakerUID"
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public static let micUID = "punktfunk.micUID"
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/// macOS: which input channel of the chosen mic device feeds the host. 0 = "Auto" (sum every
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/// channel to mono — a mic on a single input of a multi-channel interface passes at full
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/// level); n≥1 pins 1-based input channel n. Multi-channel interfaces expose the mic on ONE
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/// discrete channel, and the default N→stereo downmix grabs channels 0/1 (silence when the mic
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/// is higher up), so we fold to mono ourselves. Only meaningful for multi-channel devices.
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public static let micChannel = "punktfunk.micChannel"
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/// LEGACY (2026-07 presentation rebuild — design/apple-presentation-rebuild.md): the old
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/// user-visible stage picker's key. No longer read — the presenter is resolved from
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/// `presentPriority` below; the stage ladder survives only as the
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/// PUNKTFUNK_PRESENTER=stage1|stage2|stage3|stage4 debug env lever. Kept so a synced old
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/// value is documented, not mysterious.
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public static let presenter = "punktfunk.presenter"
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/// The user's presentation intent: "latency" (default — every frame shows as soon as the
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/// display can; jitter appears as the occasional repeat/drop) or "smooth" (a small client
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/// jitter buffer evens the cadence at the cost of added, visible display latency).
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/// Resolved once per session by SessionPresenter — see PresentPriority.
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public static let presentPriority = "punktfunk.presentPriority"
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/// Smoothness's jitter-buffer capacity in frames: 0 = Automatic (currently 2), or 1…3.
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/// Each buffered frame adds ~one refresh interval of display latency and absorbs ~one
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/// interval of arrival jitter. Only meaningful when `presentPriority` is "smooth".
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public static let smoothBuffer = "punktfunk.smoothBuffer"
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/// macOS: V-Sync the stream's presents — each decoded frame flips on the next display vsync
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/// (evenly paced, no tearing under direct scanout) instead of as soon as the GPU finishes
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/// (lowest latency — the default, OFF). Resolved once per session;
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/// PUNKTFUNK_PRESENT_MODE=immediate|vsync overrides it for A/B. See Stage2Pipeline's header.
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public static let vsync = "punktfunk.vsync"
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/// macOS: present WINDOWED sessions in lockstep with the system compositor (the DCP
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/// "mismatched swapID's" kernel-panic mitigation — see SessionPresenter.windowedPresentMode
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/// and the MetalVideoPresenter saga notes). ON/unset (the default): windowed presents ride
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/// a Core Animation transaction — validated panic-free on the 240 Hz repro machine, at a
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/// small display-latency cost vs the raw path. OFF: windowed sessions keep the fast async
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/// image queue — ON AFFECTED SETUPS (high-refresh displays) THAT PATH KERNEL-PANICS THE
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/// WHOLE MAC, which is why the default is ON. Fullscreen always presents async (fast path)
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/// regardless. Resolved once per session; PUNKTFUNK_WINDOWED_PRESENT=async|transaction|
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/// surface overrides it for dev A/B.
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public static let windowedSafePresent = "punktfunk.windowedSafePresent"
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/// Allow variable refresh rate: hand the display link a wide frame-rate RANGE (low floor,
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/// preferred = stream rate) so a ProMotion / adaptive-sync display can vary its physical
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/// refresh to match the stream. On by default; a no-op on fixed-refresh displays. When off,
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/// macOS lets the link free-run at the display's native rate and iOS keeps its proven 30 Hz
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/// floor. Read per session/reconfigure by `SessionPresenter.syncFrameRate`.
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public static let allowVRR = "punktfunk.allowVRR"
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/// Request a 10-bit BT.2020 PQ (HDR10) stream. On by default; only takes effect when the host
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/// has HDR content AND this display supports HDR — otherwise the stream stays 8-bit SDR.
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public static let hdrEnabled = "punktfunk.hdrEnabled"
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/// Request a full-chroma 4:4:4 stream when this device can HARDWARE-decode it (`Stage444Probe`).
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/// On by default; only takes effect when the host also opted in to 4:4:4 (otherwise the stream
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/// stays 4:2:0). Sharper text/UI at the cost of more bandwidth.
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public static let enable444 = "punktfunk.enable444"
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public static let hosts = "punktfunk.hosts"
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/// How the host grid is ordered (a `HostSort` raw value) and what it's divided by (a
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/// `HostGrouping`). Per device, never per profile: it is this device's window on its own
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/// list, not something about how a host is streamed.
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public static let hostSort = "punktfunk.hostSort"
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public static let hostGrouping = "punktfunk.hostGrouping"
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/// The settings-profile catalog (`ProfileCatalog`, one JSON blob) — design
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/// client-settings-profiles.md §4.2. Lives in the APP GROUP suite with `hosts`, not with the
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/// settings: bindings and pins are fields on the host record, and an extension that can read
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/// the hosts should be able to read what they point at.
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public static let profiles = "punktfunk.profiles"
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/// Physical-mouse model (macOS): "capture" (pointer lock + relative, the default) or
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/// "desktop" (uncaptured absolute pointer) — the cross-client `mouse_mode`. Replaces the
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/// never-shipped "punktfunk.cursorMode" (auto/always/never client-side-cursor setting,
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/// which was hidden while disabled and had no readers).
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public static let mouseMode = "punktfunk.mouseMode"
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/// Invert the scroll-wheel / two-finger-scroll direction sent to the host (both axes). Off by
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/// default: the local (natural-scrolling) sign passes through untouched. When on, the sign is
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/// negated at the single scroll sink (`InputCapture.sendScroll`), so it flips consistently across
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/// the macOS wheel, the iOS trackpad pan, and a GCMouse wheel. For users whose host expects the
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/// opposite convention from their local OS preference.
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public static let invertScroll = "punktfunk.invertScroll"
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/// Location-based modifier mapping (a `ModifierLayout` value, default `.mac`): which Windows VK
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/// each PHYSICAL modifier position forwards to the host. `.mac` keeps ⌥ Option → Alt and
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/// ⌘ Command → Super/Win (the Apple positions). `.windows` swaps the Alt/Super ROLE between the
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/// Option and Command keys — preserving side (L/R) — so the key nearest the space bar acts as
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/// Alt and the next one as the Windows key, matching a Windows keyboard's `Ctrl / ⊞ / Alt` row.
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/// Only what's FORWARDED changes; client-local shortcuts (⌘⎋ &co.) stay on the physical ⌘ key.
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/// Read live at the wire boundary by `InputCapture`. Control/Shift never move (same position on
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/// both keyboards).
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public static let modifierLayout = "punktfunk.modifierLayout"
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/// iPad: capture the mouse/trackpad pointer (pointer lock → relative movement) for games,
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/// rather than forwarding an absolute cursor position. On by default. Only meaningful on iPad
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/// with a hardware mouse/trackpad; the system grants the lock only to a full-screen, frontmost
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/// scene and silently falls back to the absolute pointer when it can't (Stage Manager / Slide
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/// Over). Read by `StreamViewController.prefersPointerLocked`.
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public static let pointerCapture = "punktfunk.pointerCapture"
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/// iPhone/iPad: how touchscreen fingers drive the host — a `TouchInputMode` raw value:
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/// "trackpad" (default: relative cursor with tap-click / two-finger-scroll gestures),
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/// "pointer" (the cursor jumps to the finger), or "touch" (real multi-touch passthrough).
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/// Read live per gesture by `StreamLayerUIView`.
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public static let touchMode = "punktfunk.touchMode"
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/// Experimental: show the host's game library (browsed over the management API). Off by default.
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public static let libraryEnabled = "punktfunk.libraryEnabled"
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/// macOS: take the window fullscreen while streaming and restore it on the host list. On by default.
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public static let fullscreenWhileStreaming = "punktfunk.fullscreenWhileStreaming"
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/// LEGACY (pre-tiered overlay): the old boolean stats-overlay toggle. Kept ONLY as the
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/// migration fallback `StatsVerbosity.current` reads when `statsVerbosity` was never
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/// written (absent-or-true → .normal, explicit false → .off). Never written anymore.
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public static let hudEnabled = "punktfunk.hudEnabled"
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/// The statistics overlay tier — a `StatsVerbosity` raw value ("off"/"compact"/"normal"/
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/// "detailed"). Absent → migrated from the legacy `hudEnabled` bool (see above). Cycle it
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/// while streaming with ⌃⌥⇧S (the cross-client Ctrl+Alt+Shift+S; macOS / hardware
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/// keyboard) or a three-finger tap (touch), matching the Android client.
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public static let statsVerbosity = "punktfunk.statsVerbosity"
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/// Which corner the statistics overlay sits in — a `HUDPlacement` raw value
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/// ("topLeading"/"topTrailing"/"bottomLeading"/"bottomTrailing"). Default top-trailing.
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public static let hudPlacement = "punktfunk.hudPlacement"
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/// iOS/iPadOS/macOS: switch the host list, settings and game library to a controller-friendly
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/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
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/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
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public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
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/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
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/// device's own Taptic Engine — for phone-clip pads that ship without rumble motors, where
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/// the phone body is the only actuator in the player's hands. Off by default (opt-in); read
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/// once per session by `GamepadFeedback`. The toggle is shown only where the device actually
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/// has a haptic actuator (no iPad/Mac/TV).
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public static let rumbleOnDevice = "punktfunk.rumbleOnDevice"
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/// Auto-wake on connect: when connecting to a saved host that isn't advertising on mDNS, fire
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/// Wake-on-LAN and, if the dial fails, wait for it to come back before retrying (the "Waking…"
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/// overlay). On by default. Turn off if a host that's already on just isn't seen on mDNS (a
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/// routed/VPN host), so connects go straight through instead of waiting out the wake timeout.
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/// The explicit "Wake Host" action stays available regardless. Read by ContentView.startSession.
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public static let autoWake = "punktfunk.autoWake"
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/// iOS/iPadOS: keep a streaming session ALIVE when the app is backgrounded (audio background
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/// mode). Off by default (today's freeze-on-background is the default). When on, backgrounding a
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/// live session keeps audio playing and the QUIC/pump live while DROPPING video decode, and a
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/// bounded timer (`backgroundTimeoutMinutes`) auto-disconnects if the user doesn't return. Read
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/// by ContentView's scenePhase driver. Hidden on tvOS/macOS.
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public static let backgroundKeepAlive = "punktfunk.backgroundKeepAlive"
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/// iOS/iPadOS: minutes a backgrounded keep-alive session runs before auto-disconnecting (a
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/// battery/thermal/bandwidth backstop). Default 10; the UI offers 1/5/10/30. The auto-disconnect
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/// is non-deliberate (host linger kept), so a late return reconnects fast. Read on enterBackground.
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public static let backgroundTimeoutMinutes = "punktfunk.backgroundTimeoutMinutes"
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}
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extension Notification.Name {
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/// Posted by the app's Stream menu ("Release Mouse", ⌃⌥⇧Q): the key window's stream view
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/// releases input capture if it holds it. Only reachable while NOT captured (a captured
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/// session swallows the combo in InputCapture's monitor and the frozen cursor can't click
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/// menus) — it exists so the menu item is honest whenever it CAN fire, and as the shortcut's
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/// discoverable menu-bar surface.
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public static let punktfunkReleaseCapture = Notification.Name("io.unom.punktfunk.release-capture")
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/// Posted by the app's Stream menu ("Toggle Fullscreen", ⌃⌘F) and by InputCapture's monitor
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/// when the same combo fires while input is captured (the menu key-equivalent never reaches a
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/// captured stream view). The key window's `FullscreenController` flips the window's fullscreen
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/// state. macOS only.
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public static let punktfunkToggleFullscreen = Notification.Name("io.unom.punktfunk.toggle-fullscreen")
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/// Posted by InputCapture's chord path (⌃⌥⇧A) when the combo fires while input is CAPTURED —
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/// the state in which the Stream menu's identical key equivalent never reaches the app. The
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/// live session's owner (ContentView) flips the session's mic mute. Released, the menu item
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/// handles the same combo directly; both end at `SessionModel.toggleMicMute`.
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public static let punktfunkToggleMicMute = Notification.Name("io.unom.punktfunk.toggle-mic-mute")
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/// Posted by the Live Activity's / Shortcuts' End-stream intent (`EndStreamIntent.perform`,
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/// which runs in the app's process): the app tears the active session down deliberately
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/// (quit-close the host). Same cross-process-signal pattern as `punktfunkReleaseCapture` —
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/// the intent lives in PunktfunkShared and can't reach the app's `SessionModel` directly.
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public static let punktfunkEndActiveSession = Notification.Name("io.unom.punktfunk.end-active-session")
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/// Posted by the Connect App Intent (Siri/Shortcuts) with a `punktfunk://` URL as `object`:
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/// the app routes it through the SAME `.onOpenURL` handler a widget tap uses (one router, one
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/// set of guards). The intent uses `openAppWhenRun`, so the app is foregrounded to receive it.
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public static let punktfunkOpenDeepLink = Notification.Name("io.unom.punktfunk.open-deep-link")
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}
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