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punktfunk/crates/pf-client-core/src/overlay_focus.rs
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feat(client/pads): stop forwarding the pad while the Steam overlay owns it
On a Deck in Gaming Mode the Steam menu and the QAM are driven by the SAME
physical controller the client forwards, so opening either one moved the game
on the host as well as Steam's UI — a second, invisible player. Steam Input
masks a normal game here; it cannot mask us, because masking happens on Steam
Input's virtual pad and we deliberately forward the REAL one (28DE:1205 — the
virtual pad has no gyro, trackpads or paddles).

SDL ships the exact behaviour we want and it is on by default: presses are
dropped while the process has windows but no keyboard focus, releases still get
through. It CANNOT fire on a Deck. gamescope resolves focus per Xwayland ctx
and the client sits alone in its own, so the Steam overlay — which lives in the
root ctx — never takes our X focus away and no FocusOut is ever generated.
Measured on glass: with the QAM open, X input focus inside the client's ctx
stayed on its window for the whole 4 s, while GAMESCOPE_FOCUSED_APP flipped to
769 (Steam) and GAMESCOPE_FOCUSED_APP_GFX stayed on the app.

So the signal is explicit. `overlay_focus` watches those two atoms on the
gamescope root ctx — which is NOT our own $DISPLAY under `--xwayland-count 2`,
hence the socket-directory walk and the flatpak filesystem line — and the
presenter ORs it with window focus into one `set_masked`.

Masking is deliberately not `set_forwarding`: that closes the slot and sends
GamepadRemove, so the game would see a controller UNPLUG every time somebody
opened the QAM. This keeps every slot open and only stops the transitions,
after flushing what the host believes is held so a stick deflected at
overlay-open stops steering instead of freezing at its last value. On the way
back, held buttons are adopted rather than replayed — the A that picked a QAM
row must not fire in the game as it closes — while axes are re-sent, since a
stick has no press to ghost and SDL only speaks on change.

Fails open throughout: no gamescope, no X, or an unreadable signal all leave
forwarding exactly as it was. `PUNKTFUNK_OVERLAY_MASK=0` opts out.
2026-08-09 00:55:16 +02:00

285 lines
13 KiB
Rust

//! "A system overlay owns the controller right now" — the gamescope half of the input mask.
//!
//! On a Steam Deck in Gaming Mode the Steam menu and the QAM are drawn by Steam and driven by
//! the *same physical controller* the client is forwarding. Steam does not mask us the way it
//! masks a normal game: masking happens on Steam Input's virtual pad, and the client
//! deliberately forwards the REAL pad instead (28DE:1205 — the virtual one has no gyro,
//! trackpads or paddles). So while the QAM is up, one thumbstick drives Steam's UI *and* the
//! game on the host. This watcher is what tells [`crate::gamepad::GamepadService::set_masked`]
//! to stop that.
//!
//! **Why the free mechanism can't do it.** SDL already drops gamepad presses while the process
//! has windows but no keyboard focus (`SDL_PrivateJoystickShouldIgnoreEvent`, on by default —
//! we never set `SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS`), and on a desktop that fires. It cannot
//! fire here: gamescope resolves focus **per Xwayland ctx** (`determine_and_apply_focus` scans
//! only that ctx's window list), the Steam overlay lives in the root ctx, and the client sits
//! alone in its own. Measured on a Deck 2026-08-08: with the QAM open, X input focus inside the
//! client's ctx never moved off its window, so no `FocusOut` is ever generated. Hence an
//! explicit signal.
//!
//! **The signal.** gamescope publishes two CARDINALs on the ROOT ctx's root window (Steam mode
//! only, i.e. `gamescope -e` — which is what Gaming Mode runs):
//!
//! * `GAMESCOPE_FOCUSED_APP` — appid of the window holding **input** focus
//! * `GAMESCOPE_FOCUSED_APP_GFX` — appid of the window being **displayed**
//!
//! They are equal in normal play and diverge exactly while something else has taken input over
//! the running app. Measured, both for the Steam menu and for the QAM:
//!
//! ```text
//! app=3856846079 gfx=3856846079 ← streaming, we own input
//! app=769 gfx=3856846079 ← overlay open (769 = Steam)
//! ```
//!
//! Note `app != gfx` rather than "app is Steam": anything that takes input away from the
//! displayed app is a thing we should stop forwarding through, and comparing to our own appid
//! would need us to know it (a non-Steam shortcut's appid is assigned by Steam at creation).
//!
//! **Which display.** Not necessarily ours. Gaming Mode runs `gamescope --xwayland-count 2`:
//! Steam and the atoms live on the first server, the app is given the second, and the client's
//! own `$DISPLAY` therefore has none of these properties. So discovery walks candidates — our
//! `$DISPLAY` first (correct for a single-server gamescope), then every socket in
//! `/tmp/.X11-unix` — and keeps the first whose root actually carries both atoms. gamescope's
//! Xwayland accepts unauthenticated local connections (verified: `xprop` against it succeeds
//! with no `.Xauthority` at all), so no cookie plumbing is needed.
//!
//! Everything here is best-effort by construction: no gamescope, no X, a sandbox that cannot
//! see the other socket, or a session that restarts underneath us all end in "no signal", which
//! degrades to exactly the behaviour that shipped before this module existed.
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::time::Duration;
use x11rb::connection::Connection;
use x11rb::protocol::xproto::{
Atom, AtomEnum, ChangeWindowAttributesAux, ConnectionExt, EventMask, Window,
};
use x11rb::protocol::Event;
use x11rb::rust_connection::RustConnection;
/// How long to wait before rebuilding everything after the X connection drops. Gaming Mode
/// recreates its Xwayland servers across a session restart, so "gone" is not permanent — but it
/// is also not worth a hot retry loop.
const RECONNECT_DELAY: Duration = Duration::from_secs(3);
/// Live "an overlay owns input" flag, updated by a background thread.
///
/// Cheap to poll (one relaxed atomic load), which is what the presenter's event loop wants — it
/// checks once per iteration and only talks to the gamepad service on an edge.
pub struct OverlayFocus {
open: Arc<AtomicBool>,
}
impl OverlayFocus {
/// Start watching, or return `None` when this isn't a gamescope Steam session (the common
/// case — every desktop client) or the user opted out with `PUNKTFUNK_OVERLAY_MASK=0`.
///
/// Returning `None` is not a failure: the caller keeps its window-focus path, which is the
/// right signal everywhere the compositor actually moves focus.
pub fn start() -> Option<OverlayFocus> {
if std::env::var("PUNKTFUNK_OVERLAY_MASK").is_ok_and(|v| v == "0" || v == "false") {
tracing::info!("overlay input mask disabled by PUNKTFUNK_OVERLAY_MASK");
return None;
}
if !gamescope_session() {
return None;
}
let open = Arc::new(AtomicBool::new(false));
let flag = open.clone();
std::thread::Builder::new()
.name("punktfunk-overlay-focus".into())
.spawn(move || watch(&flag))
.map_err(|e| tracing::warn!(error = %e, "overlay focus watcher failed to start"))
.ok()?;
Some(OverlayFocus { open })
}
/// Does something other than the displayed app own input right now?
pub fn is_open(&self) -> bool {
self.open.load(Ordering::Relaxed)
}
}
/// Gaming Mode / any gamescope session — the only place this signal exists. Mirrors the same
/// env checks the shells already use to detect Gaming Mode.
fn gamescope_session() -> bool {
std::env::var_os("GAMESCOPE_WAYLAND_DISPLAY").is_some()
|| std::env::var_os("SteamDeck").is_some()
|| std::env::var("XDG_CURRENT_DESKTOP").is_ok_and(|d| d.eq_ignore_ascii_case("gamescope"))
}
/// Displays worth trying, in order: ours first (a single-server gamescope publishes the atoms on
/// the display the app is already on), then every other socket present. `/tmp/.X11-unix` is
/// listed rather than probing `:0..:N` blindly so we never connect to a display that isn't there.
fn candidate_displays() -> Vec<String> {
let mut out = Vec::new();
if let Ok(d) = std::env::var("DISPLAY") {
if !d.is_empty() {
out.push(d);
}
}
if let Ok(entries) = std::fs::read_dir("/tmp/.X11-unix") {
let mut found: Vec<String> = entries
.flatten()
.filter_map(|e| {
let name = e.file_name().into_string().ok()?;
let n = name.strip_prefix('X')?;
n.parse::<u32>().ok().map(|n| format!(":{n}"))
})
.collect();
found.sort();
for d in found {
if !out.contains(&d) {
out.push(d);
}
}
}
out
}
/// The two atoms on a root that carries them, or `None` for a display that isn't gamescope's
/// root ctx. `only_if_exists` keeps this from interning atoms into unrelated X servers.
fn gamescope_atoms(conn: &RustConnection) -> Option<(Atom, Atom)> {
let app = conn
.intern_atom(true, b"GAMESCOPE_FOCUSED_APP")
.ok()?
.reply()
.ok()?
.atom;
let gfx = conn
.intern_atom(true, b"GAMESCOPE_FOCUSED_APP_GFX")
.ok()?
.reply()
.ok()?
.atom;
(app != 0 && gfx != 0).then_some((app, gfx))
}
/// Read one CARDINAL appid. gamescope writes these with a length of ZERO when the appid is 0
/// (`focusedAppId != 0 ? 1 : 0`), so "present but empty" is a real state meaning "no app" — it
/// must read as `None`, not as `Some(0)` that would then compare unequal to everything.
fn read_appid(conn: &RustConnection, root: Window, atom: Atom) -> Option<u32> {
let reply = conn
.get_property(false, root, atom, AtomEnum::CARDINAL, 0, 1)
.ok()?
.reply()
.ok()?;
// Bound rather than returned inline: the iterator borrows `reply`, and as a tail
// expression its temporary would outlive it.
let id = reply.value32()?.next();
id
}
/// The whole decision, separated from X so it can be tested: an overlay is up exactly when
/// input focus and the displayed app are both known and DIFFER.
///
/// Absence is never an overlay. A missing value means "no app focused" (gamescope's zero-length
/// write) or "this display stopped answering" — and a mask that latched on when the signal went
/// away would silently kill the controller for the rest of the session, which is a far worse
/// failure than not masking at all.
fn overlay_open_from(app: Option<u32>, gfx: Option<u32>) -> bool {
matches!((app, gfx), (Some(a), Some(g)) if a != g)
}
/// True when input focus and the displayed app have diverged — an overlay is up.
fn overlay_open(conn: &RustConnection, root: Window, app: Atom, gfx: Atom) -> bool {
overlay_open_from(read_appid(conn, root, app), read_appid(conn, root, gfx))
}
/// Connect, find the root ctx, then block on PropertyNotify for the two atoms. Returns on any X
/// error so the outer loop can rebuild after a session restart.
fn watch(flag: &Arc<AtomicBool>) {
loop {
if let Some((conn, root, app, gfx)) = connect() {
// Seed before the first event: the overlay may already be up when we start.
flag.store(overlay_open(&conn, root, app, gfx), Ordering::Relaxed);
loop {
match conn.wait_for_event() {
Ok(Event::PropertyNotify(e)) if e.atom == app || e.atom == gfx => {
let open = overlay_open(&conn, root, app, gfx);
if flag.swap(open, Ordering::Relaxed) != open {
tracing::debug!(open, "gamescope overlay focus changed");
}
}
Ok(_) => {}
Err(e) => {
tracing::info!(error = %e, "gamescope focus watcher disconnected");
break;
}
}
}
// A dropped connection tells us nothing about the controller — unmask, or a
// gamescope restart mid-overlay would leave the pad dead with nothing to revive it.
flag.store(false, Ordering::Relaxed);
}
std::thread::sleep(RECONNECT_DELAY);
}
}
/// The first candidate display whose root carries both atoms, with PropertyNotify selected.
fn connect() -> Option<(RustConnection, Window, Atom, Atom)> {
for dpy in candidate_displays() {
// `dpy`, not `display`: `display` is one of tracing's own value helpers, and a field
// named after it resolves to the helper inside the macro rather than to this string.
let Ok((conn, screen_num)) = RustConnection::connect(Some(&dpy)) else {
continue;
};
let Some((app, gfx)) = gamescope_atoms(&conn) else {
continue;
};
let root = conn.setup().roots[screen_num].root;
// Both atoms must actually be PRESENT on this root, not merely interned: a second
// gamescope Xwayland knows the atom names (they are per-server strings) but only the
// root ctx publishes the values.
if read_appid(&conn, root, gfx).is_none() {
continue;
}
// Checked rather than fire-and-forget: an event mask that silently failed to apply
// would leave the watcher blocked forever on a display that never speaks to it.
let selected = match conn.change_window_attributes(
root,
&ChangeWindowAttributesAux::new().event_mask(EventMask::PROPERTY_CHANGE),
) {
Ok(cookie) => cookie.check().is_ok(),
Err(_) => false,
};
if !selected {
continue;
}
tracing::info!(dpy, "watching gamescope focus for overlay input masking");
return Some((conn, root, app, gfx));
}
None
}
#[cfg(test)]
mod tests {
use super::*;
/// The measured Deck states, both directions (2026-08-08, Steam menu and QAM alike):
/// equal appids while we own input, divergent while the overlay does.
#[test]
fn divergent_appids_are_an_overlay() {
assert!(!overlay_open_from(Some(3856846079), Some(3856846079)));
assert!(overlay_open_from(Some(769), Some(3856846079)));
}
/// gamescope writes these properties with a length of ZERO when the appid is 0, so "no app"
/// arrives as a missing value rather than `Some(0)`. Reading it as `Some(0)` would make it
/// differ from every real appid and mask the pad on an empty Gaming Mode home screen.
#[test]
fn a_missing_appid_is_never_an_overlay() {
assert!(!overlay_open_from(None, Some(3856846079)));
assert!(!overlay_open_from(Some(769), None));
assert!(!overlay_open_from(None, None));
}
/// The safety property that outranks the feature: if the signal is unreadable we forward as
/// before. A latched mask would leave a streaming session with a dead controller and no way
/// back short of restarting it.
#[test]
fn absence_fails_open_not_closed() {
assert!(!overlay_open_from(None, None));
}
}