Commit Graph
218 Commits
Author SHA1 Message Date
xXJsonDeruloXx 964c876a3e Merge remote-tracking branch 'origin/main' into fix/termux-system-runtime
# Conflicts:
#	app/src/main/java/com/steamdeck/launcher/SessionActivity.kt
#	app/src/main/java/com/steamdeck/launcher/ui/SessionOverlay.kt
2026-09-23 14:22:49 -04:00
Kurt Himebauch 6c2e88a763 Merge pull request #17 from The412Banner/feat/android-home-launcher
Add Android home app integration
2026-09-23 14:17:56 -04:00
xXJsonDeruloXx 86092b32f8 Hide home setting from session drawer when inactive 2026-09-23 14:12:32 -04:00
xXJsonDeruloXx cd677f0125 Add Android home app integration 2026-09-23 14:08:16 -04:00
xXJsonDeruloXx 81bb9d2213 fix: rebuild Termux PTY helper with the app NDK 2026-09-23 14:05:27 -04:00
The412Banner 1ab25f0919 Merge pull request #15 from The412Banner/fix/play-without-runtime
Play on a fresh install: don't close the session screen before it installs the runtime
2026-09-23 13:49:47 -04:00
xXJsonDeruloXx 341561c570 ci: allow Android system libstdc++ 2026-09-23 13:48:23 -04:00
The412Banner 8e1db35f98 Play on a fresh install: the session screen no longer closes before it can install the runtime
SessionActivity finished at once when no runtime was installed - a guard from before the loading
screen could install it - so Play (and Desktop) opened a screen that closed before anything
happened. It now logs and carries on to installThenStart.
2026-09-23 13:38:35 -04:00
The412Banner e54010e9b9 Progress log: onboarding, Desktop & apps page, 4:3 display, PR #11 audio 2026-09-23 13:30:27 -04:00
The412Banner 0c48ec0954 Merge pull request #14 from The412Banner/fix/exact-panel-shape
Display: Exactly this panel shape + custom resolution per mode
2026-09-23 13:27:13 -04:00
xXJsonDeruloXx 96d3132431 feat: add Steam second-screen controls 2026-09-23 13:23:49 -04:00
The412Banner 92df14bb6e Custom resolution per mode, as in Bannerlator
Resolution gains Custom…: a width × height box (320×240 to 3840×2160, evened) with one-tap
presets for 4:3 (960×720, 1024×768, 1280×960), 16:10 (1280×800) and 16:9. A custom size replaces
the cap and the shape for that mode - the Shape row greys out and says so - and the compositor fits
it to the panel with bars where the shapes differ. Choosing any cap clears it. The device report
lists it for both modes.
2026-09-23 13:18:15 -04:00
The412Banner e3fe4ed94e Display shape: Exactly this panel, for 4:3 and 3:2 handhelds
The panel's shape was never allowed narrower than 16:9 (the foldable guard), so on a 4:3 panel
such as the Retroid Pocket's both choices gave 16:9 with bars. A third choice, Exactly this panel,
presents the panel's own aspect with no floor; the other two are unchanged and foldables still
default to 16:9. Offered in the mode settings and the in-session menu.
2026-09-23 13:14:36 -04:00
The412Banner c597dee0ae Merge pull request #12 from The412Banner/feat/play-installs-runtime
First-run onboarding: Play and Desktop install what they need; Desktop & apps as a page
2026-09-23 13:10:54 -04:00
The412Banner bde8dc0089 Desktop & apps is a page with a dropdown per tier, not a dialog
The package list opens in the front end's pane like the Settings pages. Each tier (Native ARM64,
ARM64 experimental, source builds) is a dropdown row with the rail's caret and an installed/total
pill; Native ARM64 starts open. Each package has its own Install/Remove button, and the one that is
installing shows its own step line and bar in its row (its tier opens when the install starts).
Leaving the page does not stop an install. The rail's Install emulators and Setup's Desktop & apps
highlight while the page is open.
2026-09-23 13:04:02 -04:00
The412Banner 0ea4b584b4 Desktop installs the runtime and the desktop on a fresh install, on the loading screen
Desktop is enabled without a runtime or the desktop package. The session's loading screen installs
whatever is missing first - the runtime, then the desktop ("downloading the desktop · 212 of 426
MB", checking, unpacking) - and starts the session when both are in. A failure ends on the loading
screen with the reason. Desktop UI and Desktop now give the same non-Adreno warning as Play before
any download.
2026-09-23 12:53:36 -04:00
The412Banner 2b5aae9100 Play installs the Linux runtime on a fresh install, on the loading screen
Play and Desktop UI are enabled without a runtime. The session's loading screen downloads and
unpacks it first, reporting on its usual step line and bar ("downloading the Linux runtime · 332
of 791 MB", then checking, then unpacking), and starts the session when it is in. A failure ends
on the loading screen with the reason. Non-Adreno devices still get the warning before any
download. Setup > Linux runtime is unchanged.
2026-09-23 12:48:49 -04:00
The412Banner 1e1160006c Merge pull request #11 from The412Banner/fix/directaudio-default
Audio defaults: classic client sink, DirectAudio for games and as a client option; mic on; Share latest logs
2026-09-23 12:20:07 -04:00
The412Banner ed569f675e Steam client audio: the classic sink by default, DirectAudio as a choice; audio diagnostics on
- The client's sound goes back to the adaptive AAudio sink 0.1.5 shipped (bundled unchanged as
  module-aaudio-classic-sink, sink name AAudioSink). Through the DirectAudio relay it stayed
  choppy on an AYN Thor (Android 13, 20 ms bursts) even with a two-burst buffer.
- Steam cog > Audio: DirectAudio for games (on by default, unchanged) and Steam client audio
  (Classic by default, or DirectAudio). The relay also starts when only the client wants it.
- The relay runs with --log and the daemon at info level, so audio.log carries the stream each
  path was granted and, on the relay, Android's xrun count every 1000 callbacks.
- Device report shows both settings.
2026-09-23 12:10:34 -04:00
The412Banner 0dfdc91425 Audio bundle re-unpacks whenever its contents change; the DirectAudio sink logs the buffer it asked for and what the relay settled at
The unpack check compared a hand-bumped stamp only. Two sink changes shipped without a bump, so a
device that had run the earlier build kept the old module: the 40 ms ring floor and the 24 ms
device buffer never reached the AYN Thor they were for. The stamp now carries a CRC-32 of
pulseaudio.tzst. The sink's connect line names the buffer it asked for, and one line ten seconds
in reports the relay's device buffer, ring target and underruns.
2026-09-23 11:50:24 -04:00
The412Banner 53a2d800e9 DirectAudio sink: ask the relay for a 24 ms device buffer
The relay's default is 12 ms rounded up to whole bursts. On a device where Android grants a fast
stream (4 ms bursts) that is three bursts; on one where it grants a legacy stream (20 ms bursts,
an AYN Thor on Android 13) it is a single burst, and the Thor's client audio stuttered. 24 ms is
two bursts there and 24 ms on the fast devices. buffer_ms= overrides it.
2026-09-23 11:38:46 -04:00
The412Banner 019928e783 Audio: keep at least 40 ms queued for the DirectAudio relay; logs: Share latest logs
- module-directaudio-sink keeps the relay's ring at least 40 ms deep. The relay starts at 8 ms,
  which the producer inside proot missed while the client loads (two underruns on the FIT's fresh
  install, steady stutter reported on another phone).
- Setup > Session logs > Share latest logs zips the newest session folder, wherever it was written
  (Downloads, or app-private files when Downloads is not writable), and opens the share sheet via
  a FileProvider scoped to that zip.
2026-09-23 11:27:25 -04:00
The412Banner fe3b9892a7 Fresh installs get DirectAudio and the microphone on; the old armhf sink leaves the audio bundle
- Microphone defaults to on, and the app asks for RECORD_AUDIO once at first launch, together with
  the storage prompt. A refusal is not asked again at start-up.
- modules/armhf held the inherited Winlator AAudio sink and two protocol modules; the app is
  arm64-only and nothing loads that folder. Removed, bundle stamp bumped so installs re-unpack.
2026-09-23 11:09:01 -04:00
The412Banner 097b67d7e1 DirectAudio on by default
Everyone who never touched the toggle gets it; anyone who turned it off keeps it off (the setting is
only stored when changed). Off, the client's sound came from AAudio driven inside proot, which
stutters on some devices.
2026-09-23 11:08:39 -04:00
Kurt Himebauch 5956154051 Merge pull request #7 from The412Banner/feature/session-suspend-audio-recovery 2026-09-23 11:01:00 -04:00
xXJsonDeruloXx c03e62d583 Add session suspend modes and audio recovery 2026-09-23 10:51:10 -04:00
The412Banner 0af137a06b Merge pull request #9 from The412Banner/feat/armada-and-lineage
Deck mode, added games with art, own gamescope and audio sinks, client sound via DirectAudio, Winlator lineage removed
2026-09-23 10:03:35 -04:00
The412Banner d338f73eec Merge remote-tracking branch 'origin/main' into feat/armada-and-lineage
# Conflicts:
#	app/src/main/java/com/steamdeck/launcher/ui/MainScreen.kt
#	app/src/main/java/com/steamdeck/launcher/ui/ModeSettingsDialog.kt
#	app/src/main/java/com/steamdeck/launcher/ui/PerformanceDialog.kt
2026-09-23 09:56:51 -04:00
Kurt Himebauch 103287a279 Merge pull request #10 from The412Banner/chore/frontend-cleanup 2026-09-23 09:33:00 -04:00
xXJsonDeruloXx af8edfed25 chore: trim remaining frontend copy 2026-09-23 09:26:44 -04:00
The412Banner 5a33870a2d Rebase follow-up: main's copy of the credits and file manager with the Winlator lines removed; progress log entry for the branch 2026-09-23 09:13:12 -04:00
The412Banner a70f7b28da session: gamescope forces game windows to fill the screen in Steam mode (a game that shrank its window while the Steam menu was open came back in the top-left corner) 2026-09-23 09:12:39 -04:00
The412Banner 1b1fbd41da audio: the sink is named DirectAudio when the relay carries the sound, so the client's Audio settings show which road is in use 2026-09-23 09:12:39 -04:00
The412Banner 7f062818d3 settings: the DirectAudio toggle says it now carries the client's sound too 2026-09-23 09:12:39 -04:00
The412Banner bac5d0231a audio: the client's sound through the DirectAudio relay - module-directaudio-sink feeds the relay's render ring
A second sink module: connects to the relay's socket (lazily, the relay comes up after the
daemon; a clocked null sink until then), sends the hello, maps the render ring it gets back and
keeps it topped up to the relay's target with a futex wait per burst. Every AAudio call, the
adaptive buffer and the route handling stay in the relay, outside proot. With DirectAudio on the
daemon loads this sink instead of module-aaudio-sink; the bundle carries both.
2026-09-23 09:12:39 -04:00
The412Banner 6a52d4d58c aaudio sink: open the stream at the device's own rate unless rate= is given (44.1 kHz got a legacy stream: 20 ms bursts, three of them); the priority refusal is debug noise 2026-09-23 09:12:39 -04:00
The412Banner 168ef41ebf aaudio sink: a 30 ms starting buffer, half-buffer writes, the IO thread at audio priority, and underrun counts in the log
Two bursts (8 ms) of buffer with a write per burst left the client's menu sounds choppy on
device: the daemon runs under proot, where every system call is traced. The buffer now starts at
four bursts or 30 ms, whichever is more, each write hands over half of it, the IO thread asks for
nice -16 like Android's own audio threads, and the log says how big the buffer is and how many
underruns the device counted.
2026-09-23 09:12:39 -04:00
The412Banner 798ba5d6f2 front end: the shelf is laid out whole so the pad reaches every tile (a lazy grid only composes the rows on screen, and a press towards the next row bounced back among the visible tiles); added games' store art lookup starts on resume 2026-09-23 09:12:38 -04:00
The412Banner eb2bfa57aa steam shortcuts: art the user set inside the client is never recorded as ours, so it survives when a game's own art goes away 2026-09-23 09:12:26 -04:00
The412Banner 44ea7bae78 added games: artwork - the game folder's own images first, else Steam's store art for the title, into the client's grid
frontend/AddedGameArt: cover/poster/boxart/folder-name images, header, hero, logo and icon from
the game's folder (or its art subfolder); otherwise a one-time store search by folder name and
the capsule, header, hero and logo from Steam's CDN into the app's cache (a miss retried after a
week); an icon pulled from the .exe. The rail shows the portrait. The session's listing carries
the paths; bannerlator-steam-shortcuts copies them into userdata/<acct>/config/grid under the
client's names, never over a file it did not write itself, and sets the shortcut's icon. A toggle
in the cog turns the store lookup off.
2026-09-23 09:12:26 -04:00
The412Banner b834101cad added games: any number of Games folders from anywhere, each bound under /root/Games on its own
Folders are a list (the single folder from before carries over); each gets /root/Games/<name>,
with a short hash of its path only when two chosen folders share a name, so adding or removing
one never moves another's games (their appids follow the guest exe path). Per-game exe choices
are keyed by the folder's path now. The cog lists each folder with its game count and a Forget,
plus an Add row.
2026-09-23 09:12:26 -04:00
The412Banner 8f299d8752 deck mode: jupiter-dock-updater --check answers 7 (up to date); exit 0 read as an update waiting and showed a Dock Firmware Update row 2026-09-23 09:12:25 -04:00
The412Banner 76ba054a84 added games: bind the chosen Games folder into the session at /root/Games, so a folder on an SD card or anywhere else is seen (it was skipped unless it sat inside internal storage, the ROMs folder or the app's own SD library) 2026-09-23 09:12:25 -04:00
The412Banner 0e9460bedb aaudio sink: the sink is AAudioSink, as the daemon config expects; acknowledge rewind requests before rendering (assertion on device) 2026-09-23 09:12:15 -04:00
The412Banner 0ea06a3f05 audio: the APK build compiles the AAudio sink into the bundle; the committed bundle carries no sink module any more
The inherited module is gone from app/src/main/assets/pulseaudio.tzst (74 → 73 modules); CI adds
the app's own at build time and refuses a bundle that already has one. BUNDLE_STAMP bumped so an
installed app re-unpacks.
2026-09-23 09:12:15 -04:00
The412Banner b4c89b6f63 aaudio sink: declare pa__done ahead of use; tolerate the int-conversion in PulseAudio's own atomic.h 2026-09-23 09:12:15 -04:00
The412Banner 32178e6e4a audio: a fresh AAudio sink module for the daemon, built from upstream PulseAudio 13 headers
Blocking-write design: the IO thread pulls one burst at a time from the sink and hands it to a
blocking AAudio output stream, whose buffer paces the thread; latency comes from the stream's
playback timestamp; with adaptive=1 the buffer grows a burst per underrun up to a cap. Same
module arguments as before, so the daemon's config line is unchanged. build.sh compiles it with
the NDK against the app's own libpulse* and a small config.h; a workflow checks it on every push.
2026-09-23 09:12:15 -04:00
The412Banner c232274157 build: fetch the gamescope asset through the API (private repository), and key the preload cache on its pin 2026-09-23 09:12:15 -04:00
The412Banner 5b54bcfa49 gamescope: the apk carries build gamescope-3.16.29-p1 2026-09-23 09:12:15 -04:00
The412Banner cde82be161 steam shortcuts: name the source loader for the suffix-less registrar so the added games get their Proton mapping 2026-09-23 09:12:15 -04:00