[package]
name = "punktfunk-client-windows"
description = "Native Windows punktfunk/1 client — WinUI 3 (windows-reactor) shell, D3D11/SwapChainPanel present, FFmpeg decode, WASAPI audio, SDL3 gamepads"
version.workspace = true
edition.workspace = true
rust-version.workspace = true
license.workspace = true
authors.workspace = true
repository.workspace = true

[[bin]]
name = "punktfunk-client"
path = "src/main.rs"

# Everything is Windows-gated so `cargo build --workspace` stays green on Linux/macOS (the
# other native clients live in clients/linux and clients/apple); on other
# platforms this builds as a stub binary. Mirrors the Linux client's cfg(target_os="linux")
# gating exactly.
[target.'cfg(windows)'.dependencies]
# The protocol core, linked directly (no C ABI) — same as the GTK Linux client. NativeClient
# is Sync (mutexed plane receivers), so it drops into a UI app cleanly.
punktfunk-core = { path = "../../crates/punktfunk-core", features = ["quic"] }

# WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI). Its
# `build.rs` downloads the Windows App SDK NuGets and stages the bootstrap DLL + resources.pri
# next to the exe; it requires `CARGO_WORKSPACE_DIR` to be set in the build env. Unpublished
# (version 0.0.0) and fast-moving, so pinned to a verified commit.
windows-reactor = { git = "https://github.com/microsoft/windows-rs", rev = "b4129fcc1ae81eec8bf1217539883db821bca3a1" }
# Win32 / Direct3D11 / DXGI for the SwapChainPanel composition swapchain. Pulled from the SAME
# windows-rs commit as windows-reactor so their `windows-core` unifies — the `IDXGISwapChain1`
# we hand to `SwapChainPanelHandle::set_swap_chain` must satisfy reactor's `windows_core::Interface`.
windows = { git = "https://github.com/microsoft/windows-rs", rev = "b4129fcc1ae81eec8bf1217539883db821bca3a1", features = [
    "Win32_Foundation",
    "Win32_Graphics_Dxgi",
    "Win32_Graphics_Dxgi_Common",
    "Win32_Graphics_Direct3D",
    "Win32_Graphics_Direct3D11",
    "Win32_Graphics_Direct3D_Fxc",
    "Win32_Graphics_Gdi",
    "Win32_System_Console",
    "Win32_System_LibraryLoader",
    "Win32_UI_Input_KeyboardAndMouse",
    "Win32_UI_WindowsAndMessaging",
] }

# Video decode (same FFmpeg pin as the host/Linux client) — software HEVC on the GPU-less dev
# box; D3D11VA hardware decode is a follow-up for the real-GPU box.
ffmpeg-next = "8"
opus = "0.3"

# Audio render + mic capture (the WASAPI analogue of the Linux client's PipeWire backend).
wasapi = "0.23"

# Gamepads: capture + feedback (full DualSense fidelity needs hidapi). SDL3 is cross-platform;
# built from source via the bundled CMake on Windows (no system SDL3).
sdl3 = { version = "0.18", features = ["build-from-source", "hidapi"] }

mdns-sd = "0.20"
async-channel = "2"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
anyhow = "1"
tracing = "0.1"
tracing-subscriber = { version = "0.3", features = ["env-filter"] }
