feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS

Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit:
Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split
along the same seams.

The gamepad mode is couch-complete, and now on macOS too (the living-room
Mac case), not just iOS/iPadOS:

- GamepadSettingsView: a console-style, fully controller-navigable settings
  screen (X from the launcher) — up/down moves focus, left/right steps values
  (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a
  one-line description. Backed by GamepadMenuList, the vertical sibling of
  GamepadCarousel, and SettingsOptions — the option lists hoisted out of
  SettingsView statics and shared by the touch, tvOS and gamepad settings.
- GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad
  — field rows open an on-screen controller keyboard (dpad grid, A types,
  X backspaces, B done); the launcher carousel ends in an Add Host tile, so
  the dead-end "add one with touch first" empty state is gone.
- Launcher polish: contextual hint bar with the pad's real button glyphs,
  controller name + battery chip, one shared console chrome.
- GamepadScreenBackground: an animated aurora (TimelineView-driven drifting
  blobs in the brand's violet family, breathing radii, slow hue shift,
  legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a
  .metal library only bundles reliably in one of the two build systems (SPM vs
  the xcodeproj's synced folders) these sources compile under.
- macOS port: settings/add-host/library present as sized sheets (a macOS sheet
  takes its content's IDEAL size, and the GeometryReader-driven screens
  collapsed to nothing), NSScreen-based mode lists, scroll indicators .never
  (the "always show scroll bars" setting overrides .hidden), tray scrims so
  scrolled rows dim under the pinned title/hints, extra title clearance, and a
  PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/
  library render-verified live on a real Mac + LAN hosts.
- GamepadMenuInput: X button support, and (re)start now snapshots held buttons
  so a controller handoff press never fires twice (the B that closed the
  keyboard no longer also cancels the screen underneath).
- Cleanups: one "Connection failed" alert in ContentView instead of one per
  home screen; HostDiscovery.advertises/unsaved shared by both home screens.
- host: can_encode_444 stub for the non-Linux/Windows host build (the macOS
  synthetic-source loopback used by the Swift tests).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-02 11:05:10 +02:00
parent e925d00194
commit 133e25849d
84 changed files with 4231 additions and 2698 deletions
@@ -0,0 +1,612 @@
// SwiftUI presentation: AVSampleBufferDisplayLayer fed straight from the punktfunk/1 connection.
//
// Stage-1 presenter (see README): the layer accepts *compressed* HEVC sample buffers and
// does hardware decode + display itself fastest path to pixels, IOSurface-backed
// zero-copy on Apple silicon. Stage 2 (explicit VTDecompressionSession + CAMetalLayer)
// replaces this when we start tuning frame pacing / measuring glass-to-glass.
//
// The view also owns the input-capture state machine (Moonlight-style): capture is a
// deliberate, reversible state engaged when the stream starts and when the user clicks
// into the video, released by or focus loss, and NEVER engaged by mere app
// activation (the click that activates the window may be a title-bar drag or a resize
// warping the cursor there is exactly the intrusiveness this design removes). While
// released, nothing is forwarded to the host and the local cursor is free.
//
// macOS-first (NSViewRepresentable); the iOS variant is the same layer under
// UIViewRepresentable.
#if os(macOS)
import AppKit
import AVFoundation
import SwiftUI
import os
/// Same diagnostic switch as InputCapture: PUNKTFUNK_INPUT_DEBUG=1 logs when the macOS
/// NSEvent mouse monitor (relative motion + buttons) is installed/removed, so the user can
/// confirm the new motion path is actually live for a session.
private let streamInputLog = Logger(subsystem: "io.unom.punktfunk", category: "input")
private let streamInputDebug =
ProcessInfo.processInfo.environment["PUNKTFUNK_INPUT_DEBUG"] == "1"
/// Hides the LOCAL cursor while captured. The host renders its own cursor, and the local
/// one both diverges from it (the host applies acceleration/clamping to our deltas) and
/// can wander out of the window a click there would focus another app. So while captured
/// we do what Moonlight does: warp the cursor into the view, freeze it
/// (`CGAssociateMouseAndMouseCursorPosition(false)` under which NSEvent mouseMoved/
/// dragged deltas become the relative motion StreamLayerView forwards), and hide it.
/// hide/unhide and associate are balanced via `captured`.
///
/// In CLIENT-SIDE-CURSOR mode (gamescope, whose capture carries no host cursor) this is a
/// no-op: the local cursor stays visible and free, and StreamLayerView forwards ABSOLUTE
/// positions instead the visible system cursor IS the on-screen cursor. `disassociate`
/// selects between the two; `release()` only undoes what `capture` actually did.
private final class CursorCapture {
private var captured = false
/// Whether the engaged capture actually disassociated+hid (false in cursor-visible mode),
/// so `release()` only restores when it must.
private var disassociated = false
/// Returns whether capture actually engaged. It can fail mid app-activation the click
/// that reactivates the app delivers `mouseDown` before the app is frontmost, and
/// `CGAssociateMouseAndMouseCursorPosition` is refused then so the caller must stay
/// released and let the NEXT click retry, never latching a half-captured state. With
/// `disassociate: false` (cursor-visible mode) it always engages there is no grab to
/// be refused, the cursor stays free and visible.
func capture(in view: NSView, disassociate: Bool) -> Bool {
guard !captured, let window = view.window, view.bounds.width > 0 else { return false }
if disassociate {
// Park the cursor mid-view so a click can't land in (and activate) another app.
let rectOnScreen = window.convertToScreen(view.convert(view.bounds, to: nil))
let primaryHeight = NSScreen.screens.first?.frame.height ?? 0
CGWarpMouseCursorPosition(
CGPoint(x: rectOnScreen.midX, y: primaryHeight - rectOnScreen.midY))
guard CGAssociateMouseAndMouseCursorPosition(0) == .success else { return false }
NSCursor.hide()
}
captured = true
disassociated = disassociate
return true
}
func release() {
guard captured else { return }
if disassociated {
CGAssociateMouseAndMouseCursorPosition(1)
NSCursor.unhide()
}
captured = false
disassociated = false
}
}
public struct StreamView: NSViewRepresentable {
private let connection: PunktfunkConnection
private let captureEnabled: Bool
private let onCaptureChange: ((Bool) -> Void)?
private let onFrame: (@Sendable (AccessUnit) -> Void)?
private let onSessionEnd: (@Sendable () -> Void)?
private let presentMeter: LatencyMeter?
private let presentTailMeter: LatencyMeter?
/// `onFrame`/`onSessionEnd` fire on the pump thread hop to the main actor for UI.
/// `captureEnabled: false` disables input capture entirely while UI (e.g. a trust
/// prompt) is layered over the stream; flipping it to true auto-engages capture
/// once. `onCaptureChange` (main thread) reports engage/release drive the HUD's
/// "click to capture" / " releases" hint with it. `presentMeter` records capturepresent
/// and `presentTailMeter` decodepresent when the stage-2 presenter is active.
public init(
connection: PunktfunkConnection,
captureEnabled: Bool = true,
onCaptureChange: ((Bool) -> Void)? = nil,
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
onSessionEnd: (@Sendable () -> Void)? = nil,
presentMeter: LatencyMeter? = nil,
presentTailMeter: LatencyMeter? = nil
) {
self.connection = connection
self.captureEnabled = captureEnabled
self.onCaptureChange = onCaptureChange
self.onFrame = onFrame
self.onSessionEnd = onSessionEnd
self.presentMeter = presentMeter
self.presentTailMeter = presentTailMeter
}
public func makeNSView(context: Context) -> StreamLayerView {
let view = StreamLayerView()
view.onCaptureChange = onCaptureChange
view.captureEnabled = captureEnabled
view.presentMeter = presentMeter
view.presentTailMeter = presentTailMeter
view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
return view
}
public func updateNSView(_ view: StreamLayerView, context: Context) {
view.onCaptureChange = onCaptureChange
view.captureEnabled = captureEnabled
view.presentMeter = presentMeter
view.presentTailMeter = presentTailMeter
// SwiftUI reuses the NSView across state changes repoint the pump only when the
// connection identity actually changed.
if view.connection !== connection {
view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
}
}
public static func dismantleNSView(_ view: StreamLayerView, coordinator: ()) {
view.stop()
}
}
public final class StreamLayerView: NSView {
private let displayLayer = AVSampleBufferDisplayLayer()
/// Record capturepresent / decodepresent when the stage-2 presenter is active.
/// Consulted at start().
var presentMeter: LatencyMeter?
var presentTailMeter: LatencyMeter?
/// The shared presenter stack: stage-2 (CAMetalLayer sublayer + display link) with the
/// stage-1 StreamPump displayLayer path as the Metal-unavailable / DEBUG fallback.
private let presenter = SessionPresenter()
public private(set) var connection: PunktfunkConnection?
private let cursorCapture = CursorCapture()
private var inputCapture: InputCapture?
private var appObservers: [NSObjectProtocol] = []
private var windowObservers: [NSObjectProtocol] = []
/// Local NSEvent monitor carrying relative mouse MOTION + BUTTONS to the host while
/// captured (GCMouse's own delivery proved unreliable on macOS see InputCapture).
/// Installed on engage, removed on release; nil while not captured.
private var mouseEventMonitor: Any?
/// The window's `acceptsMouseMovedEvents` value before client-side-cursor capture raised
/// it (nil = not raised by us); restored on release so we leave the window as we found it.
private var savedAcceptsMouseMoved: Bool?
/// Whether input capture is currently engaged (cursor hidden+frozen, mouse/keyboard
/// forwarded). Main-thread only.
public private(set) var captured = false
/// Client-side-cursor mode: when true the local system cursor stays VISIBLE over the
/// stream and the mouse monitor forwards ABSOLUTE positions (the visible cursor is the
/// on-screen cursor gamescope draws none, so no double cursor); when false the existing
/// captured/disassociated relative path runs unchanged. Initialized at session start from
/// the `cursorMode` setting + the host's resolved compositor, toggled live by C. A live
/// flip re-engages capture in the new mode so disassociation + the abs/rel choice swap
/// atomically. Main-thread only.
private var cursorVisible = false
/// One-shot auto-engage request (stream start, trust confirmed) attempted as soon
/// as the view is in a window with real bounds, then dropped, so it can never fire
/// surprisingly later (e.g. on a resize).
private var pendingAutoCapture = false
/// Reports engage/release on the main thread.
public var onCaptureChange: ((Bool) -> Void)?
/// Main-thread only. False = input capture disabled outright (UI layered over the
/// stream); flipping to true auto-engages once.
public var captureEnabled = true {
didSet {
guard captureEnabled != oldValue else { return }
if captureEnabled {
requestAutoCapture()
} else {
releaseCapture()
}
}
}
public override init(frame: NSRect) {
super.init(frame: frame)
displayLayer.videoGravity = .resizeAspect
layer = displayLayer // layer-hosting: assign before wantsLayer
wantsLayer = true
// Focus loss releases capture. Becoming active does NOT re-engage: the click
// that activates the window may be on the title bar (a drag) or a resize edge
// the user clicks into the video (or hits ) when they want capture back.
appObservers.append(NotificationCenter.default.addObserver(
forName: NSApplication.didResignActiveNotification, object: nil, queue: .main
) { [weak self] _ in
self?.releaseCapture()
})
}
public required init?(coder: NSCoder) { fatalError("not used") }
public override func viewDidMoveToWindow() {
super.viewDidMoveToWindow()
windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
windowObservers.removeAll()
guard let window else {
releaseCapture()
return
}
// -key-equivalents stay live while captured, so Settings (,), a new window
// (N), or Minimize (M) can take key status without the APP resigning active
// capture must release then too, or the new window inherits a hidden, frozen
// cursor and its local typing is double-delivered to the host.
for name in [NSWindow.didResignKeyNotification, NSWindow.didMiniaturizeNotification] {
windowObservers.append(NotificationCenter.default.addObserver(
forName: name, object: window, queue: .main
) { [weak self] _ in
self?.releaseCapture()
})
}
// Becoming key RETRIES a still-pending session-start auto-capture the case where a
// session began (reconnect) while this window wasn't key yet, so engageCapture(fromClick:
// false) was refused by its key-window guard and, with no retry, capture stayed off and
// input dead. This is a no-op once capture engaged (pendingAutoCapture is cleared) and
// after a manual /focus-loss release (the flag is already false), so it does NOT
// resurrect the deliberately-rejected "auto-grab on every activation" behavior.
windowObservers.append(NotificationCenter.default.addObserver(
forName: NSWindow.didBecomeKeyNotification, object: window, queue: .main
) { [weak self] _ in
self?.attemptPendingCapture()
})
attemptPendingCapture()
}
public override func layout() {
super.layout()
attemptPendingCapture() // bounds become real here on first presentation
layoutPresenter() // keep the stage-2 sublayer aspect-fit to the view
}
public override func setFrameSize(_ newSize: NSSize) {
super.setFrameSize(newSize)
// `layout()` isn't guaranteed on a manual-frame (no-Auto-Layout) live resize, so the
// stage-2 metal sublayer's frame could stay at the old size while the view grows
// the compositor then upscales a too-small layer and the video turns blocky. Re-fit
// here too so it always tracks the window's size (no stale upscale).
layoutPresenter()
}
// MARK: - Capture state machine
/// Clicking into the video engages capture; that click is local (engagement), so
/// InputCapture suppresses its press/release toward the host. Clicks while captured
/// are the host's (GC forwards them) nothing to do here.
public override func mouseDown(with event: NSEvent) {
if streamInputDebug {
streamInputLog.debug(
"mouseDown: captureEnabled=\(self.captureEnabled, privacy: .public) captured=\(self.captured, privacy: .public)")
}
if captureEnabled, !captured {
engageCapture(fromClick: true)
return
}
super.mouseDown(with: event)
}
/// A click from another app counts (one click into the video captures, not two).
public override func acceptsFirstMouse(for event: NSEvent?) -> Bool { true }
/// The engage click is complete drop its suppression latch (see InputCapture;
/// guards against GC delivering both halves of the click before our mouseDown).
public override func mouseUp(with event: NSEvent) {
inputCapture?.endClickSuppression()
super.mouseUp(with: event)
}
/// Scroll is forwarded from here, not from GCMouse: trackpad/Magic Mouse gestures
/// never reach GameController's scroll dpad. While captured the cursor is parked
/// mid-view, so this view receives every scroll event. Precise (gesture) deltas are
/// pixels ~0.1 wheel notch per pixel (SDL's factor) ×12 for WHEEL_DELTA(120);
/// classic wheels report lines, one notch = ±1 ×120. Signs pass through as-is,
/// preserving the user's local (natural-)scrolling preference.
public override func scrollWheel(with event: NSEvent) {
guard captured, let inputCapture else {
super.scrollWheel(with: event)
return
}
let scale: Float = event.hasPreciseScrollingDeltas ? 12 : 120
inputCapture.sendScroll(
dx: Float(event.scrollingDeltaX) * scale,
dy: Float(event.scrollingDeltaY) * scale)
}
// While captured, the view is first responder and SENDS key events to the host straight
// from NSEvent GCKeyboard delivery proved unreliable on macOS (the same GameController
// quirk that killed GCMouse motion, fixed in e414ec0), so the macOS GCKeyboard send path
// is disabled and NSEvent is the single source. We map NSEvent.keyCode (a Carbon virtual
// keycode) Windows VK and forward via InputCapture.sendKey, then CONSUME (return without
// super) to stop the responder chain's "unhandled keyDown" beep. Keys with no VK mapping
// are still consumed while captured so they don't beep either. The toggle's Esc is
// swallowed upstream by InputCapture's keyDown monitor (suppressedVK), so it never gets
// here as a send; -combos still arrive via performKeyEquivalent and stay functional (D).
// Modifier keys never fire keyDown/keyUp they come through flagsChanged below.
public override var acceptsFirstResponder: Bool { true }
// A click after the app was inactive (Cmd-Tab away and back) must reach mouseDown so the
// user can re-capture the deliberate design is that becoming active does NOT auto-grab;
// you click into the video. Default NSViews aren't key-view candidates, which can drop
// that first click; opting in keeps the view a valid click/responder target.
public override var canBecomeKeyView: Bool { true }
public override func keyDown(with event: NSEvent) {
if captured {
if let ic = inputCapture, let vk = InputCapture.keyCodeToVK[event.keyCode] {
ic.sendKey(vk, down: true) // autorepeat (event.isARepeat) passes through fine for VK
}
return // consume even unmapped keys while captured (no beep)
}
super.keyDown(with: event)
}
public override func keyUp(with event: NSEvent) {
if captured {
if let ic = inputCapture, let vk = InputCapture.keyCodeToVK[event.keyCode] {
ic.sendKey(vk, down: false)
}
return
}
super.keyUp(with: event)
}
/// Modifier keys (shift/control/option/command) arrive ONLY as flagsChanged on macOS,
/// never keyDown/keyUp InputCapture diffs the raw flags to recover each L/R down/up.
public override func flagsChanged(with event: NSEvent) {
if captured, let inputCapture {
inputCapture.handleFlagsChanged(UInt(event.modifierFlags.rawValue))
return
}
super.flagsChanged(with: event)
}
private func requestAutoCapture() {
pendingAutoCapture = true
attemptPendingCapture()
}
private func attemptPendingCapture() {
guard pendingAutoCapture, window != nil, bounds.width > 0 else { return }
engageCapture(fromClick: false)
// Clear the one-shot only once it ACTUALLY engaged. If the engage was refused the
// app/window isn't key yet (common right after a reconnect), or the cursor grab raced
// app activation leave it armed so didBecomeKey (or the next layout pass) retries.
// This stays scoped to session start: a later manual release (, focus loss) doesn't
// re-arm it, so it never resurrects auto-grab-on-activation.
if captured { pendingAutoCapture = false }
}
private func engageCapture(fromClick: Bool) {
// A click is explicit intent AND may arrive mid-activation (acceptsFirstMouse:
// NSApp.isActive / isKeyWindow are still false for the click coming in from
// another app) only the auto-engage paths require already-held key status.
// `connection != nil` is the session-active gate (presenter internals are opaque here).
guard captureEnabled, !captured, connection != nil, window != nil,
fromClick || (NSApp.isActive && window?.isKeyWindow == true)
else { return }
// If the cursor grab is refused (e.g. the reactivating click arrives before the app is
// frontmost), stay released so the NEXT click retries never latch captured=true over
// a free cursor, which would make mouseDown's `!captured` guard reject every later click.
// In client-side-cursor mode there is no grab (the cursor stays visible) capture
// always engages and the monitor forwards absolute positions instead.
guard cursorCapture.capture(in: self, disassociate: !cursorVisible) else { return }
inputCapture?.setForwarding(true, suppressClick: fromClick)
// Install AFTER the warp + setForwarding: the engage warp generates no forwarded
// delta (the monitor isn't up yet), and the engage click's suppression latch is
// already armed, so the monitor only ever sees genuine post-engage input.
installMouseMonitor()
captured = true
window?.makeFirstResponder(self)
notifyCaptureChange(true)
}
private func releaseCapture() {
guard captured else { return }
removeMouseMonitor()
cursorCapture.release()
inputCapture?.setForwarding(false)
captured = false
notifyCaptureChange(false)
}
/// A single local monitor for motion + buttons, installed only while captured. A local
/// monitor is more robust than view overrides for relative motion: it sidesteps the
/// `window.acceptsMouseMovedEvents`/tracking-area/responder-chain requirements, and
/// since the cursor is frozen mid-view while captured every such event belongs here.
/// ALL four motion types are covered so motion keeps flowing during a button-held drag,
/// not just `.mouseMoved`. NSEvent deltas under disassociation are OS-pointer-
/// acceleration-applied (not raw HID) what Moonlight's macOS client ships; if the
/// host re-accelerates there's mild double-acceleration, acceptable and fixable later
/// via IOHID. Events are returned (not swallowed): the cursor is frozen, so they're
/// inert locally.
///
/// In client-side-cursor mode the cursor is NOT frozen, so bare `.mouseMoved` events are
/// only generated while `window.acceptsMouseMovedEvents` is true we enable it here and
/// restore it on removal so absolute hover-motion keeps flowing without a click held.
private func installMouseMonitor() {
guard mouseEventMonitor == nil else { return }
if cursorVisible {
savedAcceptsMouseMoved = window?.acceptsMouseMovedEvents
window?.acceptsMouseMovedEvents = true
}
mouseEventMonitor = NSEvent.addLocalMonitorForEvents(matching: [
.mouseMoved, .leftMouseDragged, .rightMouseDragged, .otherMouseDragged,
.leftMouseDown, .leftMouseUp, .rightMouseDown, .rightMouseUp,
.otherMouseDown, .otherMouseUp,
]) { [weak self] event in
guard let self, self.captured, let ic = self.inputCapture else { return event }
switch event.type {
case .mouseMoved, .leftMouseDragged, .rightMouseDragged, .otherMouseDragged:
if self.cursorVisible {
// Client-side cursor: forward the ABSOLUTE position (mapped through the
// aspect-fit letterbox into host pixels), the same path the iPad pointer
// fallback uses. Events in the letterbox bars are dropped (nil host point).
if let p = self.hostPoint(from: event) {
ic.sendMouseAbs(x: p.x, y: p.y, surfaceWidth: p.w, surfaceHeight: p.h)
}
} else {
ic.sendMotion(dx: Float(event.deltaX), dy: Float(event.deltaY)) // no y-negation
}
case .leftMouseDown: ic.sendMouseButton(1, pressed: true)
case .leftMouseUp: ic.sendMouseButton(1, pressed: false)
case .rightMouseDown: ic.sendMouseButton(3, pressed: true)
case .rightMouseUp: ic.sendMouseButton(3, pressed: false)
case .otherMouseDown: ic.sendMouseButton(self.wireButton(for: event), pressed: true)
case .otherMouseUp: ic.sendMouseButton(self.wireButton(for: event), pressed: false)
default: break
}
return event
}
if streamInputDebug { streamInputLog.debug("mouse NSEvent monitor installed (capture engaged)") }
}
private func removeMouseMonitor() {
if let monitor = mouseEventMonitor {
NSEvent.removeMonitor(monitor)
mouseEventMonitor = nil
if streamInputDebug { streamInputLog.debug("mouse NSEvent monitor removed (capture released)") }
}
// Restore the window's prior mouse-moved-events setting if we raised it (cursor mode).
if let saved = savedAcceptsMouseMoved {
window?.acceptsMouseMovedEvents = saved
savedAcceptsMouseMoved = nil
}
}
/// One host-pixel point on the negotiated output, with the surface dimensions the host
/// rescales against (surface == host mode, so the host applies no extra scaling).
private struct HostPoint { let x: Int32; let y: Int32; let w: UInt32; let h: UInt32 }
/// Map an NSEvent's cursor location into host-mode pixels for the client-side-cursor
/// (absolute) path. NSEvent.locationInWindow is window space, origin BOTTOM-left (+y up);
/// we convert to this view's space, FLIP y to the host's top-left (+y down) convention,
/// then aspect-fit-letterbox into the host mode exactly like the iOS touch/pointer path.
/// Returns nil for events in the letterbox bars (outside the video rect) so the host's
/// cursor isn't dragged onto a black edge, and until a mode is negotiated.
private func hostPoint(from event: NSEvent) -> HostPoint? {
guard let connection else { return nil }
let mode = connection.currentMode()
guard mode.width > 0, mode.height > 0 else { return nil }
// Window view coords (non-flipped: origin bottom-left), then flip y into view-top-left.
let inView = convert(event.locationInWindow, from: nil)
let p = CGPoint(x: inView.x, y: bounds.height - inView.y)
// The video occupies the aspect-fit rect inside the (non-flipped) bounds; AVMakeRect's
// origin is bottom-left, so flip its minY too to match p's top-left space.
let fit = AVMakeRect(
aspectRatio: CGSize(width: Int(mode.width), height: Int(mode.height)),
insideRect: bounds)
guard fit.width > 0, fit.height > 0 else { return nil }
let videoMinYTop = bounds.height - fit.maxY
let u = (p.x - fit.minX) / fit.width
let v = (p.y - videoMinYTop) / fit.height
guard u >= 0, u <= 1, v >= 0, v <= 1 else { return nil } // letterbox bars
let hx = Int32((u * CGFloat(mode.width)).rounded()
.clamped(to: 0...CGFloat(mode.width - 1)))
let hy = Int32((v * CGFloat(mode.height)).rounded()
.clamped(to: 0...CGFloat(mode.height - 1)))
return HostPoint(x: hx, y: hy, w: mode.width, h: mode.height)
}
/// NSEvent `buttonNumber` GameStream wire id for the "other" buttons: 2 = middle,
/// 3 = first side (X1), 4 = second side (X2). Unknown extras fall back to middle.
private func wireButton(for event: NSEvent) -> UInt32 {
switch event.buttonNumber {
case 2: return 2 // middle
case 3: return 4 // X1
case 4: return 5 // X2
default: return 2
}
}
/// Engage/release can run inside a SwiftUI update pass (captureEnabled flips in
/// updateNSView; release in dismantleNSView) publishing model state synchronously
/// there is undefined behavior, so the callback is deferred a runloop turn.
private func notifyCaptureChange(_ captured: Bool) {
guard let onCaptureChange else { return }
DispatchQueue.main.async { onCaptureChange(captured) }
}
// MARK: - Session start/stop
/// Wire up input capture and start the presenter (see SessionPresenter for the
/// stage-2/stage-1 choice). `onFrame` fires per AU at receipt; `onSessionEnd` on close.
public func start(
connection: PunktfunkConnection,
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
onSessionEnd: (@Sendable () -> Void)? = nil
) {
stop()
self.connection = connection
// The view owns the session's input capture: handlers attach now, but nothing is
// forwarded until capture engages (captureEnabled + auto-engage or a click).
let capture = InputCapture(connection: connection)
capture.onToggleCapture = { [weak self] in
// The monitor is app-wide only the key window's stream owns the toggle
// (two stream windows would otherwise flip each other's capture).
guard let self, self.window?.isKeyWindow == true else { return }
if self.captured {
self.releaseCapture()
} else {
self.engageCapture(fromClick: false)
}
}
capture.onPreempted = { [weak self] in
// A newer session took the GC handler slots staying "captured" here would
// be a cursor trap with dead input.
self?.releaseCapture()
}
// C flips the client-side cursor live. Only the key window's stream owns it (same
// guard as the capture toggle). Re-engage capture in the new mode so disassociation
// and the absolute/relative forwarding choice swap atomically releaseCapture restores
// the old mode's grab (if any), engageCapture installs the new one.
// C would flip the client-side cursor live NEUTERED while the feature is disabled
// (see the cursorVisible resolution below): toggling it on under gamescope's relative-only
// input traps the pointer. Restore this body when absolute/synthetic-cursor support lands.
capture.onToggleCursor = {}
capture.start()
inputCapture = capture
// Client-side cursor is TEMPORARILY DISABLED. It positions the host cursor with ABSOLUTE
// events, but gamescope's input socket (EIS) grants only a relative pointer, so those are
// silently dropped the pointer never moves and clicks/scroll land on the stuck position
// (looks like "all input dead"). gamescope is exactly the compositor Auto enabled it for.
// Forced off until per-compositor gating (KWin/GNOME/Sway have absolute) or a synthetic-
// cursor-over-relative path lands; the resolution logic below is kept for that. See the
// C handler (also neutered) and the cursorMode setting (hidden).
cursorVisible = false
_ = connection.resolvedCompositor // (was: Auto gamescope; kept to document intent)
// Presenter choice + lifecycle live in SessionPresenter (shared with iOS/tvOS): stage-2
// (explicit VTDecompressionSession decode + a CAMetalLayer/display-link present) by
// default, the stage-1 pump as the Metal-missing / DEBUG fallback. The link comes from
// NSView.displayLink so it tracks the display this view is on.
presenter.start(
connection: connection,
baseLayer: displayLayer,
presentMeter: presentMeter,
presentTailMeter: presentTailMeter,
makeDisplayLink: { displayLink(target: $0, selector: $1) },
onFrame: onFrame,
onSessionEnd: onSessionEnd)
layoutPresenter()
requestAutoCapture() // entering a session is the deliberate "capture me" moment
}
/// Aspect-fit the stage-2 metal sublayer to the view; refresh contentsScale on a
/// retinanon-retina move (see SessionPresenter.layout).
private func layoutPresenter() {
presenter.layout(in: bounds, contentsScale: window?.backingScaleFactor ?? 1)
}
public override func viewDidChangeBackingProperties() {
super.viewDidChangeBackingProperties()
layoutPresenter() // backing scale changed (e.g. moved to a non-retina display)
}
/// Stop pumping ( one poll timeout). Does not close the connection that stays with
/// whoever owns it (PunktfunkConnection.close() is safe alongside a draining pump).
public func stop() {
releaseCapture()
removeMouseMonitor() // belt-and-suspenders: releaseCapture no-ops if not captured
inputCapture?.stop()
inputCapture = nil
presenter.stop()
connection = nil
}
deinit {
removeMouseMonitor()
appObservers.forEach(NotificationCenter.default.removeObserver(_:))
windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
presenter.stop() // invalidate the display link + stop the pipeline if stop() was missed
}
}
#endif