refactor(windows-host): confine platform code under windows/ + linux/ folders (Goal-1 stage 6)

Move 36 platform-specific files into per-module `windows/` and `linux/` subfolders (and the
shared HID codecs into `inject/proto/`):
  capture/{windows,linux}/  encode/{windows,linux}/  inject/{windows,linux,proto}/
  audio/{windows,linux}/  vdisplay/{windows,linux}/
  src/windows/ (service, wgc_helper, win_adapter, win_display)
  src/linux/  (dmabuf_fence, drm_sync, zerocopy/)

Done with `#[path]`, NOT a module rename: every file moves into its folder while the
`crate::*::*` module names stay FLAT, so all caller paths and every internal `super::`/`crate::`
reference are unchanged — only the parent `mod` decls gained `#[path = "..."]`. This is the
codebase's existing pattern (inject's gamepad_windows) and makes the move byte-identical in
behaviour with ZERO reference churn, far lower risk than collapsing to a single
`crate::capture::windows::` namespace (that deeper rename is an optional follow-on; this delivers
the cfg-sprawl folder confinement the stage is about). Done LAST, after the semantic stages, so
the path churn didn't fight them.

Verified: Linux cargo check + clippy (-D warnings) clean; my mod-decl changes fmt-clean (the 3
remaining fmt diffs are pre-existing local-rustfmt-version skew that moved with their files); all
36 `#[path]` targets exist; no internal `#[path]`/`include!`/file-child-mod in any moved file
(the inline `mod X {` blocks are self-contained). Box build to follow.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-25 18:53:45 +00:00
parent a0427cd2a3
commit 38c68c33e5
49 changed files with 62 additions and 6 deletions
@@ -0,0 +1,712 @@
//! libei input injection — the portable EI-sender path.
//!
//! Two ways to reach an EIS server ([`EiSource`]):
//! * **Portal** — `org.freedesktop.portal.RemoteDesktop` via `ashpd` (KWin, GNOME/Mutter),
//! which hands us the EIS socket fd after the session grant.
//! * **Socket** — connect directly to a compositor's own EIS socket. gamescope runs an EIS
//! server and exports its path to its children as `LIBEI_SOCKET`; our gamescope backend
//! relays that path through a file so the injector can connect (no portal involved).
//!
//! Either way, `reis` drives the connection as an EI *sender*: bind the seat's
//! pointer/keyboard/scroll/button capabilities and, per device, `start_emulating` → emit →
//! `frame`. The session and the EIS connection must stay alive and the event stream must be
//! polled continuously (resume/pause/ping/modifier traffic), so the whole thing runs on a
//! dedicated thread with its own tokio runtime; the synchronous control thread reaches it
//! through an unbounded channel and [`LibeiInjector::inject`] merely enqueues.
//!
//! Keyboard codes are Linux evdev (the same space our VK→evdev table produces) and the
//! compositor supplies the keymap, so — unlike the wlr path — there is no keymap to upload and
//! no modifier mask to serialize: pressing the modifier *keys* (which Moonlight sends as normal
//! key events) is enough.
use super::{gs_button_to_evdev, vk_to_evdev, InputInjector};
use anyhow::{anyhow, Result};
use ashpd::desktop::{
remote_desktop::{
ConnectToEISOptions, DeviceType, RemoteDesktop, SelectDevicesOptions, StartOptions,
},
CreateSessionOptions, PersistMode,
};
use ashpd::zbus;
use futures_util::StreamExt;
use punktfunk_core::input::{InputEvent, InputKind};
use reis::ei;
use reis::event::{DeviceCapability, EiEvent};
use std::collections::HashMap;
use std::os::unix::net::UnixStream;
use std::time::{Duration, Instant};
use tokio::sync::mpsc::{unbounded_channel, UnboundedReceiver, UnboundedSender};
/// `code` value marking a horizontal scroll event (mirrors `gamestream::input`).
const SCROLL_HORIZONTAL: u32 = 1;
/// Where to find the EIS server.
#[derive(Clone, Debug)]
pub enum EiSource {
/// `org.freedesktop.portal.RemoteDesktop` via `ashpd` (KWin — a pre-seeded grant avoids the
/// approval dialog).
Portal,
/// Mutter's *direct* `org.gnome.Mutter.RemoteDesktop` EIS (GNOME). Unlike the xdg portal, this
/// needs no interactive "Allow remote control?" approval — which a headless host can't answer,
/// so the portal's `Start()` would just time out. Mirrors how the Mutter *video* backend uses
/// the same direct API.
MutterEis,
/// A file containing the EIS socket path/name (gamescope's relayed `LIBEI_SOCKET`); polled
/// until it appears, since the compositor may still be starting.
SocketPathFile(std::path::PathBuf),
}
/// Handle held by the control thread; forwards events to the libei worker thread.
pub struct LibeiInjector {
tx: UnboundedSender<InputEvent>,
}
impl LibeiInjector {
pub fn open() -> Result<Self> {
Self::open_with(EiSource::Portal)
}
pub fn open_with(source: EiSource) -> Result<Self> {
let (tx, rx) = unbounded_channel::<InputEvent>();
std::thread::Builder::new()
.name("punktfunk-libei".into())
.spawn(move || worker(rx, source))
.map_err(|e| anyhow!("spawn libei worker thread: {e}"))?;
// Return immediately — the portal/socket handshake must NOT run on the caller's
// (control) thread, or a slow/denied setup would freeze the ENet control stream and
// drop the client. The worker establishes the session asynchronously and logs its
// status; events enqueue until devices resume (a few startup events may be dropped).
Ok(Self { tx })
}
}
impl InputInjector for LibeiInjector {
fn inject(&mut self, event: &InputEvent) -> Result<()> {
self.tx
.send(*event)
.map_err(|_| anyhow!("libei worker thread has exited"))
}
}
/// Worker thread entry: build a tokio runtime and run the session to completion.
fn worker(rx: UnboundedReceiver<InputEvent>, source: EiSource) {
let rt = match tokio::runtime::Builder::new_multi_thread()
.worker_threads(1)
.enable_all()
.build()
{
Ok(rt) => rt,
Err(e) => {
tracing::error!(error = %e, "libei: build tokio runtime failed");
return;
}
};
rt.block_on(session_main(rx, source));
}
/// Open the portal/socket + EIS (bounded), then pump events until disconnect or shutdown.
async fn session_main(mut rx: UnboundedReceiver<InputEvent>, source: EiSource) {
// Keep `_rd`/`_session` bound for the whole loop — dropping the portal session closes the
// EIS connection. Bound the setup so a headless approval dialog (un-bypassed grant) can't
// hang the worker forever.
let (_keepalive, context, mut events) = match tokio::time::timeout(
Duration::from_secs(30),
connect(source),
)
.await
{
Ok(Ok(t)) => t,
Ok(Err(e)) => {
tracing::error!(error = %format!("{e:#}"), "libei: portal/EIS setup failed");
return;
}
Err(_) => {
tracing::error!(
"libei: EIS setup timed out (headless approval needed / kde-authorized grant not seeded / gamescope socket never appeared)"
);
return;
}
};
tracing::info!("libei: EIS connected — awaiting devices");
let mut state = EiState::new();
// Watchdog: a healthy EIS server adds + resumes an input device within a beat of the handshake.
// If none has resumed by this deadline, the connection is dead-on-arrival (stale/half-ready
// gamescope socket the handshake passed but no real server is behind) — exit so the next
// inject() fails and InjectorService reopens against a fresh socket, instead of silently
// swallowing every event for the whole session.
let resume_deadline = tokio::time::sleep(Duration::from_secs(5));
tokio::pin!(resume_deadline);
let mut resumed_once = false;
loop {
tokio::select! {
ei = events.next() => match ei {
Some(Ok(ev)) => {
state.handle_ei(ev, &context);
if !resumed_once && state.devices.iter().any(|d| d.resumed) {
resumed_once = true;
}
}
Some(Err(e)) => { tracing::warn!(error = %e, "libei: event stream error"); break; }
None => { tracing::info!("libei: EIS disconnected"); break; }
},
msg = rx.recv() => match msg {
Some(input) => state.inject(&input, &context),
None => { tracing::info!("libei: injector closed — ending session"); break; }
},
_ = &mut resume_deadline, if !resumed_once => {
tracing::warn!(
"libei: no input device resumed within 5s of connecting — treating the EIS \
connection as dead and reopening (stale or half-ready compositor socket)"
);
break;
}
}
}
// A client that vanished mid-press must not leave keys/buttons latched in the
// compositor — Mutter keeps the implicit grab of a destroyed device's button and the
// focused app stops taking clicks until it is restarted. Release everything still
// held before the EIS connection (and its devices) go away.
state.release_all(&context);
}
/// Tie down the verbose tuple the connect step returns. The keep-alive must stay alive for the
/// whole session — dropping the portal/Mutter session closes the EIS connection; for the
/// direct-socket path it's `Box::new(())`.
type Connected = (
Box<dyn Send>,
ei::Context,
reis::tokio::EiConvertEventStream,
);
/// Reach an EIS server per `source` and run the EI sender handshake.
async fn connect(source: EiSource) -> Result<Connected> {
let (keepalive, stream): (Box<dyn Send>, UnixStream) = match source {
EiSource::Portal => {
let (rd, session, fd) = connect_portal().await?;
(Box::new((rd, session)), UnixStream::from(fd))
}
EiSource::MutterEis => {
let (keepalive, fd) = connect_mutter().await?;
(keepalive, UnixStream::from(fd))
}
EiSource::SocketPathFile(file) => (Box::new(()), connect_socket_file(&file).await?),
};
let context = ei::Context::new(stream).map_err(|e| anyhow!("reis EI context: {e}"))?;
// Bound the handshake. `UnixStream::connect` to a socket *file* succeeds the moment the path
// exists, but a stale/half-ready gamescope (its socket created early in startup, or left behind
// by a SIGKILLed prior session) may never drive the EI handshake — which would otherwise hang
// this worker forever. A bounded handshake lets the worker error out so InjectorService reopens.
let (_conn, events) = tokio::time::timeout(
Duration::from_secs(8),
context.handshake_tokio("punktfunk-host", ei::handshake::ContextType::Sender),
)
.await
.map_err(|_| {
anyhow!("EI handshake timed out (EIS server not responding — stale/half-ready socket?)")
})?
.map_err(|e| anyhow!("EI handshake: {e}"))?;
Ok((keepalive, context, events))
}
/// Open a RemoteDesktop portal session (pointer + keyboard) and obtain the EIS socket fd.
async fn connect_portal() -> Result<(
RemoteDesktop,
ashpd::desktop::Session<RemoteDesktop>,
std::os::fd::OwnedFd,
)> {
let rd = RemoteDesktop::new()
.await
.map_err(|e| anyhow!("open RemoteDesktop portal (is xdg-desktop-portal-kde/gnome running and XDG_CURRENT_DESKTOP set?): {e}"))?;
let session = rd
.create_session(CreateSessionOptions::default())
.await
.map_err(|e| anyhow!("create RemoteDesktop session: {e}"))?;
rd.select_devices(
&session,
SelectDevicesOptions::default()
.set_devices(DeviceType::Keyboard | DeviceType::Pointer | DeviceType::Touchscreen)
.set_persist_mode(PersistMode::DoNot),
)
.await
.map_err(|e| anyhow!("select_devices: {e}"))?
.response()
.map_err(|e| anyhow!("select_devices response: {e}"))?;
let started = rd
.start(&session, None, StartOptions::default())
.await
.map_err(|e| anyhow!("start RemoteDesktop session: {e}"))?;
let granted = started
.response()
.map_err(|e| anyhow!("RemoteDesktop start denied: {e}"))?;
tracing::info!(devices = ?granted.devices(), "libei: portal granted devices");
let fd = rd
.connect_to_eis(&session, ConnectToEISOptions::default())
.await
.map_err(|e| anyhow!("connect_to_eis (RemoteDesktop portal version < 2?): {e}"))?;
Ok((rd, session, fd))
}
/// GNOME path: get the EIS socket fd from Mutter's *direct* `org.gnome.Mutter.RemoteDesktop` API
/// (`CreateSession` → `Start` → `ConnectToEIS`). No xdg portal is involved, so there is no
/// interactive "Allow remote control?" approval to satisfy — exactly why [`connect_portal`] times
/// out on a headless GNOME host. (Same direct API the Mutter *video* backend uses.) The returned
/// keep-alive owns the D-Bus connection + session; dropping it tears the Mutter session down and
/// closes the EIS connection (Mutter sessions die with their D-Bus connection).
async fn connect_mutter() -> Result<(Box<dyn Send>, std::os::fd::OwnedFd)> {
use zbus::zvariant::{OwnedObjectPath, Value};
let conn = zbus::Connection::session()
.await
.map_err(|e| anyhow!("connect session D-Bus (Mutter RemoteDesktop): {e}"))?;
let rd = zbus::Proxy::new(
&conn,
"org.gnome.Mutter.RemoteDesktop",
"/org/gnome/Mutter/RemoteDesktop",
"org.gnome.Mutter.RemoteDesktop",
)
.await
.map_err(|e| anyhow!("Mutter RemoteDesktop proxy (is gnome-shell running?): {e}"))?;
let session_path: OwnedObjectPath = rd
.call("CreateSession", &())
.await
.map_err(|e| anyhow!("Mutter RemoteDesktop.CreateSession: {e}"))?;
let session = zbus::Proxy::new(
&conn,
"org.gnome.Mutter.RemoteDesktop",
session_path,
"org.gnome.Mutter.RemoteDesktop.Session",
)
.await
.map_err(|e| anyhow!("Mutter RemoteDesktop.Session proxy: {e}"))?;
session
.call_method("Start", &())
.await
.map_err(|e| anyhow!("Mutter RemoteDesktop.Session.Start: {e}"))?;
let options: HashMap<&str, Value> = HashMap::new();
let fd: zbus::zvariant::OwnedFd = session
.call("ConnectToEIS", &(options,))
.await
.map_err(|e| anyhow!("Mutter RemoteDesktop.Session.ConnectToEIS: {e}"))?;
tracing::info!("libei: connected to Mutter's direct RemoteDesktop EIS (no portal approval)");
Ok((Box::new((conn, session)), std::os::fd::OwnedFd::from(fd)))
}
/// Poll `file` for the EIS socket path (the gamescope backend relays `LIBEI_SOCKET` there once
/// the nested app launches), then connect. A bare name is resolved against `XDG_RUNTIME_DIR`,
/// mirroring libei's own `LIBEI_SOCKET` semantics.
async fn connect_socket_file(file: &std::path::Path) -> Result<UnixStream> {
// The relay file is rewritten each session with the CURRENT gamescope's `LIBEI_SOCKET`, and the
// socket may not be `listen()`ing the instant its name appears — or the file may briefly still
// hold a prior, now-dead session's name (the host-lifetime injector reconnecting between
// sessions). So poll: RE-READ the file and RETRY the connect, treating "refused"/"missing" as
// not-ready-yet (the exact "Connection refused" we saw when a stale socket lingered). Bounded so
// a genuinely wedged setup still surfaces an error.
let deadline = std::time::Instant::now() + Duration::from_secs(15);
let mut logged = String::new();
loop {
if let Ok(s) = std::fs::read_to_string(file) {
let name = s.trim();
if !name.is_empty() {
let full = if name.starts_with('/') {
std::path::PathBuf::from(name)
} else {
let runtime = std::env::var("XDG_RUNTIME_DIR").map_err(|_| {
anyhow!("XDG_RUNTIME_DIR unset (needed to resolve EIS socket '{name}')")
})?;
std::path::Path::new(&runtime).join(name)
};
if logged != name {
tracing::info!(socket = %full.display(), "libei: connecting to EIS socket");
logged = name.to_string();
}
match UnixStream::connect(&full) {
Ok(stream) => return Ok(stream),
// Refused = socket file exists but no listener yet (or a dead session);
// NotFound = path not created yet. Both heal once the live gamescope's EIS is
// up — retry. Anything else (e.g. permission) is a real failure.
Err(e)
if matches!(
e.kind(),
std::io::ErrorKind::ConnectionRefused | std::io::ErrorKind::NotFound
) => {}
Err(e) => return Err(anyhow!("connect EIS socket {}: {e}", full.display())),
}
}
}
if std::time::Instant::now() >= deadline {
return Err(anyhow!(
"EIS socket from {} never became connectable (gamescope not up, or its EIS crashed)",
file.display()
));
}
tokio::time::sleep(Duration::from_millis(250)).await;
}
}
/// One EI device and its emulation state.
struct DeviceSlot {
device: reis::event::Device,
/// The device is resumed (allowed to emit). Devices arrive paused and may pause again.
resumed: bool,
/// We have issued `start_emulating` since the last resume.
emulating: bool,
}
/// Tracks bound devices + the serial/sequence/timebase the EI protocol requires.
struct EiState {
devices: Vec<DeviceSlot>,
last_serial: u32,
sequence: u32,
start: Instant,
/// Total inject() calls — used only to throttle diagnostic logging.
injected: u64,
/// Bitmask of [`InputKind`]s already logged once (diagnostics: surface the FIRST of each
/// kind a client sends + whether it emitted, so an unexpected client — e.g. a touch-only
/// tablet hitting a compositor without ei_touchscreen — is immediately diagnosable).
seen_kinds: u32,
/// Wire codes currently held down (keys = VK, buttons = GameStream ids, touches = ids)
/// — synthesized back up at session end ([`EiState::release_all`]). A client that
/// vanishes mid-press must not leave the compositor with a latched key or an implicit
/// pointer grab: observed on Mutter, a button held by a destroyed EIS device wedges
/// click delivery to the focused app until that app is restarted.
held_keys: Vec<u32>,
held_buttons: Vec<u32>,
held_touches: Vec<u32>,
}
/// Stable small index per [`InputKind`] for the `seen_kinds` bitmask.
fn kind_bit(kind: InputKind) -> u32 {
let i = match kind {
InputKind::MouseMove => 0,
InputKind::MouseMoveAbs => 1,
InputKind::MouseButtonDown => 2,
InputKind::MouseButtonUp => 3,
InputKind::MouseScroll => 4,
InputKind::KeyDown => 5,
InputKind::KeyUp => 6,
InputKind::TouchDown => 7,
InputKind::TouchMove => 8,
InputKind::TouchUp => 9,
InputKind::GamepadButton => 10,
InputKind::GamepadAxis => 11,
};
1 << i
}
impl EiState {
fn new() -> Self {
Self {
devices: Vec::new(),
last_serial: 0,
sequence: 0,
start: Instant::now(),
injected: 0,
seen_kinds: 0,
held_keys: Vec::new(),
held_buttons: Vec::new(),
held_touches: Vec::new(),
}
}
/// Release everything the remote client still holds — called when the session ends
/// (client gone, EIS closing). Synthesizes wire-level release events through the
/// normal [`EiState::inject`] path so the compositor sees proper key-up / button-up /
/// touch-up frames before the devices disappear.
fn release_all(&mut self, ctx: &ei::Context) {
let (keys, buttons, touches) = (
std::mem::take(&mut self.held_keys),
std::mem::take(&mut self.held_buttons),
std::mem::take(&mut self.held_touches),
);
if keys.is_empty() && buttons.is_empty() && touches.is_empty() {
return;
}
tracing::info!(
keys = keys.len(),
buttons = buttons.len(),
touches = touches.len(),
"libei: releasing input still held at session end"
);
let release = |kind: InputKind, code: u32| InputEvent {
kind,
_pad: [0; 3],
code,
x: 0,
y: 0,
flags: 0,
};
for code in buttons {
self.inject(&release(InputKind::MouseButtonUp, code), ctx);
}
for code in keys {
self.inject(&release(InputKind::KeyUp, code), ctx);
}
for id in touches {
self.inject(&release(InputKind::TouchUp, id), ctx);
}
}
fn now_us(&self) -> u64 {
self.start.elapsed().as_micros() as u64
}
/// Apply a server event: bind capabilities, track devices, and follow resume/pause.
fn handle_ei(&mut self, ev: EiEvent, ctx: &ei::Context) {
match ev {
EiEvent::SeatAdded(e) => {
e.seat.bind_capabilities(
DeviceCapability::Pointer
| DeviceCapability::PointerAbsolute
| DeviceCapability::Keyboard
| DeviceCapability::Scroll
| DeviceCapability::Button
| DeviceCapability::Touch,
);
let _ = ctx.flush();
}
EiEvent::DeviceAdded(e) => {
tracing::info!(device = ?e.device.name(), ty = ?e.device.device_type(), "libei: device added");
self.devices.push(DeviceSlot {
device: e.device,
resumed: false,
emulating: false,
});
}
EiEvent::DeviceRemoved(e) => {
self.devices.retain(|d| d.device != e.device);
}
EiEvent::DeviceResumed(e) => {
self.last_serial = e.serial;
if let Some(d) = self.devices.iter_mut().find(|d| d.device == e.device) {
d.resumed = true;
d.emulating = false; // must re-issue start_emulating after a resume
}
let dev = &e.device;
tracing::info!(
name = ?dev.name(),
pointer = dev.has_capability(DeviceCapability::Pointer),
pointer_abs = dev.has_capability(DeviceCapability::PointerAbsolute),
keyboard = dev.has_capability(DeviceCapability::Keyboard),
button = dev.has_capability(DeviceCapability::Button),
scroll = dev.has_capability(DeviceCapability::Scroll),
"libei: device RESUMED (now emittable)"
);
}
EiEvent::DevicePaused(e) => {
if let Some(d) = self.devices.iter_mut().find(|d| d.device == e.device) {
d.resumed = false;
d.emulating = false;
}
}
// Informational: the server reports resulting modifier/group state; we don't set it.
EiEvent::KeyboardModifiers(e) => self.last_serial = e.serial,
_ => {}
}
}
/// Index of a resumed device exposing `cap`.
fn device_for(&self, cap: DeviceCapability) -> Option<usize> {
self.devices
.iter()
.position(|d| d.resumed && d.device.has_capability(cap))
}
/// Ensure the device at `idx` is in `start_emulating` state before we emit on it.
fn ensure_emulating(&mut self, idx: usize, dev: &ei::Device) {
if !self.devices[idx].emulating {
dev.start_emulating(self.last_serial, self.sequence);
self.sequence = self.sequence.wrapping_add(1);
self.devices[idx].emulating = true;
}
}
/// Translate and emit one client input event, committing it as a single `frame`.
fn inject(&mut self, ev: &InputEvent, ctx: &ei::Context) {
let cap = match ev.kind {
InputKind::MouseMove => DeviceCapability::Pointer,
InputKind::MouseMoveAbs => DeviceCapability::PointerAbsolute,
InputKind::MouseButtonDown | InputKind::MouseButtonUp => DeviceCapability::Button,
InputKind::MouseScroll => DeviceCapability::Scroll,
InputKind::KeyDown | InputKind::KeyUp => DeviceCapability::Keyboard,
InputKind::TouchDown | InputKind::TouchMove | InputKind::TouchUp => {
DeviceCapability::Touch
}
InputKind::GamepadButton | InputKind::GamepadAxis => return, // uinput path (later)
};
self.injected += 1;
let n = self.injected;
// Log the first of each kind always (diagnostics), then occasionally.
let bit = kind_bit(ev.kind);
let first = self.seen_kinds & bit == 0;
self.seen_kinds |= bit;
let loud = first || n <= 5 || n % 600 == 0;
let Some(idx) = self.device_for(cap) else {
if loud {
tracing::warn!(
n,
kind = ?ev.kind,
?cap,
devices = self.devices.len(),
resumed = self.devices.iter().filter(|d| d.resumed).count(),
"libei: DROP — no resumed device exposes this capability"
);
}
// No resumed device with this capability yet. For touch this is usually permanent on
// this compositor — the RemoteDesktop portal may grant the Touchscreen *device type*
// while the EIS server never creates a touchscreen *device* (observed on headless
// KWin). Surface it once so touch silently going nowhere is diagnosable.
if matches!(
ev.kind,
InputKind::TouchDown | InputKind::TouchMove | InputKind::TouchUp
) {
static WARNED: std::sync::atomic::AtomicBool =
std::sync::atomic::AtomicBool::new(false);
if !WARNED.swap(true, std::sync::atomic::Ordering::Relaxed) {
tracing::warn!(
"touch received but the compositor's EIS exposed no touchscreen device — \
touch is dropped (KWin's libei may not implement ei_touchscreen yet; \
gamescope / a newer compositor may)"
);
}
}
return;
};
let dev = self.devices[idx].device.device().clone();
self.ensure_emulating(idx, &dev);
let mut emitted = true;
let slot = &self.devices[idx].device;
match ev.kind {
InputKind::MouseMove => match slot.interface::<ei::Pointer>() {
Some(p) => p.motion_relative(ev.x as f32, ev.y as f32),
None => emitted = false,
},
InputKind::MouseMoveAbs => {
let w = ((ev.flags >> 16) & 0xffff) as f32;
let h = (ev.flags & 0xffff) as f32;
match (
slot.interface::<ei::PointerAbsolute>(),
slot.regions().first(),
) {
(Some(p), Some(region)) if w > 0.0 && h > 0.0 => {
// Map the normalized client position into the device's first region.
let nx = (ev.x as f32 / w).clamp(0.0, 1.0);
let ny = (ev.y as f32 / h).clamp(0.0, 1.0);
let x = region.x as f32 + nx * region.width as f32;
let y = region.y as f32 + ny * region.height as f32;
p.motion_absolute(x, y);
}
_ => emitted = false,
}
}
InputKind::MouseButtonDown | InputKind::MouseButtonUp => {
match (slot.interface::<ei::Button>(), gs_button_to_evdev(ev.code)) {
(Some(b), Some(btn)) => {
let st = if ev.kind == InputKind::MouseButtonDown {
ei::button::ButtonState::Press
} else {
ei::button::ButtonState::Released
};
b.button(btn, st);
}
_ => emitted = false,
}
}
InputKind::MouseScroll => match slot.interface::<ei::Scroll>() {
Some(s) => {
// Wire deltas are WHEEL_DELTA(120)-scaled in `x`. Emit BOTH ei scroll axes
// from it: `scroll_discrete` (120-per-detent — drives line/page scrolling)
// AND the continuous `scroll` axis in logical px (≈15 px/detent). Without
// the continuous axis Mutter floors a sub-detent delta (trackpad / precise
// wheel / fractional smooth scroll) to zero whole clicks, so small scrolls
// never register and you have to spin the wheel a lot — emitting the pixel
// axis too makes every delta move proportionally (matches the wlr backend's
// 15 px/notch). Positive wire = up (vertical, negated on the ei axis) /
// RIGHT (horizontal, already positive — moonlight-qt/Sunshine pass it
// through unnegated); only the vertical axis flips.
const PX_PER_DETENT: f32 = 15.0;
let px = ev.x as f32 / 120.0 * PX_PER_DETENT;
if ev.code == SCROLL_HORIZONTAL {
s.scroll_discrete(ev.x, 0);
s.scroll(px, 0.0);
} else {
s.scroll_discrete(0, -ev.x);
s.scroll(0.0, -px);
}
}
None => emitted = false,
},
InputKind::KeyDown | InputKind::KeyUp => {
match (slot.interface::<ei::Keyboard>(), vk_to_evdev(ev.code as u8)) {
(Some(k), Some(evdev)) => {
let st = if ev.kind == InputKind::KeyDown {
ei::keyboard::KeyState::Press
} else {
ei::keyboard::KeyState::Released
};
k.key(evdev as u32, st);
}
_ => {
emitted = false;
tracing::debug!(vk = ev.code, "libei: unmapped VK keycode — dropped");
}
}
}
// Touch: `code` is the touch id, `x`/`y` are client pixels and `flags` packs the
// client surface w/h — mapped into the device's region exactly like MouseMoveAbs.
// One InputEvent = one frame, which satisfies the ei_touchscreen rule that a down /
// motion / up must not share a frame.
InputKind::TouchDown | InputKind::TouchMove => {
let w = ((ev.flags >> 16) & 0xffff) as f32;
let h = (ev.flags & 0xffff) as f32;
match (slot.interface::<ei::Touchscreen>(), slot.regions().first()) {
(Some(t), Some(region)) if w > 0.0 && h > 0.0 => {
let nx = (ev.x as f32 / w).clamp(0.0, 1.0);
let ny = (ev.y as f32 / h).clamp(0.0, 1.0);
let x = region.x as f32 + nx * region.width as f32;
let y = region.y as f32 + ny * region.height as f32;
if ev.kind == InputKind::TouchDown {
t.down(ev.code, x, y);
} else {
t.motion(ev.code, x, y);
}
}
_ => emitted = false,
}
}
InputKind::TouchUp => match slot.interface::<ei::Touchscreen>() {
Some(t) => t.up(ev.code),
None => emitted = false,
},
InputKind::GamepadButton | InputKind::GamepadAxis => emitted = false,
}
if emitted {
// Track held state on the wire codes so `release_all` can undo it at
// session end (vanished clients must not leave anything latched).
match ev.kind {
InputKind::KeyDown if !self.held_keys.contains(&ev.code) => {
self.held_keys.push(ev.code);
}
InputKind::KeyUp => self.held_keys.retain(|&c| c != ev.code),
InputKind::MouseButtonDown if !self.held_buttons.contains(&ev.code) => {
self.held_buttons.push(ev.code);
}
InputKind::MouseButtonUp => self.held_buttons.retain(|&c| c != ev.code),
InputKind::TouchDown if !self.held_touches.contains(&ev.code) => {
self.held_touches.push(ev.code);
}
InputKind::TouchUp => self.held_touches.retain(|&c| c != ev.code),
_ => {}
}
dev.frame(self.last_serial, self.now_us());
}
if let Err(e) = ctx.flush() {
tracing::warn!(error = %e, "libei: ctx.flush failed");
}
if loud {
tracing::info!(n, kind = ?ev.kind, idx, emitted, "libei: emitted");
}
}
}