fix(apple): drive macOS mouse motion/buttons from NSEvent; fix iPad pointer lock

Host-side logs proved the macOS client sent keyboard + scroll but ZERO relative
mouse-motion and ZERO button events for an entire session — the user was moving
the mouse the whole time. Root cause is client-side: GCMouse's
mouseMovedHandler/pressedChangedHandler silently never fired on the live Mac
(a documented GameController quirk) while GCKeyboard worked and scroll already
rode NSEvent. So motion/buttons were the only input on a GCMouse-only path, and
that path was dead.

macOS: stop relying on GCMouse for motion/buttons (compiled out with
#if !os(macOS)); drive them from a local NSEvent monitor installed only while
captured — the same channel scrollWheel already uses successfully. Under
CGAssociateMouseAndMouseCursorPosition(false) the mouseMoved/dragged deltaX/deltaY
ARE the relative motion (OS-acceleration-applied, exactly what Moonlight's macOS
client ships). All four motion event types are covered so motion keeps flowing
during a button-held drag; buttons map left/right/middle/X1/X2 through the
existing engage-click-suppression + release-on-blur logic. NSEvent deltaY is
already screen-space (+y down) so, unlike the GCMouse path, it is NOT negated.

iPad: the input failure there was a different cause — GCMouse only delivers
relative deltas while the scene holds a true pointer LOCK, which the system grants
only to a full-screen, frontmost iPad scene and which UIHostingController doesn't
consult for children. Gate prefersPointerLocked to iPad + captured, add
childViewControllerForPointerLock so a reparenting container forwards the lock
decision to this VC, and log the resolved lock state. Touch remains the
unconditional fallback.

Adds a PUNKTFUNK_INPUT_DEBUG=1 switch (os.Logger, throttled) so motion/buttons
being SENT is verifiable on-device without host-side logs. iOS GCMouse path
otherwise unchanged; GCKeyboard unchanged on both. Researched + adversarially
reviewed; Swift builds only on a Mac, so this is unverified-compiled here.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-11 12:30:19 +00:00
parent 6e1097da4f
commit e414ec0895
3 changed files with 230 additions and 16 deletions
@@ -1,10 +1,18 @@
// Input capture punktfunk/1 datagrams, via the GameController framework. // Input capture punktfunk/1 datagrams.
// //
// GCMouse delivers RAW deltas (not the accelerated cursor) exactly what the host-side // Mouse MOTION and BUTTONS take different paths per platform. On macOS GCMouse's
// injector expects for relative motion. GCKeyboard gives HID keycodes which we map to the // mouseMovedHandler/pressedChangedHandler proved unreliable in the field (delivered
// Windows VK space the host's vk_to_evdev table consumes (same space Moonlight uses). // nothing on a live Mac while GCKeyboard worked a documented GameController quirk), so
// Gamepads (GCController) come later the host's uinput pads already speak the // macOS drives motion + buttons from NSEvent under cursor disassociation instead (fed by
// GamepadButton/GamepadAxis event kinds, but m3's injector path doesn't route them yet. // StreamLayerView, the same channel that already carries scroll), and the GCMouse motion/
// button handlers are not installed there. NSEvent deltas under
// CGAssociateMouseAndMouseCursorPosition(false) are the relative motion OS-acceleration-
// applied (not raw HID), which is exactly what Moonlight's macOS client ships and is fine.
// iOS keeps the GCMouse path (raw deltas under pointer lock). GCKeyboard (both platforms)
// gives HID keycodes which we map to the Windows VK space the host's vk_to_evdev table
// consumes (same space Moonlight uses). Gamepads (GCController) come later the host's
// uinput pads already speak the GamepadButton/GamepadAxis event kinds, but m3's injector
// path doesn't route them yet.
// //
// The wire carries integer deltas; GC hands us Floats. We accumulate the fractional // The wire carries integer deltas; GC hands us Floats. We accumulate the fractional
// remainder per axis so slow, sub-pixel motion isn't truncated away. // remainder per axis so slow, sub-pixel motion isn't truncated away.
@@ -32,6 +40,14 @@ import UIKit
import Foundation import Foundation
import GameController import GameController
import PunktfunkCore import PunktfunkCore
import os
/// Diagnostic logging for the input path. Off by default (input is high-rate); set
/// PUNKTFUNK_INPUT_DEBUG=1 in the environment to surface whether relative motion + buttons
/// are actually being SENT to the host without needing host-side logs. Motion is throttled
/// to once per second (see `motionDebugTick`); buttons log every transition.
private let inputLog = Logger(subsystem: "io.unom.punktfunk", category: "input")
private let inputDebug = ProcessInfo.processInfo.environment["PUNKTFUNK_INPUT_DEBUG"] == "1"
public final class InputCapture { public final class InputCapture {
private static weak var activeCapture: InputCapture? private static weak var activeCapture: InputCapture?
@@ -55,6 +71,11 @@ public final class InputCapture {
/// it at the HID layer regardless, so its press AND release are dropped here. /// it at the HID layer regardless, so its press AND release are dropped here.
private var suppressedButton: UInt32? private var suppressedButton: UInt32?
/// Throttle for the PUNKTFUNK_INPUT_DEBUG motion counter (motion is high-rate we log
/// a rolling count + the last delta once per second, never per event). Main-queue only.
private var motionDebugCount = 0
private var motionDebugTick = Date.distantPast
/// One-shot twin of `suppressedButton` for the toggle: the physical Esc also /// One-shot twin of `suppressedButton` for the toggle: the physical Esc also
/// reaches GCKeyboard, racing the NSEvent monitor latched here so it can't type /// reaches GCKeyboard, racing the NSEvent monitor latched here so it can't type
/// an Escape into the host in either toggle direction. /// an Escape into the host in either toggle direction.
@@ -122,6 +143,16 @@ public final class InputCapture {
) { [weak self] n in ) { [weak self] n in
if let m = n.object as? GCMouse { self?.attach(mouse: m) } if let m = n.object as? GCMouse { self?.attach(mouse: m) }
}) })
#if os(iOS)
// The mouse can become the *current* one after it connected (and after our start()
// already ran) re-attach on that too so a launch-time race doesn't leave the iOS
// GCMouse path without handlers. attach() is idempotent (dedupes by identity).
observers.append(NotificationCenter.default.addObserver(
forName: .GCMouseDidBecomeCurrent, object: nil, queue: .main
) { [weak self] n in
if let m = n.object as? GCMouse { self?.attach(mouse: m) }
})
#endif
observers.append(NotificationCenter.default.addObserver( observers.append(NotificationCenter.default.addObserver(
forName: .GCKeyboardDidConnect, object: nil, queue: .main forName: .GCKeyboardDidConnect, object: nil, queue: .main
) { [weak self] n in ) { [weak self] n in
@@ -215,6 +246,10 @@ public final class InputCapture {
guard forwarding else { return } guard forwarding else { return }
if button == suppressedButton { if button == suppressedButton {
if !pressed { suppressedButton = nil } // capture click over stop suppressing if !pressed { suppressedButton = nil } // capture click over stop suppressing
if inputDebug {
inputLog.debug(
"button \(button, privacy: .public) \(pressed ? "down" : "up", privacy: .public) SUPPRESSED (engage click)")
}
return return
} }
if pressed { if pressed {
@@ -222,14 +257,31 @@ public final class InputCapture {
} else { } else {
pressedButtons.remove(button) pressedButtons.remove(button)
} }
if inputDebug {
inputLog.debug(
"button \(button, privacy: .public) \(pressed ? "down" : "up", privacy: .public) sent")
}
connection.send(.mouseButton(button, down: pressed)) connection.send(.mouseButton(button, down: pressed))
} }
/// NSEvent button path (macOS): StreamLayerView's local mouse monitor routes physical
/// button transitions here so they go through the same `suppressedButton` engage-click
/// latch and `pressedButtons` release-on-blur set as the (iOS) GCMouse path. Wire ids:
/// 1=left 2=middle 3=right 4=X1 5=X2.
public func sendMouseButton(_ button: UInt32, pressed: Bool) {
sendButton(button, pressed: pressed)
}
private func attach(mouse: GCMouse) { private func attach(mouse: GCMouse) {
guard let input = mouse.mouseInput, guard let input = mouse.mouseInput,
!mice.contains(where: { $0 === mouse }) // re-delivered on wake attach once !mice.contains(where: { $0 === mouse }) // re-delivered on wake attach once
else { return } else { return }
mice.append(mouse) mice.append(mouse)
// macOS drives motion + buttons from NSEvent (StreamLayerView's local monitor
// sendMotion/sendMouseButton) because GCMouse's handlers proved unreliable there;
// installing them too would double-send. iOS keeps GCMouse (raw deltas under
// pointer lock). See the file header.
#if !os(macOS)
input.mouseMovedHandler = { [weak self] _, dx, dy in input.mouseMovedHandler = { [weak self] _, dx, dy in
guard let self, self.forwarding else { return } guard let self, self.forwarding else { return }
// GC gives +y up; the host expects screen-space (+y down). // GC gives +y up; the host expects screen-space (+y down).
@@ -241,6 +293,16 @@ public final class InputCapture {
self.residualY = fy - iy self.residualY = fy - iy
if ix != 0 || iy != 0 { if ix != 0 || iy != 0 {
self.connection.send(.mouseMove(dx: Int32(ix), dy: Int32(iy))) self.connection.send(.mouseMove(dx: Int32(ix), dy: Int32(iy)))
if inputDebug {
self.motionDebugCount += 1
let now = Date()
if now.timeIntervalSince(self.motionDebugTick) >= 1 {
inputLog.debug(
"motion forwarded: \(self.motionDebugCount, privacy: .public) events, last dx \(Int(ix), privacy: .public) dy \(Int(iy), privacy: .public)")
self.motionDebugCount = 0
self.motionDebugTick = now
}
}
} }
} }
input.leftButton.pressedChangedHandler = { [weak self] _, _, pressed in input.leftButton.pressedChangedHandler = { [weak self] _, _, pressed in
@@ -260,12 +322,42 @@ public final class InputCapture {
} }
} }
} }
#endif
// NOTE: no scroll handler here. GCMouse's scroll dpad only fires for plain HID // NOTE: no scroll handler here. GCMouse's scroll dpad only fires for plain HID
// wheel deltas trackpad/Magic Mouse scrolling is gesture-based and never // wheel deltas trackpad/Magic Mouse scrolling is gesture-based and never
// reaches GameController. Scroll arrives via the stream view's scrollWheel // reaches GameController. Scroll arrives via the stream view's scrollWheel
// override (NSEvent covers wheels too) sendScroll(). // override (NSEvent covers wheels too) sendScroll().
} }
/// Forward relative mouse motion (macOS). Fed by StreamLayerView's NSEvent monitor
/// while captured the cursor is disassociated (CGAssociateMouseAndMouseCursorPosition
/// (false)), so mouseMoved/dragged deltaX/deltaY ARE the relative motion, the same
/// channel sendScroll already uses. Unlike the (iOS) GCMouse path this is NOT y-negated:
/// NSEvent deltaY is already screen-space (+y down), which is what the host expects.
/// Fractional remainders accumulate so slow, sub-pixel motion isn't truncated away.
public func sendMotion(dx: Float, dy: Float) {
guard forwarding else { return }
let fx = dx + residualX
let fy = dy + residualY
let ix = fx.rounded(.towardZero)
let iy = fy.rounded(.towardZero)
residualX = fx - ix
residualY = fy - iy
guard ix != 0 || iy != 0 else { return }
connection.send(.mouseMove(dx: Int32(ix), dy: Int32(iy)))
if inputDebug {
// High-rate log a rolling count + the last delta once per second, not per event.
motionDebugCount += 1
let now = Date()
if now.timeIntervalSince(motionDebugTick) >= 1 {
inputLog.debug(
"motion forwarded: \(self.motionDebugCount, privacy: .public) events, last dx \(Int(ix), privacy: .public) dy \(Int(iy), privacy: .public)")
motionDebugCount = 0
motionDebugTick = now
}
}
}
/// Forward a scroll gesture, WHEEL_DELTA(120)-scaled (positive = up / right, /// Forward a scroll gesture, WHEEL_DELTA(120)-scaled (positive = up / right,
/// Moonlight's convention). Fed by StreamLayerView.scrollWheel the only delivery /// Moonlight's convention). Fed by StreamLayerView.scrollWheel the only delivery
/// path that covers trackpad/Magic Mouse gestures (GCMouse never reports them). /// path that covers trackpad/Magic Mouse gestures (GCMouse never reports them).
@@ -19,13 +19,22 @@
import AppKit import AppKit
import AVFoundation import AVFoundation
import SwiftUI 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 /// 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 raw deltas) /// one both diverges from it (the host applies acceleration/clamping to our deltas) and
/// and can wander out of the window a click there would focus another app. So while /// can wander out of the window a click there would focus another app. So while captured
/// captured we do what Moonlight does: warp the cursor into the view, freeze it /// we do what Moonlight does: warp the cursor into the view, freeze it
/// (`CGAssociateMouseAndMouseCursorPosition(false)` GCMouse still delivers raw HID /// (`CGAssociateMouseAndMouseCursorPosition(false)` under which NSEvent mouseMoved/
/// deltas), and hide it. hide/unhide and associate are balanced via `captured`. /// dragged deltas become the relative motion StreamLayerView forwards), and hide it.
/// hide/unhide and associate are balanced via `captured`.
private final class CursorCapture { private final class CursorCapture {
private var captured = false private var captured = false
@@ -106,6 +115,10 @@ public final class StreamLayerView: NSView {
private var inputCapture: InputCapture? private var inputCapture: InputCapture?
private var appObservers: [NSObjectProtocol] = [] private var appObservers: [NSObjectProtocol] = []
private var windowObservers: [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?
/// Whether input capture is currently engaged (cursor hidden+frozen, mouse/keyboard /// Whether input capture is currently engaged (cursor hidden+frozen, mouse/keyboard
/// forwarded). Main-thread only. /// forwarded). Main-thread only.
@@ -249,6 +262,10 @@ public final class StreamLayerView: NSView {
else { return } else { return }
cursorCapture.capture(in: self) cursorCapture.capture(in: self)
inputCapture?.setForwarding(true, suppressClick: fromClick) 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 captured = true
window?.makeFirstResponder(self) window?.makeFirstResponder(self)
notifyCaptureChange(true) notifyCaptureChange(true)
@@ -256,12 +273,66 @@ public final class StreamLayerView: NSView {
private func releaseCapture() { private func releaseCapture() {
guard captured else { return } guard captured else { return }
removeMouseMonitor()
cursorCapture.release() cursorCapture.release()
inputCapture?.setForwarding(false) inputCapture?.setForwarding(false)
captured = false captured = false
notifyCaptureChange(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.
private func installMouseMonitor() {
guard mouseEventMonitor == nil else { return }
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:
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)") }
}
}
/// 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 /// Engage/release can run inside a SwiftUI update pass (captureEnabled flips in
/// updateNSView; release in dismantleNSView) publishing model state synchronously /// updateNSView; release in dismantleNSView) publishing model state synchronously
/// there is undefined behavior, so the callback is deferred a runloop turn. /// there is undefined behavior, so the callback is deferred a runloop turn.
@@ -315,6 +386,7 @@ public final class StreamLayerView: NSView {
/// whoever owns it (PunktfunkConnection.close() is safe alongside a draining pump). /// whoever owns it (PunktfunkConnection.close() is safe alongside a draining pump).
public func stop() { public func stop() {
releaseCapture() releaseCapture()
removeMouseMonitor() // belt-and-suspenders: releaseCapture no-ops if not captured
inputCapture?.stop() inputCapture?.stop()
inputCapture = nil inputCapture = nil
pump?.stop() pump?.stop()
@@ -323,6 +395,7 @@ public final class StreamLayerView: NSView {
} }
deinit { deinit {
removeMouseMonitor()
appObservers.forEach(NotificationCenter.default.removeObserver(_:)) appObservers.forEach(NotificationCenter.default.removeObserver(_:))
windowObservers.forEach(NotificationCenter.default.removeObserver(_:)) windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
pump?.stop() pump?.stop()
@@ -21,6 +21,14 @@ import GameController
import PunktfunkCore import PunktfunkCore
import SwiftUI import SwiftUI
import UIKit import UIKit
import os
/// Same diagnostic switch as InputCapture (PUNKTFUNK_INPUT_DEBUG=1): on iOS we log the
/// resolved pointer-lock state each time capture engages, so the user can see whether the
/// scene actually locked (GCMouse only delivers deltas while it did) or whether we're on
/// the touch fallback.
private let iosInputLog = Logger(subsystem: "io.unom.punktfunk", category: "input")
private let iosInputDebug = ProcessInfo.processInfo.environment["PUNKTFUNK_INPUT_DEBUG"] == "1"
public struct StreamView: UIViewControllerRepresentable { public struct StreamView: UIViewControllerRepresentable {
private let connection: PunktfunkConnection private let connection: PunktfunkConnection
@@ -76,6 +84,17 @@ public final class StreamViewController: UIViewController {
private var pointerInteraction: UIPointerInteraction? private var pointerInteraction: UIPointerInteraction?
#endif #endif
/// Reads whether the scene's pointer is actually locked right now; nil = state
/// unavailable (no scene yet, or pre-availability). Only while this is true does GCMouse
/// deliver relative deltas otherwise the touch path carries input.
private func pointerLockEngaged() -> Bool? {
#if os(iOS)
return view.window?.windowScene?.pointerLockState?.isLocked
#else
return nil
#endif
}
var onCaptureChange: ((Bool) -> Void)? var onCaptureChange: ((Bool) -> Void)?
var captureEnabled = true { var captureEnabled = true {
@@ -96,9 +115,9 @@ public final class StreamViewController: UIViewController {
view = StreamLayerUIView() view = StreamLayerUIView()
#if os(iOS) #if os(iOS)
// Hide the iPadOS cursor while it hovers the video: the host renders its own // Hide the iPadOS cursor while it hovers the video: the host renders its own
// cursor from our raw deltas, so the local one only diverges from it. (True // cursor from our deltas, so the local one only diverges from it. This hides the
// pointer LOCK prefersPointerLocked isn't consulted through // pointer; true pointer LOCK (below) is what makes GCMouse deliver relative deltas
// UIHostingController; this hides the pointer without locking it.) // and the system only grants it on a full-screen, frontmost iPad scene.
let interaction = UIPointerInteraction(delegate: self) let interaction = UIPointerInteraction(delegate: self)
view.addInteraction(interaction) view.addInteraction(interaction)
pointerInteraction = interaction pointerInteraction = interaction
@@ -106,8 +125,19 @@ public final class StreamViewController: UIViewController {
} }
#if os(iOS) #if os(iOS)
public override var prefersPointerLocked: Bool { captured } // Pointer lock is only meaningful on iPad (iPhone has no hardware-pointer lock) and
// only when capture is engaged. The system additionally requires full-screen + frontmost
// and may drop it (Slide Over/Stage Manager/backgrounding) verified in setCaptured().
public override var prefersPointerLocked: Bool {
captured && UIDevice.current.userInterfaceIdiom == .pad
}
public override var prefersHomeIndicatorAutoHidden: Bool { true } public override var prefersHomeIndicatorAutoHidden: Bool { true }
// If SwiftUI's UIHostingController reparents us, a plain container parent that forwards
// its pointer-lock decision to its children will then reach this VC. (UIHostingController
// itself does not consult children, which is why GCMouse deltas can never arrive there
// the touch path, always forwarded, is the unconditional fallback.)
public override var childViewControllerForPointerLock: UIViewController? { self }
#endif #endif
func start( func start(
@@ -157,6 +187,16 @@ public final class StreamViewController: UIViewController {
) { [weak self] _ in ) { [weak self] _ in
self?.setCaptured(false) self?.setCaptured(false)
}) })
// The system can drop the lock without us asking (Slide Over, Stage Manager, leaving
// foregroundActive). Surface it so the user sees, in PUNKTFUNK_INPUT_DEBUG, when
// GCMouse delivery has silently stopped and we've fallen back to touch.
observers.append(NotificationCenter.default.addObserver(
forName: UIPointerLockState.didChangeNotification, object: nil, queue: .main
) { [weak self] _ in
guard let self, iosInputDebug else { return }
let locked = self.pointerLockEngaged().map(String.init(describing:)) ?? "unavailable"
iosInputLog.debug("pointer lock changed: isLocked=\(locked, privacy: .public)")
})
if captureEnabled { if captureEnabled {
setCaptured(true) // entering a session is the deliberate "capture me" moment setCaptured(true) // entering a session is the deliberate "capture me" moment
@@ -194,7 +234,16 @@ public final class StreamViewController: UIViewController {
pointerInteraction?.invalidate() // re-resolve the hidden/visible pointer style pointerInteraction?.invalidate() // re-resolve the hidden/visible pointer style
let onCaptureChange = onCaptureChange let onCaptureChange = onCaptureChange
let captured = captured let captured = captured
DispatchQueue.main.async { onCaptureChange?(captured) } DispatchQueue.main.async { [weak self] in
onCaptureChange?(captured)
// The lock request is async read the resolved state next turn. If it didn't
// engage, GCMouse won't deliver and the always-on touch path carries input.
if iosInputDebug, let self {
let locked = self.pointerLockEngaged().map(String.init(describing:)) ?? "unavailable"
iosInputLog.debug(
"setCaptured(\(captured, privacy: .public)) → pointer lock isLocked=\(locked, privacy: .public)")
}
}
} }
#endif #endif