01fcb010190597f25d101fdfd995d778da029db1
1 Commits
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d707ee4d4e |
feat(apple,android): three-way touch input — trackpad cursor (default), direct pointer, real multi-touch passthrough
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The two touch clients had exactly complementary gaps: iOS forwarded fingers ONLY as raw wire touches (no way to drive the host cursor from the touch screen), Android had the two mouse modes but no passthrough. Both now share one three-way "Touch input" setting: Trackpad (default) / Direct pointer / Touch passthrough. iOS/iPadOS: Input/TouchMouse.swift ports the Android gesture engine 1:1 (same px-based acceleration curve; tap=click, two-finger tap=right-click, two-finger drag=scroll, tap-then-drag=held drag, three-finger tap=stats HUD via the shared hudEnabled default); direct-pointer mode maps through the aspect-fit letterbox; the previous always-on behavior lives on as the passthrough option. The mode latches per gesture (a Settings change never splits one gesture across models), touchesCancelled releases held state without synthesizing a click, and session stop flushes a mid-drag button. Settings picker on iPhone + iPad next to the iPad-only pointer-capture toggle. Deliberate default change: trackpad, not passthrough. Android: new nativeSendTouch JNI shim → wire TouchDown/Move/Up (the host already injects real touch on every backend — libei touchscreen, wlroots, KWin fake-input, SendInput); streamTouchPassthrough forwards every finger with stable ids and lifts still-held contacts on teardown; the trackpadMode Boolean becomes the TouchMode enum (old pref migrated on load, never rewritten) with a Settings dropdown. Verified: macOS swift build + full suite (incl. new TouchMouseTests), iOS Simulator Swift compile, cargo check/fmt/clippy on the native crate, Kotlin app+kit compile + unit tests. On-glass feel of the iOS ballistics and Android passthrough against a touch-aware app still pending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |