Bring the SDL presenter (Linux/Deck + Windows) to parity with the Android and
Apple clients: a persisted TouchMode selects how a touchscreen drives the host —
* Trackpad (default): relative cursor with pointer ballistics + the shared
gesture vocabulary (tap = left click, two-finger tap = right click,
two-finger drag = scroll, tap-then-drag = held left drag, three-finger tap =
cycle the stats overlay).
* Direct pointer: the cursor jumps to and follows the finger (absolute).
* Touch passthrough: every finger is a real host touchscreen contact.
Previously the presenter had no finger handling, so SDL synthesized mouse events
from touch and — under the stream's relative-mouse lock — walked the host cursor
into the corner (the reported Deck bug). SDL touch->mouse synthesis is now off;
DIRECT touchscreens route through a new incremental gesture engine (a port of
Android TouchInput.kt / Apple TouchMouse.swift), while INDIRECT trackpads keep
driving the mouse. Fingers map through the aspect-fit letterbox onto the content
rect.
TouchMode lives in the shared trust::Settings (default trackpad, so passthrough
is opt-in like the other clients); the GTK and WinUI settings screens both gained
a "Touch input" picker. Gesture engine, letterbox mapping, and settings
back-compat are unit-tested (28 tests green); clippy -D warnings clean; full
Linux client + session build verified on-host.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two capture bugs compounding into 'sluggish and not captured':
1. flush_motion was never called from the run loop — the GTK client's
frame-clock tick flushed pending motion every frame, and the port
lost it. Pure mouse movement only reached the host when a click/key/
scroll happened to flush it; the host cursor simply didn't follow.
Now one coalesced MouseMove per loop iteration.
2. Capture forwarded ABSOLUTE letterboxed coordinates with no pointer
confinement (GTK parity, the plan's deferred 'stage-2' item): the
visible local cursor outran the host cursor by the full e2e and
escaped the window. Capture is now real pointer lock — SDL relative
mouse mode (hidden, confined, raw deltas) with relative MouseMove on
the wire, so the host cursor is the only cursor.
Also: focus-gain re-engages after an auto-release (Alt-Tab undoes
itself; the startup focus race can no longer strand the session
uncaptured) while a chord release stays released until the user opts
back in.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
punktfunk-session streams one --connect session in an SDL3 window: ash
swapchain with a transfer-only letterboxed blit of the software-decode
path (no graphics pipeline until the phase-2 dmabuf/CSC pass), the
ui_stream input-capture state machine on SDL events (scancode→VK table
cross-checked against the evdev one), gamepads via a new caller-pumped
GamepadService mode (SDL video owns the main thread here), and the
shell↔session stdout contract: {"ready":true}, per-window stats:
lines, JSON error + exit codes 0/2/3/4. Strict trust — no pin, no
connect. Design: punktfunk-planning linux-client-rearchitecture.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>