Compare commits
120 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 1b73361372 | |||
| d2b4e3d71c | |||
| 0bca67f73e | |||
| 9d67dc18aa | |||
| b349724fe9 | |||
| 32e5594a9a | |||
| f4f6c5556f | |||
| 5c7e0afa99 | |||
| 5a384fe788 | |||
| a2433d77cf | |||
| a87b279c2b | |||
| 9bf72cdfb5 | |||
| a1af916e38 | |||
| 46b7ffc001 | |||
| 9b7fc127ef | |||
| 1a559e8d5e | |||
| 160914c48b | |||
| ed0ce5dc6d | |||
| f2fa7828d6 | |||
| 85513d1697 | |||
| 0058f624a2 | |||
| a7a1e871e8 | |||
| 840e5d590e | |||
| d58524c899 | |||
| 6db91cbf40 | |||
| 60d4653083 | |||
| 927a571414 | |||
| f3b6ccaa7f | |||
| d8e8529cd7 | |||
| 4201851c7f | |||
| eb4bca11c5 | |||
| 69f30f30b6 | |||
| f7356d0820 | |||
| 51cdaea3f3 | |||
| ea2e3578e2 | |||
| 8d8168b0e0 | |||
| 61c752e91e | |||
| 8c854e0a19 | |||
| 70a74b0d7c | |||
| 41be73fbc6 | |||
| 1830e095f8 | |||
| 45bde370e2 | |||
| 57d89217fb | |||
| 650acda334 | |||
| 89aa52bc58 | |||
| 384fc30833 | |||
| 365d4bb8f1 | |||
| f1efd3091e | |||
| 446818eea6 | |||
| 4d6c2394dc | |||
| 2bea02b0ea | |||
| 528a51d75c | |||
| b597bb74bd | |||
| 49533ff90a | |||
| 1b890ae919 | |||
| f88d0ae4dc | |||
| 94802795e7 | |||
| 764b5d938b | |||
| 1af11cc64d | |||
| 2f214532d9 | |||
| 31bc863084 | |||
| 60af4de3ba | |||
| aedffc69dd | |||
| 26cac9ce20 | |||
| 48933dc405 | |||
| e5166c6e6e | |||
| 59fc820226 | |||
| d611645ffc | |||
| 17457cf4ba | |||
| 6263108e15 | |||
| 0c427cb3f1 | |||
| 5109a4c80a | |||
| 43e52437c0 | |||
| 2642ba6ad0 | |||
| 236c59754b | |||
| 68b9f108ab | |||
| 5cd66eca59 | |||
| a9dc6efe55 | |||
| 9822fc3b1c | |||
| cdb43f00fe | |||
| 644c035a34 | |||
| 3c16c1dd30 | |||
| c0fc2d8ee8 | |||
| ef5808254a | |||
| 8a18e130a2 | |||
| cd701a9594 | |||
| 05868ef634 | |||
| 2d37835545 | |||
| 9514a8c0e2 | |||
| 97c67b2692 | |||
| 0ad4e6eff7 | |||
| 76be4c3e12 | |||
| 84329205eb | |||
| e9d8f2bc04 | |||
| bbbb7f5723 | |||
| 5ab6daa694 | |||
| 76594f27c1 | |||
| e89b2f60eb | |||
| 63bc2bb10f | |||
| ad532b08a0 | |||
| 93093f3cf9 | |||
| fdda7144ed | |||
| 0dc414f197 | |||
| a95b518ef3 | |||
| f77fdee3e9 | |||
| a85be8e467 | |||
| 1dfcb0b2f6 | |||
| e87fd42cee | |||
| dd02e1f402 | |||
| 2271f67202 | |||
| 89aa6767f9 | |||
| 7cea893db5 | |||
| e55ff1bb28 | |||
| 890c7531d8 | |||
| e6fbcecdb9 | |||
| f01c5e210c | |||
| d294b3923c | |||
| 4c18bb80ca | |||
| 89ff326ebf | |||
| d0d9bd5bfb |
@@ -0,0 +1,18 @@
|
||||
# Workspace-wide build flags.
|
||||
#
|
||||
# aes_armv8: RustCrypto's `aes` 0.8.x enables ARMv8-Crypto hardware AES on aarch64 only behind
|
||||
# this cfg (x86_64 AES-NI is runtime-detected with no flag; the 0.9 line will make aarch64
|
||||
# automatic too). Without it every aarch64 client (all Apple + virtually all Android) ran
|
||||
# SOFTWARE AES on the per-packet decrypt path — measured 2026-07-14 on an M3 Ultra at
|
||||
# ~240 MiB/s/core (~7 µs per 1.4 KB datagram), which single-handedly capped receive throughput
|
||||
# at ~1.57 Gbps wire. The cfg still runtime-detects via `cpufeatures`, so a chip without the
|
||||
# extensions falls back safely.
|
||||
#
|
||||
# NOTE: a RUSTFLAGS environment variable OVERRIDES config rustflags entirely — build scripts /
|
||||
# CI lanes that set RUSTFLAGS for aarch64 targets (cargo-ndk, xcframework) must carry
|
||||
# `--cfg aes_armv8` themselves.
|
||||
# polyval_armv8: same story for GCM's other half — `polyval` 0.6.x gates its PMULL (carry-less
|
||||
# multiply) GHASH path behind this cfg on aarch64. AES alone took open_in_place from 240 to
|
||||
# ~790 MiB/s on the M3 Ultra; software GHASH still dominated until this flag joined it.
|
||||
[target.'cfg(target_arch = "aarch64")']
|
||||
rustflags = ["--cfg", "aes_armv8", "--cfg", "polyval_armv8"]
|
||||
@@ -90,7 +90,14 @@ jobs:
|
||||
git config --global --add safe.directory "$PWD"
|
||||
# punktfunk-client-session is the Vulkan/Skia streamer the shell execs for a connect —
|
||||
# both client binaries must ship (build-client-deb.sh installs both).
|
||||
cargo build --release --locked \
|
||||
# --features punktfunk-host/nvenc: the direct-SDK NVENC path (real RFI + recovery anchor on
|
||||
# Linux NVIDIA; design/linux-direct-nvenc.md). AMD/Intel-safe — NVENC/CUDA is dlopen'd at
|
||||
# runtime (no link-time dep; identical DT_NEEDED to a plain build), and the encoder is only
|
||||
# constructed for a CUDA capture frame + PUNKTFUNK_NVENC_DIRECT, never on VAAPI hosts.
|
||||
# --features punktfunk-host/vulkan-encode: the AMD/Intel twin — raw VK_KHR_video_encode_h265
|
||||
# with real RFI (design/linux-vulkan-video-encode.md). Pure Rust ash (no new lib / link dep);
|
||||
# default on for HEVC (PUNKTFUNK_VULKAN_ENCODE=0 → libav VAAPI), failed open falls back to VAAPI.
|
||||
cargo build --release --locked --features punktfunk-host/nvenc,punktfunk-host/vulkan-encode \
|
||||
-p punktfunk-host -p punktfunk-client-linux -p punktfunk-client-session
|
||||
|
||||
- name: Build + smoke-boot web console (bun preset)
|
||||
|
||||
@@ -30,6 +30,16 @@ file with `scripts/gen-third-party-notices.sh` when the dependency tree changes.
|
||||
|
||||
## Before you push
|
||||
|
||||
Enable the repo git hooks once per clone — they run the exact rustfmt gates CI runs (main
|
||||
workspace + the UMDF driver workspace) on every commit and push, so a push can never fail CI
|
||||
on formatting alone:
|
||||
|
||||
```sh
|
||||
git config core.hooksPath scripts/git-hooks
|
||||
```
|
||||
|
||||
Then the usual full pass:
|
||||
|
||||
```sh
|
||||
cargo fmt --all --check
|
||||
cargo clippy --workspace --all-targets -- -D warnings
|
||||
|
||||
@@ -870,15 +870,6 @@ dependencies = [
|
||||
"itertools 0.10.5",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-channel"
|
||||
version = "0.5.15"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "82b8f8f868b36967f9606790d1903570de9ceaf870a7bf9fbbd3016d636a2cb2"
|
||||
dependencies = [
|
||||
"crossbeam-utils",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "crossbeam-deque"
|
||||
version = "0.8.6"
|
||||
@@ -2154,7 +2145,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "latency-probe"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
|
||||
[[package]]
|
||||
name = "lazy_static"
|
||||
@@ -2286,7 +2277,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
|
||||
|
||||
[[package]]
|
||||
name = "loss-harness"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"punktfunk-core",
|
||||
]
|
||||
@@ -2765,7 +2756,7 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220"
|
||||
|
||||
[[package]]
|
||||
name = "pf-client-core"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"async-channel",
|
||||
@@ -2787,7 +2778,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-console-ui"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ash",
|
||||
@@ -2808,7 +2799,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-ffvk"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"ash",
|
||||
"bindgen",
|
||||
@@ -2817,7 +2808,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-presenter"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ash",
|
||||
@@ -3001,7 +2992,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-client-android"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"android_logger",
|
||||
"jni",
|
||||
@@ -3017,7 +3008,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-client-linux"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"async-channel",
|
||||
@@ -3033,7 +3024,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-client-session"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"pf-client-core",
|
||||
@@ -3048,22 +3039,17 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-client-windows"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"async-channel",
|
||||
"crossbeam-channel",
|
||||
"ffmpeg-next",
|
||||
"mdns-sd",
|
||||
"opus",
|
||||
"pf-client-core",
|
||||
"punktfunk-core",
|
||||
"sdl3",
|
||||
"serde",
|
||||
"serde_json",
|
||||
"tracing",
|
||||
"tracing-subscriber",
|
||||
"wasapi",
|
||||
"windows 0.62.2 (git+https://github.com/microsoft/windows-rs?rev=a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f)",
|
||||
"windows-reactor",
|
||||
"windows-reactor-setup",
|
||||
@@ -3072,7 +3058,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-core"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"aes-gcm",
|
||||
"bytes",
|
||||
@@ -3103,7 +3089,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-host"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"aes",
|
||||
"aes-gcm",
|
||||
@@ -3175,7 +3161,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-probe"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"mdns-sd",
|
||||
@@ -3189,7 +3175,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-tray"
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ksni",
|
||||
|
||||
@@ -35,7 +35,7 @@ exclude = [
|
||||
ndk = { path = "clients/android/native/vendor/ndk" }
|
||||
|
||||
[workspace.package]
|
||||
version = "0.9.2"
|
||||
version = "0.11.0"
|
||||
edition = "2021"
|
||||
rust-version = "1.82"
|
||||
license = "MIT OR Apache-2.0"
|
||||
|
||||
@@ -33,6 +33,13 @@
|
||||
<uses-feature android:name="android.hardware.touchscreen" android:required="false" />
|
||||
<uses-feature android:name="android.software.leanback" android:required="false" />
|
||||
<uses-feature android:name="android.hardware.gamepad" android:required="false" />
|
||||
<!-- Neutralize Play's IMPLIED hard requirements, which filtered real TVs as "not compatible"
|
||||
(reported on a Philips OLED707): RECORD_AUDIO implies android.hardware.microphone and the
|
||||
Wi-Fi state permissions imply android.hardware.wifi, both required=true unless declared
|
||||
otherwise. Some TVs declare no microphone (mic uplink is optional and runtime-gated) and
|
||||
ethernet-only boxes declare no wifi (discovery/WifiLock are best-effort hedges there). -->
|
||||
<uses-feature android:name="android.hardware.microphone" android:required="false" />
|
||||
<uses-feature android:name="android.hardware.wifi" android:required="false" />
|
||||
|
||||
<!-- appCategory="game": a game-streaming client IS a game as far as the SoC is concerned.
|
||||
On Snapdragon devices (and other OEMs with a Game Mode / Game Dashboard) this makes the app
|
||||
|
||||
@@ -0,0 +1,277 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.animation.core.LinearEasing
|
||||
import androidx.compose.animation.core.RepeatMode
|
||||
import androidx.compose.animation.core.animateFloat
|
||||
import androidx.compose.animation.core.infiniteRepeatable
|
||||
import androidx.compose.animation.core.rememberInfiniteTransition
|
||||
import androidx.compose.animation.core.tween
|
||||
import androidx.compose.foundation.Canvas
|
||||
import androidx.compose.foundation.clickable
|
||||
import androidx.compose.foundation.interaction.MutableInteractionSource
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
import androidx.compose.foundation.layout.Box
|
||||
import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.foundation.layout.widthIn
|
||||
import androidx.compose.material.icons.Icons
|
||||
import androidx.compose.material.icons.filled.Bedtime
|
||||
import androidx.compose.material3.AlertDialog
|
||||
import androidx.compose.material3.CircularProgressIndicator
|
||||
import androidx.compose.material3.Icon
|
||||
import androidx.compose.material3.Text
|
||||
import androidx.compose.material3.TextButton
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.getValue
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.drawscope.Stroke
|
||||
import androidx.compose.ui.text.font.FontFamily
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
import androidx.compose.ui.text.style.TextAlign
|
||||
import androidx.compose.ui.unit.dp
|
||||
import androidx.compose.ui.unit.sp
|
||||
import androidx.compose.ui.window.DialogProperties
|
||||
|
||||
/**
|
||||
* Which phase of the connect flow to draw — the pure view model [ConnectOverlay] resolves from the
|
||||
* live dial/wake state, so [ConnectTakeover] / [ConnectModal] can render (and be screenshot-tested)
|
||||
* statelessly.
|
||||
*/
|
||||
internal sealed interface ConnectPhase {
|
||||
val hostName: String
|
||||
|
||||
/** The dial is in flight (shown the instant a host is picked). */
|
||||
data class Connecting(override val hostName: String) : ConnectPhase
|
||||
|
||||
/** A sleeping host is being Wake-on-LAN'd and we're waiting for it to advertise again. */
|
||||
data class Waking(override val hostName: String, val seconds: Int, val connectsAfter: Boolean) : ConnectPhase
|
||||
|
||||
/** The wake wait ran out — offer retry / cancel. */
|
||||
data class WakeTimedOut(override val hostName: String) : ConnectPhase
|
||||
}
|
||||
|
||||
/** Per-phase copy, shared by the console takeover and the touch modal so both read identically. */
|
||||
private data class ConnectCopy(
|
||||
val title: String,
|
||||
val subtitle: String,
|
||||
/** Monospace the subtitle so a ticking seconds counter doesn't jitter its width. */
|
||||
val monoSubtitle: Boolean,
|
||||
val cancelLabel: String,
|
||||
)
|
||||
|
||||
private fun connectCopy(phase: ConnectPhase): ConnectCopy = when (phase) {
|
||||
is ConnectPhase.Connecting -> ConnectCopy(
|
||||
"Connecting to ${phase.hostName}", "Establishing a secure connection…", false, "Cancel",
|
||||
)
|
||||
is ConnectPhase.Waking -> ConnectCopy(
|
||||
"Waking ${phase.hostName}…",
|
||||
"Waiting for it to come online · ${phase.seconds}s",
|
||||
true,
|
||||
// A wake-only wait (no dial after) says "Stop Waiting"; a wake that will connect says "Cancel".
|
||||
if (!phase.connectsAfter) "Stop Waiting" else "Cancel",
|
||||
)
|
||||
is ConnectPhase.WakeTimedOut -> ConnectCopy(
|
||||
"${phase.hostName} didn't wake",
|
||||
"It may still be booting, or it's powered off / off this network.",
|
||||
false,
|
||||
"Cancel",
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* The unified "getting you connected" feedback — one flow for BOTH phases of reaching a host, so the
|
||||
* user gets feedback the instant they pick one and it flows seamlessly into a wake if the host turns
|
||||
* out to be asleep:
|
||||
*
|
||||
* - **Connecting** ([connectingHostName] non-null): the dial is in flight. Shown immediately on tap,
|
||||
* so a host that takes a beat to answer no longer looks like nothing happened.
|
||||
* - **Waking** ([WakeController.waking] non-null): the dial failed on a sleeping host, so we're firing
|
||||
* Wake-on-LAN and waiting for it to advertise again, escalating to a retry/cancel prompt on timeout.
|
||||
*
|
||||
* Presentation is mode-aware (mirrors the Apple client): in the **console / gamepad** UI it's a
|
||||
* full-screen aurora [ConnectTakeover] — the same signature backdrop the console home uses, driven by
|
||||
* the pad (B cancels, A retries once timed out) with a hint bar. In the **default touch** UI it's a
|
||||
* Material [ConnectModal] over the host grid, matching the app's other dialogs — the aurora takeover
|
||||
* looked out of place there.
|
||||
*
|
||||
* The two phases hand off within a single Compose frame (see ConnectScreen's `doConnectDirect` →
|
||||
* `waker.start` → redial), so nothing blinks between them.
|
||||
*/
|
||||
@Composable
|
||||
fun ConnectOverlay(
|
||||
connectingHostName: String?,
|
||||
waker: WakeController,
|
||||
gamepadUi: Boolean,
|
||||
onCancelConnect: () -> Unit,
|
||||
) {
|
||||
val waking = waker.waking
|
||||
// Waking takes precedence (it only exists after a dial has failed) so a stray overlap can't strand
|
||||
// the "Connecting…" phase over a wake in progress.
|
||||
val phase = when {
|
||||
waking != null && waking.timedOut -> ConnectPhase.WakeTimedOut(waking.hostName)
|
||||
waking != null -> ConnectPhase.Waking(waking.hostName, waking.seconds, waking.connectsAfter)
|
||||
connectingHostName != null -> ConnectPhase.Connecting(connectingHostName)
|
||||
else -> return
|
||||
}
|
||||
|
||||
// System Back / pad B (remapped) cancels whatever's in flight — a plain dial or the wake wait.
|
||||
val cancel = { if (waking != null) waker.cancel() else onCancelConnect() }
|
||||
|
||||
if (gamepadUi) {
|
||||
BackHandler { cancel() }
|
||||
// A retries once a wake has timed out; B falls through to the BackHandler above.
|
||||
GamepadNavEffect2D(
|
||||
active = true,
|
||||
onDirection = {},
|
||||
onActivate = { if (phase is ConnectPhase.WakeTimedOut) waker.retry() },
|
||||
)
|
||||
ConnectTakeover(phase = phase, onCancel = cancel, onRetry = { waker.retry() })
|
||||
} else {
|
||||
// The AlertDialog owns its own scrim + system-Back handling (routed to cancel).
|
||||
ConnectModal(phase = phase, onCancel = cancel, onRetry = { waker.retry() })
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The default-UI presentation: a Material dialog over the host grid, matching the app's other touch
|
||||
* dialogs. A spinner (or the sleep glyph once timed out) sits above the title; the scrim is inert so a
|
||||
* stray tap can't drop a connect in flight — only the buttons or system Back cancel.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConnectModal(
|
||||
phase: ConnectPhase,
|
||||
onCancel: () -> Unit,
|
||||
onRetry: () -> Unit,
|
||||
) {
|
||||
val copy = connectCopy(phase)
|
||||
val timedOut = phase is ConnectPhase.WakeTimedOut
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
properties = DialogProperties(dismissOnClickOutside = false),
|
||||
icon = {
|
||||
if (timedOut) {
|
||||
Icon(Icons.Filled.Bedtime, contentDescription = null)
|
||||
} else {
|
||||
CircularProgressIndicator(modifier = Modifier.size(28.dp), strokeWidth = 3.dp)
|
||||
}
|
||||
},
|
||||
title = { Text(copy.title, textAlign = TextAlign.Center) },
|
||||
text = {
|
||||
Text(
|
||||
copy.subtitle,
|
||||
textAlign = TextAlign.Center,
|
||||
fontFamily = if (copy.monoSubtitle) FontFamily.Monospace else FontFamily.Default,
|
||||
)
|
||||
},
|
||||
// No confirm action until the wake times out; then "Try Again" is the primary button.
|
||||
confirmButton = {
|
||||
if (timedOut) TextButton(onClick = onRetry) { Text("Try Again") }
|
||||
},
|
||||
dismissButton = {
|
||||
TextButton(onClick = onCancel) { Text(copy.cancelLabel) }
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* The console / gamepad presentation: an opaque aurora backdrop with a centred spinner/title/subtitle
|
||||
* for [phase], plus a bottom hint bar spelling out the pad actions (B cancels, A retries once timed
|
||||
* out) — glyph-driven like every other console screen. onClick keeps the hints tappable too, so a
|
||||
* user without a working pad can still get out.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConnectTakeover(
|
||||
phase: ConnectPhase,
|
||||
onCancel: () -> Unit,
|
||||
onRetry: () -> Unit,
|
||||
) {
|
||||
val copy = connectCopy(phase)
|
||||
val timedOut = phase is ConnectPhase.WakeTimedOut
|
||||
|
||||
Box(
|
||||
Modifier
|
||||
.fillMaxSize()
|
||||
// Swallow taps so the screen behind can't be touched through the takeover.
|
||||
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null) {},
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
GamepadAuroraBackground(Modifier.fillMaxSize())
|
||||
Column(
|
||||
Modifier.padding(horizontal = 40.dp).widthIn(max = 460.dp),
|
||||
horizontalAlignment = Alignment.CenterHorizontally,
|
||||
verticalArrangement = Arrangement.spacedBy(18.dp),
|
||||
) {
|
||||
if (timedOut) {
|
||||
Box(Modifier.size(120.dp), contentAlignment = Alignment.Center) {
|
||||
Icon(
|
||||
Icons.Filled.Bedtime,
|
||||
contentDescription = null,
|
||||
tint = Color.White.copy(alpha = 0.9f),
|
||||
modifier = Modifier.size(46.dp),
|
||||
)
|
||||
}
|
||||
} else {
|
||||
PulsingSpinner()
|
||||
}
|
||||
Text(
|
||||
copy.title,
|
||||
color = Color.White,
|
||||
fontWeight = FontWeight.Bold,
|
||||
fontSize = 24.sp,
|
||||
textAlign = TextAlign.Center,
|
||||
)
|
||||
Text(
|
||||
copy.subtitle,
|
||||
color = Color.White.copy(alpha = 0.65f),
|
||||
fontSize = 14.sp,
|
||||
textAlign = TextAlign.Center,
|
||||
fontFamily = if (copy.monoSubtitle) FontFamily.Monospace else FontFamily.Default,
|
||||
)
|
||||
}
|
||||
val hints = buildList {
|
||||
add(PadGlyph.hint('B', copy.cancelLabel, onClick = onCancel))
|
||||
if (timedOut) add(PadGlyph.hint('A', "Try Again", onClick = onRetry))
|
||||
}
|
||||
GamepadHintBar(hints, Modifier.align(Alignment.BottomCenter).padding(bottom = 28.dp))
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The connecting/waking indicator: a white progress ring inside two brand-violet halo rings that
|
||||
* expand and fade on a staggered loop — a small sign of life so the takeover reads as working, not
|
||||
* stalled.
|
||||
*/
|
||||
@Composable
|
||||
private fun PulsingSpinner() {
|
||||
val transition = rememberInfiniteTransition(label = "connectPulse")
|
||||
val pulse by transition.animateFloat(
|
||||
initialValue = 0f,
|
||||
targetValue = 1f,
|
||||
animationSpec = infiniteRepeatable(tween(1600, easing = LinearEasing), RepeatMode.Restart),
|
||||
label = "pulse",
|
||||
)
|
||||
Box(Modifier.size(120.dp), contentAlignment = Alignment.Center) {
|
||||
Canvas(Modifier.fillMaxSize()) {
|
||||
val maxR = size.minDimension / 2f
|
||||
for (i in 0..1) {
|
||||
val p = (pulse + i * 0.5f) % 1f
|
||||
drawCircle(
|
||||
color = Color(0xFF8678F5).copy(alpha = (1f - p) * 0.35f),
|
||||
radius = maxR * (0.42f + p * 0.58f),
|
||||
style = Stroke(width = 2.dp.toPx()),
|
||||
)
|
||||
}
|
||||
}
|
||||
CircularProgressIndicator(
|
||||
color = Color.White,
|
||||
strokeWidth = 3.dp,
|
||||
modifier = Modifier.size(54.dp),
|
||||
)
|
||||
}
|
||||
}
|
||||
@@ -88,6 +88,16 @@ private class RequestAccessState(val target: PendingTrust) {
|
||||
val cancelled = AtomicBoolean(false)
|
||||
}
|
||||
|
||||
/**
|
||||
* A plain dial in flight — [hostName] labels the unified [ConnectOverlay]'s "Connecting…" phase, and
|
||||
* [cancelled] lets its Cancel abort. The native connect is a blocking call with no abort, so Cancel
|
||||
* returns the UI immediately and a late-arriving handle is torn down silently rather than navigating
|
||||
* into a session the user already backed out of. Mirrors [RequestAccessState]'s late-result handling.
|
||||
*/
|
||||
private class ConnectAttempt(val hostName: String) {
|
||||
val cancelled = AtomicBoolean(false)
|
||||
}
|
||||
|
||||
@Composable
|
||||
fun ConnectScreen(
|
||||
settings: Settings,
|
||||
@@ -107,6 +117,9 @@ fun ConnectScreen(
|
||||
var port by remember { mutableStateOf("9777") }
|
||||
var connecting by remember { mutableStateOf(false) }
|
||||
var status by remember { mutableStateOf<String?>(null) }
|
||||
// A plain dial in flight (drives the "Connecting…" phase of the full-screen ConnectOverlay); null
|
||||
// when idle or when the request-access / wake flows own the screen instead.
|
||||
var attempt by remember { mutableStateOf<ConnectAttempt?>(null) }
|
||||
// The host streams at exactly this mode; "Native" settings resolve from the device display.
|
||||
val (w, h, hz) = settings.effectiveMode(context)
|
||||
|
||||
@@ -267,11 +280,20 @@ fun ConnectScreen(
|
||||
status = "Identity not ready yet — try again in a moment"
|
||||
return
|
||||
}
|
||||
val thisAttempt = ConnectAttempt(name)
|
||||
attempt = thisAttempt // shows the ConnectOverlay's "Connecting…" phase immediately
|
||||
connecting = true
|
||||
status = "Connecting to $targetHost:$targetPort…"
|
||||
status = null
|
||||
discovery.stop() // free the Wi-Fi radio before the stream session
|
||||
scope.launch {
|
||||
val handle = connectNative(id, targetHost, targetPort, pinHex ?: "", CONNECT_TIMEOUT_MS)
|
||||
// Cancelled mid-dial: the UI's already been returned (and discovery restarted) by
|
||||
// cancelConnect — drop the just-opened session silently rather than navigating into it.
|
||||
if (thisAttempt.cancelled.get()) {
|
||||
if (handle != 0L) withContext(Dispatchers.IO) { NativeBridge.nativeClose(handle) }
|
||||
return@launch
|
||||
}
|
||||
attempt = null
|
||||
connecting = false
|
||||
if (handle != 0L) {
|
||||
if (pinHex == null) { // TOFU: pin what we observed (unpaired)
|
||||
@@ -284,7 +306,9 @@ fun ConnectScreen(
|
||||
} else {
|
||||
discovery.start()
|
||||
if (onFailure != null) {
|
||||
status = ""
|
||||
// Hand off to the wake-and-wait flow — clearing `attempt` above and setting
|
||||
// `waker.waking` here land in one recompose, so the overlay slides
|
||||
// Connecting → Waking without a blank frame.
|
||||
onFailure()
|
||||
} else {
|
||||
status = "Connection failed — check host/port, PIN, and logcat"
|
||||
@@ -293,6 +317,16 @@ fun ConnectScreen(
|
||||
}
|
||||
}
|
||||
|
||||
// Cancel a plain dial in flight (the overlay's "Connecting…" phase, B / Cancel). The native
|
||||
// connect can't be aborted, so flag this attempt (a late handle is closed silently in
|
||||
// doConnectDirect) and return the UI now, resuming the discovery we paused for the dial.
|
||||
fun cancelConnect() {
|
||||
attempt?.cancelled?.set(true)
|
||||
attempt = null
|
||||
connecting = false
|
||||
discovery.start()
|
||||
}
|
||||
|
||||
// Wake-aware connect. If auto-wake is on (Settings.autoWakeEnabled) and the target is a saved
|
||||
// host with a learned MAC that ISN'T currently advertising, fire a wake packet and DIAL
|
||||
// IMMEDIATELY — mDNS absence does NOT mean unreachable (a host reached over a routed network —
|
||||
@@ -506,40 +540,21 @@ fun ConnectScreen(
|
||||
Spacer(Modifier.height(24.dp))
|
||||
|
||||
status?.let {
|
||||
// While connecting it's progress (spinner, neutral); otherwise it's a
|
||||
// result/error (red). Previously every status showed in error-red, so a
|
||||
// normal "Connecting…" looked like a failure.
|
||||
if (connecting) {
|
||||
Row(
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
CircularProgressIndicator(
|
||||
modifier = Modifier.size(16.dp),
|
||||
strokeWidth = 2.dp,
|
||||
)
|
||||
Text(
|
||||
it,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
}
|
||||
} else {
|
||||
// Result/error: a filled error container reads as a real failure banner,
|
||||
// not just red text lost in the layout.
|
||||
Surface(
|
||||
color = MaterialTheme.colorScheme.errorContainer,
|
||||
shape = MaterialTheme.shapes.medium,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
Text(
|
||||
it,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onErrorContainer,
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
|
||||
)
|
||||
}
|
||||
// In-flight progress (connecting / waking) is the full-screen ConnectOverlay's
|
||||
// job now, so `status` only ever carries a result/error here — a filled error
|
||||
// container reads as a real failure banner, not just red text lost in the layout.
|
||||
Surface(
|
||||
color = MaterialTheme.colorScheme.errorContainer,
|
||||
shape = MaterialTheme.shapes.medium,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
Text(
|
||||
it,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onErrorContainer,
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
|
||||
)
|
||||
}
|
||||
Spacer(Modifier.height(16.dp))
|
||||
}
|
||||
@@ -837,8 +852,15 @@ fun ConnectScreen(
|
||||
}
|
||||
}
|
||||
|
||||
// Topmost: the "Waking…" overlay rides over both the touch grid and the console home.
|
||||
WakeOverlay(waker, gamepadUi)
|
||||
// Topmost: the full-screen connect takeover — instant "Connecting…" feedback on any dial, flowing
|
||||
// seamlessly into the "Waking…" wait if the host turns out to be asleep. Rides over both the touch
|
||||
// grid and the console home.
|
||||
ConnectOverlay(
|
||||
connectingHostName = attempt?.hostName,
|
||||
waker = waker,
|
||||
gamepadUi = gamepadUi,
|
||||
onCancelConnect = { cancelConnect() },
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
@@ -158,8 +158,11 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
}
|
||||
pads.forEachIndexed { i, dev ->
|
||||
PadRow(dev, forwarded = i == 0, gamepadSetting = gamepadSetting)
|
||||
// Every real controller is forwarded now (Automatic forwards them all, each on its own
|
||||
// wire pad index) — not just the first. A joystick-only device Android doesn't classify as
|
||||
// a gamepad still can't be forwarded (the host wants a gamepad), so gate the badge on it.
|
||||
pads.forEach { dev ->
|
||||
PadRow(dev, forwarded = isForwarded(dev), gamepadSetting = gamepadSetting)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -222,8 +225,12 @@ private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
|
||||
Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
|
||||
Text(dev.name, style = MaterialTheme.typography.bodyLarge, modifier = Modifier.weight(1f))
|
||||
if (forwarded) {
|
||||
// Android's own controller number (1-based; 0 = unassigned), shown so a multi-pad
|
||||
// user can tell which physical pad is which. The stream's wire pad index is
|
||||
// assigned separately (lowest-free per device) once streaming starts.
|
||||
val number = dev.controllerNumber
|
||||
Text(
|
||||
"forwarded to host",
|
||||
if (number > 0) "forwarded · player $number" else "forwarded to host",
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
color = MaterialTheme.colorScheme.primary,
|
||||
)
|
||||
@@ -319,6 +326,15 @@ private fun Group(title: String, content: @Composable ColumnScope.() -> Unit) {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Whether this device is actually forwarded to the host — the same rule the stream's [GamepadRouter]
|
||||
* applies: a real, non-virtual controller whose source classes include GAMEPAD. A joystick-only node
|
||||
* (e.g. a DualSense motion-sensor sibling, or an adapter that enumerates as bare joystick) shows in
|
||||
* the list but isn't forwarded.
|
||||
*/
|
||||
private fun isForwarded(dev: InputDevice): Boolean =
|
||||
!dev.isVirtual && dev.sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
|
||||
|
||||
/** Whether the controller reports a rumble motor — via VibratorManager (API 31+) or the legacy Vibrator. */
|
||||
private fun deviceHasVibrator(dev: InputDevice): Boolean =
|
||||
if (Build.VERSION.SDK_INT >= 31) {
|
||||
@@ -371,6 +387,8 @@ private fun prefLabel(pref: Int): String = when (pref) {
|
||||
Gamepad.PREF_DUALSHOCK4 -> "DualShock 4"
|
||||
Gamepad.PREF_STEAMCONTROLLER -> "Steam Controller"
|
||||
Gamepad.PREF_STEAMDECK -> "Steam Deck"
|
||||
Gamepad.PREF_DUALSENSEEDGE -> "DualSense Edge"
|
||||
Gamepad.PREF_SWITCHPRO -> "Switch Pro"
|
||||
else -> "Automatic"
|
||||
}
|
||||
|
||||
|
||||
@@ -241,7 +241,10 @@ private fun resolveDir(s: NavInputState): NavDir? {
|
||||
if (s.hatY >= 0.5f) return NavDir.DOWN
|
||||
if (s.hatX <= -0.5f) return NavDir.LEFT
|
||||
if (s.hatX >= 0.5f) return NavDir.RIGHT
|
||||
return if (abs(s.stickY) >= abs(s.stickX)) {
|
||||
// Horizontal wins an exact |x| == |y| diagonal tie (Y must be strictly greater to take the
|
||||
// vertical branch), matching the SDL core and Apple nav so a perfect 45° push resolves the
|
||||
// same on every client.
|
||||
return if (abs(s.stickY) > abs(s.stickX)) {
|
||||
when {
|
||||
s.stickY <= -STICK_HIGH -> NavDir.UP
|
||||
s.stickY >= STICK_HIGH -> NavDir.DOWN
|
||||
|
||||
@@ -49,12 +49,14 @@ import androidx.compose.ui.draw.clip
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.graphicsLayer
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
import androidx.compose.ui.text.style.TextOverflow
|
||||
import androidx.compose.ui.unit.dp
|
||||
import androidx.compose.ui.unit.sp
|
||||
import dev.chrisbanes.haze.HazeState
|
||||
import dev.chrisbanes.haze.hazeSource
|
||||
import io.unom.punktfunk.kit.deviceBodyVibrator
|
||||
|
||||
// The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView:
|
||||
// the couch-relevant subset of the touch settings restyled as a console page and fully navigable with
|
||||
@@ -82,7 +84,10 @@ fun GamepadSettingsScreen(
|
||||
var s by remember { mutableStateOf(initial) }
|
||||
fun update(next: Settings) { s = next; onChange(next) }
|
||||
|
||||
val rows = buildSettingsRows(s, ::update)
|
||||
val context = LocalContext.current
|
||||
// Gates the "Rumble on this phone" row — a TV box has no body vibrator to mirror onto.
|
||||
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
|
||||
val rows = buildSettingsRows(s, hasBodyVibrator, ::update)
|
||||
var focus by remember { mutableIntStateOf(0) }
|
||||
if (focus > rows.lastIndex) focus = rows.lastIndex
|
||||
// The direction the focused value last stepped (+1 forward / -1 back) — drives which way the
|
||||
@@ -257,8 +262,13 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
|
||||
}
|
||||
}
|
||||
|
||||
/** Build the console settings rows from the current [Settings], writing through [update]. */
|
||||
private fun buildSettingsRows(s: Settings, update: (Settings) -> Unit): List<GpRow> {
|
||||
/** Build the console settings rows from the current [Settings], writing through [update].
|
||||
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs). */
|
||||
private fun buildSettingsRows(
|
||||
s: Settings,
|
||||
hasBodyVibrator: Boolean,
|
||||
update: (Settings) -> Unit,
|
||||
): List<GpRow> {
|
||||
fun <T> choice(
|
||||
id: String, header: String?, label: String, detail: String,
|
||||
options: List<Pair<T, String>>, current: T, write: (T) -> Unit,
|
||||
@@ -354,7 +364,18 @@ private fun buildSettingsRows(s: Settings, update: (Settings) -> Unit): List<GpR
|
||||
"The virtual pad the host creates — Automatic matches this controller.",
|
||||
GAMEPAD_OPTIONS.mapIndexed { i, lbl -> i to lbl }, s.gamepad,
|
||||
) { update(s.copy(gamepad = it)) },
|
||||
|
||||
) + listOfNotNull(
|
||||
if (hasBodyVibrator) {
|
||||
toggle(
|
||||
"phoneRumble", null, "Rumble on this phone",
|
||||
"Also play controller 1's rumble on this phone's own vibration motor — " +
|
||||
"for clip-on pads without rumble motors.",
|
||||
s.rumbleOnPhone,
|
||||
) { update(s.copy(rumbleOnPhone = it)) }
|
||||
} else {
|
||||
null
|
||||
},
|
||||
) + listOf(
|
||||
choice(
|
||||
"hud", "Interface", "Statistics overlay",
|
||||
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
|
||||
|
||||
@@ -3,6 +3,7 @@ package io.unom.punktfunk
|
||||
import android.os.Build
|
||||
import android.os.Bundle
|
||||
import android.view.InputDevice
|
||||
import android.view.KeyCharacterMap
|
||||
import android.view.KeyEvent
|
||||
import android.view.MotionEvent
|
||||
import androidx.activity.ComponentActivity
|
||||
@@ -16,6 +17,7 @@ import androidx.compose.runtime.mutableStateOf
|
||||
import androidx.compose.runtime.setValue
|
||||
import androidx.compose.ui.Modifier
|
||||
import io.unom.punktfunk.kit.Gamepad
|
||||
import io.unom.punktfunk.kit.GamepadRouter
|
||||
import io.unom.punktfunk.kit.Keymap
|
||||
import io.unom.punktfunk.kit.NativeBridge
|
||||
|
||||
@@ -27,8 +29,12 @@ class MainActivity : ComponentActivity() {
|
||||
*/
|
||||
var streamHandle: Long = 0L
|
||||
|
||||
/** Joystick-axis state mapper for the active session (built/reset by StreamScreen). */
|
||||
var axisMapper: Gamepad.AxisMapper? = null
|
||||
/**
|
||||
* Multi-controller router for the active session (built/released by StreamScreen): assigns each
|
||||
* connected pad a stable wire index, threads it onto every event, declares/removes pads on
|
||||
* hot-plug, and routes rumble/HID feedback back by pad index. Null while not streaming.
|
||||
*/
|
||||
var gamepadRouter: GamepadRouter? = null
|
||||
|
||||
/**
|
||||
* Input observers for the Controllers debug screen (set while it is shown, like [streamHandle]).
|
||||
@@ -44,9 +50,6 @@ class MainActivity : ComponentActivity() {
|
||||
*/
|
||||
var requestStreamExit: (() -> Unit)? = null
|
||||
|
||||
/** Currently-held forwarded pad buttons (bitmask of `Gamepad.BTN_*`), for chord detection. */
|
||||
private var heldPadButtons = 0
|
||||
|
||||
/**
|
||||
* Whether the last console input came from a real gamepad (face buttons / stick) vs. a TV D-pad
|
||||
* remote (which has no A/B/X/Y). The console UI reads this to show glyphs the user recognises — pad
|
||||
@@ -125,23 +128,12 @@ class MainActivity : ComponentActivity() {
|
||||
if (event.isFromSource(InputDevice.SOURCE_GAMEPAD)) {
|
||||
val bit = Gamepad.buttonBit(event.keyCode)
|
||||
if (bit != 0) {
|
||||
when (event.action) {
|
||||
// repeatCount guard: don't re-send a held button as auto-repeat.
|
||||
KeyEvent.ACTION_DOWN -> {
|
||||
if (event.repeatCount == 0) NativeBridge.nativeSendGamepadButton(handle, bit, true)
|
||||
heldPadButtons = heldPadButtons or bit
|
||||
// Emergency exit: Select + Start + L1 + R1 held together leaves the stream
|
||||
// (a couch user has no keyboard/Back). Fired once per full chord.
|
||||
if (heldPadButtons and STREAM_EXIT_CHORD == STREAM_EXIT_CHORD) {
|
||||
heldPadButtons = 0
|
||||
requestStreamExit?.let { exit -> window.decorView.post { exit() } }
|
||||
}
|
||||
}
|
||||
KeyEvent.ACTION_UP -> {
|
||||
NativeBridge.nativeSendGamepadButton(handle, bit, false)
|
||||
heldPadButtons = heldPadButtons and bit.inv()
|
||||
}
|
||||
}
|
||||
// The router forwards the bit on this device's own wire pad index and tracks held
|
||||
// state per pad. The emergency-exit chord (Select + Start + L1 + R1) is handled
|
||||
// inside the router: holding it for ~1.5 s fires router.onExitChord (wired in
|
||||
// StreamScreen), so a couch user with no keyboard/Back can still leave — but an
|
||||
// accidental brush of the four buttons no longer quits instantly.
|
||||
gamepadRouter?.onButton(event, bit)
|
||||
return true // consumed
|
||||
}
|
||||
}
|
||||
@@ -162,7 +154,18 @@ class MainActivity : ComponentActivity() {
|
||||
// physical-keyboard layout), keycode fallback — see Keymap docs.
|
||||
val vk = Keymap.toVk(event)
|
||||
if (vk != 0) {
|
||||
// Soft-keyboard events (the IME's virtual device — the stream's
|
||||
// KeyCaptureView path) carry Shift only as META state, where a real
|
||||
// keyboard sends discrete Shift transitions — so mirror the meta bit as
|
||||
// a VK_LSHIFT wrap or every IME capital/symbol lands unshifted on the
|
||||
// host. Never applied to hardware events: their Shift already went over
|
||||
// the wire, and a synthetic release here would un-hold a physical Shift
|
||||
// the user is still pressing.
|
||||
val imeShift = event.deviceId == KeyCharacterMap.VIRTUAL_KEYBOARD &&
|
||||
event.isShiftPressed && vk != 0xA0 && vk != 0xA1
|
||||
if (down && imeShift) NativeBridge.nativeSendKey(handle, 0xA0, true, 0)
|
||||
NativeBridge.nativeSendKey(handle, vk, down, 0)
|
||||
if (!down && imeShift) NativeBridge.nativeSendKey(handle, 0xA0, false, 0)
|
||||
return true // consumed — don't let the system also act on it
|
||||
}
|
||||
}
|
||||
@@ -203,7 +206,7 @@ class MainActivity : ComponentActivity() {
|
||||
|
||||
override fun dispatchGenericMotionEvent(event: MotionEvent): Boolean {
|
||||
if (streamHandle != 0L) {
|
||||
if (axisMapper?.onMotion(event) == true) return true
|
||||
if (gamepadRouter?.onMotion(event) == true) return true
|
||||
return super.dispatchGenericMotionEvent(event)
|
||||
}
|
||||
// The Controllers debug screen sees pad motion before the stick→D-pad synthesis below.
|
||||
@@ -248,9 +251,4 @@ class MainActivity : ComponentActivity() {
|
||||
-> true
|
||||
else -> KeyEvent.isGamepadButton(kc)
|
||||
}
|
||||
|
||||
private companion object {
|
||||
/** Emergency stream-exit chord: Select + Start + L1 + R1 held together. */
|
||||
val STREAM_EXIT_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_START or Gamepad.BTN_LB or Gamepad.BTN_RB
|
||||
}
|
||||
}
|
||||
|
||||
@@ -82,6 +82,14 @@ data class Settings(
|
||||
* otherwise misfire and wait out its timeout despite the host already being reachable.
|
||||
*/
|
||||
val autoWakeEnabled: Boolean = true,
|
||||
/**
|
||||
* Opt-in: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
|
||||
* phone's own vibration motor — for clip-on gamepads that ship without rumble motors, where
|
||||
* the phone body is the only actuator in the player's hands. Off by default; read once per
|
||||
* session by StreamScreen (it hands GamepadFeedback the device vibrator only when set). The
|
||||
* toggle is hidden on devices without a vibrator (TVs), where this would be a silent no-op.
|
||||
*/
|
||||
val rumbleOnPhone: Boolean = false,
|
||||
)
|
||||
|
||||
/** [Settings.touchMode] values; persisted by name. */
|
||||
@@ -142,6 +150,7 @@ class SettingsStore(context: Context) {
|
||||
libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
|
||||
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
|
||||
autoWakeEnabled = prefs.getBoolean(K_AUTO_WAKE, true),
|
||||
rumbleOnPhone = prefs.getBoolean(K_RUMBLE_ON_PHONE, false),
|
||||
)
|
||||
|
||||
fun save(s: Settings) {
|
||||
@@ -162,6 +171,7 @@ class SettingsStore(context: Context) {
|
||||
.putBoolean(K_LIBRARY, s.libraryEnabled)
|
||||
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
|
||||
.putBoolean(K_AUTO_WAKE, s.autoWakeEnabled)
|
||||
.putBoolean(K_RUMBLE_ON_PHONE, s.rumbleOnPhone)
|
||||
.apply()
|
||||
}
|
||||
|
||||
@@ -197,6 +207,7 @@ class SettingsStore(context: Context) {
|
||||
*/
|
||||
const val K_LOW_LATENCY = "low_latency_mode_v2"
|
||||
const val K_AUTO_WAKE = "auto_wake_enabled"
|
||||
const val K_RUMBLE_ON_PHONE = "rumble_on_phone"
|
||||
|
||||
/** Legacy Boolean the enum replaced — read once as the migration default, never written. */
|
||||
const val K_TRACKPAD = "trackpad_mode"
|
||||
|
||||
@@ -69,6 +69,7 @@ import androidx.compose.ui.text.input.KeyboardType
|
||||
import androidx.compose.ui.unit.dp
|
||||
import androidx.core.content.ContextCompat
|
||||
import io.unom.punktfunk.kit.VideoDecoders
|
||||
import io.unom.punktfunk.kit.deviceBodyVibrator
|
||||
|
||||
/**
|
||||
* Stream settings, organised as an iOS-Settings / Android-system-settings style list of category
|
||||
@@ -414,6 +415,18 @@ private fun ControlsSettings(s: Settings, update: (Settings) -> Unit, onOpenCont
|
||||
subtitle = "What the app detects, with a live input test",
|
||||
onClick = onOpenControllers,
|
||||
)
|
||||
// Only where the device has a body vibrator to mirror onto (a TV box doesn't).
|
||||
val context = LocalContext.current
|
||||
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
|
||||
if (hasBodyVibrator) {
|
||||
ToggleRow(
|
||||
title = "Rumble on this phone",
|
||||
subtitle = "Also play controller 1's rumble on this phone's own vibration " +
|
||||
"motor — for clip-on pads without rumble motors",
|
||||
checked = s.rumbleOnPhone,
|
||||
onCheckedChange = { on -> update(s.copy(rumbleOnPhone = on)) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,15 +6,22 @@ import android.content.pm.ActivityInfo
|
||||
import android.content.pm.PackageManager
|
||||
import android.net.wifi.WifiManager
|
||||
import android.os.Build
|
||||
import android.text.InputType
|
||||
import android.util.Log
|
||||
import android.view.SurfaceHolder
|
||||
import android.view.SurfaceView
|
||||
import android.view.View
|
||||
import android.view.WindowManager
|
||||
import android.view.inputmethod.BaseInputConnection
|
||||
import android.view.inputmethod.EditorInfo
|
||||
import android.view.inputmethod.InputConnection
|
||||
import android.view.inputmethod.InputMethodManager
|
||||
import android.widget.Toast
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.foundation.layout.Box
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.DisposableEffect
|
||||
import androidx.compose.runtime.LaunchedEffect
|
||||
@@ -32,8 +39,9 @@ import androidx.core.content.ContextCompat
|
||||
import androidx.core.view.WindowCompat
|
||||
import androidx.core.view.WindowInsetsCompat
|
||||
import androidx.core.view.WindowInsetsControllerCompat
|
||||
import io.unom.punktfunk.kit.Gamepad
|
||||
import io.unom.punktfunk.kit.GamepadFeedback
|
||||
import io.unom.punktfunk.kit.GamepadRouter
|
||||
import io.unom.punktfunk.kit.deviceBodyVibrator
|
||||
import io.unom.punktfunk.kit.NativeBridge
|
||||
import io.unom.punktfunk.kit.VideoDecoders
|
||||
import java.util.concurrent.atomic.AtomicBoolean
|
||||
@@ -166,6 +174,12 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
|
||||
it.systemBarsBehavior = WindowInsetsControllerCompat.BEHAVIOR_SHOW_TRANSIENT_BARS_BY_SWIPE
|
||||
it.hide(WindowInsetsCompat.Type.systemBars())
|
||||
}
|
||||
// The soft keyboard (three-finger swipe up → KeyCaptureView below) must OVERLAY the
|
||||
// stream, never pan/resize it — the video is a fixed-mode surface, not a document.
|
||||
// Scoped to the stream; the app's other screens keep the default for their text fields.
|
||||
val priorSoftInput = window?.attributes?.softInputMode
|
||||
?: WindowManager.LayoutParams.SOFT_INPUT_ADJUST_UNSPECIFIED
|
||||
window?.setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_ADJUST_NOTHING)
|
||||
// Lock to landscape while streaming — the host streams a landscape desktop, so pin the device
|
||||
// there (either landscape direction is fine) and stop it rotating to portrait mid-session. The
|
||||
// activity declares configChanges=orientation, so this re-lays out the surface in place without
|
||||
@@ -174,21 +188,40 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
|
||||
val priorOrientation = activity?.requestedOrientation
|
||||
activity?.requestedOrientation = ActivityInfo.SCREEN_ORIENTATION_SENSOR_LANDSCAPE
|
||||
activity?.streamHandle = handle // route hardware keys to this session
|
||||
activity?.axisMapper = Gamepad.AxisMapper(handle) // route joystick axes
|
||||
// Multi-controller router: a stable wire pad index per connected controller, per-device axis
|
||||
// state, Arrival/Remove on hot-plug, and feedback routed back by pad index. Forwards every
|
||||
// controller (Automatic). Built here, released on dispose.
|
||||
val router = GamepadRouter(context, handle, initialSettings.gamepad)
|
||||
activity?.gamepadRouter = router
|
||||
// Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
|
||||
// the keep-alive linger), unlike a host-ended / backgrounded drop.
|
||||
// the keep-alive linger), unlike a host-ended / backgrounded drop. The router debounces it
|
||||
// (must be held ~1.5 s) and fires onExitChord on its main-thread timer, so leave the stream
|
||||
// the same way the Back gesture does.
|
||||
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
|
||||
router.onExitChord = { activity?.requestStreamExit?.invoke() }
|
||||
activity?.setConsoleHighRefreshRate(false) // let the decoder's setFrameRate pick the panel rate
|
||||
// Host→client feedback (rumble + DualSense lightbar/LEDs); poll threads stopped before close.
|
||||
val feedback = GamepadFeedback(handle).also { it.start() }
|
||||
// Host→client feedback (rumble + DualSense lightbar/LEDs), routed to each controller by pad
|
||||
// index via the router; poll threads stopped + joined before the router is released and the
|
||||
// session closed. "Rumble on this phone" (opt-in) additionally mirrors controller 1's
|
||||
// rumble onto the device's own vibrator — for clip-on pads without rumble motors.
|
||||
val feedback = GamepadFeedback(
|
||||
handle,
|
||||
router,
|
||||
deviceVibrator = if (initialSettings.rumbleOnPhone) deviceBodyVibrator(context) else null,
|
||||
).also { it.start() }
|
||||
// Free a disconnected controller's rumble/lights bindings promptly (else the open lights
|
||||
// session leaks until the session ends). The router owns hot-plug; the feedback owns the binds.
|
||||
router.onSlotClosed = feedback::onDeviceRemoved
|
||||
onDispose {
|
||||
closed.set(true) // from here the handle gets freed; surfaceDestroyed must not touch it
|
||||
feedback.stop() // stop + join the poll threads BEFORE nativeClose frees the handle
|
||||
activity?.axisMapper?.reset() // release-all so nothing sticks on the host
|
||||
activity?.axisMapper = null
|
||||
feedback.stop() // stop + join the poll threads BEFORE the router is released / handle freed
|
||||
router.release() // flush every slot (nothing sticks host-side) + drop the hot-plug listener
|
||||
activity?.gamepadRouter = null
|
||||
activity?.streamHandle = 0L
|
||||
activity?.requestStreamExit = null
|
||||
activity?.setConsoleHighRefreshRate(true) // back to the console UI's max refresh
|
||||
controller?.hide(WindowInsetsCompat.Type.ime()) // drop any keyboard left showing
|
||||
window?.setSoftInputMode(priorSoftInput)
|
||||
controller?.show(WindowInsetsCompat.Type.systemBars())
|
||||
window?.clearFlags(WindowManager.LayoutParams.FLAG_KEEP_SCREEN_ON)
|
||||
if (lowLatencyMode && Build.VERSION.SDK_INT >= Build.VERSION_CODES.R) {
|
||||
@@ -209,6 +242,9 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
|
||||
// Back gesture = a deliberate exit → signal the quit so the host tears down now (no linger).
|
||||
BackHandler { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
|
||||
|
||||
// Focus anchor the three-finger keyboard swipe summons the IME onto (see KeyCaptureView).
|
||||
var keyCapture by remember { mutableStateOf<KeyCaptureView?>(null) }
|
||||
|
||||
Box(modifier = Modifier.fillMaxSize()) {
|
||||
AndroidView(
|
||||
modifier = Modifier.fillMaxSize(),
|
||||
@@ -259,8 +295,16 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
|
||||
StatsOverlay(it, statsVerbosity, decoderLabel, Modifier.align(Alignment.TopStart).padding(12.dp))
|
||||
}
|
||||
}
|
||||
// Invisible 1-px focus anchor for the host-typing soft keyboard (three-finger swipe
|
||||
// up in the mouse modes) — it never draws or takes touches, it just owns IME focus.
|
||||
AndroidView(
|
||||
modifier = Modifier.size(1.dp),
|
||||
factory = { ctx -> KeyCaptureView(ctx).also { keyCapture = it } },
|
||||
)
|
||||
// Touch input per the Settings model: trackpad/direct-pointer mouse (the shared gesture
|
||||
// vocabulary) or real multi-touch passthrough — see TouchInput.kt.
|
||||
// vocabulary) or real multi-touch passthrough — see TouchInput.kt. Passthrough gets no
|
||||
// keyboard gesture: its fingers belong to the host verbatim (a swipe there may BE a
|
||||
// host-OS gesture), so intercepting three fingers would corrupt real multi-touch.
|
||||
Box(
|
||||
Modifier.fillMaxSize().pointerInput(handle, touchMode) {
|
||||
when (touchMode) {
|
||||
@@ -269,9 +313,45 @@ fun StreamScreen(handle: Long, micEnabled: Boolean, onDisconnect: () -> Unit) {
|
||||
handle,
|
||||
trackpad = touchMode == TouchMode.TRACKPAD,
|
||||
onCycleStats = { statsVerbosity = statsVerbosity.next() },
|
||||
onKeyboard = { show -> keyCapture?.setImeVisible(show) },
|
||||
)
|
||||
}
|
||||
},
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Invisible focus anchor for typing on the host: the three-finger swipe summons the device IME
|
||||
* onto this view. `TYPE_NULL` puts the IME in "dumb keyboard" mode — it delivers raw [KeyEvent]s
|
||||
* (no composing text, no autocorrect), which flow through `MainActivity.dispatchKeyEvent` →
|
||||
* `Keymap.toVk` → the host, the exact path a hardware keyboard takes. Text an IME insists on
|
||||
* committing instead still arrives: the non-editable [BaseInputConnection] synthesizes KeyEvents
|
||||
* for it via `KeyCharacterMap` (with Shift carried as meta state — see the IME-shift wrap in
|
||||
* `MainActivity.dispatchKeyEvent`).
|
||||
*/
|
||||
private class KeyCaptureView(context: Context) : View(context) {
|
||||
init {
|
||||
isFocusable = true
|
||||
isFocusableInTouchMode = true
|
||||
}
|
||||
|
||||
override fun onCheckIsTextEditor(): Boolean = true
|
||||
|
||||
override fun onCreateInputConnection(outAttrs: EditorInfo): InputConnection {
|
||||
outAttrs.inputType = InputType.TYPE_NULL
|
||||
outAttrs.imeOptions = EditorInfo.IME_FLAG_NO_EXTRACT_UI or EditorInfo.IME_FLAG_NO_FULLSCREEN
|
||||
return BaseInputConnection(this, false)
|
||||
}
|
||||
|
||||
fun setImeVisible(show: Boolean) {
|
||||
val imm = context.getSystemService(Context.INPUT_METHOD_SERVICE) as? InputMethodManager
|
||||
?: return
|
||||
if (show) {
|
||||
requestFocus()
|
||||
imm.showSoftInput(this, 0)
|
||||
} else {
|
||||
imm.hideSoftInputFromWindow(windowToken, 0)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -19,6 +19,10 @@ private const val TAP_SLOP = 12f
|
||||
private const val TAP_DRAG_MS = 250L
|
||||
private const val SCROLL_DIV = 4f
|
||||
|
||||
// Three-finger vertical swipe: the fraction of the view height the centroid must travel to
|
||||
// summon (up) / dismiss (down) the local soft keyboard.
|
||||
private const val KB_SWIPE_FRACTION = 0.10f
|
||||
|
||||
// Trackpad-mode pointer ballistics (relative one-finger motion). POINTER_SENS: base finger-px →
|
||||
// host-px gain (~1:1, never twitchy). The rest is mild acceleration so a flick crosses the screen
|
||||
// while a slow drag stays precise: above ACCEL_SPEED_FLOOR px/ms the gain ramps by ACCEL_GAIN per
|
||||
@@ -40,7 +44,9 @@ private const val ACCEL_MAX = 3.0f
|
||||
*
|
||||
* Both share the same gesture vocabulary: tap = left click; two-finger tap = right click;
|
||||
* two-finger drag = scroll; tap-then-press-and-drag = left-drag (text selection / moving
|
||||
* windows); three-finger tap = [onCycleStats] (cycle the stats-HUD verbosity tier).
|
||||
* windows); three-finger tap = [onCycleStats] (cycle the stats-HUD verbosity tier);
|
||||
* three-finger swipe up/down = [onKeyboard] (summon/dismiss the local soft keyboard, for
|
||||
* typing on the host).
|
||||
*/
|
||||
/**
|
||||
* Real multi-touch passthrough ([TouchMode.TOUCH]): every finger forwards as a host touchscreen
|
||||
@@ -94,6 +100,7 @@ internal suspend fun PointerInputScope.streamTouchInput(
|
||||
handle: Long,
|
||||
trackpad: Boolean,
|
||||
onCycleStats: () -> Unit,
|
||||
onKeyboard: (show: Boolean) -> Unit,
|
||||
) {
|
||||
var lastTapUp = 0L
|
||||
var lastTapX = 0f
|
||||
@@ -128,6 +135,12 @@ internal suspend fun PointerInputScope.streamTouchInput(
|
||||
var maxFingers = 1
|
||||
var scrolling = false
|
||||
var scrollCount = 0 // pointer count the scroll centroid is anchored at
|
||||
// Keyboard-swipe state: the 3+-finger centroid anchor (per finger count, like the
|
||||
// scroll anchor) and a once-per-gesture latch.
|
||||
var kbCount = 0
|
||||
var kbAnchorX = 0f
|
||||
var kbAnchorY = 0f
|
||||
var kbFired = false
|
||||
var prevCx = startX
|
||||
var prevCy = startY
|
||||
var upTime = down.uptimeMillis
|
||||
@@ -148,9 +161,12 @@ internal suspend fun PointerInputScope.streamTouchInput(
|
||||
break
|
||||
}
|
||||
if (pressed.size > maxFingers) maxFingers = pressed.size
|
||||
// Dropping below three fingers forgets the keyboard-swipe anchor, so a 3→2→3
|
||||
// bounce re-anchors instead of reading the count change as swipe travel.
|
||||
if (pressed.size < 3) kbCount = 0
|
||||
|
||||
if (pressed.size >= 2) {
|
||||
// Two+ fingers → scroll by the centroid delta; never move the cursor.
|
||||
if (pressed.size == 2) {
|
||||
// Two fingers → scroll by the centroid delta; never move the cursor.
|
||||
val cx = (pressed.sumOf { it.position.x.toDouble() } / pressed.size).toFloat()
|
||||
val cy = (pressed.sumOf { it.position.y.toDouble() } / pressed.size).toFloat()
|
||||
// (Re-)anchor whenever the finger COUNT changes, not just on scroll start: the
|
||||
@@ -177,6 +193,36 @@ internal suspend fun PointerInputScope.streamTouchInput(
|
||||
prevCx = cx
|
||||
moved = true
|
||||
}
|
||||
} else if (pressed.size >= 3) {
|
||||
// Three+ fingers → the keyboard swipe, never scroll (the documented
|
||||
// vocabulary is TWO-finger scroll; 3+ only fell into the scroll path as an
|
||||
// accident of its old `>= 2` bound). Anchor the centroid per finger count
|
||||
// (same reasoning as the scroll anchor above) and fire once per gesture when
|
||||
// the vertical travel crosses the threshold: up = show, down = hide.
|
||||
val cx = (pressed.sumOf { it.position.x.toDouble() } / pressed.size).toFloat()
|
||||
val cy = (pressed.sumOf { it.position.y.toDouble() } / pressed.size).toFloat()
|
||||
if (pressed.size != kbCount) {
|
||||
kbCount = pressed.size
|
||||
kbAnchorX = cx
|
||||
kbAnchorY = cy
|
||||
} else {
|
||||
val dy = cy - kbAnchorY
|
||||
// Real centroid travel disqualifies the tap classification below (else a
|
||||
// sub-threshold swipe would still fire the three-finger stats tap).
|
||||
if (abs(dy) > TAP_SLOP || abs(cx - kbAnchorX) > TAP_SLOP) moved = true
|
||||
if (!kbFired && abs(dy) >= size.height * KB_SWIPE_FRACTION) {
|
||||
kbFired = true
|
||||
onKeyboard(dy < 0) // finger up → show, finger down → hide
|
||||
}
|
||||
}
|
||||
// Leaving the scroll state stale would read the 3→2 centroid jump as a wheel
|
||||
// notch; clearing it makes a return to two fingers re-anchor fresh. Same for
|
||||
// the trackpad's tracked finger: its prev position froze while 3+ fingers were
|
||||
// down, so dropping straight back to one finger must re-anchor (zero delta),
|
||||
// not replay the whole 3-finger phase as one cursor jump.
|
||||
scrolling = false
|
||||
scrollCount = 0
|
||||
trackId = PointerId(Long.MIN_VALUE)
|
||||
} else if (!scrolling) {
|
||||
// One finger (skipped once a gesture turned into a scroll, so dropping
|
||||
// back to one finger doesn't jerk the cursor).
|
||||
|
||||
@@ -26,7 +26,7 @@ import kotlinx.coroutines.launch
|
||||
* [isOnline]/[onOnline] callbacks all run on the main thread; only the blocking send is off-loaded.
|
||||
*/
|
||||
class WakeController(private val scope: CoroutineScope) {
|
||||
/** null = idle; non-null drives [WakeOverlay]. */
|
||||
/** null = idle; non-null drives the "Waking…" phase of [ConnectOverlay]. */
|
||||
data class Waking(
|
||||
val hostName: String,
|
||||
/** Whether coming online chains into a connect (Wake & Connect) vs. just stopping. */
|
||||
|
||||
@@ -1,124 +0,0 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.foundation.background
|
||||
import androidx.compose.foundation.border
|
||||
import androidx.compose.foundation.clickable
|
||||
import androidx.compose.foundation.interaction.MutableInteractionSource
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
import androidx.compose.foundation.layout.Box
|
||||
import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.Row
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.foundation.layout.widthIn
|
||||
import androidx.compose.foundation.shape.RoundedCornerShape
|
||||
import androidx.compose.material.icons.Icons
|
||||
import androidx.compose.material.icons.filled.Bedtime
|
||||
import androidx.compose.material3.Button
|
||||
import androidx.compose.material3.CircularProgressIndicator
|
||||
import androidx.compose.material3.Icon
|
||||
import androidx.compose.material3.OutlinedButton
|
||||
import androidx.compose.material3.Text
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.draw.clip
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.text.font.FontFamily
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
import androidx.compose.ui.text.style.TextAlign
|
||||
import androidx.compose.ui.unit.dp
|
||||
import androidx.compose.ui.unit.sp
|
||||
|
||||
/**
|
||||
* The "Waking <host>…" modal shown while [WakeController] brings a sleeping host back — a spinner + a
|
||||
* live elapsed counter, escalating to a retry/cancel prompt on timeout. The Android mirror of the
|
||||
* Apple client's `WakeOverlay`. Rendered over BOTH the touch grid and the console home; it swallows
|
||||
* input to the screen behind it, and in console mode the pad drives it (B cancels, A retries once
|
||||
* timed out) while the touch buttons work for a pointer.
|
||||
*/
|
||||
@Composable
|
||||
fun WakeOverlay(waker: WakeController, gamepadUi: Boolean) {
|
||||
val w = waker.waking ?: return
|
||||
|
||||
BackHandler { waker.cancel() } // system Back / pad B (remapped) cancels the wait
|
||||
if (gamepadUi) {
|
||||
// A retries once timed out; B falls through to the BackHandler above.
|
||||
GamepadNavEffect2D(
|
||||
active = true,
|
||||
onDirection = {},
|
||||
onActivate = { if (w.timedOut) waker.retry() },
|
||||
)
|
||||
}
|
||||
|
||||
Box(
|
||||
Modifier
|
||||
.fillMaxSize()
|
||||
.background(Color.Black.copy(alpha = 0.6f))
|
||||
// Swallow taps so the home behind can't be touched while waking.
|
||||
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null) {},
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
Column(
|
||||
Modifier
|
||||
.padding(40.dp)
|
||||
.widthIn(max = 380.dp)
|
||||
.clip(RoundedCornerShape(22.dp))
|
||||
.background(Color(0xF01A1730))
|
||||
.border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(22.dp))
|
||||
.padding(28.dp),
|
||||
horizontalAlignment = Alignment.CenterHorizontally,
|
||||
verticalArrangement = Arrangement.spacedBy(14.dp),
|
||||
) {
|
||||
if (w.timedOut) {
|
||||
Icon(
|
||||
Icons.Filled.Bedtime,
|
||||
contentDescription = null,
|
||||
tint = Color.White.copy(alpha = 0.85f),
|
||||
modifier = Modifier.size(34.dp),
|
||||
)
|
||||
Text(
|
||||
"${w.hostName} didn't wake",
|
||||
color = Color.White,
|
||||
fontWeight = FontWeight.Bold,
|
||||
fontSize = 19.sp,
|
||||
textAlign = TextAlign.Center,
|
||||
)
|
||||
Text(
|
||||
"It may still be booting, or it's powered off / off this network.",
|
||||
color = Color.White.copy(alpha = 0.6f),
|
||||
fontSize = 13.sp,
|
||||
textAlign = TextAlign.Center,
|
||||
)
|
||||
Row(
|
||||
horizontalArrangement = Arrangement.spacedBy(12.dp),
|
||||
modifier = Modifier.padding(top = 6.dp),
|
||||
) {
|
||||
OutlinedButton(onClick = { waker.cancel() }) { Text("Cancel") }
|
||||
Button(onClick = { waker.retry() }) { Text("Try Again") }
|
||||
}
|
||||
} else {
|
||||
CircularProgressIndicator(color = Color.White)
|
||||
Text(
|
||||
"Waking ${w.hostName}…",
|
||||
color = Color.White,
|
||||
fontWeight = FontWeight.Bold,
|
||||
fontSize = 19.sp,
|
||||
textAlign = TextAlign.Center,
|
||||
)
|
||||
Text(
|
||||
"Waiting for it to come online · ${w.seconds}s",
|
||||
color = Color.White.copy(alpha = 0.6f),
|
||||
fontSize = 13.sp,
|
||||
fontFamily = FontFamily.Monospace,
|
||||
)
|
||||
OutlinedButton(onClick = { waker.cancel() }, modifier = Modifier.padding(top = 6.dp)) {
|
||||
Text(if (w.connectsAfter) "Cancel" else "Stop Waiting")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -68,6 +68,29 @@ class ScreenshotTest {
|
||||
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
|
||||
fun streamNormal() = shootRoot("stream-normal") { StreamScene(io.unom.punktfunk.StatsVerbosity.NORMAL) }
|
||||
|
||||
// The touch flow is a Material dialog over the host grid (a separate window → shootScreen).
|
||||
@Test
|
||||
fun connecting() = shootScreen("connecting") {
|
||||
HostsScene()
|
||||
ConnectingScene()
|
||||
}
|
||||
|
||||
@Test
|
||||
fun waking() = shootScreen("waking") {
|
||||
HostsScene()
|
||||
WakingScene()
|
||||
}
|
||||
|
||||
@Test
|
||||
fun wakeTimedOut() = shootScreen("wake-timed-out") {
|
||||
HostsScene()
|
||||
WakeTimedOutScene()
|
||||
}
|
||||
|
||||
// The console flow is the full-screen aurora takeover (a root capture).
|
||||
@Test
|
||||
fun connectingConsole() = shootRoot("connecting-console") { ConnectConsoleScene() }
|
||||
|
||||
@Test
|
||||
fun trust() = shootScreen("trust") {
|
||||
HostsScene()
|
||||
|
||||
@@ -26,6 +26,9 @@ import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.text.style.TextAlign
|
||||
import androidx.compose.ui.unit.dp
|
||||
import io.unom.punktfunk.BrandDark
|
||||
import io.unom.punktfunk.ConnectModal
|
||||
import io.unom.punktfunk.ConnectPhase
|
||||
import io.unom.punktfunk.ConnectTakeover
|
||||
import io.unom.punktfunk.Settings
|
||||
import io.unom.punktfunk.TouchMode
|
||||
import io.unom.punktfunk.SettingsScreen
|
||||
@@ -215,3 +218,31 @@ internal fun StreamScene(verbosity: StatsVerbosity = StatsVerbosity.DETAILED) {
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The default-UI connect flow (the real [ConnectModal]) in each phase — instant "Connecting…"
|
||||
* feedback, the "Waking…" wait, and the wake-timed-out prompt. These render as a Material dialog over
|
||||
* the host grid, so the test composes [HostsScene] behind them and captures the whole screen.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConnectingScene() =
|
||||
ConnectModal(ConnectPhase.Connecting("Living Room PC"), onCancel = {}, onRetry = {})
|
||||
|
||||
@Composable
|
||||
internal fun WakingScene() =
|
||||
ConnectModal(
|
||||
ConnectPhase.Waking("Living Room PC", seconds = 12, connectsAfter = true),
|
||||
onCancel = {}, onRetry = {},
|
||||
)
|
||||
|
||||
@Composable
|
||||
internal fun WakeTimedOutScene() =
|
||||
ConnectModal(ConnectPhase.WakeTimedOut("Living Room PC"), onCancel = {}, onRetry = {})
|
||||
|
||||
/**
|
||||
* The console / gamepad connect flow (the real full-screen [ConnectTakeover]) — the aurora backdrop
|
||||
* with a bottom hint bar, the same signature look the console home uses.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConnectConsoleScene() =
|
||||
ConnectTakeover(ConnectPhase.Connecting("Living Room PC"), onCancel = {}, onRetry = {})
|
||||
|
||||
@@ -52,6 +52,8 @@ object Gamepad {
|
||||
const val PREF_DUALSHOCK4 = 4
|
||||
const val PREF_STEAMCONTROLLER = 5
|
||||
const val PREF_STEAMDECK = 6
|
||||
const val PREF_DUALSENSEEDGE = 7
|
||||
const val PREF_SWITCHPRO = 8
|
||||
|
||||
// USB vendor ids of the controllers we can identify by VID/PID.
|
||||
private const val VID_SONY = 0x054C
|
||||
@@ -59,10 +61,19 @@ object Gamepad {
|
||||
private const val VID_VALVE = 0x28DE
|
||||
private const val VID_NINTENDO = 0x057E
|
||||
|
||||
// Sony product ids. DualSense (PS5) and DualShock 4 (PS4) map to distinct host pad types.
|
||||
private val PID_DUALSENSE = setOf(0x0CE6, 0x0DF2)
|
||||
// Sony product ids. DualSense (PS5), DualSense Edge, and DualShock 4 (PS4) map to distinct
|
||||
// host pad types — the Edge's back paddles get native slots on the virtual Edge (Android
|
||||
// forwards no paddle input yet, but the identity + rich planes match the physical pad).
|
||||
private val PID_DUALSENSE = setOf(0x0CE6)
|
||||
private val PID_DUALSENSEEDGE = setOf(0x0DF2)
|
||||
private val PID_DUALSHOCK4 = setOf(0x05C4, 0x09CC)
|
||||
|
||||
// Nintendo: Switch Pro Controller — the host builds the virtual hid-nintendo pad (correct
|
||||
// glyphs + positional layout). The Switch 2 Pro Controller (0x2069) and a Joy-Con 2 pair
|
||||
// (0x2068) are the same full pad surface and ride the same virtual pad (SDL folds them to
|
||||
// its NINTENDO_SWITCH_PRO type too).
|
||||
private val PID_SWITCHPRO = setOf(0x2009, 0x2069, 0x2068)
|
||||
|
||||
// Valve: Steam Deck built-in controller (0x1205); classic Steam Controller wired (0x1102) /
|
||||
// dongle (0x1142). The host builds the virtual hid-steam pad; rich-input capture (paddles /
|
||||
// trackpads / gyro) is out of scope on Android (no rich-input plane yet), so only the standard
|
||||
@@ -91,10 +102,12 @@ object Gamepad {
|
||||
val pid = dev.productId
|
||||
return when {
|
||||
vid == VID_SONY && pid in PID_DUALSENSE -> PREF_DUALSENSE
|
||||
vid == VID_SONY && pid in PID_DUALSENSEEDGE -> PREF_DUALSENSEEDGE
|
||||
vid == VID_SONY && pid in PID_DUALSHOCK4 -> PREF_DUALSHOCK4
|
||||
vid == VID_MICROSOFT && pid in PID_XBOXONE -> PREF_XBOXONE
|
||||
vid == VID_VALVE && pid in PID_STEAMDECK -> PREF_STEAMDECK
|
||||
vid == VID_VALVE && pid in PID_STEAMCONTROLLER -> PREF_STEAMCONTROLLER
|
||||
vid == VID_NINTENDO && pid in PID_SWITCHPRO -> PREF_SWITCHPRO
|
||||
else -> PREF_XBOX360
|
||||
}
|
||||
}
|
||||
@@ -171,47 +184,26 @@ object Gamepad {
|
||||
}
|
||||
|
||||
/**
|
||||
* Maps joystick MotionEvents to axis (+ HAT→dpad) sends for one session, **on change only**.
|
||||
* Holds the previous axis/hat state so an unchanged frame emits nothing. One instance per
|
||||
* session; call [reset] on release-all (focus loss / disconnect / session stop) so nothing
|
||||
* sticks on the host (which has no client-side held-state knowledge).
|
||||
* Maps one controller's joystick MotionEvents to axis (+ HAT→dpad) sends on wire pad index [pad],
|
||||
* **on change only**. Holds the previous axis/hat state so an unchanged frame emits nothing. One
|
||||
* instance per forwarded controller (owned by [GamepadRouter], which routes each device's events
|
||||
* to its own mapper so a second pad can't clobber the first); call [reset] on that slot closing
|
||||
* (disconnect / session stop) so nothing sticks on the host (which has no client-side held-state
|
||||
* knowledge).
|
||||
*
|
||||
* Single-source: only ONE qualifying controller feeds pad 0. Events must come from a device
|
||||
* whose source classes include GAMEPAD (see [onMotion]) and the mapper pins itself to the
|
||||
* first such device — a controller's joystick-classified sibling nodes (DualSense/DS4 motion
|
||||
* sensors) and any second pad report every axis as 0, and folding them into the same state
|
||||
* flapped a held trigger/stick between its value and 0 on every event interleave.
|
||||
* The router only ever feeds this a qualifying event from the mapper's own device — a real
|
||||
* gamepad (its source classes include GAMEPAD), never a controller's joystick-classified sibling
|
||||
* node (DualSense/DS4 motion sensors), which reports every pad axis as 0. [onMotion] therefore
|
||||
* folds the event straight in without re-qualifying it.
|
||||
*/
|
||||
class AxisMapper(private val handle: Long) {
|
||||
class AxisMapper(private val handle: Long, private val pad: Int) {
|
||||
// Sentinel so the first real value (incl. 0) always sends once after attach (Linux parity).
|
||||
private val last = IntArray(6) { Int.MIN_VALUE }
|
||||
private var hatX = 0 // -1 / 0 / +1
|
||||
private var hatY = 0
|
||||
|
||||
/** deviceId of the controller pad 0 is pinned to; −1 until the first qualifying event. */
|
||||
private var deviceId = -1
|
||||
|
||||
/** Returns true if this was a joystick ACTION_MOVE we consumed. */
|
||||
fun onMotion(event: MotionEvent): Boolean {
|
||||
if (!event.isFromSource(InputDevice.SOURCE_JOYSTICK)) return false
|
||||
if (event.actionMasked != MotionEvent.ACTION_MOVE) return false
|
||||
// Only a true gamepad drives pad 0. A joystick ACTION_MOVE's own source is plain
|
||||
// JOYSTICK for every sender, so qualify by the DEVICE's source classes: a real pad
|
||||
// carries the GAMEPAD (button) class too, its sensor/touchpad sibling nodes and
|
||||
// joystick-class remotes don't — and those report every pad axis as 0 (see the
|
||||
// class doc for the held-trigger flap this caused).
|
||||
val dev = event.device ?: return false
|
||||
if (dev.sources and InputDevice.SOURCE_GAMEPAD != InputDevice.SOURCE_GAMEPAD) return false
|
||||
// Single-pad model: pin to the first qualifying controller so a second pad (or its
|
||||
// stick drift) can't fight pad 0; re-adopt only once the pinned device is gone.
|
||||
if (deviceId != event.deviceId) {
|
||||
if (deviceId != -1) {
|
||||
if (InputDevice.getDevice(deviceId) != null) return false
|
||||
reset() // the pinned pad is gone — lift its held state before adopting
|
||||
}
|
||||
deviceId = event.deviceId
|
||||
}
|
||||
|
||||
/** Fold one joystick ACTION_MOVE from this mapper's controller onto its pad index. */
|
||||
fun onMotion(event: MotionEvent) {
|
||||
// Sticks: Android floats −1..1, +y = down → ±32767, negate Y for the wire's +y = up.
|
||||
sendAxis(AXIS_LS_X, stick(event.getAxisValue(MotionEvent.AXIS_X)))
|
||||
sendAxis(AXIS_LS_Y, stick(-event.getAxisValue(MotionEvent.AXIS_Y)))
|
||||
@@ -240,23 +232,39 @@ object Gamepad {
|
||||
),
|
||||
)
|
||||
|
||||
// HAT → dpad button transitions (track previous, emit only the deltas).
|
||||
val hx = sign(event.getAxisValue(MotionEvent.AXIS_HAT_X))
|
||||
// HAT → dpad button transitions. Android BATCHES joystick ACTION_MOVEs, so a rapid d-pad
|
||||
// tap (press+release inside one batch window) lives only in the historical samples — the
|
||||
// final getAxisValue would show the HAT already back at rest and miss the tap entirely.
|
||||
// Feed every historical HAT sample (oldest→newest) through the same transition logic
|
||||
// before the current one, so each edge is emitted. (Sticks/triggers stay latest-wins:
|
||||
// only the final value matters for an analog axis.)
|
||||
for (h in 0 until event.historySize) {
|
||||
applyHat(
|
||||
sign(event.getHistoricalAxisValue(MotionEvent.AXIS_HAT_X, h)),
|
||||
sign(event.getHistoricalAxisValue(MotionEvent.AXIS_HAT_Y, h)),
|
||||
)
|
||||
}
|
||||
applyHat(
|
||||
sign(event.getAxisValue(MotionEvent.AXIS_HAT_X)),
|
||||
sign(event.getAxisValue(MotionEvent.AXIS_HAT_Y)),
|
||||
)
|
||||
}
|
||||
|
||||
/** Emit dpad button deltas for one HAT sample (`hx`/`hy` each −1/0/+1), tracking held state. */
|
||||
private fun applyHat(hx: Int, hy: Int) {
|
||||
if (hx != hatX) {
|
||||
if (hatX < 0) btn(BTN_DPAD_LEFT, false) else if (hatX > 0) btn(BTN_DPAD_RIGHT, false)
|
||||
if (hx < 0) btn(BTN_DPAD_LEFT, true) else if (hx > 0) btn(BTN_DPAD_RIGHT, true)
|
||||
hatX = hx
|
||||
}
|
||||
val hy = sign(event.getAxisValue(MotionEvent.AXIS_HAT_Y))
|
||||
if (hy != hatY) {
|
||||
if (hatY < 0) btn(BTN_DPAD_UP, false) else if (hatY > 0) btn(BTN_DPAD_DOWN, false)
|
||||
if (hy < 0) btn(BTN_DPAD_UP, true) else if (hy > 0) btn(BTN_DPAD_DOWN, true)
|
||||
hatY = hy
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
/** Release-all: zero every axis and clear the held dpad. */
|
||||
/** Release-all: zero every axis and clear the held dpad (all on this mapper's pad index). */
|
||||
fun reset() {
|
||||
for (id in 0..5) sendAxis(id, 0)
|
||||
if (hatX < 0) btn(BTN_DPAD_LEFT, false) else if (hatX > 0) btn(BTN_DPAD_RIGHT, false)
|
||||
@@ -268,10 +276,10 @@ object Gamepad {
|
||||
private fun sendAxis(id: Int, v: Int) {
|
||||
if (last[id] == v) return
|
||||
last[id] = v
|
||||
NativeBridge.nativeSendGamepadAxis(handle, id, v)
|
||||
NativeBridge.nativeSendGamepadAxis(handle, id, v, pad)
|
||||
}
|
||||
|
||||
private fun btn(bit: Int, down: Boolean) = NativeBridge.nativeSendGamepadButton(handle, bit, down)
|
||||
private fun btn(bit: Int, down: Boolean) = NativeBridge.nativeSendGamepadButton(handle, bit, down, pad)
|
||||
|
||||
// −1..1 float → ±32767 i16 (matches the Apple client's 32767 scale).
|
||||
private fun stick(v: Float): Int = (v.coerceIn(-1f, 1f) * 32767f).toInt()
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
package io.unom.punktfunk.kit
|
||||
|
||||
import android.content.Context
|
||||
import android.graphics.Color
|
||||
import android.hardware.lights.Light
|
||||
import android.hardware.lights.LightState
|
||||
@@ -15,21 +16,36 @@ import android.view.InputDevice
|
||||
import java.nio.ByteBuffer
|
||||
|
||||
/**
|
||||
* Host→client gamepad feedback for one session (single-pad model — pad 0 only). Two daemon poll
|
||||
* threads drain the blocking native pulls and render in Kotlin: rumble → the controller's
|
||||
* `VibratorManager` (API 31+) or its single legacy `Vibrator` on API 28–30; HID-output → lightbar /
|
||||
* player-LED via `LightsManager` (API 33+); adaptive
|
||||
* triggers are parse-validated and logged (Android has no public adaptive-trigger API).
|
||||
* Host→client gamepad feedback for one session, routed per controller by wire pad index. Two daemon
|
||||
* poll threads drain the blocking native pulls and render in Kotlin: rumble → the addressed
|
||||
* controller's `VibratorManager` (API 31+) or its single legacy `Vibrator` on API 28–30; HID-output
|
||||
* → that controller's lightbar / player-LED via `LightsManager` (API 33+); adaptive triggers are
|
||||
* parse-validated and logged (Android has no public adaptive-trigger API).
|
||||
*
|
||||
* Each pull carries the wire pad index it is addressed to; [GamepadRouter.deviceForPad] resolves it
|
||||
* to the physical controller currently holding that index — so a rumble the host aimed at pad 1
|
||||
* drives pad 1's motors, and an update for an index with no live controller (a pad that just
|
||||
* unplugged) is dropped. Per-controller rumble/light bindings are built lazily and cached by device
|
||||
* id (bounded — at most 16 pads).
|
||||
*
|
||||
* Mirrors `nativeStartAudio`'s lifecycle: [start]/[stop] driven by the StreamScreen. [stop] flips a
|
||||
* flag; the ~100 ms native pull timeout lets the threads exit, then they're joined (bounded) — and
|
||||
* this MUST run before `nativeClose` frees the session handle.
|
||||
* this MUST run before the router is released and `nativeClose` frees the session handle.
|
||||
*
|
||||
* The active pad is resolved from the connected input devices (first gamepad/joystick). With none
|
||||
* connected (emulator) rumble/lights become logged no-ops — exactly the verification path; the
|
||||
* `Log.i` receipt lines fire regardless of rendering hardware.
|
||||
* With no controller connected (emulator) rumble/lights become logged no-ops — exactly the
|
||||
* verification path; the `Log.i` receipt lines fire regardless of rendering hardware.
|
||||
*
|
||||
* [deviceVibrator] is the opt-in phone mirror ("Rumble on this phone", off by default): when
|
||||
* non-null, rumble the host addresses to wire pad 0 (controller 1) is ALSO played on this
|
||||
* device's own vibration motor — for clip-on gamepads that ship without rumble motors, where the
|
||||
* phone body is the only actuator in the player's hands. StreamScreen passes it only when the
|
||||
* setting is on (see [deviceBodyVibrator]).
|
||||
*/
|
||||
class GamepadFeedback(private val handle: Long) {
|
||||
class GamepadFeedback(
|
||||
private val handle: Long,
|
||||
private val router: GamepadRouter?,
|
||||
private val deviceVibrator: Vibrator? = null,
|
||||
) {
|
||||
private companion object {
|
||||
const val TAG = "pf.feedback"
|
||||
const val TAG_LED: Byte = 0x01
|
||||
@@ -40,42 +56,54 @@ class GamepadFeedback(private val handle: Long) {
|
||||
const val LEGACY_RUMBLE_MS = 60_000L
|
||||
}
|
||||
|
||||
/** One controller's rumble binding — VibratorManager (API 31+) OR the legacy single Vibrator (API 28–30). */
|
||||
private class RumbleBind(
|
||||
val vm: VibratorManager?,
|
||||
val legacy: Vibrator?,
|
||||
val ids: IntArray,
|
||||
val amplitudeControlled: Boolean,
|
||||
)
|
||||
|
||||
/** One controller's lights binding (API 33+): its open session + the RGB / player-id lights it exposes. */
|
||||
private class LightBind(
|
||||
val session: LightsManager.LightsSession,
|
||||
val rgb: Light?,
|
||||
val player: Light?,
|
||||
)
|
||||
|
||||
@Volatile private var running = false
|
||||
private var rumbleThread: Thread? = null
|
||||
private var hidoutThread: Thread? = null
|
||||
|
||||
private var vm: VibratorManager? = null
|
||||
// API 28–30 fallback: the controller's single legacy Vibrator (no per-motor VibratorManager
|
||||
// until API 31). Exactly one of [vm] / [legacy] is bound; rumble degrades to one blended motor.
|
||||
private var legacy: Vibrator? = null
|
||||
private var vibratorIds: IntArray = IntArray(0)
|
||||
private var amplitudeControlled = false
|
||||
|
||||
private var lightsSession: LightsManager.LightsSession? = null
|
||||
private var rgbLight: Light? = null
|
||||
private var playerLight: Light? = null
|
||||
// Per-controller bindings, keyed by device id, built lazily. rumbleBinds is written by the rumble
|
||||
// thread and lightBinds by the hidout thread while running; [onDeviceRemoved] also evicts+closes
|
||||
// from the MAIN thread on a hot-unplug, and stop() clears both from the main thread after joining
|
||||
// the threads. That main-vs-poll concurrency is why every access goes through `bindsLock` (a plain
|
||||
// HashMap can corrupt under a concurrent structural write, and ConcurrentHashMap can't hold the
|
||||
// null value that caches "this controller has no vibrator / no controllable lights"). The lock
|
||||
// guards only the map ops — rendering runs on the returned reference outside it; a stale reference
|
||||
// is harmless (a closed LightsSession's requestLights and a cancelled Vibrator are runCatching'd
|
||||
// no-ops). A null value caches the negative result so a pad with no hardware isn't re-probed.
|
||||
private val bindsLock = Any()
|
||||
private val rumbleBinds = HashMap<Int, RumbleBind?>()
|
||||
private val lightBinds = HashMap<Int, LightBind?>()
|
||||
|
||||
fun start() {
|
||||
val dev = resolvePad()
|
||||
bindRumble(dev)
|
||||
if (Build.VERSION.SDK_INT >= 33) {
|
||||
bindLights(dev)
|
||||
} else {
|
||||
Log.i(TAG, "lights need API 33 (have ${Build.VERSION.SDK_INT}) — lightbar/playerLed no-op")
|
||||
}
|
||||
|
||||
running = true
|
||||
rumbleThread = Thread({
|
||||
while (running) {
|
||||
val ev = NativeBridge.nativeNextRumble(handle)
|
||||
if (ev < 0L) continue // timeout / closed
|
||||
// ev bit 48 = has a v2 lease; bits 32..47 = ttl_ms; 16..31 = low; 0..15 = high. The
|
||||
// lease flag is out-of-band, so any ttl_ms (incl. 0xFFFF) is a real lease — no
|
||||
// in-band sentinel. No lease (legacy host) → the prior long one-shot.
|
||||
// ev bits 49..52 = wire pad index; bit 48 = has a v2 lease; bits 32..47 = ttl_ms;
|
||||
// 16..31 = low; 0..15 = high. The lease flag is out-of-band, so any ttl_ms (incl.
|
||||
// 0xFFFF) is a real lease — no in-band sentinel. No lease (legacy host) → the prior
|
||||
// long one-shot.
|
||||
val pad = ((ev ushr 49) and 0xFL).toInt()
|
||||
val hasLease = ((ev ushr 48) and 0x1L) == 0x1L
|
||||
val ttl = ((ev ushr 32) and 0xFFFF).toInt()
|
||||
val durationMs = if (hasLease) ttl.toLong() else LEGACY_RUMBLE_MS
|
||||
renderRumble(
|
||||
pad,
|
||||
((ev ushr 16) and 0xFFFF).toInt(),
|
||||
(ev and 0xFFFF).toInt(),
|
||||
durationMs,
|
||||
@@ -93,100 +121,136 @@ class GamepadFeedback(private val handle: Long) {
|
||||
}, "pf-hidout").apply { isDaemon = true; start() }
|
||||
}
|
||||
|
||||
/** Idempotent. Stops + joins the poll threads (must complete before the session handle is freed). */
|
||||
/** Idempotent. Stops + joins the poll threads (must complete before the router is released / handle freed). */
|
||||
fun stop() {
|
||||
running = false
|
||||
rumbleThread?.interrupt()
|
||||
hidoutThread?.interrupt()
|
||||
runCatching { vm?.cancel() } // drop any held rumble immediately
|
||||
runCatching { legacy?.cancel() }
|
||||
// Join WITHOUT a timeout. These poll threads dereference the native session handle on every
|
||||
// pull (nativeNextRumble/nativeNextHidout), so they MUST be dead before StreamScreen's
|
||||
// onDispose reaches nativeClose, which frees that handle. A *bounded* join that times out
|
||||
// would let a thread survive into the freed handle → use-after-free SIGSEGV (the
|
||||
// back-while-streaming crash, on the one path the main-thread `closed` guard can't cover).
|
||||
// Safe to block unbounded: the native pulls are internally time-bounded (PULL_TIMEOUT ~100 ms)
|
||||
// and rendering is a quick best-effort binder call, so each thread observes running=false and
|
||||
// exits within ~one timeout — the join returns promptly (well under any ANR threshold).
|
||||
// pull (nativeNextRumble/nativeNextHidout) and read the router, so they MUST be dead before
|
||||
// StreamScreen's onDispose reaches router.release() / nativeClose, which free that state. A
|
||||
// *bounded* join that times out would let a thread survive into the freed handle → use-after-
|
||||
// free SIGSEGV (the back-while-streaming crash, on the one path the main-thread `closed` guard
|
||||
// can't cover). Safe to block unbounded: the native pulls are internally time-bounded
|
||||
// (PULL_TIMEOUT ~100 ms) and rendering is a quick best-effort binder call, so each thread
|
||||
// observes running=false and exits within ~one timeout — the join returns promptly.
|
||||
runCatching { rumbleThread?.join() }
|
||||
runCatching { hidoutThread?.join() }
|
||||
rumbleThread = null
|
||||
hidoutThread = null
|
||||
runCatching { lightsSession?.close() }
|
||||
lightsSession = null
|
||||
rgbLight = null
|
||||
playerLight = null
|
||||
vm = null
|
||||
legacy = null
|
||||
vibratorIds = IntArray(0)
|
||||
// Threads are dead — drop any held rumble (incl. the phone mirror's) and close every
|
||||
// lights session.
|
||||
runCatching { deviceVibrator?.cancel() }
|
||||
synchronized(bindsLock) {
|
||||
for (b in rumbleBinds.values) b?.let {
|
||||
runCatching { it.vm?.cancel() }
|
||||
runCatching { it.legacy?.cancel() }
|
||||
}
|
||||
for (b in lightBinds.values) b?.let { runCatching { it.session.close() } }
|
||||
rumbleBinds.clear()
|
||||
lightBinds.clear()
|
||||
}
|
||||
}
|
||||
|
||||
/** First connected gamepad/joystick InputDevice, or null (→ logged no-op on the emulator). */
|
||||
private fun resolvePad(): InputDevice? = Gamepad.firstPad()
|
||||
/**
|
||||
* Evict and release the bindings for a controller that just disconnected — invoked from
|
||||
* [GamepadRouter]'s slot-close on the main thread (routed via `StreamScreen`). Closes its
|
||||
* `LightsSession` and cancels any held rumble, so a hot-unplug mid-session frees the session
|
||||
* immediately instead of leaking it until [stop]. A no-op for a device with no cached binding.
|
||||
* The next feedback for that pad index rebinds against whatever controller now holds it.
|
||||
*/
|
||||
// Same runtime-guarded cleanup as [stop] (VIBRATE is app-declared; the light bind only exists
|
||||
// under the SDK 33 guard) — suppress the module-isolation lint false positives it re-triggers.
|
||||
@Suppress("MissingPermission", "NewApi")
|
||||
fun onDeviceRemoved(deviceId: Int) {
|
||||
synchronized(bindsLock) {
|
||||
rumbleBinds.remove(deviceId)?.let {
|
||||
runCatching { it.vm?.cancel() }
|
||||
runCatching { it.legacy?.cancel() }
|
||||
}
|
||||
lightBinds.remove(deviceId)?.let { runCatching { it.session.close() } }
|
||||
}
|
||||
}
|
||||
|
||||
// ---- Rumble ----
|
||||
|
||||
private fun bindRumble(dev: InputDevice?) {
|
||||
if (dev == null) {
|
||||
Log.i(TAG, "rumble: no controller connected — rumble no-op (emulator path)")
|
||||
return
|
||||
/** The rumble binding for the controller on wire pad [pad], or null (no live pad / no vibrator). Cached by device id. */
|
||||
private fun rumbleBindFor(pad: Int): RumbleBind? {
|
||||
val dev = router?.deviceForPad(pad) ?: return null
|
||||
synchronized(bindsLock) {
|
||||
if (rumbleBinds.containsKey(dev.id)) return rumbleBinds[dev.id]
|
||||
val bind = bindRumble(dev)
|
||||
rumbleBinds[dev.id] = bind
|
||||
return bind
|
||||
}
|
||||
}
|
||||
|
||||
private fun bindRumble(dev: InputDevice): RumbleBind? {
|
||||
if (Build.VERSION.SDK_INT >= 31) {
|
||||
val m = dev.vibratorManager
|
||||
val ids = m.vibratorIds
|
||||
if (ids.isEmpty()) {
|
||||
Log.i(TAG, "rumble: controller '${dev.name}' has no vibrators — rumble no-op")
|
||||
return
|
||||
return null
|
||||
}
|
||||
vm = m
|
||||
vibratorIds = ids
|
||||
amplitudeControlled = ids.all { m.getVibrator(it).hasAmplitudeControl() }
|
||||
Log.i(TAG, "rumble: bound ${ids.size} vibrators amplitudeControl=$amplitudeControlled")
|
||||
} else {
|
||||
// API 28–30: no VibratorManager — fall back to the controller's single legacy Vibrator.
|
||||
@Suppress("DEPRECATION")
|
||||
val v = dev.vibrator
|
||||
if (!v.hasVibrator()) {
|
||||
Log.i(TAG, "rumble: controller '${dev.name}' has no vibrator — rumble no-op")
|
||||
return
|
||||
}
|
||||
legacy = v
|
||||
amplitudeControlled = v.hasAmplitudeControl()
|
||||
Log.i(TAG, "rumble: bound legacy vibrator amplitudeControl=$amplitudeControlled")
|
||||
val amp = ids.all { m.getVibrator(it).hasAmplitudeControl() }
|
||||
Log.i(TAG, "rumble: bound ${ids.size} vibrators for '${dev.name}' amplitudeControl=$amp")
|
||||
return RumbleBind(m, null, ids, amp)
|
||||
}
|
||||
// API 28–30: no VibratorManager — fall back to the controller's single legacy Vibrator.
|
||||
@Suppress("DEPRECATION")
|
||||
val v = dev.vibrator
|
||||
if (!v.hasVibrator()) {
|
||||
Log.i(TAG, "rumble: controller '${dev.name}' has no vibrator — rumble no-op")
|
||||
return null
|
||||
}
|
||||
Log.i(TAG, "rumble: bound legacy vibrator for '${dev.name}' amplitudeControl=${v.hasAmplitudeControl()}")
|
||||
return RumbleBind(null, v, IntArray(0), v.hasAmplitudeControl())
|
||||
}
|
||||
|
||||
/**
|
||||
* low = heavy/left motor, high = light/right motor; both 0..0xFFFF (the host's u16 amplitudes).
|
||||
* `durationMs` is the host's v2 envelope TTL — the one-shot self-terminates after it unless the
|
||||
* host renews, so a lost stop (or a dead host) silences at the lease instead of the old fixed
|
||||
* 60 s. Against a legacy host it is [LEGACY_RUMBLE_MS] (the prior fixed duration).
|
||||
* low = heavy/left motor, high = light/right motor; both 0..0xFFFF (the host's u16 amplitudes),
|
||||
* addressed to wire pad [pad]. `durationMs` is the host's v2 envelope TTL — the one-shot self-
|
||||
* terminates after it unless the host renews, so a lost stop (or a dead host) silences at the
|
||||
* lease instead of the old fixed 60 s. Against a legacy host it is [LEGACY_RUMBLE_MS].
|
||||
*/
|
||||
private fun renderRumble(low: Int, high: Int, durationMs: Long) {
|
||||
Log.i(TAG, "rumble low=$low high=$high ttlMs=$durationMs") // verification line — BEFORE any no-op return
|
||||
private fun renderRumble(pad: Int, low: Int, high: Int, durationMs: Long) {
|
||||
Log.i(TAG, "rumble pad=$pad low=$low high=$high ttlMs=$durationMs") // verification line — BEFORE any no-op return
|
||||
// Opt-in phone mirror, BEFORE the controller-bind early-return: the exact pads this
|
||||
// serves have no vibrator of their own, so their bind below is null. It follows
|
||||
// controller 1 unconditionally rather than only motor-less pads — capability probing
|
||||
// already decided the bind, and the user opted in.
|
||||
if (pad == 0) renderDeviceRumble(low, high, durationMs)
|
||||
val bind = rumbleBindFor(pad) ?: return
|
||||
val lo = toAmplitude(low)
|
||||
val hi = toAmplitude(high)
|
||||
val m = vm
|
||||
val m = bind.vm
|
||||
if (m != null) {
|
||||
if (lo == 0 && hi == 0) {
|
||||
m.cancel() // (0,0) = stop
|
||||
return
|
||||
}
|
||||
val combo = CombinedVibration.startParallel()
|
||||
if (amplitudeControlled && vibratorIds.size >= 2) {
|
||||
// ids[0] = light/right, ids[1] = heavy/left (XInput/Moonlight convention).
|
||||
if (hi != 0) combo.addVibrator(vibratorIds[0], oneShot(hi, durationMs))
|
||||
if (lo != 0) combo.addVibrator(vibratorIds[1], oneShot(lo, durationMs))
|
||||
if (bind.amplitudeControlled && bind.ids.size >= 2) {
|
||||
// Two-motor split — ASSUMPTION: ids[0] = light/right, ids[1] = heavy/left
|
||||
// (XInput/Moonlight convention). Android does not guarantee the order of
|
||||
// VibratorManager.getVibratorIds(), so a pad that enumerates heavy-first would
|
||||
// invert the feel: the stronger amplitude drives the physically-lighter motor.
|
||||
// Failure mode is tactile only — both motors still fire, nothing silences or
|
||||
// crashes — so this stays the default pending per-pad on-glass verification (G20).
|
||||
// ids beyond the first two (rare) are left alone here.
|
||||
if (hi != 0) combo.addVibrator(bind.ids[0], oneShot(hi, durationMs))
|
||||
if (lo != 0) combo.addVibrator(bind.ids[1], oneShot(lo, durationMs))
|
||||
} else {
|
||||
// Single motor or no amplitude control: blend both into one effect.
|
||||
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
|
||||
for (id in vibratorIds) combo.addVibrator(id, oneShot(a, durationMs))
|
||||
for (id in bind.ids) combo.addVibrator(id, oneShot(a, durationMs))
|
||||
}
|
||||
runCatching { m.vibrate(combo.combine()) }
|
||||
return
|
||||
}
|
||||
// API 28–30 legacy single-motor path: blend both motors into one effect.
|
||||
val lv = legacy ?: return
|
||||
val lv = bind.legacy ?: return
|
||||
if (lo == 0 && hi == 0) {
|
||||
lv.cancel() // (0,0) = stop
|
||||
return
|
||||
@@ -194,7 +258,30 @@ class GamepadFeedback(private val handle: Long) {
|
||||
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
|
||||
runCatching {
|
||||
lv.vibrate(
|
||||
if (amplitudeControlled) oneShot(a, durationMs)
|
||||
if (bind.amplitudeControlled) oneShot(a, durationMs)
|
||||
else oneShot(VibrationEffect.DEFAULT_AMPLITUDE, durationMs)
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The opt-in phone mirror: play a wire-pad-0 rumble on this device's own vibration motor —
|
||||
* one physical actuator, so both wire motors blend into one effect (the same blend as the
|
||||
* single-motor controller path). Same envelope semantics too: a one-shot held for the host's
|
||||
* TTL, cancel on (0,0).
|
||||
*/
|
||||
private fun renderDeviceRumble(low: Int, high: Int, durationMs: Long) {
|
||||
val v = deviceVibrator ?: return
|
||||
val lo = toAmplitude(low)
|
||||
val hi = toAmplitude(high)
|
||||
if (lo == 0 && hi == 0) {
|
||||
runCatching { v.cancel() } // (0,0) = stop
|
||||
return
|
||||
}
|
||||
val a = (lo * 0.8 + hi * 0.33).toInt().coerceIn(1, 255)
|
||||
runCatching {
|
||||
v.vibrate(
|
||||
if (v.hasAmplitudeControl()) oneShot(a, durationMs)
|
||||
else oneShot(VibrationEffect.DEFAULT_AMPLITUDE, durationMs)
|
||||
)
|
||||
}
|
||||
@@ -207,36 +294,41 @@ class GamepadFeedback(private val handle: Long) {
|
||||
}
|
||||
|
||||
// One-shot held for `durationMs` — the host's v2 TTL (renewed while the level holds), so it
|
||||
// self-terminates on a lost stop; cancel on zero.
|
||||
// self-terminates on a lost stop; cancel on zero. Floor the duration at 1 ms: `createOneShot`
|
||||
// throws IllegalArgumentException on a non-positive duration, and a lease can carry ttl_ms==0
|
||||
// (e.g. the legacy-Deck ceiling) with a nonzero amplitude — which reaches here past the (0,0)
|
||||
// stop guard. On the VibratorManager path the effect is built OUTSIDE the vibrate() runCatching,
|
||||
// so an uncaught throw here would kill the whole rumble poll thread.
|
||||
private fun oneShot(amp: Int, durationMs: Long): VibrationEffect =
|
||||
VibrationEffect.createOneShot(durationMs, amp)
|
||||
VibrationEffect.createOneShot(durationMs.coerceAtLeast(1), amp)
|
||||
|
||||
// ---- HID output ----
|
||||
|
||||
private fun dispatchHidout(buf: ByteBuffer, n: Int) {
|
||||
buf.rewind()
|
||||
val pad = buf.get().toInt() and 0xFF // wire pad index the event is addressed to
|
||||
when (buf.get()) { // kind tag
|
||||
TAG_LED -> {
|
||||
val r = buf.get().toInt() and 0xFF
|
||||
val g = buf.get().toInt() and 0xFF
|
||||
val b = buf.get().toInt() and 0xFF
|
||||
Log.i(TAG, "hidout Led r=$r g=$g b=$b") // verification line
|
||||
if (Build.VERSION.SDK_INT >= 33) setLightbar(Color.rgb(r, g, b))
|
||||
Log.i(TAG, "hidout pad=$pad Led r=$r g=$g b=$b") // verification line
|
||||
if (Build.VERSION.SDK_INT >= 33) setLightbar(pad, Color.rgb(r, g, b))
|
||||
}
|
||||
TAG_PLAYER_LEDS -> {
|
||||
val bits = buf.get().toInt() and 0x1F
|
||||
val player = playerIndexForBits(bits)
|
||||
Log.i(TAG, "hidout PlayerLeds bits=$bits player=$player") // verification line
|
||||
if (Build.VERSION.SDK_INT >= 33) setPlayerId(player)
|
||||
Log.i(TAG, "hidout pad=$pad PlayerLeds bits=$bits player=$player") // verification line
|
||||
if (Build.VERSION.SDK_INT >= 33) setPlayerId(pad, player)
|
||||
}
|
||||
TAG_TRIGGER -> {
|
||||
val which = buf.get().toInt() and 0xFF // 0 = L2, 1 = R2
|
||||
val effLen = n - 2
|
||||
val effLen = n - 3 // [pad][kind][which] header, then the effect block
|
||||
val mode = if (effLen > 0) buf.get().toInt() and 0xFF else 0
|
||||
// No public adaptive-trigger API on Android — parse-validate the mode + log only.
|
||||
Log.i(
|
||||
TAG,
|
||||
"hidout Trigger which=$which effLen=$effLen mode=0x%02x (adaptive triggers unsupported on Android)".format(mode),
|
||||
"hidout pad=$pad Trigger which=$which effLen=$effLen mode=0x%02x (adaptive triggers unsupported on Android)".format(mode),
|
||||
)
|
||||
}
|
||||
else -> Log.d(TAG, "hidout: unknown kind, dropped")
|
||||
@@ -253,37 +345,63 @@ class GamepadFeedback(private val handle: Long) {
|
||||
else -> Integer.bitCount(bits and 0x1F).coerceIn(1, 4)
|
||||
}
|
||||
|
||||
private fun bindLights(dev: InputDevice?) {
|
||||
if (dev == null) {
|
||||
Log.i(TAG, "lights: no controller connected — lightbar/playerLed no-op (emulator path)")
|
||||
return
|
||||
/** The lights binding for the controller on wire pad [pad], or null (no live pad / no lights / < API 33). Cached by device id. */
|
||||
private fun lightBindFor(pad: Int): LightBind? {
|
||||
if (Build.VERSION.SDK_INT < 33) return null
|
||||
val dev = router?.deviceForPad(pad) ?: return null
|
||||
synchronized(bindsLock) {
|
||||
if (lightBinds.containsKey(dev.id)) return lightBinds[dev.id]
|
||||
val bind = bindLights(dev)
|
||||
lightBinds[dev.id] = bind
|
||||
return bind
|
||||
}
|
||||
}
|
||||
|
||||
private fun bindLights(dev: InputDevice): LightBind? {
|
||||
val lm = dev.lightsManager
|
||||
var rgb: Light? = null
|
||||
var player: Light? = null
|
||||
for (l in lm.lights) {
|
||||
if (rgbLight == null && l.hasRgbControl()) rgbLight = l
|
||||
if (playerLight == null && l.type == Light.LIGHT_TYPE_PLAYER_ID) playerLight = l
|
||||
if (rgb == null && l.hasRgbControl()) rgb = l
|
||||
if (player == null && l.type == Light.LIGHT_TYPE_PLAYER_ID) player = l
|
||||
}
|
||||
if (rgbLight == null && playerLight == null) {
|
||||
if (rgb == null && player == null) {
|
||||
Log.i(TAG, "lights: controller '${dev.name}' exposes no controllable lights — no-op")
|
||||
return
|
||||
return null
|
||||
}
|
||||
lightsSession = lm.openSession()
|
||||
Log.i(TAG, "lights: bound rgb=${rgbLight != null} playerLed=${playerLight != null}")
|
||||
val session = lm.openSession()
|
||||
Log.i(TAG, "lights: bound rgb=${rgb != null} playerLed=${player != null} for '${dev.name}'")
|
||||
return LightBind(session, rgb, player)
|
||||
}
|
||||
|
||||
private fun setLightbar(argb: Int) {
|
||||
val s = lightsSession ?: return
|
||||
val l = rgbLight ?: return
|
||||
private fun setLightbar(pad: Int, argb: Int) {
|
||||
val bind = lightBindFor(pad) ?: return
|
||||
val l = bind.rgb ?: return
|
||||
runCatching {
|
||||
s.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setColor(argb).build()).build())
|
||||
bind.session.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setColor(argb).build()).build())
|
||||
}
|
||||
}
|
||||
|
||||
private fun setPlayerId(player: Int) {
|
||||
val s = lightsSession ?: return
|
||||
val l = playerLight ?: return
|
||||
private fun setPlayerId(pad: Int, player: Int) {
|
||||
val bind = lightBindFor(pad) ?: return
|
||||
val l = bind.player ?: return
|
||||
runCatching {
|
||||
s.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setPlayerId(player).build()).build())
|
||||
bind.session.requestLights(LightsRequest.Builder().addLight(l, LightState.Builder().setPlayerId(player).build()).build())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* This device's own body vibrator (the phone, not a controller), or null where there is none
|
||||
* (TVs) — gates the "Rumble on this phone" setting's visibility and feeds
|
||||
* [GamepadFeedback.deviceVibrator] when it's on.
|
||||
*/
|
||||
fun deviceBodyVibrator(context: Context): Vibrator? {
|
||||
val v = if (Build.VERSION.SDK_INT >= 31) {
|
||||
context.getSystemService(VibratorManager::class.java)?.defaultVibrator
|
||||
} else {
|
||||
@Suppress("DEPRECATION")
|
||||
context.getSystemService(Context.VIBRATOR_SERVICE) as? Vibrator
|
||||
}
|
||||
return v?.takeIf { it.hasVibrator() }
|
||||
}
|
||||
|
||||
@@ -0,0 +1,256 @@
|
||||
package io.unom.punktfunk.kit
|
||||
|
||||
import android.content.Context
|
||||
import android.hardware.input.InputManager
|
||||
import android.os.Handler
|
||||
import android.os.Looper
|
||||
import android.view.InputDevice
|
||||
import android.view.KeyEvent
|
||||
import android.view.MotionEvent
|
||||
import java.util.concurrent.ConcurrentHashMap
|
||||
|
||||
/**
|
||||
* Multi-controller router for one stream session — the Android analogue of the Linux client's gamepad
|
||||
* `Worker`/`Slot` model (`pf-client-core/src/gamepad.rs`) over the shared native-plane wire contract
|
||||
* (`punktfunk-core/src/input.rs`). Each physical controller (Android `deviceId`) gets a STABLE
|
||||
* lowest-free wire pad index (0..15) held for its lifetime and freed only on disconnect, so a pad
|
||||
* dropping never renumbers the others (a game must not see its players shuffle). Every forwarded event
|
||||
* carries that pad index; a [NativeBridge.nativeSendGamepadArrival] declaring the pad's type is sent
|
||||
* once BEFORE its first input, a [NativeBridge.nativeSendGamepadRemove] on disconnect. Per-device axis
|
||||
* state lives in each slot's [Gamepad.AxisMapper] so a second controller can't clobber the first.
|
||||
* Feedback (rumble / HID) is routed BACK to the originating device by pad index via [deviceForPad].
|
||||
*
|
||||
* Selection: forward EVERY real controller (the Linux client's single-player pin has no Android UI
|
||||
* surface yet — Automatic is the only mode). Lifetime matches the session: constructed on stream
|
||||
* attach (opening a slot for every already-connected pad, so its Arrival lands before any input),
|
||||
* released on detach.
|
||||
*
|
||||
* A single controller lands on wire index 0, so its per-transition button/axis wire is byte-identical
|
||||
* to the old single-pad path (plus the Arrival/Remove declarations the contract requires — which an
|
||||
* older host simply ignores).
|
||||
*
|
||||
* Threading: slot mutation + dispatch run on the main thread (Android input dispatch and the
|
||||
* InputManager hot-plug callbacks both land there). [deviceForPad] is read from the feedback poll
|
||||
* threads, so the slot table is a [ConcurrentHashMap].
|
||||
*/
|
||||
class GamepadRouter(context: Context, private val handle: Long, private val setting: Int) {
|
||||
|
||||
/** One forwarded controller: its stable wire pad index, per-device axis state, and held buttons. */
|
||||
private class Slot(val index: Int, val mapper: Gamepad.AxisMapper) {
|
||||
/** Forwarded button bits currently held (Gamepad.BTN_*) — for release-on-close + chord detection. */
|
||||
var held = 0
|
||||
}
|
||||
|
||||
/** deviceId → slot. Concurrent: the feedback poll threads read it via [deviceForPad]. */
|
||||
private val slots = ConcurrentHashMap<Int, Slot>()
|
||||
|
||||
/**
|
||||
* Invoked (main thread) with the deviceId whenever a slot closes — hot-unplug or session teardown.
|
||||
* `StreamScreen` wires this to `GamepadFeedback.onDeviceRemoved` so a disconnected pad's rumble /
|
||||
* lights bindings are released promptly instead of leaking until the feedback threads stop.
|
||||
*/
|
||||
var onSlotClosed: ((deviceId: Int) -> Unit)? = null
|
||||
|
||||
/**
|
||||
* Invoked (main thread) when the emergency-exit chord has been HELD for [EXIT_HOLD_MS] — the caller
|
||||
* leaves the stream. `StreamScreen` wires this to the deliberate-quit exit.
|
||||
*/
|
||||
var onExitChord: (() -> Unit)? = null
|
||||
|
||||
private val mainHandler = Handler(Looper.getMainLooper())
|
||||
/** The pending exit-chord hold timer, or null when the chord isn't currently armed. */
|
||||
private var pendingExit: Runnable? = null
|
||||
|
||||
private val inputManager = context.getSystemService(InputManager::class.java)
|
||||
private val listener = object : InputManager.InputDeviceListener {
|
||||
override fun onInputDeviceAdded(deviceId: Int) {
|
||||
InputDevice.getDevice(deviceId)?.let { if (isForwardable(it)) openSlot(it) }
|
||||
}
|
||||
|
||||
override fun onInputDeviceRemoved(deviceId: Int) = closeSlot(deviceId)
|
||||
override fun onInputDeviceChanged(deviceId: Int) {}
|
||||
}
|
||||
|
||||
init {
|
||||
inputManager?.registerInputDeviceListener(listener, mainHandler)
|
||||
// Open a slot for every controller already connected when the session starts — the pads that
|
||||
// will never fire onInputDeviceAdded during this session; their Arrival lands before any input.
|
||||
for (id in InputDevice.getDeviceIds()) {
|
||||
InputDevice.getDevice(id)?.let { if (isForwardable(it)) openSlot(it) }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* One gamepad button transition for the device that produced [event] (already resolved to BTN_*
|
||||
* bit [bit]). Opens the device's slot (declaring its type) if unseen, forwards the bit on the
|
||||
* slot's pad index, and tracks held state. Completing the emergency stream-exit chord (Select +
|
||||
* Start + L1 + R1) on any one pad ARMS a [EXIT_HOLD_MS] hold timer rather than leaving instantly;
|
||||
* [onExitChord] fires only if the chord is still held at expiry (a brief accidental brush is
|
||||
* ignored), matching `DISCONNECT_HOLD` on the SDL/Apple clients. Any controller can leave.
|
||||
*/
|
||||
fun onButton(event: KeyEvent, bit: Int) {
|
||||
val slot = slotFor(event.device) ?: return
|
||||
when (event.action) {
|
||||
KeyEvent.ACTION_DOWN -> {
|
||||
// repeatCount guard: don't re-send a held button as auto-repeat.
|
||||
if (event.repeatCount == 0) NativeBridge.nativeSendGamepadButton(handle, bit, true, slot.index)
|
||||
slot.held = slot.held or bit
|
||||
// Full chord now held on this pad → start the hold countdown (idempotent while held).
|
||||
if (slot.held and EXIT_CHORD == EXIT_CHORD) armExit()
|
||||
}
|
||||
KeyEvent.ACTION_UP -> {
|
||||
NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
|
||||
slot.held = slot.held and bit.inv()
|
||||
// A chord button lifted before the hold elapsed → cancel, unless another pad still
|
||||
// holds the full chord.
|
||||
if (bit and EXIT_CHORD != 0 && slots.values.none { it.held and EXIT_CHORD == EXIT_CHORD }) {
|
||||
disarmExit()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Arm the exit-chord hold timer (once); on expiry, if the chord is still held, flush + leave. */
|
||||
private fun armExit() {
|
||||
if (pendingExit != null) return // already counting down
|
||||
val r = Runnable {
|
||||
pendingExit = null
|
||||
// Fire only if the chord survived the full hold on some pad.
|
||||
val held = slots.values.filter { it.held and EXIT_CHORD == EXIT_CHORD }
|
||||
if (held.isNotEmpty()) {
|
||||
// Release the held buttons + zero the axes on every triggering pad so nothing sticks
|
||||
// host-side once we leave, then signal the deliberate exit.
|
||||
for (s in held) releaseHeld(s)
|
||||
onExitChord?.invoke()
|
||||
}
|
||||
}
|
||||
pendingExit = r
|
||||
mainHandler.postDelayed(r, EXIT_HOLD_MS)
|
||||
}
|
||||
|
||||
/** Cancel a pending exit-chord hold timer. */
|
||||
private fun disarmExit() {
|
||||
pendingExit?.let { mainHandler.removeCallbacks(it) }
|
||||
pendingExit = null
|
||||
}
|
||||
|
||||
/**
|
||||
* One joystick MotionEvent — routed to the producing device's own [Gamepad.AxisMapper] (per-device
|
||||
* state). Returns true if consumed. Only a real gamepad drives a pad: a DualSense/DS4 motion-sensor
|
||||
* sibling node classifies as bare joystick (no GAMEPAD source class) and reports every pad axis as
|
||||
* 0, so [isForwardable] filters it out before it can open a slot or clobber axes.
|
||||
*/
|
||||
fun onMotion(event: MotionEvent): Boolean {
|
||||
if (!event.isFromSource(InputDevice.SOURCE_JOYSTICK)) return false
|
||||
if (event.actionMasked != MotionEvent.ACTION_MOVE) return false
|
||||
val dev = event.device ?: return false
|
||||
if (!isForwardable(dev)) return false
|
||||
val slot = slotFor(dev) ?: return false
|
||||
slot.mapper.onMotion(event)
|
||||
return true
|
||||
}
|
||||
|
||||
/**
|
||||
* The controller currently mapped to wire pad [pad], for feedback routing; null if that index
|
||||
* holds no live slot (a pad that just unplugged — the update is then dropped). Read from the
|
||||
* feedback poll threads.
|
||||
*/
|
||||
fun deviceForPad(pad: Int): InputDevice? {
|
||||
for ((deviceId, slot) in slots) {
|
||||
if (slot.index == pad) return InputDevice.getDevice(deviceId)
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
/**
|
||||
* Flush + drop every slot and unregister the hot-plug listener. Call on session teardown, AFTER
|
||||
* the feedback poll threads are joined (they read [deviceForPad]).
|
||||
*/
|
||||
fun release() {
|
||||
inputManager?.unregisterInputDeviceListener(listener)
|
||||
disarmExit() // drop any pending exit-chord timer so it can't fire after teardown
|
||||
// Snapshot the ids first — closeSlot mutates the map.
|
||||
for (id in slots.keys.toList()) closeSlot(id)
|
||||
}
|
||||
|
||||
// ---- slots ----
|
||||
|
||||
/** A real, non-virtual controller we forward — its source classes include GAMEPAD (excludes a pad's bare-joystick sensor node). */
|
||||
private fun isForwardable(dev: InputDevice): Boolean =
|
||||
!dev.isVirtual && dev.sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
|
||||
|
||||
/**
|
||||
* The slot for [dev], opening one (and declaring the pad) if this device is unseen; null when [dev]
|
||||
* isn't a forwardable controller or every wire index is taken. The [isForwardable] gate lives here —
|
||||
* the single lazy-open chokepoint both [onButton] and [onMotion] funnel through — so no entry point
|
||||
* can open a phantom slot for a virtual/non-gamepad source (the hot-plug listener and init loop
|
||||
* pre-filter and call [openSlot] directly).
|
||||
*/
|
||||
private fun slotFor(dev: InputDevice?): Slot? {
|
||||
if (dev == null) return null
|
||||
slots[dev.id]?.let { return it }
|
||||
if (!isForwardable(dev)) return null
|
||||
return openSlot(dev)
|
||||
}
|
||||
|
||||
/**
|
||||
* Open a slot for [dev] on the lowest free wire index, declaring its kind ([NativeBridge.nativeSendGamepadArrival])
|
||||
* before any input so the host builds a matching virtual device (mixed types across pads).
|
||||
* Idempotent; null when all 16 wire indices are already forwarded.
|
||||
*/
|
||||
private fun openSlot(dev: InputDevice): Slot? {
|
||||
slots[dev.id]?.let { return it }
|
||||
val index = lowestFreeIndex() ?: return null // 16 pads already forwarded — drop this one
|
||||
// Automatic resolves the pad's type from its VID/PID; an explicit setting forces every pad
|
||||
// to that type (a single global choice — matches the handshake's session-default pref).
|
||||
val pref = if (setting == Gamepad.PREF_AUTO) Gamepad.prefFor(dev) else setting
|
||||
NativeBridge.nativeSendGamepadArrival(handle, pref, index)
|
||||
val slot = Slot(index, Gamepad.AxisMapper(handle, index))
|
||||
slots[dev.id] = slot
|
||||
return slot
|
||||
}
|
||||
|
||||
/**
|
||||
* Flush a slot's held wire state (so nothing sticks host-side), signal the removal, and free its
|
||||
* index. Safe against an already-gone device — the flush emits wire events only, no device access.
|
||||
*/
|
||||
private fun closeSlot(deviceId: Int) {
|
||||
val slot = slots.remove(deviceId) ?: return
|
||||
releaseHeld(slot)
|
||||
NativeBridge.nativeSendGamepadRemove(handle, slot.index)
|
||||
// If this pad was mid-exit-chord, its removal may have left no pad holding it — drop the timer.
|
||||
if (slots.values.none { it.held and EXIT_CHORD == EXIT_CHORD }) disarmExit()
|
||||
// Release this controller's feedback bindings (close its lights session / cancel rumble).
|
||||
onSlotClosed?.invoke(deviceId)
|
||||
}
|
||||
|
||||
/** Lift every held button + zero the axes/HAT dpad for [slot] (wire events only, all on its index). */
|
||||
private fun releaseHeld(slot: Slot) {
|
||||
var bits = slot.held
|
||||
while (bits != 0) {
|
||||
val bit = bits and -bits // lowest set bit
|
||||
NativeBridge.nativeSendGamepadButton(handle, bit, false, slot.index)
|
||||
bits = bits and bit.inv()
|
||||
}
|
||||
slot.held = 0
|
||||
slot.mapper.reset() // zero sticks/triggers + release the HAT dpad
|
||||
}
|
||||
|
||||
/** Lowest wire index 0..[MAX_PADS) not held by a slot, or null when full — stable lowest-free keeps indices from shuffling on hot-plug. */
|
||||
private fun lowestFreeIndex(): Int? {
|
||||
val taken = slots.values.mapTo(HashSet()) { it.index }
|
||||
for (i in 0 until MAX_PADS) if (i !in taken) return i
|
||||
return null
|
||||
}
|
||||
|
||||
private companion object {
|
||||
/** Mirror of `punktfunk-core::input::MAX_PADS` — wire pad indices 0..15. */
|
||||
const val MAX_PADS = 16
|
||||
|
||||
/** Emergency stream-exit chord: Select + Start + L1 + R1 held together (matches the legacy single-pad chord). */
|
||||
const val EXIT_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_START or Gamepad.BTN_LB or Gamepad.BTN_RB
|
||||
|
||||
/** How long the exit chord must be held before the stream leaves — matches SDL/Apple `DISCONNECT_HOLD`. */
|
||||
const val EXIT_HOLD_MS = 1500L
|
||||
}
|
||||
}
|
||||
@@ -269,26 +269,43 @@ object NativeBridge {
|
||||
/** One key transition. vk: Windows VK (0 = dropped by Rust). mods: VK modifier mask (0 for now). */
|
||||
external fun nativeSendKey(handle: Long, vk: Int, down: Boolean, mods: Int)
|
||||
|
||||
// ---- Gamepad: one pad forwarded as pad 0 (Rust hardcodes flags=0) ----
|
||||
// ---- Gamepad: each controller forwarded on its own wire pad index (0..15, low byte of flags) ----
|
||||
// The pad index is assigned per Android device by GamepadRouter; a single controller lands on 0,
|
||||
// so its wire is byte-identical to the old single-pad path. The core folds the per-transition
|
||||
// events into seq'd GamepadState snapshots keyed on this index and owns the per-pad seq.
|
||||
|
||||
/** One gamepad button transition. bit: a [Gamepad].BTN_* bit. down: press/release. */
|
||||
external fun nativeSendGamepadButton(handle: Long, bit: Int, down: Boolean)
|
||||
/** One gamepad button transition on wire pad [pad] (0..15). bit: a [Gamepad].BTN_* bit. down: press/release. */
|
||||
external fun nativeSendGamepadButton(handle: Long, bit: Int, down: Boolean, pad: Int)
|
||||
|
||||
/** One gamepad axis update. axisId: [Gamepad].AXIS_* (0..5). value: stick i16 (+y=up) / trigger 0..255. */
|
||||
external fun nativeSendGamepadAxis(handle: Long, axisId: Int, value: Int)
|
||||
/** One gamepad axis update on wire pad [pad] (0..15). axisId: [Gamepad].AXIS_* (0..5). value: stick i16 (+y=up) / trigger 0..255. */
|
||||
external fun nativeSendGamepadAxis(handle: Long, axisId: Int, value: Int, pad: Int)
|
||||
|
||||
/**
|
||||
* Declare the controller KIND presented on wire pad [pad] (0..15) so the host builds a matching
|
||||
* virtual device (mixed types across pads). pref: a [Gamepad].PREF_* wire byte. Send ONCE when a
|
||||
* pad opens, BEFORE any of its input; an older host ignores it (that pad then uses the handshake's
|
||||
* session-default kind — the pre-existing single-pad behaviour on pad 0).
|
||||
*/
|
||||
external fun nativeSendGamepadArrival(handle: Long, pref: Int, pad: Int)
|
||||
|
||||
/** Signal wire pad [pad] (0..15) was unplugged so the host tears its virtual device down. The core stamps the seq + re-sends. */
|
||||
external fun nativeSendGamepadRemove(handle: Long, pad: Int)
|
||||
|
||||
// ---- Host→client gamepad feedback: Rust pulls block ~100ms, Kotlin renders (see GamepadFeedback) ----
|
||||
|
||||
/**
|
||||
* Block up to ~100 ms for the next rumble update. Returns `(low shl 16) or high` (each
|
||||
* 0..0xFFFF; 0 = stop), or -1 on timeout / session closed. Call from a dedicated poll thread.
|
||||
* Block up to ~100 ms for the next rumble update. Returns a packed positive long: bits 49..52 =
|
||||
* wire pad index (0..15), bit 48 = has a v2 lease, bits 32..47 = ttl_ms, bits 16..31 = low, bits
|
||||
* 0..15 = high (each amplitude 0..0xFFFF; 0/0 = stop), or -1 on timeout / session closed. Kotlin
|
||||
* routes the update to the controller holding that pad index. Call from a dedicated poll thread.
|
||||
*/
|
||||
external fun nativeNextRumble(handle: Long): Long
|
||||
|
||||
/**
|
||||
* Block up to ~100 ms for the next DualSense HID-output event, written into [buf] (a direct
|
||||
* ByteBuffer, capacity >= 64) as `[kind][fields…]`: Led=01 r g b, PlayerLeds=02 bits,
|
||||
* Trigger=03 which effect…. Returns the byte count, or -1 on timeout / session closed.
|
||||
* ByteBuffer, capacity >= 64) as `[pad][kind][fields…]` (leading pad = the wire pad index to
|
||||
* route to): Led=pad 01 r g b, PlayerLeds=pad 02 bits, Trigger=pad 03 which effect…. Returns the
|
||||
* byte count, or -1 on timeout / session closed.
|
||||
*/
|
||||
external fun nativeNextHidout(handle: Long, buf: java.nio.ByteBuffer): Int
|
||||
}
|
||||
|
||||
@@ -15,6 +15,7 @@ use ndk::media::media_format::MediaFormat;
|
||||
use ndk::native_window::NativeWindow;
|
||||
use punktfunk_core::client::NativeClient;
|
||||
use punktfunk_core::error::PunktfunkError;
|
||||
use punktfunk_core::reanchor::{GateVerdict, ReanchorGate};
|
||||
use punktfunk_core::session::Frame;
|
||||
use std::collections::VecDeque;
|
||||
use std::ffi::c_void;
|
||||
@@ -208,9 +209,15 @@ fn run_sync(
|
||||
// pressure the AU stays parked here instead of being dropped (a drop forces a keyframe
|
||||
// round-trip) and we only pop the next one once it's queued.
|
||||
let mut pending: Option<Frame> = None;
|
||||
// Loss recovery: watch the host→client unrecoverable-drop count and ask for an IDR when it
|
||||
// climbs.
|
||||
let mut last_dropped = client.frames_dropped();
|
||||
// Freeze-until-reanchor: the shared post-loss gate ([`punktfunk_core::reanchor::ReanchorGate`]).
|
||||
// Armed on a frame-index gap or a dropped-count climb, it withholds the decoder's concealed output
|
||||
// (released WITHOUT rendering — the SurfaceView keeps the last rendered frame on glass) until a
|
||||
// proven clean re-anchor lifts it: an IDR (wire FLAG_SOF), an RFI anchor, or the 2nd recovery mark.
|
||||
// `last_kf_req` throttles the keyframe intents it emits; `recovery_flags` carries each AU's
|
||||
// user_flags from feed to present (keyed by the codec-echoed pts) so `on_decoded` reads the
|
||||
// re-anchor signalling the platform decoder doesn't expose.
|
||||
let mut gate = ReanchorGate::new(client.frames_dropped());
|
||||
let mut recovery_flags: VecDeque<(u64, u32)> = VecDeque::new();
|
||||
let mut last_kf_req: Option<Instant> = None;
|
||||
// Skew-corrected latency stats (spec: design/stats-unification.md) use the negotiated
|
||||
// host-minus-client clock offset (0 if the host didn't answer the skew handshake — then the
|
||||
@@ -243,6 +250,20 @@ fn run_sync(
|
||||
if pending.is_none() {
|
||||
match client.next_frame(Duration::from_millis(5)) {
|
||||
Ok(frame) => {
|
||||
// Loss recovery (RFI): feed the frame index so a forward gap fires a throttled
|
||||
// reference-frame-invalidation request — an RFI-capable host (AMD LTR / NVENC)
|
||||
// recovers with a cheap clean P-frame instead of a full IDR. The same forward gap
|
||||
// arms the freeze gate so the decoder's concealment is held off the screen until the
|
||||
// recovery re-anchors. The frames_dropped keyframe path below stays the backstop.
|
||||
if client.note_frame_index(frame.frame_index) {
|
||||
gate.arm(Instant::now());
|
||||
}
|
||||
// Park this AU's re-anchor flags for the present side (keyed by the pts the codec
|
||||
// echoes on the output buffer) — unconditional, unlike the HUD's `in_flight` map.
|
||||
recovery_flags.push_back((frame.pts_ns / 1000, frame.flags));
|
||||
if recovery_flags.len() > IN_FLIGHT_CAP {
|
||||
recovery_flags.pop_front();
|
||||
}
|
||||
if fed == 0 {
|
||||
let p = &frame.data;
|
||||
log::info!(
|
||||
@@ -331,6 +352,8 @@ fn run_sync(
|
||||
&mut in_flight,
|
||||
clock_offset.load(Ordering::Relaxed),
|
||||
&tracker,
|
||||
&mut gate,
|
||||
&mut recovery_flags,
|
||||
);
|
||||
rendered += r;
|
||||
discarded += d;
|
||||
@@ -370,21 +393,19 @@ fn run_sync(
|
||||
work_accum_ns = 0;
|
||||
}
|
||||
|
||||
// Loss recovery: under infinite GOP the only recovery keyframe is one we request. The
|
||||
// reassembler drops unrecoverable AUs (frames_dropped); the decoder then conceals the
|
||||
// reference-missing delta frames that follow and renders them without error, so keying off
|
||||
// a decode error rarely fires. Request an IDR when the drop count climbs, throttled — the
|
||||
// decode stays wedged for several frames until the IDR lands, so requesting every frame
|
||||
// would flood the control stream.
|
||||
let dropped = client.frames_dropped();
|
||||
if dropped > last_dropped {
|
||||
last_dropped = dropped;
|
||||
let now = Instant::now();
|
||||
if last_kf_req.is_none_or(|t| now.duration_since(t) >= Duration::from_millis(100)) {
|
||||
last_kf_req = Some(now);
|
||||
let _ = client.request_keyframe();
|
||||
log::debug!("decode: requested keyframe (loss recovery, dropped={dropped})");
|
||||
}
|
||||
// Loss recovery + overdue backstop, folded through the gate. Under infinite GOP the only
|
||||
// recovery keyframe is one we request; the reassembler drops unrecoverable AUs (frames_dropped)
|
||||
// and the decoder then conceals the reference-missing deltas and renders them without error, so
|
||||
// a decode-error trigger rarely fires — the gate arms the freeze on the drop-count climb
|
||||
// instead. An overdue freeze (held REANCHOR_FREEZE_MAX with no clean re-anchor) re-asks while it
|
||||
// keeps holding: never resume to gray — a dead stream is the QUIC idle-timeout watchdog's job.
|
||||
let now = Instant::now();
|
||||
if gate.poll(client.frames_dropped(), now)
|
||||
&& last_kf_req.is_none_or(|t| now.duration_since(t) >= Duration::from_millis(100))
|
||||
{
|
||||
last_kf_req = Some(now);
|
||||
let _ = client.request_keyframe();
|
||||
log::debug!("decode: requested keyframe (loss recovery / overdue re-anchor)");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -702,8 +723,10 @@ struct OutputReady {
|
||||
/// internal looper thread) push the codec ones; the feeder thread pushes `Au`. Each carries only
|
||||
/// owned/`Copy` data so the callback closures satisfy the `Send` bound and never touch the codec.
|
||||
enum DecodeEvent {
|
||||
/// A received access unit from the feeder, ready to queue into the decoder.
|
||||
Au(Frame),
|
||||
/// A received access unit from the feeder, ready to queue into the decoder. The `bool` is the
|
||||
/// feeder's [`NativeClient::note_frame_index`] verdict — `true` when this AU revealed a forward
|
||||
/// frame-index gap, so the loop arms the freeze gate (the feeder already fired the RFI request).
|
||||
Au(Frame, bool),
|
||||
/// An input buffer slot freed (index) — we can queue an AU into it.
|
||||
InputAvailable(usize),
|
||||
/// A decoded frame is ready (buffer index + echoed pts + the callback-time `decoded` stamp).
|
||||
@@ -889,7 +912,12 @@ fn run_async(
|
||||
let mut discarded: u64 = 0;
|
||||
// AUs larger than the codec input buffer, dropped whole (see `feed`/`feed_ready`).
|
||||
let mut oversized_dropped: u64 = 0;
|
||||
let mut last_dropped = client.frames_dropped();
|
||||
// Freeze-until-reanchor gate (see the sync loop for the rationale). Armed on a frame-index gap
|
||||
// (the feeder's Au verdict), a parked-AU overflow drop, a dropped-count climb, or a recoverable
|
||||
// codec error; `recovery_flags` carries each AU's user_flags from `dispatch_event` (feed) to
|
||||
// `present_ready` (present), keyed by the codec-echoed pts.
|
||||
let mut gate = ReanchorGate::new(client.frames_dropped());
|
||||
let mut recovery_flags: VecDeque<(u64, u32)> = VecDeque::new();
|
||||
let mut last_kf_req: Option<Instant> = None;
|
||||
// Productive (dispatch+feed+present) time between displayed frames; reported to ADPF once one is
|
||||
// presented. The blocking event wait is excluded (idle, not work) — same accounting as the sync loop.
|
||||
@@ -915,6 +943,8 @@ fn run_async(
|
||||
&mut ready,
|
||||
&mut fmt_dirty,
|
||||
&mut fatal,
|
||||
&mut gate,
|
||||
&mut recovery_flags,
|
||||
));
|
||||
}
|
||||
// Coalesce every other event already queued into this one work pass — correct newest-only
|
||||
@@ -927,6 +957,8 @@ fn run_async(
|
||||
&mut ready,
|
||||
&mut fmt_dirty,
|
||||
&mut fatal,
|
||||
&mut gate,
|
||||
&mut recovery_flags,
|
||||
));
|
||||
}
|
||||
stats.note_skipped(aus_dropped); // parked-AU overflow drops are client-side skips too
|
||||
@@ -951,6 +983,8 @@ fn run_async(
|
||||
&tracker,
|
||||
&mut rendered,
|
||||
&mut discarded,
|
||||
&mut gate,
|
||||
&mut recovery_flags,
|
||||
);
|
||||
|
||||
work_accum_ns += work_t0.elapsed().as_nanos() as i64;
|
||||
@@ -982,17 +1016,19 @@ fn run_async(
|
||||
log::info!("decode: fed={fed} rendered={rendered} discarded={discarded}");
|
||||
}
|
||||
}
|
||||
// Loss recovery: request an IDR when the reassembler's unrecoverable-drop count climbs (or we
|
||||
// dropped a parked AU on overflow), throttled so a multi-frame recovery gap doesn't flood the
|
||||
// control stream.
|
||||
let dropped = client.frames_dropped();
|
||||
if dropped > last_dropped || aus_dropped > 0 {
|
||||
last_dropped = dropped;
|
||||
let now = Instant::now();
|
||||
if last_kf_req.is_none_or(|t| now.duration_since(t) >= Duration::from_millis(100)) {
|
||||
last_kf_req = Some(now);
|
||||
let _ = client.request_keyframe();
|
||||
}
|
||||
// Loss recovery + overdue backstop, folded through the gate. A parked-AU overflow drop is itself
|
||||
// a loss, so it arms the freeze directly; the gate's `poll` then arms on a dropped-count climb
|
||||
// and re-asks on an overdue freeze. All keyframe intents route through the shared 100 ms
|
||||
// throttle so a multi-frame recovery gap can't flood the control stream.
|
||||
let now = Instant::now();
|
||||
if aus_dropped > 0 {
|
||||
gate.arm(now);
|
||||
}
|
||||
if (gate.poll(client.frames_dropped(), now) || aus_dropped > 0)
|
||||
&& last_kf_req.is_none_or(|t| now.duration_since(t) >= Duration::from_millis(100))
|
||||
{
|
||||
last_kf_req = Some(now);
|
||||
let _ = client.request_keyframe();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1026,6 +1062,11 @@ fn feeder_loop(
|
||||
while !shutdown.load(Ordering::Relaxed) {
|
||||
match client.next_frame(Duration::from_millis(5)) {
|
||||
Ok(frame) => {
|
||||
// Loss recovery (RFI): a forward frame-index gap fires a throttled reference-frame-
|
||||
// invalidation request so an RFI-capable host recovers with a cheap clean P-frame
|
||||
// instead of a full IDR (the frames_dropped keyframe path is the backstop). The gap
|
||||
// verdict rides the Au event so the decode loop arms its freeze gate on the same signal.
|
||||
let gap = client.note_frame_index(frame.frame_index);
|
||||
if stats.enabled() {
|
||||
let received_ns = now_realtime_ns();
|
||||
let clock_offset = clock_offset.load(Ordering::Relaxed) as i128;
|
||||
@@ -1058,7 +1099,7 @@ fn feeder_loop(
|
||||
}
|
||||
}
|
||||
}
|
||||
if ev_tx.send(DecodeEvent::Au(frame)).is_err() {
|
||||
if ev_tx.send(DecodeEvent::Au(frame, gap)).is_err() {
|
||||
break; // the decode loop is gone
|
||||
}
|
||||
}
|
||||
@@ -1070,6 +1111,7 @@ fn feeder_loop(
|
||||
|
||||
/// Route one [`DecodeEvent`] into the loop's working sets. Returns `true` only when a parked AU was
|
||||
/// dropped on overflow (the caller then requests a keyframe).
|
||||
#[allow(clippy::too_many_arguments)] // two call sites; the freeze gate + flag map are threaded in
|
||||
fn dispatch_event(
|
||||
ev: DecodeEvent,
|
||||
pending_aus: &mut VecDeque<Frame>,
|
||||
@@ -1077,9 +1119,20 @@ fn dispatch_event(
|
||||
ready: &mut Vec<OutputReady>,
|
||||
fmt_dirty: &mut bool,
|
||||
fatal: &mut bool,
|
||||
gate: &mut ReanchorGate,
|
||||
recovery_flags: &mut VecDeque<(u64, u32)>,
|
||||
) -> bool {
|
||||
match ev {
|
||||
DecodeEvent::Au(f) => {
|
||||
DecodeEvent::Au(f, gap) => {
|
||||
// A forward frame-index gap arms the freeze; park this AU's flags for the present side to
|
||||
// fold `on_decoded` (keyed by the pts the codec will echo).
|
||||
if gap {
|
||||
gate.arm(Instant::now());
|
||||
}
|
||||
recovery_flags.push_back((f.pts_ns / 1000, f.flags));
|
||||
if recovery_flags.len() > IN_FLIGHT_CAP {
|
||||
recovery_flags.pop_front();
|
||||
}
|
||||
pending_aus.push_back(f);
|
||||
if pending_aus.len() > FRAME_PARK_CAP {
|
||||
pending_aus.pop_front(); // sustained overflow — drop oldest, signal a keyframe request
|
||||
@@ -1100,6 +1153,10 @@ fn dispatch_event(
|
||||
DecodeEvent::Error { fatal: f } => {
|
||||
if f {
|
||||
*fatal = true;
|
||||
} else {
|
||||
// A recoverable/transient codec error is a decode hiccup on a broken reference chain —
|
||||
// arm the freeze so the concealed output it recovers into is held off the screen.
|
||||
gate.arm(Instant::now());
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1171,6 +1228,8 @@ fn present_ready(
|
||||
tracker: &DisplayTracker,
|
||||
rendered: &mut u64,
|
||||
discarded: &mut u64,
|
||||
gate: &mut ReanchorGate,
|
||||
recovery_flags: &mut VecDeque<(u64, u32)>,
|
||||
) {
|
||||
if ready.is_empty() {
|
||||
return;
|
||||
@@ -1183,10 +1242,16 @@ fn present_ready(
|
||||
note_decoded_pts(stats, &mut g, clock_offset, o.pts_us, o.decoded_ns);
|
||||
}
|
||||
}
|
||||
// Fold EVERY output through the gate in pts (== decode) order — even the ones newest-wins discards —
|
||||
// so the two-mark re-anchor count stays correct; the newest's verdict decides whether it reaches
|
||||
// glass (`false` = withheld concealment; the SurfaceView keeps the last rendered frame frozen on).
|
||||
let now = Instant::now();
|
||||
let last = ready.len() - 1;
|
||||
let mut skipped: u64 = 0;
|
||||
for (i, o) in ready.drain(..).enumerate() {
|
||||
let render = i == last;
|
||||
let flags = take_flags(recovery_flags, o.pts_us);
|
||||
let present = gate.on_decoded(flags, false, now) == GateVerdict::Present;
|
||||
let render = i == last && present;
|
||||
match codec.release_output_buffer_by_index(o.index, render) {
|
||||
Ok(()) if render => {
|
||||
*rendered += 1;
|
||||
@@ -1206,7 +1271,7 @@ fn present_ready(
|
||||
}
|
||||
}
|
||||
}
|
||||
stats.note_skipped(skipped); // HUD `skipped` counter (newest-wins drops); no-op while hidden
|
||||
stats.note_skipped(skipped); // HUD `skipped` counter (newest-wins + held-off drops); no-op hidden
|
||||
}
|
||||
|
||||
/// React to an output-format change by signalling the stream's HDR dataspace on the Surface (SDR
|
||||
@@ -1402,19 +1467,30 @@ fn drain(
|
||||
in_flight: &mut VecDeque<(u64, i128)>,
|
||||
clock_offset: i64,
|
||||
tracker: &DisplayTracker,
|
||||
gate: &mut ReanchorGate,
|
||||
recovery_flags: &mut VecDeque<(u64, u32)>,
|
||||
) -> (u64, u64) {
|
||||
// Newest ready buffer so far (presented after the loop) with its HUD metadata —
|
||||
// `Some((pts_us, decoded_ns))` only while the HUD is visible (the stamp read is gated).
|
||||
// `Some((pts_us, decoded_ns))` only while the HUD is visible. `held_present` is the freeze gate's
|
||||
// verdict for that newest buffer (`false` = a post-loss concealment to withhold).
|
||||
let mut held: Option<(OutputBuffer<'_>, Option<(u64, i128)>)> = None;
|
||||
let mut held_present = true;
|
||||
let mut discarded: u64 = 0;
|
||||
let mut wait = first_wait;
|
||||
loop {
|
||||
match codec.dequeue_output_buffer(wait) {
|
||||
Ok(DequeuedOutputBufferInfoResult::Buffer(buf)) => {
|
||||
wait = Duration::ZERO; // only the first dequeue may block
|
||||
// Only the first dequeue may block; later ones poll (wait == ZERO).
|
||||
wait = Duration::ZERO;
|
||||
// Fold every dequeued frame through the gate in pts (== decode) order — even the ones
|
||||
// the newest-wins policy discards — so the two-mark re-anchor count stays correct; the
|
||||
// verdict of the newest (last folded) buffer decides whether it reaches glass.
|
||||
let pts_us = buf.info().presentation_time_us().max(0) as u64;
|
||||
let flags = take_flags(recovery_flags, pts_us);
|
||||
held_present =
|
||||
gate.on_decoded(flags, false, Instant::now()) == GateVerdict::Present;
|
||||
let meta = if stats.enabled() {
|
||||
// The dequeue IS the sync loop's decoded-availability instant.
|
||||
let pts_us = buf.info().presentation_time_us().max(0) as u64;
|
||||
let decoded_ns = now_realtime_ns();
|
||||
note_decoded_pts(stats, in_flight, clock_offset, pts_us, decoded_ns);
|
||||
Some((pts_us, decoded_ns))
|
||||
@@ -1460,16 +1536,19 @@ fn drain(
|
||||
}
|
||||
}
|
||||
}
|
||||
// Present the newest ready frame, if any, and park its metadata for the render callback.
|
||||
// Present the newest ready frame — UNLESS the gate is withholding it as a post-loss concealment,
|
||||
// in which case release it without rendering (the SurfaceView keeps the last rendered frame frozen
|
||||
// on glass) and count it as a discard rather than a display.
|
||||
let mut rendered = 0;
|
||||
if let Some((buf, meta)) = held {
|
||||
match codec.release_output_buffer(buf, true) {
|
||||
Ok(()) => {
|
||||
match codec.release_output_buffer(buf, held_present) {
|
||||
Ok(()) if held_present => {
|
||||
rendered = 1;
|
||||
if let Some((pts_us, decoded_ns)) = meta {
|
||||
tracker.note_rendered(pts_us, decoded_ns);
|
||||
}
|
||||
}
|
||||
Ok(()) => discarded += 1, // held off the screen — awaiting a clean re-anchor
|
||||
Err(e) => log::warn!("decode: release_output_buffer: {e}"),
|
||||
}
|
||||
}
|
||||
@@ -1511,6 +1590,25 @@ fn note_decoded_pts(
|
||||
stats.note_decoded(e2e_us, decode_us);
|
||||
}
|
||||
|
||||
/// The AU `user_flags` for a decoded output, keyed by the echoed `presentationTimeUs`. Recovery
|
||||
/// signalling (FLAG_SOF IDR marker / RECOVERY_ANCHOR / RECOVERY_POINT) rides the AU's flags, which are
|
||||
/// only in scope at feed time — so the feed side parks `(pts_us, flags)` here and the present side
|
||||
/// looks them up to fold [`ReanchorGate::on_decoded`]. Decode order == input order (low-latency, no
|
||||
/// B-frames), so this evicts entries older than `pts_us` as it goes; a miss (probe filler, or an entry
|
||||
/// aged past the cap) reads `0` — no recovery flags, decoded normally.
|
||||
fn take_flags(map: &mut VecDeque<(u64, u32)>, pts_us: u64) -> u32 {
|
||||
while let Some(&(p, f)) = map.front() {
|
||||
if p > pts_us {
|
||||
break; // future frame — leave it for its own output buffer
|
||||
}
|
||||
map.pop_front();
|
||||
if p == pts_us {
|
||||
return f;
|
||||
}
|
||||
}
|
||||
0
|
||||
}
|
||||
|
||||
/// Map the decoder's reported output colour to a BT.2020 HDR dataspace, or `None` for SDR. The
|
||||
/// integer values are the Android MediaFormat colour constants the NDK shares: COLOR_TRANSFER
|
||||
/// ST2084 = 6 (PQ/HDR10), HLG = 7; COLOR_RANGE FULL = 1, LIMITED = 2 (the host encodes limited).
|
||||
|
||||
@@ -24,12 +24,13 @@ const TAG_PLAYER_LEDS: u8 = 0x02;
|
||||
const TAG_TRIGGER: u8 = 0x03;
|
||||
|
||||
/// `NativeBridge.nativeNextRumble(handle): Long` — block up to ~100 ms for the next rumble update.
|
||||
/// Returns a packed positive long: bit 48 = "has a v2 lease", bits 32..47 = `ttl_ms`, bits 16..31 =
|
||||
/// `low`, bits 0..15 = `high` (`low`/`high` 0..=0xFFFF, `0/0` = stop). The lease flag is
|
||||
/// out-of-band so ANY 16-bit `ttl_ms` — including 0xFFFF — is unambiguous (no in-band sentinel to
|
||||
/// collide with a real 65535 ms lease). No lease (legacy host) → bit 48 clear, and Kotlin falls
|
||||
/// back to its long one-shot. `-1` on timeout / session closed (all packed values are positive, so
|
||||
/// `-1` stays unambiguous). Pad index is dropped (single-pad model). Run from a Kotlin poll thread.
|
||||
/// Returns a packed positive long: bits 49..52 = wire `pad` index (0..15), bit 48 = "has a v2 lease",
|
||||
/// bits 32..47 = `ttl_ms`, bits 16..31 = `low`, bits 0..15 = `high` (`low`/`high` 0..=0xFFFF, `0/0` =
|
||||
/// stop). The lease flag is out-of-band so ANY 16-bit `ttl_ms` — including 0xFFFF — is unambiguous (no
|
||||
/// in-band sentinel to collide with a real 65535 ms lease). No lease (legacy host) → bit 48 clear, and
|
||||
/// Kotlin falls back to its long one-shot. `-1` on timeout / session closed (all packed values are
|
||||
/// positive, so `-1` stays unambiguous). Kotlin routes the update back to the controller holding that
|
||||
/// wire `pad` index (multi-pad rumble). Run from a Kotlin poll thread.
|
||||
#[no_mangle]
|
||||
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble(
|
||||
_env: JNIEnv,
|
||||
@@ -46,14 +47,19 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble(
|
||||
// threads (and joins them — unbounded) before nativeClose frees the handle.
|
||||
let h = unsafe { &*(handle as *const SessionHandle) };
|
||||
match h.client.next_rumble_ttl(PULL_TIMEOUT) {
|
||||
Ok((_pad, low, high, ttl)) => {
|
||||
Ok((pad, low, high, ttl)) => {
|
||||
// The reorder gate already ran in the core, so this update is fresh. Encode the
|
||||
// Option out-of-band: a real lease sets bit 48 and carries ttl_ms verbatim.
|
||||
// Option out-of-band: a real lease sets bit 48 and carries ttl_ms verbatim. The pad
|
||||
// index rides above the lease flag (bits 49..52), keeping the whole word positive.
|
||||
let (lease_flag, ttl_bits) = match ttl {
|
||||
Some(ms) => (1i64 << 48, jlong::from(ms) << 32),
|
||||
None => (0, 0),
|
||||
};
|
||||
lease_flag | ttl_bits | (jlong::from(low) << 16) | jlong::from(high)
|
||||
(jlong::from(pad & 0xF) << 49)
|
||||
| lease_flag
|
||||
| ttl_bits
|
||||
| (jlong::from(low) << 16)
|
||||
| jlong::from(high)
|
||||
}
|
||||
Err(_) => -1, // NoFrame (timeout) or Closed — Kotlin loops on its running flag
|
||||
}
|
||||
@@ -61,10 +67,12 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble(
|
||||
}
|
||||
|
||||
/// `NativeBridge.nativeNextHidout(handle, buf): Int` — block up to ~100 ms for the next DualSense
|
||||
/// HID-output event, written into the caller's direct ByteBuffer as `[kind][fields…]`:
|
||||
/// Led → `[0x01][r][g][b]` (len 4)
|
||||
/// PlayerLeds → `[0x02][bits]` (len 2)
|
||||
/// Trigger → `[0x03][which][effect…]` (len 2 + effect.len())
|
||||
/// HID-output event, written into the caller's direct ByteBuffer as `[pad][kind][fields…]` (the
|
||||
/// leading `pad` is the wire pad index the event is addressed to, so Kotlin routes it to that
|
||||
/// controller — multi-pad HID feedback):
|
||||
/// Led → `[pad][0x01][r][g][b]` (len 5)
|
||||
/// PlayerLeds → `[pad][0x02][bits]` (len 3)
|
||||
/// Trigger → `[pad][0x03][which][effect…]` (len 3 + effect.len())
|
||||
/// Returns the byte count written, or `-1` on timeout / session closed / buffer too small.
|
||||
#[no_mangle]
|
||||
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
|
||||
@@ -97,33 +105,37 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
|
||||
// SAFETY: `ptr`/`cap` describe the direct ByteBuffer's backing store, valid for this call.
|
||||
let out = unsafe { std::slice::from_raw_parts_mut(ptr, cap) };
|
||||
|
||||
// out[0] = wire pad index; out[1] = kind tag; the rest is the per-kind payload.
|
||||
let n = match ev {
|
||||
HidOutput::Led { r, g, b, .. } => {
|
||||
if cap < 4 {
|
||||
HidOutput::Led { pad, r, g, b } => {
|
||||
if cap < 5 {
|
||||
return -1;
|
||||
}
|
||||
out[0] = TAG_LED;
|
||||
out[1] = r;
|
||||
out[2] = g;
|
||||
out[3] = b;
|
||||
4
|
||||
out[0] = pad;
|
||||
out[1] = TAG_LED;
|
||||
out[2] = r;
|
||||
out[3] = g;
|
||||
out[4] = b;
|
||||
5
|
||||
}
|
||||
HidOutput::PlayerLeds { bits, .. } => {
|
||||
if cap < 2 {
|
||||
HidOutput::PlayerLeds { pad, bits } => {
|
||||
if cap < 3 {
|
||||
return -1;
|
||||
}
|
||||
out[0] = TAG_PLAYER_LEDS;
|
||||
out[1] = bits;
|
||||
2
|
||||
out[0] = pad;
|
||||
out[1] = TAG_PLAYER_LEDS;
|
||||
out[2] = bits;
|
||||
3
|
||||
}
|
||||
HidOutput::Trigger { which, effect, .. } => {
|
||||
let n = 2 + effect.len();
|
||||
HidOutput::Trigger { pad, which, effect } => {
|
||||
let n = 3 + effect.len();
|
||||
if cap < n {
|
||||
return -1; // the raw DS5 trigger block is ~11 bytes; Kotlin allocates 64
|
||||
}
|
||||
out[0] = TAG_TRIGGER;
|
||||
out[1] = which;
|
||||
out[2..n].copy_from_slice(&effect);
|
||||
out[0] = pad;
|
||||
out[1] = TAG_TRIGGER;
|
||||
out[2] = which;
|
||||
out[3..n].copy_from_slice(&effect);
|
||||
n
|
||||
}
|
||||
HidOutput::TrackpadHaptic { .. } => {
|
||||
|
||||
@@ -145,13 +145,19 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendKey(
|
||||
}
|
||||
|
||||
// ---- Gamepad: Kotlin captures (KeyEvent/MotionEvent) → NativeClient::send_input ---------------
|
||||
// Single-pad model: exactly one controller, forwarded as pad 0 (flags = 0). Buttons carry the
|
||||
// gamepad::BTN_* bit in `code` and pressed/released in `x` (1/0); axes carry the gamepad::AXIS_* id
|
||||
// in `code` and the value in `x` (sticks i16 −32768..32767, +y = up; triggers 0..255). The host
|
||||
// accumulates the incremental events into its virtual xpad. Wire contract: input.rs::gamepad.
|
||||
// Multi-pad model: each physical controller is forwarded on its own wire pad index (0..15), carried
|
||||
// in the low byte of `flags` on every per-pad event — the Kotlin side (`GamepadRouter`) assigns a
|
||||
// stable lowest-free index per Android device and threads it here. Buttons carry the gamepad::BTN_*
|
||||
// bit in `code` and pressed/released in `x` (1/0); axes carry the gamepad::AXIS_* id in `code` and
|
||||
// the value in `x` (sticks i16 −32768..32767, +y = up; triggers 0..255). The host accumulates the
|
||||
// incremental events per pad into a matching virtual device. The core input task folds these into
|
||||
// the seq'd GamepadState snapshots (keyed on this same `flags` index) and owns the per-pad seq — so
|
||||
// the only thing this layer must get right is the index. Wire contract: input.rs::gamepad. A single
|
||||
// controller lands on index 0, so its wire is byte-identical to the old single-pad path.
|
||||
|
||||
/// `NativeBridge.nativeSendGamepadButton(handle, bit, down)` — one gamepad button transition.
|
||||
/// `bit`: a `gamepad::BTN_*` bit (e.g. BTN_A = 0x1000). `down`: 1=press, 0=release.
|
||||
/// `NativeBridge.nativeSendGamepadButton(handle, bit, down, pad)` — one gamepad button transition on
|
||||
/// wire pad index `pad`. `bit`: a `gamepad::BTN_*` bit (e.g. BTN_A = 0x1000). `down`: 1=press,
|
||||
/// 0=release. `pad`: wire pad index 0..15 (rides `flags`).
|
||||
#[no_mangle]
|
||||
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadButton(
|
||||
_env: JNIEnv,
|
||||
@@ -159,21 +165,21 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepad
|
||||
handle: jlong,
|
||||
bit: jint,
|
||||
down: jboolean,
|
||||
pad: jint,
|
||||
) {
|
||||
// flags = 0: pad index 0 — single-pad model.
|
||||
send_event(
|
||||
handle,
|
||||
InputKind::GamepadButton,
|
||||
bit as u32,
|
||||
i32::from(down != 0),
|
||||
0,
|
||||
0,
|
||||
pad as u32,
|
||||
);
|
||||
}
|
||||
|
||||
/// `NativeBridge.nativeSendGamepadAxis(handle, axisId, value)` — one gamepad axis update.
|
||||
/// `axisId`: a `gamepad::AXIS_*` id (LS_X=0..RT=5). `value`: stick i16 (−32768..32767, +y=up) or
|
||||
/// trigger 0..255.
|
||||
/// `NativeBridge.nativeSendGamepadAxis(handle, axisId, value, pad)` — one gamepad axis update on wire
|
||||
/// pad index `pad`. `axisId`: a `gamepad::AXIS_*` id (LS_X=0..RT=5). `value`: stick i16
|
||||
/// (−32768..32767, +y=up) or trigger 0..255. `pad`: wire pad index 0..15 (rides `flags`).
|
||||
#[no_mangle]
|
||||
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadAxis(
|
||||
_env: JNIEnv,
|
||||
@@ -181,7 +187,52 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepad
|
||||
handle: jlong,
|
||||
axis_id: jint,
|
||||
value: jint,
|
||||
pad: jint,
|
||||
) {
|
||||
// flags = 0: pad index 0 — single-pad model.
|
||||
send_event(handle, InputKind::GamepadAxis, axis_id as u32, value, 0, 0);
|
||||
send_event(
|
||||
handle,
|
||||
InputKind::GamepadAxis,
|
||||
axis_id as u32,
|
||||
value,
|
||||
0,
|
||||
pad as u32,
|
||||
);
|
||||
}
|
||||
|
||||
/// `NativeBridge.nativeSendGamepadArrival(handle, pref, pad)` — declare the controller KIND presented
|
||||
/// on wire pad index `pad` so the host builds a matching virtual device (mixed types — pad 0 a
|
||||
/// DualSense, pad 1 an Xbox pad). `pref`: the `GamepadPref` wire byte (rides `code`). `pad`: wire pad
|
||||
/// index 0..15 (rides `flags`). Sent ONCE when a pad opens, BEFORE any of its input; the core re-sends
|
||||
/// it a few times against datagram loss, and an older host ignores the unknown tag (that pad then uses
|
||||
/// the session-default kind from the handshake — the pre-existing single-pad behaviour on pad 0).
|
||||
#[no_mangle]
|
||||
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadArrival(
|
||||
_env: JNIEnv,
|
||||
_this: JObject,
|
||||
handle: jlong,
|
||||
pref: jint,
|
||||
pad: jint,
|
||||
) {
|
||||
send_event(
|
||||
handle,
|
||||
InputKind::GamepadArrival,
|
||||
pref as u32,
|
||||
0,
|
||||
0,
|
||||
pad as u32,
|
||||
);
|
||||
}
|
||||
|
||||
/// `NativeBridge.nativeSendGamepadRemove(handle, pad)` — signal that wire pad index `pad` was
|
||||
/// unplugged so the host tears its virtual device down. `pad` (rides `flags`) is the only field; the
|
||||
/// core stamps the per-pad seq (in the snapshot seq space, so a reordered snapshot can't resurrect the
|
||||
/// pad) and arms a re-send burst against datagram loss. An older host ignores the unknown tag.
|
||||
#[no_mangle]
|
||||
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepadRemove(
|
||||
_env: JNIEnv,
|
||||
_this: JObject,
|
||||
handle: jlong,
|
||||
pad: jint,
|
||||
) {
|
||||
send_event(handle, InputKind::GamepadRemove, 0, 0, 0, pad as u32);
|
||||
}
|
||||
|
||||
@@ -2,24 +2,24 @@
|
||||
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
|
||||
<plist version="1.0">
|
||||
<dict>
|
||||
<!-- Custom keys merged into the auto-generated Info.plist (GENERATE_INFOPLIST_FILE=YES
|
||||
supplies the rest). NSBonjourServices is required for NWBrowser to browse this
|
||||
service type on iOS/tvOS — without it the system blocks the browse and discovery
|
||||
returns nothing. Kept OUT of the synchronized App/ + Sources/ groups so it isn't
|
||||
auto-added as a bundle resource (which collides with Info.plist processing). -->
|
||||
<key>CADisableMinimumFrameDurationOnPhone</key>
|
||||
<true/>
|
||||
<key>GCSupportedGameControllers</key>
|
||||
<array>
|
||||
<dict>
|
||||
<key>ProfileName</key>
|
||||
<string>ExtendedGamepad</string>
|
||||
</dict>
|
||||
<dict>
|
||||
<key>ProfileName</key>
|
||||
<string>MicroGamepad</string>
|
||||
</dict>
|
||||
</array>
|
||||
<key>ITSAppUsesNonExemptEncryption</key>
|
||||
<true/>
|
||||
<key>NSBonjourServices</key>
|
||||
<array>
|
||||
<string>_punktfunk._udp</string>
|
||||
</array>
|
||||
<!-- Standard-algorithm crypto only (AES-GCM via the Rust core) — exempt from export
|
||||
compliance, but the key must be declared or every TestFlight build stalls on the
|
||||
compliance question. -->
|
||||
<key>ITSAppUsesNonExemptEncryption</key>
|
||||
<false/>
|
||||
<!-- Allow CADisplayLink above 60 Hz on ProMotion iPhones: without this key the system
|
||||
silently caps the link at 60 even when SessionPresenter asks for the stream's rate
|
||||
via preferredFrameRateRange, so a 120 fps stream would present at half rate. -->
|
||||
<key>CADisableMinimumFrameDurationOnPhone</key>
|
||||
<true/>
|
||||
</dict>
|
||||
</plist>
|
||||
|
||||
@@ -14,19 +14,11 @@
|
||||
<!-- Wake-on-LAN needs to send a UDP broadcast magic packet (a sleeping host has no ARP
|
||||
entry, so unicast can't wake it). Since iOS 14 / tvOS 14 the OS blocks sending to
|
||||
broadcast/multicast addresses unless the app carries this managed entitlement — it must
|
||||
be requested from and approved by Apple for the App ID, then enabled in the provisioning
|
||||
profile. macOS is not gated by this (its App Sandbox network.client/server cover it).
|
||||
|
||||
GATED pending Apple's approval of the request (form filed) — an unauthorized managed
|
||||
entitlement breaks iOS/tvOS signing, so it's commented out to keep those apps releasable.
|
||||
ON APPROVAL: (1) uncomment the two lines below, and (2) flip
|
||||
PunktfunkConnection.wakeOnLANAvailable (PunktfunkConnection.swift) to enable the iOS/tvOS
|
||||
wake path + UI. Until then iOS/tvOS Wake-on-LAN is a clean no-op — MACs are still learned
|
||||
from mDNS so it works immediately once ungated. macOS is unaffected (separate entitlements
|
||||
file, no multicast entitlement needed). -->
|
||||
<!--
|
||||
be approved by Apple for the App ID and enabled in the provisioning profile. macOS is not
|
||||
gated by this (its App Sandbox network.client/server cover it), hence its separate file.
|
||||
Approved and provisioned, so it's enabled here and PunktfunkConnection.wakeOnLANAvailable
|
||||
is true on iOS/tvOS too. -->
|
||||
<key>com.apple.developer.networking.multicast</key>
|
||||
<true/>
|
||||
-->
|
||||
</dict>
|
||||
</plist>
|
||||
|
||||
@@ -40,6 +40,8 @@ let package = Package(
|
||||
// its manifest breaks SwiftPM whole-graph validation on macOS, and only the
|
||||
// Punktfunk-tvOS target links it; the #if os(tvOS) import never compiles here.)
|
||||
.executableTarget(name: "PunktfunkClient", dependencies: ["PunktfunkKit"]),
|
||||
.testTarget(name: "PunktfunkKitTests", dependencies: ["PunktfunkKit"]),
|
||||
// PunktfunkCore is a direct dep too so the wire tests can name the C ABI's
|
||||
// `PunktfunkInputEvent` / `PUNKTFUNK_INPUT_KIND_*` when asserting the gamepad byte layout.
|
||||
.testTarget(name: "PunktfunkKitTests", dependencies: ["PunktfunkKit", "PunktfunkCore"]),
|
||||
]
|
||||
)
|
||||
|
||||
@@ -436,6 +436,7 @@
|
||||
INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
|
||||
INFOPLIST_KEY_GCSupportsControllerUserInteraction = YES;
|
||||
INFOPLIST_KEY_GCSupportsGameMode = YES;
|
||||
INFOPLIST_KEY_ITSAppUsesNonExemptEncryption = NO;
|
||||
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.games";
|
||||
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
|
||||
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone.";
|
||||
@@ -477,6 +478,7 @@
|
||||
INFOPLIST_KEY_CFBundleDisplayName = Punktfunk;
|
||||
INFOPLIST_KEY_GCSupportsControllerUserInteraction = YES;
|
||||
INFOPLIST_KEY_GCSupportsGameMode = YES;
|
||||
INFOPLIST_KEY_ITSAppUsesNonExemptEncryption = NO;
|
||||
INFOPLIST_KEY_LSApplicationCategoryType = "public.app-category.games";
|
||||
INFOPLIST_KEY_NSLocalNetworkUsageDescription = "Punktfunk connects directly to your punktfunk host on the local network to stream video, audio, and input.";
|
||||
INFOPLIST_KEY_NSMicrophoneUsageDescription = "Your microphone is streamed to the connected punktfunk host, where it appears as a virtual microphone.";
|
||||
|
||||
@@ -49,6 +49,13 @@
|
||||
ReferencedContainer = "container:Punktfunk.xcodeproj">
|
||||
</BuildableReference>
|
||||
</BuildableProductRunnable>
|
||||
<EnvironmentVariables>
|
||||
<EnvironmentVariable
|
||||
key = "PUNKTFUNK_BILINEAR_LUMA"
|
||||
value = "1"
|
||||
isEnabled = "YES">
|
||||
</EnvironmentVariable>
|
||||
</EnvironmentVariables>
|
||||
</LaunchAction>
|
||||
<ProfileAction
|
||||
buildConfiguration = "Release"
|
||||
|
||||
@@ -60,7 +60,8 @@ struct ContentView: View {
|
||||
@State private var speedTestTarget: StoredHost?
|
||||
@State private var libraryTarget: StoredHost?
|
||||
/// Wakes a sleeping host and waits for it to come back online before connecting (drives the
|
||||
/// "Waking…" overlay). macOS-only in practice — WoL is gated off on iOS/tvOS.
|
||||
/// "Waking…" phase of the connect overlay). Available on every platform now that the iOS/tvOS
|
||||
/// multicast entitlement is granted (see PunktfunkConnection.wakeOnLANAvailable).
|
||||
@StateObject private var waker = HostWaker()
|
||||
#if os(macOS)
|
||||
/// Whether the hosting window is native-fullscreen right now (reported by
|
||||
@@ -86,6 +87,10 @@ struct ContentView: View {
|
||||
// with no (extended) controller attached tvOS falls back to HomeView as before.
|
||||
@ObservedObject private var gamepadManager = GamepadManager.shared
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
/// Auto-wake on connect (Settings → General). On (default): a dial to an offline saved host
|
||||
/// fires Wake-on-LAN up front and falls into the "Waking…" wait if the dial fails. Off: connects
|
||||
/// go straight through with no wake. The explicit "Wake Host" action is unaffected either way.
|
||||
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
|
||||
private var gamepadUIActive: Bool {
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
|
||||
@@ -259,9 +264,26 @@ struct ContentView: View {
|
||||
}
|
||||
|
||||
private var home: some View {
|
||||
// The "Waking…" overlay rides over BOTH home UIs (and the pre-connect window is still
|
||||
// `home`, so it covers the whole wake→online→connect sequence).
|
||||
homeBase.overlay { WakeOverlay(waker: waker) }
|
||||
// The full-screen connect takeover rides over BOTH home UIs (and the pre-connect window is
|
||||
// still `home`, so it covers the whole dial → wake → online → connect sequence): instant
|
||||
// "Connecting…" feedback on any dial, flowing seamlessly into the "Waking…" wait if the host
|
||||
// turns out to be asleep.
|
||||
homeBase.overlay {
|
||||
ConnectOverlay(
|
||||
connectingHostName: connectingOverlayName,
|
||||
waker: waker,
|
||||
gamepadUI: gamepadUIActive,
|
||||
onCancelConnect: { model.disconnect() })
|
||||
}
|
||||
}
|
||||
|
||||
/// The host label for the connect takeover's "Connecting…" phase — a plain dial in flight. Nil
|
||||
/// during the delegated-approval wait (that has its own "Waiting for approval" prompt, so the
|
||||
/// takeover must not stack over it) and, of course, when idle or streaming.
|
||||
private var connectingOverlayName: String? {
|
||||
guard awaitingApproval == nil, model.phase == .connecting, let host = model.activeHost
|
||||
else { return nil }
|
||||
return host.displayName
|
||||
}
|
||||
|
||||
@ViewBuilder private var homeBase: some View {
|
||||
@@ -327,12 +349,25 @@ struct ContentView: View {
|
||||
}()
|
||||
return ZStack {
|
||||
stream(captureEnabled: pendingFingerprint == nil)
|
||||
.blur(radius: pendingFingerprint != nil ? 32 : 0)
|
||||
// Blur the live stream during the trust prompt (heavy) and during a resize (lighter
|
||||
// — the deliberate "hold on" while the host rebuilds its pipeline and the decoder
|
||||
// re-inits on the new-mode IDR). Only the resize blur animates; the trust blur snaps
|
||||
// as before (its own overlay handles the transition).
|
||||
.blur(radius: pendingFingerprint != nil ? 32 : (model.resizing ? 16 : 0))
|
||||
.animation(.easeInOut(duration: 0.22), value: model.resizing)
|
||||
.overlay {
|
||||
if pendingFingerprint != nil {
|
||||
Color.black.opacity(0.45)
|
||||
}
|
||||
}
|
||||
// The resize spinner rides over the (blurred) stream; suppressed under the trust
|
||||
// prompt, which owns the screen. It never hit-tests, so window-drag resizes keep
|
||||
// steering and the next click still reaches the stream.
|
||||
.overlay {
|
||||
if pendingFingerprint == nil {
|
||||
ResizeIndicatorView(active: model.resizing)
|
||||
}
|
||||
}
|
||||
if let fp = pendingFingerprint {
|
||||
TrustCardView(
|
||||
fingerprint: fp,
|
||||
@@ -410,6 +445,16 @@ struct ContentView: View {
|
||||
onSessionEnd: { [weak model] in
|
||||
Task { @MainActor in model?.sessionEnded() }
|
||||
},
|
||||
// Resize overlay START — the follower is main-actor, so this drives the blur
|
||||
// + spinner synchronously the instant the window differs from the live mode.
|
||||
onResizeTarget: { [weak model] w, h in
|
||||
model?.resizeTargeted(width: w, height: h)
|
||||
},
|
||||
// Resize overlay END — the coded dims of each new-mode IDR, reported from the
|
||||
// decode pump thread; hop to the main actor to clear the overlay.
|
||||
onDecodedSize: { [weak model] w, h in
|
||||
Task { @MainActor in model?.resizeDecoded(width: w, height: h) }
|
||||
},
|
||||
endToEndMeter: model.endToEnd,
|
||||
decodeMeter: model.decodeStage,
|
||||
displayMeter: model.displayStage
|
||||
@@ -544,7 +589,8 @@ struct ContentView: View {
|
||||
// packet up front, so a genuinely-asleep host is waking while the connect times out; only
|
||||
// when that dial FAILS do we fall into the visible "Waking…" wait — a cold box takes far
|
||||
// longer to boot than a connect will sit — and redial once it's back on mDNS.
|
||||
if PunktfunkConnection.wakeOnLANAvailable, !host.wakeMacs.isEmpty, !discovery.advertises(host) {
|
||||
if autoWakeEnabled, PunktfunkConnection.wakeOnLANAvailable,
|
||||
!host.wakeMacs.isEmpty, !discovery.advertises(host) {
|
||||
discovery.start() // so the wake-wait can observe it reappear
|
||||
startSessionDirect(
|
||||
host, launchID: launchID, allowTofu: allowTofu,
|
||||
@@ -601,7 +647,9 @@ struct ContentView: View {
|
||||
private func prepareWake(for host: StoredHost) {
|
||||
if let live = discovery.hosts.first(where: { host.matches($0) }) {
|
||||
store.updateMacs(host.id, macs: live.macAddresses) // learn — on every platform
|
||||
} else if PunktfunkConnection.wakeOnLANAvailable, !host.wakeMacs.isEmpty {
|
||||
} else if autoWakeEnabled, PunktfunkConnection.wakeOnLANAvailable, !host.wakeMacs.isEmpty {
|
||||
// Auto-wake only: fire the up-front packet so a genuinely-asleep host is booting while the
|
||||
// dial times out. With auto-wake off, connects go straight through (no packet).
|
||||
let macs = host.wakeMacs
|
||||
let ip = host.address
|
||||
DispatchQueue.global(qos: .userInitiated).async {
|
||||
|
||||
@@ -0,0 +1,145 @@
|
||||
// The unified "getting you connected" overlay — one look for BOTH phases of reaching a host, so the
|
||||
// user gets feedback the instant they pick one and it flows seamlessly into a wake if the host turns
|
||||
// out to be asleep. The Apple mirror of the Android client's `ConnectOverlay` and the shared console
|
||||
// UI's connect/wake takeover; it replaces the old centered-card `WakeOverlay`.
|
||||
//
|
||||
// - Connecting (`connectingHostName` non-nil): the dial is in flight. Shown immediately on activate
|
||||
// so a host that takes a beat to answer no longer looks like nothing happened.
|
||||
// - Waking (`waker.waking` non-nil): the dial failed on a sleeping host, so we're firing
|
||||
// Wake-on-LAN and waiting for it to advertise again, escalating to a retry/cancel prompt on
|
||||
// timeout.
|
||||
//
|
||||
// Presentation is mode-aware: the gamepad ("console") UI gets a full-screen aurora takeover — the
|
||||
// same living backdrop the console home wears, so it reads as a deliberate 10-foot moment; the
|
||||
// default touch/desktop UI gets a Liquid Glass modal over a dim scrim, which sits right at home among
|
||||
// the app's other floating surfaces (the trust card, the HUD) instead of a full-screen aurora that
|
||||
// looked out of place there.
|
||||
//
|
||||
// The two phases hand off within a single view update (HostWaker clears `waking` and starts the
|
||||
// connect in the same MainActor step), so the overlay never blinks between them. It swallows input to
|
||||
// the screen behind it, and on iOS/macOS the pad drives it (B cancels, A retries once timed out).
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
struct ConnectOverlay: View {
|
||||
/// Non-nil while a plain dial is in flight (the delegated-approval wait has its own prompt, so it
|
||||
/// passes nil here). Drives the "Connecting…" phase.
|
||||
let connectingHostName: String?
|
||||
@ObservedObject var waker: HostWaker
|
||||
/// The console launcher is up → full-screen aurora takeover; otherwise the default UI's Liquid
|
||||
/// Glass modal.
|
||||
var gamepadUI: Bool
|
||||
/// Cancel a dial in flight — tears down the (uncancelable) connect and returns the UI; the late
|
||||
/// result is discarded by SessionModel's connect guard.
|
||||
var onCancelConnect: () -> Void
|
||||
|
||||
private enum Phase {
|
||||
case connecting(name: String)
|
||||
case waking(HostWaker.Waking)
|
||||
}
|
||||
|
||||
/// Waking takes precedence — it only ever exists after a dial has already failed, so a stray
|
||||
/// overlap can't strand the "Connecting…" phase over a wake in progress.
|
||||
private var phase: Phase? {
|
||||
if let w = waker.waking { return .waking(w) }
|
||||
if let name = connectingHostName { return .connecting(name: name) }
|
||||
return nil
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
if let phase {
|
||||
ZStack {
|
||||
if gamepadUI {
|
||||
// Console: an opaque, living aurora over everything.
|
||||
Color.black.ignoresSafeArea()
|
||||
GamepadScreenBackground().ignoresSafeArea()
|
||||
Color.clear.contentShape(Rectangle()).onTapGesture {}
|
||||
content(phase).padding(40).frame(maxWidth: 460)
|
||||
} else {
|
||||
// Default UI: a Liquid Glass modal over a dim scrim.
|
||||
Rectangle().fill(.black.opacity(0.5)).ignoresSafeArea()
|
||||
.contentShape(Rectangle()).onTapGesture {}
|
||||
content(phase)
|
||||
.padding(28)
|
||||
.frame(maxWidth: 380)
|
||||
.glassBackground(RoundedRectangle(cornerRadius: 26, style: .continuous))
|
||||
.overlay(
|
||||
RoundedRectangle(cornerRadius: 26, style: .continuous)
|
||||
.strokeBorder(.white.opacity(0.12), lineWidth: 1))
|
||||
.padding(40)
|
||||
}
|
||||
}
|
||||
.environment(\.colorScheme, .dark)
|
||||
.transition(.opacity)
|
||||
#if os(iOS) || os(macOS)
|
||||
.background { ConnectControllerInput(waker: waker, onCancelConnect: onCancelConnect) }
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder private func content(_ phase: Phase) -> some View {
|
||||
// The takeover carries larger type than the compact modal.
|
||||
let titleSize: CGFloat = gamepadUI ? 24 : 19
|
||||
let bodySize: CGFloat = gamepadUI ? 14 : 13
|
||||
VStack(spacing: gamepadUI ? 16 : 14) {
|
||||
switch phase {
|
||||
case .connecting(let name):
|
||||
ProgressView().controlSize(.large).tint(.white)
|
||||
Text("Connecting to \(name)")
|
||||
.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(.white)
|
||||
.multilineTextAlignment(.center)
|
||||
Text("Establishing a secure connection…")
|
||||
.font(.geist(bodySize, relativeTo: .caption)).foregroundStyle(.white.opacity(0.6))
|
||||
Button("Cancel") { onCancelConnect() }.buttonStyle(.bordered).padding(.top, 6)
|
||||
case .waking(let w) where w.timedOut:
|
||||
Image(systemName: "moon.zzz.fill")
|
||||
.font(.system(size: gamepadUI ? 40 : 34)).foregroundStyle(.white.opacity(0.9))
|
||||
Text("\(w.hostName) didn't wake")
|
||||
.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(.white)
|
||||
.multilineTextAlignment(.center)
|
||||
Text("It may still be booting, or it's powered off / off this network.")
|
||||
.font(.geist(bodySize, relativeTo: .caption)).foregroundStyle(.white.opacity(0.6))
|
||||
.multilineTextAlignment(.center)
|
||||
HStack(spacing: 12) {
|
||||
Button("Cancel") { waker.cancel() }.buttonStyle(.bordered)
|
||||
Button("Try Again") { waker.retry() }.glassProminentButtonStyle()
|
||||
}
|
||||
.padding(.top, 6)
|
||||
case .waking(let w):
|
||||
ProgressView().controlSize(.large).tint(.white)
|
||||
Text("Waking \(w.hostName)…")
|
||||
.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(.white)
|
||||
.multilineTextAlignment(.center)
|
||||
Text("Waiting for it to come online · \(w.seconds)s")
|
||||
.font(.geistFixed(bodySize)).foregroundStyle(.white.opacity(0.6)).monospacedDigit()
|
||||
// A wake-only wait (no dial after) offers "Stop Waiting"; a wake-&-connect is "Cancel".
|
||||
Button(w.connectsAfter ? "Cancel" : "Stop Waiting") { waker.cancel() }
|
||||
.buttonStyle(.bordered).padding(.top, 6)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
/// Controller binding for the overlay: B cancels whatever's in flight (a dial or the wake wait); A
|
||||
/// retries once a wake has timed out. The closures read the live state on each press, so they stay
|
||||
/// correct across the Connecting ↔ Waking handoff without the view re-mounting. A zero-size backing
|
||||
/// view owning a `GamepadMenuInput` for the overlay's lifetime (the home is gated inactive while the
|
||||
/// overlay is up, so nothing else is consuming the pad).
|
||||
private struct ConnectControllerInput: View {
|
||||
@ObservedObject var waker: HostWaker
|
||||
var onCancelConnect: () -> Void
|
||||
@State private var input = GamepadMenuInput(manager: .shared)
|
||||
|
||||
var body: some View {
|
||||
Color.clear
|
||||
.onAppear {
|
||||
input.onBack = { if waker.waking != nil { waker.cancel() } else { onCancelConnect() } }
|
||||
input.onConfirm = { if waker.waking?.timedOut == true { waker.retry() } }
|
||||
input.start()
|
||||
}
|
||||
.onDisappear { input.stop() }
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -65,6 +65,9 @@ struct GamepadHomeView: View {
|
||||
/// Same gate the touch grid's "Browse Library…" context-menu item uses (default ON; the
|
||||
/// Settings "Game library" toggle opts out).
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
|
||||
/// Auto-wake on connect (default ON) — when off, activating an offline host just dials (no wake),
|
||||
/// so the tile drops its "Wake & Connect" affordance for a plain "Connect".
|
||||
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
|
||||
#if os(iOS)
|
||||
/// `.compact` in a landscape phone window — drives tighter chrome so everything still fits.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
@@ -192,9 +195,12 @@ struct GamepadHomeView: View {
|
||||
onActivate: { $0.activate() },
|
||||
onSecondary: { openLibraryForSelected() },
|
||||
onTertiary: { showSettings = true },
|
||||
// Stop consuming the controller while another screen (or the wake overlay) is on top —
|
||||
// otherwise the launcher navigates behind it (invisibly on iPhone, visibly on iPad).
|
||||
isActive: libraryTarget == nil && !showSettings && !showAddHost && waker.waking == nil
|
||||
// Stop consuming the controller while another screen (or the connect/wake takeover) is on
|
||||
// top — otherwise the launcher navigates behind it (invisibly on iPhone, visibly on iPad),
|
||||
// and a second A during a dial would launch a concurrent connect. `.connecting` covers the
|
||||
// takeover's Connecting phase; `waker.waking` covers its Waking phase.
|
||||
isActive: libraryTarget == nil && !showSettings && !showAddHost
|
||||
&& waker.waking == nil && model.phase != .connecting
|
||||
) { tile in
|
||||
hostCard(tile, size: CGSize(width: cardWidth, height: cardHeight))
|
||||
}
|
||||
@@ -256,7 +262,7 @@ struct GamepadHomeView: View {
|
||||
isConnecting: model.phase == .connecting && model.activeHost?.id == host.id,
|
||||
filled: true,
|
||||
hasLibrary: true,
|
||||
canWake: PunktfunkConnection.wakeOnLANAvailable
|
||||
canWake: autoWakeEnabled && PunktfunkConnection.wakeOnLANAvailable
|
||||
&& !discovery.advertises(host) && !store.probedOnline.contains(host.id)
|
||||
&& !host.wakeMacs.isEmpty,
|
||||
activate: { connect(host) })
|
||||
|
||||
@@ -1,84 +0,0 @@
|
||||
// The "Waking <host>…" modal shown while HostWaker brings a sleeping host back — a spinner + a
|
||||
// live elapsed counter, escalating to a retry/cancel prompt on timeout. Presented over BOTH the
|
||||
// touch and gamepad home (a wake only ever starts on macOS today, where WoL is ungated), and it
|
||||
// drives from either a pointer (the buttons) or a controller (B cancels, A retries once timed out).
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
struct WakeOverlay: View {
|
||||
@ObservedObject var waker: HostWaker
|
||||
|
||||
var body: some View {
|
||||
if let w = waker.waking {
|
||||
ZStack {
|
||||
// Dim + swallow input to the home behind it.
|
||||
Rectangle().fill(.black.opacity(0.6)).ignoresSafeArea()
|
||||
.contentShape(Rectangle())
|
||||
.onTapGesture {}
|
||||
card(w)
|
||||
.frame(maxWidth: 380)
|
||||
.padding(28)
|
||||
.consoleGlass(RoundedRectangle(cornerRadius: 22, style: .continuous))
|
||||
.overlay(
|
||||
RoundedRectangle(cornerRadius: 22, style: .continuous)
|
||||
.strokeBorder(.white.opacity(0.12), lineWidth: 1))
|
||||
.padding(40)
|
||||
}
|
||||
.environment(\.colorScheme, .dark)
|
||||
.transition(.opacity)
|
||||
#if os(iOS) || os(macOS)
|
||||
.background { WakeControllerInput(waker: waker) }
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder private func card(_ w: HostWaker.Waking) -> some View {
|
||||
VStack(spacing: 14) {
|
||||
if w.timedOut {
|
||||
Image(systemName: "moon.zzz.fill")
|
||||
.font(.system(size: 34)).foregroundStyle(.white.opacity(0.85))
|
||||
Text("\(w.hostName) didn't wake")
|
||||
.font(.geist(19, .bold, relativeTo: .title3)).foregroundStyle(.white)
|
||||
Text("It may still be booting, or it's powered off / off this network.")
|
||||
.font(.geist(13, relativeTo: .caption)).foregroundStyle(.white.opacity(0.6))
|
||||
.multilineTextAlignment(.center)
|
||||
HStack(spacing: 12) {
|
||||
Button("Cancel") { waker.cancel() }.buttonStyle(.bordered)
|
||||
Button("Try Again") { waker.retry() }.glassProminentButtonStyle()
|
||||
}
|
||||
.padding(.top, 6)
|
||||
} else {
|
||||
ProgressView().controlSize(.large).tint(.white)
|
||||
Text("Waking \(w.hostName)…")
|
||||
.font(.geist(19, .bold, relativeTo: .title3)).foregroundStyle(.white)
|
||||
Text("Waiting for it to come online · \(w.seconds)s")
|
||||
.font(.geistFixed(13)).foregroundStyle(.white.opacity(0.6))
|
||||
.monospacedDigit()
|
||||
Button(w.connectsAfter ? "Cancel" : "Stop Waiting") { waker.cancel() }
|
||||
.buttonStyle(.bordered)
|
||||
.padding(.top, 6)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
/// Controller binding for the overlay: B cancels; A retries once it has timed out. A zero-size
|
||||
/// backing view owning a `GamepadMenuInput` for the overlay's lifetime (the home carousel/list is
|
||||
/// gated inactive while a wake is up, so nothing else is consuming the pad).
|
||||
private struct WakeControllerInput: View {
|
||||
@ObservedObject var waker: HostWaker
|
||||
@State private var input = GamepadMenuInput(manager: .shared)
|
||||
|
||||
var body: some View {
|
||||
Color.clear
|
||||
.onAppear {
|
||||
input.onBack = { waker.cancel() }
|
||||
input.onConfirm = { if waker.waking?.timedOut == true { waker.retry() } }
|
||||
input.start()
|
||||
}
|
||||
.onDisappear { input.stop() }
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -49,8 +49,24 @@ enum ShotScenes {
|
||||
ShotScene(name: "08-gamepad-addhost", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotGamepadAddHost())
|
||||
},
|
||||
ShotScene(name: "09-waking", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotWaking())
|
||||
ShotScene(name: "09-connecting", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotConnect(kind: .connecting))
|
||||
},
|
||||
ShotScene(name: "09b-waking", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotConnect(kind: .waking))
|
||||
},
|
||||
ShotScene(name: "09c-wake-timed-out", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotConnect(kind: .timedOut))
|
||||
},
|
||||
// The default-UI presentation (Liquid Glass modal over the touch grid) of the same phases.
|
||||
ShotScene(name: "09d-connecting-modal", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotConnect(kind: .connecting, gamepadUI: false))
|
||||
},
|
||||
ShotScene(name: "09e-waking-modal", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotConnect(kind: .waking, gamepadUI: false))
|
||||
},
|
||||
ShotScene(name: "09f-wake-timed-out-modal", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotConnect(kind: .timedOut, gamepadUI: false))
|
||||
},
|
||||
]
|
||||
#endif
|
||||
@@ -137,23 +153,53 @@ private struct ShotGamepadAddHost: View {
|
||||
var body: some View { GamepadAddHostView(onAdd: { _ in }) }
|
||||
}
|
||||
|
||||
private struct ShotWaking: View {
|
||||
/// The unified connect overlay (the real `ConnectOverlay`) in each phase — instant "Connecting…"
|
||||
/// feedback, the "Waking…" wait, and the wake-timed-out prompt. `gamepadUI` picks the presentation:
|
||||
/// the console's full-screen aurora takeover over the gamepad home, or the default UI's Liquid Glass
|
||||
/// modal over the touch host grid.
|
||||
private struct ShotConnect: View {
|
||||
enum Kind { case connecting, waking, timedOut }
|
||||
let kind: Kind
|
||||
var gamepadUI = true
|
||||
|
||||
@StateObject private var store = ShotMock.hostStore()
|
||||
@StateObject private var model = SessionModel()
|
||||
@StateObject private var discovery = HostDiscovery()
|
||||
@StateObject private var waker = HostWaker()
|
||||
|
||||
var body: some View {
|
||||
GamepadHomeView(
|
||||
store: store, model: model, discovery: discovery,
|
||||
libraryTarget: .constant(nil), waker: waker,
|
||||
connect: { _ in }, connectDiscovered: { _ in }
|
||||
)
|
||||
.overlay { WakeOverlay(waker: waker) }
|
||||
.onAppear {
|
||||
waker.debugSet(.init(
|
||||
hostID: store.hosts.first?.id ?? UUID(),
|
||||
hostName: "Battlestation", connectsAfter: true, seconds: 14))
|
||||
backdrop
|
||||
.overlay {
|
||||
ConnectOverlay(
|
||||
connectingHostName: kind == .connecting ? "Battlestation" : nil,
|
||||
waker: waker,
|
||||
gamepadUI: gamepadUI,
|
||||
onCancelConnect: {})
|
||||
}
|
||||
.onAppear {
|
||||
switch kind {
|
||||
case .connecting:
|
||||
break
|
||||
case .waking:
|
||||
waker.debugSet(.init(
|
||||
hostID: store.hosts.first?.id ?? UUID(),
|
||||
hostName: "Battlestation", connectsAfter: true, seconds: 14))
|
||||
case .timedOut:
|
||||
waker.debugSet(.init(
|
||||
hostID: store.hosts.first?.id ?? UUID(),
|
||||
hostName: "Battlestation", connectsAfter: true, seconds: 90, timedOut: true))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder private var backdrop: some View {
|
||||
if gamepadUI {
|
||||
GamepadHomeView(
|
||||
store: store, model: model, discovery: discovery,
|
||||
libraryTarget: .constant(nil), waker: waker,
|
||||
connect: { _ in }, connectDiscovered: { _ in })
|
||||
} else {
|
||||
ShotHome()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ final class HostWaker: ObservableObject {
|
||||
var timedOut = false
|
||||
}
|
||||
|
||||
/// nil = idle; non-nil drives `WakeOverlay`.
|
||||
/// nil = idle; non-nil drives the "Waking…" phase of `ConnectOverlay`.
|
||||
@Published private(set) var waking: Waking?
|
||||
|
||||
/// How long to wait for the host to reappear before giving up. Generous — a cold boot + service
|
||||
|
||||
@@ -0,0 +1,41 @@
|
||||
// The resize overlay (design/midstream-resolution-resize.md — client resize UX). A Match-window
|
||||
// resize renegotiates the host's virtual display + encoder and re-inits the local VideoToolbox
|
||||
// decoder on the first new-mode IDR — an unavoidable sub-second gap where the last frame lingers,
|
||||
// briefly freezes, or the picture pops to the new geometry. Rather than let that read as a stutter,
|
||||
// we make it DELIBERATE: the caller blurs the live stream and this centered spinner + caption
|
||||
// acknowledges the transition. It clears the instant a frame at the requested size decodes (the
|
||||
// `onDecodedSize` END signal) or on the follower's safety timeout — see `SessionModel.resizing`.
|
||||
//
|
||||
// Floating overlay, never a hit-test target: input keeps flowing to the stream underneath so a
|
||||
// resize the user triggers by dragging the window never swallows their next click.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
struct ResizeIndicatorView: View {
|
||||
/// Mirrors `SessionModel.resizing`; the fade in/out is driven off this.
|
||||
let active: Bool
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
if active {
|
||||
VStack(spacing: 12) {
|
||||
ProgressView().controlSize(.large).tint(.white)
|
||||
Text("Resizing…")
|
||||
.font(.geist(15, .medium, relativeTo: .callout))
|
||||
.foregroundStyle(.white.opacity(0.85))
|
||||
}
|
||||
.padding(.horizontal, 30)
|
||||
.padding(.vertical, 24)
|
||||
.glassBackground(RoundedRectangle(cornerRadius: 20, style: .continuous))
|
||||
.overlay(
|
||||
RoundedRectangle(cornerRadius: 20, style: .continuous)
|
||||
.strokeBorder(.white.opacity(0.12), lineWidth: 1))
|
||||
.transition(.opacity.combined(with: .scale(scale: 0.92)))
|
||||
}
|
||||
}
|
||||
.environment(\.colorScheme, .dark) // the spinner + glass read over any frame
|
||||
.animation(.easeInOut(duration: 0.22), value: active)
|
||||
.allowsHitTesting(false) // the stream keeps receiving input the whole time
|
||||
}
|
||||
}
|
||||
@@ -109,6 +109,16 @@ final class SessionModel: ObservableObject {
|
||||
/// Mirrors StreamView's capture state (it owns the input capture; this drives the
|
||||
/// HUD's "click to capture" / "⌘⎋ releases" hint).
|
||||
@Published var mouseCaptured = false
|
||||
/// Resize overlay (design/midstream-resolution-resize.md — client resize UX): true from the
|
||||
/// instant a Match-window resize starts steering toward a new size until a frame at that size
|
||||
/// decodes (or a safety timeout). Drives the blur+spinner so the unavoidable host-rebuild delay
|
||||
/// reads as a deliberate, acknowledged transition instead of a stutter. Pure state lives in
|
||||
/// `ResizeIndicator`; this mirrors its `active` for SwiftUI.
|
||||
@Published private(set) var resizing = false
|
||||
/// START = follower steering (main actor), END = a new-mode IDR's coded dims (decode pump,
|
||||
/// hopped to main), TIMEOUT = safety net for a rejected/capped switch that never yields a
|
||||
/// differently-sized frame. Ticked from the 1 Hz stats timer.
|
||||
private var resizeIndicator = ResizeIndicator()
|
||||
|
||||
let meter = FrameMeter()
|
||||
/// Capture→received (the host+network stage), fed per AU at receipt by the stream view's
|
||||
@@ -364,6 +374,8 @@ final class SessionModel: ObservableObject {
|
||||
lostFrames = 0
|
||||
lostPct = 0
|
||||
mouseCaptured = false
|
||||
resizing = false
|
||||
resizeIndicator = ResizeIndicator() // no stale target/timer into the next session
|
||||
}
|
||||
|
||||
/// Called (via the main actor) when the pump hits end-of-session.
|
||||
@@ -374,6 +386,23 @@ final class SessionModel: ObservableObject {
|
||||
errorMessage = "Session ended by \(name)."
|
||||
}
|
||||
|
||||
/// Resize overlay START (main actor — from the Match-window follower's `onResizeTarget`): the
|
||||
/// window began differing from the live mode, so a `Reconfigure` toward `(width, height)` is
|
||||
/// imminent. Show the blur+spinner immediately, before the debounced request even leaves.
|
||||
func resizeTargeted(width: UInt32, height: UInt32) {
|
||||
resizeIndicator.steering(
|
||||
width: width, height: height, now: Date().timeIntervalSinceReferenceDate)
|
||||
resizing = resizeIndicator.active
|
||||
}
|
||||
|
||||
/// Resize overlay END (main actor — hopped from the decode pump's `onDecodedSize`): a new-mode
|
||||
/// IDR decoded at `(width, height)`. Clears the overlay only when that matches the size we're
|
||||
/// steering to (a same-size loss-recovery IDR, or the initial connect IDR, is a no-op).
|
||||
func resizeDecoded(width: Int, height: Int) {
|
||||
resizeIndicator.decoded(width: UInt32(max(width, 0)), height: UInt32(max(height, 0)))
|
||||
resizing = resizeIndicator.active
|
||||
}
|
||||
|
||||
private func beginStreaming() {
|
||||
guard let conn = connection else { return }
|
||||
// Input capture itself is owned by StreamView (engaged by the captureEnabled
|
||||
@@ -390,9 +419,10 @@ final class SessionModel: ObservableObject {
|
||||
micChannel: defaults.integer(forKey: DefaultsKey.micChannel),
|
||||
micEnabled: defaults.object(forKey: DefaultsKey.micEnabled) as? Bool ?? true)
|
||||
self.audio = audio
|
||||
// Gamepads: forward GamepadManager's active controller as pad 0 and render the
|
||||
// host's feedback (rumble always; lightbar/player-LEDs/adaptive-triggers when the
|
||||
// session's virtual pad is a DualSense). Same trust gate as audio — nothing is
|
||||
// Gamepads: forward every controller GamepadManager selected — each on its own wire pad
|
||||
// index (a pin forwards only one, Automatic forwards all) — and render the host's feedback
|
||||
// back to the pad it's addressed to (rumble always; lightbar/player-LEDs/adaptive-triggers
|
||||
// when a pad's virtual device is a DualSense). Same trust gate as audio — nothing is
|
||||
// forwarded during the trust prompt.
|
||||
let capture = GamepadCapture(connection: conn, manager: .shared)
|
||||
// The cross-client escape chord (hold L1+R1+Start+Select 1.5 s) — on tvOS the only
|
||||
@@ -417,6 +447,11 @@ final class SessionModel: ObservableObject {
|
||||
let timer = Timer(timeInterval: 1.0, repeats: true) { [weak self] _ in
|
||||
guard let self else { return }
|
||||
Task { @MainActor in
|
||||
// Resize-overlay safety net: clear a stuck overlay when a targeted size never
|
||||
// decodes (a rejected/capped switch). The decoded-frame END clears it promptly on
|
||||
// success; this only fires after the timeout.
|
||||
self.resizeIndicator.tick(now: Date().timeIntervalSinceReferenceDate)
|
||||
self.resizing = self.resizeIndicator.active
|
||||
let (frames, bytes, total) = self.meter.drain()
|
||||
self.fps = frames
|
||||
self.mbps = Double(bytes) * 8 / 1_000_000
|
||||
|
||||
@@ -15,6 +15,9 @@ import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
import GameController
|
||||
#if os(iOS)
|
||||
import CoreHaptics
|
||||
#endif
|
||||
|
||||
struct GamepadSettingsView: View {
|
||||
@Environment(\.dismiss) private var dismiss
|
||||
@@ -36,7 +39,11 @@ struct GamepadSettingsView: View {
|
||||
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
|
||||
@AppStorage(DefaultsKey.presenter) private var presenter = SettingsOptions.presenterDefault
|
||||
#if os(iOS)
|
||||
@AppStorage(DefaultsKey.rumbleOnDevice) private var rumbleOnDevice = false
|
||||
#endif
|
||||
@ObservedObject private var gamepads = GamepadManager.shared
|
||||
|
||||
#if os(iOS)
|
||||
@@ -229,7 +236,7 @@ struct GamepadSettingsView: View {
|
||||
.map { (label: "\($0) Hz", tag: $0) }
|
||||
let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
|
||||
let controllers = SettingsOptions.controllerOptions(gamepads)
|
||||
return [
|
||||
var list: [Row] = [
|
||||
choiceRow(
|
||||
id: "resolution", header: "Stream", icon: "aspectratio",
|
||||
label: "Resolution",
|
||||
@@ -258,6 +265,11 @@ struct GamepadSettingsView: View {
|
||||
+ "available on the host.",
|
||||
options: SettingsOptions.compositors, current: compositor
|
||||
) { compositor = $0 },
|
||||
toggleRow(
|
||||
id: "autoWake", icon: "power", label: "Auto-wake on connect",
|
||||
detail: "Send Wake-on-LAN to a sleeping saved host and wait for it before "
|
||||
+ "streaming. Off connects straight through.",
|
||||
value: $autoWakeEnabled),
|
||||
|
||||
choiceRow(
|
||||
id: "codec", header: "Video", icon: "film", label: "Video codec",
|
||||
@@ -323,6 +335,23 @@ struct GamepadSettingsView: View {
|
||||
detail: "Turn off to use the touch interface even with a controller connected.",
|
||||
value: $gamepadUIEnabled),
|
||||
]
|
||||
#if os(iOS)
|
||||
// The device-rumble mirror slots in after "Controller type" (staying inside the
|
||||
// Controller group — the next row carries the "Interface" header). iPhone only in
|
||||
// practice: hidden where the device itself can't play haptics (iPad).
|
||||
if CHHapticEngine.capabilitiesForHardware().supportsHaptics,
|
||||
let at = list.firstIndex(where: { $0.id == "padType" }) {
|
||||
list.insert(
|
||||
toggleRow(
|
||||
id: "deviceRumble", icon: "iphone.radiowaves.left.and.right",
|
||||
label: "Rumble on this iPhone",
|
||||
detail: "Also play player 1's rumble on the phone's own Taptic Engine — "
|
||||
+ "for clip-on pads without rumble motors.",
|
||||
value: $rumbleOnDevice),
|
||||
at: at + 1)
|
||||
}
|
||||
#endif
|
||||
return list
|
||||
}
|
||||
|
||||
/// Resolution choices as "WxH" tags — the current size is inserted when it's a custom mode
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
// SettingsView's shared sections — each setting's Section is defined exactly once here and
|
||||
// composed by the per-platform bodies in SettingsView.swift.
|
||||
|
||||
#if os(iOS)
|
||||
import CoreHaptics
|
||||
#endif
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
@@ -13,6 +16,11 @@ extension SettingsView {
|
||||
// failed exactly one slice: the iOS archive (macOS/tvOS never compile that branch).
|
||||
@ViewBuilder var streamModeSection: some View {
|
||||
Section {
|
||||
#if os(iOS) || os(macOS)
|
||||
// Match-window (design/midstream-resolution-resize.md D1): follow the session
|
||||
// window/scene, renegotiating the host mode on a resize. Off → the explicit mode below.
|
||||
Toggle("Match window", isOn: $matchWindow)
|
||||
#endif
|
||||
#if os(iOS)
|
||||
iosResolutionWheel
|
||||
iosRefreshRows
|
||||
@@ -35,8 +43,12 @@ extension SettingsView {
|
||||
} header: {
|
||||
Text("Stream mode")
|
||||
} footer: {
|
||||
Text("The host creates a virtual output at exactly this mode — "
|
||||
+ "native resolution, no scaling. \(Self.bitrateFooter)")
|
||||
Text(matchWindow
|
||||
? "The stream follows this window — the host resizes its virtual output to match "
|
||||
+ "as you resize, so the picture stays pixel-exact (1:1) with no scaling. "
|
||||
+ "\(Self.bitrateFooter)"
|
||||
: "The host creates a virtual output at exactly this mode — native resolution, but "
|
||||
+ "a window that isn't this size is scaled to fit. \(Self.bitrateFooter)")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
@@ -286,6 +298,24 @@ extension SettingsView {
|
||||
}
|
||||
}
|
||||
|
||||
/// Auto-wake on connect — fire Wake-on-LAN + wait for a sleeping saved host to come back before
|
||||
/// giving up. Now available on every platform (the iOS/tvOS multicast entitlement is granted).
|
||||
@ViewBuilder var wakeSection: some View {
|
||||
Section {
|
||||
Toggle("Auto-wake on connect", isOn: $autoWakeEnabled)
|
||||
} header: {
|
||||
Text("Wake-on-LAN")
|
||||
} footer: {
|
||||
Text("Connecting to a saved host that isn't on the network yet sends a Wake-on-LAN "
|
||||
+ "packet and waits for it to come back before streaming. Turn off if a host that's "
|
||||
+ "already on just isn't visible here (e.g. over a VPN), so connects go straight "
|
||||
+ "through instead of waiting out the wake. A host's “Wake” action still works either "
|
||||
+ "way.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder var windowSection: some View {
|
||||
#if os(macOS)
|
||||
Section {
|
||||
@@ -444,6 +474,12 @@ extension SettingsView {
|
||||
Text(option.label).tag(option.tag)
|
||||
}
|
||||
}
|
||||
#if os(iOS)
|
||||
// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
|
||||
if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
|
||||
Toggle("Rumble on this iPhone", isOn: $rumbleOnDevice)
|
||||
}
|
||||
#endif
|
||||
#if !os(tvOS)
|
||||
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
|
||||
#endif
|
||||
@@ -460,6 +496,11 @@ extension SettingsView {
|
||||
// for its own footer and has no such toggle to describe.
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
Text(Self.controllersFooter)
|
||||
#if os(iOS)
|
||||
if CHHapticEngine.capabilitiesForHardware().supportsHaptics {
|
||||
Text(Self.deviceRumbleFooter)
|
||||
}
|
||||
#endif
|
||||
#if !os(tvOS)
|
||||
Text(Self.gamepadUIFooter)
|
||||
#endif
|
||||
|
||||
@@ -88,6 +88,13 @@ extension SettingsView {
|
||||
+ "controller (a DualSense keeps adaptive triggers, lightbar, touchpad and motion). "
|
||||
+ "Applies from the next session."
|
||||
|
||||
#if os(iOS)
|
||||
static let deviceRumbleFooter =
|
||||
"Rumble on this iPhone plays player 1's rumble on the phone's own Taptic Engine as "
|
||||
+ "well — for clip-on controllers that have no rumble motors of their own. Applies "
|
||||
+ "from the next session."
|
||||
#endif
|
||||
|
||||
#if !os(tvOS)
|
||||
static let gamepadUIFooter =
|
||||
"When a controller connects, the host list and library switch to a controller-"
|
||||
@@ -133,8 +140,10 @@ extension SettingsView {
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
Spacer()
|
||||
if gamepads.active?.id == controller.id {
|
||||
Text("In use")
|
||||
// Every forwarded controller is surfaced (not just the primary `active`) with its
|
||||
// wire pad index as a player number — a pin forwards only one, Automatic forwards all.
|
||||
if let pad = gamepads.padIndex(for: controller) {
|
||||
Text("Player \(pad + 1)")
|
||||
.font(.geist(11, .semibold, relativeTo: .caption2))
|
||||
.padding(.horizontal, 8)
|
||||
.padding(.vertical, 3)
|
||||
|
||||
@@ -21,6 +21,10 @@ struct SettingsView: View {
|
||||
@AppStorage(DefaultsKey.streamWidth) var width = 1920
|
||||
@AppStorage(DefaultsKey.streamHeight) var height = 1080
|
||||
@AppStorage(DefaultsKey.streamHz) var hz = 60
|
||||
// Opt-in (default OFF): the explicit mode below is used and never auto-resized. When ON, a
|
||||
// windowed session instead streams at the window's native pixels (1:1, no scaling) so it stays
|
||||
// pixel-exact rather than the presenter resampling a fixed-mode frame into the window.
|
||||
@AppStorage(DefaultsKey.matchWindow) var matchWindow = false
|
||||
@AppStorage(DefaultsKey.compositor) var compositor = 0
|
||||
@AppStorage(DefaultsKey.gamepadType) var gamepadType = 0
|
||||
@AppStorage(DefaultsKey.bitrateKbps) var bitrateKbps = 0
|
||||
@@ -44,12 +48,14 @@ struct SettingsView: View {
|
||||
@AppStorage(DefaultsKey.hudPlacement) var hudPlacement = HUDPlacement.topTrailing.rawValue
|
||||
@ObservedObject var gamepads = GamepadManager.shared
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
|
||||
@AppStorage(DefaultsKey.autoWake) var autoWakeEnabled = true
|
||||
#if DEBUG && !os(tvOS)
|
||||
@State var showControllerTest = false
|
||||
#endif
|
||||
#if os(iOS)
|
||||
@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
|
||||
@AppStorage(DefaultsKey.touchMode) var touchMode = TouchInputMode.trackpad.rawValue
|
||||
@AppStorage(DefaultsKey.rumbleOnDevice) var rumbleOnDevice = false
|
||||
// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
|
||||
// Width class decides the initial value: nil on iPhone (show the category list first),
|
||||
// General on iPad (a two-column layout should never open with an empty detail).
|
||||
@@ -105,6 +111,7 @@ struct SettingsView: View {
|
||||
Form {
|
||||
streamModeSection
|
||||
compositorSection
|
||||
wakeSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.tabItem { Label("General", systemImage: "gearshape") }
|
||||
@@ -234,6 +241,7 @@ struct SettingsView: View {
|
||||
streamModeSection
|
||||
pointerSection
|
||||
compositorSection
|
||||
wakeSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.navigationTitle("General")
|
||||
@@ -304,6 +312,10 @@ struct SettingsView: View {
|
||||
Binding(get: { gamepadUIEnabled ? "on" : "off" }, set: { gamepadUIEnabled = $0 == "on" })
|
||||
}
|
||||
|
||||
private var autoWakeEnabledTag: Binding<String> {
|
||||
Binding(get: { autoWakeEnabled ? "on" : "off" }, set: { autoWakeEnabled = $0 == "on" })
|
||||
}
|
||||
|
||||
private var tvBody: some View {
|
||||
let currentTag = "\(width)x\(height)x\(hz)"
|
||||
let bounds = UIScreen.main.nativeBounds
|
||||
@@ -343,9 +355,13 @@ struct SettingsView: View {
|
||||
TVSelectionRow(
|
||||
title: "10-bit HDR",
|
||||
options: [("On", "on"), ("Off", "off")], selection: hdrEnabledTag)
|
||||
TVSelectionRow(
|
||||
title: "Auto-wake on connect",
|
||||
options: [("On", "on"), ("Off", "off")], selection: autoWakeEnabledTag)
|
||||
Text("The host creates a virtual output at exactly this mode — native "
|
||||
+ "resolution, no scaling. \(Self.bitrateFooter) A specific compositor "
|
||||
+ "is honored only if available on the host.")
|
||||
+ "is honored only if available on the host. Auto-wake sends Wake-on-LAN to a "
|
||||
+ "sleeping saved host and waits for it before streaming.")
|
||||
.font(.geist(20, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
.multilineTextAlignment(.center)
|
||||
|
||||
@@ -59,6 +59,26 @@ public extension PunktfunkInputEvent {
|
||||
make(PUNKTFUNK_INPUT_KIND_GAMEPAD_AXIS.rawValue, code: axis, x: value, y: 0, flags: pad)
|
||||
}
|
||||
|
||||
/// Declare a pad's controller KIND (`InputKind::GamepadArrival`): `pref` is the
|
||||
/// `GamepadType` wire byte (Auto=0, Xbox360=1, DualSense=2, XboxOne=3, DualShock4=4,
|
||||
/// SteamController=5, SteamDeck=6), `pad` the wire index. Sent once when a controller slot
|
||||
/// opens — BEFORE that pad's first input — so the host builds a matching virtual device and a
|
||||
/// session can mix types (pad 0 a DualSense, pad 1 an Xbox pad). The core re-sends it a few
|
||||
/// times against datagram loss and folds per-pad state behind it; a host that predates the tag
|
||||
/// ignores it and uses the session-default kind from the handshake. Idempotent on the host.
|
||||
static func gamepadArrival(pref: UInt32, pad: UInt32) -> PunktfunkInputEvent {
|
||||
make(PUNKTFUNK_INPUT_KIND_GAMEPAD_ARRIVAL.rawValue, code: pref, x: 0, y: 0, flags: pad)
|
||||
}
|
||||
|
||||
/// A pad disconnected (`InputKind::GamepadRemove`): `flags` = pad index. The client sends the
|
||||
/// bare index; the core stamps the per-pad removal seq (`encode_gamepad_remove`) in the shared
|
||||
/// snapshot seq space and arms a loss-resistant re-send burst, so the host tears the pad's
|
||||
/// virtual device down and no reordered snapshot can resurrect it. A host that predates the tag
|
||||
/// ignores it (the pad then lingers until session end — the pre-existing behaviour).
|
||||
static func gamepadRemove(pad: UInt32) -> PunktfunkInputEvent {
|
||||
make(PUNKTFUNK_INPUT_KIND_GAMEPAD_REMOVE.rawValue, code: 0, x: 0, y: 0, flags: pad)
|
||||
}
|
||||
|
||||
// Touch (host-side: libei ei_touchscreen on the virtual output). `id` distinguishes
|
||||
// fingers and is reusable after touchUp; coordinates are absolute pixels on the
|
||||
// client's touch surface, whose size rides in `flags` so the host can rescale —
|
||||
|
||||
@@ -70,19 +70,10 @@ func withOptionalCString<R>(_ s: String?, _ body: (UnsafePointer<CChar>?) -> R)
|
||||
public extension PunktfunkConnection {
|
||||
/// Whether the Wake-on-LAN broadcast path is usable on this platform/build. macOS can always
|
||||
/// broadcast (its App Sandbox network entitlements cover it). iOS/tvOS need the managed
|
||||
/// `com.apple.developer.networking.multicast` entitlement, which is GATED pending Apple's
|
||||
/// approval (see `Config/Punktfunk.entitlements`) — until it's granted, sending a broadcast is
|
||||
/// blocked by the OS, so the wake path + its UI are gated off there to avoid a dead action.
|
||||
/// The MAC-learning path stays active on every platform, so flipping this on once the
|
||||
/// entitlement lands makes wake work immediately. ON APPROVAL: change `#if os(macOS)` below to
|
||||
/// `true` for iOS/tvOS too (and uncomment the entitlement).
|
||||
static var wakeOnLANAvailable: Bool {
|
||||
#if os(macOS)
|
||||
return true
|
||||
#else
|
||||
return false
|
||||
#endif
|
||||
}
|
||||
/// `com.apple.developer.networking.multicast` entitlement — now approved and enabled (see
|
||||
/// `Config/Punktfunk.entitlements`), so wake is available on every platform. Kept as the single
|
||||
/// switch every call site gates on, should a future build ever need to disable it.
|
||||
static var wakeOnLANAvailable: Bool { true }
|
||||
|
||||
/// Send a Wake-on-LAN magic packet to wake a sleeping host. `macs` are the host's NIC MAC(s)
|
||||
/// (`aa:bb:cc:dd:ee:ff`, learned from its mDNS `mac` TXT while awake); malformed entries are
|
||||
@@ -197,6 +188,14 @@ public final class PunktfunkConnection {
|
||||
// exist so the resolved type round-trips and name parsing matches the host.
|
||||
case steamController = 5
|
||||
case steamDeck = 6
|
||||
/// DualSense Edge (Linux UHID / Windows UMDF hosts): the DualSense plus native back/Fn
|
||||
/// buttons. GameController exposes the Edge as a `GCDualSenseGamepad` with its own
|
||||
/// product category; paddle CAPTURE is still gated on G22, but the declared identity +
|
||||
/// rich planes match the physical pad.
|
||||
case dualSenseEdge = 7
|
||||
/// Nintendo Switch Pro Controller (Linux UHID hid-nintendo hosts): correct Nintendo
|
||||
/// glyphs + positional layout on the host side.
|
||||
case switchPro = 8
|
||||
|
||||
/// Loose name parsing for env/dev hooks, mirroring the host's
|
||||
/// `GamepadPref::from_name`.
|
||||
@@ -209,6 +208,9 @@ public final class PunktfunkConnection {
|
||||
case "dualshock4", "dualshock", "ds4", "ps4": self = .dualShock4
|
||||
case "steamdeck", "steam-deck", "deck": self = .steamDeck
|
||||
case "steamcontroller", "steam-controller", "steamcon": self = .steamController
|
||||
case "dualsenseedge", "dualsense-edge", "edge", "dsedge": self = .dualSenseEdge
|
||||
case "switchpro", "switch-pro", "switch", "procontroller", "pro-controller":
|
||||
self = .switchPro
|
||||
default: return nil
|
||||
}
|
||||
}
|
||||
@@ -445,6 +447,35 @@ public final class PunktfunkConnection {
|
||||
_ = punktfunk_connection_request_keyframe(h)
|
||||
}
|
||||
|
||||
/// Feed each received AU's `frameIndex` (in receive order) so the client recovers from loss with a
|
||||
/// cheap reference-frame invalidation instead of always paying for a full IDR. On a forward gap —
|
||||
/// a `frameIndex` jump means the intervening frames were lost and the following AUs reference a
|
||||
/// picture that never arrived — the core fires a THROTTLED RFI request for the lost range, and an
|
||||
/// RFI-capable host (AMD LTR / NVENC) recovers with a clean P-frame rather than a 20-40× IDR
|
||||
/// spike. Call it for every received AU; the `framesDropped`-driven `requestKeyframe()` path stays
|
||||
/// the backstop for when the recovery frame itself is lost. Cheap; silently dropped after close.
|
||||
public func noteFrameIndex(_ frameIndex: UInt32) {
|
||||
abiLock.lock()
|
||||
defer { abiLock.unlock() }
|
||||
guard let h = handle, !closeRequested else { return }
|
||||
_ = punktfunk_connection_note_frame_index(h, frameIndex, nil)
|
||||
}
|
||||
|
||||
/// Like `noteFrameIndex`, but also reports whether the core saw a FORWARD frame-index gap — the
|
||||
/// signal that intervening frames were lost and the following AUs reference a picture that never
|
||||
/// arrived. The post-loss re-anchor gate arms its display freeze on a gap (the earliest, most
|
||||
/// precise loss trigger — ahead of the `framesDropped` climb). Same core side effect as
|
||||
/// `noteFrameIndex` (the throttled RFI request); call it for every received AU. Returns false
|
||||
/// after close.
|
||||
public func noteFrameIndexGap(_ frameIndex: UInt32) -> Bool {
|
||||
abiLock.lock()
|
||||
defer { abiLock.unlock() }
|
||||
guard let h = handle, !closeRequested else { return false }
|
||||
var gap = false
|
||||
_ = punktfunk_connection_note_frame_index(h, frameIndex, &gap)
|
||||
return gap
|
||||
}
|
||||
|
||||
/// Cumulative access units the host→client reassembler dropped as unrecoverable (FEC couldn't
|
||||
/// rebuild them). The video pump polls this and calls `requestKeyframe()` when it climbs — the
|
||||
/// correct loss trigger under the host's infinite GOP, where unrecoverable loss yields
|
||||
|
||||
@@ -1,24 +1,33 @@
|
||||
// Gamepad capture → punktfunk/1 datagrams. Forwards exactly ONE controller — whatever
|
||||
// GamepadManager selected — as pad 0, for the lifetime of a streaming session.
|
||||
// Gamepad capture → punktfunk/1 datagrams. Forwards EVERY controller GamepadManager selected —
|
||||
// each on its own stable wire pad index (pf-client-core's slot model) — for the lifetime of a
|
||||
// streaming session. One physical controller with no pin is player 0 (byte-identical to the old
|
||||
// single-pad path); a pin forwards only that one, also as pad 0.
|
||||
//
|
||||
// The wire is incremental (one button/axis transition per 18-byte event, accumulated
|
||||
// host-side into the virtual pad — see punktfunk_core::input::gamepad), so we snapshot the
|
||||
// full GCExtendedGamepad state on every valueChanged and diff against the previous
|
||||
// snapshot. Sticks are ±32767 with +y = up (GC already matches, no flip), triggers 0...255.
|
||||
// Each forwarded controller gets a `Slot`: its open GC handlers plus the wire state (buttons,
|
||||
// axes, touchpad fingers, motion throttle) for its pad index — isolated per device so two
|
||||
// controllers never clobber each other. On connect a slot opens (GamepadArrival declares its
|
||||
// kind, then input flows); on disconnect / pin change / stop it closes (held state flushed to
|
||||
// rest on the wire, then GamepadRemove tells the host to tear the pad's virtual device down).
|
||||
//
|
||||
// The wire is incremental (one button/axis transition per 18-byte event, accumulated host-side
|
||||
// into the virtual pad — see punktfunk_core::input::gamepad), so we snapshot the full
|
||||
// GCExtendedGamepad state on every valueChanged and diff against the previous snapshot. Sticks
|
||||
// are ±32767 with +y = up (GC already matches, no flip), triggers 0...255. The core folds these
|
||||
// per-pad transitions into idempotent, sequence-numbered snapshots keyed on the same pad index,
|
||||
// so all this layer must get right is the index — one controller per slot, one slot per index.
|
||||
//
|
||||
// PlayStation-pad extras ride the rich-input plane (0xCC): touchpad contacts normalized
|
||||
// 0...65535 (origin top-left, +y down — GC's ±1/+y-up is converted here) and motion
|
||||
// samples in raw DualSense sensor units (gyro 20 LSB per deg/s, accel 10000 LSB per g —
|
||||
// derived from the host's fixed calibration blob; the conversion lives in ONE place,
|
||||
// `Wire`, so a live sign/scale correction is a one-line change). The host ignores both
|
||||
// unless the session's virtual pad is a DualSense or DualShock 4 — both carry a touchpad
|
||||
// and motion, so the capture below covers either (`GCDualShockGamepad` exposes the same
|
||||
// `touchpad*` surface as `GCDualSenseGamepad`).
|
||||
// 0...65535 (origin top-left, +y down — GC's ±1/+y-up is converted here) and motion samples in
|
||||
// raw DualSense sensor units (gyro 20 LSB per deg/s, accel 10000 LSB per g — derived from the
|
||||
// host's fixed calibration blob; the conversion lives in ONE place, `Wire`, so a live sign/scale
|
||||
// correction is a one-line change). The host ignores both unless a pad's virtual device is a
|
||||
// DualSense or DualShock 4 — both carry a touchpad and motion, so the capture below covers either
|
||||
// (`GCDualShockGamepad` exposes the same `touchpad*` surface as `GCDualSenseGamepad`).
|
||||
//
|
||||
// Unlike mouse/keyboard capture, gamepad forwarding is NOT gated on the mouse-capture
|
||||
// toggle — a controller can't click local UI, so it always drives the host while the app
|
||||
// is active. On deactivation, controller switch, or stop, every held control is released
|
||||
// on the wire (the host pad would otherwise stay stuck on the last state).
|
||||
// Unlike mouse/keyboard capture, gamepad forwarding is NOT gated on the mouse-capture toggle — a
|
||||
// controller can't click local UI, so it always drives the host while the app is active. On
|
||||
// deactivation, controller switch, or stop, every held control is released on the wire (the host
|
||||
// pad would otherwise stay stuck on the last state).
|
||||
|
||||
#if os(macOS)
|
||||
import AppKit
|
||||
@@ -33,17 +42,35 @@ import GameController
|
||||
public final class GamepadCapture {
|
||||
private let connection: PunktfunkConnection
|
||||
private let manager: GamepadManager
|
||||
private var activeSub: AnyCancellable?
|
||||
private var forwardedSub: AnyCancellable?
|
||||
private var observers: [NSObjectProtocol] = []
|
||||
private var bound: GCController?
|
||||
/// App inactive → GC stops delivering; everything is released and stays silent.
|
||||
private var suspended = false
|
||||
|
||||
// Last wire state (the diff base — also what releaseAll() unwinds).
|
||||
private var buttons: UInt32 = 0
|
||||
private var axes: [Int32] = [0, 0, 0, 0, 0, 0]
|
||||
private var fingerActive: [Bool] = [false, false]
|
||||
private var lastMotionNs: UInt64 = 0
|
||||
/// One forwarded controller: the open device plus the last wire state for its pad index (the
|
||||
/// diff base — also what `flush` unwinds). Held per Slot so two controllers never clobber each
|
||||
/// other's held buttons/axes/fingers. Mirrors pf-client-core's `Slot`.
|
||||
private final class Slot {
|
||||
let controller: GCController
|
||||
/// Wire pad index (GamepadManager's stable lowest-free assignment), threaded onto every
|
||||
/// event this controller sends — the low byte of `flags`.
|
||||
let pad: UInt32
|
||||
/// The controller KIND declared to the host (GamepadArrival) when the slot opened.
|
||||
let pref: PunktfunkConnection.GamepadType
|
||||
var buttons: UInt32 = 0
|
||||
var axes: [Int32] = [0, 0, 0, 0, 0, 0]
|
||||
var fingerActive: [Bool] = [false, false]
|
||||
var lastMotionNs: UInt64 = 0
|
||||
init(controller: GCController, pad: UInt32, pref: PunktfunkConnection.GamepadType) {
|
||||
self.controller = controller
|
||||
self.pad = pad
|
||||
self.pref = pref
|
||||
}
|
||||
}
|
||||
|
||||
/// Open forwarded controllers, one Slot per physical pad on its own wire index. Reconciled
|
||||
/// against `manager.forwarded` (empty until a session's `start`, cleared by `stop`).
|
||||
private var slots: [Slot] = []
|
||||
|
||||
/// Motion forwarding floor: ≥ 4 ms between samples (≈ 250 Hz, the DualSense's own rate).
|
||||
private static let motionIntervalNs: UInt64 = 4_000_000
|
||||
@@ -71,10 +98,14 @@ public final class GamepadCapture {
|
||||
}
|
||||
|
||||
public func start() {
|
||||
// Fires immediately with the current selection, then on every change — a switch
|
||||
// releases the old controller's wire state before the new one takes over.
|
||||
activeSub = manager.$active.sink { [weak self] dc in
|
||||
MainActor.assumeIsolated { self?.rebind(to: dc?.controller) }
|
||||
// Session-scoped index assignment: a controller pinned before the session forwards as
|
||||
// pad 0 (pf-client-core assigns indices at slot-open time, not app-launch time).
|
||||
manager.resetForwardingAssignment()
|
||||
// Fires immediately with the current forwarded set, then on every change — a connect,
|
||||
// disconnect, or pin change reconciles the open slots against it (opening/closing devices
|
||||
// and flushing wire state so nothing sticks down).
|
||||
forwardedSub = manager.$forwarded.sink { [weak self] list in
|
||||
MainActor.assumeIsolated { self?.reconcile(list) }
|
||||
}
|
||||
#if os(macOS)
|
||||
let resign = NSApplication.willResignActiveNotification
|
||||
@@ -97,53 +128,56 @@ public final class GamepadCapture {
|
||||
MainActor.assumeIsolated {
|
||||
guard let self else { return }
|
||||
self.suspended = false
|
||||
if let ext = self.bound?.extendedGamepad { self.sync(ext) }
|
||||
// Re-send every open pad's current state (GC delivered nothing while inactive).
|
||||
for slot in self.slots {
|
||||
if let ext = slot.controller.extendedGamepad { self.sync(slot, ext) }
|
||||
}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
public func stop() {
|
||||
releaseAll()
|
||||
rebind(to: nil)
|
||||
activeSub = nil
|
||||
closeAllSlots()
|
||||
forwardedSub = nil
|
||||
observers.forEach { NotificationCenter.default.removeObserver($0) }
|
||||
observers.removeAll()
|
||||
}
|
||||
|
||||
private func rebind(to controller: GCController?) {
|
||||
guard controller !== bound else { return }
|
||||
releaseAll()
|
||||
if let ext = bound?.extendedGamepad {
|
||||
ext.valueChangedHandler = nil
|
||||
let tp = Self.touchpad(ext)
|
||||
tp?.primary.valueChangedHandler = nil
|
||||
tp?.secondary.valueChangedHandler = nil
|
||||
/// Bring `slots` in line with the forwarded set: close any slot no longer wanted (flushing its
|
||||
/// held wire state and sending GamepadRemove first) and open any newly-forwarded controller into
|
||||
/// its assigned wire index. A controller that stays forwarded keeps its slot untouched, so a
|
||||
/// second pad connecting never disturbs the first. Mirrors pf-client-core's `reconcile_slots`.
|
||||
private func reconcile(_ forwarded: [GamepadManager.DiscoveredController]) {
|
||||
let wantIDs = Set(forwarded.map { ObjectIdentifier($0.controller) })
|
||||
for slot in slots where !wantIDs.contains(ObjectIdentifier(slot.controller)) {
|
||||
closeSlot(slot)
|
||||
}
|
||||
// Hand the system gestures back to the OS before letting the old pad go — outside a
|
||||
// stream the share button's screenshot and the Home overlay are the user's, not ours.
|
||||
if let old = bound {
|
||||
for element in old.physicalInputProfile.elements.values {
|
||||
element.preferredSystemGestureState = .enabled
|
||||
}
|
||||
for dc in forwarded where !slots.contains(where: { $0.controller === dc.controller }) {
|
||||
openSlot(dc)
|
||||
}
|
||||
if let motion = bound?.motion {
|
||||
motion.valueChangedHandler = nil
|
||||
// Power the sensors back down — left active they keep the pad streaming
|
||||
// gyro/accel over Bluetooth (battery drain) long after the session.
|
||||
if motion.sensorsRequireManualActivation { motion.sensorsActive = false }
|
||||
}
|
||||
bound = controller
|
||||
guard let c = controller, let ext = c.extendedGamepad else { return }
|
||||
// A chord-holding pad may have just unplugged — re-evaluate so a stale hold disarms.
|
||||
updateEscapeChord()
|
||||
}
|
||||
|
||||
ext.valueChangedHandler = { [weak self] g, _ in
|
||||
MainActor.assumeIsolated { self?.sync(g) }
|
||||
/// Open one forwarded controller on its assigned wire index: attach GC handlers, claim its
|
||||
/// system gestures, declare its kind (GamepadArrival — before any input), then wake the host
|
||||
/// pad and send its initial state. Skipped when the pad has no wire index (every slot taken)
|
||||
/// or exposes no extended profile.
|
||||
private func openSlot(_ dc: GamepadManager.DiscoveredController) {
|
||||
guard let pad = manager.padIndex(for: dc), let ext = dc.controller.extendedGamepad else { return }
|
||||
let c = dc.controller
|
||||
let slot = Slot(controller: c, pad: UInt32(pad), pref: dc.kind)
|
||||
slots.append(slot)
|
||||
|
||||
ext.valueChangedHandler = { [weak self, weak slot] g, _ in
|
||||
MainActor.assumeIsolated { if let self, let slot { self.sync(slot, g) } }
|
||||
}
|
||||
// Claim EVERY element's system gesture while this pad drives a stream. The OS attaches
|
||||
// gestures to several controller buttons — share/create → local screenshot/recording,
|
||||
// Home → Game Center overlay (iOS) / Launchpad's Games folder (macOS) — and with a
|
||||
// gesture attached the press is the system's, not the game's. During capture the remote
|
||||
// session IS the game: the share button must reach the host (e.g. Steam screenshots),
|
||||
// the PS button must open the host's Steam overlay. Restored to .enabled on unbind.
|
||||
// the PS button must open the host's Steam overlay. Restored to .enabled on close.
|
||||
for element in c.physicalInputProfile.elements.values {
|
||||
element.preferredSystemGestureState = .disabled
|
||||
}
|
||||
@@ -153,67 +187,114 @@ public final class GamepadCapture {
|
||||
// `extendedGamepad.buttonHome` is unreliable/often nil even when the physical element
|
||||
// exists. On tvOS the element is absent (reserved) → nil, the whole block no-ops.
|
||||
if let home = c.physicalInputProfile.buttons[GCInputButtonHome] {
|
||||
home.pressedChangedHandler = { [weak self] _, _, pressed in
|
||||
MainActor.assumeIsolated { self?.sendGuide(down: pressed) }
|
||||
home.pressedChangedHandler = { [weak self, weak slot] _, _, pressed in
|
||||
MainActor.assumeIsolated { if let self, let slot { self.sendGuide(slot, down: pressed) } }
|
||||
}
|
||||
}
|
||||
// Wake the host pad immediately (pads are created lazily from the first event;
|
||||
// a DualSense's UHID handshake + initial lightbar write only start then).
|
||||
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0))
|
||||
sync(ext)
|
||||
// Declare this pad's controller KIND before any of its input, so the host builds a
|
||||
// matching virtual device (mixed types — pad 0 a DualSense, pad 1 an Xbox pad). The core
|
||||
// re-sends it a few times against datagram loss; an older host ignores it and uses the
|
||||
// session-default kind. Then wake the host pad (pads are created lazily from the first
|
||||
// event; a DualSense's UHID handshake + initial lightbar write only start then).
|
||||
connection.send(.gamepadArrival(pref: slot.pref.rawValue, pad: slot.pad))
|
||||
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: slot.pad))
|
||||
sync(slot, ext)
|
||||
|
||||
if let tp = Self.touchpad(ext) {
|
||||
tp.primary.valueChangedHandler = { [weak self] _, x, y in
|
||||
MainActor.assumeIsolated { self?.touch(finger: 0, x: x, y: y) }
|
||||
tp.primary.valueChangedHandler = { [weak self, weak slot] _, x, y in
|
||||
MainActor.assumeIsolated { if let self, let slot { self.touch(slot, finger: 0, x: x, y: y) } }
|
||||
}
|
||||
tp.secondary.valueChangedHandler = { [weak self] _, x, y in
|
||||
MainActor.assumeIsolated { self?.touch(finger: 1, x: x, y: y) }
|
||||
tp.secondary.valueChangedHandler = { [weak self, weak slot] _, x, y in
|
||||
MainActor.assumeIsolated { if let self, let slot { self.touch(slot, finger: 1, x: x, y: y) } }
|
||||
}
|
||||
}
|
||||
if let motion = c.motion {
|
||||
if motion.sensorsRequireManualActivation { motion.sensorsActive = true }
|
||||
motion.valueChangedHandler = { [weak self] m in
|
||||
MainActor.assumeIsolated { self?.forwardMotion(m) }
|
||||
motion.valueChangedHandler = { [weak self, weak slot] m in
|
||||
MainActor.assumeIsolated { if let self, let slot { self.forwardMotion(slot, m) } }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Snapshot the profile into wire state and send every transition since the last one.
|
||||
private func sync(_ g: GCExtendedGamepad) {
|
||||
/// Flush a slot's held wire state (so nothing sticks down host-side) and signal the host to tear
|
||||
/// its virtual device down (GamepadRemove), then detach GC handlers, hand the system gestures
|
||||
/// back, and power the sensors down. Wire-only until the GC cleanup, so it is safe even when the
|
||||
/// device already physically unplugged. Mirrors pf-client-core's `close_slot_at`.
|
||||
private func closeSlot(_ slot: Slot) {
|
||||
flush(slot)
|
||||
// Sent after the flush so the core stamps it with a seq past the zeroing snapshots; the host
|
||||
// seq-gates it, so a reordered snapshot can't resurrect the removed pad.
|
||||
connection.send(.gamepadRemove(pad: slot.pad))
|
||||
let c = slot.controller
|
||||
if let ext = c.extendedGamepad {
|
||||
ext.valueChangedHandler = nil
|
||||
let tp = Self.touchpad(ext)
|
||||
tp?.primary.valueChangedHandler = nil
|
||||
tp?.secondary.valueChangedHandler = nil
|
||||
}
|
||||
c.physicalInputProfile.buttons[GCInputButtonHome]?.pressedChangedHandler = nil
|
||||
// Hand the system gestures back to the OS before letting the pad go — outside a stream the
|
||||
// share button's screenshot and the Home overlay are the user's, not ours.
|
||||
for element in c.physicalInputProfile.elements.values {
|
||||
element.preferredSystemGestureState = .enabled
|
||||
}
|
||||
if let motion = c.motion {
|
||||
motion.valueChangedHandler = nil
|
||||
// Power the sensors back down — left active they keep the pad streaming gyro/accel
|
||||
// over Bluetooth (battery drain) long after the session.
|
||||
if motion.sensorsRequireManualActivation { motion.sensorsActive = false }
|
||||
}
|
||||
slots.removeAll { $0 === slot }
|
||||
}
|
||||
|
||||
private func closeAllSlots() {
|
||||
while let slot = slots.first { closeSlot(slot) }
|
||||
chordTimer?.invalidate()
|
||||
chordTimer = nil
|
||||
}
|
||||
|
||||
/// Snapshot the profile into a slot's wire state and send every transition since the last one,
|
||||
/// tagged with the slot's wire pad index.
|
||||
private func sync(_ slot: Slot, _ g: GCExtendedGamepad) {
|
||||
guard !suspended else { return }
|
||||
let newButtons = Self.buttonMask(g)
|
||||
updateEscapeChord(newButtons)
|
||||
let changed = newButtons ^ buttons
|
||||
// guide is driven separately (`sendGuide`, off the Home handler) and deliberately kept out
|
||||
// of `buttonMask`. Preserve its current held state here so the XOR diff below never sees it
|
||||
// as "changed" — otherwise the first stick/button move after a guide press would emit a
|
||||
// spurious guide-UP while the button is still physically held (and drop the bit from
|
||||
// `slot.buttons`, swallowing the real release too). `flush`/`allButtons` still release it.
|
||||
let newButtons = Self.buttonMask(g) | (slot.buttons & GamepadWire.guide)
|
||||
let changed = newButtons ^ slot.buttons
|
||||
if changed != 0 {
|
||||
for bit in GamepadWire.allButtons where changed & bit != 0 {
|
||||
connection.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: 0))
|
||||
connection.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: slot.pad))
|
||||
}
|
||||
buttons = newButtons
|
||||
slot.buttons = newButtons
|
||||
}
|
||||
let newAxes: [Int32] = [
|
||||
Int32((g.leftThumbstick.xAxis.value * 32767).rounded()),
|
||||
Int32((g.leftThumbstick.yAxis.value * 32767).rounded()),
|
||||
Int32((g.rightThumbstick.xAxis.value * 32767).rounded()),
|
||||
Int32((g.rightThumbstick.yAxis.value * 32767).rounded()),
|
||||
Int32((g.leftTrigger.value * 255).rounded()),
|
||||
Int32((g.rightTrigger.value * 255).rounded()),
|
||||
Int32(g.leftThumbstick.xAxis.value * 32767),
|
||||
Int32(g.leftThumbstick.yAxis.value * 32767),
|
||||
Int32(g.rightThumbstick.xAxis.value * 32767),
|
||||
Int32(g.rightThumbstick.yAxis.value * 32767),
|
||||
Int32(g.leftTrigger.value * 255),
|
||||
Int32(g.rightTrigger.value * 255),
|
||||
]
|
||||
for (i, v) in newAxes.enumerated() where v != axes[i] {
|
||||
connection.send(.gamepadAxis(UInt32(i), value: v, pad: 0))
|
||||
axes[i] = v
|
||||
for (i, v) in newAxes.enumerated() where v != slot.axes[i] {
|
||||
connection.send(.gamepadAxis(UInt32(i), value: v, pad: slot.pad))
|
||||
slot.axes[i] = v
|
||||
}
|
||||
updateEscapeChord()
|
||||
}
|
||||
|
||||
/// Forward the guide (Home/PS) transition directly — it's kept out of `buttonMask` (the legacy
|
||||
/// `buttonHome` element is unreliable). Folds into `buttons` so a held PS button is released by
|
||||
/// `releaseAll` on focus loss just like the others.
|
||||
private func sendGuide(down: Bool) {
|
||||
/// `buttonHome` element is unreliable). Folds into the slot's `buttons` so a held PS button is
|
||||
/// released by `flush` on focus loss / close just like the others.
|
||||
private func sendGuide(_ slot: Slot, down: Bool) {
|
||||
guard !suspended else { return }
|
||||
let bit = GamepadWire.guide
|
||||
let now = down ? (buttons | bit) : (buttons & ~bit)
|
||||
guard now != buttons else { return }
|
||||
connection.send(.gamepadButton(bit, down: down, pad: 0))
|
||||
buttons = now
|
||||
let now = down ? (slot.buttons | bit) : (slot.buttons & ~bit)
|
||||
guard now != slot.buttons else { return }
|
||||
connection.send(.gamepadButton(bit, down: down, pad: slot.pad))
|
||||
slot.buttons = now
|
||||
}
|
||||
|
||||
private static func buttonMask(_ g: GCExtendedGamepad) -> UInt32 {
|
||||
@@ -224,17 +305,21 @@ public final class GamepadCapture {
|
||||
if g.dpad.right.isPressed { b |= GamepadWire.dpadRight }
|
||||
if g.buttonMenu.isPressed { b |= GamepadWire.start }
|
||||
if g.buttonOptions?.isPressed == true { b |= GamepadWire.back }
|
||||
// The share/create/capture element (Xbox Series share, a clone pad's screenshot button —
|
||||
// e.g. the GameSir G8's, below its d-pad) folds into back/select too. On pads that expose
|
||||
// the create button BOTH as buttonOptions and as the share element this OR is harmless —
|
||||
// same wire bit.
|
||||
if g.buttons[GCInputButtonShare]?.isPressed == true { b |= GamepadWire.back }
|
||||
// The dedicated share/create/capture element (Xbox-Series Share, DualSense Create, a clone
|
||||
// pad's screenshot button — e.g. the GameSir G8's, below its d-pad) → the wire's capture
|
||||
// bit, matching the Rust client's `Button::Misc1 => wire::BTN_MISC1`. On an Xbox-Series pad
|
||||
// this is a button physically DISTINCT from View (buttonOptions, above), so it must not
|
||||
// collapse onto back — the host reads MISC1 as its own control (DualSense mute / Steam
|
||||
// quick-access). Caveat: a pad that surfaces ONE physical button as both buttonOptions and
|
||||
// this share element now emits back+misc1 for it — harmless on a plain xpad session (no
|
||||
// misc button) and rare otherwise. NOTE: on-glass verify on a real Xbox-Series pad.
|
||||
if g.buttons[GCInputButtonShare]?.isPressed == true { b |= GamepadWire.misc1 }
|
||||
if g.leftThumbstickButton?.isPressed == true { b |= GamepadWire.leftStickClick }
|
||||
if g.rightThumbstickButton?.isPressed == true { b |= GamepadWire.rightStickClick }
|
||||
if g.leftShoulder.isPressed { b |= GamepadWire.leftShoulder }
|
||||
if g.rightShoulder.isPressed { b |= GamepadWire.rightShoulder }
|
||||
// guide (Home/PS) is NOT read here — it's forwarded directly by the Home button's
|
||||
// pressedChangedHandler (the legacy `buttonHome` element is unreliable). See `rebind`.
|
||||
// pressedChangedHandler (the legacy `buttonHome` element is unreliable). See `openSlot`.
|
||||
if g.buttonA.isPressed { b |= GamepadWire.a }
|
||||
if g.buttonB.isPressed { b |= GamepadWire.b }
|
||||
if g.buttonX.isPressed { b |= GamepadWire.x }
|
||||
@@ -262,29 +347,29 @@ public final class GamepadCapture {
|
||||
return nil
|
||||
}
|
||||
|
||||
/// One touchpad finger moved. GC reports ±1 positions and snaps to exactly (0, 0) on
|
||||
/// lift — treated as the lift signal (a real finger landing on the precise center
|
||||
/// One touchpad finger moved on a slot's pad. GC reports ±1 positions and snaps to exactly
|
||||
/// (0, 0) on lift — treated as the lift signal (a real finger landing on the precise center
|
||||
/// momentarily reads as a lift; harmless for a 1-in-65k coincidence).
|
||||
private func touch(finger: Int, x: Float, y: Float) {
|
||||
private func touch(_ slot: Slot, finger: Int, x: Float, y: Float) {
|
||||
guard !suspended else { return }
|
||||
let lifted = x == 0 && y == 0
|
||||
if lifted {
|
||||
if fingerActive[finger] {
|
||||
fingerActive[finger] = false
|
||||
connection.sendTouchpad(finger: UInt8(finger), active: false, x: 0, y: 0)
|
||||
if slot.fingerActive[finger] {
|
||||
slot.fingerActive[finger] = false
|
||||
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: false, x: 0, y: 0)
|
||||
}
|
||||
return
|
||||
}
|
||||
fingerActive[finger] = true
|
||||
slot.fingerActive[finger] = true
|
||||
let w = GamepadWire.touchpad(x: x, y: y)
|
||||
connection.sendTouchpad(finger: UInt8(finger), active: true, x: w.x, y: w.y)
|
||||
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(finger), active: true, x: w.x, y: w.y)
|
||||
}
|
||||
|
||||
private func forwardMotion(_ m: GCMotion) {
|
||||
private func forwardMotion(_ slot: Slot, _ m: GCMotion) {
|
||||
guard !suspended else { return }
|
||||
let now = DispatchTime.now().uptimeNanoseconds
|
||||
guard now &- lastMotionNs >= Self.motionIntervalNs else { return }
|
||||
lastMotionNs = now
|
||||
guard now &- slot.lastMotionNs >= Self.motionIntervalNs else { return }
|
||||
slot.lastMotionNs = now
|
||||
// Total acceleration in g: gravity + user when split, else the raw vector.
|
||||
let ax: Float
|
||||
let ay: Float
|
||||
@@ -301,6 +386,7 @@ public final class GamepadCapture {
|
||||
let gs = GamepadWire.gyroLSBPerRadS
|
||||
let as_ = GamepadWire.accelLSBPerG
|
||||
connection.sendMotion(
|
||||
pad: UInt8(slot.pad),
|
||||
gyro: (
|
||||
GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
|
||||
GamepadWire.motionRaw(Float(m.rotationRate.y), scale: gs),
|
||||
@@ -313,13 +399,12 @@ public final class GamepadCapture {
|
||||
))
|
||||
}
|
||||
|
||||
/// Unwind everything held on the wire: button-ups, neutral axes, lifted fingers. The
|
||||
/// host's virtual pad returns to rest instead of running with the last state.
|
||||
/// Arm the disconnect timer when the full chord lands, disarm the moment any of the four
|
||||
/// releases. Events only arrive on state CHANGES, so a held chord needs the timer — the
|
||||
/// handler won't fire again until something moves.
|
||||
private func updateEscapeChord(_ newButtons: UInt32) {
|
||||
let held = newButtons & Self.escapeChord == Self.escapeChord
|
||||
/// Arm the disconnect timer when ANY forwarded pad holds the full escape chord, disarm the
|
||||
/// moment none do — a release, or the holding pad unplugged (pf-client-core's `chord_held` is
|
||||
/// likewise any-slot). GC events only arrive on state CHANGES, so a held chord needs the timer:
|
||||
/// the handler won't fire again until something moves.
|
||||
private func updateEscapeChord() {
|
||||
let held = slots.contains { $0.buttons & Self.escapeChord == Self.escapeChord }
|
||||
if held, chordTimer == nil {
|
||||
let timer = Timer(timeInterval: Self.disconnectHold, repeats: false) { [weak self] _ in
|
||||
Task { @MainActor in self?.onDisconnectRequest?() }
|
||||
@@ -332,20 +417,31 @@ public final class GamepadCapture {
|
||||
}
|
||||
}
|
||||
|
||||
/// Unwind everything a slot holds on the wire: button-ups, neutral axes, lifted fingers. The
|
||||
/// host's virtual pad returns to rest instead of running with the last state. Wire events only
|
||||
/// (no GC calls) — safe against an already-removed device. Does NOT close the slot or send
|
||||
/// GamepadRemove (that's `closeSlot`).
|
||||
private func flush(_ slot: Slot) {
|
||||
for bit in GamepadWire.allButtons where slot.buttons & bit != 0 {
|
||||
connection.send(.gamepadButton(bit, down: false, pad: slot.pad))
|
||||
}
|
||||
slot.buttons = 0
|
||||
for (i, v) in slot.axes.enumerated() where v != 0 {
|
||||
connection.send(.gamepadAxis(UInt32(i), value: 0, pad: slot.pad))
|
||||
slot.axes[i] = 0
|
||||
}
|
||||
for (f, active) in slot.fingerActive.enumerated() where active {
|
||||
connection.sendTouchpad(pad: UInt8(slot.pad), finger: UInt8(f), active: false, x: 0, y: 0)
|
||||
slot.fingerActive[f] = false
|
||||
}
|
||||
}
|
||||
|
||||
/// Flush every open slot's held state (app deactivation) — keeps the slots open (GC just stops
|
||||
/// delivering; resume re-syncs), disarms the escape chord. Distinct from `closeAllSlots`, which
|
||||
/// also sends GamepadRemove and detaches handlers.
|
||||
private func releaseAll() {
|
||||
chordTimer?.invalidate()
|
||||
chordTimer = nil
|
||||
for bit in GamepadWire.allButtons where buttons & bit != 0 {
|
||||
connection.send(.gamepadButton(bit, down: false, pad: 0))
|
||||
}
|
||||
buttons = 0
|
||||
for (i, v) in axes.enumerated() where v != 0 {
|
||||
connection.send(.gamepadAxis(UInt32(i), value: 0, pad: 0))
|
||||
axes[i] = 0
|
||||
}
|
||||
for (f, active) in fingerActive.enumerated() where active {
|
||||
connection.sendTouchpad(finger: UInt8(f), active: false, x: 0, y: 0)
|
||||
fingerActive[f] = false
|
||||
}
|
||||
for slot in slots { flush(slot) }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,47 +1,82 @@
|
||||
// Host→client gamepad feedback rendering: one drain thread polls the rumble (0xCA) and
|
||||
// HID-output (0xCD) planes and replays them on the active physical controller —
|
||||
// HID-output (0xCD) planes and replays each update on the forwarded physical controller it is
|
||||
// ADDRESSED TO by wire pad index —
|
||||
//
|
||||
// rumble → CHHapticEngine players (per-handle localities when the pad has them,
|
||||
// one combined engine otherwise),
|
||||
// one combined engine otherwise), a RumbleRenderer per pad,
|
||||
// lightbar → GCDeviceLight,
|
||||
// player LEDs → GCController.playerIndex (the DS bit patterns map to player 1–4),
|
||||
// trigger FX → DualSenseTriggerEffect.parse → GCDualSenseAdaptiveTrigger.
|
||||
//
|
||||
// Only pad 0 is rendered (exactly one controller is forwarded). HID-output traffic exists
|
||||
// only on PlayStation-pad sessions (a DualSense, or a DualShock 4 = lightbar only) — the
|
||||
// drain always polls both planes with short timeouts and never spins, so an Xbox session
|
||||
// just renders rumble. GameController profile mutation
|
||||
// happens on main; CHHapticEngine work on its own serial queue; the drain thread itself
|
||||
// touches neither. When GamepadManager switches the active controller mid-session, the
|
||||
// old pad is reset (triggers off, player index unset) and the last known feedback state
|
||||
// is replayed onto the new one.
|
||||
// Every forwarded controller gets a per-pad feedback slot (its RumbleRenderer + last light /
|
||||
// player-LED / trigger state) keyed on the same wire index GamepadCapture streams it on, so a
|
||||
// rumble the host aimed at pad 1 drives pad 1's actuator and nothing else. An update for a pad
|
||||
// with no live slot (one that just closed) is dropped. HID-output traffic exists only on
|
||||
// PlayStation-pad sessions (a DualSense, or a DualShock 4 = lightbar only); the drain always
|
||||
// polls both planes with short timeouts and never spins, so an Xbox pad just renders rumble.
|
||||
// GameController profile mutation happens on main; CHHapticEngine work on the renderer's serial
|
||||
// queue; the drain thread itself touches neither (it routes rumble to the pad's renderer under a
|
||||
// lock and hops HID to main). When a controller leaves the forwarded set the old pad is reset
|
||||
// (triggers off, player index unset) and its renderer silenced.
|
||||
|
||||
import Combine
|
||||
import CoreHaptics
|
||||
import Foundation
|
||||
import GameController
|
||||
|
||||
public final class GamepadFeedback {
|
||||
private let connection: PunktfunkConnection
|
||||
private let manager: GamepadManager
|
||||
private let flag = StopFlag()
|
||||
private let drainDone = DispatchSemaphore(value: 0)
|
||||
private var drainStarted = false
|
||||
private let rumble = RumbleRenderer(policy: .session)
|
||||
private var activeSub: AnyCancellable?
|
||||
private var forwardedSub: AnyCancellable?
|
||||
|
||||
// Last applied feedback (main-actor) — replayed when the active controller changes.
|
||||
@MainActor private var target: GCController?
|
||||
@MainActor private var lastLight: (r: UInt8, g: UInt8, b: UInt8)?
|
||||
@MainActor private var lastPlayerBits: UInt8?
|
||||
@MainActor private var lastTrigger: [DualSenseTriggerEffect?] = [nil, nil]
|
||||
/// One forwarded controller's non-rumble feedback state (main-actor) — the GC target plus the
|
||||
/// last applied lightbar / player-LED / trigger, replayed if the controller on this pad swaps.
|
||||
@MainActor private final class Slot {
|
||||
var controller: GCController?
|
||||
var lastLight: (r: UInt8, g: UInt8, b: UInt8)?
|
||||
var lastPlayerBits: UInt8?
|
||||
var lastTrigger: [DualSenseTriggerEffect?] = [nil, nil]
|
||||
init(controller: GCController?) { self.controller = controller }
|
||||
}
|
||||
/// HID / lightbar / player-LED slots, keyed by wire pad index. Main-actor only.
|
||||
@MainActor private var slots: [UInt8: Slot] = [:]
|
||||
|
||||
/// Rumble renderers keyed by wire pad index, guarded by `routingLock` so the background drain
|
||||
/// thread can route an incoming envelope to the right pad's renderer while the main actor
|
||||
/// reconciles the set. RumbleRenderer serializes on its own queue, so calling `apply` from the
|
||||
/// drain thread is safe — only the map lookup needs the lock.
|
||||
private let routingLock = NSLock()
|
||||
private var rumbleByPad: [UInt8: RumbleRenderer] = [:]
|
||||
|
||||
/// Opt-in device mirror (`DefaultsKey.rumbleOnDevice`, iPhone only): rumble the host
|
||||
/// addresses to controller 1 (wire pad 0) is ALSO rendered on this device's own Taptic
|
||||
/// Engine — for phone-clip pads that ship without rumble motors, where the phone body is the
|
||||
/// only actuator in the player's hands. Session-scoped (the setting is read once here); nil
|
||||
/// when off or where the device has no haptic actuator.
|
||||
private let deviceRumble: RumbleRenderer?
|
||||
|
||||
public init(connection: PunktfunkConnection, manager: GamepadManager) {
|
||||
self.connection = connection
|
||||
self.manager = manager
|
||||
#if os(iOS)
|
||||
if UserDefaults.standard.bool(forKey: DefaultsKey.rumbleOnDevice),
|
||||
CHHapticEngine.capabilitiesForHardware().supportsHaptics {
|
||||
deviceRumble = RumbleRenderer(policy: .session, actuator: .device)
|
||||
} else {
|
||||
deviceRumble = nil
|
||||
}
|
||||
#else
|
||||
deviceRumble = nil
|
||||
#endif
|
||||
// Capture self weakly in the hop too, so the inner sink's weak capture isn't shadowing
|
||||
// an implicit strong one — and the subscription (stored on self) never retain-cycles.
|
||||
Task { @MainActor [weak self] in
|
||||
guard let self else { return }
|
||||
self.activeSub = manager.$active.sink { [weak self] dc in
|
||||
MainActor.assumeIsolated { self?.retarget(dc?.controller) }
|
||||
self.forwardedSub = manager.$forwarded.sink { [weak self] list in
|
||||
MainActor.assumeIsolated { self?.reconcile(list) }
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -67,6 +102,38 @@ public final class GamepadFeedback {
|
||||
}
|
||||
}
|
||||
|
||||
/// Bring the per-pad feedback slots in line with the forwarded set: drop pads no longer
|
||||
/// forwarded (silence + release their renderer, reset their controller), add a slot +
|
||||
/// renderer for each new pad, and retarget a pad whose controller changed (a re-plug into the
|
||||
/// same freed index) — replaying its cached feedback onto the new device.
|
||||
@MainActor
|
||||
private func reconcile(_ forwarded: [GamepadManager.DiscoveredController]) {
|
||||
var want: [UInt8: GCController] = [:]
|
||||
for dc in forwarded {
|
||||
if let pad = manager.padIndex(for: dc) { want[pad] = dc.controller }
|
||||
}
|
||||
for (pad, slot) in slots where want[pad] == nil {
|
||||
reset(slot.controller)
|
||||
slots[pad] = nil
|
||||
let renderer = withRouting { rumbleByPad.removeValue(forKey: pad) }
|
||||
renderer?.stop()
|
||||
}
|
||||
for (pad, controller) in want {
|
||||
if let slot = slots[pad] {
|
||||
guard slot.controller !== controller else { continue }
|
||||
reset(slot.controller)
|
||||
slot.controller = controller
|
||||
withRouting { rumbleByPad[pad]?.retarget(controller) }
|
||||
replay(slot)
|
||||
} else {
|
||||
slots[pad] = Slot(controller: controller)
|
||||
let renderer = RumbleRenderer(policy: .session)
|
||||
renderer.retarget(controller)
|
||||
withRouting { rumbleByPad[pad] = renderer }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public func start() {
|
||||
guard !drainStarted else { return }
|
||||
drainStarted = true
|
||||
@@ -88,19 +155,19 @@ public final class GamepadFeedback {
|
||||
// rumble/HID latency low while leaving the lock free between polls.
|
||||
//
|
||||
// Rumble is idempotent state, so drain the plane DRY and apply only the newest
|
||||
// level. The old one-datagram-per-cycle shape let a burst outpace the ~125 Hz
|
||||
// drain: levels rendered up to ~130 ms late through the core's 16-deep queue,
|
||||
// and its drop-newest overflow could shed a stop while stale nonzero states
|
||||
// queued ahead of it — buzzing until the host's next 500 ms refresh.
|
||||
var newest: (low: UInt16, high: UInt16, ttl: UInt32)?
|
||||
// level PER PAD. The old one-datagram-per-cycle shape let a burst outpace the
|
||||
// ~125 Hz drain: levels rendered up to ~130 ms late through the core's 16-deep
|
||||
// queue, and its drop-newest overflow could shed a stop while stale nonzero
|
||||
// states queued ahead of it — buzzing until the host's next 500 ms refresh.
|
||||
var newestByPad: [UInt8: (low: UInt16, high: UInt16, ttl: UInt32)] = [:]
|
||||
var rumbleBurst = 0
|
||||
while rumbleBurst < 64, !flag.isStopped,
|
||||
let r = try connection.nextRumble2(timeoutMs: 0) {
|
||||
if r.pad == 0 { newest = (r.low, r.high, r.ttlMs) }
|
||||
newestByPad[UInt8(truncatingIfNeeded: r.pad)] = (r.low, r.high, r.ttlMs)
|
||||
rumbleBurst += 1
|
||||
}
|
||||
if let n = newest {
|
||||
self?.rumble.apply(low: n.low, high: n.high, ttlMs: n.ttl)
|
||||
for (pad, n) in newestByPad {
|
||||
self?.routeRumble(pad: pad, low: n.low, high: n.high, ttlMs: n.ttl)
|
||||
}
|
||||
// Drain a BOUNDED burst of hidout events so sustained 0xCD traffic (a game writing
|
||||
// per-frame LED/trigger reports) can't spin here or block stop() past one cycle.
|
||||
@@ -126,7 +193,7 @@ public final class GamepadFeedback {
|
||||
thread.start()
|
||||
}
|
||||
|
||||
/// Stop the drain and silence the motors. Blocks until the drain thread exits (≤ one
|
||||
/// Stop the drain and silence every pad's motors. Blocks until the drain thread exits (≤ one
|
||||
/// poll cycle) — call off the main actor, before `connection.close()`.
|
||||
public func stop() {
|
||||
flag.stop()
|
||||
@@ -134,17 +201,37 @@ public final class GamepadFeedback {
|
||||
drainDone.wait()
|
||||
drainStarted = false
|
||||
}
|
||||
rumble.stop()
|
||||
// Drop the retarget subscription and the dead session's cached feedback — a
|
||||
// controller change after teardown must not replay this session's triggers/LEDs.
|
||||
Task { @MainActor in
|
||||
self.activeSub = nil
|
||||
self.lastLight = nil
|
||||
self.lastPlayerBits = nil
|
||||
self.lastTrigger = [nil, nil]
|
||||
self.reset(self.target)
|
||||
self.target = nil
|
||||
let renderers = withRouting { () -> [RumbleRenderer] in
|
||||
let r = Array(rumbleByPad.values)
|
||||
rumbleByPad.removeAll()
|
||||
return r
|
||||
}
|
||||
for r in renderers { r.stop() }
|
||||
deviceRumble?.stop()
|
||||
// Drop the subscription and every dead pad's cached feedback — a controller change after
|
||||
// teardown must not replay this session's triggers/LEDs.
|
||||
Task { @MainActor in
|
||||
self.forwardedSub = nil
|
||||
for slot in self.slots.values { self.reset(slot.controller) }
|
||||
self.slots.removeAll()
|
||||
}
|
||||
}
|
||||
|
||||
/// Route one rumble envelope to its pad's renderer (drain thread). An update for a pad with no
|
||||
/// live renderer — one that just left the forwarded set — is dropped.
|
||||
private func routeRumble(pad: UInt8, low: UInt16, high: UInt16, ttlMs: UInt32) {
|
||||
let renderer = withRouting { rumbleByPad[pad] }
|
||||
renderer?.apply(low: low, high: high, ttlMs: ttlMs)
|
||||
// The opt-in device mirror follows controller 1 unconditionally — the pads it exists for
|
||||
// have no motors (their renderer above no-ops), and mirroring deliberately isn't gated on
|
||||
// that: capability probing can't see a motor-less MFi pad, and the user opted in.
|
||||
if pad == 0 { deviceRumble?.apply(low: low, high: high, ttlMs: ttlMs) }
|
||||
}
|
||||
|
||||
private func withRouting<R>(_ body: () -> R) -> R {
|
||||
routingLock.lock()
|
||||
defer { routingLock.unlock() }
|
||||
return body()
|
||||
}
|
||||
|
||||
private func render(_ ev: PunktfunkConnection.HidOutputEvent) {
|
||||
@@ -157,40 +244,37 @@ public final class GamepadFeedback {
|
||||
private func apply(_ ev: PunktfunkConnection.HidOutputEvent) {
|
||||
switch ev {
|
||||
case let .led(pad, r, g, b):
|
||||
guard pad == 0 else { return }
|
||||
lastLight = (r, g, b)
|
||||
target?.light?.color = GCColor(
|
||||
guard let slot = slots[pad] else { return }
|
||||
slot.lastLight = (r, g, b)
|
||||
slot.controller?.light?.color = GCColor(
|
||||
red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255)
|
||||
case let .playerLEDs(pad, bits):
|
||||
guard pad == 0 else { return }
|
||||
lastPlayerBits = bits
|
||||
target?.playerIndex = Self.playerIndex(forBits: bits)
|
||||
guard let slot = slots[pad] else { return }
|
||||
slot.lastPlayerBits = bits
|
||||
slot.controller?.playerIndex = Self.playerIndex(forBits: bits)
|
||||
case let .triggerEffect(pad, which, effect):
|
||||
guard pad == 0, which < 2 else { return }
|
||||
guard which < 2, let slot = slots[pad] else { return }
|
||||
let parsed = DualSenseTriggerEffect.parse(effect)
|
||||
lastTrigger[Int(which)] = parsed
|
||||
if let trigger = adaptiveTrigger(which) {
|
||||
slot.lastTrigger[Int(which)] = parsed
|
||||
if let trigger = adaptiveTrigger(slot.controller, which) {
|
||||
parsed.apply(to: trigger)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Replay a pad's cached feedback onto its (swapped-in) controller so a re-plug looks the same.
|
||||
@MainActor
|
||||
private func retarget(_ controller: GCController?) {
|
||||
guard controller !== target else { return }
|
||||
reset(target)
|
||||
target = controller
|
||||
rumble.retarget(controller)
|
||||
// Replay the session's feedback state so a swapped-in controller looks the same.
|
||||
if let (r, g, b) = lastLight {
|
||||
controller?.light?.color = GCColor(
|
||||
private func replay(_ slot: Slot) {
|
||||
if let (r, g, b) = slot.lastLight {
|
||||
slot.controller?.light?.color = GCColor(
|
||||
red: Float(r) / 255, green: Float(g) / 255, blue: Float(b) / 255)
|
||||
}
|
||||
if let bits = lastPlayerBits {
|
||||
controller?.playerIndex = Self.playerIndex(forBits: bits)
|
||||
if let bits = slot.lastPlayerBits {
|
||||
slot.controller?.playerIndex = Self.playerIndex(forBits: bits)
|
||||
}
|
||||
for which in 0..<2 {
|
||||
if let effect = lastTrigger[which], let trigger = adaptiveTrigger(UInt8(which)) {
|
||||
if let effect = slot.lastTrigger[which],
|
||||
let trigger = adaptiveTrigger(slot.controller, UInt8(which)) {
|
||||
effect.apply(to: trigger)
|
||||
}
|
||||
}
|
||||
@@ -207,8 +291,8 @@ public final class GamepadFeedback {
|
||||
}
|
||||
|
||||
@MainActor
|
||||
private func adaptiveTrigger(_ which: UInt8) -> GCDualSenseAdaptiveTrigger? {
|
||||
guard let ds = target?.extendedGamepad as? GCDualSenseGamepad else { return nil }
|
||||
private func adaptiveTrigger(_ controller: GCController?, _ which: UInt8) -> GCDualSenseAdaptiveTrigger? {
|
||||
guard let ds = controller?.extendedGamepad as? GCDualSenseGamepad else { return nil }
|
||||
return which == 0 ? ds.leftTrigger : ds.rightTrigger
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,18 @@
|
||||
// Controller discovery + selection, app-lifetime. One GamepadManager (`.shared`) watches
|
||||
// GCController connect/disconnect from launch, so the Settings page shows live controller
|
||||
// state without a session, and the session components (GamepadCapture / GamepadFeedback)
|
||||
// follow `active` — exactly ONE physical controller is forwarded to the host, as pad 0.
|
||||
// follow `forwarded` — every forwarded controller is streamed to the host, each on its own
|
||||
// wire pad index (pf-client-core parity; up to `GamepadWire.maxPads`).
|
||||
//
|
||||
// Selection: the user can pin a controller in Settings (persisted under
|
||||
// DefaultsKey.gamepadID); with no pin — or the pinned one absent — the most recently
|
||||
// connected extended gamepad wins. GCController has no stable hardware serial, so the pin
|
||||
// is a fingerprint of vendorName|productCategory (+ a connect-order suffix for twins);
|
||||
// identical twin controllers may swap a pin across reconnects, which the Settings footer
|
||||
// documents.
|
||||
// Selection (mirrors pf-client-core's `forwarded_ids` + slot model): with no pin, EVERY
|
||||
// extended controller is forwarded — each assigned a stable lowest-free pad index held for
|
||||
// its forwarded lifetime, so a disconnect frees only its own index and never renumbers the
|
||||
// others. A pin (Settings, persisted under DefaultsKey.gamepadID) forwards ONLY that one pad
|
||||
// — an explicit single-player choice. `active` stays the single "primary" pad (the pinned
|
||||
// one, else the most recently connected extended gamepad) that the Settings / launcher / menu
|
||||
// UI reads. GCController has no stable hardware serial, so the pin is a fingerprint of
|
||||
// vendorName|productCategory (+ a connect-order suffix for twins); identical twin controllers
|
||||
// may swap a pin across reconnects, which the Settings footer documents.
|
||||
//
|
||||
// A singleton (not a SwiftUI environment object) because macOS shows Settings in its own
|
||||
// `Settings{}` scene — there is no common ancestor view to inject from.
|
||||
@@ -38,13 +42,14 @@ public final class GamepadManager: ObservableObject {
|
||||
public let hasHaptics: Bool
|
||||
public let hasMotion: Bool
|
||||
public let hasAdaptiveTriggers: Bool
|
||||
/// Specifically a DualSense — gates the DualSense-only feedback (adaptive triggers,
|
||||
/// player LEDs) and the PlayStation glyph in Settings.
|
||||
public var isDualSense: Bool { kind == .dualSense }
|
||||
/// A PlayStation pad with a touchpad + motion (DualSense OR DualShock 4) — gates
|
||||
/// Specifically a DualSense (incl. the Edge — same feedback surface) — gates the
|
||||
/// DualSense-only feedback (adaptive triggers, player LEDs) and the PlayStation glyph
|
||||
/// in Settings.
|
||||
public var isDualSense: Bool { kind == .dualSense || kind == .dualSenseEdge }
|
||||
/// A PlayStation pad with a touchpad + motion (DualSense family OR DualShock 4) — gates
|
||||
/// rich-input CAPTURE (touchpad contacts + gyro/accel on plane 0xCC).
|
||||
public var hasTouchpadAndMotion: Bool {
|
||||
kind == .dualSense || kind == .dualShock4
|
||||
kind == .dualSense || kind == .dualSenseEdge || kind == .dualShock4
|
||||
}
|
||||
/// 0...1, nil when the controller doesn't report a battery (e.g. wired).
|
||||
public let batteryLevel: Float?
|
||||
@@ -60,9 +65,23 @@ public final class GamepadManager: ObservableObject {
|
||||
/// Every detected controller, in connect order (Settings lists these).
|
||||
@Published public private(set) var controllers: [DiscoveredController] = []
|
||||
|
||||
/// The one controller forwarded to the host (pad 0); nil when none qualifies.
|
||||
/// The single "primary" controller — the pinned one, else the most recently connected
|
||||
/// extended gamepad; nil when none qualifies. The Settings / launcher / menu UI and the
|
||||
/// connect-time `resolveType` read this; the streaming input path uses `forwarded`.
|
||||
@Published public private(set) var active: DiscoveredController?
|
||||
|
||||
/// The controllers forwarded to the host this session, in wire-pad-index preference order
|
||||
/// (pf-client-core's `forwarded_ids`): a pin forwards ONLY the pinned pad; Automatic forwards
|
||||
/// every extended controller. GamepadCapture opens a slot per entry and GamepadFeedback routes
|
||||
/// feedback back to it, each on the index from `padIndex(for:)`.
|
||||
@Published public private(set) var forwarded: [DiscoveredController] = []
|
||||
|
||||
/// Stable wire pad index (0..<`GamepadWire.maxPads`) per forwarded controller, keyed by
|
||||
/// GCController identity. Lowest-free, held while the controller stays forwarded — a
|
||||
/// disconnect frees only its own index so the others never renumber (pf-client-core's
|
||||
/// `lowest_free_index`). Recomputed by `assignPadIndices` whenever `forwarded` changes.
|
||||
private var padIndexByController: [ObjectIdentifier: UInt8] = [:]
|
||||
|
||||
/// The user's pinned controller fingerprint ("" = automatic). Persisted; updating it
|
||||
/// reselects immediately, so a Settings Picker can bind straight to this.
|
||||
@Published public var preferredID: String {
|
||||
@@ -159,12 +178,57 @@ public final class GamepadManager: ObservableObject {
|
||||
let candidates = controllers.filter(\.isExtended)
|
||||
// The pin wins when present; otherwise the most recently connected extended pad
|
||||
// (list is in connect order). A stale pin falls back to automatic.
|
||||
active = candidates.last { $0.id == preferredID } ?? candidates.last
|
||||
let pinned = candidates.last { $0.id == preferredID }
|
||||
active = pinned ?? candidates.last
|
||||
// Forwarded set (pf-client-core's `forwarded_ids`): a pin forwards ONLY the pinned pad
|
||||
// (explicit single-player); Automatic forwards every extended controller in connect order
|
||||
// (oldest→newest), so a game's player numbers are stable across hot-plug churn.
|
||||
let next = pinned.map { [$0] } ?? candidates
|
||||
// Update the pad-index assignment BEFORE publishing `forwarded`: @Published emits in
|
||||
// `willSet`, so GamepadCapture/GamepadFeedback reconcile against `padIndex(for:)` the
|
||||
// instant this assignment lands — a stale map here would skip a newly-forwarded pad.
|
||||
assignPadIndices(for: next)
|
||||
forwarded = next
|
||||
}
|
||||
|
||||
/// Assign each forwarded controller a stable wire pad index (lowest-free, held while it stays
|
||||
/// forwarded) — mirrors pf-client-core's slot model, where a disconnect frees only its own
|
||||
/// index and the others keep theirs. A controller already holding an index keeps it across the
|
||||
/// churn; a slot beyond `GamepadWire.maxPads` goes unassigned (that pad is not forwarded).
|
||||
private func assignPadIndices(for next: [DiscoveredController]) {
|
||||
let live = Set(next.map { ObjectIdentifier($0.controller) })
|
||||
padIndexByController = padIndexByController.filter { live.contains($0.key) }
|
||||
for dc in next {
|
||||
let key = ObjectIdentifier(dc.controller)
|
||||
guard padIndexByController[key] == nil,
|
||||
let free = Self.lowestFreeIndex(Set(padIndexByController.values)) else { continue }
|
||||
padIndexByController[key] = free
|
||||
}
|
||||
}
|
||||
|
||||
/// The lowest wire pad index not already taken, or nil when all `GamepadWire.maxPads` are in
|
||||
/// use (pf-client-core's `lowest_free_index`).
|
||||
private static func lowestFreeIndex(_ taken: Set<UInt8>) -> UInt8? {
|
||||
(0..<UInt8(GamepadWire.maxPads)).first { !taken.contains($0) }
|
||||
}
|
||||
|
||||
/// The wire pad index a forwarded controller streams on, or nil when it isn't forwarded.
|
||||
public func padIndex(for controller: DiscoveredController) -> UInt8? {
|
||||
padIndexByController[ObjectIdentifier(controller.controller)]
|
||||
}
|
||||
|
||||
/// Drop every pad-index assignment and recompute from the current forwarded set — called when
|
||||
/// a streaming session begins so the assignment starts fresh (a controller pinned before the
|
||||
/// session forwards as pad 0, not whatever index it held for the Settings list). pf-client-core
|
||||
/// assigns indices at slot-open time; this reproduces that session-scoped start.
|
||||
public func resetForwardingAssignment() {
|
||||
padIndexByController.removeAll()
|
||||
reselect()
|
||||
}
|
||||
|
||||
private static func describe(_ c: GCController, id: String) -> DiscoveredController {
|
||||
let extended = c.extendedGamepad
|
||||
let kind = padKind(extended)
|
||||
let kind = padKind(extended, productCategory: c.productCategory)
|
||||
return DiscoveredController(
|
||||
id: id,
|
||||
name: c.vendorName ?? c.productCategory,
|
||||
@@ -174,28 +238,40 @@ public final class GamepadManager: ObservableObject {
|
||||
hasLight: c.light != nil,
|
||||
hasHaptics: c.haptics != nil,
|
||||
hasMotion: c.motion != nil,
|
||||
// GCDualSenseGamepad's triggers are GCDualSenseAdaptiveTrigger by declaration; the
|
||||
// DualShock 4 has none.
|
||||
hasAdaptiveTriggers: kind == .dualSense,
|
||||
// GCDualSenseGamepad's triggers are GCDualSenseAdaptiveTrigger by declaration (the
|
||||
// Edge included); the DualShock 4 has none.
|
||||
hasAdaptiveTriggers: kind == .dualSense || kind == .dualSenseEdge,
|
||||
batteryLevel: c.battery.flatMap { $0.batteryLevel >= 0 ? $0.batteryLevel : nil },
|
||||
isCharging: c.battery?.batteryState == .charging,
|
||||
controller: c)
|
||||
}
|
||||
|
||||
/// Resolve a physical controller's matching virtual-pad type from its GameController
|
||||
/// subclass. Detection order (all are `: GCExtendedGamepad`): DualSense first, then
|
||||
/// DualShock 4, then any Xbox pad, else fall back to Xbox 360. A non-extended / absent
|
||||
/// profile also falls back to `.xbox360` (it's never forwarded anyway).
|
||||
/// subclass (+ the product-category string where the subclass is shared). Detection order
|
||||
/// (all are `: GCExtendedGamepad`): DualSense family first (the Edge is a
|
||||
/// `GCDualSenseGamepad` too — its distinct product category splits it out), then
|
||||
/// DualShock 4, any Xbox pad, then Nintendo Switch pads by category (GameController has no
|
||||
/// dedicated subclass for them). A non-extended / absent profile falls back to `.xbox360`
|
||||
/// (it's never forwarded anyway).
|
||||
private static func padKind(
|
||||
_ extended: GCExtendedGamepad?
|
||||
_ extended: GCExtendedGamepad?,
|
||||
productCategory: String
|
||||
) -> PunktfunkConnection.GamepadType {
|
||||
guard let extended else { return .xbox360 }
|
||||
let category = productCategory.lowercased()
|
||||
// Deployment floor (macOS 14 / iOS 17 / tvOS 17) clears every introduction version
|
||||
// here, so no `@available` guard is needed — matching the unguarded
|
||||
// `GCDualSenseGamepad` use elsewhere in the package.
|
||||
if extended is GCDualSenseGamepad { return .dualSense }
|
||||
if extended is GCDualSenseGamepad {
|
||||
return category.contains("edge") ? .dualSenseEdge : .dualSense
|
||||
}
|
||||
if extended is GCDualShockGamepad { return .dualShock4 }
|
||||
if extended is GCXboxGamepad { return .xboxOne }
|
||||
// Nintendo Switch Pro Controller / a paired Joy-Con set (a full pad surface). Single
|
||||
// Joy-Cons ("Joy-Con (L)" / "(R)") stay on the Xbox 360 fallback — half a pad.
|
||||
if category.contains("switch pro") || category.contains("joy-con (l/r)") {
|
||||
return .switchPro
|
||||
}
|
||||
return .xbox360
|
||||
}
|
||||
}
|
||||
|
||||
@@ -140,7 +140,9 @@ public final class GamepadMenuInput {
|
||||
let stick = gamepad.leftThumbstick
|
||||
let x = stick.xAxis.value
|
||||
let y = stick.yAxis.value
|
||||
if abs(x) > abs(y), abs(x) > deadzone {
|
||||
// Horizontal wins an exact |x| == |y| diagonal tie (>=), matching the SDL core and Android
|
||||
// nav so a perfect 45° push resolves to the same direction on every client.
|
||||
if abs(x) >= abs(y), abs(x) > deadzone {
|
||||
return x > 0 ? .right : .left
|
||||
} else if abs(y) > deadzone {
|
||||
return y > 0 ? .up : .down
|
||||
|
||||
@@ -1,10 +1,14 @@
|
||||
// The gamepad wire contract shared by capture (GamepadCapture), feedback (GamepadFeedback),
|
||||
// and the tests — button bits, axis ids, and the touchpad/motion unit conversions.
|
||||
// and the tests — the pad count, button bits, axis ids, and the touchpad/motion unit conversions.
|
||||
|
||||
import Foundation
|
||||
|
||||
/// The gamepad wire contract (mirrors `punktfunk_core::input::gamepad`).
|
||||
public enum GamepadWire {
|
||||
/// Gamepads addressable on the wire — the pad index rides the low byte of `flags` on every
|
||||
/// per-pad event, 0...15 (`punktfunk_core::input::MAX_PADS`).
|
||||
public static let maxPads: Int = 16
|
||||
|
||||
public static let dpadUp: UInt32 = 0x0001
|
||||
public static let dpadDown: UInt32 = 0x0002
|
||||
public static let dpadLeft: UInt32 = 0x0004
|
||||
@@ -22,11 +26,27 @@ public enum GamepadWire {
|
||||
public static let y: UInt32 = 0x8000
|
||||
/// DualSense touchpad click (Moonlight's extended-button bit position).
|
||||
public static let touchpadClick: UInt32 = 0x10_0000
|
||||
/// Misc / capture button — Xbox-Series Share, DualSense Create, Steam-Deck quick-access
|
||||
/// (Moonlight's extended-button namespace; `input::gamepad::BTN_MISC1`). The host routes it to
|
||||
/// the DualSense mute / Steam quick-access menu; a plain virtual xpad has no such button.
|
||||
public static let misc1: UInt32 = 0x0020_0000
|
||||
/// Back-grip paddles (Xbox Elite P1–P4 / DualSense Edge / Steam-Deck L4-L5-R4-R5), in
|
||||
/// Moonlight's extended-button namespace (`input::gamepad::BTN_PADDLE1..4`, R4/L4/R5/L5).
|
||||
/// Defined for wire completeness and pinned by the tests; `GamepadCapture.buttonMask` does not
|
||||
/// read them yet — the GameController `paddleButton1..4` ↔ BTN_PADDLE physical correspondence
|
||||
/// needs confirming on a real Elite pad first (see the gamepad-review-cleanup plan, G22), so
|
||||
/// they are intentionally absent from `allButtons` until that forwarding lands.
|
||||
public static let paddle1: UInt32 = 0x0001_0000
|
||||
public static let paddle2: UInt32 = 0x0002_0000
|
||||
public static let paddle3: UInt32 = 0x0004_0000
|
||||
public static let paddle4: UInt32 = 0x0008_0000
|
||||
|
||||
/// Every button `buttonMask`/`sendGuide` can set — walked by `sync`'s transition diff and by
|
||||
/// `flush` on release. Paddles are excluded until their capture lands (see above).
|
||||
public static let allButtons: [UInt32] = [
|
||||
dpadUp, dpadDown, dpadLeft, dpadRight, start, back,
|
||||
leftStickClick, rightStickClick, leftShoulder, rightShoulder, guide,
|
||||
a, b, x, y, touchpadClick,
|
||||
a, b, x, y, touchpadClick, misc1,
|
||||
]
|
||||
|
||||
public static let axisLSX: UInt32 = 0
|
||||
|
||||
@@ -119,8 +119,19 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
static let manual = Policy(staleAfter: nil)
|
||||
}
|
||||
|
||||
/// Which physical actuator this renderer drives: the forwarded controller's haptics engine
|
||||
/// (the default), or THIS device's own Taptic Engine (`CHHapticEngine()`) — the opt-in
|
||||
/// "rumble on this device" mirror for phone-clip pads that ship without rumble motors.
|
||||
/// Device mode ignores `retarget`'s controller and always renders one combined motor
|
||||
/// (a phone body has a single actuator).
|
||||
enum Actuator {
|
||||
case controller
|
||||
case device
|
||||
}
|
||||
|
||||
private let queue = DispatchQueue(label: "io.unom.punktfunk.haptics", qos: .userInteractive)
|
||||
private let policy: Policy
|
||||
private let actuator: Actuator
|
||||
|
||||
/// One finite haptic play on a motor: the player plus when (engine timeline) it expires.
|
||||
/// A PLAIN pattern player on purpose: the controller haptics server (gamecontrollerd)
|
||||
@@ -198,8 +209,9 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
((0, 0), DispatchTime(uptimeNanoseconds: 0))
|
||||
#endif
|
||||
|
||||
init(policy: Policy = .session) {
|
||||
init(policy: Policy = .session, actuator: Actuator = .controller) {
|
||||
self.policy = policy
|
||||
self.actuator = actuator
|
||||
}
|
||||
|
||||
/// `onBackend`, if given, is invoked (on the internal queue) with a human-readable name of the
|
||||
@@ -468,6 +480,10 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
/// high = right/light — the Xbox/XInput convention the wire carries); one combined
|
||||
/// engine otherwise, driven by whichever amplitude is stronger.
|
||||
private func setup() {
|
||||
if actuator == .device {
|
||||
setupDevice()
|
||||
return
|
||||
}
|
||||
guard let haptics = controller?.haptics else {
|
||||
// No haptics engine at all — an Xbox controller on an OS/firmware that doesn't expose
|
||||
// rumble through GameController (works on Android via the standard Vibrator path, but
|
||||
@@ -517,10 +533,41 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
}
|
||||
}
|
||||
|
||||
/// Device-actuator mode: one combined motor on this device's own Taptic Engine. Only an
|
||||
/// iPhone has one — everything else (iPad, Mac, TV) reports no haptic hardware and latches
|
||||
/// off (nothing to retry; the settings toggle is hidden there anyway, this is the backstop).
|
||||
private func setupDevice() {
|
||||
#if os(iOS)
|
||||
guard CHHapticEngine.capabilitiesForHardware().supportsHaptics else {
|
||||
log.info("rumble: this device has no haptic actuator — device rumble unavailable")
|
||||
broken = true
|
||||
reportHealth("This device has no haptic actuator.")
|
||||
return
|
||||
}
|
||||
do {
|
||||
low = startMotor(try CHHapticEngine(), sharpness: RumbleTuning.sharpnessCombined)
|
||||
} catch {
|
||||
log.warning("rumble: device haptic engine creation failed: \(error, privacy: .public)")
|
||||
}
|
||||
if low == nil {
|
||||
// Same shape as the controller path: haptics exist but the engine couldn't be built
|
||||
// right now — back off and retry, don't latch off.
|
||||
scheduleRetryBackoff()
|
||||
}
|
||||
#else
|
||||
broken = true
|
||||
#endif
|
||||
}
|
||||
|
||||
private func makeMotor(
|
||||
_ haptics: GCDeviceHaptics, _ locality: GCHapticsLocality, sharpness: Float
|
||||
) -> Motor? {
|
||||
guard let engine = haptics.createEngine(withLocality: locality) else { return nil }
|
||||
return startMotor(engine, sharpness: sharpness)
|
||||
}
|
||||
|
||||
/// Configure + start an engine (controller-locality or the device's own) into a [`Motor`].
|
||||
private func startMotor(_ engine: CHHapticEngine, sharpness: Float) -> Motor? {
|
||||
// A controller's motors carry no audio, so keep this engine OUT of the app's audio session
|
||||
// (the default is to join it). Streaming keeps an AVAudioSession active the whole time;
|
||||
// letting a haptics-only engine join it is a needless coupling that can get its
|
||||
@@ -546,7 +593,7 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
try engine.start()
|
||||
return Motor(engine: engine, sharpness: sharpness)
|
||||
} catch {
|
||||
log.warning("haptic engine setup failed (\(locality.rawValue, privacy: .public)): \(error, privacy: .public)")
|
||||
log.warning("haptic engine setup failed: \(error, privacy: .public)")
|
||||
return nil
|
||||
}
|
||||
}
|
||||
|
||||
@@ -85,6 +85,12 @@ public final class InputCapture {
|
||||
/// its Esc suppression need it in both states).
|
||||
private var cmdKeysDown: Set<UInt32> = []
|
||||
|
||||
/// Physical Control/Option/Shift keys currently held (Windows VKs, both L/R sides). iPad only:
|
||||
/// the ⌃⌥⇧Q release chord is recognized from the HID stream here (iOS has no NSEvent monitor,
|
||||
/// like the ⌘⎋ toggle), so it needs the live modifier state — tracked in both forwarding states,
|
||||
/// exactly like `cmdKeysDown`, and flushed by `releaseAll` when GC delivery stops.
|
||||
private var chordModifiersDown: Set<UInt32> = []
|
||||
|
||||
/// While true, mouse/keyboard flow to the host and key NSEvents are swallowed
|
||||
/// locally; while false the user is interacting with the local UI (dragging the
|
||||
/// window, clicking the HUD) and nothing is forwarded. Main-queue only.
|
||||
@@ -119,6 +125,21 @@ public final class InputCapture {
|
||||
public var onDisconnect: (() -> Void)?
|
||||
public var onCycleStats: (() -> Void)?
|
||||
|
||||
#if os(iOS)
|
||||
/// Windows VKs of the three modifier classes in the ⌃⌥⇧Q release chord, both L/R sides:
|
||||
/// control (0xA2/0xA3), option (0xA4/0xA5), shift (0xA0/0xA1). Used to sift the HID key stream.
|
||||
private static let chordModifierVKs: Set<UInt32> = [0xA2, 0xA3, 0xA4, 0xA5, 0xA0, 0xA1]
|
||||
|
||||
/// Whether Control AND Option AND Shift are all currently held (either side of each counts) —
|
||||
/// the modifier precondition for the iPad ⌃⌥⇧Q release chord.
|
||||
private var hasReleaseChordModifiers: Bool {
|
||||
let m = chordModifiersDown
|
||||
return (m.contains(0xA2) || m.contains(0xA3)) // control
|
||||
&& (m.contains(0xA4) || m.contains(0xA5)) // option
|
||||
&& (m.contains(0xA0) || m.contains(0xA1)) // shift
|
||||
}
|
||||
#endif
|
||||
|
||||
/// Fired when a newer InputCapture takes the process-global GC handler slots (the
|
||||
/// singletons hold ONE handler each): the preempted owner must drop its capture
|
||||
/// state — its handlers are gone, so it would otherwise sit "captured" with dead
|
||||
@@ -294,6 +315,7 @@ public final class InputCapture {
|
||||
/// in another app would otherwise stay "held" here forever — hijacking Esc).
|
||||
private func releaseAll() {
|
||||
cmdKeysDown.removeAll()
|
||||
chordModifiersDown.removeAll()
|
||||
suppressedVK = nil
|
||||
for vk in pressedVKs {
|
||||
connection.send(.key(vk, down: false))
|
||||
@@ -576,6 +598,13 @@ public final class InputCapture {
|
||||
self.cmdKeysDown.remove(vk)
|
||||
}
|
||||
}
|
||||
#if os(iOS)
|
||||
// Track Control/Option/Shift for the ⌃⌥⇧Q release chord below — in both forwarding
|
||||
// states (like `cmdKeysDown`) so a modifier held before capture engaged still counts.
|
||||
if Self.chordModifierVKs.contains(vk) {
|
||||
if pressed { self.chordModifiersDown.insert(vk) } else { self.chordModifiersDown.remove(vk) }
|
||||
}
|
||||
#endif
|
||||
// The ⌘⎋ toggle's Esc — checked before the forwarding gate, because in the
|
||||
// engage direction forwarding is already true when this fires.
|
||||
if vk == self.suppressedVK {
|
||||
@@ -592,6 +621,18 @@ public final class InputCapture {
|
||||
}
|
||||
#endif
|
||||
guard self.forwarding else { return }
|
||||
#if os(iOS)
|
||||
// ⌃⌥⇧Q releases the captured mouse/keyboard (cross-client parity — the same combo the
|
||||
// macOS keyDown monitor handles). Recognized only while forwarding (nothing to release
|
||||
// otherwise). The Q is latched (`suppressedVK`) so its keyUp can't type into the host;
|
||||
// the ⌃⌥⇧ modifiers were forwarded as they went down and are flushed by the release
|
||||
// path (setCaptured(false) → releaseAll). VK 0x51 is layout-independent (physical Q).
|
||||
if pressed, vk == 0x51, self.hasReleaseChordModifiers {
|
||||
self.suppressedVK = 0x51
|
||||
self.onReleaseCapture?()
|
||||
return
|
||||
}
|
||||
#endif
|
||||
// Release direction of the toggle: GC's Esc-down can beat the NSEvent
|
||||
// monitor — never type Esc into the host while ⌘ is held (⌘⎋ is reserved).
|
||||
if vk == 0x1B, !self.cmdKeysDown.isEmpty {
|
||||
|
||||
@@ -118,3 +118,44 @@ extension InputCapture {
|
||||
]
|
||||
#endif
|
||||
}
|
||||
|
||||
#if os(iOS)
|
||||
/// US-layout character → Windows VK for the on-screen keyboard (`StreamLayerUIView`'s
|
||||
/// UIKeyInput). Unlike every other key source, `insertText` delivers CHARACTERS, not key
|
||||
/// positions, so this is the inverse of a US layout: `shift` means "wrap in VK_LSHIFT so the
|
||||
/// host types the shifted symbol". Same contract as `hidToVK`: emit only VKs the host's
|
||||
/// vk_to_evdev knows; anything unmapped is dropped by the caller.
|
||||
enum SoftKeyMap {
|
||||
static func vk(for ch: Character) -> (vk: UInt32, shift: Bool)? {
|
||||
guard let ascii = ch.asciiValue else { return nil }
|
||||
switch ascii {
|
||||
case UInt8(ascii: "a")...UInt8(ascii: "z"): return (UInt32(ascii) - 0x20, false)
|
||||
case UInt8(ascii: "A")...UInt8(ascii: "Z"): return (UInt32(ascii), true)
|
||||
case UInt8(ascii: "0")...UInt8(ascii: "9"): return (UInt32(ascii), false)
|
||||
case 0x0A, 0x0D: return (0x0D, false) // return
|
||||
case 0x09: return (0x09, false) // tab
|
||||
case 0x20: return (0x20, false) // space
|
||||
default: return symbols[ch]
|
||||
}
|
||||
}
|
||||
|
||||
/// US punctuation, plain and shifted, on the OEM VKs (mirrors `hidToVK`'s OEM block) plus
|
||||
/// the shifted digit row.
|
||||
private static let symbols: [Character: (vk: UInt32, shift: Bool)] = [
|
||||
"-": (0xBD, false), "_": (0xBD, true),
|
||||
"=": (0xBB, false), "+": (0xBB, true),
|
||||
"[": (0xDB, false), "{": (0xDB, true),
|
||||
"]": (0xDD, false), "}": (0xDD, true),
|
||||
"\\": (0xDC, false), "|": (0xDC, true),
|
||||
";": (0xBA, false), ":": (0xBA, true),
|
||||
"'": (0xDE, false), "\"": (0xDE, true),
|
||||
"`": (0xC0, false), "~": (0xC0, true),
|
||||
",": (0xBC, false), "<": (0xBC, true),
|
||||
".": (0xBE, false), ">": (0xBE, true),
|
||||
"/": (0xBF, false), "?": (0xBF, true),
|
||||
"!": (0x31, true), "@": (0x32, true), "#": (0x33, true), "$": (0x34, true),
|
||||
"%": (0x35, true), "^": (0x36, true), "&": (0x37, true), "*": (0x38, true),
|
||||
"(": (0x39, true), ")": (0x30, true),
|
||||
]
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -3,7 +3,8 @@
|
||||
// identical. Two mouse modes share one gesture vocabulary — tap = left click · two-finger
|
||||
// tap = right click · two-finger drag = scroll · tap-then-press-and-drag = held left drag
|
||||
// (text selection / window moves) · three-finger tap = cycles the stats overlay tiers
|
||||
// (off → compact → normal → detailed, matching Android):
|
||||
// (off → compact → normal → detailed, matching Android) · three-finger swipe up/down =
|
||||
// summon/dismiss the local soft keyboard for typing on the host (`onKeyboardGesture`):
|
||||
//
|
||||
// * trackpad (default): the cursor STAYS PUT on touch-down and moves by the finger's
|
||||
// relative delta with mild acceleration — swipe to nudge, lift and re-swipe to walk it
|
||||
@@ -61,6 +62,9 @@ final class TouchMouse {
|
||||
static let accelGain: CGFloat = 0.6
|
||||
static let accelSpeedFloor: CGFloat = 0.3
|
||||
static let accelMax: CGFloat = 3.0
|
||||
/// Three-finger vertical swipe: the fraction of the view height the centroid must
|
||||
/// travel to summon (up) / dismiss (down) the local soft keyboard.
|
||||
static let keyboardSwipeFraction: CGFloat = 0.10
|
||||
|
||||
/// Acceleration multiplier for a finger speed in physical px per ms.
|
||||
static func accel(forSpeed speed: CGFloat) -> CGFloat {
|
||||
@@ -72,6 +76,9 @@ final class TouchMouse {
|
||||
var send: ((PunktfunkInputEvent) -> Void)?
|
||||
/// View-space point → host-mode pixels through the letterbox (pointer mode's moves).
|
||||
var hostPoint: ((CGPoint) -> StreamLayerUIView.HostPoint?)?
|
||||
/// Three-finger vertical swipe crossed the threshold: `true` = show the local soft
|
||||
/// keyboard (swipe up), `false` = dismiss it (swipe down). Fires at most once per gesture.
|
||||
var onKeyboardGesture: ((Bool) -> Void)?
|
||||
|
||||
/// No gesture in flight (all fingers up) — the view uses this to release its mode latch.
|
||||
var isIdle: Bool { !sessionActive && lastPos.isEmpty }
|
||||
@@ -95,6 +102,11 @@ final class TouchMouse {
|
||||
private var carryY: CGFloat = 0
|
||||
/// Scroll anchor (centroid) — re-anchored every time a notch fires.
|
||||
private var scrollAnchor = CGPoint.zero
|
||||
// Keyboard-swipe state: the 3+-finger centroid anchor (per finger count, like the scroll
|
||||
// anchor) and a once-per-gesture latch.
|
||||
private var kbCount = 0
|
||||
private var kbAnchor = CGPoint.zero
|
||||
private var kbFired = false
|
||||
// Tap-drag arming: a quick tap leaves a window in which the next nearby touch drags.
|
||||
private var lastTapUp: TimeInterval = 0
|
||||
private var lastTapPoint = CGPoint.zero
|
||||
@@ -114,6 +126,8 @@ final class TouchMouse {
|
||||
maxFingers = 0
|
||||
moved = false
|
||||
scrolling = false
|
||||
kbCount = 0
|
||||
kbFired = false
|
||||
// A touch landing just after a quick tap nearby = tap-and-drag: hold the left
|
||||
// button for this whole gesture (laptop-trackpad convention).
|
||||
dragHeld = first.timestamp - lastTapUp < Tuning.tapDragWindow
|
||||
@@ -140,8 +154,13 @@ final class TouchMouse {
|
||||
for touch in touches where lastPos[ObjectIdentifier(touch)] != nil {
|
||||
lastPos[ObjectIdentifier(touch)] = touch.location(in: view)
|
||||
}
|
||||
if lastPos.count >= 2 {
|
||||
// Dropping below three fingers forgets the keyboard-swipe anchor, so a 3→2→3 bounce
|
||||
// re-anchors instead of reading the count change as swipe travel.
|
||||
if lastPos.count < 3 { kbCount = 0 }
|
||||
if lastPos.count == 2 {
|
||||
scrollByCentroid()
|
||||
} else if lastPos.count >= 3 {
|
||||
keyboardSwipe(in: view)
|
||||
} else if !scrolling, let touch = touches.first(where: {
|
||||
lastPos[ObjectIdentifier($0)] != nil
|
||||
}) {
|
||||
@@ -208,9 +227,9 @@ final class TouchMouse {
|
||||
|
||||
// MARK: - Per-event work
|
||||
|
||||
/// Two fingers (or more) → scroll by the centroid delta; never move the cursor. Fires a
|
||||
/// notch per `scrollNotchPt` of pan and re-anchors on fire; finger up scrolls up, finger
|
||||
/// right scrolls right (the host WHEEL(120) convention).
|
||||
/// Two fingers → scroll by the centroid delta; never move the cursor. Fires a notch per
|
||||
/// `scrollNotchPt` of pan and re-anchors on fire; finger up scrolls up, finger right
|
||||
/// scrolls right (the host WHEEL(120) convention).
|
||||
private func scrollByCentroid() {
|
||||
let n = CGFloat(lastPos.count)
|
||||
let cx = lastPos.values.reduce(0) { $0 + $1.x } / n
|
||||
@@ -233,6 +252,38 @@ final class TouchMouse {
|
||||
}
|
||||
}
|
||||
|
||||
/// Three+ fingers → the keyboard swipe, never scroll (the documented vocabulary is
|
||||
/// TWO-finger scroll; 3+ only fell into the scroll path as an accident of its old `>= 2`
|
||||
/// bound). The centroid is anchored per finger count — real fingers never land or lift in
|
||||
/// the same event, so a count change must re-anchor rather than read as travel — and the
|
||||
/// gesture fires at most once, when the vertical travel crosses the threshold: up = show
|
||||
/// the local soft keyboard, down = dismiss it.
|
||||
private func keyboardSwipe(in view: UIView) {
|
||||
let n = CGFloat(lastPos.count)
|
||||
let cx = lastPos.values.reduce(0) { $0 + $1.x } / n
|
||||
let cy = lastPos.values.reduce(0) { $0 + $1.y } / n
|
||||
if lastPos.count != kbCount {
|
||||
kbCount = lastPos.count
|
||||
kbAnchor = CGPoint(x: cx, y: cy)
|
||||
} else {
|
||||
let dy = cy - kbAnchor.y
|
||||
// Real centroid travel disqualifies the tap classification in `ended` (else a
|
||||
// sub-threshold swipe would still fire the three-finger stats tap).
|
||||
if abs(dy) > Tuning.tapSlop || abs(cx - kbAnchor.x) > Tuning.tapSlop { moved = true }
|
||||
if !kbFired, abs(dy) >= view.bounds.height * Tuning.keyboardSwipeFraction {
|
||||
kbFired = true
|
||||
onKeyboardGesture?(dy < 0) // finger up → show, finger down → dismiss
|
||||
}
|
||||
}
|
||||
// Leaving the scroll state stale would read the 3→2 centroid jump as a wheel notch;
|
||||
// clearing it makes a return to two fingers re-anchor fresh. Same for the trackpad's
|
||||
// tracked finger: its prev position froze while 3+ fingers were down, so dropping
|
||||
// straight back to one finger must re-anchor (zero delta), not replay the whole
|
||||
// 3-finger phase as one cursor jump.
|
||||
scrolling = false
|
||||
trackKey = nil
|
||||
}
|
||||
|
||||
/// One finger (and the gesture never became a scroll — dropping back from two fingers to
|
||||
/// one must not jerk the cursor).
|
||||
private func singleFinger(_ touch: UITouch, in view: UIView) {
|
||||
|
||||
@@ -11,6 +11,15 @@ public enum DefaultsKey {
|
||||
public static let streamWidth = "punktfunk.width"
|
||||
public static let streamHeight = "punktfunk.height"
|
||||
public static let streamHz = "punktfunk.hz"
|
||||
/// Match-window resolution policy (design/midstream-resolution-resize.md D1/D2): when on, the
|
||||
/// stream mode FOLLOWS the session view — the connect asks for the view's pixel size and a
|
||||
/// mid-session resize (a windowed macOS window, an iPad Stage Manager / Split View scene)
|
||||
/// renegotiates the host's virtual display + encoder (`PunktfunkConnection.requestMode`), so a
|
||||
/// windowed session streams native-resolution pixels instead of scaling. Off (default): the
|
||||
/// explicit `streamWidth`/`streamHeight` are used and never auto-resized (a fullscreen session
|
||||
/// is native either way, so this degenerates to Auto-native there). Read per session by the
|
||||
/// stream views' `MatchWindowFollower`.
|
||||
public static let matchWindow = "punktfunk.matchWindow"
|
||||
public static let compositor = "punktfunk.compositor"
|
||||
public static let gamepadType = "punktfunk.gamepadType"
|
||||
public static let gamepadID = "punktfunk.gamepadID"
|
||||
@@ -88,6 +97,18 @@ public enum DefaultsKey {
|
||||
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
|
||||
/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
|
||||
public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
|
||||
/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
|
||||
/// device's own Taptic Engine — for phone-clip pads that ship without rumble motors, where
|
||||
/// the phone body is the only actuator in the player's hands. Off by default (opt-in); read
|
||||
/// once per session by `GamepadFeedback`. The toggle is shown only where the device actually
|
||||
/// has a haptic actuator (no iPad/Mac/TV).
|
||||
public static let rumbleOnDevice = "punktfunk.rumbleOnDevice"
|
||||
/// Auto-wake on connect: when connecting to a saved host that isn't advertising on mDNS, fire
|
||||
/// Wake-on-LAN and, if the dial fails, wait for it to come back before retrying (the "Waking…"
|
||||
/// overlay). On by default. Turn off if a host that's already on just isn't seen on mDNS (a
|
||||
/// routed/VPN host), so connects go straight through instead of waiting out the wake timeout.
|
||||
/// The explicit "Wake Host" action stays available regardless. Read by ContentView.startSession.
|
||||
public static let autoWake = "punktfunk.autoWake"
|
||||
}
|
||||
|
||||
extension Notification.Name {
|
||||
|
||||
@@ -0,0 +1,153 @@
|
||||
// Match-window resize follower (design/midstream-resolution-resize.md D1/D2, client C3).
|
||||
//
|
||||
// The presenting view feeds this its PHYSICAL-PIXEL size on every layout; it debounces to
|
||||
// resize-end, spaces requests ≥ 1 s apart, and asks the connection to switch the host's virtual
|
||||
// display + encoder to match (`PunktfunkConnection.requestMode`) — so a windowed macOS session or
|
||||
// an iPad Stage Manager / Split View scene streams native-resolution pixels instead of scaling.
|
||||
// The decode/present side needs nothing: VideoToolbox recreates its session on the keyframe-derived
|
||||
// format-description change (the first new-mode AU is an IDR with fresh parameter sets).
|
||||
//
|
||||
// The trigger discipline is the shared cross-client one (mirrors the session binary's
|
||||
// `resize_decision`): physical pixels rounded DOWN to even (the host rejects odd dimensions) and
|
||||
// clamped ≥ 320×200; debounce to resize-end; ≥ 1 s between requests; skip a size equal to the live
|
||||
// mode; and request each distinct size at most once — which both stops re-asking a rejected size
|
||||
// and keeps a host-side rollback (accepted, rebuild failed, corrective ack restored the old mode)
|
||||
// from looping request → rollback → request.
|
||||
|
||||
import Foundation
|
||||
|
||||
/// The pure, side-effect-free core of the Match-window trigger — so the normalize/skip discipline
|
||||
/// is unit-tested without a live connection or a UI (`MatchWindowTests`).
|
||||
public enum MatchWindow {
|
||||
/// Even-floor + clamp a physical-pixel size to a host-valid mode dimension: the host's
|
||||
/// `validate_dimensions` rejects odd sizes, and we never ask below 320×200.
|
||||
public static func normalize(widthPx: Int, heightPx: Int) -> (width: UInt32, height: UInt32) {
|
||||
let evenClamp: (Int, UInt32) -> UInt32 = { px, minimum in
|
||||
let even = UInt32(max(px, 0)) / 2 * 2
|
||||
return max(even, minimum)
|
||||
}
|
||||
return (evenClamp(widthPx, 320), evenClamp(heightPx, 200))
|
||||
}
|
||||
|
||||
/// Whether to request `target` now (the debounce has already settled; spacing is the caller's
|
||||
/// timer): `nil` to skip — equal to the live mode, or already requested once (a rejected size /
|
||||
/// a host rollback must not loop). `target` is expected already-[normalize]d.
|
||||
public static func request(
|
||||
target: (width: UInt32, height: UInt32),
|
||||
current: (width: UInt32, height: UInt32),
|
||||
lastRequested: (width: UInt32, height: UInt32)?
|
||||
) -> (width: UInt32, height: UInt32)? {
|
||||
if target.width == current.width, target.height == current.height { return nil }
|
||||
if let lr = lastRequested, lr.width == target.width, lr.height == target.height { return nil }
|
||||
return target
|
||||
}
|
||||
}
|
||||
|
||||
/// Owns the debounce timer + serialization state and drives `PunktfunkConnection.requestMode` from
|
||||
/// the stream view's layout callbacks. Main-actor: the views feed it on the main thread and it reads
|
||||
/// the connection's live mode there. Enabled per session from the `matchWindow` setting.
|
||||
@MainActor
|
||||
public final class MatchWindowFollower {
|
||||
private weak var connection: PunktfunkConnection?
|
||||
private let debounce: TimeInterval
|
||||
private let minSpacing: TimeInterval
|
||||
private var enabled: Bool
|
||||
|
||||
private var work: DispatchWorkItem?
|
||||
private var pendingSize: (width: Int, height: Int)?
|
||||
private var lastRequested: (width: UInt32, height: UInt32)?
|
||||
private var lastRequestAt: Date?
|
||||
/// The last size we reported via [`onResizeTarget`] — dedups the per-layout stream of a drag so
|
||||
/// the UI is notified once per distinct target, and reset to `nil` when the window is back in
|
||||
/// sync with the live mode (so a later resize re-reports).
|
||||
private var lastSteered: (width: UInt32, height: UInt32)?
|
||||
|
||||
/// Fired (on the main actor) the instant the window starts differing from the live mode — i.e.
|
||||
/// a resize is under way and a `Reconfigure` for `(width, height)` is imminent. Drives the
|
||||
/// resize overlay's INSTANT feedback (blur + spinner) BEFORE the debounced request leaves; the
|
||||
/// overlay clears when a decoded frame reaches this size (or on a timeout). Deduped per target.
|
||||
public var onResizeTarget: ((_ width: UInt32, _ height: UInt32) -> Void)?
|
||||
|
||||
/// `debounce` = quiet time after the last size event before requesting (Win32 gets
|
||||
/// `WM_EXITSIZEMOVE` for free; we debounce). `minSpacing` = floor between accepted requests
|
||||
/// (a full host pipeline rebuild each). Defaults match the other clients.
|
||||
public init(
|
||||
connection: PunktfunkConnection,
|
||||
enabled: Bool,
|
||||
debounce: TimeInterval = 0.4,
|
||||
minSpacing: TimeInterval = 1.0
|
||||
) {
|
||||
self.connection = connection
|
||||
self.enabled = enabled
|
||||
self.debounce = debounce
|
||||
self.minSpacing = minSpacing
|
||||
}
|
||||
|
||||
/// Turn following on/off live (a mid-session settings change; off cancels a pending request).
|
||||
public func setEnabled(_ on: Bool) {
|
||||
enabled = on
|
||||
if !on {
|
||||
work?.cancel()
|
||||
work = nil
|
||||
pendingSize = nil
|
||||
lastSteered = nil
|
||||
}
|
||||
}
|
||||
|
||||
/// Feed the presenting view's current PHYSICAL-PIXEL size (its `bounds` × the backing/display
|
||||
/// scale). Called from every layout pass; coalesced by the debounce so a drag-resize sends one
|
||||
/// request at its end, never one per frame.
|
||||
public func noteSize(widthPx: Int, heightPx: Int) {
|
||||
guard enabled else { return }
|
||||
pendingSize = (widthPx, heightPx)
|
||||
schedule()
|
||||
reportSteering(widthPx: widthPx, heightPx: heightPx)
|
||||
}
|
||||
|
||||
/// Report the resize overlay's START signal (deduped): the moment the normalized window size
|
||||
/// differs from the live mode we're steering toward a new size. No connection / no negotiated
|
||||
/// mode yet → nothing to compare against, skip.
|
||||
private func reportSteering(widthPx: Int, heightPx: Int) {
|
||||
guard let connection else { return }
|
||||
let target = MatchWindow.normalize(widthPx: widthPx, heightPx: heightPx)
|
||||
let mode = connection.currentMode()
|
||||
guard mode.width > 0, mode.height > 0 else { return }
|
||||
if target.width == mode.width, target.height == mode.height {
|
||||
lastSteered = nil // back in sync — a later change re-reports
|
||||
return
|
||||
}
|
||||
if lastSteered?.width == target.width, lastSteered?.height == target.height { return }
|
||||
lastSteered = target
|
||||
onResizeTarget?(target.width, target.height)
|
||||
}
|
||||
|
||||
private func schedule() {
|
||||
work?.cancel()
|
||||
let item = DispatchWorkItem { [weak self] in self?.fire() }
|
||||
work = item
|
||||
DispatchQueue.main.asyncAfter(deadline: .now() + debounce, execute: item)
|
||||
}
|
||||
|
||||
private func fire() {
|
||||
guard enabled, let connection, let size = pendingSize else { return }
|
||||
// ≥ 1 s spacing: a request went out recently → re-arm the debounce and retry later rather
|
||||
// than fire early (keeps at most ~one request outstanding — the accept ack round-trips in
|
||||
// milliseconds, ahead of the host's rebuild).
|
||||
if let last = lastRequestAt, Date().timeIntervalSince(last) < minSpacing {
|
||||
schedule()
|
||||
return
|
||||
}
|
||||
let target = MatchWindow.normalize(widthPx: size.width, heightPx: size.height)
|
||||
let mode = connection.currentMode()
|
||||
pendingSize = nil
|
||||
guard let req = MatchWindow.request(
|
||||
target: target,
|
||||
current: (mode.width, mode.height),
|
||||
lastRequested: lastRequested
|
||||
) else { return }
|
||||
// Keep the current refresh — Match-window follows SIZE, not rate.
|
||||
connection.requestMode(width: req.width, height: req.height, refreshHz: mode.refreshHz)
|
||||
lastRequested = req
|
||||
lastRequestAt = Date()
|
||||
}
|
||||
}
|
||||
@@ -124,7 +124,16 @@ float2 chromaUV(texture2d<float> lumaTex, texture2d<float> chromaTex, float2 uv)
|
||||
float3 sampleRgb(texture2d<float> lumaTex, texture2d<float> chromaTex, float2 uv,
|
||||
constant CscUniform& csc) {
|
||||
constexpr sampler s(filter::linear, address::clamp_to_edge);
|
||||
float3 yuv = float3(catmullRomLuma(lumaTex, s, uv),
|
||||
#ifdef PF_BILINEAR_LUMA
|
||||
// DEBUG (PUNKTFUNK_BILINEAR_LUMA=1): plain bilinear luma — Catmull-Rom OFF. A/B lever to see if
|
||||
// the bicubic overshoot contributes to edge fringing. NOTE: at a true 1:1 present both paths
|
||||
// reduce to the identity texel, so if this toggle VISIBLY changes the picture, the present is
|
||||
// NOT 1:1 (there's a resample); if it looks identical, the fringing is upstream (codec/source/OS).
|
||||
float lumaY = lumaTex.sample(s, uv).r;
|
||||
#else
|
||||
float lumaY = catmullRomLuma(lumaTex, s, uv);
|
||||
#endif
|
||||
float3 yuv = float3(lumaY,
|
||||
chromaTex.sample(s, chromaUV(lumaTex, chromaTex, uv)).rg);
|
||||
return saturate(float3(dot(csc.r0.xyz, yuv) + csc.r0.w,
|
||||
dot(csc.r1.xyz, yuv) + csc.r1.w,
|
||||
@@ -250,7 +259,16 @@ public final class MetalVideoPresenter {
|
||||
let pipelineHDR: MTLRenderPipelineState
|
||||
let pipelineHDRToneMap: MTLRenderPipelineState?
|
||||
do {
|
||||
let library = try device.makeLibrary(source: shaderSource, options: nil)
|
||||
// DEBUG A/B lever: PUNKTFUNK_BILINEAR_LUMA=1 compiles the shader with Catmull-Rom OFF
|
||||
// (plain bilinear luma) by prepending a #define ahead of the source. Default (unset) is
|
||||
// the normal bicubic path. Read at presenter creation — set it in the environment and
|
||||
// relaunch to flip; the log line confirms which path built.
|
||||
let bilinearLuma = ProcessInfo.processInfo.environment["PUNKTFUNK_BILINEAR_LUMA"] == "1"
|
||||
let source = (bilinearLuma ? "#define PF_BILINEAR_LUMA 1\n" : "") + shaderSource
|
||||
if bilinearLuma {
|
||||
presenterLog.info("stage2: PUNKTFUNK_BILINEAR_LUMA=1 — Catmull-Rom luma DISABLED (bilinear)")
|
||||
}
|
||||
let library = try device.makeLibrary(source: source, options: nil)
|
||||
let vtx = library.makeFunction(name: "pf_vtx")
|
||||
let sdr = MTLRenderPipelineDescriptor()
|
||||
sdr.vertexFunction = vtx
|
||||
@@ -590,8 +608,17 @@ public final class MetalVideoPresenter {
|
||||
let sig = "\(Int(decoded.width))x\(Int(decoded.height))→\(Int(drawable.width))x\(Int(drawable.height))|hdr\(hdrActive ? 1 : 0)"
|
||||
if sig != lastSizeSig {
|
||||
lastSizeSig = sig
|
||||
// Explicit verdict: is the shader presenting 1:1 (decoded == drawable) or resampling? The
|
||||
// scale ratio makes a residual match-window mismatch obvious. If this says 1:1 but the
|
||||
// picture is still soft, the resample is downstream of us (macOS compositor — a scaled
|
||||
// display mode, or a fractional-pixel window position), not the shader.
|
||||
let sx = decoded.width > 0 ? drawable.width / decoded.width : 0
|
||||
let sy = decoded.height > 0 ? drawable.height / decoded.height : 0
|
||||
let verdict = decoded == drawable
|
||||
? "1:1 (no resample)"
|
||||
: String(format: "RESAMPLE scale=%.4fx%.4f", sx, sy)
|
||||
let msg =
|
||||
"stage2: decoded \(Int(decoded.width))x\(Int(decoded.height)) → drawable \(Int(drawable.width))x\(Int(drawable.height)) hdr=\(hdrActive)"
|
||||
"stage2: decoded \(Int(decoded.width))x\(Int(decoded.height)) → drawable \(Int(drawable.width))x\(Int(drawable.height)) [\(verdict)] hdr=\(hdrActive)"
|
||||
presenterLog.info("\(msg, privacy: .public)")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
// Swift wrapper around the punktfunk-core C ABI's post-loss re-anchor gate
|
||||
// (`punktfunk_reanchor_gate_*`, ABI v6). The shared Rust gate (crates/punktfunk-core/src/reanchor.rs)
|
||||
// is what the Linux/Windows desktop pump and the Android client use directly; the Swift clients reach
|
||||
// it across the C ABI so the freeze-until-reanchor policy is defined ONCE for every platform.
|
||||
//
|
||||
// Why a freeze at all: after unrecoverable loss the host keeps sending delta frames that reference a
|
||||
// picture the client never got. Hardware decoders (VideoToolbox included) don't reliably error on
|
||||
// that — they CONCEAL, returning a gray/garbage frame with a success status. Presenting those is the
|
||||
// visible "gray flash with motion" of the loss reports. The gate withholds concealed frames and holds
|
||||
// the last good picture on glass until a PROVEN clean re-anchor lands — an IDR (wire `FLAG_SOF`), an
|
||||
// RFI recovery anchor (`USER_FLAG_RECOVERY_ANCHOR`), or the 2nd of two intra-refresh recovery marks
|
||||
// (`USER_FLAG_RECOVERY_POINT`) — with a bounded backstop so a lost re-anchor can never freeze forever.
|
||||
// See punktfunk-planning design/client-reanchor-freeze-parity.md.
|
||||
//
|
||||
// Threading: one gate per session. Its calls arrive from two threads — the pump thread (`arm` on a
|
||||
// frame-index gap / a submit failure, `poll` per iteration) and a VideoToolbox decode thread
|
||||
// (`onDecoded` per decoded frame, `onNoOutput` on a decode error). The raw Rust gate is a plain
|
||||
// struct behind an opaque pointer with no internal synchronization, so every call is serialized under
|
||||
// `lock` here — the calls are cheap field updates, so contention is negligible. `@unchecked Sendable`:
|
||||
// the lock enforces the contract.
|
||||
|
||||
import Foundation
|
||||
import PunktfunkCore
|
||||
|
||||
final class ReanchorGate: @unchecked Sendable {
|
||||
private let lock = NSLock()
|
||||
/// The opaque `ReanchorGate *`. `var` so `reseed` can swap it at session start. Never NULL
|
||||
/// (`punktfunk_reanchor_gate_new` never returns NULL).
|
||||
private var ptr: OpaquePointer
|
||||
|
||||
/// Seed the baseline with the connection's current `framesDropped` so the first `poll` doesn't
|
||||
/// read the session's starting drop count as a fresh loss.
|
||||
init(framesDropped: UInt64) {
|
||||
ptr = punktfunk_reanchor_gate_new(framesDropped)
|
||||
}
|
||||
|
||||
deinit { punktfunk_reanchor_gate_free(ptr) }
|
||||
|
||||
/// Re-anchor the drop-count baseline to `framesDropped` for a (re)started session. The gate is
|
||||
/// created in the pipeline's init (before a connection exists, seeded 0); `start` calls this once
|
||||
/// the live connection's count is known so a mid-life connection's non-zero baseline isn't
|
||||
/// mistaken for loss on the first poll.
|
||||
func reseed(framesDropped: UInt64) {
|
||||
lock.lock()
|
||||
defer { lock.unlock() }
|
||||
punktfunk_reanchor_gate_free(ptr)
|
||||
ptr = punktfunk_reanchor_gate_new(framesDropped)
|
||||
}
|
||||
|
||||
/// Arm the freeze: a loss was detected (a frame-index gap, or a decoder wedge). Zeroes the
|
||||
/// recovery-mark count and (re)sets the backstop deadline.
|
||||
func arm() {
|
||||
lock.lock()
|
||||
punktfunk_reanchor_gate_arm(ptr)
|
||||
lock.unlock()
|
||||
}
|
||||
|
||||
/// Fold one decoded frame. `flags` is the AU's wire `user_flags`. Returns true to PRESENT the
|
||||
/// frame, false to WITHHOLD it as a post-loss concealment (hold the last good picture). Pass
|
||||
/// `decoderKeyframe: false` — VideoToolbox doesn't flag IDRs, so the wire `FLAG_SOF` covers it.
|
||||
func onDecoded(flags: UInt32, decoderKeyframe: Bool = false) -> Bool {
|
||||
lock.lock()
|
||||
defer { lock.unlock() }
|
||||
var present = false
|
||||
_ = punktfunk_reanchor_gate_on_decoded(ptr, flags, decoderKeyframe, &present)
|
||||
return present
|
||||
}
|
||||
|
||||
/// A received AU produced no decoded frame (a VideoToolbox decode error). Returns true when the
|
||||
/// no-output streak has tripped (the gate armed the freeze) and the caller should — throttled —
|
||||
/// request a keyframe.
|
||||
func onNoOutput() -> Bool {
|
||||
lock.lock()
|
||||
defer { lock.unlock() }
|
||||
var requestKf = false
|
||||
_ = punktfunk_reanchor_gate_on_no_output(ptr, &requestKf)
|
||||
return requestKf
|
||||
}
|
||||
|
||||
/// Periodic fold of the session's `framesDropped` plus the overdue backstop. Returns true when the
|
||||
/// caller should — throttled — request a keyframe (a drop-count climb armed a fresh freeze, or the
|
||||
/// freeze is overdue and re-asks while it keeps holding).
|
||||
func poll(framesDropped: UInt64) -> Bool {
|
||||
lock.lock()
|
||||
defer { lock.unlock() }
|
||||
var requestKf = false
|
||||
_ = punktfunk_reanchor_gate_poll(ptr, framesDropped, &requestKf)
|
||||
return requestKf
|
||||
}
|
||||
|
||||
/// Whether the gate is currently withholding concealed frames (frozen on the last good picture).
|
||||
var isHolding: Bool {
|
||||
lock.lock()
|
||||
defer { lock.unlock() }
|
||||
var holding = false
|
||||
_ = punktfunk_reanchor_gate_is_holding(ptr, &holding)
|
||||
return holding
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
// Resize-in-progress indicator state (design/midstream-resolution-resize.md — client UX).
|
||||
//
|
||||
// A mid-stream resize takes the host 0.3–2 s to rebuild its virtual display + encoder, and the
|
||||
// first new-mode frame is an IDR that the decoder re-inits on. Rather than let the stream scale
|
||||
// (stretch/blur) to the changing window during that gap, the client EMBRACES the delay: it shows a
|
||||
// deliberate blur + spinner the instant a resize starts and clears it the instant the sharp
|
||||
// new-resolution frame is on screen — so the wait reads as intentional, not as lag.
|
||||
//
|
||||
// This is driven ENTIRELY by signals the client already has (no new protocol):
|
||||
// * START — the Match-window follower reports the size it is steering toward (instant, on the
|
||||
// first resize layout, before the debounced request even leaves).
|
||||
// * END — the decode pipeline reports each new-mode IDR's dimensions; when they reach the target
|
||||
// the new picture is here.
|
||||
// * TIMEOUT — the safety net for a switch that never delivers the exact target: the host rejected
|
||||
// it (gamescope), capped it to an advertised mode, or a corrective ack landed a different size.
|
||||
//
|
||||
// Pure + side-effect-free so the transition logic is unit-tested without a live session or UI
|
||||
// (`ResizeIndicatorTests`); `SessionModel` owns an instance and mirrors `active` into a @Published.
|
||||
|
||||
import Foundation
|
||||
|
||||
/// The pure state of the resize overlay. `now` is a monotonic time in seconds (the caller passes
|
||||
/// `ProcessInfo.processInfo.systemUptime` or a test clock).
|
||||
public struct ResizeIndicator {
|
||||
/// Whether the blur + spinner should be shown.
|
||||
public private(set) var active = false
|
||||
/// The size the follower is steering toward — cleared once a decoded frame reaches it.
|
||||
private var target: (width: UInt32, height: UInt32)?
|
||||
/// When the current `active` span began — the timeout is measured from here.
|
||||
private var since: TimeInterval?
|
||||
/// How long to keep the overlay up if the target frame never arrives (rejected / capped switch).
|
||||
public var timeout: TimeInterval
|
||||
|
||||
public init(timeout: TimeInterval = 2.5) { self.timeout = timeout }
|
||||
|
||||
/// The follower is steering toward `width`×`height` — a resize is under way. Show the overlay now
|
||||
/// (instant feedback). Called only for a genuine change (the follower skips a target equal to the
|
||||
/// live mode), possibly many times as a drag moves through sizes; the timeout re-arms whenever the
|
||||
/// target actually changes so a slow drag never trips it mid-gesture.
|
||||
public mutating func steering(width: UInt32, height: UInt32, now: TimeInterval) {
|
||||
if !active || target?.width != width || target?.height != height {
|
||||
since = now
|
||||
}
|
||||
target = (width, height)
|
||||
active = true
|
||||
}
|
||||
|
||||
/// A decoded frame arrived at `width`×`height` (a new-mode IDR). Clears the overlay once it
|
||||
/// matches the steered target — the sharp new-resolution picture is on glass.
|
||||
public mutating func decoded(width: UInt32, height: UInt32) {
|
||||
guard active, let t = target, t.width == width, t.height == height else { return }
|
||||
active = false
|
||||
since = nil
|
||||
}
|
||||
|
||||
/// Timeout safety net: stop showing the overlay once `timeout` has elapsed with no matching frame
|
||||
/// (a rejected or host-capped switch never delivers the exact target).
|
||||
public mutating func tick(now: TimeInterval) {
|
||||
guard active, let s = since, now - s >= timeout else { return }
|
||||
active = false
|
||||
since = nil
|
||||
}
|
||||
}
|
||||
@@ -70,6 +70,15 @@ final class SessionPresenter {
|
||||
private var stage2Link: CADisplayLink?
|
||||
private var metalLayer: CAMetalLayer?
|
||||
private var connection: PunktfunkConnection?
|
||||
/// The decoded frame's REAL pixel dimensions (ground truth, pushed by the view from the pump's
|
||||
/// `onDecodedSize` new-mode-IDR callback). Used for the aspect-fit in `layout` in preference to
|
||||
/// `connection.currentMode()`, which (a) lags a mid-stream resize — it only updates on the
|
||||
/// `Reconfigured` ack, and a resize-END produces no bounds change to re-run `layout` afterward —
|
||||
/// and (b) can disagree with what the host actually DELIVERED (Windows corrective-ack falls back
|
||||
/// to an advertised mode). The pixels we're drawing are the only correct aspect source; a wrong
|
||||
/// one here is the "black bars + stretched" resize artifact. nil until the first frame → `layout`
|
||||
/// falls back to `currentMode()`. Main-thread only.
|
||||
private var contentSize: CGSize?
|
||||
|
||||
/// Start the presenter for `connection`. `baseLayer` is the view's AVSampleBufferDisplayLayer:
|
||||
/// stage-1 enqueues into it; stage-2 leaves it idle and composites an opaque CAMetalLayer
|
||||
@@ -85,7 +94,8 @@ final class SessionPresenter {
|
||||
displayMeter: LatencyMeter? = nil,
|
||||
makeDisplayLink: (AnyObject, Selector) -> CADisplayLink,
|
||||
onFrame: (@Sendable (AccessUnit) -> Void)?,
|
||||
onSessionEnd: (@Sendable () -> Void)?
|
||||
onSessionEnd: (@Sendable () -> Void)?,
|
||||
onDecodedSize: (@Sendable (Int, Int) -> Void)? = nil
|
||||
) {
|
||||
stop()
|
||||
self.connection = connection
|
||||
@@ -128,12 +138,14 @@ final class SessionPresenter {
|
||||
link.add(to: .main, forMode: .common)
|
||||
stage2Link = link
|
||||
syncFrameRate(hz: connection.currentMode().refreshHz)
|
||||
pipeline.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
|
||||
pipeline.start(
|
||||
connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd,
|
||||
onDecodedSize: onDecodedSize)
|
||||
} else {
|
||||
let pump = StreamPump()
|
||||
pump.start(
|
||||
connection: connection, layer: baseLayer,
|
||||
onFrame: onFrame, onSessionEnd: onSessionEnd)
|
||||
onFrame: onFrame, onSessionEnd: onSessionEnd, onDecodedSize: onDecodedSize)
|
||||
self.pump = pump
|
||||
}
|
||||
}
|
||||
@@ -181,22 +193,45 @@ final class SessionPresenter {
|
||||
guard let metalLayer, let connection else { return }
|
||||
let mode = connection.currentMode()
|
||||
syncFrameRate(hz: mode.refreshHz) // track a mid-session Reconfigure's new refresh
|
||||
let fit: CGRect = (mode.width > 0 && mode.height > 0)
|
||||
? AVMakeRect(
|
||||
aspectRatio: CGSize(width: Int(mode.width), height: Int(mode.height)),
|
||||
insideRect: bounds)
|
||||
: bounds
|
||||
// Aspect source: the ACTUAL decoded dims when known (survives a lagging `currentMode()` and a
|
||||
// host that delivered a different size than requested), else the negotiated mode. The shader
|
||||
// stretches the frame across the WHOLE drawable, so this rect's aspect is the only thing that
|
||||
// keeps the picture undistorted — a stale aspect here is the post-resize black-bars+stretch.
|
||||
let aspect: CGSize? = {
|
||||
if let c = contentSize, c.width > 0, c.height > 0 { return c }
|
||||
if mode.width > 0, mode.height > 0 {
|
||||
return CGSize(width: Int(mode.width), height: Int(mode.height))
|
||||
}
|
||||
return nil
|
||||
}()
|
||||
let fit: CGRect = aspect.map { AVMakeRect(aspectRatio: $0, insideRect: bounds) } ?? bounds
|
||||
// Snap the sublayer frame to the BACKING PIXEL GRID. AVMakeRect centers the aspect-fit rect,
|
||||
// so its origin/size are usually fractional points; a metal sublayer whose frame doesn't land
|
||||
// on whole device pixels is RESAMPLED by the macOS/UIKit compositor during composite — a
|
||||
// uniform "everything looks soft" blur — even when the drawable itself is pixel-exact 1:1
|
||||
// (verified via the stage2 "[1:1 (no resample)]" log while the picture was still soft). Round
|
||||
// origin AND size to device pixels so the composite is a true 1:1 blit. Idempotent when the
|
||||
// frame is already aligned (e.g. fullscreen fit == integer bounds), so it's a no-op there.
|
||||
let scale = contentsScale > 0 ? contentsScale : 1
|
||||
let snapped = CGRect(
|
||||
x: (fit.origin.x * scale).rounded() / scale,
|
||||
y: (fit.origin.y * scale).rounded() / scale,
|
||||
width: (fit.width * scale).rounded() / scale,
|
||||
height: (fit.height * scale).rounded() / scale)
|
||||
// No implicit resize animation; contentsScale tracks the view's backing/display scale.
|
||||
CATransaction.begin()
|
||||
CATransaction.setDisableActions(true)
|
||||
metalLayer.contentsScale = contentsScale
|
||||
metalLayer.frame = fit
|
||||
metalLayer.frame = snapped
|
||||
CATransaction.commit()
|
||||
// Hand the resulting pixel size to the render thread (it must not read layer geometry
|
||||
// cross-thread) — this is what the presenter sizes its drawable to.
|
||||
// cross-thread) — this is what the presenter sizes its drawable to. Uses the SNAPPED size so
|
||||
// the drawable's texel count equals the on-screen device-pixel count exactly (1 texel ↔ 1
|
||||
// device pixel); with the frame snapped, this equals the pre-snap rounded value, so the
|
||||
// decoded↔drawable 1:1 the log confirmed is preserved.
|
||||
stage2?.setDrawableTarget(CGSize(
|
||||
width: (fit.width * contentsScale).rounded(),
|
||||
height: (fit.height * contentsScale).rounded()))
|
||||
width: (snapped.width * scale).rounded(),
|
||||
height: (snapped.height * scale).rounded()))
|
||||
#if os(tvOS)
|
||||
// Push the display's live EDR headroom alongside: > 1 means the TV is composited in an
|
||||
// HDR mode (the session's AVDisplayManager request landed — see StreamViewIOS), and HDR
|
||||
@@ -206,10 +241,20 @@ final class SessionPresenter {
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Record the decoded frame's real dimensions (the view hops the pump's `onDecodedSize` to main
|
||||
/// and calls this) so `layout` aspect-fits to what's actually on screen instead of the possibly-
|
||||
/// stale `currentMode()`. Only stores — the caller re-runs `layout` right after, because a
|
||||
/// resize-END produces no bounds change to trigger one. No-op on a zero/unchanged size.
|
||||
func setContentSize(_ size: CGSize) {
|
||||
guard size.width > 0, size.height > 0, size != contentSize else { return }
|
||||
contentSize = size
|
||||
}
|
||||
|
||||
/// Stop the active pump/pipeline (≤ one poll timeout; stage-2 joins its pump) and detach the
|
||||
/// stage-2 layer + link. Does not close the connection — that stays with whoever owns it.
|
||||
/// Idempotent.
|
||||
func stop() {
|
||||
contentSize = nil // a new session re-derives it from its first frame
|
||||
pump?.stop()
|
||||
pump = nil
|
||||
stage2Link?.invalidate()
|
||||
|
||||
@@ -259,6 +259,10 @@ public final class Stage2Pipeline {
|
||||
private let endToEndMeter: LatencyMeter?
|
||||
private let displayMeter: LatencyMeter?
|
||||
private let recovery = KeyframeRecovery()
|
||||
/// Post-loss freeze-until-reanchor gate (shared core policy via the C ABI). Created here seeded 0;
|
||||
/// `start` reseeds it to the live connection's drop count. Captured by the decoder callbacks
|
||||
/// (which withhold concealed frames) and driven by the pump (arm on a gap, poll per iteration).
|
||||
private let gate = ReanchorGate(framesDropped: 0)
|
||||
private var token = StopFlag()
|
||||
private var offsetNs: Int64 = 0
|
||||
/// Signalled when the pump thread exits, so `stop()` can join it (bounded) before `decoder.reset()`
|
||||
@@ -306,21 +310,29 @@ public final class Stage2Pipeline {
|
||||
let ring = ring
|
||||
let recovery = recovery
|
||||
let renderSignal = renderSignal
|
||||
let gate = gate
|
||||
self.decoder = VideoDecoder(
|
||||
onDecoded: { frame in
|
||||
// Decode stage = received→decoded, both client CLOCK_REALTIME (offset 0 — no
|
||||
// skew applies). Stamped at decode completion, so it covers every decoded frame,
|
||||
// including ones the newest-wins ring drops before present.
|
||||
// including ones the re-anchor gate withholds or the newest-wins ring drops.
|
||||
decodeMeter?.record(
|
||||
ptsNs: UInt64(frame.receivedNs), atNs: frame.decodedNs, offsetNs: 0)
|
||||
// Freeze-until-reanchor: WITHHOLD a decoder-concealed post-loss frame (the gray/
|
||||
// garbage VideoToolbox returns Ok for a reference-missing delta) — don't submit it,
|
||||
// so the CAMetalLayer keeps its last good drawable on glass. The gate lifts (returns
|
||||
// present) on a proven clean re-anchor (IDR / RFI anchor / 2nd recovery mark) or the
|
||||
// bounded backstop. decoderKeyframe=false: VT doesn't flag IDRs, the wire FLAG_SOF does.
|
||||
guard gate.onDecoded(flags: frame.flags) else { return }
|
||||
ring.submit(frame)
|
||||
// FRAME ARRIVAL is the render trigger (never the display link — see the header).
|
||||
renderSignal.signal()
|
||||
},
|
||||
// Async decode failure (a bad P-frame referencing a lost/corrupt IDR): the pump resets to
|
||||
// re-gate on the next IDR, and we ask the host to send one now (infinite GOP — it wouldn't
|
||||
// Async decode failure (a bad P-frame referencing a lost/corrupt IDR): fold it into the
|
||||
// gate's no-output streak (which arms the freeze after a short run, matching the desktop),
|
||||
// and when that trips ask the host for a fresh IDR now (infinite GOP — it wouldn't
|
||||
// otherwise come soon). Throttled in KeyframeRecovery.
|
||||
onDecodeError: { _ in recovery.request() })
|
||||
onDecodeError: { _ in if gate.onNoOutput() { recovery.request() } })
|
||||
}
|
||||
|
||||
/// Start pulling AUs into the decoder. MAIN THREAD. `onFrame` fires per AU at receipt (the
|
||||
@@ -329,10 +341,12 @@ public final class Stage2Pipeline {
|
||||
public func start(
|
||||
connection: PunktfunkConnection,
|
||||
onFrame: (@Sendable (AccessUnit) -> Void)?,
|
||||
onSessionEnd: (@Sendable () -> Void)?
|
||||
onSessionEnd: (@Sendable () -> Void)?,
|
||||
onDecodedSize: (@Sendable (Int, Int) -> Void)? = nil
|
||||
) {
|
||||
offsetNs = connection.clockOffsetNs
|
||||
recovery.bind(connection) // arm host-keyframe recovery for this session
|
||||
gate.reseed(framesDropped: connection.framesDropped()) // baseline the freeze to this session
|
||||
token = StopFlag() // fresh token per start — a stop is permanent (like StreamPump)
|
||||
|
||||
// Configure the decoder's chroma + the layer's initial colorimetry before the first frame. The
|
||||
@@ -347,9 +361,13 @@ public final class Stage2Pipeline {
|
||||
let recovery = recovery
|
||||
let presenter = presenter
|
||||
let pumpStopped = pumpStopped
|
||||
let reanchorGate = gate
|
||||
let thread = Thread {
|
||||
defer { pumpStopped.signal() } // let stop() join the pump (bounded) before decoder.reset()
|
||||
var format: CMVideoFormatDescription?
|
||||
// Report coded dims to the resize overlay only on a CHANGE (new-mode IDR), not per
|
||||
// loss-recovery IDR at the same size (see StreamPump).
|
||||
var lastDecodedDims: CMVideoDimensions?
|
||||
var lastFramesDropped = connection.framesDropped()
|
||||
// Persistent recovery WANT, not a one-shot edge (see StreamPump for the full rationale):
|
||||
// keep asking until an IDR lands so a request swallowed by the throttle is re-sent.
|
||||
@@ -375,6 +393,9 @@ public final class Stage2Pipeline {
|
||||
awaitingIDR = true
|
||||
}
|
||||
if awaitingIDR { recovery.request() }
|
||||
// Freeze backstop: a drop-count climb arms the gate (in case the frame-index gap
|
||||
// below was itself lost), and an overdue freeze re-asks for the re-anchor.
|
||||
if reanchorGate.poll(framesDropped: dropped) { recovery.request() }
|
||||
// Drain HDR mastering metadata (0xCE) and hand it to the PRESENTER (→ CAEDRMetadata).
|
||||
// Polled UNCONDITIONALLY (not gated on connection.isHDR, the fixed Welcome flag): the
|
||||
// host sends 0xCE only for HDR, INCLUDING a mid-session SDR→HDR transition (a game
|
||||
@@ -384,9 +405,21 @@ public final class Stage2Pipeline {
|
||||
presenter.setHdrMeta(meta)
|
||||
}
|
||||
guard let au = try connection.nextAU(timeoutMs: 100) else { return true }
|
||||
// Loss recovery (RFI): a forward frame-index gap fires a throttled reference-
|
||||
// frame-invalidation request so an RFI-capable host (AMD LTR / NVENC) recovers
|
||||
// with a cheap clean P-frame instead of a full IDR. The framesDropped-driven
|
||||
// recovery above stays the backstop for when the recovery frame itself is lost.
|
||||
// The same gap is the earliest, most precise signal to ARM the display freeze —
|
||||
// the following concealed frames are withheld until a clean re-anchor.
|
||||
if connection.noteFrameIndexGap(au.frameIndex) { reanchorGate.arm() }
|
||||
onFrame?(au)
|
||||
if let f = connection.videoCodec.formatDescription(fromKeyframe: au.data) {
|
||||
format = f // refreshed on every IDR (mode changes included)
|
||||
let dims = CMVideoFormatDescriptionGetDimensions(f)
|
||||
if lastDecodedDims?.width != dims.width || lastDecodedDims?.height != dims.height {
|
||||
lastDecodedDims = dims
|
||||
onDecodedSize?(Int(dims.width), Int(dims.height))
|
||||
}
|
||||
awaitingIDR = false // a fresh IDR re-anchored decode — recovery complete
|
||||
}
|
||||
guard let f = format, !token.isStopped else { return true }
|
||||
|
||||
@@ -21,12 +21,18 @@ final class StreamPump {
|
||||
connection: PunktfunkConnection,
|
||||
layer: AVSampleBufferDisplayLayer,
|
||||
onFrame: (@Sendable (AccessUnit) -> Void)?,
|
||||
onSessionEnd: (@Sendable () -> Void)?
|
||||
onSessionEnd: (@Sendable () -> Void)?,
|
||||
onDecodedSize: (@Sendable (Int, Int) -> Void)? = nil
|
||||
) {
|
||||
let token = token
|
||||
// Coalesced host keyframe requests (100 ms throttle — see KeyframeRecovery).
|
||||
let recovery = KeyframeRecovery()
|
||||
recovery.bind(connection)
|
||||
// Post-loss freeze-until-reanchor (shared core policy via the C ABI). Stage-1 has no per-frame
|
||||
// decode callback, so the gate is folded at ENQUEUE (from the AU's wire flags): a withheld
|
||||
// frame is still enqueued but flagged DoNotDisplay so the layer's decoder keeps the reference
|
||||
// chain fed while the last GOOD picture stays on glass — until a clean re-anchor lifts it.
|
||||
let gate = ReanchorGate(framesDropped: connection.framesDropped())
|
||||
// The layer is non-Sendable but its enqueue/flush are documented thread-safe, and after
|
||||
// this point only the pump thread drives it — assert that so the @Sendable Thread closure
|
||||
// may capture it.
|
||||
@@ -35,6 +41,9 @@ final class StreamPump {
|
||||
|
||||
let thread = Thread {
|
||||
var format: CMVideoFormatDescription?
|
||||
// Report the coded dims to the resize overlay only when they CHANGE (a new-mode IDR),
|
||||
// not on every loss-recovery IDR at the same size — so it fires once per real switch.
|
||||
var lastDecodedDims: CMVideoDimensions?
|
||||
var lastFramesDropped = connection.framesDropped()
|
||||
// Recovery is a persistent WANT, not a one-shot edge: set it on detected loss (or a
|
||||
// decoder reset), retry the throttled request EVERY iteration, and clear it only when a
|
||||
@@ -73,12 +82,26 @@ final class StreamPump {
|
||||
awaitingIDR = true
|
||||
}
|
||||
if awaitingIDR { recovery.request() }
|
||||
// Freeze backstop: a drop-count climb arms the gate (should the frame-index gap
|
||||
// below be lost too), and an overdue freeze re-asks for the re-anchor.
|
||||
if gate.poll(framesDropped: dropped) { recovery.request() }
|
||||
|
||||
guard let au = try connection.nextAU(timeoutMs: 100) else { return true }
|
||||
// Loss recovery (RFI): a forward frame-index gap fires a throttled reference-
|
||||
// frame-invalidation request so an RFI-capable host (AMD LTR / NVENC) recovers
|
||||
// with a cheap clean P-frame instead of a full IDR. The framesDropped-driven
|
||||
// recovery above stays the backstop for when the recovery frame itself is lost.
|
||||
// The same gap is the earliest, most precise signal to ARM the display freeze.
|
||||
if connection.noteFrameIndexGap(au.frameIndex) { gate.arm() }
|
||||
onFrame?(au)
|
||||
let idrFormat = connection.videoCodec.formatDescription(fromKeyframe: au.data)
|
||||
if let f = idrFormat {
|
||||
format = f // refreshed on every IDR (mode changes included)
|
||||
let dims = CMVideoFormatDescriptionGetDimensions(f)
|
||||
if lastDecodedDims?.width != dims.width || lastDecodedDims?.height != dims.height {
|
||||
lastDecodedDims = dims
|
||||
onDecodedSize?(Int(dims.width), Int(dims.height))
|
||||
}
|
||||
if awaitingIDR {
|
||||
let ms = Int(Date().timeIntervalSince(awaitingSince) * 1000)
|
||||
pumpLog.notice("video: recovery IDR received — resumed after \(ms, privacy: .public) ms")
|
||||
@@ -93,6 +116,7 @@ final class StreamPump {
|
||||
// delta into a failed layer can't recover it.
|
||||
if !wasFailed { pumpLog.warning("video: display layer .failed — flushing + re-anchoring") }
|
||||
layer.flush()
|
||||
gate.arm() // a wedged decoder is a loss — freeze until the re-anchor
|
||||
if idrFormat == nil {
|
||||
format = nil
|
||||
awaitingIDR = true
|
||||
@@ -103,6 +127,13 @@ final class StreamPump {
|
||||
let sample = connection.videoCodec.sampleBuffer(au: au, format: f),
|
||||
!token.isStopped // don't enqueue a stale frame after a restart
|
||||
else { return true }
|
||||
// Freeze-until-reanchor: while holding, WITHHOLD this concealed post-loss frame by
|
||||
// flagging it DoNotDisplay — the layer still decodes it (keeping the reference
|
||||
// chain fed) but shows the last GOOD picture until a clean re-anchor lifts the
|
||||
// gate. Folded from the AU's wire flags (stage-1 has no decode callback).
|
||||
if !gate.onDecoded(flags: au.flags) {
|
||||
StreamPump.setDoNotDisplay(sample)
|
||||
}
|
||||
layer.enqueue(sample)
|
||||
return true
|
||||
} catch {
|
||||
@@ -119,6 +150,21 @@ final class StreamPump {
|
||||
thread.start()
|
||||
}
|
||||
|
||||
/// Flag a sample decode-but-don't-display (`kCMSampleAttachmentKey_DoNotDisplay`). Used to
|
||||
/// withhold decoder-concealed post-loss frames while the re-anchor gate holds: the layer keeps
|
||||
/// its reference chain fed without flipping the frozen picture. No-op if the attachments array
|
||||
/// can't be materialized (then the frame just displays — the freeze degrades to the old behavior).
|
||||
private static func setDoNotDisplay(_ sample: CMSampleBuffer) {
|
||||
guard let attachments = CMSampleBufferGetSampleAttachmentsArray(
|
||||
sample, createIfNecessary: true), CFArrayGetCount(attachments) > 0
|
||||
else { return }
|
||||
let dict = unsafeBitCast(CFArrayGetValueAtIndex(attachments, 0), to: CFMutableDictionary.self)
|
||||
CFDictionarySetValue(
|
||||
dict,
|
||||
Unmanaged.passUnretained(kCMSampleAttachmentKey_DoNotDisplay).toOpaque(),
|
||||
Unmanaged.passUnretained(kCFBooleanTrue).toOpaque())
|
||||
}
|
||||
|
||||
/// Stop pumping (≤ one poll timeout). Does not close the connection.
|
||||
func stop() {
|
||||
token.stop()
|
||||
|
||||
@@ -27,19 +27,40 @@ public struct ReadyFrame: @unchecked Sendable {
|
||||
/// True when the stream is HDR (BT.2020 PQ): the buffer is 10-bit P010 and the presenter must
|
||||
/// configure EDR + BT.2020 PQ output. Derived from the decoded buffer's pixel format.
|
||||
public let isHDR: Bool
|
||||
/// The AU's wire `user_flags` (`AccessUnit.flags`), threaded through the decode via the frame
|
||||
/// context so the re-anchor gate can classify this decoded frame (IDR / RFI anchor / recovery
|
||||
/// mark) at present time — the async decode callback has no other access to it. 0 when unknown.
|
||||
public let flags: UInt32
|
||||
}
|
||||
|
||||
/// Per-frame context threaded through the VideoToolbox frame refcon: the AU's receipt instant (for
|
||||
/// the decode-stage meter) and its wire `user_flags` (for the re-anchor gate). Retained across the
|
||||
/// async decode and reclaimed exactly once — by the output callback for every frame VideoToolbox
|
||||
/// accepts, or by `decode`'s error branch for a frame `DecodeFrame` rejected outright (the callback
|
||||
/// then never fires). A tiny per-frame allocation, the price of smuggling two values (a 64-bit
|
||||
/// instant plus the flags) through the single `void*` a bit-pattern scalar can't hold.
|
||||
private final class FrameContext {
|
||||
let receivedNs: Int64
|
||||
let flags: UInt32
|
||||
init(receivedNs: Int64, flags: UInt32) {
|
||||
self.receivedNs = receivedNs
|
||||
self.flags = flags
|
||||
}
|
||||
}
|
||||
|
||||
/// The C output callback can't capture context, so VideoToolbox hands it the refcon we set at
|
||||
/// session creation — a pointer back to the owning `VideoDecoder`. The per-frame refcon carries
|
||||
/// the AU's `receivedNs` as a pointer bit pattern (a scalar smuggled through the C void*, never
|
||||
/// dereferenced) so the decode stage can be computed against decode-completion.
|
||||
/// session creation — a pointer back to the owning `VideoDecoder`. The per-frame refcon is the
|
||||
/// retained `FrameContext` set at submit; reclaim it here (balancing `passRetained`) and unpack the
|
||||
/// AU's receipt instant (for the decode stage) and wire flags (for the re-anchor gate).
|
||||
private let decoderOutputCallback: VTDecompressionOutputCallback = {
|
||||
refcon, frameRefcon, status, _, imageBuffer, pts, _ in
|
||||
guard let refcon else { return }
|
||||
let receivedNs = frameRefcon.map { Int64(Int(bitPattern: $0)) } ?? 0
|
||||
let ctx = frameRefcon.map { Unmanaged<FrameContext>.fromOpaque($0).takeRetainedValue() }
|
||||
Unmanaged<VideoDecoder>.fromOpaque(refcon)
|
||||
.takeUnretainedValue()
|
||||
.handleDecoded(status: status, imageBuffer: imageBuffer, pts: pts, receivedNs: receivedNs)
|
||||
.handleDecoded(
|
||||
status: status, imageBuffer: imageBuffer, pts: pts,
|
||||
receivedNs: ctx?.receivedNs ?? 0, flags: ctx?.flags ?? 0)
|
||||
}
|
||||
|
||||
/// Owns a `VTDecompressionSession` rebuilt whenever the format description changes (every IDR /
|
||||
@@ -117,16 +138,21 @@ public final class VideoDecoder: @unchecked Sendable {
|
||||
let sample = codec.sampleBuffer(au: au, format: newFormat)
|
||||
else { lock.unlock(); return false }
|
||||
var infoOut = VTDecodeInfoFlags()
|
||||
// The AU's receipt instant + wire flags ride through as a retained context; the output
|
||||
// callback reclaims it. Retain immediately before submit so no early return can leak it.
|
||||
let ctx = FrameContext(receivedNs: au.receivedNs, flags: au.flags)
|
||||
let refcon = Unmanaged.passRetained(ctx).toOpaque()
|
||||
let status = VTDecompressionSessionDecodeFrame(
|
||||
session,
|
||||
sampleBuffer: sample,
|
||||
flags: [._EnableAsynchronousDecompression],
|
||||
// The AU's receipt instant rides through as a bit pattern (nil for 0 — the output
|
||||
// callback maps that back to 0); the callback needs it to stamp the decode stage.
|
||||
frameRefcon: UnsafeMutableRawPointer(bitPattern: Int(au.receivedNs)),
|
||||
frameRefcon: refcon,
|
||||
infoFlagsOut: &infoOut)
|
||||
lock.unlock()
|
||||
if status != noErr {
|
||||
// DecodeFrame rejected the frame outright — the output callback will NOT fire, so
|
||||
// reclaim the context here (balancing passRetained) to avoid leaking it.
|
||||
Unmanaged<FrameContext>.fromOpaque(refcon).release()
|
||||
onDecodeError(status)
|
||||
return false
|
||||
}
|
||||
@@ -231,9 +257,10 @@ public final class VideoDecoder: @unchecked Sendable {
|
||||
}
|
||||
|
||||
/// VT thread. Stamp decode-completion and enqueue, or report the error. `receivedNs` is the
|
||||
/// AU's receipt instant threaded through the frame refcon (0 = unknown).
|
||||
/// AU's receipt instant and `flags` its wire `user_flags`, both threaded through the frame refcon
|
||||
/// (0 = unknown).
|
||||
fileprivate func handleDecoded(
|
||||
status: OSStatus, imageBuffer: CVImageBuffer?, pts: CMTime, receivedNs: Int64
|
||||
status: OSStatus, imageBuffer: CVImageBuffer?, pts: CMTime, receivedNs: Int64, flags: UInt32
|
||||
) {
|
||||
guard status == noErr, let imageBuffer else {
|
||||
onDecodeError(status)
|
||||
@@ -259,6 +286,6 @@ public final class VideoDecoder: @unchecked Sendable {
|
||||
onDecoded(
|
||||
ReadyFrame(
|
||||
ptsNs: ptsNs, receivedNs: receivedNs, decodedNs: decodedNs,
|
||||
pixelBuffer: imageBuffer, isHDR: isHDR))
|
||||
pixelBuffer: imageBuffer, isHDR: isHDR, flags: flags))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -87,6 +87,8 @@ public struct StreamView: NSViewRepresentable {
|
||||
private let onDisconnectRequest: (() -> Void)?
|
||||
private let onFrame: (@Sendable (AccessUnit) -> Void)?
|
||||
private let onSessionEnd: (@Sendable () -> Void)?
|
||||
private let onResizeTarget: ((UInt32, UInt32) -> Void)?
|
||||
private let onDecodedSize: (@Sendable (Int, Int) -> Void)?
|
||||
private let endToEndMeter: LatencyMeter?
|
||||
private let decodeMeter: LatencyMeter?
|
||||
private let displayMeter: LatencyMeter?
|
||||
@@ -108,6 +110,8 @@ public struct StreamView: NSViewRepresentable {
|
||||
onDisconnectRequest: (() -> Void)? = nil,
|
||||
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
|
||||
onSessionEnd: (@Sendable () -> Void)? = nil,
|
||||
onResizeTarget: ((UInt32, UInt32) -> Void)? = nil,
|
||||
onDecodedSize: (@Sendable (Int, Int) -> Void)? = nil,
|
||||
endToEndMeter: LatencyMeter? = nil,
|
||||
decodeMeter: LatencyMeter? = nil,
|
||||
displayMeter: LatencyMeter? = nil
|
||||
@@ -118,6 +122,8 @@ public struct StreamView: NSViewRepresentable {
|
||||
self.onDisconnectRequest = onDisconnectRequest
|
||||
self.onFrame = onFrame
|
||||
self.onSessionEnd = onSessionEnd
|
||||
self.onResizeTarget = onResizeTarget
|
||||
self.onDecodedSize = onDecodedSize
|
||||
self.endToEndMeter = endToEndMeter
|
||||
self.decodeMeter = decodeMeter
|
||||
self.displayMeter = displayMeter
|
||||
@@ -131,6 +137,8 @@ public struct StreamView: NSViewRepresentable {
|
||||
view.endToEndMeter = endToEndMeter
|
||||
view.decodeMeter = decodeMeter
|
||||
view.displayMeter = displayMeter
|
||||
view.onResizeTarget = onResizeTarget
|
||||
view.onDecodedSize = onDecodedSize
|
||||
view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
|
||||
return view
|
||||
}
|
||||
@@ -142,6 +150,8 @@ public struct StreamView: NSViewRepresentable {
|
||||
view.endToEndMeter = endToEndMeter
|
||||
view.decodeMeter = decodeMeter
|
||||
view.displayMeter = displayMeter
|
||||
view.onResizeTarget = onResizeTarget
|
||||
view.onDecodedSize = onDecodedSize
|
||||
// SwiftUI reuses the NSView across state changes — repoint the pump only when the
|
||||
// connection identity actually changed.
|
||||
if view.connection !== connection {
|
||||
@@ -165,6 +175,15 @@ public final class StreamLayerView: NSView {
|
||||
/// stage-1 StreamPump → displayLayer path as the Metal-unavailable / DEBUG fallback.
|
||||
private let presenter = SessionPresenter()
|
||||
public private(set) var connection: PunktfunkConnection?
|
||||
/// Match-window resize follower (C3) — non-nil while a session is active AND the `matchWindow`
|
||||
/// setting is on (DEFAULT on, for pixel-exact windowed streaming); fed the view's physical-pixel
|
||||
/// size on every relayout so the host mode tracks the window (1:1, no presenter resample).
|
||||
private var matchFollower: MatchWindowFollower?
|
||||
/// Last decoded frame size fed into the presenter's aspect-fit. A new-mode IDR after a resize
|
||||
/// re-fits the metal sublayer to the REAL content aspect here — `layout()` only re-runs on a
|
||||
/// bounds change and a resize-END has none, so without this the layer keeps its pre-resize aspect
|
||||
/// and the shader stretches the new frame into it (black bars + squish). Main-thread only.
|
||||
private var lastDecodedContentSize: CGSize?
|
||||
private let cursorCapture = CursorCapture()
|
||||
private var inputCapture: InputCapture?
|
||||
private var appObservers: [NSObjectProtocol] = []
|
||||
@@ -201,6 +220,13 @@ public final class StreamLayerView: NSView {
|
||||
/// view can't do that itself (the connection's owner disconnects).
|
||||
public var onDisconnectRequest: (() -> Void)?
|
||||
|
||||
/// Resize overlay signals (design/midstream-resolution-resize.md client UX): `onResizeTarget`
|
||||
/// (main thread, via the follower) fires the instant the window starts steering toward a new
|
||||
/// size; `onDecodedSize` (PUMP thread) fires when a new-mode IDR's dims land. The owner drives
|
||||
/// the blur+spinner from these — set before `start()`.
|
||||
public var onResizeTarget: ((UInt32, UInt32) -> Void)?
|
||||
public var onDecodedSize: (@Sendable (Int, Int) -> Void)?
|
||||
|
||||
/// Main-thread only. False = input capture disabled outright (UI layered over the
|
||||
/// stream); flipping to true auto-engages once.
|
||||
public var captureEnabled = true {
|
||||
@@ -618,6 +644,10 @@ public final class StreamLayerView: NSView {
|
||||
// (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.
|
||||
// Intercept the pump's coded-dims callback: re-fit the metal sublayer to the real content
|
||||
// aspect (main thread) BEFORE forwarding to the owner's overlay END-signal. Fires only on a
|
||||
// size CHANGE (first frame + each resolved resize), so this is rare, not per-frame.
|
||||
let overlayDecodedSize = onDecodedSize
|
||||
presenter.start(
|
||||
connection: connection,
|
||||
baseLayer: displayLayer,
|
||||
@@ -626,15 +656,39 @@ public final class StreamLayerView: NSView {
|
||||
displayMeter: displayMeter,
|
||||
makeDisplayLink: { displayLink(target: $0, selector: $1) },
|
||||
onFrame: onFrame,
|
||||
onSessionEnd: onSessionEnd)
|
||||
onSessionEnd: onSessionEnd,
|
||||
onDecodedSize: { [weak self] w, h in // resize overlay END signal (new-mode IDR dims)
|
||||
DispatchQueue.main.async { self?.noteDecodedContentSize(width: w, height: h) }
|
||||
overlayDecodedSize?(w, h)
|
||||
})
|
||||
// Match-window (C3): when ON, follow the window's pixel size so a windowed session streams
|
||||
// 1:1 (pixel-exact) instead of the presenter resampling a fixed-mode frame into a
|
||||
// non-matching window. The first real `layout()` feeds the initial size, so the stream
|
||||
// converges to the window even though the connect used the explicit/display mode; entering
|
||||
// fullscreen reports the full-display px, restoring a native-res 1:1 present there too.
|
||||
// OPT-IN — `?? false` matches the Settings toggle (which also defaults off); an unset
|
||||
// default keeps the explicit mode.
|
||||
let follower = MatchWindowFollower(
|
||||
connection: connection,
|
||||
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? false)
|
||||
follower.onResizeTarget = onResizeTarget // resize overlay START signal (instant, on the follower)
|
||||
matchFollower = follower
|
||||
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
|
||||
/// retina↔non-retina move (see SessionPresenter.layout).
|
||||
/// retina↔non-retina move (see SessionPresenter.layout). Also feeds the Match-window follower
|
||||
/// the view's physical-pixel size (bounds → backing), so a window resize / retina move follows.
|
||||
private func layoutPresenter() {
|
||||
presenter.layout(in: bounds, contentsScale: window?.backingScaleFactor ?? 1)
|
||||
// Feed the follower only once in a window (backing scale is real then) and with real
|
||||
// bounds — a pre-window layout would report point-sized dimensions.
|
||||
if window != nil, bounds.width > 0, bounds.height > 0 {
|
||||
let px = convertToBacking(bounds).size
|
||||
matchFollower?.noteSize(
|
||||
widthPx: Int(px.width.rounded()), heightPx: Int(px.height.rounded()))
|
||||
}
|
||||
}
|
||||
|
||||
public override func viewDidChangeBackingProperties() {
|
||||
@@ -642,6 +696,18 @@ public final class StreamLayerView: NSView {
|
||||
layoutPresenter() // backing scale changed (e.g. moved to a non-retina display)
|
||||
}
|
||||
|
||||
/// A new decoded size landed (a new-mode IDR after a resize, or the session's first frame): push
|
||||
/// it to the presenter's aspect-fit and re-layout NOW. A resize-END triggers no `layout()`, so
|
||||
/// this is what makes the metal sublayer track the new content aspect instead of stretching the
|
||||
/// new frame into the pre-resize box. Deduped so a same-size repeat is a no-op. Main thread.
|
||||
private func noteDecodedContentSize(width: Int, height: Int) {
|
||||
let size = CGSize(width: width, height: height)
|
||||
guard size.width > 0, size.height > 0, size != lastDecodedContentSize else { return }
|
||||
lastDecodedContentSize = size
|
||||
presenter.setContentSize(size)
|
||||
layoutPresenter()
|
||||
}
|
||||
|
||||
/// 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() {
|
||||
@@ -650,6 +716,8 @@ public final class StreamLayerView: NSView {
|
||||
inputCapture?.stop()
|
||||
inputCapture = nil
|
||||
presenter.stop()
|
||||
matchFollower = nil
|
||||
lastDecodedContentSize = nil // the next session re-derives it from its first frame
|
||||
connection = nil
|
||||
}
|
||||
|
||||
|
||||
@@ -24,7 +24,9 @@
|
||||
// (== locked): GCMouse forwards only WHILE locked, the UIKit indirect path (motion, buttons AND
|
||||
// scroll) only while NOT locked — so a pointer that emits both channels under lock can't double-send.
|
||||
// Hardware keyboard forwarding shares InputCapture with macOS — auto-engaged when streaming
|
||||
// starts, ⌘⎋ toggles (detected from the HID stream; there is no NSEvent monitor here).
|
||||
// starts, ⌘⎋ toggles and ⌃⌥⇧Q releases (both detected from the HID stream; there is no NSEvent
|
||||
// monitor here). ⌃⌥⇧Q is the cross-client Ctrl+Alt+Shift+Q — it un-captures so the Magic Keyboard
|
||||
// trackpad drives the local iPad UI again.
|
||||
//
|
||||
// The public type is named StreamView like its macOS twin (each is platform-gated), so
|
||||
// the SwiftUI app layer is identical on both platforms.
|
||||
@@ -53,6 +55,8 @@ public struct StreamView: UIViewControllerRepresentable {
|
||||
private let onCaptureChange: ((Bool) -> Void)?
|
||||
private let onFrame: (@Sendable (AccessUnit) -> Void)?
|
||||
private let onSessionEnd: (@Sendable () -> Void)?
|
||||
private let onResizeTarget: ((UInt32, UInt32) -> Void)?
|
||||
private let onDecodedSize: (@Sendable (Int, Int) -> Void)?
|
||||
private let endToEndMeter: LatencyMeter?
|
||||
private let decodeMeter: LatencyMeter?
|
||||
private let displayMeter: LatencyMeter?
|
||||
@@ -68,6 +72,8 @@ public struct StreamView: UIViewControllerRepresentable {
|
||||
onDisconnectRequest: (() -> Void)? = nil,
|
||||
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
|
||||
onSessionEnd: (@Sendable () -> Void)? = nil,
|
||||
onResizeTarget: ((UInt32, UInt32) -> Void)? = nil,
|
||||
onDecodedSize: (@Sendable (Int, Int) -> Void)? = nil,
|
||||
endToEndMeter: LatencyMeter? = nil,
|
||||
decodeMeter: LatencyMeter? = nil,
|
||||
displayMeter: LatencyMeter? = nil
|
||||
@@ -77,6 +83,8 @@ public struct StreamView: UIViewControllerRepresentable {
|
||||
self.onCaptureChange = onCaptureChange
|
||||
self.onFrame = onFrame
|
||||
self.onSessionEnd = onSessionEnd
|
||||
self.onResizeTarget = onResizeTarget
|
||||
self.onDecodedSize = onDecodedSize
|
||||
self.endToEndMeter = endToEndMeter
|
||||
self.decodeMeter = decodeMeter
|
||||
self.displayMeter = displayMeter
|
||||
@@ -89,6 +97,8 @@ public struct StreamView: UIViewControllerRepresentable {
|
||||
controller.endToEndMeter = endToEndMeter
|
||||
controller.decodeMeter = decodeMeter
|
||||
controller.displayMeter = displayMeter
|
||||
controller.onResizeTarget = onResizeTarget
|
||||
controller.onDecodedSize = onDecodedSize
|
||||
controller.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
|
||||
return controller
|
||||
}
|
||||
@@ -99,6 +109,8 @@ public struct StreamView: UIViewControllerRepresentable {
|
||||
controller.endToEndMeter = endToEndMeter
|
||||
controller.decodeMeter = decodeMeter
|
||||
controller.displayMeter = displayMeter
|
||||
controller.onResizeTarget = onResizeTarget
|
||||
controller.onDecodedSize = onDecodedSize
|
||||
if controller.connection !== connection {
|
||||
controller.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
|
||||
}
|
||||
@@ -147,6 +159,12 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
/// Capture state at the last resign, restored on the next foreground — otherwise the
|
||||
/// mouse/keyboard stay released after navigating out and nothing re-grabs them.
|
||||
private var wasCapturedOnResign = false
|
||||
/// Match-window resize follower (C3) — non-nil while a session is active AND the `matchWindow`
|
||||
/// setting is on (DEFAULT on, for pixel-exact scene streaming); fed the view's physical-pixel
|
||||
/// size from `viewDidLayoutSubviews` so an iPad Stage Manager / Split View scene resize
|
||||
/// renegotiates the host mode (1:1, no presenter resample). iOS only (iPhone naturally no-ops
|
||||
/// its fixed full-screen scene; tvOS drives display modes via AVDisplayManager instead).
|
||||
private var matchFollower: MatchWindowFollower?
|
||||
#endif
|
||||
|
||||
/// Reads whether the scene's pointer is actually locked right now; nil = state
|
||||
@@ -161,6 +179,18 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
}
|
||||
|
||||
var onCaptureChange: ((Bool) -> Void)?
|
||||
/// Resize-overlay START: forwarded to the Match-window follower so a scene resize drives the
|
||||
/// blur+spinner the instant the window differs from the live mode (iOS only — tvOS has no
|
||||
/// follower). See `MatchWindowFollower.onResizeTarget`.
|
||||
var onResizeTarget: ((UInt32, UInt32) -> Void)?
|
||||
/// Resize-overlay END: the presenter reports the coded dims of each new-mode IDR here, so the
|
||||
/// overlay clears when a frame at the requested size actually decodes.
|
||||
var onDecodedSize: (@Sendable (Int, Int) -> Void)?
|
||||
/// Last decoded size fed into the presenter's aspect-fit. A new-mode IDR (an iPad scene resize,
|
||||
/// or a tvOS AVDisplayManager mode switch) re-fits the metal sublayer to the REAL content aspect
|
||||
/// here — `viewDidLayoutSubviews` only re-runs on a bounds change, which a resize-END lacks, so
|
||||
/// without this the layer keeps its pre-resize aspect and stretches the new frame into it. Main.
|
||||
private var lastDecodedContentSize: CGSize?
|
||||
|
||||
var captureEnabled = true {
|
||||
didSet {
|
||||
@@ -309,7 +339,19 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
x: p.x, y: p.y, surfaceWidth: p.w, surfaceHeight: p.h)
|
||||
}
|
||||
streamView.onPointerButton = { [weak self] button, down in
|
||||
guard let self, self.inputCapture?.gcMouseForwarding == false else { return }
|
||||
guard let self else { return }
|
||||
// Released → a trackpad/mouse click into the video RE-ENGAGES capture (the iPad
|
||||
// analogue of macOS's `mouseDown → engageCapture(fromClick:)`, and the click-mirror of
|
||||
// the ⌘⎋ / ⌃⌥⇧Q keyboard toggles). Only the button-DOWN engages; that click is the local
|
||||
// engage gesture, so it's suppressed toward the host (`fromClick`) and never forwarded —
|
||||
// its release is swallowed by InputCapture's suppress latch, whichever path delivers it.
|
||||
// (Finger taps are untouched: touch always plays directly, so only the indirect pointer
|
||||
// re-captures.) Captured already → the absolute path forwards the button as before.
|
||||
if !self.captured {
|
||||
if down, self.captureEnabled { self.setCaptured(true, fromClick: true) }
|
||||
return
|
||||
}
|
||||
guard self.inputCapture?.gcMouseForwarding == false else { return }
|
||||
self.inputCapture?.sendMouseButton(button, pressed: down)
|
||||
}
|
||||
streamView.onScroll = { [weak self] dx, dy in
|
||||
@@ -322,16 +364,38 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
guard let self else { return }
|
||||
self.setCaptured(!self.captured)
|
||||
}
|
||||
// ⌃⌥⇧Q (cross-client parity with macOS/Windows/Linux) releases the captured pointer +
|
||||
// keyboard so the Magic Keyboard trackpad returns to driving the local iPad UI. Detected
|
||||
// from the HID stream in InputCapture (no NSEvent monitor on iOS); unlike the ⌘⎋ toggle it
|
||||
// only ever RELEASES — re-pressing it while already released is a no-op (setCaptured guards).
|
||||
capture.onReleaseCapture = { [weak self] in
|
||||
self?.setCaptured(false)
|
||||
}
|
||||
capture.onPreempted = { [weak self] in
|
||||
self?.setCaptured(false)
|
||||
}
|
||||
capture.start()
|
||||
inputCapture = capture
|
||||
// Match-window (C3): when ON, follow the scene's pixel size so a resizable iPad scene
|
||||
// streams 1:1 (pixel-exact) instead of the presenter resampling a fixed-mode frame into it.
|
||||
// `viewDidLayoutSubviews` feeds it — covers Stage Manager / Split View resizes and rotation.
|
||||
// iPhone is a fixed full-screen scene, so this naturally no-ops (reports the device mode).
|
||||
// OPT-IN — `?? false` matches the Settings toggle (which also defaults off); an unset
|
||||
// default keeps the explicit mode.
|
||||
let follower = MatchWindowFollower(
|
||||
connection: connection,
|
||||
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? false)
|
||||
follower.onResizeTarget = onResizeTarget
|
||||
matchFollower = follower
|
||||
#endif
|
||||
|
||||
// Presenter choice + lifecycle live in SessionPresenter (shared with macOS): stage-2
|
||||
// (explicit VTDecompressionSession decode + a CAMetalLayer/display-link present) by
|
||||
// default, the stage-1 pump as the Metal-missing / DEBUG fallback.
|
||||
// Intercept the pump's coded-dims callback: re-fit the metal sublayer to the real content
|
||||
// aspect (main thread) BEFORE forwarding to the owner's overlay END-signal. Fires only on a
|
||||
// size CHANGE (first frame + each resolved resize), so this is rare, not per-frame.
|
||||
let overlayDecodedSize = onDecodedSize
|
||||
presenter.start(
|
||||
connection: connection,
|
||||
baseLayer: streamView.displayLayer,
|
||||
@@ -340,7 +404,11 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
displayMeter: displayMeter,
|
||||
makeDisplayLink: { CADisplayLink(target: $0, selector: $1) },
|
||||
onFrame: onFrame,
|
||||
onSessionEnd: onSessionEnd)
|
||||
onSessionEnd: onSessionEnd,
|
||||
onDecodedSize: { [weak self] w, h in
|
||||
DispatchQueue.main.async { self?.noteDecodedContentSize(width: w, height: h) }
|
||||
overlayDecodedSize?(w, h)
|
||||
})
|
||||
layoutMetalLayer()
|
||||
|
||||
#if os(iOS)
|
||||
@@ -376,6 +444,19 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
) { [weak self] _ in
|
||||
self?.syncPointerLock()
|
||||
})
|
||||
// The Stream menu's "Release Mouse" (⌃⌥⇧Q) posts this — the discoverable menu surface for
|
||||
// the RELEASED state. While CAPTURED the combo is recognized from the HID stream in
|
||||
// InputCapture (onReleaseCapture) before the menu sees it, so in practice this fires as a
|
||||
// not-captured no-op (setCaptured guards it); wired for honesty + a non-GC fallback. Only the
|
||||
// foreground-active scene's stream acts — the iPad analogue of macOS's key-window guard, so a
|
||||
// second Stage Manager scene isn't released out from under the user.
|
||||
observers.append(NotificationCenter.default.addObserver(
|
||||
forName: .punktfunkReleaseCapture, object: nil, queue: .main
|
||||
) { [weak self] _ in
|
||||
guard let self,
|
||||
self.view.window?.windowScene?.activationState == .foregroundActive else { return }
|
||||
self.setCaptured(false)
|
||||
})
|
||||
|
||||
if captureEnabled {
|
||||
setCaptured(true) // entering a session is the deliberate "capture me" moment
|
||||
@@ -411,6 +492,7 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
streamView.onPointerButton = nil
|
||||
streamView.onScroll = nil
|
||||
streamView.currentHostMode = nil
|
||||
matchFollower = nil
|
||||
#endif
|
||||
#if os(tvOS)
|
||||
// Return the TV to the user's preferred mode — the home screen must not stay in the
|
||||
@@ -419,12 +501,23 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
sessionDisplayManager = nil
|
||||
#endif
|
||||
presenter.stop()
|
||||
lastDecodedContentSize = nil // the next session re-derives it from its first frame
|
||||
connection = nil
|
||||
}
|
||||
|
||||
public override func viewDidLayoutSubviews() {
|
||||
super.viewDidLayoutSubviews()
|
||||
layoutMetalLayer()
|
||||
#if os(iOS)
|
||||
// Match-window (C3): feed the follower the view's physical-pixel size (points × scale).
|
||||
let b = streamView.bounds
|
||||
if b.width > 0, b.height > 0 {
|
||||
let scale = renderScale
|
||||
matchFollower?.noteSize(
|
||||
widthPx: Int((b.width * scale).rounded()),
|
||||
heightPx: Int((b.height * scale).rounded()))
|
||||
}
|
||||
#endif
|
||||
#if os(tvOS)
|
||||
applyDisplayCriteriaIfNeeded()
|
||||
#endif
|
||||
@@ -485,12 +578,28 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
presenter.layout(in: streamView.bounds, contentsScale: renderScale)
|
||||
}
|
||||
|
||||
/// A new decoded size landed (a scene/mode resize's new IDR, or the first frame): push it to the
|
||||
/// presenter's aspect-fit and re-layout NOW. A resize-END triggers no `viewDidLayoutSubviews`, so
|
||||
/// this is what makes the metal sublayer track the new content aspect instead of stretching the
|
||||
/// new frame into the pre-resize box. Deduped so a same-size repeat is a no-op. Main thread.
|
||||
private func noteDecodedContentSize(width: Int, height: Int) {
|
||||
let size = CGSize(width: width, height: height)
|
||||
guard size.width > 0, size.height > 0, size != lastDecodedContentSize else { return }
|
||||
lastDecodedContentSize = size
|
||||
presenter.setContentSize(size)
|
||||
layoutMetalLayer()
|
||||
}
|
||||
|
||||
#if os(iOS)
|
||||
private func setCaptured(_ on: Bool) {
|
||||
/// `fromClick` marks a click-driven engage (the released-state pointer click that re-captures):
|
||||
/// that click's press/release are suppressed toward the host — it's the local engage gesture,
|
||||
/// not a host click — exactly as macOS's `engageCapture(fromClick:)` does. Keyboard-driven
|
||||
/// engages (⌘⎋) pass false so a normal click still reaches the host.
|
||||
private func setCaptured(_ on: Bool, fromClick: Bool = false) {
|
||||
if on {
|
||||
// `connection != nil` is the session-active gate (presenter internals are opaque here).
|
||||
guard captureEnabled, !captured, connection != nil else { return }
|
||||
inputCapture?.setForwarding(true)
|
||||
inputCapture?.setForwarding(true, suppressClick: fromClick)
|
||||
captured = true
|
||||
} else {
|
||||
guard captured else { return }
|
||||
@@ -589,6 +698,7 @@ final class StreamLayerUIView: UIView {
|
||||
let mouse = TouchMouse()
|
||||
mouse.send = { [weak self] event in self?.onTouchEvent?(event) }
|
||||
mouse.hostPoint = { [weak self] point in self?.hostPoint(from: point) }
|
||||
mouse.onKeyboardGesture = { [weak self] show in self?.setSoftKeyboardVisible(show) }
|
||||
return mouse
|
||||
}()
|
||||
/// The finger route latched at gesture start — a Settings change mid-gesture applies to
|
||||
@@ -599,6 +709,22 @@ final class StreamLayerUIView: UIView {
|
||||
func resetTouchInput() {
|
||||
touchMouse.reset()
|
||||
fingerRoute = nil
|
||||
setSoftKeyboardVisible(false) // a stream that's gone takes its keyboard with it
|
||||
}
|
||||
|
||||
/// The soft keyboard is keyed off first-responder status: the three-finger swipe
|
||||
/// (TouchMouse) summons/dismisses it here, and the UIKeyInput conformance below turns
|
||||
/// what it types into wire key events. Also the reason `canBecomeFirstResponder` is true
|
||||
/// on iOS (tvOS anchors the responder chain on the CONTROLLER instead — see
|
||||
/// StreamViewController.viewDidAppear).
|
||||
override var canBecomeFirstResponder: Bool { true }
|
||||
|
||||
func setSoftKeyboardVisible(_ visible: Bool) {
|
||||
if visible {
|
||||
becomeFirstResponder()
|
||||
} else if isFirstResponder {
|
||||
resignFirstResponder()
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -770,4 +896,46 @@ final class StreamLayerUIView: UIView {
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#if os(iOS)
|
||||
// The soft keyboard's output → wire key events. UIKeyInput is deliberately minimal (no
|
||||
// UITextInput): the stream needs keystrokes, not an editing buffer — insertions map through
|
||||
// `SoftKeyMap` to US-positional VKs (with a VK_LSHIFT wrap for shifted characters) and
|
||||
// characters outside the map (emoji, non-Latin scripts) are dropped, matching the wire's VK
|
||||
// contract. Events ride the same `onTouchEvent` path as the touch-driven mouse, so they're
|
||||
// gated on captureEnabled with everything else and can't leak past a trust prompt.
|
||||
extension StreamLayerUIView: UIKeyInput {
|
||||
// Keep the IME literal — no autocorrect/smart substitutions; a remote desktop is not prose,
|
||||
// and the host does its own text handling.
|
||||
var autocorrectionType: UITextAutocorrectionType { get { .no } set {} }
|
||||
var autocapitalizationType: UITextAutocapitalizationType { get { .none } set {} }
|
||||
var spellCheckingType: UITextSpellCheckingType { get { .no } set {} }
|
||||
var smartQuotesType: UITextSmartQuotesType { get { .no } set {} }
|
||||
var smartDashesType: UITextSmartDashesType { get { .no } set {} }
|
||||
var smartInsertDeleteType: UITextSmartInsertDeleteType { get { .no } set {} }
|
||||
var keyboardType: UIKeyboardType { get { .asciiCapable } set {} }
|
||||
|
||||
var hasText: Bool { false }
|
||||
|
||||
func insertText(_ text: String) {
|
||||
// A hardware keyboard's presses reach the host through GCKeyboard AND arrive here as
|
||||
// UIKeyInput insertions while we're first responder — forwarding both would double
|
||||
// every character, so the HID path owns keys whenever a hardware keyboard is attached.
|
||||
guard GCKeyboard.coalesced == nil else { return }
|
||||
for ch in text {
|
||||
guard let key = SoftKeyMap.vk(for: ch) else { continue }
|
||||
if key.shift { onTouchEvent?(.key(0xA0, down: true)) } // VK_LSHIFT
|
||||
onTouchEvent?(.key(key.vk, down: true))
|
||||
onTouchEvent?(.key(key.vk, down: false))
|
||||
if key.shift { onTouchEvent?(.key(0xA0, down: false)) }
|
||||
}
|
||||
}
|
||||
|
||||
func deleteBackward() {
|
||||
guard GCKeyboard.coalesced == nil else { return } // see insertText
|
||||
onTouchEvent?(.key(0x08, down: true)) // VK_BACK
|
||||
onTouchEvent?(.key(0x08, down: false))
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
@@ -3,6 +3,7 @@
|
||||
// player-LED-bits → GCControllerPlayerIndex map. All pure functions.
|
||||
|
||||
import GameController
|
||||
import PunktfunkCore
|
||||
import XCTest
|
||||
|
||||
@testable import PunktfunkKit
|
||||
@@ -26,11 +27,16 @@ final class GamepadWireTests: XCTestCase {
|
||||
XCTAssertEqual(GamepadWire.x, 0x4000)
|
||||
XCTAssertEqual(GamepadWire.y, 0x8000)
|
||||
XCTAssertEqual(GamepadWire.touchpadClick, 0x10_0000)
|
||||
XCTAssertEqual(GamepadWire.misc1, 0x0020_0000)
|
||||
// Every button is enumerated exactly once (releaseAll walks this list).
|
||||
let combined: UInt32 = GamepadWire.allButtons.reduce(0) { $0 | $1 }
|
||||
XCTAssertEqual(combined, 0x0010_F7FF)
|
||||
XCTAssertEqual(GamepadWire.allButtons.count, 16)
|
||||
XCTAssertEqual(combined, 0x0030_F7FF)
|
||||
XCTAssertEqual(GamepadWire.allButtons.count, 17)
|
||||
XCTAssertEqual(GamepadWire.allButtons.count, Set(GamepadWire.allButtons).count)
|
||||
// Paddles are defined but not yet forwarded, so they stay out of allButtons for now.
|
||||
for paddle in [GamepadWire.paddle1, GamepadWire.paddle2, GamepadWire.paddle3, GamepadWire.paddle4] {
|
||||
XCTAssertFalse(GamepadWire.allButtons.contains(paddle))
|
||||
}
|
||||
// Axis ids.
|
||||
XCTAssertEqual(GamepadWire.axisLSX, 0)
|
||||
XCTAssertEqual(GamepadWire.axisLSY, 1)
|
||||
@@ -40,6 +46,79 @@ final class GamepadWireTests: XCTestCase {
|
||||
XCTAssertEqual(GamepadWire.axisRT, 5)
|
||||
}
|
||||
|
||||
func testButtonBitsMatchTheCABIVerbatim() {
|
||||
// Assert EVERY wire constant against the generated C ABI header (punktfunk_core.h, the same
|
||||
// source `punktfunk_core::input::gamepad` emits), so a Swift-side edit that drifts from the
|
||||
// Rust contract fails CI — not just the handful spot-checked above. (Cross-cutting review
|
||||
// finding G15: the button values were re-declared per client with only a 3-of-19 check.)
|
||||
XCTAssertEqual(GamepadWire.dpadUp, UInt32(PUNKTFUNK_BTN_DPAD_UP))
|
||||
XCTAssertEqual(GamepadWire.dpadDown, UInt32(PUNKTFUNK_BTN_DPAD_DOWN))
|
||||
XCTAssertEqual(GamepadWire.dpadLeft, UInt32(PUNKTFUNK_BTN_DPAD_LEFT))
|
||||
XCTAssertEqual(GamepadWire.dpadRight, UInt32(PUNKTFUNK_BTN_DPAD_RIGHT))
|
||||
XCTAssertEqual(GamepadWire.start, UInt32(PUNKTFUNK_BTN_START))
|
||||
XCTAssertEqual(GamepadWire.back, UInt32(PUNKTFUNK_BTN_BACK))
|
||||
XCTAssertEqual(GamepadWire.leftStickClick, UInt32(PUNKTFUNK_BTN_LS_CLICK))
|
||||
XCTAssertEqual(GamepadWire.rightStickClick, UInt32(PUNKTFUNK_BTN_RS_CLICK))
|
||||
XCTAssertEqual(GamepadWire.leftShoulder, UInt32(PUNKTFUNK_BTN_LB))
|
||||
XCTAssertEqual(GamepadWire.rightShoulder, UInt32(PUNKTFUNK_BTN_RB))
|
||||
XCTAssertEqual(GamepadWire.guide, UInt32(PUNKTFUNK_BTN_GUIDE))
|
||||
XCTAssertEqual(GamepadWire.a, UInt32(PUNKTFUNK_BTN_A))
|
||||
XCTAssertEqual(GamepadWire.b, UInt32(PUNKTFUNK_BTN_B))
|
||||
XCTAssertEqual(GamepadWire.x, UInt32(PUNKTFUNK_BTN_X))
|
||||
XCTAssertEqual(GamepadWire.y, UInt32(PUNKTFUNK_BTN_Y))
|
||||
XCTAssertEqual(GamepadWire.touchpadClick, UInt32(PUNKTFUNK_BTN_TOUCHPAD))
|
||||
XCTAssertEqual(GamepadWire.misc1, UInt32(PUNKTFUNK_GAMEPAD_BTN_MISC1))
|
||||
XCTAssertEqual(GamepadWire.paddle1, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE1))
|
||||
XCTAssertEqual(GamepadWire.paddle2, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE2))
|
||||
XCTAssertEqual(GamepadWire.paddle3, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE3))
|
||||
XCTAssertEqual(GamepadWire.paddle4, UInt32(PUNKTFUNK_GAMEPAD_BTN_PADDLE4))
|
||||
// Axis ids and pad count share the same header.
|
||||
XCTAssertEqual(GamepadWire.axisLSX, UInt32(PUNKTFUNK_AXIS_LS_X))
|
||||
XCTAssertEqual(GamepadWire.axisLSY, UInt32(PUNKTFUNK_AXIS_LS_Y))
|
||||
XCTAssertEqual(GamepadWire.axisRSX, UInt32(PUNKTFUNK_AXIS_RS_X))
|
||||
XCTAssertEqual(GamepadWire.axisRSY, UInt32(PUNKTFUNK_AXIS_RS_Y))
|
||||
XCTAssertEqual(GamepadWire.axisLT, UInt32(PUNKTFUNK_AXIS_LT))
|
||||
XCTAssertEqual(GamepadWire.axisRT, UInt32(PUNKTFUNK_AXIS_RT))
|
||||
XCTAssertEqual(GamepadWire.maxPads, Int(MAX_PADS))
|
||||
}
|
||||
|
||||
func testPadIndexRidesFlagsOnEveryPerPadEvent() {
|
||||
// The wire pad index is the low byte of `flags` (punktfunk_core::input) on button + axis.
|
||||
let btn = PunktfunkInputEvent.gamepadButton(GamepadWire.a, down: true, pad: 3)
|
||||
XCTAssertEqual(btn.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_BUTTON.rawValue))
|
||||
XCTAssertEqual(btn.code, GamepadWire.a)
|
||||
XCTAssertEqual(btn.x, 1)
|
||||
XCTAssertEqual(btn.flags, 3)
|
||||
let axis = PunktfunkInputEvent.gamepadAxis(GamepadWire.axisRT, value: 200, pad: 5)
|
||||
XCTAssertEqual(axis.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_AXIS.rawValue))
|
||||
XCTAssertEqual(axis.code, GamepadWire.axisRT)
|
||||
XCTAssertEqual(axis.x, 200)
|
||||
XCTAssertEqual(axis.flags, 5)
|
||||
// Single-controller path stays byte-identical: pad 0 ⇒ flags 0, exactly as before.
|
||||
XCTAssertEqual(PunktfunkInputEvent.gamepadButton(GamepadWire.a, down: false, pad: 0).flags, 0)
|
||||
XCTAssertEqual(PunktfunkInputEvent.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0).flags, 0)
|
||||
}
|
||||
|
||||
func testArrivalAndRemoveWireLayout() {
|
||||
// GamepadArrival (kind 14): code = the GamepadType wire byte, flags = pad index.
|
||||
let arrival = PunktfunkInputEvent.gamepadArrival(
|
||||
pref: PunktfunkConnection.GamepadType.dualSense.rawValue, pad: 2)
|
||||
XCTAssertEqual(arrival.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_ARRIVAL.rawValue))
|
||||
XCTAssertEqual(arrival.code, PunktfunkConnection.GamepadType.dualSense.rawValue) // 2
|
||||
XCTAssertEqual(arrival.flags, 2)
|
||||
// The GamepadType raw values ARE the GamepadPref wire bytes the host resolves.
|
||||
XCTAssertEqual(PunktfunkConnection.GamepadType.xbox360.rawValue, 1)
|
||||
XCTAssertEqual(PunktfunkConnection.GamepadType.dualSense.rawValue, 2)
|
||||
XCTAssertEqual(PunktfunkConnection.GamepadType.xboxOne.rawValue, 3)
|
||||
XCTAssertEqual(PunktfunkConnection.GamepadType.dualShock4.rawValue, 4)
|
||||
// GamepadRemove (kind 13): flags = pad index (the core stamps the per-pad seq).
|
||||
let remove = PunktfunkInputEvent.gamepadRemove(pad: 7)
|
||||
XCTAssertEqual(remove.kind, UInt8(PUNKTFUNK_INPUT_KIND_GAMEPAD_REMOVE.rawValue))
|
||||
XCTAssertEqual(remove.flags, 7)
|
||||
// 16 addressable pads (punktfunk_core::input::MAX_PADS).
|
||||
XCTAssertEqual(GamepadWire.maxPads, 16)
|
||||
}
|
||||
|
||||
func testTouchpadConversionCorners() {
|
||||
// GC ±1 with +y up → wire 0...65535 with origin top-left, +y down.
|
||||
let topLeft = GamepadWire.touchpad(x: -1, y: 1)
|
||||
|
||||
@@ -0,0 +1,43 @@
|
||||
// The Match-window trigger discipline (design/midstream-resolution-resize.md D2), as pure
|
||||
// functions — the same rules the session binary's `resize_decision` unit-tests: physical pixels
|
||||
// even-floored and clamped ≥ 320×200, skip a size equal to the live mode, and request each
|
||||
// distinct size at most once (so a rejected size / a host rollback can't loop).
|
||||
|
||||
import XCTest
|
||||
|
||||
@testable import PunktfunkKit
|
||||
|
||||
final class MatchWindowTests: XCTestCase {
|
||||
func testNormalizeEvenFloorsAndClamps() {
|
||||
// Odd pixels floor to even (the host rejects odd dimensions).
|
||||
let a = MatchWindow.normalize(widthPx: 1001, heightPx: 601)
|
||||
XCTAssertEqual(a.width, 1000)
|
||||
XCTAssertEqual(a.height, 600)
|
||||
// Already-even sizes pass through.
|
||||
let b = MatchWindow.normalize(widthPx: 2560, heightPx: 1440)
|
||||
XCTAssertEqual(b.width, 2560)
|
||||
XCTAssertEqual(b.height, 1440)
|
||||
// Tiny / zero clamp to the host floor.
|
||||
let c = MatchWindow.normalize(widthPx: 100, heightPx: 80)
|
||||
XCTAssertEqual(c.width, 320)
|
||||
XCTAssertEqual(c.height, 200)
|
||||
let z = MatchWindow.normalize(widthPx: 0, heightPx: -4)
|
||||
XCTAssertEqual(z.width, 320)
|
||||
XCTAssertEqual(z.height, 200)
|
||||
}
|
||||
|
||||
func testRequestSkipsEqualAndAlreadyRequested() {
|
||||
// A new size (different from the live mode, not yet requested) → request it.
|
||||
let r = MatchWindow.request(
|
||||
target: (1000, 600), current: (1280, 720), lastRequested: (800, 500))
|
||||
XCTAssertEqual(r?.width, 1000)
|
||||
XCTAssertEqual(r?.height, 600)
|
||||
// Equal to the live mode → nothing to do.
|
||||
XCTAssertNil(MatchWindow.request(
|
||||
target: (1280, 720), current: (1280, 720), lastRequested: nil))
|
||||
// Already requested once → don't re-ask (covers a rejected size AND a host rollback:
|
||||
// accepted → rebuild failed → corrective ack restored the old mode must not loop).
|
||||
XCTAssertNil(MatchWindow.request(
|
||||
target: (1000, 600), current: (1280, 720), lastRequested: (1000, 600)))
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,52 @@
|
||||
import XCTest
|
||||
|
||||
@testable import PunktfunkKit
|
||||
|
||||
final class ResizeIndicatorTests: XCTestCase {
|
||||
func testInactiveUntilSteered() {
|
||||
var r = ResizeIndicator()
|
||||
XCTAssertFalse(r.active)
|
||||
// A decoded frame with nothing pending is a no-op (session start / steady state).
|
||||
r.decoded(width: 1920, height: 1080)
|
||||
XCTAssertFalse(r.active)
|
||||
}
|
||||
|
||||
func testSteeringActivatesAndDecodedTargetClears() {
|
||||
var r = ResizeIndicator()
|
||||
r.steering(width: 2560, height: 1440, now: 0)
|
||||
XCTAssertTrue(r.active)
|
||||
// A frame at a DIFFERENT size (the old mode still draining) doesn't clear it.
|
||||
r.decoded(width: 1920, height: 1080)
|
||||
XCTAssertTrue(r.active)
|
||||
// The target frame lands → clear.
|
||||
r.decoded(width: 2560, height: 1440)
|
||||
XCTAssertFalse(r.active)
|
||||
}
|
||||
|
||||
func testTimeoutClearsWhenTargetNeverArrives() {
|
||||
var r = ResizeIndicator(timeout: 2.5)
|
||||
r.steering(width: 2560, height: 1440, now: 10)
|
||||
r.tick(now: 12) // 2 s < timeout — still up
|
||||
XCTAssertTrue(r.active)
|
||||
r.tick(now: 12.6) // 2.6 s ≥ timeout — a rejected/capped switch clears
|
||||
XCTAssertFalse(r.active)
|
||||
}
|
||||
|
||||
func testDragReArmsTimeoutOnEachNewTarget() {
|
||||
var r = ResizeIndicator(timeout: 2.5)
|
||||
r.steering(width: 2000, height: 1200, now: 0)
|
||||
r.steering(width: 2200, height: 1200, now: 2) // target changed → since re-armed to 2
|
||||
r.tick(now: 4) // only 2 s since the last change — still up (drag isn't a timeout)
|
||||
XCTAssertTrue(r.active)
|
||||
r.tick(now: 4.6) // 2.6 s since the last change → clears
|
||||
XCTAssertFalse(r.active)
|
||||
}
|
||||
|
||||
func testSteadyDragDoesNotResetTimeout() {
|
||||
var r = ResizeIndicator(timeout: 2.5)
|
||||
r.steering(width: 2560, height: 1440, now: 0)
|
||||
r.steering(width: 2560, height: 1440, now: 1) // SAME target → since stays 0
|
||||
r.tick(now: 2.6) // 2.6 s since the ORIGINAL steer → clears (not reset by the repeat)
|
||||
XCTAssertFalse(r.active)
|
||||
}
|
||||
}
|
||||
|
Before Width: | Height: | Size: 45 KiB After Width: | Height: | Size: 395 KiB |
|
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 62 KiB After Width: | Height: | Size: 869 KiB |
|
Before Width: | Height: | Size: 14 KiB After Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 22 KiB |
@@ -12,7 +12,7 @@
|
||||
# Per-session parameters arrive as environment variables, set as the shortcut's Steam launch
|
||||
# options by the plugin (SteamClient.Apps.SetAppLaunchOptions), so ONE generic shortcut serves
|
||||
# every host (and every pinned game):
|
||||
# PF_HOST host[:port] to connect to (required)
|
||||
# PF_HOST host[:port] to connect to (required for streaming; optional for browse)
|
||||
# PF_LAUNCH library id to launch on connect (optional, e.g. steam:570 — pinned games)
|
||||
# PF_BROWSE non-empty = open the gamepad library (optional; --browse instead of --connect)
|
||||
# PF_MGMT management-API port for --browse (optional; client defaults to 47990)
|
||||
@@ -36,24 +36,31 @@ set -u
|
||||
APPID="${PF_APPID:-io.unom.Punktfunk}"
|
||||
FLATPAK="${PF_FLATPAK:-flatpak}"
|
||||
|
||||
if [ -z "${PF_HOST:-}" ]; then
|
||||
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
|
||||
exit 2
|
||||
fi
|
||||
|
||||
# exec so the flatpak client IS the game process — when it exits, Steam ends the "game" and
|
||||
# Gaming Mode reclaims focus automatically (no manual refocus needed).
|
||||
# --fullscreen: present the stream chrome-less and fullscreen (the client also auto-detects the
|
||||
# Deck/gamescope env, and ignores the flag harmlessly on older builds that predate it).
|
||||
if [ -n "${PF_BROWSE:-}" ]; then
|
||||
# The gamepad library launcher: browse the host's games on-screen, A streams one,
|
||||
# session end returns to the launcher, B quits back to Gaming Mode.
|
||||
# The gamepad UI. BARE `--browse` (no PF_HOST) opens the console home — the self-contained
|
||||
# host picker + pairing + settings, gamepad-navigable — which is what the stateless, visible
|
||||
# library shortcut launches. `--browse <host>` opens straight into that host's library (the
|
||||
# per-host "open on screen" action). A streams a game, session end returns here, B quits.
|
||||
if [ -z "${PF_HOST:-}" ]; then
|
||||
echo "punktfunkrun: gamepad UI $APPID --browse (console home)" >&2
|
||||
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse --fullscreen
|
||||
fi
|
||||
echo "punktfunkrun: library $APPID --browse $PF_HOST" >&2
|
||||
if [ -n "${PF_MGMT:-}" ]; then
|
||||
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --mgmt "$PF_MGMT" --fullscreen
|
||||
fi
|
||||
exec "$FLATPAK" run --arch=x86_64 "$APPID" --browse "$PF_HOST" --fullscreen
|
||||
fi
|
||||
|
||||
# Streaming modes need a host (browse above is the only host-less path).
|
||||
if [ -z "${PF_HOST:-}" ]; then
|
||||
echo "punktfunkrun: PF_HOST is not set (the plugin sets it as a launch option)" >&2
|
||||
exit 2
|
||||
fi
|
||||
if [ -n "${PF_LAUNCH:-}" ]; then
|
||||
# A pinned game: the id rides the session Hello and the host launches that title.
|
||||
echo "punktfunkrun: streaming $APPID --connect $PF_HOST --launch $PF_LAUNCH" >&2
|
||||
|
||||
@@ -0,0 +1,757 @@
|
||||
"controller_mappings"
|
||||
{
|
||||
"version" "3"
|
||||
"revision" "2"
|
||||
"title" "Punktfunk"
|
||||
"description" "Native touchscreen + full gamepad passthrough for the Punktfunk streaming client."
|
||||
"creator" "0"
|
||||
"progenitor" "template://controller_neptune_gamepad_fps.vdf"
|
||||
"url" "template://controller_neptune_gamepad_fps.vdf"
|
||||
"export_type" "unknown"
|
||||
"controller_type" "controller_neptune"
|
||||
"controller_caps" "23117823"
|
||||
"major_revision" "0"
|
||||
"minor_revision" "0"
|
||||
"Timestamp" "0"
|
||||
"localization"
|
||||
{
|
||||
"english"
|
||||
{
|
||||
"title" "Punktfunk"
|
||||
"description" "Native touchscreen + full gamepad for Punktfunk streaming."
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "0"
|
||||
"mode" "four_buttons"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"button_a"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button A, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"button_b"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button B, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"button_x"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button X, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"button_y"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button Y, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "1"
|
||||
"mode" "dpad"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"dpad_north"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button dpad_up, , "
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"haptic_intensity" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"dpad_south"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button dpad_down, , "
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"haptic_intensity" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"dpad_east"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button dpad_right, , "
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"haptic_intensity" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"dpad_west"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button dpad_left, , "
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"haptic_intensity" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "2"
|
||||
"mode" "joystick_move"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Soft_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_RIGHT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "3"
|
||||
"mode" "joystick_move"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_LEFT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"deadzone_inner_radius" "7199"
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "4"
|
||||
"mode" "trigger"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"output_trigger" "1"
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "5"
|
||||
"mode" "trigger"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"output_trigger" "2"
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "6"
|
||||
"mode" "joystick_move"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Soft_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_RIGHT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "8"
|
||||
"mode" "joystick_move"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_RIGHT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "9"
|
||||
"mode" "dpad"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"dpad_north"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button DPAD_UP, , "
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"haptic_intensity" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"dpad_south"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button DPAD_DOWN, , "
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"haptic_intensity" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"dpad_east"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button DPAD_RIGHT, , "
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"haptic_intensity" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"dpad_west"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button DPAD_LEFT, , "
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"haptic_intensity" "1"
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"requires_click" "0"
|
||||
"haptic_intensity_override" "0"
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "10"
|
||||
"mode" "single_button"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Soft_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button START, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "11"
|
||||
"mode" "single_button"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Soft_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button SELECT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "12"
|
||||
"mode" "mouse_joystick"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Soft_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_RIGHT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "13"
|
||||
"mode" "flickstick"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_RIGHT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "14"
|
||||
"mode" "flickstick"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_LEFT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "15"
|
||||
"mode" "flickstick"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_RIGHT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "16"
|
||||
"mode" "flickstick"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"click"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button JOYSTICK_LEFT, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"group"
|
||||
{
|
||||
"id" "7"
|
||||
"mode" "switches"
|
||||
"name" ""
|
||||
"description" ""
|
||||
"inputs"
|
||||
{
|
||||
"button_escape"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button start, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"button_menu"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button select, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"left_bumper"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button shoulder_left, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"right_bumper"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "xinput_button shoulder_right, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"button_back_left"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"button_back_right"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"button_back_left_upper"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"button_back_right_upper"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
"always_on_action"
|
||||
{
|
||||
"activators"
|
||||
{
|
||||
"Full_Press"
|
||||
{
|
||||
"bindings"
|
||||
{
|
||||
"binding" "controller_action ts_n, , "
|
||||
}
|
||||
}
|
||||
}
|
||||
"disabled_activators"
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
"preset"
|
||||
{
|
||||
"id" "0"
|
||||
"name" "Default"
|
||||
"group_source_bindings"
|
||||
{
|
||||
"7" "switch active"
|
||||
"0" "button_diamond active"
|
||||
"1" "left_trackpad active"
|
||||
"11" "left_trackpad inactive"
|
||||
"16" "left_trackpad inactive"
|
||||
"2" "right_trackpad inactive"
|
||||
"6" "right_trackpad inactive"
|
||||
"10" "right_trackpad inactive"
|
||||
"12" "right_trackpad active"
|
||||
"15" "right_trackpad inactive"
|
||||
"3" "joystick active"
|
||||
"14" "joystick inactive"
|
||||
"4" "left_trigger active"
|
||||
"5" "right_trigger active"
|
||||
"8" "right_joystick active"
|
||||
"13" "right_joystick inactive"
|
||||
"9" "dpad active"
|
||||
}
|
||||
}
|
||||
"settings"
|
||||
{
|
||||
"left_trackpad_mode" "0"
|
||||
"right_trackpad_mode" "0"
|
||||
}
|
||||
}
|
||||
@@ -89,6 +89,93 @@ def _pins_path() -> Path:
|
||||
return _client_config_dir() / "decky-pinned.json"
|
||||
|
||||
|
||||
# --- Steam Input controller config injection (native touchscreen via the ts_n command) --------
|
||||
# The Deck's touchscreen only reaches the app as native wl_touch when a Steam Input layout with
|
||||
# the "Touchscreen Native Support" (controller_action ts_n) command is active for the game. We
|
||||
# ship that layout (controller_config/punktfunk.vdf, built on Steam's gamepad-fps template) and
|
||||
# point our shortcuts at it, EmuDeck-style: drop it in controller_base/templates/ (so it is also
|
||||
# a selectable "Punktfunk" template) AND set each account's configset entry for our shortcut's
|
||||
# game key to that template. Steam keys non-Steam games by their LOWERCASE NAME (verified on the
|
||||
# Deck: our "Punktfunk" shortcut → the "punktfunk" configset key), so both our shortcuts (same
|
||||
# name) share one entry. controller_neptune = the Deck's built-in controller type.
|
||||
CONTROLLER_TEMPLATE = "punktfunk.vdf"
|
||||
|
||||
|
||||
def _steam_root() -> Path:
|
||||
"""Steam's base dir on SteamOS (~/.steam/steam symlinks here)."""
|
||||
return Path(decky.DECKY_USER_HOME) / ".local" / "share" / "Steam"
|
||||
|
||||
|
||||
def _controller_template_src() -> Path:
|
||||
return Path(decky.DECKY_PLUGIN_DIR) / "controller_config" / CONTROLLER_TEMPLATE
|
||||
|
||||
|
||||
def _chown_like_parent(path: Path) -> None:
|
||||
"""The Decky backend runs as root, so files it CREATES in the deck-owned Steam tree land
|
||||
root-owned — which would stop Steam (running as the user) from rewriting them. Match the
|
||||
parent dir's owner so Steam retains write access. Best-effort."""
|
||||
try:
|
||||
st = path.parent.stat()
|
||||
os.chown(path, st.st_uid, st.st_gid)
|
||||
except OSError:
|
||||
pass
|
||||
|
||||
|
||||
def _configset_dirs() -> list[Path]:
|
||||
"""Every Steam account's controller-config dir holding configset_controller_neptune.vdf."""
|
||||
base = _steam_root() / "steamapps" / "common" / "Steam Controller Configs"
|
||||
return [p / "config" for p in sorted(base.glob("*")) if (p / "config").is_dir()]
|
||||
|
||||
|
||||
def _upsert_configset_entry(text: str, key: str, source_type: str, source_val: str) -> str:
|
||||
"""Set the top-level ``"<key>" { "<source_type>" "<source_val>" }`` block in a
|
||||
configset_controller_neptune.vdf, replacing any existing block for that key (case-insensitive)
|
||||
or inserting one before the file's final closing brace. Targeted (only our key is touched) so
|
||||
the hundreds of other game entries stay byte-for-byte intact. Creates the wrapping
|
||||
``"controller_config" { }`` skeleton when the file is empty/new."""
|
||||
block = f'\t"{key}"\n\t{{\n\t\t"{source_type}"\t\t"{source_val}"\n\t}}\n'
|
||||
if '"controller_config"' not in text:
|
||||
return '"controller_config"\n{\n' + block + "}\n"
|
||||
|
||||
lower = text.lower()
|
||||
needle = f'"{key.lower()}"'
|
||||
# Find the key token that begins a top-level entry (its own line), then its "{ … }" block.
|
||||
search_from = 0
|
||||
while True:
|
||||
idx = lower.find(needle, search_from)
|
||||
if idx == -1:
|
||||
break
|
||||
# Must be a standalone key line (preceded only by whitespace back to a newline).
|
||||
line_start = text.rfind("\n", 0, idx) + 1
|
||||
if text[line_start:idx].strip() != "":
|
||||
search_from = idx + len(needle)
|
||||
continue
|
||||
brace = text.find("{", idx)
|
||||
if brace == -1:
|
||||
break
|
||||
depth = 0
|
||||
i = brace
|
||||
while i < len(text):
|
||||
if text[i] == "{":
|
||||
depth += 1
|
||||
elif text[i] == "}":
|
||||
depth -= 1
|
||||
if depth == 0:
|
||||
break
|
||||
i += 1
|
||||
end = i + 1
|
||||
# Consume the trailing newline after the block so we don't accumulate blank lines.
|
||||
if end < len(text) and text[end] == "\n":
|
||||
end += 1
|
||||
return text[:line_start] + block + text[end:]
|
||||
|
||||
# Not present — insert before the last closing brace (the controller_config block's end).
|
||||
last_close = text.rstrip().rfind("}")
|
||||
if last_close == -1:
|
||||
return text.rstrip() + "\n" + block
|
||||
return text[:last_close] + block + text[last_close:]
|
||||
|
||||
|
||||
def _parse_library_tsv(stdout: str) -> list[dict]:
|
||||
"""Parse the flatpak client's ``--library`` output: one ``id\\tstore\\ttitle`` line per
|
||||
game plus a trailing ``N game(s)`` count line (no tabs — it self-skips here). A title
|
||||
@@ -726,10 +813,10 @@ class Plugin:
|
||||
return {"ok": False, "error": str(exc)}
|
||||
|
||||
async def shortcut_art(self) -> dict:
|
||||
"""The Steam-shortcut artwork shipped with the plugin (``assets/``, generated by
|
||||
``scripts/gen-steam-art.py``): base64 PNGs for SetCustomArtworkForApp plus the
|
||||
icon's absolute path for SetShortcutIcon (which wants a file, not bytes). Missing
|
||||
files are simply omitted — artwork is cosmetic and must never block a launch."""
|
||||
"""The Steam-shortcut artwork shipped with the plugin (committed under ``assets/``):
|
||||
base64 PNGs (grid/gridwide/hero/logo) for SetCustomArtworkForApp plus the icon's
|
||||
absolute path for SetShortcutIcon (which wants a file, not bytes). Missing files are
|
||||
simply omitted — artwork is cosmetic and must never block a launch."""
|
||||
art: dict = {}
|
||||
base = Path(decky.DECKY_PLUGIN_DIR) / "assets"
|
||||
for key, fname in (
|
||||
@@ -746,6 +833,54 @@ class Plugin:
|
||||
art["icon_path"] = str(icon) if icon.exists() else ""
|
||||
return art
|
||||
|
||||
async def apply_controller_config(self, name: str = "Punktfunk") -> dict:
|
||||
"""Install our Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and
|
||||
point the shortcut(s) at it, so the Deck touchscreen reaches the client as native touch
|
||||
with zero manual controller setup. Best-effort + idempotent — a controller tweak must
|
||||
never block a launch, so failures are reported, not raised. Both shortcuts share the same
|
||||
name → the same lowercase configset key, so one entry per account covers both."""
|
||||
src = _controller_template_src()
|
||||
if not src.exists():
|
||||
return {"ok": False, "error": "template-missing", "detail": str(src)}
|
||||
key = name.strip().lower()
|
||||
applied: list[str] = []
|
||||
errors: list[str] = []
|
||||
# 1) Ship it as a selectable template (also the safe fallback if Steam clobbers the
|
||||
# configset write on exit): controller_base/templates/punktfunk.vdf.
|
||||
try:
|
||||
tdir = _steam_root() / "controller_base" / "templates"
|
||||
tdir.mkdir(parents=True, exist_ok=True)
|
||||
dst = tdir / CONTROLLER_TEMPLATE
|
||||
shutil.copyfile(src, dst)
|
||||
_chown_like_parent(dst)
|
||||
applied.append("template")
|
||||
except OSError as e:
|
||||
errors.append(f"template: {e}")
|
||||
# 2) Point each Steam account's configset at that template for our game key.
|
||||
dirs = _configset_dirs()
|
||||
for d in dirs:
|
||||
f = d / "configset_controller_neptune.vdf"
|
||||
try:
|
||||
text = f.read_text(encoding="utf-8") if f.exists() else ""
|
||||
new = _upsert_configset_entry(text, key, "template", CONTROLLER_TEMPLATE)
|
||||
if new != text:
|
||||
if f.exists(): # keep one recoverable backup before our first edit
|
||||
bak = f.with_name(f.name + ".pf-bak")
|
||||
if not bak.exists():
|
||||
shutil.copyfile(f, bak)
|
||||
_chown_like_parent(bak)
|
||||
existed = f.exists()
|
||||
f.write_text(new, encoding="utf-8")
|
||||
if not existed: # a freshly-created file is root-owned — hand it to the user
|
||||
_chown_like_parent(f)
|
||||
applied.append(f"configset:{d.parent.name}")
|
||||
except OSError as e:
|
||||
errors.append(f"{d.parent.name}: {e}")
|
||||
decky.logger.info(
|
||||
"apply_controller_config key=%s applied=%s errors=%s", key, applied, errors
|
||||
)
|
||||
return {"ok": not errors, "applied": applied, "errors": errors, "accounts": len(dirs)}
|
||||
|
||||
async def runner_info(self) -> dict:
|
||||
"""The wrapper-script path + flatpak app id the frontend needs to create the Steam
|
||||
shortcut. The shortcut invokes the script through ``/bin/sh`` (see steam.ts), so no
|
||||
|
||||
@@ -1,297 +0,0 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Generate the Steam-shortcut artwork for the Decky plugin (committed, like the tray icons).
|
||||
|
||||
The plugin registers a non-Steam shortcut ("Punktfunk") whose grid/hero/logo/icon Steam
|
||||
would otherwise render as a gray placeholder tile. These assets brand it: the lens mark
|
||||
(same geometry as scripts/gen-tray-icons.py / web's brand-mark.tsx) over the brand-navy
|
||||
gradient, plus a monoline "punktfunk" wordmark built from stroke segments ("punktfunk"
|
||||
needs only p·u·n·k·t·f). The frontend applies them via
|
||||
SteamClient.Apps.SetCustomArtworkForApp / SetShortcutIcon (src/steam.ts).
|
||||
|
||||
Outputs (checked in; re-run only when the brand changes):
|
||||
clients/decky/assets/grid.png 600 x 900 library capsule (portrait)
|
||||
clients/decky/assets/gridwide.png 920 x 430 wide capsule (recent games / search)
|
||||
clients/decky/assets/hero.png 1920 x 620 game-page banner
|
||||
clients/decky/assets/logo.png transparent overlaid on the hero by Steam
|
||||
clients/decky/assets/icon.png 256 x 256 list icon (SetShortcutIcon)
|
||||
|
||||
Pure stdlib. Unlike the tiny tray icons this rasterizes big surfaces, so edges are
|
||||
antialiased analytically from signed distances (one sample per pixel) instead of 4x4
|
||||
supersampling.
|
||||
"""
|
||||
|
||||
import math
|
||||
import struct
|
||||
import zlib
|
||||
from pathlib import Path
|
||||
|
||||
HERE = Path(__file__).resolve().parent.parent # clients/decky
|
||||
OUT = HERE / "assets"
|
||||
|
||||
# Brand-mark geometry in its 1000-unit viewbox (identical to gen-tray-icons.py).
|
||||
R = 194.41
|
||||
C1 = (403.037, 597.262) # light circle, behind
|
||||
C2 = (597.8075, 402.8525) # deep circle, in front
|
||||
BB_MIN = (C1[0] - R, C2[1] - R)
|
||||
BB_MAX = (C2[0] + R, C1[1] + R)
|
||||
MARK_CENTER = ((BB_MIN[0] + BB_MAX[0]) / 2, (BB_MIN[1] + BB_MAX[1]) / 2)
|
||||
MARK_SPAN = BB_MAX[0] - BB_MIN[0]
|
||||
|
||||
COL_LIGHT = (0xA7, 0x9F, 0xF8)
|
||||
COL_DEEP = (0x6C, 0x5B, 0xF3)
|
||||
COL_HI = (0xD2, 0xC9, 0xFB)
|
||||
WORD = (0xEF, 0xEC, 0xFD) # wordmark: near-white lavender
|
||||
BG_TOP = (0x28, 0x1E, 0x46)
|
||||
BG_BOT = (0x12, 0x0D, 0x22)
|
||||
|
||||
|
||||
# ------------------------------------------------------------------------------------------
|
||||
# Wordmark: monoline glyphs as polylines in a unit box (y down; x-height top y=0, baseline
|
||||
# y=1, ascender to -0.5, descender to +1.5). Arcs are sampled into the polylines, so the
|
||||
# rasterizer only ever measures distance-to-segment; round caps/joins fall out of that.
|
||||
# ------------------------------------------------------------------------------------------
|
||||
def _arc(cx, cy, r, a0, a1, n=24):
|
||||
"""Polyline along a circle arc; degrees, 0 = +x, angles grow clockwise on screen."""
|
||||
pts = []
|
||||
for i in range(n + 1):
|
||||
a = math.radians(a0 + (a1 - a0) * i / n)
|
||||
pts.append((cx + r * math.cos(a), cy + r * math.sin(a)))
|
||||
return pts
|
||||
|
||||
|
||||
GLYPHS = {
|
||||
# letter: (advance, [polyline, ...])
|
||||
"p": (1.05, [[(0, 0), (0, 1.5)], _arc(0.5, 0.5, 0.5, 0, 360)]),
|
||||
"u": (1.05, [[(0, 0), (0, 0.5)], _arc(0.5, 0.5, 0.5, 0, 180), [(1, 0), (1, 0.5)]]),
|
||||
"n": (1.05, [[(0, 0), (0, 1)], _arc(0.5, 0.5, 0.5, 180, 360), [(1, 0.5), (1, 1)]]),
|
||||
"k": (1.0, [[(0, -0.5), (0, 1)], [(0, 0.62), (0.78, 0)], [(0.30, 0.38), (0.85, 1)]]),
|
||||
"t": (0.85, [[(0.42, -0.42), (0.42, 1)], [(0, 0), (0.84, 0)]]),
|
||||
"f": (
|
||||
0.85,
|
||||
[[(0.42, 1), (0.42, -0.15)] + _arc(0.75, -0.15, 0.33, 180, 270, 12), [(0, 0), (0.78, 0)]],
|
||||
),
|
||||
}
|
||||
GAP = 0.34 # inter-letter gap, in glyph units
|
||||
STROKE = 0.26 # stroke thickness, in glyph units
|
||||
ASCENT, DESCENT = -0.5, 1.5 # glyph-space vertical extent
|
||||
|
||||
|
||||
def word_segments(text):
|
||||
"""The word's stroke segments [(x1,y1,x2,y2)] in glyph units, plus its unit width."""
|
||||
segs = []
|
||||
x = 0.0
|
||||
for ch in text:
|
||||
adv, lines = GLYPHS[ch]
|
||||
for line in lines:
|
||||
for (x1, y1), (x2, y2) in zip(line, line[1:]):
|
||||
segs.append((x + x1, y1, x + x2, y2))
|
||||
x += adv + GAP
|
||||
return segs, x - GAP
|
||||
|
||||
|
||||
def render_word_alpha(text, unit_px):
|
||||
"""Coverage (0..255) buffer of the word at `unit_px` pixels per glyph unit."""
|
||||
segs, width_u = word_segments(text)
|
||||
half = STROKE / 2 * unit_px
|
||||
pad = half + 1.5
|
||||
w = math.ceil(width_u * unit_px + 2 * pad)
|
||||
h = math.ceil((DESCENT - ASCENT) * unit_px + 2 * pad)
|
||||
ox, oy = pad, pad - ASCENT * unit_px
|
||||
px_segs = [(ox + a * unit_px, oy + b * unit_px, ox + c * unit_px, oy + d * unit_px) for a, b, c, d in segs]
|
||||
# Bucket segments per pixel column range so each pixel tests only nearby strokes.
|
||||
buf = bytearray(w * h)
|
||||
for x1, y1, x2, y2 in px_segs:
|
||||
lo_x = max(0, math.floor(min(x1, x2) - pad))
|
||||
hi_x = min(w, math.ceil(max(x1, x2) + pad))
|
||||
lo_y = max(0, math.floor(min(y1, y2) - pad))
|
||||
hi_y = min(h, math.ceil(max(y1, y2) + pad))
|
||||
dx, dy = x2 - x1, y2 - y1
|
||||
len2 = dx * dx + dy * dy
|
||||
for py in range(lo_y, hi_y):
|
||||
row = py * w
|
||||
fy = py + 0.5
|
||||
for px in range(lo_x, hi_x):
|
||||
fx = px + 0.5
|
||||
if len2 > 0:
|
||||
t = max(0.0, min(1.0, ((fx - x1) * dx + (fy - y1) * dy) / len2))
|
||||
else:
|
||||
t = 0.0
|
||||
d = math.hypot(fx - (x1 + t * dx), fy - (y1 + t * dy))
|
||||
cov = 0.5 + (half - d)
|
||||
if cov > 0:
|
||||
v = min(255, round(min(1.0, cov) * 255))
|
||||
if v > buf[row + px]:
|
||||
buf[row + px] = v
|
||||
return buf, w, h
|
||||
|
||||
|
||||
# ------------------------------------------------------------------------------------------
|
||||
# Canvas: RGBA bytearray, straight alpha, painted back to front.
|
||||
# ------------------------------------------------------------------------------------------
|
||||
class Canvas:
|
||||
def __init__(self, w, h):
|
||||
self.w, self.h = w, h
|
||||
self.buf = bytearray(w * h * 4)
|
||||
|
||||
def fill_gradient(self, top, bottom):
|
||||
for y in range(self.h):
|
||||
t = y / max(1, self.h - 1)
|
||||
c = bytes(
|
||||
(
|
||||
round(top[0] + (bottom[0] - top[0]) * t),
|
||||
round(top[1] + (bottom[1] - top[1]) * t),
|
||||
round(top[2] + (bottom[2] - top[2]) * t),
|
||||
255,
|
||||
)
|
||||
)
|
||||
self.buf[y * self.w * 4 : (y + 1) * self.w * 4] = c * self.w
|
||||
|
||||
def _blend(self, i, rgb, a):
|
||||
"""`rgb` over the pixel at byte offset i with coverage a (0..1)."""
|
||||
if a <= 0:
|
||||
return
|
||||
b = self.buf
|
||||
ia = 1.0 - a
|
||||
da = b[i + 3] / 255.0
|
||||
oa = a + da * ia
|
||||
if oa <= 0:
|
||||
return
|
||||
for k in range(3):
|
||||
b[i + k] = round((rgb[k] * a + b[i + k] * da * ia) / oa)
|
||||
b[i + 3] = round(oa * 255)
|
||||
|
||||
def glow(self, cx, cy, radius, rgb, strength):
|
||||
"""Soft gaussian-ish radial glow (for the mark's halo on the big surfaces)."""
|
||||
lo_x = max(0, math.floor(cx - 2.2 * radius))
|
||||
hi_x = min(self.w, math.ceil(cx + 2.2 * radius))
|
||||
lo_y = max(0, math.floor(cy - 2.2 * radius))
|
||||
hi_y = min(self.h, math.ceil(cy + 2.2 * radius))
|
||||
for y in range(lo_y, hi_y):
|
||||
for x in range(lo_x, hi_x):
|
||||
d2 = ((x + 0.5 - cx) ** 2 + (y + 0.5 - cy) ** 2) / (radius * radius)
|
||||
a = strength * math.exp(-2.5 * d2)
|
||||
if a > 1 / 255:
|
||||
self._blend((y * self.w + x) * 4, rgb, a)
|
||||
|
||||
def mark(self, cx, cy, span):
|
||||
"""The lens mark centered at (cx, cy) with the given pixel span."""
|
||||
scale = span / MARK_SPAN
|
||||
c1 = (cx + (C1[0] - MARK_CENTER[0]) * scale, cy + (C1[1] - MARK_CENTER[1]) * scale)
|
||||
c2 = (cx + (C2[0] - MARK_CENTER[0]) * scale, cy + (C2[1] - MARK_CENTER[1]) * scale)
|
||||
r = R * scale
|
||||
lo_x = max(0, math.floor(min(c1[0], c2[0]) - r - 2))
|
||||
hi_x = min(self.w, math.ceil(max(c1[0], c2[0]) + r + 2))
|
||||
lo_y = max(0, math.floor(min(c1[1], c2[1]) - r - 2))
|
||||
hi_y = min(self.h, math.ceil(max(c1[1], c2[1]) + r + 2))
|
||||
for y in range(lo_y, hi_y):
|
||||
for x in range(lo_x, hi_x):
|
||||
fx, fy = x + 0.5, y + 0.5
|
||||
cov1 = min(1.0, max(0.0, 0.5 + r - math.hypot(fx - c1[0], fy - c1[1])))
|
||||
cov2 = min(1.0, max(0.0, 0.5 + r - math.hypot(fx - c2[0], fy - c2[1])))
|
||||
if cov1 <= 0 and cov2 <= 0:
|
||||
continue
|
||||
i = (y * self.w + x) * 4
|
||||
self._blend(i, COL_LIGHT, cov1)
|
||||
self._blend(i, COL_DEEP, cov2)
|
||||
self._blend(i, COL_HI, min(cov1, cov2))
|
||||
|
||||
def word(self, text, unit_px, cx, cy):
|
||||
"""The wordmark centered at (cx, cy); `unit_px` = pixels per glyph unit."""
|
||||
alpha, w, h = render_word_alpha(text, unit_px)
|
||||
ox = round(cx - w / 2)
|
||||
# Optical vertical centering on the x-height band (0..1 in glyph units), not the
|
||||
# ascender/descender box — the word reads centered that way.
|
||||
pad = STROKE / 2 * unit_px + 1.5
|
||||
band_mid = pad - ASCENT * unit_px + 0.5 * unit_px
|
||||
oy = round(cy - band_mid)
|
||||
for y in range(h):
|
||||
ty = y + oy
|
||||
if not 0 <= ty < self.h:
|
||||
continue
|
||||
for x in range(w):
|
||||
a = alpha[y * w + x]
|
||||
if a:
|
||||
tx = x + ox
|
||||
if 0 <= tx < self.w:
|
||||
self._blend((ty * self.w + tx) * 4, WORD, a / 255.0)
|
||||
|
||||
def round_corners(self, radius):
|
||||
"""Multiply alpha with a rounded-rect mask (icon)."""
|
||||
for y in range(self.h):
|
||||
for x in range(self.w):
|
||||
dx = max(0.0, max(radius - (x + 0.5), (x + 0.5) - (self.w - radius)))
|
||||
dy = max(0.0, max(radius - (y + 0.5), (y + 0.5) - (self.h - radius)))
|
||||
if dx > 0 and dy > 0:
|
||||
cov = min(1.0, max(0.0, 0.5 + radius - math.hypot(dx, dy)))
|
||||
i = (y * self.w + x) * 4
|
||||
self.buf[i + 3] = round(self.buf[i + 3] * cov)
|
||||
|
||||
def png(self):
|
||||
def chunk(tag, data):
|
||||
return (
|
||||
struct.pack(">I", len(data))
|
||||
+ tag
|
||||
+ data
|
||||
+ struct.pack(">I", zlib.crc32(tag + data) & 0xFFFFFFFF)
|
||||
)
|
||||
|
||||
ihdr = struct.pack(">IIBBBBB", self.w, self.h, 8, 6, 0, 0, 0)
|
||||
raw = b"".join(
|
||||
b"\x00" + bytes(self.buf[y * self.w * 4 : (y + 1) * self.w * 4]) for y in range(self.h)
|
||||
)
|
||||
return (
|
||||
b"\x89PNG\r\n\x1a\n"
|
||||
+ chunk(b"IHDR", ihdr)
|
||||
+ chunk(b"IDAT", zlib.compress(raw, 9))
|
||||
+ chunk(b"IEND", b"")
|
||||
)
|
||||
|
||||
|
||||
def save(name, canvas):
|
||||
OUT.mkdir(parents=True, exist_ok=True)
|
||||
out = OUT / name
|
||||
out.write_bytes(canvas.png())
|
||||
print(f"wrote {out.relative_to(HERE.parent.parent)} ({canvas.w}x{canvas.h})")
|
||||
|
||||
|
||||
def main():
|
||||
# Portrait capsule: mark in the upper half, wordmark beneath.
|
||||
c = Canvas(600, 900)
|
||||
c.fill_gradient(BG_TOP, BG_BOT)
|
||||
c.glow(300, 340, 260, COL_DEEP, 0.35)
|
||||
c.mark(300, 340, 320)
|
||||
c.word("punktfunk", 44, 300, 640)
|
||||
save("grid.png", c)
|
||||
|
||||
# Wide capsule: mark left, wordmark right of it.
|
||||
c = Canvas(920, 430)
|
||||
c.fill_gradient(BG_TOP, BG_BOT)
|
||||
c.glow(230, 215, 200, COL_DEEP, 0.35)
|
||||
c.mark(230, 215, 240)
|
||||
c.word("punktfunk", 40, 620, 220)
|
||||
save("gridwide.png", c)
|
||||
|
||||
# Hero: ambient banner — the mark rides the right third; Steam overlays logo.png itself.
|
||||
c = Canvas(1920, 620)
|
||||
c.fill_gradient(BG_TOP, BG_BOT)
|
||||
c.glow(1500, 310, 330, COL_DEEP, 0.4)
|
||||
c.mark(1500, 310, 400)
|
||||
save("hero.png", c)
|
||||
|
||||
# Logo (transparent): mark + wordmark side by side, overlaid on the hero by Steam.
|
||||
c = Canvas(1120, 300)
|
||||
c.mark(150, 150, 240)
|
||||
c.word("punktfunk", 62, 660, 155)
|
||||
save("logo.png", c)
|
||||
|
||||
# Icon: brand tile, rounded corners, mark only.
|
||||
c = Canvas(256, 256)
|
||||
c.fill_gradient(BG_TOP, BG_BOT)
|
||||
c.glow(128, 128, 110, COL_DEEP, 0.3)
|
||||
c.mark(128, 128, 190)
|
||||
c.round_corners(36)
|
||||
save("icon.png", c)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -26,8 +26,12 @@ cp main.py plugin.json package.json LICENSE "$DEST/"
|
||||
# The stream-launch wrapper (target of the Steam shortcut) — must stay executable.
|
||||
cp bin/punktfunkrun.sh "$DEST/bin/punktfunkrun.sh"
|
||||
chmod 0755 "$DEST/bin/punktfunkrun.sh"
|
||||
# Steam-shortcut artwork (grid/hero/logo/icon — scripts/gen-steam-art.py, committed).
|
||||
# Steam-shortcut artwork (grid/gridwide/hero/logo/icon — committed under assets/).
|
||||
cp assets/*.png "$DEST/assets/"
|
||||
# The Steam Input controller layout (native touchscreen `ts_n` + gamepad passthrough) the
|
||||
# backend installs (apply_controller_config → controller_base/templates + the shortcut config).
|
||||
mkdir -p "$DEST/controller_config"
|
||||
cp controller_config/punktfunk.vdf "$DEST/controller_config/punktfunk.vdf"
|
||||
[ -f decky.pyi ] && cp decky.pyi "$DEST/"
|
||||
[ -f README.md ] && cp README.md "$DEST/"
|
||||
|
||||
|
||||
@@ -150,6 +150,14 @@ export const setPins = callable<[pins: PinnedGame[]], { ok: boolean; error?: str
|
||||
);
|
||||
export const runnerInfo = callable<[], RunnerInfo>("runner_info");
|
||||
export const shortcutArt = callable<[], ShortcutArt>("shortcut_art");
|
||||
// Install the Steam Input layout (native touchscreen `ts_n` + gamepad passthrough) and point our
|
||||
// shortcut(s) at it, so the Deck touchscreen reaches the client as native touch with no manual
|
||||
// controller setup. Best-effort + idempotent; keyed by the shared shortcut NAME (both shortcuts
|
||||
// use the same name → the same lowercase configset key), so one call covers both.
|
||||
export const applyControllerConfig = callable<
|
||||
[name: string],
|
||||
{ ok: boolean; applied?: string[]; errors?: string[]; accounts?: number; error?: string; detail?: string }
|
||||
>("apply_controller_config");
|
||||
export const getSettings = callable<[], StreamSettings>("get_settings");
|
||||
export const setSettings = callable<[settings: StreamSettings], { ok: boolean }>(
|
||||
"set_settings",
|
||||
|
||||
@@ -31,6 +31,7 @@ import {
|
||||
import { streamPin } from "./library";
|
||||
import { PunktfunkRoute, ROUTE } from "./page";
|
||||
import { PairModal } from "./pair";
|
||||
import { ensureGamepadUiShortcut } from "./steam";
|
||||
|
||||
// ----------------------------------------------------------------------------------------
|
||||
// QAM panel — quick status + entry into the full page + one-tap stream for known hosts
|
||||
@@ -196,6 +197,10 @@ const QamPanel: FC = () => {
|
||||
|
||||
export default definePlugin(() => {
|
||||
routerHook.addRoute(ROUTE, PunktfunkRoute, { exact: true });
|
||||
// Ensure the visible, stateless "Punktfunk" library entry (opens the gamepad UI / console
|
||||
// home) exists and is repointed to the current plugin dir — also installs the native-touch
|
||||
// controller config. Fire-and-forget: cosmetic library upkeep must never block plugin load.
|
||||
void ensureGamepadUiShortcut();
|
||||
return {
|
||||
// `name` is the plugin's INTERNAL id — it must stay in sync with plugin.json (the loader
|
||||
// keys plugins by it), so it stays lowercase; user-facing strings say "Punktfunk".
|
||||
|
||||
@@ -1,14 +1,23 @@
|
||||
// Launch the stream as a Steam game so gamescope focuses + fullscreens it.
|
||||
// Launch Punktfunk as Steam games so gamescope focuses + fullscreens them.
|
||||
//
|
||||
// THE LAUNCH MECHANISM (verified against MoonDeck): gamescope only gives focus/fullscreen to
|
||||
// the window tree Steam launched via `reaper` (it detects the "current app" by AppID — see
|
||||
// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register ONE
|
||||
// hidden non-Steam shortcut whose exe is `/bin/sh` running our wrapper script
|
||||
// (bin/punktfunkrun.sh), pass the per-session host as the shortcut's Steam launch options,
|
||||
// and start it with RunGame. The wrapper then execs
|
||||
// `flatpak run io.unom.Punktfunk --connect <host>` as a reaper descendant.
|
||||
// gamescope#484). So we cannot launch the flatpak from the plugin backend; we register non-Steam
|
||||
// shortcuts whose exe is `/bin/sh` running our wrapper script (bin/punktfunkrun.sh), and start
|
||||
// them with RunGame. The wrapper then execs the flatpak client as a reaper descendant.
|
||||
//
|
||||
// TWO shortcuts, both named "Punktfunk" (so they share ONE Steam Input controller-config key —
|
||||
// see applyControllerConfig):
|
||||
// • STREAM — hidden, stateful: the per-session launcher. Its launch options carry the host /
|
||||
// pinned game (PF_HOST/PF_LAUNCH/PF_BROWSE), rewritten per launch, so one shortcut serves
|
||||
// every host. Driven by the QAM/pins/host-library actions. Hidden — an implementation detail.
|
||||
// • GAMEPAD UI — visible, stateless: fixed launch options = bare `--browse` (PF_BROWSE, no
|
||||
// host) → the client's console home (host picker + pairing + settings, gamepad-navigable).
|
||||
// This is the library-visible "Punktfunk" app the user opens directly.
|
||||
//
|
||||
// Both get the shipped artwork and the native-touch controller config.
|
||||
|
||||
import { runnerInfo, shortcutArt, wake } from "./backend";
|
||||
import { applyControllerConfig, runnerInfo, shortcutArt, wake } from "./backend";
|
||||
|
||||
// SteamClient is a Steam-internal global injected into the CEF context; it is not fully typed
|
||||
// by @decky/ui, so declare the surface we use. Signatures verified against MoonDeck + the
|
||||
@@ -46,32 +55,33 @@ declare const collectionStore:
|
||||
| { SetAppsAsHidden?: (appIds: number[], hidden: boolean) => void }
|
||||
| undefined;
|
||||
|
||||
// The shortcut used to be hidden ("implementation detail"); it is user-visible now — it
|
||||
// carries proper artwork and living in the library is how users relaunch their last host.
|
||||
// Existing installs still have theirs hidden, so unhide is applied every ensure (idempotent).
|
||||
function unhideShortcut(appId: number): void {
|
||||
/** Set a shortcut's library visibility (best-effort, deferred — the overview registers a moment
|
||||
* after AddShortcut). Hides the stateful stream shortcut; keeps the gamepad-UI one visible. */
|
||||
function setShortcutHidden(appId: number, hidden: boolean): void {
|
||||
const attempt = () => {
|
||||
try {
|
||||
collectionStore?.SetAppsAsHidden?.([appId], false);
|
||||
collectionStore?.SetAppsAsHidden?.([appId], hidden);
|
||||
} catch {
|
||||
/* overview not registered yet, or the API changed — cosmetic, ignore */
|
||||
}
|
||||
};
|
||||
attempt(); // succeeds immediately for an already-registered (reused) shortcut
|
||||
setTimeout(attempt, 2500); // fresh shortcut: retry once its app overview lands
|
||||
};
|
||||
|
||||
// Bump when the shipped artwork changes so existing shortcuts re-apply it once (per appId).
|
||||
const ART_VERSION = 2;
|
||||
function artKey(appId: number): string {
|
||||
return `punktfunk:shortcutArt:${appId}`;
|
||||
}
|
||||
|
||||
// Bump when the shipped artwork changes so existing shortcuts re-apply it once.
|
||||
const ART_VERSION = 1;
|
||||
const ART_KEY = "punktfunk:shortcutArt";
|
||||
|
||||
/**
|
||||
* Apply the plugin's grid/hero/logo/icon to the shortcut (idempotent, once per ART_VERSION).
|
||||
* Cosmetic and fully best-effort: any failure is swallowed and retried on the next launch.
|
||||
* Apply the plugin's grid/hero/logo/icon to a shortcut (idempotent, once per ART_VERSION per
|
||||
* appId). Cosmetic and fully best-effort: any failure is swallowed and retried on the next call.
|
||||
*/
|
||||
async function applyArtwork(appId: number): Promise<void> {
|
||||
try {
|
||||
if (localStorage.getItem(ART_KEY) === `${appId}:${ART_VERSION}`) {
|
||||
if (localStorage.getItem(artKey(appId)) === `${ART_VERSION}`) {
|
||||
return;
|
||||
}
|
||||
const art = await shortcutArt();
|
||||
@@ -89,13 +99,14 @@ async function applyArtwork(appId: number): Promise<void> {
|
||||
if (art.icon_path) {
|
||||
SteamClient.Apps.SetShortcutIcon(appId, art.icon_path);
|
||||
}
|
||||
localStorage.setItem(ART_KEY, `${appId}:${ART_VERSION}`);
|
||||
localStorage.setItem(artKey(appId), `${ART_VERSION}`);
|
||||
} catch (e) {
|
||||
console.warn("punktfunk: shortcut artwork not applied", e);
|
||||
}
|
||||
}
|
||||
|
||||
// The shortcut name is user-visible (Steam overlay + library while streaming) — brand-case it.
|
||||
// The shortcut name is user-visible (Steam overlay + library) — brand-case it. BOTH shortcuts
|
||||
// share it so Steam keys them to the SAME controller config (configset key = lowercase name).
|
||||
const SHORTCUT_NAME = "Punktfunk";
|
||||
|
||||
// The shortcut's exe is /bin/sh, NOT the script itself: Decky extracts plugin zips without
|
||||
@@ -111,76 +122,128 @@ function gameIdFromAppId(appId: number): string {
|
||||
return ((BigInt(appId) << 32n) | 0x02000000n).toString();
|
||||
}
|
||||
|
||||
// Persist our shortcut appId across reloads so we reuse ONE shortcut instead of churning the
|
||||
// library (the appId is stable for the life of the shortcut).
|
||||
const STORAGE_KEY = "punktfunk:shortcutAppId";
|
||||
// Persist each shortcut's appId across reloads so we reuse ONE per role instead of churning the
|
||||
// library (an appId is stable for the life of the shortcut). The STREAM key is the historical
|
||||
// one, so existing single-shortcut installs migrate into the (now hidden) stream role, and the
|
||||
// visible gamepad-UI shortcut is created alongside.
|
||||
const STORAGE_KEY_STREAM = "punktfunk:shortcutAppId";
|
||||
const STORAGE_KEY_UI = "punktfunk:uiAppId";
|
||||
|
||||
function rememberAppId(appId: number) {
|
||||
function remember(key: string, appId: number) {
|
||||
try {
|
||||
localStorage.setItem(STORAGE_KEY, String(appId));
|
||||
localStorage.setItem(key, String(appId));
|
||||
} catch {
|
||||
/* ignore */
|
||||
}
|
||||
}
|
||||
function recallAppId(): number | null {
|
||||
function recall(key: string): number | null {
|
||||
try {
|
||||
const v = localStorage.getItem(STORAGE_KEY);
|
||||
const v = localStorage.getItem(key);
|
||||
return v ? Number(v) : null;
|
||||
} catch {
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
// Install the native-touch controller config once per plugin session (idempotent file writes in
|
||||
// the root backend). Keyed by the shared shortcut NAME, so this single call covers both
|
||||
// shortcuts. Gated in localStorage so we don't rewrite Steam's config dir on every launch; bump
|
||||
// CONFIG_VERSION to force a reinstall after the shipped .vdf changes.
|
||||
const CONFIG_KEY = "punktfunk:controllerConfig";
|
||||
const CONFIG_VERSION = 1;
|
||||
async function ensureControllerConfig(): Promise<void> {
|
||||
try {
|
||||
if (localStorage.getItem(CONFIG_KEY) === `${CONFIG_VERSION}`) {
|
||||
return;
|
||||
}
|
||||
const r = await applyControllerConfig(SHORTCUT_NAME);
|
||||
if (r?.ok) {
|
||||
localStorage.setItem(CONFIG_KEY, `${CONFIG_VERSION}`);
|
||||
} else {
|
||||
console.warn("punktfunk: controller config not fully applied", r);
|
||||
}
|
||||
} catch (e) {
|
||||
console.warn("punktfunk: controller config not applied", e);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure exactly one "Punktfunk" shortcut exists (exe = /bin/sh; the wrapper script is
|
||||
* appended per-launch via the launch options), branded and visible in the library, and
|
||||
* return its appId + the current runner path. Reuses the remembered shortcut, re-pointing
|
||||
* it each time — the plugin dir can change across reinstalls, pre-0.4 shortcuts pointed at
|
||||
* the script directly, and pre-0.7 shortcuts were hidden and artless.
|
||||
* Ensure the STREAM shortcut (hidden, stateful) — the per-session launcher whose launch options
|
||||
* are rewritten per stream. Branded, artworked, native-touch config applied, and HIDDEN (it is
|
||||
* an implementation detail; the visible entry is the gamepad-UI shortcut). Returns its appId +
|
||||
* the current runner path. Reuses/repoints the remembered shortcut (the plugin dir can change
|
||||
* across reinstalls, and pre-two-shortcut installs had this one visible).
|
||||
*/
|
||||
async function ensureShortcut(): Promise<{ appId: number; runner: string }> {
|
||||
async function ensureStreamShortcut(): Promise<{ appId: number; runner: string }> {
|
||||
const info = await runnerInfo();
|
||||
if (!info.exists) {
|
||||
throw new Error(`launch wrapper missing at ${info.runner}`);
|
||||
}
|
||||
const startDir = info.runner.replace(/\/[^/]*$/, ""); // the plugin's bin/ dir
|
||||
void ensureControllerConfig(); // fire-and-forget — never blocks the launch
|
||||
|
||||
const remembered = recallAppId();
|
||||
const remembered = recall(STORAGE_KEY_STREAM);
|
||||
if (remembered != null) {
|
||||
// Re-point + rename the existing shortcut (cheap + idempotent — migrates old installs).
|
||||
SteamClient.Apps.SetShortcutExe(remembered, SHELL);
|
||||
SteamClient.Apps.SetShortcutStartDir(remembered, startDir);
|
||||
SteamClient.Apps.SetShortcutName(remembered, SHORTCUT_NAME);
|
||||
unhideShortcut(remembered); // pre-0.7 installs hid it
|
||||
void applyArtwork(remembered); // fire-and-forget — cosmetic, never blocks the launch
|
||||
setShortcutHidden(remembered, true); // migrate pre-two-shortcut installs (were visible)
|
||||
void applyArtwork(remembered);
|
||||
return { appId: remembered, runner: info.runner };
|
||||
}
|
||||
|
||||
const appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
|
||||
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
|
||||
unhideShortcut(appId);
|
||||
void applyArtwork(appId); // fire-and-forget — cosmetic, never blocks the launch
|
||||
rememberAppId(appId);
|
||||
setShortcutHidden(appId, true);
|
||||
void applyArtwork(appId);
|
||||
remember(STORAGE_KEY_STREAM, appId);
|
||||
return { appId, runner: info.runner };
|
||||
}
|
||||
|
||||
/**
|
||||
* Best-effort: turn Steam Input OFF for our shortcut so SDL's HIDAPI Steam Deck driver can open the
|
||||
* Deck's controls (paddles · trackpads · gyro) directly. There is no confirmed-stable SteamClient
|
||||
* API for this, so it is feature-detected and MUST never block or throw into the launch — the manual
|
||||
* toggle (game page → ⚙ → Controller Settings → Steam Input Off, surfaced in the plugin Settings) is
|
||||
* the documented source of truth. No-op when the optional API is absent.
|
||||
* Ensure the GAMEPAD-UI shortcut (visible, stateless) — the library-facing "Punktfunk" entry
|
||||
* that opens the client's console home (bare `--browse`: host picker + pairing + settings).
|
||||
* Fixed launch options (no per-session state), branded, artworked, native-touch config applied,
|
||||
* kept VISIBLE. Idempotent — call on plugin mount so the library entry always exists and stays
|
||||
* repointed to the current plugin dir. Best-effort: returns null on any failure.
|
||||
*/
|
||||
function disableSteamInputForShortcut(appId: number): void {
|
||||
export async function ensureGamepadUiShortcut(): Promise<number | null> {
|
||||
try {
|
||||
const input = (
|
||||
SteamClient as unknown as {
|
||||
Input?: { SetSteamInputEnabledForApp?: (appId: number, enabled: boolean) => void };
|
||||
}
|
||||
).Input;
|
||||
input?.SetSteamInputEnabledForApp?.(appId, false);
|
||||
} catch {
|
||||
/* a controller tweak must never break the launch */
|
||||
const info = await runnerInfo();
|
||||
if (!info.exists) {
|
||||
return null;
|
||||
}
|
||||
const startDir = info.runner.replace(/\/[^/]*$/, "");
|
||||
void ensureControllerConfig();
|
||||
// Bare browse: PF_BROWSE with no PF_HOST → the wrapper runs `--browse --fullscreen` (console
|
||||
// home). %command% expands to the shortcut exe (/bin/sh); the wrapper rides behind as an arg.
|
||||
const launchOpts = `PF_BROWSE=1 %command% "${info.runner}"`;
|
||||
|
||||
let appId = recall(STORAGE_KEY_UI);
|
||||
if (appId != null) {
|
||||
SteamClient.Apps.SetShortcutExe(appId, SHELL);
|
||||
SteamClient.Apps.SetShortcutStartDir(appId, startDir);
|
||||
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
|
||||
} else {
|
||||
appId = await SteamClient.Apps.AddShortcut(SHORTCUT_NAME, SHELL, startDir, "");
|
||||
SteamClient.Apps.SetShortcutName(appId, SHORTCUT_NAME);
|
||||
remember(STORAGE_KEY_UI, appId);
|
||||
}
|
||||
SteamClient.Apps.SetAppLaunchOptions(appId, launchOpts);
|
||||
setShortcutHidden(appId, false); // the visible library entry
|
||||
void applyArtwork(appId);
|
||||
return appId;
|
||||
} catch (e) {
|
||||
console.warn("punktfunk: gamepad-UI shortcut not ensured", e);
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/** Launch the stateless gamepad-UI shortcut (console home) from the plugin, e.g. a QAM button. */
|
||||
export async function launchGamepadUi(): Promise<void> {
|
||||
const appId = await ensureGamepadUiShortcut();
|
||||
if (appId != null) {
|
||||
SteamClient.Apps.RunGame(gameIdFromAppId(appId), "", -1, 100);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -210,9 +273,9 @@ export function isSafeLaunchId(id: string): boolean {
|
||||
|
||||
/**
|
||||
* Launch a stream to `host:port` fullscreen in Gaming Mode (optionally straight into a
|
||||
* library title, or into the gamepad library launcher). Encodes the target into the
|
||||
* shortcut's launch options (so one generic shortcut serves every host and every pinned
|
||||
* game), then RunGame.
|
||||
* library title, or into a host's gamepad library). Encodes the target into the STREAM
|
||||
* shortcut's launch options (so one hidden shortcut serves every host and every pinned game),
|
||||
* then RunGame.
|
||||
*/
|
||||
export async function launchStream(
|
||||
host: string,
|
||||
@@ -224,10 +287,7 @@ export async function launchStream(
|
||||
// Best-effort — the flatpak client's --wake looks up the host's learned MAC (a no-op if none is
|
||||
// known), and the connect that follows has its own retry window, so a failure never blocks launch.
|
||||
const waking = wake(host, port).catch(() => ({ ok: false }));
|
||||
const { appId, runner } = await ensureShortcut();
|
||||
// Best-effort so the Deck's rich controls reach the client; no-op if the API is absent (the user
|
||||
// disables Steam Input manually — see the Settings instruction).
|
||||
disableSteamInputForShortcut(appId);
|
||||
const { appId, runner } = await ensureStreamShortcut();
|
||||
const target = port && port !== 9777 ? `${host}:${port}` : host;
|
||||
const env = [`PF_HOST=${target}`];
|
||||
if (opts.browse) {
|
||||
@@ -251,7 +311,7 @@ export async function launchStream(
|
||||
|
||||
/** Stop the running stream shortcut (best-effort; the in-stream chord/back also works). */
|
||||
export function stopStream(): void {
|
||||
const appId = recallAppId();
|
||||
const appId = recall(STORAGE_KEY_STREAM);
|
||||
if (appId != null) {
|
||||
SteamClient.Apps.TerminateApp(gameIdFromAppId(appId), false);
|
||||
}
|
||||
|
||||
@@ -29,7 +29,11 @@ const COMPOSITORS: &[&str] = &["auto", "kwin", "wlroots", "mutter", "gamescope"]
|
||||
/// Codec setting values (persisted) paired with their display labels below.
|
||||
const CODECS: &[&str] = &["auto", "hevc", "h264", "av1"];
|
||||
const CODEC_LABELS: &[&str] = &["Automatic", "HEVC (H.265)", "H.264 (AVC)", "AV1"];
|
||||
const DECODERS: &[&str] = &["auto", "vaapi", "software"];
|
||||
const DECODERS: &[&str] = &["auto", "vulkan", "vaapi", "software"];
|
||||
/// Touch-input model values (persisted) paired with their display labels below — the
|
||||
/// cross-client set (Android/Apple). Only meaningful on a touchscreen (Deck/tablet).
|
||||
const TOUCH_MODES: &[&str] = &["trackpad", "pointer", "touch"];
|
||||
const TOUCH_MODE_LABELS: &[&str] = &["Trackpad", "Direct pointer", "Touch passthrough"];
|
||||
|
||||
/// punktfunk's own license (MIT OR Apache-2.0), shown on the About dialog's Legal page.
|
||||
const APP_LICENSE: &str = concat!(
|
||||
@@ -264,21 +268,23 @@ pub fn show(
|
||||
let page = adw::PreferencesPage::new();
|
||||
|
||||
let stream = adw::PreferencesGroup::builder().title("Stream").build();
|
||||
let res_names: Vec<String> = RESOLUTIONS
|
||||
.iter()
|
||||
.map(|&(w, h)| {
|
||||
if w == 0 {
|
||||
"Native display".to_string()
|
||||
} else {
|
||||
format!("{w} × {h}")
|
||||
}
|
||||
})
|
||||
// The D1 tri-state: Native, Match window (a virtual index 1, stored as the
|
||||
// `match_window` flag), then the explicit sizes.
|
||||
let res_names: Vec<String> = std::iter::once("Native display".to_string())
|
||||
.chain(std::iter::once("Match window".to_string()))
|
||||
.chain(
|
||||
RESOLUTIONS
|
||||
.iter()
|
||||
.skip(1)
|
||||
.map(|&(w, h)| format!("{w} × {h}")),
|
||||
)
|
||||
.collect();
|
||||
let res_row = ChoiceRow::new(
|
||||
&dialog,
|
||||
inline,
|
||||
"Resolution",
|
||||
"The host creates a virtual output at exactly this size",
|
||||
"The host creates a virtual output at exactly this size — Match window follows \
|
||||
the stream window, including mid-stream resizes",
|
||||
&res_names.iter().map(String::as_str).collect::<Vec<_>>(),
|
||||
);
|
||||
let hz_names: Vec<String> = REFRESH
|
||||
@@ -318,10 +324,12 @@ pub fn show(
|
||||
&dialog,
|
||||
inline,
|
||||
"Video decoder",
|
||||
"Automatic tries VAAPI hardware decode, then software",
|
||||
"Automatic picks the best hardware decode for this GPU (VAAPI on AMD/Intel, \
|
||||
Vulkan Video on NVIDIA), falling back to software",
|
||||
&[
|
||||
"Automatic (VAAPI → software)",
|
||||
"Hardware (VAAPI)",
|
||||
"Automatic (hardware → software)",
|
||||
"Vulkan Video",
|
||||
"VAAPI",
|
||||
"Software",
|
||||
],
|
||||
);
|
||||
@@ -345,13 +353,14 @@ pub fn show(
|
||||
stream.add(stats_row.widget());
|
||||
|
||||
let input = adw::PreferencesGroup::builder().title("Input").build();
|
||||
// Which physical controller forwards as pad 0: automatic = the most recently connected
|
||||
// real pad (Steam's virtual pad skipped). A pin is persisted by stable key
|
||||
// (`Settings::forward_pad`), so it survives restarts — and disconnects: an offline
|
||||
// pinned pad keeps its entry here instead of silently snapping back to Automatic.
|
||||
// Controller forwarding: Automatic forwards EVERY real controller, each as its own pad
|
||||
// (Steam's virtual pad skipped); pinning one restricts the session to that single
|
||||
// controller (single-player). The pin is persisted by stable key (`Settings::forward_pad`),
|
||||
// so it survives restarts — and disconnects: an offline pinned pad keeps its entry here
|
||||
// instead of silently snapping back to Automatic.
|
||||
let pads = gamepads.pads();
|
||||
let saved_pin = settings.borrow().forward_pad.clone();
|
||||
let mut pad_names = vec!["Automatic (most recent)".to_string()];
|
||||
let mut pad_names = vec!["Automatic (all controllers)".to_string()];
|
||||
let mut pad_keys: Vec<String> = Vec::new();
|
||||
for p in &pads {
|
||||
let kind = p.kind_label();
|
||||
@@ -377,7 +386,7 @@ pub fn show(
|
||||
if pads.is_empty() {
|
||||
"No controllers detected"
|
||||
} else {
|
||||
"Exactly one controller is forwarded to the host"
|
||||
"All controllers are forwarded, each as its own player; pick one to force single-player"
|
||||
},
|
||||
&pad_names.iter().map(String::as_str).collect::<Vec<_>>(),
|
||||
);
|
||||
@@ -417,12 +426,21 @@ pub fn show(
|
||||
"Steam Deck",
|
||||
],
|
||||
);
|
||||
let touch_row = ChoiceRow::new(
|
||||
&dialog,
|
||||
inline,
|
||||
"Touch input",
|
||||
"How the touchscreen drives the host — Trackpad nudges a cursor (tap to click); \
|
||||
Direct pointer jumps to your finger; Touch passthrough sends real touches",
|
||||
TOUCH_MODE_LABELS,
|
||||
);
|
||||
let inhibit_row = adw::SwitchRow::builder()
|
||||
.title("Capture system shortcuts")
|
||||
.subtitle("Forward Alt+Tab, Super, … to the host while input is captured")
|
||||
.build();
|
||||
input.add(forward_row.widget());
|
||||
input.add(pad_row.widget());
|
||||
input.add(touch_row.widget());
|
||||
input.add(&inhibit_row);
|
||||
|
||||
let audio = adw::PreferencesGroup::builder().title("Audio").build();
|
||||
@@ -470,16 +488,26 @@ pub fn show(
|
||||
// Seed from the current settings.
|
||||
{
|
||||
let s = settings.borrow();
|
||||
let res_i = RESOLUTIONS
|
||||
.iter()
|
||||
.position(|&(w, h)| w == s.width && h == s.height)
|
||||
.unwrap_or(0);
|
||||
let res_i = if s.match_window {
|
||||
1
|
||||
} else {
|
||||
RESOLUTIONS
|
||||
.iter()
|
||||
.position(|&(w, h)| w == s.width && h == s.height)
|
||||
.map(|i| if i == 0 { 0 } else { i + 1 })
|
||||
.unwrap_or(0)
|
||||
};
|
||||
res_row.set_selected(res_i as u32);
|
||||
let hz_i = REFRESH.iter().position(|&r| r == s.refresh_hz).unwrap_or(0);
|
||||
hz_row.set_selected(hz_i as u32);
|
||||
bitrate_row.set_value(f64::from(s.bitrate_kbps) / 1000.0);
|
||||
let pad_i = GAMEPADS.iter().position(|&g| g == s.gamepad).unwrap_or(0);
|
||||
pad_row.set_selected(pad_i as u32);
|
||||
let touch_i = TOUCH_MODES
|
||||
.iter()
|
||||
.position(|&t| t == s.touch_mode)
|
||||
.unwrap_or(0);
|
||||
touch_row.set_selected(touch_i as u32);
|
||||
let comp_i = COMPOSITORS
|
||||
.iter()
|
||||
.position(|&c| c == s.compositor)
|
||||
@@ -508,11 +536,19 @@ pub fn show(
|
||||
dialog.add(&page);
|
||||
dialog.connect_closed(move |_| {
|
||||
let mut s = settings.borrow_mut();
|
||||
let (w, h) = RESOLUTIONS[(res_row.selected() as usize).min(RESOLUTIONS.len() - 1)];
|
||||
(s.width, s.height) = (w, h);
|
||||
// Index 1 is the virtual "Match window" option; 0 = Native, 2.. = explicit.
|
||||
let res_i = (res_row.selected() as usize).min(RESOLUTIONS.len());
|
||||
s.match_window = res_i == 1;
|
||||
(s.width, s.height) = if res_i <= 1 {
|
||||
(0, 0)
|
||||
} else {
|
||||
RESOLUTIONS[res_i - 1]
|
||||
};
|
||||
s.refresh_hz = REFRESH[(hz_row.selected() as usize).min(REFRESH.len() - 1)];
|
||||
s.bitrate_kbps = (bitrate_row.value() * 1000.0) as u32;
|
||||
s.gamepad = GAMEPADS[(pad_row.selected() as usize).min(GAMEPADS.len() - 1)].to_string();
|
||||
s.touch_mode =
|
||||
TOUCH_MODES[(touch_row.selected() as usize).min(TOUCH_MODES.len() - 1)].to_string();
|
||||
s.forward_pad = chosen_pin.borrow().clone();
|
||||
s.compositor = COMPOSITORS[(compositor_row.selected() as usize).min(COMPOSITORS.len() - 1)]
|
||||
.to_string();
|
||||
|
||||
@@ -39,6 +39,7 @@
|
||||
//! exits without connecting.
|
||||
//!
|
||||
//! Usage: `punktfunk-probe [--connect HOST:PORT] [--mode WxHxFPS] [--remode WxHxFPS:SECS]
|
||||
//! [--rebitrate KBPS:SECS]
|
||||
//! [--out FILE] [--bitrate KBPS] [--codec auto|h264|hevc|av1] [--audio-channels 2|6|8]
|
||||
//! [--launch APP] [--name NAME] [--speed-test KBPS:MS]
|
||||
//! [--input-test | --mic-test [--mic-burst] | --touch-test | --rich-input-test]
|
||||
@@ -51,8 +52,8 @@ use punktfunk_core::config::Role;
|
||||
use punktfunk_core::input::{InputEvent, InputKind};
|
||||
use punktfunk_core::packet::FLAG_PROBE;
|
||||
use punktfunk_core::quic::{
|
||||
endpoint, io, window_loss_ppm, Hello, LossReport, ProbeRequest, ProbeResult, Reconfigure,
|
||||
Reconfigured, RequestKeyframe, Start, Welcome,
|
||||
endpoint, io, window_loss_ppm, BitrateChanged, Hello, LossReport, ProbeRequest, ProbeResult,
|
||||
Reconfigure, Reconfigured, RequestKeyframe, SetBitrate, Start, Welcome,
|
||||
};
|
||||
use punktfunk_core::transport::UdpTransport;
|
||||
use punktfunk_core::{CompositorPref, Mode, PunktfunkError, Session};
|
||||
@@ -84,6 +85,11 @@ struct Args {
|
||||
pin: Option<[u8; 32]>,
|
||||
/// `--remode WxHxFPS:SECS` — request this mode SECS seconds into the stream.
|
||||
remode: Option<(Mode, u32)>,
|
||||
/// `--rebitrate KBPS:SECS` — send a mid-stream [`SetBitrate`] (the adaptive-bitrate control
|
||||
/// message) SECS seconds into the stream: the headless validator for the host's in-place
|
||||
/// encoder rate retarget (Phase 3.2) / rebuild fallback. Wiggles the cursor around the switch
|
||||
/// so a damage-driven idle desktop actually publishes frames through it.
|
||||
rebitrate: Option<(u32, u32)>,
|
||||
/// `--pair PIN` — run the pairing ceremony instead of a session.
|
||||
pair: Option<String>,
|
||||
/// `--name LABEL` — how the host labels this client when pairing.
|
||||
@@ -201,6 +207,10 @@ fn parse_args() -> Args {
|
||||
let (m, secs) = s.split_once(':')?;
|
||||
Some((parse_mode(m)?, secs.parse().ok()?))
|
||||
});
|
||||
let rebitrate = get("--rebitrate").and_then(|s| {
|
||||
let (kbps, secs) = s.split_once(':')?;
|
||||
Some((kbps.parse().ok()?, secs.parse().ok()?))
|
||||
});
|
||||
// A present-but-malformed --pin must abort, not silently downgrade to trust-on-first-use
|
||||
// (the user asked for verification; fail closed).
|
||||
let pin = match get("--pin") {
|
||||
@@ -252,6 +262,7 @@ fn parse_args() -> Args {
|
||||
seconds: get("--seconds").and_then(|s| s.parse().ok()),
|
||||
pin,
|
||||
remode,
|
||||
rebitrate,
|
||||
pair: get("--pair").map(String::from),
|
||||
name: get("--name").unwrap_or("punktfunk-probe").to_string(),
|
||||
compositor,
|
||||
@@ -470,7 +481,10 @@ async fn session(args: Args) -> Result<()> {
|
||||
video_caps: {
|
||||
// Always ask for per-AU host timings (0xCF) — this is a measurement tool, and the
|
||||
// host/network split is exactly what it exists to report. Old hosts ignore the bit.
|
||||
let mut caps = punktfunk_core::quic::VIDEO_CAP_HOST_TIMING;
|
||||
// PROBE_SEQ: the shared-core reassembler windows probe-space frames, so the probe
|
||||
// qualifies for `--speed-test` bursts; without the bit the host declines them.
|
||||
let mut caps = punktfunk_core::quic::VIDEO_CAP_HOST_TIMING
|
||||
| punktfunk_core::quic::VIDEO_CAP_PROBE_SEQ;
|
||||
if std::env::var_os("PUNKTFUNK_CLIENT_10BIT").is_some() {
|
||||
caps |= punktfunk_core::quic::VIDEO_CAP_10BIT;
|
||||
}
|
||||
@@ -626,6 +640,64 @@ async fn session(args: Args) -> Result<()> {
|
||||
other => tracing::error!(?other, "bad Reconfigured"),
|
||||
}
|
||||
});
|
||||
} else if let Some((new_kbps, after_secs)) = args.rebitrate {
|
||||
// Mid-stream adaptive-bitrate test: after a delay, send the SetBitrate the Automatic
|
||||
// controller would and await the host's BitrateChanged ack. Host-side this exercises the
|
||||
// in-place `reconfigure_bitrate` (no IDR) or the rebuild fallback — the host log says
|
||||
// which. The cursor wiggle keeps a damage-driven idle desktop publishing frames through
|
||||
// the whole window: the encode loop only drains bitrate requests between frames, and the
|
||||
// post-switch AUs are what prove the stream carried on.
|
||||
let mut rs = send;
|
||||
let mut rr = recv;
|
||||
let conn2 = conn.clone();
|
||||
tokio::spawn(async move {
|
||||
let wiggle = |i: u32| InputEvent {
|
||||
kind: InputKind::MouseMove,
|
||||
_pad: [0; 3],
|
||||
code: 0,
|
||||
x: if i % 2 == 0 { 2 } else { -2 },
|
||||
y: 0,
|
||||
flags: 0,
|
||||
};
|
||||
let end =
|
||||
std::time::Instant::now() + std::time::Duration::from_secs(after_secs as u64 + 6);
|
||||
let switch_at =
|
||||
std::time::Instant::now() + std::time::Duration::from_secs(after_secs as u64);
|
||||
let mut sent = false;
|
||||
let mut i = 0u32;
|
||||
while std::time::Instant::now() < end {
|
||||
let _ = conn2.send_datagram(wiggle(i).encode().to_vec().into());
|
||||
i += 1;
|
||||
tokio::time::sleep(std::time::Duration::from_millis(100)).await;
|
||||
if !sent && std::time::Instant::now() >= switch_at {
|
||||
sent = true;
|
||||
tracing::info!(new_kbps, "requesting mid-stream bitrate change");
|
||||
if io::write_msg(
|
||||
&mut rs,
|
||||
&SetBitrate {
|
||||
bitrate_kbps: new_kbps,
|
||||
}
|
||||
.encode(),
|
||||
)
|
||||
.await
|
||||
.is_err()
|
||||
{
|
||||
tracing::error!("SetBitrate write failed");
|
||||
return;
|
||||
}
|
||||
match io::read_msg(&mut rr)
|
||||
.await
|
||||
.map(|b| BitrateChanged::decode(&b))
|
||||
{
|
||||
Ok(Ok(ack)) => tracing::info!(
|
||||
applied_kbps = ack.bitrate_kbps,
|
||||
"BITRATE CHANGE acked by host"
|
||||
),
|
||||
other => tracing::error!(?other, "bad BitrateChanged"),
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
} else if let Some((target_kbps, duration_ms)) = args.speed_test {
|
||||
// Bandwidth probe: after the stream warms up, ask the host to burst FLAG_PROBE filler; measure
|
||||
// delivered WIRE packets (session-stat delta) vs. what the host reports putting on the wire.
|
||||
@@ -639,11 +711,28 @@ async fn session(args: Args) -> Result<()> {
|
||||
} else {
|
||||
0
|
||||
};
|
||||
let conn2 = conn.clone();
|
||||
tokio::spawn(async move {
|
||||
use std::sync::atomic::Ordering::Relaxed;
|
||||
tokio::time::sleep(std::time::Duration::from_secs(2)).await; // let the stream warm up
|
||||
// Baseline the packet-level counters right before the burst (video is paused during it,
|
||||
// so the delta is pure probe traffic plus a sliver of resumed video in the settle).
|
||||
// Warm up the stream — and generate desktop activity while doing so. Damage-driven
|
||||
// capture paths (Windows IDD-push, a static headless desktop anywhere) publish NO
|
||||
// frame until something composes, and the host's pipeline build waits for a first
|
||||
// frame — so an idle virtual display would time the whole speed test out. A ±2 px
|
||||
// cursor wiggle over the wire is injected host-side into the right session/desktop.
|
||||
for i in 0..20u32 {
|
||||
let mv = InputEvent {
|
||||
kind: InputKind::MouseMove,
|
||||
_pad: [0; 3],
|
||||
code: 0,
|
||||
x: if i % 2 == 0 { 2 } else { -2 },
|
||||
y: 0,
|
||||
flags: 0,
|
||||
};
|
||||
let _ = conn2.send_datagram(mv.encode().to_vec().into());
|
||||
tokio::time::sleep(std::time::Duration::from_millis(100)).await;
|
||||
}
|
||||
// Baseline the packet-level counters right before the burst (video is paused during it,
|
||||
// so the delta is pure probe traffic plus a sliver of resumed video in the settle).
|
||||
let base_pkts = rxp.load(Relaxed);
|
||||
let base_bytes = rxb.load(Relaxed);
|
||||
tracing::info!(target_kbps, duration_ms, "requesting speed-test probe");
|
||||
@@ -668,6 +757,15 @@ async fn session(args: Args) -> Result<()> {
|
||||
return;
|
||||
}
|
||||
};
|
||||
// A declined burst comes back all-zero (duration_ms = 0) — e.g. the host predates
|
||||
// speed tests. Say so instead of dividing a settle-window sliver by 1 ms.
|
||||
if res.duration_ms == 0 {
|
||||
tracing::error!(
|
||||
"SPEED TEST declined by host (all-zero ProbeResult) — host too old, or it \
|
||||
rejected the request; check the host log"
|
||||
);
|
||||
return;
|
||||
}
|
||||
// The reliable result can beat the last UDP shards — let the tail arrive before reading.
|
||||
// Keep this short: video resumes the instant the burst ends, so a long settle counts
|
||||
// resumed-video packets against the probe (inflating recv past the host's wire count).
|
||||
@@ -1150,7 +1248,8 @@ async fn session(args: Args) -> Result<()> {
|
||||
let cap_secs = args.seconds.unwrap_or(120);
|
||||
// Adaptive-FEC loss window: publish a fresh estimate every 750 ms for the LossReport task.
|
||||
let mut last_loss_report = std::time::Instant::now();
|
||||
let (mut last_recovered, mut last_received, mut last_dropped) = (0u64, 0u64, 0u64);
|
||||
let (mut last_recovered, mut last_late, mut last_received, mut last_dropped) =
|
||||
(0u64, 0u64, 0u64, 0u64);
|
||||
loop {
|
||||
// Mirror packet-level receive counters for the speed-test reporter (reads their delta),
|
||||
// and publish a windowed loss estimate for the adaptive-FEC LossReport task.
|
||||
@@ -1164,6 +1263,7 @@ async fn session(args: Args) -> Result<()> {
|
||||
lp_dt.store(
|
||||
window_loss_ppm(
|
||||
s.fec_recovered_shards.wrapping_sub(last_recovered),
|
||||
s.fec_late_shards.wrapping_sub(last_late),
|
||||
s.packets_received.wrapping_sub(last_received),
|
||||
s.frames_dropped.wrapping_sub(last_dropped),
|
||||
),
|
||||
@@ -1171,6 +1271,7 @@ async fn session(args: Args) -> Result<()> {
|
||||
);
|
||||
last_loss_report = std::time::Instant::now();
|
||||
last_recovered = s.fec_recovered_shards;
|
||||
last_late = s.fec_late_shards;
|
||||
last_received = s.packets_received;
|
||||
last_dropped = s.frames_dropped;
|
||||
}
|
||||
@@ -1242,6 +1343,23 @@ async fn session(args: Args) -> Result<()> {
|
||||
s.flush().ok();
|
||||
}
|
||||
|
||||
// PUNKTFUNK_PERF: cumulative receive-path stage split for the whole run — where the
|
||||
// receive core's time went (kernel drain vs AES-GCM open vs reassembly+FEC). This is
|
||||
// the measurement tool's view of the client-pump wall the 2026-07-14 sweeps pinned.
|
||||
if let Some(p) = session.take_pump_perf() {
|
||||
let per_pkt = |ns: u64| ns.checked_div(p.packets).unwrap_or(0);
|
||||
tracing::info!(
|
||||
recv_ms = p.recv_ns / 1_000_000,
|
||||
decrypt_ms = p.decrypt_ns / 1_000_000,
|
||||
reasm_ms = p.reasm_ns / 1_000_000,
|
||||
packets = p.packets,
|
||||
pkts_per_batch = p.packets.checked_div(p.batches.max(1)).unwrap_or(0),
|
||||
decrypt_ns_pkt = per_pkt(p.decrypt_ns),
|
||||
reasm_ns_pkt = per_pkt(p.reasm_ns),
|
||||
"receive stage split (whole run, PUNKTFUNK_PERF)"
|
||||
);
|
||||
}
|
||||
|
||||
latencies_us.sort_unstable();
|
||||
let pct = |p: f64| -> u64 {
|
||||
if latencies_us.is_empty() {
|
||||
|
||||
@@ -29,6 +29,15 @@ use std::sync::atomic::{AtomicBool, Ordering};
|
||||
use std::sync::{Arc, Mutex};
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
/// A request-access connect awaiting the operator's approval on the host: stamped by the
|
||||
/// launch handler and consumed by `on_connected`, which persists the host as paired.
|
||||
struct PendingApproval {
|
||||
name: String,
|
||||
addr: String,
|
||||
port: u16,
|
||||
fp_hex: String,
|
||||
}
|
||||
|
||||
pub fn run(target: Option<&str>) -> u8 {
|
||||
let identity = match trust::load_or_create_identity() {
|
||||
Ok(i) => i,
|
||||
@@ -128,6 +137,14 @@ pub fn run(target: Option<&str>) -> u8 {
|
||||
// `{"ready":true}` and restores on exit) — plain CLI/gamescope runs stay silent.
|
||||
let json_status = arg_flag("--json-status");
|
||||
let settings_at_start = trust::Settings::load();
|
||||
|
||||
// Request-access hand-off: the launch handler stamps this when it starts a delegated-approval
|
||||
// connect; `on_connected` reads it once the host lets us in and persists the host as PAIRED,
|
||||
// so the next connect is an ordinary one. `None` for every normal launch, so `on_connected`
|
||||
// then only touches last-used.
|
||||
let pending_approval: Arc<Mutex<Option<PendingApproval>>> = Arc::new(Mutex::new(None));
|
||||
let pending_cb = pending_approval.clone();
|
||||
|
||||
let opts = pf_presenter::SessionOpts {
|
||||
window_title: window_label.map_or_else(
|
||||
|| "Punktfunk".to_string(),
|
||||
@@ -140,11 +157,24 @@ pub fn run(target: Option<&str>) -> u8 {
|
||||
trust::StatsVerbosity::Off if arg_flag("--stats") => trust::StatsVerbosity::Normal,
|
||||
v => v,
|
||||
},
|
||||
touch_mode: settings_at_start.touch_mode(),
|
||||
json_status,
|
||||
on_connected: Some(Box::new(|fingerprint: [u8; 32]| {
|
||||
trust::touch_last_used(&trust::hex(&fingerprint));
|
||||
on_connected: Some(Box::new(move |fingerprint: [u8; 32]| {
|
||||
let fp_hex = trust::hex(&fingerprint);
|
||||
trust::touch_last_used(&fp_hex);
|
||||
// A request-access connect just succeeded → the operator approved us. Save the
|
||||
// host as paired (it was unsaved/discovered), keyed to the fingerprint we pinned.
|
||||
if let Some(p) = pending_cb.lock().unwrap().take() {
|
||||
if p.fp_hex == fp_hex {
|
||||
trust::persist_host(&p.name, &p.addr, p.port, &fp_hex, true);
|
||||
}
|
||||
}
|
||||
})),
|
||||
overlay: Some(Box::new(overlay)),
|
||||
window_size: crate::session_main::window_size(&settings_at_start),
|
||||
// Latched at console start (like the stats tier above): toggling Match window in
|
||||
// the console's settings screen applies from the next console launch.
|
||||
match_window: crate::session_main::match_window(&settings_at_start),
|
||||
};
|
||||
|
||||
let result =
|
||||
@@ -156,21 +186,23 @@ pub fn run(target: Option<&str>) -> u8 {
|
||||
fp_hex,
|
||||
launch,
|
||||
title,
|
||||
request_access,
|
||||
} => {
|
||||
let Some(pin) = trust::parse_hex32(&fp_hex) else {
|
||||
// The console only offers Connect on paired rows; a pinless
|
||||
// launch is a logic slip, never a silent TOFU.
|
||||
// Connect (and request-access) pin the host's advertised fingerprint;
|
||||
// a pinless launch is a logic slip, never a silent TOFU.
|
||||
tracing::warn!(%addr, "launch without a stored pin — refusing");
|
||||
return ActionOutcome::Handled;
|
||||
};
|
||||
tracing::info!(%addr, %title, launch = launch.as_deref().unwrap_or("desktop"),
|
||||
tracing::info!(%addr, %title, request_access,
|
||||
launch = launch.as_deref().unwrap_or("desktop"),
|
||||
"launching from the console");
|
||||
// Settings re-load per launch: the console's own settings screen
|
||||
// may have changed them since the last stream.
|
||||
let settings = trust::Settings::load();
|
||||
ActionOutcome::Start(Box::new(session_params(
|
||||
let mut params = session_params(
|
||||
&settings,
|
||||
addr,
|
||||
addr.clone(),
|
||||
port,
|
||||
pin,
|
||||
identity.clone(),
|
||||
@@ -179,7 +211,20 @@ pub fn run(target: Option<&str>) -> u8 {
|
||||
native,
|
||||
force_software,
|
||||
vulkan,
|
||||
)))
|
||||
);
|
||||
if request_access {
|
||||
// The host PARKS the connect until the operator approves — outlast its
|
||||
// approval window (host `PENDING_APPROVAL_WAIT`), matching the desktop
|
||||
// shells' 185 s. On success `on_connected` persists the host as paired.
|
||||
params.connect_timeout = Duration::from_secs(185);
|
||||
*pending_approval.lock().unwrap() = Some(PendingApproval {
|
||||
name: title.clone(),
|
||||
addr,
|
||||
port,
|
||||
fp_hex: fp_hex.clone(),
|
||||
});
|
||||
}
|
||||
ActionOutcome::Start(Box::new(params))
|
||||
}
|
||||
OverlayAction::CancelConnect => ActionOutcome::Handled, // run-loop-side
|
||||
OverlayAction::Quit => ActionOutcome::Quit,
|
||||
|
||||
@@ -164,6 +164,32 @@ mod session_main {
|
||||
}
|
||||
}
|
||||
|
||||
/// The window's starting size under Match-window: the persisted last size, so the
|
||||
/// first connect's mode already matches the glass; `None` (policy off / never
|
||||
/// stored) = the 1280×720 default.
|
||||
pub(crate) fn window_size(settings: &trust::Settings) -> Option<(u32, u32)> {
|
||||
(settings.match_window && settings.last_window_w > 0 && settings.last_window_h > 0)
|
||||
.then_some((settings.last_window_w, settings.last_window_h))
|
||||
}
|
||||
|
||||
/// The Match-window policy hook for the presenter loop
|
||||
/// (design/midstream-resolution-resize.md D1/D2): `Some(persist)` turns the
|
||||
/// debounced resize→`Reconfigure` machinery on; the callback stores each resize-end's
|
||||
/// logical window size (load-modify-save, like the console settings screen) so the
|
||||
/// next launch opens at it.
|
||||
pub(crate) fn match_window(settings: &trust::Settings) -> Option<Box<dyn FnMut(u32, u32)>> {
|
||||
settings.match_window.then(|| {
|
||||
Box::new(|w: u32, h: u32| {
|
||||
let mut s = trust::Settings::load();
|
||||
if (s.last_window_w, s.last_window_h) != (w, h) {
|
||||
s.last_window_w = w;
|
||||
s.last_window_h = h;
|
||||
s.save();
|
||||
}
|
||||
}) as Box<dyn FnMut(u32, u32)>
|
||||
})
|
||||
}
|
||||
|
||||
/// One JSON status line on stdout (the shell parses these; strings hand-escaped via
|
||||
/// the minimal rules a reason string can need). `pub(crate)`: browse mode emits its
|
||||
/// failure through the same contract when spawned with `--json-status`.
|
||||
@@ -332,6 +358,7 @@ mod session_main {
|
||||
trust::StatsVerbosity::Off if arg_flag("--stats") => trust::StatsVerbosity::Normal,
|
||||
v => v,
|
||||
},
|
||||
touch_mode: settings.touch_mode(),
|
||||
json_status: true,
|
||||
on_connected: Some(Box::new(|fingerprint: [u8; 32]| {
|
||||
// This host's card carries the accent bar in the desktop client now.
|
||||
@@ -343,6 +370,8 @@ mod session_main {
|
||||
overlay: Some(Box::new(pf_console_ui::SkiaOverlay::new())),
|
||||
#[cfg(not(feature = "ui"))]
|
||||
overlay: None,
|
||||
window_size: window_size(&settings),
|
||||
match_window: match_window(&settings),
|
||||
};
|
||||
|
||||
let outcome =
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
[package]
|
||||
name = "punktfunk-client-windows"
|
||||
description = "Native Windows punktfunk/1 client — WinUI 3 (windows-reactor) shell, D3D11/SwapChainPanel present, FFmpeg decode, WASAPI audio, SDL3 gamepads"
|
||||
description = "Native Windows punktfunk/1 client — WinUI 3 (windows-reactor) shell, SDL3 gamepads; streaming runs in the spawned punktfunk-session binary"
|
||||
version.workspace = true
|
||||
edition.workspace = true
|
||||
rust-version.workspace = true
|
||||
@@ -57,26 +57,19 @@ windows = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63
|
||||
"Win32_UI_WindowsAndMessaging",
|
||||
] }
|
||||
|
||||
# Video decode (same FFmpeg pin as the host/Linux client) — software HEVC on the GPU-less dev
|
||||
# box; D3D11VA hardware decode is a follow-up for the real-GPU box.
|
||||
# FFmpeg — used only to enumerate which codecs this client can decode (probe::decodable_codecs),
|
||||
# advertised to the host on the speed-test connect. Same pin as the host/Linux client. (Real
|
||||
# decode + present live in the spawned punktfunk-session binary.)
|
||||
ffmpeg-next = "8"
|
||||
opus = "0.3"
|
||||
|
||||
# Audio render + mic capture (the WASAPI analogue of the Linux client's PipeWire backend).
|
||||
wasapi = "0.23"
|
||||
|
||||
# Gamepads: capture + feedback (full DualSense fidelity needs hidapi). SDL3 is cross-platform;
|
||||
# built from source via the bundled CMake on Windows (no system SDL3).
|
||||
sdl3 = { version = "0.18", features = ["build-from-source", "hidapi"] }
|
||||
|
||||
# Gamepad enumeration + pin persistence for Settings runs on pf-client-core's shared SDL service
|
||||
# (see the `gamepad` field in app/); the spawned punktfunk-session does the actual forwarding. SDL3
|
||||
# itself (built from source via the bundled CMake on Windows) is pulled transitively by
|
||||
# pf-client-core with the same `build-from-source,hidapi` features, so it is not a direct dep here.
|
||||
mdns-sd = "0.20"
|
||||
async-channel = "2"
|
||||
# The decoded-frame channel (session pump → render thread): crossbeam because the render loop
|
||||
# blocks with `recv_timeout`, which async-channel has no sync analogue of.
|
||||
crossbeam-channel = "0.5"
|
||||
serde = { version = "1", features = ["derive"] }
|
||||
serde_json = "1"
|
||||
anyhow = "1"
|
||||
tracing = "0.1"
|
||||
tracing-subscriber = { version = "0.3", features = ["env-filter"] }
|
||||
|
||||
|
||||
@@ -6,10 +6,7 @@
|
||||
use super::style::*;
|
||||
use super::{AppCtx, Screen, Svc, Target};
|
||||
use crate::discovery::DiscoveredHost;
|
||||
use crate::session::{self, SessionEvent, SessionParams, Stats};
|
||||
use crate::trust::{self, KnownHost, KnownHosts, Settings};
|
||||
use crate::video::DecoderPref;
|
||||
use punktfunk_core::config::{CompositorPref, GamepadPref, Mode};
|
||||
use crate::trust::{self, KnownHost, KnownHosts};
|
||||
use std::sync::atomic::{AtomicBool, Ordering};
|
||||
use std::sync::Arc;
|
||||
use std::time::Duration;
|
||||
@@ -117,82 +114,6 @@ pub(crate) fn initiate_launch(
|
||||
);
|
||||
}
|
||||
|
||||
/// The mode to request: explicit settings, with `0` fields resolved to the native size/refresh
|
||||
/// of the display our window is on (mirrors the Linux/Swift clients' native-display default).
|
||||
pub(crate) fn resolve_mode(s: &Settings) -> Mode {
|
||||
let mut mode = Mode {
|
||||
width: s.width,
|
||||
height: s.height,
|
||||
refresh_hz: s.refresh_hz,
|
||||
};
|
||||
if mode.width == 0 || mode.refresh_hz == 0 {
|
||||
if let Some((w, h, hz)) = current_display_mode() {
|
||||
if mode.width == 0 {
|
||||
(mode.width, mode.height) = (w, h);
|
||||
}
|
||||
if mode.refresh_hz == 0 {
|
||||
mode.refresh_hz = hz;
|
||||
}
|
||||
}
|
||||
}
|
||||
// No display info (headless session, RDP oddities) — a sane floor.
|
||||
if mode.width == 0 {
|
||||
(mode.width, mode.height) = (1920, 1080);
|
||||
}
|
||||
if mode.refresh_hz == 0 {
|
||||
mode.refresh_hz = 60;
|
||||
}
|
||||
mode
|
||||
}
|
||||
|
||||
/// The current mode (physical pixels + refresh) of the display our window occupies:
|
||||
/// `MonitorFromWindow` on the foreground window — ours, the user just clicked in it — then
|
||||
/// `EnumDisplaySettingsW(ENUM_CURRENT_SETTINGS)` on that monitor's device. Defaults to the
|
||||
/// primary display when we're not foreground (e.g. a scripted connect).
|
||||
fn current_display_mode() -> Option<(u32, u32, u32)> {
|
||||
use windows::core::PCWSTR;
|
||||
use windows::Win32::Graphics::Gdi::{
|
||||
EnumDisplaySettingsW, GetMonitorInfoW, MonitorFromWindow, DEVMODEW, ENUM_CURRENT_SETTINGS,
|
||||
MONITORINFO, MONITORINFOEXW,
|
||||
};
|
||||
use windows::Win32::UI::WindowsAndMessaging::GetForegroundWindow;
|
||||
unsafe {
|
||||
let monitor = MonitorFromWindow(
|
||||
GetForegroundWindow(),
|
||||
windows::Win32::Graphics::Gdi::MONITOR_DEFAULTTOPRIMARY,
|
||||
);
|
||||
let mut info = MONITORINFOEXW::default();
|
||||
info.monitorInfo.cbSize = std::mem::size_of::<MONITORINFOEXW>() as u32;
|
||||
if !GetMonitorInfoW(
|
||||
monitor,
|
||||
&mut info as *mut MONITORINFOEXW as *mut MONITORINFO,
|
||||
)
|
||||
.as_bool()
|
||||
{
|
||||
return None;
|
||||
}
|
||||
let mut dm = DEVMODEW {
|
||||
dmSize: std::mem::size_of::<DEVMODEW>() as u16,
|
||||
..Default::default()
|
||||
};
|
||||
if !EnumDisplaySettingsW(
|
||||
PCWSTR(info.szDevice.as_ptr()),
|
||||
ENUM_CURRENT_SETTINGS,
|
||||
&mut dm,
|
||||
)
|
||||
.as_bool()
|
||||
{
|
||||
return None;
|
||||
}
|
||||
// dmDisplayFrequency of 0/1 means "hardware default" — unusable as a mode request.
|
||||
(dm.dmPelsWidth > 0 && dm.dmDisplayFrequency > 1).then_some((
|
||||
dm.dmPelsWidth,
|
||||
dm.dmPelsHeight,
|
||||
dm.dmDisplayFrequency,
|
||||
))
|
||||
}
|
||||
}
|
||||
|
||||
/// Tunables that differ between the normal connect and the no-PIN "request access" flow.
|
||||
/// `Default` is the normal connect: short handshake budget, persist *unpaired* on TOFU, and the
|
||||
/// plain "Connecting" screen.
|
||||
@@ -220,9 +141,7 @@ pub(crate) struct ConnectOpts {
|
||||
/// so it can't loop.
|
||||
wake_on_fail: bool,
|
||||
/// A library title id (`steam:570`, …) the host launches during the connect handshake —
|
||||
/// the library page's tap-to-play. Spawn mode passes it as `--launch`; the legacy
|
||||
/// in-process path has no launch plumbing (it predates the library and is slated for
|
||||
/// deletion).
|
||||
/// the library page's tap-to-play, passed to the spawned session child as `--launch`.
|
||||
launch: Option<String>,
|
||||
}
|
||||
|
||||
@@ -265,128 +184,11 @@ fn connect_with(
|
||||
opts: ConnectOpts,
|
||||
) {
|
||||
// Session-always: every stream runs in the spawned punktfunk-session Vulkan binary.
|
||||
// The in-process D3D11VA path below stays reachable via the "Streaming engine"
|
||||
// setting / PUNKTFUNK_BUILTIN_STREAM=1 as the A/B baseline until its deletion.
|
||||
if !super::use_builtin_stream(ctx) {
|
||||
return connect_spawn(ctx, target, pin, set_screen, set_status, opts);
|
||||
}
|
||||
let s = ctx.settings.lock().unwrap().clone();
|
||||
let gamepad_pref = match GamepadPref::from_name(&s.gamepad) {
|
||||
Some(GamepadPref::Auto) | None => ctx.gamepad.auto_pref(),
|
||||
Some(explicit) => explicit,
|
||||
};
|
||||
let handle = session::start(SessionParams {
|
||||
host: target.addr.clone(),
|
||||
port: target.port,
|
||||
mode: resolve_mode(&s),
|
||||
compositor: CompositorPref::from_name(&s.compositor).unwrap_or(CompositorPref::Auto),
|
||||
gamepad: gamepad_pref,
|
||||
bitrate_kbps: s.bitrate_kbps,
|
||||
audio_channels: s.audio_channels,
|
||||
mic_enabled: s.mic_enabled,
|
||||
hdr_enabled: s.hdr_enabled,
|
||||
decoder: DecoderPref::from_name(&s.decoder),
|
||||
preferred_codec: s.preferred_codec(),
|
||||
pin,
|
||||
identity: ctx.identity.clone(),
|
||||
connect_timeout: opts.connect_timeout,
|
||||
});
|
||||
set_status.call(String::new());
|
||||
set_screen.call(if opts.awaiting_approval {
|
||||
Screen::RequestAccess
|
||||
} else {
|
||||
Screen::Connecting
|
||||
});
|
||||
|
||||
let tofu = pin.is_none();
|
||||
let persist_paired = opts.persist_paired;
|
||||
let cancel = opts.cancel;
|
||||
let wake_on_fail = opts.wake_on_fail;
|
||||
let ctx = ctx.clone();
|
||||
let (shared, gamepad) = (ctx.shared.clone(), ctx.gamepad.clone());
|
||||
let (ss, st) = (set_screen.clone(), set_status.clone());
|
||||
let target = target.clone();
|
||||
std::thread::spawn(move || loop {
|
||||
let event = match handle.events.recv_blocking() {
|
||||
Ok(e) => e,
|
||||
Err(_) => {
|
||||
gamepad.detach();
|
||||
ss.call(Screen::Hosts);
|
||||
break;
|
||||
}
|
||||
};
|
||||
// A cancelled request-access connect that resolved late (the host approved or the park
|
||||
// timed out after the user walked away): tear down silently. Cancel already returned the
|
||||
// UI to the host list; dropping `event` (and with it any connector) closes the connection
|
||||
// without popping a stream or a stray error over the screen a new session may own.
|
||||
if cancel.as_ref().is_some_and(|c| c.load(Ordering::SeqCst)) {
|
||||
break;
|
||||
}
|
||||
match event {
|
||||
SessionEvent::Connected {
|
||||
connector,
|
||||
fingerprint,
|
||||
..
|
||||
} => {
|
||||
if persist_paired || tofu {
|
||||
// Request-access: the operator approved this device, so record the host as a
|
||||
// trusted PAIRED host — future connects are then silent (rule 1), exactly like
|
||||
// after a PIN ceremony. A plain TOFU connect persists it *unpaired* (pinned).
|
||||
let mut k = KnownHosts::load();
|
||||
k.upsert(KnownHost {
|
||||
name: target.name.clone(),
|
||||
addr: target.addr.clone(),
|
||||
port: target.port,
|
||||
fp_hex: trust::hex(&fingerprint),
|
||||
paired: persist_paired,
|
||||
last_used: None,
|
||||
mac: target.mac.clone(),
|
||||
});
|
||||
let _ = k.save();
|
||||
}
|
||||
trust::touch_last_used(&trust::hex(&fingerprint));
|
||||
gamepad.attach(connector.clone());
|
||||
*shared.stats.lock().unwrap() = Stats::default(); // clear any prior session's numbers
|
||||
*shared.handoff.lock().unwrap() =
|
||||
Some((connector, handle.frames.clone(), handle.stop.clone()));
|
||||
ss.call(Screen::Stream);
|
||||
}
|
||||
SessionEvent::Failed {
|
||||
msg,
|
||||
trust_rejected,
|
||||
} => {
|
||||
st.call(msg);
|
||||
gamepad.detach();
|
||||
if trust_rejected {
|
||||
// Pinned-fingerprint mismatch / pairing required → re-pair via the PIN screen.
|
||||
// The host ANSWERED, so this never takes the wake fallback.
|
||||
*shared.target.lock().unwrap() = target.clone();
|
||||
ss.call(Screen::Pair);
|
||||
} else if wake_on_fail {
|
||||
// The dial-first attempt to a non-advertising host failed — it may genuinely
|
||||
// be asleep. NOW wake and wait (its resolved redial uses default opts, so a
|
||||
// second failure lands on the host list, not back here).
|
||||
wake_and_connect(&ctx, target.clone(), &ss, &st);
|
||||
} else {
|
||||
ss.call(Screen::Hosts);
|
||||
}
|
||||
break;
|
||||
}
|
||||
SessionEvent::Ended(err) => {
|
||||
// `None` = the user ended the session themselves (the disconnect shortcut) —
|
||||
// return to the host list silently; an error banner would read as a failure.
|
||||
st.call(err.unwrap_or_default());
|
||||
gamepad.detach();
|
||||
ss.call(Screen::Hosts);
|
||||
break;
|
||||
}
|
||||
SessionEvent::Stats(s) => *shared.stats.lock().unwrap() = s,
|
||||
}
|
||||
});
|
||||
connect_spawn(ctx, target, pin, set_screen, set_status, opts)
|
||||
}
|
||||
|
||||
/// Spawn-mode connect: run the stream in the punktfunk-session binary and translate its
|
||||
/// stdout contract into the same navigation the in-process event loop drove. The child
|
||||
/// stdout contract into the app's connect-flow navigation. The child
|
||||
/// NEVER connects unpinned — a stored/ceremony pin, else the host's advertised
|
||||
/// fingerprint (TOFU: persisted once the child reports ready, which proves the host
|
||||
/// really holds that identity, mirroring the GTK shell); no fingerprint at all routes to
|
||||
@@ -723,9 +525,7 @@ pub(crate) fn request_access_page(
|
||||
.on_click(move || {
|
||||
// Return the UI immediately; trip the flag this request's event loop
|
||||
// captured so it tears down silently when the connect resolves (see
|
||||
// ConnectOpts::cancel). Spawn mode: killing the parked child IS the abort
|
||||
// (builtin mode's in-process connect is blocking with none — it just
|
||||
// resolves/times out later).
|
||||
// ConnectOpts::cancel). Killing the parked session child IS the abort.
|
||||
if let Some(c) = ctx.shared.cancel.lock().unwrap().as_ref() {
|
||||
c.store(true, Ordering::SeqCst);
|
||||
}
|
||||
|
||||
@@ -1,8 +1,7 @@
|
||||
//! The Shortcuts screen: a short note on the in-stream capture model plus a reference of the
|
||||
//! keyboard shortcuts — reached from the Shortcuts button on the host list. The Windows
|
||||
//! counterpart of the GTK client's Keyboard Shortcuts window; the bindings themselves live in
|
||||
//! the session window (and [`crate::input`] for the legacy builtin path), so both clients
|
||||
//! document the same set.
|
||||
//! the session window, so both clients document the same set.
|
||||
|
||||
use super::style::*;
|
||||
use super::Screen;
|
||||
@@ -10,8 +9,7 @@ use windows_reactor::*;
|
||||
|
||||
/// The in-stream keyboard shortcuts, in the GTK Shortcuts window's order: the chord, then what it
|
||||
/// does. Read-only — the keyboard bindings live in the session window (`pf-presenter`'s run
|
||||
/// loop; the legacy builtin path's in [`crate::input`]), the controller chord in its gamepad
|
||||
/// service.
|
||||
/// loop), the controller chord in its gamepad service.
|
||||
const STREAM_SHORTCUTS: &[(&str, &str)] = &[
|
||||
("F11 / Alt+Enter", "Toggle fullscreen"),
|
||||
(
|
||||
|
||||
@@ -189,14 +189,21 @@ fn status_row(online: Option<bool>, badge: &str, kind: Pill) -> Element {
|
||||
|
||||
/// The in-tile rename editor (ContentDialog can't hold a text field): name box + save/cancel.
|
||||
/// No tap-to-connect while editing — a click into the box would bubble `Tapped` to the region.
|
||||
/// `initial` seeds the text box's displayed value and is CONSTANT for the life of the edit — the
|
||||
/// field is uncontrolled, its live value kept in `live` (read at Save). Driving a *controlled* box
|
||||
/// from an always-deferred `AsyncSetState` round-trip fights the caret on fast typing and can drop
|
||||
/// the last char if Save is clicked before the write lands; an uncontrolled box + a ref sidesteps
|
||||
/// both (and skips a full-page re-render per keystroke). See the seed block in `hosts_page`.
|
||||
fn rename_editor(
|
||||
draft: &str,
|
||||
initial: &str,
|
||||
fp: String,
|
||||
live: HookRef<String>,
|
||||
set_rename: AsyncSetState<Option<(String, String)>>,
|
||||
) -> Element {
|
||||
let commit = {
|
||||
let (fp, draft, sr) = (fp.clone(), draft.to_string(), set_rename.clone());
|
||||
let (fp, live, sr) = (fp.clone(), live.clone(), set_rename.clone());
|
||||
move || {
|
||||
let draft = live.borrow();
|
||||
let name = draft.trim();
|
||||
if !name.is_empty() {
|
||||
let mut known = KnownHosts::load();
|
||||
@@ -209,12 +216,12 @@ fn rename_editor(
|
||||
}
|
||||
};
|
||||
let on_changed = {
|
||||
let sr = set_rename.clone();
|
||||
move |s: String| sr.call(Some((fp.clone(), s)))
|
||||
let live = live.clone();
|
||||
move |s: String| live.set(s)
|
||||
};
|
||||
card(
|
||||
vstack((
|
||||
text_box(draft)
|
||||
text_box(initial)
|
||||
.placeholder_text("Host name")
|
||||
.on_text_changed(on_changed),
|
||||
hstack((
|
||||
@@ -240,6 +247,14 @@ pub(crate) fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
|
||||
let set_screen = &props.svc.set_screen;
|
||||
let set_status = &props.svc.set_status;
|
||||
let (manual, set_manual) = cx.use_state(String::new());
|
||||
// The Add-host field's live value, read by Connect at click time. This page's `use_state` is
|
||||
// unreliable as the click's source of truth: while the modal is open the page usually has no
|
||||
// reason to re-render (you open it precisely because the host ISN'T being discovered, so no
|
||||
// discovery tick fires), and the top-down reconcile skips this unchanged-props subtree — so a
|
||||
// sync `set_manual` write never re-renders the Connect button to re-capture the address, and it
|
||||
// would connect to the empty mount-time value. Mirror every keystroke into this stable ref (the
|
||||
// pair-screen PIN pattern). `manual` still drives the text box's displayed value.
|
||||
let manual_live = cx.use_ref(String::new());
|
||||
// "Add host" modal open state lives in ROOT (see `HostsProps`).
|
||||
let show_add = props.show_add;
|
||||
let set_show_add = &props.set_show_add;
|
||||
@@ -249,6 +264,18 @@ pub(crate) fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
|
||||
let rename = props.rename.clone();
|
||||
let set_forget = &props.set_forget;
|
||||
let set_rename = &props.set_rename;
|
||||
// The live rename draft, read at Save time (see `rename_editor`). Root `rename` carries only the
|
||||
// INITIAL name, so it no longer round-trips per keystroke. Seed the draft each time the rename
|
||||
// TARGET changes (start, cancel, or a switch to another host).
|
||||
let rename_draft = cx.use_ref(String::new());
|
||||
let rename_seed = cx.use_ref(Option::<String>::None);
|
||||
{
|
||||
let active = rename.as_ref().map(|(fp, _)| fp.clone());
|
||||
if *rename_seed.borrow() != active {
|
||||
rename_draft.set(rename.as_ref().map(|(_, n)| n.clone()).unwrap_or_default());
|
||||
rename_seed.set(active);
|
||||
}
|
||||
}
|
||||
let hover = Hover {
|
||||
current: props.hover.clone(),
|
||||
set: props.set_hover.clone(),
|
||||
@@ -393,8 +420,13 @@ pub(crate) fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
|
||||
for k in &known.hosts {
|
||||
// Rust 2021 (no let-chains): match the "this tile is being renamed" case explicitly.
|
||||
if matches!(&rename, Some((fp, _)) if fp == &k.fp_hex) {
|
||||
let (fp, draft) = rename.clone().unwrap();
|
||||
tiles.push(rename_editor(&draft, fp, set_rename.clone()));
|
||||
let (fp, initial) = rename.clone().unwrap();
|
||||
tiles.push(rename_editor(
|
||||
&initial,
|
||||
fp,
|
||||
rename_draft.clone(),
|
||||
set_rename.clone(),
|
||||
));
|
||||
continue;
|
||||
}
|
||||
let target = Target {
|
||||
@@ -595,14 +627,15 @@ pub(crate) fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
|
||||
// field). The scrim border fills the cell and is hit-testable, so it blocks the page behind;
|
||||
// it closes only via Cancel/Connect (a scrim tap would bubble `Tapped` up from the card too).
|
||||
let connect_manual = {
|
||||
let (ctx2, ss, st, text, sa) = (
|
||||
let (ctx2, ss, st, live, sa) = (
|
||||
ctx.clone(),
|
||||
set_screen.clone(),
|
||||
set_status.clone(),
|
||||
manual.clone(),
|
||||
manual_live.clone(),
|
||||
set_show_add.clone(),
|
||||
);
|
||||
move || {
|
||||
let text = live.borrow();
|
||||
let text = text.trim();
|
||||
if text.is_empty() {
|
||||
return;
|
||||
@@ -640,7 +673,13 @@ pub(crate) fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
|
||||
text_box(manual)
|
||||
.header("Address")
|
||||
.placeholder_text("192.168.1.20 or my-pc.local")
|
||||
.on_text_changed(move |s| set_manual.call(s))
|
||||
.on_text_changed({
|
||||
let live = manual_live.clone();
|
||||
move |s: String| {
|
||||
live.set(s.clone());
|
||||
set_manual.call(s);
|
||||
}
|
||||
})
|
||||
.margin(edges(0.0, 6.0, 0.0, 0.0)),
|
||||
hstack((
|
||||
button("Connect")
|
||||
|
||||
@@ -23,7 +23,7 @@ pub(crate) fn licenses_page(set_screen: &AsyncSetState<Screen>) -> Element {
|
||||
|
||||
let app_card = card(
|
||||
vstack((
|
||||
text_block("punktfunk").font_size(15.0).semibold(),
|
||||
text_block("Punktfunk").font_size(15.0).semibold(),
|
||||
text_block("Licensed under MIT OR Apache-2.0, at your option.")
|
||||
.font_size(12.0)
|
||||
.wrap()
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
//! The WinUI 3 (windows-reactor) application shell.
|
||||
//!
|
||||
//! Declarative React-like model: this root component routes on a `Screen` value held in
|
||||
//! `use_async_state` so background threads (discovery, the session pump) can drive navigation.
|
||||
//! Each screen lives in its own submodule:
|
||||
//! `use_async_state` so background threads (discovery, the spawned session's stdout reader) can
|
||||
//! drive navigation. Each screen lives in its own submodule:
|
||||
//!
|
||||
//! * [`hosts`] — saved/discovered/manual host list, plus per-host forget + speed test
|
||||
//! * [`connect`] — the trust gate and session lifecycle glue (connect / request-access flows)
|
||||
@@ -10,7 +10,7 @@
|
||||
//! * [`speed`] — the per-host network speed test (probe burst over the real data plane)
|
||||
//! * [`settings`] — persisted preferences · [`licenses`] — the license notices screen ·
|
||||
//! [`help`] — the in-stream keyboard-shortcuts reference (reached from the host list)
|
||||
//! * [`stream`] — the live stream: `SwapChainPanel` + D3D11 presenter + HUD overlay
|
||||
//! * [`stream`] — the stream status card (the stream itself runs in the spawned session window)
|
||||
//! * [`style`] — the shared look (cards, pills, monograms), following the windows-reactor
|
||||
//! gallery: Mica backdrop, a centred max-width column, theme brushes (`ThemeRef`)
|
||||
//!
|
||||
@@ -19,9 +19,6 @@
|
||||
//! marks it dirty and re-renders it; an `AsyncSetState` written from a background thread does
|
||||
//! NOT (the child is pruned when its props are unchanged) — so everything thread-driven
|
||||
//! (discovery, HUD stats, speed-test results) is held as *root* state and passed down as props.
|
||||
//! The present + decoded-frame handoff crosses to the UI thread through a `Mutex` side-channel
|
||||
//! and thread-locals (the windows-reactor SwapChainPanel sample's pattern), since the per-frame
|
||||
//! present must not go through state/rerender.
|
||||
|
||||
mod connect;
|
||||
mod help;
|
||||
@@ -35,17 +32,15 @@ mod stream;
|
||||
mod style;
|
||||
|
||||
use crate::discovery::{self, DiscoveredHost};
|
||||
use crate::gamepad::GamepadService;
|
||||
use crate::session::Stats;
|
||||
use crate::trust::{KnownHosts, Settings};
|
||||
use hosts::HostsProps;
|
||||
use pf_client_core::gamepad::GamepadService;
|
||||
use punktfunk_core::client::NativeClient;
|
||||
use speed::{SpeedProps, SpeedState};
|
||||
use std::collections::HashMap;
|
||||
use std::sync::atomic::AtomicBool;
|
||||
use std::sync::{Arc, Mutex};
|
||||
use std::time::Duration;
|
||||
use stream::StreamProps;
|
||||
use windows_reactor::*;
|
||||
|
||||
#[derive(Clone, PartialEq)]
|
||||
@@ -88,7 +83,7 @@ pub(crate) struct Target {
|
||||
}
|
||||
|
||||
/// Stable app services handed to the page components as props. Each routed screen that uses
|
||||
/// hooks (`hosts_page`/`pair_page`/`stream_page`/`speed_page`) is mounted as its own
|
||||
/// hooks (`hosts_page`/`pair_page`/`speed_page`/`library_page`) is mounted as its own
|
||||
/// `component(...)`, so its hooks live in an isolated slot list — calling them on the shared
|
||||
/// parent `cx` would change the hook order whenever the screen changes (reactor's
|
||||
/// Rules-of-Hooks guard aborts).
|
||||
@@ -115,18 +110,12 @@ impl PartialEq for Svc {
|
||||
}
|
||||
}
|
||||
|
||||
/// Cross-thread handoff from the session pump (off-thread) to the stream page (UI thread):
|
||||
/// the connector (input sends), the decoded-frame channel (render thread), and the session's
|
||||
/// stop flag (the disconnect shortcut trips it).
|
||||
/// Cross-thread shell state driven off the UI thread: the current target, the live spawned
|
||||
/// session child (Disconnect/Cancel kill it) and its latest stats line, plus the connect-flow
|
||||
/// cancel flag and the discovery/library/speed-test generation guards.
|
||||
#[derive(Default)]
|
||||
pub(crate) struct Shared {
|
||||
#[allow(clippy::type_complexity)]
|
||||
pub(crate) handoff:
|
||||
Mutex<Option<(Arc<NativeClient>, crate::session::FrameRx, Arc<AtomicBool>)>>,
|
||||
pub(crate) target: Mutex<Target>,
|
||||
/// Latest stream stats, written by the session's event loop and mirrored into reactor state
|
||||
/// by the HUD poll thread to drive the overlay.
|
||||
pub(crate) stats: Mutex<Stats>,
|
||||
/// The live session child (spawn mode) — the status page's Disconnect and the
|
||||
/// request-access Cancel kill it. A FRESH handle is installed per spawn.
|
||||
pub(crate) session: Mutex<crate::spawn::SessionChild>,
|
||||
@@ -157,14 +146,6 @@ pub struct AppCtx {
|
||||
pub(crate) shared: Arc<Shared>,
|
||||
}
|
||||
|
||||
/// The legacy in-process streaming path (SwapChainPanel + D3D11VA) instead of the
|
||||
/// spawned punktfunk-session window: the `PUNKTFUNK_BUILTIN_STREAM=1` env override — a
|
||||
/// developer A/B knob only (the former Settings "Streaming engine" pick is gone), removed
|
||||
/// with the legacy path once the Vulkan session is fully validated.
|
||||
pub(crate) fn use_builtin_stream(_ctx: &AppCtx) -> bool {
|
||||
std::env::var_os("PUNKTFUNK_BUILTIN_STREAM").is_some_and(|v| v == "1")
|
||||
}
|
||||
|
||||
pub fn run(identity: (String, String), gamepad: GamepadService) -> windows_reactor::Result<()> {
|
||||
let ctx = Arc::new(AppCtx {
|
||||
identity,
|
||||
@@ -302,10 +283,9 @@ fn root(cx: &mut RenderCx, ctx: &Arc<AppCtx>) -> Element {
|
||||
}
|
||||
});
|
||||
|
||||
// HUD sample: the session event loop writes `shared.stats` and the input hooks track capture
|
||||
// state; this poll thread mirrors both into root state so the stream page gets them as a
|
||||
// *prop* (thread-driven state must be root state — see the module docs). The compare in
|
||||
// `AsyncSetState::call` makes the idle case free.
|
||||
// HUD sample: the spawned session child's latest `stats:` line, mirrored into root state so
|
||||
// the stream status page gets it as a *prop* (thread-driven state must be root state — see the
|
||||
// module docs). The compare in `AsyncSetState::call` makes the idle case free.
|
||||
cx.use_effect((), {
|
||||
let shared = ctx.shared.clone();
|
||||
let set_hud = set_hud.clone();
|
||||
@@ -315,10 +295,6 @@ fn root(cx: &mut RenderCx, ctx: &Arc<AppCtx>) -> Element {
|
||||
.spawn(move || loop {
|
||||
std::thread::sleep(std::time::Duration::from_millis(400));
|
||||
set_hud.call(stream::HudSample {
|
||||
stats: *shared.stats.lock().unwrap(),
|
||||
captured: crate::input::is_captured(),
|
||||
visible: crate::input::hud_visible(),
|
||||
present: crate::render::present_stats(),
|
||||
stats_line: shared.stats_line.lock().unwrap().clone(),
|
||||
});
|
||||
})
|
||||
@@ -525,16 +501,13 @@ fn root(cx: &mut RenderCx, ctx: &Arc<AppCtx>) -> Element {
|
||||
state: library,
|
||||
},
|
||||
),
|
||||
// Spawn mode (the default): the stream runs in the punktfunk-session child's own
|
||||
// window; this screen is a status page (no hooks — inline is sound). The legacy
|
||||
// in-process SwapChainPanel page stays behind the "Streaming engine" setting /
|
||||
// PUNKTFUNK_BUILTIN_STREAM=1.
|
||||
Screen::Stream if !use_builtin_stream(ctx) => stream::session_page(ctx, &hud),
|
||||
Screen::Stream => component(stream::stream_page, StreamProps { svc, hud }),
|
||||
// The stream runs in the punktfunk-session child's own window; this screen is a
|
||||
// status page (no hooks — inline is sound).
|
||||
Screen::Stream => stream::session_page(ctx, &hud),
|
||||
};
|
||||
|
||||
// The Stream screen owns the SwapChainPanel + per-frame present; never wrap it in an animated
|
||||
// opacity/offset layer. Everything else slides + fades in on navigation.
|
||||
// The Stream screen is a plain status card (the session child owns the real stream window);
|
||||
// it's shown without the navigation entrance tween. Everything else slides + fades in.
|
||||
if matches!(screen, Screen::Stream) {
|
||||
return body;
|
||||
}
|
||||
|
||||
@@ -14,21 +14,28 @@ pub(crate) fn pair_page(props: &Svc, cx: &mut RenderCx) -> Element {
|
||||
let set_screen = &props.set_screen;
|
||||
let set_status = &props.set_status;
|
||||
let (code, set_code) = cx.use_state(String::new());
|
||||
// The PIN's live value, read directly by the click handler. This page's props (`Svc`) never
|
||||
// change, and root wraps every screen in an animated `border` that compares equal once the
|
||||
// entrance tween settles — so the top-down reconcile `can_skip_update`s this subtree and never
|
||||
// re-renders the pair component off its *local* `use_state`. A button rebuilt only at mount
|
||||
// would forever capture the empty mount-time PIN (pairing then fails as a "wrong PIN"). Mirror
|
||||
// every keystroke into this stable ref instead, so the click reads exactly what was typed.
|
||||
let live_pin = cx.use_ref(String::new());
|
||||
let target = ctx.shared.target.lock().unwrap().clone();
|
||||
|
||||
let pair_btn = {
|
||||
let (ctx2, ss, st, code2, target2) = (
|
||||
let (ctx2, ss, st, live, target2) = (
|
||||
ctx.clone(),
|
||||
set_screen.clone(),
|
||||
set_status.clone(),
|
||||
code.clone(),
|
||||
live_pin.clone(),
|
||||
target.clone(),
|
||||
);
|
||||
button("Pair & Connect")
|
||||
.accent()
|
||||
.icon(Symbol::Accept)
|
||||
.on_click(move || {
|
||||
let pin = code2.trim().to_string();
|
||||
let pin = live.borrow().trim().to_string();
|
||||
let (ctx3, ss, st, target3) =
|
||||
(ctx2.clone(), ss.clone(), st.clone(), target2.clone());
|
||||
std::thread::spawn(move || {
|
||||
@@ -109,7 +116,16 @@ pub(crate) fn pair_page(props: &Svc, cx: &mut RenderCx) -> Element {
|
||||
text_box(code)
|
||||
.placeholder_text("PIN")
|
||||
.font_size(28.0)
|
||||
.on_text_changed(move |s| set_code.call(s)),
|
||||
.on_text_changed({
|
||||
let live = live_pin.clone();
|
||||
move |s: String| {
|
||||
// Record the live value for the click handler (the source of truth for the
|
||||
// PIN), and mirror it into `code` so the field stays correct if anything ever
|
||||
// does re-render this page (theme/DPI change).
|
||||
live.set(s.clone());
|
||||
set_code.call(s);
|
||||
}
|
||||
}),
|
||||
hstack((pair_btn, cancel_btn)).spacing(8.0),
|
||||
text_block(
|
||||
"Don\u{2019}t have a PIN? Request access instead and approve this device on the host \
|
||||
|
||||
@@ -55,6 +55,13 @@ const STATS_TIERS: &[(StatsVerbosity, &str)] = &[
|
||||
(StatsVerbosity::Normal, "Normal"),
|
||||
(StatsVerbosity::Detailed, "Detailed"),
|
||||
];
|
||||
/// Touch-input presets: `(stored value, display label)` — how a touchscreen's fingers drive
|
||||
/// the host. The cross-client set (Android/Apple); only meaningful on a touchscreen device.
|
||||
const TOUCH_MODES: &[(&str, &str)] = &[
|
||||
("trackpad", "Trackpad"),
|
||||
("pointer", "Direct pointer"),
|
||||
("touch", "Touch passthrough"),
|
||||
];
|
||||
/// Host compositor presets: `(stored value, display label)`. Advisory — the host falls back to
|
||||
/// auto-detect when the choice is unavailable. Only meaningful against a Linux host.
|
||||
const COMPOSITORS: &[(&str, &str)] = &[
|
||||
@@ -136,29 +143,37 @@ pub(crate) fn settings_page(
|
||||
let s = ctx.settings.lock().unwrap().clone();
|
||||
|
||||
// --- Display ---------------------------------------------------------------------------
|
||||
// The D1 tri-state: Native, Match window (a virtual index 1, stored as the
|
||||
// `match_window` flag), then the explicit sizes.
|
||||
let (res_names, res_i) = {
|
||||
let names: Vec<String> = RESOLUTIONS
|
||||
.iter()
|
||||
.map(|&(w, h)| {
|
||||
if w == 0 {
|
||||
"Native display".into()
|
||||
} else {
|
||||
format!("{w} \u{00D7} {h}")
|
||||
}
|
||||
})
|
||||
let names: Vec<String> = std::iter::once("Native display".to_string())
|
||||
.chain(std::iter::once("Match window".to_string()))
|
||||
.chain(
|
||||
RESOLUTIONS
|
||||
.iter()
|
||||
.skip(1)
|
||||
.map(|&(w, h)| format!("{w} \u{00D7} {h}")),
|
||||
)
|
||||
.collect();
|
||||
let i = RESOLUTIONS
|
||||
.iter()
|
||||
.position(|&(w, h)| w == s.width && h == s.height)
|
||||
.unwrap_or(0);
|
||||
let i = if s.match_window {
|
||||
1
|
||||
} else {
|
||||
RESOLUTIONS
|
||||
.iter()
|
||||
.position(|&(w, h)| w == s.width && h == s.height)
|
||||
.map(|i| if i == 0 { 0 } else { i + 1 })
|
||||
.unwrap_or(0)
|
||||
};
|
||||
(names, i)
|
||||
};
|
||||
let res_combo = setting_combo(ctx, "Resolution", res_names, res_i, |s, i| {
|
||||
(s.width, s.height) = RESOLUTIONS[i];
|
||||
s.match_window = i == 1;
|
||||
(s.width, s.height) = if i <= 1 { (0, 0) } else { RESOLUTIONS[i - 1] };
|
||||
})
|
||||
.tooltip(
|
||||
"The host creates a virtual display at exactly this size. \u{201C}Native display\u{201D} \
|
||||
resolves to the monitor this window is on at connect.",
|
||||
resolves to the monitor this window is on at connect; \u{201C}Match window\u{201D} \
|
||||
follows the stream window, including mid-stream resizes.",
|
||||
);
|
||||
let (hz_names, hz_i) = {
|
||||
let names: Vec<String> = REFRESH
|
||||
@@ -259,12 +274,13 @@ pub(crate) fn settings_page(
|
||||
);
|
||||
|
||||
// --- Input -----------------------------------------------------------------------------
|
||||
// Which physical controller forwards as pad 0: automatic = the most recently connected.
|
||||
// Persisted by stable key (`Settings::forward_pad`, GTK parity) so the pin survives
|
||||
// restarts AND reaches the spawned session binary, whose service applies the same key.
|
||||
// Controller forwarding: Automatic forwards EVERY real controller, each as its own pad;
|
||||
// pinning one restricts the session to that single controller (single-player). Persisted
|
||||
// by stable key (`Settings::forward_pad`, GTK parity) so the pin survives restarts AND
|
||||
// reaches the spawned session binary, whose service applies the same key.
|
||||
let pads = ctx.gamepad.pads();
|
||||
let (fwd_names, fwd_i) = {
|
||||
let mut names = vec!["Automatic (most recent)".to_string()];
|
||||
let mut names = vec!["Automatic (all controllers)".to_string()];
|
||||
names.extend(pads.iter().map(|p| {
|
||||
let kind = p.kind_label();
|
||||
if kind.is_empty() {
|
||||
@@ -293,16 +309,16 @@ pub(crate) fn settings_page(
|
||||
} else {
|
||||
keys.get(sel - 1).cloned()
|
||||
};
|
||||
// Apply live (the in-process service, legacy builtin streams) and persist —
|
||||
// the spawned session reads `forward_pad` at connect.
|
||||
// Apply live to the gamepad service and persist — the spawned session
|
||||
// reads `forward_pad` at connect.
|
||||
svc.set_pinned(key.clone());
|
||||
let mut s = ctx2.settings.lock().unwrap();
|
||||
s.forward_pad = key.unwrap_or_default();
|
||||
s.save();
|
||||
})
|
||||
.tooltip(
|
||||
"Exactly one controller is forwarded to the host; \u{201C}Automatic\u{201D} \
|
||||
picks the most recently connected.",
|
||||
"Every connected controller is forwarded, each as its own player. Pick one \
|
||||
to force single-player \u{2014} only it reaches the host.",
|
||||
)
|
||||
};
|
||||
let (pad_names, pad_i) = presets(GAMEPADS, |v| {
|
||||
@@ -315,6 +331,14 @@ pub(crate) fn settings_page(
|
||||
"The virtual pad the host creates. \u{201C}Automatic\u{201D} matches your physical \
|
||||
controller.",
|
||||
);
|
||||
let (touch_names, touch_i) = presets(TOUCH_MODES, |v| *v == s.touch_mode);
|
||||
let touch_combo = setting_combo(ctx, "Touch input", touch_names, touch_i, |s, i| {
|
||||
s.touch_mode = TOUCH_MODES[i].0.to_string();
|
||||
})
|
||||
.tooltip(
|
||||
"How a touchscreen drives the host: Trackpad nudges a cursor (tap to click), Direct \
|
||||
pointer jumps to your finger, Touch passthrough sends real touches.",
|
||||
);
|
||||
let shortcuts_toggle = setting_toggle(
|
||||
ctx,
|
||||
"Capture system shortcuts (Alt+Tab, Win, \u{2026})",
|
||||
@@ -361,6 +385,16 @@ pub(crate) fn settings_page(
|
||||
"Adds \u{201C}Browse library\u{2026}\u{201D} to paired hosts \u{2014} pick a game and it \
|
||||
launches in the stream. Mirrors the Apple client's toggle.",
|
||||
);
|
||||
// App identity + version at the top of the About card (the WinUI Settings convention; the About
|
||||
// screen previously showed no version at all). CARGO_PKG_VERSION is the workspace version, baked
|
||||
// in at compile time.
|
||||
let about_identity = vstack((
|
||||
text_block("Punktfunk").font_size(20.0).semibold(),
|
||||
text_block(concat!("Version ", env!("CARGO_PKG_VERSION")))
|
||||
.font_size(12.0)
|
||||
.foreground(ThemeRef::SecondaryText),
|
||||
))
|
||||
.spacing(2.0);
|
||||
|
||||
// The selected section's content — per-control guidance lives on hover tooltips, so the
|
||||
// card is just the controls.
|
||||
@@ -386,6 +420,7 @@ pub(crate) fn settings_page(
|
||||
settings_card(vec![
|
||||
forward_combo.into(),
|
||||
pad_combo.into(),
|
||||
touch_combo.into(),
|
||||
shortcuts_toggle.into(),
|
||||
]),
|
||||
),
|
||||
@@ -395,7 +430,11 @@ pub(crate) fn settings_page(
|
||||
),
|
||||
"about" => (
|
||||
"About",
|
||||
settings_card(vec![library_toggle.into(), licenses_button.into()]),
|
||||
settings_card(vec![
|
||||
about_identity.into(),
|
||||
library_toggle.into(),
|
||||
licenses_button.into(),
|
||||
]),
|
||||
),
|
||||
_ => (
|
||||
"Display",
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
|
||||
use super::style::*;
|
||||
use super::{Screen, Svc};
|
||||
use crate::session::run_speed_probe;
|
||||
use crate::probe::run_speed_probe;
|
||||
use windows_reactor::*;
|
||||
|
||||
/// Speed-test lifecycle. Held as ROOT state (the probe worker completes it via
|
||||
|
||||
@@ -1,163 +1,20 @@
|
||||
//! The stream page: a `SwapChainPanel` whose composition swapchain is created (and bound) once on
|
||||
//! the UI thread, then handed — presenter and all — to the dedicated render thread
|
||||
//! ([`crate::render`]), which presents decoded frames at stream cadence. The page itself only
|
||||
//! forwards panel size/DPI changes and draws the status-chip HUD overlay (mode · decode path ·
|
||||
//! HDR · fps/goodput · end-to-end latency + stage equation · capture hint).
|
||||
//! The stream status page: streams run in the spawned `punktfunk-session` child's own window,
|
||||
//! so the shell shows a status card in the app's card language — host header, the child's live
|
||||
//! `stats:` line as a chip row + stage lines, the in-window shortcuts, and a Disconnect.
|
||||
|
||||
use super::style::{edges, uniform};
|
||||
use super::Svc;
|
||||
use crate::present::Presenter;
|
||||
use crate::render::{self, RenderThread};
|
||||
use crate::session::Stats;
|
||||
use punktfunk_core::client::NativeClient;
|
||||
use punktfunk_core::config::Mode;
|
||||
use std::cell::RefCell;
|
||||
use std::sync::Arc;
|
||||
use windows_reactor::*;
|
||||
|
||||
/// One HUD refresh: the latest session stats, the input hooks' capture state, and the render
|
||||
/// thread's display-side window. Mirrored into root state by the poll thread (`pf-hud`) and
|
||||
/// passed down as a prop.
|
||||
/// One HUD refresh: the session child's latest formatted `stats:` line, mirrored into root state
|
||||
/// by the poll thread (`pf-hud`) and passed down as a prop.
|
||||
#[derive(Clone, Default, PartialEq)]
|
||||
pub(crate) struct HudSample {
|
||||
pub(crate) stats: Stats,
|
||||
pub(crate) captured: bool,
|
||||
/// Whether the stats overlay should be shown — the Settings default at stream start, then
|
||||
/// whatever Ctrl+Alt+Shift+S last set (see [`crate::input::hud_visible`]). Carried in the
|
||||
/// sample so a live toggle changes the sample and re-renders the page (the stream page is a
|
||||
/// child component — only a changed prop re-renders it).
|
||||
pub(crate) visible: bool,
|
||||
/// The render thread's glass-side window (presents/s, skips, end-to-end p50/p95, display
|
||||
/// stage p50) — see [`crate::render::present_stats`].
|
||||
pub(crate) present: crate::render::PresentStats,
|
||||
/// Spawn mode: the session child's latest formatted `stats:` line, for the status
|
||||
/// page. Empty in builtin mode / before the first window.
|
||||
/// The session child's latest formatted `stats:` line, for the status page. Empty before the
|
||||
/// child's first stats window.
|
||||
pub(crate) stats_line: String,
|
||||
}
|
||||
|
||||
/// Props for the stream page: the services plus the live HUD sample that drives the overlay
|
||||
/// (compared by value, so each new sample re-renders the overlay).
|
||||
#[derive(Clone)]
|
||||
pub(crate) struct StreamProps {
|
||||
pub(crate) svc: Svc,
|
||||
pub(crate) hud: HudSample,
|
||||
}
|
||||
|
||||
impl PartialEq for StreamProps {
|
||||
fn eq(&self, other: &Self) -> bool {
|
||||
self.svc == other.svc && self.hud == other.hud
|
||||
}
|
||||
}
|
||||
|
||||
thread_local! {
|
||||
/// Frames + host clock offset, stashed by the mount effect for `on_mounted` (which fires
|
||||
/// later, once the native panel exists).
|
||||
static PENDING: RefCell<Option<(crate::session::FrameRx, std::sync::Arc<std::sync::atomic::AtomicI64>)>> = const { RefCell::new(None) };
|
||||
/// The live render thread; stopped + joined by the unmount cleanup (before panel teardown).
|
||||
static RENDER: RefCell<Option<RenderThread>> = const { RefCell::new(None) };
|
||||
}
|
||||
|
||||
/// The app window's DPI (96 when the window can't be found — then DIPs == pixels). Reactor's
|
||||
/// `on_resize` reports DIPs and exposes no CompositionScale, so the window DPI is the scale.
|
||||
fn window_dpi() -> u32 {
|
||||
use windows::Win32::UI::HiDpi::GetDpiForWindow;
|
||||
use windows::Win32::UI::WindowsAndMessaging::FindWindowW;
|
||||
unsafe {
|
||||
FindWindowW(None, windows::core::w!("Punktfunk"))
|
||||
.ok()
|
||||
.map(|h| GetDpiForWindow(h))
|
||||
.filter(|d| *d > 0)
|
||||
.unwrap_or(96)
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn stream_page(props: &StreamProps, cx: &mut RenderCx) -> Element {
|
||||
let ctx = &props.svc.ctx;
|
||||
// Take the connector + frames handoff once on mount; keep the connector alive (and for input)
|
||||
// in a use_ref, stash frames for `on_mounted`, install the input hooks. The cleanup stops the
|
||||
// render thread FIRST (it must not present into a panel that's tearing down), then removes
|
||||
// the input hooks.
|
||||
let connector_ref = cx.use_ref::<Option<Arc<NativeClient>>>(None);
|
||||
cx.use_effect_with_cleanup((), {
|
||||
let shared = ctx.shared.clone();
|
||||
let (inhibit, show_stats) = {
|
||||
let s = ctx.settings.lock().unwrap();
|
||||
(s.inhibit_shortcuts, s.show_stats)
|
||||
};
|
||||
let connector_ref = connector_ref.clone();
|
||||
move || {
|
||||
if let Some((connector, frames, stop)) = shared.handoff.lock().unwrap().take() {
|
||||
let mode = connector.mode();
|
||||
let clock_offset = connector.clock_offset_shared();
|
||||
connector_ref.set(Some(connector.clone()));
|
||||
PENDING.with(|c| *c.borrow_mut() = Some((frames, clock_offset)));
|
||||
crate::input::install(connector, mode, inhibit, show_stats, stop);
|
||||
}
|
||||
Some(|| {
|
||||
RENDER.with(|c| {
|
||||
if let Some(mut rt) = c.borrow_mut().take() {
|
||||
rt.stop_and_join();
|
||||
}
|
||||
});
|
||||
PENDING.with(|c| c.borrow_mut().take());
|
||||
crate::input::uninstall();
|
||||
})
|
||||
}
|
||||
});
|
||||
|
||||
let mode = connector_ref.borrow().as_ref().map(|c| c.mode());
|
||||
let host = ctx.shared.target.lock().unwrap().name.clone();
|
||||
let mut layers: Vec<Element> = vec![swap_chain_panel()
|
||||
.on_mounted(|panel| {
|
||||
// Placeholder size — the first `on_resize` (fired after the first layout pass)
|
||||
// resizes to the panel's real pixel size.
|
||||
let dpi = window_dpi();
|
||||
match Presenter::new(1280, 720, dpi) {
|
||||
Ok(p) => {
|
||||
if let Err(e) = panel.set_swap_chain(p.swap_chain()) {
|
||||
tracing::error!(error = %e, "set_swap_chain");
|
||||
return;
|
||||
}
|
||||
if let Some((frames, clock_offset)) = PENDING.with(|c| c.borrow_mut().take()) {
|
||||
let shared = render::RenderShared::new(1280, 720, dpi);
|
||||
RENDER.with(|cell| {
|
||||
*cell.borrow_mut() =
|
||||
Some(render::spawn(p, frames, shared, clock_offset));
|
||||
});
|
||||
tracing::info!(dpi, "stream presenter bound — render thread started");
|
||||
}
|
||||
}
|
||||
Err(e) => tracing::error!(error = %e, "create presenter"),
|
||||
}
|
||||
})
|
||||
.on_resize(|w, h| {
|
||||
// DIPs → physical pixels; the presenter maps back via SetMatrixTransform.
|
||||
let dpi = window_dpi();
|
||||
let px = |v: f64| (v * f64::from(dpi) / 96.0).round() as u32;
|
||||
RENDER.with(|cell| {
|
||||
if let Some(rt) = cell.borrow().as_ref() {
|
||||
rt.shared().set_dpi(dpi);
|
||||
rt.shared().set_size(px(w), px(h));
|
||||
}
|
||||
});
|
||||
})
|
||||
.into()];
|
||||
// The overlay follows the LIVE visibility (Settings default, then Ctrl+Alt+Shift+S): the page
|
||||
// re-renders on every HUD sample (~400 ms), so a toggle takes effect promptly mid-stream.
|
||||
if props.hud.visible {
|
||||
layers.push(hud_overlay(&props.hud, mode, &host));
|
||||
}
|
||||
// Flash the shortcut key set for the first few seconds of every session, regardless of the
|
||||
// HUD setting — so "how do I get back out" is answered the moment the stream comes up (parity
|
||||
// with the GTK client's stream-start hint). Uptime drives it, so it needs no timer/state: the
|
||||
// HUD poll re-renders the page each second and the banner drops once the session passes the
|
||||
// threshold.
|
||||
if props.hud.stats.uptime_secs < START_HINT_SECS {
|
||||
layers.push(start_hint());
|
||||
}
|
||||
grid(layers).into()
|
||||
}
|
||||
|
||||
/// Spawn mode's Stream screen: the stream runs in the punktfunk-session child's own
|
||||
/// window, so the shell shows a status card in the app's card language — monogram +
|
||||
/// host header, the child's live `stats:` line as a chip row + stage lines, the
|
||||
@@ -277,164 +134,3 @@ pub(crate) fn session_page(ctx: &Arc<super::AppCtx>, hud: &HudSample) -> Element
|
||||
.vertical_alignment(VerticalAlignment::Center)
|
||||
.into()
|
||||
}
|
||||
|
||||
/// How long the stream-start shortcut banner stays up (seconds of session uptime).
|
||||
const START_HINT_SECS: u32 = 6;
|
||||
|
||||
/// The stream-start shortcut banner: the full client key set on a translucent pill, bottom-centre,
|
||||
/// shown for [`START_HINT_SECS`] at the start of every session (see the call site). Independent of
|
||||
/// the stats overlay, so it appears even with the HUD turned off.
|
||||
fn start_hint() -> Element {
|
||||
border(
|
||||
text_block(
|
||||
"Click the stream to capture \u{00B7} Ctrl+Alt+Shift+Q releases \u{00B7} \
|
||||
Ctrl+Alt+Shift+D disconnects \u{00B7} Ctrl+Alt+Shift+S stats \u{00B7} F11 fullscreen",
|
||||
)
|
||||
.font_size(12.0)
|
||||
.semibold()
|
||||
.foreground(Color::rgb(235, 235, 235)),
|
||||
)
|
||||
.background(Color::rgb(0, 0, 0))
|
||||
.corner_radius(10.0)
|
||||
.padding(edges(14.0, 8.0, 14.0, 8.0))
|
||||
.opacity(0.82)
|
||||
.horizontal_alignment(HorizontalAlignment::Center)
|
||||
.vertical_alignment(VerticalAlignment::Bottom)
|
||||
.margin(edges(0.0, 0.0, 0.0, 28.0))
|
||||
.into()
|
||||
}
|
||||
|
||||
/// A small chip for the dark HUD: coloured text on a translucent dark fill.
|
||||
fn hud_chip(text: &str, color: Color) -> Border {
|
||||
border(
|
||||
text_block(text)
|
||||
.font_size(11.0)
|
||||
.semibold()
|
||||
.foreground(color),
|
||||
)
|
||||
.background(Color::rgb(38, 38, 38))
|
||||
.corner_radius(8.0)
|
||||
.padding(edges(8.0, 2.0, 8.0, 2.0))
|
||||
}
|
||||
|
||||
/// The negotiated wire codec's display name (`quic::CODEC_*` bit → label).
|
||||
fn codec_name(bits: u8) -> &'static str {
|
||||
match bits {
|
||||
punktfunk_core::quic::CODEC_H264 => "H.264",
|
||||
punktfunk_core::quic::CODEC_AV1 => "AV1",
|
||||
_ => "HEVC",
|
||||
}
|
||||
}
|
||||
|
||||
/// `mm:ss` (or `h:mm:ss`) session time.
|
||||
fn fmt_uptime(secs: u32) -> String {
|
||||
let (h, m, s) = (secs / 3600, secs / 60 % 60, secs % 60);
|
||||
if h > 0 {
|
||||
format!("{h}:{m:02}:{s:02}")
|
||||
} else {
|
||||
format!("{m}:{s:02}")
|
||||
}
|
||||
}
|
||||
|
||||
/// The streaming HUD overlay (top-right), unified stats vocabulary (design/stats-unification.md):
|
||||
/// a chip row (mode · codec · decode path · HDR), a stream line (received fps · goodput ·
|
||||
/// presenter fps), the end-to-end headline (capture→on-glass p50/p95, host-clock corrected), the
|
||||
/// stage equation (= host + network + decode + display when the host reports 0xCF timings, else
|
||||
/// the combined = host+network + decode + display; stage p50s), a session line
|
||||
/// (host · time · loss/skips), and the shortcut hints. Layered over the `SwapChainPanel` in the
|
||||
/// same grid cell.
|
||||
fn hud_overlay(hud: &HudSample, mode: Option<Mode>, host: &str) -> Element {
|
||||
let stats = &hud.stats;
|
||||
let present = &hud.present;
|
||||
let res = mode
|
||||
.map(|m| format!("{}\u{00D7}{}@{}", m.width, m.height, m.refresh_hz))
|
||||
.unwrap_or_else(|| "\u{2014}".into());
|
||||
let mut chips: Vec<Element> = vec![
|
||||
hud_chip(&res, Color::rgb(235, 235, 235)).into(),
|
||||
hud_chip(codec_name(stats.codec), Color::rgb(180, 190, 255)).into(),
|
||||
];
|
||||
chips.push(if stats.hardware {
|
||||
hud_chip("GPU decode", Color::rgb(120, 220, 150)).into()
|
||||
} else {
|
||||
hud_chip("CPU decode", Color::rgb(240, 190, 90)).into()
|
||||
});
|
||||
if stats.hdr {
|
||||
chips.push(hud_chip("HDR", Color::rgb(255, 205, 90)).into());
|
||||
}
|
||||
// Received fps + goodput, plus the presenter's own rate (Moonlight's "Rendering frame rate"
|
||||
// analog — how often the display actually gets a new frame).
|
||||
let stream_line = format!(
|
||||
"{:.0} fps \u{00B7} {:.1} Mb/s \u{00B7} display {} fps",
|
||||
stats.fps, stats.mbps, present.fps
|
||||
);
|
||||
// The headline: end-to-end capture→displayed, measured directly post-Present (never the sum
|
||||
// of the stage percentiles). `(same-host clock)` flags an uncorrected clock (offset == 0:
|
||||
// same host, or the host skipped the skew handshake).
|
||||
let mut e2e_line = format!(
|
||||
"end-to-end {:.1} ms p50 \u{00B7} {:.1} p95 \u{00B7} capture\u{2192}on-glass",
|
||||
present.e2e_p50_ms, present.e2e_p95_ms
|
||||
);
|
||||
if stats.same_host {
|
||||
e2e_line.push_str(" (same-host clock)");
|
||||
}
|
||||
// The equation: the stages tile the headline interval per frame; the window p50s only
|
||||
// approximately sum (percentiles aren't additive). With per-AU 0xCF host timings the opaque
|
||||
// `host+network` term splits into `host` (host capture→sent) + `network` (the remainder);
|
||||
// an old host emits none and the combined term stays.
|
||||
let stage_line = if stats.split {
|
||||
format!(
|
||||
"= host {:.1} + network {:.1} + decode {:.1} + display {:.1}",
|
||||
stats.host_ms, stats.net_ms, stats.decode_ms, present.display_p50_ms
|
||||
)
|
||||
} else {
|
||||
format!(
|
||||
"= host+network {:.1} + decode {:.1} + display {:.1}",
|
||||
stats.hostnet_ms, stats.decode_ms, present.display_p50_ms
|
||||
)
|
||||
};
|
||||
let mut session_bits: Vec<String> = Vec::new();
|
||||
if !host.is_empty() {
|
||||
session_bits.push(host.to_string());
|
||||
}
|
||||
// `lost` = unrecoverable network drops (session-cumulative); `skipped` = the render thread's
|
||||
// newest-wins drops last window (expected when the stream outpaces the display).
|
||||
session_bits.push(fmt_uptime(stats.uptime_secs));
|
||||
session_bits.push(format!("{} lost", stats.dropped));
|
||||
if present.skipped > 0 {
|
||||
session_bits.push(format!("{} skipped", present.skipped));
|
||||
}
|
||||
let session_line = session_bits.join(" \u{00B7} ");
|
||||
let hint = if hud.captured {
|
||||
"Ctrl+Alt+Shift+Q releases the mouse \u{00B7} Ctrl+Alt+Shift+D disconnects \u{00B7} \
|
||||
Ctrl+Alt+Shift+S stats \u{00B7} F11 fullscreen"
|
||||
} else {
|
||||
"Click the stream to capture \u{00B7} Ctrl+Alt+Shift+D disconnects \u{00B7} \
|
||||
Ctrl+Alt+Shift+S stats \u{00B7} F11 fullscreen"
|
||||
};
|
||||
let dim = |t: &str| {
|
||||
text_block(t)
|
||||
.font_size(11.0)
|
||||
.foreground(Color::rgb(210, 210, 210))
|
||||
};
|
||||
border(
|
||||
vstack((
|
||||
hstack(chips).spacing(6.0),
|
||||
dim(&stream_line),
|
||||
dim(&e2e_line),
|
||||
dim(&stage_line),
|
||||
dim(&session_line),
|
||||
text_block(hint)
|
||||
.font_size(11.0)
|
||||
.foreground(Color::rgb(150, 150, 150)),
|
||||
))
|
||||
.spacing(6.0),
|
||||
)
|
||||
.background(Color::rgb(0, 0, 0))
|
||||
.corner_radius(10.0)
|
||||
.padding(uniform(10.0))
|
||||
.opacity(0.82)
|
||||
.horizontal_alignment(HorizontalAlignment::Right)
|
||||
.vertical_alignment(VerticalAlignment::Top)
|
||||
.margin(uniform(12.0))
|
||||
.into()
|
||||
}
|
||||
|
||||
@@ -1,308 +0,0 @@
|
||||
//! Audio: playback (decoded PCM → a WASAPI shared-mode render stream) and the microphone
|
||||
//! uplink (WASAPI capture → Opus → 0xCB datagrams, the inverse of the host's virtual mic).
|
||||
//!
|
||||
//! The WASAPI analogue of the Linux client's PipeWire backend. Playback mirrors the host's
|
||||
//! virtual-mic producer's adaptive jitter buffer: the session pump pushes 5 ms Opus-decoded
|
||||
//! chunks on the network clock; the WASAPI render thread pulls whole event-driven quanta on
|
||||
//! the device clock. Prime to ~3 quanta before producing, cap the ring so latency stays
|
||||
//! bounded, re-prime after a real drain.
|
||||
//!
|
||||
//! WASAPI objects are COM-apartment-bound and not `Send`, so they live on a dedicated thread
|
||||
//! (the same discipline as the host's `wasapi_cap`); only the channel + stop flag + join
|
||||
//! handle cross the boundary.
|
||||
|
||||
use anyhow::{anyhow, Context, Result};
|
||||
use punktfunk_core::client::NativeClient;
|
||||
use std::collections::VecDeque;
|
||||
use std::sync::atomic::{AtomicBool, Ordering};
|
||||
use std::sync::mpsc::{Receiver, SyncSender, TrySendError};
|
||||
use std::sync::Arc;
|
||||
use std::time::Duration;
|
||||
use wasapi::{DeviceEnumerator, Direction, SampleType, StreamMode, WaveFormat};
|
||||
|
||||
const SAMPLE_RATE: usize = 48_000;
|
||||
/// The microphone uplink stays stereo (the host's virtual mic is stereo). The render path is
|
||||
/// multichannel — its channel count + block align are runtime, driven by the host-resolved layout.
|
||||
const CHANNELS: usize = 2;
|
||||
/// Mic frames are 20 ms (960 samples/channel) — any size ≤ 120 ms is fine host-side.
|
||||
const MIC_FRAME: usize = 960;
|
||||
|
||||
pub struct AudioPlayer {
|
||||
pcm_tx: SyncSender<Vec<f32>>,
|
||||
stop: Arc<AtomicBool>,
|
||||
thread: Option<std::thread::JoinHandle<()>>,
|
||||
}
|
||||
|
||||
impl AudioPlayer {
|
||||
/// Spawn the WASAPI render thread for `channels` (2/6/8, canonical wire order
|
||||
/// FL FR FC LFE RL RR SL SR). Failure (no render endpoint on this box) is survivable — the
|
||||
/// caller streams video-only.
|
||||
pub fn spawn(channels: u8) -> Result<AudioPlayer> {
|
||||
// 64 × 5 ms = 320 ms of slack between the pump and the WASAPI loop.
|
||||
let (pcm_tx, pcm_rx) = std::sync::mpsc::sync_channel::<Vec<f32>>(64);
|
||||
let stop = Arc::new(AtomicBool::new(false));
|
||||
let (ready_tx, ready_rx) = std::sync::mpsc::sync_channel::<Result<()>>(1);
|
||||
let stop_t = stop.clone();
|
||||
let thread = std::thread::Builder::new()
|
||||
.name("punktfunk-audio".into())
|
||||
.spawn(move || {
|
||||
if let Err(e) = render_thread(pcm_rx, stop_t, ready_tx, channels) {
|
||||
tracing::warn!(error = format!("{e:#}"), "audio playback thread ended");
|
||||
}
|
||||
})
|
||||
.context("spawn audio thread")?;
|
||||
match ready_rx.recv_timeout(Duration::from_secs(3)) {
|
||||
Ok(Ok(())) => {
|
||||
tracing::info!(channels, "WASAPI render: 48 kHz f32 (default endpoint)");
|
||||
Ok(AudioPlayer {
|
||||
pcm_tx,
|
||||
stop,
|
||||
thread: Some(thread),
|
||||
})
|
||||
}
|
||||
Ok(Err(e)) => Err(e),
|
||||
Err(_) => Err(anyhow!(
|
||||
"wasapi render init timed out (no render endpoint?)"
|
||||
)),
|
||||
}
|
||||
}
|
||||
|
||||
/// Queue one interleaved f32 chunk (in the session's channel layout). Drops the chunk if the
|
||||
/// WASAPI side is wedged (the renderer conceals the gap; never block the session pump).
|
||||
pub fn push(&self, pcm: Vec<f32>) {
|
||||
if let Err(TrySendError::Disconnected(_)) = self.pcm_tx.try_send(pcm) {
|
||||
// Thread already dead — Drop will reap it; nothing to do per-chunk.
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Drop for AudioPlayer {
|
||||
fn drop(&mut self) {
|
||||
self.stop.store(true, Ordering::SeqCst);
|
||||
if let Some(t) = self.thread.take() {
|
||||
let _ = t.join();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn render_thread(
|
||||
pcm_rx: Receiver<Vec<f32>>,
|
||||
stop: Arc<AtomicBool>,
|
||||
ready: SyncSender<Result<()>>,
|
||||
channels: u8,
|
||||
) -> Result<()> {
|
||||
if let Err(e) = wasapi::initialize_mta()
|
||||
.ok()
|
||||
.context("CoInitializeEx (MTA)")
|
||||
{
|
||||
let _ = ready.send(Err(e));
|
||||
return Ok(());
|
||||
}
|
||||
let res = (|| -> Result<()> {
|
||||
// F32LE interleaved: channels × 4 bytes/sample. Stereo (channels == 2) is byte-identical
|
||||
// to the old fixed path (mask 0x3, block align 8).
|
||||
let block_align = channels as usize * 4;
|
||||
let device = DeviceEnumerator::new()
|
||||
.context("DeviceEnumerator")?
|
||||
.get_default_device(&Direction::Render)
|
||||
.context("default render endpoint")?;
|
||||
let mut audio_client = device.get_iaudioclient().context("IAudioClient")?;
|
||||
// The explicit dwChannelMask is the wire order (FL FR FC LFE RL RR SL SR); 5.1 = 0x3F,
|
||||
// 7.1 = 0x63F. WASAPI delivers channels in ascending mask-bit order, which equals the wire
|
||||
// order, so the render mapping is the identity — no permute. `autoconvert` (below) lets the
|
||||
// audio engine downmix when the endpoint has fewer speakers.
|
||||
let desired = WaveFormat::new(
|
||||
32,
|
||||
32,
|
||||
&SampleType::Float,
|
||||
SAMPLE_RATE,
|
||||
channels as usize,
|
||||
Some(punktfunk_core::audio::wasapi_channel_mask(channels)),
|
||||
);
|
||||
let (default_period, _min_period) =
|
||||
audio_client.get_device_period().context("device period")?;
|
||||
let mode = StreamMode::EventsShared {
|
||||
autoconvert: true,
|
||||
buffer_duration_hns: default_period,
|
||||
};
|
||||
audio_client
|
||||
.initialize_client(&desired, &Direction::Render, &mode)
|
||||
.context("initialize render client")?;
|
||||
let h_event = audio_client.set_get_eventhandle().context("event handle")?;
|
||||
let render_client = audio_client
|
||||
.get_audiorenderclient()
|
||||
.context("IAudioRenderClient")?;
|
||||
audio_client.start_stream().context("start render stream")?;
|
||||
let _ = ready.send(Ok(()));
|
||||
|
||||
// Adaptive jitter buffer, in f32-byte units (same shape as the host's virtual mic).
|
||||
let mut ring: VecDeque<u8> = VecDeque::new();
|
||||
let mut primed = false;
|
||||
let mut out = Vec::new(); // per-quantum scratch, reused across iterations
|
||||
|
||||
while !stop.load(Ordering::Relaxed) {
|
||||
if h_event.wait_for_event(100).is_err() {
|
||||
continue;
|
||||
}
|
||||
// Drain everything the pump has queued into the ring.
|
||||
while let Ok(chunk) = pcm_rx.try_recv() {
|
||||
for s in chunk {
|
||||
ring.extend(s.to_le_bytes());
|
||||
}
|
||||
}
|
||||
let avail_frames = audio_client
|
||||
.get_available_space_in_frames()
|
||||
.context("available space")? as usize;
|
||||
if avail_frames == 0 {
|
||||
continue;
|
||||
}
|
||||
let want_bytes = avail_frames * block_align;
|
||||
|
||||
// Prime to ~3 quanta; cap at ~1 quantum of slack beyond that; re-prime on drain.
|
||||
let target = (3 * want_bytes).clamp(720 * block_align, 9600 * block_align);
|
||||
let cap = target.max(want_bytes) + want_bytes;
|
||||
if ring.len() > cap {
|
||||
ring.drain(..ring.len() - cap);
|
||||
}
|
||||
if !primed && ring.len() >= target {
|
||||
primed = true;
|
||||
}
|
||||
|
||||
out.clear();
|
||||
out.resize(want_bytes, 0);
|
||||
if primed {
|
||||
let n = ring.len().min(want_bytes);
|
||||
for (dst, b) in out.iter_mut().zip(ring.drain(..n)) {
|
||||
*dst = b;
|
||||
}
|
||||
}
|
||||
if ring.is_empty() {
|
||||
primed = false;
|
||||
}
|
||||
render_client
|
||||
.write_to_device(avail_frames, &out, None)
|
||||
.context("write_to_device")?;
|
||||
}
|
||||
audio_client.stop_stream().ok();
|
||||
Ok(())
|
||||
})();
|
||||
if let Err(ref e) = res {
|
||||
let _ = ready.send(Err(anyhow!("{e:#}")));
|
||||
}
|
||||
res
|
||||
}
|
||||
|
||||
/// The microphone uplink: capture the default input device, Opus-encode 20 ms chunks, ship
|
||||
/// them as 0xCB datagrams into the host's virtual mic source.
|
||||
pub struct MicStreamer {
|
||||
stop: Arc<AtomicBool>,
|
||||
thread: Option<std::thread::JoinHandle<()>>,
|
||||
}
|
||||
|
||||
impl MicStreamer {
|
||||
pub fn spawn(connector: Arc<NativeClient>) -> Result<MicStreamer> {
|
||||
let stop = Arc::new(AtomicBool::new(false));
|
||||
let stop_t = stop.clone();
|
||||
let thread = std::thread::Builder::new()
|
||||
.name("punktfunk-mic".into())
|
||||
.spawn(move || {
|
||||
if let Err(e) = mic_thread(&connector, stop_t) {
|
||||
tracing::warn!(error = format!("{e:#}"), "mic uplink thread ended");
|
||||
}
|
||||
})
|
||||
.context("spawn mic thread")?;
|
||||
Ok(MicStreamer {
|
||||
stop,
|
||||
thread: Some(thread),
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
impl Drop for MicStreamer {
|
||||
fn drop(&mut self) {
|
||||
self.stop.store(true, Ordering::SeqCst);
|
||||
if let Some(t) = self.thread.take() {
|
||||
let _ = t.join();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn mic_thread(connector: &Arc<NativeClient>, stop: Arc<AtomicBool>) -> Result<()> {
|
||||
wasapi::initialize_mta()
|
||||
.ok()
|
||||
.context("CoInitializeEx (MTA)")?;
|
||||
|
||||
let mut encoder = opus::Encoder::new(
|
||||
SAMPLE_RATE as u32,
|
||||
opus::Channels::Stereo,
|
||||
opus::Application::Voip,
|
||||
)
|
||||
.map_err(|e| anyhow!("opus encoder: {e}"))?;
|
||||
let _ = encoder.set_bitrate(opus::Bitrate::Bits(64_000));
|
||||
|
||||
let device = DeviceEnumerator::new()
|
||||
.context("DeviceEnumerator")?
|
||||
.get_default_device(&Direction::Capture)
|
||||
.context("default capture endpoint (no microphone?)")?;
|
||||
let mut audio_client = device.get_iaudioclient().context("IAudioClient")?;
|
||||
let desired = WaveFormat::new(32, 32, &SampleType::Float, SAMPLE_RATE, CHANNELS, None);
|
||||
let (default_period, _min_period) =
|
||||
audio_client.get_device_period().context("device period")?;
|
||||
let mode = StreamMode::EventsShared {
|
||||
autoconvert: true,
|
||||
buffer_duration_hns: default_period,
|
||||
};
|
||||
audio_client
|
||||
.initialize_client(&desired, &Direction::Capture, &mode)
|
||||
.context("initialize capture client")?;
|
||||
let h_event = audio_client.set_get_eventhandle().context("event handle")?;
|
||||
let capture_client = audio_client
|
||||
.get_audiocaptureclient()
|
||||
.context("IAudioCaptureClient")?;
|
||||
audio_client
|
||||
.start_stream()
|
||||
.context("start capture stream")?;
|
||||
|
||||
let mut bytes: VecDeque<u8> = VecDeque::new();
|
||||
let mut ring: VecDeque<f32> = VecDeque::new();
|
||||
let mut out = vec![0u8; 4000];
|
||||
let mut seq = 0u32;
|
||||
|
||||
while !stop.load(Ordering::Relaxed) {
|
||||
if h_event.wait_for_event(100).is_err() {
|
||||
continue;
|
||||
}
|
||||
loop {
|
||||
match capture_client.get_next_packet_size() {
|
||||
Ok(Some(0)) | Ok(None) => break,
|
||||
Ok(Some(_n)) => {
|
||||
capture_client
|
||||
.read_from_device_to_deque(&mut bytes)
|
||||
.context("read capture")?;
|
||||
}
|
||||
Err(e) => return Err(anyhow!("get_next_packet_size: {e}")),
|
||||
}
|
||||
}
|
||||
let whole = (bytes.len() / 4) * 4;
|
||||
for c in bytes.drain(..whole).collect::<Vec<u8>>().chunks_exact(4) {
|
||||
ring.push_back(f32::from_le_bytes([c[0], c[1], c[2], c[3]]));
|
||||
}
|
||||
// Ship every complete 20 ms stereo frame.
|
||||
while ring.len() >= MIC_FRAME * CHANNELS {
|
||||
let pcm: Vec<f32> = ring.drain(..MIC_FRAME * CHANNELS).collect();
|
||||
match encoder.encode_float(&pcm, &mut out) {
|
||||
Ok(len) => {
|
||||
let pts = std::time::SystemTime::now()
|
||||
.duration_since(std::time::UNIX_EPOCH)
|
||||
.map(|d| d.as_nanos() as u64)
|
||||
.unwrap_or(0);
|
||||
let _ = connector.send_mic(seq, pts, out[..len].to_vec());
|
||||
seq = seq.wrapping_add(1);
|
||||
}
|
||||
Err(e) => tracing::debug!(error = %e, "opus mic encode"),
|
||||
}
|
||||
}
|
||||
}
|
||||
audio_client.stop_stream().ok();
|
||||
Ok(())
|
||||
}
|
||||
@@ -1,669 +0,0 @@
|
||||
//! App-lifetime gamepad service over SDL3 (mirrors the Swift/GTK clients' `GamepadManager` +
|
||||
//! capture/feedback). Ported near-verbatim from the GTK Linux client — SDL3 is cross-platform,
|
||||
//! so the only Windows change is the build (`sdl3` is compiled from source via the bundled
|
||||
//! CMake, since there is no system SDL3).
|
||||
//!
|
||||
//! One worker thread owns SDL for the process lifetime: it tracks connected pads, selects the
|
||||
//! ONE controller forwarded as pad 0 (user pin, else the most recently connected), and — while
|
||||
//! a session is attached — forwards buttons/axes, DualSense touchpad contacts and motion
|
||||
//! samples (0xCC), and renders feedback: rumble on every pad, lightbar via SDL, and on a real
|
||||
//! DualSense the raw effects packet (adaptive-trigger blocks replayed verbatim, player LEDs).
|
||||
//! Held state is zeroed on the wire when the active pad switches or the session detaches, so
|
||||
//! nothing sticks down.
|
||||
//!
|
||||
//! This thread is also the single consumer of the rumble and HID-output pull planes.
|
||||
|
||||
use punktfunk_core::client::NativeClient;
|
||||
use punktfunk_core::config::GamepadPref;
|
||||
use punktfunk_core::input::{gamepad as wire, InputEvent, InputKind};
|
||||
use punktfunk_core::quic::{HidOutput, RichInput};
|
||||
use std::collections::HashMap;
|
||||
use std::sync::mpsc::{Receiver, Sender};
|
||||
use std::sync::{Arc, Mutex};
|
||||
use std::time::Duration;
|
||||
|
||||
/// Motion scale constants, shared convention with the other clients (`GamepadWire`): derived
|
||||
/// from hid-playstation's math over the host's fixed calibration blob. SDL hands us gyro in
|
||||
/// rad/s and accel in m/s²; the DualSense report wants raw LSBs.
|
||||
const GYRO_LSB_PER_RAD_S: f32 = 20.0 * 180.0 / std::f32::consts::PI;
|
||||
const ACCEL_LSB_PER_G: f32 = 10_000.0;
|
||||
const G: f32 = 9.80665;
|
||||
|
||||
#[derive(Clone, Debug)]
|
||||
pub struct PadInfo {
|
||||
/// Stable identity (`vid:pid:name`, the same format as `pf-client-core`'s `PadInfo::key`)
|
||||
/// — persisted as `Settings::forward_pad` so the pin survives restarts AND reaches the
|
||||
/// spawned session binary, whose own gamepad service applies the same key.
|
||||
pub key: String,
|
||||
pub name: String,
|
||||
/// The virtual pad "Automatic" resolves to for this physical controller (DualSense → DualSense,
|
||||
/// DS4 → DualShock 4, Xbox One/Series → Xbox One, else → Xbox 360).
|
||||
pub pref: GamepadPref,
|
||||
}
|
||||
|
||||
impl PadInfo {
|
||||
/// True for a real DualSense — the only pad whose lightbar / player-LED / adaptive-trigger
|
||||
/// feedback we replay as raw DS5 HID effect packets (a DS4 uses SDL's generic `set_led`).
|
||||
fn is_dualsense(&self) -> bool {
|
||||
self.pref == GamepadPref::DualSense
|
||||
}
|
||||
|
||||
/// A short human label for the detected pad family, shown next to the name in the settings
|
||||
/// GUI's controller list ("" for a generic pad the name already describes).
|
||||
pub fn kind_label(&self) -> &'static str {
|
||||
match self.pref {
|
||||
GamepadPref::DualSense => "DualSense",
|
||||
GamepadPref::DualShock4 => "DualShock 4",
|
||||
GamepadPref::XboxOne => "Xbox One",
|
||||
GamepadPref::SteamDeck => "Steam Deck",
|
||||
GamepadPref::SteamController => "Steam Controller",
|
||||
_ => "",
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Map the SDL-reported controller type to the virtual pad we'd ask the host to create.
|
||||
fn pref_for_type(t: sdl3::gamepad::GamepadType) -> GamepadPref {
|
||||
use sdl3::gamepad::GamepadType as T;
|
||||
match t {
|
||||
T::PS5 => GamepadPref::DualSense,
|
||||
T::PS4 => GamepadPref::DualShock4,
|
||||
T::XboxOne => GamepadPref::XboxOne,
|
||||
_ => GamepadPref::Xbox360,
|
||||
}
|
||||
}
|
||||
|
||||
enum Ctl {
|
||||
Attach(Arc<NativeClient>),
|
||||
Detach,
|
||||
Pin(Option<String>),
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct GamepadService {
|
||||
pads: Arc<Mutex<Vec<PadInfo>>>,
|
||||
active: Arc<Mutex<Option<PadInfo>>>,
|
||||
// `Arc<Mutex<…>>` (not a bare `Sender`, which is `!Sync`) so the service is `Sync` — the
|
||||
// WinUI app shares it across the UI thread and the session-pump thread (attach/detach).
|
||||
ctl: Arc<Mutex<Sender<Ctl>>>,
|
||||
}
|
||||
|
||||
impl GamepadService {
|
||||
pub fn start() -> GamepadService {
|
||||
let pads = Arc::new(Mutex::new(Vec::new()));
|
||||
let active = Arc::new(Mutex::new(None));
|
||||
let (ctl, ctl_rx) = std::sync::mpsc::channel();
|
||||
let (p, a) = (pads.clone(), active.clone());
|
||||
if let Err(e) = std::thread::Builder::new()
|
||||
.name("punktfunk-gamepad".into())
|
||||
.spawn(move || {
|
||||
if let Err(e) = run(&p, &a, &ctl_rx) {
|
||||
tracing::warn!(error = %e, "gamepad service ended — pads disabled");
|
||||
}
|
||||
})
|
||||
{
|
||||
tracing::warn!(error = %e, "gamepad service failed to start");
|
||||
}
|
||||
GamepadService {
|
||||
pads,
|
||||
active,
|
||||
ctl: Arc::new(Mutex::new(ctl)),
|
||||
}
|
||||
}
|
||||
|
||||
/// Connected controllers, most recently attached first (the settings GUI's list order).
|
||||
pub fn pads(&self) -> Vec<PadInfo> {
|
||||
self.pads.lock().unwrap().clone()
|
||||
}
|
||||
|
||||
pub fn active(&self) -> Option<PadInfo> {
|
||||
self.active.lock().unwrap().clone()
|
||||
}
|
||||
|
||||
/// Pin the forwarded controller by stable key (`PadInfo::key`) — `None` = automatic.
|
||||
/// The pin survives the pad disconnecting: it re-applies the moment a matching
|
||||
/// controller shows up again (same semantics as `pf-client-core`'s service).
|
||||
pub fn set_pinned(&self, key: Option<String>) {
|
||||
let _ = self.ctl.lock().unwrap().send(Ctl::Pin(key));
|
||||
}
|
||||
|
||||
pub fn attach(&self, connector: Arc<NativeClient>) {
|
||||
let _ = self.ctl.lock().unwrap().send(Ctl::Attach(connector));
|
||||
}
|
||||
|
||||
pub fn detach(&self) {
|
||||
let _ = self.ctl.lock().unwrap().send(Ctl::Detach);
|
||||
}
|
||||
|
||||
/// What "Automatic" resolves to right now — the virtual pad matching the physical one
|
||||
/// (Swift parity); no pad connected leaves the host's own default.
|
||||
pub fn auto_pref(&self) -> GamepadPref {
|
||||
match self.active() {
|
||||
Some(p) => p.pref,
|
||||
None => GamepadPref::Auto,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn send(connector: &NativeClient, kind: InputKind, code: u32, x: i32) {
|
||||
let _ = connector.send_input(&InputEvent {
|
||||
kind,
|
||||
_pad: [0; 3],
|
||||
code,
|
||||
x,
|
||||
y: 0,
|
||||
flags: 0, // pad index 0 — single-pad model
|
||||
});
|
||||
}
|
||||
|
||||
fn button_bit(b: sdl3::gamepad::Button) -> Option<u32> {
|
||||
use sdl3::gamepad::Button;
|
||||
Some(match b {
|
||||
Button::South => wire::BTN_A,
|
||||
Button::East => wire::BTN_B,
|
||||
Button::West => wire::BTN_X,
|
||||
Button::North => wire::BTN_Y,
|
||||
Button::Back => wire::BTN_BACK,
|
||||
Button::Start => wire::BTN_START,
|
||||
Button::Guide => wire::BTN_GUIDE,
|
||||
Button::LeftStick => wire::BTN_LS_CLICK,
|
||||
Button::RightStick => wire::BTN_RS_CLICK,
|
||||
Button::LeftShoulder => wire::BTN_LB,
|
||||
Button::RightShoulder => wire::BTN_RB,
|
||||
Button::DPadUp => wire::BTN_DPAD_UP,
|
||||
Button::DPadDown => wire::BTN_DPAD_DOWN,
|
||||
Button::DPadLeft => wire::BTN_DPAD_LEFT,
|
||||
Button::DPadRight => wire::BTN_DPAD_RIGHT,
|
||||
Button::Touchpad => wire::BTN_TOUCHPAD,
|
||||
// Back grips / paddles (Steam Deck L4/L5/R4/R5, Xbox Elite P1–P4) + the misc/Share button.
|
||||
// PADDLE1/2/3/4 = R4/L4/R5/L5 (see the host `input::gamepad`).
|
||||
Button::RightPaddle1 => wire::BTN_PADDLE1,
|
||||
Button::LeftPaddle1 => wire::BTN_PADDLE2,
|
||||
Button::RightPaddle2 => wire::BTN_PADDLE3,
|
||||
Button::LeftPaddle2 => wire::BTN_PADDLE4,
|
||||
Button::Misc1 => wire::BTN_MISC1,
|
||||
_ => return None,
|
||||
})
|
||||
}
|
||||
|
||||
/// SDL axis → (wire axis id, wire value). SDL sticks are +y = down; the wire (XInput
|
||||
/// convention) is +y = up. SDL triggers span 0..32767; the wire wants 0..255.
|
||||
fn axis_value(axis: sdl3::gamepad::Axis, v: i16) -> (u32, i32) {
|
||||
use sdl3::gamepad::Axis;
|
||||
match axis {
|
||||
Axis::LeftX => (wire::AXIS_LS_X, v as i32),
|
||||
Axis::LeftY => (wire::AXIS_LS_Y, -(v as i32).max(-32767)),
|
||||
Axis::RightX => (wire::AXIS_RS_X, v as i32),
|
||||
Axis::RightY => (wire::AXIS_RS_Y, -(v as i32).max(-32767)),
|
||||
Axis::TriggerLeft => (wire::AXIS_LT, (v as i32).clamp(0, 32767) >> 7),
|
||||
Axis::TriggerRight => (wire::AXIS_RT, (v as i32).clamp(0, 32767) >> 7),
|
||||
}
|
||||
}
|
||||
|
||||
/// The DualSense effects packet (SDL `DS5EffectsState_t`, 47 bytes) — the same layout the host
|
||||
/// parses off its virtual pad; the wire's 11-byte trigger blocks drop in verbatim. Enable bits
|
||||
/// select only the fields each update touches, so rumble (driven separately through SDL) and
|
||||
/// untouched fields keep their state.
|
||||
#[derive(Default)]
|
||||
struct Ds5Feedback;
|
||||
|
||||
impl Ds5Feedback {
|
||||
const RIGHT_TRIGGER: usize = 10;
|
||||
const LEFT_TRIGGER: usize = 21;
|
||||
const PAD_LIGHTS: usize = 43;
|
||||
const LED_RGB: usize = 44;
|
||||
|
||||
fn trigger_packet(which: u8, effect: &[u8]) -> [u8; 47] {
|
||||
let mut p = [0u8; 47];
|
||||
let (flag, off) = if which == 1 {
|
||||
(0x04, Self::RIGHT_TRIGGER)
|
||||
} else {
|
||||
(0x08, Self::LEFT_TRIGGER)
|
||||
};
|
||||
p[0] = flag;
|
||||
let n = effect.len().min(11);
|
||||
p[off..off + n].copy_from_slice(&effect[..n]);
|
||||
p
|
||||
}
|
||||
|
||||
fn lightbar_packet(r: u8, g: u8, b: u8) -> [u8; 47] {
|
||||
let mut p = [0u8; 47];
|
||||
p[1] = 0x04; // lightbar enable
|
||||
p[Self::LED_RGB] = r;
|
||||
p[Self::LED_RGB + 1] = g;
|
||||
p[Self::LED_RGB + 2] = b;
|
||||
p
|
||||
}
|
||||
|
||||
fn player_packet(bits: u8) -> [u8; 47] {
|
||||
let mut p = [0u8; 47];
|
||||
p[1] = 0x10; // player-LED enable
|
||||
p[Self::PAD_LIGHTS] = bits & 0x1F;
|
||||
p
|
||||
}
|
||||
}
|
||||
|
||||
struct Worker {
|
||||
subsystem: sdl3::GamepadSubsystem,
|
||||
opened: HashMap<u32, sdl3::gamepad::Gamepad>,
|
||||
/// Connection order; the most recently connected is the auto selection.
|
||||
order: Vec<u32>,
|
||||
/// The user pin by stable key (`PadInfo::key`); resolved to an instance id per lookup
|
||||
/// so it re-applies whenever a matching pad (re)connects.
|
||||
pinned: Option<String>,
|
||||
attached: Option<Arc<NativeClient>>,
|
||||
/// Wire state of the active pad — zeroed on the wire at switch/detach.
|
||||
last_axis: [i32; 6],
|
||||
held_buttons: Vec<u32>,
|
||||
/// Touchpad contacts the host believes are down, keyed by `(surface, finger)` — lifted on pad
|
||||
/// switch / detach. surface 0 = the legacy single touchpad, 1/2 = a Steam left/right pad.
|
||||
held_touches: std::collections::HashSet<(u8, u8)>,
|
||||
last_accel: [i16; 3],
|
||||
}
|
||||
|
||||
impl Worker {
|
||||
fn active_id(&self) -> Option<u32> {
|
||||
self.pinned
|
||||
.as_deref()
|
||||
.and_then(|key| {
|
||||
self.order
|
||||
.iter()
|
||||
.rev() // prefer the most recently connected pad with this identity
|
||||
.find(|&&id| self.pad_info(id).is_some_and(|p| p.key == key))
|
||||
.copied()
|
||||
})
|
||||
.or_else(|| self.order.last().copied())
|
||||
}
|
||||
|
||||
fn pad_info(&self, id: u32) -> Option<PadInfo> {
|
||||
let pad = self.opened.get(&id)?;
|
||||
let mut pref = pref_for_type(
|
||||
self.subsystem
|
||||
.type_for_id(sdl3::sys::joystick::SDL_JoystickID(id)),
|
||||
);
|
||||
let (vid, pid) = (pad.vendor_id().unwrap_or(0), pad.product_id().unwrap_or(0));
|
||||
// No SDL type for the Steam Deck / Steam Controller — detect Valve by VID/PID (Deck 0x1205,
|
||||
// SC wired 0x1102, SC dongle 0x1142) so the host builds the virtual hid-steam pad.
|
||||
if vid == 0x28DE && matches!(pid, 0x1205 | 0x1102 | 0x1142) {
|
||||
pref = GamepadPref::SteamDeck;
|
||||
}
|
||||
let name = pad.name().unwrap_or_else(|| "Controller".into());
|
||||
Some(PadInfo {
|
||||
// Must match pf-client-core's `PadInfo::key` byte-for-byte — the persisted
|
||||
// `forward_pad` is applied by BOTH services (this one and the session's).
|
||||
key: format!("{vid:04x}:{pid:04x}:{name}"),
|
||||
name,
|
||||
pref,
|
||||
})
|
||||
}
|
||||
|
||||
/// Zero everything the host believes is held — on pad switch and detach.
|
||||
fn flush_held(&mut self) {
|
||||
if let Some(c) = &self.attached {
|
||||
for b in self.held_buttons.drain(..) {
|
||||
send(c, InputKind::GamepadButton, b, 0);
|
||||
}
|
||||
for (id, v) in self.last_axis.iter_mut().enumerate() {
|
||||
if *v != 0 && *v != i32::MIN {
|
||||
send(c, InputKind::GamepadAxis, id as u32, 0);
|
||||
}
|
||||
*v = i32::MIN;
|
||||
}
|
||||
for (surface, finger) in self.held_touches.drain() {
|
||||
let rich = if surface == 0 {
|
||||
RichInput::Touchpad {
|
||||
pad: 0,
|
||||
finger,
|
||||
active: false,
|
||||
x: 0,
|
||||
y: 0,
|
||||
}
|
||||
} else {
|
||||
RichInput::TouchpadEx {
|
||||
pad: 0,
|
||||
surface,
|
||||
finger,
|
||||
touch: false,
|
||||
click: false,
|
||||
x: 0,
|
||||
y: 0,
|
||||
pressure: 0,
|
||||
}
|
||||
};
|
||||
let _ = c.send_rich_input(rich);
|
||||
}
|
||||
} else {
|
||||
self.held_buttons.clear();
|
||||
self.last_axis = [i32::MIN; 6];
|
||||
self.held_touches.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// Sensors stream only while a session wants them (they cost USB/BT bandwidth).
|
||||
fn set_sensors(&mut self, enabled: bool) {
|
||||
let Some(id) = self.active_id() else { return };
|
||||
if let Some(pad) = self.opened.get_mut(&id) {
|
||||
use sdl3::sensor::SensorType;
|
||||
for s in [SensorType::Gyroscope, SensorType::Accelerometer] {
|
||||
if unsafe { pad.has_sensor(s) } {
|
||||
let _ = pad.sensor_set_enabled(s, enabled);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Forward one touchpad contact on the rich-input plane. A multi-touchpad pad (Steam Deck / Steam
|
||||
/// Controller) sends `TouchpadEx` with the surface (SDL touchpad 0 = left → 1, 1 = right → 2) and
|
||||
/// signed coordinates; a single-touchpad pad (DualSense) keeps the legacy `Touchpad` (unsigned).
|
||||
fn forward_touch(
|
||||
&mut self,
|
||||
which: u32,
|
||||
touchpad: u32,
|
||||
finger: u8,
|
||||
x: f32,
|
||||
y: f32,
|
||||
active: bool,
|
||||
) {
|
||||
let Some(c) = self.attached.as_ref() else {
|
||||
return;
|
||||
};
|
||||
let multi = self
|
||||
.opened
|
||||
.get(&which)
|
||||
.map(|p| p.touchpads_count() >= 2)
|
||||
.unwrap_or(false);
|
||||
let (cx, cy) = (x.clamp(0.0, 1.0), y.clamp(0.0, 1.0));
|
||||
let surface = if multi { (touchpad as u8) + 1 } else { 0 };
|
||||
let rich = if multi {
|
||||
RichInput::TouchpadEx {
|
||||
pad: 0,
|
||||
surface,
|
||||
finger,
|
||||
touch: active,
|
||||
click: false,
|
||||
x: (cx * 65535.0 - 32768.0) as i16,
|
||||
y: (cy * 65535.0 - 32768.0) as i16,
|
||||
pressure: 0,
|
||||
}
|
||||
} else {
|
||||
RichInput::Touchpad {
|
||||
pad: 0,
|
||||
finger,
|
||||
active,
|
||||
x: (cx * 65535.0) as u16,
|
||||
y: (cy * 65535.0) as u16,
|
||||
}
|
||||
};
|
||||
let _ = c.send_rich_input(rich);
|
||||
if active {
|
||||
self.held_touches.insert((surface, finger));
|
||||
} else {
|
||||
self.held_touches.remove(&(surface, finger));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(clippy::too_many_lines)]
|
||||
fn run(
|
||||
pads_out: &Mutex<Vec<PadInfo>>,
|
||||
active_out: &Mutex<Option<PadInfo>>,
|
||||
ctl: &Receiver<Ctl>,
|
||||
) -> Result<(), String> {
|
||||
// Off-main-thread + no video subsystem: keep SDL away from signals, poll pads on its own
|
||||
// thread.
|
||||
sdl3::hint::set("SDL_NO_SIGNAL_HANDLERS", "1");
|
||||
sdl3::hint::set("SDL_JOYSTICK_THREAD", "1");
|
||||
// Let SDL's HIDAPI drivers open Valve Steam Controller / Steam Deck devices directly, so the
|
||||
// paddles, both trackpads, and gyro arrive as first-class SDL gamepad inputs.
|
||||
sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAMDECK", "1");
|
||||
sdl3::hint::set("SDL_JOYSTICK_HIDAPI_STEAM", "1");
|
||||
let sdl = sdl3::init().map_err(|e| e.to_string())?;
|
||||
let subsystem = sdl.gamepad().map_err(|e| e.to_string())?;
|
||||
let mut pump = sdl.event_pump().map_err(|e| e.to_string())?;
|
||||
|
||||
let mut w = Worker {
|
||||
subsystem,
|
||||
opened: HashMap::new(),
|
||||
order: Vec::new(),
|
||||
pinned: None,
|
||||
attached: None,
|
||||
last_axis: [i32::MIN; 6],
|
||||
held_buttons: Vec::new(),
|
||||
held_touches: std::collections::HashSet::new(),
|
||||
last_accel: [0; 3],
|
||||
};
|
||||
|
||||
let publish = |w: &Worker| {
|
||||
let mut list: Vec<PadInfo> = w.order.iter().filter_map(|&id| w.pad_info(id)).collect();
|
||||
list.reverse(); // most recent first — the Settings list order
|
||||
*pads_out.lock().unwrap() = list;
|
||||
*active_out.lock().unwrap() = w.active_id().and_then(|id| w.pad_info(id));
|
||||
};
|
||||
|
||||
loop {
|
||||
// Control plane from the UI thread.
|
||||
loop {
|
||||
match ctl.try_recv() {
|
||||
Ok(Ctl::Attach(c)) => {
|
||||
w.attached = Some(c);
|
||||
w.last_axis = [i32::MIN; 6];
|
||||
w.set_sensors(true);
|
||||
}
|
||||
Ok(Ctl::Detach) => {
|
||||
w.flush_held();
|
||||
w.set_sensors(false);
|
||||
w.attached = None;
|
||||
}
|
||||
Ok(Ctl::Pin(key)) => {
|
||||
let before = w.active_id();
|
||||
w.pinned = key;
|
||||
if w.active_id() != before {
|
||||
w.flush_held();
|
||||
if w.attached.is_some() {
|
||||
w.set_sensors(true);
|
||||
}
|
||||
}
|
||||
publish(&w);
|
||||
}
|
||||
Err(std::sync::mpsc::TryRecvError::Empty) => break,
|
||||
Err(std::sync::mpsc::TryRecvError::Disconnected) => return Ok(()), // app gone
|
||||
}
|
||||
}
|
||||
|
||||
while let Some(event) = pump.poll_event() {
|
||||
use sdl3::event::Event;
|
||||
let active = w.active_id();
|
||||
match event {
|
||||
Event::ControllerDeviceAdded { which, .. } => {
|
||||
if !w.opened.contains_key(&which) {
|
||||
match w.subsystem.open(sdl3::sys::joystick::SDL_JoystickID(which)) {
|
||||
Ok(pad) => {
|
||||
tracing::info!(
|
||||
name = pad.name().unwrap_or_default(),
|
||||
"gamepad attached"
|
||||
);
|
||||
w.opened.insert(which, pad);
|
||||
w.order.push(which);
|
||||
if w.attached.is_some() && w.active_id() == Some(which) {
|
||||
w.set_sensors(true);
|
||||
}
|
||||
publish(&w);
|
||||
}
|
||||
Err(e) => tracing::warn!(error = %e, "gamepad open failed"),
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::ControllerDeviceRemoved { which, .. } => {
|
||||
if w.opened.remove(&which).is_some() {
|
||||
w.order.retain(|&id| id != which);
|
||||
if active == Some(which) {
|
||||
w.flush_held();
|
||||
}
|
||||
tracing::info!("gamepad detached");
|
||||
publish(&w);
|
||||
}
|
||||
}
|
||||
Event::ControllerButtonDown { which, button, .. }
|
||||
if active == Some(which) && w.attached.is_some() =>
|
||||
{
|
||||
if let Some(bit) = button_bit(button) {
|
||||
w.held_buttons.push(bit);
|
||||
send(
|
||||
w.attached.as_ref().unwrap(),
|
||||
InputKind::GamepadButton,
|
||||
bit,
|
||||
1,
|
||||
);
|
||||
}
|
||||
}
|
||||
Event::ControllerButtonUp { which, button, .. }
|
||||
if active == Some(which) && w.attached.is_some() =>
|
||||
{
|
||||
if let Some(bit) = button_bit(button) {
|
||||
w.held_buttons.retain(|&b| b != bit);
|
||||
send(
|
||||
w.attached.as_ref().unwrap(),
|
||||
InputKind::GamepadButton,
|
||||
bit,
|
||||
0,
|
||||
);
|
||||
}
|
||||
}
|
||||
Event::ControllerAxisMotion {
|
||||
which, axis, value, ..
|
||||
} if active == Some(which) && w.attached.is_some() => {
|
||||
let (id, v) = axis_value(axis, value);
|
||||
if w.last_axis[id as usize] != v {
|
||||
w.last_axis[id as usize] = v;
|
||||
send(w.attached.as_ref().unwrap(), InputKind::GamepadAxis, id, v);
|
||||
}
|
||||
}
|
||||
// Touchpad contacts → the rich-input plane. One pad (DualSense) keeps the legacy
|
||||
// `Touchpad`; two pads (Steam Deck / Steam Controller) send `TouchpadEx` per surface.
|
||||
Event::ControllerTouchpadDown {
|
||||
which,
|
||||
touchpad,
|
||||
finger,
|
||||
x,
|
||||
y,
|
||||
..
|
||||
}
|
||||
| Event::ControllerTouchpadMotion {
|
||||
which,
|
||||
touchpad,
|
||||
finger,
|
||||
x,
|
||||
y,
|
||||
..
|
||||
} if active == Some(which) && w.attached.is_some() => {
|
||||
w.forward_touch(which, touchpad as u32, finger as u8, x, y, true);
|
||||
}
|
||||
Event::ControllerTouchpadUp {
|
||||
which,
|
||||
touchpad,
|
||||
finger,
|
||||
x,
|
||||
y,
|
||||
..
|
||||
} if active == Some(which) && w.attached.is_some() => {
|
||||
w.forward_touch(which, touchpad as u32, finger as u8, x, y, false);
|
||||
}
|
||||
// Motion: accel events update the cache; each gyro event ships a sample (the
|
||||
// DualSense reports both at ~250 Hz). Scale convention shared with the other
|
||||
// clients — sign/scale derived, not yet live-verified.
|
||||
Event::ControllerSensorUpdated {
|
||||
which,
|
||||
sensor,
|
||||
data,
|
||||
..
|
||||
} if active == Some(which) && w.attached.is_some() => {
|
||||
use sdl3::sensor::SensorType;
|
||||
match sensor {
|
||||
SensorType::Accelerometer => {
|
||||
for (i, v) in data.iter().enumerate() {
|
||||
w.last_accel[i] =
|
||||
(v / G * ACCEL_LSB_PER_G).clamp(-32768.0, 32767.0) as i16;
|
||||
}
|
||||
}
|
||||
SensorType::Gyroscope => {
|
||||
let mut gyro = [0i16; 3];
|
||||
for (i, v) in data.iter().enumerate() {
|
||||
gyro[i] = (v * GYRO_LSB_PER_RAD_S).clamp(-32768.0, 32767.0) as i16;
|
||||
}
|
||||
let _ =
|
||||
w.attached
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.send_rich_input(RichInput::Motion {
|
||||
pad: 0,
|
||||
gyro,
|
||||
accel: w.last_accel,
|
||||
});
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// Feedback planes (this thread is their single consumer). Rumble arrives as
|
||||
// self-terminating v2 envelopes: the host renews an active level and lets an abandoned one
|
||||
// lapse, so the SDL duration is the host's TTL — a lost stop (or a dead host) self-silences
|
||||
// at the lease instead of droning. A legacy host (`ttl == None`) sends no lease → keep the
|
||||
// proven 5 s duration and rely on its periodic re-send as before.
|
||||
if let Some(connector) = w.attached.clone() {
|
||||
while let Ok((pad, low, high, ttl)) = connector.next_rumble_ttl(Duration::ZERO) {
|
||||
if pad == 0 {
|
||||
// Floor the lease so a jittered renewal can't gap the actuator between writes.
|
||||
let dur_ms = ttl.map_or(5_000, |ms| (ms as u32).max(240));
|
||||
if let Some(p) = w.active_id().and_then(|id| w.opened.get_mut(&id)) {
|
||||
// Surface a failed SDL rumble write: a swallowed error here (DualSense not in
|
||||
// the right HIDAPI mode, etc.) reads exactly like "rumble doesn't work". The
|
||||
// host logs the send side on 0xCA, so the two together pinpoint host-game vs
|
||||
// client-render.
|
||||
if let Err(e) = p.set_rumble(low, high, dur_ms) {
|
||||
tracing::warn!(low, high, error = %e, "rumble: SDL set_rumble failed");
|
||||
} else {
|
||||
tracing::debug!(low, high, "rumble: rendered");
|
||||
}
|
||||
} else {
|
||||
tracing::debug!(low, high, "rumble: received but no active pad to render");
|
||||
}
|
||||
}
|
||||
}
|
||||
while let Ok(hid) = connector.next_hidout(Duration::ZERO) {
|
||||
let Some(id) = w.active_id() else { continue };
|
||||
let is_ds = w.pad_info(id).is_some_and(|p| p.is_dualsense());
|
||||
let Some(pad) = w.opened.get_mut(&id) else {
|
||||
continue;
|
||||
};
|
||||
match hid {
|
||||
HidOutput::Led { pad: 0, r, g, b } if is_ds => {
|
||||
let _ = pad.send_effect(&Ds5Feedback::lightbar_packet(r, g, b));
|
||||
}
|
||||
HidOutput::Led { pad: 0, r, g, b } => {
|
||||
let _ = pad.set_led(r, g, b);
|
||||
}
|
||||
HidOutput::PlayerLeds { pad: 0, bits } if is_ds => {
|
||||
let _ = pad.send_effect(&Ds5Feedback::player_packet(bits));
|
||||
}
|
||||
HidOutput::Trigger {
|
||||
pad: 0,
|
||||
which,
|
||||
ref effect,
|
||||
} if is_ds => {
|
||||
let _ = pad.send_effect(&Ds5Feedback::trigger_packet(which, effect));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::thread::sleep(Duration::from_millis(if w.attached.is_some() {
|
||||
2
|
||||
} else {
|
||||
30
|
||||
}));
|
||||
}
|
||||
}
|
||||
@@ -1,104 +1,14 @@
|
||||
//! The single Direct3D 11 device shared by the video decoder (D3D11VA hardware decode) and the
|
||||
//! presenter (the `SwapChainPanel` composition swapchain + the present draw).
|
||||
//! DXGI adapter enumeration for the Settings "GPU" picker.
|
||||
//!
|
||||
//! Zero-copy hardware decode requires FFmpeg to decode HEVC into `ID3D11Texture2D`s created by the
|
||||
//! **same** device the presenter binds as shader resources and draws with — a texture from one
|
||||
//! device can't be sampled by another. So the device is created once, here, and both subsystems
|
||||
//! pull it from a process-global `OnceLock` (initialised on whichever thread asks first: the
|
||||
//! session pump when it builds the decoder, or the UI thread when it builds the presenter).
|
||||
//!
|
||||
//! **Adapter selection** (matters on hybrid boxes — e.g. an Intel iGPU driving the panel next to
|
||||
//! an NVIDIA dGPU): `PUNKTFUNK_ADAPTER` (index or case-insensitive name substring, a debugging
|
||||
//! override) wins; else the persisted Settings GPU pick ([`crate::trust::Settings::adapter`], the
|
||||
//! Settings-page selector on multi-GPU boxes); else the adapter whose output owns the monitor our
|
||||
//! window is on — that's the adapter DWM composes that monitor with, so presents are copy-free
|
||||
//! and decode runs on the near GPU; else the default adapter. Deliberately NOT "the adapter with
|
||||
//! the best decoder": if the monitor's adapter can't decode the codec we demote to software,
|
||||
//! which beats a per-frame cross-adapter present copy. The device is cached **keyed by the
|
||||
//! resolved preference**, so a Settings change takes effect at the next session (the pump and the
|
||||
//! presenter both resolve at session start and read the same value) without an app restart.
|
||||
//!
|
||||
//! `PUNKTFUNK_D3D_DEBUG=1` adds the D3D11 debug layer (validation messages in the debugger /
|
||||
//! DebugView) — invaluable for present-path bugs, which D3D11 otherwise drops silently.
|
||||
//!
|
||||
//! **Thread-safety.** windows-rs COM interfaces are deliberately `!Send`/`!Sync` — thread-safety
|
||||
//! is per-object, not universal. An `ID3D11Device` and its immediate context become free-threaded
|
||||
//! once `ID3D11Multithread::SetMultithreadProtected(TRUE)` is set, which FFmpeg's D3D11VA backend
|
||||
//! does inside `av_hwdevice_ctx_init` (it installs an `ID3D11Multithread`-based default lock when we
|
||||
//! leave `AVD3D11VADeviceContext.lock` null). The decoder then uses FFmpeg's separate
|
||||
//! `ID3D11VideoContext` for decode while the presenter uses the immediate context for draw; under
|
||||
//! multithread protection D3D serialises the two internally, and decode/draw touch disjoint context
|
||||
//! state. That makes the `unsafe impl Send + Sync` below sound for exactly this usage.
|
||||
//! Streaming (decode + present) runs in the spawned `punktfunk-session` binary; the shell only
|
||||
//! needs the list of real (hardware) adapters to offer on a multi-GPU box (a hybrid laptop or an
|
||||
//! eGPU). The picked adapter description is persisted (`crate::trust::Settings::adapter`) and read
|
||||
//! by the session child at connect (`PUNKTFUNK_ADAPTER` remains the session binary's env override).
|
||||
|
||||
use anyhow::{anyhow, Result};
|
||||
use std::sync::{Arc, Mutex};
|
||||
use windows::core::Interface;
|
||||
use windows::Win32::Graphics::Direct3D::{
|
||||
D3D_DRIVER_TYPE, D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_UNKNOWN, D3D_DRIVER_TYPE_WARP,
|
||||
D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1,
|
||||
};
|
||||
use windows::Win32::Graphics::Direct3D11::{
|
||||
D3D11CreateDevice, ID3D11Device, ID3D11DeviceContext, ID3D11Multithread,
|
||||
D3D11_CREATE_DEVICE_BGRA_SUPPORT, D3D11_CREATE_DEVICE_DEBUG, D3D11_CREATE_DEVICE_FLAG,
|
||||
D3D11_CREATE_DEVICE_VIDEO_SUPPORT, D3D11_SDK_VERSION,
|
||||
};
|
||||
use windows::Win32::Graphics::Dxgi::{CreateDXGIFactory1, IDXGIAdapter, IDXGIFactory1};
|
||||
|
||||
pub struct SharedDevice {
|
||||
pub device: ID3D11Device,
|
||||
pub context: ID3D11DeviceContext,
|
||||
/// True when this is a real GPU (hardware) adapter — a precondition for D3D11VA decode. WARP
|
||||
/// (the GPU-less dev box) creates fine for present but cannot hardware-decode HEVC, so the
|
||||
/// decoder skips straight to the software path there.
|
||||
pub hardware: bool,
|
||||
}
|
||||
|
||||
// Sound for our usage — see the module docs: the device + immediate context are free-threaded under
|
||||
// the multithread protection FFmpeg installs, and decode (video context) / present (immediate
|
||||
// context) never share mutable context state.
|
||||
unsafe impl Send for SharedDevice {}
|
||||
unsafe impl Sync for SharedDevice {}
|
||||
|
||||
/// The shared device, cached with the GPU preference it was resolved from (empty = automatic).
|
||||
/// Re-created when the preference changes — in practice only between sessions: within one session
|
||||
/// the decoder and the presenter both call [`shared`] at session start with the same value.
|
||||
static SHARED: Mutex<Option<(String, Arc<SharedDevice>)>> = Mutex::new(None);
|
||||
|
||||
/// The user's decode/present GPU preference: the `PUNKTFUNK_ADAPTER` env (debugging override)
|
||||
/// wins, else the persisted Settings pick; empty = automatic.
|
||||
fn adapter_pref() -> String {
|
||||
std::env::var("PUNKTFUNK_ADAPTER")
|
||||
.ok()
|
||||
.map(|s| s.trim().to_string())
|
||||
.filter(|s| !s.is_empty())
|
||||
.unwrap_or_else(|| crate::trust::Settings::load().adapter)
|
||||
}
|
||||
|
||||
/// The process-shared D3D11 device for the current GPU preference, created (or re-created after
|
||||
/// a preference change) on demand. `None` only if D3D11 device creation fails for both a hardware
|
||||
/// adapter and WARP (effectively never — WARP is always present).
|
||||
pub fn shared() -> Option<Arc<SharedDevice>> {
|
||||
let pref = adapter_pref();
|
||||
let mut cached = SHARED.lock().unwrap();
|
||||
if let Some((key, dev)) = cached.as_ref() {
|
||||
if *key == pref {
|
||||
return Some(dev.clone());
|
||||
}
|
||||
}
|
||||
match create_device(&pref) {
|
||||
Ok(d) => {
|
||||
let d = Arc::new(d);
|
||||
*cached = Some((pref, d.clone()));
|
||||
Some(d)
|
||||
}
|
||||
Err(e) => {
|
||||
tracing::error!(error = %e, "shared D3D11 device creation failed — no present/decode");
|
||||
None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The adapter's human-readable description, for the logs.
|
||||
/// The adapter's human-readable description.
|
||||
fn adapter_name(adapter: &IDXGIAdapter) -> String {
|
||||
unsafe {
|
||||
adapter
|
||||
@@ -112,7 +22,7 @@ fn adapter_name(adapter: &IDXGIAdapter) -> String {
|
||||
}
|
||||
}
|
||||
|
||||
/// Every DXGI adapter, in enumeration order (`PUNKTFUNK_ADAPTER=<index>` uses these indices).
|
||||
/// Every DXGI adapter, in enumeration order.
|
||||
fn all_adapters() -> Vec<IDXGIAdapter> {
|
||||
let factory: IDXGIFactory1 = match unsafe { CreateDXGIFactory1() } {
|
||||
Ok(f) => f,
|
||||
@@ -144,136 +54,3 @@ pub fn adapter_names() -> Vec<String> {
|
||||
.map(adapter_name)
|
||||
.collect()
|
||||
}
|
||||
|
||||
/// Resolve an explicit adapter: a non-empty `pref` (index or case-insensitive name substring, from
|
||||
/// env or Settings) wins; else the adapter whose output owns the monitor the app window is on (see
|
||||
/// module docs); else `None` → the default adapter (also the headless-CLI path with no window).
|
||||
fn resolve_adapter(pref: &str) -> Option<IDXGIAdapter> {
|
||||
let adapters = all_adapters();
|
||||
|
||||
if !pref.is_empty() {
|
||||
let found = if let Ok(idx) = pref.parse::<usize>() {
|
||||
adapters.get(idx).cloned()
|
||||
} else {
|
||||
let needle = pref.to_lowercase();
|
||||
adapters
|
||||
.iter()
|
||||
.find(|a| adapter_name(a).to_lowercase().contains(&needle))
|
||||
.cloned()
|
||||
};
|
||||
match &found {
|
||||
Some(a) => tracing::info!(pref, adapter = %adapter_name(a), "GPU preference matched"),
|
||||
None => tracing::warn!(pref, "GPU preference matched no adapter — using automatic"),
|
||||
}
|
||||
if found.is_some() {
|
||||
return found;
|
||||
}
|
||||
}
|
||||
|
||||
// The adapter driving the monitor our window sits on: DWM composes that monitor with it, so
|
||||
// presenting from it is copy-free (a hybrid box's other adapter would pay a cross-adapter
|
||||
// copy per frame).
|
||||
let monitor = unsafe {
|
||||
use windows::Win32::Graphics::Gdi::{MonitorFromWindow, MONITOR_DEFAULTTONULL};
|
||||
use windows::Win32::UI::WindowsAndMessaging::FindWindowW;
|
||||
let hwnd = FindWindowW(None, windows::core::w!("Punktfunk")).ok()?;
|
||||
MonitorFromWindow(hwnd, MONITOR_DEFAULTTONULL)
|
||||
};
|
||||
if monitor.is_invalid() {
|
||||
return None;
|
||||
}
|
||||
for adapter in &adapters {
|
||||
let mut oi = 0u32;
|
||||
while let Ok(output) = unsafe { adapter.EnumOutputs(oi) } {
|
||||
oi += 1;
|
||||
if let Ok(desc) = unsafe { output.GetDesc() } {
|
||||
if desc.Monitor == monitor {
|
||||
tracing::info!(adapter = %adapter_name(adapter), "using the window's monitor adapter");
|
||||
return Some(adapter.clone());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
None
|
||||
}
|
||||
|
||||
fn create_device(pref: &str) -> Result<SharedDevice> {
|
||||
// Preference order: the resolved adapter (or the default hardware adapter) with video support
|
||||
// (enables D3D11VA); the same without the VIDEO flag (a driver that rejects it still presents +
|
||||
// software-decodes); finally WARP for the GPU-less box. BGRA_SUPPORT is required for the
|
||||
// composition swapchain in every case. An explicit adapter requires D3D_DRIVER_TYPE_UNKNOWN.
|
||||
let adapter = resolve_adapter(pref);
|
||||
let attempts: [(Option<&IDXGIAdapter>, D3D_DRIVER_TYPE, bool, bool); 3] = match &adapter {
|
||||
Some(a) => [
|
||||
(Some(a), D3D_DRIVER_TYPE_UNKNOWN, true, true),
|
||||
(Some(a), D3D_DRIVER_TYPE_UNKNOWN, false, true),
|
||||
(None, D3D_DRIVER_TYPE_WARP, false, false),
|
||||
],
|
||||
None => [
|
||||
(None, D3D_DRIVER_TYPE_HARDWARE, true, true),
|
||||
(None, D3D_DRIVER_TYPE_HARDWARE, false, true),
|
||||
(None, D3D_DRIVER_TYPE_WARP, false, false),
|
||||
],
|
||||
};
|
||||
// The debug layer needs the SDK layers installed (Graphics Tools); when they're missing the
|
||||
// creation fails, so each attempt retries without the flag rather than failing the ladder.
|
||||
let debug = std::env::var("PUNKTFUNK_D3D_DEBUG").is_ok_and(|v| v == "1");
|
||||
for (adapter, driver, video, hardware) in attempts {
|
||||
let mut flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
|
||||
if video {
|
||||
flags |= D3D11_CREATE_DEVICE_VIDEO_SUPPORT;
|
||||
}
|
||||
let flag_sets: &[D3D11_CREATE_DEVICE_FLAG] = if debug {
|
||||
&[flags | D3D11_CREATE_DEVICE_DEBUG, flags]
|
||||
} else {
|
||||
&[flags]
|
||||
};
|
||||
for &flags in flag_sets {
|
||||
let mut device = None;
|
||||
let mut context = None;
|
||||
let r = unsafe {
|
||||
D3D11CreateDevice(
|
||||
adapter,
|
||||
driver,
|
||||
None,
|
||||
flags,
|
||||
Some(&[D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0]),
|
||||
D3D11_SDK_VERSION,
|
||||
Some(&mut device),
|
||||
None,
|
||||
Some(&mut context),
|
||||
)
|
||||
};
|
||||
if r.is_ok() {
|
||||
let (device, context) = (device.unwrap(), context.unwrap());
|
||||
// Make the device + immediate context free-threaded: the decoder (D3D11VA video
|
||||
// context, pump thread) and the presenter (immediate context, render thread) both
|
||||
// touch this device. FFmpeg also sets this during hwdevice init, but doing it up
|
||||
// front keeps the cross-thread `Send`/`Sync` sound from the moment the device exists.
|
||||
if let Ok(mt) = context.cast::<ID3D11Multithread>() {
|
||||
unsafe {
|
||||
let _ = mt.SetMultithreadProtected(true); // returns the prior state; ignore
|
||||
}
|
||||
}
|
||||
tracing::info!(
|
||||
adapter = %adapter.map(adapter_name).unwrap_or_else(|| if hardware {
|
||||
"default".into()
|
||||
} else {
|
||||
"WARP (software)".into()
|
||||
}),
|
||||
video,
|
||||
debug = (flags & D3D11_CREATE_DEVICE_DEBUG).0 != 0,
|
||||
"shared D3D11 device created"
|
||||
);
|
||||
return Ok(SharedDevice {
|
||||
device,
|
||||
context,
|
||||
hardware,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
Err(anyhow!(
|
||||
"D3D11CreateDevice failed for both hardware and WARP"
|
||||
))
|
||||
}
|
||||
|
||||
@@ -1,742 +0,0 @@
|
||||
//! Stream input: Win32 low-level keyboard + mouse hooks forwarding to the host while the WinUI
|
||||
//! window is focused and the pointer is captured.
|
||||
//!
|
||||
//! windows-reactor exposes no raw key-down/up or pointer-position/wheel events (only keyboard
|
||||
//! *accelerators* and pointer button-state), which is insufficient for a game stream. So this
|
||||
//! drops below XAML to `WH_KEYBOARD_LL` / `WH_MOUSE_LL`, installed on the UI thread when the
|
||||
//! stream page mounts and removed when it unmounts.
|
||||
//!
|
||||
//! **Pointer lock.** While captured the cursor is *locked* the way a game-streaming client locks
|
||||
//! it (Moonlight/Parsec): the OS cursor is hidden + confined to the window (`ClipCursor`), and
|
||||
//! every physical move is turned into a **relative** delta (`InputKind::MouseMove`) — we read the
|
||||
//! offset from the window centre, ship it (scaled screen→host through the Contain-fit factor, with
|
||||
//! sub-pixel remainder carried so slow drags aren't lost), then warp the cursor back to centre so
|
||||
//! it never reaches a screen edge. This is why the old absolute path froze: swallowing
|
||||
//! `WM_MOUSEMOVE` pinned the OS cursor, so `pt` never travelled and the absolute coordinate
|
||||
//! snapped to one point. Keys carry the **US-positional VK** for the pressed physical key (the
|
||||
//! punktfunk wire contract shared by every first-party client — see [`scan_to_positional_vk`]):
|
||||
//! the hook's layout-resolved `vkCode` must NOT go on the wire, or a non-US pair re-maps
|
||||
//! positions through two layouts (German: y↔z swapped, ü lands on ö).
|
||||
//!
|
||||
//! **Capture state machine** (parity with the GTK/Swift clients): capture engages at stream
|
||||
//! start, **Ctrl+Alt+Shift+Q** releases it (handing the cursor back to the local desktop), and a
|
||||
//! **click on the stream** re-engages it. Losing foreground also releases the lock so the cursor
|
||||
//! is never stranded; regaining it while still captured re-locks. When "capture system
|
||||
//! shortcuts" is off in Settings, Alt+Tab / Alt+Esc / Ctrl+Esc / the Win keys act on the local
|
||||
//! desktop instead of being forwarded. **Ctrl+Alt+Shift+D disconnects** the session (consumed
|
||||
//! locally, works captured or released while our window is foreground): it trips the session's
|
||||
//! stop flag, the pump winds down, and the event loop navigates back to the host list.
|
||||
//! **Ctrl+Alt+Shift+S** toggles the stats overlay live and **F11** toggles fullscreen — both are
|
||||
//! client-local shortcuts (consumed, never forwarded), matching the GTK client's stream key set.
|
||||
|
||||
use punktfunk_core::client::NativeClient;
|
||||
use punktfunk_core::config::Mode;
|
||||
use punktfunk_core::input::{InputEvent, InputKind};
|
||||
use std::collections::HashSet;
|
||||
use std::sync::atomic::{AtomicBool, AtomicIsize, Ordering};
|
||||
use std::sync::{Arc, Mutex};
|
||||
use windows::core::BOOL;
|
||||
use windows::Win32::Foundation::{HWND, LPARAM, LRESULT, POINT, RECT, WPARAM};
|
||||
use windows::Win32::Graphics::Gdi::ClientToScreen;
|
||||
use windows::Win32::System::LibraryLoader::GetModuleHandleW;
|
||||
use windows::Win32::UI::Input::KeyboardAndMouse::{VK_D, VK_F11, VK_Q, VK_S};
|
||||
use windows::Win32::UI::Shell::{DefSubclassProc, RemoveWindowSubclass, SetWindowSubclass};
|
||||
use windows::Win32::UI::WindowsAndMessaging::{
|
||||
CallNextHookEx, ClipCursor, EnumChildWindows, GetClientRect, GetForegroundWindow, SetCursor,
|
||||
SetCursorPos, SetWindowsHookExW, ShowCursor, UnhookWindowsHookEx, HC_ACTION, HHOOK,
|
||||
KBDLLHOOKSTRUCT, LLKHF_EXTENDED, LLMHF_INJECTED, MSLLHOOKSTRUCT, WH_KEYBOARD_LL, WH_MOUSE_LL,
|
||||
WM_KEYUP, WM_LBUTTONDOWN, WM_LBUTTONUP, WM_MBUTTONDOWN, WM_MBUTTONUP, WM_MOUSEHWHEEL,
|
||||
WM_MOUSEMOVE, WM_MOUSEWHEEL, WM_RBUTTONDOWN, WM_RBUTTONUP, WM_SETCURSOR, WM_SYSKEYUP,
|
||||
WM_XBUTTONDOWN, WM_XBUTTONUP,
|
||||
};
|
||||
|
||||
struct State {
|
||||
connector: Arc<NativeClient>,
|
||||
mode: Mode,
|
||||
/// The session's stop flag (Ctrl+Alt+Shift+D trips it; the pump then ends the session).
|
||||
stop: Arc<AtomicBool>,
|
||||
/// Our window handle, stored as the raw `isize` so `State` is `Send` (`HWND` is not).
|
||||
hwnd: isize,
|
||||
/// User intent: forward input to the host (toggled by Ctrl+Alt+Shift+Q / click-to-capture).
|
||||
captured: bool,
|
||||
/// Forward system shortcuts (Alt+Tab, Win, …) to the host; off = they act locally.
|
||||
inhibit_shortcuts: bool,
|
||||
/// The OS pointer is currently locked (hidden + confined + recentering). Tracks the real
|
||||
/// `ClipCursor`/`ShowCursor` state so we engage/disengage exactly once per transition.
|
||||
locked: bool,
|
||||
/// Lock geometry, captured when the lock engages: the confinement rect (screen coordinates,
|
||||
/// also the click-to-capture hit test), its centre (the cursor is warped here after every
|
||||
/// move), and the screen→host scale (the Contain-fit display scale's inverse). Stable while
|
||||
/// locked — the window can't be moved or resized with the cursor confined inside it.
|
||||
clip: RECT,
|
||||
center_x: i32,
|
||||
center_y: i32,
|
||||
scale: f32,
|
||||
/// Sub-pixel remainder of the screen→host scale, carried so slow drags aren't truncated away.
|
||||
acc_x: f32,
|
||||
acc_y: f32,
|
||||
/// Modifier state, tracked from the hook's own event stream (see `kbd_proc`).
|
||||
ctrl: bool,
|
||||
alt: bool,
|
||||
shift: bool,
|
||||
held_keys: HashSet<u8>,
|
||||
held_buttons: HashSet<u32>,
|
||||
}
|
||||
|
||||
// `State` carries no `!Send` handle (hwnd is an `isize`), so the static is sound. The hook procs
|
||||
// run on the same UI thread that installs/removes the hooks, so the lock is uncontended.
|
||||
static STATE: Mutex<Option<State>> = Mutex::new(None);
|
||||
static KBD_HOOK: AtomicIsize = AtomicIsize::new(0);
|
||||
static MOUSE_HOOK: AtomicIsize = AtomicIsize::new(0);
|
||||
/// Mirror of `State::captured` for lock-free reads off the UI thread (the HUD poll).
|
||||
static CAPTURED: AtomicBool = AtomicBool::new(false);
|
||||
/// Live stats-overlay visibility. Seeded from `Settings::show_stats` at `install`, then toggled by
|
||||
/// Ctrl+Alt+Shift+S for the session (parity with the GTK client's live `s` toggle); the HUD poll
|
||||
/// reads it lock-free to drive the overlay.
|
||||
static HUD_VISIBLE: AtomicBool = AtomicBool::new(false);
|
||||
/// Whether the pointer lock currently wants the OS cursor hidden. Read lock-free by
|
||||
/// [`cursor_subclass_proc`] (which runs on the UI thread inside `WM_SETCURSOR`) so it can override
|
||||
/// WinUI's per-move arrow re-assertion — a one-shot `ShowCursor(false)` alone loses that race
|
||||
/// because the content island re-sets the arrow every time the pointer moves.
|
||||
static CURSOR_HIDDEN: AtomicBool = AtomicBool::new(false);
|
||||
/// Our `SetWindowSubclass` id on the WinUI window + its content-island children (any stable value;
|
||||
/// scopes the subclass so install/remove target exactly our proc).
|
||||
const CURSOR_SUBCLASS_ID: usize = 0x7066_6375; // 'pfcu'
|
||||
|
||||
/// Whether stream input is currently captured (drives the HUD's release/capture hint).
|
||||
pub fn is_captured() -> bool {
|
||||
CAPTURED.load(Ordering::Relaxed)
|
||||
}
|
||||
|
||||
/// Whether the stats overlay should be shown: the Settings default at stream start, then whatever
|
||||
/// Ctrl+Alt+Shift+S last set for the session. Read by the HUD poll thread.
|
||||
pub fn hud_visible() -> bool {
|
||||
HUD_VISIBLE.load(Ordering::Relaxed)
|
||||
}
|
||||
|
||||
/// Set the capture intent and engage/release the pointer lock to match.
|
||||
fn set_captured(st: &mut State, on: bool) {
|
||||
st.captured = on;
|
||||
CAPTURED.store(on, Ordering::Relaxed);
|
||||
set_locked(st, on);
|
||||
if !on {
|
||||
flush_held(st); // release held keys/buttons so nothing sticks on the host
|
||||
}
|
||||
}
|
||||
|
||||
/// Install the hooks for a streaming session. Call from the UI thread once the window is shown.
|
||||
/// `inhibit_shortcuts` forwards system shortcuts (Alt+Tab, Win, …) to the host; off = local.
|
||||
/// `show_stats` seeds the stats-overlay visibility that Ctrl+Alt+Shift+S then toggles live.
|
||||
/// `stop` is the session's stop flag, tripped by the disconnect shortcut.
|
||||
pub fn install(
|
||||
connector: Arc<NativeClient>,
|
||||
mode: Mode,
|
||||
inhibit_shortcuts: bool,
|
||||
show_stats: bool,
|
||||
stop: Arc<AtomicBool>,
|
||||
) {
|
||||
HUD_VISIBLE.store(show_stats, Ordering::Relaxed);
|
||||
let hwnd = unsafe { GetForegroundWindow() };
|
||||
let mut st = State {
|
||||
connector,
|
||||
mode,
|
||||
stop,
|
||||
hwnd: hwnd.0 as isize,
|
||||
captured: false,
|
||||
inhibit_shortcuts,
|
||||
locked: false,
|
||||
clip: RECT::default(),
|
||||
center_x: 0,
|
||||
center_y: 0,
|
||||
scale: 1.0,
|
||||
acc_x: 0.0,
|
||||
acc_y: 0.0,
|
||||
ctrl: false,
|
||||
alt: false,
|
||||
shift: false,
|
||||
held_keys: HashSet::new(),
|
||||
held_buttons: HashSet::new(),
|
||||
};
|
||||
// Capture immediately (the window is foreground at mount, like Moonlight grabbing on stream
|
||||
// start).
|
||||
set_captured(&mut st, true);
|
||||
*STATE.lock().unwrap() = Some(st);
|
||||
unsafe {
|
||||
let hinst = GetModuleHandleW(None).ok();
|
||||
if let Ok(h) = SetWindowsHookExW(WH_KEYBOARD_LL, Some(kbd_proc), hinst.map(Into::into), 0) {
|
||||
KBD_HOOK.store(h.0 as isize, Ordering::SeqCst);
|
||||
}
|
||||
if let Ok(h) = SetWindowsHookExW(WH_MOUSE_LL, Some(mouse_proc), hinst.map(Into::into), 0) {
|
||||
MOUSE_HOOK.store(h.0 as isize, Ordering::SeqCst);
|
||||
}
|
||||
}
|
||||
tracing::info!(
|
||||
inhibit_shortcuts,
|
||||
"stream input hooks installed — pointer locked (Ctrl+Alt+Shift+Q toggles capture)"
|
||||
);
|
||||
}
|
||||
|
||||
/// Remove the hooks, release the pointer lock, and flush any held keys/buttons (so nothing
|
||||
/// sticks down on the host).
|
||||
pub fn uninstall() {
|
||||
unsafe {
|
||||
let k = KBD_HOOK.swap(0, Ordering::SeqCst);
|
||||
if k != 0 {
|
||||
let _ = UnhookWindowsHookEx(HHOOK(k as *mut _));
|
||||
}
|
||||
let m = MOUSE_HOOK.swap(0, Ordering::SeqCst);
|
||||
if m != 0 {
|
||||
let _ = UnhookWindowsHookEx(HHOOK(m as *mut _));
|
||||
}
|
||||
}
|
||||
if let Some(mut st) = STATE.lock().unwrap().take() {
|
||||
// Hand the cursor back + flush held state.
|
||||
set_captured(&mut st, false);
|
||||
// Drop the WM_SETCURSOR subclass so the long-lived app window (reused for the host list
|
||||
// once the stream ends) is left pristine — set_captured already cleared CURSOR_HIDDEN.
|
||||
remove_cursor_subclass(HWND(st.hwnd as *mut _));
|
||||
// Fullscreen is a streaming-only mode: if F11 put us there, drop back to a normal window
|
||||
// so the GUI (the host list) is never left borderless-fullscreen after the stream ends.
|
||||
exit_fullscreen(HWND(st.hwnd as *mut _));
|
||||
}
|
||||
}
|
||||
|
||||
/// Release every held key/button on the host, so nothing sticks down when capture is dropped
|
||||
/// (toggled off) or the session ends.
|
||||
fn flush_held(st: &mut State) {
|
||||
let c = st.connector.clone();
|
||||
for vk in st.held_keys.drain() {
|
||||
send(&c, InputKind::KeyUp, vk as u32, 0, 0, 0);
|
||||
}
|
||||
for b in st.held_buttons.drain() {
|
||||
send(&c, InputKind::MouseButtonUp, b, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// Subclass proc on the WinUI window + its content-island children: while the pointer lock wants
|
||||
/// the cursor hidden ([`CURSOR_HIDDEN`]), answer `WM_SETCURSOR` ourselves with `SetCursor(None)`
|
||||
/// and return TRUE — halting WinUI's default handling before it re-asserts the arrow. This is what
|
||||
/// actually keeps the cursor hidden while captured; the sibling `ShowCursor(false)` cannot, because
|
||||
/// WinUI re-sets the arrow on every pointer move (the content island answers `WM_SETCURSOR` itself,
|
||||
/// which a low-level mouse hook never sees). When not hidden, we defer to the chain untouched.
|
||||
unsafe extern "system" fn cursor_subclass_proc(
|
||||
hwnd: HWND,
|
||||
msg: u32,
|
||||
wparam: WPARAM,
|
||||
lparam: LPARAM,
|
||||
_id: usize,
|
||||
_ref: usize,
|
||||
) -> LRESULT {
|
||||
if msg == WM_SETCURSOR && CURSOR_HIDDEN.load(Ordering::Relaxed) {
|
||||
unsafe {
|
||||
let _ = SetCursor(None);
|
||||
}
|
||||
return LRESULT(1); // handled — suppress the framework's arrow re-assertion
|
||||
}
|
||||
unsafe { DefSubclassProc(hwnd, msg, wparam, lparam) }
|
||||
}
|
||||
|
||||
unsafe extern "system" fn subclass_install_cb(child: HWND, _l: LPARAM) -> BOOL {
|
||||
unsafe {
|
||||
let _ = SetWindowSubclass(child, Some(cursor_subclass_proc), CURSOR_SUBCLASS_ID, 0);
|
||||
}
|
||||
BOOL(1) // keep enumerating
|
||||
}
|
||||
|
||||
unsafe extern "system" fn subclass_remove_cb(child: HWND, _l: LPARAM) -> BOOL {
|
||||
unsafe {
|
||||
let _ = RemoveWindowSubclass(child, Some(cursor_subclass_proc), CURSOR_SUBCLASS_ID);
|
||||
}
|
||||
BOOL(1)
|
||||
}
|
||||
|
||||
/// Install [`cursor_subclass_proc`] on the top-level WinUI window and every descendant — the video
|
||||
/// is a composition SwapChainPanel, so the pointer actually sits over WinUI's internal content-
|
||||
/// island child window, which is the window that receives `WM_SETCURSOR`. `EnumChildWindows`
|
||||
/// recurses into all descendants, so one pass covers it. Idempotent (re-installing the same
|
||||
/// id+proc just refreshes it), so it's safe to call on every lock engage.
|
||||
fn install_cursor_subclass(top: HWND) {
|
||||
unsafe {
|
||||
let _ = SetWindowSubclass(top, Some(cursor_subclass_proc), CURSOR_SUBCLASS_ID, 0);
|
||||
let _ = EnumChildWindows(Some(top), Some(subclass_install_cb), LPARAM(0));
|
||||
}
|
||||
}
|
||||
|
||||
/// Remove our subclass from the top-level window and every descendant. Called on teardown so the
|
||||
/// long-lived app window (reused for the host list after the stream ends) is left pristine.
|
||||
fn remove_cursor_subclass(top: HWND) {
|
||||
unsafe {
|
||||
let _ = RemoveWindowSubclass(top, Some(cursor_subclass_proc), CURSOR_SUBCLASS_ID);
|
||||
let _ = EnumChildWindows(Some(top), Some(subclass_remove_cb), LPARAM(0));
|
||||
}
|
||||
}
|
||||
|
||||
/// Engage or release the pointer lock: confine + hide + recentre on, free + show on off.
|
||||
/// Guarded so the `ClipCursor`/`ShowCursor` calls stay balanced (one each per transition).
|
||||
/// Engaging captures the lock geometry (rect, centre, screen→host scale) — see `State::clip`.
|
||||
fn set_locked(st: &mut State, on: bool) {
|
||||
if on == st.locked {
|
||||
return;
|
||||
}
|
||||
let hwnd = HWND(st.hwnd as *mut _);
|
||||
unsafe {
|
||||
if on {
|
||||
let mut rc = RECT::default();
|
||||
if GetClientRect(hwnd, &mut rc).is_ok() {
|
||||
let mut tl = POINT {
|
||||
x: rc.left,
|
||||
y: rc.top,
|
||||
};
|
||||
let mut br = POINT {
|
||||
x: rc.right,
|
||||
y: rc.bottom,
|
||||
};
|
||||
let _ = ClientToScreen(hwnd, &mut tl);
|
||||
let _ = ClientToScreen(hwnd, &mut br);
|
||||
st.clip = RECT {
|
||||
left: tl.x,
|
||||
top: tl.y,
|
||||
right: br.x,
|
||||
bottom: br.y,
|
||||
};
|
||||
let _ = ClipCursor(Some(&st.clip as *const RECT));
|
||||
st.center_x = (tl.x + br.x) / 2;
|
||||
st.center_y = (tl.y + br.y) / 2;
|
||||
// Screen px → host px: the Contain-fit display scale's inverse, so the host
|
||||
// cursor tracks the physical mouse 1:1 on screen at any window size.
|
||||
let (ww, wh) = ((br.x - tl.x).max(1) as f32, (br.y - tl.y).max(1) as f32);
|
||||
let (vw, vh) = (st.mode.width.max(1) as f32, st.mode.height.max(1) as f32);
|
||||
st.scale = (ww / vw).min(wh / vh).max(0.01);
|
||||
let _ = SetCursorPos(st.center_x, st.center_y);
|
||||
}
|
||||
// Hide the OS cursor. ShowCursor(false) is the coarse gate; the subclass is what
|
||||
// actually holds it hidden against WinUI's per-move arrow re-assertion — see
|
||||
// cursor_subclass_proc / install_cursor_subclass.
|
||||
let _ = ShowCursor(false);
|
||||
CURSOR_HIDDEN.store(true, Ordering::Relaxed);
|
||||
install_cursor_subclass(hwnd);
|
||||
st.acc_x = 0.0;
|
||||
st.acc_y = 0.0;
|
||||
} else {
|
||||
CURSOR_HIDDEN.store(false, Ordering::Relaxed);
|
||||
let _ = ClipCursor(None);
|
||||
let _ = ShowCursor(true);
|
||||
}
|
||||
}
|
||||
st.locked = on;
|
||||
}
|
||||
|
||||
/// The pre-fullscreen window placement, saved on entering fullscreen and restored on leaving it.
|
||||
/// Module-level (not a `toggle_fullscreen`-local static) so the F11 toggle and the stream-stop exit
|
||||
/// ([`uninstall`]) share the one saved placement, and its presence is also the "are we fullscreen?"
|
||||
/// flag for [`exit_fullscreen`]. Only ever touched on the UI thread (the hook proc / the stream
|
||||
/// page's unmount), but a Mutex keeps the static sound + `Sync`.
|
||||
static SAVED_PLACEMENT: Mutex<Option<windows::Win32::UI::WindowsAndMessaging::WINDOWPLACEMENT>> =
|
||||
Mutex::new(None);
|
||||
|
||||
/// Whether our top-level window is currently borderless-fullscreen. Entering strips
|
||||
/// `WS_OVERLAPPEDWINDOW`, so its absence is the flag — no extra state beyond [`SAVED_PLACEMENT`].
|
||||
fn is_fullscreen(hwnd: HWND) -> bool {
|
||||
use windows::Win32::UI::WindowsAndMessaging::{
|
||||
GetWindowLongPtrW, GWL_STYLE, WS_OVERLAPPEDWINDOW,
|
||||
};
|
||||
let overlapped = WS_OVERLAPPEDWINDOW.0 as isize;
|
||||
unsafe { GetWindowLongPtrW(hwnd, GWL_STYLE) & overlapped == 0 }
|
||||
}
|
||||
|
||||
/// Enter borderless fullscreen: remember the window placement, drop the frame
|
||||
/// (`WS_OVERLAPPEDWINDOW`), and size the window to cover the whole monitor. windows-reactor owns
|
||||
/// the WinUI window but exposes no fullscreen API, so we drive the HWND directly (parity with the
|
||||
/// GTK client's F11). The SwapChainPanel follows the resulting `WM_SIZE` like any window resize.
|
||||
fn enter_fullscreen(hwnd: HWND) {
|
||||
use windows::Win32::Graphics::Gdi::{
|
||||
GetMonitorInfoW, MonitorFromWindow, MONITORINFO, MONITOR_DEFAULTTOPRIMARY,
|
||||
};
|
||||
use windows::Win32::UI::WindowsAndMessaging::{
|
||||
GetWindowLongPtrW, GetWindowPlacement, SetWindowLongPtrW, SetWindowPos, GWL_STYLE,
|
||||
SWP_FRAMECHANGED, SWP_NOOWNERZORDER, SWP_NOZORDER, WINDOWPLACEMENT, WS_OVERLAPPEDWINDOW,
|
||||
};
|
||||
let overlapped = WS_OVERLAPPEDWINDOW.0 as isize;
|
||||
unsafe {
|
||||
let style = GetWindowLongPtrW(hwnd, GWL_STYLE);
|
||||
let mut wp = WINDOWPLACEMENT {
|
||||
length: std::mem::size_of::<WINDOWPLACEMENT>() as u32,
|
||||
..Default::default()
|
||||
};
|
||||
let mut mi = MONITORINFO {
|
||||
cbSize: std::mem::size_of::<MONITORINFO>() as u32,
|
||||
..Default::default()
|
||||
};
|
||||
let mon = MonitorFromWindow(hwnd, MONITOR_DEFAULTTOPRIMARY);
|
||||
if GetWindowPlacement(hwnd, &mut wp).is_ok() && GetMonitorInfoW(mon, &mut mi).as_bool() {
|
||||
*SAVED_PLACEMENT.lock().unwrap() = Some(wp);
|
||||
SetWindowLongPtrW(hwnd, GWL_STYLE, style & !overlapped);
|
||||
let r = mi.rcMonitor;
|
||||
let _ = SetWindowPos(
|
||||
hwnd,
|
||||
None,
|
||||
r.left,
|
||||
r.top,
|
||||
r.right - r.left,
|
||||
r.bottom - r.top,
|
||||
SWP_NOZORDER | SWP_NOOWNERZORDER | SWP_FRAMECHANGED,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Leave borderless fullscreen: restore the frame style and the saved placement. A no-op when we
|
||||
/// aren't fullscreen (nothing saved), so it's safe to call unconditionally on stream stop.
|
||||
fn exit_fullscreen(hwnd: HWND) {
|
||||
use windows::Win32::UI::WindowsAndMessaging::{
|
||||
GetWindowLongPtrW, SetWindowLongPtrW, SetWindowPlacement, SetWindowPos, GWL_STYLE,
|
||||
SWP_FRAMECHANGED, SWP_NOMOVE, SWP_NOOWNERZORDER, SWP_NOSIZE, SWP_NOZORDER,
|
||||
WS_OVERLAPPEDWINDOW,
|
||||
};
|
||||
let Some(wp) = SAVED_PLACEMENT.lock().unwrap().take() else {
|
||||
return; // never went fullscreen — nothing to restore
|
||||
};
|
||||
let overlapped = WS_OVERLAPPEDWINDOW.0 as isize;
|
||||
unsafe {
|
||||
let style = GetWindowLongPtrW(hwnd, GWL_STYLE);
|
||||
SetWindowLongPtrW(hwnd, GWL_STYLE, style | overlapped);
|
||||
let _ = SetWindowPlacement(hwnd, &wp);
|
||||
let _ = SetWindowPos(
|
||||
hwnd,
|
||||
None,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
0,
|
||||
SWP_NOMOVE | SWP_NOSIZE | SWP_NOZORDER | SWP_NOOWNERZORDER | SWP_FRAMECHANGED,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Toggle borderless fullscreen for our top-level window (F11), the classic Win32 dance split into
|
||||
/// [`enter_fullscreen`] / [`exit_fullscreen`] so the stream-stop path can force windowed too.
|
||||
fn toggle_fullscreen(hwnd: isize) {
|
||||
let hwnd = HWND(hwnd as *mut _);
|
||||
if is_fullscreen(hwnd) {
|
||||
exit_fullscreen(hwnd);
|
||||
} else {
|
||||
enter_fullscreen(hwnd);
|
||||
}
|
||||
}
|
||||
|
||||
fn send(c: &NativeClient, kind: InputKind, code: u32, x: i32, y: i32, flags: u32) {
|
||||
let _ = c.send_input(&InputEvent {
|
||||
kind,
|
||||
_pad: [0; 3],
|
||||
code,
|
||||
x,
|
||||
y,
|
||||
flags,
|
||||
});
|
||||
}
|
||||
|
||||
/// System shortcuts that act on the LOCAL desktop when "capture system shortcuts" is off:
|
||||
/// the Win keys, Alt+Tab, and Alt/Ctrl+Esc.
|
||||
fn is_system_shortcut(st: &State, vk: u16) -> bool {
|
||||
match vk {
|
||||
0x5B | 0x5C => true, // L/R Win
|
||||
0x09 => st.alt, // Alt+Tab
|
||||
0x1B => st.alt || st.ctrl, // Alt+Esc / Ctrl+Esc
|
||||
_ => false,
|
||||
}
|
||||
}
|
||||
|
||||
unsafe extern "system" fn kbd_proc(code: i32, wparam: WPARAM, lparam: LPARAM) -> LRESULT {
|
||||
if code == HC_ACTION as i32 {
|
||||
let kb = unsafe { &*(lparam.0 as *const KBDLLHOOKSTRUCT) };
|
||||
let msg = wparam.0 as u32;
|
||||
let up = msg == WM_KEYUP || msg == WM_SYSKEYUP;
|
||||
let vk = kb.vkCode as u16;
|
||||
let mut guard = STATE.lock().unwrap();
|
||||
if let Some(st) = guard.as_mut() {
|
||||
// Track modifier state from the hook's own event stream — reliable even while we
|
||||
// swallow these keys (GetAsyncKeyState doesn't reflect keys suppressed by our own LL
|
||||
// hook, which is why the shortcut never fired). Handles the generic + L/R vk codes.
|
||||
match kb.vkCode {
|
||||
0x11 | 0xA2 | 0xA3 => st.ctrl = !up, // (L/R)CONTROL
|
||||
0x12 | 0xA4 | 0xA5 => st.alt = !up, // (L/R)MENU (Alt)
|
||||
0x10 | 0xA0 | 0xA1 => st.shift = !up, // (L/R)SHIFT
|
||||
_ => {}
|
||||
}
|
||||
let foreground = unsafe { GetForegroundWindow() }.0 as isize == st.hwnd;
|
||||
if foreground {
|
||||
// Capture toggle: Ctrl+Alt+Shift+Q (consumed locally, never forwarded).
|
||||
if !up && vk == VK_Q.0 && st.ctrl && st.alt && st.shift {
|
||||
let on = !st.captured;
|
||||
set_captured(st, on);
|
||||
tracing::info!(captured = on, "capture toggled (Ctrl+Alt+Shift+Q)");
|
||||
return LRESULT(1);
|
||||
}
|
||||
// Disconnect: Ctrl+Alt+Shift+D (consumed locally). Release capture immediately so
|
||||
// the cursor is free while the session winds down and the UI navigates home.
|
||||
if !up && vk == VK_D.0 && st.ctrl && st.alt && st.shift {
|
||||
set_captured(st, false);
|
||||
// Deliberate user exit → close with QUIT_CLOSE_CODE so the host tears the session
|
||||
// down immediately instead of holding the keep-alive linger for a reconnect.
|
||||
st.connector.disconnect_quit();
|
||||
st.stop.store(true, Ordering::SeqCst);
|
||||
tracing::info!("disconnect requested (Ctrl+Alt+Shift+D)");
|
||||
return LRESULT(1);
|
||||
}
|
||||
// Toggle the stats overlay: Ctrl+Alt+Shift+S (consumed locally). Seeded from
|
||||
// Settings at install; this live toggle overrides it for the session — parity
|
||||
// with the GTK client, where `s` flips the OSD without leaving the stream.
|
||||
if !up && vk == VK_S.0 && st.ctrl && st.alt && st.shift {
|
||||
let on = !HUD_VISIBLE.load(Ordering::Relaxed);
|
||||
HUD_VISIBLE.store(on, Ordering::Relaxed);
|
||||
tracing::info!(hud = on, "stats overlay toggled (Ctrl+Alt+Shift+S)");
|
||||
return LRESULT(1);
|
||||
}
|
||||
// Toggle fullscreen: F11 (consumed locally, no modifiers — a client shortcut,
|
||||
// never a wire key). Works captured or released. The window resize changes the
|
||||
// client rect, so re-lock to recompute the pointer confinement + recentre.
|
||||
if !up && vk == VK_F11.0 {
|
||||
toggle_fullscreen(st.hwnd);
|
||||
if st.locked {
|
||||
set_locked(st, false);
|
||||
set_locked(st, true);
|
||||
}
|
||||
tracing::info!("fullscreen toggled (F11)");
|
||||
return LRESULT(1);
|
||||
}
|
||||
if st.captured {
|
||||
// With shortcut capture off, hand Alt+Tab & co. to the local desktop —
|
||||
// neither forwarded nor swallowed.
|
||||
if !st.inhibit_shortcuts && is_system_shortcut(st, vk) {
|
||||
return unsafe { CallNextHookEx(None, code, wparam, lparam) };
|
||||
}
|
||||
// Wire key: the US-positional VK for this physical key (module docs), derived
|
||||
// from the scancode. `vkCode` is layout-semantic and only passes through for
|
||||
// keys the table doesn't cover — extended keys and everything outside the
|
||||
// typing area, where positional == semantic (plus injected events with
|
||||
// scanCode 0 from remapping tools, best-effort).
|
||||
let ext = (kb.flags.0 & LLKHF_EXTENDED.0) != 0;
|
||||
let v = if ext {
|
||||
vk as u8
|
||||
} else {
|
||||
scan_to_positional_vk(kb.scanCode as u16).unwrap_or(vk as u8)
|
||||
};
|
||||
if up {
|
||||
if st.held_keys.remove(&v) {
|
||||
send(&st.connector, InputKind::KeyUp, v as u32, 0, 0, 0);
|
||||
}
|
||||
} else {
|
||||
st.held_keys.insert(v);
|
||||
send(&st.connector, InputKind::KeyDown, v as u32, 0, 0, 0);
|
||||
}
|
||||
return LRESULT(1); // swallow so it reaches the host, not the local OS
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
unsafe { CallNextHookEx(None, code, wparam, lparam) }
|
||||
}
|
||||
|
||||
/// Whether a screen point lies inside the window's CURRENT client area (the click-to-capture
|
||||
/// hit test — computed fresh per click, since the window can move/resize while released).
|
||||
fn in_client_area(hwnd: isize, pt: POINT) -> bool {
|
||||
let hwnd = HWND(hwnd as *mut _);
|
||||
let mut rc = RECT::default();
|
||||
if unsafe { GetClientRect(hwnd, &mut rc) }.is_err() {
|
||||
return false;
|
||||
}
|
||||
let mut tl = POINT {
|
||||
x: rc.left,
|
||||
y: rc.top,
|
||||
};
|
||||
let mut br = POINT {
|
||||
x: rc.right,
|
||||
y: rc.bottom,
|
||||
};
|
||||
unsafe {
|
||||
let _ = ClientToScreen(hwnd, &mut tl);
|
||||
let _ = ClientToScreen(hwnd, &mut br);
|
||||
}
|
||||
pt.x >= tl.x && pt.x < br.x && pt.y >= tl.y && pt.y < br.y
|
||||
}
|
||||
|
||||
unsafe extern "system" fn mouse_proc(code: i32, wparam: WPARAM, lparam: LPARAM) -> LRESULT {
|
||||
if code == HC_ACTION as i32 {
|
||||
let ms = unsafe { &*(lparam.0 as *const MSLLHOOKSTRUCT) };
|
||||
let msg = wparam.0 as u32;
|
||||
let injected = (ms.flags & LLMHF_INJECTED) != 0;
|
||||
let mut guard = STATE.lock().unwrap();
|
||||
if let Some(st) = guard.as_mut() {
|
||||
let foreground = unsafe { GetForegroundWindow() }.0 as isize == st.hwnd;
|
||||
let want_lock = st.captured && foreground;
|
||||
if want_lock != st.locked {
|
||||
set_locked(st, want_lock); // sync to focus changes (e.g. lost foreground)
|
||||
}
|
||||
// Click-to-capture: after a Ctrl+Alt+Shift+Q release, a primary click on the stream
|
||||
// re-engages capture. The click is consumed — it starts the grab, it isn't gameplay.
|
||||
if !st.captured
|
||||
&& foreground
|
||||
&& msg == WM_LBUTTONDOWN
|
||||
&& !injected
|
||||
&& in_client_area(st.hwnd, ms.pt)
|
||||
{
|
||||
set_captured(st, true);
|
||||
tracing::info!("capture re-engaged (click on stream)");
|
||||
return LRESULT(1);
|
||||
}
|
||||
if st.locked {
|
||||
// Skip the synthetic move our own SetCursorPos recentre generates.
|
||||
if injected {
|
||||
return unsafe { CallNextHookEx(None, code, wparam, lparam) };
|
||||
}
|
||||
let c = st.connector.clone();
|
||||
match msg {
|
||||
WM_MOUSEMOVE => {
|
||||
let dx = (ms.pt.x - st.center_x) as f32;
|
||||
let dy = (ms.pt.y - st.center_y) as f32;
|
||||
if dx != 0.0 || dy != 0.0 {
|
||||
st.acc_x += dx / st.scale;
|
||||
st.acc_y += dy / st.scale;
|
||||
let (hx, hy) = (st.acc_x.trunc() as i32, st.acc_y.trunc() as i32);
|
||||
st.acc_x -= hx as f32;
|
||||
st.acc_y -= hy as f32;
|
||||
if hx != 0 || hy != 0 {
|
||||
send(&c, InputKind::MouseMove, 0, hx, hy, 0);
|
||||
}
|
||||
}
|
||||
let _ = unsafe { SetCursorPos(st.center_x, st.center_y) };
|
||||
}
|
||||
WM_LBUTTONDOWN => button(st, 1, true),
|
||||
WM_LBUTTONUP => button(st, 1, false),
|
||||
WM_RBUTTONDOWN => button(st, 3, true),
|
||||
WM_RBUTTONUP => button(st, 3, false),
|
||||
WM_MBUTTONDOWN => button(st, 2, true),
|
||||
WM_MBUTTONUP => button(st, 2, false),
|
||||
WM_XBUTTONDOWN => button(st, 3 + ((ms.mouseData >> 16) as u16 as u32), true),
|
||||
WM_XBUTTONUP => button(st, 3 + ((ms.mouseData >> 16) as u16 as u32), false),
|
||||
WM_MOUSEWHEEL => send(
|
||||
&c,
|
||||
InputKind::MouseScroll,
|
||||
0,
|
||||
(ms.mouseData >> 16) as i16 as i32,
|
||||
0,
|
||||
0,
|
||||
),
|
||||
WM_MOUSEHWHEEL => send(
|
||||
&c,
|
||||
InputKind::MouseScroll,
|
||||
1,
|
||||
(ms.mouseData >> 16) as i16 as i32,
|
||||
0,
|
||||
0,
|
||||
),
|
||||
_ => {}
|
||||
}
|
||||
return LRESULT(1); // swallow inside the locked window
|
||||
}
|
||||
}
|
||||
}
|
||||
unsafe { CallNextHookEx(None, code, wparam, lparam) }
|
||||
}
|
||||
|
||||
fn button(st: &mut State, id: u32, down: bool) {
|
||||
let c = st.connector.clone();
|
||||
if down {
|
||||
st.held_buttons.insert(id);
|
||||
send(&c, InputKind::MouseButtonDown, id, 0, 0, 0);
|
||||
} else if st.held_buttons.remove(&id) {
|
||||
send(&c, InputKind::MouseButtonUp, id, 0, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
/// Set-1 make scancode → US-positional VK for the layout-**variant** typing area (letters, digit
|
||||
/// row, OEM punctuation, the ISO 102nd key) — the exact inverse of the host injector's positional
|
||||
/// table and the Windows analogue of the Linux client's `evdev_to_vk`. Keys not listed (F-row,
|
||||
/// nav cluster, numpad, modifiers — plus every E0-extended key, which the caller filters out)
|
||||
/// have layout-invariant VKs, so the hook's `vkCode` is already correct for them.
|
||||
fn scan_to_positional_vk(scan: u16) -> Option<u8> {
|
||||
Some(match scan {
|
||||
0x02..=0x0A => (scan - 0x02) as u8 + 0x31, // 1..9
|
||||
0x0B => 0x30, // 0
|
||||
0x0C => 0xBD, // -_ VK_OEM_MINUS (DE: ß)
|
||||
0x0D => 0xBB, // =+ VK_OEM_PLUS
|
||||
0x10 => 0x51, // Q
|
||||
0x11 => 0x57, // W
|
||||
0x12 => 0x45, // E
|
||||
0x13 => 0x52, // R
|
||||
0x14 => 0x54, // T
|
||||
0x15 => 0x59, // Y position (QWERTZ: the Z key)
|
||||
0x16 => 0x55, // U
|
||||
0x17 => 0x49, // I
|
||||
0x18 => 0x4F, // O
|
||||
0x19 => 0x50, // P
|
||||
0x1A => 0xDB, // [{ VK_OEM_4 (DE: ü)
|
||||
0x1B => 0xDD, // ]} VK_OEM_6
|
||||
0x1E => 0x41, // A
|
||||
0x1F => 0x53, // S
|
||||
0x20 => 0x44, // D
|
||||
0x21 => 0x46, // F
|
||||
0x22 => 0x47, // G
|
||||
0x23 => 0x48, // H
|
||||
0x24 => 0x4A, // J
|
||||
0x25 => 0x4B, // K
|
||||
0x26 => 0x4C, // L
|
||||
0x27 => 0xBA, // ;: VK_OEM_1 (DE: ö)
|
||||
0x28 => 0xDE, // '" VK_OEM_7 (DE: ä)
|
||||
0x29 => 0xC0, // `~ VK_OEM_3 (DE: ^)
|
||||
0x2B => 0xDC, // \| VK_OEM_5
|
||||
0x2C => 0x5A, // Z position (QWERTZ: the Y key)
|
||||
0x2D => 0x58, // X
|
||||
0x2E => 0x43, // C
|
||||
0x2F => 0x56, // V
|
||||
0x30 => 0x42, // B
|
||||
0x31 => 0x4E, // N
|
||||
0x32 => 0x4D, // M
|
||||
0x33 => 0xBC, // ,< VK_OEM_COMMA
|
||||
0x34 => 0xBE, // .> VK_OEM_PERIOD
|
||||
0x35 => 0xBF, // /? VK_OEM_2
|
||||
0x56 => 0xE2, // <>| VK_OEM_102 (ISO)
|
||||
_ => return None,
|
||||
})
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
/// The German-scramble regression pins: the physical keys a QWERTZ board labels Z/Y/ö/ü must
|
||||
/// leave this client as their US-position VKs, regardless of the local layout's vkCode.
|
||||
#[test]
|
||||
fn positional_pins_for_the_qwertz_scramble() {
|
||||
assert_eq!(scan_to_positional_vk(0x15), Some(0x59)); // QWERTZ Z key → VK_Y (US position)
|
||||
assert_eq!(scan_to_positional_vk(0x2C), Some(0x5A)); // QWERTZ Y key → VK_Z (US position)
|
||||
assert_eq!(scan_to_positional_vk(0x27), Some(0xBA)); // ö key → VK_OEM_1 (US ;: position)
|
||||
assert_eq!(scan_to_positional_vk(0x1A), Some(0xDB)); // ü key → VK_OEM_4 (US [{ position)
|
||||
assert_eq!(scan_to_positional_vk(0x28), Some(0xDE)); // ä key → VK_OEM_7 (US '" position)
|
||||
assert_eq!(scan_to_positional_vk(0x0C), Some(0xBD)); // ß key → VK_OEM_MINUS (US -_ position)
|
||||
}
|
||||
|
||||
/// Keys outside the layout-variant typing area stay un-mapped (vkCode passes through).
|
||||
#[test]
|
||||
fn invariant_keys_fall_through() {
|
||||
for scan in [
|
||||
0x01u16, 0x0E, 0x0F, 0x1C, 0x1D, 0x2A, 0x36, 0x38, 0x39, 0x3B, 0x45, 0x57,
|
||||
] {
|
||||
assert_eq!(scan_to_positional_vk(scan), None, "scan 0x{scan:02X}");
|
||||
}
|
||||
}
|
||||
|
||||
/// Exactly the 48 typing-area keys are covered (10 digits + 26 letters + 12 OEM), and every
|
||||
/// mapping is unique — two physical keys must never collapse onto one wire VK.
|
||||
#[test]
|
||||
fn table_covers_the_typing_area_bijectively() {
|
||||
let mapped: Vec<(u16, u8)> = (0u16..=0xFF)
|
||||
.filter_map(|sc| scan_to_positional_vk(sc).map(|vk| (sc, vk)))
|
||||
.collect();
|
||||
assert_eq!(mapped.len(), 48);
|
||||
let mut vks: Vec<u8> = mapped.iter().map(|&(_, vk)| vk).collect();
|
||||
vks.sort_unstable();
|
||||
vks.dedup();
|
||||
assert_eq!(vks.len(), 48, "duplicate wire VK in the positional table");
|
||||
}
|
||||
}
|
||||