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punktfunk/clients/windows/Cargo.toml
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enricobuehler 0290bf7285
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fix(clients/windows): hide the local cursor while captured
set_locked() hid the OS cursor with a one-shot ShowCursor(false), but the
WinUI content island answers WM_SETCURSOR and re-asserts the arrow on every
pointer move, so the cursor reappeared the instant the mouse moved while the
pointer lock was engaged. A low-level mouse hook never sees WM_SETCURSOR, so
it couldn't suppress it.

Subclass the WinUI window and all its descendants (the video is a composition
SwapChainPanel, so the pointer actually sits over WinUI's internal input-site
child, which is the window that receives WM_SETCURSOR) and, while the lock
wants the cursor hidden, answer WM_SETCURSOR ourselves with SetCursor(None)
and return TRUE — halting WinUI's arrow re-assertion. ShowCursor(false) stays
as the coarse first-frame hide. The subclass is removed on teardown so the
reused app window (host list) is left pristine.

Adds the Win32_UI_Shell feature for the subclassing APIs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-08 16:45:20 +02:00

82 lines
4.0 KiB
TOML

[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"
version.workspace = true
edition.workspace = true
rust-version.workspace = true
license.workspace = true
authors.workspace = true
repository.workspace = true
[[bin]]
name = "punktfunk-client"
path = "src/main.rs"
# Everything is Windows-gated so `cargo build --workspace` stays green on Linux/macOS (the
# other native clients live in clients/linux and clients/apple); on other
# platforms this builds as a stub binary. Mirrors the Linux client's cfg(target_os="linux")
# gating exactly.
[target.'cfg(windows)'.dependencies]
# The protocol core, linked directly (no C ABI) — same as the GTK Linux client. NativeClient
# is Sync (mutexed plane receivers), so it drops into a UI app cleanly.
punktfunk-core = { path = "../../crates/punktfunk-core", features = ["quic"] }
# WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI). Its
# `build.rs` downloads the Windows App SDK NuGets and stages the bootstrap DLL + resources.pri
# next to the exe; it requires `CARGO_WORKSPACE_DIR` to be set in the build env. Unpublished
# (version 0.0.0) and fast-moving, so pinned to a verified commit.
windows-reactor = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f" }
# Win32 / Direct3D11 / DXGI for the SwapChainPanel composition swapchain. Pulled from the SAME
# windows-rs commit as windows-reactor so their `windows-core` unifies — the `IDXGISwapChain1`
# we hand to `SwapChainPanelHandle::set_swap_chain` must satisfy reactor's `windows_core::Interface`.
windows = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f", features = [
"Win32_Foundation",
"Win32_Graphics_Dxgi",
"Win32_Graphics_Dxgi_Common",
"Win32_Graphics_Direct3D",
"Win32_Graphics_Direct3D11",
"Win32_Graphics_Direct3D_Fxc",
"Win32_Graphics_Gdi",
"Win32_System_Console",
"Win32_System_LibraryLoader",
"Win32_System_Threading",
"Win32_UI_HiDpi",
"Win32_UI_Input_KeyboardAndMouse",
# Win32 window subclassing (SetWindowSubclass/DefSubclassProc) — the stream input hooks
# subclass the WinUI window + its content-island children to swallow WM_SETCURSOR so the
# local cursor stays hidden while the pointer is locked (WinUI otherwise re-asserts the arrow
# on every pointer move, defeating a one-shot ShowCursor(false)).
"Win32_UI_Shell",
"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-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"] }
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"] }
# Embeds the app icon as an exe resource (build.rs) — Windows hosts only (rc.exe from the SDK).
# windows-reactor-setup stages the Windows App SDK runtime bootstrap (framework-dependent) next
# to the exe — the new-model replacement for the old windows-reactor build.rs; same pinned rev.
[target.'cfg(windows)'.build-dependencies]
winresource = "0.1"
windows-reactor-setup = { git = "https://github.com/microsoft/windows-rs", rev = "a4f7b2cb7c63c6bb7fc77a2affe57145be1d8c4f" }