The Apple half of settings profiles (design/client-settings-profiles.md §4) starts with the thing the desktop shells got for free from the shared Rust core: a model, and one place that resolves it. `SettingsOverlay`/`StreamProfile`/`ProfileCatalog` mirror `pf-client-core::profiles` field for field, unknown-key carry-through included — an older build that opens a profile a newer one wrote must not gut it on save. The catalog lives in the App Group suite beside the saved hosts, because the things that point at it are fields on the host record: `StoredHost` gains `profileID` and `pinnedProfileIDs`, both optional and appended last, because that JSON is a widget contract. `EffectiveSettings` is the resolution — globals with the session's overlay on top, computed once at connect and latched in `SessionSettings` for the rest of it. That latch is the point. Ten sites across the app AND the kit read `UserDefaults` directly mid-session (the presenter's priority and VRR, the vsync flip, the match-window follower, the scroll sign, the touch model, the mouse model, 4:4:4, the audio endpoints); a profile that reached some of them and not others would be worse than no feature at all. They now read the latch, which off-session is the plain globals — byte for byte what they saw before. The deep-link grammar grows up with it: `DeepLink` becomes a full port of `deeplink.rs` — routes, host-ref forms, `fp`/`host` recovery, one-off `profile`, and every refusal code — and the Swift suite now runs `clients/shared/deeplink-vectors.json` itself, read from the source tree so there is no second copy to drift. All 44 cases green. The router refuses what it can't honor by name: a profile that doesn't exist, an ambiguous one, a fingerprint that contradicts the pin. A shortcut that streams with the wrong settings is worse than one that explains itself. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
338 lines
16 KiB
Swift
338 lines
16 KiB
Swift
// Finger touches → host mouse, for the touchscreen devices: a port of the Android client's
|
||
// touch gesture model (clients/android .../TouchInput.kt) so the two touch clients feel
|
||
// 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) · 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
|
||
// across, tap to click where it is. This is what makes the cursor reachable on a small
|
||
// screen.
|
||
// * pointer: the cursor jumps to the finger and follows it (absolute moves through the
|
||
// aspect-fit letterbox) — direct pointing for desktop-style use.
|
||
//
|
||
// The third `TouchInputMode` (`touch`) never reaches this type: `StreamLayerUIView` forwards
|
||
// those fingers as REAL wire touches (multi-touch passthrough) instead.
|
||
|
||
#if os(iOS)
|
||
import Foundation
|
||
import PunktfunkCore
|
||
import PunktfunkShared
|
||
import UIKit
|
||
|
||
/// How touchscreen fingers drive the host — persisted under `DefaultsKey.touchMode`, latched
|
||
/// per gesture by `StreamLayerUIView` (a Settings change applies from the NEXT touch, and a
|
||
/// gesture never splits across models). `trackpad` is the default: a cursor is the
|
||
/// universally workable model; passthrough only helps hosts/apps that actually speak touch.
|
||
public enum TouchInputMode: String, CaseIterable, Sendable {
|
||
case trackpad
|
||
case pointer
|
||
case touch
|
||
|
||
/// The persisted setting, defaulting to trackpad when unset/unknown.
|
||
public static var current: TouchInputMode {
|
||
TouchInputMode(
|
||
rawValue: SessionSettings.current.touchMode
|
||
) ?? .trackpad
|
||
}
|
||
}
|
||
|
||
/// The gesture state machine behind the two mouse modes. One instance per stream view, fed
|
||
/// only the DIRECT touches (fingers/Pencil — indirect pointers have their own path). Runs
|
||
/// entirely on the main thread (UIKit touch delivery). Touches are tracked by identity key
|
||
/// with positions cached per event — `UITouch` objects are never retained.
|
||
final class TouchMouse {
|
||
/// Gesture/ballistics tuning. Distances are in points where they gate gestures; the
|
||
/// relative ballistics work in PHYSICAL pixels (point deltas × screen scale) so the
|
||
/// acceleration curve matches the Android client's pixel-based constants 1:1.
|
||
enum Tuning {
|
||
/// Movement under this (pt) still counts as a tap, not a drag.
|
||
static let tapSlop: CGFloat = 8
|
||
/// A new touch this soon (s) after a tap, near it, starts a held left-button drag.
|
||
static let tapDragWindow: TimeInterval = 0.25
|
||
/// Two-finger pan distance (pt) per 120-unit wheel notch — matches the feel of the
|
||
/// indirect-trackpad scroll path in StreamViewIOS (~10 pt per notch).
|
||
static let scrollNotchPt: CGFloat = 10
|
||
/// Base finger-px → host-px gain (~1:1, never twitchy). The acceleration below lets a
|
||
/// flick cross the screen while a slow drag stays precise.
|
||
static let pointerSens: CGFloat = 1.3
|
||
/// Above `accelSpeedFloor` px/ms the gain ramps by `accelGain` per px/ms, capped at
|
||
/// `accelMax` (so a fast swipe can't fling the cursor uncontrollably).
|
||
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 {
|
||
min(1 + accelGain * max(speed - accelSpeedFloor, 0), accelMax)
|
||
}
|
||
}
|
||
|
||
/// Wire events out (the owner gates them on its capture state).
|
||
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 }
|
||
|
||
private var trackpad = true
|
||
/// Last known position per active finger (identity key) — kept because moved events only
|
||
/// carry the CHANGED touches while the scroll centroid needs every finger.
|
||
private var lastPos: [ObjectIdentifier: CGPoint] = [:]
|
||
private var sessionActive = false
|
||
private var startPoint = CGPoint.zero
|
||
private var maxFingers = 0
|
||
private var moved = false
|
||
private var scrolling = false
|
||
private var dragHeld = false
|
||
// Trackpad relative-motion state: the tracked finger, its last position/time, and the
|
||
// sub-pixel remainder so a slow drag isn't lost to integer truncation.
|
||
private var trackKey: ObjectIdentifier?
|
||
private var prevPoint = CGPoint.zero
|
||
private var prevTime: TimeInterval = 0
|
||
private var carryX: CGFloat = 0
|
||
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
|
||
|
||
/// GameStream mouse button ids.
|
||
private enum Button { static let left: UInt32 = 1; static let right: UInt32 = 3 }
|
||
|
||
func began(_ touches: Set<UITouch>, in view: UIView, trackpad: Bool) {
|
||
let starting = lastPos.isEmpty
|
||
for touch in touches {
|
||
lastPos[ObjectIdentifier(touch)] = touch.location(in: view)
|
||
}
|
||
if starting, let first = touches.first {
|
||
self.trackpad = trackpad
|
||
sessionActive = true
|
||
startPoint = first.location(in: view)
|
||
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
|
||
&& abs(startPoint.x - lastTapPoint.x) < Tuning.tapSlop
|
||
&& abs(startPoint.y - lastTapPoint.y) < Tuning.tapSlop
|
||
lastTapUp = 0 // consume the arming either way
|
||
// Pointer mode jumps the cursor to the finger; trackpad leaves it put (the whole
|
||
// point — you nudge it with swipes instead).
|
||
if !trackpad, let h = hostPoint?(startPoint) {
|
||
send?(.mouseMoveAbs(x: h.x, y: h.y, surfaceWidth: h.w, surfaceHeight: h.h))
|
||
}
|
||
if dragHeld { send?(.mouseButton(Button.left, down: true)) }
|
||
trackKey = ObjectIdentifier(first)
|
||
prevPoint = startPoint
|
||
prevTime = first.timestamp
|
||
carryX = 0
|
||
carryY = 0
|
||
}
|
||
maxFingers = max(maxFingers, lastPos.count)
|
||
}
|
||
|
||
func moved(_ touches: Set<UITouch>, in view: UIView) {
|
||
guard sessionActive else { return }
|
||
for touch in touches where lastPos[ObjectIdentifier(touch)] != nil {
|
||
lastPos[ObjectIdentifier(touch)] = touch.location(in: view)
|
||
}
|
||
// 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
|
||
}) {
|
||
singleFinger(touch, in: view)
|
||
}
|
||
}
|
||
|
||
func ended(_ touches: Set<UITouch>, in view: UIView) {
|
||
guard sessionActive || !lastPos.isEmpty else { return }
|
||
var upTime: TimeInterval = 0
|
||
for touch in touches {
|
||
lastPos.removeValue(forKey: ObjectIdentifier(touch))
|
||
if trackKey == ObjectIdentifier(touch) { trackKey = nil }
|
||
upTime = max(upTime, touch.timestamp)
|
||
}
|
||
guard lastPos.isEmpty, sessionActive else { return }
|
||
sessionActive = false
|
||
if dragHeld {
|
||
dragHeld = false
|
||
send?(.mouseButton(Button.left, down: false)) // end the drag
|
||
} else if !moved {
|
||
switch maxFingers {
|
||
case 3...:
|
||
Self.cycleStats() // in-stream stats-tier cycle, same as Android
|
||
case 2: // two-finger tap → right click
|
||
send?(.mouseButton(Button.right, down: true))
|
||
send?(.mouseButton(Button.right, down: false))
|
||
default: // tap → left click (at the cursor's current spot), arm tap-drag
|
||
send?(.mouseButton(Button.left, down: true))
|
||
send?(.mouseButton(Button.left, down: false))
|
||
lastTapUp = upTime
|
||
lastTapPoint = startPoint
|
||
}
|
||
}
|
||
}
|
||
|
||
/// System-cancelled touches (incoming call, gesture takeover): release anything held but
|
||
/// never synthesize a click out of a cancellation.
|
||
func cancelled(_ touches: Set<UITouch>) {
|
||
for touch in touches {
|
||
lastPos.removeValue(forKey: ObjectIdentifier(touch))
|
||
if trackKey == ObjectIdentifier(touch) { trackKey = nil }
|
||
}
|
||
if lastPos.isEmpty { abortSession() }
|
||
}
|
||
|
||
/// Session teardown: release anything held on the wire and forget all gesture state.
|
||
func reset() {
|
||
lastPos.removeAll()
|
||
trackKey = nil
|
||
abortSession()
|
||
lastTapUp = 0
|
||
}
|
||
|
||
private func abortSession() {
|
||
if dragHeld {
|
||
dragHeld = false
|
||
send?(.mouseButton(Button.left, down: false))
|
||
}
|
||
sessionActive = false
|
||
scrolling = false
|
||
moved = false
|
||
}
|
||
|
||
// MARK: - Per-event work
|
||
|
||
/// 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
|
||
let cy = lastPos.values.reduce(0) { $0 + $1.y } / n
|
||
if !scrolling {
|
||
scrolling = true
|
||
scrollAnchor = CGPoint(x: cx, y: cy)
|
||
}
|
||
let notchesY = Int32((scrollAnchor.y - cy) / Tuning.scrollNotchPt)
|
||
let notchesX = Int32((cx - scrollAnchor.x) / Tuning.scrollNotchPt)
|
||
if notchesY != 0 {
|
||
send?(.scroll(notchesY * 120))
|
||
scrollAnchor.y = cy
|
||
moved = true
|
||
}
|
||
if notchesX != 0 {
|
||
send?(.scroll(notchesX * 120, horizontal: true))
|
||
scrollAnchor.x = cx
|
||
moved = true
|
||
}
|
||
}
|
||
|
||
/// 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) {
|
||
let loc = touch.location(in: view)
|
||
if abs(loc.x - startPoint.x) > Tuning.tapSlop || abs(loc.y - startPoint.y) > Tuning.tapSlop {
|
||
moved = true
|
||
}
|
||
guard trackpad else {
|
||
if let h = hostPoint?(loc) { // pointer mode: the cursor follows the finger
|
||
send?(.mouseMoveAbs(x: h.x, y: h.y, surfaceWidth: h.w, surfaceHeight: h.h))
|
||
}
|
||
return
|
||
}
|
||
// Relative: move by the finger delta × (sensitivity × acceleration), carrying the
|
||
// sub-pixel remainder. Re-anchor (zero delta this frame) if the tracked finger
|
||
// changed, so lifting one of several fingers never jumps the cursor.
|
||
let key = ObjectIdentifier(touch)
|
||
if key != trackKey {
|
||
trackKey = key
|
||
prevPoint = loc
|
||
prevTime = touch.timestamp
|
||
return
|
||
}
|
||
// Ballistics in physical pixels so the curve matches the Android tuning exactly.
|
||
let scale = view.window?.screen.scale ?? view.traitCollection.displayScale
|
||
let dx = (loc.x - prevPoint.x) * scale
|
||
let dy = (loc.y - prevPoint.y) * scale
|
||
let dtMs = max((touch.timestamp - prevTime) * 1000, 1)
|
||
prevPoint = loc
|
||
prevTime = touch.timestamp
|
||
let gain = Tuning.pointerSens * Tuning.accel(forSpeed: hypot(dx, dy) / dtMs)
|
||
carryX += dx * gain
|
||
carryY += dy * gain
|
||
let outX = Int32(carryX) // truncates toward zero → remainder kept with its sign
|
||
let outY = Int32(carryY)
|
||
if outX != 0 || outY != 0 {
|
||
send?(.mouseMove(dx: outX, dy: outY))
|
||
carryX -= CGFloat(outX)
|
||
carryY -= CGFloat(outY)
|
||
}
|
||
}
|
||
|
||
/// Three-finger tap cycles the stats overlay tiers (off → compact → normal → detailed) —
|
||
/// through the shared `statsVerbosity` default, which the app's HUD views observe via
|
||
/// @AppStorage (so this needs no wiring to them). Same cycle as Android's triple-tap.
|
||
private static func cycleStats() {
|
||
StatsVerbosity.cycle()
|
||
}
|
||
}
|
||
#endif
|