Files
punktfunk/crates/punktfunk-host/src/inject.rs
T
enricobuehler e5c2b4e7f5 refactor(windows-host): shared Shm/SwDevice RAII for the 3 gamepad backends (Goal-3 unsafe reduction)
The DualSense, DualShock 4, and XUSB Windows pad backends each hand-rolled the
SAME per-pad resource handling: a `CreateFileMappingW` + `MapViewOfFile` shared
section (with the permissive D:(A;;GA;;;WD) SDDL the restricted-token driver
needs) and an identical `Drop` doing `SwDeviceClose` + `UnmapViewOfFile` +
`CloseHandle` — three copies, each a chance to drift or leak on an error path.

New `inject/windows/gamepad_raii.rs` owns both resources with RAII:
- `Shm` — the section handle (`OwnedHandle`) + its view; `Shm::create(name, size)`
  does the SDDL + map + zero-fill leak-safely, `base()` gives the mapped pointer,
  `Drop` unmaps then closes (in that order).
- `SwDevice` — the `SwDeviceCreate`'d devnode; `Drop` calls `SwDeviceClose`.

All three backends now hold `_sw: Option<SwDevice>` + `shm: Shm` instead of raw
`hsw`/`map`/`view`, access the section via `self.shm.base()`, and have NO manual
`Drop`. Deletes the duplicated `create_shm_section` (DualSense/DS4 now use
`Shm::create`) and the three hand-written Drops; the DS4 device-type byte is still
written before the magic, the SwDeviceCreate `None` fallback still works, and the
field drop order (devnode removed, then section unmapped+closed) matches the old
manual order.

Net: 3 manual `Drop`s + a duplicated section-creation path → one shared RAII
module; fewer unsafe ops, leak-on-error fixed by construction. Linux `cargo check`
clean (the inject mod wiring); the backends are #[cfg(windows)] → CI-gated.
Drafted + adversarially verified (no double-free, imports correct under
-D warnings, behavior preserved); my own spot-checks confirm.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 06:36:57 +00:00

543 lines
22 KiB
Rust

//! Input injection (plan §4): turn client [`punktfunk_core::input::InputEvent`]s into host input.
//!
//! The headless Sway compositor runs with `WLR_LIBINPUT_NO_DEVICES=1`, so kernel `uinput`
//! devices are never picked up. Instead we inject through the wlroots virtual-input Wayland
//! protocols — `zwlr_virtual_pointer_manager_v1` + `zwp_virtual_keyboard_manager_v1` — which
//! Sway always advertises. We connect as an ordinary Wayland client (the host process
//! inherits Sway's `WAYLAND_DISPLAY`/`XDG_RUNTIME_DIR`), bind the two managers, and translate
//! events into virtual pointer/keyboard requests. Keyboard codes are Linux evdev; we upload a
//! standard evdev/US xkb keymap and track modifier state so the compositor resolves shifted
//! keysyms correctly.
use anyhow::Result;
use punktfunk_core::input::{InputEvent, InputKind};
/// Injects input events into the host session. Not `Send`: an injector owns compositor
/// resources (a Wayland connection, an xkb state) and lives entirely on the control thread
/// that creates it.
pub trait InputInjector {
fn inject(&mut self, event: &InputEvent) -> Result<()>;
}
/// Preferred injection backend.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Backend {
/// wlroots virtual pointer + keyboard Wayland protocols — the headless-Sway path.
WlrVirtual,
/// libei via `reis` — Wayland-native (RemoteDesktop portal). Not yet implemented.
Libei,
/// libei directly against gamescope's own EIS socket (no portal): input lands in the
/// nested game — the SteamOS-like session.
GamescopeEi,
/// `/dev/uinput` — universal fallback (but invisible to `WLR_LIBINPUT_NO_DEVICES=1`).
Uinput,
/// Windows `SendInput` (Win32 KeyboardAndMouse) — the Windows host path.
SendInput,
}
pub fn open(backend: Backend) -> Result<Box<dyn InputInjector>> {
match backend {
Backend::WlrVirtual => {
#[cfg(target_os = "linux")]
{
Ok(Box::new(wlr::WlrootsInjector::open()?))
}
#[cfg(not(target_os = "linux"))]
{
anyhow::bail!("wlroots virtual input requires Linux + a Wayland compositor")
}
}
Backend::Libei => {
#[cfg(target_os = "linux")]
{
Ok(Box::new(
libei::LibeiInjector::open_with(libei_ei_source())?,
))
}
#[cfg(not(target_os = "linux"))]
{
anyhow::bail!("libei input requires Linux + a RemoteDesktop portal")
}
}
Backend::GamescopeEi => {
#[cfg(target_os = "linux")]
{
Ok(Box::new(libei::LibeiInjector::open_with(
libei::EiSource::SocketPathFile(
crate::vdisplay::gamescope_ei_socket_file().into(),
),
)?))
}
#[cfg(not(target_os = "linux"))]
{
anyhow::bail!("gamescope EIS input requires Linux")
}
}
Backend::SendInput => {
#[cfg(target_os = "windows")]
{
Ok(Box::new(sendinput::SendInputInjector::open()?))
}
#[cfg(not(target_os = "windows"))]
{
anyhow::bail!("SendInput injection requires Windows")
}
}
other => anyhow::bail!("injection backend {other:?} not implemented"),
}
}
/// Pick the injection backend for the current session. gamescope hosts its own EIS server (no
/// portal), so a gamescope session injects directly into it. wlroots/Sway only implements the
/// ScreenCast portal (no RemoteDesktop), so libei can't run there — use the wlr virtual-input
/// protocols. KWin and GNOME implement RemoteDesktop but not the wlr protocols, so use libei.
/// `PUNKTFUNK_INPUT_BACKEND=wlr|libei|gamescope|uinput` overrides the auto-detection.
pub fn default_backend() -> Backend {
if let Ok(v) = std::env::var("PUNKTFUNK_INPUT_BACKEND") {
match v.trim().to_ascii_lowercase().as_str() {
"wlr" | "wlroots" | "wlrvirtual" => return Backend::WlrVirtual,
"libei" | "ei" | "portal" => return Backend::Libei,
"gamescope" | "gamescope-ei" => return Backend::GamescopeEi,
"uinput" => return Backend::Uinput,
"sendinput" | "win" | "windows" => return Backend::SendInput,
other => tracing::warn!(
value = other,
"unknown PUNKTFUNK_INPUT_BACKEND — auto-detecting"
),
}
}
#[cfg(target_os = "windows")]
{
Backend::SendInput
}
#[cfg(not(target_os = "windows"))]
{
if crate::config::config()
.compositor
.as_deref()
.is_some_and(|v| v.trim().eq_ignore_ascii_case("gamescope"))
{
return Backend::GamescopeEi;
}
let desktop = std::env::var("XDG_CURRENT_DESKTOP").unwrap_or_default();
let d = desktop.to_ascii_uppercase();
if d.contains("KDE") || d.contains("GNOME") {
Backend::Libei
} else {
Backend::WlrVirtual
}
}
}
/// Host-lifetime pointer/keyboard injector running on its OWN thread, fed over a clonable `Send`
/// channel. The injector backend owns non-`Send` compositor state (a Wayland connection / xkb / EIS
/// socket), so it must live on a single thread; both the GameStream control plane and the native
/// punktfunk/1 plane forward their decoded keyboard/mouse events here instead of injecting inline, so
/// a slow inject (a portal stall, a desktop switch) never head-blocks the network thread's
/// keepalive/retransmit servicing.
pub(crate) struct InjectorService {
tx: std::sync::mpsc::Sender<InputEvent>,
}
impl InjectorService {
pub(crate) fn start() -> InjectorService {
let (tx, rx) = std::sync::mpsc::channel::<InputEvent>();
if let Err(e) = std::thread::Builder::new()
.name("punktfunk-injector".into())
.spawn(move || injector_service_thread(rx))
{
tracing::error!(error = %e, "injector service thread spawn failed — pointer/keyboard input disabled");
}
InjectorService { tx }
}
/// A sender a session/plane forwards its pointer/keyboard events to. Cloned per caller; dropping a
/// clone does NOT stop the service (it runs while any sender — incl. the service's own — lives).
pub(crate) fn sender(&self) -> std::sync::mpsc::Sender<InputEvent> {
self.tx.clone()
}
}
/// Backoff between reopen attempts after the injector backend fails to open or its worker dies, so a
/// persistently-unavailable portal isn't hammered once per event.
const INJECTOR_REOPEN_BACKOFF: std::time::Duration = std::time::Duration::from_secs(2);
/// The host-lifetime injector worker: lazily open the pointer/keyboard backend, then inject every
/// forwarded event. Reopen (after [`INJECTOR_REOPEN_BACKOFF`]) on open failure, on a backend change
/// (input follows the active session), or if the backend's worker dies mid-stream. Exits only when
/// every sender has dropped (host shutdown), which drops the injector and closes its portal session.
///
/// Each wake drains the whole backlog and [`coalesce`]s redundant motion before injecting, so a slow
/// backend never builds up a queue of stale relative-mouse/scroll events (latency) — while button,
/// key, and absolute-move ordering is preserved exactly.
fn injector_service_thread(rx: std::sync::mpsc::Receiver<InputEvent>) {
let mut injector: Option<Box<dyn InputInjector>> = None;
let mut open_backend: Option<Backend> = None;
let mut last_failed: Option<std::time::Instant> = None;
while let Ok(first) = rx.recv() {
// Drain everything already queued behind `first` so we coalesce a whole burst at once.
let mut batch = vec![first];
while let Ok(ev) = rx.try_recv() {
batch.push(ev);
}
// The resolved input backend (PUNKTFUNK_INPUT_BACKEND, set per connect / mid-stream session
// switch) may have changed since we opened. Reopen against it so input FOLLOWS the active
// session instead of injecting into a stale, still-warm backend (e.g. the managed gamescope's
// EIS socket after the user switched to the KDE desktop).
let want = default_backend();
if injector.is_some() && open_backend != Some(want) {
tracing::info!(
?open_backend,
?want,
"input: backend changed — reopening injector for the active session"
);
injector = None;
last_failed = None; // re-resolve immediately
}
if injector.is_none() {
// Open on the first event; after a failure wait out the backoff before retrying (a few
// events drop during setup — acceptable, input is lossy).
let ready = last_failed.is_none_or(|t| t.elapsed() >= INJECTOR_REOPEN_BACKOFF);
if ready {
match open(want) {
Ok(i) => {
tracing::info!(backend = ?want, "input injector ready (host-lifetime)");
injector = Some(i);
open_backend = Some(want);
last_failed = None;
}
Err(e) => {
tracing::error!(error = %format!("{e:#}"), "pointer/keyboard injection unavailable — will retry");
last_failed = Some(std::time::Instant::now());
}
}
}
}
if let Some(inj) = injector.as_mut() {
for ev in coalesce(batch) {
if let Err(e) = inj.inject(&ev) {
// The backend's worker (portal session / EIS socket) died — drop it and reopen on
// a later event (covers a gamescope EIS socket that respawns with its session).
tracing::warn!(error = %format!("{e:#}"), "inject failed — reopening injector");
injector = None;
open_backend = None;
last_failed = Some(std::time::Instant::now());
break; // abandon the rest of this batch; the next one reopens
}
}
}
}
tracing::debug!("injector service stopped (host shutting down)");
}
/// Coalesce a drained burst: sum consecutive relative-mouse deltas and consecutive same-axis scroll
/// deltas (identical net effect, far fewer injects), passing buttons, keys, absolute moves, and any
/// type change through untouched and in order. Only *adjacent* same-type events merge, so a button
/// or key between two moves flushes the accumulated motion first — ordering is never reshuffled.
fn coalesce(events: Vec<InputEvent>) -> Vec<InputEvent> {
let mut out: Vec<InputEvent> = Vec::with_capacity(events.len());
for ev in events {
match out.last_mut() {
Some(last) if last.kind == InputKind::MouseMove && ev.kind == InputKind::MouseMove => {
last.x = last.x.saturating_add(ev.x);
last.y = last.y.saturating_add(ev.y);
}
Some(last)
if last.kind == InputKind::MouseScroll
&& ev.kind == InputKind::MouseScroll
&& last.code == ev.code =>
{
last.x = last.x.saturating_add(ev.x);
}
_ => out.push(ev),
}
}
out
}
/// How the libei backend reaches its EIS server. KWin goes through the `RemoteDesktop` *portal*
/// (with a pre-seeded grant), but GNOME's portal `Start()` needs an interactive approval a
/// headless host can't answer — so GNOME goes straight to Mutter's *direct* RemoteDesktop EIS
/// (`org.gnome.Mutter.RemoteDesktop`), the same direct API the Mutter video backend uses.
#[cfg(target_os = "linux")]
fn libei_ei_source() -> libei::EiSource {
let gnome = crate::config::config()
.compositor
.as_deref()
.is_some_and(|v| v.trim().eq_ignore_ascii_case("mutter"))
|| std::env::var("XDG_CURRENT_DESKTOP")
.unwrap_or_default()
.to_ascii_uppercase()
.contains("GNOME");
if gnome {
libei::EiSource::MutterEis
} else {
libei::EiSource::Portal
}
}
/// Map a Windows Virtual-Key code (as sent by Moonlight/GameStream) to a Linux evdev key code.
pub fn vk_to_evdev(vk: u8) -> Option<u16> {
match vk {
// --- Navigation / editing / whitespace ---
0x08 => Some(14), // VK_BACK -> KEY_BACKSPACE
0x09 => Some(15), // VK_TAB -> KEY_TAB
0x0D => Some(28), // VK_RETURN -> KEY_ENTER
0x13 => Some(119), // VK_PAUSE -> KEY_PAUSE
0x14 => Some(58), // VK_CAPITAL -> KEY_CAPSLOCK
0x1B => Some(1), // VK_ESCAPE -> KEY_ESC
0x20 => Some(57), // VK_SPACE -> KEY_SPACE
0x21 => Some(104), // VK_PRIOR -> KEY_PAGEUP
0x22 => Some(109), // VK_NEXT -> KEY_PAGEDOWN
0x23 => Some(107), // VK_END -> KEY_END
0x24 => Some(102), // VK_HOME -> KEY_HOME
0x25 => Some(105), // VK_LEFT -> KEY_LEFT
0x26 => Some(103), // VK_UP -> KEY_UP
0x27 => Some(106), // VK_RIGHT -> KEY_RIGHT
0x28 => Some(108), // VK_DOWN -> KEY_DOWN
0x2C => Some(99), // VK_SNAPSHOT -> KEY_SYSRQ
0x2D => Some(110), // VK_INSERT -> KEY_INSERT
0x2E => Some(111), // VK_DELETE -> KEY_DELETE
// --- Generic modifiers ---
0x10 => Some(42), // VK_SHIFT -> KEY_LEFTSHIFT
0x11 => Some(29), // VK_CONTROL -> KEY_LEFTCTRL
0x12 => Some(56), // VK_MENU -> KEY_LEFTALT
// --- Digit row (KEY_0 is 11, KEY_1..KEY_9 are 2..10) ---
0x30 => Some(11), // VK_0
0x31 => Some(2), // VK_1
0x32 => Some(3), // VK_2
0x33 => Some(4), // VK_3
0x34 => Some(5), // VK_4
0x35 => Some(6), // VK_5
0x36 => Some(7), // VK_6
0x37 => Some(8), // VK_7
0x38 => Some(9), // VK_8
0x39 => Some(10), // VK_9
// --- Letters A-Z (NOT sequential in evdev) ---
0x41 => Some(30), // A
0x42 => Some(48), // B
0x43 => Some(46), // C
0x44 => Some(32), // D
0x45 => Some(18), // E
0x46 => Some(33), // F
0x47 => Some(34), // G
0x48 => Some(35), // H
0x49 => Some(23), // I
0x4A => Some(36), // J
0x4B => Some(37), // K
0x4C => Some(38), // L
0x4D => Some(50), // M
0x4E => Some(49), // N
0x4F => Some(24), // O
0x50 => Some(25), // P
0x51 => Some(16), // Q
0x52 => Some(19), // R
0x53 => Some(31), // S
0x54 => Some(20), // T
0x55 => Some(22), // U
0x56 => Some(47), // V
0x57 => Some(17), // W
0x58 => Some(45), // X
0x59 => Some(21), // Y
0x5A => Some(44), // Z
// --- Meta / context-menu ---
0x5B => Some(125), // VK_LWIN -> KEY_LEFTMETA
0x5C => Some(126), // VK_RWIN -> KEY_RIGHTMETA
0x5D => Some(127), // VK_APPS -> KEY_COMPOSE
// --- Numpad ---
0x60 => Some(82), // KP0
0x61 => Some(79), // KP1
0x62 => Some(80), // KP2
0x63 => Some(81), // KP3
0x64 => Some(75), // KP4
0x65 => Some(76), // KP5
0x66 => Some(77), // KP6
0x67 => Some(71), // KP7
0x68 => Some(72), // KP8
0x69 => Some(73), // KP9
0x6A => Some(55), // VK_MULTIPLY -> KEY_KPASTERISK
0x6B => Some(78), // VK_ADD -> KEY_KPPLUS
0x6C => Some(96), // VK_SEPARATOR -> KEY_KPENTER
0x6D => Some(74), // VK_SUBTRACT -> KEY_KPMINUS
0x6E => Some(83), // VK_DECIMAL -> KEY_KPDOT
0x6F => Some(98), // VK_DIVIDE -> KEY_KPSLASH
// --- Function keys (F1..F10 = 59..68, F11/F12 = 87/88) ---
0x70 => Some(59),
0x71 => Some(60),
0x72 => Some(61),
0x73 => Some(62),
0x74 => Some(63),
0x75 => Some(64),
0x76 => Some(65),
0x77 => Some(66),
0x78 => Some(67),
0x79 => Some(68),
0x7A => Some(87),
0x7B => Some(88),
// --- Locks ---
0x90 => Some(69), // VK_NUMLOCK -> KEY_NUMLOCK
0x91 => Some(70), // VK_SCROLL -> KEY_SCROLLLOCK
// --- Left/right modifiers ---
0xA0 => Some(42), // VK_LSHIFT -> KEY_LEFTSHIFT
0xA1 => Some(54), // VK_RSHIFT -> KEY_RIGHTSHIFT
0xA2 => Some(29), // VK_LCONTROL -> KEY_LEFTCTRL
0xA3 => Some(97), // VK_RCONTROL -> KEY_RIGHTCTRL
0xA4 => Some(56), // VK_LMENU -> KEY_LEFTALT
0xA5 => Some(100), // VK_RMENU -> KEY_RIGHTALT
// --- OEM punctuation (US layout) ---
0xBA => Some(39), // VK_OEM_1 -> KEY_SEMICOLON
0xBB => Some(13), // VK_OEM_PLUS -> KEY_EQUAL
0xBC => Some(51), // VK_OEM_COMMA -> KEY_COMMA
0xBD => Some(12), // VK_OEM_MINUS -> KEY_MINUS
0xBE => Some(52), // VK_OEM_PERIOD -> KEY_DOT
0xBF => Some(53), // VK_OEM_2 -> KEY_SLASH
0xC0 => Some(41), // VK_OEM_3 -> KEY_GRAVE
0xDB => Some(26), // VK_OEM_4 -> KEY_LEFTBRACE
0xDC => Some(43), // VK_OEM_5 -> KEY_BACKSLASH
0xDD => Some(27), // VK_OEM_6 -> KEY_RIGHTBRACE
0xDE => Some(40), // VK_OEM_7 -> KEY_APOSTROPHE
0xE2 => Some(86), // VK_OEM_102 -> KEY_102ND
_ => None,
}
}
/// Map a GameStream mouse button id (1=left … 5=X2) to a Linux evdev `BTN_*` code.
#[cfg(target_os = "linux")]
fn gs_button_to_evdev(b: u32) -> Option<u32> {
Some(match b {
1 => 0x110, // BTN_LEFT
2 => 0x112, // BTN_MIDDLE
3 => 0x111, // BTN_RIGHT
4 => 0x113, // BTN_SIDE (X1)
5 => 0x114, // BTN_EXTRA (X2)
_ => return None,
})
}
// Goal-1 stage 6: Linux UHID/uinput/libei/wlr backends under `inject/linux/`, the Windows UMDF/SendInput
// backends under `inject/windows/`, and the transport-independent HID codecs under `inject/proto/`;
// `#[path]` keeps every `crate::inject::*` module name flat.
#[cfg(target_os = "linux")]
#[path = "inject/linux/dualsense.rs"]
pub mod dualsense;
/// Transport-independent DualSense HID contract, shared by the Linux UHID backend ([`dualsense`])
/// and the Windows UMDF-driver backend ([`dualsense_windows`]).
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/proto/dualsense_proto.rs"]
pub mod dualsense_proto;
/// Windows: virtual DualSense via the UMDF minidriver + a shared-memory host channel.
#[cfg(target_os = "windows")]
#[path = "inject/windows/dualsense_windows.rs"]
pub mod dualsense_windows;
#[cfg(target_os = "linux")]
#[path = "inject/linux/dualshock4.rs"]
pub mod dualshock4;
/// Transport-independent DualShock 4 HID codec used by the Windows UMDF-driver backend
/// ([`dualshock4_windows`]). (The Linux backend still carries its own copy — see the module FIXME.)
#[cfg(any(target_os = "linux", target_os = "windows"))]
#[path = "inject/proto/dualshock4_proto.rs"]
pub mod dualshock4_proto;
/// Windows: virtual DualShock 4 via the same UMDF minidriver + shared-memory channel (device-type 1).
#[cfg(target_os = "windows")]
#[path = "inject/windows/dualshock4_windows.rs"]
pub mod dualshock4_windows;
#[cfg(target_os = "linux")]
#[path = "inject/linux/gamepad.rs"]
pub mod gamepad;
/// Windows: virtual Xbox 360 pads via the in-tree XUSB companion UMDF driver (classic XInput).
#[cfg(target_os = "windows")]
#[path = "inject/windows/gamepad_windows.rs"]
pub mod gamepad;
/// Windows: small RAII wrappers (`Shm` section+view, `SwDevice` devnode) shared by the three gamepad
/// backends (DualSense / DualShock 4 / XUSB), so each per-pad resource closes deterministically on drop.
#[cfg(target_os = "windows")]
#[path = "inject/windows/gamepad_raii.rs"]
mod gamepad_raii;
/// Stub — virtual gamepads need Linux uinput or the Windows UMDF drivers; events are dropped elsewhere.
#[cfg(not(any(target_os = "linux", target_os = "windows")))]
pub mod gamepad {
#[derive(Default)]
pub struct GamepadManager;
impl GamepadManager {
pub fn new() -> Self {
GamepadManager
}
pub fn handle(&mut self, _ev: &crate::gamestream::gamepad::GamepadEvent) {}
pub fn pump_rumble(&mut self, _send: impl FnMut(u16, u16, u16)) {}
}
}
#[cfg(target_os = "linux")]
#[path = "inject/linux/libei.rs"]
mod libei;
#[cfg(target_os = "windows")]
#[path = "inject/windows/sendinput.rs"]
mod sendinput;
#[cfg(target_os = "linux")]
#[path = "inject/linux/wlr.rs"]
mod wlr;
#[cfg(test)]
mod tests {
use super::*;
fn mk(kind: InputKind, code: u32, x: i32, y: i32) -> InputEvent {
InputEvent {
kind,
_pad: [0; 3],
code,
x,
y,
flags: 0,
}
}
#[test]
fn coalesce_sums_adjacent_motion_and_preserves_order() {
let events = vec![
mk(InputKind::MouseMove, 0, 1, 2),
mk(InputKind::MouseMove, 0, 3, -1), // → summed with the previous move
mk(InputKind::KeyDown, 30, 0, 0), // flushes the move, passes through verbatim
mk(InputKind::MouseMove, 0, 5, 5), // a NEW run after the key (not merged across it)
mk(InputKind::MouseScroll, 0, 1, 0),
mk(InputKind::MouseScroll, 0, 2, 0), // same axis (code 0) → summed
mk(InputKind::MouseScroll, 1, 1, 0), // different axis (code 1) → separate
];
let out = coalesce(events);
assert_eq!(out.len(), 5);
assert_eq!(
(out[0].kind, out[0].x, out[0].y),
(InputKind::MouseMove, 4, 1)
);
assert_eq!(out[1].kind, InputKind::KeyDown);
assert_eq!(
(out[2].kind, out[2].x, out[2].y),
(InputKind::MouseMove, 5, 5)
);
assert_eq!(
(out[3].kind, out[3].code, out[3].x),
(InputKind::MouseScroll, 0, 3)
);
assert_eq!(
(out[4].kind, out[4].code, out[4].x),
(InputKind::MouseScroll, 1, 1)
);
}
#[test]
fn coalesce_handles_empty_and_singleton() {
assert!(coalesce(vec![]).is_empty());
assert_eq!(coalesce(vec![mk(InputKind::MouseMove, 0, 7, 8)]).len(), 1);
}
}