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punktfunk/clients/apple
enricobuehler d707ee4d4e
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feat(apple,android): three-way touch input — trackpad cursor (default), direct pointer, real multi-touch passthrough
The two touch clients had exactly complementary gaps: iOS forwarded fingers
ONLY as raw wire touches (no way to drive the host cursor from the touch
screen), Android had the two mouse modes but no passthrough. Both now share
one three-way "Touch input" setting: Trackpad (default) / Direct pointer /
Touch passthrough.

iOS/iPadOS: Input/TouchMouse.swift ports the Android gesture engine 1:1
(same px-based acceleration curve; tap=click, two-finger tap=right-click,
two-finger drag=scroll, tap-then-drag=held drag, three-finger tap=stats
HUD via the shared hudEnabled default); direct-pointer mode maps through
the aspect-fit letterbox; the previous always-on behavior lives on as the
passthrough option. The mode latches per gesture (a Settings change never
splits one gesture across models), touchesCancelled releases held state
without synthesizing a click, and session stop flushes a mid-drag button.
Settings picker on iPhone + iPad next to the iPad-only pointer-capture
toggle. Deliberate default change: trackpad, not passthrough.

Android: new nativeSendTouch JNI shim → wire TouchDown/Move/Up (the host
already injects real touch on every backend — libei touchscreen, wlroots,
KWin fake-input, SendInput); streamTouchPassthrough forwards every finger
with stable ids and lifts still-held contacts on teardown; the trackpadMode
Boolean becomes the TouchMode enum (old pref migrated on load, never
rewritten) with a Settings dropdown.

Verified: macOS swift build + full suite (incl. new TouchMouseTests), iOS
Simulator Swift compile, cargo check/fmt/clippy on the native crate, Kotlin
app+kit compile + unit tests. On-glass feel of the iOS ballistics and
Android passthrough against a touch-aware app still pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 00:02:12 +02:00
..

punktfunk — Apple client (macOS · iOS · iPadOS · tvOS)

The native Apple app for streaming a punktfunk host to your Mac, iPhone, iPad, or Apple TV. A SwiftUI app that finds hosts on your network, pairs with a PIN, and streams at your display's own resolution and refresh rate — with VideoToolbox hardware decode and full controller support.

All the networking and protocol work — QUIC control plane, UDP data plane, GF(2¹⁶) FEC, AES-GCM, Opus audio, cert pinning — lives in the shared Rust punktfunk-core (statically linked as PunktfunkCore.xcframework). This package is the Swift shell: decode, present, input, and UI.

Features

  • Hardware decode — VideoToolbox HEVC, with a low-latency stage-2 presenter (VTDecompressionSessionCAMetalLayer, presented off a CADisplayLink, ~11 ms p50) as the default and an AVSampleBufferDisplayLayer fallback.
  • HDR & 4:4:4 — PQ passthrough with a correct reference-white anchor, mid-session SDR↔HDR reconfiguration, and hardware-probed 4:4:4 support.
  • Your display's native mode — the host builds a virtual output at exactly your WxH@Hz; mid-stream resize renegotiates without reconnecting.
  • Audio both ways — Opus playback (CoreAudio, no bundled libopus) with a jitter ring, plus mic uplink; speaker/mic selectable in Settings.
  • Full controller support — one selected controller forwarded as pad 0, including DualSense feedback (rumble → CoreHaptics, lightbar, player LEDs, adaptive triggers) and touchpad/motion. The virtual pad type auto-resolves from your physical controller.
  • Mouse & keyboardGCMouse/GCKeyboard capture with click-to-capture and a ⌘⎋ release, plus iPad pointer lock and touch input.
  • Find hosts automatically — mDNS discovery (NWBrowser over _punktfunk._udp); first connect does a one-time SPAKE2 PIN pairing (or TOFU on trusted LANs), then reconnects on a pinned, Keychain-stored identity.
  • Tune the stream — a fps / Mb·s / latency HUD (skew-corrected across machines), a bitrate control, a per-host network speed test with a recommended bitrate, and a host-compositor picker.

Runs from one shared codebase across macOS, iOS, iPadOS, and tvOS.

Get it

Install from the App Store / TestFlight, or build from source below. Per-device install steps and the pairing walkthrough: docs.punktfunk.unom.io/docs/install-client.

Build / run / test (on a Mac)

Requires Xcode 26.5 / Swift 6.3. First build the Rust core into an xcframework, then build the app:

rustup target add aarch64-apple-darwin x86_64-apple-darwin
bash scripts/build-xcframework.sh            # → clients/apple/PunktfunkCore.xcframework
#   BUILD_IOS=1  also builds the iOS slices  (add the ios rustup targets)
#   BUILD_TVOS=1 also builds tvOS            (tier-3 targets, built from source — see below)

cd clients/apple
open Punktfunk.xcodeproj                      # the real app: ⌘R builds + runs Punktfunk.app
swift run PunktfunkClient                     # or the unbundled dev shell (CLI)
swift build && swift test                     # unit + loopback/remote tests (self-skip w/o a host)

tvOS slices are tier-3 Rust targets, built from source: rustup toolchain install nightly && rustup component add rust-src --toolchain nightly.

Test against a host

# full loopback proof — builds punktfunk-host (synthetic source, runs on macOS) and streams
# byte-verified frames into the Swift client, incl. the PIN pairing ceremony:
bash test-loopback.sh

# against a real Linux host on the LAN (see the repo README "Running on this box"):
PUNKTFUNK_REMOTE_HOST=<box-ip> swift test --filter RemoteFirstLightTests            # headless
PUNKTFUNK_AUTOCONNECT=<box-ip> PUNKTFUNK_MODE=1280x720x60 swift run PunktfunkClient # on glass

Project layout

  • PunktfunkKit (library) — the reusable pieces:
    • PunktfunkConnection — the wrapper over the C ABI (thread-safe close(), per-plane locks, pinning + TOFU).
    • AnnexB / StreamView / VideoDecoder / MetalVideoPresenter — format handling, the stage-1 (AVSampleBufferDisplayLayer) and stage-2 (VTDecompressionSessionCAMetalLayer) presenters.
    • InputCaptureGCMouse/GCKeyboard → host VK/mouse, with fractional-delta accumulation.
    • GamepadManager / GamepadCapture / GamepadFeedback / DualSenseTriggerEffect — controller discovery + selection, capture (buttons/axes/touchpad/motion), and host-feedback rendering.
    • HostDiscoveryNWBrowser over _punktfunk._udp.
  • PunktfunkClient (the app) — hosts grid with an On this network section, add-host sheet, the two trust flows (TOFU prompt + SPAKE2 PairSheet), the stream view with the HUD, a tabbed Settings pane (General / Display / Audio / Controllers / Advanced), and the network speed test. A Scene-level Stream menu carries Disconnect (⌘D) and the HUD toggle (⌘⇧S). On iOS/iPadOS and macOS a connected controller swaps the whole home for the gamepad UI (Home/Gamepad*, Settings/GamepadSettingsView): a console-style host carousel (A connect · Y library · X settings), a controller-navigable settings screen, an add-host flow with an on-screen controller keyboard (no touch required anywhere), and the coverflow library browser — all driven by the shared GamepadMenuInput poller + GamepadCarousel/GamepadMenuList focus machinery, with dual-channel haptics (device Taptic + controller MenuHaptics), over an animated "aurora" backdrop (GamepadScreenBackground — TimelineView-driven drifting color blobs; deliberately pure SwiftUI, since a .metal library only reliably bundles in one of the two build systems these sources compile under). macOS presents the settings/add-host screens as sheets (no fullScreenCover there); PUNKTFUNK_FORCE_GAMEPAD_UI=1 forces the mode without a physical pad (dev/screenshots).
  • Tests (swift test) — Annex-B units, a real-codec VideoToolbox round trip, DualSense trigger-effect and gamepad-wire conversions, loopback integration against real local hosts, and the remote first-light test.

Notes for contributors

  • Xcode project (Punktfunk.xcodeproj) wraps the same sources as the swift run shell (a synchronized folder — no duplication). The macOS target is App-Sandboxed (needs network.server — the raw-UDP plane and quinn both bind()); iOS/tvOS use the shared entitlements file (keep app-sandbox out of it). Verify with codesign -d --entitlements :- <built .app>.
  • Decode flow: the host opens every stream with an IDR carrying VPS/SPS/PPS in-band, and recovery keyframes re-send them — refresh the format description on every IDR; there is no out-of-band extradata, ever.
  • ABI threading: one video pump thread per connection, one optional audio drain thread, and one optional feedback drain thread (rumble + HID-output). send() is enqueue-only and safe alongside all of them. The wrapper's per-plane locks make close() safe from anywhere.
  • DualSense motion scale (GamepadWire) is derived from hid-playstation's math, not yet live-verified — if gyro/accel feel wrong in a game, correct sign/scale there and evtest the host's virtual pad.
  • App Store screenshots are automated — tools/screenshots.sh all renders the real UI at the required pixel sizes via a DEBUG-only shot mode; the apple CI workflow captures the iOS sizes on every main push. See the script header for details.
  • Deeper design notes live in design/apple-stage2-presenter.md.