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punktfunk/crates/pf-presenter/src/touch.rs
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style(touch): rustfmt the presenter finger dispatch + gesture engine
Wrap the long dispatch_finger call args, Abs struct literals, and Act::Button/
Scroll/MoveRel pushes per rustfmt (the CI fmt check on pf-presenter). No behavior
change.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-14 00:01:05 +02:00

545 lines
20 KiB
Rust

//! Touchscreen fingers → host mouse for the `trackpad`/`pointer` touch-input models — an
//! incremental port of the Android client's gesture engine (clients/android
//! `TouchInput.kt`) and its Apple twin (`TouchMouse.swift`) so all three touch clients feel
//! identical. The third model, `touch`, never reaches here: those fingers go on the wire as
//! real multi-touch contacts (`Capture::on_touch_*`).
//!
//! Two mouse models share one gesture vocabulary:
//! * **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. What makes a 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.
//!
//! Shared gestures: tap = left click · two-finger tap = right click · two-finger drag =
//! scroll · tap-then-press-and-drag = held left drag · three-finger tap = cycle the stats
//! overlay tier.
//!
//! Unlike the Android/Apple hosts (which hand the engine a whole event's worth of changed
//! touches at once), SDL delivers ONE finger transition per event, so this is a strictly
//! incremental state machine: it keeps every live finger's position and recomputes the
//! centroid itself. Positions are in physical window pixels (the caller multiplies SDL's
//! normalized 0..1 finger coordinates by the window's pixel size) so the pixel-based
//! ballistics constants port from Android 1:1; timestamps are milliseconds.
use punktfunk_core::input::InputKind;
use std::collections::HashMap;
// Gesture/ballistics tuning (physical px / ms), matching the Android reference exactly.
/// Movement under this (px) still counts as a tap, not a drag.
const TAP_SLOP: f32 = 12.0;
/// A new touch this soon (ms) after a tap, near it, starts a held left-button drag.
const TAP_DRAG_MS: f64 = 250.0;
/// Two-finger pan distance (px) per 120-unit wheel notch (smaller = faster scroll).
const SCROLL_DIV: f32 = 4.0;
/// Base finger-px → host-px gain (~1:1, never twitchy).
const POINTER_SENS: f32 = 1.3;
/// Above `ACCEL_SPEED_FLOOR` px/ms the gain ramps by `ACCEL_GAIN` per px/ms, capped at
/// `ACCEL_MAX` so a fast swipe can't fling the cursor uncontrollably.
const ACCEL_GAIN: f32 = 0.6;
const ACCEL_SPEED_FLOOR: f32 = 0.3;
const ACCEL_MAX: f32 = 3.0;
/// GameStream mouse button ids.
const BTN_LEFT: u32 = 1;
const BTN_RIGHT: u32 = 3;
/// A finger's position in the letterboxed video content rect (absolute host pixels + the
/// content surface size) — what `pointer` mode's absolute moves carry. Mirrors the
/// `MouseMoveAbs` packing the host rescales into its output.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub struct Abs {
pub x: i32,
pub y: i32,
pub w: u32,
pub h: u32,
}
/// A wire intent the engine emits; the owner ([`Capture`](crate::input::Capture)) translates
/// each into an actual `send_input`, and folds [`CycleStats`](Act::CycleStats) back to the
/// run loop.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum Act {
/// Relative cursor motion (`MouseMove`).
MoveRel { dx: i32, dy: i32 },
/// Absolute cursor position through the letterbox (`MouseMoveAbs`).
MoveAbs(Abs),
/// A mouse button transition (`gs` = GameStream id; `down` = press/release).
Button { gs: u32, down: bool },
/// A wheel step: `axis` 0 = vertical, 1 = horizontal; `delta` in WHEEL(120) units.
Scroll { axis: u32, delta: i32 },
/// Three-finger tap: cycle the stats-overlay verbosity tier (the run loop owns it).
CycleStats,
}
impl Act {
/// The `(InputKind, code, x, y, flags)` this intent sends. `Button`/`CycleStats` don't map
/// to a single motion send, so callers special-case them; this covers the motion/scroll
/// intents shared with the raw pointer path.
pub fn wire(self) -> Option<(InputKind, u32, i32, i32, u32)> {
match self {
Act::MoveRel { dx, dy } => Some((InputKind::MouseMove, 0, dx, dy, 0)),
Act::MoveAbs(a) => Some((
InputKind::MouseMoveAbs,
0,
a.x,
a.y,
((a.w & 0xffff) << 16) | (a.h & 0xffff),
)),
Act::Scroll { axis, delta } => Some((InputKind::MouseScroll, axis, delta, 0, 0)),
Act::Button { .. } | Act::CycleStats => None,
}
}
}
/// The trackpad/pointer gesture state machine. One per session; `trackpad` picks the model
/// (false = pointer). Fed only DIRECT touchscreen fingers.
pub struct Gestures {
trackpad: bool,
/// Live fingers → current window-pixel position (the centroid needs every finger, but a
/// move event only carries the one that changed).
positions: HashMap<u64, (f32, f32)>,
/// A gesture is in flight (≥ 1 finger down since the first touch).
active: bool,
start: (f32, f32),
max_fingers: usize,
moved: bool,
scrolling: bool,
/// Finger count the scroll centroid is anchored at — re-anchor on a count change so a
/// 2→3 transition isn't read as a scroll notch.
scroll_count: usize,
scroll_anchor: (f32, f32),
/// A tap-then-press-and-drag is holding the left button down for this whole gesture.
drag_held: bool,
// 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.
track_id: Option<u64>,
prev: (f32, f32),
prev_t: f64,
carry: (f32, f32),
// Tap-drag arming: a quick tap leaves a window in which the next nearby touch drags.
last_tap_up: f64,
last_tap_pt: (f32, f32),
}
impl Gestures {
pub fn new(trackpad: bool) -> Gestures {
Gestures {
trackpad,
positions: HashMap::new(),
active: false,
start: (0.0, 0.0),
max_fingers: 0,
moved: false,
scrolling: false,
scroll_count: 0,
scroll_anchor: (0.0, 0.0),
drag_held: false,
track_id: None,
prev: (0.0, 0.0),
prev_t: 0.0,
carry: (0.0, 0.0),
last_tap_up: 0.0,
last_tap_pt: (0.0, 0.0),
}
}
/// A finger touched down. `abs` is its letterbox mapping (pointer mode jumps the cursor
/// there on the first finger). `t` is milliseconds.
pub fn down(&mut self, id: u64, wx: f32, wy: f32, abs: Abs, t: f64) -> Vec<Act> {
let mut acts = Vec::new();
let first = self.positions.is_empty() && !self.active;
self.positions.insert(id, (wx, wy));
if first {
self.active = true;
self.start = (wx, wy);
self.max_fingers = 0;
self.moved = false;
self.scrolling = false;
self.scroll_count = 0;
// A touch landing just after a quick tap nearby = tap-and-drag.
self.drag_held = t - self.last_tap_up < TAP_DRAG_MS
&& (wx - self.last_tap_pt.0).abs() < TAP_SLOP
&& (wy - self.last_tap_pt.1).abs() < TAP_SLOP;
self.last_tap_up = 0.0; // consume the arming either way
if !self.trackpad {
acts.push(Act::MoveAbs(abs)); // pointer: place the cursor before any press
}
if self.drag_held {
acts.push(Act::Button {
gs: BTN_LEFT,
down: true,
});
}
self.track_id = Some(id);
self.prev = (wx, wy);
self.prev_t = t;
self.carry = (0.0, 0.0);
}
self.max_fingers = self.max_fingers.max(self.positions.len());
acts
}
/// A finger moved.
pub fn motion(&mut self, id: u64, wx: f32, wy: f32, abs: Abs, t: f64) -> Vec<Act> {
if !self.active || !self.positions.contains_key(&id) {
return Vec::new();
}
self.positions.insert(id, (wx, wy));
if self.positions.len() >= 2 {
self.scroll_by_centroid()
} else if !self.scrolling {
// One finger, and the gesture never became a scroll (dropping back from two
// fingers to one must not jerk the cursor).
self.single_finger(id, wx, wy, abs, t)
} else {
Vec::new()
}
}
/// A finger lifted. Only when the LAST finger lifts does the gesture conclude (into a
/// click / drag-end / stats cycle). `t` is the up-time in milliseconds.
pub fn up(&mut self, id: u64, t: f64) -> Vec<Act> {
let mut acts = Vec::new();
self.positions.remove(&id);
if self.track_id == Some(id) {
self.track_id = None;
}
if !self.positions.is_empty() || !self.active {
return acts; // other fingers still down (or no live gesture)
}
self.active = false;
if self.drag_held {
self.drag_held = false;
acts.push(Act::Button {
gs: BTN_LEFT,
down: false,
}); // end the held drag
} else if !self.moved {
match self.max_fingers {
n if n >= 3 => acts.push(Act::CycleStats),
2 => {
acts.push(Act::Button {
gs: BTN_RIGHT,
down: true,
});
acts.push(Act::Button {
gs: BTN_RIGHT,
down: false,
});
}
_ => {
acts.push(Act::Button {
gs: BTN_LEFT,
down: true,
});
acts.push(Act::Button {
gs: BTN_LEFT,
down: false,
});
self.last_tap_up = t; // arm tap-drag
self.last_tap_pt = self.start;
}
}
}
acts
}
/// Forget all in-flight gesture state (capture release / session teardown). Any left
/// button the engine is holding is released by the owner's held-button flush, so this
/// only clears state — it never re-emits wire events.
pub fn reset(&mut self) {
self.positions.clear();
self.track_id = None;
self.active = false;
self.scrolling = false;
self.moved = false;
self.drag_held = false;
self.last_tap_up = 0.0;
}
/// Two (or more) fingers → scroll by the centroid delta; never move the cursor. Fires a
/// notch per `SCROLL_DIV` px of pan and re-anchors on fire; finger up scrolls up, finger
/// right scrolls right (the host WHEEL(120) convention).
fn scroll_by_centroid(&mut self) -> Vec<Act> {
let mut acts = Vec::new();
let n = self.positions.len() as f32;
let (mut sx, mut sy) = (0.0f32, 0.0f32);
for &(px, py) in self.positions.values() {
sx += px;
sy += py;
}
let (cx, cy) = (sx / n, sy / n);
// (Re-)anchor on scroll start AND whenever the finger count changes.
if !self.scrolling || self.positions.len() != self.scroll_count {
self.scrolling = true;
self.scroll_count = self.positions.len();
self.scroll_anchor = (cx, cy);
}
let notches_y = ((self.scroll_anchor.1 - cy) / SCROLL_DIV) as i32;
let notches_x = ((cx - self.scroll_anchor.0) / SCROLL_DIV) as i32;
if notches_y != 0 {
acts.push(Act::Scroll {
axis: 0,
delta: notches_y * 120,
});
self.scroll_anchor.1 = cy;
self.moved = true;
}
if notches_x != 0 {
acts.push(Act::Scroll {
axis: 1,
delta: notches_x * 120,
});
self.scroll_anchor.0 = cx;
self.moved = true;
}
acts
}
/// One finger, not scrolling: trackpad relative ballistics, or pointer absolute follow.
fn single_finger(&mut self, id: u64, wx: f32, wy: f32, abs: Abs, t: f64) -> Vec<Act> {
let mut acts = Vec::new();
if (wx - self.start.0).abs() > TAP_SLOP || (wy - self.start.1).abs() > TAP_SLOP {
self.moved = true;
}
if !self.trackpad {
acts.push(Act::MoveAbs(abs)); // the cursor follows the finger
return acts;
}
// Re-anchor (zero delta this frame) if the tracked finger changed, so lifting one of
// several fingers never jumps the cursor.
if self.track_id != Some(id) {
self.track_id = Some(id);
self.prev = (wx, wy);
self.prev_t = t;
return acts;
}
let dx = wx - self.prev.0;
let dy = wy - self.prev.1;
let dt_ms = (t - self.prev_t).max(1.0) as f32;
self.prev = (wx, wy);
self.prev_t = t;
let speed = dx.hypot(dy) / dt_ms; // finger px per ms
let accel = (1.0 + ACCEL_GAIN * (speed - ACCEL_SPEED_FLOOR).max(0.0)).min(ACCEL_MAX);
let gain = POINTER_SENS * accel;
self.carry.0 += dx * gain;
self.carry.1 += dy * gain;
let out_x = self.carry.0 as i32; // truncates toward zero → remainder kept with sign
let out_y = self.carry.1 as i32;
if out_x != 0 || out_y != 0 {
acts.push(Act::MoveRel {
dx: out_x,
dy: out_y,
});
self.carry.0 -= out_x as f32;
self.carry.1 -= out_y as f32;
}
acts
}
}
#[cfg(test)]
mod tests {
use super::*;
const ABS: Abs = Abs {
x: 100,
y: 200,
w: 1280,
h: 720,
};
fn abs_at(x: i32, y: i32) -> Abs {
Abs {
x,
y,
w: 1280,
h: 720,
}
}
#[test]
fn trackpad_tap_is_a_left_click_with_no_motion() {
let mut g = Gestures::new(true);
let mut acts = g.down(1, 50.0, 50.0, ABS, 0.0);
acts.extend(g.up(1, 40.0));
// A trackpad tap places no cursor and moves nothing — just a click.
assert_eq!(
acts,
vec![
Act::Button {
gs: BTN_LEFT,
down: true
},
Act::Button {
gs: BTN_LEFT,
down: false
},
]
);
}
#[test]
fn pointer_tap_places_the_cursor_then_clicks() {
let mut g = Gestures::new(false);
let mut acts = g.down(1, 50.0, 50.0, abs_at(640, 360), 0.0);
acts.extend(g.up(1, 40.0));
assert_eq!(
acts,
vec![
Act::MoveAbs(abs_at(640, 360)),
Act::Button {
gs: BTN_LEFT,
down: true
},
Act::Button {
gs: BTN_LEFT,
down: false
},
]
);
}
#[test]
fn two_finger_tap_is_a_right_click() {
let mut g = Gestures::new(true);
let mut acts = g.down(1, 50.0, 50.0, ABS, 0.0);
acts.extend(g.down(2, 80.0, 52.0, ABS, 5.0));
acts.extend(g.up(1, 40.0));
acts.extend(g.up(2, 42.0));
assert_eq!(
acts,
vec![
Act::Button {
gs: BTN_RIGHT,
down: true
},
Act::Button {
gs: BTN_RIGHT,
down: false
},
]
);
}
#[test]
fn three_finger_tap_cycles_stats() {
let mut g = Gestures::new(true);
let mut acts = g.down(1, 50.0, 50.0, ABS, 0.0);
acts.extend(g.down(2, 80.0, 50.0, ABS, 2.0));
acts.extend(g.down(3, 110.0, 50.0, ABS, 4.0));
acts.extend(g.up(1, 40.0));
acts.extend(g.up(2, 41.0));
acts.extend(g.up(3, 42.0));
assert_eq!(acts, vec![Act::CycleStats]);
}
#[test]
fn trackpad_drag_emits_relative_motion() {
let mut g = Gestures::new(true);
assert!(g.down(1, 100.0, 100.0, ABS, 0.0).is_empty());
// A big move over 16 ms — relative, with acceleration, so it should exceed 1:1.
let acts = g.motion(1, 140.0, 100.0, ABS, 16.0);
match acts.as_slice() {
[Act::MoveRel { dx, dy }] => {
assert!(*dx >= 40, "expected accelerated dx ≥ raw 40, got {dx}");
assert_eq!(*dy, 0);
}
other => panic!("expected one MoveRel, got {other:?}"),
}
// The gesture moved, so the lift is not a tap (no click).
assert!(g.up(1, 32.0).is_empty());
}
#[test]
fn pointer_motion_follows_the_finger_absolutely() {
let mut g = Gestures::new(false);
let _ = g.down(1, 100.0, 100.0, abs_at(300, 300), 0.0);
let acts = g.motion(1, 140.0, 120.0, abs_at(360, 340), 16.0);
assert_eq!(acts, vec![Act::MoveAbs(abs_at(360, 340))]);
}
#[test]
fn two_finger_pan_scrolls_by_the_centroid() {
let mut g = Gestures::new(true);
let _ = g.down(1, 100.0, 200.0, ABS, 0.0);
let _ = g.down(2, 120.0, 200.0, ABS, 2.0);
// Both fingers slide up 40 px → the centroid rises 40 px → +ve (finger-up) notches.
let a1 = g.motion(1, 100.0, 160.0, ABS, 10.0);
let a2 = g.motion(2, 120.0, 160.0, ABS, 12.0);
let scrolls: Vec<_> = a1.into_iter().chain(a2).collect();
assert!(
scrolls
.iter()
.any(|a| matches!(a, Act::Scroll { axis: 0, delta } if *delta > 0)),
"expected an upward vertical scroll, got {scrolls:?}"
);
}
#[test]
fn tap_then_press_drag_holds_the_left_button() {
let mut g = Gestures::new(true);
// Tap at (50,50), lifting at t=10.
let _ = g.down(1, 50.0, 50.0, ABS, 0.0);
let click = g.up(1, 10.0);
assert_eq!(
click,
vec![
Act::Button {
gs: BTN_LEFT,
down: true
},
Act::Button {
gs: BTN_LEFT,
down: false
},
]
);
// A new touch nearby within the window arms a held drag: button down on touch, and
// the whole gesture holds it until the lift.
let down2 = g.down(2, 52.0, 51.0, ABS, 120.0);
assert_eq!(
down2,
vec![Act::Button {
gs: BTN_LEFT,
down: true
}]
);
let _ = g.motion(2, 90.0, 51.0, ABS, 140.0); // drag
let end = g.up(2, 160.0);
assert_eq!(
end,
vec![Act::Button {
gs: BTN_LEFT,
down: false
}]
);
}
#[test]
fn reset_clears_a_drag_without_re_emitting() {
let mut g = Gestures::new(true);
let _ = g.down(1, 50.0, 50.0, ABS, 0.0);
let _ = g.up(1, 5.0); // arm
let _ = g.down(2, 51.0, 50.0, ABS, 50.0); // drag begins (left held)
g.reset();
// After a reset a fresh tap is an ordinary click (no stuck drag state).
let mut acts = g.down(3, 400.0, 400.0, ABS, 500.0);
acts.extend(g.up(3, 510.0));
assert_eq!(
acts,
vec![
Act::Button {
gs: BTN_LEFT,
down: true
},
Act::Button {
gs: BTN_LEFT,
down: false
},
]
);
}
}