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punktfunk/clients/apple/Sources/PunktfunkKit/StreamView.swift
T
enricobuehler dcb2850c7c
ci / rust (push) Has been cancelled
fix(apple): drive macOS keyboard from NSEvent (GCKeyboard unreliable)
macOS GCKeyboard delivery is flaky — the same GameController quirk that
killed GCMouse motion (e414ec0). Keyboard input intermittently failed to
reach the host (e.g. typing in a gamescope game). Switch the macOS key
source to NSEvent, mirroring the mouse fix:

- StreamLayerView.keyDown/keyUp map NSEvent.keyCode (Carbon virtual
  keycode) → Windows VK via the new InputCapture.keyCodeToVK table and
  forward through InputCapture.sendKey, then consume the event (no beep).
- flagsChanged drives InputCapture.handleFlagsChanged, which diffs the raw
  modifier flags to recover each L/R modifier down/up (modifiers never fire
  keyDown/keyUp on macOS) and emits the same L/R VKs hidToVK already does.
- The macOS GCKeyboard keyChangedHandler is disabled (#if !os(macOS)) so it
  can't double-send; iOS keeps the GCKeyboard path unchanged.

sendKey honors the ⌘⎋ capture-toggle suppressedVK latch and tracks into
pressedVKs so releaseAll()/blur flushes anything still held. The emitted
VKs are identical to the existing HID path, so the host (vk_to_evdev)
needs no change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 18:10:13 +00:00

430 lines
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Swift
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// SwiftUI presentation: AVSampleBufferDisplayLayer fed straight from the punktfunk/1 connection.
//
// Stage-1 presenter (see README): the layer accepts *compressed* HEVC sample buffers and
// does hardware decode + display itself fastest path to pixels, IOSurface-backed
// zero-copy on Apple silicon. Stage 2 (explicit VTDecompressionSession + CAMetalLayer)
// replaces this when we start tuning frame pacing / measuring glass-to-glass.
//
// The view also owns the input-capture state machine (Moonlight-style): capture is a
// deliberate, reversible state engaged when the stream starts and when the user clicks
// into the video, released by or focus loss, and NEVER engaged by mere app
// activation (the click that activates the window may be a title-bar drag or a resize
// warping the cursor there is exactly the intrusiveness this design removes). While
// released, nothing is forwarded to the host and the local cursor is free.
//
// macOS-first (NSViewRepresentable); the iOS variant is the same layer under
// UIViewRepresentable.
#if os(macOS)
import AppKit
import AVFoundation
import SwiftUI
import os
/// Same diagnostic switch as InputCapture: PUNKTFUNK_INPUT_DEBUG=1 logs when the macOS
/// NSEvent mouse monitor (relative motion + buttons) is installed/removed, so the user can
/// confirm the new motion path is actually live for a session.
private let streamInputLog = Logger(subsystem: "io.unom.punktfunk", category: "input")
private let streamInputDebug =
ProcessInfo.processInfo.environment["PUNKTFUNK_INPUT_DEBUG"] == "1"
/// Hides the LOCAL cursor while captured. The host renders its own cursor, and the local
/// one both diverges from it (the host applies acceleration/clamping to our deltas) and
/// can wander out of the window a click there would focus another app. So while captured
/// we do what Moonlight does: warp the cursor into the view, freeze it
/// (`CGAssociateMouseAndMouseCursorPosition(false)` under which NSEvent mouseMoved/
/// dragged deltas become the relative motion StreamLayerView forwards), and hide it.
/// hide/unhide and associate are balanced via `captured`.
private final class CursorCapture {
private var captured = false
func capture(in view: NSView) {
guard !captured, let window = view.window, view.bounds.width > 0 else { return }
// Park the cursor mid-view so a click can't land in (and activate) another app.
let rectOnScreen = window.convertToScreen(view.convert(view.bounds, to: nil))
let primaryHeight = NSScreen.screens.first?.frame.height ?? 0
CGWarpMouseCursorPosition(
CGPoint(x: rectOnScreen.midX, y: primaryHeight - rectOnScreen.midY))
CGAssociateMouseAndMouseCursorPosition(0)
NSCursor.hide()
captured = true
}
func release() {
guard captured else { return }
CGAssociateMouseAndMouseCursorPosition(1)
NSCursor.unhide()
captured = false
}
}
public struct StreamView: NSViewRepresentable {
private let connection: PunktfunkConnection
private let captureEnabled: Bool
private let onCaptureChange: ((Bool) -> Void)?
private let onFrame: (@Sendable (AccessUnit) -> Void)?
private let onSessionEnd: (@Sendable () -> Void)?
/// `onFrame`/`onSessionEnd` fire on the pump thread hop to the main actor for UI.
/// `captureEnabled: false` disables input capture entirely while UI (e.g. a trust
/// prompt) is layered over the stream; flipping it to true auto-engages capture
/// once. `onCaptureChange` (main thread) reports engage/release drive the HUD's
/// "click to capture" / " releases" hint with it.
public init(
connection: PunktfunkConnection,
captureEnabled: Bool = true,
onCaptureChange: ((Bool) -> Void)? = nil,
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
onSessionEnd: (@Sendable () -> Void)? = nil
) {
self.connection = connection
self.captureEnabled = captureEnabled
self.onCaptureChange = onCaptureChange
self.onFrame = onFrame
self.onSessionEnd = onSessionEnd
}
public func makeNSView(context: Context) -> StreamLayerView {
let view = StreamLayerView()
view.onCaptureChange = onCaptureChange
view.captureEnabled = captureEnabled
view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
return view
}
public func updateNSView(_ view: StreamLayerView, context: Context) {
view.onCaptureChange = onCaptureChange
view.captureEnabled = captureEnabled
// SwiftUI reuses the NSView across state changes repoint the pump only when the
// connection identity actually changed.
if view.connection !== connection {
view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
}
}
public static func dismantleNSView(_ view: StreamLayerView, coordinator: ()) {
view.stop()
}
}
public final class StreamLayerView: NSView {
private let displayLayer = AVSampleBufferDisplayLayer()
private var pump: StreamPump?
public private(set) var connection: PunktfunkConnection?
private let cursorCapture = CursorCapture()
private var inputCapture: InputCapture?
private var appObservers: [NSObjectProtocol] = []
private var windowObservers: [NSObjectProtocol] = []
/// Local NSEvent monitor carrying relative mouse MOTION + BUTTONS to the host while
/// captured (GCMouse's own delivery proved unreliable on macOS see InputCapture).
/// Installed on engage, removed on release; nil while not captured.
private var mouseEventMonitor: Any?
/// Whether input capture is currently engaged (cursor hidden+frozen, mouse/keyboard
/// forwarded). Main-thread only.
public private(set) var captured = false
/// One-shot auto-engage request (stream start, trust confirmed) attempted as soon
/// as the view is in a window with real bounds, then dropped, so it can never fire
/// surprisingly later (e.g. on a resize).
private var pendingAutoCapture = false
/// Reports engage/release on the main thread.
public var onCaptureChange: ((Bool) -> Void)?
/// Main-thread only. False = input capture disabled outright (UI layered over the
/// stream); flipping to true auto-engages once.
public var captureEnabled = true {
didSet {
guard captureEnabled != oldValue else { return }
if captureEnabled {
requestAutoCapture()
} else {
releaseCapture()
}
}
}
public override init(frame: NSRect) {
super.init(frame: frame)
displayLayer.videoGravity = .resizeAspect
layer = displayLayer // layer-hosting: assign before wantsLayer
wantsLayer = true
// Focus loss releases capture. Becoming active does NOT re-engage: the click
// that activates the window may be on the title bar (a drag) or a resize edge
// the user clicks into the video (or hits ) when they want capture back.
appObservers.append(NotificationCenter.default.addObserver(
forName: NSApplication.didResignActiveNotification, object: nil, queue: .main
) { [weak self] _ in
self?.releaseCapture()
})
}
public required init?(coder: NSCoder) { fatalError("not used") }
public override func viewDidMoveToWindow() {
super.viewDidMoveToWindow()
windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
windowObservers.removeAll()
guard let window else {
releaseCapture()
return
}
// -key-equivalents stay live while captured, so Settings (,), a new window
// (N), or Minimize (M) can take key status without the APP resigning active
// capture must release then too, or the new window inherits a hidden, frozen
// cursor and its local typing is double-delivered to the host.
for name in [NSWindow.didResignKeyNotification, NSWindow.didMiniaturizeNotification] {
windowObservers.append(NotificationCenter.default.addObserver(
forName: name, object: window, queue: .main
) { [weak self] _ in
self?.releaseCapture()
})
}
attemptPendingCapture()
}
public override func layout() {
super.layout()
attemptPendingCapture() // bounds become real here on first presentation
}
// MARK: - Capture state machine
/// Clicking into the video engages capture; that click is local (engagement), so
/// InputCapture suppresses its press/release toward the host. Clicks while captured
/// are the host's (GC forwards them) nothing to do here.
public override func mouseDown(with event: NSEvent) {
if captureEnabled, !captured {
engageCapture(fromClick: true)
return
}
super.mouseDown(with: event)
}
/// A click from another app counts (one click into the video captures, not two).
public override func acceptsFirstMouse(for event: NSEvent?) -> Bool { true }
/// The engage click is complete drop its suppression latch (see InputCapture;
/// guards against GC delivering both halves of the click before our mouseDown).
public override func mouseUp(with event: NSEvent) {
inputCapture?.endClickSuppression()
super.mouseUp(with: event)
}
/// Scroll is forwarded from here, not from GCMouse: trackpad/Magic Mouse gestures
/// never reach GameController's scroll dpad. While captured the cursor is parked
/// mid-view, so this view receives every scroll event. Precise (gesture) deltas are
/// pixels ~0.1 wheel notch per pixel (SDL's factor) ×12 for WHEEL_DELTA(120);
/// classic wheels report lines, one notch = ±1 ×120. Signs pass through as-is,
/// preserving the user's local (natural-)scrolling preference.
public override func scrollWheel(with event: NSEvent) {
guard captured, let inputCapture else {
super.scrollWheel(with: event)
return
}
let scale: Float = event.hasPreciseScrollingDeltas ? 12 : 120
inputCapture.sendScroll(
dx: Float(event.scrollingDeltaX) * scale,
dy: Float(event.scrollingDeltaY) * scale)
}
// While captured, the view is first responder and SENDS key events to the host straight
// from NSEvent GCKeyboard delivery proved unreliable on macOS (the same GameController
// quirk that killed GCMouse motion, fixed in e414ec0), so the macOS GCKeyboard send path
// is disabled and NSEvent is the single source. We map NSEvent.keyCode (a Carbon virtual
// keycode) Windows VK and forward via InputCapture.sendKey, then CONSUME (return without
// super) to stop the responder chain's "unhandled keyDown" beep. Keys with no VK mapping
// are still consumed while captured so they don't beep either. The toggle's Esc is
// swallowed upstream by InputCapture's keyDown monitor (suppressedVK), so it never gets
// here as a send; -combos still arrive via performKeyEquivalent and stay functional (D).
// Modifier keys never fire keyDown/keyUp they come through flagsChanged below.
public override var acceptsFirstResponder: Bool { true }
public override func keyDown(with event: NSEvent) {
if captured {
if let ic = inputCapture, let vk = InputCapture.keyCodeToVK[event.keyCode] {
ic.sendKey(vk, down: true) // autorepeat (event.isARepeat) passes through fine for VK
}
return // consume even unmapped keys while captured (no beep)
}
super.keyDown(with: event)
}
public override func keyUp(with event: NSEvent) {
if captured {
if let ic = inputCapture, let vk = InputCapture.keyCodeToVK[event.keyCode] {
ic.sendKey(vk, down: false)
}
return
}
super.keyUp(with: event)
}
/// Modifier keys (shift/control/option/command) arrive ONLY as flagsChanged on macOS,
/// never keyDown/keyUp InputCapture diffs the raw flags to recover each L/R down/up.
public override func flagsChanged(with event: NSEvent) {
if captured, let inputCapture {
inputCapture.handleFlagsChanged(UInt(event.modifierFlags.rawValue))
return
}
super.flagsChanged(with: event)
}
private func requestAutoCapture() {
pendingAutoCapture = true
attemptPendingCapture()
}
private func attemptPendingCapture() {
guard pendingAutoCapture, window != nil, bounds.width > 0 else { return }
pendingAutoCapture = false // one shot, even if the engage below is refused
engageCapture(fromClick: false)
}
private func engageCapture(fromClick: Bool) {
// A click is explicit intent AND may arrive mid-activation (acceptsFirstMouse:
// NSApp.isActive / isKeyWindow are still false for the click coming in from
// another app) only the auto-engage paths require already-held key status.
guard captureEnabled, !captured, pump != nil, window != nil,
fromClick || (NSApp.isActive && window?.isKeyWindow == true)
else { return }
cursorCapture.capture(in: self)
inputCapture?.setForwarding(true, suppressClick: fromClick)
// Install AFTER the warp + setForwarding: the engage warp generates no forwarded
// delta (the monitor isn't up yet), and the engage click's suppression latch is
// already armed, so the monitor only ever sees genuine post-engage input.
installMouseMonitor()
captured = true
window?.makeFirstResponder(self)
notifyCaptureChange(true)
}
private func releaseCapture() {
guard captured else { return }
removeMouseMonitor()
cursorCapture.release()
inputCapture?.setForwarding(false)
captured = false
notifyCaptureChange(false)
}
/// A single local monitor for motion + buttons, installed only while captured. A local
/// monitor is more robust than view overrides for relative motion: it sidesteps the
/// `window.acceptsMouseMovedEvents`/tracking-area/responder-chain requirements, and
/// since the cursor is frozen mid-view while captured every such event belongs here.
/// ALL four motion types are covered so motion keeps flowing during a button-held drag,
/// not just `.mouseMoved`. NSEvent deltas under disassociation are OS-pointer-
/// acceleration-applied (not raw HID) what Moonlight's macOS client ships; if the
/// host re-accelerates there's mild double-acceleration, acceptable and fixable later
/// via IOHID. Events are returned (not swallowed): the cursor is frozen, so they're
/// inert locally.
private func installMouseMonitor() {
guard mouseEventMonitor == nil else { return }
mouseEventMonitor = NSEvent.addLocalMonitorForEvents(matching: [
.mouseMoved, .leftMouseDragged, .rightMouseDragged, .otherMouseDragged,
.leftMouseDown, .leftMouseUp, .rightMouseDown, .rightMouseUp,
.otherMouseDown, .otherMouseUp,
]) { [weak self] event in
guard let self, self.captured, let ic = self.inputCapture else { return event }
switch event.type {
case .mouseMoved, .leftMouseDragged, .rightMouseDragged, .otherMouseDragged:
ic.sendMotion(dx: Float(event.deltaX), dy: Float(event.deltaY)) // no y-negation
case .leftMouseDown: ic.sendMouseButton(1, pressed: true)
case .leftMouseUp: ic.sendMouseButton(1, pressed: false)
case .rightMouseDown: ic.sendMouseButton(3, pressed: true)
case .rightMouseUp: ic.sendMouseButton(3, pressed: false)
case .otherMouseDown: ic.sendMouseButton(self.wireButton(for: event), pressed: true)
case .otherMouseUp: ic.sendMouseButton(self.wireButton(for: event), pressed: false)
default: break
}
return event
}
if streamInputDebug { streamInputLog.debug("mouse NSEvent monitor installed (capture engaged)") }
}
private func removeMouseMonitor() {
if let monitor = mouseEventMonitor {
NSEvent.removeMonitor(monitor)
mouseEventMonitor = nil
if streamInputDebug { streamInputLog.debug("mouse NSEvent monitor removed (capture released)") }
}
}
/// NSEvent `buttonNumber` GameStream wire id for the "other" buttons: 2 = middle,
/// 3 = first side (X1), 4 = second side (X2). Unknown extras fall back to middle.
private func wireButton(for event: NSEvent) -> UInt32 {
switch event.buttonNumber {
case 2: return 2 // middle
case 3: return 4 // X1
case 4: return 5 // X2
default: return 2
}
}
/// Engage/release can run inside a SwiftUI update pass (captureEnabled flips in
/// updateNSView; release in dismantleNSView) publishing model state synchronously
/// there is undefined behavior, so the callback is deferred a runloop turn.
private func notifyCaptureChange(_ captured: Bool) {
guard let onCaptureChange else { return }
DispatchQueue.main.async { onCaptureChange(captured) }
}
// MARK: - Pump
/// Pump thread: pull AUs from the connection, wrap, enqueue. The first IDR yields the
/// format description; non-IDR AUs before it are dropped (the host opens with an IDR).
public func start(
connection: PunktfunkConnection,
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
onSessionEnd: (@Sendable () -> Void)? = nil
) {
stop()
self.connection = connection
// The view owns the session's input capture: handlers attach now, but nothing is
// forwarded until capture engages (captureEnabled + auto-engage or a click).
let capture = InputCapture(connection: connection)
capture.onToggleCapture = { [weak self] in
// The monitor is app-wide only the key window's stream owns the toggle
// (two stream windows would otherwise flip each other's capture).
guard let self, self.window?.isKeyWindow == true else { return }
if self.captured {
self.releaseCapture()
} else {
self.engageCapture(fromClick: false)
}
}
capture.onPreempted = { [weak self] in
// A newer session took the GC handler slots staying "captured" here would
// be a cursor trap with dead input.
self?.releaseCapture()
}
capture.start()
inputCapture = capture
let pump = StreamPump()
pump.start(
connection: connection, layer: displayLayer,
onFrame: onFrame, onSessionEnd: onSessionEnd)
self.pump = pump
requestAutoCapture() // entering a session is the deliberate "capture me" moment
}
/// Stop pumping ( one poll timeout). Does not close the connection that stays with
/// whoever owns it (PunktfunkConnection.close() is safe alongside a draining pump).
public func stop() {
releaseCapture()
removeMouseMonitor() // belt-and-suspenders: releaseCapture no-ops if not captured
inputCapture?.stop()
inputCapture = nil
pump?.stop()
pump = nil
connection = nil
}
deinit {
removeMouseMonitor()
appObservers.forEach(NotificationCenter.default.removeObserver(_:))
windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
pump?.stop()
}
}
#endif