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punktfunk/crates/pf-presenter/src/overlay.rs
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enricobuehler 89aa6767f9
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feat(resize): scrim+spinner resize overlay in the shared presenter (Windows + GTK4)
The mid-stream Match-window trigger + Resolution tri-state already shipped on BOTH
desktop clients via the session-always punktfunk-session binary (pf-presenter D1/D2,
C1). This ports the last Apple-parity piece — the resize-in-progress indicator
(clients/apple ResizeIndicator/ResizeIndicatorView) — into the SHARED pf-presenter
overlay, so one implementation covers both the Windows and GTK4 session windows.

- ResizeIndicator (run.rs): the Apple state machine in Rust — `steering` (a switch was
  requested) shows it, `decoded` (a frame reached the target size) clears it, `tick`
  times it out after 2.5 s for a switch the host rejected/capped. The live drag stays
  sharp; only the host's 0.3-2 s virtual-display + encoder rebuild gap is covered. A
  present-while-resizing path keeps the spinner animating through that frame-less gap.
- DecodedImage::dimensions() (pf-client-core): the END signal — a decoded frame at the
  target size means the sharp new-mode picture is on glass (the accept ack alone lands
  ahead of the host's rebuild). Mirrors is_keyframe()'s cfg arms.
- FrameCtx.resizing (pf-presenter/overlay.rs) + Skia draw (pf-console-ui): a full-screen
  55% scrim + the shared rotating theme::spinner + "Resizing…" label. The overlay
  composites its own RGBA quad and can't sample the video to blur it as SwiftUI does, so
  a scrim stands in for the blur — same intent, one draw. resizing_since clocks the
  spinner; Drawn.resize_step defeats the damage gate so it redraws each frame.

Verified on Linux: pf-presenter/pf-console-ui/session/linux-client build + clippy
-D warnings clean; 8 pf-presenter tests green incl. 2 new ResizeIndicator tests.
Windows session-binary compile (cfg-symmetric) + live on-glass both pending.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 20:40:03 +02:00

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//! The presenter↔console-UI contract (punktfunk-planning
//! `linux-client-rearchitecture.md` §6.1): the presenter exposes its device and
//! composites at most ONE sampled RGBA quad per frame; the overlay implementation
//! (pf-console-ui, Skia) fills offscreen images on its own damage-driven schedule. No
//! Skia type crosses this line — everything here is ash — and a `frame()` returning
//! `None` costs the hot path nothing (the quad isn't even recorded).
use ash::vk;
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
use punktfunk_core::config::GamepadPref;
/// The presenter's device, shared with the overlay so its renderer (Skia's
/// `DirectContext`) creates resources on the same VkDevice/queue. Handles stay valid for
/// the presenter's lifetime — the overlay must be dropped before it (the run loop owns
/// both and drops the overlay first).
pub struct SharedDevice {
pub entry: ash::Entry,
pub instance: ash::Instance,
pub physical_device: vk::PhysicalDevice,
pub device: ash::Device,
pub queue: vk::Queue,
pub queue_family_index: u32,
/// External-sync lock for `queue` — FFmpeg's decode prep submits to the same queue
/// from the pump thread, so every overlay flush/submit must hold it (the presenter
/// and FFmpeg's `lock_queue` callbacks serialize on this same lock).
pub queue_lock: std::sync::Arc<pf_client_core::video::QueueLock>,
}
/// What the overlay may draw this frame — composed by the run loop from session state.
/// Milestone 1 (OSD/HUD) is text-shaped; the console library replaces this with a
/// richer scene enum when it moves in.
pub struct FrameCtx<'a> {
/// Swapchain size in pixels — the overlay renders 1:1.
pub width: u32,
pub height: u32,
/// Multi-line stats OSD (top-left panel); `None` = hidden.
pub stats: Option<&'a str>,
/// The capture hint (bottom-center pill, "click to capture…"); `None` = hidden.
pub hint: Option<&'a str>,
/// A mid-stream Match-window resize is in flight (design/midstream-resolution-resize.md,
/// client UX): draw a full-screen scrim + spinner so the host's 0.32 s virtual-display
/// and encoder rebuild reads as an intentional pause rather than the stream stretching to
/// the changed window. Cleared the instant the sharp new-resolution frame is on glass.
pub resizing: bool,
/// The active gamepad's name (the console library's controller chip).
pub pad: Option<&'a str>,
/// The active pad's resolved kind — drives the console UI's button glyphs
/// (PlayStation shapes for DualSense/DualShock, ABXY letters otherwise).
pub pad_pref: Option<GamepadPref>,
/// Every connected pad (the console settings' "Use controller" row).
pub pads: &'a [pf_client_core::gamepad::PadInfo],
}
/// One overlay image ready to composite: RGBA, PREMULTIPLIED alpha, already in
/// `SHADER_READ_ONLY_OPTIMAL`, sized `width`×`height` (normally the `FrameCtx` size; a
/// stale size during a resize just stretches for a frame).
pub struct OverlayFrame {
pub image: vk::Image,
pub view: vk::ImageView,
pub width: u32,
pub height: u32,
}
/// An action the overlay raises out of its input handling (browse mode). Only actions
/// the RUN LOOP must act on live here — starting/canceling sessions and quitting; data
/// work (pairing, discovery, library fetches…) rides the console command bus instead.
pub enum OverlayAction {
/// Start a session on this host. `launch` carries a library title id on the Hello
/// (`None` streams the desktop); `title` is display-only (window title).
Launch {
addr: String,
port: u16,
fp_hex: String,
launch: Option<String>,
title: String,
},
/// Abort an in-flight connect (B while Connecting) — the console keeps browsing.
/// The run loop stops the pump; a dial that already won the race is quit-closed.
CancelConnect,
/// Quit the launcher (B at the root) — ends the process, Gaming Mode returns.
Quit,
}
/// Session lifecycle notifications into the overlay (browse mode drives its scenes off
/// these; the OSD/HUD ignore them).
pub enum SessionPhase<'a> {
/// A launch action was accepted — the connect is in flight.
Connecting,
/// Connected; frames are coming.
Streaming,
/// The connect failed (browse mode returns to the library with this message).
Failed(&'a str),
/// The session ran and ended (`Some` = abnormal reason for the status strip).
Ended(Option<&'a str>),
}
/// The console-UI side. Object-safe; the session binary passes
/// `Option<Box<dyn Overlay>>` (None = the Skia-free power-user build).
pub trait Overlay {
/// One-time setup on the presenter's device.
fn init(&mut self, shared: &SharedDevice) -> anyhow::Result<()>;
/// Input routing, before capture sees the event. `true` = consumed (the library or
/// a menu is up) — the event must not reach capture/forwarding.
fn handle_event(&mut self, event: &sdl3::event::Event) -> bool;
/// Gamepad menu-mode navigation (browse mode; the run loop drains the service's
/// menu channel). Returns a haptic pulse to play on the menu pad, if any.
fn handle_menu(&mut self, _event: MenuEvent) -> Option<MenuPulse> {
None
}
/// Drain one pending action raised by handled input. Called once per loop
/// iteration; return `None` when idle.
fn take_action(&mut self) -> Option<OverlayAction> {
None
}
/// A session lifecycle edge (browse mode scene driving).
fn session_phase(&mut self, _phase: SessionPhase) {}
/// True while a text field is being edited — the run loop starts/stops SDL text
/// input to match (IME + `Event::TextInput` delivery on desktop; under gamescope
/// this is also what lets Steam's on-screen keyboard type into the app).
fn text_input_active(&self) -> bool {
false
}
/// Once per presenter iteration. Damage-driven: re-render (flush + transition to
/// SHADER_READ_ONLY) only when the content or size changed, else return the previous
/// image. `None` = nothing to composite. The returned image must stay untouched
/// until `frame()` runs again (the presenter runs one frame in flight and the
/// implementation keeps a ring of two, so alternating satisfies this).
fn frame(&mut self, ctx: &FrameCtx) -> anyhow::Result<Option<OverlayFrame>>;
}