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punktfunk/clients/apple/Sources/PunktfunkKit/StreamViewIOS.swift
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enricobuehler e414ec0895 fix(apple): drive macOS mouse motion/buttons from NSEvent; fix iPad pointer lock
Host-side logs proved the macOS client sent keyboard + scroll but ZERO relative
mouse-motion and ZERO button events for an entire session — the user was moving
the mouse the whole time. Root cause is client-side: GCMouse's
mouseMovedHandler/pressedChangedHandler silently never fired on the live Mac
(a documented GameController quirk) while GCKeyboard worked and scroll already
rode NSEvent. So motion/buttons were the only input on a GCMouse-only path, and
that path was dead.

macOS: stop relying on GCMouse for motion/buttons (compiled out with
#if !os(macOS)); drive them from a local NSEvent monitor installed only while
captured — the same channel scrollWheel already uses successfully. Under
CGAssociateMouseAndMouseCursorPosition(false) the mouseMoved/dragged deltaX/deltaY
ARE the relative motion (OS-acceleration-applied, exactly what Moonlight's macOS
client ships). All four motion event types are covered so motion keeps flowing
during a button-held drag; buttons map left/right/middle/X1/X2 through the
existing engage-click-suppression + release-on-blur logic. NSEvent deltaY is
already screen-space (+y down) so, unlike the GCMouse path, it is NOT negated.

iPad: the input failure there was a different cause — GCMouse only delivers
relative deltas while the scene holds a true pointer LOCK, which the system grants
only to a full-screen, frontmost iPad scene and which UIHostingController doesn't
consult for children. Gate prefersPointerLocked to iPad + captured, add
childViewControllerForPointerLock so a reparenting container forwards the lock
decision to this VC, and log the resolved lock state. Touch remains the
unconditional fallback.

Adds a PUNKTFUNK_INPUT_DEBUG=1 switch (os.Logger, throttled) so motion/buttons
being SENT is verifiable on-device without host-side logs. iOS GCMouse path
otherwise unchanged; GCKeyboard unchanged on both. Researched + adversarially
reviewed; Swift builds only on a Mac, so this is unverified-compiled here.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-11 12:30:19 +00:00

365 lines
14 KiB
Swift

// iOS/iPadOS presenter: the same AVSampleBufferDisplayLayer + StreamPump as macOS,
// hosted in a UIViewController so the scene can pointer-lock (the iPadOS equivalent of
// the Mac's cursor capture with a hardware mouse/trackpad the system cursor is hidden
// and GCMouse's raw deltas drive the host cursor alone; the system only honors the lock
// fullscreen-and-frontmost, so in Stage Manager it degrades to Mac-style "both cursors
// visible" forwarding).
//
// Touch is the primary input and is always forwarded (touching the video IS explicit
// intent): every finger maps to a wire touch id, coordinates are mapped through the
// aspect-fit letterbox into host-mode pixels, so surface == host mode and the host's
// rescale is the identity. Hardware keyboard/mouse forwarding shares InputCapture with
// macOS auto-engaged when streaming starts, toggles (detected from the HID stream;
// there is no NSEvent monitor here).
//
// The public type is named StreamView like its macOS twin (each is platform-gated), so
// the SwiftUI app layer is identical on both platforms.
#if os(iOS) || os(tvOS)
import AVFoundation
import GameController
import PunktfunkCore
import SwiftUI
import UIKit
import os
/// Same diagnostic switch as InputCapture (PUNKTFUNK_INPUT_DEBUG=1): on iOS we log the
/// resolved pointer-lock state each time capture engages, so the user can see whether the
/// scene actually locked (GCMouse only delivers deltas while it did) or whether we're on
/// the touch fallback.
private let iosInputLog = Logger(subsystem: "io.unom.punktfunk", category: "input")
private let iosInputDebug = ProcessInfo.processInfo.environment["PUNKTFUNK_INPUT_DEBUG"] == "1"
public struct StreamView: UIViewControllerRepresentable {
private let connection: PunktfunkConnection
private let captureEnabled: Bool
private let onCaptureChange: ((Bool) -> Void)?
private let onFrame: (@Sendable (AccessUnit) -> Void)?
private let onSessionEnd: (@Sendable () -> Void)?
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 makeUIViewController(context: Context) -> StreamViewController {
let controller = StreamViewController()
controller.onCaptureChange = onCaptureChange
controller.captureEnabled = captureEnabled
controller.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
return controller
}
public func updateUIViewController(_ controller: StreamViewController, context: Context) {
controller.onCaptureChange = onCaptureChange
controller.captureEnabled = captureEnabled
if controller.connection !== connection {
controller.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
}
}
public static func dismantleUIViewController(
_ controller: StreamViewController, coordinator: ()
) {
controller.stop()
}
}
public final class StreamViewController: UIViewController {
public private(set) var connection: PunktfunkConnection?
private var pump: StreamPump?
private var observers: [NSObjectProtocol] = []
#if os(iOS)
private var inputCapture: InputCapture?
fileprivate var captured = false
private var pointerInteraction: UIPointerInteraction?
#endif
/// Reads whether the scene's pointer is actually locked right now; nil = state
/// unavailable (no scene yet, or pre-availability). Only while this is true does GCMouse
/// deliver relative deltas otherwise the touch path carries input.
private func pointerLockEngaged() -> Bool? {
#if os(iOS)
return view.window?.windowScene?.pointerLockState?.isLocked
#else
return nil
#endif
}
var onCaptureChange: ((Bool) -> Void)?
var captureEnabled = true {
didSet {
guard captureEnabled != oldValue else { return }
#if os(iOS)
setCaptured(captureEnabled)
#endif
}
}
private var streamView: StreamLayerUIView {
// swiftlint:disable:next force_cast
view as! StreamLayerUIView
}
public override func loadView() {
view = StreamLayerUIView()
#if os(iOS)
// Hide the iPadOS cursor while it hovers the video: the host renders its own
// cursor from our deltas, so the local one only diverges from it. This hides the
// pointer; true pointer LOCK (below) is what makes GCMouse deliver relative deltas
// and the system only grants it on a full-screen, frontmost iPad scene.
let interaction = UIPointerInteraction(delegate: self)
view.addInteraction(interaction)
pointerInteraction = interaction
#endif
}
#if os(iOS)
// Pointer lock is only meaningful on iPad (iPhone has no hardware-pointer lock) and
// only when capture is engaged. The system additionally requires full-screen + frontmost
// and may drop it (Slide Over/Stage Manager/backgrounding) verified in setCaptured().
public override var prefersPointerLocked: Bool {
captured && UIDevice.current.userInterfaceIdiom == .pad
}
public override var prefersHomeIndicatorAutoHidden: Bool { true }
// If SwiftUI's UIHostingController reparents us, a plain container parent that forwards
// its pointer-lock decision to its children will then reach this VC. (UIHostingController
// itself does not consult children, which is why GCMouse deltas can never arrive there
// the touch path, always forwarded, is the unconditional fallback.)
public override var childViewControllerForPointerLock: UIViewController? { self }
#endif
func start(
connection: PunktfunkConnection,
onFrame: (@Sendable (AccessUnit) -> Void)?,
onSessionEnd: (@Sendable () -> Void)?
) {
stop()
self.connection = connection
loadViewIfNeeded()
#if os(iOS)
// Read the LIVE mode per touch batch an accepted requestMode() mid-stream
// changes the letterbox, and touches must follow it.
streamView.currentHostMode = { [weak connection] in
guard let connection else { return .zero }
let mode = connection.currentMode()
return CGSize(width: Double(mode.width), height: Double(mode.height))
}
streamView.onTouchEvent = { [weak connection] event in
connection?.send(event)
}
let capture = InputCapture(connection: connection)
capture.onToggleCapture = { [weak self] in
guard let self else { return }
self.setCaptured(!self.captured)
}
capture.onPreempted = { [weak self] in
self?.setCaptured(false)
}
capture.start()
inputCapture = capture
#endif
let pump = StreamPump()
pump.start(
connection: connection, layer: streamView.displayLayer,
onFrame: onFrame, onSessionEnd: onSessionEnd)
self.pump = pump
#if os(iOS)
// GC only delivers while active; everything held is flushed by InputCapture's
// own resign observer here we just mirror the capture state for the HUD and
// the pointer lock.
observers.append(NotificationCenter.default.addObserver(
forName: UIApplication.willResignActiveNotification, object: nil, queue: .main
) { [weak self] _ in
self?.setCaptured(false)
})
// The system can drop the lock without us asking (Slide Over, Stage Manager, leaving
// foregroundActive). Surface it so the user sees, in PUNKTFUNK_INPUT_DEBUG, when
// GCMouse delivery has silently stopped and we've fallen back to touch.
observers.append(NotificationCenter.default.addObserver(
forName: UIPointerLockState.didChangeNotification, object: nil, queue: .main
) { [weak self] _ in
guard let self, iosInputDebug else { return }
let locked = self.pointerLockEngaged().map(String.init(describing:)) ?? "unavailable"
iosInputLog.debug("pointer lock changed: isLocked=\(locked, privacy: .public)")
})
if captureEnabled {
setCaptured(true) // entering a session is the deliberate "capture me" moment
}
#endif
}
func stop() {
observers.forEach(NotificationCenter.default.removeObserver(_:))
observers.removeAll()
#if os(iOS)
setCaptured(false)
inputCapture?.stop()
inputCapture = nil
streamView.onTouchEvent = nil
streamView.currentHostMode = nil
#endif
pump?.stop()
pump = nil
connection = nil
}
#if os(iOS)
private func setCaptured(_ on: Bool) {
if on {
guard captureEnabled, !captured, pump != nil else { return }
inputCapture?.setForwarding(true)
captured = true
} else {
guard captured else { return }
inputCapture?.setForwarding(false)
captured = false
}
setNeedsUpdateOfPrefersPointerLocked()
pointerInteraction?.invalidate() // re-resolve the hidden/visible pointer style
let onCaptureChange = onCaptureChange
let captured = captured
DispatchQueue.main.async { [weak self] in
onCaptureChange?(captured)
// The lock request is async read the resolved state next turn. If it didn't
// engage, GCMouse won't deliver and the always-on touch path carries input.
if iosInputDebug, let self {
let locked = self.pointerLockEngaged().map(String.init(describing:)) ?? "unavailable"
iosInputLog.debug(
"setCaptured(\(captured, privacy: .public)) → pointer lock isLocked=\(locked, privacy: .public)")
}
}
}
#endif
deinit {
observers.forEach(NotificationCenter.default.removeObserver(_:))
pump?.stop()
}
}
#if os(iOS)
extension StreamViewController: UIPointerInteractionDelegate {
public func pointerInteraction(
_ interaction: UIPointerInteraction, styleFor region: UIPointerRegion
) -> UIPointerStyle? {
captured ? .hidden() : nil
}
}
#endif
/// The layer-backed video surface + touch source. Touches are mapped through the
/// aspect-fit letterbox into host-mode pixels (surface == host mode, so the host-side
/// rescale is the identity); touches outside the video area are clamped onto its edge.
final class StreamLayerUIView: UIView {
override class var layerClass: AnyClass { AVSampleBufferDisplayLayer.self }
var displayLayer: AVSampleBufferDisplayLayer {
// swiftlint:disable:next force_cast
layer as! AVSampleBufferDisplayLayer
}
#if os(iOS)
/// Reads the LIVE negotiated mode in pixels (the touch coordinate space).
var currentHostMode: (() -> CGSize)?
var onTouchEvent: ((PunktfunkInputEvent) -> Void)?
/// Wire touch ids per active UITouch; ids are reused after the touch ends.
private var touchIDs: [ObjectIdentifier: UInt32] = [:]
#endif
override init(frame: CGRect) {
super.init(frame: frame)
displayLayer.videoGravity = .resizeAspect
#if os(iOS)
isMultipleTouchEnabled = true
#endif
backgroundColor = .black
}
@available(*, unavailable)
required init?(coder: NSCoder) { fatalError("not used") }
#if os(iOS)
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
forward(touches, kind: .down)
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
forward(touches, kind: .move)
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
forward(touches, kind: .up)
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
forward(touches, kind: .up)
}
private enum TouchKind { case down, move, up }
private func forward(_ touches: Set<UITouch>, kind: TouchKind) {
guard let hostMode = currentHostMode?(),
hostMode.width > 0, hostMode.height > 0, onTouchEvent != nil
else { return }
let video = AVMakeRect(aspectRatio: hostMode, insideRect: bounds)
guard video.width > 0, video.height > 0 else { return }
for touch in touches {
let key = ObjectIdentifier(touch)
let id: UInt32
switch kind {
case .down:
id = nextFreeID()
touchIDs[key] = id
case .move, .up:
guard let known = touchIDs[key] else { continue }
id = known
}
if kind == .up {
touchIDs.removeValue(forKey: key)
onTouchEvent?(.touchUp(id: id))
continue
}
let p = touch.location(in: self)
let x = Int32(((p.x - video.minX) / video.width * hostMode.width)
.rounded().clamped(to: 0...(hostMode.width - 1)))
let y = Int32(((p.y - video.minY) / video.height * hostMode.height)
.rounded().clamped(to: 0...(hostMode.height - 1)))
let w = UInt32(hostMode.width)
let h = UInt32(hostMode.height)
onTouchEvent?(
kind == .down
? .touchDown(id: id, x: x, y: y, surfaceWidth: w, surfaceHeight: h)
: .touchMove(id: id, x: x, y: y, surfaceWidth: w, surfaceHeight: h))
}
}
private func nextFreeID() -> UInt32 {
var id: UInt32 = 0
while touchIDs.values.contains(id) { id += 1 }
return id
}
#endif
}
#if os(iOS)
extension CGFloat {
fileprivate func clamped(to range: ClosedRange<CGFloat>) -> CGFloat {
Swift.min(Swift.max(self, range.lowerBound), range.upperBound)
}
}
#endif
#endif