9e8135ccec
A 6-agent adversarial audit of the client (11 confirmed of 39 findings, the rest
filtered) drove these:
- fix: SessionAudio ring buffer — guard a write larger than the ring (would push
readIdx past writeIdx and corrupt the buffer; never happens, but guard not corrupt).
- fix: CADisplayLink retain cycle (stage-2 presenter) — a weak-target DisplayLinkProxy
so the view can deallocate (the link retains its target); stage-2 teardown added to
both StreamView/StreamViewController deinits as a safety net.
- fix: GamepadFeedback deinit { flag.stop() } — the drain thread holds the connection
strongly and self weakly, so an abrupt teardown without stop() would leak it.
- refactor: centralize the 12 UserDefaults/@AppStorage key literals (scattered across
8 files) into one DefaultsKey enum — a typo silently splits a setting's reader from
its writer.
- docs: RumbleRenderer @unchecked Sendable invariant; the HID digit-row table; the
stage-2 layer compositing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
608 lines
27 KiB
Swift
608 lines
27 KiB
Swift
// iOS/iPadOS presenter: the same AVSampleBufferDisplayLayer + StreamPump as macOS,
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// hosted in a UIViewController so the scene can pointer-lock (the iPadOS equivalent of
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// the Mac's cursor capture — with a hardware mouse/trackpad the system cursor is hidden
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// and GCMouse's raw deltas drive the host cursor alone; the system only honors the lock
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// fullscreen-and-frontmost, so in Stage Manager it degrades to Mac-style "both cursors
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// visible" forwarding).
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//
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// FINGER touch and INDIRECT POINTER (mouse/trackpad) are routed apart by UITouch.type.
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// Direct fingers (and Pencil) always forward as wire touches — every finger maps to a touch
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// id, coordinates mapped through the aspect-fit letterbox into host-mode pixels (surface ==
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// host mode, so the host's rescale is the identity).
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//
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// A hardware mouse/trackpad is a pointer, not a finger. When the scene is pointer-LOCKED
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// (full-screen + frontmost iPad) GCMouse delivers raw relative deltas and the system hides
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// the cursor — the gaming-grade path. When it CAN'T lock (Stage Manager, not frontmost,
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// iPhone) the system shows its own cursor and routes the mouse through UIKit's pointer path:
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// hover + indirect-pointer touches, which we forward as ABSOLUTE cursor position (+ buttons)
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// so the host cursor tracks the visible local one. We never forward an indirect pointer as a
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// touch — doing so hid the cursor and made the host see taps instead of a moving mouse.
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// GCMouse is gated off whenever the lock isn't held so the two paths can't double-send.
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// Hardware keyboard forwarding shares InputCapture with macOS — auto-engaged when streaming
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// starts, ⌘⎋ toggles (detected from the HID stream; there is no NSEvent monitor here).
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//
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// The public type is named StreamView like its macOS twin (each is platform-gated), so
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// the SwiftUI app layer is identical on both platforms.
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#if os(iOS) || os(tvOS)
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import AVFoundation
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import GameController
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import PunktfunkCore
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import SwiftUI
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import UIKit
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import os
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/// Same diagnostic switch as InputCapture (PUNKTFUNK_INPUT_DEBUG=1): on iOS we log the
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/// resolved pointer-lock state each time capture engages, so the user can see whether the
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/// scene actually locked (GCMouse only delivers deltas while it did) or whether we're on
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/// the touch fallback.
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private let iosInputLog = Logger(subsystem: "io.unom.punktfunk", category: "input")
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private let iosInputDebug = ProcessInfo.processInfo.environment["PUNKTFUNK_INPUT_DEBUG"] == "1"
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public struct StreamView: UIViewControllerRepresentable {
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private let connection: PunktfunkConnection
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private let captureEnabled: Bool
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private let onCaptureChange: ((Bool) -> Void)?
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private let onFrame: (@Sendable (AccessUnit) -> Void)?
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private let onSessionEnd: (@Sendable () -> Void)?
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private let presentMeter: LatencyMeter?
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public init(
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connection: PunktfunkConnection,
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captureEnabled: Bool = true,
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onCaptureChange: ((Bool) -> Void)? = nil,
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onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
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onSessionEnd: (@Sendable () -> Void)? = nil,
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presentMeter: LatencyMeter? = nil
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) {
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self.connection = connection
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self.captureEnabled = captureEnabled
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self.onCaptureChange = onCaptureChange
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self.onFrame = onFrame
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self.onSessionEnd = onSessionEnd
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self.presentMeter = presentMeter
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}
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public func makeUIViewController(context: Context) -> StreamViewController {
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let controller = StreamViewController()
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controller.onCaptureChange = onCaptureChange
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controller.captureEnabled = captureEnabled
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controller.presentMeter = presentMeter
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controller.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
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return controller
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}
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public func updateUIViewController(_ controller: StreamViewController, context: Context) {
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controller.onCaptureChange = onCaptureChange
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controller.captureEnabled = captureEnabled
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controller.presentMeter = presentMeter
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if controller.connection !== connection {
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controller.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
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}
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}
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public static func dismantleUIViewController(
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_ controller: StreamViewController, coordinator: ()
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) {
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controller.stop()
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}
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}
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public final class StreamViewController: UIViewController {
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public private(set) var connection: PunktfunkConnection?
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private var pump: StreamPump?
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private var observers: [NSObjectProtocol] = []
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/// Stage-2 presenter (opt-in via `punktfunk.presenter`): a CAMetalLayer sublayer driven by a
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/// CADisplayLink instead of the StreamPump → displayLayer path. nil = stage-1 (default).
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var presentMeter: LatencyMeter?
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private var stage2: Stage2Pipeline?
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private var stage2Link: CADisplayLink?
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private var metalLayer: CAMetalLayer?
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#if os(iOS)
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private var inputCapture: InputCapture?
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fileprivate var captured = false
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private var pointerInteraction: UIPointerInteraction?
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/// Capture state at the last resign, restored on the next foreground — otherwise the
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/// mouse/keyboard stay released after navigating out and nothing re-grabs them.
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private var wasCapturedOnResign = false
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#endif
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/// Reads whether the scene's pointer is actually locked right now; nil = state
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/// unavailable (no scene yet, or pre-availability). Only while this is true does GCMouse
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/// deliver relative deltas — otherwise the touch path carries input.
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private func pointerLockEngaged() -> Bool? {
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#if os(iOS)
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return view.window?.windowScene?.pointerLockState?.isLocked
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#else
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return nil
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#endif
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}
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var onCaptureChange: ((Bool) -> Void)?
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var captureEnabled = true {
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didSet {
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guard captureEnabled != oldValue else { return }
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#if os(iOS)
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setCaptured(captureEnabled)
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#endif
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}
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}
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private var streamView: StreamLayerUIView {
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// swiftlint:disable:next force_cast
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view as! StreamLayerUIView
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}
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public override func loadView() {
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view = StreamLayerUIView()
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#if os(iOS)
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// Hide the iPadOS cursor while it hovers the video: the host renders its own
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// cursor from our deltas, so the local one only diverges from it. This hides the
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// pointer; true pointer LOCK (below) is what makes GCMouse deliver relative deltas
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// — and the system only grants it on a full-screen, frontmost iPad scene.
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let interaction = UIPointerInteraction(delegate: self)
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view.addInteraction(interaction)
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pointerInteraction = interaction
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#endif
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}
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#if os(iOS)
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// Pointer lock is only meaningful on iPad (iPhone has no hardware-pointer lock) and
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// only when capture is engaged. The system additionally requires full-screen + frontmost
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// and may drop it (Slide Over/Stage Manager/backgrounding) — verified in setCaptured().
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public override var prefersPointerLocked: Bool {
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captured && UIDevice.current.userInterfaceIdiom == .pad
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}
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public override var prefersHomeIndicatorAutoHidden: Bool { true }
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// If SwiftUI's UIHostingController reparents us, a plain container parent that forwards
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// its pointer-lock decision to its children will then reach this VC. (UIHostingController
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// itself does not consult children, which is why GCMouse deltas can never arrive there —
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// the touch path, always forwarded, is the unconditional fallback.)
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public override var childViewControllerForPointerLock: UIViewController? { self }
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#endif
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func start(
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connection: PunktfunkConnection,
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onFrame: (@Sendable (AccessUnit) -> Void)?,
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onSessionEnd: (@Sendable () -> Void)?
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) {
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stop()
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self.connection = connection
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loadViewIfNeeded()
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#if os(iOS)
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// Read the LIVE mode per touch batch — an accepted requestMode() mid-stream
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// changes the letterbox, and touches must follow it.
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streamView.currentHostMode = { [weak connection] in
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guard let connection else { return .zero }
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let mode = connection.currentMode()
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return CGSize(width: Double(mode.width), height: Double(mode.height))
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}
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streamView.onTouchEvent = { [weak self, weak connection] event in
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// Touch IS the intent during a trusted session, but must not leak to the host
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// while a trust prompt is up (captureEnabled == false) — gate it on that. The
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// ⌘⎋ mouse/keyboard toggle (captured) deliberately does NOT gate touch.
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guard self?.captureEnabled == true else { return }
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connection?.send(event)
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}
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// Indirect pointer (mouse/trackpad with no lock) → absolute cursor + buttons, routed
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// through InputCapture so the forwarding gate and release-on-blur apply uniformly.
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streamView.onPointerMoveAbs = { [weak self] p in
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self?.inputCapture?.sendMouseAbs(
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x: p.x, y: p.y, surfaceWidth: p.w, surfaceHeight: p.h)
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}
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streamView.onPointerButton = { [weak self] button, down in
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self?.inputCapture?.sendMouseButton(button, pressed: down)
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}
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// Trackpad two-finger / wheel scroll → host scroll. The pan recognizer is the
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// UNLOCKED regime; while locked, GCMouse's scroll handler owns it — mirror the
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// sendMouseAbs !gcMouseForwarding gate so the two can't double-send.
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streamView.onScroll = { [weak self] dx, dy in
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guard let self, self.inputCapture?.gcMouseForwarding == false else { return }
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self.inputCapture?.sendScroll(dx: dx, dy: dy)
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}
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let capture = InputCapture(connection: connection)
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capture.onToggleCapture = { [weak self] in
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guard let self else { return }
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self.setCaptured(!self.captured)
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}
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capture.onPreempted = { [weak self] in
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self?.setCaptured(false)
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}
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capture.start()
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inputCapture = capture
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#endif
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// Presenter choice — default stage-1 (the known-good AVSampleBufferDisplayLayer). Stage-2
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// (`punktfunk.presenter == "stage2"`) takes VTDecompressionSession decode + a
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// CAMetalLayer/display-link present; falls back here if Metal can't be set up.
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if UserDefaults.standard.string(forKey: DefaultsKey.presenter) == "stage2",
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let meter = presentMeter,
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let pipeline = Stage2Pipeline(presentMeter: meter) {
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startStage2(pipeline, connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
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} else {
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let pump = StreamPump()
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pump.start(
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connection: connection, layer: streamView.displayLayer,
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onFrame: onFrame, onSessionEnd: onSessionEnd)
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self.pump = pump
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}
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#if os(iOS)
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// GC only delivers while active; everything held is flushed by InputCapture's
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// own resign observer — here we just mirror the capture state for the HUD and
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// the pointer lock.
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observers.append(NotificationCenter.default.addObserver(
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forName: UIApplication.willResignActiveNotification, object: nil, queue: .main
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) { [weak self] _ in
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guard let self else { return }
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self.wasCapturedOnResign = self.captured
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self.setCaptured(false)
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})
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// Returning to the foreground restores the capture the user had before leaving —
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// without this the mouse/keyboard stay released and nothing re-grabs them (touch
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// always plays regardless). The macOS twin re-engages on a click into the video.
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observers.append(NotificationCenter.default.addObserver(
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forName: UIApplication.didBecomeActiveNotification, object: nil, queue: .main
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) { [weak self] _ in
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guard let self, self.wasCapturedOnResign, self.captureEnabled, self.connection != nil
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else { return }
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self.setCaptured(true)
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})
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// The system can grant or drop the lock without us asking (Slide Over, Stage Manager,
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// entering/leaving foregroundActive). Re-resolve the mouse routing on every change:
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// GCMouse (locked) vs the absolute UIKit pointer path (unlocked), and the
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// hidden-vs-visible local cursor.
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observers.append(NotificationCenter.default.addObserver(
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forName: UIPointerLockState.didChangeNotification, object: nil, queue: .main
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) { [weak self] _ in
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self?.syncPointerLock()
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})
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if captureEnabled {
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setCaptured(true) // entering a session is the deliberate "capture me" moment
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}
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#endif
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}
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func stop() {
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observers.forEach(NotificationCenter.default.removeObserver(_:))
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observers.removeAll()
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#if os(iOS)
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setCaptured(false)
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inputCapture?.stop()
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inputCapture = nil
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streamView.onTouchEvent = nil
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streamView.onPointerMoveAbs = nil
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streamView.onPointerButton = nil
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streamView.onScroll = nil
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streamView.currentHostMode = nil
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#endif
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pump?.stop()
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pump = nil
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teardownStage2()
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connection = nil
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}
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// MARK: - Stage-2 presenter (VTDecompressionSession → CAMetalLayer + display link)
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private func startStage2(
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_ pipeline: Stage2Pipeline, connection: PunktfunkConnection,
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onFrame: (@Sendable (AccessUnit) -> Void)?, onSessionEnd: (@Sendable () -> Void)?
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) {
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let metal = pipeline.layer
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metal.contentsScale = streamView.contentScaleFactor
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// Composites OVER the idle (un-enqueued in stage-2) AVSampleBufferDisplayLayer base.
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streamView.layer.addSublayer(metal)
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metalLayer = metal
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stage2 = pipeline
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layoutMetalLayer()
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// Weak-proxy target so the link doesn't retain-cycle with the controller (see
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// DisplayLinkProxy) — the link retains the proxy; the proxy holds self weakly.
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let proxy = DisplayLinkProxy { [weak self] link in self?.stage2Tick(link) }
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let link = CADisplayLink(target: proxy, selector: #selector(DisplayLinkProxy.tick(_:)))
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link.add(to: .main, forMode: .common)
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stage2Link = link
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pipeline.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
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}
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private func stage2Tick(_ link: CADisplayLink) {
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stage2?.renderTick(
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targetPresentNs: Stage2Pipeline.realtimeNs(forDisplayLinkTimestamp: link.targetTimestamp))
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}
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public override func viewDidLayoutSubviews() {
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super.viewDidLayoutSubviews()
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layoutMetalLayer()
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}
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/// Aspect-fit the metal sublayer in the view (the host streams at the client's native mode,
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/// so this is usually the full bounds). drawableSize is the layer's pixel size; the shader's
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/// fullscreen triangle scales the decoded texture to fill it.
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private func layoutMetalLayer() {
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guard let metalLayer, let connection else { return }
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let mode = connection.currentMode()
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let bounds = streamView.bounds
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let fit: CGRect = (mode.width > 0 && mode.height > 0)
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? AVMakeRect(
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aspectRatio: CGSize(width: Int(mode.width), height: Int(mode.height)),
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insideRect: bounds)
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: bounds
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let scale = streamView.contentScaleFactor
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CATransaction.begin()
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CATransaction.setDisableActions(true) // don't animate the resize
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metalLayer.contentsScale = scale
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metalLayer.frame = fit
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CATransaction.commit()
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stage2?.setDrawableSize(CGSize(width: fit.width * scale, height: fit.height * scale))
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}
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private func teardownStage2() {
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stage2Link?.invalidate()
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stage2Link = nil
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stage2?.stop()
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stage2 = nil
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metalLayer?.removeFromSuperlayer()
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metalLayer = nil
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}
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#if os(iOS)
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private func setCaptured(_ on: Bool) {
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if on {
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// `connection != nil` (not `pump`) is the session-active gate — the stage-2 presenter
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// runs without a StreamPump.
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guard captureEnabled, !captured, connection != nil else { return }
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inputCapture?.setForwarding(true)
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captured = true
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} else {
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guard captured else { return }
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inputCapture?.setForwarding(false)
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captured = false
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}
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setNeedsUpdateOfPrefersPointerLocked()
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syncPointerLock() // resolve cursor + GCMouse/absolute routing for the current state
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let onCaptureChange = onCaptureChange
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let captured = captured
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DispatchQueue.main.async { [weak self] in
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onCaptureChange?(captured)
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// The lock request is async — the resolved state can land a runloop later, and the
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// initial grant may precede our didChange observer, so re-resolve the routing here.
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self?.syncPointerLock()
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}
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}
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/// Resolve the mouse routing for the scene's CURRENT pointer-lock state: GCMouse (relative
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/// deltas + buttons) while locked, the absolute UIKit pointer path while not, and the
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/// hidden-vs-visible local cursor to match. Idempotent — safe to call on every lock-state
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/// change and capture toggle. Main queue.
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private func syncPointerLock() {
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let locked = pointerLockEngaged() == true
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let useGCMouse = captured && locked
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// Lock dropped (or capture ended) while the GCMouse path held a button down: once
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// gcMouseForwarding flips false its release handler is gated off, so flush any held
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// mouse button here before the switch — otherwise it sticks down on the host.
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if inputCapture?.gcMouseForwarding == true, !useGCMouse {
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inputCapture?.releaseMouseButtons()
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}
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inputCapture?.gcMouseForwarding = useGCMouse
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pointerInteraction?.invalidate() // re-resolve the hidden/visible cursor for the state
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if iosInputDebug {
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iosInputLog.debug(
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"pointer lock isLocked=\(locked, privacy: .public) captured=\(self.captured, privacy: .public)")
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}
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}
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#endif
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deinit {
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observers.forEach(NotificationCenter.default.removeObserver(_:))
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pump?.stop()
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teardownStage2() // invalidate the display link + stop the pipeline if stop() was missed
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}
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}
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#if os(iOS)
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extension StreamViewController: UIPointerInteractionDelegate {
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public func pointerInteraction(
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_ interaction: UIPointerInteraction, styleFor region: UIPointerRegion
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) -> UIPointerStyle? {
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// Hide the local cursor only when the scene is actually pointer-LOCKED — then the
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// host renders its own cursor from GCMouse deltas and a visible local one would just
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// diverge. When the lock isn't held the cursor stays VISIBLE so the user can aim; the
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// pointer is forwarded as an absolute position, both cursors tracking together.
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captured && pointerLockEngaged() == true ? .hidden() : nil
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}
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}
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#endif
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/// The layer-backed video surface + touch source. Touches are mapped through the
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/// aspect-fit letterbox into host-mode pixels (surface == host mode, so the host-side
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/// rescale is the identity); touches outside the video area are clamped onto its edge.
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final class StreamLayerUIView: UIView {
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override class var layerClass: AnyClass { AVSampleBufferDisplayLayer.self }
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var displayLayer: AVSampleBufferDisplayLayer {
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// swiftlint:disable:next force_cast
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layer as! AVSampleBufferDisplayLayer
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}
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#if os(iOS)
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/// A position already mapped into host-mode pixels, with the surface dims the host
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/// rescales against (== host mode, so its rescale is the identity).
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struct HostPoint { let x: Int32; let y: Int32; let w: UInt32; let h: UInt32 }
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|
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/// Reads the LIVE negotiated mode in pixels (the touch/pointer coordinate space).
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var currentHostMode: (() -> CGSize)?
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/// Direct fingers / Pencil → wire touch events.
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var onTouchEvent: ((PunktfunkInputEvent) -> Void)?
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/// Indirect pointer (mouse/trackpad with no lock) → absolute cursor moves.
|
|
var onPointerMoveAbs: ((HostPoint) -> Void)?
|
|
/// Indirect-pointer buttons (GameStream ids: 1=left 3=right); `down` = press.
|
|
var onPointerButton: ((_ button: UInt32, _ down: Bool) -> Void)?
|
|
/// Trackpad two-finger / wheel scroll (no lock) → host scroll deltas, WHEEL(120)-scaled.
|
|
var onScroll: ((_ dx: Float, _ dy: Float) -> Void)?
|
|
|
|
/// Wire touch ids per active direct UITouch; ids are reused after the touch ends.
|
|
private var touchIDs: [ObjectIdentifier: UInt32] = [:]
|
|
/// GameStream button held per active indirect-pointer touch (one click/drag session);
|
|
/// released when that touch ends.
|
|
private var pointerButtons: [ObjectIdentifier: UInt32] = [:]
|
|
#endif
|
|
|
|
override init(frame: CGRect) {
|
|
super.init(frame: frame)
|
|
displayLayer.videoGravity = .resizeAspect
|
|
#if os(iOS)
|
|
isMultipleTouchEnabled = true
|
|
// Button-less mouse/trackpad movement (no lock) arrives as hover, not touches —
|
|
// forward it as absolute cursor moves so the host cursor tracks without a click held.
|
|
addGestureRecognizer(
|
|
UIHoverGestureRecognizer(target: self, action: #selector(handleHover)))
|
|
// Trackpad two-finger / wheel scroll → a scroll-ONLY pan: allowedTouchTypes = []
|
|
// rejects finger drags (those stay host touches), allowedScrollTypesMask accepts the
|
|
// indirect scroll devices. Forwarded as host scroll deltas.
|
|
let scrollPan = UIPanGestureRecognizer(target: self, action: #selector(handleScroll))
|
|
scrollPan.allowedScrollTypesMask = .all
|
|
scrollPan.allowedTouchTypes = []
|
|
addGestureRecognizer(scrollPan)
|
|
#endif
|
|
backgroundColor = .black
|
|
}
|
|
|
|
@available(*, unavailable)
|
|
required init?(coder: NSCoder) { fatalError("not used") }
|
|
|
|
#if os(iOS)
|
|
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
|
|
route(touches, event: event, kind: .down)
|
|
}
|
|
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
|
|
route(touches, event: event, kind: .move)
|
|
}
|
|
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
|
|
route(touches, event: event, kind: .up)
|
|
}
|
|
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
|
|
route(touches, event: event, kind: .up)
|
|
}
|
|
|
|
private enum TouchKind { case down, move, up }
|
|
|
|
/// Split a touch batch by kind: an INDIRECT POINTER (mouse/trackpad with no lock) drives
|
|
/// the host cursor as an absolute mouse; everything else (direct finger, Pencil) is a host
|
|
/// touch. Mixed batches are possible, so partition rather than branch on the first touch.
|
|
private func route(_ touches: Set<UITouch>, event: UIEvent?, kind: TouchKind) {
|
|
var fingers: Set<UITouch> = []
|
|
for touch in touches {
|
|
if touch.type == .indirectPointer {
|
|
handleIndirectPointer(touch, event: event, kind: kind)
|
|
} else {
|
|
fingers.insert(touch)
|
|
}
|
|
}
|
|
if !fingers.isEmpty { forwardTouches(fingers, kind: kind) }
|
|
}
|
|
|
|
/// An indirect-pointer touch is a button-held click/drag session: forward its position as
|
|
/// an absolute cursor move and its button as a mouse button (down on begin, up on end).
|
|
private func handleIndirectPointer(_ touch: UITouch, event: UIEvent?, kind: TouchKind) {
|
|
let key = ObjectIdentifier(touch)
|
|
let host = hostPoint(from: touch.location(in: self))
|
|
switch kind {
|
|
case .down:
|
|
let button = Self.gsButton(for: event?.buttonMask ?? .primary)
|
|
pointerButtons[key] = button
|
|
if let host { onPointerMoveAbs?(host) } // place the cursor, then press
|
|
onPointerButton?(button, true)
|
|
case .move:
|
|
if let host { onPointerMoveAbs?(host) }
|
|
case .up:
|
|
if let host { onPointerMoveAbs?(host) }
|
|
if let button = pointerButtons.removeValue(forKey: key) {
|
|
onPointerButton?(button, false)
|
|
}
|
|
}
|
|
}
|
|
|
|
private func forwardTouches(_ touches: Set<UITouch>, kind: TouchKind) {
|
|
guard onTouchEvent != nil 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
|
|
}
|
|
guard let h = hostPoint(from: touch.location(in: self)) else { continue }
|
|
onTouchEvent?(
|
|
kind == .down
|
|
? .touchDown(id: id, x: h.x, y: h.y, surfaceWidth: h.w, surfaceHeight: h.h)
|
|
: .touchMove(id: id, x: h.x, y: h.y, surfaceWidth: h.w, surfaceHeight: h.h))
|
|
}
|
|
}
|
|
|
|
/// Button-less mouse/trackpad movement (no lock) → absolute cursor move.
|
|
@objc private func handleHover(_ recognizer: UIHoverGestureRecognizer) {
|
|
switch recognizer.state {
|
|
case .began, .changed:
|
|
if let h = hostPoint(from: recognizer.location(in: self)) { onPointerMoveAbs?(h) }
|
|
default:
|
|
break
|
|
}
|
|
}
|
|
|
|
/// Trackpad / wheel scroll (no lock) → host scroll deltas. The translation is consumed
|
|
/// each callback so the next is a fresh delta. Sign/scale are tunable (≈ one notch per
|
|
/// ~10 pt): finger up scrolls up (host +y), x passes through — the host WHEEL convention.
|
|
@objc private func handleScroll(_ g: UIPanGestureRecognizer) {
|
|
guard g.state == .began || g.state == .changed else { return }
|
|
let t = g.translation(in: self)
|
|
g.setTranslation(.zero, in: self)
|
|
onScroll?(Float(t.x) * 12, Float(-t.y) * 12)
|
|
}
|
|
|
|
/// Map a view-space point through the aspect-fit letterbox into host-mode pixels; points
|
|
/// outside the video area clamp onto its edge. nil until a mode is negotiated.
|
|
private func hostPoint(from p: CGPoint) -> HostPoint? {
|
|
guard let hostMode = currentHostMode?(), hostMode.width > 0, hostMode.height > 0
|
|
else { return nil }
|
|
let video = AVMakeRect(aspectRatio: hostMode, insideRect: bounds)
|
|
guard video.width > 0, video.height > 0 else { return nil }
|
|
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)))
|
|
return HostPoint(x: x, y: y, w: UInt32(hostMode.width), h: UInt32(hostMode.height))
|
|
}
|
|
|
|
/// `.secondary` (right button / two-finger click) → GameStream right (3); else left (1).
|
|
private static func gsButton(for mask: UIEvent.ButtonMask) -> UInt32 {
|
|
mask.contains(.secondary) ? 3 : 1
|
|
}
|
|
|
|
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
|