be09f9f345
The run loop grows a browse mode: the console library idles between streams in ONE window (no gamescope handoff), overlay actions launch sessions via run_browse's callback, session end returns to the library. The Overlay contract gains menu routing (MenuEvent → haptic pulse), action draining, and session-phase edges. pf-console-ui ports the GTK launcher wholesale: the coverflow's springs, cursor arithmetic and recede/tilt constants move verbatim with their tests (plus new projection tests — focused-card centering, the inner- edge-recedes corridor); paint order is draw order (the gtk::Fixed restack hack is gone); the aurora renders as an SkSL runtime shader at full rate on every box (the 30 Hz CPU-upscale path and its frozen-on- Deck fallback are deleted — the generated SkSL is compile-tested); titles/scenes shape through textlayout (CJK-safe). Poster art streams in as encoded bytes through the shared model and decodes renderer-side. The session binary wires --browse host[:port] [--mgmt PORT]: KnownHosts lookup (unpaired renders the pair-first scene), library + art fetch on threads, PUNKTFUNK_FAKE_LIBRARY dev hook, and a session_params helper shared with --connect. The minimal build refuses --browse cleanly. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
105 lines
4.5 KiB
Rust
105 lines
4.5 KiB
Rust
//! The presenter↔console-UI contract (punktfunk-planning
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//! `linux-client-rearchitecture.md` §6.1): the presenter exposes its device and
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//! composites at most ONE sampled RGBA quad per frame; the overlay implementation
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//! (pf-console-ui, Skia) fills offscreen images on its own damage-driven schedule. No
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//! Skia type crosses this line — everything here is ash — and a `frame()` returning
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//! `None` costs the hot path nothing (the quad isn't even recorded).
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use ash::vk;
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use pf_client_core::gamepad::{MenuEvent, MenuPulse};
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/// The presenter's device, shared with the overlay so its renderer (Skia's
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/// `DirectContext`) creates resources on the same VkDevice/queue. Handles stay valid for
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/// the presenter's lifetime — the overlay must be dropped before it (the run loop owns
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/// both and drops the overlay first).
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pub struct SharedDevice {
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pub entry: ash::Entry,
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pub instance: ash::Instance,
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pub physical_device: vk::PhysicalDevice,
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pub device: ash::Device,
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pub queue: vk::Queue,
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pub queue_family_index: u32,
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}
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/// What the overlay may draw this frame — composed by the run loop from session state.
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/// Milestone 1 (OSD/HUD) is text-shaped; the console library replaces this with a
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/// richer scene enum when it moves in.
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pub struct FrameCtx<'a> {
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/// Swapchain size in pixels — the overlay renders 1:1.
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pub width: u32,
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pub height: u32,
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/// Multi-line stats OSD (top-left panel); `None` = hidden.
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pub stats: Option<&'a str>,
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/// The capture hint (bottom-center pill, "click to capture…"); `None` = hidden.
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pub hint: Option<&'a str>,
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/// The active gamepad's name (the console library's controller chip).
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pub pad: Option<&'a str>,
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}
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/// One overlay image ready to composite: RGBA, PREMULTIPLIED alpha, already in
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/// `SHADER_READ_ONLY_OPTIMAL`, sized `width`×`height` (normally the `FrameCtx` size; a
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/// stale size during a resize just stretches for a frame).
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pub struct OverlayFrame {
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pub image: vk::Image,
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pub view: vk::ImageView,
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pub width: u32,
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pub height: u32,
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}
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/// An action the overlay raises out of its input handling (browse mode: the console
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/// library's A/B/retry). The run loop hands each to the session binary's callback.
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pub enum OverlayAction {
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/// Launch this library title as a session (`id` rides the Hello).
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Launch { id: String, title: String },
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/// Retry whatever failed (the library fetch).
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Retry,
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/// Quit the launcher (B at the root) — ends the process, Gaming Mode returns.
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Quit,
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}
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/// Session lifecycle notifications into the overlay (browse mode drives its scenes off
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/// these; the OSD/HUD ignore them).
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pub enum SessionPhase<'a> {
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/// A launch action was accepted — the connect is in flight.
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Connecting,
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/// Connected; frames are coming.
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Streaming,
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/// The connect failed (browse mode returns to the library with this message).
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Failed(&'a str),
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/// The session ran and ended (`Some` = abnormal reason for the status strip).
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Ended(Option<&'a str>),
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}
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/// The console-UI side. Object-safe; the session binary passes
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/// `Option<Box<dyn Overlay>>` (None = the Skia-free power-user build).
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pub trait Overlay {
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/// One-time setup on the presenter's device.
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fn init(&mut self, shared: &SharedDevice) -> anyhow::Result<()>;
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/// Input routing, before capture sees the event. `true` = consumed (the library or
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/// a menu is up) — the event must not reach capture/forwarding.
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fn handle_event(&mut self, event: &sdl3::event::Event) -> bool;
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/// Gamepad menu-mode navigation (browse mode; the run loop drains the service's
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/// menu channel). Returns a haptic pulse to play on the menu pad, if any.
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fn handle_menu(&mut self, _event: MenuEvent) -> Option<MenuPulse> {
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None
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}
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/// Drain one pending action raised by handled input. Called once per loop
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/// iteration; return `None` when idle.
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fn take_action(&mut self) -> Option<OverlayAction> {
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None
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}
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/// A session lifecycle edge (browse mode scene driving).
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fn session_phase(&mut self, _phase: SessionPhase) {}
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/// Once per presenter iteration. Damage-driven: re-render (flush + transition to
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/// SHADER_READ_ONLY) only when the content or size changed, else return the previous
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/// image. `None` = nothing to composite. The returned image must stay untouched
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/// until `frame()` runs again (the presenter runs one frame in flight and the
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/// implementation keeps a ring of two, so alternating satisfies this).
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fn frame(&mut self, ctx: &FrameCtx) -> anyhow::Result<Option<OverlayFrame>>;
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}
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