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punktfunk/clients/apple/Sources/PunktfunkKit/Views/StreamViewIOS.swift
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feat(apple): iPad ⌃⌥⇧Q release chord + click-to-recapture, pixel-grid snap, match-window opt-in
- InputCapture / StreamViewIOS: iPad ⌃⌥⇧Q un-capture chord, recognized from the
  GCKeyboard HID stream (no NSEvent monitor on iOS) for cross-client parity with
  the macOS/Windows/Linux combo; and a click into the video re-engages capture —
  the iPad analogue of macOS mouseDown → engageCapture(fromClick:), with the
  engaging click suppressed toward the host.
- SessionPresenter: snap the aspect-fit sublayer frame to the backing pixel grid.
  AVMakeRect centers the fit rect at fractional points, so the compositor
  resampled the layer — a uniform "everything soft" blur even when the drawable
  was pixel-exact 1:1. Rounding origin + size to device pixels makes the composite
  a true 1:1 blit; idempotent when already aligned.
- MetalVideoPresenter: PUNKTFUNK_BILINEAR_LUMA=1 A/B lever — compiles the shader
  with Catmull-Rom luma off (plain bilinear) to isolate bicubic overshoot from
  upstream fringing.
- SettingsView / StreamView / StreamViewIOS: match-window reverted to opt-in
  (default OFF) — the explicit mode is used and never auto-resized unless enabled.
2026-07-13 01:22:09 +02:00

883 lines
45 KiB
Swift
Raw Blame History

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// 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).
//
// FINGER touch and INDIRECT POINTER (mouse/trackpad) are routed apart by UITouch.type.
// Direct fingers (and Pencil) always forward as wire touches — every finger maps to a touch
// id, coordinates mapped through the aspect-fit letterbox into host-mode pixels (surface ==
// host mode, so the host's rescale is the identity).
//
// A hardware mouse/trackpad is a pointer, not a finger. When the scene is pointer-LOCKED
// (full-screen + frontmost iPad, and the user hasn't disabled pointer capture in Settings —
// see PointerLockChain, which steers the lock request through SwiftUI's hosting controllers)
// GCMouse delivers raw relative deltas and the system hides the cursor — the gaming-grade path.
// InputCapture handles EVERY connected mouse (GCMouse.mice), not just the current one, so a
// trackpad + a second pointer (e.g. a Universal Control mouse) both drive. When the scene CAN'T
// lock (Stage Manager, not frontmost, iPhone, capture disabled) the system shows its own cursor
// and routes the mouse through UIKit's pointer path: hover + indirect-pointer touches, which we
// forward as ABSOLUTE cursor position (+ buttons) so the host cursor tracks the visible local one.
// We never forward an indirect pointer as a touch — doing so hid the cursor and made the host see
// taps instead of a moving mouse. The two paths are mutually exclusive on `gcMouseForwarding`
// (== locked): GCMouse forwards only WHILE locked, the UIKit indirect path (motion, buttons AND
// scroll) only while NOT locked — so a pointer that emits both channels under lock can't double-send.
// Hardware keyboard forwarding shares InputCapture with macOS — auto-engaged when streaming
// starts, ⌘⎋ toggles and ⌃⌥⇧Q releases (both detected from the HID stream; there is no NSEvent
// monitor here). ⌃⌥⇧Q is the cross-client Ctrl+Alt+Shift+Q — it un-captures so the Magic Keyboard
// trackpad drives the local iPad UI again.
//
// 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
#if os(tvOS)
import AVKit // AVDisplayManager — the per-session display-mode (HDR10/refresh) request
#endif
/// 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)?
private let onResizeTarget: ((UInt32, UInt32) -> Void)?
private let onDecodedSize: (@Sendable (Int, Int) -> Void)?
private let endToEndMeter: LatencyMeter?
private let decodeMeter: LatencyMeter?
private let displayMeter: LatencyMeter?
/// `onDisconnectRequest` exists for call-site parity with the macOS StreamView (the
/// captured-state ⌃⌥⇧D combo is detected by the macOS NSEvent monitor only); on iOS a
/// hardware keyboard reaches Disconnect through the Stream menu's key equivalent instead,
/// so the parameter is accepted and unused here.
public init(
connection: PunktfunkConnection,
captureEnabled: Bool = true,
onCaptureChange: ((Bool) -> Void)? = nil,
onDisconnectRequest: (() -> Void)? = nil,
onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
onSessionEnd: (@Sendable () -> Void)? = nil,
onResizeTarget: ((UInt32, UInt32) -> Void)? = nil,
onDecodedSize: (@Sendable (Int, Int) -> Void)? = nil,
endToEndMeter: LatencyMeter? = nil,
decodeMeter: LatencyMeter? = nil,
displayMeter: LatencyMeter? = nil
) {
self.connection = connection
self.captureEnabled = captureEnabled
self.onCaptureChange = onCaptureChange
self.onFrame = onFrame
self.onSessionEnd = onSessionEnd
self.onResizeTarget = onResizeTarget
self.onDecodedSize = onDecodedSize
self.endToEndMeter = endToEndMeter
self.decodeMeter = decodeMeter
self.displayMeter = displayMeter
}
public func makeUIViewController(context: Context) -> StreamViewController {
let controller = StreamViewController()
controller.onCaptureChange = onCaptureChange
controller.captureEnabled = captureEnabled
controller.endToEndMeter = endToEndMeter
controller.decodeMeter = decodeMeter
controller.displayMeter = displayMeter
controller.onResizeTarget = onResizeTarget
controller.onDecodedSize = onDecodedSize
controller.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
return controller
}
public func updateUIViewController(_ controller: StreamViewController, context: Context) {
controller.onCaptureChange = onCaptureChange
controller.captureEnabled = captureEnabled
controller.endToEndMeter = endToEndMeter
controller.decodeMeter = decodeMeter
controller.displayMeter = displayMeter
controller.onResizeTarget = onResizeTarget
controller.onDecodedSize = onDecodedSize
if controller.connection !== connection {
controller.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
}
}
public static func dismantleUIViewController(
_ controller: StreamViewController, coordinator: ()
) {
controller.stop()
}
}
#if os(tvOS)
/// tvOS: a GCEventViewController with `controllerUserInteractionEnabled = false` routes game-
/// controller (and Siri Remote) input EXCLUSIVELY to the GameController framework while the
/// stream is up. Without it a pad's B/Menu press doubles as a UIKit menu press — which ended
/// the session (or suspended the whole app) from ordinary gameplay; a SwiftUI
/// `.onExitCommand {}` swallow proved unreliable with nothing focusable on screen. Every
/// in-session exit is GC-level by design: the pad's escape chord (GamepadCapture) and the
/// remote's hold-Back (SiriRemotePointer).
public typealias StreamViewControllerBase = GCEventViewController
#else
public typealias StreamViewControllerBase = UIViewController
#endif
public final class StreamViewController: StreamViewControllerBase {
public private(set) var connection: PunktfunkConnection?
private var observers: [NSObjectProtocol] = []
/// Record the unified latency stages (end-to-end / decode / display) when the stage-2
/// presenter is active. Consulted at start().
var endToEndMeter: LatencyMeter?
var decodeMeter: LatencyMeter?
var displayMeter: LatencyMeter?
/// The shared presenter stack: stage-2 (CAMetalLayer sublayer + display link) with the
/// stage-1 StreamPump → displayLayer path as the Metal-unavailable / DEBUG fallback.
private let presenter = SessionPresenter()
#if os(tvOS)
/// The window's display manager the session's mode request was set on — held weakly so
/// stop() can clear the request even after the view has left the window.
private weak var sessionDisplayManager: AVDisplayManager?
#endif
#if os(iOS)
private var inputCapture: InputCapture?
fileprivate var captured = false
private var pointerInteraction: UIPointerInteraction?
/// Capture state at the last resign, restored on the next foreground — otherwise the
/// mouse/keyboard stay released after navigating out and nothing re-grabs them.
private var wasCapturedOnResign = false
/// Match-window resize follower (C3) — non-nil while a session is active AND the `matchWindow`
/// setting is on (DEFAULT on, for pixel-exact scene streaming); fed the view's physical-pixel
/// size from `viewDidLayoutSubviews` so an iPad Stage Manager / Split View scene resize
/// renegotiates the host mode (1:1, no presenter resample). iOS only (iPhone naturally no-ops
/// its fixed full-screen scene; tvOS drives display modes via AVDisplayManager instead).
private var matchFollower: MatchWindowFollower?
#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)?
/// Resize-overlay START: forwarded to the Match-window follower so a scene resize drives the
/// blur+spinner the instant the window differs from the live mode (iOS only — tvOS has no
/// follower). See `MatchWindowFollower.onResizeTarget`.
var onResizeTarget: ((UInt32, UInt32) -> Void)?
/// Resize-overlay END: the presenter reports the coded dims of each new-mode IDR here, so the
/// overlay clears when a frame at the requested size actually decodes.
var onDecodedSize: (@Sendable (Int, Int) -> Void)?
/// Last decoded size fed into the presenter's aspect-fit. A new-mode IDR (an iPad scene resize,
/// or a tvOS AVDisplayManager mode switch) re-fits the metal sublayer to the REAL content aspect
/// here — `viewDidLayoutSubviews` only re-runs on a bounds change, which a resize-END lacks, so
/// without this the layer keeps its pre-resize aspect and stretches the new frame into it. Main.
private var lastDecodedContentSize: CGSize?
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(tvOS)
// Kill the pad/remote → UIKit press path at the source for the whole session (see the
// GCEventViewController typealias above). GC delivery is untouched: GamepadCapture
// forwards the pad, SiriRemotePointer drives the pointer and owns the remote exit.
controllerUserInteractionEnabled = false
#endif
// Re-size the stage-2 drawable if the display scale changes without a bounds change (e.g.
// moving to an external display at a different scale) — the iOS analogue of macOS's
// viewDidChangeBackingProperties relayout. The handler takes the VC as its argument, so it
// doesn't capture self (no retain cycle with the registration).
registerForTraitChanges([UITraitDisplayScale.self]) { (vc: StreamViewController, _) in
vc.layoutMetalLayer()
}
#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)
/// Whether the user wants the mouse/trackpad pointer CAPTURED (pointer lock → relative
/// movement, the gaming default) rather than forwarded as an absolute position (desktop
/// use). Read live from UserDefaults so it tracks the Settings toggle; defaults to on when
/// unset. iPad-only — gated again in `prefersPointerLocked`.
private var pointerCaptureEnabled: Bool {
UserDefaults.standard.object(forKey: DefaultsKey.pointerCapture) as? Bool ?? true
}
/// Whether the pointer should be CAPTURED right now: iPad, capture engaged, and the user
/// hasn't opted into the absolute (desktop) pointer. The system additionally requires
/// full-screen + frontmost and may drop the lock (Slide Over/Stage Manager/backgrounding) —
/// syncPointerLock() handles the actual grant/drop and falls back to absolute when unlocked.
private var wantsPointerLock: Bool {
captured && pointerCaptureEnabled && UIDevice.current.userInterfaceIdiom == .pad
}
public override var prefersPointerLocked: Bool { wantsPointerLock }
public override var prefersHomeIndicatorAutoHidden: Bool { true }
// NOTE: we deliberately do NOT override `childViewControllerForPointerLock`. The default
// returns nil, which tells the system to use THIS controller's own `prefersPointerLocked` —
// exactly what we want, since `PointerLockChain` forces our SwiftUI ancestors to forward the
// downward walk to us and we are the terminal anchor. Returning `self` here would make the
// system ask the same controller forever (it keeps delegating to the returned child) →
// unbounded recursion → stack overflow once the chain actually reaches us.
/// (Re)build or tear down the forced pointer-lock forwarding chain from this controller to the
/// window root so the system actually resolves our `prefersPointerLocked`. Safe to call
/// repeatedly — it no-ops until the view is in a window with a parent chain, and re-runs from
/// the appearance/parent callbacks once SwiftUI has placed us.
private func updatePointerLockChain() {
// Engaging needs a live parent chain to the window root; disengaging is always safe and
// must run even after the view has left the window (session teardown) so the stamped
// SwiftUI ancestors are cleared.
if wantsPointerLock, view.window != nil {
PointerLockChain.engage(self)
} else {
PointerLockChain.disengage(self)
}
}
public override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
// SwiftUI places us in the hierarchy AFTER start()'s setCaptured(true), and may reparent us
// later — re-anchor the chain here so a lock requested before we had a parent still lands.
updatePointerLockChain()
}
public override func didMove(toParent parent: UIViewController?) {
super.didMove(toParent: parent)
updatePointerLockChain() // chain shape changed — re-anchor (or no-op if not yet in a window)
}
#endif
#if os(tvOS)
// The GCEventViewController's interaction flag applies to the deepest such controller
// CONTAINING THE FIRST RESPONDER — inside SwiftUI's hosting-controller sandwich that is not
// guaranteed to be us unless we anchor the responder chain here explicitly.
public override var canBecomeFirstResponder: Bool { true }
public override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
becomeFirstResponder()
}
#endif
func start(
connection: PunktfunkConnection,
onFrame: (@Sendable (AccessUnit) -> Void)?,
onSessionEnd: (@Sendable () -> Void)?
) {
stop()
self.connection = connection
loadViewIfNeeded()
#if os(iOS)
// Fresh session: drop any resign/foreground capture-restore state left over from a
// prior session (stop() doesn't clear it). Otherwise a stale `true` could later
// re-engage capture on a foreground that the new session never asked for.
wasCapturedOnResign = false
// 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 self, weak connection] event in
// Touch IS the intent during a trusted session, but must not leak to the host
// while a trust prompt is up (captureEnabled == false) — gate it on that. The
// ⌘⎋ mouse/keyboard toggle (captured) deliberately does NOT gate touch.
guard self?.captureEnabled == true else { return }
connection?.send(event)
}
// Indirect pointer (mouse/trackpad) WITHOUT a lock → absolute cursor + buttons + scroll.
// While the scene is pointer-LOCKED the GCMouse path owns motion AND buttons AND scroll, so
// the whole UIKit indirect path is gated off here (`gcMouseForwarding`). The trackpad and a
// mouse BOTH report through GCMouse under lock and ALSO emit UIKit indirect-pointer events
// (pinned at the locked position) — without this gate a click double-sends (GCMouse + UIKit)
// and a second pointer (e.g. a Universal Control mouse) competes with the trackpad. The gate
// is the exact mirror of the GCMouse handlers, which fire only while locked.
streamView.onPointerMoveAbs = { [weak self] p in
guard let self, self.inputCapture?.gcMouseForwarding == false else { return }
self.inputCapture?.sendMouseAbs(
x: p.x, y: p.y, surfaceWidth: p.w, surfaceHeight: p.h)
}
streamView.onPointerButton = { [weak self] button, down in
guard let self else { return }
// Released → a trackpad/mouse click into the video RE-ENGAGES capture (the iPad
// analogue of macOS's `mouseDown → engageCapture(fromClick:)`, and the click-mirror of
// the ⌘⎋ / ⌃⌥⇧Q keyboard toggles). Only the button-DOWN engages; that click is the local
// engage gesture, so it's suppressed toward the host (`fromClick`) and never forwarded —
// its release is swallowed by InputCapture's suppress latch, whichever path delivers it.
// (Finger taps are untouched: touch always plays directly, so only the indirect pointer
// re-captures.) Captured already → the absolute path forwards the button as before.
if !self.captured {
if down, self.captureEnabled { self.setCaptured(true, fromClick: true) }
return
}
guard self.inputCapture?.gcMouseForwarding == false else { return }
self.inputCapture?.sendMouseButton(button, pressed: down)
}
streamView.onScroll = { [weak self] dx, dy in
guard let self, self.inputCapture?.gcMouseForwarding == false else { return }
self.inputCapture?.sendScroll(dx: dx, dy: dy)
}
let capture = InputCapture(connection: connection)
capture.onToggleCapture = { [weak self] in
guard let self else { return }
self.setCaptured(!self.captured)
}
// ⌃⌥⇧Q (cross-client parity with macOS/Windows/Linux) releases the captured pointer +
// keyboard so the Magic Keyboard trackpad returns to driving the local iPad UI. Detected
// from the HID stream in InputCapture (no NSEvent monitor on iOS); unlike the ⌘⎋ toggle it
// only ever RELEASES — re-pressing it while already released is a no-op (setCaptured guards).
capture.onReleaseCapture = { [weak self] in
self?.setCaptured(false)
}
capture.onPreempted = { [weak self] in
self?.setCaptured(false)
}
capture.start()
inputCapture = capture
// Match-window (C3): when ON, follow the scene's pixel size so a resizable iPad scene
// streams 1:1 (pixel-exact) instead of the presenter resampling a fixed-mode frame into it.
// `viewDidLayoutSubviews` feeds it — covers Stage Manager / Split View resizes and rotation.
// iPhone is a fixed full-screen scene, so this naturally no-ops (reports the device mode).
// OPT-IN — `?? false` matches the Settings toggle (which also defaults off); an unset
// default keeps the explicit mode.
let follower = MatchWindowFollower(
connection: connection,
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? false)
follower.onResizeTarget = onResizeTarget
matchFollower = follower
#endif
// Presenter choice + lifecycle live in SessionPresenter (shared with macOS): stage-2
// (explicit VTDecompressionSession decode + a CAMetalLayer/display-link present) by
// default, the stage-1 pump as the Metal-missing / DEBUG fallback.
// Intercept the pump's coded-dims callback: re-fit the metal sublayer to the real content
// aspect (main thread) BEFORE forwarding to the owner's overlay END-signal. Fires only on a
// size CHANGE (first frame + each resolved resize), so this is rare, not per-frame.
let overlayDecodedSize = onDecodedSize
presenter.start(
connection: connection,
baseLayer: streamView.displayLayer,
endToEndMeter: endToEndMeter,
decodeMeter: decodeMeter,
displayMeter: displayMeter,
makeDisplayLink: { CADisplayLink(target: $0, selector: $1) },
onFrame: onFrame,
onSessionEnd: onSessionEnd,
onDecodedSize: { [weak self] w, h in
DispatchQueue.main.async { self?.noteDecodedContentSize(width: w, height: h) }
overlayDecodedSize?(w, h)
})
layoutMetalLayer()
#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
guard let self else { return }
self.wasCapturedOnResign = self.captured
self.setCaptured(false)
})
// Returning to the foreground restores the capture the user had before leaving —
// without this the mouse/keyboard stay released and nothing re-grabs them (touch
// always plays regardless). The macOS twin re-engages on a click into the video.
observers.append(NotificationCenter.default.addObserver(
forName: UIApplication.didBecomeActiveNotification, object: nil, queue: .main
) { [weak self] _ in
// inputCapture != nil: don't try to restore before this session's capture is wired
// up — setForwarding would silently no-op on the nil handlers and leave input dead.
guard let self, self.wasCapturedOnResign, self.captureEnabled,
self.connection != nil, self.inputCapture != nil
else { return }
self.setCaptured(true)
})
// The system can grant or drop the lock without us asking (Slide Over, Stage Manager,
// entering/leaving foregroundActive). Re-resolve the mouse routing on every change:
// GCMouse (locked) vs the absolute UIKit pointer path (unlocked), and the
// hidden-vs-visible local cursor.
observers.append(NotificationCenter.default.addObserver(
forName: UIPointerLockState.didChangeNotification, object: nil, queue: .main
) { [weak self] _ in
self?.syncPointerLock()
})
// The Stream menu's "Release Mouse" (⌃⌥⇧Q) posts this — the discoverable menu surface for
// the RELEASED state. While CAPTURED the combo is recognized from the HID stream in
// InputCapture (onReleaseCapture) before the menu sees it, so in practice this fires as a
// not-captured no-op (setCaptured guards it); wired for honesty + a non-GC fallback. Only the
// foreground-active scene's stream acts — the iPad analogue of macOS's key-window guard, so a
// second Stage Manager scene isn't released out from under the user.
observers.append(NotificationCenter.default.addObserver(
forName: .punktfunkReleaseCapture, object: nil, queue: .main
) { [weak self] _ in
guard let self,
self.view.window?.windowScene?.activationState == .foregroundActive else { return }
self.setCaptured(false)
})
if captureEnabled {
setCaptured(true) // entering a session is the deliberate "capture me" moment
}
#endif
#if os(tvOS)
// The TV's mode switch (requested in applyDisplayCriteriaIfNeeded) completes
// asynchronously, and a dynamic-range-only switch doesn't re-layout by itself —
// re-layout on the switch/mode notifications so the presenter sees the new EDR
// headroom immediately (layout pushes UIScreen.currentEDRHeadroom down).
observers.append(NotificationCenter.default.addObserver(
forName: .AVDisplayManagerModeSwitchEnd, object: nil, queue: .main
) { [weak self] _ in self?.layoutMetalLayer() })
observers.append(NotificationCenter.default.addObserver(
forName: UIScreen.modeDidChangeNotification, object: nil, queue: .main
) { [weak self] _ in self?.layoutMetalLayer() })
#endif
}
func stop() {
observers.forEach(NotificationCenter.default.removeObserver(_:))
observers.removeAll()
#if os(iOS)
setCaptured(false)
inputCapture?.stop()
inputCapture = nil
// Release anything the touch-driven mouse still holds (a mid-drag session end) while
// onTouchEvent can still deliver the button-up.
streamView.resetTouchInput()
streamView.onTouchEvent = nil
streamView.onPointerMoveAbs = nil
streamView.onPointerButton = nil
streamView.onScroll = nil
streamView.currentHostMode = nil
matchFollower = nil
#endif
#if os(tvOS)
// Return the TV to the user's preferred mode — the home screen must not stay in the
// session's HDR10/refresh mode.
sessionDisplayManager?.preferredDisplayCriteria = nil
sessionDisplayManager = nil
#endif
presenter.stop()
lastDecodedContentSize = nil // the next session re-derives it from its first frame
connection = nil
}
public override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
layoutMetalLayer()
#if os(iOS)
// Match-window (C3): feed the follower the view's physical-pixel size (points × scale).
let b = streamView.bounds
if b.width > 0, b.height > 0 {
let scale = renderScale
matchFollower?.noteSize(
widthPx: Int((b.width * scale).rounded()),
heightPx: Int((b.height * scale).rounded()))
}
#endif
#if os(tvOS)
applyDisplayCriteriaIfNeeded()
#endif
}
#if os(tvOS)
/// Ask the TV for a display mode matching the session — HDR10 at the stream's refresh rate —
/// via AVDisplayManager, the tvOS mechanism custom renderers use for HDR output (AVFoundation
/// playback layers do this implicitly). Honored only when the user allows matching (tvOS
/// Settings → Video and Audio → Match Content); the presenter reads the RESULT off UIScreen's
/// EDR headroom (pushed in SessionPresenter.layout) and keeps the in-shader tone-map whenever
/// the switch never lands, so an SDR-composited display can't show blown-out PQ either way.
/// Applied once per session, as soon as the window and the negotiated mode both exist; the
/// stop() teardown clears it.
private func applyDisplayCriteriaIfNeeded() {
guard let manager = view.window?.avDisplayManager, let connection,
manager.preferredDisplayCriteria == nil,
UserDefaults.standard.object(forKey: DefaultsKey.hdrEnabled) as? Bool ?? true
else { return }
let mode = connection.currentMode()
guard mode.width > 0, mode.height > 0, mode.refreshHz > 0 else { return }
// A synthetic HDR10-HEVC format description carrying the negotiated mode — what the
// stream decodes to. AVDisplayCriteria(refreshRate:formatDescription:) matches the
// display to it (tvOS 17+, our deployment floor).
let ext: [CFString: Any] = [
kCMFormatDescriptionExtension_ColorPrimaries:
kCMFormatDescriptionColorPrimaries_ITU_R_2020,
kCMFormatDescriptionExtension_TransferFunction:
kCMFormatDescriptionTransferFunction_SMPTE_ST_2084_PQ,
kCMFormatDescriptionExtension_YCbCrMatrix:
kCMFormatDescriptionYCbCrMatrix_ITU_R_2020,
]
var desc: CMFormatDescription?
CMVideoFormatDescriptionCreate(
allocator: kCFAllocatorDefault, codecType: kCMVideoCodecType_HEVC,
width: Int32(mode.width), height: Int32(mode.height),
extensions: ext as CFDictionary, formatDescriptionOut: &desc)
guard let desc else { return }
manager.preferredDisplayCriteria = AVDisplayCriteria(
refreshRate: Float(mode.refreshHz), formatDescription: desc)
sessionDisplayManager = manager
}
#endif
/// The display scale to render the metal drawable at. `traitCollection.displayScale` is the
/// canonical render scale and is reliable once the controller is in the hierarchy;
/// `view.contentScaleFactor` can read 1.0 before the view attaches to a window/screen, which
/// would size the drawable at point resolution → a pixelated, upscaled mess. Falls back to the
/// main screen scale if the trait is still unspecified.
private var renderScale: CGFloat {
let s = traitCollection.displayScale
return s > 0 ? s : UIScreen.main.scale
}
/// Aspect-fit the stage-2 metal sublayer to the view at the canonical render scale
/// (see SessionPresenter.layout).
private func layoutMetalLayer() {
presenter.layout(in: streamView.bounds, contentsScale: renderScale)
}
/// A new decoded size landed (a scene/mode resize's new IDR, or the first frame): push it to the
/// presenter's aspect-fit and re-layout NOW. A resize-END triggers no `viewDidLayoutSubviews`, so
/// this is what makes the metal sublayer track the new content aspect instead of stretching the
/// new frame into the pre-resize box. Deduped so a same-size repeat is a no-op. Main thread.
private func noteDecodedContentSize(width: Int, height: Int) {
let size = CGSize(width: width, height: height)
guard size.width > 0, size.height > 0, size != lastDecodedContentSize else { return }
lastDecodedContentSize = size
presenter.setContentSize(size)
layoutMetalLayer()
}
#if os(iOS)
/// `fromClick` marks a click-driven engage (the released-state pointer click that re-captures):
/// that click's press/release are suppressed toward the host — it's the local engage gesture,
/// not a host click — exactly as macOS's `engageCapture(fromClick:)` does. Keyboard-driven
/// engages (⌘⎋) pass false so a normal click still reaches the host.
private func setCaptured(_ on: Bool, fromClick: Bool = false) {
if on {
// `connection != nil` is the session-active gate (presenter internals are opaque here).
guard captureEnabled, !captured, connection != nil else { return }
inputCapture?.setForwarding(true, suppressClick: fromClick)
captured = true
} else {
guard captured else { return }
inputCapture?.setForwarding(false)
captured = false
}
setNeedsUpdateOfPrefersPointerLocked()
updatePointerLockChain() // (re)anchor the SwiftUI ancestors so the lock actually resolves
syncPointerLock() // resolve cursor + GCMouse/absolute routing for the current state
let onCaptureChange = onCaptureChange
let captured = captured
DispatchQueue.main.async { [weak self] in
onCaptureChange?(captured)
// The lock request is async — the resolved state can land a runloop later, and the
// initial grant may precede our didChange observer, so re-resolve the routing here.
self?.syncPointerLock()
}
}
/// Resolve the mouse routing for the scene's CURRENT pointer-lock state: GCMouse (relative
/// deltas + buttons) while locked, the absolute UIKit pointer path while not, and the
/// hidden-vs-visible local cursor to match. Idempotent — safe to call on every lock-state
/// change and capture toggle. Main queue.
private func syncPointerLock() {
let locked = pointerLockEngaged() == true
let useGCMouse = captured && locked
// Lock dropped (or capture ended) while the GCMouse path held a button down: once
// gcMouseForwarding flips false its release handler is gated off, so flush any held
// mouse button here before the switch — otherwise it sticks down on the host.
if inputCapture?.gcMouseForwarding == true, !useGCMouse {
inputCapture?.releaseMouseButtons()
}
inputCapture?.gcMouseForwarding = useGCMouse
pointerInteraction?.invalidate() // re-resolve the hidden/visible cursor for the state
if iosInputDebug {
iosInputLog.debug(
"pointer lock isLocked=\(locked, privacy: .public) captured=\(self.captured, privacy: .public)")
}
}
#endif
deinit {
observers.forEach(NotificationCenter.default.removeObserver(_:))
presenter.stop() // invalidate the display link + stop the pipeline if stop() was missed
}
}
#if os(iOS)
extension StreamViewController: UIPointerInteractionDelegate {
public func pointerInteraction(
_ interaction: UIPointerInteraction, styleFor region: UIPointerRegion
) -> UIPointerStyle? {
// Hide the local cursor only when the scene is actually pointer-LOCKED — then the
// host renders its own cursor from GCMouse deltas and a visible local one would just
// diverge. When the lock isn't held the cursor stays VISIBLE so the user can aim; the
// pointer is forwarded as an absolute position, both cursors tracking together.
captured && pointerLockEngaged() == true ? .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)
/// A position already mapped into host-mode pixels, with the surface dims the host
/// rescales against (== host mode, so its rescale is the identity).
struct HostPoint { let x: Int32; let y: Int32; let w: UInt32; let h: UInt32 }
/// Reads the LIVE negotiated mode in pixels (the touch/pointer coordinate space).
var currentHostMode: (() -> CGSize)?
/// Direct fingers / Pencil → wire events: real touches in passthrough mode, or the
/// touch-driven mouse events (`TouchMouse`) in the trackpad/pointer modes.
var onTouchEvent: ((PunktfunkInputEvent) -> Void)?
/// 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] = [:]
/// Touch-driven mouse for the trackpad/pointer `TouchInputMode`s (see TouchMouse.swift).
private lazy var touchMouse: TouchMouse = {
let mouse = TouchMouse()
mouse.send = { [weak self] event in self?.onTouchEvent?(event) }
mouse.hostPoint = { [weak self] point in self?.hostPoint(from: point) }
return mouse
}()
/// The finger route latched at gesture start — a Settings change mid-gesture applies to
/// the NEXT touch, so one gesture never splits across input models.
private var fingerRoute: TouchInputMode?
/// Release anything the touch-driven mouse holds and forget gesture state — session stop.
func resetTouchInput() {
touchMouse.reset()
fingerRoute = nil
}
#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: .cancel)
}
private enum TouchKind { case down, move, up, cancel }
/// 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 { forwardFingers(fingers, kind: kind) }
}
/// Route direct fingers by the touch-input model, latched for the whole gesture:
/// passthrough → real wire touches; trackpad/pointer → the TouchMouse gesture engine.
private func forwardFingers(_ touches: Set<UITouch>, kind: TouchKind) {
let mode = fingerRoute ?? TouchInputMode.current
fingerRoute = mode
switch mode {
case .touch:
// A cancellation lifts the wire touch like a normal up — the host just sees the
// contact end.
forwardTouches(touches, kind: kind == .cancel ? .up : kind)
case .trackpad, .pointer:
switch kind {
case .down: touchMouse.began(touches, in: self, trackpad: mode == .trackpad)
case .move: touchMouse.moved(touches, in: self)
case .up: touchMouse.ended(touches, in: self)
case .cancel: touchMouse.cancelled(touches)
}
}
if touchIDs.isEmpty, touchMouse.isIdle { fingerRoute = nil }
}
/// 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, .cancel:
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, .cancel:
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
}
#endif