e1af4d57c6
ci / rust (push) Has been cancelled
The whole client now runs on iPadOS/iOS from the same sources, first-lit live in the
iPad simulator against the real host at 1280x720@60 (60 fps on the HUD, capture state
machine active, mic permission flow shown).
- PunktfunkCore.xcframework grows iOS device + universal-simulator slices
(BUILD_IOS=1; rustup targets aarch64-apple-ios{,-sim} + x86_64-apple-ios).
- The decode pump is extracted into a shared StreamPump (identical IDR re-gate logic on
both platforms); the iOS StreamView (StreamViewIOS.swift) has the same name/signature
as the macOS one, so ContentView & co. are byte-identical across platforms — hosted
in a UIViewController for prefersPointerLocked (the iPadOS cursor capture; see README
note 9 for the UIHostingController forwarding caveat).
- Touch is always forwarded: per-finger wire ids, coordinates mapped through the
aspect-fit letterbox into LIVE host-mode pixels (surface == host mode, identity
rescale host-side; follows mid-stream requestMode switches).
- InputCapture is cross-platform: GC works the same on iPadOS, ⌘⎋ is detected from the
HID stream there; stale-⌘ tracking after focus loss fixed on both platforms
(releaseAll now drops the modifier/latch state — a ⌘ released in another app
otherwise hijacked Esc forever).
- SessionAudio: AVAudioSession on iOS (.playAndRecord + .defaultToSpeaker — without it
iPhones route host audio to the EARPIECE; deactivated with
notifyOthersOnDeactivation on stop so interrupted background audio resumes); HAL
device pinning + the Settings pickers stay macOS-only.
- New Punktfunk-iOS app target (shared synchronized sources, generated Info.plist with
mic + local-network usage descriptions — QUIC to a LAN host trips local network
privacy on real devices — scene manifest + indirect input events for Stage Manager /
external displays), shared scheme, macOS min-window frames gated off iOS.
For the iPad-on-an-external-screen idea: with multiple scenes + indirect input enabled,
Stage Manager iPads can drag the punktfunk window onto the external display and drive
the PC with keyboard/mouse/touch. Known gaps (README note 9): the pointer-lock
preference isn't consulted through UIHostingController (relative mouse works, the local
cursor just stays visible) and AVAudioSession interruptions don't auto-restart audio.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
332 lines
14 KiB
Swift
332 lines
14 KiB
Swift
// SwiftUI presentation: AVSampleBufferDisplayLayer fed straight from the punktfunk/1 connection.
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//
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// Stage-1 presenter (see README): the layer accepts *compressed* HEVC sample buffers and
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// does hardware decode + display itself — fastest path to pixels, IOSurface-backed
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// zero-copy on Apple silicon. Stage 2 (explicit VTDecompressionSession + CAMetalLayer)
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// replaces this when we start tuning frame pacing / measuring glass-to-glass.
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//
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// The view also owns the input-capture state machine (Moonlight-style): capture is a
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// deliberate, reversible state — engaged when the stream starts and when the user clicks
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// into the video, released by ⌘⎋ or focus loss, and NEVER engaged by mere app
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// activation (the click that activates the window may be a title-bar drag or a resize —
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// warping the cursor there is exactly the intrusiveness this design removes). While
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// released, nothing is forwarded to the host and the local cursor is free.
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//
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// macOS-first (NSViewRepresentable); the iOS variant is the same layer under
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// UIViewRepresentable.
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#if os(macOS)
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import AppKit
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import AVFoundation
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import SwiftUI
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/// Hides the LOCAL cursor while captured. The host renders its own cursor, and the local
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/// one both diverges from it (the host applies acceleration/clamping to our raw deltas)
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/// and can wander out of the window — a click there would focus another app. So while
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/// captured we do what Moonlight does: warp the cursor into the view, freeze it
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/// (`CGAssociateMouseAndMouseCursorPosition(false)` — GCMouse still delivers raw HID
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/// deltas), and hide it. hide/unhide and associate are balanced via `captured`.
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private final class CursorCapture {
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private var captured = false
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func capture(in view: NSView) {
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guard !captured, let window = view.window, view.bounds.width > 0 else { return }
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// Park the cursor mid-view so a click can't land in (and activate) another app.
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let rectOnScreen = window.convertToScreen(view.convert(view.bounds, to: nil))
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let primaryHeight = NSScreen.screens.first?.frame.height ?? 0
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CGWarpMouseCursorPosition(
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CGPoint(x: rectOnScreen.midX, y: primaryHeight - rectOnScreen.midY))
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CGAssociateMouseAndMouseCursorPosition(0)
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NSCursor.hide()
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captured = true
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}
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func release() {
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guard captured else { return }
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CGAssociateMouseAndMouseCursorPosition(1)
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NSCursor.unhide()
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captured = false
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}
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}
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public struct StreamView: NSViewRepresentable {
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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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/// `onFrame`/`onSessionEnd` fire on the pump thread — hop to the main actor for UI.
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/// `captureEnabled: false` disables input capture entirely while UI (e.g. a trust
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/// prompt) is layered over the stream; flipping it to true auto-engages capture
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/// once. `onCaptureChange` (main thread) reports engage/release — drive the HUD's
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/// "click to capture" / "⌘⎋ releases" hint with it.
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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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) {
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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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}
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public func makeNSView(context: Context) -> StreamLayerView {
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let view = StreamLayerView()
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view.onCaptureChange = onCaptureChange
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view.captureEnabled = captureEnabled
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view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
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return view
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}
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public func updateNSView(_ view: StreamLayerView, context: Context) {
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view.onCaptureChange = onCaptureChange
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view.captureEnabled = captureEnabled
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// SwiftUI reuses the NSView across state changes — repoint the pump only when the
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// connection identity actually changed.
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if view.connection !== connection {
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view.start(connection: connection, onFrame: onFrame, onSessionEnd: onSessionEnd)
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}
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}
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public static func dismantleNSView(_ view: StreamLayerView, coordinator: ()) {
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view.stop()
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}
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}
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public final class StreamLayerView: NSView {
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private let displayLayer = AVSampleBufferDisplayLayer()
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private var pump: StreamPump?
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public private(set) var connection: PunktfunkConnection?
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private let cursorCapture = CursorCapture()
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private var inputCapture: InputCapture?
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private var appObservers: [NSObjectProtocol] = []
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private var windowObservers: [NSObjectProtocol] = []
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/// Whether input capture is currently engaged (cursor hidden+frozen, mouse/keyboard
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/// forwarded). Main-thread only.
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public private(set) var captured = false
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/// One-shot auto-engage request (stream start, trust confirmed) — attempted as soon
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/// as the view is in a window with real bounds, then dropped, so it can never fire
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/// surprisingly later (e.g. on a resize).
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private var pendingAutoCapture = false
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/// Reports engage/release on the main thread.
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public var onCaptureChange: ((Bool) -> Void)?
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/// Main-thread only. False = input capture disabled outright (UI layered over the
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/// stream); flipping to true auto-engages once.
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public var captureEnabled = true {
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didSet {
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guard captureEnabled != oldValue else { return }
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if captureEnabled {
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requestAutoCapture()
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} else {
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releaseCapture()
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}
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}
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}
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public override init(frame: NSRect) {
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super.init(frame: frame)
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displayLayer.videoGravity = .resizeAspect
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layer = displayLayer // layer-hosting: assign before wantsLayer
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wantsLayer = true
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// Focus loss releases capture. Becoming active does NOT re-engage: the click
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// that activates the window may be on the title bar (a drag) or a resize edge —
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// the user clicks into the video (or hits ⌘⎋) when they want capture back.
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appObservers.append(NotificationCenter.default.addObserver(
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forName: NSApplication.didResignActiveNotification, object: nil, queue: .main
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) { [weak self] _ in
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self?.releaseCapture()
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})
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}
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public required init?(coder: NSCoder) { fatalError("not used") }
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public override func viewDidMoveToWindow() {
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super.viewDidMoveToWindow()
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windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
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windowObservers.removeAll()
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guard let window else {
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releaseCapture()
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return
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}
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// ⌘-key-equivalents stay live while captured, so Settings (⌘,), a new window
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// (⌘N), or Minimize (⌘M) can take key status without the APP resigning active —
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// capture must release then too, or the new window inherits a hidden, frozen
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// cursor and its local typing is double-delivered to the host.
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for name in [NSWindow.didResignKeyNotification, NSWindow.didMiniaturizeNotification] {
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windowObservers.append(NotificationCenter.default.addObserver(
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forName: name, object: window, queue: .main
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) { [weak self] _ in
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self?.releaseCapture()
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})
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}
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attemptPendingCapture()
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}
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public override func layout() {
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super.layout()
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attemptPendingCapture() // bounds become real here on first presentation
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}
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// MARK: - Capture state machine
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/// Clicking into the video engages capture; that click is local (engagement), so
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/// InputCapture suppresses its press/release toward the host. Clicks while captured
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/// are the host's (GC forwards them) — nothing to do here.
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public override func mouseDown(with event: NSEvent) {
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if captureEnabled, !captured {
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engageCapture(fromClick: true)
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return
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}
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super.mouseDown(with: event)
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}
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/// A click from another app counts (one click into the video captures, not two).
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public override func acceptsFirstMouse(for event: NSEvent?) -> Bool { true }
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/// The engage click is complete — drop its suppression latch (see InputCapture;
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/// guards against GC delivering both halves of the click before our mouseDown).
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public override func mouseUp(with event: NSEvent) {
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inputCapture?.endClickSuppression()
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super.mouseUp(with: event)
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}
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/// Scroll is forwarded from here, not from GCMouse: trackpad/Magic Mouse gestures
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/// never reach GameController's scroll dpad. While captured the cursor is parked
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/// mid-view, so this view receives every scroll event. Precise (gesture) deltas are
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/// pixels — ~0.1 wheel notch per pixel (SDL's factor) → ×12 for WHEEL_DELTA(120);
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/// classic wheels report lines, one notch = ±1 → ×120. Signs pass through as-is,
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/// preserving the user's local (natural-)scrolling preference.
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public override func scrollWheel(with event: NSEvent) {
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guard captured, let inputCapture else {
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super.scrollWheel(with: event)
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return
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}
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let scale: Float = event.hasPreciseScrollingDeltas ? 12 : 120
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inputCapture.sendScroll(
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dx: Float(event.scrollingDeltaX) * scale,
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dy: Float(event.scrollingDeltaY) * scale)
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}
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// While captured, the view is first responder and consumes key events — GC delivers
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// them to the host independently, and consuming here stops the responder chain's
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// "unhandled keyDown" beep without touching the event stream GC may rely on.
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// ⌘-combos arrive via performKeyEquivalent instead and stay fully functional (⌘D).
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public override var acceptsFirstResponder: Bool { true }
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public override func keyDown(with event: NSEvent) {
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if captured { return }
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super.keyDown(with: event)
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}
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public override func keyUp(with event: NSEvent) {
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if captured { return }
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super.keyUp(with: event)
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}
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private func requestAutoCapture() {
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pendingAutoCapture = true
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attemptPendingCapture()
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}
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private func attemptPendingCapture() {
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guard pendingAutoCapture, window != nil, bounds.width > 0 else { return }
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pendingAutoCapture = false // one shot, even if the engage below is refused
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engageCapture(fromClick: false)
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}
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private func engageCapture(fromClick: Bool) {
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// A click is explicit intent AND may arrive mid-activation (acceptsFirstMouse:
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// NSApp.isActive / isKeyWindow are still false for the click coming in from
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// another app) — only the auto-engage paths require already-held key status.
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guard captureEnabled, !captured, pump != nil, window != nil,
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fromClick || (NSApp.isActive && window?.isKeyWindow == true)
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else { return }
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cursorCapture.capture(in: self)
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inputCapture?.setForwarding(true, suppressClick: fromClick)
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captured = true
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window?.makeFirstResponder(self)
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notifyCaptureChange(true)
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}
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private func releaseCapture() {
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guard captured else { return }
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cursorCapture.release()
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inputCapture?.setForwarding(false)
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captured = false
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notifyCaptureChange(false)
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}
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/// Engage/release can run inside a SwiftUI update pass (captureEnabled flips in
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/// updateNSView; release in dismantleNSView) — publishing model state synchronously
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/// there is undefined behavior, so the callback is deferred a runloop turn.
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private func notifyCaptureChange(_ captured: Bool) {
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guard let onCaptureChange else { return }
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DispatchQueue.main.async { onCaptureChange(captured) }
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}
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// MARK: - Pump
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/// Pump thread: pull AUs from the connection, wrap, enqueue. The first IDR yields the
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/// format description; non-IDR AUs before it are dropped (the host opens with an IDR).
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public func start(
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connection: PunktfunkConnection,
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onFrame: (@Sendable (AccessUnit) -> Void)? = nil,
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onSessionEnd: (@Sendable () -> Void)? = nil
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) {
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stop()
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self.connection = connection
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// The view owns the session's input capture: handlers attach now, but nothing is
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// forwarded until capture engages (captureEnabled + auto-engage or a click).
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let capture = InputCapture(connection: connection)
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capture.onToggleCapture = { [weak self] in
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// The ⌘⎋ monitor is app-wide — only the key window's stream owns the toggle
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// (two stream windows would otherwise flip each other's capture).
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guard let self, self.window?.isKeyWindow == true else { return }
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if self.captured {
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self.releaseCapture()
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} else {
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self.engageCapture(fromClick: false)
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}
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}
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capture.onPreempted = { [weak self] in
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// A newer session took the GC handler slots — staying "captured" here would
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// be a cursor trap with dead input.
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self?.releaseCapture()
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}
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capture.start()
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inputCapture = capture
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let pump = StreamPump()
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pump.start(
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connection: connection, layer: displayLayer,
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onFrame: onFrame, onSessionEnd: onSessionEnd)
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self.pump = pump
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requestAutoCapture() // entering a session is the deliberate "capture me" moment
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}
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/// Stop pumping (≤ one poll timeout). Does not close the connection — that stays with
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/// whoever owns it (PunktfunkConnection.close() is safe alongside a draining pump).
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public func stop() {
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releaseCapture()
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inputCapture?.stop()
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inputCapture = nil
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pump?.stop()
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pump = nil
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connection = nil
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}
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deinit {
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appObservers.forEach(NotificationCenter.default.removeObserver(_:))
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windowObservers.forEach(NotificationCenter.default.removeObserver(_:))
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pump?.stop()
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}
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}
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#endif
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