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windows-reactor exposes no raw key-down/up or pointer-position/wheel events (only keyboard accelerators + pointer button-state), so the WinUI 3 stream page captures input below XAML via WH_KEYBOARD_LL / WH_MOUSE_LL, installed on the UI thread when the stream page mounts and removed on unmount (held keys/buttons flushed). The SwapChainPanel fills the window, so the pointer maps through the client rect (Contain-fit into the negotiated mode); keys carry the native Windows VK directly (the wire contract — no table needed). While captured, events inside the video area are swallowed so Alt+Tab/Win reach the host; Ctrl+Alt+Shift+Q toggles capture; clicks on the title bar (outside the client rect) pass through. Mouse buttons (L/M/R/X1/X2), vertical + horizontal wheel, and absolute motion all forwarded. Build + clippy + fmt green on x86_64-pc-windows-msvc. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
64 lines
2.9 KiB
TOML
64 lines
2.9 KiB
TOML
[package]
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name = "punktfunk-client-windows"
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description = "Native Windows punktfunk/1 client — WinUI 3 (windows-reactor) shell, D3D11/SwapChainPanel present, FFmpeg decode, WASAPI audio, SDL3 gamepads"
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version.workspace = true
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edition.workspace = true
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rust-version.workspace = true
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license.workspace = true
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authors.workspace = true
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repository.workspace = true
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[[bin]]
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name = "punktfunk-client"
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path = "src/main.rs"
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# Everything is Windows-gated so `cargo build --workspace` stays green on Linux/macOS (the
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# other native clients live in crates/punktfunk-client-linux and clients/apple); on other
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# platforms this builds as a stub binary. Mirrors the Linux client's cfg(target_os="linux")
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# gating exactly.
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[target.'cfg(windows)'.dependencies]
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# The protocol core, linked directly (no C ABI) — same as the GTK Linux client. NativeClient
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# is Sync (mutexed plane receivers), so it drops into a UI app cleanly.
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punktfunk-core = { path = "../punktfunk-core", features = ["quic"] }
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# WinUI 3 UI via windows-reactor (a declarative React-like framework backed by WinUI). Its
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# `build.rs` downloads the Windows App SDK NuGets and stages the bootstrap DLL + resources.pri
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# next to the exe; it requires `CARGO_WORKSPACE_DIR` to be set in the build env. Unpublished
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# (version 0.0.0) and fast-moving, so pinned to a verified commit.
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windows-reactor = { git = "https://github.com/microsoft/windows-rs", rev = "b4129fcc1ae81eec8bf1217539883db821bca3a1" }
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# Win32 / Direct3D11 / DXGI for the SwapChainPanel composition swapchain. Pulled from the SAME
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# windows-rs commit as windows-reactor so their `windows-core` unifies — the `IDXGISwapChain1`
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# we hand to `SwapChainPanelHandle::set_swap_chain` must satisfy reactor's `windows_core::Interface`.
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windows = { git = "https://github.com/microsoft/windows-rs", rev = "b4129fcc1ae81eec8bf1217539883db821bca3a1", features = [
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"Win32_Foundation",
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"Win32_Graphics_Dxgi",
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"Win32_Graphics_Dxgi_Common",
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"Win32_Graphics_Direct3D",
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"Win32_Graphics_Direct3D11",
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"Win32_Graphics_Direct3D_Fxc",
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"Win32_Graphics_Gdi",
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"Win32_System_LibraryLoader",
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"Win32_UI_Input_KeyboardAndMouse",
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"Win32_UI_WindowsAndMessaging",
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] }
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# Video decode (same FFmpeg pin as the host/Linux client) — software HEVC on the GPU-less dev
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# box; D3D11VA hardware decode is a follow-up for the real-GPU box.
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ffmpeg-next = "8"
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opus = "0.3"
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# Audio render + mic capture (the WASAPI analogue of the Linux client's PipeWire backend).
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wasapi = "0.23"
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# Gamepads: capture + feedback (full DualSense fidelity needs hidapi). SDL3 is cross-platform;
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# built from source via the bundled CMake on Windows (no system SDL3).
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sdl3 = { version = "0.18", features = ["build-from-source", "hidapi"] }
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mdns-sd = "0.20"
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async-channel = "2"
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serde = { version = "1", features = ["derive"] }
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serde_json = "1"
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anyhow = "1"
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tracing = "0.1"
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tracing-subscriber = { version = "0.3", features = ["env-filter"] }
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