Files
punktfunk/clients/apple/Sources/PunktfunkKit/InputCapture.swift
T
enricobuehler a4eacabecd
ci / rust (push) Has been cancelled
feat(apple): explicit input-capture state machine — no more cursor grabs on window chrome
Capture used to engage whenever the app became active, so the click that activates the
window — on the title bar (a drag) or a resize edge — got the cursor warped away
mid-gesture, and raw deltas kept streaming to the host while the user fought the window.
Reworked Moonlight-style, with capture as a deliberate, reversible state owned by
StreamLayerView:

- Engage: automatically once when the stream starts / trust is confirmed (one-shot, can
  never fire surprisingly later), or by clicking into the video (that click's
  press/release are suppressed toward the host; acceptsFirstMouse makes it one click
  from another app). NEVER on app re-activation.
- Release: ⌘⎋ (toggles, key-window-scoped), focus loss — now including same-app window
  switches (⌘, / ⌘N / ⌘M resign key without resigning the app; previously the new
  window inherited a hidden frozen cursor and its typing was double-delivered to the
  host) — and disconnect.
- While released: nothing is forwarded (InputCapture.forwarding gates the GC handlers;
  held keys/buttons are flushed host-side so nothing sticks), the cursor is free, and
  the HUD (now showing the capture state) is clickable.
- The no-beep behavior moved from the NSEvent monitor to first-responder key
  consumption — swallowing at the monitor risked starving GC's own delivery (the
  "input broken altogether" report). The monitor now only intercepts ⌘⎋.
- Adversarial-review fixes: a second session preempts the previous one cleanly instead
  of leaving it captured with dead GC handlers (onPreempted); the engage click's
  suppression latch can't outlive the click (mouseUp backstop); ⌘⎋'s physical Esc can't
  type into the host in either toggle direction (suppressedVK latch + Esc-while-⌘
  guard); capture callbacks defer out of the SwiftUI update pass.

Validated live against the box: 16185 input datagrams injected during a captured
session (gamescope EIS), title-bar drag/resize free while released, and visible
cursor + typing on a streamed KWin desktop, all user-confirmed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 22:42:44 +02:00

321 lines
15 KiB
Swift
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
// Input capture punktfunk/1 datagrams, via the GameController framework.
//
// GCMouse delivers RAW deltas (not the accelerated cursor) exactly what the host-side
// injector expects for relative motion. GCKeyboard gives HID keycodes which we map to the
// Windows VK space the host's vk_to_evdev table consumes (same space Moonlight uses).
// Gamepads (GCController) come later the host's uinput pads already speak the
// GamepadButton/GamepadAxis event kinds, but m3's injector path doesn't route them yet.
//
// The wire carries integer deltas; GC hands us Floats. We accumulate the fractional
// remainder per axis so slow, sub-pixel motion isn't truncated away.
//
// GC only delivers while the app is active, so anything held when focus leaves would
// stick down on the host forever we track pressed keys/buttons and release them all on
// didResignActive and on stop(). All GC handlers and notifications fire on the main
// queue (the framework default), so the mutable state here needs no locking.
//
// Forwarding is gated by `forwarding` (driven by StreamLayerView's capture state): the
// handlers stay attached for the whole session, but while the user has released capture
// (, focus loss) nothing reaches the host and key events travel the responder chain
// normally. Everything held is flushed host-side on each transition to released.
//
// GCMouse.current/GCKeyboard.coalesced are process-global singletons with one handler
// slot each: only one InputCapture can be live per process. `activeCapture` tracks
// ownership so a stale capture's stop() can't clobber a newer one's handlers.
#if os(macOS)
import AppKit
import Foundation
import GameController
import PunktfunkCore
public final class InputCapture {
private static weak var activeCapture: InputCapture?
private let connection: PunktfunkConnection
private var observers: [NSObjectProtocol] = []
private var mice: [GCMouse] = []
private var keyboards: [GCKeyboard] = []
private var keyEventMonitor: Any?
// Main-queue-only state (see header comment).
private var residualX: Float = 0
private var residualY: Float = 0
private var residualScrollX: Float = 0
private var residualScrollY: Float = 0
private var pressedVKs: Set<UInt32> = []
private var pressedButtons: Set<UInt32> = []
/// One-shot: the left click that engaged capture belongs to the local UI GC sees
/// it at the HID layer regardless, so its press AND release are dropped here.
private var suppressedButton: UInt32?
/// One-shot twin of `suppressedButton` for the toggle: the physical Esc also
/// reaches GCKeyboard, racing the NSEvent monitor latched here so it can't type
/// an Escape into the host in either toggle direction.
private var suppressedVK: UInt32?
/// While true, mouse/keyboard flow to the host and key NSEvents are swallowed
/// locally; while false the user is interacting with the local UI (dragging the
/// window, clicking the HUD) and nothing is forwarded. Main-queue only.
public private(set) var forwarding = false
/// Fired on (the capture toggle detected here so it works in both states; the
/// event itself is swallowed). Main queue.
public var onToggleCapture: (() -> Void)?
/// Fired when a newer InputCapture takes the process-global GC handler slots (the
/// singletons hold ONE handler each): the preempted owner must drop its capture
/// state its handlers are gone, so it would otherwise sit "captured" with dead
/// input. Main queue.
public var onPreempted: (() -> Void)?
public init(connection: PunktfunkConnection) {
self.connection = connection
}
/// Gate the forwarding without detaching the GC handlers. `suppressClick` marks the
/// transition as click-driven: that click's press/release are not forwarded. Every
/// transition to false flushes held keys/buttons host-side.
public func setForwarding(_ on: Bool, suppressClick: Bool = false) {
if on {
forwarding = true
suppressedButton = suppressClick ? 1 : nil
} else if forwarding {
releaseAll()
forwarding = false
suppressedButton = nil
}
}
/// The engage click is over (its NSEvent mouseUp processed) stop suppressing.
/// Backstop for the GC-vs-NSEvent ordering where both halves of the click landed
/// before mouseDown armed the latch, which would otherwise eat the next real click.
public func endClickSuppression() {
suppressedButton = nil
}
/// Begin forwarding the current (and future) mouse/keyboard to the host. Steals the
/// global GC handler slots from any previous capture (one live capture per process),
/// notifying it via `onPreempted` so its owner releases its capture state.
public func start() {
if let previous = Self.activeCapture, previous !== self {
// Drop the previous owner's device lists first: its stop() must not be able
// to nil out the handler slots this capture is about to claim.
previous.mice.removeAll()
previous.keyboards.removeAll()
previous.onPreempted?()
}
Self.activeCapture = self
if let mouse = GCMouse.current { attach(mouse: mouse) }
if let keyboard = GCKeyboard.coalesced { attach(keyboard: keyboard) }
observers.append(NotificationCenter.default.addObserver(
forName: .GCMouseDidConnect, object: nil, queue: .main
) { [weak self] n in
if let m = n.object as? GCMouse { self?.attach(mouse: m) }
})
observers.append(NotificationCenter.default.addObserver(
forName: .GCKeyboardDidConnect, object: nil, queue: .main
) { [weak self] n in
if let k = n.object as? GCKeyboard { self?.attach(keyboard: k) }
})
// Focus loss: GC stops delivering, so release everything still held host-side.
observers.append(NotificationCenter.default.addObserver(
forName: NSApplication.didResignActiveNotification, object: nil, queue: .main
) { [weak self] _ in
self?.releaseAll()
})
// the capture toggle is detected here so it works in both states. ONLY
// that one combo is intercepted: swallowing keys wholesale at the monitor level
// risks starving GC's own delivery, so the no-beep behavior lives in
// StreamLayerView (first responder consumes keyDown/keyUp while captured).
keyEventMonitor = NSEvent.addLocalMonitorForEvents(
matching: [.keyDown]
) { [weak self] event in
guard let self else { return event }
let flags = event.modifierFlags.intersection(.deviceIndependentFlagsMask)
if event.keyCode == 53 /* Esc */, flags == .command {
self.suppressedVK = 0x1B // the same physical Esc is en route via GC
self.onToggleCapture?()
return nil
}
return event
}
}
public func stop() {
releaseAll()
observers.forEach(NotificationCenter.default.removeObserver(_:))
observers.removeAll()
if let monitor = keyEventMonitor {
NSEvent.removeMonitor(monitor)
keyEventMonitor = nil
}
// Don't clobber the handlers if a newer capture has taken the global devices.
if Self.activeCapture === self || Self.activeCapture == nil {
for mouse in mice {
guard let input = mouse.mouseInput else { continue }
input.mouseMovedHandler = nil
input.leftButton.pressedChangedHandler = nil
input.rightButton?.pressedChangedHandler = nil
input.middleButton?.pressedChangedHandler = nil
input.auxiliaryButtons?.forEach { $0.pressedChangedHandler = nil }
input.scroll.valueChangedHandler = nil
}
for keyboard in keyboards {
keyboard.keyboardInput?.keyChangedHandler = nil
}
Self.activeCapture = nil
}
mice.removeAll()
keyboards.removeAll()
}
deinit { stop() }
/// Send release events for everything currently held, and drop the motion residuals.
private func releaseAll() {
for vk in pressedVKs {
connection.send(.key(vk, down: false))
}
for button in pressedButtons {
connection.send(.mouseButton(button, down: false))
}
pressedVKs.removeAll()
pressedButtons.removeAll()
residualX = 0
residualY = 0
residualScrollX = 0
residualScrollY = 0
}
private func sendButton(_ button: UInt32, pressed: Bool) {
guard forwarding else { return }
if button == suppressedButton {
if !pressed { suppressedButton = nil } // capture click over stop suppressing
return
}
if pressed {
pressedButtons.insert(button)
} else {
pressedButtons.remove(button)
}
connection.send(.mouseButton(button, down: pressed))
}
private func attach(mouse: GCMouse) {
guard let input = mouse.mouseInput,
!mice.contains(where: { $0 === mouse }) // re-delivered on wake attach once
else { return }
mice.append(mouse)
input.mouseMovedHandler = { [weak self] _, dx, dy in
guard let self, self.forwarding else { return }
// GC gives +y up; the host expects screen-space (+y down).
let fx = dx + self.residualX
let fy = -dy + self.residualY
let ix = fx.rounded(.towardZero)
let iy = fy.rounded(.towardZero)
self.residualX = fx - ix
self.residualY = fy - iy
if ix != 0 || iy != 0 {
self.connection.send(.mouseMove(dx: Int32(ix), dy: Int32(iy)))
}
}
input.leftButton.pressedChangedHandler = { [weak self] _, _, pressed in
self?.sendButton(1, pressed: pressed)
}
input.rightButton?.pressedChangedHandler = { [weak self] _, _, pressed in
self?.sendButton(3, pressed: pressed)
}
input.middleButton?.pressedChangedHandler = { [weak self] _, _, pressed in
self?.sendButton(2, pressed: pressed)
}
// First two side buttons GameStream X1/X2.
if let aux = input.auxiliaryButtons {
for (i, button) in aux.prefix(2).enumerated() {
button.pressedChangedHandler = { [weak self] _, _, pressed in
self?.sendButton(UInt32(4 + i), pressed: pressed)
}
}
}
input.scroll.valueChangedHandler = { [weak self] _, x, y in
guard let self, self.forwarding else { return }
// WHEEL_DELTA(120) per notch; positive = up / right (Moonlight's convention).
let fy = y * 120 + self.residualScrollY
let fx = x * 120 + self.residualScrollX
let iy = fy.rounded(.towardZero)
let ix = fx.rounded(.towardZero)
self.residualScrollY = fy - iy
self.residualScrollX = fx - ix
if iy != 0 { self.connection.send(.scroll(Int32(iy))) }
if ix != 0 { self.connection.send(.scroll(Int32(ix), horizontal: true)) }
}
}
private func attach(keyboard: GCKeyboard) {
guard !keyboards.contains(where: { $0 === keyboard }) else { return }
keyboards.append(keyboard)
keyboard.keyboardInput?.keyChangedHandler = { [weak self] _, _, keyCode, pressed in
guard let self, let vk = Self.hidToVK[keyCode.rawValue] else { return }
// The toggle's Esc checked before the forwarding gate, because in the
// engage direction forwarding is already true when this fires.
if vk == self.suppressedVK {
if !pressed { self.suppressedVK = nil }
return
}
guard self.forwarding else { return }
// Release direction of the toggle: GC's Esc-down can beat the NSEvent
// monitor never type Esc into the host while is held ( is reserved).
if vk == 0x1B, self.pressedVKs.contains(0x5B) || self.pressedVKs.contains(0x5C) {
return
}
if pressed {
self.pressedVKs.insert(vk)
} else {
self.pressedVKs.remove(vk)
}
self.connection.send(.key(vk, down: pressed))
}
}
/// HID usage (GCKeyCode raw) Windows VK (the host maps VK evdev; every VK emitted
/// here exists in punktfunk-host/src/inject.rs::vk_to_evdev extend the two together).
static let hidToVK: [Int: UInt32] = {
var m: [Int: UInt32] = [:]
// az: HID 0x04..0x1D VK 'A'..'Z'.
for i in 0..<26 { m[0x04 + i] = UInt32(0x41 + i) }
// 19, 0: HID 0x1E..0x27 VK '1'..'9','0'.
for i in 0..<9 { m[0x1E + i] = UInt32(0x31 + i) }
m[0x27] = 0x30
m[0x28] = 0x0D // return
m[0x29] = 0x1B // escape
m[0x2A] = 0x08 // backspace
m[0x2B] = 0x09 // tab
m[0x2C] = 0x20 // space
m[0x2D] = 0xBD; m[0x2E] = 0xBB // - =
m[0x2F] = 0xDB; m[0x30] = 0xDD; m[0x31] = 0xDC // [ ] backslash
m[0x33] = 0xBA; m[0x34] = 0xDE; m[0x35] = 0xC0 // ; ' `
m[0x36] = 0xBC; m[0x37] = 0xBE; m[0x38] = 0xBF // , . /
m[0x39] = 0x14 // caps lock
// F1..F12: HID 0x3A..0x45 VK 0x70..0x7B.
for i in 0..<12 { m[0x3A + i] = UInt32(0x70 + i) }
m[0x46] = 0x2C; m[0x47] = 0x91; m[0x48] = 0x13 // printscreen scrolllock pause
m[0x4F] = 0x27; m[0x50] = 0x25; m[0x51] = 0x28; m[0x52] = 0x26 // arrows R L D U
m[0x49] = 0x2D; m[0x4A] = 0x24; m[0x4B] = 0x21 // insert home pageup
m[0x4C] = 0x2E; m[0x4D] = 0x23; m[0x4E] = 0x22 // delete end pagedown
// Keypad: NumLock, / * - +, Enter, 1..9, 0, decimal. KP Enter goes as
// VK_SEPARATOR (0x6C) this host maps it to KEY_KPENTER (Windows itself would
// send VK_RETURN+extended, which vk_to_evdev can't distinguish).
m[0x53] = 0x90
m[0x54] = 0x6F; m[0x55] = 0x6A; m[0x56] = 0x6D; m[0x57] = 0x6B
m[0x58] = 0x6C
for i in 0..<9 { m[0x59 + i] = UInt32(0x61 + i) }
m[0x62] = 0x60; m[0x63] = 0x6E
m[0x64] = 0xE2 // ISO 102nd key (<> next to left shift on ISO layouts)
m[0x65] = 0x5D // menu/application
m[0xE0] = 0xA2; m[0xE1] = 0xA0; m[0xE2] = 0xA4; m[0xE3] = 0x5B // Lctrl Lshift Lalt Lcmd
m[0xE4] = 0xA3; m[0xE5] = 0xA1; m[0xE6] = 0xA5; m[0xE7] = 0x5C // Rctrl Rshift Ralt Rcmd
return m
}()
}
#endif