6d3ff37d9e
Input handling, building on macOS/iOS/tvOS: - macOS recapture after navigating out: engageCapture no longer latches captured=true when the cursor grab is refused mid app-activation (which left a free cursor that no later click could re-grab); cursorCapture.capture() now reports success. + canBecomeKeyView. - iOS/iPadOS recapture: restore the prior capture on didBecomeActive (nothing re-grabbed mouse/keyboard on return before). - iPad indirect pointer (no lock) is forwarded as an absolute MOUSE (move + buttons + scroll via hover / UITouch.indirectPointer), not as touch, with the local cursor visible; GCMouse owns the locked regime, gated so the two never double-send. Adds the MouseMoveAbs wire helper. - Trackpad scroll on iOS (was entirely missing): GCMouse scroll dpad when locked + a scroll-only UIPanGestureRecognizer otherwise. - tvOS: no focusable control during play (a focusable Disconnect button ate the controller's A in the focus engine); Siri Remote Menu disconnects. - Don't leak touch to the host under the TOFU trust prompt (gate on captureEnabled). LAN discovery: HostDiscovery (NWBrowser over _punktfunk._udp, the host's crate::discovery advert) resolves each service to IP:port and parses the TXT (fp advisory, pair, id); an "On this network" section in the grid (tap to save + connect, or pair if required). iOS/tvOS get NSBonjourServices via a merged Config/Info.plist. Integration-tested end to end against a fake NWListener advert. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
651 lines
33 KiB
Swift
651 lines
33 KiB
Swift
// Input capture → punktfunk/1 datagrams.
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//
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// Mouse MOTION and BUTTONS take different paths per platform. On macOS GCMouse's
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// mouseMovedHandler/pressedChangedHandler proved unreliable in the field (delivered
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// nothing on a live Mac while GCKeyboard worked — a documented GameController quirk), so
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// macOS drives motion + buttons from NSEvent under cursor disassociation instead (fed by
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// StreamLayerView, the same channel that already carries scroll), and the GCMouse motion/
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// button handlers are not installed there. NSEvent deltas under
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// CGAssociateMouseAndMouseCursorPosition(false) are the relative motion — OS-acceleration-
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// applied (not raw HID), which is exactly what Moonlight's macOS client ships and is fine.
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// iOS keeps the GCMouse path (raw deltas under pointer lock). GCKeyboard (both platforms)
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// gives HID keycodes which we map to the Windows VK space the host's vk_to_evdev table
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// consumes (same space Moonlight uses). Gamepads (GCController) come later — the host's
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// uinput pads already speak the GamepadButton/GamepadAxis event kinds, but m3's injector
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// path doesn't route them yet.
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//
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// The wire carries integer deltas; GC hands us Floats. We accumulate the fractional
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// remainder per axis so slow, sub-pixel motion isn't truncated away.
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//
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// GC only delivers while the app is active, so anything held when focus leaves would
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// stick down on the host forever — we track pressed keys/buttons and release them all on
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// didResignActive and on stop(). All GC handlers and notifications fire on the main
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// queue (the framework default), so the mutable state here needs no locking.
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//
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// Forwarding is gated by `forwarding` (driven by StreamLayerView's capture state): the
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// handlers stay attached for the whole session, but while the user has released capture
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// (⌘⎋, focus loss) nothing reaches the host and key events travel the responder chain
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// normally. Everything held is flushed host-side on each transition to released.
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//
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// GCMouse.current/GCKeyboard.coalesced are process-global singletons with one handler
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// slot each: only one InputCapture can be live per process. `activeCapture` tracks
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// ownership so a stale capture's stop() can't clobber a newer one's handlers.
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#if os(macOS)
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import AppKit
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#endif
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#if canImport(UIKit)
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import UIKit
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#endif
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import Foundation
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import GameController
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import PunktfunkCore
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import os
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/// Diagnostic logging for the input path. Off by default (input is high-rate); set
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/// PUNKTFUNK_INPUT_DEBUG=1 in the environment to surface whether relative motion + buttons
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/// are actually being SENT to the host without needing host-side logs. Motion is throttled
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/// to once per second (see `motionDebugTick`); buttons log every transition.
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private let inputLog = Logger(subsystem: "io.unom.punktfunk", category: "input")
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private let inputDebug = ProcessInfo.processInfo.environment["PUNKTFUNK_INPUT_DEBUG"] == "1"
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public final class InputCapture {
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private static weak var activeCapture: InputCapture?
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private let connection: PunktfunkConnection
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private var observers: [NSObjectProtocol] = []
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private var mice: [GCMouse] = []
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private var keyboards: [GCKeyboard] = []
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#if os(macOS)
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private var keyEventMonitor: Any?
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#endif
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// Main-queue-only state (see header comment).
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private var residualX: Float = 0
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private var residualY: Float = 0
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private var residualScrollX: Float = 0
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private var residualScrollY: Float = 0
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private var pressedVKs: Set<UInt32> = []
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private var pressedButtons: Set<UInt32> = []
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/// One-shot: the left click that engaged capture belongs to the local UI — GC sees
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/// it at the HID layer regardless, so its press AND release are dropped here.
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private var suppressedButton: UInt32?
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/// Throttle for the PUNKTFUNK_INPUT_DEBUG motion counter (motion is high-rate — we log
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/// a rolling count + the last delta once per second, never per event). Main-queue only.
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private var motionDebugCount = 0
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private var motionDebugTick = Date.distantPast
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/// One-shot twin of `suppressedButton` for the ⌘⎋ toggle: the physical Esc also
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/// reaches GCKeyboard, racing the NSEvent monitor — latched here so it can't type
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/// an Escape into the host in either toggle direction.
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private var suppressedVK: UInt32?
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/// Physical ⌘ keys currently held (tracked even while released — the ⌘⎋ toggle and
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/// its Esc suppression need it in both states).
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private var cmdKeysDown: Set<UInt32> = []
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#if os(macOS)
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/// Previous raw `NSEvent.modifierFlags.rawValue` (LOW 16 bits intact — those carry the
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/// device-dependent L/R bits). Modifier keys never fire keyDown/keyUp on macOS; they
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/// arrive as flagsChanged, which doesn't carry down-vs-up — we recover that by diffing
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/// this snapshot. Resynced (not diffed) while forwarding is off so a modifier held
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/// across a capture toggle can't produce a phantom transition on re-engage.
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private var prevModFlags: UInt = 0
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#endif
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/// While true, mouse/keyboard flow to the host and key NSEvents are swallowed
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/// locally; while false the user is interacting with the local UI (dragging the
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/// window, clicking the HUD) and nothing is forwarded. Main-queue only.
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public private(set) var forwarding = false
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/// iPad pointer routing (the StreamViewController mirrors the scene's live pointer-lock
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/// state into this). GCMouse only delivers relative deltas + buttons while the scene is
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/// LOCKED, so this is true then and the GCMouse handlers forward. When the scene can't
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/// lock (Stage Manager, not frontmost, iPhone) the iPad routes the mouse through UIKit's
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/// pointer path as ABSOLUTE moves (`sendMouseAbs`) instead — so this goes false, gating
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/// GCMouse off and enabling the absolute path, the two never double-sending. Moot on
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/// macOS (no GCMouse handlers installed; `sendMouseAbs` is never called there). Main-queue.
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public var gcMouseForwarding = false
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/// Fired on ⌘⎋ (the capture toggle — detected here so it works in both states; the
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/// event itself is swallowed). Main queue.
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public var onToggleCapture: (() -> Void)?
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/// Fired when a newer InputCapture takes the process-global GC handler slots (the
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/// singletons hold ONE handler each): the preempted owner must drop its capture
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/// state — its handlers are gone, so it would otherwise sit "captured" with dead
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/// input. Main queue.
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public var onPreempted: (() -> Void)?
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public init(connection: PunktfunkConnection) {
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self.connection = connection
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}
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/// Gate the forwarding without detaching the GC handlers. `suppressClick` marks the
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/// transition as click-driven: that click's press/release are not forwarded. Every
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/// transition to false flushes held keys/buttons host-side.
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public func setForwarding(_ on: Bool, suppressClick: Bool = false) {
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if on {
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forwarding = true
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suppressedButton = suppressClick ? 1 : nil
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} else if forwarding {
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releaseAll()
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forwarding = false
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suppressedButton = nil
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}
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}
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/// The engage click is over (its NSEvent mouseUp processed) — stop suppressing.
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/// Backstop for the GC-vs-NSEvent ordering where both halves of the click landed
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/// before mouseDown armed the latch, which would otherwise eat the next real click.
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public func endClickSuppression() {
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suppressedButton = nil
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}
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/// Begin forwarding the current (and future) mouse/keyboard to the host. Steals the
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/// global GC handler slots from any previous capture (one live capture per process),
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/// notifying it via `onPreempted` so its owner releases its capture state.
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public func start() {
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if let previous = Self.activeCapture, previous !== self {
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// Drop the previous owner's device lists first: its stop() must not be able
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// to nil out the handler slots this capture is about to claim.
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previous.mice.removeAll()
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previous.keyboards.removeAll()
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previous.onPreempted?()
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}
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Self.activeCapture = self
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if let mouse = GCMouse.current { attach(mouse: mouse) }
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if let keyboard = GCKeyboard.coalesced { attach(keyboard: keyboard) }
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observers.append(NotificationCenter.default.addObserver(
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forName: .GCMouseDidConnect, object: nil, queue: .main
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) { [weak self] n in
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if let m = n.object as? GCMouse { self?.attach(mouse: m) }
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})
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#if os(iOS)
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// The mouse can become the *current* one after it connected (and after our start()
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// already ran) — re-attach on that too so a launch-time race doesn't leave the iOS
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// GCMouse path without handlers. attach() is idempotent (dedupes by identity).
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observers.append(NotificationCenter.default.addObserver(
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forName: .GCMouseDidBecomeCurrent, object: nil, queue: .main
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) { [weak self] n in
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if let m = n.object as? GCMouse { self?.attach(mouse: m) }
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})
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#endif
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observers.append(NotificationCenter.default.addObserver(
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forName: .GCKeyboardDidConnect, object: nil, queue: .main
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) { [weak self] n in
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if let k = n.object as? GCKeyboard { self?.attach(keyboard: k) }
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})
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// Focus loss: GC stops delivering, so release everything still held host-side.
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#if os(macOS)
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let resignActive = NSApplication.didResignActiveNotification
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#else
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let resignActive = UIApplication.willResignActiveNotification
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#endif
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observers.append(NotificationCenter.default.addObserver(
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forName: resignActive, object: nil, queue: .main
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) { [weak self] _ in
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self?.releaseAll()
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})
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// ⌘⎋ — the capture toggle — is detected here so it works in both states. ONLY
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// that one combo is intercepted: swallowing keys wholesale at the monitor level
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// risks starving GC's own delivery, so the no-beep behavior lives in
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// StreamLayerView (first responder consumes keyDown/keyUp while captured).
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// (On iOS there is no NSEvent monitor — the GC key handler detects the combo.)
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#if os(macOS)
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keyEventMonitor = NSEvent.addLocalMonitorForEvents(
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matching: [.keyDown]
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) { [weak self] event in
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guard let self else { return event }
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let flags = event.modifierFlags.intersection(.deviceIndependentFlagsMask)
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if event.keyCode == 53 /* Esc */, flags == .command {
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self.suppressedVK = 0x1B // the same physical Esc is en route via GC
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self.onToggleCapture?()
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return nil
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}
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return event
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}
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#endif
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}
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public func stop() {
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releaseAll()
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observers.forEach(NotificationCenter.default.removeObserver(_:))
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observers.removeAll()
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#if os(macOS)
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if let monitor = keyEventMonitor {
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NSEvent.removeMonitor(monitor)
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keyEventMonitor = nil
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}
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#endif
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// Don't clobber the handlers if a newer capture has taken the global devices.
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if Self.activeCapture === self || Self.activeCapture == nil {
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for mouse in mice {
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guard let input = mouse.mouseInput else { continue }
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input.mouseMovedHandler = nil
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input.leftButton.pressedChangedHandler = nil
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input.rightButton?.pressedChangedHandler = nil
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input.middleButton?.pressedChangedHandler = nil
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input.auxiliaryButtons?.forEach { $0.pressedChangedHandler = nil }
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input.scroll.valueChangedHandler = nil
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}
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for keyboard in keyboards {
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keyboard.keyboardInput?.keyChangedHandler = nil
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}
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Self.activeCapture = nil
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}
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mice.removeAll()
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keyboards.removeAll()
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}
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deinit { stop() }
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/// Send release events for everything currently held, and drop the motion residuals
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/// and modifier/latch tracking (GC delivers nothing while inactive, so a ⌘ released
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/// in another app would otherwise stay "held" here forever — hijacking Esc).
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private func releaseAll() {
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cmdKeysDown.removeAll()
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suppressedVK = nil
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for vk in pressedVKs {
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connection.send(.key(vk, down: false))
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}
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for button in pressedButtons {
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connection.send(.mouseButton(button, down: false))
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}
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pressedVKs.removeAll()
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pressedButtons.removeAll()
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residualX = 0
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residualY = 0
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residualScrollX = 0
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residualScrollY = 0
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#if os(macOS)
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// Drop the modifier snapshot too: a flagsChanged transition can be missed if focus
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// leaves mid-chord, and the next handleFlagsChanged resyncs from a clean slate (it
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// resyncs while released anyway, but this keeps stuck state from outliving a blur).
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prevModFlags = 0
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#endif
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}
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/// Release any held MOUSE buttons host-side, leaving keyboard state untouched. Used when
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/// the iPad pointer lock drops while a GCMouse button is held: by then the GCMouse release
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/// handler is gated off (`gcMouseForwarding` is false), so it can't deliver the release
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/// itself and the button would otherwise stick until the next `releaseAll` (blur / stop).
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public func releaseMouseButtons() {
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for button in pressedButtons {
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connection.send(.mouseButton(button, down: false))
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}
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pressedButtons.removeAll()
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}
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private func sendButton(_ button: UInt32, pressed: Bool) {
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guard forwarding else { return }
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if button == suppressedButton {
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if !pressed { suppressedButton = nil } // capture click over — stop suppressing
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if inputDebug {
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inputLog.debug(
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"button \(button, privacy: .public) \(pressed ? "down" : "up", privacy: .public) SUPPRESSED (engage click)")
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}
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return
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}
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if pressed {
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pressedButtons.insert(button)
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} else {
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pressedButtons.remove(button)
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}
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if inputDebug {
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inputLog.debug(
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"button \(button, privacy: .public) \(pressed ? "down" : "up", privacy: .public) sent")
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}
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connection.send(.mouseButton(button, down: pressed))
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}
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/// NSEvent button path (macOS): StreamLayerView's local mouse monitor routes physical
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/// button transitions here so they go through the same `suppressedButton` engage-click
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/// latch and `pressedButtons` release-on-blur set as the (iOS) GCMouse path. Wire ids:
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/// 1=left 2=middle 3=right 4=X1 5=X2.
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public func sendMouseButton(_ button: UInt32, pressed: Bool) {
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sendButton(button, pressed: pressed)
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}
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#if os(macOS)
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/// NSEvent key path (macOS): StreamLayerView's keyDown/keyUp/flagsChanged route Windows
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/// VKs here while captured. Mirrors `sendButton` — gated by `forwarding`, honours the
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/// ⌘⎋ toggle's `suppressedVK` latch, and tracks into `pressedVKs` so releaseAll()/blur
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/// flushes anything still held (a flagsChanged up can be missed on focus change). macOS
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/// has no GCKeyboard send (that path is iOS-only now), so this is the single key source.
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public func sendKey(_ vk: UInt32, down: Bool) {
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guard forwarding else { return }
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// The ⌘⎋ toggle's Esc is latched here (see the keyDown monitor) so it never types
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// an Escape into the host — clear the latch on its release, in front of the send.
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if vk == suppressedVK {
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if !down { suppressedVK = nil }
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if inputDebug {
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inputLog.debug(
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"key \(vk, privacy: .public) \(down ? "down" : "up", privacy: .public) SUPPRESSED (⌘⎋ toggle)")
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}
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return
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}
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if down {
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pressedVKs.insert(vk)
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} else {
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pressedVKs.remove(vk)
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}
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if inputDebug {
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inputLog.debug(
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"key \(vk, privacy: .public) \(down ? "down" : "up", privacy: .public) sent")
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}
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connection.send(.key(vk, down: down))
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}
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/// NSEvent modifier path (macOS): modifier keys never fire keyDown/keyUp — they arrive
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/// as flagsChanged, which carries no down-vs-up. We diff the raw flags against the prior
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/// snapshot to recover each transition, and the changed key's L/R identity from the
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/// device-dependent bits in the LOW 16 bits (the .deviceIndependentFlagsMask the ⌘⎋
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/// monitor uses deliberately strips exactly these — do NOT pre-mask here). Each side maps
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/// to the same L/R modifier VK `hidToVK` already emits, so the host needs no change.
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/// Fed `UInt(event.modifierFlags.rawValue)`.
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public func handleFlagsChanged(_ rawFlags: UInt) {
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// While released we only resync the snapshot, so a modifier held across a capture
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// toggle doesn't show up as a spurious transition the moment forwarding re-engages.
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guard forwarding else {
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prevModFlags = rawFlags
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return
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}
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// (device-dependent mask, VK). LOW-16-bit masks from IOLLEvent.h (NX_DEVICE*MASK):
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// Lshift 0x2 Rshift 0x4 | Lctrl 0x1 Rctrl 0x2000 | Lalt 0x20 Ralt 0x40 | Lcmd 0x8 Rcmd 0x10.
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let table: [(UInt, UInt32)] = [
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(0x2, 0xA0), (0x4, 0xA1), // VK_LSHIFT / VK_RSHIFT
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(0x1, 0xA2), (0x2000, 0xA3), // VK_LCONTROL / VK_RCONTROL
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(0x20, 0xA4), (0x40, 0xA5), // VK_LMENU / VK_RMENU (left/right alt-option)
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(0x8, 0x5B), (0x10, 0x5C), // VK_LWIN / VK_RWIN (left/right command)
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]
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for (mask, vk) in table {
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let now = (rawFlags & mask) != 0
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let was = (prevModFlags & mask) != 0
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guard now != was else { continue }
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// Keep cmdKeysDown in step (the ⌘⎋ toggle + Esc suppression read it); sendKey
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// adds the VK to pressedVKs so releaseAll/blur flushes a held modifier cleanly.
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if vk == 0x5B || vk == 0x5C {
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if now { cmdKeysDown.insert(vk) } else { cmdKeysDown.remove(vk) }
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}
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sendKey(vk, down: now)
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}
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prevModFlags = rawFlags
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}
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#endif
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private func attach(mouse: GCMouse) {
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guard let input = mouse.mouseInput,
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!mice.contains(where: { $0 === mouse }) // re-delivered on wake — attach once
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else { return }
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mice.append(mouse)
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// macOS drives motion + buttons from NSEvent (StreamLayerView's local monitor →
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// sendMotion/sendMouseButton) because GCMouse's handlers proved unreliable there;
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// installing them too would double-send. iOS keeps GCMouse (raw deltas under
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// pointer lock). See the file header.
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#if !os(macOS)
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input.mouseMovedHandler = { [weak self] _, dx, dy in
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guard let self, self.forwarding, self.gcMouseForwarding else { return }
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// GC gives +y up; the host expects screen-space (+y down).
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let fx = dx + self.residualX
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let fy = -dy + self.residualY
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let ix = fx.rounded(.towardZero)
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let iy = fy.rounded(.towardZero)
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self.residualX = fx - ix
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self.residualY = fy - iy
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if ix != 0 || iy != 0 {
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self.connection.send(.mouseMove(dx: Int32(ix), dy: Int32(iy)))
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if inputDebug {
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self.motionDebugCount += 1
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let now = Date()
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if now.timeIntervalSince(self.motionDebugTick) >= 1 {
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inputLog.debug(
|
||
"motion forwarded: \(self.motionDebugCount, privacy: .public) events, last dx \(Int(ix), privacy: .public) dy \(Int(iy), privacy: .public)")
|
||
self.motionDebugCount = 0
|
||
self.motionDebugTick = now
|
||
}
|
||
}
|
||
}
|
||
}
|
||
// Buttons take the GCMouse path only while the scene is pointer-locked; when it
|
||
// isn't, the UIKit indirect-pointer path carries them (gcMouseForwarding gates here
|
||
// so the two can't double-send).
|
||
input.leftButton.pressedChangedHandler = { [weak self] _, _, pressed in
|
||
guard let self, self.gcMouseForwarding else { return }
|
||
self.sendButton(1, pressed: pressed)
|
||
}
|
||
input.rightButton?.pressedChangedHandler = { [weak self] _, _, pressed in
|
||
guard let self, self.gcMouseForwarding else { return }
|
||
self.sendButton(3, pressed: pressed)
|
||
}
|
||
input.middleButton?.pressedChangedHandler = { [weak self] _, _, pressed in
|
||
guard let self, self.gcMouseForwarding else { return }
|
||
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
|
||
guard let self, self.gcMouseForwarding else { return }
|
||
self.sendButton(UInt32(4 + i), pressed: pressed)
|
||
}
|
||
}
|
||
}
|
||
// Scroll WHEEL (plain HID mice) while pointer-locked: GCMouse's scroll dpad reports
|
||
// wheel deltas here, +y up / +x right — already the host's WHEEL convention, one unit
|
||
// per notch → ×120 (WHEEL_DELTA), residual-accumulated by sendScroll. (Trackpad
|
||
// two-finger scrolling is gesture-based and does NOT reach GameController — that
|
||
// arrives via the stream view's scroll pan recognizer; on macOS, via scrollWheel.)
|
||
input.scroll.valueChangedHandler = { [weak self] _, dx, dy in
|
||
guard let self, self.forwarding, self.gcMouseForwarding else { return }
|
||
self.sendScroll(dx: dx * 120, dy: dy * 120)
|
||
}
|
||
#endif
|
||
}
|
||
|
||
/// Forward relative mouse motion (macOS). Fed by StreamLayerView's NSEvent monitor —
|
||
/// while captured the cursor is disassociated (CGAssociateMouseAndMouseCursorPosition
|
||
/// (false)), so mouseMoved/dragged deltaX/deltaY ARE the relative motion, the same
|
||
/// channel sendScroll already uses. Unlike the (iOS) GCMouse path this is NOT y-negated:
|
||
/// NSEvent deltaY is already screen-space (+y down), which is what the host expects.
|
||
/// Fractional remainders accumulate so slow, sub-pixel motion isn't truncated away.
|
||
public func sendMotion(dx: Float, dy: Float) {
|
||
guard forwarding else { return }
|
||
let fx = dx + residualX
|
||
let fy = dy + residualY
|
||
let ix = fx.rounded(.towardZero)
|
||
let iy = fy.rounded(.towardZero)
|
||
residualX = fx - ix
|
||
residualY = fy - iy
|
||
guard ix != 0 || iy != 0 else { return }
|
||
connection.send(.mouseMove(dx: Int32(ix), dy: Int32(iy)))
|
||
if inputDebug {
|
||
// High-rate — log a rolling count + the last delta once per second, not per event.
|
||
motionDebugCount += 1
|
||
let now = Date()
|
||
if now.timeIntervalSince(motionDebugTick) >= 1 {
|
||
inputLog.debug(
|
||
"motion forwarded: \(self.motionDebugCount, privacy: .public) events, last dx \(Int(ix), privacy: .public) dy \(Int(iy), privacy: .public)")
|
||
motionDebugCount = 0
|
||
motionDebugTick = now
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Forward an ABSOLUTE cursor position (iPad pointer fallback). Fed by the iOS stream
|
||
/// view's hover / indirect-pointer path when the scene can't pointer-lock: the host
|
||
/// places its cursor at this client-surface pixel — the same letterbox mapping the touch
|
||
/// path uses. Gated by `forwarding` AND `!gcMouseForwarding` (the relative GCMouse path
|
||
/// owns motion while locked), so absolute and relative motion never both fire. No residual
|
||
/// accumulation — the value is absolute, not a delta.
|
||
public func sendMouseAbs(x: Int32, y: Int32, surfaceWidth: UInt32, surfaceHeight: UInt32) {
|
||
guard forwarding, !gcMouseForwarding else { return }
|
||
connection.send(.mouseMoveAbs(
|
||
x: x, y: y, surfaceWidth: surfaceWidth, surfaceHeight: surfaceHeight))
|
||
}
|
||
|
||
/// Forward a scroll gesture, WHEEL_DELTA(120)-scaled (positive = up / right,
|
||
/// Moonlight's convention). Fed by StreamLayerView.scrollWheel — the only delivery
|
||
/// path that covers trackpad/Magic Mouse gestures (GCMouse never reports them).
|
||
/// Fractional remainders accumulate so slow two-finger scrolling isn't truncated away.
|
||
public func sendScroll(dx: Float, dy: Float) {
|
||
guard forwarding else { return }
|
||
let fy = dy + residualScrollY
|
||
let fx = dx + residualScrollX
|
||
let iy = fy.rounded(.towardZero)
|
||
let ix = fx.rounded(.towardZero)
|
||
residualScrollY = fy - iy
|
||
residualScrollX = fx - ix
|
||
if iy != 0 { connection.send(.scroll(Int32(iy))) }
|
||
if ix != 0 { connection.send(.scroll(Int32(ix), horizontal: true)) }
|
||
}
|
||
|
||
private func attach(keyboard: GCKeyboard) {
|
||
guard !keyboards.contains(where: { $0 === keyboard }) else { return }
|
||
keyboards.append(keyboard)
|
||
// macOS sends keys from NSEvent (StreamLayerView's keyDown/keyUp/flagsChanged →
|
||
// sendKey/handleFlagsChanged) because GCKeyboard delivery proved unreliable there —
|
||
// the same GameController quirk that killed GCMouse motion (fixed in e414ec0).
|
||
// Installing this handler too would double-send, so on macOS we leave the keyboard
|
||
// tracked (for stop()'s cleanup) but attach no send handler: NSEvent is the only
|
||
// key path. iOS keeps the GCKeyboard path (and detects the ⌘⎋ toggle from the HID
|
||
// stream, since there's no NSEvent monitor there). See the file header.
|
||
#if !os(macOS)
|
||
keyboard.keyboardInput?.keyChangedHandler = { [weak self] _, _, keyCode, pressed in
|
||
guard let self, let vk = Self.hidToVK[keyCode.rawValue] else { return }
|
||
if vk == 0x5B || vk == 0x5C { // physical ⌘ state, tracked in both states
|
||
if pressed {
|
||
self.cmdKeysDown.insert(vk)
|
||
} else {
|
||
self.cmdKeysDown.remove(vk)
|
||
}
|
||
}
|
||
// 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
|
||
}
|
||
#if os(iOS)
|
||
// No NSEvent monitor here — the toggle combo is detected from the HID
|
||
// stream itself.
|
||
if pressed, vk == 0x1B, !self.cmdKeysDown.isEmpty {
|
||
self.suppressedVK = 0x1B
|
||
self.onToggleCapture?()
|
||
return
|
||
}
|
||
#endif
|
||
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.cmdKeysDown.isEmpty {
|
||
return
|
||
}
|
||
if pressed {
|
||
self.pressedVKs.insert(vk)
|
||
} else {
|
||
self.pressedVKs.remove(vk)
|
||
}
|
||
self.connection.send(.key(vk, down: pressed))
|
||
}
|
||
#endif
|
||
}
|
||
|
||
/// 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] = [:]
|
||
// a–z: HID 0x04..0x1D → VK 'A'..'Z'.
|
||
for i in 0..<26 { m[0x04 + i] = UInt32(0x41 + i) }
|
||
// 1–9, 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
|
||
}()
|
||
|
||
#if os(macOS)
|
||
/// NSEvent.keyCode (Carbon virtual keycode, kVK_*) → Windows VK. The macOS NSEvent key
|
||
/// path is keyed by keyCode (a layout-independent hardware position), NOT by HID usage,
|
||
/// so it needs its own table — but it emits the EXACT SAME Windows VK integers `hidToVK`
|
||
/// already produces for each physical key (A→0x41, Return→0x0D, KeypadEnter→0x6C, …), so
|
||
/// the host's vk_to_evdev (inject.rs) accepts both with zero change. Modifier keys come
|
||
/// via flagsChanged (handleFlagsChanged), not keyDown, so they're absent here. Keys with
|
||
/// no host evdev arm (F13–F20, KeypadEquals, the Fn key) are omitted → nil → swallowed.
|
||
static let keyCodeToVK: [UInt16: UInt32] = {
|
||
var m: [UInt16: UInt32] = [:]
|
||
// Letters — kVK_ANSI_A..Z (scattered keycodes) → VK 'A'..'Z'.
|
||
m[0x00] = 0x41; m[0x01] = 0x53; m[0x02] = 0x44; m[0x03] = 0x46 // A S D F
|
||
m[0x04] = 0x48; m[0x05] = 0x47; m[0x06] = 0x5A; m[0x07] = 0x58 // H G Z X
|
||
m[0x08] = 0x43; m[0x09] = 0x56; m[0x0B] = 0x42; m[0x0C] = 0x51 // C V B Q
|
||
m[0x0D] = 0x57; m[0x0E] = 0x45; m[0x0F] = 0x52; m[0x10] = 0x59 // W E R Y
|
||
m[0x11] = 0x54; m[0x1F] = 0x4F; m[0x20] = 0x55; m[0x22] = 0x49 // T O U I
|
||
m[0x23] = 0x50; m[0x25] = 0x4C; m[0x26] = 0x4A; m[0x28] = 0x4B // P L J K
|
||
m[0x2D] = 0x4E; m[0x2E] = 0x4D // N M
|
||
// Digit row — kVK_ANSI_1..0 (scattered) → VK '1'..'9','0'.
|
||
m[0x12] = 0x31; m[0x13] = 0x32; m[0x14] = 0x33; m[0x15] = 0x34 // 1 2 3 4
|
||
m[0x16] = 0x36; m[0x17] = 0x35; m[0x19] = 0x39; m[0x1A] = 0x37 // 6 5 9 7
|
||
m[0x1C] = 0x38; m[0x1D] = 0x30 // 8 0
|
||
// Whitespace / control.
|
||
m[0x24] = 0x0D // return
|
||
m[0x30] = 0x09 // tab
|
||
m[0x31] = 0x20 // space
|
||
m[0x33] = 0x08 // delete (backspace)
|
||
m[0x35] = 0x1B // escape
|
||
m[0x75] = 0x2E // forward delete (VK_DELETE)
|
||
m[0x39] = 0x14 // caps lock
|
||
// Punctuation (US ANSI) + ISO 102nd key.
|
||
m[0x1B] = 0xBD; m[0x18] = 0xBB // - = (OEM_MINUS OEM_PLUS)
|
||
m[0x21] = 0xDB; m[0x1E] = 0xDD; m[0x2A] = 0xDC // [ ] backslash (OEM_4 6 5)
|
||
m[0x29] = 0xBA; m[0x27] = 0xDE; m[0x32] = 0xC0 // ; ' ` (OEM_1 7 3)
|
||
m[0x2B] = 0xBC; m[0x2F] = 0xBE; m[0x2C] = 0xBF // , . / (OEM_COMMA PERIOD 2)
|
||
m[0x0A] = 0xE2 // ISO 102nd key (<> next to left shift; OEM_102)
|
||
// Function keys F1..F12 (scattered) → VK 0x70..0x7B. F13+ omitted (no host arm).
|
||
m[0x7A] = 0x70; m[0x78] = 0x71; m[0x63] = 0x72; m[0x76] = 0x73 // F1 F2 F3 F4
|
||
m[0x60] = 0x74; m[0x61] = 0x75; m[0x62] = 0x76; m[0x64] = 0x77 // F5 F6 F7 F8
|
||
m[0x65] = 0x78; m[0x6D] = 0x79; m[0x67] = 0x7A; m[0x6F] = 0x7B // F9 F10 F11 F12
|
||
// Arrows.
|
||
m[0x7B] = 0x25; m[0x7C] = 0x27; m[0x7D] = 0x28; m[0x7E] = 0x26 // left right down up
|
||
// Nav cluster (Apple keycodes; Help sits where Insert is).
|
||
m[0x72] = 0x2D; m[0x73] = 0x24; m[0x74] = 0x21 // insert home pageup
|
||
m[0x77] = 0x23; m[0x79] = 0x22 // end pagedown (forward-delete handled above)
|
||
// Keypad — kVK_ANSI_Keypad0..9 (scattered) → VK_NUMPAD0..9, plus the operators.
|
||
m[0x52] = 0x60; m[0x53] = 0x61; m[0x54] = 0x62; m[0x55] = 0x63 // KP0 KP1 KP2 KP3
|
||
m[0x56] = 0x64; m[0x57] = 0x65; m[0x58] = 0x66; m[0x59] = 0x67 // KP4 KP5 KP6 KP7
|
||
m[0x5B] = 0x68; m[0x5C] = 0x69 // KP8 KP9
|
||
m[0x41] = 0x6E; m[0x43] = 0x6A; m[0x45] = 0x6B // KP decimal multiply plus
|
||
m[0x4E] = 0x6D; m[0x4B] = 0x6F // KP minus divide
|
||
m[0x4C] = 0x6C // KP enter → VK_SEPARATOR (host maps to KEY_KPENTER, matching hidToVK)
|
||
m[0x47] = 0x90 // KP clear sits where NumLock is → VK_NUMLOCK. (KP equals 0x51 dropped.)
|
||
return m
|
||
}()
|
||
#endif
|
||
}
|