069fcdfca6
Add an "Allow VRR" toggle (Settings → Display; default on, non-tvOS) that hands the presenter's display link a wide frame-rate RANGE — preferred = the stream rate — so a ProMotion / adaptive-sync display can vary its physical refresh to match the stream. `SessionPresenter.syncFrameRate` now runs on macOS too: on it requests min 24 / max display / preferred stream Hz; off restores the prior behavior (macOS free-runs at the native rate, iOS keeps its 30 Hz floor). A no-op on fixed-refresh displays. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
90 lines
6.5 KiB
Swift
90 lines
6.5 KiB
Swift
// One source of truth for the client's UserDefaults / @AppStorage keys. A magic-string key
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// duplicated across a setting's writer (a Settings @AppStorage) and reader (e.g. a stream view
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// reading UserDefaults) splits silently on a typo — the setting just stops taking effect. These
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// live in PunktfunkKit because both the app and the kit's views read them.
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import Foundation
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/// Persisted-setting keys. The string VALUES are stable on disk — rename the symbol freely, but
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/// never the string (it would orphan everyone's saved value).
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public enum DefaultsKey {
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public static let streamWidth = "punktfunk.width"
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public static let streamHeight = "punktfunk.height"
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public static let streamHz = "punktfunk.hz"
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public static let compositor = "punktfunk.compositor"
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public static let gamepadType = "punktfunk.gamepadType"
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public static let gamepadID = "punktfunk.gamepadID"
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public static let bitrateKbps = "punktfunk.bitrateKbps"
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/// Requested audio channel count: 2 (stereo), 6 (5.1) or 8 (7.1). The host clamps to what it
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/// can capture; the resolved count drives the in-core decode + AVAudioEngine layout.
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public static let audioChannels = "punktfunk.audioChannels"
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/// Preferred video codec: `"auto"` (host decides), `"hevc"`, or `"h264"`. A soft preference —
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/// the host emits it when it can, else falls back. Drives the decoder via `Welcome.codec`.
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public static let codec = "punktfunk.codec"
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public static let micEnabled = "punktfunk.micEnabled"
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public static let speakerUID = "punktfunk.speakerUID"
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public static let micUID = "punktfunk.micUID"
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/// macOS: which input channel of the chosen mic device feeds the host. 0 = "Auto" (sum every
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/// channel to mono — a mic on a single input of a multi-channel interface passes at full
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/// level); n≥1 pins 1-based input channel n. Multi-channel interfaces expose the mic on ONE
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/// discrete channel, and the default N→stereo downmix grabs channels 0/1 (silence when the mic
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/// is higher up), so we fold to mono ourselves. Only meaningful for multi-channel devices.
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public static let micChannel = "punktfunk.micChannel"
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public static let presenter = "punktfunk.presenter"
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/// macOS: V-Sync the stream's presents — each decoded frame flips on the next display vsync
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/// (evenly paced, no tearing under direct scanout) instead of as soon as the GPU finishes
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/// (lowest latency — the default, OFF). Resolved once per session;
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/// PUNKTFUNK_PRESENT_MODE=immediate|vsync overrides it for A/B. See Stage2Pipeline's header.
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public static let vsync = "punktfunk.vsync"
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/// Allow variable refresh rate: hand the display link a wide frame-rate RANGE (low floor,
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/// preferred = stream rate) so a ProMotion / adaptive-sync display can vary its physical
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/// refresh to match the stream. On by default; a no-op on fixed-refresh displays. When off,
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/// macOS lets the link free-run at the display's native rate and iOS keeps its proven 30 Hz
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/// floor. Read per session/reconfigure by `SessionPresenter.syncFrameRate`.
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public static let allowVRR = "punktfunk.allowVRR"
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/// Request a 10-bit BT.2020 PQ (HDR10) stream. On by default; only takes effect when the host
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/// has HDR content AND this display supports HDR — otherwise the stream stays 8-bit SDR.
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public static let hdrEnabled = "punktfunk.hdrEnabled"
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/// Request a full-chroma 4:4:4 stream when this device can HARDWARE-decode it (`Stage444Probe`).
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/// On by default; only takes effect when the host also opted in to 4:4:4 (otherwise the stream
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/// stays 4:2:0). Sharper text/UI at the cost of more bandwidth.
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public static let enable444 = "punktfunk.enable444"
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public static let hosts = "punktfunk.hosts"
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/// Client-side cursor mode: "auto" (shown only in gamescope sessions), "always", "never".
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public static let cursorMode = "punktfunk.cursorMode"
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/// iPad: capture the mouse/trackpad pointer (pointer lock → relative movement) for games,
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/// rather than forwarding an absolute cursor position. On by default. Only meaningful on iPad
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/// with a hardware mouse/trackpad; the system grants the lock only to a full-screen, frontmost
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/// scene and silently falls back to the absolute pointer when it can't (Stage Manager / Slide
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/// Over). Read by `StreamViewController.prefersPointerLocked`.
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public static let pointerCapture = "punktfunk.pointerCapture"
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/// iPhone/iPad: how touchscreen fingers drive the host — a `TouchInputMode` raw value:
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/// "trackpad" (default: relative cursor with tap-click / two-finger-scroll gestures),
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/// "pointer" (the cursor jumps to the finger), or "touch" (real multi-touch passthrough).
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/// Read live per gesture by `StreamLayerUIView`.
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public static let touchMode = "punktfunk.touchMode"
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/// Experimental: show the host's game library (browsed over the management API). Off by default.
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public static let libraryEnabled = "punktfunk.libraryEnabled"
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/// macOS: take the window fullscreen while streaming and restore it on the host list. On by default.
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public static let fullscreenWhileStreaming = "punktfunk.fullscreenWhileStreaming"
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/// Show the streaming statistics overlay (mode/fps/throughput/latency). On by default; toggle
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/// while streaming with ⌃⌥⇧S (the cross-client Ctrl+Alt+Shift+S; macOS / hardware keyboard).
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public static let hudEnabled = "punktfunk.hudEnabled"
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/// Which corner the statistics overlay sits in — a `HUDPlacement` raw value
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/// ("topLeading"/"topTrailing"/"bottomLeading"/"bottomTrailing"). Default top-trailing.
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public static let hudPlacement = "punktfunk.hudPlacement"
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/// iOS/iPadOS/macOS: switch the host list, settings and game library to a controller-friendly
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/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
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/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
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public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
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}
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extension Notification.Name {
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/// Posted by the app's Stream menu ("Release Mouse", ⌃⌥⇧Q): the key window's stream view
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/// releases input capture if it holds it. Only reachable while NOT captured (a captured
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/// session swallows the combo in InputCapture's monitor and the frozen cursor can't click
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/// menus) — it exists so the menu item is honest whenever it CAN fire, and as the shortcut's
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/// discoverable menu-bar surface.
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public static let punktfunkReleaseCapture = Notification.Name("io.unom.punktfunk.release-capture")
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}
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