9074781acd
Structure: split the 1400-line app.rs into per-screen app/ modules (mod=root/ router, hosts, connect, pair, speed, settings, licenses, stream, style) with shared card/header/busy-page builders and setting_combo/toggle helpers; the re-render rule (thread-driven state lives in root use_async_state, flows down as props) is now documented at the module root. Parity features the other clients already had: - "Native display" resolves the real monitor mode at connect (MonitorFromWindow -> EnumDisplaySettingsW; was a hardcoded 1080p60) - per-host network speed test: saved-host card button + a results screen (probe burst -> goodput/loss -> ~70% recommended bitrate applied in one tap; stale runs invalidated by generation) and `--headless --speed-test`; the bitrate setting becomes a free-form NumberBox so the recommendation round-trips - forget host (ContentDialog confirm -> KnownHosts::remove_by_fp) - settings: forwarded-controller picker (pads/pinned/set_pinned now wired), gamepad type, host compositor, capture-system-shortcuts; the previously dead Settings.compositor / inhibit_shortcuts are honored (shortcuts off = Alt+Tab/Alt+Esc/Ctrl+Esc/Win act locally) - click-to-recapture after a Ctrl+Alt+Shift+Q release; the HUD hint tracks the live capture state Perf: the input hook caches lock geometry (clip rect + contain-fit scale) at engage instead of GetClientRect per WM_MOUSEMOVE; the audio jitter ring trims via drain() and reuses the render scratch buffer. Validated on the bare-metal box: --discover, synthetic-host loopback E2E (TOFU -> clock skew -> HEVC negotiate -> D3D11VA init -> session end), speed-test E2E, and the WinUI shell rendering in the console session via PsExec (SSH/session-0 cannot create windows, pre-existing 0x80070005). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
81 lines
4.6 KiB
Markdown
81 lines
4.6 KiB
Markdown
# punktfunk — Windows client
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The native **Windows** app for streaming a punktfunk host to your PC. A modern WinUI 3 app that
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discovers hosts on your network, pairs with a PIN, and streams at your display's own resolution and
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refresh rate — with a hardware-accelerated D3D11 video path and HDR.
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It's **pure Rust**: the UI is WinUI 3 driven through [windows-reactor](https://github.com/microsoft/windows-rs)
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(a declarative, React-like framework), and it links the shared **`punktfunk-core`** directly to speak
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the fast **`punktfunk/1`** protocol.
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## Features
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- **Hardware decode, GPU present** — FFmpeg HEVC with a **D3D11VA zero-copy path** (decoder and
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presenter share one D3D11 device; NV12/P010 textures sampled straight into a `SwapChainPanel`
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composition swapchain), with a robust software-decode fallback.
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- **HDR10** — advertise 10-bit/HDR, detect PQ in-band, and flip the swapchain to `R10G10B10A2` +
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ST.2084 with HDR10 metadata.
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- **Your display's native mode** — the host builds a virtual display at exactly your WxH@Hz.
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- **Audio both ways** — WASAPI render + mic capture.
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- **Full controller support** — SDL3 gamepads with rumble, lightbar, and DualSense feedback.
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- **Your display's native mode, really** — "Native display" resolves the actual size + refresh of
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the monitor the window is on at connect time.
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- **Find hosts automatically** — mDNS discovery lists hosts on your LAN, alongside saved and manual
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entries. First connect does a one-time **SPAKE2 PIN pairing** (or TOFU on trusted LANs), then
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reconnects on a pinned identity. Saved hosts carry per-host actions: a **network speed test**
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(probe burst over the real data plane → recommended bitrate, applied in one tap) and **forget**.
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- **Polished shell** — host cards, settings (resolution / refresh / host compositor / decoder /
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codec / bitrate / HDR / forwarded controller / gamepad type / system shortcuts / audio channels /
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mic), a status-chip stream HUD, and the full trust surface. Stream input uses Win32 low-level
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hooks with Moonlight-style capture: Ctrl+Alt+Shift+Q releases the pointer, a click on the stream
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re-captures it, and system shortcuts (Alt+Tab, Win, …) can act locally or forward to the host.
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Builds and ships for both **x64** and **ARM64** as a signed **MSIX**.
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## Get it
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Install the signed MSIX from the package registry — see
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**[docs.punktfunk.unom.io/docs/install-client](https://docs.punktfunk.unom.io/docs/install-client)**.
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A stock [Moonlight](https://moonlight-stream.org/) client also works over GameStream if you prefer.
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## Build from source
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Windows-only (the crate builds as a stub on other platforms so the workspace stays green). You need
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the MSVC toolchain, an `FFMPEG_DIR` FFmpeg tree, and CMake (SDL3 builds from source). windows-reactor's
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`build.rs` downloads the Windows App SDK NuGets and needs `CARGO_WORKSPACE_DIR` set.
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```sh
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cargo build -p punktfunk-client-windows --target x86_64-pc-windows-msvc
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# CLI paths for testing (no window):
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punktfunk-client --discover # list hosts on the LAN
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punktfunk-client --headless --connect host[:port] [--pin HEX] # connect, count frames, print stats
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punktfunk-client --headless --speed-test --connect host[:port] # probe burst → recommended bitrate
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```
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> `CARGO_HOME` must be an ASCII path — non-ASCII characters break SDL3's MSVC precompiled-header
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> build. Packaging (MSIX manifest, signing) lives in [`packaging/`](packaging/).
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## Layout
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```
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src/
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main.rs entry point + CLI paths (--discover · --headless · --speed-test)
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app/ WinUI 3 shell (windows-reactor), one module per screen:
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mod (root/router) · hosts · connect · pair · speed · settings ·
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licenses · stream · style (shared cards/pills/monograms)
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present.rs · gpu.rs SwapChainPanel D3D11 composition swapchain; shared D3D11 device
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video.rs FFmpeg HEVC decode (D3D11VA zero-copy + software fallback)
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audio.rs WASAPI render + mic capture
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gamepad.rs SDL3 controllers + rumble/lightbar/DualSense feedback
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input.rs Win32 low-level hooks → host input (pointer lock · click-to-capture)
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session.rs session lifecycle over the NativeClient connector (+ speed probe)
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trust.rs · discovery.rs persistent identity, TOFU/PIN pairing, mDNS browse
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packaging/ MSIX manifest, signing, pack script
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```
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## Related
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- **[Documentation](https://docs.punktfunk.unom.io)** — quick start, pairing, troubleshooting
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- **[Project README](../../README.md)** — the host, the other clients, and how it all fits together
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