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punktfunk/crates/punktfunk-client-windows/Cargo.toml
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feat(windows-client): winit + D3D11 present, WASAPI render, input — builds live on MSVC
Builds on the prior headless scaffold (which was committed but never VM-built — its
audio.rs had two non-compiling wasapi calls). This makes the whole crate build + clippy
+ fmt + test green on x86_64-pc-windows-msvc and adds the windowed client.

- Fix audio.rs: `DeviceEnumerator::new()?.get_default_device(...)` (the free fn doesn't
  exist) and the 3-arg `write_to_device` (wasapi 0.23). WASAPI shared-mode event-driven
  render + mic capture now compile and link.
- present.rs: D3D11 renderer with WARP fallback (GPU-less dev box), runtime-compiled
  fullscreen-triangle shaders, dynamic RGBA video-texture upload, Contain-fit letterbox
  draw, and a flip-model swapchain on the window HWND.
- app.rs: winit 0.30 ApplicationHandler — present loop + Moonlight-style click-to-capture
  input (keyboard via the physical-KeyCode→VK keymap, absolute mouse, wheel, F11), held
  state flushed on release/focus-loss.
- keymap.rs: winit physical KeyCode → Windows VK (layout-independent positional mapping,
  the analogue of the Linux client's evdev table).
- main.rs: windowed default + `--headless` counting mode, `--discover` (mDNS list),
  `--pair PIN` (SPAKE2 ceremony), `--pin HEX`/known-host/TOFU trust, settings-backed
  CLI defaults.

UI decision: winit + raw D3D11 (the bootstrap doc's sanctioned fallback), confirmed by a
research pass — windows-rs "Reactor" ships no SwapChainPanel / SetSwapChain escape hatch,
so it can't host the presenter; winit+WARP validates on the GPU-less VM. Native-chrome
host-list/settings GUI + D3D11VA hardware decode + 10-bit/HDR present are follow-ups.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-15 21:59:40 +00:00

61 lines
2.2 KiB
TOML

[package]
name = "punktfunk-client-windows"
description = "Native Windows punktfunk/1 client — winit/D3D11 shell, FFmpeg decode, WASAPI audio, SDL3 gamepads"
version.workspace = true
edition.workspace = true
rust-version.workspace = true
license.workspace = true
authors.workspace = true
repository.workspace = true
[[bin]]
name = "punktfunk-client"
path = "src/main.rs"
# Everything is Windows-gated so `cargo build --workspace` stays green on Linux/macOS (the
# other native clients live in crates/punktfunk-client-linux and clients/apple); on other
# platforms this builds as a stub binary. Mirrors the Linux client's cfg(target_os="linux")
# gating exactly.
[target.'cfg(windows)'.dependencies]
# The protocol core, linked directly (no C ABI) — same as the GTK Linux client. NativeClient
# is Sync (mutexed plane receivers), so it drops into a UI app cleanly.
punktfunk-core = { path = "../punktfunk-core", features = ["quic"] }
# Win32 / Direct3D11 / DXGI surface for the present path + raw input. Software (WARP) device on
# the GPU-less dev box; the same code drives a hardware adapter on a real GPU.
windows = { version = "0.62", features = [
"Win32_Foundation",
"Win32_System_Com",
"Win32_Graphics_Dxgi",
"Win32_Graphics_Dxgi_Common",
"Win32_Graphics_Direct3D",
"Win32_Graphics_Direct3D11",
"Win32_Graphics_Direct3D_Fxc",
"Win32_UI_Input",
"Win32_UI_Input_KeyboardAndMouse",
"Win32_UI_WindowsAndMessaging",
"Win32_UI_HiDpi",
] }
# UI shell: a winit window + a raw DXGI flip-model swapchain on its HWND (the proven present
# path; the WinUI3/Reactor option is a documented follow-up). raw-window-handle extracts the
# HWND for swapchain creation.
winit = "0.30"
raw-window-handle = "0.6"
# Video decode (same FFmpeg pin as the host/Linux client) — software HEVC on the GPU-less dev
# box; D3D11VA hardware decode is a follow-up for the real-GPU box.
ffmpeg-next = "8"
opus = "0.3"
# Audio render + mic capture (the WASAPI analogue of the Linux client's PipeWire backend).
wasapi = "0.23"
mdns-sd = "0.20"
async-channel = "2"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
anyhow = "1"
tracing = "0.1"
tracing-subscriber = { version = "0.3", features = ["env-filter"] }