Files
punktfunk/crates/pf-presenter/src/overlay.rs
T
enricobuehler 5ea087ca47 feat(session): the stats overlay scales with the display's DPI
The stream chrome — stats OSD, capture hint, start banner, resize label —
was hardcoded at 14 px with 12/10/8 px insets. The overlay composites into
the swapchain 1:1 in PHYSICAL pixels, so on a 4K panel at 200 % all of it
rendered at half its intended physical size: fine on a 1080p monitor, a
squint on a HiDPI laptop.

FrameCtx now carries a scale — SDL's window display scale (DPI × the
display's content scale) times a PUNKTFUNK_OSD_SCALE preference — and every
metric moved into a `base` module that is multiplied by it. Re-read per
frame and quantized into the damage key, so dragging the window to a
differently-scaled monitor re-renders at the new size rather than keeping
the stale one. Sanitized because SDL returns 0.0 when it cannot resolve the
window's display, which would collapse the panel to nothing.

Two details worth keeping: the face is re-derived at the scaled size rather
than the canvas transformed, because Skia rasterizes glyphs at the
requested size where a magnified 14 px bitmap would be mush; and the long
capture hint is fit-clamped to the window — at 2× it is wider than a 1080p
screen, so scaling it naively would have traded a small OSD for a truncated
one. Linux and Windows share this path.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
(cherry picked from commit 744467d13a28b91ba88a23d6038da70263e9b502)
2026-07-28 17:01:59 +02:00

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//! The presenter↔console-UI contract (punktfunk-planning
//! `linux-client-rearchitecture.md` §6.1): the presenter exposes its device and
//! composites at most ONE sampled RGBA quad per frame; the overlay implementation
//! (pf-console-ui, Skia) fills offscreen images on its own damage-driven schedule. No
//! Skia type crosses this line — everything here is ash — and a `frame()` returning
//! `None` costs the hot path nothing (the quad isn't even recorded).
use ash::vk;
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
use punktfunk_core::config::GamepadPref;
/// The presenter's device, shared with the overlay so its renderer (Skia's
/// `DirectContext`) creates resources on the same VkDevice/queue. Handles stay valid for
/// the presenter's lifetime — the overlay must be dropped before it (the run loop owns
/// both and drops the overlay first).
pub struct SharedDevice {
pub entry: ash::Entry,
pub instance: ash::Instance,
pub physical_device: vk::PhysicalDevice,
pub device: ash::Device,
pub queue: vk::Queue,
pub queue_family_index: u32,
/// External-sync lock for `queue` — FFmpeg's decode prep submits to the same queue
/// from the pump thread, so every overlay flush/submit must hold it (the presenter
/// and FFmpeg's `lock_queue` callbacks serialize on this same lock).
pub queue_lock: std::sync::Arc<pf_client_core::video::QueueLock>,
}
/// What the overlay may draw this frame — composed by the run loop from session state.
/// Milestone 1 (OSD/HUD) is text-shaped; the console library replaces this with a
/// richer scene enum when it moves in.
pub struct FrameCtx<'a> {
/// Swapchain size in pixels — the overlay renders 1:1.
pub width: u32,
pub height: u32,
/// UI scale for the stream chrome: the window's display scale (DPI × the display's content
/// scale — `1.0` at 96 dpi / 100 %), times the `PUNKTFUNK_OSD_SCALE` preference. Because the
/// overlay renders in *physical* pixels, a fixed-pixel OSD shrinks as panel density rises —
/// unreadable at 14 px on a 4K laptop at 200 %. Every chrome metric is multiplied by this.
/// Sanitized and clamped by the run loop (`overlay_scale`), so it is always finite and > 0.
pub scale: f32,
/// Multi-line stats OSD (top-left panel); `None` = hidden.
pub stats: Option<&'a str>,
/// The capture hint (bottom-center pill, "click to capture…"); `None` = hidden.
pub hint: Option<&'a str>,
/// A mid-stream Match-window resize is in flight (design/midstream-resolution-resize.md,
/// client UX): draw a full-screen scrim + spinner so the host's 0.32 s virtual-display
/// and encoder rebuild reads as an intentional pause rather than the stream stretching to
/// the changed window. Cleared the instant the sharp new-resolution frame is on glass.
pub resizing: bool,
/// The active gamepad's name (the console library's controller chip).
pub pad: Option<&'a str>,
/// The active pad's resolved kind — drives the console UI's button glyphs
/// (PlayStation shapes for DualSense/DualShock, ABXY letters otherwise).
pub pad_pref: Option<GamepadPref>,
/// Every connected pad (the console settings' "Use controller" row).
pub pads: &'a [pf_client_core::gamepad::PadInfo],
}
/// One overlay image ready to composite: RGBA, PREMULTIPLIED alpha, already in
/// `SHADER_READ_ONLY_OPTIMAL`, sized `width`×`height` (normally the `FrameCtx` size; a
/// stale size during a resize just stretches for a frame).
pub struct OverlayFrame {
pub image: vk::Image,
pub view: vk::ImageView,
pub width: u32,
pub height: u32,
}
/// An action the overlay raises out of its input handling (browse mode). Only actions
/// the RUN LOOP must act on live here — starting/canceling sessions and quitting; data
/// work (pairing, discovery, library fetches…) rides the console command bus instead.
pub enum OverlayAction {
/// Start a session on this host. `launch` carries a library title id on the Hello
/// (`None` streams the desktop); `title` is display-only (window title).
Launch {
addr: String,
port: u16,
fp_hex: String,
launch: Option<String>,
title: String,
/// The no-PIN delegated-approval path: pin the host's advertised fingerprint and
/// open a connect the host PARKS until the operator approves this device in its
/// console (a long connect budget), then persist it as paired. `false` = an
/// ordinary connect to an already-paired host.
request_access: bool,
},
/// Abort an in-flight connect (B while Connecting) — the console keeps browsing.
/// The run loop stops the pump; a dial that already won the race is quit-closed.
CancelConnect,
/// Quit the launcher (B at the root) — ends the process, Gaming Mode returns.
Quit,
}
/// Session lifecycle notifications into the overlay (browse mode drives its scenes off
/// these; the OSD/HUD ignore them).
pub enum SessionPhase<'a> {
/// A launch action was accepted — the connect is in flight.
Connecting,
/// Connected; frames are coming.
Streaming,
/// The connect failed (browse mode returns to the library with this message).
Failed(&'a str),
/// The session ran and ended (`Some` = abnormal reason for the status strip).
Ended(Option<&'a str>),
}
/// The console-UI side. Object-safe; the session binary passes
/// `Option<Box<dyn Overlay>>` (None = the Skia-free power-user build).
pub trait Overlay {
/// One-time setup on the presenter's device.
fn init(&mut self, shared: &SharedDevice) -> anyhow::Result<()>;
/// Input routing, before capture sees the event. `true` = consumed (the library or
/// a menu is up) — the event must not reach capture/forwarding.
fn handle_event(&mut self, event: &sdl3::event::Event) -> bool;
/// Gamepad menu-mode navigation (browse mode; the run loop drains the service's
/// menu channel). Returns a haptic pulse to play on the menu pad, if any.
fn handle_menu(&mut self, _event: MenuEvent) -> Option<MenuPulse> {
None
}
/// Drain one pending action raised by handled input. Called once per loop
/// iteration; return `None` when idle.
fn take_action(&mut self) -> Option<OverlayAction> {
None
}
/// A session lifecycle edge (browse mode scene driving).
fn session_phase(&mut self, _phase: SessionPhase) {}
/// True while a text field is being edited — the run loop starts/stops SDL text
/// input to match (IME + `Event::TextInput` delivery on desktop; under gamescope
/// this is also what lets Steam's on-screen keyboard type into the app).
fn text_input_active(&self) -> bool {
false
}
/// Once per presenter iteration. Damage-driven: re-render (flush + transition to
/// SHADER_READ_ONLY) only when the content or size changed, else return the previous
/// image. `None` = nothing to composite. The returned image must stay untouched
/// until `frame()` runs again (the presenter runs one frame in flight and the
/// implementation keeps a ring of two, so alternating satisfies this).
fn frame(&mut self, ctx: &FrameCtx) -> anyhow::Result<Option<OverlayFrame>>;
}