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Pen, touch, and absolute mouse arrive normalized to the STREAMED display's frame, but pointer_windows::to_screen and sendinput's MouseMoveAbs mapped them over the whole virtual desktop — correct only when the virtual display is the sole active display (Exclusive topology). In Extend — a physical monitor kept on beside the virtual output, or an Exclusive isolate degraded to the 0x57 keep-physicals fallback — the streamed output sits at a non-zero origin, so every sample landed shifted and mis-scaled. The pen exposed it first (field report 2026-07-24): a stylus is strictly absolute, with no closed-loop correction onto the target like a cursor. New pf-inject::stream_target (Windows): the host publishes the streamed output's CCD target id at capture bring-up (one central site — capture_virtual_output covers the native and GameStream planes); mapping sites resolve its current desktop rect through pf-win-display's source_desktop_rect — the same resolver the cursor-readback poller uses, so inject and readback always agree — TTL-cached (250 ms) because a group-layout re-arrange moves a live output's origin mid-session. No target set / never resolved falls back to the whole virtual desktop (the historical mapping, still right for Exclusive topology and devtest). One change in to_screen covers pen + touch; MouseMoveAbs converts the same desktop pixel into the 0..65535 MOUSEEVENTF_VIRTUALDESK coordinate, closing the identical latent absolute-mouse bug (apollo-comparison open item #14/#30). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
74 lines
3.6 KiB
TOML
74 lines
3.6 KiB
TOML
# Input injection (plan §W6): the per-OS injector backends (wlroots virtual-input, KWin fake_input,
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# libei/reis, gamescope-EI on Linux; SendInput on Windows) + the virtual-gamepad HID stack (DualSense/
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# DualShock4/Switch Pro/Steam Controller/Deck over uhid/usbip and the Windows UMDF drivers), extracted
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# into a subsystem crate. Consumes punktfunk_core::input (the neutral GamepadEvent/InputEvent vocabulary,
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# moved to core in W5) and the pf-driver-proto wire contract; NEVER reaches the orchestrator (the one
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# gamescope-EI socket path is the shared pf-paths contract, not a vdisplay reach-in).
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[package]
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name = "pf-inject"
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version.workspace = true
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edition = "2021"
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rust-version.workspace = true
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license = "MIT OR Apache-2.0"
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description = "punktfunk host input injection: per-OS keyboard/mouse injectors + the virtual-gamepad HID backends behind one InputInjector trait."
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publish = false
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[dependencies]
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punktfunk-core = { path = "../punktfunk-core", features = ["quic"] }
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pf-driver-proto = { path = "../pf-driver-proto" }
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pf-host-config = { path = "../pf-host-config" }
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pf-paths = { path = "../pf-paths" }
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# The Windows gamepad-channel bootstrap reuses the IDD-push WUDFHost verification + the resident-mouse
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# compose-kick hook (both live in pf-capture).
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pf-capture = { path = "../pf-capture" }
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anyhow = "1"
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tracing = "0.1"
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[target.'cfg(target_os = "linux")'.dependencies]
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libc = "0.2"
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parking_lot = "0.12"
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# The RemoteDesktop portal for the libei injector on KWin/GNOME (headless grant via kde-authorized).
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ashpd = { version = "0.13", features = ["remote_desktop"] }
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# Input injection into headless Sway via the wlroots virtual-input Wayland protocols.
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wayland-client = "0.31"
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wayland-protocols-wlr = { version = "0.3", features = ["client"] }
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wayland-protocols-misc = { version = "0.3", features = ["client"] }
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wayland-protocols = { version = "0.32", features = ["client"] }
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# Codegen for KDE's `org_kde_kwin_fake_input` (vendored in `protocols/fake-input.xml`); the generated
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# interface tables reference `wayland-backend`.
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wayland-scanner = "0.31"
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wayland-backend = "0.3"
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# libei (EI sender) for the portable input path on KWin/GNOME (RemoteDesktop portal) + gamescope-EI.
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reis = { version = "0.6.1", features = ["tokio"] }
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futures-util = "0.3"
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tokio = { version = "1", features = ["rt", "rt-multi-thread", "net", "time"] }
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# Builds/validates the xkb keymap uploaded to the virtual keyboard + tracks modifier state.
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xkbcommon = "0.8"
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# Vendored + trimmed usbip server core — presents a virtual Steam Deck over USB/IP for Steam Input.
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usbip-sim = { path = "../punktfunk-host/vendor/usbip-sim" }
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[target.'cfg(target_os = "windows")'.dependencies]
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# The streamed-output desktop rect (CCD source rect) absolute input maps into — the same
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# resolver the cursor-readback poller uses, so inject and readback always agree.
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pf-win-display = { path = "../pf-win-display" }
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windows = { version = "0.62", features = [
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"Win32_Foundation",
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"Win32_Security",
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"Win32_Security_Authorization",
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"Win32_Devices_DeviceAndDriverInstallation",
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"Win32_Devices_Enumeration_Pnp",
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# SwDeviceCreate's SW_DEVICE_CREATE_INFO references DEVPROPKEY (Properties).
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"Win32_Devices_Properties",
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"Win32_System_Memory",
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"Win32_System_IO",
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"Win32_System_StationsAndDesktops",
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"Win32_System_Threading",
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"Win32_UI_Input_KeyboardAndMouse",
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# Synthetic pointer devices (PT_PEN / PT_TOUCH) — the pen/touch injectors. The device
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# create/destroy + POINTER_TYPE_INFO live under Controls in this metadata layout;
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# InjectSyntheticPointerInput + POINTER_*_INFO under Input_Pointer.
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"Win32_UI_Controls",
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"Win32_UI_Input_Pointer",
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"Win32_UI_WindowsAndMessaging",
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] }
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