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Bring the SDL presenter (Linux/Deck + Windows) to parity with the Android and
Apple clients: a persisted TouchMode selects how a touchscreen drives the host —
* Trackpad (default): relative cursor with pointer ballistics + the shared
gesture vocabulary (tap = left click, two-finger tap = right click,
two-finger drag = scroll, tap-then-drag = held left drag, three-finger tap =
cycle the stats overlay).
* Direct pointer: the cursor jumps to and follows the finger (absolute).
* Touch passthrough: every finger is a real host touchscreen contact.
Previously the presenter had no finger handling, so SDL synthesized mouse events
from touch and — under the stream's relative-mouse lock — walked the host cursor
into the corner (the reported Deck bug). SDL touch->mouse synthesis is now off;
DIRECT touchscreens route through a new incremental gesture engine (a port of
Android TouchInput.kt / Apple TouchMouse.swift), while INDIRECT trackpads keep
driving the mouse. Fingers map through the aspect-fit letterbox onto the content
rect.
TouchMode lives in the shared trust::Settings (default trackpad, so passthrough
is opt-in like the other clients); the GTK and WinUI settings screens both gained
a "Touch input" picker. Gesture engine, letterbox mapping, and settings
back-compat are unit-tested (28 tests green); clippy -D warnings clean; full
Linux client + session build verified on-host.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
345 lines
14 KiB
Rust
345 lines
14 KiB
Rust
//! Input capture — the `ui_stream` state machine on SDL events, upgraded to real
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//! pointer lock (the "stage-2 presenter's job" the GTK client deferred).
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//!
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//! Capture is a deliberate, reversible STATE (Moonlight-style): engaged when the stream
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//! starts and when the user clicks into the video (that click is suppressed toward the
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//! host); released by Ctrl+Alt+Shift+Q (toggles) or focus loss — held keys/buttons are
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//! flushed host-side on release so nothing sticks down. While captured the pointer is
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//! LOCKED (SDL relative mouse mode: hidden, confined, raw deltas) and motion goes on
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//! the wire as RELATIVE `MouseMove` — the local cursor can't outrun or escape the
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//! stream, so the only cursor you see is the host's. An auto-release from focus loss
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//! re-engages on focus gain; an explicit user release (the chord) stays released until
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//! the user opts back in.
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//!
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//! Keys are SDL scancodes → VK via `keymap_sdl`, layout-independent. Motion deltas are
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//! COALESCED: one summed `MouseMove` per loop iteration (a 1000 Hz mouse would
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//! otherwise send a datagram per event).
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use crate::keymap_sdl;
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use crate::touch::{Abs, Act, Gestures};
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use pf_client_core::trust::TouchMode;
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use punktfunk_core::client::NativeClient;
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use punktfunk_core::input::{InputEvent, InputKind};
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use std::collections::{HashMap, HashSet};
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use std::sync::Arc;
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/// Which transition a forwarded touchscreen finger is (SDL delivers one finger per event).
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#[derive(Clone, Copy, PartialEq, Eq)]
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pub enum FingerPhase {
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Down,
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Move,
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Up,
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}
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pub struct Capture {
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connector: Arc<NativeClient>,
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captured: bool,
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/// The user released deliberately (the chord) — focus-gain must NOT re-engage.
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user_released: bool,
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/// VKs / GameStream button ids currently held — flushed up on release.
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held_keys: HashSet<u8>,
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held_buttons: HashSet<u32>,
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/// Relative motion not yet on the wire, summed per loop iteration.
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pending_rel: (i32, i32),
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/// Fractional wheel remainder per axis (x, y) in 120-unit WHEEL_DELTA space —
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/// precision surfaces deliver sub-unit deltas; truncating each event drops the tail.
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scroll_acc: (f64, f64),
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/// Active touchscreen contacts: SDL finger id → the small wire touch id (slot) we
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/// forward it under. SDL finger ids are opaque and large; the host wants compact,
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/// per-contact-unique ids reusable after up (input.rs::TouchDown). Slots are freed on
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/// up and flushed up on release so no contact stays pressed on the host. Only used in
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/// [`TouchMode::Touch`]; the other modes drive `gestures` instead.
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touch_slots: HashMap<u64, u32>,
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/// The touchscreen input model for this session, and — for trackpad/pointer — the
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/// gesture state machine finger events feed.
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touch_mode: TouchMode,
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gestures: Gestures,
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}
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fn send(connector: &NativeClient, kind: InputKind, code: u32, x: i32, y: i32, flags: u32) {
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let _ = connector.send_input(&InputEvent {
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kind,
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_pad: [0; 3],
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code,
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x,
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y,
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flags,
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});
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}
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impl Capture {
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pub fn new(connector: Arc<NativeClient>, touch_mode: TouchMode) -> Capture {
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Capture {
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connector,
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captured: false,
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user_released: false,
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held_keys: HashSet::new(),
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held_buttons: HashSet::new(),
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pending_rel: (0, 0),
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scroll_acc: (0.0, 0.0),
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touch_slots: HashMap::new(),
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touch_mode,
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gestures: Gestures::new(touch_mode == TouchMode::Trackpad),
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}
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}
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pub fn captured(&self) -> bool {
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self.captured
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}
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/// Whether a regained focus should re-engage: yes unless the user released
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/// deliberately (the chord keeps its meaning across an Alt-Tab).
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pub fn should_reengage(&self) -> bool {
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!self.captured && !self.user_released
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}
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/// Engage capture. The caller flips SDL relative mouse mode on (pointer lock).
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pub fn engage(&mut self) -> bool {
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self.user_released = false;
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!std::mem::replace(&mut self.captured, true)
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}
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/// Release capture, flushing everything held so nothing sticks down on the host.
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/// `by_user` = the chord (stays released); focus loss re-engages on focus gain.
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/// The caller flips SDL relative mouse mode off. Returns false if not engaged.
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pub fn release(&mut self, by_user: bool) -> bool {
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if by_user {
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self.user_released = true;
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}
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if !std::mem::replace(&mut self.captured, false) {
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return false;
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}
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self.pending_rel = (0, 0); // never flush motion gathered while captured
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for vk in self.held_keys.drain() {
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send(&self.connector, InputKind::KeyUp, vk as u32, 0, 0, 0);
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}
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for b in self.held_buttons.drain() {
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send(&self.connector, InputKind::MouseButtonUp, b, 0, 0, 0);
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}
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for slot in self.touch_slots.drain().map(|(_, slot)| slot) {
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send(&self.connector, InputKind::TouchUp, slot, 0, 0, 0);
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}
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// The gesture engine's held left button (a tap-drag in progress) rides in
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// `held_buttons` above, so it was just flushed — here we only forget its state.
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self.gestures.reset();
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true
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}
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/// Forward the coalesced motion delta, if any — one datagram per loop iteration.
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pub fn flush_motion(&mut self) {
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let (dx, dy) = std::mem::take(&mut self.pending_rel);
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if dx != 0 || dy != 0 {
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send(&self.connector, InputKind::MouseMove, 0, dx, dy, 0);
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}
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}
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/// Relative motion (SDL relative mouse mode delivers raw deltas while locked).
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pub fn on_motion(&mut self, xrel: f32, yrel: f32) {
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if self.captured {
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self.pending_rel.0 += xrel as i32;
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self.pending_rel.1 += yrel as i32;
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}
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}
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pub fn on_key_down(&mut self, sc: sdl3::keyboard::Scancode) {
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if !self.captured {
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return;
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}
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if let Some(vk) = keymap_sdl::scancode_to_vk(sc) {
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// Keep the wire ordered: the host must see the cursor where the user does
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// when the key lands (e.g. "press E at the crosshair").
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self.flush_motion();
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self.held_keys.insert(vk);
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send(&self.connector, InputKind::KeyDown, vk as u32, 0, 0, 0);
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}
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}
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pub fn on_key_up(&mut self, sc: sdl3::keyboard::Scancode) {
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if let Some(vk) = keymap_sdl::scancode_to_vk(sc) {
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// Flush-on-release may have beaten us to it — only forward if still held.
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if self.held_keys.remove(&vk) {
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send(&self.connector, InputKind::KeyUp, vk as u32, 0, 0, 0);
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}
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}
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}
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/// A button press while captured. The engaging click is the caller's business (it
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/// never reaches here). Pending motion flushes first so the button-down lands where
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/// the host cursor actually is.
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pub fn on_button_down(&mut self, b: sdl3::mouse::MouseButton) {
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if !self.captured {
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return;
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}
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self.flush_motion();
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if let Some(gs) = keymap_sdl::mouse_button_to_gs(b) {
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self.held_buttons.insert(gs);
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send(&self.connector, InputKind::MouseButtonDown, gs, 0, 0, 0);
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}
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}
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pub fn on_button_up(&mut self, b: sdl3::mouse::MouseButton) {
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self.flush_motion(); // the release must not beat the motion before it
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if let Some(gs) = keymap_sdl::mouse_button_to_gs(b) {
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if self.held_buttons.remove(&gs) {
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send(&self.connector, InputKind::MouseButtonUp, gs, 0, 0, 0);
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}
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}
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}
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/// Wheel — the wire carries WHEEL_DELTA(120) units, positive = up / right. SDL3's y
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/// is positive = up and x positive = right already. Fractional remainders
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/// accumulate per axis.
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pub fn on_wheel(&mut self, dx: f32, dy: f32) {
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if !self.captured {
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return;
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}
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self.flush_motion(); // scroll happens at the latest cursor position
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let (mut ax, mut ay) = self.scroll_acc;
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ay += f64::from(dy) * 120.0;
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ax += f64::from(dx) * 120.0;
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let vy = ay.trunc() as i32;
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if vy != 0 {
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ay -= f64::from(vy);
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send(&self.connector, InputKind::MouseScroll, 0, vy, 0, 0);
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}
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let vx = ax.trunc() as i32;
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if vx != 0 {
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ax -= f64::from(vx);
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send(&self.connector, InputKind::MouseScroll, 1, vx, 0, 0);
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}
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self.scroll_acc = (ax, ay);
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}
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/// The compact wire touch id for an SDL finger — its existing slot, or the lowest free
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/// one (contacts are few, so a linear scan is nothing). Held until the finger lifts.
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fn touch_slot(&mut self, finger_id: u64) -> u32 {
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if let Some(&slot) = self.touch_slots.get(&finger_id) {
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return slot;
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}
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let used: HashSet<u32> = self.touch_slots.values().copied().collect();
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let slot = (0u32..).find(|s| !used.contains(s)).unwrap_or(0);
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self.touch_slots.insert(finger_id, slot);
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slot
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}
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/// Touch flags pack the client surface size the coordinates are relative to, so the
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/// host can rescale into its output — identical layout to Android's nativeSendTouch.
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fn touch_flags(w: u32, h: u32) -> u32 {
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((w & 0xffff) << 16) | (h & 0xffff)
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}
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/// A new touchscreen contact — `x`/`y` are absolute in the `w`×`h` content surface.
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/// Ignored unless captured (the stream owns the glass; the menu is gamepad-driven).
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pub fn on_touch_down(&mut self, finger_id: u64, x: i32, y: i32, w: u32, h: u32) {
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if !self.captured {
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return;
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}
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let slot = self.touch_slot(finger_id);
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send(
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&self.connector,
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InputKind::TouchDown,
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slot,
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x,
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y,
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Self::touch_flags(w, h),
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);
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}
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/// A contact moved. Only forwarded for a finger we already sent a down for — a move
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/// with no live slot (capture engaged mid-touch) would have no matching host contact.
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pub fn on_touch_move(&mut self, finger_id: u64, x: i32, y: i32, w: u32, h: u32) {
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if !self.captured {
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return;
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}
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if let Some(&slot) = self.touch_slots.get(&finger_id) {
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send(
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&self.connector,
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InputKind::TouchMove,
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slot,
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x,
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y,
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Self::touch_flags(w, h),
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);
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}
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}
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/// A contact lifted — release its slot and the host contact. Forwarded even when not
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/// captured: a `release()` may have already flushed it (then the slot is gone and this
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/// no-ops), but a stray up must never strand a pressed contact on the host.
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pub fn on_touch_up(&mut self, finger_id: u64) {
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if let Some(slot) = self.touch_slots.remove(&finger_id) {
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send(&self.connector, InputKind::TouchUp, slot, 0, 0, 0);
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}
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}
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/// Route one forwarded touchscreen finger by the session's touch model. `wx`/`wy` are
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/// physical window pixels (the trackpad ballistics + gesture geometry); `abs` is the same
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/// finger mapped into the letterboxed content rect (pointer moves + raw passthrough). In
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/// `Touch` mode fingers go on the wire as real contacts; in `Trackpad`/`Pointer` they
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/// drive the gesture engine. Returns true when a three-finger tap asks to cycle the stats
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/// overlay — the only signal the run loop must act on.
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pub fn dispatch_finger(
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&mut self,
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phase: FingerPhase,
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id: u64,
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wx: f32,
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wy: f32,
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abs: Abs,
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t_ms: f64,
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) -> bool {
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match self.touch_mode {
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TouchMode::Touch => {
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match phase {
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FingerPhase::Down => self.on_touch_down(id, abs.x, abs.y, abs.w, abs.h),
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FingerPhase::Move => self.on_touch_move(id, abs.x, abs.y, abs.w, abs.h),
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FingerPhase::Up => self.on_touch_up(id),
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}
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false
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}
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TouchMode::Trackpad | TouchMode::Pointer => {
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// Down/Move only while captured (the stream owns the glass); an Up always runs
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// so a lift can conclude a gesture / release a held drag even if capture just
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// dropped (focus loss mid-touch).
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if !self.captured && phase != FingerPhase::Up {
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return false;
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}
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let acts = match phase {
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FingerPhase::Down => self.gestures.down(id, wx, wy, abs, t_ms),
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FingerPhase::Move => self.gestures.motion(id, wx, wy, abs, t_ms),
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FingerPhase::Up => self.gestures.up(id, t_ms),
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};
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let mut cycle_stats = false;
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for act in acts {
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cycle_stats |= self.apply_touch_act(act);
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}
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cycle_stats
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}
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}
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}
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/// Send one gesture [`Act`] on the wire, tracking button holds in `held_buttons` so a
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/// capture release flushes them (a tap-drag's left button never sticks down). Returns
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/// true for [`Act::CycleStats`], which is a run-loop signal, not a wire event.
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fn apply_touch_act(&mut self, act: Act) -> bool {
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match act {
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Act::CycleStats => return true,
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Act::Button { gs, down } => {
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if down {
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self.flush_motion(); // the press lands where the cursor now is
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self.held_buttons.insert(gs);
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send(&self.connector, InputKind::MouseButtonDown, gs, 0, 0, 0);
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} else if self.held_buttons.remove(&gs) {
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self.flush_motion();
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send(&self.connector, InputKind::MouseButtonUp, gs, 0, 0, 0);
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}
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}
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other => {
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if let Some((kind, code, x, y, flags)) = other.wire() {
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send(&self.connector, kind, code, x, y, flags);
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}
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}
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}
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false
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}
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}
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