Merge pull request 'WP-3b: ScreenCaptureKit capturer + region picker overlay' (#6) from wp3b/capture-picker-20260831 into feat/shotdeck-20260830

This commit was merged in pull request #6.
This commit is contained in:
2026-08-31 11:29:33 +00:00
3 changed files with 409 additions and 0 deletions
@@ -0,0 +1,181 @@
import AppKit
import ShotdeckCore
@MainActor
public final class RegionPickerController {
private var windows: [RegionPickerWindow] = []
private var monitor: Any?
private var completion: (@MainActor (CaptureRegion?) -> Void)?
private var dragStart: NSPoint?
private var startScreen: NSScreen?
private var cursorPushed = false
public init() {}
/// Presents one overlay per attached screen. A pick already in progress is cancelled
/// (its completion called with nil) before the new one starts never leaves a caller
/// waiting forever on a dropped re-entrant call.
public func pick(completion: @escaping @MainActor (CaptureRegion?) -> Void) {
if self.completion != nil {
finish(region: nil)
}
self.completion = completion
presentOverlays()
}
private func presentOverlays() {
let screens = NSScreen.screens
guard !screens.isEmpty else {
finish(region: nil)
return
}
NSCursor.crosshair.push()
cursorPushed = true
windows = screens.map { RegionPickerWindow(screen: $0) }
for window in windows {
window.orderFrontRegardless()
}
// Nonactivating panel can become key without activating the app; needed so
// Escape reaches the local monitor immediately, before any mouse click.
let mouse = NSEvent.mouseLocation
let keyWindow = windows.first(where: { $0.coveringScreen.frame.contains(mouse) })
?? windows[0]
keyWindow.makeKey()
monitor = NSEvent.addLocalMonitorForEvents(
matching: [.leftMouseDown, .leftMouseDragged, .leftMouseUp, .keyDown]
) { [weak self] event in
guard let self else { return event }
// NSEvent is not Sendable; lift the two Sendable fields the handler
// needs. Mouse geometry is read from NSEvent.mouseLocation on the
// main thread inside the isolated methods, per spec.
let type = event.type
let keyCode = event.keyCode
let consume = MainActor.assumeIsolated {
self.handle(type: type, keyCode: keyCode)
}
return consume ? nil : event
}
}
/// Returns `true` when the event should be swallowed.
private func handle(type: NSEvent.EventType, keyCode: UInt16) -> Bool {
switch type {
case .keyDown:
if keyCode == 53 { // kVK_Escape
finish(region: nil)
return true
}
return false
case .leftMouseDown:
handleMouseDown()
return false
case .leftMouseDragged:
handleMouseDragged()
return false
case .leftMouseUp:
handleMouseUp()
return false
default:
return false
}
}
private func handleMouseDown() {
let point = NSEvent.mouseLocation
dragStart = point
startScreen = NSScreen.screens.first(where: { $0.frame.contains(point) })
?? NSScreen.screens.first
guard let startScreen else { return }
let local = Self.localRect(
from: CGRect(origin: point, size: .zero).intersection(startScreen.frame),
on: startScreen
)
window(for: startScreen)?.updateSelection(localRect: local, sizeText: "0 x 0")
for window in windows where window.coveringScreen !== startScreen {
window.updateSelection(localRect: nil, sizeText: nil)
}
}
private func handleMouseDragged() {
guard dragStart != nil, startScreen != nil else { return }
applyLiveSelection()
}
private func handleMouseUp() {
guard let startScreen else {
dragStart = nil
return
}
guard let rect = currentClampedRect(), rect.width >= 8, rect.height >= 8 else {
// Mis-click: reset drag state, leave every window open and fully dimmed.
dragStart = nil
self.startScreen = nil
for window in windows {
window.updateSelection(localRect: nil, sizeText: nil)
}
return
}
let region = CaptureRegion.fromAppKit(rect: rect, on: startScreen)
finish(region: region)
}
private func applyLiveSelection() {
guard let startScreen, let rect = currentClampedRect() else { return }
let local = Self.localRect(from: rect, on: startScreen)
let text = "\(Int(rect.width)) x \(Int(rect.height))"
window(for: startScreen)?.updateSelection(localRect: local, sizeText: text)
for window in windows where window.coveringScreen !== startScreen {
window.updateSelection(localRect: nil, sizeText: nil)
}
}
/// Normalize the drag (so bottom-right up-left is not misjudged) then clamp
/// to the screen the gesture started on never selects across displays.
private func currentClampedRect() -> CGRect? {
guard let dragStart, let startScreen else { return nil }
let current = NSEvent.mouseLocation
let normalized = CGRect(
x: min(dragStart.x, current.x),
y: min(dragStart.y, current.y),
width: abs(current.x - dragStart.x),
height: abs(current.y - dragStart.y)
)
return normalized.intersection(startScreen.frame)
}
private func window(for screen: NSScreen) -> RegionPickerWindow? {
windows.first { $0.coveringScreen === screen }
}
private static func localRect(from rect: CGRect, on screen: NSScreen) -> CGRect {
CGRect(
x: rect.minX - screen.frame.minX,
y: rect.minY - screen.frame.minY,
width: rect.width,
height: rect.height
)
}
private func finish(region: CaptureRegion?) {
if let monitor {
NSEvent.removeMonitor(monitor)
self.monitor = nil
}
if cursorPushed {
NSCursor.pop()
cursorPushed = false
}
for window in windows {
window.orderOut(nil)
}
windows.removeAll()
dragStart = nil
startScreen = nil
let done = completion
completion = nil
done?(region)
}
}
+110
View File
@@ -0,0 +1,110 @@
import AppKit
/// Full-screen dim overlay for one attached display. Subclasses `NSPanel` with
/// `.nonactivatingPanel` so it can accept mouse and key events without activating
/// Shotdeck or stealing the frontmost app beyond those events.
@MainActor
final class RegionPickerWindow: NSPanel {
let coveringScreen: NSScreen
private let pickerView: RegionPickerView
init(screen: NSScreen) {
self.coveringScreen = screen
self.pickerView = RegionPickerView(frame: CGRect(origin: .zero, size: screen.frame.size))
super.init(
contentRect: screen.frame,
styleMask: [.borderless, .nonactivatingPanel],
backing: .buffered,
defer: false
)
setFrame(screen.frame, display: false)
level = .screenSaver
isOpaque = false
backgroundColor = .clear
ignoresMouseEvents = false
hasShadow = false
isMovable = false
hidesOnDeactivate = false
isFloatingPanel = true
becomesKeyOnlyIfNeeded = false
animationBehavior = .none
collectionBehavior = [.canJoinAllSpaces, .fullScreenAuxiliary, .stationary]
contentView = pickerView
}
override var canBecomeKey: Bool { true }
override var canBecomeMain: Bool { false }
/// `localRect` is in this window's coordinates (screen.frame origin subtracted).
/// Pass `nil` to restore the full dim with no punch and no size chip.
func updateSelection(localRect: CGRect?, sizeText: String?) {
pickerView.selectionLocalRect = localRect
pickerView.sizeChipText = sizeText
pickerView.needsDisplay = true
}
}
/// Draws ~35% black over the screen with an even-odd punch for the live selection,
/// a thin light border, and the size-readout chip.
@MainActor
private final class RegionPickerView: NSView {
var selectionLocalRect: CGRect?
var sizeChipText: String?
override var isOpaque: Bool { false }
override var acceptsFirstResponder: Bool { true }
override func draw(_ dirtyRect: NSRect) {
super.draw(dirtyRect)
let dim = NSColor.black.withAlphaComponent(0.35)
let path = NSBezierPath(rect: bounds)
if let sel = selectionLocalRect, sel.width > 0, sel.height > 0 {
path.append(NSBezierPath(rect: sel))
path.windingRule = .evenOdd
}
dim.setFill()
path.fill()
guard let sel = selectionLocalRect, sel.width > 0, sel.height > 0 else { return }
NSColor.white.withAlphaComponent(0.85).setStroke()
let border = NSBezierPath(rect: sel)
border.lineWidth = 1
border.stroke()
if let text = sizeChipText {
drawSizeChip(text, above: sel)
}
}
private func drawSizeChip(_ text: String, above sel: CGRect) {
let attrs: [NSAttributedString.Key: Any] = [
.font: NSFont.systemFont(ofSize: NSFont.smallSystemFontSize),
.foregroundColor: NSColor.white,
]
let nsText = text as NSString
let textSize = nsText.size(withAttributes: attrs)
let padX: CGFloat = 8
let padY: CGFloat = 4
let chipSize = CGSize(
width: ceil(textSize.width) + padX * 2,
height: ceil(textSize.height) + padY * 2
)
var origin = CGPoint(x: sel.minX, y: sel.maxY + 6)
if origin.y + chipSize.height > bounds.maxY {
origin.y = sel.minY - 6 - chipSize.height
}
origin.x = min(max(origin.x, bounds.minX + 4), bounds.maxX - chipSize.width - 4)
origin.y = min(max(origin.y, bounds.minY + 4), bounds.maxY - chipSize.height - 4)
let chipRect = CGRect(origin: origin, size: chipSize)
NSColor.black.withAlphaComponent(0.75).setFill()
NSBezierPath(roundedRect: chipRect, xRadius: 4, yRadius: 4).fill()
nsText.draw(
at: CGPoint(x: chipRect.minX + padX, y: chipRect.minY + padY),
withAttributes: attrs
)
}
}
@@ -0,0 +1,118 @@
import ScreenCaptureKit
import CoreGraphics
import ImageIO
import UniformTypeIdentifiers
import AppKit // NSScreen only, to read backingScaleFactor as a fallback
import Foundation
public struct CapturedImage: Sendable {
public let pngData: Data
public let pixelWidth: Int
public let pixelHeight: Int
public let scale: CGFloat
}
public struct ScreenCapturer: Sendable {
public init() {}
/// Does NOT prompt. Reports the current Screen Recording grant.
public static var isScreenRecordingGranted: Bool { CGPreflightScreenCaptureAccess() }
/// Captures `region` at the display's true backing scale. Throws
/// `.screenRecordingNotGranted` when the grant is absent never requests it.
public func capture(_ region: CaptureRegion) async throws -> CapturedImage {
guard Self.isScreenRecordingGranted else {
throw ShotdeckError.screenRecordingNotGranted
}
let content: SCShareableContent
do {
content = try await SCShareableContent.excludingDesktopWindows(
false,
onScreenWindowsOnly: true
)
} catch {
throw ShotdeckError.captureFailed(underlying: error.localizedDescription)
}
guard let display = content.displays.first(where: { $0.displayID == region.displayID }) else {
throw ShotdeckError.displayNoLongerConnected(displayID: region.displayID)
}
// Bounds/clamp: a resolution change often shrinks the display bounds by a few
// points without the region Ben picked being meaningfully wrong; 80% keeps a real
// recapture usable while a smaller overlap (e.g. a genuinely different display
// swapped in) still throws.
let rect: CGRect
if display.frame.contains(region.rect) {
rect = region.rect
} else {
let overlap = display.frame.intersection(region.rect)
let originalArea = region.rect.width * region.rect.height
let overlapArea = overlap.width * overlap.height
if originalArea > 0 && overlapArea / originalArea >= 0.8 {
rect = overlap
} else {
throw ShotdeckError.displayNoLongerConnected(displayID: region.displayID)
}
}
let localRect = CGRect(
x: rect.minX - display.frame.minX,
y: rect.minY - display.frame.minY,
width: rect.width,
height: rect.height
)
guard let mode = CGDisplayCopyDisplayMode(region.displayID) else {
throw ShotdeckError.captureFailed(
underlying: "no display mode for displayID \(region.displayID)"
)
}
guard mode.width > 0 else {
throw ShotdeckError.captureFailed(
underlying: "display mode width is 0 for displayID \(region.displayID)"
)
}
let scale = CGFloat(mode.pixelWidth) / CGFloat(mode.width)
let filter = SCContentFilter(display: display, excludingWindows: [])
let configuration = SCStreamConfiguration()
configuration.sourceRect = localRect
configuration.width = Int((localRect.width * scale).rounded())
configuration.height = Int((localRect.height * scale).rounded())
configuration.scalesToFit = false
configuration.showsCursor = false
let cgImage: CGImage
do {
cgImage = try await SCScreenshotManager.captureImage(
contentFilter: filter,
configuration: configuration
)
} catch {
throw ShotdeckError.captureFailed(underlying: error.localizedDescription)
}
let data = NSMutableData()
guard let dest = CGImageDestinationCreateWithData(
data,
UTType.png.identifier as CFString,
1,
nil
) else {
throw ShotdeckError.captureFailed(underlying: "could not create PNG image destination")
}
CGImageDestinationAddImage(dest, cgImage, nil)
guard CGImageDestinationFinalize(dest) else {
throw ShotdeckError.captureFailed(underlying: "PNG encoding failed to finalize")
}
return CapturedImage(
pngData: data as Data,
pixelWidth: cgImage.width,
pixelHeight: cgImage.height,
scale: scale
)
}
}