@XAMTO_AI: 手边有闲置的iPhone或iPad?不少人应该都有。放着吃灰觉得可惜,想拿来当副屏又发现市面上的方案多少都有点门槛。 OpenDisplay 这个开源项目把这事儿简单化了。免费、开源、不需要账号、不需要额外硬件,就能把闲置的iOS设备变成…

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摘要

OpenDisplay 是一个开源项目,可以将闲置的 iPhone 或 iPad 变成 Mac 的第二块屏幕,支持 USB 和 WiFi 连接,免费且无需额外硬件。

手边有闲置的iPhone或iPad?不少人应该都有。放着吃灰觉得可惜,想拿来当副屏又发现市面上的方案多少都有点门槛。 OpenDisplay 这个开源项目把这事儿简单化了。免费、开源、不需要账号、不需要额外硬件,就能把闲置的iOS设备变成Mac的第二块屏幕。目前项目已经有1600+ Star。 它实现的是真实扩展屏,macOS会把设备识别成一块独立显示器,可以在系统设置里调整排列,窗口也能直接拖过去。 连接方式有两种:USB和WiFi。USB走的是macOS自带的usbmuxd,延迟更低;WiFi通过Bonjour自动发现设备。 触控输入也支持。在iPhone或iPad上点按、拖拽、双指滚动都能用,用起来更像一个带触控功能的小副屏。横屏竖屏也能跟着设备旋转自动切换,拿iPhone竖着放当一块信息屏还挺合适。 :https://github.com/peetzweg/opendisplay…
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手边有闲置的iPhone或iPad?不少人应该都有。放着吃灰觉得可惜,想拿来当副屏又发现市面上的方案多少都有点门槛。

OpenDisplay 这个开源项目把这事儿简单化了。免费、开源、不需要账号、不需要额外硬件,就能把闲置的iOS设备变成Mac的第二块屏幕。目前项目已经有1600+ Star。

它实现的是真实扩展屏,macOS会把设备识别成一块独立显示器,可以在系统设置里调整排列,窗口也能直接拖过去。

连接方式有两种:USB和WiFi。USB走的是macOS自带的usbmuxd,延迟更低;WiFi通过Bonjour自动发现设备。

触控输入也支持。在iPhone或iPad上点按、拖拽、双指滚动都能用,用起来更像一个带触控功能的小副屏。横屏竖屏也能跟着设备旋转自动切换,拿iPhone竖着放当一块信息屏还挺合适。

:https://github.com/peetzweg/opendisplay…


peetzweg/opendisplay

Source: https://github.com/peetzweg/opendisplay

OpenDisplay app icon

OpenDisplay

Turn your spare Apple devices into second monitors for your Mac — free, open source, no subscription.

iPhone and iPad today, spare MacBooks on the roadmap. A self-hosted alternative to Apple Sidecar, Duet Display, and Luna Display: true extended display (not just mirroring), Retina-sharp, over USB or WiFi, with touch and scroll input.

Website · Quick start · How it works · FAQ · Contributing


Buy Me a Coffee on ko-fi.com

Why OpenDisplay exists

Turning an iPhone or iPad into an external display for a Mac is a solved problem — but every existing option has a catch:

  • Apple Sidecar is free but requires both devices on the same Apple ID, doesn’t support iPhones at all, and only works on supported hardware pairs.
  • Duet Display moved to a subscription.
  • Luna Display requires a hardware dongle.

OpenDisplay is the missing option: a free, open-source, no-account, no-dongle way to use the iOS device you already own as a true second display. If you were about to write your own — don’t! Contribute here instead; the hard parts (virtual display creation, low-latency H.264 pipeline, USB transport, input injection) are already working.

Features

  • 🖥️ True display extension — macOS treats the device as a real second monitor (drag windows to it, arrange it in System Settings), not a mirror. Mirroring is also available as a mode.
  • 🔌 USB-wired for lowest latency — streams over the Lightning/USB-C cable via macOS’s built-in usbmuxd; plug in and go, no network, no WiFi jitter, no helper tools.
  • 📶 WiFi with zero config — the iPhone advertises itself via Bonjour; pick it from a dropdown on the Mac.
  • 🔍 Retina / HiDPI — the virtual display matches the device panel pixel-for-pixel (@2x), so text is sharp.
  • 👆 Touch input built in — your iPhone becomes a touchscreen for macOS: tap to click, drag to drag, and two-finger scroll that feels like a trackpad. (Apple Pencil support is on the roadmap.)
  • 🔄 Portrait or landscape — rotate the device and the virtual display rebuilds itself as a vertical monitor at native resolution.
  • Low-latency pipeline — hardware H.264 encode (VideoToolbox, real-time mode, no B-frames), TCP_NODELAY, frame-drop backpressure with keyframe recovery, decode-and-render via AVSampleBufferDisplayLayer.
  • 🔒 Self-hosted & private — your screen never touches anyone’s server. Two small apps, one TCP connection, that’s it.

How it works

MAC (sender)                                      iPHONE / iPAD (receiver)
CGVirtualDisplay  ← macOS believes a monitor is attached
   → ScreenCaptureKit (capture the virtual display)
   → VideoToolbox H.264 (hardware, real-time)
   → TCP  [4-byte length][Annex B frame]  ═══════→  NWListener :9000
                                                      → AVSampleBufferDisplayLayer
   ← JSON control messages (hello, touch, scroll) ═══
   → CGEvent injection (click / drag / scroll)

The phone listens and the Mac connects — that ordering is what makes the exact same code work over USB (via the usbmuxd daemon built into every macOS install) and WiFi. The phone announces its native panel size; the Mac creates a CGVirtualDisplay at exactly half that in points (@2x HiDPI) and streams the pixels back.

CGVirtualDisplay is a private CoreGraphics API (the same one used by BetterDisplay and DeskPad) — which is precisely why this project can’t ship on the App Store and lives on GitHub instead.

Install

You need two apps: a Mac app (captures and sends) and an iOS app (receives and displays).

Prebuilt downloads (Mac)

Grab OpenDisplay.dmg from the latest release. The app is signed with a Developer ID certificate and notarized by Apple, so it opens with a plain double-click on macOS 14+ — no Gatekeeper warning. Open the .dmg and drag the app to Applications.

iPhone app

  • TestFlight (recommended): join the public beta at testflight.apple.com/join/3NYaY11c.
  • Build from source: open the project in Xcode, select your free Apple ID under Signing, hit Run. Takes ~2 minutes.

Quick start (from source)

Prerequisites

brew install xcodegen   # project generation

Xcode 15+ and a free or paid Apple developer account (to sideload the iOS app onto your device).

Build

git clone https://github.com/peetzweg/opendisplay.git
cd opendisplay
echo "DEVELOPMENT_TEAM=YOURTEAMID" > .env   # your Apple team ID, for signing
./generate.sh                               # runs xcodegen with your .env
xcodebuild -project OpenSidecar.xcodeproj -scheme OpenSidecarMac \
  -configuration Debug -derivedDataPath build build
xcodebuild -project OpenSidecar.xcodeproj -scheme OpenSidecariOS \
  -configuration Debug -destination 'generic/platform=iOS' \
  -derivedDataPath build -allowProvisioningUpdates build

(Or open OpenSidecar.xcodeproj in Xcode and hit Run on each target. Your team ID is shown at developer.apple.com/account under Membership, or just pick your team in Xcode’s Signing pane.)

Run (USB — recommended)

  1. Install + open OpenDisplay on the iPhone (it listens on port 9000).
  2. On the Mac, run ./run.sh (or just open the app) — it talks to macOS’s built-in usbmuxd directly and auto-connects over the cable. No tunnel tools needed.
  3. Grant Screen Recording (for capture) and Accessibility (for touch) when macOS asks — one time each.
  4. Drag a window onto your new display. Done.

Run (WiFi)

Open the iPhone app, then pick “iPhone (WiFi)” from the Connection menu in the Mac app. Discovery is automatic via Bonjour. USB has lower latency; WiFi has no cable.

Permissions checklist

macOS and iOS gate several things this app needs — most prompt on first use, but some fail silently if denied or missed. The Mac app shows a live permission status panel; the iPhone app has a settings screen (shake the phone, or tap Settings & Help when idle).

WherePermissionNeeded forIf missing
MacScreen Recordingcapturing the displayblack screen on the phone
MacAccessibilitytouch/scroll inputtaps do nothing
MacLocal NetworkWiFi discoveryno device in the Connection menu
iPhoneLocal NetworkWiFi discoveryMac can’t find the phone

All live under Privacy & Security in System Settings (Mac) / Settings (iPhone). The Local Network ones are only needed for WiFi mode — USB works without them. If the prompt never appeared, toggle the entry manually or force-quit and reopen the app.

FAQ

Why do I see the purple screen-recording indicator in the menu bar? That’s a macOS privacy indicator shown for any app that captures the screen — Duet, Luna, OBS, and Zoom trigger it too. Apple Sidecar doesn’t, only because it’s implemented inside the OS rather than on public capture APIs. It cannot (and shouldn’t) be hidden by an app; it’s how macOS tells you a capture is running.

The Mac app doesn’t show my iPhone in the Connection menu (WiFi). Both sides need Local Network permission, and both fail silently without it: check Privacy & Security → Local Network on the Mac and on the iPhone, make sure both are on the same WiFi network, and keep the iPhone app open in the foreground. USB mode is unaffected.

Does it support iPad? The receiver app is universal (iPhone + iPad); iPad is the same codebase. iPad-specific polish (Pencil, pressure) is on the roadmap.

Why H.264 and not HEVC/AV1? Hardware H.264 encode/decode is universally fast and the latency is excellent. HEVC is a planned option for better quality-per-bit.

Is my screen content sent anywhere? No. One direct TCP connection between your Mac and your device, over your cable or your LAN. No servers, no accounts, no analytics. Full details — including what the apps store locally and the current WiFi-encryption caveat — on the privacy page.

What’s the license? Can I fork it or use it commercially? GPL-3.0. Use, study, and adapt it freely — commercially too. If you distribute a modified version it must stay open source under the same license with the original attribution intact, so improvements flow back instead of into closed forks. (Releases up to v0.4.x were MIT-licensed and remain available under those terms.)

Will it break on a macOS update? Possibly — CGVirtualDisplay is private API. The same risk applies to every virtual-display product. The capture/streaming pipeline itself uses only public APIs.

Audio? Out of scope for now.

Comparison

OpenDisplayApple SidecarDuet DisplayLuna Display
PriceFree, open sourceFreeSubscription$$$ + dongle
iPhone as display❌ (iPad only)
Different Apple IDs
Wired (USB)
True extension
Touch input
Self-hosted / auditable

Roadmap

Tracked as roadmap issues — pick one up if you’d like to contribute!

Connectivity & distribution

  • #16 Encrypted WiFi transport with pairing code
  • App Store release of the iOS app + notarized Mac downloads

Input

  • #4 Apple Pencil with pressure and tilt
  • #5 Right-click and multi-touch gestures
  • #6 Hardware keyboard passthrough
  • #7 On-screen modifier key sidebar

Display & media

  • #9 Resolution & quality settings
  • #10 HEVC encoding
  • #12 Audio forwarding
  • #17 macOS receiver — use another Mac as a display

Experience

  • #11 Menu bar app mode with auto-connect
  • #13 Battery & lifecycle awareness

Exploratory

  • #14 Remote access beyond the local network
  • #15 Additional client platforms

Done: prebuilt releases, built-in USB connectivity (no helper tools), WiFi via Bonjour, portrait mode, touch + two-finger scroll, performance overlay, iPad support, multiple devices at once (#8 — every connected device becomes its own extended display).

Auto-update (macOS app)

The macOS app updates itself with Sparkle — an open-source framework, not a hosted service. Update checks hit only our own infrastructure:

  • The app reads an appcast feed hosted on the landing-page site: https://opendisplay.app/appcast.xml (SUFeedURL in project.yml).
  • The release workflow (.github/workflows/release.yml, build-mac job) runs Sparkle’s generate_appcast against the notarized OpenDisplay.dmg, signs it with the EdDSA key, commits the result to public/appcast.xml, and dispatches the Pages deploy — so the published feed points download links at the GitHub Release assets.
  • Sparkle verifies both the EdDSA signature and Apple’s notarization before installing. The app checks automatically in the background (SUEnableAutomaticChecks) and offers a manual “Check for Updates…” button next to Quit in the menu-bar window.

Maintainer prerequisites (before auto-update goes live)

Auto-update is scaffolded but inert until the signing keys are in place. The private signing key is never committed — it lives only as a CI secret. To switch it on:

  1. Generate the key pair. Run Sparkle’s generate_keys once (it ships in the Sparkle SPM artifact bundle and in the release tarball at bin/generate_keys). It prints a public key and stores the private key in your login keychain.
  2. Public key → paste it into SUPublicEDKey in project.yml (replace the REPLACE_WITH_SUPUBLICEDKEY_FROM_generate_keys placeholder), then re-run xcodegen generate and commit.
  3. Private key → add it as the SPARKLE_PRIVATE_KEY GitHub Actions secret (export it with generate_keys -x private_key.pem if needed). The appcast step in release.yml no-ops gracefully while this secret is absent, so releases keep working until you’re ready.
  4. The first appcast publishes on the next release after both keys are set. Confirm https://opendisplay.app/appcast.xml resolves, then test the full update flow on a real signed/notarized build (check → download → verify → relaunch) — this can’t be validated in CI.

Contributing

Issues and PRs are very welcome — especially for the roadmap items above. The codebase is intentionally small: ~4 Swift files per platform, with Sparkle (SPM) as the macOS app’s only runtime dependency, for auto-update. The How it works section above is the architecture doc; see Mac/CGVirtualDisplayPrivate.h for the private API surface.

Releases are automated with release-please: use Conventional Commits (feat:, fix:, docs:, …) and a release PR with a generated changelog appears automatically — merging it tags the release and attaches prebuilt artifacts.

License

GPL-3.0 — Copyright (c) 2026 Philip Poloczek.

Free to use, study, and adapt. If you distribute a modified version it must remain open source under the same license, with the original attribution intact — improvements flow back to everyone instead of into closed forks. (Versions up to v0.4.x were MIT-licensed; those releases remain available under MIT.)


Keywords: iPhone second monitor Mac, iPad external display, free Sidecar alternative, Duet Display alternative, open source screen extension macOS, use iPhone as extra screen, virtual display Mac, USB second display.

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