forked from unom/punktfunk
42e4d47743995462349ddd79d396553779dab75d
8
Commits
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f06b3d9d04 |
feat(console): the console answers a mouse and a finger, and host cards get a menu
Two gaps, both found on the shared Linux/Windows console UI. **The settings tabs only moved for a gamepad.** They were bound to the shoulder buttons and to PgUp/PgDn, and the legend spells PgUp/PgDn out only when NO pad is attached — so with a controller plugged in a keyboard user had nothing to find, and a mouse or a touchscreen could not change section at all. The root cause was wider than the strip: `SkiaOverlay::handle_event` matched only `KeyDown` and `TextInput`, so every mouse button, wheel and touch contact fell past the console into the run loop, which routes pointer input exclusively at `stream.capture` — `None` while you are browsing. Nothing in the console had ever been clickable. Making just the pills answer would not have helped either: the settings screen is opened with X from home, so a mouse could not reach it. So the console gets a real pointer path: - `Overlay::handle_pointer` carries mouse/touch in SWAPCHAIN PIXELS. The run loop converts (it owns the window, hence the display scale, and mouse coordinates are logical while fingers are normalised); the console then hit-tests the very rects it drew last frame. Only DIRECT touch devices are offered — an indirect trackpad already drives the mouse. - Widgets act on the PRESS, not the release. The list and both carousels scroll the focused item toward the centre, so what you pressed has slid out from under your finger by the time it lifts; press-to-act has no such race and there is no drag gesture to compete with. - The hint bar became the pointer's button bar. It is already the console's only on-screen statement of what the face buttons do, and a pointer has none — so its Confirm/Back/Secondary/Tertiary pills are clickable on every screen, which is what puts Settings and Library within reach of a mouse at all. - Tab / Shift+Tab change section; PgUp/PgDn still do, and the keyboard legend now reads "Tab". - Right-click is Back everywhere, EXCEPT at the root: B there quits the launcher and a right-click is far easier to fire by accident. Quitting stays explicit. **Host cards had no menu.** Every other client hangs Wake / Copy link / Edit / Forget off a host card; the console could add a host and connect to one, and that was all — so a renamed machine or a fat-fingered address stayed wrong forever unless you opened a desktop shell. UP on a saved tile now opens that host's menu, the same gesture the Android console uses, on the one direction a horizontal carousel leaves free. - `ConsoleCmd::UpdateHost` edits the stored host IN PLACE. Removing and re-adding would silently drop the fingerprint, the learned MAC, the pinned cards and the profile binding — that is a rename, not a re-pair. - `ConsoleCmd::ForgetHost` drops it; if it is still advertising it returns as a discovered, unpaired row, which is the honest state. - Forget arms on the first press and fires on the second. The other clients forget outright; a console is driven by a thumbstick from across a room. - A pinned profile card offers only Unpin. It is a shortcut, not a second host, and offering to forget the host from it would blur exactly the distinction a pin draws. - "Edit…" REPLACES the menu on the stack rather than stacking over it, so Back from the editor doesn't land on a menu describing the host as it was before the edit. Verified in the pf-lxcheck2 container (this crate compiles to nothing on macOS — a bare `cargo check` there is vacuous): plain build and `clippy --all-targets` clean under `-D warnings`, 72 tests pass. Seven are new, and cover the reported bug directly — a press on a pill selects that tab, and each tab still keeps its own cursor when a pointer is what switched it. |
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4a9a1c3ed4 |
feat(clients/gamepad-ui): multi-tone palettes, and a UI that takes its colours from them
The first pass built each palette by rotating ONE colour field's hue, and it
showed: every option was a single tone at several brightnesses, which reads flat
next to any real gradient. A palette is now an ordered ramp of DISTINCT hues.
The 4×4 mesh samples that ramp along the diagonal with a fixed per-cell offset
table, so neighbouring cells land on different parts of it and the colours pool
and swirl instead of banding; the control points' existing drift then moves the
pools around. Violet keeps its explicit sixteen colours, so the default is
untouched.
Twelve of them now, dark first then pale: Violet, Nebula, Abyss, Ember, Moss,
Graphite, then Holo, Sunset, Bloom, Dawn, Mint, Opal. Holo and Sunset are
straight takes on the two reference gradients — foil and poster.
`every_palette_is_multi_tone` measures the hue spread across all sixteen cells
and fails under 45° (20° for Graphite and Opal, which are meant to be
restrained). It caught Ember at 35°, all reds and oranges — the very flatness
this rework exists to remove — and Graphite at 3° despite a comment claiming it
drifted cool to warm. Both were rebuilt until the numbers matched the prose.
The UI follows the palette now, rather than wearing brand violet over whatever
happens to be behind it. Each palette carries an accent and a light flag, and an
Ink derived from those (foreground, accent, on-accent, glass, scrim and its
strength) is published to the whole tree — a thread-local in the console, an
environment value on Apple, a CompositionLocal on Android. Pale palettes flip
the ink: dark text on white frost, with the materials, tray scrims and every
wash that sits under text following suit.
Three things only the renders could have told us:
- Additive blending blows out over a pale ground. Android's blobs and Apple's
legacy field composite with Plus/plusLighter, which over near-white
saturates every blob to white — Holo rendered as a grey wash. Pale palettes
blend normally.
- A white scrim at the dark field's strength BLEACHES the gradient. Mixing
toward black at 0.4 reads as depth; toward white at 0.4 destroys the chroma
it is drawn over. The scrim now carries a per-palette strength.
- White glass over a bright field has far less separating it from its backdrop
than dark glass over a dark one, and needed more body.
Verified: console build + clippy -D warnings + 173 tests, Apple build + 200
tests + an iOS-triple typecheck, Android compile + 62 tests, and eyeball passes
on real renders of both the vivid and the pale ends (console CPU rasters; a new
Roborazzi light-palette scene, which is what exposed the blend-mode bug).
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6ae2ea6708 | Merge remote-tracking branch 'origin/main' into worktree-library-clients | ||
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883c317872 |
feat(clients/library): a launcher tile looks like one, on every client
The host has been able to describe a launcher entry since M2 — `role: "launcher"`,
the `steam_ui` and `launcher_ui` kinds — and the web console has grouped them into
their own rail since M4. No other client ever looked. `pf-client-core` decoded
`role` into an `is_launcher()` helper with zero call sites, and the shared console
model dropped the field entirely on its way to the renderer.
So a launcher tile arrived everywhere else as an ordinary game with no cover art:
indistinguishable from a title whose poster failed to load, sorted into the middle
of the alphabet, and captioned "Play".
One contract, implemented in each client's own idiom:
* launchers never interleave with titles — they lead, and each group keeps the
host's title order
* grid surfaces get a labelled section; a coverflow keeps its single carousel and
names the group the cursor is in, changing as it crosses the boundary. A second
focus rail would mean a new up/down nav model in three renderers for two or
three tiles
* an art-less launcher gets an accent face naming its launcher, not a title
monogram on the neutral one — "opens Steam", not "a cover that didn't load"
* anything that is not `"launcher"` is a game, and a host that omits the field
renders exactly as before (design D4's intended degradation)
* launching is unchanged: the client sends an id, the host resolves the recipe
The grouping is enforced once per client stack rather than per screen. In the
console UI it is an invariant of `LibraryShared::set_games`, so the cursor
arithmetic, the art pump and every future consumer inherit it; on Apple and Android
it is applied where the library is fetched/parsed.
Fixed in passing: the Apple and Android store badges were hard-coded
`isCustom ? "Custom" : "Steam"`, so every Lutris, GOG, Heroic, Epic and Xbox title
was labelled "Steam". Both now carry the same store table the Rust clients use.
The CLI's `--library` gains a fourth column (`game`/`launcher`), appended rather
than folded into an existing one so anything reading the first three is untouched.
Gates: punktfunk-host 436 passed / 0 failed and pf-console-ui 49 passed / 0 failed
on .21 (three new tests), workspace clippy -D warnings and cargo fmt --check clean
there; `swift build` of the full PunktfunkClient and `:app:compileDebugKotlin` clean
on macOS; `cargo check` + `clippy -D warnings` for the Windows client on .173.
Still unproven on hardware: no launcher tile has been clicked on a real host — that
needs the plugins published, which needs this branch's base merged first.
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5a7f7f0fc5 |
feat(clients/gamepad-ui): section tabs, background palettes, and a backdrop that moves everywhere
The console settings were one 30-row scroll, which on a Deck meant thumbing past Video and Audio to reach the pad settings. They are now split across sections — Stream · Video · Audio · Controller · Interface · Profiles, plus Input on the desktop console, which alone carries the touch/mouse rows. L1/R1 walks them, each section remembers where its cursor was, and the names are the same word on every client so a setting is where you looked for it last. Shoulders are not the only route, because a D-pad remote hasn't got any: on Android, Up from the first row moves onto the strip (left/right walks sections there, A drops back in), and on tvOS the pills are focusable, so the focus engine handles it — a Siri Remote has no extended gamepad profile and never reaches the input poll at all. The desktop console needs neither; PageUp and PageDown already map to the same events. New "Background" row, six palettes: Violet (the brand default), Tide, Forest, Ember, Rose, Graphite. A palette is a hue rotation plus a saturation scale over the ONE colour field each client already draws, so every palette inherits its structure and Violet is the identity transform — existing installs see exactly what they see today. The maths is ported three times (Rust/Swift/Kotlin) under one shared `ui_palette` key, with the same assertions pinned in each language. It is presentation only, so it is a device preference and never part of a profile. The form screens no longer have a backdrop of their own. Settings, add-host and pair used to sit on a still gradient; they now wear the same living field at a calm mix — pools dimmed onto the palette's own corner colour, vignette halved so rows that run to the edges don't get crushed. On the desktop console that collapsed the old aurora-over-static crossfade into one shader pass with a chased uniform. Motion speed is identical in both modes on purpose: changing it would make the field jump mid-transition. Nothing in the gamepad UI is backed by a static image now, and Reduce Motion (Apple) / "remove animations" (Android) still freeze it. Also: the settings screen had no raster coverage at all — the eyeball dump is `#[ignore]`d — so a new test draws every tab, and the Android screenshot set gains a console-settings scene. Both earned their keep immediately: the renders showed the extra hint pushing "Done" off a 360 dp phone (the legend scrolls now, and the Section cell only appears where shoulders exist) and the form backdrop crushing its own edges. |
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63a4f583b9 |
feat(console): profiles reach the gamepad UI — pinned cards, pin management, settings section
The Skia console now renders a pinned profile card after its host's primary tile (KnownHost::pinned_profiles resolved by the service thread), connects with that profile as a one-off via the existing effective_settings resolver, and shows the bound default profile on the primary tile. The settings screen gains a trailing Profiles section — one row per catalog profile with a live pin count — whose activation opens a pin-to-hosts screen; toggles ride the new ConsoleCmd::SetPin to the binary, which persists pinned_profiles (the same field the CLI resolves for Decky's host list). Profiles themselves stay desktop-authored (design client-settings-profiles.md §5.2a, §5.4). |
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944c03dd32 |
feat(client): the desktop clients wear the host's OS mark
The client half of the host's new `os=` advert, shared once in pf-client-core: `sanitize_os` (mDNS is unauthenticated input — lowercase `[a-z0-9._-]` tokens, capped) and `os_icon_tokens`, the most-specific-first walk with the brand aliases (`macos`→apple, `steamos`→steam) every platform resolves through. `DiscoveredHost` carries the chain, `KnownHost` persists it (`serde(default)`, elided when empty — older stores load unchanged and older clients read back exactly what they wrote), `upsert` moves it only when carried, and `learn_os` mirrors `learn_mac` — no-op, no disk write when unchanged — so the mark survives the host going to sleep. GTK shells: the card's status row leads with a recolorable symbolic glyph. That needed real embedded assets — the shells had none — so `data/` gains the ten `pf-os-*-symbolic` SVGs compiled into a gresource (new build.rs, glib-build-tools) and registered on the icon theme at startup; the Adwaita theme then tints them like every other status glyph. WinUI shell: reactor renders raster-from-URI only, so the embedded mid-gray PNGs (legible on both themes) materialize once into %LOCALAPPDATA%\punktfunk\os-icons\ — the library's poster-art pattern — and the tile's status row leads with a 16px image. The couch UI plumbs `HostRow.os` (live advert preferred, else the store) for a Skia glyph that is a declared follow-up; `--list-hosts` / `hosts --json` emit the stored chain so the Decky plugin can read it. A host that advertises no `os` renders everywhere exactly as it did before the field existed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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22a61e0b48 |
refactor(console-ui/W8): split shell.rs into shell/ facade + render/overlays/tests
Break the 1212-line pf-console-ui/src/shell.rs into a facade + shell/ subdir
(shell.rs stays the parent; `mod render;` resolves to shell/render.rs):
- shell/render.rs : the per-frame screen compose/transition path (Shell::render
+ the LayerEnv paint helper)
- shell/overlays.rs : the modal overlays (Shell::draw_overlays + draw_takeover)
- shell/tests.rs : the inline #[cfg(test)] module, extracted verbatim
The Shell struct + its public API + draw_aurora() stay in shell.rs (both children
reach draw_aurora + the private fields as descendants — no bumps). Sole visibility
change: draw_overlays -> pub(in crate::shell) (its caller Shell::render is now a
sibling). Zero re-exports needed (Shell/ConsoleOptions never leave the root). Pure
move; no behavior change.
Verified both platforms: Linux (home-worker-5) clippy -p pf-console-ui
(--all-targets -D warnings) + test; Windows (winbox, ASCII CARGO_HOME) clippy.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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