forked from unom/punktfunk
`.alert` and `.confirmationDialog` are UIKit/AppKit surfaces: a game controller cannot move through their buttons or press one. On iOS/macOS that made every prompt in the connect path a dead end for a pad-only user, and they are not incidental prompts — "Pairing required" is the FIRST thing an unpaired host shows (so pairing was unreachable before it even got to a PIN), "Connection failed" strands the console UI behind a modal only a finger can dismiss, and "Waiting for approval" owns the only Cancel for a connect that may never complete. GamepadPromptView renders those states as a console card with a focus list of actions; the system alerts stand down while it is up. tvOS keeps them — the focus engine drives them natively there, which is exactly why this gap was invisible from that platform. Two things are deliberate rather than incidental: The gate is "not STREAMING", not `model.connection == nil`. A connection object exists well before a stream does — through the pair-required and approval handshakes, precisely when these fire — so gating on the connection would hand those cases back to the system dialog. Streaming is the one state that must keep the alert: there the pad belongs to GamepadCapture. And the overlay hangs off `driven`, not `home`, for the same reason: `home` renders only while the connection is nil, so a prompt mounted there would be skipped in the very case it was written for. The launcher stands down from the controller poll while a prompt is up (`promptActive`) — without it the host carousel keeps scrolling underneath the modal and one A press reaches both. macOS + tvOS typecheck; console UI verified opening Settings in the iPad simulator with the prompts wired in.