forked from unom/punktfunk
Implements P1–P3 (WP1–WP7) of `punktfunk-planning/design/android-console-ui-visual-refresh.md`. **The two named bugs.** Settings rows GREW ON FOCUS. The focused row unfolded its description in place (`AnimatedVisibility` + `expandVertically`), so every D-pad step shrank one row and grew another and shifted every row below the cursor — on a list simultaneously being scrolled to keep the focused row visible, whose target therefore moved out from under it mid-animation. Sideways, the value's `AnimatedContent` animated its own WIDTH on every step, walking the ‹ chevron back and forth. Rows are now fixed: the description renders in a floating `ConsoleDetailBand` above the legend pill — the desktop console's reserved detail band (`screens/settings.rs`) achieved by FLOAT rather than by subtraction, so an overlay can never displace the list. Apple's per-row `reservesSpace` was rejected for density. The value slot gets a fixed minimum, end alignment, a snapped `SizeTransform` and tabular figures, so `1920 × 1080 → 2560 × 1440` changes nothing but the glyphs. `GamepadSettingsLayoutTest` is the regression net — it drives the real screen and asserts the neighbouring rows' bounds and the focused label's bounds do not move. The NP3's HOLE PUNCH sat over settings and add-host content. All twelve console call sites padded with `systemBarsPadding()`, which EXCLUDES `WindowInsets.displayCutout`; in landscape a punch is a left/right edge inset with no bar behind it. New `Modifier.consoleSafeArea()` is `systemBars ∪ displayCutout` (the rule Material3's own components lay out against) and the floating legends' landscape branch keeps ignoring the bars while still taking the cutout — `SENSOR_LANDSCAPE` parks the punch on exactly that corner. The backdrop stays full-bleed; it is ambience, and running under the camera is what ambience should do. **The premium-feel levers.** The screen transition is now the desktop console's contract instead of `Crossfade(240)`: push slides the incoming screen up 36 dp out of a fade at 0.985→1 while the outgoing recedes to 0.96; pop runs it backwards. Direction comes from a nav depth on `GamepadScreen`. `ConsoleMotion` is the single motion vocabulary (`shell.rs:29`'s `TRANSITION_S`, `render.rs:120-151`'s geometry, plus the focus/value/tab tweens that were scattered literals) and `ConsoleShape` the corner radii that were four literals in as many files. Reduce-motion collapses push/pop to a 90 ms cross-fade. The backdrop is the desktop's actual field: `mesh_sksl` (`library.rs:433-525`) ported to AGSL — 4×4 bicubic colour mesh, four drifting interior warp points, ±8° hue sway, vignette, scrim, `calm` — compiled per palette and cached, gated on API 33+ (`RuntimeShader`). `GamepadPalette` already carried `CELL_RAMP`; it grows `MESH_COLORS`, `MESH_INTERIOR` and `meshColors`, so the 16-cell table is now literally shared with the Rust. API 28–32 keeps the four-blob field, and a shader that fails to compile falls back to it rather than taking the console down. The `cross()` builtin is written out by hand — AGSL's function set is a subset of SkSL's and not worth betting on. Constants are formatted through `Locale.ROOT`: on a German-locale device `String.format` emits `0,075`, which is a syntax error in shader source. `Modifier.consoleGlass` gives every row, field, card and tile a vertical luminance gradient, a 1 px top-edge highlight fading into the border, and — with focus — a drop shadow plus an accent bloom drawn outside the clip, so focus reads as a lens rather than a recolour. Modals get `consoleCard()`, which fixes a real bug: the cards were a hardcoded near-black indigo while their text came from the palette, so on any of the six PALE palettes a dialog rendered dark ink on a dark card and was unreadable. `GamepadInk` grows `card`, `modalScrim`, `highlight` and `danger`. Micro-interactions: menu haptics (tick on move, thud on a refused press, pulse on confirm) on the driving pad's own motors, else the phone body, else silence — a TV has neither; a refused value step nudges 4 dp toward the press and springs back; the pressed-side chevron ticks 2 dp; the switch knob squashes at mid-travel; one indicator pill GLIDES between the section tabs instead of six fills cross-fading; the home carousel dips 0.97 under A and its neighbours turn away on the Apple client's projected `cos` fan (never `rotation3DEffect` — see its note on the settle flash). Palette leaks closed: the library's group heading was hardcoded white (invisible on a pale field), the poster ground a fixed indigo, and the launcher badge read `MaterialTheme.colorScheme.primary` — the TOUCH theme's wallpaper-seeded colour, nothing to do with the field it sat on. The add-host caret and the keyboard's fill went the same way. The home header now outranks the controller chip, which was eating "Select a Host" down to "Selec…" on a 360 dp phone. Screenshot scenes gain the console home on the mesh (API 36), the same home on the blob fallback (API 31), a landscape home where the carousel's fan is visible, and a pale-palette pass of each. Not in this change: WP8 (functional parity gaps) and WP9 (structural) — the plan's own P4/P5, and the dialog cards' backdrop frost, which would need a `HazeState` plumbed through `ConnectScreen` to be worth anything behind a 94 %-opaque surface.