Files
punktfunk/crates/pf-console-ui/src/library.rs
T
enricobuehler 30bd10e301 feat(clients): an OLED palette, and split WHETHER the gamepad UI is offered from WHEN it appears
Four changes to the client interface, kept together because two of them touch the same rows
and the last is a bug the first would have made far more visible.

A thirteenth `ui_palette` entry, `oled`. The palette table is hand-mirrored in three languages
(`pf-console-ui`'s `library.rs`, `GamepadPalette.swift`, `GamepadPalette.kt`), so it goes into
all three at index 1, directly after the brand default — which keeps `PALETTES[0]` the unknown-id
fallback and keeps the dark-to-pale cycling order intact. What earns the name is arithmetic, not
a darker shade of violet: the ramp's first two stops are literally (0,0,0) and the ground is pure
black, so the shaded half of the field is pixels switched off rather than "very dark grey", and
the calm mix the form screens sit under lifts toward nothing at all. Mean cell luminance is 0.019
against Violet's 0.254. The bright corner keeps a faint indigo-to-violet ember so the backdrop is
still a field with somewhere to go, and that ember carries enough chroma at that luminance
(60 degrees of hue travel across 13 of the 16 cells) to satisfy the existing multi-tone assertion
without adding `oled` to the near-neutral exemption Graphite and Opal take. Each port gains an
`oled_is_actually_black` test that measures the claim — pure-black corner cells, a mean under half
the darkest other field's — rather than restating the table.

A new device key, `gamepad_ui_mode`. The gamepad-UI switch had been deciding two things at once:
whether to offer the controller-optimized interface at all, and that it appears only while a pad
is attached. A user asked for the second half to stop applying. `"connected"` (the default, and
exactly what the lone Bool meant) and `"always"` separate them, surfaced as a "Show it" row
directly under the switch on all five settings surfaces and built only while that switch is on —
a picker whose every option decides nothing is worse than no picker. `GamepadUIEnvironment.isActive`
takes the mode with NO default argument on purpose: a call site that forgot it would silently
strand everyone who chose Always back on "only with a controller", which is the one bug this
parameter exists to make impossible. An unrecognized value waits for a controller, so a mode a
newer client wrote can never trap an older one in a layout it has no way back out of. It stays a
device preference on both platforms, never part of a profile: which interface this device wears
has nothing to do with how a host streams to it.

The smoothness buffer is hidden under Lowest latency, not dimmed. Everywhere else already hid it
— the GTK and WinUI shells, the Apple touch and tvOS screens, the Android touch screen — because
under that intent it names a quantity that does not exist. Two surfaces disagreed: Apple's gamepad
settings screen left the row live and steppable, and the desktop console dimmed it, having no way
to drop a row from a fixed list. That list is now rebuilt each frame through a `row_applies`
filter. The concern about a vanishing row moving everything under the cursor does not apply here
and the new test says why: the row it drops sits directly BELOW the row that drops it, so the only
cursor that can be present when the list shrinks is the one on the intent row, which does not
move. Two latent hazards went with it — `apply_row` had been indexing the row list on the
assumption the cursor is always in range, and nothing re-clamped that cursor when another writer
changed the intent behind the screen's back.

Pale palettes were unreadable on tvOS, reported from the field. `GamepadInk` was never the
problem: it flips correctly for a pale field, it is not platform-gated, and every tvOS gamepad
entry point already published it. The cause is that this app sets `preferredColorScheme` nowhere
and declares no `UIUserInterfaceStyle`, so every SYSTEM-derived colour landing on those screens —
a `.secondary` placeholder, a `.bordered` button's chrome, a NavigationStack title, a material's
frost — resolved against the DEVICE appearance, which the palette cannot reach. On iPhone, iPad
and Mac a great many users sit in Light mode, so under a pale palette those colours came out dark
and the theme looked correct by accident; an Apple TV is Dark essentially always, so every one of
them rendered white on a light field. The mirror image was broken too and had simply never been
reported: a dark palette on a Light-mode iPhone was already drawing dark on dark. The scheme is
now published beside the ink, once, in `GamepadInkModifier`, because the two are halves of one
decision and publishing only the ink silently loses every colour the frameworks draw on the app's
behalf. Two structural amplifiers went with it: `ConsoleGlass` had been scoping the scheme to the
fill inside its `.background {}` on the tvOS and pre-26 branches while the 26 branch put it on the
content, so no console row's own content ever saw it on tvOS; and `LibraryView`'s navigation
chrome and its loading, error and empty states sit above `LibraryCoverflowView` and so were never
inked at all on tvOS and macOS, where that view is presented directly rather than through the
iOS-only `GamepadLibraryScreen` wrapper.

That last one exposed a second tvOS gap worth closing in the same breath: `ui_palette` had no row
in tvOS's ordinary Settings, and the gamepad settings screen that owns it everywhere else needs an
extended-profile controller to open on tvOS. An Apple TV driven by the Siri Remote alone could not
reach the palettes at all, which would now include the OLED one. `SettingsView.tvBody` carries a
Background row.

Verified: pf-console-ui builds, passes `clippy --all-targets -D warnings` and runs 74 tests clean
under linux/amd64 (a Mac `cargo check` of that crate is vacuous — every module is cfg'd to
linux/windows); `cargo fmt --check` clean for it and pf-client-core. Android `:app` runs 80 tests
with 0 failures, including four new `gamepadUiActive` cases and the palette parity table. The
Apple package builds for macOS AND tvOS and its 9 palette/gamepad-UI tests pass — the tvOS
typecheck is possible because the checked-in xcframework already carries a `tvos-arm64` slice. The
tvOS RENDERING fix is compile-verified only; an on-glass Apple TV check under a pale palette is
still owed, and is the one thing here that a build cannot answer.
2026-08-08 12:57:12 +02:00

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//! The console library's model and math — everything about the coverflow that isn't
//! Skia: the shared binary↔overlay state (games, phase, incoming art bytes), the
//! spring-driven motion and cursor arithmetic (ported verbatim from the GTK launcher,
//! tests included), and the geometry constants. Rendering lives in `skia_overlay`.
use std::collections::VecDeque;
use std::sync::{Arc, Mutex};
// --- Geometry (the GTK launcher's constants — Apple coverflow parity) --------------------
/// Poster geometry: 2:3 covers, sized so the focused poster + detail panel + hint bar
/// fit a Deck's 1280×800 with air. Scaled uniformly for other window sizes.
pub const POSTER_W: f64 = 220.0;
pub const POSTER_H: f64 = 330.0;
/// Center of the focused card to the center of its first neighbor.
pub const FOCUS_GAP: f64 = 230.0;
/// Center-to-center distance between successive SIDE cards — much tighter than their
/// projected width, so the side stacks overlap like the classic coverflow shelf.
pub const SIDE_SPACING: f64 = 104.0;
/// Cards farther than this from the eased position aren't drawn at all.
pub const VISIBLE_RANGE: f64 = 5.5;
/// Neighbors recede to this scale…
pub const RECEDE_SCALE: f64 = 0.24;
/// …and swing this many degrees about their own vertical axis under perspective, side
/// cards facing the corridor (their inner edge recedes behind the focus).
pub const ROTATE_DEG: f64 = 38.0;
/// Perspective depth for the tilt, px (CSS `perspective()` semantics).
pub const PERSPECTIVE: f64 = 800.0;
/// The darkening veil's max opacity (side cards stay opaque — they overlap).
pub const RECEDE_DIM: f64 = 0.30;
/// Boundary recoil: a refused move deflects the strip this many px against the push.
pub const BUMP_PX: f64 = 16.0;
/// L1/R1 jump distance.
pub const JUMP: i32 = 5;
// The motion is spring-driven (semi-implicit Euler), not eased — velocity carries across
// retargets, so holding a direction glides and a release settles like a detent.
/// Cursor chase: ζ ≈ 0.85 — settles in ~0.3 s with a whisker of overshoot.
pub const SPRING_K: f64 = 200.0;
pub const SPRING_C: f64 = 24.0;
/// Boundary recoil: stiffer and more underdamped (ζ ≈ 0.55) — one visible wobble.
pub const BUMP_K: f64 = 600.0;
pub const BUMP_C: f64 = 27.0;
/// One semi-implicit-Euler step of a damped spring toward `target`.
fn spring_step(pos: f64, vel: f64, target: f64, k: f64, c: f64, dt: f64) -> (f64, f64) {
let vel = vel + (k * (target - pos) - c * vel) * dt;
(pos + vel * dt, vel)
}
/// Advance a damped spring by a whole frame, integrating in ≤ 8 ms substeps — a stalled
/// frame stays far inside the integrator's stability bound, so the motion feels
/// identical at any frame rate.
pub fn spring_advance(
mut pos: f64,
mut vel: f64,
target: f64,
k: f64,
c: f64,
dt: f64,
) -> (f64, f64) {
let n = (dt / 0.008).ceil().max(1.0) as usize;
let h = dt / n as f64;
for _ in 0..n {
(pos, vel) = spring_step(pos, vel, target, k, c, h);
}
(pos, vel)
}
/// Pure cursor arithmetic for a move/jump: `clamp` lands jumps on the ends, a plain
/// step refuses to leave them.
#[derive(Debug, PartialEq, Eq)]
pub enum StepResult {
Moved(i32),
Boundary,
}
pub fn step_cursor(cursor: i32, len: usize, delta: i32, clamp: bool) -> StepResult {
if len == 0 {
return StepResult::Boundary;
}
let max = len as i32 - 1;
let target = if clamp {
(cursor + delta).clamp(0, max)
} else {
cursor + delta
};
if target == cursor || target < 0 || target > max {
StepResult::Boundary
} else {
StepResult::Moved(target)
}
}
// --- 4×4 matrix (row-major) — the coverflow card transform ------------------------------
/// `T(cx,cy) · P(depth) · Ry(angle) · S(s) · T(-w/2,-h/2)`: card-local (0..w, 0..h) →
/// screen, rotated about the card's own vertical center axis under perspective — the
/// GSK transform chain from the GTK launcher, as one row-major matrix for
/// `Canvas::concat_44`.
#[allow(clippy::too_many_arguments)]
pub fn card_matrix(
cx: f64,
cy: f64,
angle_deg: f64,
scale: f64,
w: f64,
h: f64,
depth: f64,
) -> [f32; 16] {
let t1 = translate(cx, cy);
let p = perspective(depth);
let r = rotate_y(angle_deg.to_radians());
let s = scale_xy(scale);
let t2 = translate(-w / 2.0, -h / 2.0);
let m = mat_mul(&mat_mul(&mat_mul(&mat_mul(&t1, &p), &r), &s), &t2);
core::array::from_fn(|i| m[i] as f32)
}
fn translate(x: f64, y: f64) -> [f64; 16] {
let mut m = identity();
m[3] = x;
m[7] = y;
m
}
fn perspective(d: f64) -> [f64; 16] {
let mut m = identity();
m[14] = -1.0 / d; // row 3, col 2 — w' = 1 z/d (CSS convention)
m
}
fn rotate_y(rad: f64) -> [f64; 16] {
let (s, c) = rad.sin_cos();
let mut m = identity();
m[0] = c;
m[2] = s;
m[8] = -s;
m[10] = c;
m
}
fn scale_xy(s: f64) -> [f64; 16] {
let mut m = identity();
m[0] = s;
m[5] = s;
m
}
fn identity() -> [f64; 16] {
let mut m = [0.0; 16];
m[0] = 1.0;
m[5] = 1.0;
m[10] = 1.0;
m[15] = 1.0;
m
}
fn mat_mul(a: &[f64; 16], b: &[f64; 16]) -> [f64; 16] {
let mut out = [0.0; 16];
for r in 0..4 {
for c in 0..4 {
out[r * 4 + c] = (0..4).map(|k| a[r * 4 + k] * b[k * 4 + c]).sum();
}
}
out
}
// --- Mesh-gradient background (the Swift `GamepadScreenBackground` MeshGradient, ported) --
/// The 16 mesh colours, row-major 4×4 (sRGB) — a verbatim port of the Swift client's
/// `meshColors`: dark-violet corners sink the frame, the edges carry mid-tone violets, and
/// the four interior points hold the bright brand family (warm pools left, cool right).
pub const MESH_COLORS: [(f64, f64, f64); 16] = [
(0.075, 0.060, 0.160),
(0.34, 0.27, 0.72),
(0.30, 0.26, 0.74),
(0.075, 0.060, 0.160),
(0.42, 0.20, 0.54),
(0.49, 0.39, 0.95),
(0.28, 0.31, 0.84),
(0.16, 0.26, 0.64),
(0.45, 0.23, 0.60),
(0.53, 0.31, 0.75),
(0.35, 0.35, 0.91),
(0.19, 0.28, 0.70),
(0.075, 0.060, 0.160),
(0.22, 0.18, 0.54),
(0.24, 0.20, 0.58),
(0.075, 0.060, 0.160),
];
/// The four interior control points that wander; the 12 boundary points stay pinned to the
/// frame (a drifting edge point would shrink the field and expose the black behind it). Each
/// row is `(base_ux, base_uy, amplitude, speed_x, speed_y, phase)` in unit UV / rad·s⁻¹ —
/// the exact `wob()` parameters from the Swift `meshPoints(at:)`. Their live displacement
/// `(amp·sin(t·sx+ph), amp·cos(t·sy+ph·1.3))` drives a domain warp, so the bright colour
/// pools follow the points as they breathe (periods ~90130 s, out of phase so it never loops).
pub const MESH_INTERIOR: [(f64, f64, f64, f64, f64, f64); 4] = [
(0.333, 0.333, 0.11, 0.049, 0.063, 0.4),
(0.667, 0.333, 0.10, 0.055, 0.052, 2.1),
(0.333, 0.667, 0.10, 0.058, 0.049, 3.6),
(0.667, 0.667, 0.12, 0.047, 0.061, 5.0),
];
// --- Background palettes -------------------------------------------------------------------
/// One background colour family for the gamepad UI's living backdrop.
///
/// A palette is a short ordered ramp of [`Palette::stops`] — several DISTINCT hues, not one hue
/// at several brightnesses. The 4×4 mesh samples that ramp diagonally with a per-cell offset
/// ([`CELL_RAMP`]), so neighbouring cells land on different parts of it and the colours pool and
/// swirl the way a real gradient poster does; the interior points' existing domain warp then
/// drifts those pools around. An earlier version rotated ONE field's hue per palette, which is
/// why every non-default palette read as flat and monotone.
///
/// A palette also owns the UI it sits under: [`Palette::accent`] is the focus wash / selected
/// pill / switch colour, and [`Palette::light`] flips the ink (see [`crate::theme::Ink`]) so a
/// pale field gets dark text instead of white. The Apple and Android clients carry the same
/// table under the same ids, so one `ui_palette` value is one look everywhere.
pub struct Palette {
/// The stored `ui_palette` value (see `trust::Settings::ui_palette`).
pub id: &'static str,
/// What the settings row shows.
pub name: &'static str,
/// The colour ramp, dark end first. `None` = use [`MESH_COLORS`] verbatim (the brand
/// default, kept bit-identical to what every install already sees).
pub stops: Option<&'static [(f64, f64, f64)]>,
/// The field's ground — what the corners settle onto and what the calm mix lifts toward.
pub ground: (f64, f64, f64),
/// The UI accent: focus wash, selected tab pill, switch track, caret.
pub accent: (f64, f64, f64),
/// A pale field: the UI flips to dark ink and the legibility scrims go white.
pub light: bool,
}
/// Where each of the 16 mesh cells samples the ramp. The base is the diagonal
/// `0.5·(x + y)` — top-left is the ramp's dark end, bottom-right its bright one, like both
/// reference gradients — and the per-cell nudges break the banding that a pure diagonal would
/// give, so hues pool instead of striping.
#[rustfmt::skip]
const CELL_RAMP: [f64; 16] = [
0.10, -0.06, 0.04, -0.12,
-0.08, 0.14, -0.10, 0.06,
0.06, -0.12, 0.16, -0.04,
-0.10, 0.08, -0.06, 0.12,
];
/// The thirteen shipped palettes: the brand default, six more dark fields, then six pale ones.
/// Cycling order runs dark → light, so stepping the row walks the whole range in one direction.
/// Adding one here adds it to every console settings screen; the Apple and Android tables must
/// gain the same entry to keep the `ui_palette` key portable.
#[rustfmt::skip]
pub const PALETTES: [Palette; 13] = [
// --- dark fields (white ink) ---
Palette {
id: "violet", name: "Violet", stops: None,
ground: (0.075, 0.060, 0.160), accent: (0.525, 0.471, 0.961), light: false,
},
Palette {
// For OLED and AMOLED panels, where a black pixel is a pixel switched off — no glow,
// no power. The ramp's first two stops are literally (0,0,0), so the whole shaded half
// of the field is genuinely off rather than "very dark grey", and the ground is pure
// black too: the calm mix on the form screens lifts toward nothing, so settings and
// pairing sit on an unlit panel. What is left is a faint indigo→violet ember in the
// bright corner, dim enough to stay under a tenth of the other dark fields' mean
// luminance while keeping the backdrop a field with somewhere to go rather than a
// dead rectangle. The accent stays the brand violet — focus has to be findable on
// black.
id: "oled", name: "OLED",
stops: Some(&[
(0.000, 0.000, 0.000), (0.000, 0.000, 0.000), (0.010, 0.020, 0.100),
(0.045, 0.016, 0.115), (0.120, 0.024, 0.130),
]),
ground: (0.0, 0.0, 0.0), accent: (0.525, 0.471, 0.961), light: false,
},
Palette {
// Deep indigo climbing through violet into a hot magenta.
id: "nebula", name: "Nebula",
stops: Some(&[
(0.07, 0.05, 0.20), (0.26, 0.14, 0.54), (0.52, 0.20, 0.72),
(0.82, 0.26, 0.62), (0.98, 0.46, 0.68),
]),
ground: (0.055, 0.040, 0.135), accent: (0.95, 0.42, 0.72), light: false,
},
Palette {
// Ink-blue water: teal → cerulean → a violet undertow.
id: "abyss", name: "Abyss",
stops: Some(&[
(0.02, 0.10, 0.17), (0.04, 0.28, 0.42), (0.07, 0.46, 0.63),
(0.16, 0.38, 0.78), (0.26, 0.22, 0.58),
]),
ground: (0.018, 0.070, 0.130), accent: (0.26, 0.76, 0.92), light: false,
},
Palette {
// Banked coals: plum embers → crimson → burnt orange → gold.
id: "ember", name: "Ember",
stops: Some(&[
(0.16, 0.03, 0.10), (0.45, 0.06, 0.12), (0.72, 0.18, 0.06),
(0.90, 0.42, 0.08), (0.95, 0.68, 0.18),
]),
ground: (0.090, 0.035, 0.040), accent: (0.98, 0.62, 0.26), light: false,
},
Palette {
// Forest floor into moss and a lime break.
id: "moss", name: "Moss",
stops: Some(&[
(0.03, 0.11, 0.09), (0.06, 0.27, 0.20), (0.09, 0.45, 0.31),
(0.28, 0.61, 0.28), (0.58, 0.77, 0.31),
]),
ground: (0.025, 0.085, 0.070), accent: (0.48, 0.86, 0.46), light: false,
},
Palette {
// Neutral, but never flat: barely-there saturation that still travels from a cool
// charcoal to a warm stone, so even the restrained option has somewhere to go.
id: "graphite", name: "Graphite",
stops: Some(&[
(0.06, 0.07, 0.11), (0.15, 0.18, 0.25), (0.30, 0.31, 0.35),
(0.45, 0.42, 0.38), (0.60, 0.56, 0.49),
]),
ground: (0.055, 0.055, 0.070), accent: (0.78, 0.80, 0.86), light: false,
},
// --- pale fields (dark ink) ---
Palette {
// The holographic foil: rose → lilac → periwinkle → aqua, with a white bloom.
id: "holo", name: "Holo",
stops: Some(&[
(0.99, 0.72, 0.90), (0.80, 0.60, 0.98), (0.58, 0.62, 0.99),
(0.55, 0.86, 0.98), (0.94, 0.98, 1.00),
]),
ground: (0.96, 0.92, 0.99), accent: (0.42, 0.28, 0.86), light: true,
},
Palette {
// The poster sunset: periwinkle → magenta → scarlet → tangerine → gold.
id: "sunset", name: "Sunset",
stops: Some(&[
(0.55, 0.45, 0.92), (0.86, 0.31, 0.66), (0.97, 0.26, 0.34),
(0.99, 0.51, 0.18), (1.00, 0.80, 0.22),
]),
ground: (0.98, 0.74, 0.34), accent: (0.64, 0.13, 0.44), light: true,
},
Palette {
// Peach into blush and lilac — the softest of the set.
id: "bloom", name: "Bloom",
stops: Some(&[
(1.00, 0.86, 0.72), (0.99, 0.73, 0.79), (0.95, 0.65, 0.89),
(0.82, 0.68, 0.96), (0.73, 0.79, 0.99),
]),
ground: (0.99, 0.90, 0.89), accent: (0.72, 0.24, 0.55), light: true,
},
Palette {
// First light: pale gold → coral → lilac.
id: "dawn", name: "Dawn",
stops: Some(&[
(1.00, 0.92, 0.70), (1.00, 0.80, 0.62), (0.99, 0.66, 0.62),
(0.90, 0.62, 0.78), (0.77, 0.69, 0.95),
]),
ground: (1.00, 0.93, 0.82), accent: (0.82, 0.33, 0.28), light: true,
},
Palette {
// Sea glass: mint → aqua → a pale sky.
id: "mint", name: "Mint",
stops: Some(&[
(0.82, 0.98, 0.90), (0.62, 0.94, 0.88), (0.55, 0.88, 0.95),
(0.63, 0.82, 0.99), (0.82, 0.87, 1.00),
]),
ground: (0.90, 0.98, 0.96), accent: (0.04, 0.42, 0.40), light: true,
},
Palette {
// Near-white, but iridescent rather than flat — rose, sky, mint and cream in turn.
id: "opal", name: "Opal",
stops: Some(&[
(0.98, 0.92, 0.96), (0.87, 0.93, 0.99), (0.91, 0.99, 0.95),
(0.99, 0.96, 0.88), (0.94, 0.90, 0.99),
]),
ground: (0.97, 0.96, 0.99), accent: (0.36, 0.32, 0.44), light: true,
},
];
/// The palette stored under `id`, falling back to the brand default — an unknown name is a
/// palette a newer client shipped, not a reason to draw nothing.
pub fn palette(id: &str) -> &'static Palette {
PALETTES.iter().find(|p| p.id == id).unwrap_or(&PALETTES[0])
}
/// Sample an ordered colour ramp at `t` ∈ [0, 1] (linear between neighbouring stops). Ported
/// verbatim to Swift and Kotlin — keep the three copies in step or a palette drifts between
/// clients.
pub fn ramp(stops: &[(f64, f64, f64)], t: f64) -> (f64, f64, f64) {
match stops.len() {
0 => (0.0, 0.0, 0.0),
1 => stops[0],
n => {
let x = t.clamp(0.0, 1.0) * (n - 1) as f64;
let i = (x.floor() as usize).min(n - 2);
let f = x - i as f64;
let (a, b) = (stops[i], stops[i + 1]);
(
a.0 + (b.0 - a.0) * f,
a.1 + (b.1 - a.1) * f,
a.2 + (b.2 - a.2) * f,
)
}
}
}
impl Palette {
/// The 16 mesh colours for this palette: the ramp sampled per cell (see [`CELL_RAMP`]), or
/// [`MESH_COLORS`] verbatim for the brand default.
pub fn mesh_colors(&self) -> [(f64, f64, f64); 16] {
let Some(stops) = self.stops else {
return MESH_COLORS;
};
core::array::from_fn(|i| {
let (x, y) = ((i % 4) as f64 / 3.0, (i / 4) as f64 / 3.0);
ramp(stops, 0.5 * (x + y) + CELL_RAMP[i])
})
}
/// Four drifting blob colours, for the clients that approximate the mesh with a blob field
/// (Android). Spread across the ramp so the field still shows several hues at once.
pub fn blob_colors(&self) -> [(f64, f64, f64); 4] {
let stops = self.stops.unwrap_or(&VIOLET_BLOBS);
core::array::from_fn(|i| ramp(stops, 0.15 + 0.25 * i as f64))
}
}
/// The brand default's blob ramp — the four colours the pre-palette Android/legacy-Apple field
/// used, kept so `violet` is unchanged there too.
const VIOLET_BLOBS: [(f64, f64, f64); 5] = [
(0.53, 0.47, 0.96),
(0.24, 0.20, 0.72),
(0.62, 0.30, 0.80),
(0.22, 0.38, 0.86),
(0.53, 0.47, 0.96),
];
/// The mesh gradient as SkSL, palette + motion baked into the source (resolution, time and
/// the calm mix are uniforms). A smooth bicubic blend of the 16 colours — a separable
/// cubic-Bézier basis in x then y, C∞ and edge-to-edge, the fragment-shader analogue of
/// SwiftUI's `MeshGradient(smoothsColors: true)`. The four interior points drive a
/// bounded (weighted-average) domain warp so the bright pools drift; then the whole field
/// gets the ±8°/~5-min hue sway, an elliptical vignette, and the vertical legibility scrim,
/// all matching the Swift `composite(at:)`. Runs on the GPU at full rate.
///
/// `u_tc.y` is the CALM mix, 0 → 1: at 1 the same living field is flattened toward its own
/// corner colour (`u_lift`), which is how the form screens (settings, add-host, pair) stay
/// restful while still drifting — the motion never changes speed, only the contrast, so the
/// crossfade between a launcher screen and a form screen can't make the field jump.
pub fn mesh_sksl(colors: &[(f64, f64, f64); 16]) -> String {
// Colours as `float3(r, g, b)` literals, indices 0..15 (row-major 4×4).
let c = |i: usize| {
let (r, g, b) = colors[i];
format!("float3({r}, {g}, {b})")
};
// The four interior-point domain-warp accumulators. Displacement matches Swift `wob()`:
// x uses sin(t·sx+ph), y uses cos(t·sy+ph·1.3). SIG sets how far each point's pull
// reaches; the warp is the weight-normalised average displacement, so |warp| ≤ max|amp|.
let mut warp = String::new();
for (bx, by, amp, sx, sy, ph) in MESH_INTERIOR {
warp.push_str(&format!(
" q = uv - float2({bx}, {by});\n\
ww = exp(-dot(q, q) / (2.0 * 0.30 * 0.30));\n\
d = float2({amp} * sin(tt * {sx} + {ph}), \
{amp} * cos(tt * {sy} + {ph} * 1.3));\n\
wsum += d * ww; wtot += ww;\n",
));
}
format!(
"uniform float2 u_res;\n\
// x = seconds since the shell started, y = the calm mix (0 launcher, 1 form).\n\
uniform float2 u_tc;\n\
// rgb = the palette's corner colour scaled for the calm lift; a is unused (float4\n\
// so the uniform block stays 16-byte aligned under any packing rule).\n\
uniform float4 u_lift;\n\
// rgb = what the vignette and scrims tend toward (black under a dark palette, white\n\
// under a pale one — darkening a pastel field would strand the dark text on it), and\n\
// a = how hard. A pale field needs far less: mixing toward white at the dark field's\n\
// strength bleaches the chroma straight out of the gradient.\n\
uniform float4 u_scrim;\n\
\n\
// Cubic-Bézier basis over four control values — the smooth 4-point blend per axis.\n\
float bz(float t, float a, float b, float c, float d) {{\n\
\x20 float u = 1.0 - t;\n\
\x20 return u*u*u*a + 3.0*u*u*t*b + 3.0*u*t*t*c + t*t*t*d;\n\
}}\n\
float3 bz3(float t, float3 a, float3 b, float3 c, float3 d) {{\n\
\x20 return float3(bz(t, a.r, b.r, c.r, d.r), bz(t, a.g, b.g, c.g, d.g), \
bz(t, a.b, b.b, c.b, d.b));\n\
}}\n\
// Hue rotation about the grey axis (Rodrigues) — the ±8° warm/cool sway.\n\
float3 hue(float3 col, float a) {{\n\
\x20 float3 k = float3(0.5773503);\n\
\x20 float cs = cos(a); float sn = sin(a);\n\
\x20 return col*cs + cross(k, col)*sn + k*dot(k, col)*(1.0 - cs);\n\
}}\n\
\n\
half4 main(float2 xy) {{\n\
\x20 float tt = u_tc.x; float calm = u_tc.y;\n\
\x20 float2 uv = xy / u_res;\n\
\x20 // Interior control points wander → bounded domain warp (pools follow them).\n\
\x20 float2 wsum = float2(0.0); float wtot = 0.0; float2 q; float ww; float2 d;\n\
{warp}\
\x20 uv = clamp(uv - wsum / (wtot + 1e-4), 0.0, 1.0);\n\
\n\
\x20 // Bicubic blend of the 16 mesh colours: cubic-Bézier in x per row, then in y.\n\
\x20 float3 r0 = bz3(uv.x, {c0}, {c1}, {c2}, {c3});\n\
\x20 float3 r1 = bz3(uv.x, {c4}, {c5}, {c6}, {c7});\n\
\x20 float3 r2 = bz3(uv.x, {c8}, {c9}, {c10}, {c11});\n\
\x20 float3 r3 = bz3(uv.x, {c12}, {c13}, {c14}, {c15});\n\
\x20 float3 col = bz3(uv.y, r0, r1, r2, r3);\n\
\n\
\x20 col = hue(col, sin(tt * 0.021) * 0.1396263);\n\
\n\
\x20 // Calm: flatten the field toward its own corner colour — the pools dim and the\n\
\x20 // corners lift, so a form screen keeps real colour under its glass rows while\n\
\x20 // losing the launcher's contrast. Motion is untouched (see the doc comment).\n\
\x20 col = mix(col, col * 0.60 + u_lift.rgb, calm);\n\
\n\
\x20 // Elliptical vignette: clear at r=0.25 → black·0.42 at r=1.15 (aspect-fit ellipse).\n\
\x20 // Halved under calm: a launcher's cards sit in the pooled centre, but a form\n\
\x20 // screen's rows run out toward the edges, where crushing to black just eats them.\n\
\x20 float2 e = (xy / u_res - 0.5) * 2.0;\n\
\x20 float vig = clamp((length(e) - 0.25) / 0.90, 0.0, 1.0)\n\
\x20 * mix(0.42, 0.21, calm) * u_scrim.a;\n\
\x20 col = mix(col, u_scrim.rgb, vig);\n\
\n\
\x20 // Vertical legibility scrim: black 0.38/0.06/0.08/0.40 at 0/0.32/0.68/1.\n\
\x20 float v = xy.y / u_res.y;\n\
\x20 float s = v < 0.32 ? mix(0.38, 0.06, v / 0.32)\n\
\x20 : v < 0.68 ? mix(0.06, 0.08, (v - 0.32) / 0.36)\n\
\x20 : mix(0.08, 0.40, (v - 0.68) / 0.32);\n\
\x20 col = mix(col, u_scrim.rgb, s * u_scrim.a);\n\
\n\
\x20 return half4(half3(col), 1.0);\n\
}}\n",
c0 = c(0), c1 = c(1), c2 = c(2), c3 = c(3),
c4 = c(4), c5 = c(5), c6 = c(6), c7 = c(7),
c8 = c(8), c9 = c(9), c10 = c(10), c11 = c(11),
c12 = c(12), c13 = c(13), c14 = c(14), c15 = c(15),
)
}
// --- The shared binary↔overlay model ------------------------------------------------------
#[derive(Clone, PartialEq)]
pub enum LibraryPhase {
Loading,
Error {
title: String,
body: String,
can_retry: bool,
},
Empty,
/// Games are loaded — the carousel.
Ready,
}
#[derive(Clone)]
pub struct LibraryGame {
pub id: String,
pub title: String,
pub store: String,
/// This entry opens the launcher itself (Steam Big Picture, Heroic, Lutris) rather than a
/// title — design D4. The host's `role` field, already reduced to a boolean by
/// [`pf_client_core::library::GameEntry::is_launcher`] so the "anything that isn't
/// `launcher` is a game" rule lives in exactly one place.
pub launcher: bool,
}
struct Shared {
phase: LibraryPhase,
games: Vec<LibraryGame>,
/// Fetched poster bytes the renderer hasn't decoded yet (id, encoded image).
art_in: VecDeque<(String, Vec<u8>)>,
/// Bumped on phase/games changes so the renderer re-syncs its snapshot.
generation: u64,
}
/// The binary's write handle / the overlay's read handle — fetch threads push into it,
/// the renderer drains per frame. Cheap locks, no rendering data inside.
#[derive(Clone)]
pub struct LibraryShared(Arc<Mutex<Shared>>);
impl Default for LibraryShared {
fn default() -> Self {
LibraryShared(Arc::new(Mutex::new(Shared {
phase: LibraryPhase::Loading,
games: Vec::new(),
art_in: VecDeque::new(),
generation: 0,
})))
}
}
impl LibraryShared {
pub fn set_phase(&self, phase: LibraryPhase) {
let mut s = self.0.lock().unwrap();
s.phase = phase;
s.generation += 1;
}
/// Loaded games → the carousel (empty = the empty scene).
///
/// **Launcher entries are moved to the front, keeping the host's title order within each
/// group.** Grouping here rather than in the renderer means the carousel's cursor arithmetic,
/// the art pump and every future consumer of this model all inherit the invariant for free —
/// a launcher tile is never buried in the middle of a 400-title shelf.
pub fn set_games(&self, games: Vec<LibraryGame>) {
let mut games = games;
// `sort_by_key` is stable, so this is a partition that preserves the incoming order.
games.sort_by_key(|g| !g.launcher);
let mut s = self.0.lock().unwrap();
s.phase = if games.is_empty() {
LibraryPhase::Empty
} else {
LibraryPhase::Ready
};
s.games = games;
s.generation += 1;
}
pub fn push_art(&self, id: String, bytes: Vec<u8>) {
self.0.lock().unwrap().art_in.push_back((id, bytes));
}
/// Renderer side: the generation stamp (re-snapshot on change).
pub(crate) fn generation(&self) -> u64 {
self.0.lock().unwrap().generation
}
pub(crate) fn snapshot(&self) -> (LibraryPhase, Vec<LibraryGame>, u64) {
let s = self.0.lock().unwrap();
(s.phase.clone(), s.games.clone(), s.generation)
}
pub(crate) fn drain_art(&self) -> Vec<(String, Vec<u8>)> {
self.0.lock().unwrap().art_in.drain(..).collect()
}
}
/// Store id → display label (the GTK `ui_library` table).
pub fn store_label(store: &str) -> &'static str {
match store {
"steam" => "Steam",
"custom" => "Custom",
"heroic" => "Heroic",
"lutris" => "Lutris",
"epic" => "Epic",
"gog" => "GOG",
"xbox" => "Xbox",
_ => "Game",
}
}
/// Monogram for the placeholder tile: the first letters of the first two words.
pub fn initials(title: &str) -> String {
title
.split_whitespace()
.take(2)
.filter_map(|w| w.chars().next())
.flat_map(char::to_uppercase)
.collect()
}
#[cfg(test)]
mod tests {
use super::*;
/// The GTK launcher's cursor tests, ported with the math.
#[test]
fn step_refuses_the_ends() {
assert_eq!(step_cursor(0, 5, -1, false), StepResult::Boundary);
assert_eq!(step_cursor(4, 5, 1, false), StepResult::Boundary);
assert_eq!(step_cursor(2, 5, 1, false), StepResult::Moved(3));
assert_eq!(step_cursor(0, 0, 1, false), StepResult::Boundary);
}
/// Design D4: launcher entries lead the shelf, and the host's title order survives within
/// each group. The renderer's `launcher_count()` reads the launcher group as the prefix
/// `0..n`, so an interleaved list would silently mislabel the group heading.
#[test]
fn set_games_groups_launchers_first_and_keeps_title_order() {
let g = |title: &str, launcher: bool| LibraryGame {
id: format!("steam:{title}"),
title: title.to_string(),
store: "steam".into(),
launcher,
};
let shared = LibraryShared::default();
shared.set_games(vec![
g("Celeste", false),
g("Big Picture", true),
g("Portal 2", false),
g("Heroic", true),
]);
let (phase, games, _) = shared.snapshot();
assert!(matches!(phase, LibraryPhase::Ready));
let titles: Vec<&str> = games.iter().map(|g| g.title.as_str()).collect();
assert_eq!(titles, ["Big Picture", "Heroic", "Celeste", "Portal 2"]);
assert_eq!(games.iter().take_while(|g| g.launcher).count(), 2);
}
/// A library with no launcher entries is untouched — the whole point of the grouping being
/// invisible until a plugin actually publishes a launcher tile.
#[test]
fn set_games_leaves_a_launcher_less_library_alone() {
let shared = LibraryShared::default();
shared.set_games(
["Celeste", "Portal 2", "Tunic"]
.iter()
.map(|t| LibraryGame {
id: format!("steam:{t}"),
title: (*t).to_string(),
store: "steam".into(),
launcher: false,
})
.collect(),
);
let (_, games, _) = shared.snapshot();
let titles: Vec<&str> = games.iter().map(|g| g.title.as_str()).collect();
assert_eq!(titles, ["Celeste", "Portal 2", "Tunic"]);
}
#[test]
fn jump_clamps_onto_the_ends() {
assert_eq!(step_cursor(1, 5, -JUMP, true), StepResult::Moved(0));
assert_eq!(step_cursor(3, 5, JUMP, true), StepResult::Moved(4));
assert_eq!(step_cursor(0, 5, -JUMP, true), StepResult::Boundary);
}
/// Springs converge onto the target and stay finite through a stalled frame.
#[test]
fn springs_converge() {
let (mut pos, mut vel) = (0.0, 0.0);
for _ in 0..120 {
(pos, vel) = spring_advance(pos, vel, 3.0, SPRING_K, SPRING_C, 1.0 / 60.0);
}
assert!((pos - 3.0).abs() < 0.01, "{pos}");
let (p, v) = spring_advance(0.0, 0.0, 1.0, BUMP_K, BUMP_C, 0.05);
assert!(
p.is_finite() && v.is_finite() && p > 0.0 && p < 2.0,
"{p}/{v}"
);
}
/// The focused card (angle 0, scale 1) maps its center to (cx, cy) exactly.
#[test]
fn card_matrix_centers_the_focused_card() {
let m = card_matrix(640.0, 400.0, 0.0, 1.0, POSTER_W, POSTER_H, PERSPECTIVE);
// Apply to the card-local center (w/2, h/2, 0, 1).
let (x, y) = (POSTER_W as f32 / 2.0, POSTER_H as f32 / 2.0);
let px = m[0] * x + m[1] * y + m[3];
let py = m[4] * x + m[5] * y + m[7];
let pw = m[12] * x + m[13] * y + m[15];
assert!((px / pw - 640.0).abs() < 0.01, "{}", px / pw);
assert!((py / pw - 400.0).abs() < 0.01, "{}", py / pw);
}
/// A right-side card's INNER (left) edge recedes: its projected x compresses toward
/// the center relative to the flat card — the coverflow corridor.
#[test]
fn side_card_inner_edge_recedes() {
let flat = card_matrix(900.0, 400.0, 0.0, 1.0, POSTER_W, POSTER_H, PERSPECTIVE);
let tilted = card_matrix(
900.0,
400.0,
-ROTATE_DEG,
1.0,
POSTER_W,
POSTER_H,
PERSPECTIVE,
);
let project = |m: &[f32; 16], x: f32, y: f32| {
let px = m[0] * x + m[1] * y + m[3];
let pw = m[12] * x + m[13] * y + m[15];
px / pw
};
// The inner edge is x=0 in card space. Perspective divide: receding (w < 1 side)
// pushes it AWAY from the vanishing center — the edge reads as farther.
let flat_left = project(&flat, 0.0, POSTER_H as f32 / 2.0);
let tilt_left = project(&tilted, 0.0, POSTER_H as f32 / 2.0);
let flat_right = project(&flat, POSTER_W as f32, POSTER_H as f32 / 2.0);
let tilt_right = project(&tilted, POSTER_W as f32, POSTER_H as f32 / 2.0);
// Tilt narrows the card's projected width (it turned away from the viewer).
assert!((tilt_right - tilt_left) < (flat_right - flat_left) * 0.95);
}
#[test]
fn initials_take_two_words() {
assert_eq!(initials("Dota 2"), "D2");
assert_eq!(initials("half-life"), "H");
}
/// The generated SkSL parses as far as syntax we control (sanity: balanced braces, all
/// 16 colours baked in, the five bicubic evals and four interior warp terms present).
#[test]
fn mesh_sksl_shape() {
let src = mesh_sksl(&MESH_COLORS);
assert!(src.matches("float3(").count() >= 16, "16 colours baked");
assert_eq!(src.matches("bz3(").count(), 6); // 1 definition + 5 call sites
assert_eq!(src.matches("wtot +=").count(), 4); // one per interior point
assert_eq!(src.matches('{').count(), src.matches('}').count());
}
/// The brand default must still be the SHIPPED field, colour for colour. Every install
/// already sees it, and a palette table that quietly restyled the default would be a
/// regression dressed as a feature.
#[test]
fn violet_is_the_untouched_shipped_field() {
assert_eq!(PALETTES[0].id, "violet");
assert!(
PALETTES[0].stops.is_none(),
"the default is the explicit grid"
);
assert_eq!(palette("violet").mesh_colors(), MESH_COLORS);
// An unknown name is a newer client's palette, not an error.
assert_eq!(palette("chartreuse").id, "violet");
assert_eq!(palette("").id, "violet");
}
/// Hue angle in degrees, or `None` for something too grey to have one.
fn hue(c: (f64, f64, f64)) -> Option<f64> {
let (r, g, b) = c;
let max = r.max(g).max(b);
let min = r.min(g).min(b);
let d = max - min;
if d < 0.04 {
return None;
}
let h = if max == r {
60.0 * (((g - b) / d) % 6.0)
} else if max == g {
60.0 * ((b - r) / d + 2.0)
} else {
60.0 * ((r - g) / d + 4.0)
};
Some((h + 360.0) % 360.0)
}
/// A palette must read as SEVERAL hues, not one hue at several brightnesses — that was
/// exactly the complaint about the hue-rotation model this replaced. Measured as the
/// widest gap between any two of the 16 mesh colours' hue angles.
#[test]
fn every_palette_is_multi_tone() {
for p in &PALETTES {
let hues: Vec<f64> = p.mesh_colors().iter().filter_map(|c| hue(*c)).collect();
assert!(hues.len() >= 8, "{}: too few coloured cells", p.id);
let spread = hues
.iter()
.flat_map(|a| {
hues.iter().map(move |b| {
let d = (a - b).abs() % 360.0;
d.min(360.0 - d)
})
})
.fold(0.0f64, f64::max);
// Graphite and Opal are deliberately near-neutral; everything else must carry a
// real hue journey.
let floor = if matches!(p.id, "graphite" | "opal") {
20.0
} else {
45.0
};
assert!(spread >= floor, "{} spans only {spread:.0}° of hue", p.id);
}
}
/// Ids, order and the light/dark split are the cross-client contract — the Apple and
/// Android tables must match this exactly.
#[test]
fn table_matches_the_other_clients() {
let ids: Vec<&str> = PALETTES.iter().map(|p| p.id).collect();
assert_eq!(
ids,
[
"violet", "oled", "nebula", "abyss", "ember", "moss", "graphite", "holo", "sunset",
"bloom", "dawn", "mint", "opal",
]
);
// Dark fields lead, pale ones follow, so stepping the row walks one direction.
let first_light = PALETTES
.iter()
.position(|p| p.light)
.expect("some are light");
assert!(PALETTES[first_light..].iter().all(|p| p.light));
assert_eq!(first_light, 7);
}
/// OLED is the one palette whose selling point is measurable: it has to be genuinely
/// black, not merely the darkest of the dark fields. Pure black corners, a mean well
/// under every other field's, and a ground that lifts to nothing on the form screens.
#[test]
fn oled_is_actually_black() {
let luma = |c: (f64, f64, f64)| 0.2126 * c.0 + 0.7152 * c.1 + 0.0722 * c.2;
let oled = palette("oled");
assert_eq!(
oled.ground,
(0.0, 0.0, 0.0),
"the calm lift must be nothing"
);
let cells = oled.mesh_colors();
assert!(
cells.iter().filter(|c| luma(**c) == 0.0).count() >= 3,
"the shaded corner has to be switched off, not dimmed"
);
let mean = cells.iter().map(|c| luma(*c)).sum::<f64>() / 16.0;
let darkest_other = PALETTES
.iter()
.filter(|p| p.id != "oled")
.map(|p| p.mesh_colors().iter().map(|c| luma(*c)).sum::<f64>() / 16.0)
.fold(f64::MAX, f64::min);
assert!(
mean < darkest_other / 2.0,
"oled means {mean:.3}, only half a stop under {darkest_other:.3}"
);
}
/// Every colour a palette produces stays in gamut, and a pale palette really is pale —
/// its ink flips, so a mislabelled one would put dark text on a dark field.
#[test]
fn palettes_are_in_gamut_and_honest_about_lightness() {
let luma = |c: (f64, f64, f64)| 0.2126 * c.0 + 0.7152 * c.1 + 0.0722 * c.2;
for p in &PALETTES {
for c in p.mesh_colors().iter().chain(p.blob_colors().iter()) {
for v in [c.0, c.1, c.2] {
assert!((0.0..=1.0).contains(&v), "{} {c:?}", p.id);
}
}
let mean = p.mesh_colors().iter().map(|c| luma(*c)).sum::<f64>() / 16.0;
if p.light {
assert!(mean > 0.5, "{} is flagged light but means {mean:.2}", p.id);
assert!(luma(p.ground) > 0.6, "{}'s ground is dark", p.id);
} else {
assert!(mean < 0.45, "{} is flagged dark but means {mean:.2}", p.id);
assert!(luma(p.ground) < 0.2, "{}'s ground is light", p.id);
}
// The accent tints glass of the OPPOSITE polarity to the field, so it has to be
// legible there: dark accents on white frost, bright ones on dark glass.
let a = luma(p.accent);
if p.light {
assert!(a < 0.45, "{}'s accent is too pale for white glass", p.id);
} else {
assert!(a > 0.25, "{}'s accent is too dark for dark glass", p.id);
}
}
}
/// The ramp is the shared sampling rule the Swift and Kotlin ports reproduce.
#[test]
fn ramp_interpolates_between_stops() {
let stops = [(0.0, 0.0, 0.0), (1.0, 0.0, 0.0), (1.0, 1.0, 1.0)];
assert_eq!(ramp(&stops, 0.0), (0.0, 0.0, 0.0));
assert_eq!(ramp(&stops, 1.0), (1.0, 1.0, 1.0));
assert_eq!(ramp(&stops, 0.5), (1.0, 0.0, 0.0));
let q = ramp(&stops, 0.25);
assert!((q.0 - 0.5).abs() < 1e-9 && q.1 == 0.0);
// Out of range clamps rather than panicking.
assert_eq!(ramp(&stops, -3.0), (0.0, 0.0, 0.0));
assert_eq!(ramp(&stops, 9.0), (1.0, 1.0, 1.0));
assert_eq!(ramp(&[], 0.5), (0.0, 0.0, 0.0));
}
}