feat(screenshots): the two missing marketing frames — the library shelf and pads that exist
The store plan's PICK & PLAY and FEEL THE GAME shots had no scene on any platform: the library screen's state comes off the network, and the controllers screens enumerate InputDevices, of which Robolectric has none (the old shot honestly said 'no controller detected' — a palette proof that sells nothing). - Android library: Coverflow goes internal and LibraryScene rebuilds the real shell around it (aurora, header, hint bar) with a mock shelf. Cover art is answered synchronously by coil-test's FakeImageLoaderEngine with generated gradient posters, so the frozen animation clock never races an async load. Shot at phone portrait+landscape and TV geometry. - Android controllers: PadRow renders a PadInfo model instead of a raw InputDevice (padInfoOf maps real devices; both screens take a padsOverride). The scenes inject the two pads the listing names — DualSense (player 1) and Xbox (player 2), real VID:PIDs. - Apple library: ShotLibrary composes the real LibraryCoverflowView with a JSON-decoded mock shelf (GameEntry's memberwise init is internal to PunktfunkKit; Codable is the public construction surface), registered as cross-platform scene 11-library and added to the store set + the tvOS CI scene list. Artless entries settle to their deterministic fallback posters, which is also what keeps the shot offline. Apple controllers stays a follow-up: ControllerTestView binds to live GCController hardware and has no injection surface yet. Verified: all 31 Roborazzi scenes render; the new tv-library, phone-library and controllers shots reviewed by eye.
This commit is contained in:
@@ -755,7 +755,7 @@ jobs:
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bash tools/screenshots.sh ipad || echo "::warning::iPad 13\" screenshots skipped"
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# tvOS shoots only the scenes that exist there — the 06–09 gamepad-console scenes are
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# compiled out on tvOS (native focus engine), and an unknown name = a normal app launch.
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SCENES="01-stream 02-hosts 05-settings 03-pair" \
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SCENES="01-stream 02-hosts 11-library 05-settings 03-pair" \
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bash tools/screenshots.sh tvos || echo "::warning::Apple TV screenshots skipped"
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echo "Produced:"; ls -la screenshots || true
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@@ -142,6 +142,10 @@ dependencies {
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// job runs `:app:testDebugUnitTest -PskipRustBuild` (see kit/build.gradle.kts). ---
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testImplementation(composeBom)
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testImplementation("androidx.compose.ui:ui-test-junit4")
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// Deterministic cover art for the library scene: FakeImageLoaderEngine answers the coverflow's
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// AsyncImage synchronously with generated posters — no network, no async race under the frozen
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// animation clock.
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testImplementation("io.coil-kt:coil-test:2.7.0")
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debugImplementation("androidx.compose.ui:ui-test-manifest") // the ComponentActivity test host
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testImplementation("junit:junit:4.13.2")
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// Real `org.json` for the shared-vectors test: the `org.json` inside `android.jar` is a stub
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@@ -69,7 +69,7 @@ import kotlinx.coroutines.delay
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* to be the same one whichever interface asked.
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*/
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@Composable
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fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
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internal fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit, padsOverride: List<PadInfo>? = null) {
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BackHandler(onBack = onBack)
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var testing by remember { mutableStateOf(false) }
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ControllersBody(
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@@ -77,6 +77,7 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
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scroll = rememberScrollState(),
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testing = testing,
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onTestingChange = { testing = it },
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padsOverride = padsOverride,
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// The touch screen holds the probes for its whole life: events are OBSERVED (not consumed)
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// while the test is off, which is what keeps the "Last input" line live while browsing.
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// Nothing else here wants the pad, so there is no one to hand them to.
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@@ -99,7 +100,12 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
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* drops out of the probe slots and B is a HOLD (below). Everything reverts the moment it ends.
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*/
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@Composable
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fun ConsoleControllersScreen(gamepadSetting: Int, onBack: () -> Unit, navActive: Boolean = true) {
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internal fun ConsoleControllersScreen(
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gamepadSetting: Int,
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onBack: () -> Unit,
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navActive: Boolean = true,
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padsOverride: List<PadInfo>? = null,
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) {
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BackHandler(onBack = onBack)
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val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
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val hazeState = remember { HazeState() }
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@@ -139,6 +145,7 @@ fun ConsoleControllersScreen(gamepadSetting: Int, onBack: () -> Unit, navActive:
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scroll = scroll,
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testing = testing,
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onTestingChange = { testing = it },
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padsOverride = padsOverride,
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// Only while testing: the rest of the time the screen's own nav holds the
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// probes, so the "Last input" line is a test-time readout here rather than
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// an always-on one. A pad that reaches this screen at all has already
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@@ -200,14 +207,17 @@ private fun ControllersBody(
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onTestingChange: (Boolean) -> Unit,
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observeInput: Boolean,
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contentPadding: PaddingValues,
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padsOverride: List<PadInfo>? = null,
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heading: @Composable () -> Unit,
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) {
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val context = LocalContext.current
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val activity = context as? MainActivity
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// Device list, re-read on every hot-plug event.
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// Device list, re-read on every hot-plug event. [padsOverride] replaces it wholesale: the
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// screenshot harness runs where no InputDevice can exist, and the connected-pad card is the
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// point of that shot.
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var generation by remember { mutableIntStateOf(0) }
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val pads = remember(generation) { Gamepad.pads() }
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val pads = padsOverride ?: remember(generation) { Gamepad.pads() }.map(::padInfoOf)
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val others = remember(generation) {
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InputDevice.getDeviceIds()
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.toList()
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@@ -392,8 +402,8 @@ private fun ControllersBody(
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// Every real controller is forwarded now (Automatic forwards them all, each on its own
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// wire pad index) — not just the first. A joystick-only device Android doesn't classify as
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// a gamepad still can't be forwarded (the host wants a gamepad), so gate the badge on it.
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pads.forEach { dev ->
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PadRow(dev, forwarded = isForwarded(dev), gamepadSetting = gamepadSetting)
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pads.forEach { info ->
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PadRow(info, gamepadSetting = gamepadSetting)
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}
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}
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@@ -675,19 +685,19 @@ private fun DsRow(usbDev: android.hardware.usb.UsbDevice) {
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/** One detected gamepad: identity, what it streams as, and a rumble test. */
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@Composable
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private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
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private fun PadRow(info: PadInfo, gamepadSetting: Int) {
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OutlinedCard(modifier = Modifier.fillMaxWidth()) {
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Column(
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modifier = Modifier.padding(16.dp),
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verticalArrangement = Arrangement.spacedBy(6.dp),
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) {
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Row(modifier = Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
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Text(dev.name, style = MaterialTheme.typography.bodyLarge, modifier = Modifier.weight(1f))
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if (forwarded) {
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Text(info.name, style = MaterialTheme.typography.bodyLarge, modifier = Modifier.weight(1f))
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if (info.forwarded) {
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// Android's own controller number (1-based; 0 = unassigned), shown so a multi-pad
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// user can tell which physical pad is which. The stream's wire pad index is
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// assigned separately (lowest-free per device) once streaming starts.
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val number = dev.controllerNumber
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val number = info.controllerNumber
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Text(
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if (number > 0) "forwarded · player $number" else "forwarded to host",
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style = MaterialTheme.typography.labelSmall,
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@@ -696,11 +706,11 @@ private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
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}
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}
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Text(
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deviceDetail(dev),
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info.detail,
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style = MaterialTheme.typography.bodySmall,
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color = MaterialTheme.colorScheme.onSurfaceVariant,
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)
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val resolved = Gamepad.prefFor(dev)
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val resolved = info.resolvedPref
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Text(
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if (gamepadSetting == Gamepad.PREF_AUTO) {
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"Streams as: ${prefLabel(resolved)} (automatic)"
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@@ -711,9 +721,8 @@ private fun PadRow(dev: InputDevice, forwarded: Boolean, gamepadSetting: Int) {
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style = MaterialTheme.typography.bodySmall,
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color = MaterialTheme.colorScheme.onSurfaceVariant,
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)
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val canRumble = deviceHasVibrator(dev)
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if (canRumble) {
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OutlinedButton(onClick = { testRumble(dev) }) { Text("Test rumble") }
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if (info.canRumble) {
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OutlinedButton(onClick = { info.dev?.let(::testRumble) }) { Text("Test rumble") }
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} else {
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Text(
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"No rumble motors reported — host rumble will be silent",
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@@ -794,6 +803,32 @@ private fun Group(title: String, content: @Composable ColumnScope.() -> Unit) {
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private fun isForwarded(dev: InputDevice): Boolean =
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!dev.isVirtual && dev.sources and InputDevice.SOURCE_GAMEPAD == InputDevice.SOURCE_GAMEPAD
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/**
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* Everything [PadRow] renders, decoupled from [InputDevice] so the screenshot harness can compose
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* the connected-pad card at all — Robolectric enumerates no input devices, and a marketing shot of
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* "no controller detected" sells nothing. Production always maps a real device via [padInfoOf];
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* [dev] powers the rumble test and is absent only in the harness (the button then no-ops).
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*/
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internal data class PadInfo(
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val name: String,
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val detail: String,
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val forwarded: Boolean,
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val controllerNumber: Int,
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val resolvedPref: Int,
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val canRumble: Boolean,
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val dev: InputDevice? = null,
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)
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internal fun padInfoOf(dev: InputDevice): PadInfo = PadInfo(
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name = dev.name,
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detail = deviceDetail(dev),
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forwarded = isForwarded(dev),
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controllerNumber = dev.controllerNumber,
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resolvedPref = Gamepad.prefFor(dev),
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canRumble = deviceHasVibrator(dev),
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dev = dev,
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)
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/** Whether the controller reports a rumble motor — via VibratorManager (API 31+) or the legacy Vibrator. */
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private fun deviceHasVibrator(dev: InputDevice): Boolean =
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if (Build.VERSION.SDK_INT >= 31) {
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@@ -254,8 +254,10 @@ private fun MessageState(text: String) {
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)
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}
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// Internal (not private): the screenshot harness composes the real coverflow with mock games —
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// the library screen itself can't be shot, its state comes off the network.
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@Composable
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private fun Coverflow(
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internal fun Coverflow(
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games: List<GameEntry>,
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loader: ImageLoader,
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navActive: Boolean,
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@@ -173,6 +173,21 @@ class ScreenshotTest {
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@Test
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fun consoleControllers() = shootRoot("console-controllers") { ConsoleControllersScene() }
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/** The touch presentation, pads connected — the store's FEEL THE GAME frame. */
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@Test
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fun controllers() = shootRoot("controllers") { ControllersScene() }
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/**
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* The library coverflow with a mock shelf — the store's PICK & PLAY frame. Landscape: the
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* orientation the coverflow actually runs in, and the only one wide enough for neighbours.
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*/
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@Test
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@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
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fun library() = shootRoot("library") { LibraryScene() }
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@Test
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fun libraryPortrait() = shootRoot("library-portrait") { LibraryScene() }
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@Test
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fun consoleControllersLight() =
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shootRoot("console-controllers-light") { ConsoleControllersScene(paletteId = "holo") }
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@@ -1,5 +1,16 @@
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package io.unom.punktfunk.screenshots
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import android.content.Context
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import android.content.res.Configuration
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import android.graphics.Bitmap
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import android.graphics.Canvas
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import android.graphics.LinearGradient
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import android.graphics.Paint
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import android.graphics.Shader
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import android.graphics.Typeface
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import android.graphics.drawable.BitmapDrawable
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import android.graphics.drawable.ColorDrawable
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import android.graphics.drawable.Drawable
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import androidx.compose.foundation.background
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import androidx.compose.foundation.layout.Arrangement
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import androidx.compose.foundation.layout.Box
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@@ -35,8 +46,26 @@ import androidx.compose.runtime.CompositionLocalProvider
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import io.unom.punktfunk.GamepadHome
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import io.unom.punktfunk.GamepadInk
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import io.unom.punktfunk.GamepadPalette
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import coil.ImageLoader
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import coil.test.FakeImageLoaderEngine
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import dev.chrisbanes.haze.HazeState
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import dev.chrisbanes.haze.hazeSource
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import io.unom.punktfunk.ConsoleControllersScreen
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import io.unom.punktfunk.ConsoleHeader
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import io.unom.punktfunk.ConsoleLegendInset
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import io.unom.punktfunk.ConsoleLicensesScreen
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import io.unom.punktfunk.ControllersScreen
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import io.unom.punktfunk.Coverflow
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import io.unom.punktfunk.GamepadAuroraBackground
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import io.unom.punktfunk.GamepadHintBar
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import io.unom.punktfunk.PadGlyph
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import io.unom.punktfunk.PadInfo
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import io.unom.punktfunk.consoleLegendInsets
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import io.unom.punktfunk.consoleSafeArea
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import io.unom.punktfunk.kit.Gamepad
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import io.unom.punktfunk.kit.library.Artwork
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import io.unom.punktfunk.kit.library.GameEntry
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import androidx.compose.ui.platform.LocalConfiguration
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import io.unom.punktfunk.GamepadSettingsScreen
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import io.unom.punktfunk.HomeTile
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import io.unom.punktfunk.LocalGamepadInk
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@@ -510,8 +539,8 @@ internal fun ConsoleHomeScene(paletteId: String = "violet") {
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* whole risk. Their touch presentation is inked by the app theme, which is always dark, so nothing
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* before this could catch light-grey body text stranded on a pastel field.
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*
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* Robolectric enumerates no input devices, so the controllers scene renders its deterministic
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* "nothing connected" state.
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* Robolectric enumerates no input devices, so the controllers scenes inject [shotPads] — the
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* deterministic connected-pads state the store listing needs.
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*/
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@Composable
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internal fun ConsoleLicensesScene(paletteId: String = "violet") =
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@@ -520,14 +549,130 @@ internal fun ConsoleLicensesScene(paletteId: String = "violet") =
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@Composable
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internal fun ConsoleControllersScene(paletteId: String = "violet") =
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ConsolePalette(paletteId) {
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ConsoleControllersScreen(gamepadSetting = 0, onBack = {}, navActive = false)
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// Robolectric enumerates no input devices, so the shot injects the two pads the store
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// listing talks about — the empty "no controller detected" state proves the palette but
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// sells nothing.
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ConsoleControllersScreen(
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gamepadSetting = 0, onBack = {}, navActive = false, padsOverride = shotPads(),
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)
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}
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/**
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* The touch presentation of the same screen, with the same injected pads. Wrapped in a background
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* [Surface]: the activity provides the dark ground in the app, and without one here the content
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* color falls back to black-on-white while the cards stay dark.
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*/
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@Composable
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internal fun ControllersScene() =
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Surface(color = MaterialTheme.colorScheme.background) {
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ControllersScreen(gamepadSetting = 0, onBack = {}, padsOverride = shotPads())
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}
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/** The two pads the store listing names: DualSense (adaptive triggers, LEDs, rumble) and Xbox. */
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internal fun shotPads() = listOf(
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PadInfo(
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name = "DualSense Wireless Controller",
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detail = "054C:0CE6 · gamepad · joystick",
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forwarded = true, controllerNumber = 1,
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resolvedPref = Gamepad.PREF_DUALSENSE, canRumble = true,
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),
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PadInfo(
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name = "Xbox Wireless Controller",
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detail = "045E:0B13 · gamepad · joystick",
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forwarded = true, controllerNumber = 2,
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resolvedPref = Gamepad.PREF_XBOXONE, canRumble = true,
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),
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)
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/**
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* Publish the palette locals `App` would normally provide. A scene that calls a console screen
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* directly gets the DEFAULT dark ink without this, and a pale-palette shot would then silently
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* prove nothing at all.
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*/
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/**
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* The game-library coverflow (the real [Coverflow] over the real console chrome) with a mock shelf.
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* The library screen itself can't be shot — its state comes off the network — so the scene rebuilds
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* the same shell [io.unom.punktfunk.LibraryScreen] draws around it: aurora, header, floating hint
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* bar. Cover art is answered synchronously by coil-test's [FakeImageLoaderEngine] with generated
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* posters, so the frozen animation clock never races an async load.
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*/
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@Composable
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internal fun LibraryScene(paletteId: String = "violet") = ConsolePalette(paletteId) {
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val context = LocalContext.current
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val loader = remember { shotLibraryLoader(context) }
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val games = remember { shotGames() }
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val hazeState = remember { HazeState() }
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val landscape =
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LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
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Box(Modifier.fillMaxSize()) {
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Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
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GamepadAuroraBackground(Modifier.fillMaxSize())
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Column(Modifier.fillMaxSize().consoleSafeArea()) {
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ConsoleHeader("Living Room PC — Library")
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Box(Modifier.weight(1f).fillMaxWidth(), contentAlignment = Alignment.Center) {
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Coverflow(games, loader, navActive = false, onLaunch = {})
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}
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}
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}
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Box(
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Modifier.align(Alignment.BottomStart)
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.consoleLegendInsets(landscape)
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.padding(ConsoleLegendInset),
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) {
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GamepadHintBar(
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listOf(PadGlyph.hint('A', "Launch"), PadGlyph.hint('B', "Close")),
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hazeState = hazeState,
|
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)
|
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}
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||||
}
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}
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/** A believable shelf: four titles with art plus the Steam launcher entry (brand-mark tile). */
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private fun shotGames() = listOf(
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GameEntry("custom:aurora", "custom", "Aurora Drift", Artwork("shot://art/aurora", null, null)),
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GameEntry("steam:starfall", "steam", "Starfall Vale", Artwork("shot://art/starfall", null, null)),
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GameEntry("heroic:neon", "heroic", "Neon Circuit", Artwork("shot://art/neon", null, null)),
|
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GameEntry("gog:ember", "gog", "Ember Peaks", Artwork("shot://art/ember", null, null)),
|
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GameEntry("steam:launcher", "steam", "Steam", Artwork(null, null, null), role = "launcher", icon = "steam"),
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)
|
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|
||||
private fun shotLibraryLoader(context: Context): ImageLoader {
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val engine = FakeImageLoaderEngine.Builder()
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.intercept("shot://art/aurora", cover(context, 0xFF6656F2, 0xFF141040, "A"))
|
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.intercept("shot://art/starfall", cover(context, 0xFFE86FA8, 0xFF3A1030, "S"))
|
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.intercept("shot://art/neon", cover(context, 0xFF35D0C5, 0xFF0A2A33, "N"))
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.intercept("shot://art/ember", cover(context, 0xFFEF8F4B, 0xFF3A1608, "E"))
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.default(ColorDrawable(0xFF221E44.toInt()))
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.build()
|
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return ImageLoader.Builder(context).components { add(engine) }.build()
|
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}
|
||||
|
||||
/** A generated 2:3 poster: vertical brand-adjacent gradient + a big monogram. */
|
||||
private fun cover(context: Context, top: Long, bottom: Long, mark: String): Drawable {
|
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val w = 600
|
||||
val h = 900
|
||||
val bmp = Bitmap.createBitmap(w, h, Bitmap.Config.ARGB_8888)
|
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val canvas = Canvas(bmp)
|
||||
canvas.drawRect(
|
||||
0f, 0f, w.toFloat(), h.toFloat(),
|
||||
Paint(Paint.ANTI_ALIAS_FLAG).apply {
|
||||
shader = LinearGradient(
|
||||
0f, 0f, 0f, h.toFloat(), top.toInt(), bottom.toInt(), Shader.TileMode.CLAMP,
|
||||
)
|
||||
},
|
||||
)
|
||||
canvas.drawText(
|
||||
mark, w / 2f, h / 2f + 110f,
|
||||
Paint(Paint.ANTI_ALIAS_FLAG).apply {
|
||||
color = 0xD9FFFFFF.toInt()
|
||||
textSize = 320f
|
||||
typeface = Typeface.create(Typeface.DEFAULT, Typeface.BOLD)
|
||||
textAlign = Paint.Align.CENTER
|
||||
},
|
||||
)
|
||||
return BitmapDrawable(context.resources, bmp)
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun ConsolePalette(paletteId: String, content: @Composable () -> Unit) {
|
||||
val palette = GamepadPalette.named(paletteId)
|
||||
|
||||
@@ -50,6 +50,10 @@ class TvScreenshotTest {
|
||||
@Test
|
||||
fun consoleControllers() = shootRoot("console-controllers") { ConsoleControllersScene() }
|
||||
|
||||
/** The library coverflow at TV geometry — the store's PICK & PLAY frame for the TV listing. */
|
||||
@Test
|
||||
fun library() = shootRoot("library") { LibraryScene() }
|
||||
|
||||
@Test
|
||||
fun connectingConsole() = shootRoot("connecting-console") { ConnectConsoleScene() }
|
||||
}
|
||||
|
||||
@@ -35,6 +35,11 @@ enum ShotScenes {
|
||||
ShotScene(name: "05-settings", orientation: .natural, colorScheme: .dark) {
|
||||
AnyView(ShotSettings())
|
||||
},
|
||||
// 06–10 are the iOS/macOS console-shell block below; the library is cross-platform
|
||||
// (tvOS renders the same coverflow), hence the number above that range.
|
||||
ShotScene(name: "11-library", orientation: .landscape, colorScheme: .dark) {
|
||||
AnyView(ShotLibrary())
|
||||
},
|
||||
]
|
||||
#if os(iOS) || os(macOS)
|
||||
// The gamepad-mode console screens (no tvOS — native focus engine there). Dev-only shots
|
||||
@@ -193,6 +198,24 @@ enum ShotMock {
|
||||
#endif
|
||||
}
|
||||
|
||||
/// A believable shelf for the library coverflow. Decoded rather than constructed:
|
||||
/// `GameEntry`'s memberwise init is internal to PunktfunkKit, and Codable is its public
|
||||
/// construction surface. No art URLs — the posters render their deterministic fallback
|
||||
/// (title tiles, the Steam entry its brand mark), which is also what keeps the shot offline.
|
||||
static let games: [GameEntry] = {
|
||||
let json = """
|
||||
[
|
||||
{"id": "custom:aurora", "store": "custom", "title": "Aurora Drift", "art": {}},
|
||||
{"id": "steam:starfall", "store": "steam", "title": "Starfall Vale", "art": {}},
|
||||
{"id": "heroic:neon", "store": "heroic", "title": "Neon Circuit", "art": {}},
|
||||
{"id": "gog:ember", "store": "gog", "title": "Ember Peaks", "art": {}},
|
||||
{"id": "steam:launcher", "store": "steam", "title": "Steam", "art": {},
|
||||
"role": "launcher", "icon": "steam"}
|
||||
]
|
||||
"""
|
||||
return (try? JSONDecoder().decode([GameEntry].self, from: Data(json.utf8))) ?? []
|
||||
}()
|
||||
|
||||
/// A plausible-looking 32-byte SHA-256 for the trust card / pin lock glyphs.
|
||||
static let fingerprint = hostFingerprint(0)
|
||||
|
||||
@@ -230,6 +253,19 @@ private struct ShotHome: View {
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Library
|
||||
|
||||
/// The library coverflow with the mock shelf — the store listing's PICK & PLAY frame. The real
|
||||
/// `LibraryCoverflowView`, no network: artless entries settle to their deterministic fallback
|
||||
/// posters, and the entrance's 700 ms backstop has long fired by the time the driver captures.
|
||||
private struct ShotLibrary: View {
|
||||
var body: some View {
|
||||
LibraryCoverflowView(
|
||||
games: ShotMock.games, artLoader: nil,
|
||||
onLaunch: { _ in }, onDismiss: {}, controllerActive: false)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Gamepad-mode console screens (dev-only glass preview)
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
|
||||
@@ -45,7 +45,7 @@ BUNDLE_ID="io.unom.punktfunk"
|
||||
# The App Store set, in listing order — the first three are what most people ever see, so they are
|
||||
# the stream itself, the machines it found, and the couch/controller mode. Everything else in
|
||||
# ShotScenes.all is a dev scene; capture those with `SCENES="06-gamepad-home 10-edithost" ...`.
|
||||
SCENES=(${SCENES:-01-stream 02-hosts 06-gamepad-home 09e-waking-modal 05-settings 03-pair})
|
||||
SCENES=(${SCENES:-01-stream 02-hosts 11-library 06-gamepad-home 09e-waking-modal 05-settings 03-pair})
|
||||
SETTLE="${SETTLE:-4}" # seconds to let a scene lay out before capturing
|
||||
|
||||
mkdir -p "$OUT"
|
||||
|
||||
Reference in New Issue
Block a user