feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -55,9 +55,9 @@ struct ContentView: View {
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#if !os(macOS)
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@State private var showSettings = false
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#endif
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#if os(iOS)
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#if os(iOS) || os(macOS)
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// A connected controller (+ the Settings toggle) swaps the whole home screen for
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// GamepadHomeView instead of retrofitting HomeView's touch UI — see `home` below.
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// GamepadHomeView instead of retrofitting HomeView's touch/desktop UI — see `home` below.
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@ObservedObject private var gamepadManager = GamepadManager.shared
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@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
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private var gamepadUIActive: Bool {
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@@ -137,12 +137,16 @@ struct ContentView: View {
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// The library is a full-screen presentation, not a sheet: on iPad a sheet is a centered page
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// card, but the gamepad coverflow is meant to be an immersive, full-bleed screen (and the
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// launcher behind it stops consuming the controller — see GamepadHomeView's `isActive`).
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// macOS has no `fullScreenCover`, so it keeps the sheet there.
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// macOS has no `fullScreenCover`, so it keeps the sheet there — with an explicit size: a
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// macOS sheet takes its content's IDEAL size, and both library layouts are geometry-driven
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// (the coverflow is a GeometryReader, ideal ≈ zero), so without a frame it collapses to a
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// tiny panel.
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#if os(macOS)
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.sheet(item: $libraryTarget) { host in
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NavigationStack {
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LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
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}
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.frame(minWidth: 940, minHeight: 620)
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}
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#else
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.fullScreenCover(item: $libraryTarget) { host in
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@@ -176,6 +180,18 @@ struct ContentView: View {
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+ "device in the host's web console (port 3000 → Pairing) — no PIN needed. Or "
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+ "pair with the 4-digit PIN it can display.")
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}
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// One "Connection failed" surface for every home screen (touch grid, gamepad launcher) and
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// platform — SessionModel funnels all connect/session errors into `errorMessage`.
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.alert(
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"Connection failed",
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isPresented: Binding(
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get: { model.errorMessage != nil },
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set: { if !$0 { model.errorMessage = nil } })
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) {
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Button("OK", role: .cancel) {}
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} message: {
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Text(model.errorMessage ?? "")
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}
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// The delegated-approval wait: the host holds the connection open until the operator
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// approves it. Cancel returns the UI at once; the in-flight connect is left to time out
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// and its late result is discarded by SessionModel's connect guard (disconnect resets the
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@@ -197,12 +213,21 @@ struct ContentView: View {
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private var home: some View {
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#if os(macOS)
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HomeView(
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store: store, model: model, discovery: discovery,
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showAddHost: $showAddHost, pairingTarget: $pairingTarget,
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speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
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connect: { connect($0) }, connectDiscovered: connectDiscovered,
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onPaired: handlePaired, onLaunchTitle: launchTitle)
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Group {
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if gamepadUIActive {
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GamepadHomeView(
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store: store, model: model, discovery: discovery,
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libraryTarget: $libraryTarget,
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connect: { connect($0) }, connectDiscovered: connectDiscovered)
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} else {
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HomeView(
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store: store, model: model, discovery: discovery,
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showAddHost: $showAddHost, pairingTarget: $pairingTarget,
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speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
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connect: { connect($0) }, connectDiscovered: connectDiscovered,
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onPaired: handlePaired, onLaunchTitle: launchTitle)
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}
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}
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#elseif os(iOS)
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Group {
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if gamepadUIActive {
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@@ -308,7 +333,8 @@ struct ContentView: View {
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onSessionEnd: { [weak model] in
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Task { @MainActor in model?.sessionEnded() }
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},
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presentMeter: model.presentLatency
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presentMeter: model.presentLatency,
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presentTailMeter: model.presentTail
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)
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.overlay(alignment: placement.alignment) {
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if captureEnabled && hudEnabled {
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@@ -565,23 +591,3 @@ private struct ApprovalRequest {
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let host: StoredHost
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let advertisedFingerprint: Data?
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}
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private extension Data {
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/// Parse an even-length hex string into bytes; nil on any non-hex character or odd length.
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/// Used to turn an mDNS-advertised cert fingerprint into a connect pin.
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init?(hexString: String) {
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let chars = Array(hexString)
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guard chars.count.isMultiple(of: 2) else { return nil }
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var bytes = [UInt8]()
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bytes.reserveCapacity(chars.count / 2)
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var i = 0
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while i < chars.count {
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guard let hi = chars[i].hexDigitValue, let lo = chars[i + 1].hexDigitValue else {
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return nil
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}
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bytes.append(UInt8(hi << 4 | lo))
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i += 2
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}
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self = Data(bytes)
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}
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}
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@@ -0,0 +1,234 @@
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// The gamepad-driven "Add Host" screen (iOS/iPadOS/macOS) — the controller counterpart of
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// AddHostSheet, reached from the launcher's Add Host tile. Three field rows (name / address /
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// port) plus the Add action, navigated with the same vertical focus list as the gamepad settings;
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// A on a field opens GamepadKeyboard in a bottom tray, so a host can be registered end to end
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// without touching the screen. Field edits are live (the row shows every keystroke); B closes the
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// keyboard first, then cancels the screen — the same "back peels one layer" rule as a console UI.
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import PunktfunkKit
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import SwiftUI
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#if os(iOS) || os(macOS)
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struct GamepadAddHostView: View {
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@Environment(\.dismiss) private var dismiss
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let onAdd: (StoredHost) -> Void
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#if os(iOS)
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/// `.compact` in a landscape phone window — tighter chrome so the keyboard tray still fits.
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@Environment(\.verticalSizeClass) private var vSizeClass
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private var compact: Bool { vSizeClass == .compact }
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#else
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private let compact = false // no size classes on macOS; the sheet is sized to fit the tray
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#endif
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@State private var name = ""
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@State private var address = ""
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@State private var port = "9777"
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@State private var focusID: String?
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/// The field row the keyboard tray is editing; nil ⇒ the row list owns the controller.
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@State private var editing: String?
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var body: some View {
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GamepadMenuList(
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items: rows,
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focusID: $focusID,
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onActivate: { activate(id: $0.id) },
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onBack: { dismiss() },
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isActive: editing == nil
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) { row, focused in
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rowView(row, focused: focused)
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.frame(maxWidth: 620)
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.padding(.horizontal, 24)
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}
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.frame(maxWidth: .infinity)
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.safeAreaInset(edge: .top, spacing: 0) {
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VStack(spacing: 4) {
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Text("Add Host")
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.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
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.foregroundStyle(.white)
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if !compact {
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Text("Hosts on this network appear automatically — add one by address "
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+ "for everything else.")
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.font(.geist(13, relativeTo: .caption))
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.foregroundStyle(.white.opacity(0.55))
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.multilineTextAlignment(.center)
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.frame(maxWidth: 440)
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}
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}
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.padding(.top, gamepadTitleTopPadding(compact: compact))
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.padding(.bottom, compact ? 4 : 8)
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.frame(maxWidth: .infinity)
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.overlay(alignment: .topTrailing) { closeButton.padding(.trailing, 20) }
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.background { GamepadTrayScrim(edge: .top) }
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}
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.safeAreaInset(edge: .bottom, spacing: 0) {
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bottomTray
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.padding(.horizontal, 22)
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.padding(.vertical, compact ? 6 : 10)
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.background { GamepadTrayScrim(edge: .bottom) }
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}
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.background { GamepadScreenBackground() }
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// A port can't exceed 5 digits — cap while typing so the row can't grow absurd.
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.onChange(of: port) { _, value in
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if value.count > 5 { port = String(value.prefix(5)) }
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}
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}
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/// The keyboard tray while editing, the controls legend otherwise.
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@ViewBuilder private var bottomTray: some View {
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if let editing {
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VStack(spacing: 10) {
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GamepadKeyboard(
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text: editingBinding(editing),
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allowed: allowedCharacters(editing),
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onDone: { closeKeyboard() })
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// Fresh keyboard per field: a touch user can retarget the tray by tapping
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// another field row, and the keyboard's input wiring captured the previous
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// binding on appear — new identity forces a rewire to the new field.
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.id(editing)
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GamepadHintBar(hints: [
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.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Type"),
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.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Delete"),
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.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
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])
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.frame(maxWidth: .infinity, alignment: .leading)
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}
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.transition(.move(edge: .bottom).combined(with: .opacity))
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} else {
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GamepadHintBar(hints: [
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.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select"),
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.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel"),
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])
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.frame(maxWidth: .infinity, alignment: .leading)
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}
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}
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/// Touch/click fallback for closing — the controller path is B, a hardware keyboard's Esc
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/// rides the cancel action.
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private var closeButton: some View {
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Button { dismiss() } label: {
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Image(systemName: "xmark")
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.font(.system(size: 14, weight: .semibold))
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.foregroundStyle(.white)
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.frame(width: 34, height: 34)
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.glassBackground(Circle(), interactive: true)
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.contentShape(Circle())
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}
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.buttonStyle(.plain)
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.keyboardShortcut(.cancelAction)
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.accessibilityLabel("Cancel")
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}
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// MARK: - Rows
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private struct Row: Identifiable {
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let id: String
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let label: String
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var value = ""
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var placeholder = ""
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var isAction = false
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}
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private var rows: [Row] {
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[
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Row(id: "name", label: "Name", value: name, placeholder: "Optional — e.g. Living Room"),
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Row(id: "address", label: "Address", value: address, placeholder: "IP or hostname"),
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Row(id: "port", label: "Port", value: port, placeholder: "9777"),
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Row(id: "add", label: "Add Host", isAction: true),
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]
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}
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private func rowView(_ row: Row, focused: Bool) -> some View {
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HStack(spacing: 14) {
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if row.isAction {
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Label("Add Host", systemImage: "plus.circle.fill")
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.font(.geist(16, .semibold, relativeTo: .body))
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.foregroundStyle(canAdd ? Color.brand : .white.opacity(0.35))
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.frame(maxWidth: .infinity)
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} else {
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Text(row.label)
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.font(.geist(16, .semibold, relativeTo: .body))
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.foregroundStyle(.white)
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Spacer(minLength: 12)
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Text(row.value.isEmpty ? row.placeholder : row.value)
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.font(.geistFixed(15, .medium))
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.foregroundStyle(row.value.isEmpty ? .white.opacity(0.35) : .white)
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.lineLimit(1)
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.truncationMode(.head) // keep the end of a long address visible while typing
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if editing == row.id {
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// The live-edit caret: this row is what the keyboard tray is typing into.
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Rectangle()
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.fill(Color.brand)
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.frame(width: 2, height: 18)
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}
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}
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}
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.padding(.horizontal, 16)
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.padding(.vertical, 13)
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.background {
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RoundedRectangle(cornerRadius: 14, style: .continuous)
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.fill(.white.opacity(focused || editing == row.id ? 0.1 : 0))
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}
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.overlay {
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RoundedRectangle(cornerRadius: 14, style: .continuous)
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.strokeBorder(
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editing == row.id ? Color.brand.opacity(0.7) : .white.opacity(focused ? 0.22 : 0),
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lineWidth: 1)
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}
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.scaleEffect(focused ? 1.0 : 0.98)
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.animation(.smooth(duration: 0.18), value: focused)
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}
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// MARK: - Actions
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private func activate(id: String) {
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switch id {
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case "add":
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guard canAdd else {
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// Not addable yet — jump straight to what's missing instead of a dead press.
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focusID = "address"
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openKeyboard("address")
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return
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}
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onAdd(StoredHost(
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name: name.trimmingCharacters(in: .whitespaces),
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address: address.trimmingCharacters(in: .whitespaces),
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port: UInt16(port) ?? 9777))
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dismiss()
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default:
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openKeyboard(id)
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}
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}
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private var canAdd: Bool {
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!address.trimmingCharacters(in: .whitespaces).isEmpty
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&& UInt16(port).map { $0 > 0 } == true
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}
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private func openKeyboard(_ id: String) {
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withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = id }
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}
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private func closeKeyboard() {
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withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = nil }
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}
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private func editingBinding(_ id: String) -> Binding<String> {
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switch id {
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case "name": return $name
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case "port": return $port
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default: return $address
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}
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}
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/// What the keyboard may type per field: a port is digits, an address never contains spaces;
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/// a name is free-form.
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private func allowedCharacters(_ id: String) -> CharacterSet? {
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switch id {
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case "port": return CharacterSet(charactersIn: "0123456789")
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case "address": return CharacterSet(charactersIn: " ").inverted
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default: return nil
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}
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}
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}
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#endif
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+8
-4
@@ -1,6 +1,6 @@
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// The one piece of gamepad-menu machinery shared by the host launcher (GamepadHomeView) and the
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// library coverflow (LibraryCoverflowView): a horizontal, center-snapping carousel driven entirely
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// by a controller (iOS/iPadOS only).
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// by a controller (iOS/iPadOS/macOS).
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//
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// The scrolling is pure native SwiftUI — `.scrollTargetLayout()` + `.scrollTargetBehavior(.viewAligned)`
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// snap exactly one item to center, and symmetric `.safeAreaPadding(.horizontal)` (sized off the live
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@@ -24,8 +24,7 @@
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import PunktfunkKit
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import SwiftUI
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#if os(iOS)
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import UIKit
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#if os(iOS) || os(macOS)
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struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hashable {
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let items: [Item]
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@@ -40,6 +39,8 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
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let onActivate: (Item) -> Void
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/// Y → the screen's secondary action (e.g. open a host's library); nil disables it.
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var onSecondary: (() -> Void)?
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/// X → the screen's tertiary action (e.g. open settings); nil disables it.
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var onTertiary: (() -> Void)?
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/// B → back/dismiss; nil disables it (e.g. the root launcher has nowhere to go back to).
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var onBack: (() -> Void)?
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/// L1/R1 → jump this many items at once (clamped to the ends); 0 disables the shoulders.
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@@ -94,7 +95,9 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
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}
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.scrollPosition(id: $scrolledID)
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.scrollTargetBehavior(.viewAligned)
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.scrollIndicators(.hidden)
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// .never, not .hidden — macOS's "always show scroll bars" setting overrides .hidden
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// and paints a scroller across the console strip.
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.scrollIndicators(.never)
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.scrollClipDisabled() // let the focused card scale up past the strip bounds
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.safeAreaPadding(.horizontal, inset)
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.offset(x: bumpOffset)
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@@ -147,6 +150,7 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
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input.onMove = { move($0) }
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input.onConfirm = { activate() }
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input.onSecondary = onSecondary
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input.onTertiary = onTertiary
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input.onBack = onBack
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input.onShoulder = shoulderJump > 0 ? { shoulder(right: $0) } : nil
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}
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@@ -0,0 +1,232 @@
|
||||
// Chrome shared by the gamepad-driven screens (GamepadHomeView, GamepadSettingsView,
|
||||
// GamepadAddHostView, LibraryCoverflowView): the full-bleed console backdrop, the
|
||||
// controller-glyph hint bar, and the connected-controller status chip. One look across every
|
||||
// screen is what makes the gamepad UI read as a coherent mode rather than a set of themed pages.
|
||||
// iOS/iPadOS and macOS (the couch Mac-mini case); tvOS keeps its native focus engine instead.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
import GameController
|
||||
|
||||
/// The active controller's real glyph for a button (Xbox "A", DualSense ✕, …) via
|
||||
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
|
||||
/// @MainActor: GamepadManager is main-actor-bound (inside a View body this was implicit).
|
||||
@MainActor
|
||||
func buttonGlyph(
|
||||
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
|
||||
) -> String {
|
||||
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
|
||||
?? fallback
|
||||
}
|
||||
|
||||
/// Top padding for a gamepad screen's pinned title. macOS gets extra clearance — the launcher
|
||||
/// title sits right under the window titlebar and the settings/add-host sheets have no titlebar
|
||||
/// at all, so the iOS value hugs the top edge there.
|
||||
func gamepadTitleTopPadding(compact: Bool) -> CGFloat {
|
||||
#if os(macOS)
|
||||
26
|
||||
#else
|
||||
compact ? 4 : 10
|
||||
#endif
|
||||
}
|
||||
|
||||
/// One glyph + label cell in a hint bar.
|
||||
struct GamepadHint: Identifiable {
|
||||
let glyph: String
|
||||
let text: String
|
||||
var id: String { glyph + text }
|
||||
}
|
||||
|
||||
/// The pinned controls legend every gamepad screen shows bottom-leading (via `.safeAreaInset`).
|
||||
/// Same font/spacing everywhere so the legend reads as system chrome, not per-screen decoration.
|
||||
struct GamepadHintBar: View {
|
||||
let hints: [GamepadHint]
|
||||
|
||||
var body: some View {
|
||||
HStack(spacing: 18) {
|
||||
ForEach(hints) { hint in
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: hint.glyph)
|
||||
.font(.system(size: 19))
|
||||
.foregroundStyle(.white)
|
||||
Text(hint.text)
|
||||
}
|
||||
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
|
||||
}
|
||||
}
|
||||
.font(.geist(14, .semibold, relativeTo: .subheadline))
|
||||
.foregroundStyle(.white.opacity(0.85))
|
||||
}
|
||||
}
|
||||
|
||||
/// The console backdrop: a living "aurora" field in the brand's violet family — soft color blobs
|
||||
/// drifting on slow Lissajous paths over black, in the direction of Apple Music's animated player
|
||||
/// background but calmer (long 30–90 s periods, muted opacities, a legibility scrim on top, so it
|
||||
/// reads as ambience behind the cards, never as content). Deliberately pure SwiftUI rather than a
|
||||
/// .metal shader: these sources are built both by SwiftPM (`swift run`/tests) and by the Xcode
|
||||
/// project's synchronized folders, and a compiled metallib is only reliably bundled in one of the
|
||||
/// two — radial gradients driven by a TimelineView give the same look with none of that risk.
|
||||
///
|
||||
/// Applied via `.background { }` — NOT as a ZStack sibling — so the `.ignoresSafeArea()` here
|
||||
/// can't inflate the caller's layout past the safe area (see the layout discipline note in
|
||||
/// GamepadHomeView's header). Honors Reduce Motion by freezing the field at a fixed phase.
|
||||
struct GamepadScreenBackground: View {
|
||||
@Environment(\.accessibilityReduceMotion) private var reduceMotion
|
||||
|
||||
/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular
|
||||
/// speeds (rad/s — periods of 30–90 s), and a radius that slowly breathes.
|
||||
private struct Blob {
|
||||
let color: Color
|
||||
let center: CGPoint
|
||||
let drift: CGSize
|
||||
let speed: (x: Double, y: Double)
|
||||
let phase: (x: Double, y: Double)
|
||||
/// Radius as a fraction of the view's larger dimension (+ breathing amplitude/speed).
|
||||
let radius: CGFloat
|
||||
let breathe: (amount: CGFloat, speed: Double)
|
||||
let opacity: Double
|
||||
}
|
||||
|
||||
/// The brand violet, a deeper indigo, a warmer plum, and a cool blue — related hues so the
|
||||
/// field shifts within one temperature instead of strobing through the rainbow.
|
||||
private static let blobs: [Blob] = [
|
||||
Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet
|
||||
center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
|
||||
speed: (0.111, 0.083), phase: (0.0, 1.9),
|
||||
radius: 0.52, breathe: (0.07, 0.061), opacity: 0.52),
|
||||
Blob(color: Color(red: 0.24, green: 0.20, blue: 0.72), // deep indigo
|
||||
center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
|
||||
speed: (0.071, 0.096), phase: (2.4, 0.7),
|
||||
radius: 0.58, breathe: (0.08, 0.049), opacity: 0.55),
|
||||
Blob(color: Color(red: 0.62, green: 0.30, blue: 0.80), // plum
|
||||
center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
|
||||
speed: (0.089, 0.067), phase: (4.1, 3.2),
|
||||
radius: 0.44, breathe: (0.09, 0.078), opacity: 0.42),
|
||||
Blob(color: Color(red: 0.22, green: 0.38, blue: 0.86), // cool blue
|
||||
center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
|
||||
speed: (0.059, 0.104), phase: (1.2, 5.0),
|
||||
radius: 0.40, breathe: (0.06, 0.055), opacity: 0.38),
|
||||
]
|
||||
|
||||
var body: some View {
|
||||
Group {
|
||||
if reduceMotion {
|
||||
field(at: 0)
|
||||
} else {
|
||||
// 30 Hz is plenty for centimeters-per-minute drift, and halves the redraw cost
|
||||
// of a battery-fed couch device vs. the default display rate.
|
||||
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
|
||||
field(at: context.date.timeIntervalSinceReferenceDate)
|
||||
}
|
||||
}
|
||||
}
|
||||
.ignoresSafeArea()
|
||||
}
|
||||
|
||||
private func field(at t: TimeInterval) -> some View {
|
||||
GeometryReader { geo in
|
||||
let side = max(geo.size.width, geo.size.height)
|
||||
ZStack {
|
||||
Color.black
|
||||
ZStack {
|
||||
ForEach(Self.blobs.indices, id: \.self) { i in
|
||||
blobView(Self.blobs[i], at: t, in: geo.size, side: side)
|
||||
}
|
||||
}
|
||||
// ±10° over ~5 min — the whole field very slowly warms and cools.
|
||||
.hueRotation(.degrees(sin(t * 0.021) * 10))
|
||||
// Composite the additive blobs offscreen once instead of per-layer.
|
||||
.drawingGroup()
|
||||
// Legibility scrim: the title (top) and detail/hints (bottom) always sit on
|
||||
// near-black, whatever the blobs are doing behind them.
|
||||
LinearGradient(
|
||||
stops: [
|
||||
.init(color: .black.opacity(0.55), location: 0),
|
||||
.init(color: .black.opacity(0.15), location: 0.35),
|
||||
.init(color: .black.opacity(0.20), location: 0.65),
|
||||
.init(color: .black.opacity(0.60), location: 1),
|
||||
],
|
||||
startPoint: .top, endPoint: .bottom)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private func blobView(_ blob: Blob, at t: TimeInterval, in size: CGSize, side: CGFloat) -> some View {
|
||||
let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x))
|
||||
let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y))
|
||||
let r = side * blob.radius
|
||||
* (1 + blob.breathe.amount * CGFloat(sin(t * blob.breathe.speed + blob.phase.x)))
|
||||
return Circle()
|
||||
.fill(RadialGradient(
|
||||
colors: [blob.color, blob.color.opacity(0)],
|
||||
center: .center, startRadius: 0, endRadius: r / 2))
|
||||
.frame(width: r, height: r)
|
||||
.position(x: x * size.width, y: y * size.height)
|
||||
.opacity(blob.opacity)
|
||||
.blendMode(.plusLighter)
|
||||
}
|
||||
}
|
||||
|
||||
/// A darkening scrim behind a pinned tray (a screen title, the hints/detail bar, the keyboard
|
||||
/// tray): scrollable rows pass beneath those insets, so without this the tray text and the row
|
||||
/// underneath render interleaved. Fades toward the content so it reads as depth, not a bar.
|
||||
struct GamepadTrayScrim: View {
|
||||
let edge: VerticalEdge
|
||||
|
||||
var body: some View {
|
||||
LinearGradient(
|
||||
stops: [
|
||||
.init(color: .black.opacity(0.92), location: 0),
|
||||
.init(color: .black.opacity(0.85), location: 0.55),
|
||||
.init(color: .black.opacity(0), location: 1),
|
||||
],
|
||||
startPoint: edge == .top ? .top : .bottom,
|
||||
endPoint: edge == .top ? .bottom : .top)
|
||||
// Grow past the tray so the fade-to-clear happens OUTSIDE its bounds — the tray's own
|
||||
// text always sits on the near-opaque part, rows dim before they reach it.
|
||||
.padding(edge == .top ? .bottom : .top, -32)
|
||||
.ignoresSafeArea()
|
||||
}
|
||||
}
|
||||
|
||||
/// "Which pad is driving this UI" — the active controller's name and battery, worn as a quiet
|
||||
/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
|
||||
/// when the pad or its battery state changes.
|
||||
struct ControllerStatusChip: View {
|
||||
let controller: GamepadManager.DiscoveredController
|
||||
|
||||
var body: some View {
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: controller.hasTouchpadAndMotion
|
||||
? "playstation.logo" : "gamecontroller.fill")
|
||||
.font(.system(size: 12))
|
||||
Text(controller.name)
|
||||
.lineLimit(1)
|
||||
if let level = controller.batteryLevel {
|
||||
Image(systemName: batterySymbol(level))
|
||||
.font(.system(size: 12))
|
||||
.foregroundStyle(level <= 0.2 && !controller.isCharging
|
||||
? AnyShapeStyle(.red) : AnyShapeStyle(.white.opacity(0.7)))
|
||||
}
|
||||
}
|
||||
.font(.geist(12, .medium, relativeTo: .caption))
|
||||
.foregroundStyle(.white.opacity(0.7))
|
||||
.padding(.horizontal, 12)
|
||||
.padding(.vertical, 7)
|
||||
.background(Capsule().fill(.white.opacity(0.08)))
|
||||
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
|
||||
}
|
||||
|
||||
private func batterySymbol(_ level: Float) -> String {
|
||||
if controller.isCharging { return "battery.100.bolt" }
|
||||
switch level {
|
||||
case ..<0.125: return "battery.0"
|
||||
case ..<0.375: return "battery.25"
|
||||
case ..<0.625: return "battery.50"
|
||||
case ..<0.875: return "battery.75"
|
||||
default: return "battery.100"
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
+103
-138
@@ -1,8 +1,9 @@
|
||||
// The gamepad-driven home screen (iOS/iPadOS only): a distinct, "10-foot" console-style host
|
||||
// launcher shown INSTEAD of HomeView while GamepadUIEnvironment is active — a separate screen built
|
||||
// around a center-snapping carousel of hosts, driven from the couch with a controller. No touch is
|
||||
// required (a tap still works as a fallback). Scope: browse saved + discovered hosts, connect, and
|
||||
// — when the library flag is on — jump into a saved host's library (Y).
|
||||
// required anywhere: A connects, Y opens a saved host's library (when the flag is on), X opens the
|
||||
// gamepad settings screen, and the carousel always ends in an Add Host tile that opens the
|
||||
// controller-keyboard add flow. (A tap still works as a fallback for all of it.)
|
||||
//
|
||||
// All the scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the launcher's
|
||||
// chrome. Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
|
||||
@@ -11,18 +12,21 @@
|
||||
// status bar / home indicator. As a background it draws behind without affecting layout, so the
|
||||
// GeometryReader is sized to the safe area. The title and the controller-glyph hints are pinned with
|
||||
// `.safeAreaInset` (top / bottom-leading) — guaranteed inside the safe area and out of the carousel's
|
||||
// vertical budget — and the card is sized off the remaining height. tvOS/macOS never mount this view.
|
||||
// vertical budget — and the card is sized off the remaining height. macOS mounts it too (the
|
||||
// couch Mac-mini case) — same screen, with the settings/add-host covers presented as sheets
|
||||
// (macOS has no fullScreenCover). tvOS never mounts this view (native focus engine instead).
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS)
|
||||
#if os(iOS) || os(macOS)
|
||||
import GameController
|
||||
|
||||
/// One navigable tile: a saved host or a discovered-but-unsaved one. Hashable so it can be the
|
||||
/// carousel's scroll-position identity.
|
||||
/// One navigable tile: a saved host, a discovered-but-unsaved one, or the trailing Add Host
|
||||
/// action. Hashable so it can be the carousel's scroll-position identity.
|
||||
private enum GamepadHomeTarget: Hashable {
|
||||
case saved(UUID)
|
||||
case discovered(String)
|
||||
case addHost
|
||||
}
|
||||
|
||||
/// A fully-resolved launcher tile — display fields + the activate action, built fresh each render
|
||||
@@ -31,13 +35,17 @@ private struct HomeTile: Identifiable {
|
||||
let id: GamepadHomeTarget
|
||||
let title: String
|
||||
let subtitle: String
|
||||
let isOnline: Bool
|
||||
let isPaired: Bool
|
||||
let isConnecting: Bool
|
||||
/// Saved (solid monogram) vs. discovered-but-unsaved (tinted outline).
|
||||
let filled: Bool
|
||||
var isOnline = false
|
||||
var isPaired = false
|
||||
var isConnecting = false
|
||||
/// Saved (solid monogram) vs. discovered-but-unsaved / action (tinted outline).
|
||||
var filled = false
|
||||
/// Only saved hosts have a library (matches the touch grid's context-menu gate).
|
||||
let hasLibrary: Bool
|
||||
var hasLibrary = false
|
||||
/// Shows this SF symbol in the badge instead of the title monogram (the Add Host tile).
|
||||
var icon: String?
|
||||
/// Whether the detail panel shows the online/paired pill (hosts yes, actions no).
|
||||
var showsStatus = true
|
||||
let activate: () -> Void
|
||||
}
|
||||
|
||||
@@ -51,12 +59,18 @@ struct GamepadHomeView: View {
|
||||
|
||||
/// Same experimental gate the touch grid's "Browse Library…" context-menu item uses.
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
|
||||
#if os(iOS)
|
||||
/// `.compact` in a landscape phone window — drives tighter chrome so everything still fits.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
@State private var selection: GamepadHomeTarget?
|
||||
@State private var breathe = false
|
||||
|
||||
private var compact: Bool { vSizeClass == .compact }
|
||||
#else
|
||||
private let compact = false // no size classes on macOS; the window minimum keeps room
|
||||
#endif
|
||||
@ObservedObject private var gamepads = GamepadManager.shared
|
||||
@State private var selection: GamepadHomeTarget?
|
||||
@State private var showSettings = false
|
||||
@State private var showAddHost = false
|
||||
|
||||
var body: some View {
|
||||
GeometryReader { geo in
|
||||
@@ -64,97 +78,70 @@ struct GamepadHomeView: View {
|
||||
}
|
||||
// Pinned inside the safe area, out of the carousel's vertical budget — never clipped.
|
||||
.safeAreaInset(edge: .top, spacing: 0) {
|
||||
titleView
|
||||
.padding(.top, compact ? 4 : 10)
|
||||
titleBar
|
||||
.padding(.top, gamepadTitleTopPadding(compact: compact))
|
||||
.padding(.bottom, compact ? 4 : 8)
|
||||
.frame(maxWidth: .infinity)
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
||||
if !tiles.isEmpty {
|
||||
hintBar
|
||||
.padding(.leading, 22)
|
||||
.padding(.vertical, compact ? 6 : 10)
|
||||
}
|
||||
}
|
||||
.background { background }
|
||||
.onAppear {
|
||||
discovery.start()
|
||||
withAnimation(.easeInOut(duration: 4).repeatForever(autoreverses: true)) { breathe = true }
|
||||
GamepadHintBar(hints: hints)
|
||||
.padding(.leading, 22)
|
||||
.padding(.vertical, compact ? 6 : 10)
|
||||
}
|
||||
.background { GamepadScreenBackground() }
|
||||
.onAppear { discovery.start() }
|
||||
.onDisappear { discovery.stop() }
|
||||
.alert(
|
||||
"Connection failed",
|
||||
isPresented: Binding(
|
||||
get: { model.errorMessage != nil },
|
||||
set: { if !$0 { model.errorMessage = nil } })
|
||||
) {
|
||||
Button("OK", role: .cancel) {}
|
||||
} message: {
|
||||
Text(model.errorMessage ?? "")
|
||||
// The settings / add-host screens take over the controller (the carousel's `isActive`
|
||||
// gate above). iOS presents them full screen — the immersive console feel; macOS has no
|
||||
// fullScreenCover, so they become generously sized sheets over the dimmed launcher.
|
||||
#if os(macOS)
|
||||
.sheet(isPresented: $showSettings) {
|
||||
GamepadSettingsView()
|
||||
.frame(width: 720, height: 640)
|
||||
}
|
||||
.sheet(isPresented: $showAddHost) {
|
||||
GamepadAddHostView { store.add($0) }
|
||||
.frame(width: 660, height: 620)
|
||||
}
|
||||
.frame(minWidth: 640, minHeight: 420)
|
||||
#else
|
||||
.fullScreenCover(isPresented: $showSettings) { GamepadSettingsView() }
|
||||
.fullScreenCover(isPresented: $showAddHost) {
|
||||
GamepadAddHostView { store.add($0) }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// MARK: - Hero (carousel + detail), sized to fit the space between the pinned title and hints
|
||||
|
||||
@ViewBuilder private func hero(for size: CGSize) -> some View {
|
||||
if tiles.isEmpty {
|
||||
emptyState.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
} else {
|
||||
let cardWidth = min(340, size.width * 0.84)
|
||||
// 96 ≈ the carousel's own vertical breathing (+40) plus the detail line (~54); clamp so
|
||||
// the strip + detail always fit the region the safe-area insets leave.
|
||||
let cardHeight = min(compact ? 170 : 210, max(118, size.height - 96))
|
||||
VStack(spacing: compact ? 8 : 10) {
|
||||
Spacer(minLength: 0)
|
||||
carousel(cardWidth: cardWidth, cardHeight: cardHeight)
|
||||
detailPanel
|
||||
Spacer(minLength: 0)
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
let cardWidth = min(340, size.width * 0.84)
|
||||
// 96 ≈ the carousel's own vertical breathing (+40) plus the detail line (~54); clamp so
|
||||
// the strip + detail always fit the region the safe-area insets leave.
|
||||
let cardHeight = min(compact ? 170 : 210, max(118, size.height - 96))
|
||||
VStack(spacing: compact ? 8 : 10) {
|
||||
Spacer(minLength: 0)
|
||||
carousel(cardWidth: cardWidth, cardHeight: cardHeight)
|
||||
detailPanel
|
||||
Spacer(minLength: 0)
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
}
|
||||
|
||||
// MARK: - Chrome
|
||||
|
||||
private var background: some View {
|
||||
ZStack {
|
||||
LinearGradient(
|
||||
colors: [.black, Color.brand.opacity(0.22), .black],
|
||||
startPoint: .top, endPoint: .bottom)
|
||||
// A soft brand orb behind the strip gives the flat gradient depth; it breathes slowly.
|
||||
Circle()
|
||||
.fill(RadialGradient(
|
||||
colors: [Color.brand.opacity(0.55), .clear],
|
||||
center: .center, startRadius: 0, endRadius: 300))
|
||||
.frame(width: 560, height: 560)
|
||||
.blur(radius: 70)
|
||||
.scaleEffect(breathe ? 1.08 : 0.92)
|
||||
.opacity(breathe ? 0.5 : 0.32)
|
||||
.offset(y: -20)
|
||||
}
|
||||
.ignoresSafeArea()
|
||||
}
|
||||
|
||||
private var titleView: some View {
|
||||
private var titleBar: some View {
|
||||
Text("Select a Host")
|
||||
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
|
||||
.foregroundStyle(.white)
|
||||
}
|
||||
|
||||
private var emptyState: some View {
|
||||
VStack(spacing: 14) {
|
||||
Image(systemName: "gamecontroller")
|
||||
.font(.system(size: 46, weight: .light))
|
||||
.foregroundStyle(Color.brand)
|
||||
Text("No hosts yet")
|
||||
.font(.geist(20, .semibold, relativeTo: .title3))
|
||||
.foregroundStyle(.white)
|
||||
Text("Add one with touch first — it'll show up here for the controller.")
|
||||
.font(.geist(15, relativeTo: .body))
|
||||
.foregroundStyle(.white.opacity(0.6))
|
||||
.multilineTextAlignment(.center)
|
||||
.frame(maxWidth: 320)
|
||||
}
|
||||
.frame(maxWidth: .infinity)
|
||||
.overlay(alignment: .trailing) {
|
||||
// Which pad is driving this UI (name + battery) — quiet, and only where there's
|
||||
// room; a compact-height phone gives the pixels to the carousel instead.
|
||||
if !compact, let active = gamepads.active {
|
||||
ControllerStatusChip(controller: active)
|
||||
.padding(.trailing, 20)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Carousel
|
||||
@@ -167,9 +154,10 @@ struct GamepadHomeView: View {
|
||||
spacing: 30,
|
||||
onActivate: { $0.activate() },
|
||||
onSecondary: { openLibraryForSelected() },
|
||||
// Stop consuming the controller while the library is presented on top — otherwise the
|
||||
// launcher navigates behind it (invisibly on iPhone, visibly on iPad's page sheet).
|
||||
isActive: libraryTarget == nil
|
||||
onTertiary: { showSettings = true },
|
||||
// Stop consuming the controller while another screen is presented on top — otherwise
|
||||
// the launcher navigates behind it (invisibly on iPhone, visibly on iPad's page sheet).
|
||||
isActive: libraryTarget == nil && !showSettings && !showAddHost
|
||||
) { tile in
|
||||
hostCard(tile, size: CGSize(width: cardWidth, height: cardHeight))
|
||||
}
|
||||
@@ -211,7 +199,7 @@ struct GamepadHomeView: View {
|
||||
Text(tile?.subtitle ?? " ")
|
||||
.font(.geist(13, relativeTo: .caption))
|
||||
.foregroundStyle(.white.opacity(0.6))
|
||||
if let tile {
|
||||
if let tile, tile.showsStatus {
|
||||
statusPill(online: tile.isOnline, paired: tile.isPaired)
|
||||
}
|
||||
}
|
||||
@@ -236,71 +224,52 @@ struct GamepadHomeView: View {
|
||||
|
||||
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
|
||||
|
||||
private var hintBar: some View {
|
||||
HStack(spacing: 18) {
|
||||
hint(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Connect")
|
||||
if showsLibraryHint {
|
||||
hint(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library")
|
||||
}
|
||||
private var hints: [GamepadHint] {
|
||||
let selected = tiles.first { $0.id == selection }
|
||||
var hints = [GamepadHint(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
|
||||
text: selected?.id == .addHost ? "Add Host" : "Connect")]
|
||||
if libraryEnabled, selected?.hasLibrary == true {
|
||||
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
|
||||
}
|
||||
.font(.geist(14, .semibold, relativeTo: .subheadline))
|
||||
.foregroundStyle(.white.opacity(0.85))
|
||||
}
|
||||
|
||||
private func hint(glyph: String, text: String) -> some View {
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: glyph)
|
||||
.font(.system(size: 19))
|
||||
.foregroundStyle(.white)
|
||||
Text(text)
|
||||
}
|
||||
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
|
||||
}
|
||||
|
||||
private var showsLibraryHint: Bool {
|
||||
guard libraryEnabled else { return false }
|
||||
return tiles.first { $0.id == selection }?.hasLibrary ?? false
|
||||
}
|
||||
|
||||
/// The active controller's real glyph for a button (Xbox "A", DualSense ✕, …) via
|
||||
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
|
||||
private func buttonGlyph(
|
||||
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
|
||||
) -> String {
|
||||
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
|
||||
?? fallback
|
||||
hints.append(.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Settings"))
|
||||
return hints
|
||||
}
|
||||
|
||||
// MARK: - Data + actions
|
||||
|
||||
/// Built fresh each render from the live stores (no stale value capture) — saved hosts first,
|
||||
/// then discovered-but-unsaved ones.
|
||||
/// then discovered-but-unsaved ones, then the Add Host action tile (so the strip is never
|
||||
/// empty and manual entry is always one press away).
|
||||
private var tiles: [HomeTile] {
|
||||
let saved = store.hosts.map { host in
|
||||
HomeTile(
|
||||
id: .saved(host.id),
|
||||
title: host.displayName,
|
||||
subtitle: "\(host.address):\(String(host.port))",
|
||||
isOnline: isOnline(host),
|
||||
isOnline: discovery.advertises(host),
|
||||
isPaired: host.pinnedSHA256 != nil,
|
||||
isConnecting: model.phase == .connecting && model.activeHost?.id == host.id,
|
||||
filled: true,
|
||||
hasLibrary: true,
|
||||
activate: { connect(host) })
|
||||
}
|
||||
let discovered = discoveredUnsaved.map { d in
|
||||
let discovered = discovery.unsaved(among: store.hosts).map { d in
|
||||
HomeTile(
|
||||
id: .discovered(d.id),
|
||||
title: d.name,
|
||||
subtitle: "\(d.host):\(String(d.port))",
|
||||
isOnline: true,
|
||||
isPaired: false,
|
||||
isConnecting: false,
|
||||
filled: false,
|
||||
hasLibrary: false,
|
||||
activate: { connectDiscovered(d) })
|
||||
}
|
||||
return saved + discovered
|
||||
let add = HomeTile(
|
||||
id: .addHost,
|
||||
title: "Add Host",
|
||||
subtitle: "Register a host by address",
|
||||
icon: "plus",
|
||||
showsStatus: false,
|
||||
activate: { showAddHost = true })
|
||||
return saved + discovered + [add]
|
||||
}
|
||||
|
||||
/// Only saved hosts have a library — matches the touch grid, where "Browse Library…" is a
|
||||
@@ -311,14 +280,6 @@ struct GamepadHomeView: View {
|
||||
else { return }
|
||||
libraryTarget = host
|
||||
}
|
||||
|
||||
private func isOnline(_ host: StoredHost) -> Bool {
|
||||
discovery.hosts.contains { host.matches($0) }
|
||||
}
|
||||
|
||||
private var discoveredUnsaved: [DiscoveredHost] {
|
||||
discovery.hosts.filter { d in !store.hosts.contains { $0.matches(d) } }
|
||||
}
|
||||
}
|
||||
|
||||
/// One "console tile" in the host carousel — a dark-glass landscape card, bigger and bolder than the
|
||||
@@ -381,6 +342,10 @@ private struct GamepadHostTile: View {
|
||||
: AnyShapeStyle(Color.brand.opacity(0.16)))
|
||||
if tile.isConnecting {
|
||||
ProgressView().tint(.white)
|
||||
} else if let icon = tile.icon {
|
||||
Image(systemName: icon)
|
||||
.font(.system(size: 24, weight: .semibold))
|
||||
.foregroundStyle(Color.brand)
|
||||
} else {
|
||||
Text(monogram(tile.title))
|
||||
.font(.geistFixed(25, .bold))
|
||||
@@ -0,0 +1,182 @@
|
||||
// A controller-driven on-screen keyboard for the gamepad UI's text fields (iOS/iPadOS only) —
|
||||
// iOS has no system keyboard a game controller can drive (the tvOS fullscreen entry doesn't
|
||||
// exist here), so without this, adding a host from the couch would end with "now touch the
|
||||
// screen". Dpad/stick moves a key cursor over a fixed grid, A types, X backspaces, B/Y confirms.
|
||||
// Lowercase + digits + the hostname/address punctuation is deliberately the whole character set:
|
||||
// these fields hold names, addresses and ports, not prose.
|
||||
//
|
||||
// Edits are applied to the binding live (the caller's field row shows every keystroke), so
|
||||
// closing the keyboard is always "done" — there is no separate cancel/commit step to get wrong.
|
||||
// Touch stays a fallback: every keycap is tappable.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
|
||||
struct GamepadKeyboard: View {
|
||||
@Binding var text: String
|
||||
/// Restricts typed characters (e.g. digits for a port field); backspace always works.
|
||||
var allowed: CharacterSet?
|
||||
/// B / Y / the Done key — the binding already holds the final text.
|
||||
let onDone: () -> Void
|
||||
|
||||
@State private var input = GamepadMenuInput(manager: .shared)
|
||||
@State private var haptics = MenuHaptics(manager: .shared)
|
||||
@State private var cursor = GridPos(row: 1, col: 0) // opens on "q"
|
||||
@State private var pressTick = 0
|
||||
@State private var boundaryTick = 0
|
||||
#if os(iOS)
|
||||
/// `.compact` (landscape phone): shorter keycaps so the tray leaves room for the field rows.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
|
||||
private var compact: Bool { vSizeClass == .compact }
|
||||
#else
|
||||
private let compact = false // no size classes on macOS; the sheet is sized generously
|
||||
#endif
|
||||
|
||||
private struct GridPos: Hashable {
|
||||
var row: Int
|
||||
var col: Int
|
||||
}
|
||||
|
||||
private enum Key: Hashable {
|
||||
case char(Character)
|
||||
case space
|
||||
case backspace
|
||||
case done
|
||||
}
|
||||
|
||||
/// Digits first (addresses/ports), then letters; the last char column carries the
|
||||
/// hostname/address punctuation.
|
||||
private static let rows: [[Key]] = [
|
||||
Array("1234567890").map(Key.char),
|
||||
Array("qwertyuiop").map(Key.char),
|
||||
Array("asdfghjkl-").map(Key.char),
|
||||
Array("zxcvbnm._:").map(Key.char),
|
||||
[.space, .backspace, .done],
|
||||
]
|
||||
|
||||
var body: some View {
|
||||
VStack(spacing: compact ? 5 : 7) {
|
||||
ForEach(Self.rows.indices, id: \.self) { r in
|
||||
HStack(spacing: compact ? 5 : 7) {
|
||||
ForEach(Self.rows[r].indices, id: \.self) { c in
|
||||
keycap(Self.rows[r][c], focused: cursor == GridPos(row: r, col: c))
|
||||
.onTapGesture {
|
||||
cursor = GridPos(row: r, col: c)
|
||||
press(Self.rows[r][c])
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
.frame(maxWidth: 560)
|
||||
.padding(compact ? 10 : 14)
|
||||
.background {
|
||||
RoundedRectangle(cornerRadius: 22, style: .continuous)
|
||||
.fill(.ultraThinMaterial)
|
||||
.environment(\.colorScheme, .dark)
|
||||
}
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: 22, style: .continuous)
|
||||
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
|
||||
}
|
||||
.sensoryFeedback(.selection, trigger: cursor)
|
||||
.sensoryFeedback(.impact(weight: .light), trigger: pressTick)
|
||||
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
|
||||
.onAppear {
|
||||
wire()
|
||||
input.start()
|
||||
}
|
||||
.onDisappear {
|
||||
input.stop()
|
||||
haptics.stop()
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Keycaps
|
||||
|
||||
@ViewBuilder private func keycap(_ key: Key, focused: Bool) -> some View {
|
||||
Group {
|
||||
switch key {
|
||||
case .char(let c):
|
||||
Text(String(c)).font(.geistFixed(18, .medium))
|
||||
case .space:
|
||||
Image(systemName: "space")
|
||||
case .backspace:
|
||||
Image(systemName: "delete.left")
|
||||
case .done:
|
||||
Label("Done", systemImage: "checkmark")
|
||||
.font(.geist(15, .semibold, relativeTo: .callout))
|
||||
}
|
||||
}
|
||||
.foregroundStyle(focused ? Color.black : .white)
|
||||
.frame(maxWidth: .infinity, minHeight: compact ? 34 : 42)
|
||||
.background {
|
||||
RoundedRectangle(cornerRadius: 9, style: .continuous)
|
||||
.fill(focused ? AnyShapeStyle(Color.brand) : AnyShapeStyle(.white.opacity(0.08)))
|
||||
}
|
||||
.animation(.smooth(duration: 0.12), value: focused)
|
||||
.contentShape(Rectangle())
|
||||
}
|
||||
|
||||
// MARK: - Input
|
||||
|
||||
private func wire() {
|
||||
input.onMove = { move($0) }
|
||||
input.onConfirm = { press(Self.rows[cursor.row][cursor.col]) }
|
||||
input.onTertiary = { press(.backspace) }
|
||||
input.onSecondary = onDone
|
||||
input.onBack = onDone
|
||||
}
|
||||
|
||||
private func move(_ direction: GamepadMenuInput.Direction) {
|
||||
var next = cursor
|
||||
switch direction {
|
||||
case .left: next.col -= 1
|
||||
case .right: next.col += 1
|
||||
case .up, .down:
|
||||
let row = cursor.row + (direction == .down ? 1 : -1)
|
||||
guard row >= 0, row < Self.rows.count else { return refuse() }
|
||||
// Map the column proportionally between rows of different widths, so e.g. Done
|
||||
// (rightmost of 3) goes up to the rightmost letters, not to "e".
|
||||
let from = max(1, Self.rows[cursor.row].count - 1)
|
||||
let to = Self.rows[row].count - 1
|
||||
next = GridPos(
|
||||
row: row,
|
||||
col: Int((Double(cursor.col) * Double(to) / Double(from)).rounded()))
|
||||
}
|
||||
guard next.row >= 0, next.row < Self.rows.count,
|
||||
next.col >= 0, next.col < Self.rows[next.row].count
|
||||
else { return refuse() }
|
||||
cursor = next
|
||||
haptics.move()
|
||||
}
|
||||
|
||||
private func press(_ key: Key) {
|
||||
switch key {
|
||||
case .char(let c):
|
||||
if let allowed, !c.unicodeScalars.allSatisfy(allowed.contains) { return refuse() }
|
||||
text.append(c)
|
||||
case .space:
|
||||
if let allowed, !allowed.contains(" ") { return refuse() }
|
||||
text.append(" ")
|
||||
case .backspace:
|
||||
guard !text.isEmpty else { return refuse() }
|
||||
text.removeLast()
|
||||
case .done:
|
||||
haptics.confirm()
|
||||
onDone()
|
||||
return
|
||||
}
|
||||
pressTick &+= 1
|
||||
haptics.move()
|
||||
}
|
||||
|
||||
/// Refused input (edge of the grid, a disallowed character, deleting nothing).
|
||||
private func refuse() {
|
||||
boundaryTick &+= 1
|
||||
haptics.boundary()
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,178 @@
|
||||
// The vertical sibling of GamepadCarousel (iOS/iPadOS/macOS): a controller-driven focus list for
|
||||
// the gamepad UI's form-like screens (GamepadSettingsView, GamepadAddHostView). Up/down moves a
|
||||
// focus bar through the rows, left/right adjusts the focused row's value, A activates it, B backs
|
||||
// out. The CALLER owns each row's look (it gets the focused flag); this component owns the focus
|
||||
// cursor, controller polling, haptics, and keeping the focused row scrolled into view.
|
||||
//
|
||||
// Unlike the carousel there is no snapping and no `.scrollPosition` two-way binding to fight: the
|
||||
// cursor is plainly authoritative, the scroll view just chases it with `scrollTo`. Touch stays a
|
||||
// first-class fallback — tapping a row focuses AND activates it (rows are always fully visible, so
|
||||
// the carousel's "first tap re-centers" step would only add friction here), and free finger
|
||||
// scrolling is never hijacked back to the focused row until the next controller move.
|
||||
//
|
||||
// Feedback is dual-channel like the carousel: `.sensoryFeedback` ticks the DEVICE Taptic engine,
|
||||
// `MenuHaptics` ticks the CONTROLLER. Moves and value changes get the crisp detent; a refused
|
||||
// move at either end gets the dull boundary thud plus a short vertical recoil.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
|
||||
struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hashable {
|
||||
let items: [Item]
|
||||
/// Output only: the list WRITES the focused item's id here (e.g. for a caller's hint bar).
|
||||
@Binding var focusID: Item.ID?
|
||||
/// Left/right on the focused row. Return whether the value actually changed — true plays the
|
||||
/// move detent, false the boundary thud (end of a clamped range, or nothing to adjust).
|
||||
var onAdjust: ((Item, Int) -> Bool)?
|
||||
/// A → activate the focused row (toggle it, open it, run it — the caller decides).
|
||||
let onActivate: (Item) -> Void
|
||||
/// B → back/dismiss; nil disables it.
|
||||
var onBack: (() -> Void)?
|
||||
/// Whether this list currently owns controller input — same handoff contract as
|
||||
/// GamepadCarousel's `isActive` (a covered screen must stop polling the shared pad).
|
||||
var isActive: Bool = true
|
||||
@ViewBuilder let row: (Item, _ focused: Bool) -> Row
|
||||
|
||||
@State private var input = GamepadMenuInput(manager: .shared)
|
||||
@State private var haptics = MenuHaptics(manager: .shared)
|
||||
/// Authoritative focus cursor (index into `items`).
|
||||
@State private var cursor = 0
|
||||
/// A short vertical recoil when a move is refused at a list end.
|
||||
@State private var bumpOffset: CGFloat = 0
|
||||
/// `.sensoryFeedback` counters (see GamepadCarousel): device ticks for activate / value-change
|
||||
/// / end-stop events; moves trigger on `cursor` itself.
|
||||
@State private var activateTick = 0
|
||||
@State private var adjustTick = 0
|
||||
@State private var boundaryTick = 0
|
||||
|
||||
var body: some View {
|
||||
ScrollViewReader { proxy in
|
||||
ScrollView(.vertical) {
|
||||
LazyVStack(spacing: 6) {
|
||||
ForEach(Array(items.enumerated()), id: \.element.id) { idx, item in
|
||||
row(item, idx == cursor && isActive)
|
||||
.contentShape(Rectangle())
|
||||
.onTapGesture { tap(idx) }
|
||||
.id(item.id)
|
||||
}
|
||||
}
|
||||
.padding(.vertical, 10)
|
||||
}
|
||||
// .never, not .hidden — macOS's "always show scroll bars" setting overrides .hidden.
|
||||
.scrollIndicators(.never)
|
||||
.offset(y: bumpOffset)
|
||||
.onChange(of: cursor) { _, newValue in
|
||||
guard newValue >= 0, newValue < items.count else { return }
|
||||
withAnimation(.easeOut(duration: 0.2)) {
|
||||
proxy.scrollTo(items[newValue].id)
|
||||
}
|
||||
}
|
||||
}
|
||||
.sensoryFeedback(.selection, trigger: cursor)
|
||||
.sensoryFeedback(.selection, trigger: adjustTick)
|
||||
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
|
||||
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
|
||||
.onAppear {
|
||||
reconcile()
|
||||
wire()
|
||||
if isActive { input.start() }
|
||||
}
|
||||
.onDisappear {
|
||||
input.stop()
|
||||
haptics.stop()
|
||||
}
|
||||
.onChange(of: isActive) { _, active in
|
||||
if active {
|
||||
wire()
|
||||
input.start()
|
||||
} else {
|
||||
input.stop()
|
||||
haptics.stop()
|
||||
}
|
||||
}
|
||||
// Re-seed a dropped focus AND re-wire the input callbacks so they capture the current
|
||||
// `items` value (a plain array — it would otherwise go stale in the stored closures).
|
||||
.onChange(of: items.map(\.id)) { _, _ in
|
||||
reconcile()
|
||||
wire()
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Input wiring
|
||||
|
||||
private func wire() {
|
||||
input.onMove = { direction in
|
||||
switch direction {
|
||||
case .up: step(by: -1)
|
||||
case .down: step(by: 1)
|
||||
case .left: adjust(by: -1)
|
||||
case .right: adjust(by: 1)
|
||||
}
|
||||
}
|
||||
input.onConfirm = { activate() }
|
||||
input.onBack = onBack
|
||||
}
|
||||
|
||||
private func step(by delta: Int) {
|
||||
guard !items.isEmpty else { return }
|
||||
let target = cursor + delta
|
||||
guard target >= 0, target < items.count else { return boundaryBump(forward: delta > 0) }
|
||||
cursor = target
|
||||
focusID = items[target].id
|
||||
haptics.move()
|
||||
}
|
||||
|
||||
private func adjust(by delta: Int) {
|
||||
guard let onAdjust, cursor >= 0, cursor < items.count else { return }
|
||||
if onAdjust(items[cursor], delta) {
|
||||
adjustTick &+= 1
|
||||
haptics.move()
|
||||
} else {
|
||||
boundaryTick &+= 1
|
||||
haptics.boundary()
|
||||
}
|
||||
}
|
||||
|
||||
private func activate() {
|
||||
guard cursor >= 0, cursor < items.count else { return }
|
||||
activateTick &+= 1
|
||||
haptics.confirm()
|
||||
onActivate(items[cursor])
|
||||
}
|
||||
|
||||
/// Touch fallback: a tap focuses the row and activates it in one go.
|
||||
private func tap(_ idx: Int) {
|
||||
guard idx >= 0, idx < items.count else { return }
|
||||
if cursor != idx {
|
||||
cursor = idx
|
||||
focusID = items[idx].id
|
||||
}
|
||||
activate()
|
||||
}
|
||||
|
||||
/// Keep `cursor`/`focusID` consistent with `items`: seed on appear; on a list change keep the
|
||||
/// same focused item when it survives, else clamp the cursor into range.
|
||||
private func reconcile() {
|
||||
guard !items.isEmpty else {
|
||||
cursor = 0
|
||||
if focusID != nil { focusID = nil }
|
||||
return
|
||||
}
|
||||
if let id = focusID, let idx = items.firstIndex(where: { $0.id == id }) {
|
||||
cursor = idx
|
||||
} else {
|
||||
cursor = min(max(cursor, 0), items.count - 1)
|
||||
focusID = items[cursor].id
|
||||
}
|
||||
}
|
||||
|
||||
private func boundaryBump(forward: Bool) {
|
||||
boundaryTick &+= 1
|
||||
haptics.boundary()
|
||||
let recoil: CGFloat = forward ? -14 : 14
|
||||
withAnimation(.spring(response: 0.16, dampingFraction: 0.42)) { bumpOffset = recoil }
|
||||
withAnimation(.spring(response: 0.34, dampingFraction: 0.7).delay(0.1)) { bumpOffset = 0 }
|
||||
}
|
||||
}
|
||||
#endif
|
||||
+4
-23
@@ -137,17 +137,6 @@ struct HomeView: View {
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
.alert(
|
||||
"Connection failed",
|
||||
isPresented: Binding(
|
||||
get: { model.errorMessage != nil },
|
||||
set: { if !$0 { model.errorMessage = nil } }
|
||||
)
|
||||
) {
|
||||
Button("OK", role: .cancel) {}
|
||||
} message: {
|
||||
Text(model.errorMessage ?? "")
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Cards
|
||||
@@ -156,7 +145,7 @@ struct HomeView: View {
|
||||
let onBrowseLibrary: (() -> Void)? = libraryEnabled ? { libraryTarget = host } : nil
|
||||
return HostCardView(
|
||||
host: host,
|
||||
isOnline: isOnline(host),
|
||||
isOnline: discovery.advertises(host),
|
||||
isConnecting: model.phase == .connecting && model.activeHost?.id == host.id,
|
||||
isMostRecent: host.id == mostRecentHostID,
|
||||
isBusy: model.isBusy,
|
||||
@@ -186,18 +175,10 @@ struct HomeView: View {
|
||||
.padding(.top, store.hosts.isEmpty ? 0 : 8)
|
||||
}
|
||||
|
||||
/// A saved host is "online" iff a live mDNS advert currently matches it (see
|
||||
/// `StoredHost.matches`). Recomputed on every discovery change (the @Published set), so the
|
||||
/// dot tracks hosts appearing/leaving the network live.
|
||||
private func isOnline(_ host: StoredHost) -> Bool {
|
||||
discovery.hosts.contains { host.matches($0) }
|
||||
}
|
||||
|
||||
/// Discovered hosts not already saved — the saved grid shows the rest, so this section only
|
||||
/// surfaces genuinely-new hosts on the network. Same match as the online dot, so a saved host
|
||||
/// whose IP changed (still fingerprint-matched) doesn't also appear here as a stranger.
|
||||
/// Discovered hosts not already saved (see `HostDiscovery.unsaved` — shared with the gamepad
|
||||
/// launcher so both screens classify hosts identically).
|
||||
private var discoveredUnsaved: [DiscoveredHost] {
|
||||
discovery.hosts.filter { d in !store.hosts.contains { $0.matches(d) } }
|
||||
discovery.unsaved(among: store.hosts)
|
||||
}
|
||||
|
||||
/// The host of the most recent session — its card carries the accent ring.
|
||||
+15
-38
@@ -1,4 +1,4 @@
|
||||
// The gamepad-driven presentation of the game library (iOS/iPadOS only — see LibraryView's
|
||||
// The gamepad-driven presentation of the game library (iOS/iPadOS/macOS — see LibraryView's
|
||||
// `gamepadUIActive` branch): a classic coverflow instead of the touch grid. All the
|
||||
// scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the coverflow card
|
||||
// (poster + the 3D recede treatment via `.scrollTransition`), the "now focused" detail panel, and
|
||||
@@ -15,9 +15,8 @@
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS)
|
||||
#if os(iOS) || os(macOS)
|
||||
import GameController
|
||||
import UIKit
|
||||
|
||||
struct LibraryCoverflowView: View {
|
||||
let games: [GameEntry]
|
||||
@@ -27,27 +26,26 @@ struct LibraryCoverflowView: View {
|
||||
/// Close button already covers that); this is what makes gamepad-only exit possible.
|
||||
var onDismiss: (() -> Void)?
|
||||
|
||||
#if os(iOS)
|
||||
/// `.compact` in a landscape phone window — drives a tighter poster so everything still fits.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
@State private var selection: String?
|
||||
|
||||
private var compact: Bool { vSizeClass == .compact }
|
||||
#else
|
||||
private let compact = false // no size classes on macOS
|
||||
#endif
|
||||
@State private var selection: String?
|
||||
|
||||
var body: some View {
|
||||
GeometryReader { geo in
|
||||
content(for: geo.size)
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
||||
hintBar
|
||||
GamepadHintBar(hints: hints)
|
||||
.padding(.leading, 22)
|
||||
.padding(.vertical, compact ? 6 : 10)
|
||||
}
|
||||
.background {
|
||||
LinearGradient(
|
||||
colors: [.black, Color.brand.opacity(0.16), .black],
|
||||
startPoint: .top, endPoint: .bottom)
|
||||
.ignoresSafeArea()
|
||||
}
|
||||
.background { GamepadScreenBackground() }
|
||||
}
|
||||
|
||||
@ViewBuilder private func content(for size: CGSize) -> some View {
|
||||
@@ -138,34 +136,13 @@ struct LibraryCoverflowView: View {
|
||||
|
||||
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
|
||||
|
||||
private var hintBar: some View {
|
||||
HStack(spacing: 18) {
|
||||
if onLaunch != nil {
|
||||
hint(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Launch")
|
||||
}
|
||||
hint(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close")
|
||||
private var hints: [GamepadHint] {
|
||||
var hints: [GamepadHint] = []
|
||||
if onLaunch != nil {
|
||||
hints.append(.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Launch"))
|
||||
}
|
||||
.font(.geist(14, .semibold, relativeTo: .subheadline))
|
||||
.foregroundStyle(.white.opacity(0.85))
|
||||
}
|
||||
|
||||
private func hint(glyph: String, text: String) -> some View {
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: glyph)
|
||||
.font(.system(size: 19))
|
||||
.foregroundStyle(.white)
|
||||
Text(text)
|
||||
}
|
||||
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
|
||||
}
|
||||
|
||||
/// The active controller's real glyph for a button (Xbox "B", DualSense ◯, …) via
|
||||
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
|
||||
private func buttonGlyph(
|
||||
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
|
||||
) -> String {
|
||||
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
|
||||
?? fallback
|
||||
hints.append(.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close"))
|
||||
return hints
|
||||
}
|
||||
}
|
||||
#endif
|
||||
+4
-94
@@ -5,11 +5,6 @@
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if canImport(UIKit)
|
||||
import UIKit
|
||||
#elseif canImport(AppKit)
|
||||
import AppKit
|
||||
#endif
|
||||
|
||||
struct LibraryView: View {
|
||||
@ObservedObject var store: HostStore
|
||||
@@ -26,9 +21,9 @@ struct LibraryView: View {
|
||||
/// list fetch, reused across every poster in the grid). Built alongside `games` in `load()`;
|
||||
/// torn down on disappear since it isn't one-shot like `LibraryClient.fetch`'s own session.
|
||||
@State private var imageSession: URLSession?
|
||||
#if os(iOS)
|
||||
// Gamepad-driven browsing is iOS/iPadOS-only — see HomeView's identical gate. tvOS keeps its
|
||||
// existing plain-grid presentation of this same view unchanged.
|
||||
#if os(iOS) || os(macOS)
|
||||
// Gamepad-driven browsing (iOS/iPadOS/macOS) — see ContentView's identical gate. tvOS keeps
|
||||
// its existing plain-grid presentation of this same view unchanged.
|
||||
@ObservedObject private var gamepadManager = GamepadManager.shared
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
private var gamepadUIActive: Bool {
|
||||
@@ -74,7 +69,7 @@ struct LibraryView: View {
|
||||
} else if games.isEmpty {
|
||||
emptyState
|
||||
} else {
|
||||
#if os(iOS)
|
||||
#if os(iOS) || os(macOS)
|
||||
if gamepadUIActive {
|
||||
LibraryCoverflowView(
|
||||
games: games, imageSession: imageSession, onLaunch: onLaunch,
|
||||
@@ -202,88 +197,3 @@ private struct GameCard: View {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The store-provenance badge (Steam vs. a user-curated custom entry) overlaid on a poster —
|
||||
/// shared by the touch grid's `GameCard` and the gamepad coverflow's cover cell.
|
||||
struct StoreBadge: View {
|
||||
let isCustom: Bool
|
||||
|
||||
var body: some View {
|
||||
Text(isCustom ? "Custom" : "Steam")
|
||||
.font(.geist(11, .semibold, relativeTo: .caption2))
|
||||
.padding(.horizontal, 6)
|
||||
.padding(.vertical, 3)
|
||||
.background(.ultraThinMaterial, in: Capsule())
|
||||
.padding(6)
|
||||
}
|
||||
}
|
||||
|
||||
#if canImport(UIKit)
|
||||
private typealias PlatformImage = UIImage
|
||||
#elseif canImport(AppKit)
|
||||
private typealias PlatformImage = NSImage
|
||||
#endif
|
||||
|
||||
private extension Image {
|
||||
init(platformImage: PlatformImage) {
|
||||
#if canImport(UIKit)
|
||||
self.init(uiImage: platformImage)
|
||||
#elseif canImport(AppKit)
|
||||
self.init(nsImage: platformImage)
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/// Sequentially tries cover-art URLs over `session` (so a paired client can reach the host's own
|
||||
/// art proxy, not just public CDNs — see `LibraryImageLoader`), advancing past any that fail to
|
||||
/// load, then a placeholder. The loaded image is hard-clipped to fill the card's actual frame
|
||||
/// regardless of its own aspect ratio: a portrait capsule fills it as intended, but a fallback
|
||||
/// banner (wide hero/header art, used when a title has no portrait capsule) would otherwise report
|
||||
/// a much wider intrinsic size than the card and overflow into neighboring cards. Not `private` —
|
||||
/// the gamepad coverflow (`LibraryCoverflowView`) reuses it directly rather than re-fetching art.
|
||||
struct PosterImage: View {
|
||||
let candidates: [URL]
|
||||
let title: String
|
||||
let session: URLSession?
|
||||
@State private var index = 0
|
||||
@State private var image: PlatformImage?
|
||||
|
||||
var body: some View {
|
||||
Group {
|
||||
if let image {
|
||||
Image(platformImage: image)
|
||||
.resizable()
|
||||
.scaledToFill()
|
||||
} else if index < candidates.count {
|
||||
ZStack { placeholder; ProgressView() }
|
||||
} else {
|
||||
placeholder
|
||||
}
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
.clipped()
|
||||
.task(id: index) { await loadCurrent() }
|
||||
}
|
||||
|
||||
private func loadCurrent() async {
|
||||
guard index < candidates.count else { return }
|
||||
guard let session, let data = try? await session.data(from: candidates[index]).0,
|
||||
let loaded = PlatformImage(data: data)
|
||||
else {
|
||||
index += 1 // advance to the next candidate (or past the end → placeholder)
|
||||
return
|
||||
}
|
||||
image = loaded
|
||||
}
|
||||
|
||||
private var placeholder: some View {
|
||||
ZStack {
|
||||
Rectangle().fill(.quaternary)
|
||||
Text(title)
|
||||
.font(.geist(17, .semibold, relativeTo: .headline))
|
||||
.multilineTextAlignment(.center)
|
||||
.foregroundStyle(.secondary)
|
||||
.padding(8)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,95 @@
|
||||
// Reusable library widgets, shared by the touch grid (LibraryView's `GameCard`) and the gamepad
|
||||
// coverflow (LibraryCoverflowView's cover cell).
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if canImport(UIKit)
|
||||
import UIKit
|
||||
#elseif canImport(AppKit)
|
||||
import AppKit
|
||||
#endif
|
||||
|
||||
/// The store-provenance badge (Steam vs. a user-curated custom entry) overlaid on a poster —
|
||||
/// shared by the touch grid's `GameCard` and the gamepad coverflow's cover cell.
|
||||
struct StoreBadge: View {
|
||||
let isCustom: Bool
|
||||
|
||||
var body: some View {
|
||||
Text(isCustom ? "Custom" : "Steam")
|
||||
.font(.geist(11, .semibold, relativeTo: .caption2))
|
||||
.padding(.horizontal, 6)
|
||||
.padding(.vertical, 3)
|
||||
.background(.ultraThinMaterial, in: Capsule())
|
||||
.padding(6)
|
||||
}
|
||||
}
|
||||
|
||||
#if canImport(UIKit)
|
||||
private typealias PlatformImage = UIImage
|
||||
#elseif canImport(AppKit)
|
||||
private typealias PlatformImage = NSImage
|
||||
#endif
|
||||
|
||||
private extension Image {
|
||||
init(platformImage: PlatformImage) {
|
||||
#if canImport(UIKit)
|
||||
self.init(uiImage: platformImage)
|
||||
#elseif canImport(AppKit)
|
||||
self.init(nsImage: platformImage)
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/// Sequentially tries cover-art URLs over `session` (so a paired client can reach the host's own
|
||||
/// art proxy, not just public CDNs — see `LibraryImageLoader`), advancing past any that fail to
|
||||
/// load, then a placeholder. The loaded image is hard-clipped to fill the card's actual frame
|
||||
/// regardless of its own aspect ratio: a portrait capsule fills it as intended, but a fallback
|
||||
/// banner (wide hero/header art, used when a title has no portrait capsule) would otherwise report
|
||||
/// a much wider intrinsic size than the card and overflow into neighboring cards. Not `private` —
|
||||
/// the gamepad coverflow (`LibraryCoverflowView`) reuses it directly rather than re-fetching art.
|
||||
struct PosterImage: View {
|
||||
let candidates: [URL]
|
||||
let title: String
|
||||
let session: URLSession?
|
||||
@State private var index = 0
|
||||
@State private var image: PlatformImage?
|
||||
|
||||
var body: some View {
|
||||
Group {
|
||||
if let image {
|
||||
Image(platformImage: image)
|
||||
.resizable()
|
||||
.scaledToFill()
|
||||
} else if index < candidates.count {
|
||||
ZStack { placeholder; ProgressView() }
|
||||
} else {
|
||||
placeholder
|
||||
}
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
.clipped()
|
||||
.task(id: index) { await loadCurrent() }
|
||||
}
|
||||
|
||||
private func loadCurrent() async {
|
||||
guard index < candidates.count else { return }
|
||||
guard let session, let data = try? await session.data(from: candidates[index]).0,
|
||||
let loaded = PlatformImage(data: data)
|
||||
else {
|
||||
index += 1 // advance to the next candidate (or past the end → placeholder)
|
||||
return
|
||||
}
|
||||
image = loaded
|
||||
}
|
||||
|
||||
private var placeholder: some View {
|
||||
ZStack {
|
||||
Rectangle().fill(.quaternary)
|
||||
Text(title)
|
||||
.font(.geist(17, .semibold, relativeTo: .headline))
|
||||
.multilineTextAlignment(.center)
|
||||
.foregroundStyle(.secondary)
|
||||
.padding(8)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,35 @@
|
||||
// The HUD-corner model persisted by Settings and read wherever the overlay is placed
|
||||
// (ContentView, StreamHUDView).
|
||||
|
||||
import SwiftUI
|
||||
|
||||
/// Which corner the HUD overlay occupies (persisted as `DefaultsKey.hudPlacement`). The raw
|
||||
/// values are stable on disk — rename the cases freely, never the strings.
|
||||
enum HUDPlacement: String, CaseIterable, Identifiable {
|
||||
case topLeading, topTrailing, bottomLeading, bottomTrailing
|
||||
|
||||
var id: String { rawValue }
|
||||
|
||||
/// SwiftUI overlay alignment for `.overlay(alignment:)`.
|
||||
var alignment: Alignment {
|
||||
switch self {
|
||||
case .topLeading: return .topLeading
|
||||
case .topTrailing: return .topTrailing
|
||||
case .bottomLeading: return .bottomLeading
|
||||
case .bottomTrailing: return .bottomTrailing
|
||||
}
|
||||
}
|
||||
|
||||
/// The HUD's own stack hugs the screen edge it sits against, so its text aligns outward.
|
||||
var isTrailing: Bool { self == .topTrailing || self == .bottomTrailing }
|
||||
|
||||
/// User-facing corner label.
|
||||
var label: String {
|
||||
switch self {
|
||||
case .topLeading: return "Top Left"
|
||||
case .topTrailing: return "Top Right"
|
||||
case .bottomLeading: return "Bottom Left"
|
||||
case .bottomTrailing: return "Bottom Right"
|
||||
}
|
||||
}
|
||||
}
|
||||
+14
@@ -74,6 +74,11 @@ final class SessionModel: ObservableObject {
|
||||
@Published var presentLatencyP95Ms = 0.0
|
||||
@Published var presentLatencyValid = false
|
||||
@Published var presentLatencySkewCorrected = false
|
||||
/// Decode-completion→present (the "present tail": ring wait + render + vsync) — the term the
|
||||
/// stage-2 presenter exists to shorten. Both instants are client-side, so no skew applies.
|
||||
@Published var presentTailP50Ms = 0.0
|
||||
@Published var presentTailP95Ms = 0.0
|
||||
@Published var presentTailValid = false
|
||||
/// Mirrors StreamView's capture state (it owns the input capture; this drives the
|
||||
/// HUD's "click to capture" / "⌘⎋ releases" hint).
|
||||
@Published var mouseCaptured = false
|
||||
@@ -82,6 +87,8 @@ final class SessionModel: ObservableObject {
|
||||
let latency = LatencyMeter()
|
||||
/// Fed by the stage-2 presenter's display link (capture→present). Passed to StreamView.
|
||||
let presentLatency = LatencyMeter()
|
||||
/// Fed by the same present stamp (decode-completion→present). Passed to StreamView.
|
||||
let presentTail = LatencyMeter()
|
||||
private var statsTimer: Timer?
|
||||
private var audio: SessionAudio?
|
||||
private var gamepadCapture: GamepadCapture?
|
||||
@@ -337,6 +344,13 @@ final class SessionModel: ObservableObject {
|
||||
} else {
|
||||
self.presentLatencyValid = false
|
||||
}
|
||||
if let t = self.presentTail.drain() {
|
||||
self.presentTailP50Ms = t.p50Ms
|
||||
self.presentTailP95Ms = t.p95Ms
|
||||
self.presentTailValid = true
|
||||
} else {
|
||||
self.presentTailValid = false
|
||||
}
|
||||
}
|
||||
}
|
||||
// .common so the HUD keeps updating during window drags / menu tracking.
|
||||
+7
-36
@@ -4,37 +4,6 @@
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
/// Which corner the HUD overlay occupies (persisted as `DefaultsKey.hudPlacement`). The raw
|
||||
/// values are stable on disk — rename the cases freely, never the strings.
|
||||
enum HUDPlacement: String, CaseIterable, Identifiable {
|
||||
case topLeading, topTrailing, bottomLeading, bottomTrailing
|
||||
|
||||
var id: String { rawValue }
|
||||
|
||||
/// SwiftUI overlay alignment for `.overlay(alignment:)`.
|
||||
var alignment: Alignment {
|
||||
switch self {
|
||||
case .topLeading: return .topLeading
|
||||
case .topTrailing: return .topTrailing
|
||||
case .bottomLeading: return .bottomLeading
|
||||
case .bottomTrailing: return .bottomTrailing
|
||||
}
|
||||
}
|
||||
|
||||
/// The HUD's own stack hugs the screen edge it sits against, so its text aligns outward.
|
||||
var isTrailing: Bool { self == .topTrailing || self == .bottomTrailing }
|
||||
|
||||
/// User-facing corner label.
|
||||
var label: String {
|
||||
switch self {
|
||||
case .topLeading: return "Top Left"
|
||||
case .topTrailing: return "Top Right"
|
||||
case .bottomLeading: return "Bottom Left"
|
||||
case .bottomTrailing: return "Bottom Right"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct StreamHUDView: View {
|
||||
@ObservedObject var model: SessionModel
|
||||
let connection: PunktfunkConnection
|
||||
@@ -63,6 +32,13 @@ struct StreamHUDView: View {
|
||||
.font(.system(.caption2, design: .monospaced))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
if model.presentTailValid {
|
||||
// Decode→present (the client-local "present tail": ring wait + render + vsync) —
|
||||
// the term the stage-2 presenter shortens; no skew applies (one clock).
|
||||
Text("decode→present \(model.presentTailP50Ms, specifier: "%.1f")/\(model.presentTailP95Ms, specifier: "%.1f") ms p50/p95")
|
||||
.font(.system(.caption2, design: .monospaced))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
// While captured the cursor is hidden+frozen, so the button is keyboard-only
|
||||
// (⌘⎋ or Cmd+Tab release the cursor; released, it's clickable again).
|
||||
#if os(macOS)
|
||||
@@ -71,11 +47,6 @@ struct StreamHUDView: View {
|
||||
: "Click the stream to capture input")
|
||||
.font(.geist(11, relativeTo: .caption2))
|
||||
.foregroundStyle(.secondary)
|
||||
// The client-side cursor (⌘⇧C) draws the local cursor over the stream instead of
|
||||
// capturing it — the only accurate cursor for gamescope, whose capture has none.
|
||||
Text("⌘⇧C toggles the on-screen cursor")
|
||||
.font(.geist(11, relativeTo: .caption2))
|
||||
.foregroundStyle(.secondary)
|
||||
#elseif os(iOS)
|
||||
// Touch always plays directly; ⌘⎋ (hardware keyboard) toggles kb/mouse.
|
||||
Text(model.mouseCaptured
|
||||
@@ -0,0 +1,357 @@
|
||||
// The gamepad-driven settings screen (iOS/iPadOS/macOS): the couch-relevant subset of SettingsView,
|
||||
// restyled as a console settings page and fully navigable with a controller — up/down moves the
|
||||
// focus bar, left/right steps the focused value, A cycles/toggles it, B closes. Shown from the
|
||||
// gamepad home launcher (X); the touch SettingsView remains the full-fidelity editor (custom
|
||||
// resolutions, the log bitrate slider, debug tools), and both write the same DefaultsKey storage,
|
||||
// so values round-trip freely between the two.
|
||||
//
|
||||
// Rows are rebuilt from live @AppStorage on every render; the focus list dispatches adjust/
|
||||
// activate back here BY ROW ID (see `adjust`/`activate`), so a stored input callback can never act
|
||||
// on stale captured state. Left/right CLAMPS at a choice list's ends (the dull boundary thud tells
|
||||
// the thumb it's the last option); A always cycles forward, wrapping, so every option is reachable
|
||||
// with one button. Toggles read left = off, right = on — refusing a no-op with the same thud.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
import GameController
|
||||
|
||||
struct GamepadSettingsView: View {
|
||||
@Environment(\.dismiss) private var dismiss
|
||||
@AppStorage(DefaultsKey.streamWidth) private var width = 1920
|
||||
@AppStorage(DefaultsKey.streamHeight) private var height = 1080
|
||||
@AppStorage(DefaultsKey.streamHz) private var hz = 60
|
||||
@AppStorage(DefaultsKey.compositor) private var compositor = 0
|
||||
@AppStorage(DefaultsKey.gamepadType) private var gamepadType = 0
|
||||
@AppStorage(DefaultsKey.bitrateKbps) private var bitrateKbps = 0
|
||||
@AppStorage(DefaultsKey.audioChannels) private var audioChannels = 2
|
||||
@AppStorage(DefaultsKey.hdrEnabled) private var hdrEnabled = true
|
||||
@AppStorage(DefaultsKey.enable444) private var enable444 = true
|
||||
@AppStorage(DefaultsKey.codec) private var codec = "auto"
|
||||
@AppStorage(DefaultsKey.micEnabled) private var micEnabled = true
|
||||
@AppStorage(DefaultsKey.hudEnabled) private var hudEnabled = true
|
||||
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
@ObservedObject private var gamepads = GamepadManager.shared
|
||||
|
||||
#if os(iOS)
|
||||
/// `.compact` in a landscape phone window — tighter chrome so more rows fit.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
|
||||
private var compact: Bool { vSizeClass == .compact }
|
||||
#else
|
||||
private let compact = false // no size classes on macOS; the sheet is sized generously
|
||||
#endif
|
||||
@State private var focusID: String?
|
||||
|
||||
var body: some View {
|
||||
GamepadMenuList(
|
||||
items: rows,
|
||||
focusID: $focusID,
|
||||
onAdjust: { row, delta in adjust(id: row.id, by: delta) },
|
||||
onActivate: { activate(id: $0.id) },
|
||||
onBack: { dismiss() }
|
||||
) { row, focused in
|
||||
rowView(row, focused: focused)
|
||||
.frame(maxWidth: 620)
|
||||
.padding(.horizontal, 24)
|
||||
}
|
||||
.frame(maxWidth: .infinity)
|
||||
.safeAreaInset(edge: .top, spacing: 0) {
|
||||
Text("Settings")
|
||||
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
|
||||
.foregroundStyle(.white)
|
||||
.padding(.top, gamepadTitleTopPadding(compact: compact))
|
||||
.padding(.bottom, compact ? 4 : 8)
|
||||
.frame(maxWidth: .infinity)
|
||||
.overlay(alignment: .trailing) { closeButton.padding(.trailing, 20) }
|
||||
.background { GamepadTrayScrim(edge: .top) }
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
||||
VStack(alignment: .leading, spacing: 8) {
|
||||
Text(focusedDetail)
|
||||
.font(.geist(13, relativeTo: .caption))
|
||||
.foregroundStyle(.white.opacity(0.55))
|
||||
.lineLimit(2, reservesSpace: true)
|
||||
.animation(.smooth(duration: 0.2), value: focusID)
|
||||
GamepadHintBar(hints: [
|
||||
.init(glyph: "arrow.left.and.right", text: "Adjust"),
|
||||
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Change"),
|
||||
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
|
||||
])
|
||||
}
|
||||
.padding(.leading, 22)
|
||||
.padding(.trailing, 22)
|
||||
.padding(.vertical, compact ? 6 : 10)
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
.background { GamepadTrayScrim(edge: .bottom) }
|
||||
}
|
||||
.background { GamepadScreenBackground() }
|
||||
.onAppear {
|
||||
gamepads.refresh()
|
||||
gamepads.startDiscovery()
|
||||
}
|
||||
.onDisappear { gamepads.stopDiscovery() }
|
||||
}
|
||||
|
||||
/// Touch/click fallback for closing — the controller path is B, a hardware keyboard's Esc
|
||||
/// rides the cancel action.
|
||||
private var closeButton: some View {
|
||||
Button { dismiss() } label: {
|
||||
Image(systemName: "xmark")
|
||||
.font(.system(size: 14, weight: .semibold))
|
||||
.foregroundStyle(.white)
|
||||
.frame(width: 34, height: 34)
|
||||
.glassBackground(Circle(), interactive: true)
|
||||
.contentShape(Circle())
|
||||
}
|
||||
.buttonStyle(.plain)
|
||||
.keyboardShortcut(.cancelAction)
|
||||
.accessibilityLabel("Close settings")
|
||||
}
|
||||
|
||||
// MARK: - Row rendering
|
||||
|
||||
private func rowView(_ row: Row, focused: Bool) -> some View {
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
if let header = row.header {
|
||||
Text(header)
|
||||
.font(.geist(12, .semibold, relativeTo: .caption))
|
||||
.tracking(1.4)
|
||||
.foregroundStyle(.white.opacity(0.45))
|
||||
.padding(.leading, 16)
|
||||
.padding(.top, 14)
|
||||
}
|
||||
HStack(spacing: 14) {
|
||||
Image(systemName: row.icon)
|
||||
.font(.system(size: 17))
|
||||
.foregroundStyle(focused ? Color.brand : .white.opacity(0.55))
|
||||
.frame(width: 28)
|
||||
Text(row.label)
|
||||
.font(.geist(16, .semibold, relativeTo: .body))
|
||||
.foregroundStyle(.white)
|
||||
.lineLimit(1)
|
||||
Spacer(minLength: 12)
|
||||
HStack(spacing: 9) {
|
||||
Image(systemName: "chevron.left")
|
||||
.font(.system(size: 12, weight: .semibold))
|
||||
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
|
||||
Text(row.value)
|
||||
.font(.geist(15, .medium, relativeTo: .callout))
|
||||
.foregroundStyle(focused ? .white : .white.opacity(0.6))
|
||||
.lineLimit(1)
|
||||
Image(systemName: "chevron.right")
|
||||
.font(.system(size: 12, weight: .semibold))
|
||||
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
|
||||
}
|
||||
}
|
||||
.padding(.horizontal, 16)
|
||||
.padding(.vertical, 13)
|
||||
.background {
|
||||
RoundedRectangle(cornerRadius: 14, style: .continuous)
|
||||
.fill(.white.opacity(focused ? 0.1 : 0))
|
||||
}
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: 14, style: .continuous)
|
||||
.strokeBorder(.white.opacity(focused ? 0.22 : 0), lineWidth: 1)
|
||||
}
|
||||
.scaleEffect(focused ? 1.0 : 0.98)
|
||||
.animation(.smooth(duration: 0.18), value: focused)
|
||||
}
|
||||
}
|
||||
|
||||
private var focusedDetail: String {
|
||||
rows.first { $0.id == focusID }?.detail ?? " "
|
||||
}
|
||||
|
||||
// MARK: - Row model
|
||||
|
||||
private struct Row: Identifiable {
|
||||
let id: String
|
||||
/// Section header drawn above this row (the first row of each group carries it).
|
||||
var header: String?
|
||||
let icon: String
|
||||
let label: String
|
||||
let value: String
|
||||
/// One-line explanation shown near the hint bar while this row is focused.
|
||||
let detail: String
|
||||
/// Left/right step; returns whether the value actually changed (false ⇒ boundary thud).
|
||||
let adjust: (Int) -> Bool
|
||||
/// A — cycle forward (wrapping) / flip.
|
||||
let activate: () -> Void
|
||||
}
|
||||
|
||||
/// Dispatch by id so the focus list's stored input callbacks always act on freshly built rows
|
||||
/// (never on state captured at wire time).
|
||||
private func adjust(id: String, by delta: Int) -> Bool {
|
||||
rows.first { $0.id == id }?.adjust(delta) ?? false
|
||||
}
|
||||
|
||||
private func activate(id: String) {
|
||||
rows.first { $0.id == id }?.activate()
|
||||
}
|
||||
|
||||
private var rows: [Row] {
|
||||
let resolution = resolutionOptions
|
||||
let refresh = SettingsOptions.refreshRates(including: hz)
|
||||
.map { (label: "\($0) Hz", tag: $0) }
|
||||
let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
|
||||
let controllers = SettingsOptions.controllerOptions(gamepads)
|
||||
return [
|
||||
choiceRow(
|
||||
id: "resolution", header: "Stream", icon: "aspectratio",
|
||||
label: "Resolution",
|
||||
detail: "The host creates a virtual display at exactly this size — no scaling.",
|
||||
options: resolution, current: "\(width)x\(height)"
|
||||
) { tag in
|
||||
let parts = tag.split(separator: "x").compactMap { Int($0) }
|
||||
guard parts.count == 2 else { return }
|
||||
width = parts[0]
|
||||
height = parts[1]
|
||||
},
|
||||
choiceRow(
|
||||
id: "refresh", icon: "gauge.with.needle", label: "Refresh rate",
|
||||
detail: "Rates this display can actually show.",
|
||||
options: refresh, current: hz
|
||||
) { hz = $0 },
|
||||
choiceRow(
|
||||
id: "bitrate", icon: "speedometer", label: "Bitrate",
|
||||
detail: "Automatic uses the host's default (20 Mbps). "
|
||||
+ "Run a speed test from the touch UI for an informed value.",
|
||||
options: bitrate, current: bitrateKbps
|
||||
) { bitrateKbps = $0 },
|
||||
choiceRow(
|
||||
id: "compositor", icon: "macwindow", label: "Compositor",
|
||||
detail: "Which compositor drives the virtual output — honored only if "
|
||||
+ "available on the host.",
|
||||
options: SettingsOptions.compositors, current: compositor
|
||||
) { compositor = $0 },
|
||||
|
||||
choiceRow(
|
||||
id: "codec", header: "Video", icon: "film", label: "Video codec",
|
||||
detail: "A preference — the host falls back if it can't encode this one "
|
||||
+ "(10-bit and 4:4:4 are HEVC-only).",
|
||||
options: SettingsOptions.codecs, current: codec
|
||||
) { codec = $0 },
|
||||
toggleRow(
|
||||
id: "hdr", icon: "sun.max", label: "10-bit HDR",
|
||||
detail: "HDR10 — engages when the host sends HDR content and this display "
|
||||
+ "supports it.",
|
||||
value: $hdrEnabled),
|
||||
toggleRow(
|
||||
id: "chroma", icon: "textformat", label: "Full chroma (4:4:4)",
|
||||
detail: "Sharper text and UI at more bandwidth — needs host opt-in and "
|
||||
+ "hardware decode.",
|
||||
value: $enable444),
|
||||
|
||||
choiceRow(
|
||||
id: "audio", header: "Audio", icon: "speaker.wave.2", label: "Audio channels",
|
||||
detail: "The speaker layout requested from the host.",
|
||||
options: SettingsOptions.audioChannels, current: audioChannels
|
||||
) { audioChannels = $0 },
|
||||
toggleRow(
|
||||
id: "mic", icon: "mic", label: "Microphone",
|
||||
detail: "Send this device's microphone to the host's virtual mic.",
|
||||
value: $micEnabled),
|
||||
|
||||
choiceRow(
|
||||
id: "pad", header: "Controller", icon: "gamecontroller", label: "Use controller",
|
||||
detail: "Which pad is forwarded to the host, as player 1.",
|
||||
options: controllers, current: gamepads.preferredID
|
||||
) { gamepads.preferredID = $0 },
|
||||
choiceRow(
|
||||
id: "padType", icon: "dpad", label: "Controller type",
|
||||
detail: "The virtual pad the host creates — Automatic matches this controller.",
|
||||
options: SettingsOptions.padTypes, current: gamepadType
|
||||
) { gamepadType = $0 },
|
||||
|
||||
toggleRow(
|
||||
id: "hud", header: "Interface", icon: "chart.bar", label: "Statistics overlay",
|
||||
detail: "Resolution, frame rate, throughput and latency while streaming.",
|
||||
value: $hudEnabled),
|
||||
choiceRow(
|
||||
id: "hudPlacement", icon: "rectangle.inset.topright.filled", label: "Overlay position",
|
||||
detail: "Which corner the statistics overlay sits in.",
|
||||
options: SettingsOptions.hudPlacements, current: hudPlacement
|
||||
) { hudPlacement = $0 },
|
||||
toggleRow(
|
||||
id: "library", icon: "square.grid.2x2", label: "Game library",
|
||||
detail: "Browse and launch the host's games with \(buttonName(\.buttonY, "Y")) "
|
||||
+ "(experimental).",
|
||||
value: $libraryEnabled),
|
||||
toggleRow(
|
||||
id: "gamepadUI", icon: "hand.tap", label: "Controller-optimized UI",
|
||||
detail: "Turn off to use the touch interface even with a controller connected.",
|
||||
value: $gamepadUIEnabled),
|
||||
]
|
||||
}
|
||||
|
||||
/// Resolution choices as "WxH" tags — the current size is inserted when it's a custom mode
|
||||
/// (set via the touch settings), so cycling starts from it instead of jumping.
|
||||
private var resolutionOptions: [(label: String, tag: String)] {
|
||||
var options = SettingsOptions.resolutionModes()
|
||||
.map { (label: "\($0.name) · \($0.w) × \($0.h)", tag: "\($0.w)x\($0.h)") }
|
||||
let current = "\(width)x\(height)"
|
||||
if !options.contains(where: { $0.tag == current }) {
|
||||
options.insert((label: "Custom · \(width) × \(height)", tag: current), at: 0)
|
||||
}
|
||||
return options
|
||||
}
|
||||
|
||||
/// The active controller's user-facing name for a button (for detail strings).
|
||||
private func buttonName(
|
||||
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, _ fallback: String
|
||||
) -> String {
|
||||
gamepads.active?.controller.extendedGamepad?[keyPath: button].localizedName ?? fallback
|
||||
}
|
||||
|
||||
// MARK: - Row builders
|
||||
|
||||
private func choiceRow<T: Equatable>(
|
||||
id: String, header: String? = nil, icon: String, label: String, detail: String,
|
||||
options: [(label: String, tag: T)], current: T, write: @escaping (T) -> Void
|
||||
) -> Row {
|
||||
let index = options.firstIndex { $0.tag == current }
|
||||
return Row(
|
||||
id: id, header: header, icon: icon, label: label,
|
||||
value: index.map { options[$0].label } ?? "—",
|
||||
detail: detail,
|
||||
adjust: { delta in
|
||||
// Unknown current value: snap to the first option on any step.
|
||||
guard let index else {
|
||||
guard let first = options.first else { return false }
|
||||
write(first.tag)
|
||||
return true
|
||||
}
|
||||
let target = index + delta
|
||||
guard target >= 0, target < options.count else { return false }
|
||||
write(options[target].tag)
|
||||
return true
|
||||
},
|
||||
activate: {
|
||||
guard let index else { return write(options.first?.tag ?? current) }
|
||||
write(options[(index + 1) % options.count].tag)
|
||||
})
|
||||
}
|
||||
|
||||
private func toggleRow(
|
||||
id: String, header: String? = nil, icon: String, label: String, detail: String,
|
||||
value: Binding<Bool>
|
||||
) -> Row {
|
||||
Row(
|
||||
id: id, header: header, icon: icon, label: label,
|
||||
value: value.wrappedValue ? "On" : "Off",
|
||||
detail: detail,
|
||||
adjust: { delta in
|
||||
// Directional semantics: left = off, right = on; a no-op reads as a boundary.
|
||||
let target = delta > 0
|
||||
guard value.wrappedValue != target else { return false }
|
||||
value.wrappedValue = target
|
||||
return true
|
||||
},
|
||||
activate: { value.wrappedValue.toggle() })
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
@@ -0,0 +1,60 @@
|
||||
// SettingsView's navigation and presentation helpers: the iOS settings categories, the iPad
|
||||
// sheet sizing, and the bounded-slider clamp.
|
||||
|
||||
import SwiftUI
|
||||
|
||||
#if os(iOS)
|
||||
/// The settings groups, mirroring the macOS preference tabs. On iPad each is a sidebar row that
|
||||
/// drives the detail pane; on iPhone the same list collapses to pushed sub-pages. Internal (not
|
||||
/// private) so the screenshot harness can open SettingsView on a specific category.
|
||||
enum SettingsCategory: String, CaseIterable, Identifiable {
|
||||
case general, display, audio, controllers, advanced, about
|
||||
|
||||
var id: Self { self }
|
||||
|
||||
var title: String {
|
||||
switch self {
|
||||
case .general: return "General"
|
||||
case .display: return "Display"
|
||||
case .audio: return "Audio"
|
||||
case .controllers: return "Controllers"
|
||||
case .advanced: return "Advanced"
|
||||
case .about: return "About"
|
||||
}
|
||||
}
|
||||
|
||||
var symbol: String {
|
||||
switch self {
|
||||
case .general: return "gearshape"
|
||||
case .display: return "display"
|
||||
case .audio: return "speaker.wave.2"
|
||||
case .controllers: return "gamecontroller"
|
||||
case .advanced: return "slider.horizontal.3"
|
||||
case .about: return "info.circle"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
extension View {
|
||||
/// Present the settings sheet large on iPad so the NavigationSplitView has room for its
|
||||
/// sidebar + detail — a default form sheet is too narrow and the split view would collapse to
|
||||
/// the iPhone push list. No-op on iPhone (the standard sheet is already right) and on iOS 17
|
||||
/// (no `presentationSizing` — it falls back to the default sheet, which still degrades cleanly
|
||||
/// to the push list).
|
||||
@ViewBuilder
|
||||
func settingsSheetSizing() -> some View {
|
||||
if UIDevice.current.userInterfaceIdiom == .pad, #available(iOS 18, *) {
|
||||
presentationSizing(.page)
|
||||
} else {
|
||||
self
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
extension Double {
|
||||
/// The log-scale slider mapping needs a bounded input (Automatic stores 0).
|
||||
func clamped(_ lo: Double, _ hi: Double) -> Double {
|
||||
Swift.min(Swift.max(self, lo), hi)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,147 @@
|
||||
// The option lists every settings surface renders from — one source of truth shared by the
|
||||
// touch/desktop SettingsView (Pickers), the tvOS pushed selection rows, and the gamepad settings
|
||||
// screen (GamepadSettingsView's left/right cycling). Pure data + small pure helpers; anything that
|
||||
// reads live view state (e.g. the bitrate slider mapping) stays on SettingsView.
|
||||
|
||||
#if os(macOS)
|
||||
import AppKit
|
||||
#endif
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
enum SettingsOptions {
|
||||
/// Compositor choices — the `tag` is the wire value (`PunktfunkConnection.Compositor` raw).
|
||||
static let compositors: [(label: String, tag: Int)] = [
|
||||
("Automatic", 0),
|
||||
("KWin (KDE Plasma)", 1),
|
||||
("wlroots (Sway / Hyprland)", 2),
|
||||
("Mutter (GNOME)", 3),
|
||||
("gamescope", 4),
|
||||
]
|
||||
|
||||
static let audioChannels: [(label: String, tag: Int)] = [
|
||||
("Stereo", 2),
|
||||
("5.1 Surround", 6),
|
||||
("7.1 Surround", 8),
|
||||
]
|
||||
|
||||
/// Virtual-pad types — the `tag` is the wire value (`PunktfunkConnection.GamepadType` raw).
|
||||
static let padTypes: [(label: String, tag: Int)] = [
|
||||
("Automatic", 0),
|
||||
("Xbox 360", 1),
|
||||
("Xbox One", 3),
|
||||
("DualSense", 2),
|
||||
("DualShock 4", 4),
|
||||
]
|
||||
|
||||
static let hudPlacements: [(label: String, tag: String)] =
|
||||
HUDPlacement.allCases.map { ($0.label, $0.rawValue) }
|
||||
|
||||
/// Video-codec preference (`DefaultsKey.codec`) — a soft preference the host falls back from.
|
||||
/// No AV1: this client's VideoToolbox path decodes H.264/HEVC only (hosts don't emit AV1 on
|
||||
/// the native path yet).
|
||||
static let codecs: [(label: String, tag: String)] = [
|
||||
("Automatic", "auto"),
|
||||
("HEVC (H.265)", "hevc"),
|
||||
("H.264 (AVC)", "h264"),
|
||||
]
|
||||
|
||||
// MARK: - Bitrate
|
||||
|
||||
/// Discrete bitrate steps for the surfaces with no Slider (tvOS pushed pickers, the gamepad
|
||||
/// settings' left/right cycling), up to the same 3 Gbps ceiling the slider has.
|
||||
static let bitratePresets: [(label: String, tag: Int)] = [
|
||||
("Automatic", 0),
|
||||
("10 Mbps", 10_000),
|
||||
("20 Mbps", 20_000),
|
||||
("40 Mbps", 40_000),
|
||||
("80 Mbps", 80_000),
|
||||
("150 Mbps", 150_000),
|
||||
("300 Mbps", 300_000),
|
||||
("500 Mbps", 500_000),
|
||||
("1 Gbps", 1_000_000),
|
||||
("1.5 Gbps", 1_500_000),
|
||||
("2 Gbps", 2_000_000),
|
||||
("3 Gbps", 3_000_000),
|
||||
]
|
||||
|
||||
/// The presets plus the currently stored value when it isn't one of them (set via the touch
|
||||
/// slider or a synced device) — so the current choice stays visible/selectable.
|
||||
static func bitrateOptions(current: Int) -> [(label: String, tag: Int)] {
|
||||
var options = bitratePresets
|
||||
if !options.contains(where: { $0.tag == current }) {
|
||||
options.insert(
|
||||
(SpeedTestSheet.mbpsLabel(kbps: current) + " (custom)", current), at: 1)
|
||||
}
|
||||
return options
|
||||
}
|
||||
|
||||
// MARK: - Controllers
|
||||
|
||||
/// "Use controller" choices: Automatic, every forwardable controller, and — so a stale pin
|
||||
/// stays visible instead of leaving the selection tag-less — any pinned id that is NOT among
|
||||
/// the selectable (extended) entries, present-but-unusable included.
|
||||
@MainActor
|
||||
static func controllerOptions(_ gamepads: GamepadManager) -> [(label: String, tag: String)] {
|
||||
let selectable = gamepads.controllers.filter(\.isExtended)
|
||||
var options: [(label: String, tag: String)] = [("Automatic", "")]
|
||||
options += selectable.map { ($0.name, $0.id) }
|
||||
if !gamepads.preferredID.isEmpty,
|
||||
!selectable.contains(where: { $0.id == gamepads.preferredID }) {
|
||||
options.append(("Unavailable controller", gamepads.preferredID))
|
||||
}
|
||||
return options
|
||||
}
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
// MARK: - Stream mode (iOS + macOS pickers; tvOS builds its own preset list)
|
||||
|
||||
/// 16:9 then ultrawide presets; the device's native mode is prepended by `resolutionModes`.
|
||||
static let resolutionPresets: [(name: String, w: Int, h: Int)] = [
|
||||
("720p", 1280, 720),
|
||||
("1080p", 1920, 1080),
|
||||
("1440p", 2560, 1440),
|
||||
("4K", 3840, 2160),
|
||||
("Ultrawide 1080p", 2560, 1080),
|
||||
("Ultrawide 1440p", 3440, 1440),
|
||||
("Super ultrawide", 5120, 1440),
|
||||
]
|
||||
|
||||
/// This device's native mode first, then the presets, deduped by dimensions (native wins a
|
||||
/// tie).
|
||||
@MainActor
|
||||
static func resolutionModes() -> [(name: String, w: Int, h: Int)] {
|
||||
var native: [(name: String, w: Int, h: Int)] = []
|
||||
#if os(iOS)
|
||||
let bounds = UIScreen.main.nativeBounds // portrait-oriented pixels
|
||||
native = [("This device",
|
||||
Int(max(bounds.width, bounds.height)),
|
||||
Int(min(bounds.width, bounds.height)))]
|
||||
#else
|
||||
if let screen = NSScreen.main {
|
||||
let scale = screen.backingScaleFactor
|
||||
native = [("This display",
|
||||
Int(screen.frame.width * scale),
|
||||
Int(screen.frame.height * scale))]
|
||||
}
|
||||
#endif
|
||||
var seen = Set<String>()
|
||||
return (native + resolutionPresets).filter { seen.insert("\($0.w)x\($0.h)").inserted }
|
||||
}
|
||||
|
||||
/// Refresh rates the device can actually display (no point asking the host to render frames
|
||||
/// the screen can't show), plus any stored custom value so it stays selectable.
|
||||
@MainActor
|
||||
static func refreshRates(including current: Int) -> [Int] {
|
||||
#if os(iOS)
|
||||
let maxHz = UIScreen.main.maximumFramesPerSecond
|
||||
#else
|
||||
let maxHz = NSScreen.main?.maximumFramesPerSecond ?? 60
|
||||
#endif
|
||||
var rates = [60, 120, 240].filter { $0 <= maxHz }
|
||||
if rates.isEmpty { rates = [maxHz] }
|
||||
if !rates.contains(current) { rates.append(current) }
|
||||
return rates.sorted()
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,385 @@
|
||||
// SettingsView's shared sections — each setting's Section is defined exactly once here and
|
||||
// composed by the per-platform bodies in SettingsView.swift.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
extension SettingsView {
|
||||
// MARK: - Sections (shared)
|
||||
|
||||
@ViewBuilder var streamModeSection: some View {
|
||||
Section {
|
||||
#if os(iOS)
|
||||
// Touch-first: a rotating wheel of common resolutions (this device's own mode first) and
|
||||
// a segmented refresh-rate control — the same family as the Clock/Timer pickers. The host
|
||||
// renders a virtual output at exactly the chosen mode, so these are real pixel sizes. The
|
||||
// last wheel row, "Custom…", reveals width/height/refresh fields for an arbitrary mode.
|
||||
VStack(alignment: .leading, spacing: 4) {
|
||||
Text("Resolution")
|
||||
.font(.geist(15, relativeTo: .subheadline))
|
||||
.foregroundStyle(.secondary)
|
||||
Picker("Resolution", selection: resolutionSelection) {
|
||||
ForEach(resolutionChoices, id: \.tag) { choice in
|
||||
Text(choice.label).tag(choice.tag)
|
||||
}
|
||||
}
|
||||
.labelsHidden()
|
||||
.pickerStyle(.wheel)
|
||||
.frame(maxHeight: 140)
|
||||
}
|
||||
if isCustomResolution {
|
||||
// Arbitrary entry: type the exact width × height (and refresh) the host should drive.
|
||||
HStack {
|
||||
TextField("Width", value: $width, format: .number.grouping(.never))
|
||||
.keyboardType(.numberPad)
|
||||
Text("×")
|
||||
TextField("Height", value: $height, format: .number.grouping(.never))
|
||||
.labelsHidden()
|
||||
.keyboardType(.numberPad)
|
||||
}
|
||||
// A row built from an HStack of TextFields otherwise insets its bottom separator to
|
||||
// the inner content, clipping the hairline under "Width"; pin it to the cell edge.
|
||||
.alignmentGuide(.listRowSeparatorLeading) { _ in 0 }
|
||||
LabeledContent("Refresh rate") {
|
||||
TextField("Hz", value: $hz, format: .number.grouping(.never))
|
||||
.keyboardType(.numberPad)
|
||||
.multilineTextAlignment(.trailing)
|
||||
}
|
||||
} else if refreshChoices.count > 1 {
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
Text("Refresh rate")
|
||||
.font(.geist(15, relativeTo: .subheadline))
|
||||
.foregroundStyle(.secondary)
|
||||
Picker("Refresh rate", selection: $hz) {
|
||||
ForEach(refreshChoices, id: \.self) { rate in
|
||||
Text("\(rate) Hz").tag(rate)
|
||||
}
|
||||
}
|
||||
.labelsHidden()
|
||||
.pickerStyle(.segmented)
|
||||
}
|
||||
} else {
|
||||
// A device with a single supported rate (e.g. 60 Hz) has nothing to pick.
|
||||
LabeledContent("Refresh rate") {
|
||||
Text("\(hz) Hz").foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
Button("Use this display's mode") { fillFromMainScreen() }
|
||||
#elseif os(macOS)
|
||||
HStack {
|
||||
TextField("Resolution", value: $width, format: .number.grouping(.never))
|
||||
Text("×")
|
||||
TextField("", value: $height, format: .number.grouping(.never))
|
||||
.labelsHidden()
|
||||
}
|
||||
TextField("Refresh rate (Hz)", value: $hz, format: .number.grouping(.never))
|
||||
LabeledContent("") {
|
||||
Button("Use this display's mode") { fillFromMainScreen() }
|
||||
}
|
||||
#endif
|
||||
#if !os(tvOS)
|
||||
Toggle("Automatic bitrate", isOn: automaticBitrate)
|
||||
if bitrateKbps != 0 {
|
||||
HStack(spacing: 12) {
|
||||
Slider(value: bitrateSlider, in: 0...1) {
|
||||
Text("Bitrate")
|
||||
}
|
||||
Text(SpeedTestSheet.mbpsLabel(kbps: bitrateKbps))
|
||||
.monospacedDigit()
|
||||
.foregroundStyle(.secondary)
|
||||
.frame(minWidth: 76, alignment: .trailing)
|
||||
}
|
||||
if bitrateKbps > 1_000_000 {
|
||||
Label(Self.gigabitWarning, systemImage: "exclamationmark.triangle.fill")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.orange)
|
||||
}
|
||||
}
|
||||
#endif
|
||||
} header: {
|
||||
Text("Stream mode")
|
||||
} footer: {
|
||||
Text("The host creates a virtual output at exactly this mode — "
|
||||
+ "native resolution, no scaling. \(Self.bitrateFooter)")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
|
||||
#if os(iOS)
|
||||
// MARK: - Stream mode (iOS wheel)
|
||||
|
||||
/// Sentinel wheel tag for the "Custom…" row. Real tags are "WxH" (digits + "x"), so this can't
|
||||
/// collide with a resolution.
|
||||
private static let customResolutionTag = "custom"
|
||||
|
||||
/// Wheel rows: the resolution modes (device native first — see `SettingsOptions`), then a
|
||||
/// "Custom…" row that reveals the numeric fields.
|
||||
private var resolutionChoices: [(label: String, tag: String)] {
|
||||
SettingsOptions.resolutionModes()
|
||||
.map { (label: "\($0.name) · \($0.w) × \($0.h)", tag: "\($0.w)x\($0.h)") }
|
||||
+ [(label: "Custom…", tag: Self.customResolutionTag)]
|
||||
}
|
||||
|
||||
private var presetResolutionTags: Set<String> {
|
||||
Set(SettingsOptions.resolutionModes().map { "\($0.w)x\($0.h)" })
|
||||
}
|
||||
|
||||
/// True when the editable custom fields should show: the wheel is parked on "Custom…" (sticky),
|
||||
/// or the stored size simply isn't one of the presets (e.g. a value synced from a Mac) — so a
|
||||
/// non-preset mode stays editable across relaunches without a persisted flag.
|
||||
private var isCustomResolution: Bool {
|
||||
customMode || !presetResolutionTags.contains("\(width)x\(height)")
|
||||
}
|
||||
|
||||
/// The wheel works in "WxH" tags so one selection drives both width and height; the custom
|
||||
/// sentinel toggles `customMode` instead of writing a size.
|
||||
private var resolutionSelection: Binding<String> {
|
||||
Binding(
|
||||
get: { isCustomResolution ? Self.customResolutionTag : "\(width)x\(height)" },
|
||||
set: { tag in
|
||||
if tag == Self.customResolutionTag {
|
||||
customMode = true
|
||||
return
|
||||
}
|
||||
customMode = false
|
||||
let parts = tag.split(separator: "x").compactMap { Int($0) }
|
||||
guard parts.count == 2 else { return }
|
||||
width = parts[0]
|
||||
height = parts[1]
|
||||
})
|
||||
}
|
||||
|
||||
/// Refresh rates this device can display, plus any stored custom value (see `SettingsOptions`).
|
||||
private var refreshChoices: [Int] {
|
||||
SettingsOptions.refreshRates(including: hz)
|
||||
}
|
||||
#endif
|
||||
|
||||
@ViewBuilder var audioSection: some View {
|
||||
Section {
|
||||
Picker("Audio channels", selection: $audioChannels) {
|
||||
ForEach(SettingsOptions.audioChannels, id: \.tag) { option in
|
||||
Text(option.label).tag(option.tag)
|
||||
}
|
||||
}
|
||||
#if os(macOS)
|
||||
Picker("Speaker", selection: $speakerUID) {
|
||||
Text("System default").tag("")
|
||||
ForEach(outputDevices) { device in
|
||||
Text(device.name).tag(device.uid)
|
||||
}
|
||||
if !speakerUID.isEmpty,
|
||||
!outputDevices.contains(where: { $0.uid == speakerUID }) {
|
||||
Text("Unavailable device").tag(speakerUID)
|
||||
}
|
||||
}
|
||||
#endif
|
||||
Toggle("Send microphone to the host", isOn: $micEnabled)
|
||||
#if os(macOS)
|
||||
Picker("Microphone", selection: $micUID) {
|
||||
Text("System default").tag("")
|
||||
ForEach(inputDevices) { device in
|
||||
Text(device.name).tag(device.uid)
|
||||
}
|
||||
if !micUID.isEmpty,
|
||||
!inputDevices.contains(where: { $0.uid == micUID }) {
|
||||
Text("Unavailable device").tag(micUID)
|
||||
}
|
||||
}
|
||||
.disabled(!micEnabled)
|
||||
#endif
|
||||
} header: {
|
||||
Text("Audio")
|
||||
} footer: {
|
||||
Text("Host audio plays through the speaker; the microphone feeds the "
|
||||
+ "host's virtual mic. System default follows macOS device changes. "
|
||||
+ "Applies from the next session.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
|
||||
#if os(iOS)
|
||||
/// iPad-only pointer-capture toggle: lock the mouse/trackpad for relative movement (games) vs
|
||||
/// forward an absolute cursor position (desktop). Empty on iPhone (no hardware-pointer lock —
|
||||
/// the mouse path there is always the absolute fallback).
|
||||
@ViewBuilder var pointerSection: some View {
|
||||
if UIDevice.current.userInterfaceIdiom == .pad {
|
||||
Section {
|
||||
Toggle("Capture pointer for games", isOn: $pointerCapture)
|
||||
} header: {
|
||||
Text("Pointer")
|
||||
} footer: {
|
||||
Text("With a mouse or trackpad connected, lock the pointer and send relative "
|
||||
+ "movement — the expected behavior for games (mouse-look). Turn this off for "
|
||||
+ "desktop use to keep the pointer free and send its absolute position instead. "
|
||||
+ "The lock needs the stream full-screen and frontmost; it falls back to the "
|
||||
+ "absolute pointer automatically (Stage Manager, Slide Over). Finger touch is "
|
||||
+ "unaffected. Applies from the next session.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@ViewBuilder var compositorSection: some View {
|
||||
Section {
|
||||
Picker("Compositor", selection: $compositor) {
|
||||
ForEach(SettingsOptions.compositors, id: \.tag) { option in
|
||||
Text(option.label).tag(option.tag)
|
||||
}
|
||||
}
|
||||
} header: {
|
||||
Text("Host compositor")
|
||||
} footer: {
|
||||
Text("Which compositor drives the virtual output on the host. A specific "
|
||||
+ "choice is honored only if that backend is available there — "
|
||||
+ "otherwise the host falls back to auto-detection.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder var windowSection: some View {
|
||||
#if os(macOS)
|
||||
Section {
|
||||
Toggle("Fullscreen while streaming", isOn: $fullscreenWhileStreaming)
|
||||
} header: {
|
||||
Text("Window")
|
||||
} footer: {
|
||||
Text("Take the window fullscreen when a session starts and restore it on the host "
|
||||
+ "list, so only the stream is fullscreen — not the picker.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Stage-2 (Metal/VTDecompressionSession) is the default and only user-visible presenter — it
|
||||
// recovers from a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard on a
|
||||
// lost HEVC reference. Stage-1 is kept reachable as a DEBUG-only override for diagnostics, like
|
||||
// the controller test. Empty in release builds (no presenter UI; stage-2 always).
|
||||
@ViewBuilder var presenterSection: some View {
|
||||
#if DEBUG
|
||||
Section {
|
||||
Picker("Presenter", selection: $presenter) {
|
||||
Text("Stage 2 (default)").tag("stage2")
|
||||
Text("Stage 1 (debug)").tag("stage1")
|
||||
}
|
||||
} header: {
|
||||
Text("Video presenter · debug")
|
||||
} footer: {
|
||||
Text("Stage 2 (default) decodes explicitly and presents through Metal with a display "
|
||||
+ "link — it adds a capture→present (glass-to-glass) latency line in the HUD and "
|
||||
+ "self-recovers from decode stalls. Stage 1 feeds compressed video straight to the "
|
||||
+ "system display layer; it freezes on a lost HEVC reference frame, so it's a debug "
|
||||
+ "fallback only. Applies from the next session.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@ViewBuilder var hdrSection: some View {
|
||||
Section {
|
||||
Picker("Video codec", selection: $codec) {
|
||||
ForEach(SettingsOptions.codecs, id: \.tag) { option in
|
||||
Text(option.label).tag(option.tag)
|
||||
}
|
||||
}
|
||||
Toggle("10-bit HDR", isOn: $hdrEnabled)
|
||||
Toggle("Full chroma (4:4:4)", isOn: $enable444)
|
||||
} header: {
|
||||
Text("Video quality")
|
||||
} footer: {
|
||||
Text("Codec is a preference — the host falls back if it can't encode the one you pick "
|
||||
+ "(and 10-bit/4:4:4 are HEVC-only). HDR requests a 10-bit BT.2020 PQ (HDR10) stream — "
|
||||
+ "it only engages when the host is sending HDR content AND this display supports HDR. "
|
||||
+ "4:4:4 requests full chroma (sharper text/UI, more bandwidth) — it only engages when "
|
||||
+ "this device can hardware-decode it AND the host opted in. Otherwise the stream stays "
|
||||
+ "8-bit 4:2:0 SDR. Applies from the next session.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder var statisticsSection: some View {
|
||||
Section {
|
||||
Toggle("Show statistics overlay", isOn: $hudEnabled)
|
||||
Picker("Position", selection: $hudPlacement) {
|
||||
ForEach(HUDPlacement.allCases) { placement in
|
||||
Text(placement.label).tag(placement.rawValue)
|
||||
}
|
||||
}
|
||||
.disabled(!hudEnabled)
|
||||
} header: {
|
||||
Text("Statistics")
|
||||
} footer: {
|
||||
Text(Self.statisticsFooter)
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder var experimentalSection: some View {
|
||||
Section {
|
||||
Toggle("Show game library", isOn: $libraryEnabled)
|
||||
} header: {
|
||||
Text("Experimental")
|
||||
} footer: {
|
||||
Text("Adds a “Browse Library…” action to each host that lists its games "
|
||||
+ "(Steam + custom) via the host's management API; tap a title to launch it. "
|
||||
+ "Works once you've paired with the host — the library is authorized by this "
|
||||
+ "device's certificate, with no extra host setup.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder var controllersSection: some View {
|
||||
Section {
|
||||
if gamepads.controllers.isEmpty {
|
||||
Text("No controllers detected")
|
||||
.foregroundStyle(.secondary)
|
||||
} else {
|
||||
ForEach(gamepads.controllers) { controller in
|
||||
controllerRow(controller)
|
||||
}
|
||||
}
|
||||
Picker("Use controller", selection: $gamepads.preferredID) {
|
||||
ForEach(controllerOptions, id: \.tag) { option in
|
||||
Text(option.label).tag(option.tag)
|
||||
}
|
||||
}
|
||||
Picker("Controller type", selection: $gamepadType) {
|
||||
ForEach(SettingsOptions.padTypes, id: \.tag) { option in
|
||||
Text(option.label).tag(option.tag)
|
||||
}
|
||||
}
|
||||
#if !os(tvOS)
|
||||
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
|
||||
#endif
|
||||
#if DEBUG && !os(tvOS)
|
||||
Button("Test Controller…") { showControllerTest = true }
|
||||
.disabled(gamepads.active == nil)
|
||||
.sheet(isPresented: $showControllerTest) { ControllerTestView() }
|
||||
#endif
|
||||
} header: {
|
||||
Text("Controllers")
|
||||
} footer: {
|
||||
// The gamepad-UI blurb is appended here, not merged into the shared
|
||||
// `controllersFooter` constant — tvOS's `tvBody` reuses that exact string (line ~348)
|
||||
// for its own footer and has no such toggle to describe.
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
Text(Self.controllersFooter)
|
||||
#if !os(tvOS)
|
||||
Text(Self.gamepadUIFooter)
|
||||
#endif
|
||||
}
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,153 @@
|
||||
// SettingsView's footers and stateful helpers, used by both the section builders
|
||||
// (SettingsView+Sections.swift) and the per-platform bodies (SettingsView.swift). The option
|
||||
// LISTS live in SettingsOptions — they're shared with the gamepad settings screen too.
|
||||
|
||||
#if os(macOS)
|
||||
import AppKit
|
||||
#endif
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
extension SettingsView {
|
||||
// MARK: - Bitrate
|
||||
|
||||
/// Slider domain, log-scale: the useful range spans three orders of magnitude
|
||||
/// (a few Mbps … 3 Gbps) — linear would cram everything below 100 Mbps into the
|
||||
/// first pixels.
|
||||
private static let minSliderKbps = 2_000.0
|
||||
private static let maxSliderKbps = 3_000_000.0
|
||||
|
||||
static let bitrateFooter =
|
||||
"Automatic uses the host's default bitrate (20 Mbps); the host clamps any choice "
|
||||
+ "to its supported range. Run a speed test from a host card's context menu to "
|
||||
+ "pick an informed value. Applies from the next session."
|
||||
|
||||
static let gigabitWarning =
|
||||
"Above 1 Gbps — test the network speed first (a host card's context menu → "
|
||||
+ "Test Network Speed…). A bitrate beyond what the link sustains causes loss "
|
||||
+ "and stutter."
|
||||
|
||||
/// `bitrateKbps == 0` is Automatic; switching to manual lands on the host default.
|
||||
var automaticBitrate: Binding<Bool> {
|
||||
Binding(
|
||||
get: { bitrateKbps == 0 },
|
||||
set: { bitrateKbps = $0 ? 0 : 20_000 })
|
||||
}
|
||||
|
||||
/// Slider position 0...1 ↔ kbps on the log scale, snapped to two significant figures
|
||||
/// so the readout shows round numbers instead of 47_322.
|
||||
var bitrateSlider: Binding<Double> {
|
||||
Binding(
|
||||
get: {
|
||||
let v = Double(bitrateKbps).clamped(Self.minSliderKbps, Self.maxSliderKbps)
|
||||
return log(v / Self.minSliderKbps)
|
||||
/ log(Self.maxSliderKbps / Self.minSliderKbps)
|
||||
},
|
||||
set: { pos in
|
||||
let raw = Self.minSliderKbps
|
||||
* pow(Self.maxSliderKbps / Self.minSliderKbps, pos)
|
||||
let mag = pow(10, floor(log10(raw)) - 1)
|
||||
bitrateKbps = Int((raw / mag).rounded() * mag)
|
||||
})
|
||||
}
|
||||
|
||||
// MARK: - Statistics
|
||||
|
||||
static var statisticsFooter: String {
|
||||
let base = "The overlay shows resolution, frame rate, throughput and latency while "
|
||||
+ "streaming, in the chosen corner."
|
||||
#if os(macOS) || os(iOS)
|
||||
return base + " Toggle it any time with ⌘⇧S."
|
||||
#else
|
||||
return base
|
||||
#endif
|
||||
}
|
||||
|
||||
// MARK: - Controllers
|
||||
|
||||
static let controllersFooter =
|
||||
"One controller is forwarded to the host, as player 1 — Automatic picks the most "
|
||||
+ "recently connected one. The type is the virtual pad the host creates: Automatic "
|
||||
+ "matches the controller (a DualSense gets adaptive triggers, lightbar, touchpad "
|
||||
+ "and motion; a DualShock 4 the same minus adaptive triggers), and changes apply "
|
||||
+ "from the next session. Two identical controllers may swap a manual selection "
|
||||
+ "after reconnecting."
|
||||
|
||||
#if !os(tvOS)
|
||||
static let gamepadUIFooter =
|
||||
"When a controller is connected, the host list and game library switch to a "
|
||||
+ "controller-friendly layout — larger focus targets, controller-navigable settings, "
|
||||
+ "and a swipeable cover browser for the library. Turn this off to always use the "
|
||||
+ "standard layout. (The system may still move basic focus with a controller "
|
||||
+ "connected even with this off — that's outside the app's control.)"
|
||||
#endif
|
||||
|
||||
/// "Use controller" choices for this view's manager (see `SettingsOptions.controllerOptions`).
|
||||
var controllerOptions: [(label: String, tag: String)] {
|
||||
SettingsOptions.controllerOptions(gamepads)
|
||||
}
|
||||
|
||||
func controllerRow(_ controller: GamepadManager.DiscoveredController) -> some View {
|
||||
HStack(spacing: 10) {
|
||||
Image(systemName: controller.hasTouchpadAndMotion ? "playstation.logo" : "gamecontroller.fill")
|
||||
.foregroundStyle(.secondary)
|
||||
VStack(alignment: .leading, spacing: 2) {
|
||||
Text(controller.name)
|
||||
HStack(spacing: 8) {
|
||||
if !controller.isExtended {
|
||||
Text(controller.productCategory)
|
||||
}
|
||||
if controller.hasAdaptiveTriggers {
|
||||
Image(systemName: "r2.button.roundedtop.horizontal")
|
||||
}
|
||||
if controller.hasLight {
|
||||
Image(systemName: "lightbulb.fill")
|
||||
}
|
||||
if controller.hasMotion {
|
||||
Image(systemName: "gyroscope")
|
||||
}
|
||||
if controller.hasHaptics {
|
||||
Image(systemName: "waveform")
|
||||
}
|
||||
if let level = controller.batteryLevel {
|
||||
Text("\(Int(level * 100))%")
|
||||
if controller.isCharging {
|
||||
Image(systemName: "bolt.fill")
|
||||
}
|
||||
}
|
||||
}
|
||||
.font(.geist(11, relativeTo: .caption2))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
Spacer()
|
||||
if gamepads.active?.id == controller.id {
|
||||
Text("In use")
|
||||
.font(.geist(11, .semibold, relativeTo: .caption2))
|
||||
.padding(.horizontal, 8)
|
||||
.padding(.vertical, 3)
|
||||
.background(Capsule().fill(.green.opacity(0.2)))
|
||||
.foregroundStyle(.green)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func fillFromMainScreen() {
|
||||
#if os(macOS)
|
||||
guard let screen = NSScreen.main else { return }
|
||||
let scale = screen.backingScaleFactor
|
||||
width = Int(screen.frame.width * scale)
|
||||
height = Int(screen.frame.height * scale)
|
||||
hz = screen.maximumFramesPerSecond
|
||||
#else
|
||||
// nativeBounds is portrait-oriented pixels — streams are landscape.
|
||||
let bounds = UIScreen.main.nativeBounds
|
||||
width = Int(max(bounds.width, bounds.height))
|
||||
height = Int(min(bounds.width, bounds.height))
|
||||
hz = UIScreen.main.maximumFramesPerSecond
|
||||
#if os(iOS)
|
||||
// The native mode is the "This device" wheel row, so leave Custom mode if it was on.
|
||||
customMode = false
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,369 @@
|
||||
// App settings. The host creates a native virtual output at exactly the chosen size/refresh —
|
||||
// there is no scaling anywhere in the pipeline.
|
||||
//
|
||||
// Navigation differs per platform, but all three group the same categories (General, Display,
|
||||
// Audio, Controllers, Advanced, About): macOS uses a tabbed preferences window; iOS/iPadOS uses
|
||||
// an adaptive NavigationSplitView — a category sidebar + detail pane on iPad, auto-collapsing to
|
||||
// a hierarchical push list on iPhone (the system Settings idiom on each); tvOS uses a
|
||||
// focus-native pushed-picker layout. The individual sections (`streamModeSection`,
|
||||
// `audioSection`, …) are shared across all three so a setting is defined exactly once — they
|
||||
// live in SettingsView+Sections.swift, with their helpers in SettingsView+Support.swift.
|
||||
|
||||
#if os(macOS)
|
||||
import AppKit
|
||||
#endif
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
@MainActor
|
||||
struct SettingsView: View {
|
||||
@Environment(\.dismiss) private var dismiss
|
||||
@AppStorage(DefaultsKey.streamWidth) var width = 1920
|
||||
@AppStorage(DefaultsKey.streamHeight) var height = 1080
|
||||
@AppStorage(DefaultsKey.streamHz) var hz = 60
|
||||
@AppStorage(DefaultsKey.compositor) var compositor = 0
|
||||
@AppStorage(DefaultsKey.gamepadType) var gamepadType = 0
|
||||
@AppStorage(DefaultsKey.bitrateKbps) var bitrateKbps = 0
|
||||
@AppStorage(DefaultsKey.presenter) var presenter = "stage2"
|
||||
@AppStorage(DefaultsKey.hdrEnabled) var hdrEnabled = true
|
||||
@AppStorage(DefaultsKey.enable444) var enable444 = true
|
||||
@AppStorage(DefaultsKey.libraryEnabled) var libraryEnabled = false
|
||||
@AppStorage(DefaultsKey.fullscreenWhileStreaming) var fullscreenWhileStreaming = true
|
||||
@AppStorage(DefaultsKey.micEnabled) var micEnabled = true
|
||||
@AppStorage(DefaultsKey.audioChannels) var audioChannels = 2
|
||||
@AppStorage(DefaultsKey.codec) var codec = "auto"
|
||||
@AppStorage(DefaultsKey.hudEnabled) var hudEnabled = true
|
||||
@AppStorage(DefaultsKey.hudPlacement) var hudPlacement = HUDPlacement.topTrailing.rawValue
|
||||
@ObservedObject var gamepads = GamepadManager.shared
|
||||
#if !os(tvOS)
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
|
||||
#endif
|
||||
#if DEBUG && !os(tvOS)
|
||||
@State var showControllerTest = false
|
||||
#endif
|
||||
#if os(iOS)
|
||||
@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
|
||||
// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
|
||||
// Width class decides the initial value: nil on iPhone (show the category list first),
|
||||
// General on iPad (a two-column layout should never open with an empty detail).
|
||||
@Environment(\.horizontalSizeClass) private var horizontalSizeClass
|
||||
@State private var settingsSelection: SettingsCategory?
|
||||
// Tracked so the detail can show its own Done whenever the sidebar (and its Done) is off screen
|
||||
// — not just on iPhone, but on any iPad layout that collapses the sidebar to an overlay. Starts
|
||||
// .doubleColumn so iPad reliably opens with the sidebar (and its Done) visible.
|
||||
@State private var columnVisibility: NavigationSplitViewVisibility = .doubleColumn
|
||||
// Sticky once the wheel lands on "Custom…", so editing a width/height that briefly equals a
|
||||
// preset doesn't snap the wheel back off Custom. A stored non-preset value reads as custom even
|
||||
// when this is false (see `isCustomResolution`), so it survives relaunches without persisting.
|
||||
@State var customMode = false
|
||||
#endif
|
||||
#if os(macOS)
|
||||
@AppStorage(DefaultsKey.speakerUID) var speakerUID = ""
|
||||
@AppStorage(DefaultsKey.micUID) var micUID = ""
|
||||
@State var outputDevices: [AudioDevice] = []
|
||||
@State var inputDevices: [AudioDevice] = []
|
||||
#endif
|
||||
|
||||
#if os(iOS)
|
||||
/// `initialCategory` is nil in the app (the list opens un-selected on iPhone; iPad lands on
|
||||
/// General via `onAppear`). The screenshot harness passes an explicit category so the captured
|
||||
/// shot opens on a real settings page (a populated detail) rather than the bare category list.
|
||||
init(initialCategory: SettingsCategory? = nil) {
|
||||
_settingsSelection = State(initialValue: initialCategory)
|
||||
}
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
#if os(tvOS)
|
||||
// Native tv pattern: no inline text entry (typing numbers with a remote is
|
||||
// miserable and the inline field chrome fights the focus system). Modes are
|
||||
// preset pickers that push selection lists like the system Settings app.
|
||||
tvBody
|
||||
#elseif os(macOS)
|
||||
macBody
|
||||
#else
|
||||
iosBody
|
||||
#endif
|
||||
}
|
||||
|
||||
// MARK: - macOS: tabbed preferences
|
||||
|
||||
#if os(macOS)
|
||||
private var macBody: some View {
|
||||
TabView {
|
||||
Form {
|
||||
streamModeSection
|
||||
compositorSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.tabItem { Label("General", systemImage: "gearshape") }
|
||||
|
||||
Form {
|
||||
presenterSection
|
||||
hdrSection
|
||||
windowSection
|
||||
statisticsSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.tabItem { Label("Display", systemImage: "display") }
|
||||
|
||||
Form {
|
||||
audioSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.onAppear {
|
||||
outputDevices = AudioDevices.outputs()
|
||||
inputDevices = AudioDevices.inputs()
|
||||
}
|
||||
.tabItem { Label("Audio", systemImage: "speaker.wave.2") }
|
||||
|
||||
Form {
|
||||
controllersSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.onAppear {
|
||||
gamepads.refresh()
|
||||
gamepads.startDiscovery()
|
||||
}
|
||||
.onDisappear { gamepads.stopDiscovery() }
|
||||
.tabItem { Label("Controllers", systemImage: "gamecontroller") }
|
||||
|
||||
Form {
|
||||
experimentalSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.tabItem { Label("Advanced", systemImage: "slider.horizontal.3") }
|
||||
|
||||
AcknowledgementsView()
|
||||
.tabItem { Label("About", systemImage: "info.circle") }
|
||||
}
|
||||
.frame(width: 480, height: 460)
|
||||
}
|
||||
#endif
|
||||
|
||||
// MARK: - iOS / iPadOS: adaptive split view
|
||||
|
||||
#if os(iOS)
|
||||
private var iosBody: some View {
|
||||
NavigationSplitView(columnVisibility: $columnVisibility) {
|
||||
List(selection: $settingsSelection) {
|
||||
ForEach(SettingsCategory.allCases) { category in
|
||||
// On iPhone the split view collapses to a push list, but a selection List
|
||||
// draws no disclosure indicator of its own — add one in compact width for the
|
||||
// expected drill-in affordance. On iPad the selected row highlights instead, so
|
||||
// the chevron is omitted there.
|
||||
HStack {
|
||||
Label(category.title, systemImage: category.symbol)
|
||||
if horizontalSizeClass == .compact {
|
||||
Spacer()
|
||||
Image(systemName: "chevron.forward")
|
||||
.font(.footnote.weight(.semibold))
|
||||
.foregroundStyle(.tertiary)
|
||||
// Purely a drill-in affordance — the row's button trait already
|
||||
// conveys "opens"; keep it out of the VoiceOver announcement.
|
||||
.accessibilityHidden(true)
|
||||
}
|
||||
}
|
||||
.tag(category)
|
||||
}
|
||||
}
|
||||
.navigationTitle("Settings")
|
||||
.toolbar {
|
||||
ToolbarItem(placement: .confirmationAction) {
|
||||
Button("Done") { dismiss() }
|
||||
}
|
||||
}
|
||||
} detail: {
|
||||
// NavigationSplitView hosts the detail in its own navigation context (its title bar),
|
||||
// so no inner NavigationStack — that would double the bar on iPad. On iPhone the split
|
||||
// view collapses to one stack and pushes this when a row is tapped. `?? .general` only
|
||||
// backs the brief pre-selection window; the list never auto-pushes on a nil selection.
|
||||
settingsDetail(settingsSelection ?? .general)
|
||||
// Keep a Done on the detail whenever the sidebar (and its Done) isn't on screen: the
|
||||
// iPhone push, or any iPad layout that collapsed the sidebar to an overlay. When the
|
||||
// sidebar is showing, its Done is the only one — so this stays hidden to avoid two.
|
||||
.toolbar {
|
||||
if horizontalSizeClass == .compact || columnVisibility == .detailOnly {
|
||||
ToolbarItem(placement: .confirmationAction) {
|
||||
Button("Done") { dismiss() }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
.onAppear {
|
||||
if horizontalSizeClass == .regular, settingsSelection == nil {
|
||||
settingsSelection = .general
|
||||
}
|
||||
gamepads.refresh()
|
||||
gamepads.startDiscovery()
|
||||
}
|
||||
// A regular→regular launch sets the default above; this catches a compact→regular change
|
||||
// (e.g. an iPad leaving narrow split-screen multitasking) so the detail pane fills in.
|
||||
.onChange(of: horizontalSizeClass) { _, newValue in
|
||||
if newValue == .regular, settingsSelection == nil {
|
||||
settingsSelection = .general
|
||||
}
|
||||
}
|
||||
.onDisappear { gamepads.stopDiscovery() }
|
||||
}
|
||||
|
||||
@ViewBuilder
|
||||
private func settingsDetail(_ category: SettingsCategory) -> some View {
|
||||
switch category {
|
||||
case .general:
|
||||
Form {
|
||||
streamModeSection
|
||||
pointerSection
|
||||
compositorSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.navigationTitle("General")
|
||||
.navigationBarTitleDisplayMode(.inline)
|
||||
case .display:
|
||||
Form {
|
||||
presenterSection
|
||||
hdrSection
|
||||
statisticsSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.navigationTitle("Display")
|
||||
.navigationBarTitleDisplayMode(.inline)
|
||||
case .audio:
|
||||
Form { audioSection }
|
||||
.formStyle(.grouped)
|
||||
.navigationTitle("Audio")
|
||||
.navigationBarTitleDisplayMode(.inline)
|
||||
case .controllers:
|
||||
Form { controllersSection }
|
||||
.formStyle(.grouped)
|
||||
.navigationTitle("Controllers")
|
||||
.navigationBarTitleDisplayMode(.inline)
|
||||
case .advanced:
|
||||
Form { experimentalSection }
|
||||
.formStyle(.grouped)
|
||||
.navigationTitle("Advanced")
|
||||
.navigationBarTitleDisplayMode(.inline)
|
||||
case .about:
|
||||
// Already a full scrollable view that sets its own "Acknowledgements" title; pin the
|
||||
// display mode inline to match the five sibling detail pages (it would otherwise inherit
|
||||
// the large title from the "Settings" sidebar root).
|
||||
AcknowledgementsView()
|
||||
.navigationBarTitleDisplayMode(.inline)
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// MARK: - tvOS
|
||||
|
||||
#if os(tvOS)
|
||||
private static let presets: [(label: String, tag: String)] = [
|
||||
("720p @ 60", "1280x720x60"),
|
||||
("1080p @ 60", "1920x1080x60"),
|
||||
("4K @ 60", "3840x2160x60"),
|
||||
]
|
||||
|
||||
private var modeTag: Binding<String> {
|
||||
Binding(
|
||||
get: { "\(width)x\(height)x\(hz)" },
|
||||
set: { tag in
|
||||
let parts = tag.split(separator: "x").compactMap { Int($0) }
|
||||
guard parts.count == 3 else { return }
|
||||
width = parts[0]
|
||||
height = parts[1]
|
||||
hz = parts[2]
|
||||
})
|
||||
}
|
||||
|
||||
private var hudEnabledTag: Binding<String> {
|
||||
Binding(get: { hudEnabled ? "on" : "off" }, set: { hudEnabled = $0 == "on" })
|
||||
}
|
||||
|
||||
private var hdrEnabledTag: Binding<String> {
|
||||
Binding(get: { hdrEnabled ? "on" : "off" }, set: { hdrEnabled = $0 == "on" })
|
||||
}
|
||||
|
||||
private var tvBody: some View {
|
||||
let currentTag = "\(width)x\(height)x\(hz)"
|
||||
let bounds = UIScreen.main.nativeBounds
|
||||
let nativeTag = "\(Int(max(bounds.width, bounds.height)))x"
|
||||
+ "\(Int(min(bounds.width, bounds.height)))x\(UIScreen.main.maximumFramesPerSecond)"
|
||||
var options = Self.presets
|
||||
if !options.contains(where: { $0.tag == nativeTag }) {
|
||||
options.insert(("This TV (native)", nativeTag), at: 0)
|
||||
}
|
||||
if !options.contains(where: { $0.tag == currentTag }) {
|
||||
options.insert(("Custom (\(width)×\(height) @ \(hz))", currentTag), at: 0)
|
||||
}
|
||||
return ScrollView {
|
||||
VStack(spacing: 16) {
|
||||
TVSelectionRow(title: "Stream mode", options: options, selection: modeTag)
|
||||
TVSelectionRow(
|
||||
title: "Bitrate",
|
||||
options: SettingsOptions.bitrateOptions(current: bitrateKbps),
|
||||
selection: $bitrateKbps)
|
||||
TVSelectionRow(
|
||||
title: "Audio channels",
|
||||
options: SettingsOptions.audioChannels,
|
||||
selection: $audioChannels)
|
||||
if bitrateKbps > 1_000_000 {
|
||||
Label(Self.gigabitWarning, systemImage: "exclamationmark.triangle.fill")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.orange)
|
||||
.multilineTextAlignment(.center)
|
||||
}
|
||||
TVSelectionRow(
|
||||
title: "Compositor", options: SettingsOptions.compositors,
|
||||
selection: $compositor)
|
||||
#if DEBUG
|
||||
TVSelectionRow(
|
||||
title: "Presenter (debug)",
|
||||
options: [("Stage 2 (default)", "stage2"), ("Stage 1 (debug)", "stage1")],
|
||||
selection: $presenter)
|
||||
#endif
|
||||
TVSelectionRow(
|
||||
title: "10-bit HDR",
|
||||
options: [("On", "on"), ("Off", "off")], selection: hdrEnabledTag)
|
||||
Text("The host creates a virtual output at exactly this mode — native "
|
||||
+ "resolution, no scaling. \(Self.bitrateFooter) A specific compositor "
|
||||
+ "is honored only if available on the host.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
.multilineTextAlignment(.center)
|
||||
.padding(.top, 8)
|
||||
TVSelectionRow(
|
||||
title: "Statistics overlay",
|
||||
options: [("On", "on"), ("Off", "off")], selection: hudEnabledTag)
|
||||
TVSelectionRow(
|
||||
title: "Statistics position", options: SettingsOptions.hudPlacements,
|
||||
selection: $hudPlacement)
|
||||
ForEach(gamepads.controllers) { controller in
|
||||
controllerRow(controller)
|
||||
.padding(.horizontal, 24)
|
||||
}
|
||||
TVSelectionRow(
|
||||
title: "Use controller", options: controllerOptions,
|
||||
selection: $gamepads.preferredID)
|
||||
TVSelectionRow(
|
||||
title: "Controller type", options: SettingsOptions.padTypes,
|
||||
selection: $gamepadType)
|
||||
Text(Self.controllersFooter)
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
.multilineTextAlignment(.center)
|
||||
.padding(.top, 8)
|
||||
NavigationLink("Acknowledgements") { AcknowledgementsView() }
|
||||
.padding(.top, 8)
|
||||
}
|
||||
.frame(maxWidth: 1000)
|
||||
.frame(maxWidth: .infinity)
|
||||
.padding(60)
|
||||
}
|
||||
.navigationTitle("Settings")
|
||||
.onAppear {
|
||||
gamepads.refresh()
|
||||
gamepads.startDiscovery()
|
||||
}
|
||||
.onDisappear { gamepads.stopDiscovery() }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
+18
-3
@@ -46,9 +46,24 @@ extension StoredHost {
|
||||
}
|
||||
}
|
||||
|
||||
private extension Data {
|
||||
/// Lowercase hex, no separators — to compare a pinned fingerprint against the mDNS `fp`.
|
||||
var hexLower: String { map { String(format: "%02x", $0) }.joined() }
|
||||
/// The two joins of live mDNS discovery against the saved-host store, shared by the touch grid
|
||||
/// (HomeView) and the gamepad launcher (GamepadHomeView) so both screens classify hosts the same
|
||||
/// way. LAN-scoped like the underlying match: a host that isn't advertising here is "not seen",
|
||||
/// not proven off.
|
||||
extension HostDiscovery {
|
||||
/// A saved host is "online" iff a live advert currently matches it (see `StoredHost.matches`).
|
||||
/// Recomputed on every discovery change (the @Published set), so it tracks hosts
|
||||
/// appearing/leaving the network live.
|
||||
func advertises(_ host: StoredHost) -> Bool {
|
||||
hosts.contains { host.matches($0) }
|
||||
}
|
||||
|
||||
/// Discovered hosts not already saved — the saved list shows the rest, so this only surfaces
|
||||
/// genuinely-new hosts on the network. Same match as `advertises`, so a saved host whose IP
|
||||
/// changed (still fingerprint-matched) doesn't also appear as a stranger.
|
||||
func unsaved(among saved: [StoredHost]) -> [DiscoveredHost] {
|
||||
hosts.filter { d in !saved.contains { $0.matches(d) } }
|
||||
}
|
||||
}
|
||||
|
||||
@MainActor
|
||||
@@ -0,0 +1,27 @@
|
||||
// Hex encode/decode for the trust surface — pinned certificate fingerprints and the mDNS `fp`
|
||||
// TXT value travel as lowercase hex.
|
||||
|
||||
import Foundation
|
||||
|
||||
extension Data {
|
||||
/// Lowercase hex, no separators — to compare a pinned fingerprint against the mDNS `fp`.
|
||||
var hexLower: String { map { String(format: "%02x", $0) }.joined() }
|
||||
|
||||
/// Parse an even-length hex string into bytes; nil on any non-hex character or odd length.
|
||||
/// Used to turn an mDNS-advertised cert fingerprint into a connect pin.
|
||||
init?(hexString: String) {
|
||||
let chars = Array(hexString)
|
||||
guard chars.count.isMultiple(of: 2) else { return nil }
|
||||
var bytes = [UInt8]()
|
||||
bytes.reserveCapacity(chars.count / 2)
|
||||
var i = 0
|
||||
while i < chars.count {
|
||||
guard let hi = chars[i].hexDigitValue, let lo = chars[i + 1].hexDigitValue else {
|
||||
return nil
|
||||
}
|
||||
bytes.append(UInt8(hi << 4 | lo))
|
||||
i += 2
|
||||
}
|
||||
self = Data(bytes)
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -70,7 +70,7 @@ struct TrustCardView: View {
|
||||
|
||||
/// 64 hex chars → four groups per line, two lines — easy to eyeball against the log.
|
||||
private static func format(fingerprint: Data) -> String {
|
||||
let hex = fingerprint.map { String(format: "%02x", $0) }.joined()
|
||||
let hex = fingerprint.hexLower
|
||||
let groups = stride(from: 0, to: hex.count, by: 8).map { i -> String in
|
||||
let start = hex.index(hex.startIndex, offsetBy: i)
|
||||
let end = hex.index(start, offsetBy: min(8, hex.count - i))
|
||||
Reference in New Issue
Block a user