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>
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// Chrome shared by the gamepad-driven screens (GamepadHomeView, GamepadSettingsView,
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// GamepadAddHostView, LibraryCoverflowView): the full-bleed console backdrop, the
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// controller-glyph hint bar, and the connected-controller status chip. One look across every
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// screen is what makes the gamepad UI read as a coherent mode rather than a set of themed pages.
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// iOS/iPadOS and macOS (the couch Mac-mini case); tvOS keeps its native focus engine instead.
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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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import GameController
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/// The active controller's real glyph for a button (Xbox "A", DualSense ✕, …) via
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/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
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/// @MainActor: GamepadManager is main-actor-bound (inside a View body this was implicit).
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@MainActor
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func buttonGlyph(
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_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
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) -> String {
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GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
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?? fallback
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}
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/// Top padding for a gamepad screen's pinned title. macOS gets extra clearance — the launcher
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/// title sits right under the window titlebar and the settings/add-host sheets have no titlebar
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/// at all, so the iOS value hugs the top edge there.
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func gamepadTitleTopPadding(compact: Bool) -> CGFloat {
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#if os(macOS)
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26
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#else
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compact ? 4 : 10
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#endif
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}
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/// One glyph + label cell in a hint bar.
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struct GamepadHint: Identifiable {
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let glyph: String
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let text: String
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var id: String { glyph + text }
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}
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/// The pinned controls legend every gamepad screen shows bottom-leading (via `.safeAreaInset`).
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/// Same font/spacing everywhere so the legend reads as system chrome, not per-screen decoration.
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struct GamepadHintBar: View {
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let hints: [GamepadHint]
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var body: some View {
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HStack(spacing: 18) {
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ForEach(hints) { hint in
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HStack(spacing: 7) {
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Image(systemName: hint.glyph)
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.font(.system(size: 19))
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.foregroundStyle(.white)
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Text(hint.text)
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}
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.fixedSize() // keep glyph + label together; never truncate a hint mid-word
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}
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}
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.font(.geist(14, .semibold, relativeTo: .subheadline))
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.foregroundStyle(.white.opacity(0.85))
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}
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}
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/// The console backdrop: a living "aurora" field in the brand's violet family — soft color blobs
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/// drifting on slow Lissajous paths over black, in the direction of Apple Music's animated player
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/// background but calmer (long 30–90 s periods, muted opacities, a legibility scrim on top, so it
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/// reads as ambience behind the cards, never as content). Deliberately pure SwiftUI rather than a
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/// .metal shader: these sources are built both by SwiftPM (`swift run`/tests) and by the Xcode
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/// project's synchronized folders, and a compiled metallib is only reliably bundled in one of the
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/// two — radial gradients driven by a TimelineView give the same look with none of that risk.
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///
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/// Applied via `.background { }` — NOT as a ZStack sibling — so the `.ignoresSafeArea()` here
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/// can't inflate the caller's layout past the safe area (see the layout discipline note in
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/// GamepadHomeView's header). Honors Reduce Motion by freezing the field at a fixed phase.
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struct GamepadScreenBackground: View {
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@Environment(\.accessibilityReduceMotion) private var reduceMotion
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/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular
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/// speeds (rad/s — periods of 30–90 s), and a radius that slowly breathes.
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private struct Blob {
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let color: Color
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let center: CGPoint
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let drift: CGSize
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let speed: (x: Double, y: Double)
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let phase: (x: Double, y: Double)
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/// Radius as a fraction of the view's larger dimension (+ breathing amplitude/speed).
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let radius: CGFloat
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let breathe: (amount: CGFloat, speed: Double)
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let opacity: Double
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}
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/// The brand violet, a deeper indigo, a warmer plum, and a cool blue — related hues so the
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/// field shifts within one temperature instead of strobing through the rainbow.
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private static let blobs: [Blob] = [
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Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet
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center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
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speed: (0.111, 0.083), phase: (0.0, 1.9),
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radius: 0.52, breathe: (0.07, 0.061), opacity: 0.52),
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Blob(color: Color(red: 0.24, green: 0.20, blue: 0.72), // deep indigo
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center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
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speed: (0.071, 0.096), phase: (2.4, 0.7),
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radius: 0.58, breathe: (0.08, 0.049), opacity: 0.55),
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Blob(color: Color(red: 0.62, green: 0.30, blue: 0.80), // plum
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center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
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speed: (0.089, 0.067), phase: (4.1, 3.2),
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radius: 0.44, breathe: (0.09, 0.078), opacity: 0.42),
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Blob(color: Color(red: 0.22, green: 0.38, blue: 0.86), // cool blue
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center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
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speed: (0.059, 0.104), phase: (1.2, 5.0),
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radius: 0.40, breathe: (0.06, 0.055), opacity: 0.38),
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]
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var body: some View {
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Group {
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if reduceMotion {
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field(at: 0)
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} else {
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// 30 Hz is plenty for centimeters-per-minute drift, and halves the redraw cost
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// of a battery-fed couch device vs. the default display rate.
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TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
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field(at: context.date.timeIntervalSinceReferenceDate)
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}
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}
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}
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.ignoresSafeArea()
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}
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private func field(at t: TimeInterval) -> some View {
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GeometryReader { geo in
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let side = max(geo.size.width, geo.size.height)
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ZStack {
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Color.black
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ZStack {
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ForEach(Self.blobs.indices, id: \.self) { i in
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blobView(Self.blobs[i], at: t, in: geo.size, side: side)
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}
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}
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// ±10° over ~5 min — the whole field very slowly warms and cools.
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.hueRotation(.degrees(sin(t * 0.021) * 10))
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// Composite the additive blobs offscreen once instead of per-layer.
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.drawingGroup()
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// Legibility scrim: the title (top) and detail/hints (bottom) always sit on
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// near-black, whatever the blobs are doing behind them.
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LinearGradient(
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stops: [
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.init(color: .black.opacity(0.55), location: 0),
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.init(color: .black.opacity(0.15), location: 0.35),
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.init(color: .black.opacity(0.20), location: 0.65),
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.init(color: .black.opacity(0.60), location: 1),
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],
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startPoint: .top, endPoint: .bottom)
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}
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}
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}
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private func blobView(_ blob: Blob, at t: TimeInterval, in size: CGSize, side: CGFloat) -> some View {
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let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x))
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let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y))
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let r = side * blob.radius
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* (1 + blob.breathe.amount * CGFloat(sin(t * blob.breathe.speed + blob.phase.x)))
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return Circle()
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.fill(RadialGradient(
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colors: [blob.color, blob.color.opacity(0)],
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center: .center, startRadius: 0, endRadius: r / 2))
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.frame(width: r, height: r)
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.position(x: x * size.width, y: y * size.height)
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.opacity(blob.opacity)
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.blendMode(.plusLighter)
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}
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}
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/// A darkening scrim behind a pinned tray (a screen title, the hints/detail bar, the keyboard
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/// tray): scrollable rows pass beneath those insets, so without this the tray text and the row
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/// underneath render interleaved. Fades toward the content so it reads as depth, not a bar.
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struct GamepadTrayScrim: View {
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let edge: VerticalEdge
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var body: some View {
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LinearGradient(
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stops: [
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.init(color: .black.opacity(0.92), location: 0),
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.init(color: .black.opacity(0.85), location: 0.55),
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.init(color: .black.opacity(0), location: 1),
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],
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startPoint: edge == .top ? .top : .bottom,
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endPoint: edge == .top ? .bottom : .top)
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// Grow past the tray so the fade-to-clear happens OUTSIDE its bounds — the tray's own
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// text always sits on the near-opaque part, rows dim before they reach it.
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.padding(edge == .top ? .bottom : .top, -32)
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.ignoresSafeArea()
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}
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}
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/// "Which pad is driving this UI" — the active controller's name and battery, worn as a quiet
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/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
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/// when the pad or its battery state changes.
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struct ControllerStatusChip: View {
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let controller: GamepadManager.DiscoveredController
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var body: some View {
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HStack(spacing: 7) {
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Image(systemName: controller.hasTouchpadAndMotion
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? "playstation.logo" : "gamecontroller.fill")
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.font(.system(size: 12))
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Text(controller.name)
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.lineLimit(1)
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if let level = controller.batteryLevel {
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Image(systemName: batterySymbol(level))
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.font(.system(size: 12))
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.foregroundStyle(level <= 0.2 && !controller.isCharging
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? AnyShapeStyle(.red) : AnyShapeStyle(.white.opacity(0.7)))
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}
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}
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.font(.geist(12, .medium, relativeTo: .caption))
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.foregroundStyle(.white.opacity(0.7))
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.padding(.horizontal, 12)
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.padding(.vertical, 7)
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.background(Capsule().fill(.white.opacity(0.08)))
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.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
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}
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private func batterySymbol(_ level: Float) -> String {
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if controller.isCharging { return "battery.100.bolt" }
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switch level {
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case ..<0.125: return "battery.0"
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case ..<0.375: return "battery.25"
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case ..<0.625: return "battery.50"
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case ..<0.875: return "battery.75"
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default: return "battery.100"
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}
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}
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}
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#endif
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