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:
2026-07-02 11:05:10 +02:00
parent e925d00194
commit 133e25849d
84 changed files with 4231 additions and 2698 deletions
@@ -0,0 +1,368 @@
// 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 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
// `.background` modifier NOT a ZStack sibling because an `.ignoresSafeArea()` sibling expands the
// stack to full-screen and hands the GeometryReader the full height, laying content out under the
// 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. 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) || os(macOS)
import GameController
/// 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
/// from the live stores so nothing goes stale.
private struct HomeTile: Identifiable {
let id: GamepadHomeTarget
let title: String
let subtitle: String
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).
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
}
struct GamepadHomeView: View {
@ObservedObject var store: HostStore
@ObservedObject var model: SessionModel
@ObservedObject var discovery: HostDiscovery
@Binding var libraryTarget: StoredHost?
let connect: (StoredHost) -> Void
let connectDiscovered: (DiscoveredHost) -> Void
/// 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
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
hero(for: geo.size)
}
// Pinned inside the safe area, out of the carousel's vertical budget never clipped.
.safeAreaInset(edge: .top, spacing: 0) {
titleBar
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints)
.padding(.leading, 22)
.padding(.vertical, compact ? 6 : 10)
}
.background { GamepadScreenBackground() }
.onAppear { discovery.start() }
.onDisappear { discovery.stop() }
// 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 {
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 titleBar: some View {
Text("Select a Host")
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
.foregroundStyle(.white)
.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
private func carousel(cardWidth: CGFloat, cardHeight: CGFloat) -> some View {
GamepadCarousel(
items: tiles,
selection: $selection,
itemWidth: cardWidth,
spacing: 30,
onActivate: { $0.activate() },
onSecondary: { openLibraryForSelected() },
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))
}
.frame(height: cardHeight + 40)
}
/// The host tile plus its focus treatment. Every continuous visual reads the scroll view's own
/// per-frame `phase` (real distance-from-centered), so the look always matches what's on screen
/// mid-scroll. `.shadow`/`.overlay` aren't part of `VisualEffect`, so the focus pop is scale +
/// brightness/saturation + a depth blur on the recessed neighbors.
private func hostCard(_ tile: HomeTile, size: CGSize) -> some View {
GamepadHostTile(tile: tile, size: size)
.scrollTransition { content, phase in
let d = CGFloat(min(abs(phase.value), 1))
let scale = 1 - d * 0.12
let bright = Double(-d * 0.24)
let sat = Double(1 - d * 0.42)
let soft = d * 3
let fade = Double(1 - d * 0.22)
return content
.scaleEffect(scale)
.brightness(bright)
.saturation(sat)
.blur(radius: soft)
.opacity(fade)
}
}
/// The "now focused" host, spelled out below the strip empty (not hidden) so the layout
/// doesn't jump as the selection changes.
@ViewBuilder private var detailPanel: some View {
let tile = tiles.first { $0.id == selection }
VStack(spacing: 6) {
Text(tile?.title ?? " ")
.font(.geist(22, .bold, relativeTo: .title2))
.foregroundStyle(.white)
.lineLimit(1)
HStack(spacing: 10) {
Text(tile?.subtitle ?? " ")
.font(.geist(13, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.6))
if let tile, tile.showsStatus {
statusPill(online: tile.isOnline, paired: tile.isPaired)
}
}
}
.frame(maxWidth: .infinity)
.padding(.horizontal, 24)
.animation(.smooth(duration: 0.25), value: selection)
}
private func statusPill(online: Bool, paired: Bool) -> some View {
HStack(spacing: 6) {
Circle()
.fill(online ? Color.green : Color.white.opacity(0.35))
.frame(width: 6, height: 6)
Text(online ? "ONLINE" : "OFFLINE")
if paired { Text("· PAIRED") }
}
.font(.geist(11, .medium, relativeTo: .caption2))
.tracking(0.8)
.foregroundStyle(.white.opacity(0.55))
}
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
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"))
}
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 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: 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 = discovery.unsaved(among: store.hosts).map { d in
HomeTile(
id: .discovered(d.id),
title: d.name,
subtitle: "\(d.host):\(String(d.port))",
isOnline: true,
activate: { connectDiscovered(d) })
}
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
/// `HostCardView`-only action never offered on `DiscoveredCardView`.
private func openLibraryForSelected() {
guard libraryEnabled, case .saved(let id) = selection,
let host = store.hosts.first(where: { $0.id == id })
else { return }
libraryTarget = host
}
}
/// One "console tile" in the host carousel a dark-glass landscape card, bigger and bolder than the
/// touch grid's `HostCardView`. Renders only its base look; the centered-tile pop is layered on by
/// the caller's `.scrollTransition` so it always tracks the real scroll position.
private struct GamepadHostTile: View {
let tile: HomeTile
let size: CGSize
var body: some View {
VStack(alignment: .leading, spacing: 0) {
HStack(alignment: .top) {
monogramBadge
Spacer(minLength: 0)
if tile.isOnline {
Circle()
.fill(Color.green)
.frame(width: 9, height: 9)
.shadow(color: .green.opacity(0.7), radius: 5)
}
}
Spacer(minLength: 0)
Text(tile.title)
.font(.geist(23, .bold, relativeTo: .title2))
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.7)
Text(tile.subtitle)
.font(.geist(13, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.lineLimit(1)
.padding(.top, 2)
}
.padding(20)
.frame(width: size.width, height: size.height, alignment: .leading)
.background {
RoundedRectangle(cornerRadius: 26, style: .continuous)
.fill(.ultraThinMaterial)
.environment(\.colorScheme, .dark)
}
.overlay {
RoundedRectangle(cornerRadius: 26, style: .continuous)
.strokeBorder(
LinearGradient(
colors: [.white.opacity(0.22), .white.opacity(0.04)],
startPoint: .top, endPoint: .bottom),
style: StrokeStyle(lineWidth: 1, dash: tile.filled ? [] : [6, 5]))
}
.clipShape(RoundedRectangle(cornerRadius: 26, style: .continuous))
.shadow(color: .black.opacity(0.45), radius: 20, y: 14)
}
private var monogramBadge: some View {
let shape = RoundedRectangle(cornerRadius: 15, style: .continuous)
return ZStack {
shape.fill(tile.filled
? AnyShapeStyle(LinearGradient(
colors: [Color.brand, Color.brand.opacity(0.68)],
startPoint: .top, endPoint: .bottom))
: 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))
.foregroundStyle(tile.filled ? .white : Color.brand)
}
}
.frame(width: 52, height: 52)
.overlay {
if !tile.filled {
shape.strokeBorder(Color.brand.opacity(0.5), lineWidth: 1)
}
}
}
private func monogram(_ name: String) -> String {
guard let first = name.trimmingCharacters(in: .whitespacesAndNewlines).first else { return "" }
return String(first).uppercased()
}
}
#endif