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 +1,199 @@
// Experimental game-library browser (plan step 3, gated behind DefaultsKey.libraryEnabled).
// Renders a poster grid of the host's library fetched over the management API. Read-only:
// launching a chosen title is a later step. Reached from a host card's "Browse Library"
// context-menu action, which only appears when the feature flag is on.
import PunktfunkKit
import SwiftUI
struct LibraryView: View {
@ObservedObject var store: HostStore
let host: StoredHost
/// Tapping a title starts a session that asks the host to launch it (the library id is passed
/// through). `nil` browse-only (cards aren't tappable).
var onLaunch: ((String) -> Void)? = nil
@Environment(\.dismiss) private var dismiss
@State private var games: [GameEntry] = []
@State private var loading = false
@State private var errorText: String?
/// Authenticated session for cover-art fetches (the same paired identity + host pinning as the
/// 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) || 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 {
GamepadUIEnvironment.isActive(
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
}
#endif
var body: some View {
content
.navigationTitle("\(host.displayName) — Library")
#if os(iOS)
.navigationBarTitleDisplayMode(.inline)
#endif
.toolbar {
#if os(macOS)
ToolbarItemGroup { reloadButton }
#else
ToolbarItem(placement: .primaryAction) { reloadButton }
#endif
// A gamepad-only user can't swipe-to-dismiss the sheet this view is presented in
// (ContentView's `.sheet(item: $libraryTarget)`) give it a focusable, dpad-reachable
// Close action. tvOS already has its own pushed-navigation back (Menu button).
#if !os(tvOS)
ToolbarItem(placement: .cancellationAction) {
Button("Close") { dismiss() }
}
#endif
}
.task { await load() }
.onDisappear {
imageSession?.finishTasksAndInvalidate()
imageSession = nil
}
}
@ViewBuilder private var content: some View {
if loading && games.isEmpty {
ProgressView("Loading library…")
.frame(maxWidth: .infinity, maxHeight: .infinity)
} else if let errorText, games.isEmpty {
errorState(errorText)
} else if games.isEmpty {
emptyState
} else {
#if os(iOS) || os(macOS)
if gamepadUIActive {
LibraryCoverflowView(
games: games, imageSession: imageSession, onLaunch: onLaunch,
onDismiss: { dismiss() })
} else {
grid
}
#else
grid
#endif
}
}
private var grid: some View {
ScrollView {
LazyVGrid(columns: columns, spacing: 18) {
ForEach(games) { game in
if let onLaunch {
Button { onLaunch(game.id) } label: { GameCard(game: game, imageSession: imageSession) }
.buttonStyle(.plain)
} else {
GameCard(game: game, imageSession: imageSession)
}
}
}
.padding()
}
}
private var columns: [GridItem] {
#if os(tvOS)
let minW: CGFloat = 220
#else
let minW: CGFloat = 130
#endif
return [GridItem(.adaptive(minimum: minW), spacing: 18)]
}
private func errorState(_ text: String) -> some View {
VStack(spacing: 16) {
Image(systemName: "exclamationmark.triangle")
.font(.largeTitle)
.foregroundStyle(.secondary)
Text(text)
.multilineTextAlignment(.center)
.foregroundStyle(.secondary)
.frame(maxWidth: 420)
Button("Retry") { Task { await load() } }
.glassProminentButtonStyle()
}
.padding()
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
private var emptyState: some View {
VStack(spacing: 12) {
Image(systemName: "square.grid.2x2")
.font(.largeTitle)
.foregroundStyle(.secondary)
Text("No games found on this host.")
.foregroundStyle(.secondary)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
private var reloadButton: some View {
Button { Task { await load() } } label: {
Label("Reload", systemImage: "arrow.clockwise")
}
.disabled(loading)
}
private func load() async {
loading = true
errorText = nil
let current = store.hosts.first { $0.id == host.id } ?? host
// mTLS uses this client's persistent identity (the host paired it over QUIC). No identity
// yet the user hasn't connected/paired, which is also when there's nothing to browse.
guard let identity = (try? ClientIdentityStore.shared.load())?.identity else {
games = []
errorText = "Connect to this host once first — the library uses the identity created "
+ "on pairing to authenticate."
loading = false
return
}
do {
games = try await LibraryClient.fetch(
address: current.address,
port: current.effectiveMgmtPort,
certPEM: identity.certPEM,
keyPEM: identity.keyPEM,
hostFingerprint: current.pinnedSHA256)
imageSession?.finishTasksAndInvalidate()
imageSession = try LibraryImageLoader.session(
address: current.address,
port: current.effectiveMgmtPort,
certPEM: identity.certPEM,
keyPEM: identity.keyPEM,
hostFingerprint: current.pinnedSHA256)
} catch {
games = []
errorText = (error as? LibraryError)?.errorDescription ?? error.localizedDescription
}
loading = false
}
}
/// One poster tile. Steam vs custom is marked with a badge; the art walks the candidate URLs
/// (portrait header hero) and finally a text placeholder.
private struct GameCard: View {
let game: GameEntry
let imageSession: URLSession?
var body: some View {
VStack(alignment: .leading, spacing: 6) {
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
.aspectRatio(2.0 / 3.0, contentMode: .fit)
.frame(maxWidth: .infinity)
.clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous))
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
Text(game.title)
.font(.geist(12, relativeTo: .caption))
.lineLimit(2)
.foregroundStyle(.secondary)
}
}
}