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