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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// SettingsView's navigation and presentation helpers: the iOS settings categories, the iPad
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// sheet sizing, and the bounded-slider clamp.
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import SwiftUI
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#if os(iOS)
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/// The settings groups, mirroring the macOS preference tabs. On iPad each is a sidebar row that
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/// drives the detail pane; on iPhone the same list collapses to pushed sub-pages. Internal (not
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/// private) so the screenshot harness can open SettingsView on a specific category.
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enum SettingsCategory: String, CaseIterable, Identifiable {
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case general, display, audio, controllers, advanced, about
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var id: Self { self }
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var title: String {
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switch self {
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case .general: return "General"
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case .display: return "Display"
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case .audio: return "Audio"
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case .controllers: return "Controllers"
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case .advanced: return "Advanced"
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case .about: return "About"
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}
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}
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var symbol: String {
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switch self {
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case .general: return "gearshape"
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case .display: return "display"
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case .audio: return "speaker.wave.2"
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case .controllers: return "gamecontroller"
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case .advanced: return "slider.horizontal.3"
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case .about: return "info.circle"
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}
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}
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}
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extension View {
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/// Present the settings sheet large on iPad so the NavigationSplitView has room for its
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/// sidebar + detail — a default form sheet is too narrow and the split view would collapse to
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/// the iPhone push list. No-op on iPhone (the standard sheet is already right) and on iOS 17
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/// (no `presentationSizing` — it falls back to the default sheet, which still degrades cleanly
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/// to the push list).
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@ViewBuilder
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func settingsSheetSizing() -> some View {
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if UIDevice.current.userInterfaceIdiom == .pad, #available(iOS 18, *) {
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presentationSizing(.page)
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} else {
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self
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}
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}
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}
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#endif
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extension Double {
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/// The log-scale slider mapping needs a bounded input (Automatic stores 0).
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func clamped(_ lo: Double, _ hi: Double) -> Double {
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Swift.min(Swift.max(self, lo), hi)
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}
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}
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