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 +1,369 @@
// App settings. The host creates a native virtual output at exactly the chosen size/refresh
// there is no scaling anywhere in the pipeline.
//
// Navigation differs per platform, but all three group the same categories (General, Display,
// Audio, Controllers, Advanced, About): macOS uses a tabbed preferences window; iOS/iPadOS uses
// an adaptive NavigationSplitView a category sidebar + detail pane on iPad, auto-collapsing to
// a hierarchical push list on iPhone (the system Settings idiom on each); tvOS uses a
// focus-native pushed-picker layout. The individual sections (`streamModeSection`,
// `audioSection`, ) are shared across all three so a setting is defined exactly once they
// live in SettingsView+Sections.swift, with their helpers in SettingsView+Support.swift.
#if os(macOS)
import AppKit
#endif
import PunktfunkKit
import SwiftUI
@MainActor
struct SettingsView: View {
@Environment(\.dismiss) private var dismiss
@AppStorage(DefaultsKey.streamWidth) var width = 1920
@AppStorage(DefaultsKey.streamHeight) var height = 1080
@AppStorage(DefaultsKey.streamHz) var hz = 60
@AppStorage(DefaultsKey.compositor) var compositor = 0
@AppStorage(DefaultsKey.gamepadType) var gamepadType = 0
@AppStorage(DefaultsKey.bitrateKbps) var bitrateKbps = 0
@AppStorage(DefaultsKey.presenter) var presenter = "stage2"
@AppStorage(DefaultsKey.hdrEnabled) var hdrEnabled = true
@AppStorage(DefaultsKey.enable444) var enable444 = true
@AppStorage(DefaultsKey.libraryEnabled) var libraryEnabled = false
@AppStorage(DefaultsKey.fullscreenWhileStreaming) var fullscreenWhileStreaming = true
@AppStorage(DefaultsKey.micEnabled) var micEnabled = true
@AppStorage(DefaultsKey.audioChannels) var audioChannels = 2
@AppStorage(DefaultsKey.codec) var codec = "auto"
@AppStorage(DefaultsKey.hudEnabled) var hudEnabled = true
@AppStorage(DefaultsKey.hudPlacement) var hudPlacement = HUDPlacement.topTrailing.rawValue
@ObservedObject var gamepads = GamepadManager.shared
#if !os(tvOS)
@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
#endif
#if DEBUG && !os(tvOS)
@State var showControllerTest = false
#endif
#if os(iOS)
@AppStorage(DefaultsKey.pointerCapture) var pointerCapture = true
// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
// Width class decides the initial value: nil on iPhone (show the category list first),
// General on iPad (a two-column layout should never open with an empty detail).
@Environment(\.horizontalSizeClass) private var horizontalSizeClass
@State private var settingsSelection: SettingsCategory?
// Tracked so the detail can show its own Done whenever the sidebar (and its Done) is off screen
// not just on iPhone, but on any iPad layout that collapses the sidebar to an overlay. Starts
// .doubleColumn so iPad reliably opens with the sidebar (and its Done) visible.
@State private var columnVisibility: NavigationSplitViewVisibility = .doubleColumn
// Sticky once the wheel lands on "Custom", so editing a width/height that briefly equals a
// preset doesn't snap the wheel back off Custom. A stored non-preset value reads as custom even
// when this is false (see `isCustomResolution`), so it survives relaunches without persisting.
@State var customMode = false
#endif
#if os(macOS)
@AppStorage(DefaultsKey.speakerUID) var speakerUID = ""
@AppStorage(DefaultsKey.micUID) var micUID = ""
@State var outputDevices: [AudioDevice] = []
@State var inputDevices: [AudioDevice] = []
#endif
#if os(iOS)
/// `initialCategory` is nil in the app (the list opens un-selected on iPhone; iPad lands on
/// General via `onAppear`). The screenshot harness passes an explicit category so the captured
/// shot opens on a real settings page (a populated detail) rather than the bare category list.
init(initialCategory: SettingsCategory? = nil) {
_settingsSelection = State(initialValue: initialCategory)
}
#endif
var body: some View {
#if os(tvOS)
// Native tv pattern: no inline text entry (typing numbers with a remote is
// miserable and the inline field chrome fights the focus system). Modes are
// preset pickers that push selection lists like the system Settings app.
tvBody
#elseif os(macOS)
macBody
#else
iosBody
#endif
}
// MARK: - macOS: tabbed preferences
#if os(macOS)
private var macBody: some View {
TabView {
Form {
streamModeSection
compositorSection
}
.formStyle(.grouped)
.tabItem { Label("General", systemImage: "gearshape") }
Form {
presenterSection
hdrSection
windowSection
statisticsSection
}
.formStyle(.grouped)
.tabItem { Label("Display", systemImage: "display") }
Form {
audioSection
}
.formStyle(.grouped)
.onAppear {
outputDevices = AudioDevices.outputs()
inputDevices = AudioDevices.inputs()
}
.tabItem { Label("Audio", systemImage: "speaker.wave.2") }
Form {
controllersSection
}
.formStyle(.grouped)
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
.tabItem { Label("Controllers", systemImage: "gamecontroller") }
Form {
experimentalSection
}
.formStyle(.grouped)
.tabItem { Label("Advanced", systemImage: "slider.horizontal.3") }
AcknowledgementsView()
.tabItem { Label("About", systemImage: "info.circle") }
}
.frame(width: 480, height: 460)
}
#endif
// MARK: - iOS / iPadOS: adaptive split view
#if os(iOS)
private var iosBody: some View {
NavigationSplitView(columnVisibility: $columnVisibility) {
List(selection: $settingsSelection) {
ForEach(SettingsCategory.allCases) { category in
// On iPhone the split view collapses to a push list, but a selection List
// draws no disclosure indicator of its own add one in compact width for the
// expected drill-in affordance. On iPad the selected row highlights instead, so
// the chevron is omitted there.
HStack {
Label(category.title, systemImage: category.symbol)
if horizontalSizeClass == .compact {
Spacer()
Image(systemName: "chevron.forward")
.font(.footnote.weight(.semibold))
.foregroundStyle(.tertiary)
// Purely a drill-in affordance the row's button trait already
// conveys "opens"; keep it out of the VoiceOver announcement.
.accessibilityHidden(true)
}
}
.tag(category)
}
}
.navigationTitle("Settings")
.toolbar {
ToolbarItem(placement: .confirmationAction) {
Button("Done") { dismiss() }
}
}
} detail: {
// NavigationSplitView hosts the detail in its own navigation context (its title bar),
// so no inner NavigationStack that would double the bar on iPad. On iPhone the split
// view collapses to one stack and pushes this when a row is tapped. `?? .general` only
// backs the brief pre-selection window; the list never auto-pushes on a nil selection.
settingsDetail(settingsSelection ?? .general)
// Keep a Done on the detail whenever the sidebar (and its Done) isn't on screen: the
// iPhone push, or any iPad layout that collapsed the sidebar to an overlay. When the
// sidebar is showing, its Done is the only one so this stays hidden to avoid two.
.toolbar {
if horizontalSizeClass == .compact || columnVisibility == .detailOnly {
ToolbarItem(placement: .confirmationAction) {
Button("Done") { dismiss() }
}
}
}
}
.onAppear {
if horizontalSizeClass == .regular, settingsSelection == nil {
settingsSelection = .general
}
gamepads.refresh()
gamepads.startDiscovery()
}
// A regularregular launch sets the default above; this catches a compactregular change
// (e.g. an iPad leaving narrow split-screen multitasking) so the detail pane fills in.
.onChange(of: horizontalSizeClass) { _, newValue in
if newValue == .regular, settingsSelection == nil {
settingsSelection = .general
}
}
.onDisappear { gamepads.stopDiscovery() }
}
@ViewBuilder
private func settingsDetail(_ category: SettingsCategory) -> some View {
switch category {
case .general:
Form {
streamModeSection
pointerSection
compositorSection
}
.formStyle(.grouped)
.navigationTitle("General")
.navigationBarTitleDisplayMode(.inline)
case .display:
Form {
presenterSection
hdrSection
statisticsSection
}
.formStyle(.grouped)
.navigationTitle("Display")
.navigationBarTitleDisplayMode(.inline)
case .audio:
Form { audioSection }
.formStyle(.grouped)
.navigationTitle("Audio")
.navigationBarTitleDisplayMode(.inline)
case .controllers:
Form { controllersSection }
.formStyle(.grouped)
.navigationTitle("Controllers")
.navigationBarTitleDisplayMode(.inline)
case .advanced:
Form { experimentalSection }
.formStyle(.grouped)
.navigationTitle("Advanced")
.navigationBarTitleDisplayMode(.inline)
case .about:
// Already a full scrollable view that sets its own "Acknowledgements" title; pin the
// display mode inline to match the five sibling detail pages (it would otherwise inherit
// the large title from the "Settings" sidebar root).
AcknowledgementsView()
.navigationBarTitleDisplayMode(.inline)
}
}
#endif
// MARK: - tvOS
#if os(tvOS)
private static let presets: [(label: String, tag: String)] = [
("720p @ 60", "1280x720x60"),
("1080p @ 60", "1920x1080x60"),
("4K @ 60", "3840x2160x60"),
]
private var modeTag: Binding<String> {
Binding(
get: { "\(width)x\(height)x\(hz)" },
set: { tag in
let parts = tag.split(separator: "x").compactMap { Int($0) }
guard parts.count == 3 else { return }
width = parts[0]
height = parts[1]
hz = parts[2]
})
}
private var hudEnabledTag: Binding<String> {
Binding(get: { hudEnabled ? "on" : "off" }, set: { hudEnabled = $0 == "on" })
}
private var hdrEnabledTag: Binding<String> {
Binding(get: { hdrEnabled ? "on" : "off" }, set: { hdrEnabled = $0 == "on" })
}
private var tvBody: some View {
let currentTag = "\(width)x\(height)x\(hz)"
let bounds = UIScreen.main.nativeBounds
let nativeTag = "\(Int(max(bounds.width, bounds.height)))x"
+ "\(Int(min(bounds.width, bounds.height)))x\(UIScreen.main.maximumFramesPerSecond)"
var options = Self.presets
if !options.contains(where: { $0.tag == nativeTag }) {
options.insert(("This TV (native)", nativeTag), at: 0)
}
if !options.contains(where: { $0.tag == currentTag }) {
options.insert(("Custom (\(width)×\(height) @ \(hz))", currentTag), at: 0)
}
return ScrollView {
VStack(spacing: 16) {
TVSelectionRow(title: "Stream mode", options: options, selection: modeTag)
TVSelectionRow(
title: "Bitrate",
options: SettingsOptions.bitrateOptions(current: bitrateKbps),
selection: $bitrateKbps)
TVSelectionRow(
title: "Audio channels",
options: SettingsOptions.audioChannels,
selection: $audioChannels)
if bitrateKbps > 1_000_000 {
Label(Self.gigabitWarning, systemImage: "exclamationmark.triangle.fill")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.orange)
.multilineTextAlignment(.center)
}
TVSelectionRow(
title: "Compositor", options: SettingsOptions.compositors,
selection: $compositor)
#if DEBUG
TVSelectionRow(
title: "Presenter (debug)",
options: [("Stage 2 (default)", "stage2"), ("Stage 1 (debug)", "stage1")],
selection: $presenter)
#endif
TVSelectionRow(
title: "10-bit HDR",
options: [("On", "on"), ("Off", "off")], selection: hdrEnabledTag)
Text("The host creates a virtual output at exactly this mode — native "
+ "resolution, no scaling. \(Self.bitrateFooter) A specific compositor "
+ "is honored only if available on the host.")
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
.multilineTextAlignment(.center)
.padding(.top, 8)
TVSelectionRow(
title: "Statistics overlay",
options: [("On", "on"), ("Off", "off")], selection: hudEnabledTag)
TVSelectionRow(
title: "Statistics position", options: SettingsOptions.hudPlacements,
selection: $hudPlacement)
ForEach(gamepads.controllers) { controller in
controllerRow(controller)
.padding(.horizontal, 24)
}
TVSelectionRow(
title: "Use controller", options: controllerOptions,
selection: $gamepads.preferredID)
TVSelectionRow(
title: "Controller type", options: SettingsOptions.padTypes,
selection: $gamepadType)
Text(Self.controllersFooter)
.font(.geist(12, relativeTo: .caption))
.foregroundStyle(.secondary)
.multilineTextAlignment(.center)
.padding(.top, 8)
NavigationLink("Acknowledgements") { AcknowledgementsView() }
.padding(.top, 8)
}
.frame(maxWidth: 1000)
.frame(maxWidth: .infinity)
.padding(60)
}
.navigationTitle("Settings")
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
}
#endif
}