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 +1,39 @@
// App-wide brand chrome. SwiftUI has no single switch to put a custom font on every navigation
// title, so the iOS large/inline nav titles are themed through UINavigationBar's appearance proxy
// (set once at launch). Backgrounds are left at the system defaults transparent at the scroll
// edge (the large title floats on the content), blurred once scrolled so only the typeface
// changes: Geist, matching the cards and the website.
#if os(iOS)
import PunktfunkKit
import UIKit
enum BrandTheme {
static func apply() {
BrandFont.registerIfNeeded()
let scrollEdge = UINavigationBarAppearance()
scrollEdge.configureWithTransparentBackground()
applyFonts(to: scrollEdge)
let standard = UINavigationBarAppearance()
standard.configureWithDefaultBackground()
applyFonts(to: standard)
let proxy = UINavigationBar.appearance()
proxy.scrollEdgeAppearance = scrollEdge
proxy.standardAppearance = standard
proxy.compactAppearance = standard
}
/// Override only the title fonts; leave colors/backgrounds at the configured defaults.
private static func applyFonts(to appearance: UINavigationBarAppearance) {
if let large = UIFont(name: "Geist-Bold", size: 34) {
appearance.largeTitleTextAttributes[.font] = large
}
if let inline = UIFont(name: "Geist-SemiBold", size: 17) {
appearance.titleTextAttributes[.font] = inline
}
}
}
#endif
@@ -0,0 +1,69 @@
// GlassStyle.swift the app's single, availability-gated entry point to Apple's "Liquid
// Glass" (iOS / macOS / tvOS 26). Every Liquid Glass symbol (glassEffect, Glass, the
// .glassProminent button style ) is HARD-gated to OS 26: referencing one with our
// deployment targets (macOS 14 / iOS 17 / tvOS 17) is a COMPILE error, not a silent no-op,
// unless it sits behind `if #available`. So all glass in the app routes through the two
// helpers below, each of which falls back to the EXACT look the app shipped before
// (.regularMaterial / .borderedProminent) nothing regresses on older OSes, and the gating
// lives in exactly one file.
import SwiftUI
// MARK: - Glass background
/// Liquid Glass behind a floating / overlay surface, with the pre-26 `.regularMaterial`
/// look as the fallback. Use ONLY on the floating control / overlay layer (the streaming
/// HUD, the trust card, the touch exit chip) never on content tiles or dense forms (HIG).
///
/// `glassEffect()`'s own default shape is a Capsule, so panels MUST pass an explicit shape
/// (a RoundedRectangle / Circle) or they render as a pill. `interactive` makes the glass
/// react to press only meaningful when the glass itself is the tap target.
private struct GlassBackground<S: Shape>: ViewModifier {
let shape: S
var interactive = false
func body(content: Content) -> some View {
if #available(iOS 26, macOS 26, tvOS 26, *) {
content.glassEffect(interactive ? .regular.interactive() : .regular, in: shape)
} else {
content.background(.regularMaterial, in: shape)
}
}
}
extension View {
/// Liquid Glass (26+) or the existing `.regularMaterial` (pre-26) behind a floating
/// surface. Pass the surface's shape explicitly glass defaults to a Capsule otherwise.
func glassBackground<S: Shape>(_ shape: S, interactive: Bool = false) -> some View {
modifier(GlassBackground(shape: shape, interactive: interactive))
}
}
// MARK: - Glass primary button
/// The single prominent action on a floating / overlay or sheet surface: the Liquid-Glass
/// prominent button style on 26+, falling back to `.borderedProminent` (the app's current
/// primary style) below. Apply directly to a `Button`; role / keyboardShortcut / disabled
/// chain after it as usual. tvOS stays `.borderedProminent` always glass chrome fights the
/// focus engine, and keeping it preserves today's tvOS look exactly.
private struct GlassProminentButton: ViewModifier {
func body(content: Content) -> some View {
#if os(tvOS)
content.buttonStyle(.borderedProminent)
#else
if #available(iOS 26, macOS 26, *) {
content.buttonStyle(.glassProminent)
} else {
content.buttonStyle(.borderedProminent)
}
#endif
}
}
extension View {
/// Liquid-Glass prominent style (26+, non-tvOS) or `.borderedProminent`. Drop-in for the
/// `.buttonStyle(.borderedProminent)` on a surface's primary action.
func glassProminentButtonStyle() -> some View {
modifier(GlassProminentButton())
}
}
@@ -0,0 +1,27 @@
// Hex encode/decode for the trust surface pinned certificate fingerprints and the mDNS `fp`
// TXT value travel as lowercase hex.
import Foundation
extension Data {
/// Lowercase hex, no separators to compare a pinned fingerprint against the mDNS `fp`.
var hexLower: String { map { String(format: "%02x", $0) }.joined() }
/// Parse an even-length hex string into bytes; nil on any non-hex character or odd length.
/// Used to turn an mDNS-advertised cert fingerprint into a connect pin.
init?(hexString: String) {
let chars = Array(hexString)
guard chars.count.isMultiple(of: 2) else { return nil }
var bytes = [UInt8]()
bytes.reserveCapacity(chars.count / 2)
var i = 0
while i < chars.count {
guard let hi = chars[i].hexDigitValue, let lo = chars[i + 1].hexDigitValue else {
return nil
}
bytes.append(UInt8(hi << 4 | lo))
i += 2
}
self = Data(bytes)
}
}
@@ -0,0 +1,144 @@
// The native tvOS text-entry experience: real tvOS apps never edit text inline
// selecting a field presents the SYSTEM full-screen keyboard (Apple's "Designing the
// Keyboard Input Experience"). UIKit gives that for free: a UITextField that becomes
// first responder presents the fullscreen keyboard UI with the field's placeholder as
// the prompt. SwiftUI's inline TextField on tvOS is an expanding pill with stray
// chrome this bridge replaces it everywhere on tvOS.
#if os(tvOS)
import SwiftUI
import UIKit
/// Present inside a fullScreenCover: immediately raises the system keyboard for one
/// value, then calls `onDone` with the result (also on Menu-button dismissal, with
/// whatever was typed so far match the system apps' "edits stick" behavior).
struct TVTextEntry: UIViewControllerRepresentable {
let title: String
let text: String
var keyboardType: UIKeyboardType = .default
let onDone: (String) -> Void
func makeUIViewController(context: Context) -> TVTextEntryController {
let controller = TVTextEntryController()
controller.configure(
title: title, text: text, keyboardType: keyboardType, onDone: onDone)
return controller
}
func updateUIViewController(_ controller: TVTextEntryController, context: Context) {}
}
final class TVTextEntryController: UIViewController, UITextFieldDelegate {
private let field = UITextField()
private var onDone: ((String) -> Void)?
private var finished = false
func configure(
title: String, text: String, keyboardType: UIKeyboardType,
onDone: @escaping (String) -> Void
) {
field.placeholder = title
field.text = text
field.keyboardType = keyboardType
field.returnKeyType = .done
self.onDone = onDone
}
override func viewDidLoad() {
super.viewDidLoad()
view.backgroundColor = .clear
field.delegate = self
view.addSubview(field) // must be in a window to become first responder
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
field.becomeFirstResponder() // presents the tvOS fullscreen keyboard
}
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
textField.resignFirstResponder()
return true
}
func textFieldDidEndEditing(_ textField: UITextField) {
guard !finished else { return }
finished = true
onDone?(textField.text ?? "")
}
}
/// A Settings-app-style value row: label leading, current value trailing the whole
/// row is one system lozenge, and pressing it opens the fullscreen keyboard.
struct TVFieldRow: View {
let label: String
let value: String
let placeholder: String
let action: () -> Void
var body: some View {
Button(action: action) {
HStack {
Text(label)
Spacer()
Text(value.isEmpty ? placeholder : value)
.foregroundStyle(.secondary)
}
}
}
}
/// A Settings-app-style selection screen: pushed list of option rows, checkmark on the
/// current value, selecting pops back. Replaces Picker(.navigationLink), whose internal
/// list renders rows in the focused (dark-text) style while the push animates.
struct TVSelectionList<Tag: Hashable>: View {
let title: String
let options: [(label: String, tag: Tag)]
@Binding var selection: Tag
@Environment(\.dismiss) private var dismiss
var body: some View {
ScrollView {
VStack(spacing: 16) {
ForEach(options, id: \.tag) { option in
Button {
selection = option.tag
dismiss()
} label: {
HStack {
Text(option.label)
Spacer()
if option.tag == selection {
Image(systemName: "checkmark")
}
}
}
}
}
.frame(maxWidth: 900)
.frame(maxWidth: .infinity)
.padding(60)
}
.navigationTitle(title)
}
}
/// The pushing row for a TVSelectionList: label leading, current value trailing.
struct TVSelectionRow<Tag: Hashable>: View {
let title: String
let options: [(label: String, tag: Tag)]
@Binding var selection: Tag
var body: some View {
NavigationLink {
TVSelectionList(title: title, options: options, selection: $selection)
} label: {
HStack {
Text(title)
Spacer()
Text(options.first { $0.tag == selection }?.label ?? "")
.foregroundStyle(.secondary)
}
}
}
}
#endif