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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// App-wide brand chrome. SwiftUI has no single switch to put a custom font on every navigation
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// title, so the iOS large/inline nav titles are themed through UINavigationBar's appearance proxy
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// (set once at launch). Backgrounds are left at the system defaults — transparent at the scroll
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// edge (the large title floats on the content), blurred once scrolled — so only the typeface
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// changes: Geist, matching the cards and the website.
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#if os(iOS)
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import PunktfunkKit
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import UIKit
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enum BrandTheme {
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static func apply() {
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BrandFont.registerIfNeeded()
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let scrollEdge = UINavigationBarAppearance()
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scrollEdge.configureWithTransparentBackground()
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applyFonts(to: scrollEdge)
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let standard = UINavigationBarAppearance()
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standard.configureWithDefaultBackground()
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applyFonts(to: standard)
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let proxy = UINavigationBar.appearance()
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proxy.scrollEdgeAppearance = scrollEdge
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proxy.standardAppearance = standard
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proxy.compactAppearance = standard
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}
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/// Override only the title fonts; leave colors/backgrounds at the configured defaults.
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private static func applyFonts(to appearance: UINavigationBarAppearance) {
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if let large = UIFont(name: "Geist-Bold", size: 34) {
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appearance.largeTitleTextAttributes[.font] = large
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}
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if let inline = UIFont(name: "Geist-SemiBold", size: 17) {
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appearance.titleTextAttributes[.font] = inline
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}
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}
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}
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#endif
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