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 +1,129 @@
import AVFoundation
import os
/// SPSC-ish jitter ring (interleaved float, `channels` per frame), drain thread render
/// callback. The unfair lock is held for microseconds; fine at render-callback rates. Priming:
/// reads return silence until enough is buffered (at least `prefill`, and at least one
/// packet more than the device's render quantum large-buffer devices would otherwise
/// chronically out-demand the prefill and oscillate prime dropout re-prime), and an
/// underrun re-primes, concealing jitter as one short dip instead of sustained crackle.
/// All counts stay whole frames (multiples of `channels`), so the interleave can never slip.
final class AudioRing: @unchecked Sendable {
private var buf: [Float]
private var readIdx = 0
private var writeIdx = 0
private var primed = false
private var renderQuantum = 0
private let prefill: Int
private let highWater: Int
private let channels: Int
private let lock = OSAllocatedUnfairLock()
/// `capacity`/`prefill` in samples (interleaved `channels` per frame, both whole frames).
init(capacity: Int, prefill: Int, channels: Int) {
buf = [Float](repeating: 0, count: capacity)
self.prefill = prefill
self.channels = channels
highWater = prefill * 4
}
func write(_ samples: UnsafePointer<Float>, count: Int) {
lock.lock()
defer { lock.unlock() }
let capacity = buf.count
// A single write larger than the whole ring would push readIdx PAST writeIdx below
// (inverting the valid range corruption). It never happens (one decoded packet is far
// under capacity), but guard rather than corrupt.
guard count <= capacity else { return }
if writeIdx + count - readIdx > capacity {
readIdx = writeIdx + count - capacity // overflow: drop oldest
}
for i in 0..<count {
buf[(writeIdx + i) % capacity] = samples[i]
}
writeIdx += count
// Latency clamp: both ends run at 48 kHz, so backlog from a network stall (or
// creeping host-vs-DAC clock skew) never drains on its own without this, one
// 300 ms hiccup leaves audio 300 ms behind video for the rest of the session.
// Shedding down to 2× prefill costs one audible blip instead.
if writeIdx - readIdx > highWater {
readIdx = writeIdx - prefill * 2
}
}
/// Fills `out` completely (silence beyond what's buffered).
func read(into out: UnsafeMutablePointer<Float>, count: Int) {
lock.lock()
defer { lock.unlock() }
renderQuantum = max(renderQuantum, count)
let available = writeIdx - readIdx
if !primed {
// One 5 ms host packet (240 frames × channels) of slack beyond the device's demand.
if available >= max(prefill, renderQuantum + 240 * channels) {
primed = true
} else {
for i in 0..<count { out[i] = 0 }
return
}
}
let n = min(available, count)
let capacity = buf.count
for i in 0..<n {
out[i] = buf[(readIdx + i) % capacity]
}
readIdx += n
if n < count {
for i in n..<count { out[i] = 0 }
primed = false // underrun re-prime before resuming
}
}
}
/// CoreAudio channel layout for the canonical wire order FL FR FC LFE RL RR [SL SR]. nil for
/// stereo (the standard layout is correct). For 5.1/7.1 we list explicit channel labels via
/// `kAudioChannelLayoutTag_UseChannelDescriptions` preset tags (DTS_5_1 etc.) don't reliably
/// match Moonlight's order. NB the 7.1 mapping (verified against the WASAPI 0x63F + SPA orderings):
/// wire idx 4-5 = RL/RR = the WAVE *back* pair LeftSurround/RightSurround; idx 6-7 = SL/SR = the
/// WAVE *side* pair LeftSurroundDirect/RightSurroundDirect. (Using RearSurround* for 6-7 would
/// swap side/back vs the Windows/Linux clients.)
func wireChannelLayout(channels: Int) -> AVAudioChannelLayout? {
let labels: [AudioChannelLabel]
switch channels {
case 6:
labels = [
kAudioChannelLabel_Left, kAudioChannelLabel_Right, kAudioChannelLabel_Center,
kAudioChannelLabel_LFEScreen, kAudioChannelLabel_LeftSurround,
kAudioChannelLabel_RightSurround,
]
case 8:
labels = [
kAudioChannelLabel_Left, kAudioChannelLabel_Right, kAudioChannelLabel_Center,
kAudioChannelLabel_LFEScreen,
kAudioChannelLabel_LeftSurround, kAudioChannelLabel_RightSurround, // wire RL/RR (back)
kAudioChannelLabel_LeftSurroundDirect, kAudioChannelLabel_RightSurroundDirect, // wire SL/SR (side)
]
default:
return nil
}
let size = MemoryLayout<AudioChannelLayout>.size
+ (labels.count - 1) * MemoryLayout<AudioChannelDescription>.stride
let raw = UnsafeMutableRawPointer.allocate(byteCount: size, alignment: 16)
defer { raw.deallocate() }
let layout = raw.bindMemory(to: AudioChannelLayout.self, capacity: 1)
layout.pointee.mChannelLayoutTag = kAudioChannelLayoutTag_UseChannelDescriptions
layout.pointee.mChannelBitmap = AudioChannelBitmap(rawValue: 0)
layout.pointee.mNumberChannelDescriptions = UInt32(labels.count)
// `mChannelDescriptions` is the C variable-length tail array (declared `[1]`, over-allocated
// above). Scope the pointer with `withUnsafeMutablePointer` taking `&mChannelDescriptions`
// inline yields a pointer valid only for that expression, so building a buffer from it that
// outlives the call is a dangling-pointer bug. Inside the closure it stays valid while we fill it.
withUnsafeMutablePointer(to: &layout.pointee.mChannelDescriptions) { tail in
let descs = UnsafeMutableBufferPointer(start: tail, count: labels.count)
for (i, lbl) in labels.enumerated() {
descs[i] = AudioChannelDescription(
mChannelLabel: lbl, mChannelFlags: AudioChannelFlags(rawValue: 0),
mCoordinates: (0, 0, 0))
}
}
return AVAudioChannelLayout(layout: layout)
}