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 +1,295 @@
// Gamepad capture punktfunk/1 datagrams. Forwards exactly ONE controller whatever
// GamepadManager selected as pad 0, for the lifetime of a streaming session.
//
// The wire is incremental (one button/axis transition per 18-byte event, accumulated
// host-side into the virtual pad see punktfunk_core::input::gamepad), so we snapshot the
// full GCExtendedGamepad state on every valueChanged and diff against the previous
// snapshot. Sticks are ±32767 with +y = up (GC already matches, no flip), triggers 0...255.
//
// PlayStation-pad extras ride the rich-input plane (0xCC): touchpad contacts normalized
// 0...65535 (origin top-left, +y down GC's ±1/+y-up is converted here) and motion
// samples in raw DualSense sensor units (gyro 20 LSB per deg/s, accel 10000 LSB per g
// derived from the host's fixed calibration blob; the conversion lives in ONE place,
// `Wire`, so a live sign/scale correction is a one-line change). The host ignores both
// unless the session's virtual pad is a DualSense or DualShock 4 both carry a touchpad
// and motion, so the capture below covers either (`GCDualShockGamepad` exposes the same
// `touchpad*` surface as `GCDualSenseGamepad`).
//
// Unlike mouse/keyboard capture, gamepad forwarding is NOT gated on the mouse-capture
// toggle a controller can't click local UI, so it always drives the host while the app
// is active. On deactivation, controller switch, or stop, every held control is released
// on the wire (the host pad would otherwise stay stuck on the last state).
#if os(macOS)
import AppKit
#else
import UIKit
#endif
import Combine
import Foundation
import GameController
@MainActor
public final class GamepadCapture {
private let connection: PunktfunkConnection
private let manager: GamepadManager
private var activeSub: AnyCancellable?
private var observers: [NSObjectProtocol] = []
private var bound: GCController?
/// App inactive GC stops delivering; everything is released and stays silent.
private var suspended = false
// Last wire state (the diff base also what releaseAll() unwinds).
private var buttons: UInt32 = 0
private var axes: [Int32] = [0, 0, 0, 0, 0, 0]
private var fingerActive: [Bool] = [false, false]
private var lastMotionNs: UInt64 = 0
/// Motion forwarding floor: 4 ms between samples ( 250 Hz, the DualSense's own rate).
private static let motionIntervalNs: UInt64 = 4_000_000
public init(connection: PunktfunkConnection, manager: GamepadManager) {
self.connection = connection
self.manager = manager
}
public func start() {
// Fires immediately with the current selection, then on every change a switch
// releases the old controller's wire state before the new one takes over.
activeSub = manager.$active.sink { [weak self] dc in
MainActor.assumeIsolated { self?.rebind(to: dc?.controller) }
}
#if os(macOS)
let resign = NSApplication.willResignActiveNotification
let activate = NSApplication.didBecomeActiveNotification
#else
let resign = UIApplication.willResignActiveNotification
let activate = UIApplication.didBecomeActiveNotification
#endif
observers.append(NotificationCenter.default.addObserver(
forName: resign, object: nil, queue: .main
) { [weak self] _ in
MainActor.assumeIsolated {
self?.suspended = true
self?.releaseAll()
}
})
observers.append(NotificationCenter.default.addObserver(
forName: activate, object: nil, queue: .main
) { [weak self] _ in
MainActor.assumeIsolated {
guard let self else { return }
self.suspended = false
if let ext = self.bound?.extendedGamepad { self.sync(ext) }
}
})
}
public func stop() {
releaseAll()
rebind(to: nil)
activeSub = nil
observers.forEach { NotificationCenter.default.removeObserver($0) }
observers.removeAll()
}
private func rebind(to controller: GCController?) {
guard controller !== bound else { return }
releaseAll()
if let ext = bound?.extendedGamepad {
ext.valueChangedHandler = nil
let tp = Self.touchpad(ext)
tp?.primary.valueChangedHandler = nil
tp?.secondary.valueChangedHandler = nil
}
if let motion = bound?.motion {
motion.valueChangedHandler = nil
// Power the sensors back down left active they keep the pad streaming
// gyro/accel over Bluetooth (battery drain) long after the session.
if motion.sensorsRequireManualActivation { motion.sensorsActive = false }
}
bound = controller
guard let c = controller, let ext = c.extendedGamepad else { return }
ext.valueChangedHandler = { [weak self] g, _ in
MainActor.assumeIsolated { self?.sync(g) }
}
// The Home/PS button ( guide; the host maps it to the DualSense PS / Xbox guide bit). On
// macOS the SYSTEM grabs it by default (opens Launchpad's Games folder), so it never reached
// the app `preferredSystemGestureState = .disabled` on the element is what hands it to us.
// We drive `guide` DIRECTLY from this handler's pressed value (not via buttonMask), because
// the legacy `extendedGamepad.buttonHome` is unreliable/often nil even when the physical
// element exists. On tvOS the element is absent (reserved) nil, the whole block no-ops.
if let home = c.physicalInputProfile.buttons[GCInputButtonHome] {
home.preferredSystemGestureState = .disabled
home.pressedChangedHandler = { [weak self] _, _, pressed in
MainActor.assumeIsolated { self?.sendGuide(down: pressed) }
}
}
// Wake the host pad immediately (pads are created lazily from the first event;
// a DualSense's UHID handshake + initial lightbar write only start then).
connection.send(.gamepadAxis(GamepadWire.axisLSX, value: 0, pad: 0))
sync(ext)
if let tp = Self.touchpad(ext) {
tp.primary.valueChangedHandler = { [weak self] _, x, y in
MainActor.assumeIsolated { self?.touch(finger: 0, x: x, y: y) }
}
tp.secondary.valueChangedHandler = { [weak self] _, x, y in
MainActor.assumeIsolated { self?.touch(finger: 1, x: x, y: y) }
}
}
if let motion = c.motion {
if motion.sensorsRequireManualActivation { motion.sensorsActive = true }
motion.valueChangedHandler = { [weak self] m in
MainActor.assumeIsolated { self?.forwardMotion(m) }
}
}
}
/// Snapshot the profile into wire state and send every transition since the last one.
private func sync(_ g: GCExtendedGamepad) {
guard !suspended else { return }
let newButtons = Self.buttonMask(g)
let changed = newButtons ^ buttons
if changed != 0 {
for bit in GamepadWire.allButtons where changed & bit != 0 {
connection.send(.gamepadButton(bit, down: newButtons & bit != 0, pad: 0))
}
buttons = newButtons
}
let newAxes: [Int32] = [
Int32((g.leftThumbstick.xAxis.value * 32767).rounded()),
Int32((g.leftThumbstick.yAxis.value * 32767).rounded()),
Int32((g.rightThumbstick.xAxis.value * 32767).rounded()),
Int32((g.rightThumbstick.yAxis.value * 32767).rounded()),
Int32((g.leftTrigger.value * 255).rounded()),
Int32((g.rightTrigger.value * 255).rounded()),
]
for (i, v) in newAxes.enumerated() where v != axes[i] {
connection.send(.gamepadAxis(UInt32(i), value: v, pad: 0))
axes[i] = v
}
}
/// Forward the guide (Home/PS) transition directly it's kept out of `buttonMask` (the legacy
/// `buttonHome` element is unreliable). Folds into `buttons` so a held PS button is released by
/// `releaseAll` on focus loss just like the others.
private func sendGuide(down: Bool) {
guard !suspended else { return }
let bit = GamepadWire.guide
let now = down ? (buttons | bit) : (buttons & ~bit)
guard now != buttons else { return }
connection.send(.gamepadButton(bit, down: down, pad: 0))
buttons = now
}
private static func buttonMask(_ g: GCExtendedGamepad) -> UInt32 {
var b: UInt32 = 0
if g.dpad.up.isPressed { b |= GamepadWire.dpadUp }
if g.dpad.down.isPressed { b |= GamepadWire.dpadDown }
if g.dpad.left.isPressed { b |= GamepadWire.dpadLeft }
if g.dpad.right.isPressed { b |= GamepadWire.dpadRight }
if g.buttonMenu.isPressed { b |= GamepadWire.start }
if g.buttonOptions?.isPressed == true { b |= GamepadWire.back }
if g.leftThumbstickButton?.isPressed == true { b |= GamepadWire.leftStickClick }
if g.rightThumbstickButton?.isPressed == true { b |= GamepadWire.rightStickClick }
if g.leftShoulder.isPressed { b |= GamepadWire.leftShoulder }
if g.rightShoulder.isPressed { b |= GamepadWire.rightShoulder }
// guide (Home/PS) is NOT read here it's forwarded directly by the Home button's
// pressedChangedHandler (the legacy `buttonHome` element is unreliable). See `rebind`.
if g.buttonA.isPressed { b |= GamepadWire.a }
if g.buttonB.isPressed { b |= GamepadWire.b }
if g.buttonX.isPressed { b |= GamepadWire.x }
if g.buttonY.isPressed { b |= GamepadWire.y }
if Self.touchpad(g)?.button.isPressed == true {
b |= GamepadWire.touchpadClick
}
return b
}
/// The touchpad surface of a PlayStation pad present on both `GCDualSenseGamepad` and
/// `GCDualShockGamepad` (DualShock 4), which don't share a common touchpad type, so we
/// downcast either and project the identical `touchpad*` properties. `nil` for any other
/// controller (Xbox, MFi).
private static func touchpad(
_ g: GCExtendedGamepad
) -> (primary: GCControllerDirectionPad, secondary: GCControllerDirectionPad,
button: GCControllerButtonInput)? {
if let ds = g as? GCDualSenseGamepad {
return (ds.touchpadPrimary, ds.touchpadSecondary, ds.touchpadButton)
}
if let ds4 = g as? GCDualShockGamepad {
return (ds4.touchpadPrimary, ds4.touchpadSecondary, ds4.touchpadButton)
}
return nil
}
/// One touchpad finger moved. GC reports ±1 positions and snaps to exactly (0, 0) on
/// lift treated as the lift signal (a real finger landing on the precise center
/// momentarily reads as a lift; harmless for a 1-in-65k coincidence).
private func touch(finger: Int, x: Float, y: Float) {
guard !suspended else { return }
let lifted = x == 0 && y == 0
if lifted {
if fingerActive[finger] {
fingerActive[finger] = false
connection.sendTouchpad(finger: UInt8(finger), active: false, x: 0, y: 0)
}
return
}
fingerActive[finger] = true
let w = GamepadWire.touchpad(x: x, y: y)
connection.sendTouchpad(finger: UInt8(finger), active: true, x: w.x, y: w.y)
}
private func forwardMotion(_ m: GCMotion) {
guard !suspended else { return }
let now = DispatchTime.now().uptimeNanoseconds
guard now &- lastMotionNs >= Self.motionIntervalNs else { return }
lastMotionNs = now
// Total acceleration in g: gravity + user when split, else the raw vector.
let ax: Float
let ay: Float
let az: Float
if m.hasGravityAndUserAcceleration {
ax = Float(m.gravity.x + m.userAcceleration.x)
ay = Float(m.gravity.y + m.userAcceleration.y)
az = Float(m.gravity.z + m.userAcceleration.z)
} else {
ax = Float(m.acceleration.x)
ay = Float(m.acceleration.y)
az = Float(m.acceleration.z)
}
let gs = GamepadWire.gyroLSBPerRadS
let as_ = GamepadWire.accelLSBPerG
connection.sendMotion(
gyro: (
GamepadWire.motionRaw(Float(m.rotationRate.x), scale: gs),
GamepadWire.motionRaw(Float(m.rotationRate.y), scale: gs),
GamepadWire.motionRaw(Float(m.rotationRate.z), scale: gs)
),
accel: (
GamepadWire.motionRaw(ax, scale: as_),
GamepadWire.motionRaw(ay, scale: as_),
GamepadWire.motionRaw(az, scale: as_)
))
}
/// Unwind everything held on the wire: button-ups, neutral axes, lifted fingers. The
/// host's virtual pad returns to rest instead of running with the last state.
private func releaseAll() {
for bit in GamepadWire.allButtons where buttons & bit != 0 {
connection.send(.gamepadButton(bit, down: false, pad: 0))
}
buttons = 0
for (i, v) in axes.enumerated() where v != 0 {
connection.send(.gamepadAxis(UInt32(i), value: 0, pad: 0))
axes[i] = 0
}
for (f, active) in fingerActive.enumerated() where active {
connection.sendTouchpad(finger: UInt8(f), active: false, x: 0, y: 0)
fingerActive[f] = false
}
}
}