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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// Controller discovery + selection, app-lifetime. One GamepadManager (`.shared`) watches
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// GCController connect/disconnect from launch, so the Settings page shows live controller
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// state without a session, and the session components (GamepadCapture / GamepadFeedback)
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// follow `active` — exactly ONE physical controller is forwarded to the host, as pad 0.
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//
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// Selection: the user can pin a controller in Settings (persisted under
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// DefaultsKey.gamepadID); with no pin — or the pinned one absent — the most recently
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// connected extended gamepad wins. GCController has no stable hardware serial, so the pin
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// is a fingerprint of vendorName|productCategory (+ a connect-order suffix for twins);
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// identical twin controllers may swap a pin across reconnects, which the Settings footer
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// documents.
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//
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// A singleton (not a SwiftUI environment object) because macOS shows Settings in its own
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// `Settings{}` scene — there is no common ancestor view to inject from.
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import Combine
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import Foundation
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import GameController
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@MainActor
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public final class GamepadManager: ObservableObject {
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public static let shared = GamepadManager()
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/// One detected controller, decorated for the Settings UI.
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public struct DiscoveredController: Identifiable, Equatable {
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/// Stable-ish fingerprint: `vendorName|productCategory` (+ `#n` for twins).
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public let id: String
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/// User-facing name (the vendor string, e.g. "DualSense Wireless Controller").
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public let name: String
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public let productCategory: String
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/// The full extended profile exists — only these are forwardable.
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public let isExtended: Bool
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/// The virtual-pad type a physical match resolves to under `.auto`: DualSense →
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/// `.dualSense`, DualShock 4 → `.dualShock4`, an Xbox pad → `.xboxOne`, anything
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/// else → `.xbox360`. (`.auto` is never stored here.)
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public let kind: PunktfunkConnection.GamepadType
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public let hasLight: Bool
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public let hasHaptics: Bool
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public let hasMotion: Bool
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public let hasAdaptiveTriggers: Bool
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/// Specifically a DualSense — gates the DualSense-only feedback (adaptive triggers,
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/// player LEDs) and the PlayStation glyph in Settings.
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public var isDualSense: Bool { kind == .dualSense }
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/// A PlayStation pad with a touchpad + motion (DualSense OR DualShock 4) — gates
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/// rich-input CAPTURE (touchpad contacts + gyro/accel on plane 0xCC).
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public var hasTouchpadAndMotion: Bool {
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kind == .dualSense || kind == .dualShock4
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}
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/// 0...1, nil when the controller doesn't report a battery (e.g. wired).
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public let batteryLevel: Float?
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public let isCharging: Bool
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public let controller: GCController
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public static func == (l: DiscoveredController, r: DiscoveredController) -> Bool {
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l.id == r.id && l.controller === r.controller
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&& l.batteryLevel == r.batteryLevel && l.isCharging == r.isCharging
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}
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}
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/// Every detected controller, in connect order (Settings lists these).
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@Published public private(set) var controllers: [DiscoveredController] = []
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/// The one controller forwarded to the host (pad 0); nil when none qualifies.
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@Published public private(set) var active: DiscoveredController?
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/// The user's pinned controller fingerprint ("" = automatic). Persisted; updating it
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/// reselects immediately, so a Settings Picker can bind straight to this.
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@Published public var preferredID: String {
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didSet {
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UserDefaults.standard.set(preferredID, forKey: Self.preferredKey)
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reselect()
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}
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}
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private static let preferredKey = DefaultsKey.gamepadID
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/// Connect order (identity-keyed) — drives both twin de-dup suffixes and auto-pick.
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private var connectOrder: [ObjectIdentifier] = []
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private var observers: [NSObjectProtocol] = []
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private init() {
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preferredID = UserDefaults.standard.string(forKey: Self.preferredKey) ?? ""
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observers.append(NotificationCenter.default.addObserver(
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forName: .GCControllerDidConnect, object: nil, queue: .main
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) { [weak self] n in
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MainActor.assumeIsolated {
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guard let self, let c = n.object as? GCController else { return }
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self.noteConnected(c)
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}
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})
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observers.append(NotificationCenter.default.addObserver(
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forName: .GCControllerDidDisconnect, object: nil, queue: .main
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) { [weak self] _ in
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MainActor.assumeIsolated { self?.rebuild() }
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})
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for c in GCController.controllers() { connectOrder.append(ObjectIdentifier(c)) }
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rebuild()
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}
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/// Re-read battery levels etc. (the notifications only fire on connect/disconnect) —
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/// Settings calls this on appear.
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public func refresh() {
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rebuild()
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}
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/// Scan for nearby wireless controllers while the Settings page is visible.
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public func startDiscovery() {
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GCController.startWirelessControllerDiscovery()
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}
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public func stopDiscovery() {
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GCController.stopWirelessControllerDiscovery()
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}
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/// Connect-time resolution of the user's controller-type setting: an explicit choice
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/// wins; `.auto` matches the virtual pad to the active physical controller (DualSense →
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/// DualSense, DualShock 4 → DualShock 4, an Xbox pad → Xbox One, anything else → Xbox
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/// 360); no controller at all defers to the host.
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public func resolveType(
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setting: PunktfunkConnection.GamepadType
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) -> PunktfunkConnection.GamepadType {
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guard setting == .auto else { return setting }
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// Refresh from the LIVE controller list first. `active` is otherwise only populated by the
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// async `.GCControllerDidConnect` notification, so at connect time it can still be nil even
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// with a DualSense attached — which would send `.auto` and the host would create an Xbox 360
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// pad. `rebuild()` re-reads `GCController.controllers()` synchronously, closing that race.
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rebuild()
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guard let active else { return .auto }
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return active.kind
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}
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private func noteConnected(_ c: GCController) {
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let key = ObjectIdentifier(c)
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connectOrder.removeAll { $0 == key }
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connectOrder.append(key)
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rebuild()
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}
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private func rebuild() {
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let present = GCController.controllers()
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connectOrder.removeAll { key in !present.contains { ObjectIdentifier($0) == key } }
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for c in present where !connectOrder.contains(ObjectIdentifier(c)) {
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connectOrder.append(ObjectIdentifier(c))
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}
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// In connect order, fingerprinting twins by their position among same-named pads.
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let ordered = connectOrder.compactMap { key in
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present.first { ObjectIdentifier($0) == key }
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}
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var seen: [String: Int] = [:]
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controllers = ordered.map { c in
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let base = "\(c.vendorName ?? "Controller")|\(c.productCategory)"
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let n = (seen[base] ?? 0) + 1
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seen[base] = n
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return Self.describe(c, id: n == 1 ? base : "\(base)#\(n)")
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}
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reselect()
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}
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private func reselect() {
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let candidates = controllers.filter(\.isExtended)
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// The pin wins when present; otherwise the most recently connected extended pad
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// (list is in connect order). A stale pin falls back to automatic.
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active = candidates.last { $0.id == preferredID } ?? candidates.last
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}
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private static func describe(_ c: GCController, id: String) -> DiscoveredController {
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let extended = c.extendedGamepad
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let kind = padKind(extended)
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return DiscoveredController(
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id: id,
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name: c.vendorName ?? c.productCategory,
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productCategory: c.productCategory,
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isExtended: extended != nil,
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kind: kind,
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hasLight: c.light != nil,
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hasHaptics: c.haptics != nil,
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hasMotion: c.motion != nil,
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// GCDualSenseGamepad's triggers are GCDualSenseAdaptiveTrigger by declaration; the
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// DualShock 4 has none.
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hasAdaptiveTriggers: kind == .dualSense,
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batteryLevel: c.battery.flatMap { $0.batteryLevel >= 0 ? $0.batteryLevel : nil },
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isCharging: c.battery?.batteryState == .charging,
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controller: c)
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}
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/// Resolve a physical controller's matching virtual-pad type from its GameController
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/// subclass. Detection order (all are `: GCExtendedGamepad`): DualSense first, then
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/// DualShock 4, then any Xbox pad, else fall back to Xbox 360. A non-extended / absent
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/// profile also falls back to `.xbox360` (it's never forwarded anyway).
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private static func padKind(
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_ extended: GCExtendedGamepad?
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) -> PunktfunkConnection.GamepadType {
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guard let extended else { return .xbox360 }
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// Deployment floor (macOS 14 / iOS 17 / tvOS 17) clears every introduction version
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// here, so no `@available` guard is needed — matching the unguarded
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// `GCDualSenseGamepad` use elsewhere in the package.
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if extended is GCDualSenseGamepad { return .dualSense }
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if extended is GCDualShockGamepad { return .dualShock4 }
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if extended is GCXboxGamepad { return .xboxOne }
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return .xbox360
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}
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}
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