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-side haptic feedback for the gamepad menu UI (the host launcher + the library
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// coverflow). The couch case is the whole point: the user is holding a game controller, not the
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// iPhone/iPad, so a device-only `.sensoryFeedback` tick never reaches their hands — this plays a
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// short CoreHaptics transient on the ACTIVE controller instead, so a dpad move / launch / end-stop
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// is felt on the pad. (The views pair this with `.sensoryFeedback` so a touch/handheld user still
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// gets the device Taptic tick; the two are independent channels, and both firing is intended.)
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//
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// This is menu-only — it never runs during a stream (the session's own GamepadFeedback owns the
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// controller then), so there's no contention over the pad's haptic engine. Like GamepadMenuInput,
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// it reads `GamepadManager.shared.active` fresh and rebuilds its engine when the controller
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// changes, so a hot-swapped pad just starts buzzing on the next tick. Everything is best-effort:
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// a pad with no haptics (many Xbox pads on iOS, a Siri Remote) silently no-ops.
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import CoreHaptics
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import Foundation
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import GameController
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@MainActor
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public final class MenuHaptics {
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private let manager: GamepadManager
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/// The engine for the controller it was built against — dropped and rebuilt when `active`
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/// changes (identity compare) or after a stop/reset handler fires.
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private var engine: CHHapticEngine?
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private weak var boundController: GCController?
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public init(manager: GamepadManager) {
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self.manager = manager
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}
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/// A light, crisp detent — one per menu step. Deliberately tiny so a held direction repeating
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/// at ~5 Hz reads as a smooth ratchet rather than a jackhammer.
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public func move() {
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play(intensity: 0.45, sharpness: 0.75, duration: 0.02)
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}
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/// A fuller, rounder pulse on confirm/launch — the "you did the thing" thunk.
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public func confirm() {
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play(intensity: 1.0, sharpness: 0.55, duration: 0.055)
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}
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/// A soft, dull bump when a move is refused at the end of a non-wrapping list — low sharpness so
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/// it feels like hitting a wall, distinct from the crisp `move()` detent.
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public func boundary() {
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play(intensity: 0.7, sharpness: 0.18, duration: 0.06)
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}
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/// Release the engine and forget the controller — call on the menu screen's disappear so the
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/// pad's haptic engine isn't held open while streaming or on the touch UI.
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public func stop() {
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engine?.stop(completionHandler: nil)
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engine = nil
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boundController = nil
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}
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/// Fire a single transient. Rebuilds the engine against the current active controller if it
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/// changed; swallows every failure (a pad without a haptics engine, a transient XPC hiccup) —
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/// menu haptics are a nicety, never a correctness path.
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private func play(intensity: Float, sharpness: Float, duration: TimeInterval) {
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guard let controller = manager.active?.controller else {
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// No pad (or a non-forwardable one): nothing to buzz. Drop any stale engine.
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if boundController != nil { stop() }
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return
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}
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guard let engine = engine(for: controller) else { return }
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let event = CHHapticEvent(
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eventType: .hapticTransient,
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parameters: [
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CHHapticEventParameter(parameterID: .hapticIntensity, value: intensity),
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CHHapticEventParameter(parameterID: .hapticSharpness, value: sharpness),
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],
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relativeTime: 0,
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duration: duration)
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do {
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let player = try engine.makePlayer(with: CHHapticPattern(events: [event], parameters: []))
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try player.start(atTime: CHHapticTimeImmediate)
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} catch {
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// The engine went stale between builds (stopped/reset). Drop it; the next tick rebuilds.
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self.engine = nil
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boundController = nil
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}
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}
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/// The started engine for `controller`, (re)built on first use or after a controller swap.
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private func engine(for controller: GCController) -> CHHapticEngine? {
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if let engine, boundController === controller { return engine }
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engine?.stop(completionHandler: nil)
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engine = nil
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boundController = nil
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guard let built = controller.haptics?.createEngine(withLocality: .default) else { return nil }
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// Menu ticks carry no audio — keep the engine out of the app's audio session (the same
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// discipline the session RumbleRenderer uses).
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built.playsHapticsOnly = true
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// The haptic server can pull the engine out from under us (backgrounding, an audio
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// interruption, a controller drop); drop our reference so the next tick lazily rebuilds
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// rather than throwing forever.
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built.stoppedHandler = { [weak self] _ in
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Task { @MainActor in self?.dropEngine(if: controller) }
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}
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built.resetHandler = { [weak self] in
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Task { @MainActor in self?.dropEngine(if: controller) }
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}
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do {
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try built.start()
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} catch {
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return nil
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}
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engine = built
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boundController = controller
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return built
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}
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/// Drop the cached engine only if it's still the one for `controller` — a handler firing after a
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/// swap must not clobber the freshly built engine for the new pad.
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private func dropEngine(if controller: GCController) {
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guard boundController === controller else { return }
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engine = nil
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boundController = nil
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}
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}
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