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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// InputCapture's static keymap tables: HID usage → Windows VK (the GCKeyboard path on all
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// platforms) and, on macOS, NSEvent.keyCode → Windows VK (the NSEvent key path).
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extension InputCapture {
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/// HID usage (GCKeyCode raw) → Windows VK (the host maps VK → evdev; every VK emitted
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/// here exists in punktfunk-host/src/inject.rs::vk_to_evdev — extend the two together).
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static let hidToVK: [Int: UInt32] = {
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var m: [Int: UInt32] = [:]
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// a–z: HID 0x04..0x1D → VK 'A'..'Z'.
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for i in 0..<26 { m[0x04 + i] = UInt32(0x41 + i) }
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// 1–9: HID 0x1E..0x26 → VK '1'..'9'; then 0: HID 0x27 → VK '0' (set separately —
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// the '0' key sits AFTER '9' in HID but its VK 0x30 sits BEFORE '1' (0x31)).
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for i in 0..<9 { m[0x1E + i] = UInt32(0x31 + i) }
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m[0x27] = 0x30
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m[0x28] = 0x0D // return
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m[0x29] = 0x1B // escape
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m[0x2A] = 0x08 // backspace
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m[0x2B] = 0x09 // tab
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m[0x2C] = 0x20 // space
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m[0x2D] = 0xBD; m[0x2E] = 0xBB // - =
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m[0x2F] = 0xDB; m[0x30] = 0xDD; m[0x31] = 0xDC // [ ] backslash
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m[0x33] = 0xBA; m[0x34] = 0xDE; m[0x35] = 0xC0 // ; ' `
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m[0x36] = 0xBC; m[0x37] = 0xBE; m[0x38] = 0xBF // , . /
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m[0x39] = 0x14 // caps lock
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// F1..F12: HID 0x3A..0x45 → VK 0x70..0x7B.
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for i in 0..<12 { m[0x3A + i] = UInt32(0x70 + i) }
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m[0x46] = 0x2C; m[0x47] = 0x91; m[0x48] = 0x13 // printscreen scrolllock pause
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m[0x4F] = 0x27; m[0x50] = 0x25; m[0x51] = 0x28; m[0x52] = 0x26 // arrows R L D U
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m[0x49] = 0x2D; m[0x4A] = 0x24; m[0x4B] = 0x21 // insert home pageup
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m[0x4C] = 0x2E; m[0x4D] = 0x23; m[0x4E] = 0x22 // delete end pagedown
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// Keypad: NumLock, / * - +, Enter, 1..9, 0, decimal. KP Enter goes as
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// VK_SEPARATOR (0x6C) — this host maps it to KEY_KPENTER (Windows itself would
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// send VK_RETURN+extended, which vk_to_evdev can't distinguish).
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m[0x53] = 0x90
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m[0x54] = 0x6F; m[0x55] = 0x6A; m[0x56] = 0x6D; m[0x57] = 0x6B
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m[0x58] = 0x6C
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for i in 0..<9 { m[0x59 + i] = UInt32(0x61 + i) }
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m[0x62] = 0x60; m[0x63] = 0x6E
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m[0x64] = 0xE2 // ISO 102nd key (<> next to left shift on ISO layouts)
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m[0x65] = 0x5D // menu/application
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m[0xE0] = 0xA2; m[0xE1] = 0xA0; m[0xE2] = 0xA4; m[0xE3] = 0x5B // Lctrl Lshift Lalt Lcmd
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m[0xE4] = 0xA3; m[0xE5] = 0xA1; m[0xE6] = 0xA5; m[0xE7] = 0x5C // Rctrl Rshift Ralt Rcmd
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return m
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}()
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#if os(macOS)
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/// NSEvent.keyCode (Carbon virtual keycode, kVK_*) → Windows VK. The macOS NSEvent key
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/// path is keyed by keyCode (a layout-independent hardware position), NOT by HID usage,
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/// so it needs its own table — but it emits the EXACT SAME Windows VK integers `hidToVK`
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/// already produces for each physical key (A→0x41, Return→0x0D, KeypadEnter→0x6C, …), so
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/// the host's vk_to_evdev (inject.rs) accepts both with zero change. Modifier keys come
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/// via flagsChanged (handleFlagsChanged), not keyDown, so they're absent here. Keys with
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/// no host evdev arm (F13–F20, KeypadEquals, the Fn key) are omitted → nil → swallowed.
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static let keyCodeToVK: [UInt16: UInt32] = {
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var m: [UInt16: UInt32] = [:]
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// Letters — kVK_ANSI_A..Z (scattered keycodes) → VK 'A'..'Z'.
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m[0x00] = 0x41; m[0x01] = 0x53; m[0x02] = 0x44; m[0x03] = 0x46 // A S D F
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m[0x04] = 0x48; m[0x05] = 0x47; m[0x06] = 0x5A; m[0x07] = 0x58 // H G Z X
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m[0x08] = 0x43; m[0x09] = 0x56; m[0x0B] = 0x42; m[0x0C] = 0x51 // C V B Q
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m[0x0D] = 0x57; m[0x0E] = 0x45; m[0x0F] = 0x52; m[0x10] = 0x59 // W E R Y
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m[0x11] = 0x54; m[0x1F] = 0x4F; m[0x20] = 0x55; m[0x22] = 0x49 // T O U I
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m[0x23] = 0x50; m[0x25] = 0x4C; m[0x26] = 0x4A; m[0x28] = 0x4B // P L J K
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m[0x2D] = 0x4E; m[0x2E] = 0x4D // N M
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// Digit row — kVK_ANSI_1..0 (scattered) → VK '1'..'9','0'.
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m[0x12] = 0x31; m[0x13] = 0x32; m[0x14] = 0x33; m[0x15] = 0x34 // 1 2 3 4
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m[0x16] = 0x36; m[0x17] = 0x35; m[0x19] = 0x39; m[0x1A] = 0x37 // 6 5 9 7
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m[0x1C] = 0x38; m[0x1D] = 0x30 // 8 0
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// Whitespace / control.
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m[0x24] = 0x0D // return
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m[0x30] = 0x09 // tab
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m[0x31] = 0x20 // space
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m[0x33] = 0x08 // delete (backspace)
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m[0x35] = 0x1B // escape
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m[0x75] = 0x2E // forward delete (VK_DELETE)
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m[0x39] = 0x14 // caps lock
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// Punctuation (US ANSI) + ISO 102nd key.
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m[0x1B] = 0xBD; m[0x18] = 0xBB // - = (OEM_MINUS OEM_PLUS)
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m[0x21] = 0xDB; m[0x1E] = 0xDD; m[0x2A] = 0xDC // [ ] backslash (OEM_4 6 5)
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m[0x29] = 0xBA; m[0x27] = 0xDE; m[0x32] = 0xC0 // ; ' ` (OEM_1 7 3)
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m[0x2B] = 0xBC; m[0x2F] = 0xBE; m[0x2C] = 0xBF // , . / (OEM_COMMA PERIOD 2)
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m[0x0A] = 0xE2 // ISO 102nd key (<> next to left shift; OEM_102)
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// Function keys F1..F12 (scattered) → VK 0x70..0x7B. F13+ omitted (no host arm).
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m[0x7A] = 0x70; m[0x78] = 0x71; m[0x63] = 0x72; m[0x76] = 0x73 // F1 F2 F3 F4
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m[0x60] = 0x74; m[0x61] = 0x75; m[0x62] = 0x76; m[0x64] = 0x77 // F5 F6 F7 F8
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m[0x65] = 0x78; m[0x6D] = 0x79; m[0x67] = 0x7A; m[0x6F] = 0x7B // F9 F10 F11 F12
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// Arrows.
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m[0x7B] = 0x25; m[0x7C] = 0x27; m[0x7D] = 0x28; m[0x7E] = 0x26 // left right down up
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// Nav cluster (Apple keycodes; Help sits where Insert is).
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m[0x72] = 0x2D; m[0x73] = 0x24; m[0x74] = 0x21 // insert home pageup
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m[0x77] = 0x23; m[0x79] = 0x22 // end pagedown (forward-delete handled above)
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// Keypad — kVK_ANSI_Keypad0..9 (scattered) → VK_NUMPAD0..9, plus the operators.
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m[0x52] = 0x60; m[0x53] = 0x61; m[0x54] = 0x62; m[0x55] = 0x63 // KP0 KP1 KP2 KP3
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m[0x56] = 0x64; m[0x57] = 0x65; m[0x58] = 0x66; m[0x59] = 0x67 // KP4 KP5 KP6 KP7
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m[0x5B] = 0x68; m[0x5C] = 0x69 // KP8 KP9
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m[0x41] = 0x6E; m[0x43] = 0x6A; m[0x45] = 0x6B // KP decimal multiply plus
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m[0x4E] = 0x6D; m[0x4B] = 0x6F // KP minus divide
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m[0x4C] = 0x6C // KP enter → VK_SEPARATOR (host maps to KEY_KPENTER, matching hidToVK)
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m[0x47] = 0x90 // KP clear sits where NumLock is → VK_NUMLOCK. (KP equals 0x51 dropped.)
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return m
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}()
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#endif
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}
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