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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// Throttled host keyframe requests for decode recovery, shared by both pumps (StreamPump /
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// Stage2Pipeline). Wedge signals arrive from several threads — the decoder's async error callback
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// (a VT thread), a submit failure on the pump thread, the framesDropped poll — and the decode stays
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// stalled for several frames until the requested IDR lands, so requests are coalesced (100 ms, the
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// throttle the working Android path uses: fast enough that a lost recovery IDR is re-requested
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// promptly, bounded so a sustained freeze can't flood the control stream). Bound to the live
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// connection at pump start, unbound on stop.
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import Foundation
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final class KeyframeRecovery: @unchecked Sendable {
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private let lock = NSLock()
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private var connection: PunktfunkConnection?
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private var lastNs: UInt64 = 0
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func bind(_ c: PunktfunkConnection?) {
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lock.lock(); connection = c; lastNs = 0; lock.unlock()
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}
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func request() {
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lock.lock()
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let now = DispatchTime.now().uptimeNanoseconds
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let due = lastNs == 0 || now &- lastNs > 100_000_000 // ≥ 100 ms since the last request
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if due { lastNs = now }
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let conn = due ? connection : nil
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lock.unlock()
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conn?.requestKeyframe()
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}
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}
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