feat(apple): the trust prompt takes controller input
Trust-on-first-use had no pad wiring at all, and it appears at the worst possible moment for that: mid-connect, with capture already disabled so ContentView can blur the stream and stop forwarding. A pad-only user pressed A to connect, got this card, and found the controller in their hands doing nothing — the only way past was to reach for the screen. A trusts, B cancels, X runs the PIN ceremony instead. The legend only appears with a pad attached; naming controller buttons to a trackpad user would be describing hardware they don't have. `GamepadManager` is observed rather than read once so the bar arrives if a pad wakes up while the card is already open. Safe to poll unconditionally while the card is up: capture is off for its whole lifetime and the home screens are unmounted behind the session view, so nothing else is reading the pad. The A press that STARTED the connect is typically still held when this mounts — `GamepadMenuInput` adopts the held state without firing on start, so it doesn't auto-trust. tvOS is untouched: the focus engine already drives these buttons. macOS + tvOS typecheck.
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@@ -1,6 +1,12 @@
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// Trust-on-first-use prompt: shown over the live-but-blurred stream when connecting to an
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// unpinned host. The user compares the fingerprint with the one the host logged at startup,
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// or drops this and runs the PIN pairing ceremony instead.
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//
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// Controller-drivable on iOS/macOS (A trust, B cancel, X pair instead). It had no controller
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// wiring at all, which made it a dead end for a pad-only user at the worst possible moment: the
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// card appears mid-connect with capture disabled (ContentView blurs the stream and stops
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// forwarding), so the pad in their hands genuinely did nothing and the only way past was to reach
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// for the screen. tvOS needs none of this — the focus engine drives the buttons natively.
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import Foundation
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import PunktfunkKit
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@@ -13,6 +19,12 @@ struct TrustCardView: View {
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let onTrust: () -> Void
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let onPairInstead: () -> Void
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#if os(iOS) || os(macOS)
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/// Observed so the legend appears the moment a pad wakes up mid-prompt — and so it stays
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/// absent for the mouse/touch users this card is otherwise for.
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@ObservedObject private var gamepads = GamepadManager.shared
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#endif
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var body: some View {
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VStack(spacing: 14) {
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Image(systemName: "lock.shield")
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@@ -60,12 +72,35 @@ struct TrustCardView: View {
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.buttonStyle(.borderless)
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#endif
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.font(.geist(16, relativeTo: .callout))
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#if os(iOS) || os(macOS)
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// Only with a pad attached: controller glyphs in front of a trackpad user would be
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// naming buttons they don't have.
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if gamepads.active != nil {
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GamepadHintBar(hints: [
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.init(
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glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Trust",
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action: onTrust),
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.init(
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glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Pair with PIN",
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action: onPairInstead),
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.init(
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glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel",
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action: onCancel),
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])
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.padding(.top, 2)
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}
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#endif
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}
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.padding(28)
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.frame(maxWidth: 440)
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// Floating trust card over the blurred stream — Liquid Glass on 26+, .regularMaterial
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// fallback below. The inner fingerprint box stays .quaternary (content, not glass).
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.glassBackground(RoundedRectangle(cornerRadius: 18))
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#if os(iOS) || os(macOS)
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.background {
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TrustControllerInput(onTrust: onTrust, onCancel: onCancel, onPairInstead: onPairInstead)
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}
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#endif
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}
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/// 64 hex chars → four groups per line, two lines — easy to eyeball against the log.
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@@ -80,6 +115,35 @@ struct TrustCardView: View {
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}
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}
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#if os(iOS) || os(macOS)
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/// Controller binding for the trust prompt: A trusts, B cancels, X runs the PIN ceremony instead.
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/// The same zero-size-backing-view shape as `ConnectOverlay`'s `ConnectControllerInput` — mounted
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/// for exactly as long as the card is up, and `GamepadMenuInput`'s snapshot-on-start swallows
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/// whatever button was still held when it appeared (the A press that started the connect is
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/// usually still down).
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///
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/// Nothing else is polling the pad here: capture is off for the duration of the prompt, and the
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/// home screens are unmounted behind the session view.
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private struct TrustControllerInput: View {
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let onTrust: () -> Void
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let onCancel: () -> Void
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let onPairInstead: () -> Void
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@State private var input = GamepadMenuInput(manager: .shared)
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var body: some View {
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Color.clear
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.frame(width: 0, height: 0)
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.onAppear {
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input.onConfirm = onTrust
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input.onBack = onCancel
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input.onTertiary = onPairInstead
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input.start()
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}
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.onDisappear { input.stop() }
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}
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}
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#endif
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private extension Array {
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func chunks(of size: Int) -> [[Element]] {
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stride(from: 0, to: count, by: size).map { Array(self[$0..<Swift.min($0 + size, count)]) }
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