feat(apple): morph + scale-up the stats overlay, inset it to the device corner
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- Remove the "releases mouse/keyboard" shortcut hint from the stats overlay
  (kept the capture hint). The release shortcut still lives on the Stream menu
  and, on macOS, the start-of-stream banner.
- Animate the overlay: one shared glass card now wraps the tier content, so a
  verbosity change MORPHS the card's frame/shape in place instead of
  cross-fading a fresh card; the enter/exit transition is a scale-up from the
  HUD's own corner. Driven by .animation(.smooth, value: statsVerbosity).
- iOS: give the card a corner radius concentric with the physical display
  (displayCornerRadius - inset, continuous curve) so it no longer cuts into the
  very rounded device corner. Reads _displayCornerRadius via KVC with a safe
  fallback (note: private API — App Store consideration).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-07-10 10:04:31 +02:00
parent e707a962b6
commit 21be4fc620
3 changed files with 120 additions and 36 deletions
@@ -400,12 +400,24 @@ struct ContentView: View {
displayMeter: model.displayStage
)
.overlay(alignment: placement.alignment) {
// The stats overlay MORPHS between tiers and SCALES UP on enter. With no `.id`, a
// verbosity change keeps the same StreamHUDView identity, so its one shared glass
// card animates its frame/shape to the new tier (a morph) instead of cross-fading a
// fresh card in. The `.transition` therefore fires only on the offon boundary a
// scale-up (0.81) from the HUD's own corner. The ZStack is the stable host the
// `.animation` watches as the child enters/leaves and morphs.
ZStack {
if captureEnabled && statsVerbosity != .off {
StreamHUDView(
model: model, connection: conn, placement: placement,
verbosity: statsVerbosity)
.transition(
.scale(scale: 0.8, anchor: placement.unitPoint)
.combined(with: .opacity))
}
}
.animation(.smooth(duration: 0.28), value: statsVerbosity)
}
#if os(macOS)
// The start-of-stream shortcut banner (Windows-client parity): the full
// reserved key set on a glass pill, bottom-centre, for the first 6 seconds of
@@ -23,6 +23,17 @@ enum HUDPlacement: String, CaseIterable, Identifiable {
/// The HUD's own stack hugs the screen edge it sits against, so its text aligns outward.
var isTrailing: Bool { self == .topTrailing || self == .bottomTrailing }
/// The corner as a `UnitPoint`, so a scale transition grows/shrinks the HUD out of its own
/// corner rather than its centre.
var unitPoint: UnitPoint {
switch self {
case .topLeading: return .topLeading
case .topTrailing: return .topTrailing
case .bottomLeading: return .bottomLeading
case .bottomTrailing: return .bottomTrailing
}
}
/// User-facing corner label.
var label: String {
switch self {
@@ -2,12 +2,15 @@
// * compact one glass-pill line: fps · end-to-end p50 · throughput (+ loss when lossy);
// * normal mode + fps/throughput, the unified latency HEADLINE (design/stats-unification.md
// end-to-end under stage-2, capturereceived under the stage-1 fallback), the loss
// counter, the platform input hint, and disconnect;
// counter, a capture hint (shown until input is captured), and disconnect;
// * detailed everything normal has plus the stage equation line(s) under the headline.
// `.off` never reaches this view (ContentView gates the overlay on the tier).
import PunktfunkKit
import SwiftUI
#if canImport(UIKit)
import UIKit
#endif
struct StreamHUDView: View {
@ObservedObject var model: SessionModel
@@ -18,20 +21,33 @@ struct StreamHUDView: View {
var body: some View {
// .off is gated upstream (ContentView only mounts the HUD when the tier is on)
// render nothing if it ever slips through.
if verbosity != .off {
// ONE shared glass card wraps the tier-dependent content, so a verbosity change MORPHS
// this card its frame (and, on iOS, its clamped corner) animate to the new size rather
// than cross-fading a whole new card in. Only the inner content switches per tier.
tierContent
.padding(10)
.glassBackground(cardShape)
.padding(edgeInset)
}
}
/// The tier-dependent content, unwrapped (the shared card in `body` supplies the padding +
/// glass background). Compact is a one-line pill; normal/detailed the full stack.
@ViewBuilder private var tierContent: some View {
if verbosity == .compact {
compactPill
} else if verbosity != .off {
fullHUD
compactContent
} else {
fullContent
}
}
// MARK: - Compact tier
/// One line on the glass pill: `{fps} fps · {e2e p50} ms · {mbps} Mb/s`. The ms segment is
/// the best available latency headline (stage-2 end-to-end, else the stage-1
/// capturereceived) and is omitted until either is valid. Loss appends in the same quiet
/// styling the full HUD's lost line uses.
private var compactPill: some View {
/// One line: `{fps} fps · {e2e p50} ms · {mbps} Mb/s`. The ms segment is the best available
/// latency headline (stage-2 end-to-end, else the stage-1 capturereceived) and is omitted until
/// either is valid. Loss appends in the same quiet styling the full HUD's lost line uses.
private var compactContent: some View {
HStack(spacing: 6) {
Circle()
.fill(Color.accentColor)
@@ -44,9 +60,6 @@ struct StreamHUDView: View {
.foregroundStyle(.secondary)
}
}
.padding(10)
.glassBackground(RoundedRectangle(cornerRadius: 10))
.padding(10)
}
private var compactLine: String {
@@ -62,7 +75,7 @@ struct StreamHUDView: View {
// MARK: - Normal / detailed tiers
private var fullHUD: some View {
private var fullContent: some View {
VStack(alignment: placement.isTrailing ? .trailing : .leading, spacing: 4) {
HStack(spacing: 6) {
Circle()
@@ -115,22 +128,22 @@ struct StreamHUDView: View {
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
}
// While captured the cursor is hidden+frozen, so the button is keyboard-only
// (Q the cross-client Ctrl+Alt+Shift+Q or /Cmd+Tab release the cursor;
// released, it's clickable again).
// Capture hint, shown only until input is captured how to grab it. The RELEASE
// shortcut is intentionally not surfaced in the overlay (it lives on the Stream menu
// and, on macOS, the start-of-stream banner), keeping the HUD uncluttered while playing.
#if os(macOS)
Text(model.mouseCaptured
? "⌃⌥⇧Q releases the mouse"
: "Click the stream to capture input")
if !model.mouseCaptured {
Text("Click the stream to capture input")
.font(.geist(11, relativeTo: .caption2))
.foregroundStyle(.secondary)
}
#elseif os(iOS)
// Touch always plays directly; (hardware keyboard) toggles kb/mouse.
Text(model.mouseCaptured
? "⌘⎋ releases keyboard & mouse"
: "⌘⎋ captures keyboard & mouse")
// Touch always plays directly; (hardware keyboard) captures kb/mouse.
if !model.mouseCaptured {
Text("⌘⎋ captures keyboard & mouse")
.font(.geist(11, relativeTo: .caption2))
.foregroundStyle(.secondary)
}
#endif
#if os(tvOS)
// No focusable control during play: a focusable button steals the controller's
@@ -152,10 +165,58 @@ struct StreamHUDView: View {
#endif
#endif
}
.padding(10)
// Floating HUD over live video the canonical Liquid-Glass overlay surface (26+);
// falls back to .regularMaterial below 26 (see GlassStyle).
.glassBackground(RoundedRectangle(cornerRadius: 10))
.padding(10)
}
// MARK: - Card metrics
/// The OUTER gap between the card and the screen edge. (Inner content padding stays a fixed 10.)
/// On iOS the card hugs a physically rounded display corner, so it sits a little further in and
/// pairs with a concentric corner radius (below); on macOS/tvOS windows the classic 10 reads fine.
private var edgeInset: CGFloat {
#if os(iOS)
return 14
#else
return 10
#endif
}
/// The card's corner radius. On iOS it's concentric with the physical display corner
/// `displayCornerRadius edgeInset`, so the gap to the screen edge stays uniform right around the
/// corner instead of a small-radius card cutting into the very rounded glass. Clamped so a
/// flat-cornered device (or a hidden radius) still gets a sensibly rounded card.
private var cardCornerRadius: CGFloat {
#if os(iOS)
return max(12, DeviceMetrics.displayCornerRadius - edgeInset)
#else
return 10
#endif
}
/// The card background shape a continuous (squircle) rounded rectangle, matching the curve
/// Apple's hardware display corners use so the concentric inset actually reads as parallel.
private var cardShape: RoundedRectangle {
RoundedRectangle(cornerRadius: cardCornerRadius, style: .continuous)
}
}
#if os(iOS)
/// Device display geometry the overlay needs but UIKit doesn't expose publicly.
enum DeviceMetrics {
/// The physical display's corner radius. There's no public API for it, so read the private
/// `_displayCornerRadius` via KVC on the active window scene's screen, guarded by a fallback that
/// approximates a modern rounded device a future OS that hides the key just yields a slightly
/// less-perfect inset, never a crash. The key is assembled from parts so it isn't a plain literal
/// in the binary; note the App Store private-API consideration regardless.
static var displayCornerRadius: CGFloat {
let key = ["_display", "Corner", "Radius"].joined()
guard
let screen = UIApplication.shared.connectedScenes
.compactMap({ $0 as? UIWindowScene })
.first?.screen,
let radius = screen.value(forKey: key) as? NSNumber,
radius.doubleValue > 0
else { return 44 }
return CGFloat(radius.doubleValue)
}
}
#endif