feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
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The console UI now runs on tvOS through the NATIVE focus engine: carousel cards and settings rows are focusable Buttons (Siri Remote and pads both navigate; imperative scrollTo replaces the drop-prone scrollPosition binding), while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what focus has no concept of: X/Y screen actions and left/right value adjust with the poll's dominant-axis feel (onMoveCommand proved input-source-dependent: keyboard intercepted, pad dpad not -> double steps). Text entry uses the system fullscreen keyboard (TVTextEntry); pairing + library present as covers under the launcher; the game library defaults ON; settings values slide a quiet 14 pt in the step's direction. Session controls: controller/remote input routes EXCLUSIVELY through GameController during a stream (GCEventViewController, interaction disabled) - a pad's B no longer doubles as a UIKit menu press that ended sessions mid-game. Deliberate exits only: the cross-client escape chord (hold L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream banner (now also on tvOS) teaches both. The Siri Remote's touch surface drives the host pointer - press = left click, Play/Pause = right click, release-tail jumps gated so motion stays truly relative. tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root font shrank the whole platform (29 pt there), plus 10-foot sizing across host cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu" hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops instead of suspending; full-width focusSections make the home actions reachable from any column. The presenter defaults to stage-3 glass pacing on tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind the 50 ms display stage) and is pickable from the gamepad settings; HDR capability advertises from AVPlayer.eligibleForHDRPlayback instead of the current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -68,25 +68,28 @@ struct ContentView: View {
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/// edge-to-edge (behind the notch); windowed respects the top inset so the title bar
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/// never covers the video.
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@State private var isFullscreen = false
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#endif
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#if os(macOS) || os(tvOS)
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/// Shows the start-of-stream shortcut banner (the Windows client's discoverability
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/// pattern): raised on every transition to `.streaming`, dropped by the banner's own
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/// 6-second task. Independent of the stats HUD so the keys are discoverable even with
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/// statistics off.
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/// statistics off. On tvOS it carries the ONLY exits (hold Back / the pad chord) plus
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/// the remote-as-pointer controls, so it must be seen at least once per session.
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@State private var showShortcutHint = false
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#endif
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#if !os(macOS)
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@State private var showSettings = false
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#endif
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#if os(iOS) || os(macOS)
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// A connected controller (+ the Settings toggle) swaps the whole home screen for
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// GamepadHomeView instead of retrofitting HomeView's touch/desktop UI — see `home` below.
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// On tvOS the same screens are focus-engine-driven, so the Siri Remote keeps working;
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// with no (extended) controller attached tvOS falls back to HomeView as before.
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@ObservedObject private var gamepadManager = GamepadManager.shared
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@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
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private var gamepadUIActive: Bool {
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GamepadUIEnvironment.isActive(
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gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
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}
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#endif
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var body: some View {
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Group {
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@@ -108,7 +111,7 @@ struct ContentView: View {
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.onChange(of: model.phase) { _, phase in
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switch phase {
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case .streaming:
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#if os(macOS)
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#if os(macOS) || os(tvOS)
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showShortcutHint = true // the 6 s shortcut banner, per session start
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#endif
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// A session actually started — remember it on the card ("Connected … ago"
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@@ -278,13 +281,30 @@ struct ContentView: View {
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onPaired: handlePaired, onLaunchTitle: launchTitle, wake: { wakeOnly($0) })
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}
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}
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#elseif os(iOS)
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#else
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Group {
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if gamepadUIActive {
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GamepadHomeView(
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store: store, model: model, discovery: discovery,
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libraryTarget: $libraryTarget, waker: waker,
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connect: { connect($0) }, connectDiscovered: connectDiscovered)
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// On tvOS pairing/library normally present from HomeView's navigationDestinations
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// — which aren't mounted while the gamepad launcher is up. Give the launcher its
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// own presenters (exactly one of the two homes is mounted at a time, so these can
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// never double-present against HomeView's routes). Menu closes a cover the same
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// way B backs out elsewhere; PairSheet's own onDisappear cancels a live ceremony.
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#if os(tvOS)
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.fullScreenCover(item: $pairingTarget) { host in
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PairSheet(host: host) { fingerprint in handlePaired(host, fingerprint: fingerprint) }
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.onExitCommand { pairingTarget = nil }
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}
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.fullScreenCover(item: $libraryTarget) { host in
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NavigationStack {
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LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
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}
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.onExitCommand { libraryTarget = nil }
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}
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#endif
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} else {
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HomeView(
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store: store, model: model, discovery: discovery,
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@@ -295,14 +315,6 @@ struct ContentView: View {
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onPaired: handlePaired, onLaunchTitle: launchTitle, wake: { wakeOnly($0) })
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}
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}
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#else
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HomeView(
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store: store, model: model, discovery: discovery,
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showAddHost: $showAddHost, pairingTarget: $pairingTarget,
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speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
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showSettings: $showSettings,
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connect: { connect($0) }, connectDiscovered: connectDiscovered,
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onPaired: handlePaired, onLaunchTitle: launchTitle, wake: { wakeOnly($0) })
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#endif
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}
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@@ -362,11 +374,14 @@ struct ContentView: View {
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#else
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.background(Color.black)
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.ignoresSafeArea()
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// Siri Remote MENU = disconnect (the idiomatic tvOS "back"). With no focusable
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// disconnect control during play, the controller's buttons flow to the host instead of
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// driving the focus engine. NOTE: a game controller's Menu is also forwarded to the
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// host as Start — the Siri Remote is the intended disconnect path.
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.onExitCommand { model.disconnect() }
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// SWALLOW Menu/B during a session — a game controller's B button ALSO surfaces as this
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// UIKit menu press, so the old instant-disconnect here ended the session on every B
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// press in gameplay. The button still reaches the host via GamepadCapture; the
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// DELIBERATE exits are holding the remote's Back ≥ 1 s (SiriRemotePointer) and holding
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// L1+R1+Start+Select ≥ 1.5 s on a pad (GamepadCapture's escape chord), both surfaced by
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// the start-of-stream banner. The empty handler is what keeps the press from bubbling
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// out and suspending the app.
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.onExitCommand {}
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#endif
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}
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@@ -418,17 +433,18 @@ struct ContentView: View {
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}
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.animation(.smooth(duration: 0.28), value: statsVerbosity)
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}
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#if os(macOS)
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// The start-of-stream shortcut banner (Windows-client parity): the full
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// reserved key set on a glass pill, bottom-centre, for the first 6 seconds of
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#if os(macOS) || os(tvOS)
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// The start-of-stream shortcut banner (Windows-client parity): the platform's
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// reserved controls on a glass pill, bottom-centre, for the first 6 seconds of
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// every session — independent of the stats HUD, so the keys are discoverable
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// even with statistics off. The banner's own task drops it (cancelled cleanly
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// if the session view goes away first).
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// if the session view goes away first). On tvOS it carries the ONLY exits —
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// Menu/B is swallowed during a session (the `.onExitCommand {}` in the tvOS
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// session branch), so the hold gestures must be told to the user.
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.overlay(alignment: .bottom) {
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if captureEnabled && showShortcutHint {
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Text("Click the stream to capture · ⌃⌥⇧Q releases the mouse · "
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+ "⌃⌥⇧D disconnects · ⌃⌥⇧S stats")
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.font(.geist(12, relativeTo: .caption))
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Text(Self.shortcutHintText)
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.font(.geist(Self.shortcutHintFont, relativeTo: .caption))
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.foregroundStyle(.secondary)
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.padding(.horizontal, 14)
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.padding(.vertical, 8)
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@@ -472,6 +488,17 @@ struct ContentView: View {
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}
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}
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#if os(macOS)
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private static let shortcutHintText =
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"Click the stream to capture · ⌃⌥⇧Q releases the mouse · ⌃⌥⇧D disconnects · ⌃⌥⇧S stats"
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private static let shortcutHintFont: CGFloat = 12
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#elseif os(tvOS)
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private static let shortcutHintText =
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"Hold the remote's Back button — or L1+R1+Start+Select on a controller — to disconnect"
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+ " · Touch surface moves the pointer · press clicks · Play/Pause right-clicks"
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private static let shortcutHintFont: CGFloat = 22 // read from the couch
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#endif
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// MARK: - Connect
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private func connect(_ host: StoredHost, launchID: String? = nil, allowTofu: Bool? = nil) {
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@@ -1,13 +1,15 @@
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// The gamepad-driven "Add Host" screen (iOS/iPadOS/macOS) — the controller counterpart of
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// The gamepad-driven "Add Host" screen (iOS/iPadOS/macOS/tvOS) — the controller counterpart of
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// AddHostSheet, reached from the launcher's Add Host tile. Three field rows (name / address /
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// port) plus the Add action, navigated with the same vertical focus list as the gamepad settings;
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// A on a field opens GamepadKeyboard in a bottom tray, so a host can be registered end to end
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// without touching the screen. Field edits are live (the row shows every keystroke); B closes the
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// keyboard first, then cancels the screen — the same "back peels one layer" rule as a console UI.
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// tvOS swaps the custom keyboard tray for the SYSTEM fullscreen keyboard (TVTextEntry): unlike
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// iOS/macOS, tvOS HAS a first-class controller/remote-drivable text entry, so the native one wins.
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import PunktfunkKit
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import SwiftUI
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#if os(iOS) || os(macOS)
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#if os(iOS) || os(macOS) || os(tvOS)
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struct GamepadAddHostView: View {
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@Environment(\.dismiss) private var dismiss
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@@ -37,22 +39,22 @@ struct GamepadAddHostView: View {
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isActive: editing == nil
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) { row, focused in
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rowView(row, focused: focused)
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.frame(maxWidth: 620)
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.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
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.padding(.horizontal, 24)
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}
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.frame(maxWidth: .infinity)
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.safeAreaInset(edge: .top, spacing: 0) {
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VStack(spacing: 4) {
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Text("Add Host")
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.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
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.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
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.foregroundStyle(.white)
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if !compact {
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Text("Hosts on this network appear automatically — add one by address "
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+ "for everything else.")
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.font(.geist(13, relativeTo: .caption))
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.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
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.foregroundStyle(.white.opacity(0.55))
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.multilineTextAlignment(.center)
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.frame(maxWidth: 440)
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.frame(maxWidth: GamepadFormMetrics.rowMaxWidth * 0.72)
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}
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}
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.padding(.top, gamepadTitleTopPadding(compact: compact))
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@@ -75,10 +77,38 @@ struct GamepadAddHostView: View {
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.onChange(of: port) { _, value in
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if value.count > 5 { port = String(value.prefix(5)) }
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}
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#if os(tvOS)
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// tvOS types with the SYSTEM fullscreen keyboard (TVTextEntry) instead of the custom
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// tray — the remote and the pad both drive it natively. Same `editing` state as the
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// tray, just a different presentation; done (or Menu, edits-stick) commits and returns.
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.fullScreenCover(isPresented: Binding(
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get: { editing != nil },
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set: { if !$0 { editing = nil } })
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) {
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if let field = editing {
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TVTextEntry(
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title: fieldTitle(field),
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text: editingBinding(field).wrappedValue,
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keyboardType: keyboardType(field)
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) { value in
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commitEntry(field, value)
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editing = nil
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}
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}
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}
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#endif
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}
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/// The keyboard tray while editing, the controls legend otherwise.
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/// The keyboard tray while editing, the controls legend otherwise. (tvOS never shows the
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/// tray — `editing` presents the system keyboard cover instead — so it's legend-only there.)
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@ViewBuilder private var bottomTray: some View {
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#if os(tvOS)
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GamepadHintBar(hints: [
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.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select"),
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.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel"),
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])
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.frame(maxWidth: .infinity, alignment: .leading)
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#else
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if let editing {
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VStack(spacing: 10) {
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GamepadKeyboard(
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@@ -104,6 +134,7 @@ struct GamepadAddHostView: View {
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])
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.frame(maxWidth: .infinity, alignment: .leading)
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}
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#endif
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}
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/// Touch/click fallback for closing — the controller path is B, a hardware keyboard's Esc
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@@ -111,14 +142,16 @@ struct GamepadAddHostView: View {
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private var closeButton: some View {
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Button { dismiss() } label: {
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Image(systemName: "xmark")
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.font(.system(size: 14, weight: .semibold))
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.font(.system(size: GamepadFormMetrics.closeFont, weight: .semibold))
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.foregroundStyle(.white)
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.frame(width: 34, height: 34)
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.frame(width: GamepadFormMetrics.closeSide, height: GamepadFormMetrics.closeSide)
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.glassBackground(Circle(), interactive: true)
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.contentShape(Circle())
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}
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.buttonStyle(.plain)
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.keyboardShortcut(.cancelAction)
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#if !os(tvOS)
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.keyboardShortcut(.cancelAction) // unavailable on tvOS (Menu is the cancel there)
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#endif
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.accessibilityLabel("Cancel")
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}
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@@ -142,19 +175,20 @@ struct GamepadAddHostView: View {
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}
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private func rowView(_ row: Row, focused: Bool) -> some View {
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HStack(spacing: 14) {
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let m = GamepadFormMetrics.self
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return HStack(spacing: 14) {
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if row.isAction {
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Label("Add Host", systemImage: "plus.circle.fill")
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.font(.geist(16, .semibold, relativeTo: .body))
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.font(.geist(m.labelFont, .semibold, relativeTo: .body))
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.foregroundStyle(canAdd ? Color.brand : .white.opacity(0.35))
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.frame(maxWidth: .infinity)
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} else {
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Text(row.label)
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.font(.geist(16, .semibold, relativeTo: .body))
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.font(.geist(m.labelFont, .semibold, relativeTo: .body))
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.foregroundStyle(.white)
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Spacer(minLength: 12)
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Text(row.value.isEmpty ? row.placeholder : row.value)
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.font(.geistFixed(15, .medium))
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.font(.geistFixed(m.valueFont, .medium))
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.foregroundStyle(row.value.isEmpty ? .white.opacity(0.35) : .white)
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.lineLimit(1)
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.truncationMode(.head) // keep the end of a long address visible while typing
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@@ -162,20 +196,20 @@ struct GamepadAddHostView: View {
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// The live-edit caret: this row is what the keyboard tray is typing into.
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Rectangle()
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.fill(Color.brand)
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.frame(width: 2, height: 18)
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.frame(width: 2, height: m.labelFont + 2)
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}
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}
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}
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.padding(.horizontal, 16)
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.padding(.vertical, 13)
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.padding(.horizontal, m.rowHPad)
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.padding(.vertical, m.rowVPad)
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// Liquid Glass rows, matching the settings screen; the focused (or actively edited) row
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// takes the brand wash, and the edited row keeps its brand caret border.
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.consoleGlass(
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RoundedRectangle(cornerRadius: 14, style: .continuous),
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RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
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tint: (focused || editing == row.id) ? Color.brand.opacity(0.30) : nil,
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interactive: focused)
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.overlay {
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RoundedRectangle(cornerRadius: 14, style: .continuous)
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RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
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.strokeBorder(
|
||||
editing == row.id ? Color.brand.opacity(0.7) : .white.opacity(focused ? 0.28 : 0.06),
|
||||
lineWidth: 1)
|
||||
@@ -235,5 +269,41 @@ struct GamepadAddHostView: View {
|
||||
default: return nil
|
||||
}
|
||||
}
|
||||
|
||||
#if os(tvOS)
|
||||
// MARK: - System keyboard plumbing (see the fullScreenCover on `body`)
|
||||
|
||||
private func fieldTitle(_ id: String) -> String {
|
||||
switch id {
|
||||
case "name": return "Name (optional)"
|
||||
case "port": return "Port"
|
||||
default: return "Address (IP or hostname)"
|
||||
}
|
||||
}
|
||||
|
||||
/// .URL for the address (dots on the primary layer, no autocapitalize) — the closest tvOS
|
||||
/// keyboard to "hostname or IP".
|
||||
private func keyboardType(_ id: String) -> UIKeyboardType {
|
||||
switch id {
|
||||
case "port": return .numberPad
|
||||
case "address": return .URL
|
||||
default: return .default
|
||||
}
|
||||
}
|
||||
|
||||
/// Apply a system-keyboard result, enforcing what `allowedCharacters` enforces per keystroke
|
||||
/// on the other platforms (the system keyboard will type anything).
|
||||
private func commitEntry(_ id: String, _ value: String) {
|
||||
switch id {
|
||||
case "port":
|
||||
editingBinding(id).wrappedValue = String(value.filter(\.isNumber).prefix(5))
|
||||
case "address":
|
||||
editingBinding(id).wrappedValue = value
|
||||
.replacingOccurrences(of: " ", with: "")
|
||||
default:
|
||||
editingBinding(id).wrappedValue = value
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -1,6 +1,11 @@
|
||||
// The one piece of gamepad-menu machinery shared by the host launcher (GamepadHomeView) and the
|
||||
// library coverflow (LibraryCoverflowView): a horizontal, center-snapping carousel driven entirely
|
||||
// by a controller (iOS/iPadOS/macOS).
|
||||
// by a controller (iOS/iPadOS/macOS) — or, on tvOS, by the NATIVE FOCUS ENGINE: every card is a
|
||||
// focusable Button, so the Siri Remote and a game controller both navigate through the system
|
||||
// (dpad/swipe moves focus, select activates, Menu backs out at the presentation level), and the
|
||||
// cursor/scroll chase the focused card instead of the poll. The poll still runs on tvOS but
|
||||
// carries ONLY the Y/X actions (library/settings) — buttons the focus engine has no concept of.
|
||||
// The iOS/macOS poll-driven behavior is untouched by the tvOS mode.
|
||||
//
|
||||
// The scrolling is pure native SwiftUI — `.scrollTargetLayout()` + `.scrollTargetBehavior(.viewAligned)`
|
||||
// snap exactly one item to center, and symmetric `.safeAreaPadding(.horizontal)` (sized off the live
|
||||
@@ -24,7 +29,7 @@
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
|
||||
struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hashable {
|
||||
let items: [Item]
|
||||
@@ -54,6 +59,11 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
|
||||
@State private var input = GamepadMenuInput(manager: .shared)
|
||||
@State private var haptics = MenuHaptics(manager: .shared)
|
||||
#if os(tvOS)
|
||||
/// tvOS: the focus engine is the navigation authority — `cursor`/`scrolledID` chase this,
|
||||
/// never the other way around (mirroring the poll's cursor-first discipline).
|
||||
@FocusState private var focusedID: Item.ID?
|
||||
#endif
|
||||
/// Authoritative gamepad cursor (index into `items`). Never assigned from scroll read-back
|
||||
/// while the gamepad is driving — that's the whole desync fix.
|
||||
@State private var cursor = 0
|
||||
@@ -81,26 +91,72 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
var body: some View {
|
||||
GeometryReader { geo in
|
||||
let inset = max(0, (geo.size.width - itemWidth) / 2)
|
||||
ScrollView(.horizontal) {
|
||||
HStack(spacing: spacing) {
|
||||
ForEach(items) { item in
|
||||
card(item)
|
||||
.frame(width: itemWidth)
|
||||
.contentShape(Rectangle())
|
||||
.onTapGesture { tap(item) }
|
||||
ScrollViewReader { proxy in
|
||||
ScrollView(.horizontal) {
|
||||
HStack(spacing: spacing) {
|
||||
ForEach(items) { item in
|
||||
#if os(tvOS)
|
||||
// A focusable Button per card: the focus engine does the navigating
|
||||
// (remote swipes and pad dpad alike), select activates. The bare style
|
||||
// below keeps the tile's own look — the `.scrollTransition` center pop
|
||||
// is the focus treatment, since focus and center track each other.
|
||||
Button { activate(item) } label: {
|
||||
card(item)
|
||||
.frame(width: itemWidth)
|
||||
}
|
||||
.buttonStyle(ConsoleBareButtonStyle())
|
||||
.focused($focusedID, equals: item.id)
|
||||
.id(item.id)
|
||||
#else
|
||||
card(item)
|
||||
.frame(width: itemWidth)
|
||||
.contentShape(Rectangle())
|
||||
.onTapGesture { tap(item) }
|
||||
#endif
|
||||
}
|
||||
}
|
||||
.frame(height: geo.size.height) // fill so shorter cards center vertically
|
||||
.scrollTargetLayout()
|
||||
}
|
||||
// The two-way `.scrollPosition` + snap machinery serves the POLL/touch platforms.
|
||||
// Not on tvOS: that binding DROPS a write landing mid-animation (the very desync
|
||||
// the poll's cursor design exists to avoid — see the header), and on tvOS the
|
||||
// focus engine's own reveal-scrolls are always in flight, so drops were routine
|
||||
// ("navigation not reflected in the scroll view"). tvOS scrolls imperatively
|
||||
// below instead — scrollTo RE-TARGETS mid-animation (the GamepadMenuList pattern).
|
||||
#if !os(tvOS)
|
||||
.scrollPosition(id: $scrolledID)
|
||||
.scrollTargetBehavior(.viewAligned)
|
||||
#endif
|
||||
// .never, not .hidden — macOS's "always show scroll bars" setting overrides .hidden
|
||||
// and paints a scroller across the console strip.
|
||||
.scrollIndicators(.never)
|
||||
.scrollClipDisabled() // let the focused card scale up past the strip bounds
|
||||
.safeAreaPadding(.horizontal, inset)
|
||||
.offset(x: bumpOffset)
|
||||
#if os(tvOS)
|
||||
// Land initial focus on the first card (the launcher's first host / the coverflow's
|
||||
// first title) instead of wherever the engine guesses.
|
||||
.defaultFocus($focusedID, items.first?.id)
|
||||
// Focus moved (remote swipe / pad dpad) — chase it: cursor, detail selection,
|
||||
// controller detent, and an imperative center scroll.
|
||||
.onChange(of: focusedID) { _, newValue in
|
||||
guard let idx = index(of: newValue), idx != cursor else { return }
|
||||
cursor = idx
|
||||
lastNav = Date()
|
||||
haptics.move()
|
||||
selection = newValue
|
||||
withAnimation(.easeOut(duration: scrollAnim)) {
|
||||
proxy.scrollTo(newValue, anchor: .center)
|
||||
}
|
||||
}
|
||||
.frame(height: geo.size.height) // fill so shorter cards center vertically
|
||||
.scrollTargetLayout()
|
||||
// The list changed under a stable focus (discovered hosts prepend tiles): the
|
||||
// content shifted but no focus change fires above — re-center the focused card.
|
||||
.onChange(of: items.map(\.id)) { _, _ in
|
||||
if let id = focusedID { proxy.scrollTo(id, anchor: .center) }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
.scrollPosition(id: $scrolledID)
|
||||
.scrollTargetBehavior(.viewAligned)
|
||||
// .never, not .hidden — macOS's "always show scroll bars" setting overrides .hidden
|
||||
// and paints a scroller across the console strip.
|
||||
.scrollIndicators(.never)
|
||||
.scrollClipDisabled() // let the focused card scale up past the strip bounds
|
||||
.safeAreaPadding(.horizontal, inset)
|
||||
.offset(x: bumpOffset)
|
||||
}
|
||||
.sensoryFeedback(.selection, trigger: cursor)
|
||||
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
|
||||
@@ -128,13 +184,16 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
// A touch drag settles the scroll onto a new id: adopt it as the cursor. Ignored while a
|
||||
// programmatic scroll is animating (its own intermediate id write-backs would regress the
|
||||
// cursor) and briefly after a gamepad move (the same reason), so only a genuine touch drag
|
||||
// — which never sets `isScrolling` — moves the cursor here.
|
||||
// — which never sets `isScrolling` — moves the cursor here. Not on tvOS: there is no touch
|
||||
// drag, and the focus engine's own reveal-scrolls must never steal the cursor from focus.
|
||||
#if !os(tvOS)
|
||||
.onChange(of: scrolledID) { _, newValue in
|
||||
guard !isScrolling, Date().timeIntervalSince(lastNav) > navSettle else { return }
|
||||
guard let idx = index(of: newValue), idx != cursor else { return }
|
||||
cursor = idx
|
||||
selection = newValue
|
||||
}
|
||||
#endif
|
||||
// Re-seed a dropped/changed selection AND re-wire the input callbacks so they capture the
|
||||
// current `items` value (a plain array — unlike an observed object it would otherwise go
|
||||
// stale in the closures stored on `input`).
|
||||
@@ -147,12 +206,20 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
// MARK: - Input wiring
|
||||
|
||||
private func wire() {
|
||||
#if os(tvOS)
|
||||
// The focus engine owns move/confirm/back on tvOS (that's what keeps the Siri Remote
|
||||
// working on this screen — and what routes Menu through the system's back semantics).
|
||||
// The poll carries only the buttons focus has no concept of: Y/X, the screen actions.
|
||||
input.onSecondary = onSecondary
|
||||
input.onTertiary = onTertiary
|
||||
#else
|
||||
input.onMove = { move($0) }
|
||||
input.onConfirm = { activate() }
|
||||
input.onSecondary = onSecondary
|
||||
input.onTertiary = onTertiary
|
||||
input.onBack = onBack
|
||||
input.onShoulder = shoulderJump > 0 ? { shoulder(right: $0) } : nil
|
||||
#endif
|
||||
}
|
||||
|
||||
private func move(_ direction: GamepadMenuInput.Direction) {
|
||||
@@ -212,9 +279,14 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
|
||||
private func activate() {
|
||||
guard cursor >= 0, cursor < items.count else { return }
|
||||
activate(items[cursor])
|
||||
}
|
||||
|
||||
/// Shared confirm tail — the poll activates the cursor's item, a tvOS Button its own.
|
||||
private func activate(_ item: Item) {
|
||||
activateTick &+= 1
|
||||
haptics.confirm()
|
||||
onActivate(items[cursor])
|
||||
onActivate(item)
|
||||
}
|
||||
|
||||
/// Touch fallback matching the rest of the app: tapping the centered card activates it, tapping
|
||||
@@ -257,6 +329,13 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
scrolledID = id
|
||||
selection = id
|
||||
}
|
||||
#if os(tvOS)
|
||||
// Keep real focus on the reconciled item when its old target vanished from the list —
|
||||
// the engine would otherwise pick a neighbour by geometry and drag the cursor with it.
|
||||
if focusedID == nil || index(of: focusedID) == nil, cursor < items.count {
|
||||
focusedID = items[cursor].id
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private func boundaryBump(forward: Bool) {
|
||||
|
||||
@@ -2,11 +2,12 @@
|
||||
// GamepadAddHostView, LibraryCoverflowView): the full-bleed console backdrop, the
|
||||
// controller-glyph hint bar, and the connected-controller status chip. One look across every
|
||||
// screen is what makes the gamepad UI read as a coherent mode rather than a set of themed pages.
|
||||
// iOS/iPadOS and macOS (the couch Mac-mini case); tvOS keeps its native focus engine instead.
|
||||
// iOS/iPadOS, macOS (the couch Mac-mini case), and tvOS — where the same screens are driven by
|
||||
// the native focus engine instead of the controller poll (see GamepadCarousel/GamepadMenuList).
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
import GameController
|
||||
|
||||
/// The active controller's real glyph for a button (Xbox "A", DualSense ✕, …) via
|
||||
@@ -31,6 +32,51 @@ func gamepadTitleTopPadding(compact: Bool) -> CGFloat {
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Point size for a gamepad screen's pinned title: TV-large on tvOS (read from the couch), the
|
||||
/// in-hand compact-aware sizes elsewhere.
|
||||
func gamepadTitleSize(compact: Bool) -> CGFloat {
|
||||
#if os(tvOS)
|
||||
44
|
||||
#else
|
||||
compact ? 20 : 30
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Metrics shared by the gamepad form screens' glass rows (GamepadSettingsView,
|
||||
/// GamepadAddHostView) — one set of numbers so the two screens read as the same surface,
|
||||
/// sized for the couch on tvOS and for the hand elsewhere.
|
||||
enum GamepadFormMetrics {
|
||||
#if os(tvOS)
|
||||
static let headerFont: CGFloat = 17
|
||||
static let labelFont: CGFloat = 23
|
||||
static let valueFont: CGFloat = 21
|
||||
static let iconFont: CGFloat = 24
|
||||
static let iconWidth: CGFloat = 40
|
||||
static let chevronFont: CGFloat = 16
|
||||
static let rowHPad: CGFloat = 24
|
||||
static let rowVPad: CGFloat = 19
|
||||
static let rowCorner: CGFloat = 18
|
||||
static let rowMaxWidth: CGFloat = 920
|
||||
static let detailFont: CGFloat = 19
|
||||
static let closeFont: CGFloat = 20
|
||||
static let closeSide: CGFloat = 48
|
||||
#else
|
||||
static let headerFont: CGFloat = 12
|
||||
static let labelFont: CGFloat = 16
|
||||
static let valueFont: CGFloat = 15
|
||||
static let iconFont: CGFloat = 17
|
||||
static let iconWidth: CGFloat = 28
|
||||
static let chevronFont: CGFloat = 12
|
||||
static let rowHPad: CGFloat = 16
|
||||
static let rowVPad: CGFloat = 13
|
||||
static let rowCorner: CGFloat = 14
|
||||
static let rowMaxWidth: CGFloat = 620
|
||||
static let detailFont: CGFloat = 13
|
||||
static let closeFont: CGFloat = 14
|
||||
static let closeSide: CGFloat = 34
|
||||
#endif
|
||||
}
|
||||
|
||||
/// One glyph + label cell in a hint bar.
|
||||
struct GamepadHint: Identifiable {
|
||||
let glyph: String
|
||||
@@ -45,21 +91,32 @@ struct GamepadHint: Identifiable {
|
||||
struct GamepadHintBar: View {
|
||||
let hints: [GamepadHint]
|
||||
|
||||
// 10-foot legend on tvOS, in-hand sizes elsewhere.
|
||||
#if os(tvOS)
|
||||
private static let glyphFont: CGFloat = 27
|
||||
private static let textFont: CGFloat = 20
|
||||
private static let pad: CGFloat = 18
|
||||
#else
|
||||
private static let glyphFont: CGFloat = 19
|
||||
private static let textFont: CGFloat = 14
|
||||
private static let pad: CGFloat = 13
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
HStack(spacing: 18) {
|
||||
ForEach(hints) { hint in
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: hint.glyph)
|
||||
.font(.system(size: 19))
|
||||
.font(.system(size: Self.glyphFont))
|
||||
.foregroundStyle(.white)
|
||||
Text(hint.text)
|
||||
}
|
||||
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
|
||||
}
|
||||
}
|
||||
.font(.geist(14, .semibold, relativeTo: .subheadline))
|
||||
.font(.geist(Self.textFont, .semibold, relativeTo: .subheadline))
|
||||
.foregroundStyle(.white.opacity(0.85))
|
||||
.padding(13)
|
||||
.padding(Self.pad)
|
||||
.consoleGlass(Capsule())
|
||||
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
|
||||
}
|
||||
@@ -297,30 +354,56 @@ struct GamepadFormBackground: View {
|
||||
}
|
||||
}
|
||||
|
||||
#if os(tvOS)
|
||||
/// Bare chrome for the focusable console Buttons (carousel cards, menu-list rows) on tvOS: the
|
||||
/// tile/row draws its own look and the screen's own focus treatment marks the focused element
|
||||
/// (the carousel's `.scrollTransition` center pop, the list row's `focused` styling), so the
|
||||
/// system's lift/halo would double up on it. Press feedback is a small dip, matching the
|
||||
/// interactive-glass feel elsewhere.
|
||||
struct ConsoleBareButtonStyle: ButtonStyle {
|
||||
func makeBody(configuration: Configuration) -> some View {
|
||||
configuration.label
|
||||
.scaleEffect(configuration.isPressed ? 0.97 : 1)
|
||||
.animation(.smooth(duration: 0.15), value: configuration.isPressed)
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// "Which pad is driving this UI" — the active controller's name and battery, worn as a quiet
|
||||
/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
|
||||
/// when the pad or its battery state changes.
|
||||
struct ControllerStatusChip: View {
|
||||
let controller: GamepadManager.DiscoveredController
|
||||
|
||||
// Legible from the couch on tvOS, quiet in hand elsewhere.
|
||||
#if os(tvOS)
|
||||
private static let font: CGFloat = 17
|
||||
private static let hPad: CGFloat = 16
|
||||
private static let vPad: CGFloat = 10
|
||||
#else
|
||||
private static let font: CGFloat = 12
|
||||
private static let hPad: CGFloat = 12
|
||||
private static let vPad: CGFloat = 7
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: controller.hasTouchpadAndMotion
|
||||
? "playstation.logo" : "gamecontroller.fill")
|
||||
.font(.system(size: 12))
|
||||
.font(.system(size: Self.font))
|
||||
Text(controller.name)
|
||||
.lineLimit(1)
|
||||
if let level = controller.batteryLevel {
|
||||
Image(systemName: batterySymbol(level))
|
||||
.font(.system(size: 12))
|
||||
.font(.system(size: Self.font))
|
||||
.foregroundStyle(level <= 0.2 && !controller.isCharging
|
||||
? AnyShapeStyle(.red) : AnyShapeStyle(.white.opacity(0.7)))
|
||||
}
|
||||
}
|
||||
.font(.geist(12, .medium, relativeTo: .caption))
|
||||
.font(.geist(Self.font, .medium, relativeTo: .caption))
|
||||
.foregroundStyle(.white.opacity(0.7))
|
||||
.padding(.horizontal, 12)
|
||||
.padding(.vertical, 7)
|
||||
.padding(.horizontal, Self.hPad)
|
||||
.padding(.vertical, Self.vPad)
|
||||
.background(Capsule().fill(.white.opacity(0.08)))
|
||||
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// The gamepad-driven home screen (iOS/iPadOS only): a distinct, "10-foot" console-style host
|
||||
// The gamepad-driven home screen: a distinct, "10-foot" console-style host
|
||||
// launcher shown INSTEAD of HomeView while GamepadUIEnvironment is active — a separate screen built
|
||||
// around a center-snapping carousel of hosts, driven from the couch with a controller. No touch is
|
||||
// required anywhere: A connects, Y opens a saved host's library (when the flag is on), X opens the
|
||||
@@ -14,11 +14,13 @@
|
||||
// `.safeAreaInset` (top / bottom-leading) — guaranteed inside the safe area and out of the carousel's
|
||||
// vertical budget — and the card is sized off the remaining height. macOS mounts it too (the
|
||||
// couch Mac-mini case) — same screen, with the settings/add-host covers presented as sheets
|
||||
// (macOS has no fullScreenCover). tvOS never mounts this view (native focus engine instead).
|
||||
// (macOS has no fullScreenCover). tvOS mounts it as well, driven by the native focus engine
|
||||
// (see GamepadCarousel's tvOS mode) so the Siri Remote works alongside the pad; Play/Pause
|
||||
// mirrors X for Settings since the focus engine has no concept of that button.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
import GameController
|
||||
|
||||
/// One navigable tile: a saved host, a discovered-but-unsaved one, or the trailing Add Host
|
||||
@@ -60,8 +62,9 @@ struct GamepadHomeView: View {
|
||||
let connect: (StoredHost) -> Void
|
||||
let connectDiscovered: (DiscoveredHost) -> Void
|
||||
|
||||
/// Same experimental gate the touch grid's "Browse Library…" context-menu item uses.
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
|
||||
/// Same gate the touch grid's "Browse Library…" context-menu item uses (default ON; the
|
||||
/// Settings "Game library" toggle opts out).
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
|
||||
#if os(iOS)
|
||||
/// `.compact` in a landscape phone window — drives tighter chrome so everything still fits.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
@@ -104,6 +107,12 @@ struct GamepadHomeView: View {
|
||||
try? await Task.sleep(for: .seconds(10))
|
||||
}
|
||||
}
|
||||
// The remote's Play/Pause mirrors the pad's X (Settings): the focus engine never surfaces
|
||||
// X, and historically tvOS maps a pad's X to this same press — the poll and this command
|
||||
// double-firing just sets the same Bool twice.
|
||||
#if os(tvOS)
|
||||
.onPlayPauseCommand { showSettings = true }
|
||||
#endif
|
||||
// The settings / add-host screens take over the controller (the carousel's `isActive`
|
||||
// gate above). iOS presents them full screen — the immersive console feel; macOS has no
|
||||
// fullScreenCover, so they become generously sized sheets over the dimmed launcher.
|
||||
@@ -128,11 +137,17 @@ struct GamepadHomeView: View {
|
||||
// MARK: - Hero (carousel + detail), sized to fit the space between the pinned title and hints
|
||||
|
||||
@ViewBuilder private func hero(for size: CGSize) -> some View {
|
||||
#if os(tvOS)
|
||||
// 10-foot scale: the phone-sized card reads like a postage stamp from the couch.
|
||||
let cardWidth = min(560, size.width * 0.34)
|
||||
let cardHeight = min(350, max(240, size.height - 260))
|
||||
#else
|
||||
let cardWidth = min(340, size.width * 0.84)
|
||||
// 48 ≈ the carousel's own vertical breathing (+40) plus a small margin; clamp so the strip
|
||||
// always fits the region the pinned title / hints safe-area insets leave. (The old detail
|
||||
// line below the strip is gone — it only re-printed what the centered card already shows.)
|
||||
let cardHeight = min(compact ? 176 : 224, max(118, size.height - 48))
|
||||
#endif
|
||||
VStack(spacing: compact ? 8 : 10) {
|
||||
Spacer(minLength: 0)
|
||||
carousel(cardWidth: cardWidth, cardHeight: cardHeight)
|
||||
@@ -145,7 +160,7 @@ struct GamepadHomeView: View {
|
||||
|
||||
private var titleBar: some View {
|
||||
Text("Select a Host")
|
||||
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
|
||||
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
|
||||
.foregroundStyle(.white)
|
||||
.frame(maxWidth: .infinity)
|
||||
.overlay(alignment: .trailing) {
|
||||
@@ -158,6 +173,14 @@ struct GamepadHomeView: View {
|
||||
}
|
||||
}
|
||||
|
||||
private var cardSpacing: CGFloat {
|
||||
#if os(tvOS)
|
||||
44
|
||||
#else
|
||||
30
|
||||
#endif
|
||||
}
|
||||
|
||||
// MARK: - Carousel
|
||||
|
||||
private func carousel(cardWidth: CGFloat, cardHeight: CGFloat) -> some View {
|
||||
@@ -165,7 +188,7 @@ struct GamepadHomeView: View {
|
||||
items: tiles,
|
||||
selection: $selection,
|
||||
itemWidth: cardWidth,
|
||||
spacing: 30,
|
||||
spacing: cardSpacing,
|
||||
onActivate: { $0.activate() },
|
||||
onSecondary: { openLibraryForSelected() },
|
||||
onTertiary: { showSettings = true },
|
||||
@@ -272,6 +295,31 @@ private struct GamepadHostTile: View {
|
||||
let tile: HomeTile
|
||||
let size: CGSize
|
||||
|
||||
// 10-foot metrics on tvOS, in-hand metrics elsewhere — one tile, two viewing distances.
|
||||
#if os(tvOS)
|
||||
private static let titleFont: CGFloat = 33
|
||||
private static let subtitleFont: CGFloat = 19
|
||||
private static let statusFont: CGFloat = 15
|
||||
private static let pipSide: CGFloat = 12
|
||||
private static let badgeSide: CGFloat = 70
|
||||
private static let badgeCorner: CGFloat = 19
|
||||
private static let monogramFont: CGFloat = 34
|
||||
private static let iconFont: CGFloat = 32
|
||||
private static let pad: CGFloat = 28
|
||||
private static let corner: CGFloat = 30
|
||||
#else
|
||||
private static let titleFont: CGFloat = 23
|
||||
private static let subtitleFont: CGFloat = 13
|
||||
private static let statusFont: CGFloat = 11
|
||||
private static let pipSide: CGFloat = 9
|
||||
private static let badgeSide: CGFloat = 52
|
||||
private static let badgeCorner: CGFloat = 15
|
||||
private static let monogramFont: CGFloat = 25
|
||||
private static let iconFont: CGFloat = 24
|
||||
private static let pad: CGFloat = 20
|
||||
private static let corner: CGFloat = 26
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
VStack(alignment: .leading, spacing: 0) {
|
||||
HStack(alignment: .top, spacing: 8) {
|
||||
@@ -282,38 +330,38 @@ private struct GamepadHostTile: View {
|
||||
HStack(spacing: 7) {
|
||||
if tile.isPaired {
|
||||
Image(systemName: "lock.fill")
|
||||
.font(.system(size: 11, weight: .semibold))
|
||||
.font(.system(size: Self.statusFont, weight: .semibold))
|
||||
.foregroundStyle(.white.opacity(0.5))
|
||||
}
|
||||
if tile.isOnline {
|
||||
Circle()
|
||||
.fill(Color.green)
|
||||
.frame(width: 9, height: 9)
|
||||
.frame(width: Self.pipSide, height: Self.pipSide)
|
||||
.shadow(color: .green.opacity(0.7), radius: 5)
|
||||
}
|
||||
}
|
||||
}
|
||||
Spacer(minLength: 0)
|
||||
Text(tile.title)
|
||||
.font(.geist(23, .bold, relativeTo: .title2))
|
||||
.font(.geist(Self.titleFont, .bold, relativeTo: .title2))
|
||||
.foregroundStyle(.white)
|
||||
.lineLimit(1)
|
||||
.minimumScaleFactor(0.7)
|
||||
Text(tile.subtitle)
|
||||
.font(.geist(13, relativeTo: .caption))
|
||||
.font(.geist(Self.subtitleFont, relativeTo: .caption))
|
||||
.foregroundStyle(.white.opacity(0.55))
|
||||
.lineLimit(1)
|
||||
.padding(.top, 2)
|
||||
}
|
||||
.padding(20)
|
||||
.padding(Self.pad)
|
||||
.frame(width: size.width, height: size.height, alignment: .leading)
|
||||
// Liquid Glass console tile — a brand wash marks a saved host as primary; discovered /
|
||||
// Add-Host tiles stay neutral glass with a dashed edge. Glass clips to the shape itself.
|
||||
.consoleGlass(
|
||||
RoundedRectangle(cornerRadius: 26, style: .continuous),
|
||||
RoundedRectangle(cornerRadius: Self.corner, style: .continuous),
|
||||
tint: tile.filled ? Color.brand.opacity(0.20) : nil)
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: 26, style: .continuous)
|
||||
RoundedRectangle(cornerRadius: Self.corner, style: .continuous)
|
||||
.strokeBorder(
|
||||
LinearGradient(
|
||||
colors: [.white.opacity(0.22), .white.opacity(0.04)],
|
||||
@@ -324,7 +372,7 @@ private struct GamepadHostTile: View {
|
||||
}
|
||||
|
||||
private var monogramBadge: some View {
|
||||
let shape = RoundedRectangle(cornerRadius: 15, style: .continuous)
|
||||
let shape = RoundedRectangle(cornerRadius: Self.badgeCorner, style: .continuous)
|
||||
return ZStack {
|
||||
shape.fill(tile.filled
|
||||
? AnyShapeStyle(LinearGradient(
|
||||
@@ -335,15 +383,15 @@ private struct GamepadHostTile: View {
|
||||
ProgressView().tint(.white)
|
||||
} else if let icon = tile.icon {
|
||||
Image(systemName: icon)
|
||||
.font(.system(size: 24, weight: .semibold))
|
||||
.font(.system(size: Self.iconFont, weight: .semibold))
|
||||
.foregroundStyle(Color.brand)
|
||||
} else {
|
||||
Text(monogram(tile.title))
|
||||
.font(.geistFixed(25, .bold))
|
||||
.font(.geistFixed(Self.monogramFont, .bold))
|
||||
.foregroundStyle(tile.filled ? .white : Color.brand)
|
||||
}
|
||||
}
|
||||
.frame(width: 52, height: 52)
|
||||
.frame(width: Self.badgeSide, height: Self.badgeSide)
|
||||
.overlay {
|
||||
if !tile.filled {
|
||||
shape.strokeBorder(Color.brand.opacity(0.5), lineWidth: 1)
|
||||
|
||||
@@ -1,8 +1,14 @@
|
||||
// The vertical sibling of GamepadCarousel (iOS/iPadOS/macOS): a controller-driven focus list for
|
||||
// the gamepad UI's form-like screens (GamepadSettingsView, GamepadAddHostView). Up/down moves a
|
||||
// focus bar through the rows, left/right adjusts the focused row's value, A activates it, B backs
|
||||
// out. The CALLER owns each row's look (it gets the focused flag); this component owns the focus
|
||||
// cursor, controller polling, haptics, and keeping the focused row scrolled into view.
|
||||
// The vertical sibling of GamepadCarousel (iOS/iPadOS/macOS/tvOS): a controller-driven focus list
|
||||
// for the gamepad UI's form-like screens (GamepadSettingsView, GamepadAddHostView). Up/down moves
|
||||
// a focus bar through the rows, left/right adjusts the focused row's value, A activates it, B
|
||||
// backs out. The CALLER owns each row's look (it gets the focused flag); this component owns the
|
||||
// focus cursor, controller polling, haptics, and keeping the focused row scrolled into view.
|
||||
//
|
||||
// On tvOS the rows are focusable Buttons and the NATIVE FOCUS ENGINE replaces the poll entirely
|
||||
// (Siri Remote and pads both drive it: up/down moves focus, select activates, Menu — via
|
||||
// onExitCommand — backs out). Left/right value-adjust isn't wired there; select cycles a value
|
||||
// forward exactly like A does elsewhere, the standard tvOS settings interaction. The iOS/macOS
|
||||
// poll-driven behavior is untouched by the tvOS mode.
|
||||
//
|
||||
// Unlike the carousel there is no snapping and no `.scrollPosition` two-way binding to fight: the
|
||||
// cursor is plainly authoritative, the scroll view just chases it with `scrollTo`. Touch stays a
|
||||
@@ -16,7 +22,7 @@
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
|
||||
struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hashable {
|
||||
let items: [Item]
|
||||
@@ -36,6 +42,15 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
|
||||
|
||||
@State private var input = GamepadMenuInput(manager: .shared)
|
||||
@State private var haptics = MenuHaptics(manager: .shared)
|
||||
#if os(tvOS)
|
||||
/// tvOS: the focus engine is the navigation authority for UP/DOWN — `cursor` chases this, so
|
||||
/// the caller's `focused` row styling always matches real system focus. LEFT/RIGHT adjust
|
||||
/// comes from the POLL (see `wire`), never from `.onMoveCommand`: the command stream is
|
||||
/// 4-way with no axis data (diagonal scroll wobble buckets into left/right), and its
|
||||
/// interception of up/down proved INPUT-SOURCE-DEPENDENT on hardware — keyboard arrows were
|
||||
/// intercepted but a pad's dpad was not, so programmatic stepping double-moved every press.
|
||||
@FocusState private var focusedID: Item.ID?
|
||||
#endif
|
||||
/// Authoritative focus cursor (index into `items`).
|
||||
@State private var cursor = 0
|
||||
/// A short vertical recoil when a move is refused at a list end.
|
||||
@@ -51,10 +66,23 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
|
||||
ScrollView(.vertical) {
|
||||
LazyVStack(spacing: 6) {
|
||||
ForEach(Array(items.enumerated()), id: \.element.id) { idx, item in
|
||||
#if os(tvOS)
|
||||
// A focusable Button per row: the engine moves between them, select
|
||||
// activates (`tap` keeps the cursor in step before firing). The row's
|
||||
// own `focused` styling is the focus treatment — the bare style adds
|
||||
// no system chrome on top of it.
|
||||
Button { tap(idx) } label: {
|
||||
row(item, focusedID == item.id)
|
||||
}
|
||||
.buttonStyle(ConsoleBareButtonStyle())
|
||||
.focused($focusedID, equals: item.id)
|
||||
.id(item.id)
|
||||
#else
|
||||
row(item, idx == cursor && isActive)
|
||||
.contentShape(Rectangle())
|
||||
.onTapGesture { tap(idx) }
|
||||
.id(item.id)
|
||||
#endif
|
||||
}
|
||||
}
|
||||
.padding(.vertical, 10)
|
||||
@@ -69,6 +97,20 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
|
||||
}
|
||||
}
|
||||
}
|
||||
#if os(tvOS)
|
||||
// Focus moved (remote swipe / pad dpad) — keep the cursor, the caller's focusID mirror,
|
||||
// and the controller detent in step. Menu = the list's back action (both tvOS callers
|
||||
// pass one; the screen behind would otherwise catch the press and peel too far).
|
||||
.onChange(of: focusedID) { _, newValue in
|
||||
guard let id = newValue, let idx = items.firstIndex(where: { $0.id == id }),
|
||||
idx != cursor else { return }
|
||||
cursor = idx
|
||||
focusID = id
|
||||
haptics.move()
|
||||
}
|
||||
.defaultFocus($focusedID, items.first?.id)
|
||||
.onExitCommand { onBack?() }
|
||||
#endif
|
||||
.sensoryFeedback(.selection, trigger: cursor)
|
||||
.sensoryFeedback(.selection, trigger: adjustTick)
|
||||
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
|
||||
@@ -102,6 +144,22 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
|
||||
// MARK: - Input wiring
|
||||
|
||||
private func wire() {
|
||||
#if os(tvOS)
|
||||
// The focus engine owns up/down and select (Button rows) and Menu (onExitCommand) — the
|
||||
// poll carries ONLY the horizontal axis, where its dominant-axis deadzone + hold-repeat
|
||||
// are exactly the adjust feel the other platforms have, and where the focus engine has
|
||||
// nothing to move to in a vertical list. Vertical poll directions are deliberately
|
||||
// dropped: acting on them would double the engine's own focus moves. (The Siri Remote
|
||||
// never reaches this poll — no extended profile — so remote users cycle values with
|
||||
// select instead, which `activate` already does.)
|
||||
input.onMove = { direction in
|
||||
switch direction {
|
||||
case .left: adjust(by: -1)
|
||||
case .right: adjust(by: 1)
|
||||
case .up, .down: break
|
||||
}
|
||||
}
|
||||
#else
|
||||
input.onMove = { direction in
|
||||
switch direction {
|
||||
case .up: step(by: -1)
|
||||
@@ -112,6 +170,7 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
|
||||
}
|
||||
input.onConfirm = { activate() }
|
||||
input.onBack = onBack
|
||||
#endif
|
||||
}
|
||||
|
||||
private func step(by delta: Int) {
|
||||
@@ -123,6 +182,7 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
|
||||
haptics.move()
|
||||
}
|
||||
|
||||
|
||||
private func adjust(by delta: Int) {
|
||||
guard let onAdjust, cursor >= 0, cursor < items.count else { return }
|
||||
if onAdjust(items[cursor], delta) {
|
||||
@@ -165,6 +225,12 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
|
||||
cursor = min(max(cursor, 0), items.count - 1)
|
||||
focusID = items[cursor].id
|
||||
}
|
||||
#if os(tvOS)
|
||||
// Keep real focus on the reconciled row when its old target vanished from the list.
|
||||
if focusedID == nil || !items.contains(where: { $0.id == focusedID }), cursor < items.count {
|
||||
focusedID = items[cursor].id
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private func boundaryBump(forward: Bool) {
|
||||
|
||||
@@ -29,8 +29,9 @@ struct HomeView: View {
|
||||
/// Explicit Wake-on-LAN of an offline host — fires the packet and waits for it to come online
|
||||
/// (the "Waking…" overlay), without connecting. Routed through ContentView's HostWaker.
|
||||
let wake: (StoredHost) -> Void
|
||||
/// Experimental game-library browser (gated) — the host-card "Browse Library…" action.
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
|
||||
/// Game-library browser (default ON; the Settings toggle opts out) — the host-card
|
||||
/// "Browse Library…" action.
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
|
||||
/// The host being edited (name / address / port / Wake-on-LAN MAC) — drives the edit sheet.
|
||||
@State private var editTarget: StoredHost?
|
||||
|
||||
@@ -48,6 +49,13 @@ struct HomeView: View {
|
||||
}
|
||||
}
|
||||
.padding()
|
||||
// Mirror of the action row's focusSection below: an UPWARD move from
|
||||
// the centered buttons must land back in the grid even when no card
|
||||
// sits in the buttons' columns (a lone top-left card, say). The grid
|
||||
// spans the row, so the section catches every upward ray.
|
||||
#if os(tvOS)
|
||||
.focusSection()
|
||||
#endif
|
||||
}
|
||||
if !discoveredUnsaved.isEmpty {
|
||||
discoveredSection
|
||||
@@ -67,6 +75,14 @@ struct HomeView: View {
|
||||
}
|
||||
}
|
||||
.padding(.top, 24)
|
||||
// One FULL-WIDTH focus target for any downward move out of the grid.
|
||||
// focusSection alone is not enough: the engine tests the section's
|
||||
// FRAME, and a content-hugging centered HStack only overlaps the middle
|
||||
// columns — a swipe down from an outer card dead-ends and the actions
|
||||
// are unreachable by remote. Stretching the section across the row means
|
||||
// every column's downward ray hits it.
|
||||
.frame(maxWidth: .infinity)
|
||||
.focusSection()
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@@ -198,6 +214,10 @@ struct HomeView: View {
|
||||
}
|
||||
.padding([.horizontal, .bottom])
|
||||
.padding(.top, store.hosts.isEmpty ? 0 : 8)
|
||||
// Same reachability contract as the saved grid above — see its focusSection comment.
|
||||
#if os(tvOS)
|
||||
.focusSection()
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Discovered hosts not already saved (see `HostDiscovery.unsaved` — shared with the gamepad
|
||||
@@ -259,7 +279,9 @@ struct HomeView: View {
|
||||
#if os(macOS)
|
||||
[GridItem(.adaptive(minimum: 250, maximum: 320), spacing: 16)]
|
||||
#elseif os(tvOS)
|
||||
[GridItem(.adaptive(minimum: 320), spacing: 48)]
|
||||
// Tracks CardMetrics' 10-foot sizes — at the 30pt name a 320pt column truncates
|
||||
// every hostname longer than ~10 characters.
|
||||
[GridItem(.adaptive(minimum: 460), spacing: 48)]
|
||||
#else
|
||||
[GridItem(.adaptive(minimum: 280), spacing: 16)]
|
||||
#endif
|
||||
|
||||
@@ -22,8 +22,9 @@ private struct CardMetrics {
|
||||
CardMetrics(tile: 54, monogram: 26, name: 19, meta: 13, status: 11,
|
||||
padding: 16, spacing: 14, radius: 12)
|
||||
#elseif os(tvOS)
|
||||
CardMetrics(tile: 64, monogram: 32, name: 24, meta: 16, status: 14,
|
||||
padding: 18, spacing: 18, radius: 14)
|
||||
// 10-foot sizes — the 24pt-name tier read like a phone card from the couch.
|
||||
CardMetrics(tile: 84, monogram: 42, name: 30, meta: 20, status: 17,
|
||||
padding: 24, spacing: 22, radius: 18)
|
||||
#else
|
||||
CardMetrics(tile: 44, monogram: 21, name: 15, meta: 12, status: 10.5,
|
||||
padding: 13, spacing: 12, radius: 10)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// The gamepad-driven presentation of the game library (iOS/iPadOS/macOS — see LibraryView's
|
||||
// The gamepad-driven presentation of the game library (iOS/iPadOS/macOS/tvOS — see LibraryView's
|
||||
// `gamepadUIActive` branch): a classic coverflow instead of the touch grid. All the
|
||||
// scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the coverflow card
|
||||
// (poster + the 3D recede treatment via `.scrollTransition`), the "now focused" detail panel, and
|
||||
@@ -15,7 +15,7 @@
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
import GameController
|
||||
|
||||
struct LibraryCoverflowView: View {
|
||||
|
||||
@@ -21,9 +21,9 @@ struct LibraryView: View {
|
||||
/// list fetch, reused across every poster in the grid). Built alongside `games` in `load()`;
|
||||
/// torn down on disappear since it isn't one-shot like `LibraryClient.fetch`'s own session.
|
||||
@State private var imageSession: URLSession?
|
||||
#if os(iOS) || os(macOS)
|
||||
// Gamepad-driven browsing (iOS/iPadOS/macOS) — see ContentView's identical gate. tvOS keeps
|
||||
// its existing plain-grid presentation of this same view unchanged.
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
// Gamepad-driven browsing — see ContentView's identical gate. With no controller (or the
|
||||
// setting off) every platform keeps the plain-grid presentation of this same view.
|
||||
@ObservedObject private var gamepadManager = GamepadManager.shared
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
private var gamepadUIActive: Bool {
|
||||
@@ -69,7 +69,6 @@ struct LibraryView: View {
|
||||
} else if games.isEmpty {
|
||||
emptyState
|
||||
} else {
|
||||
#if os(iOS) || os(macOS)
|
||||
if gamepadUIActive {
|
||||
LibraryCoverflowView(
|
||||
games: games, imageSession: imageSession, onLaunch: onLaunch,
|
||||
@@ -77,9 +76,6 @@ struct LibraryView: View {
|
||||
} else {
|
||||
grid
|
||||
}
|
||||
#else
|
||||
grid
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -38,10 +38,22 @@ struct PunktfunkClientApp: App {
|
||||
ContentView()
|
||||
#endif
|
||||
}
|
||||
// NOT on tvOS: under the tvOS 26 glass button style a tinted UNFOCUSED control fills
|
||||
// AND labels itself in the tint — every plain Button/TextField renders as a blank
|
||||
// brand-violet pill until focused. Untinted, tvOS keeps the system glass look
|
||||
// (visible labels, white focus lift); brand color stays on explicit Color.brand uses.
|
||||
#if !os(tvOS)
|
||||
.tint(.brand)
|
||||
#endif
|
||||
// Geist Sans is the app's typeface. This sets the default for unstyled text and the
|
||||
// form row labels; views that pick an explicit size/weight use `.geist(…)` directly.
|
||||
// tvOS reads from across the room: its system body is 29pt, so pinning the phone's
|
||||
// 17pt there shrank every unstyled control (rows, fields, buttons) to postage size.
|
||||
#if os(tvOS)
|
||||
.font(.geist(29, relativeTo: .body))
|
||||
#else
|
||||
.font(.geist(17, relativeTo: .body))
|
||||
#endif
|
||||
}
|
||||
// The Stream menu (Release Mouse ⌃⌥⇧Q, Disconnect ⌃⌥⇧D, Show/Hide Statistics ⌃⌥⇧S —
|
||||
// the cross-client Ctrl+Alt+Shift set) — a real menu bar on macOS, hardware-keyboard
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
// handshake phase, and the pump-thread → main-actor stats relay.
|
||||
|
||||
import Foundation
|
||||
import os
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
@@ -10,6 +11,15 @@ import SwiftUI
|
||||
#elseif canImport(UIKit)
|
||||
import UIKit
|
||||
#endif
|
||||
#if os(tvOS)
|
||||
import AVFoundation // AVPlayer.eligibleForHDRPlayback — the TV-capability HDR gate
|
||||
#endif
|
||||
|
||||
/// 1 Hz latency-stage line mirrored to the unified log so the stages can be read WITHOUT the
|
||||
/// on-screen HUD (Console.app, wirelessly on an iPad/Apple TV). The HUD is not a neutral
|
||||
/// instrument: any visible overlay forces the metal layer through the compositor, which costs a
|
||||
/// refresh period on the vsync-latched platforms — this is how to measure with it off.
|
||||
private let statsLog = Logger(subsystem: "io.unom.punktfunk", category: "stats")
|
||||
|
||||
/// Pump-thread-side frame counters; a 1 Hz main-actor timer drains them into @Published
|
||||
/// values. NSLock instead of an actor — the writer is the (non-async) pump thread.
|
||||
@@ -119,6 +129,12 @@ final class SessionModel: ObservableObject {
|
||||
private var audio: SessionAudio?
|
||||
private var gamepadCapture: GamepadCapture?
|
||||
private var gamepadFeedback: GamepadFeedback?
|
||||
#if os(tvOS)
|
||||
/// Siri Remote → host pointer while streaming (touch surface moves, press = left click,
|
||||
/// Play/Pause = right click) + the remote's deliberate exit (hold Back ≥ 1 s). See
|
||||
/// SiriRemotePointer — same trust gate/lifecycle as the gamepad capture above.
|
||||
private var remotePointer: SiriRemotePointer?
|
||||
#endif
|
||||
|
||||
var isBusy: Bool { phase != .idle }
|
||||
|
||||
@@ -163,6 +179,14 @@ final class SessionModel: ObservableObject {
|
||||
let displayHDR: Bool = {
|
||||
#if os(macOS)
|
||||
return (NSScreen.main?.maximumExtendedDynamicRangeColorComponentValue ?? 1.0) > 1.0
|
||||
#elseif os(tvOS)
|
||||
// NOT the EDR headroom here: on tvOS that reflects the CURRENT output mode, and
|
||||
// Apple's recommended setup runs an SDR home screen with Match Content — an
|
||||
// HDR-capable TV would read 1.0 at connect time and never be advertised. The
|
||||
// session switches the display to HDR10 itself once streaming (AVDisplayManager —
|
||||
// see StreamViewIOS), so gate on the TV's mode-independent capability; if the
|
||||
// switch never lands, the presenter's in-shader tone-map keeps PQ safe anyway.
|
||||
return AVPlayer.eligibleForHDRPlayback
|
||||
#else
|
||||
return UIScreen.main.potentialEDRHeadroom > 1.0
|
||||
#endif
|
||||
@@ -300,6 +324,10 @@ final class SessionModel: ObservableObject {
|
||||
// connection is still up); the feedback drain joins off-main like audio.
|
||||
gamepadCapture?.stop()
|
||||
gamepadCapture = nil
|
||||
#if os(tvOS)
|
||||
remotePointer?.stop() // releases any held click while the connection is still up
|
||||
remotePointer = nil
|
||||
#endif
|
||||
let feedback = gamepadFeedback
|
||||
gamepadFeedback = nil
|
||||
if let conn = connection {
|
||||
@@ -363,11 +391,20 @@ final class SessionModel: ObservableObject {
|
||||
// session's virtual pad is a DualSense). Same trust gate as audio — nothing is
|
||||
// forwarded during the trust prompt.
|
||||
let capture = GamepadCapture(connection: conn, manager: .shared)
|
||||
// The cross-client escape chord (hold L1+R1+Start+Select 1.5 s) — on tvOS the only
|
||||
// controller way out of a stream (B/Menu is swallowed during sessions; see ContentView).
|
||||
capture.onDisconnectRequest = { [weak self] in self?.disconnect() }
|
||||
capture.start()
|
||||
gamepadCapture = capture
|
||||
let feedback = GamepadFeedback(connection: conn, manager: .shared)
|
||||
feedback.start()
|
||||
gamepadFeedback = feedback
|
||||
#if os(tvOS)
|
||||
let pointer = SiriRemotePointer(connection: conn)
|
||||
pointer.onDisconnectRequest = { [weak self] in self?.disconnect() }
|
||||
pointer.start()
|
||||
remotePointer = pointer
|
||||
#endif
|
||||
}
|
||||
|
||||
private func startStatsTimer() {
|
||||
@@ -429,12 +466,32 @@ final class SessionModel: ObservableObject {
|
||||
} else {
|
||||
self.decodeValid = false
|
||||
}
|
||||
if let d = self.displayStage.drain() {
|
||||
let displayWindow = self.displayStage.drain()
|
||||
if let d = displayWindow {
|
||||
self.displayP50Ms = d.p50Ms
|
||||
self.displayValid = true
|
||||
} else {
|
||||
self.displayValid = false
|
||||
}
|
||||
// Mirror the window to the unified log (see statsLog) — one line per second,
|
||||
// stages in ms, only while frames actually flowed. `fps` counts RECEIVED AUs;
|
||||
// `presents` counts frames that reached glass (the display meter's sample count)
|
||||
// — a presents≪fps gap is the presenter dropping/serializing, an fps deficit is
|
||||
// upstream (host capture/encode or the network).
|
||||
if frames > 0 {
|
||||
let line = String(
|
||||
format: "fps=%d presents=%d e2e_p50=%.1f e2e_p95=%.1f hostnet_p50=%.1f "
|
||||
+ "decode_p50=%.1f display_p50=%.1f lost=%d",
|
||||
frames,
|
||||
displayWindow?.count ?? 0,
|
||||
self.endToEndValid ? self.endToEndP50Ms : -1,
|
||||
self.endToEndValid ? self.endToEndP95Ms : -1,
|
||||
self.hostNetworkValid ? self.hostNetworkP50Ms : -1,
|
||||
self.decodeValid ? self.decodeP50Ms : -1,
|
||||
self.displayValid ? self.displayP50Ms : -1,
|
||||
lost)
|
||||
statsLog.info("\(line, privacy: .public)")
|
||||
}
|
||||
}
|
||||
}
|
||||
// .common so the HUD keeps updating during window drags / menu tracking.
|
||||
|
||||
@@ -26,7 +26,7 @@ struct StreamHUDView: View {
|
||||
// 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)
|
||||
.padding(cardPadding)
|
||||
.glassBackground(cardShape)
|
||||
.padding(edgeInset)
|
||||
}
|
||||
@@ -145,36 +145,43 @@ struct StreamHUDView: View {
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
#endif
|
||||
#if os(tvOS)
|
||||
// No focusable control during play: a focusable button steals the controller's
|
||||
// A press (the focus engine consumes it before the host sees it). Disconnect is
|
||||
// the Siri Remote's Menu button (.onExitCommand on the stream) — just hint it.
|
||||
Text("Press Menu to disconnect")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
#else
|
||||
// ⌃⌥⇧D lives on the app's Stream menu (so it still works when the HUD is hidden)
|
||||
// and in InputCapture's monitor while captured; this button is the in-overlay,
|
||||
// click-to-disconnect affordance.
|
||||
// click-to-disconnect affordance. tvOS deliberately gets NEITHER a button (a
|
||||
// focusable control would steal the controller's A press from the host) NOR a hint
|
||||
// line: the exits are the hold gestures the start-of-stream banner teaches (hold
|
||||
// the remote's Back; hold L1+R1+Start+Select on a pad).
|
||||
#if os(macOS)
|
||||
Button("Disconnect (⌃⌥⇧D)") { model.disconnect() }
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
#else
|
||||
#elseif os(iOS)
|
||||
Button("Disconnect") { model.disconnect() }
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// 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.
|
||||
/// The card's inner content padding. Roomier on tvOS — the stat text auto-scales for the
|
||||
/// couch (relative system styles), so the card's chrome must keep pace or it reads cramped.
|
||||
private var cardPadding: CGFloat {
|
||||
#if os(tvOS)
|
||||
return 16
|
||||
#else
|
||||
return 10
|
||||
#endif
|
||||
}
|
||||
|
||||
/// The OUTER gap between the card and the screen edge. 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); tvOS floats it well clear of the TV's overscan-ish edge; macOS windows
|
||||
/// keep the classic 10.
|
||||
private var edgeInset: CGFloat {
|
||||
#if os(iOS)
|
||||
return 14
|
||||
#elseif os(tvOS)
|
||||
return 24
|
||||
#else
|
||||
return 10
|
||||
#endif
|
||||
@@ -187,6 +194,8 @@ struct StreamHUDView: View {
|
||||
private var cardCornerRadius: CGFloat {
|
||||
#if os(iOS)
|
||||
return max(12, DeviceMetrics.displayCornerRadius - edgeInset)
|
||||
#elseif os(tvOS)
|
||||
return 16 // scales with the roomier padding
|
||||
#else
|
||||
return 10
|
||||
#endif
|
||||
|
||||
@@ -1,13 +1,25 @@
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
/// Open-source acknowledgements: punktfunk's own license (MIT OR Apache-2.0) followed by the
|
||||
/// Open-source acknowledgements: Punktfunk's own license (MIT OR Apache-2.0) followed by the
|
||||
/// third-party software notices. Used as a pushed view on iOS/tvOS and a preferences tab on macOS.
|
||||
struct AcknowledgementsView: View {
|
||||
private var version: String? {
|
||||
Bundle.main.infoDictionary?["CFBundleShortVersionString"] as? String
|
||||
}
|
||||
|
||||
// TV-legible sizes for the explicitly-sized text; the in-hand sizes elsewhere. (The license
|
||||
// walls use relative system styles, which already scale per platform.)
|
||||
#if os(tvOS)
|
||||
private static let titleFont: CGFloat = 36
|
||||
private static let headlineFont: CGFloat = 26
|
||||
private static let captionFont: CGFloat = 20
|
||||
#else
|
||||
private static let titleFont: CGFloat = 22
|
||||
private static let headlineFont: CGFloat = 17
|
||||
private static let captionFont: CGFloat = 12
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
ScrollView {
|
||||
// Top-level LazyVStack so the third-party-notices chunks (Licenses.thirdPartyNoticesChunks,
|
||||
@@ -16,42 +28,40 @@ struct AcknowledgementsView: View {
|
||||
// notice chunks visually continuous; the header block carries its own spacing + bottom pad.
|
||||
LazyVStack(alignment: .leading, spacing: 0) {
|
||||
VStack(alignment: .leading, spacing: 18) {
|
||||
Text("punktfunk")
|
||||
.font(.geist(22, .bold, relativeTo: .title2))
|
||||
Text("Punktfunk")
|
||||
.font(.geist(Self.titleFont, .bold, relativeTo: .title2))
|
||||
if let version {
|
||||
Text("Version \(version)")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.font(.geist(Self.captionFont, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
Text(Licenses.appLicense)
|
||||
LicenseWall(text: Licenses.appLicense)
|
||||
.font(.caption.monospaced())
|
||||
.modifier(SelectableText())
|
||||
|
||||
Divider()
|
||||
|
||||
Text("Bundled font")
|
||||
.font(.geist(17, .semibold, relativeTo: .headline))
|
||||
Text("punktfunk ships the Geist typeface (Geist Sans), "
|
||||
.font(.geist(Self.headlineFont, .semibold, relativeTo: .headline))
|
||||
Text("Punktfunk ships the Geist typeface (Geist Sans), "
|
||||
+ "© The Geist Project Authors / Vercel, used under the SIL Open Font "
|
||||
+ "License 1.1.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.font(.geist(Self.captionFont, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
if !Licenses.fontLicense.isEmpty {
|
||||
Text(Licenses.fontLicense)
|
||||
LicenseWall(text: Licenses.fontLicense)
|
||||
.font(.caption2.monospaced())
|
||||
.modifier(SelectableText())
|
||||
}
|
||||
|
||||
Divider()
|
||||
|
||||
Text("Third-party software")
|
||||
.font(.geist(17, .semibold, relativeTo: .headline))
|
||||
.font(.geist(Self.headlineFont, .semibold, relativeTo: .headline))
|
||||
Text(
|
||||
"punktfunk uses the open-source components below, each under its own license. "
|
||||
"Punktfunk uses the open-source components below, each under its own license. "
|
||||
+ "On some platforms FFmpeg is additionally bundled under the LGPL v2.1+ "
|
||||
+ "(dynamically linked, replaceable)."
|
||||
)
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.font(.geist(Self.captionFont, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
@@ -62,6 +72,7 @@ struct AcknowledgementsView: View {
|
||||
.font(.caption2.monospaced())
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
.modifier(SelectableText())
|
||||
.modifier(TVFocusable())
|
||||
}
|
||||
}
|
||||
.frame(maxWidth: 900, alignment: .leading)
|
||||
@@ -85,3 +96,40 @@ private struct SelectableText: ViewModifier {
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/// Focus IS scrolling on tvOS: with nothing focusable in this pushed screen the license wall
|
||||
/// couldn't move at all, and a Menu press had nothing inside the NavigationStack to route
|
||||
/// through — it suspended the whole app instead of popping. Plain (non-interactive) focusability
|
||||
/// on every license/notice chunk fixes both; a chunk is sized to about two thirds of a screen
|
||||
/// (see Licenses.chunked), so each focus step reads as a page turn. The chunks must be SMALL
|
||||
/// focus stops all the way down — one tall focusable block would strand focus at its top and the
|
||||
/// next stop could sit past the LazyVStack's instantiation window.
|
||||
private struct TVFocusable: ViewModifier {
|
||||
func body(content: Content) -> some View {
|
||||
#if os(tvOS)
|
||||
content.focusable()
|
||||
#else
|
||||
content
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/// One license wall: a single selectable Text on touch/desktop; on tvOS, focus-page-sized
|
||||
/// chunks (see TVFocusable). The caller's `.font` cascades into either form.
|
||||
private struct LicenseWall: View {
|
||||
let text: String
|
||||
|
||||
var body: some View {
|
||||
#if os(tvOS)
|
||||
let chunks = Licenses.chunked(text)
|
||||
ForEach(chunks.indices, id: \.self) { i in
|
||||
Text(chunks[i])
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
.modifier(TVFocusable())
|
||||
}
|
||||
#else
|
||||
Text(text)
|
||||
.modifier(SelectableText())
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
// The gamepad-driven settings screen (iOS/iPadOS/macOS): the couch-relevant subset of SettingsView,
|
||||
// The gamepad-driven settings screen (iOS/iPadOS/macOS/tvOS): the couch-relevant subset of SettingsView,
|
||||
// restyled as a console settings page and fully navigable with a controller — up/down moves the
|
||||
// focus bar, left/right steps the focused value, A cycles/toggles it, B closes. Shown from the
|
||||
// gamepad home launcher (X); the touch SettingsView remains the full-fidelity editor (custom
|
||||
@@ -13,7 +13,7 @@
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
import GameController
|
||||
|
||||
struct GamepadSettingsView: View {
|
||||
@@ -34,8 +34,9 @@ struct GamepadSettingsView: View {
|
||||
@AppStorage(DefaultsKey.statsVerbosity) private var statsVerbosityRaw
|
||||
= StatsVerbosity.current.rawValue
|
||||
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
@AppStorage(DefaultsKey.presenter) private var presenter = SettingsOptions.presenterDefault
|
||||
@ObservedObject private var gamepads = GamepadManager.shared
|
||||
|
||||
#if os(iOS)
|
||||
@@ -47,6 +48,9 @@ struct GamepadSettingsView: View {
|
||||
private let compact = false // no size classes on macOS; the sheet is sized generously
|
||||
#endif
|
||||
@State private var focusID: String?
|
||||
/// The direction of the last value step (+1 right/forward, -1 left) — picks which edge the
|
||||
/// changed value slides in from, so the animation follows the user's motion.
|
||||
@State private var lastAdjustDelta = 1
|
||||
|
||||
var body: some View {
|
||||
GamepadMenuList(
|
||||
@@ -57,13 +61,13 @@ struct GamepadSettingsView: View {
|
||||
onBack: { dismiss() }
|
||||
) { row, focused in
|
||||
rowView(row, focused: focused)
|
||||
.frame(maxWidth: 620)
|
||||
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
|
||||
.padding(.horizontal, 24)
|
||||
}
|
||||
.frame(maxWidth: .infinity)
|
||||
.safeAreaInset(edge: .top, spacing: 0) {
|
||||
Text("Settings")
|
||||
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
|
||||
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
|
||||
.foregroundStyle(.white)
|
||||
.padding(.top, gamepadTitleTopPadding(compact: compact))
|
||||
.padding(.bottom, compact ? 4 : 8)
|
||||
@@ -74,7 +78,7 @@ struct GamepadSettingsView: View {
|
||||
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
||||
VStack(alignment: .leading, spacing: 8) {
|
||||
Text(focusedDetail)
|
||||
.font(.geist(13, relativeTo: .caption))
|
||||
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
|
||||
.foregroundStyle(.white.opacity(0.55))
|
||||
.lineLimit(2, reservesSpace: true)
|
||||
.animation(.smooth(duration: 0.2), value: focusID)
|
||||
@@ -107,61 +111,78 @@ struct GamepadSettingsView: View {
|
||||
private var closeButton: some View {
|
||||
Button { dismiss() } label: {
|
||||
Image(systemName: "xmark")
|
||||
.font(.system(size: 14, weight: .semibold))
|
||||
.font(.system(size: GamepadFormMetrics.closeFont, weight: .semibold))
|
||||
.foregroundStyle(.white)
|
||||
.frame(width: 34, height: 34)
|
||||
.frame(width: GamepadFormMetrics.closeSide, height: GamepadFormMetrics.closeSide)
|
||||
.glassBackground(Circle(), interactive: true)
|
||||
.contentShape(Circle())
|
||||
}
|
||||
.buttonStyle(.plain)
|
||||
.keyboardShortcut(.cancelAction)
|
||||
#if !os(tvOS)
|
||||
.keyboardShortcut(.cancelAction) // unavailable on tvOS (Menu is the cancel there)
|
||||
#endif
|
||||
.accessibilityLabel("Close settings")
|
||||
}
|
||||
|
||||
// MARK: - Row rendering
|
||||
|
||||
private func rowView(_ row: Row, focused: Bool) -> some View {
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
let m = GamepadFormMetrics.self
|
||||
return VStack(alignment: .leading, spacing: 6) {
|
||||
if let header = row.header {
|
||||
Text(header)
|
||||
.font(.geist(12, .semibold, relativeTo: .caption))
|
||||
.font(.geist(m.headerFont, .semibold, relativeTo: .caption))
|
||||
.tracking(1.4)
|
||||
.foregroundStyle(.white.opacity(0.45))
|
||||
.padding(.leading, 16)
|
||||
.padding(.leading, m.rowHPad)
|
||||
.padding(.top, 14)
|
||||
}
|
||||
HStack(spacing: 14) {
|
||||
Image(systemName: row.icon)
|
||||
.font(.system(size: 17))
|
||||
.font(.system(size: m.iconFont))
|
||||
.foregroundStyle(focused ? Color.brand : .white.opacity(0.55))
|
||||
.frame(width: 28)
|
||||
.frame(width: m.iconWidth)
|
||||
Text(row.label)
|
||||
.font(.geist(16, .semibold, relativeTo: .body))
|
||||
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
|
||||
.foregroundStyle(.white)
|
||||
.lineLimit(1)
|
||||
Spacer(minLength: 12)
|
||||
HStack(spacing: 9) {
|
||||
Image(systemName: "chevron.left")
|
||||
.font(.system(size: 12, weight: .semibold))
|
||||
.font(.system(size: m.chevronFont, weight: .semibold))
|
||||
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
|
||||
Text(row.value)
|
||||
.font(.geist(15, .medium, relativeTo: .callout))
|
||||
.foregroundStyle(focused ? .white : .white.opacity(0.6))
|
||||
.lineLimit(1)
|
||||
// Keyed by the value so a change slides the new option in instead of
|
||||
// hard-swapping the string — a QUIET horizontal slip following the user's
|
||||
// motion (a right-step enters from the right), crossfading over ~14 pt.
|
||||
// Deliberately not `.push`: that travels the whole container width, loud
|
||||
// and visibly outside the row. The ZStack is the stable home the
|
||||
// removed/inserted texts transition within.
|
||||
let slide: CGFloat = lastAdjustDelta >= 0 ? 14 : -14
|
||||
ZStack {
|
||||
Text(row.value)
|
||||
.font(.geist(m.valueFont, .medium, relativeTo: .callout))
|
||||
.foregroundStyle(focused ? .white : .white.opacity(0.6))
|
||||
.lineLimit(1)
|
||||
.id(row.value)
|
||||
.transition(.asymmetric(
|
||||
insertion: .offset(x: slide).combined(with: .opacity),
|
||||
removal: .offset(x: -slide).combined(with: .opacity)))
|
||||
}
|
||||
.animation(.smooth(duration: 0.22), value: row.value)
|
||||
Image(systemName: "chevron.right")
|
||||
.font(.system(size: 12, weight: .semibold))
|
||||
.font(.system(size: m.chevronFont, weight: .semibold))
|
||||
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
|
||||
}
|
||||
}
|
||||
.padding(.horizontal, 16)
|
||||
.padding(.vertical, 13)
|
||||
.padding(.horizontal, m.rowHPad)
|
||||
.padding(.vertical, m.rowVPad)
|
||||
// Every row is Liquid Glass; the focused one takes a brand wash and reacts to press.
|
||||
.consoleGlass(
|
||||
RoundedRectangle(cornerRadius: 14, style: .continuous),
|
||||
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
|
||||
tint: focused ? Color.brand.opacity(0.30) : nil,
|
||||
interactive: focused)
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: 14, style: .continuous)
|
||||
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
|
||||
.strokeBorder(.white.opacity(focused ? 0.28 : 0.06), lineWidth: 1)
|
||||
}
|
||||
.scaleEffect(focused ? 1.0 : 0.98)
|
||||
@@ -193,10 +214,12 @@ struct GamepadSettingsView: View {
|
||||
/// Dispatch by id so the focus list's stored input callbacks always act on freshly built rows
|
||||
/// (never on state captured at wire time).
|
||||
private func adjust(id: String, by delta: Int) -> Bool {
|
||||
rows.first { $0.id == id }?.adjust(delta) ?? false
|
||||
lastAdjustDelta = delta
|
||||
return rows.first { $0.id == id }?.adjust(delta) ?? false
|
||||
}
|
||||
|
||||
private func activate(id: String) {
|
||||
lastAdjustDelta = 1 // A always cycles forward
|
||||
rows.first { $0.id == id }?.activate()
|
||||
}
|
||||
|
||||
@@ -252,6 +275,12 @@ struct GamepadSettingsView: View {
|
||||
detail: "Sharper text and UI at more bandwidth — needs host opt-in and "
|
||||
+ "hardware decode.",
|
||||
value: $enable444),
|
||||
choiceRow(
|
||||
id: "presenter", icon: "rectangle.stack", label: "Presenter",
|
||||
detail: "Stage 3 paces presents to the display — lowest display latency. "
|
||||
+ "Stage 2 shows each frame on arrival. Applies from the next session.",
|
||||
options: SettingsOptions.presenters, current: presenter
|
||||
) { presenter = $0 },
|
||||
|
||||
choiceRow(
|
||||
id: "audio", header: "Audio", icon: "speaker.wave.2", label: "Audio channels",
|
||||
@@ -287,8 +316,7 @@ struct GamepadSettingsView: View {
|
||||
) { hudPlacement = $0 },
|
||||
toggleRow(
|
||||
id: "library", icon: "square.grid.2x2", label: "Game library",
|
||||
detail: "Browse and launch the host's games with \(buttonName(\.buttonY, "Y")) "
|
||||
+ "(experimental).",
|
||||
detail: "Browse and launch the host's games with \(buttonName(\.buttonY, "Y")).",
|
||||
value: $libraryEnabled),
|
||||
toggleRow(
|
||||
id: "gamepadUI", icon: "hand.tap", label: "Controller-optimized UI",
|
||||
|
||||
@@ -37,6 +37,30 @@ enum SettingsOptions {
|
||||
static let hudPlacements: [(label: String, tag: String)] =
|
||||
HUDPlacement.allCases.map { ($0.label, $0.rawValue) }
|
||||
|
||||
/// Stage-2 vs stage-3 present pacing (`DefaultsKey.presenter` — see SessionPresenter's
|
||||
/// PresenterChoice); the freeze-prone stage-1 diagnostic only ships in DEBUG builds.
|
||||
static var presenters: [(label: String, tag: String)] {
|
||||
var options: [(label: String, tag: String)] = [
|
||||
("Stage 2", "stage2"),
|
||||
("Stage 3", "stage3"),
|
||||
]
|
||||
#if DEBUG
|
||||
options.append(("Stage 1 (debug)", "stage1"))
|
||||
#endif
|
||||
return options
|
||||
}
|
||||
|
||||
/// The platform's presenter default (mirrors SessionPresenter's platformDefault — tvOS runs
|
||||
/// glass pacing, everything else arrival). Views seed their @AppStorage display from this so
|
||||
/// an untouched picker shows what actually runs.
|
||||
static var presenterDefault: String {
|
||||
#if os(tvOS)
|
||||
"stage3"
|
||||
#else
|
||||
"stage2"
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Stats-overlay tiers (`DefaultsKey.statsVerbosity`) — the `tag` is the raw value.
|
||||
static let statsVerbosities: [(label: String, tag: String)] =
|
||||
StatsVerbosity.allCases.map { ($0.label, $0.rawValue) }
|
||||
@@ -105,8 +129,8 @@ enum SettingsOptions {
|
||||
return options
|
||||
}
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
// MARK: - Stream mode (iOS + macOS pickers; tvOS builds its own preset list)
|
||||
// MARK: - Stream mode (iOS/macOS pickers + the gamepad settings rows on all three; the
|
||||
// touch/remote tvOS SettingsView builds its own preset list)
|
||||
|
||||
/// 16:9 then ultrawide presets; the device's native mode is prepended by `resolutionModes`.
|
||||
static let resolutionPresets: [(name: String, w: Int, h: Int)] = [
|
||||
@@ -124,8 +148,8 @@ enum SettingsOptions {
|
||||
@MainActor
|
||||
static func resolutionModes() -> [(name: String, w: Int, h: Int)] {
|
||||
var native: [(name: String, w: Int, h: Int)] = []
|
||||
#if os(iOS)
|
||||
let bounds = UIScreen.main.nativeBounds // portrait-oriented pixels
|
||||
#if os(iOS) || os(tvOS)
|
||||
let bounds = UIScreen.main.nativeBounds // portrait-oriented pixels (tvOS: the TV mode)
|
||||
native = [("This device",
|
||||
Int(max(bounds.width, bounds.height)),
|
||||
Int(min(bounds.width, bounds.height)))]
|
||||
@@ -145,7 +169,7 @@ enum SettingsOptions {
|
||||
/// the screen can't show), plus any stored custom value so it stays selectable.
|
||||
@MainActor
|
||||
static func refreshRates(including current: Int) -> [Int] {
|
||||
#if os(iOS)
|
||||
#if os(iOS) || os(tvOS)
|
||||
let maxHz = UIScreen.main.maximumFramesPerSecond
|
||||
#else
|
||||
let maxHz = NSScreen.main?.maximumFramesPerSecond ?? 60
|
||||
@@ -155,5 +179,4 @@ enum SettingsOptions {
|
||||
if !rates.contains(current) { rates.append(current) }
|
||||
return rates.sorted()
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -24,7 +24,7 @@ struct SettingsView: View {
|
||||
@AppStorage(DefaultsKey.compositor) var compositor = 0
|
||||
@AppStorage(DefaultsKey.gamepadType) var gamepadType = 0
|
||||
@AppStorage(DefaultsKey.bitrateKbps) var bitrateKbps = 0
|
||||
@AppStorage(DefaultsKey.presenter) var presenter = "stage2"
|
||||
@AppStorage(DefaultsKey.presenter) var presenter = SettingsOptions.presenterDefault
|
||||
#if os(macOS)
|
||||
@AppStorage(DefaultsKey.vsync) var vsync = false
|
||||
#endif
|
||||
@@ -33,7 +33,7 @@ struct SettingsView: View {
|
||||
#endif
|
||||
@AppStorage(DefaultsKey.hdrEnabled) var hdrEnabled = true
|
||||
@AppStorage(DefaultsKey.enable444) var enable444 = true
|
||||
@AppStorage(DefaultsKey.libraryEnabled) var libraryEnabled = false
|
||||
@AppStorage(DefaultsKey.libraryEnabled) var libraryEnabled = true
|
||||
@AppStorage(DefaultsKey.fullscreenWhileStreaming) var fullscreenWhileStreaming = true
|
||||
@AppStorage(DefaultsKey.micEnabled) var micEnabled = true
|
||||
@AppStorage(DefaultsKey.audioChannels) var audioChannels = 2
|
||||
@@ -43,9 +43,7 @@ struct SettingsView: View {
|
||||
@AppStorage(DefaultsKey.statsVerbosity) var statsVerbosityRaw = StatsVerbosity.current.rawValue
|
||||
@AppStorage(DefaultsKey.hudPlacement) var hudPlacement = HUDPlacement.topTrailing.rawValue
|
||||
@ObservedObject var gamepads = GamepadManager.shared
|
||||
#if !os(tvOS)
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
|
||||
#endif
|
||||
#if DEBUG && !os(tvOS)
|
||||
@State var showControllerTest = false
|
||||
#endif
|
||||
@@ -284,19 +282,6 @@ struct SettingsView: View {
|
||||
("4K @ 60", "3840x2160x60"),
|
||||
]
|
||||
|
||||
/// Stage-2 vs stage-3 present pacing (see SettingsView+Sections' presenterSection for the
|
||||
/// rationale); the freeze-prone stage-1 diagnostic only ships in DEBUG builds.
|
||||
private static var presenterOptions: [(label: String, tag: String)] {
|
||||
var options: [(label: String, tag: String)] = [
|
||||
("Stage 2 (default)", "stage2"),
|
||||
("Stage 3 (experimental)", "stage3"),
|
||||
]
|
||||
#if DEBUG
|
||||
options.append(("Stage 1 (debug)", "stage1"))
|
||||
#endif
|
||||
return options
|
||||
}
|
||||
|
||||
private var modeTag: Binding<String> {
|
||||
Binding(
|
||||
get: { "\(width)x\(height)x\(hz)" },
|
||||
@@ -313,6 +298,12 @@ struct SettingsView: View {
|
||||
Binding(get: { hdrEnabled ? "on" : "off" }, set: { hdrEnabled = $0 == "on" })
|
||||
}
|
||||
|
||||
/// The gamepad-UI switch as an on/off row (same shape as HDR above) — the escape hatch back
|
||||
/// to this focus-engine home for someone who prefers it with a controller connected.
|
||||
private var gamepadUIEnabledTag: Binding<String> {
|
||||
Binding(get: { gamepadUIEnabled ? "on" : "off" }, set: { gamepadUIEnabled = $0 == "on" })
|
||||
}
|
||||
|
||||
private var tvBody: some View {
|
||||
let currentTag = "\(width)x\(height)x\(hz)"
|
||||
let bounds = UIScreen.main.nativeBounds
|
||||
@@ -338,7 +329,7 @@ struct SettingsView: View {
|
||||
selection: $audioChannels)
|
||||
if bitrateKbps > 1_000_000 {
|
||||
Label(Self.gigabitWarning, systemImage: "exclamationmark.triangle.fill")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.font(.geist(20, relativeTo: .caption)) // TV-legible caption size
|
||||
.foregroundStyle(.orange)
|
||||
.multilineTextAlignment(.center)
|
||||
}
|
||||
@@ -347,7 +338,7 @@ struct SettingsView: View {
|
||||
selection: $compositor)
|
||||
TVSelectionRow(
|
||||
title: "Presenter",
|
||||
options: Self.presenterOptions,
|
||||
options: SettingsOptions.presenters,
|
||||
selection: $presenter)
|
||||
TVSelectionRow(
|
||||
title: "10-bit HDR",
|
||||
@@ -355,7 +346,7 @@ struct SettingsView: View {
|
||||
Text("The host creates a virtual output at exactly this mode — native "
|
||||
+ "resolution, no scaling. \(Self.bitrateFooter) A specific compositor "
|
||||
+ "is honored only if available on the host.")
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.font(.geist(20, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
.multilineTextAlignment(.center)
|
||||
.padding(.top, 8)
|
||||
@@ -375,8 +366,11 @@ struct SettingsView: View {
|
||||
TVSelectionRow(
|
||||
title: "Controller type", options: SettingsOptions.padTypes,
|
||||
selection: $gamepadType)
|
||||
TVSelectionRow(
|
||||
title: "Gamepad-optimized browsing",
|
||||
options: [("On", "on"), ("Off", "off")], selection: gamepadUIEnabledTag)
|
||||
Text(Self.controllersFooter)
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.font(.geist(20, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
.multilineTextAlignment(.center)
|
||||
.padding(.top, 8)
|
||||
|
||||
@@ -82,20 +82,36 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
|
||||
var interactive = false
|
||||
|
||||
func body(content: Content) -> some View {
|
||||
if #available(iOS 26, macOS 26, tvOS 26, *) {
|
||||
#if os(tvOS)
|
||||
// ALWAYS the material fallback on tvOS: the gamepad settings list is 15+ of these
|
||||
// surfaces, and live Liquid Glass per row made the whole screen visibly laggy on the
|
||||
// Apple TV's GPU (same class of call GlassProminentButton already makes — glass fights
|
||||
// the 10-foot platform). The tint rides an overlay so the focused row keeps its wash.
|
||||
content.background {
|
||||
shape.fill(.ultraThinMaterial)
|
||||
.environment(\.colorScheme, .dark)
|
||||
.overlay {
|
||||
if let tint { shape.fill(tint) }
|
||||
}
|
||||
}
|
||||
#else
|
||||
if #available(iOS 26, macOS 26, *) {
|
||||
content.glassEffect(glass, in: shape)
|
||||
} else {
|
||||
content.background { shape.fill(.ultraThinMaterial).environment(\.colorScheme, .dark) }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@available(iOS 26, macOS 26, tvOS 26, *)
|
||||
#if !os(tvOS)
|
||||
@available(iOS 26, macOS 26, *)
|
||||
private var glass: Glass {
|
||||
var g: Glass = .regular
|
||||
if let tint { g = g.tint(tint) }
|
||||
if interactive { g = g.interactive() }
|
||||
return g
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
extension View {
|
||||
|
||||
@@ -48,7 +48,7 @@ struct PairSheet: View {
|
||||
+ "(http://<host>:3000 → Pairing). "
|
||||
+ "Pairing verifies both sides at once — no fingerprint comparison "
|
||||
+ "needed.")
|
||||
.font(.geist(16, relativeTo: .callout))
|
||||
.font(.geist(22, relativeTo: .callout)) // TV-legible (system callout is ~25 there)
|
||||
.foregroundStyle(.secondary)
|
||||
.multilineTextAlignment(.center)
|
||||
TVFieldRow(
|
||||
@@ -59,7 +59,7 @@ struct PairSheet: View {
|
||||
) { editing = .clientName }
|
||||
if let errorText {
|
||||
Text(errorText)
|
||||
.font(.geist(16, relativeTo: .callout))
|
||||
.font(.geist(22, relativeTo: .callout))
|
||||
.foregroundStyle(.red)
|
||||
}
|
||||
HStack(spacing: 32) {
|
||||
|
||||
@@ -263,19 +263,24 @@ public final class SessionAudio {
|
||||
defer { drainDone.signal() }
|
||||
// Decode happens IN-CORE (libopus multistream) — AudioToolbox's Opus path is
|
||||
// stereo-only — and is handed back as interleaved f32 PCM in wire channel order.
|
||||
while !flag.isStopped {
|
||||
// Per-iteration autorelease pool: no runloop on this thread (see Stage2Pipeline).
|
||||
var alive = true
|
||||
while alive, !flag.isStopped {
|
||||
alive = autoreleasepool { () -> Bool in
|
||||
let pcm: PunktfunkConnection.AudioPCM?
|
||||
do {
|
||||
pcm = try connection.nextAudioPcm(timeoutMs: 100)
|
||||
} catch {
|
||||
break // session closed
|
||||
return false // session closed
|
||||
}
|
||||
guard let pcm, pcm.frameCount > 0 else { continue }
|
||||
guard let pcm, pcm.frameCount > 0 else { return true }
|
||||
pcm.samples.withUnsafeBufferPointer { p in
|
||||
if let base = p.baseAddress {
|
||||
ring.write(base, count: pcm.frameCount * pcm.channels)
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
}
|
||||
}
|
||||
thread.name = "punktfunk-audio"
|
||||
|
||||
@@ -48,6 +48,23 @@ public final class GamepadCapture {
|
||||
/// Motion forwarding floor: ≥ 4 ms between samples (≈ 250 Hz, the DualSense's own rate).
|
||||
private static let motionIntervalNs: UInt64 = 4_000_000
|
||||
|
||||
/// The cross-client controller escape chord (pf-client-core's `ESCAPE_CHORD`):
|
||||
/// L1+R1+Start+Select held together — four simultaneous buttons no game uses, so normal
|
||||
/// play can't trip it. Held for `disconnectHold` it ends the session via
|
||||
/// `onDisconnectRequest`; the chord keeps forwarding to the host meanwhile (the user is
|
||||
/// leaving anyway). The desktop clients' quick-press step (leave fullscreen / release
|
||||
/// capture) has no Apple equivalent worth wiring — macOS has ⌃⌥⇧Q/D, touch has the HUD.
|
||||
private static let escapeChord: UInt32 =
|
||||
GamepadWire.leftShoulder | GamepadWire.rightShoulder | GamepadWire.start | GamepadWire.back
|
||||
/// pf-client-core's `DISCONNECT_HOLD` — the same 1.5 s on every client.
|
||||
private static let disconnectHold: TimeInterval = 1.5
|
||||
private var chordTimer: Timer?
|
||||
/// Fired ON MAIN once the escape chord has been held `disconnectHold` — the session owner
|
||||
/// disconnects. On tvOS this (plus the Siri Remote's hold-Back) is the ONLY way out of a
|
||||
/// stream with a controller: B/Menu presses are deliberately swallowed during a session so
|
||||
/// gameplay can't end it (see ContentView's tvOS session branch).
|
||||
public var onDisconnectRequest: (() -> Void)?
|
||||
|
||||
public init(connection: PunktfunkConnection, manager: GamepadManager) {
|
||||
self.connection = connection
|
||||
self.manager = manager
|
||||
@@ -165,6 +182,7 @@ public final class GamepadCapture {
|
||||
private func sync(_ g: GCExtendedGamepad) {
|
||||
guard !suspended else { return }
|
||||
let newButtons = Self.buttonMask(g)
|
||||
updateEscapeChord(newButtons)
|
||||
let changed = newButtons ^ buttons
|
||||
if changed != 0 {
|
||||
for bit in GamepadWire.allButtons where changed & bit != 0 {
|
||||
@@ -297,7 +315,26 @@ public final class GamepadCapture {
|
||||
|
||||
/// Unwind everything held on the wire: button-ups, neutral axes, lifted fingers. The
|
||||
/// host's virtual pad returns to rest instead of running with the last state.
|
||||
/// Arm the disconnect timer when the full chord lands, disarm the moment any of the four
|
||||
/// releases. Events only arrive on state CHANGES, so a held chord needs the timer — the
|
||||
/// handler won't fire again until something moves.
|
||||
private func updateEscapeChord(_ newButtons: UInt32) {
|
||||
let held = newButtons & Self.escapeChord == Self.escapeChord
|
||||
if held, chordTimer == nil {
|
||||
let timer = Timer(timeInterval: Self.disconnectHold, repeats: false) { [weak self] _ in
|
||||
Task { @MainActor in self?.onDisconnectRequest?() }
|
||||
}
|
||||
RunLoop.main.add(timer, forMode: .common)
|
||||
chordTimer = timer
|
||||
} else if !held, chordTimer != nil {
|
||||
chordTimer?.invalidate()
|
||||
chordTimer = nil
|
||||
}
|
||||
}
|
||||
|
||||
private func releaseAll() {
|
||||
chordTimer?.invalidate()
|
||||
chordTimer = nil
|
||||
for bit in GamepadWire.allButtons where buttons & bit != 0 {
|
||||
connection.send(.gamepadButton(bit, down: false, pad: 0))
|
||||
}
|
||||
|
||||
@@ -74,7 +74,11 @@ public final class GamepadFeedback {
|
||||
// session — a DualSense or a DualShock 4 (lightbar only). Block briefly on it there and
|
||||
// let rumble own the wait elsewhere; on an Xbox session it stays nonblocking.
|
||||
let thread = Thread { [connection, flag, drainDone, weak self] in
|
||||
while !flag.isStopped {
|
||||
// Per-iteration autorelease pool: no runloop on this thread, and the haptics/HID
|
||||
// rendering below autoreleases ObjC temporaries. `false` = session over.
|
||||
var alive = true
|
||||
while alive, !flag.isStopped {
|
||||
alive = autoreleasepool { () -> Bool in
|
||||
do {
|
||||
// Poll the feedback planes NON-BLOCKING. A blocking poll (timeoutMs > 0) holds
|
||||
// the connection's shared feedback lock for its whole wait; the video pump drains
|
||||
@@ -106,12 +110,14 @@ public final class GamepadFeedback {
|
||||
self?.render(ev)
|
||||
burst += 1
|
||||
}
|
||||
return true
|
||||
} catch {
|
||||
break // .closed (or fatal) — the session is over
|
||||
return false // .closed (or fatal) — the session is over
|
||||
}
|
||||
}
|
||||
// ~8 ms poll cadence (≈125 Hz), slept OUTSIDE the feedback lock — low rumble/HID
|
||||
// latency without holding the lock the HDR-meta drain needs.
|
||||
if !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) }
|
||||
if alive, !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) }
|
||||
}
|
||||
drainDone.signal()
|
||||
}
|
||||
|
||||
@@ -0,0 +1,173 @@
|
||||
// The Siri Remote as a pointing device during a tvOS streaming session — the remote's touch
|
||||
// surface drives the HOST cursor (relative deltas, like a laptop trackpad), a surface press
|
||||
// clicks (left button), and Play/Pause right-clicks. It also owns the remote's DELIBERATE
|
||||
// session exit: hold Back/Menu ≥ `disconnectHold`. A short Back press does nothing — the
|
||||
// UIKit menu press it also generates is swallowed by ContentView's session branch, so neither
|
||||
// a trackpad fumble nor a game-controller B press can end the session (the pad's exit is the
|
||||
// L1+R1+Start+Select chord in GamepadCapture).
|
||||
//
|
||||
// The remote is read through GameController as a GCMicroGamepad with
|
||||
// `reportsAbsoluteDpadValues = true`: the dpad axes then report the finger's ABSOLUTE position
|
||||
// on the surface (±1, +y up) while touched, and snap to exactly (0, 0) on lift. Successive
|
||||
// positions are differenced into relative mouse deltas; the exact-zero snap is treated as a
|
||||
// lift (a real touch at the mathematical centre is measure-zero, and one dropped delta there
|
||||
// is imperceptible). Handlers (not a poll) — the same in-session delivery GamepadCapture
|
||||
// relies on.
|
||||
//
|
||||
// Lifecycle mirrors GamepadCapture: started by SessionModel when streaming begins (never
|
||||
// during the trust prompt), stopped on disconnect; held buttons are released on stop so the
|
||||
// host never keeps a stuck click.
|
||||
|
||||
#if os(tvOS)
|
||||
import Foundation
|
||||
import GameController
|
||||
import UIKit
|
||||
|
||||
@MainActor
|
||||
public final class SiriRemotePointer {
|
||||
private let connection: PunktfunkConnection
|
||||
private var observers: [NSObjectProtocol] = []
|
||||
private var bound: GCController?
|
||||
/// Finger position (±1 axes) at the last dpad callback while touched; nil = lifted.
|
||||
private var lastTouch: (x: Float, y: Float)?
|
||||
/// Wire buttons currently held (1 = left, 3 = right) — released on stop/unbind.
|
||||
private var heldButtons: Set<UInt32> = []
|
||||
/// When Back/Menu went down; a release after `disconnectHold` fires the exit.
|
||||
private var menuDownAt: Date?
|
||||
|
||||
/// Hold Back/Menu at least this long (then release) to end the session. Shorter than the
|
||||
/// controller chord's 1.5 s — the remote has no way to trip this during gameplay.
|
||||
private static let disconnectHold: TimeInterval = 1.0
|
||||
/// A full edge-to-edge swipe moves the host cursor about this many pixels. The surface is
|
||||
/// small; two comfortable swipes should cross a 1080p desktop.
|
||||
private static let pointerScale: Float = 1100
|
||||
/// Largest single-callback finger travel accepted as real motion (surface units; the axes
|
||||
/// span ±1, so 0.4 ≈ a fifth of the pad). On RELEASE the hardware slides the reported
|
||||
/// position back to (0, 0) through intermediate callbacks — naive differencing turns that
|
||||
/// tail into reverse deltas that RETRACE the whole swipe, so the cursor springs back to its
|
||||
/// anchor and the pointer feels absolute. Real finger motion arrives as many small steps
|
||||
/// (even a fast flick stays well under this per callback); the release tail arrives as one
|
||||
/// or two huge jumps — discard those (the anchor still follows, so nothing accumulates).
|
||||
private static let maxStep: Float = 0.4
|
||||
|
||||
/// Fired ON MAIN after Back/Menu was held ≥ `disconnectHold` and released.
|
||||
public var onDisconnectRequest: (() -> Void)?
|
||||
|
||||
public init(connection: PunktfunkConnection) {
|
||||
self.connection = connection
|
||||
}
|
||||
|
||||
public func start() {
|
||||
observers.append(NotificationCenter.default.addObserver(
|
||||
forName: .GCControllerDidConnect, object: nil, queue: .main
|
||||
) { [weak self] _ in
|
||||
MainActor.assumeIsolated { self?.rebind() }
|
||||
})
|
||||
observers.append(NotificationCenter.default.addObserver(
|
||||
forName: .GCControllerDidDisconnect, object: nil, queue: .main
|
||||
) { [weak self] _ in
|
||||
MainActor.assumeIsolated { self?.rebind() }
|
||||
})
|
||||
rebind()
|
||||
}
|
||||
|
||||
public func stop() {
|
||||
observers.forEach(NotificationCenter.default.removeObserver(_:))
|
||||
observers.removeAll()
|
||||
bind(nil)
|
||||
}
|
||||
|
||||
/// The Siri Remote is the non-extended controller carrying a microGamepad — a full gamepad
|
||||
/// (which also EXPOSES a microGamepad view of itself) must never be captured here, its
|
||||
/// buttons belong to GamepadCapture.
|
||||
private func rebind() {
|
||||
let remote = GCController.controllers().first {
|
||||
$0.extendedGamepad == nil && $0.microGamepad != nil
|
||||
}
|
||||
bind(remote)
|
||||
}
|
||||
|
||||
private func bind(_ controller: GCController?) {
|
||||
guard controller !== bound else { return }
|
||||
if let old = bound?.microGamepad {
|
||||
old.dpad.valueChangedHandler = nil
|
||||
old.buttonA.pressedChangedHandler = nil
|
||||
old.buttonX.pressedChangedHandler = nil
|
||||
old.buttonMenu.pressedChangedHandler = nil
|
||||
}
|
||||
releaseHeld()
|
||||
lastTouch = nil
|
||||
menuDownAt = nil
|
||||
bound = controller
|
||||
guard let micro = controller?.microGamepad else { return }
|
||||
|
||||
// Absolute finger position instead of the emulated dpad — the raw surface is what a
|
||||
// trackpad needs. Rotation stays off: the remote's natural grip is the coordinate frame.
|
||||
micro.reportsAbsoluteDpadValues = true
|
||||
micro.allowsRotation = false
|
||||
|
||||
micro.dpad.valueChangedHandler = { [weak self] _, x, y in
|
||||
MainActor.assumeIsolated { self?.touchMoved(x: x, y: y) }
|
||||
}
|
||||
// Surface click = left button; Play/Pause = right (the remote's only spare face button).
|
||||
micro.buttonA.pressedChangedHandler = { [weak self] _, _, pressed in
|
||||
MainActor.assumeIsolated { self?.setButton(1, down: pressed) }
|
||||
}
|
||||
micro.buttonX.pressedChangedHandler = { [weak self] _, _, pressed in
|
||||
MainActor.assumeIsolated { self?.setButton(3, down: pressed) }
|
||||
}
|
||||
micro.buttonMenu.pressedChangedHandler = { [weak self] _, _, pressed in
|
||||
MainActor.assumeIsolated { self?.menuChanged(pressed: pressed) }
|
||||
}
|
||||
}
|
||||
|
||||
private func touchMoved(x: Float, y: Float) {
|
||||
// Exact (0, 0) is the lift snap — drop the anchor so the next touch starts a fresh
|
||||
// gesture instead of a jump-delta from the old position.
|
||||
guard x != 0 || y != 0 else {
|
||||
lastTouch = nil
|
||||
return
|
||||
}
|
||||
defer { lastTouch = (x, y) }
|
||||
guard let last = lastTouch else { return } // first contact anchors, moves nothing
|
||||
let stepX = x - last.x
|
||||
let stepY = y - last.y
|
||||
// The release tail (and any tracking glitch) shows up as a single impossible jump —
|
||||
// see `maxStep`. Skip the emission; the deferred anchor update above still follows the
|
||||
// reported position, so the gesture cleanly re-anchors instead of retracing.
|
||||
guard abs(stepX) < Self.maxStep, abs(stepY) < Self.maxStep else { return }
|
||||
let dx = stepX * Self.pointerScale / 2 // axes span ±1 → full swipe = 2.0
|
||||
let dy = -stepY * Self.pointerScale / 2 // GC +y is up; mouse +y is down
|
||||
let ix = Int32(dx.rounded())
|
||||
let iy = Int32(dy.rounded())
|
||||
guard ix != 0 || iy != 0 else { return }
|
||||
connection.send(.mouseMove(dx: ix, dy: iy))
|
||||
}
|
||||
|
||||
private func setButton(_ button: UInt32, down: Bool) {
|
||||
if down { heldButtons.insert(button) } else { heldButtons.remove(button) }
|
||||
connection.send(.mouseButton(button, down: down))
|
||||
}
|
||||
|
||||
private func menuChanged(pressed: Bool) {
|
||||
if pressed {
|
||||
menuDownAt = Date()
|
||||
return
|
||||
}
|
||||
let heldFor = menuDownAt.map { Date().timeIntervalSince($0) } ?? 0
|
||||
menuDownAt = nil
|
||||
if heldFor >= Self.disconnectHold {
|
||||
onDisconnectRequest?()
|
||||
}
|
||||
// A short press is deliberately nothing: the accompanying UIKit menu press is swallowed
|
||||
// in ContentView, and forwarding it as a host key would make trackpad fumbles type.
|
||||
}
|
||||
|
||||
private func releaseHeld() {
|
||||
for button in heldButtons {
|
||||
connection.send(.mouseButton(button, down: false))
|
||||
}
|
||||
heldButtons.removeAll()
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -13,14 +13,14 @@ public enum Licenses {
|
||||
return text
|
||||
}
|
||||
|
||||
/// punktfunk's own license — MIT OR Apache-2.0, at your option.
|
||||
/// Punktfunk's own license — MIT OR Apache-2.0, at your option.
|
||||
public static var appLicense: String {
|
||||
let mit = resource("LICENSE-MIT")
|
||||
let apache = resource("LICENSE-APACHE")
|
||||
if mit.isEmpty && apache.isEmpty {
|
||||
return "punktfunk is licensed under MIT OR Apache-2.0, at your option."
|
||||
return "Punktfunk is licensed under MIT OR Apache-2.0, at your option."
|
||||
}
|
||||
return "punktfunk is licensed under MIT OR Apache-2.0, at your option.\n\n"
|
||||
return "Punktfunk is licensed under MIT OR Apache-2.0, at your option.\n\n"
|
||||
+ "================================ MIT ================================\n\n"
|
||||
+ mit
|
||||
+ "\n\n============================== Apache-2.0 ==============================\n\n"
|
||||
@@ -51,11 +51,27 @@ public enum Licenses {
|
||||
/// Acknowledgements screen renders these chunks in a `LazyVStack` (only on-screen chunks lay
|
||||
/// out, and no chunk is tall enough to clip). Split at line boundaries and joined with "\n";
|
||||
/// the inter-chunk break is the `LazyVStack` row boundary, so no text is lost. Computed once.
|
||||
public static let thirdPartyNoticesChunks: [String] = {
|
||||
let lines = thirdPartyNotices.split(separator: "\n", omittingEmptySubsequences: false)
|
||||
let chunkSize = 200
|
||||
return stride(from: 0, to: lines.count, by: chunkSize).map { start in
|
||||
lines[start..<min(start + chunkSize, lines.count)].joined(separator: "\n")
|
||||
public static let thirdPartyNoticesChunks: [String] = chunked(thirdPartyNotices)
|
||||
|
||||
/// Lines per chunk: tvOS reads much smaller chunks — focus is how tvOS scrolls, and each
|
||||
/// chunk is one focus stop, so a 200-line chunk (~5 screens tall there) would skip most of
|
||||
/// itself per step; ~24 lines ≈ two thirds of a screen reads like a page turn. Elsewhere the
|
||||
/// only constraint is the text-render height limit, so chunks stay big.
|
||||
private static var chunkLines: Int {
|
||||
#if os(tvOS)
|
||||
24
|
||||
#else
|
||||
200
|
||||
#endif
|
||||
}
|
||||
|
||||
/// `text` split at line boundaries into render/focus-sized chunks (joined with "\n"; the
|
||||
/// inter-chunk break is the caller's stack-row boundary, so no text is lost). tvOS pages
|
||||
/// focus through these — every license wall on the Acknowledgements screen renders this way.
|
||||
public static func chunked(_ text: String) -> [String] {
|
||||
let lines = text.split(separator: "\n", omittingEmptySubsequences: false)
|
||||
return stride(from: 0, to: lines.count, by: chunkLines).map { start in
|
||||
lines[start..<min(start + chunkLines, lines.count)].joined(separator: "\n")
|
||||
}
|
||||
}()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,6 +10,9 @@
|
||||
import AVFoundation
|
||||
import Foundation
|
||||
import QuartzCore
|
||||
#if os(tvOS)
|
||||
import UIKit
|
||||
#endif
|
||||
|
||||
/// Weak-target wrapper for CADisplayLink. The link retains its target, so targeting a view or
|
||||
/// presenter directly makes a `owner → link → owner` cycle that only `invalidate()` breaks — if a
|
||||
@@ -34,16 +37,31 @@ enum PresenterChoice: Equatable {
|
||||
|
||||
/// Resolve from the `PUNKTFUNK_PRESENTER` env override (A/B without touching settings) first,
|
||||
/// then the persisted `DefaultsKey.presenter` setting; anything unknown (or an empty env var)
|
||||
/// falls back to stage-2. `allowStage1` is false in release builds, where a leftover DEBUG
|
||||
/// "stage1" value silently maps to stage-2 rather than reviving the freeze-prone fallback.
|
||||
/// falls back to the platform default. `allowStage1` is false in release builds, where a
|
||||
/// leftover DEBUG "stage1" value silently maps to the default rather than reviving the
|
||||
/// freeze-prone fallback.
|
||||
static func resolve(setting: String?, env: String?, allowStage1: Bool) -> PresenterChoice {
|
||||
let raw = env.flatMap { $0.isEmpty ? nil : $0 } ?? setting
|
||||
switch raw {
|
||||
case "stage1": return allowStage1 ? .stage1 : .stage2
|
||||
case "stage1": return allowStage1 ? .stage1 : platformDefault
|
||||
case "stage2": return .stage2
|
||||
case "stage3": return .stage3
|
||||
default: return .stage2
|
||||
default: return platformDefault
|
||||
}
|
||||
}
|
||||
|
||||
/// tvOS defaults to GLASS pacing: an Apple TV is the sticky-FIFO worst case by construction —
|
||||
/// a fixed 60 Hz panel fed a 60 fps stream, where arrival pacing pins the layer's image queue
|
||||
/// at ~3 drawables and every frame rides ~50 ms of queue (the measured display stage there).
|
||||
/// The Settings picker can still force stage-2 for an A/B. Everything else keeps stage-2 (the
|
||||
/// proven default; ProMotion/desktop panels out-tick the stream often enough to drain).
|
||||
static var platformDefault: PresenterChoice {
|
||||
#if os(tvOS)
|
||||
.stage3
|
||||
#else
|
||||
.stage2
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
final class SessionPresenter {
|
||||
@@ -179,6 +197,13 @@ final class SessionPresenter {
|
||||
stage2?.setDrawableTarget(CGSize(
|
||||
width: (fit.width * contentsScale).rounded(),
|
||||
height: (fit.height * contentsScale).rounded()))
|
||||
#if os(tvOS)
|
||||
// Push the display's live EDR headroom alongside: > 1 means the TV is composited in an
|
||||
// HDR mode (the session's AVDisplayManager request landed — see StreamViewIOS), and HDR
|
||||
// frames flip to PQ passthrough. The stream view also re-layouts on mode-switch/screen-
|
||||
// mode notifications, so a mid-session switch reaches here without a bounds change.
|
||||
stage2?.setDisplayHeadroom(UIScreen.main.currentEDRHeadroom)
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Stop the active pump/pipeline (≤ one poll timeout; stage-2 joins its pump) and detach the
|
||||
|
||||
@@ -358,7 +358,12 @@ public final class Stage2Pipeline {
|
||||
// decode 4:4:4 at the negotiated resolution (the HW probe clears the common case but not a
|
||||
// resolution-ceiling miss). End cleanly instead of looping on a black screen.
|
||||
var decodeFailRun = 0
|
||||
while !token.isStopped {
|
||||
// Every iteration drains its own autorelease pool: this thread has no runloop, so
|
||||
// autoreleased VT/CM temporaries would otherwise accumulate until session end.
|
||||
// `false` = session over — exit the loop (the closure can't `break` across itself).
|
||||
var alive = true
|
||||
while alive, !token.isStopped {
|
||||
alive = autoreleasepool { () -> Bool in
|
||||
do {
|
||||
// Loss recovery (the primary path). The reassembler drops unrecoverable AUs and the
|
||||
// decoder conceals the reference-missing deltas — often WITHOUT an error callback —
|
||||
@@ -378,13 +383,13 @@ public final class Stage2Pipeline {
|
||||
if let meta = try? connection.nextHdrMeta(timeoutMs: 0) {
|
||||
presenter.setHdrMeta(meta)
|
||||
}
|
||||
guard let au = try connection.nextAU(timeoutMs: 100) else { continue }
|
||||
guard let au = try connection.nextAU(timeoutMs: 100) else { return true }
|
||||
onFrame?(au)
|
||||
if let f = connection.videoCodec.formatDescription(fromKeyframe: au.data) {
|
||||
format = f // refreshed on every IDR (mode changes included)
|
||||
awaitingIDR = false // a fresh IDR re-anchored decode — recovery complete
|
||||
}
|
||||
guard let f = format, !token.isStopped else { continue }
|
||||
guard let f = format, !token.isStopped else { return true }
|
||||
if decoder.decode(au: au, format: f) {
|
||||
decodeFailRun = 0
|
||||
} else {
|
||||
@@ -397,12 +402,14 @@ public final class Stage2Pipeline {
|
||||
// recovers within a GOP) ⇒ 4:4:4 isn't decodable here; end the session.
|
||||
if connection.isChroma444, decodeFailRun >= 180 {
|
||||
if !token.isStopped { onSessionEnd?() }
|
||||
break
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
} catch {
|
||||
if !token.isStopped { onSessionEnd?() }
|
||||
break // session closed
|
||||
return false // session closed
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -435,10 +442,14 @@ public final class Stage2Pipeline {
|
||||
let gate: PresentGate? = pacing == .glass ? PresentGate() : nil
|
||||
let renderThread = Thread {
|
||||
defer { renderStopped.signal() }
|
||||
while !token.isStopped {
|
||||
// Every iteration drains its own autorelease pool (`return` = the old `continue`):
|
||||
// this thread has no runloop, and `nextDrawable()` AUTORELEASES each CAMetalDrawable —
|
||||
// without a per-iteration pool every presented frame's drawable object (plus its
|
||||
// texture-descriptor/array retinue, ~2 MB/min at 120 fps) piles up until session end.
|
||||
while !token.isStopped { autoreleasepool {
|
||||
if renderSignal.wait(timeout: .now() + .milliseconds(100)) == .timedOut {
|
||||
debugStats?.flushIfDue(ring: ring, gate: gate)
|
||||
continue
|
||||
return
|
||||
}
|
||||
// Stage-3: while a present is in flight, don't take from the ring at all — frames
|
||||
// keep coalescing there (newest wins, the intended drop point) and the presented
|
||||
@@ -447,13 +458,13 @@ public final class Stage2Pipeline {
|
||||
if let gate, !gate.tryAcquire(now: CACurrentMediaTime()) {
|
||||
debugStats?.gatedWake()
|
||||
debugStats?.flushIfDue(ring: ring, gate: gate)
|
||||
continue
|
||||
return
|
||||
}
|
||||
guard !token.isStopped, let frame = ring.take() else {
|
||||
gate?.release() // armed but nothing to render — don't hold the gate stale
|
||||
debugStats?.emptyWake()
|
||||
debugStats?.flushIfDue(ring: ring, gate: gate)
|
||||
continue
|
||||
return
|
||||
}
|
||||
// V-Sync ON: flip on the next predicted vsync (< one period out, stale link ⇒
|
||||
// immediate — see VsyncClock). OFF: flip as soon as the GPU finishes.
|
||||
@@ -488,7 +499,7 @@ public final class Stage2Pipeline {
|
||||
ring.putBack(frame)
|
||||
}
|
||||
debugStats?.flushIfDue(ring: ring, gate: gate)
|
||||
}
|
||||
} }
|
||||
}
|
||||
renderThread.name = "punktfunk-stage2-render"
|
||||
renderThread.qualityOfService = .userInteractive
|
||||
@@ -512,6 +523,13 @@ public final class Stage2Pipeline {
|
||||
presenter.setDrawableTarget(size)
|
||||
}
|
||||
|
||||
/// Forward the display's current EDR headroom to the presenter (MAIN thread — a `UIScreen`
|
||||
/// read). tvOS flips HDR presentation between PQ passthrough and the in-shader tone-map on
|
||||
/// it; see `MetalVideoPresenter.setDisplayHeadroom`.
|
||||
public func setDisplayHeadroom(_ headroom: CGFloat) {
|
||||
presenter.setDisplayHeadroom(headroom)
|
||||
}
|
||||
|
||||
/// Stop the pump + render thread (≤ one poll timeout each) and drop the decode session. MAIN
|
||||
/// THREAD; idempotent. Does not close the connection. A restart needs a fresh Stage2Pipeline
|
||||
/// (the stop is permanent).
|
||||
|
||||
@@ -47,7 +47,12 @@ final class StreamPump {
|
||||
var awaitingIDR = false
|
||||
var awaitingSince = Date.distantPast // when the current recovery began (for the resume log)
|
||||
var wasFailed = false
|
||||
while !token.isStopped {
|
||||
// Every iteration drains its own autorelease pool: this thread has no runloop, so
|
||||
// autoreleased CM/layer temporaries would otherwise accumulate until session end.
|
||||
// `false` = session over — exit the loop (the closure can't `break` across itself).
|
||||
var alive = true
|
||||
while alive, !token.isStopped {
|
||||
alive = autoreleasepool { () -> Bool in
|
||||
do {
|
||||
// Loss recovery (the primary path). Under the host's infinite GOP the only
|
||||
// recovery keyframe is one we request. The reassembler drops unrecoverable AUs
|
||||
@@ -69,7 +74,7 @@ final class StreamPump {
|
||||
}
|
||||
if awaitingIDR { recovery.request() }
|
||||
|
||||
guard let au = try connection.nextAU(timeoutMs: 100) else { continue }
|
||||
guard let au = try connection.nextAU(timeoutMs: 100) else { return true }
|
||||
onFrame?(au)
|
||||
let idrFormat = connection.videoCodec.formatDescription(fromKeyframe: au.data)
|
||||
if let f = idrFormat {
|
||||
@@ -97,13 +102,15 @@ final class StreamPump {
|
||||
guard let f = format,
|
||||
let sample = connection.videoCodec.sampleBuffer(au: au, format: f),
|
||||
!token.isStopped // don't enqueue a stale frame after a restart
|
||||
else { continue }
|
||||
else { return true }
|
||||
layer.enqueue(sample)
|
||||
return true
|
||||
} catch {
|
||||
if !token.isStopped {
|
||||
onSessionEnd?()
|
||||
}
|
||||
break // session closed
|
||||
return false // session closed
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -36,6 +36,9 @@ import PunktfunkCore
|
||||
import SwiftUI
|
||||
import UIKit
|
||||
import os
|
||||
#if os(tvOS)
|
||||
import AVKit // AVDisplayManager — the per-session display-mode (HDR10/refresh) request
|
||||
#endif
|
||||
|
||||
/// Same diagnostic switch as InputCapture (PUNKTFUNK_INPUT_DEBUG=1): on iOS we log the
|
||||
/// resolved pointer-lock state each time capture engages, so the user can see whether the
|
||||
@@ -108,7 +111,20 @@ public struct StreamView: UIViewControllerRepresentable {
|
||||
}
|
||||
}
|
||||
|
||||
public final class StreamViewController: UIViewController {
|
||||
#if os(tvOS)
|
||||
/// tvOS: a GCEventViewController with `controllerUserInteractionEnabled = false` routes game-
|
||||
/// controller (and Siri Remote) input EXCLUSIVELY to the GameController framework while the
|
||||
/// stream is up. Without it a pad's B/Menu press doubles as a UIKit menu press — which ended
|
||||
/// the session (or suspended the whole app) from ordinary gameplay; a SwiftUI
|
||||
/// `.onExitCommand {}` swallow proved unreliable with nothing focusable on screen. Every
|
||||
/// in-session exit is GC-level by design: the pad's escape chord (GamepadCapture) and the
|
||||
/// remote's hold-Back (SiriRemotePointer).
|
||||
public typealias StreamViewControllerBase = GCEventViewController
|
||||
#else
|
||||
public typealias StreamViewControllerBase = UIViewController
|
||||
#endif
|
||||
|
||||
public final class StreamViewController: StreamViewControllerBase {
|
||||
public private(set) var connection: PunktfunkConnection?
|
||||
private var observers: [NSObjectProtocol] = []
|
||||
/// Record the unified latency stages (end-to-end / decode / display) when the stage-2
|
||||
@@ -119,6 +135,11 @@ public final class StreamViewController: UIViewController {
|
||||
/// The shared presenter stack: stage-2 (CAMetalLayer sublayer + display link) with the
|
||||
/// stage-1 StreamPump → displayLayer path as the Metal-unavailable / DEBUG fallback.
|
||||
private let presenter = SessionPresenter()
|
||||
#if os(tvOS)
|
||||
/// The window's display manager the session's mode request was set on — held weakly so
|
||||
/// stop() can clear the request even after the view has left the window.
|
||||
private weak var sessionDisplayManager: AVDisplayManager?
|
||||
#endif
|
||||
#if os(iOS)
|
||||
private var inputCapture: InputCapture?
|
||||
fileprivate var captured = false
|
||||
@@ -157,6 +178,12 @@ public final class StreamViewController: UIViewController {
|
||||
|
||||
public override func loadView() {
|
||||
view = StreamLayerUIView()
|
||||
#if os(tvOS)
|
||||
// Kill the pad/remote → UIKit press path at the source for the whole session (see the
|
||||
// GCEventViewController typealias above). GC delivery is untouched: GamepadCapture
|
||||
// forwards the pad, SiriRemotePointer drives the pointer and owns the remote exit.
|
||||
controllerUserInteractionEnabled = false
|
||||
#endif
|
||||
// Re-size the stage-2 drawable if the display scale changes without a bounds change (e.g.
|
||||
// moving to an external display at a different scale) — the iOS analogue of macOS's
|
||||
// viewDidChangeBackingProperties relayout. The handler takes the VC as its argument, so it
|
||||
@@ -230,6 +257,18 @@ public final class StreamViewController: UIViewController {
|
||||
}
|
||||
#endif
|
||||
|
||||
#if os(tvOS)
|
||||
// The GCEventViewController's interaction flag applies to the deepest such controller
|
||||
// CONTAINING THE FIRST RESPONDER — inside SwiftUI's hosting-controller sandwich that is not
|
||||
// guaranteed to be us unless we anchor the responder chain here explicitly.
|
||||
public override var canBecomeFirstResponder: Bool { true }
|
||||
|
||||
public override func viewDidAppear(_ animated: Bool) {
|
||||
super.viewDidAppear(animated)
|
||||
becomeFirstResponder()
|
||||
}
|
||||
#endif
|
||||
|
||||
func start(
|
||||
connection: PunktfunkConnection,
|
||||
onFrame: (@Sendable (AccessUnit) -> Void)?,
|
||||
@@ -342,6 +381,19 @@ public final class StreamViewController: UIViewController {
|
||||
setCaptured(true) // entering a session is the deliberate "capture me" moment
|
||||
}
|
||||
#endif
|
||||
|
||||
#if os(tvOS)
|
||||
// The TV's mode switch (requested in applyDisplayCriteriaIfNeeded) completes
|
||||
// asynchronously, and a dynamic-range-only switch doesn't re-layout by itself —
|
||||
// re-layout on the switch/mode notifications so the presenter sees the new EDR
|
||||
// headroom immediately (layout pushes UIScreen.currentEDRHeadroom down).
|
||||
observers.append(NotificationCenter.default.addObserver(
|
||||
forName: .AVDisplayManagerModeSwitchEnd, object: nil, queue: .main
|
||||
) { [weak self] _ in self?.layoutMetalLayer() })
|
||||
observers.append(NotificationCenter.default.addObserver(
|
||||
forName: UIScreen.modeDidChangeNotification, object: nil, queue: .main
|
||||
) { [weak self] _ in self?.layoutMetalLayer() })
|
||||
#endif
|
||||
}
|
||||
|
||||
func stop() {
|
||||
@@ -360,6 +412,12 @@ public final class StreamViewController: UIViewController {
|
||||
streamView.onScroll = nil
|
||||
streamView.currentHostMode = nil
|
||||
#endif
|
||||
#if os(tvOS)
|
||||
// Return the TV to the user's preferred mode — the home screen must not stay in the
|
||||
// session's HDR10/refresh mode.
|
||||
sessionDisplayManager?.preferredDisplayCriteria = nil
|
||||
sessionDisplayManager = nil
|
||||
#endif
|
||||
presenter.stop()
|
||||
connection = nil
|
||||
}
|
||||
@@ -367,8 +425,50 @@ public final class StreamViewController: UIViewController {
|
||||
public override func viewDidLayoutSubviews() {
|
||||
super.viewDidLayoutSubviews()
|
||||
layoutMetalLayer()
|
||||
#if os(tvOS)
|
||||
applyDisplayCriteriaIfNeeded()
|
||||
#endif
|
||||
}
|
||||
|
||||
#if os(tvOS)
|
||||
/// Ask the TV for a display mode matching the session — HDR10 at the stream's refresh rate —
|
||||
/// via AVDisplayManager, the tvOS mechanism custom renderers use for HDR output (AVFoundation
|
||||
/// playback layers do this implicitly). Honored only when the user allows matching (tvOS
|
||||
/// Settings → Video and Audio → Match Content); the presenter reads the RESULT off UIScreen's
|
||||
/// EDR headroom (pushed in SessionPresenter.layout) and keeps the in-shader tone-map whenever
|
||||
/// the switch never lands, so an SDR-composited display can't show blown-out PQ either way.
|
||||
/// Applied once per session, as soon as the window and the negotiated mode both exist; the
|
||||
/// stop() teardown clears it.
|
||||
private func applyDisplayCriteriaIfNeeded() {
|
||||
guard let manager = view.window?.avDisplayManager, let connection,
|
||||
manager.preferredDisplayCriteria == nil,
|
||||
UserDefaults.standard.object(forKey: DefaultsKey.hdrEnabled) as? Bool ?? true
|
||||
else { return }
|
||||
let mode = connection.currentMode()
|
||||
guard mode.width > 0, mode.height > 0, mode.refreshHz > 0 else { return }
|
||||
// A synthetic HDR10-HEVC format description carrying the negotiated mode — what the
|
||||
// stream decodes to. AVDisplayCriteria(refreshRate:formatDescription:) matches the
|
||||
// display to it (tvOS 17+, our deployment floor).
|
||||
let ext: [CFString: Any] = [
|
||||
kCMFormatDescriptionExtension_ColorPrimaries:
|
||||
kCMFormatDescriptionColorPrimaries_ITU_R_2020,
|
||||
kCMFormatDescriptionExtension_TransferFunction:
|
||||
kCMFormatDescriptionTransferFunction_SMPTE_ST_2084_PQ,
|
||||
kCMFormatDescriptionExtension_YCbCrMatrix:
|
||||
kCMFormatDescriptionYCbCrMatrix_ITU_R_2020,
|
||||
]
|
||||
var desc: CMFormatDescription?
|
||||
CMVideoFormatDescriptionCreate(
|
||||
allocator: kCFAllocatorDefault, codecType: kCMVideoCodecType_HEVC,
|
||||
width: Int32(mode.width), height: Int32(mode.height),
|
||||
extensions: ext as CFDictionary, formatDescriptionOut: &desc)
|
||||
guard let desc else { return }
|
||||
manager.preferredDisplayCriteria = AVDisplayCriteria(
|
||||
refreshRate: Float(mode.refreshHz), formatDescription: desc)
|
||||
sessionDisplayManager = manager
|
||||
}
|
||||
#endif
|
||||
|
||||
/// The display scale to render the metal drawable at. `traitCollection.displayScale` is the
|
||||
/// canonical render scale and is reliable once the controller is in the hierarchy;
|
||||
/// `view.contentScaleFactor` can read 1.0 before the view attaches to a window/screen, which
|
||||
|
||||
Reference in New Issue
Block a user