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>
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@@ -2,11 +2,12 @@
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// GamepadAddHostView, LibraryCoverflowView): the full-bleed console backdrop, the
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// controller-glyph hint bar, and the connected-controller status chip. One look across every
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// screen is what makes the gamepad UI read as a coherent mode rather than a set of themed pages.
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// iOS/iPadOS and macOS (the couch Mac-mini case); tvOS keeps its native focus engine instead.
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// iOS/iPadOS, macOS (the couch Mac-mini case), and tvOS — where the same screens are driven by
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// the native focus engine instead of the controller poll (see GamepadCarousel/GamepadMenuList).
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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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import GameController
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/// The active controller's real glyph for a button (Xbox "A", DualSense ✕, …) via
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@@ -31,6 +32,51 @@ func gamepadTitleTopPadding(compact: Bool) -> CGFloat {
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#endif
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}
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/// Point size for a gamepad screen's pinned title: TV-large on tvOS (read from the couch), the
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/// in-hand compact-aware sizes elsewhere.
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func gamepadTitleSize(compact: Bool) -> CGFloat {
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#if os(tvOS)
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44
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#else
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compact ? 20 : 30
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#endif
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}
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/// Metrics shared by the gamepad form screens' glass rows (GamepadSettingsView,
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/// GamepadAddHostView) — one set of numbers so the two screens read as the same surface,
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/// sized for the couch on tvOS and for the hand elsewhere.
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enum GamepadFormMetrics {
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#if os(tvOS)
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static let headerFont: CGFloat = 17
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static let labelFont: CGFloat = 23
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static let valueFont: CGFloat = 21
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static let iconFont: CGFloat = 24
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static let iconWidth: CGFloat = 40
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static let chevronFont: CGFloat = 16
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static let rowHPad: CGFloat = 24
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static let rowVPad: CGFloat = 19
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static let rowCorner: CGFloat = 18
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static let rowMaxWidth: CGFloat = 920
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static let detailFont: CGFloat = 19
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static let closeFont: CGFloat = 20
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static let closeSide: CGFloat = 48
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#else
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static let headerFont: CGFloat = 12
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static let labelFont: CGFloat = 16
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static let valueFont: CGFloat = 15
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static let iconFont: CGFloat = 17
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static let iconWidth: CGFloat = 28
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static let chevronFont: CGFloat = 12
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static let rowHPad: CGFloat = 16
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static let rowVPad: CGFloat = 13
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static let rowCorner: CGFloat = 14
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static let rowMaxWidth: CGFloat = 620
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static let detailFont: CGFloat = 13
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static let closeFont: CGFloat = 14
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static let closeSide: CGFloat = 34
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#endif
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}
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/// One glyph + label cell in a hint bar.
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struct GamepadHint: Identifiable {
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let glyph: String
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@@ -45,21 +91,32 @@ struct GamepadHint: Identifiable {
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struct GamepadHintBar: View {
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let hints: [GamepadHint]
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// 10-foot legend on tvOS, in-hand sizes elsewhere.
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#if os(tvOS)
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private static let glyphFont: CGFloat = 27
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private static let textFont: CGFloat = 20
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private static let pad: CGFloat = 18
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#else
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private static let glyphFont: CGFloat = 19
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private static let textFont: CGFloat = 14
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private static let pad: CGFloat = 13
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#endif
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var body: some View {
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HStack(spacing: 18) {
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ForEach(hints) { hint in
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HStack(spacing: 7) {
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Image(systemName: hint.glyph)
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.font(.system(size: 19))
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.font(.system(size: Self.glyphFont))
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.foregroundStyle(.white)
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Text(hint.text)
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}
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.fixedSize() // keep glyph + label together; never truncate a hint mid-word
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}
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}
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.font(.geist(14, .semibold, relativeTo: .subheadline))
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.font(.geist(Self.textFont, .semibold, relativeTo: .subheadline))
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.foregroundStyle(.white.opacity(0.85))
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.padding(13)
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.padding(Self.pad)
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.consoleGlass(Capsule())
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.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
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}
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@@ -297,30 +354,56 @@ struct GamepadFormBackground: View {
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}
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}
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#if os(tvOS)
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/// Bare chrome for the focusable console Buttons (carousel cards, menu-list rows) on tvOS: the
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/// tile/row draws its own look and the screen's own focus treatment marks the focused element
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/// (the carousel's `.scrollTransition` center pop, the list row's `focused` styling), so the
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/// system's lift/halo would double up on it. Press feedback is a small dip, matching the
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/// interactive-glass feel elsewhere.
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struct ConsoleBareButtonStyle: ButtonStyle {
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func makeBody(configuration: Configuration) -> some View {
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configuration.label
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.scaleEffect(configuration.isPressed ? 0.97 : 1)
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.animation(.smooth(duration: 0.15), value: configuration.isPressed)
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}
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}
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#endif
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/// "Which pad is driving this UI" — the active controller's name and battery, worn as a quiet
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/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
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/// when the pad or its battery state changes.
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struct ControllerStatusChip: View {
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let controller: GamepadManager.DiscoveredController
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// Legible from the couch on tvOS, quiet in hand elsewhere.
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#if os(tvOS)
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private static let font: CGFloat = 17
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private static let hPad: CGFloat = 16
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private static let vPad: CGFloat = 10
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#else
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private static let font: CGFloat = 12
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private static let hPad: CGFloat = 12
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private static let vPad: CGFloat = 7
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#endif
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var body: some View {
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HStack(spacing: 7) {
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Image(systemName: controller.hasTouchpadAndMotion
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? "playstation.logo" : "gamecontroller.fill")
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.font(.system(size: 12))
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.font(.system(size: Self.font))
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Text(controller.name)
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.lineLimit(1)
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if let level = controller.batteryLevel {
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Image(systemName: batterySymbol(level))
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.font(.system(size: 12))
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.font(.system(size: Self.font))
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.foregroundStyle(level <= 0.2 && !controller.isCharging
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? AnyShapeStyle(.red) : AnyShapeStyle(.white.opacity(0.7)))
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}
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}
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.font(.geist(12, .medium, relativeTo: .caption))
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.font(.geist(Self.font, .medium, relativeTo: .caption))
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.foregroundStyle(.white.opacity(0.7))
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.padding(.horizontal, 12)
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.padding(.vertical, 7)
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.padding(.horizontal, Self.hPad)
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.padding(.vertical, Self.vPad)
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.background(Capsule().fill(.white.opacity(0.08)))
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.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
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}
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