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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@@ -1,8 +1,14 @@
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// The vertical sibling of GamepadCarousel (iOS/iPadOS/macOS): a controller-driven focus list for
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// the gamepad UI's form-like screens (GamepadSettingsView, GamepadAddHostView). Up/down moves a
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// focus bar through the rows, left/right adjusts the focused row's value, A activates it, B backs
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// out. The CALLER owns each row's look (it gets the focused flag); this component owns the focus
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// cursor, controller polling, haptics, and keeping the focused row scrolled into view.
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// The vertical sibling of GamepadCarousel (iOS/iPadOS/macOS/tvOS): a controller-driven focus list
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// for the gamepad UI's form-like screens (GamepadSettingsView, GamepadAddHostView). Up/down moves
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// a focus bar through the rows, left/right adjusts the focused row's value, A activates it, B
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// backs out. The CALLER owns each row's look (it gets the focused flag); this component owns the
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// focus cursor, controller polling, haptics, and keeping the focused row scrolled into view.
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//
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// On tvOS the rows are focusable Buttons and the NATIVE FOCUS ENGINE replaces the poll entirely
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// (Siri Remote and pads both drive it: up/down moves focus, select activates, Menu — via
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// onExitCommand — backs out). Left/right value-adjust isn't wired there; select cycles a value
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// forward exactly like A does elsewhere, the standard tvOS settings interaction. The iOS/macOS
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// poll-driven behavior is untouched by the tvOS mode.
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//
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// Unlike the carousel there is no snapping and no `.scrollPosition` two-way binding to fight: the
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// cursor is plainly authoritative, the scroll view just chases it with `scrollTo`. Touch stays a
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@@ -16,7 +22,7 @@
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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 GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hashable {
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let items: [Item]
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@@ -36,6 +42,15 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
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@State private var input = GamepadMenuInput(manager: .shared)
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@State private var haptics = MenuHaptics(manager: .shared)
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#if os(tvOS)
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/// tvOS: the focus engine is the navigation authority for UP/DOWN — `cursor` chases this, so
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/// the caller's `focused` row styling always matches real system focus. LEFT/RIGHT adjust
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/// comes from the POLL (see `wire`), never from `.onMoveCommand`: the command stream is
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/// 4-way with no axis data (diagonal scroll wobble buckets into left/right), and its
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/// interception of up/down proved INPUT-SOURCE-DEPENDENT on hardware — keyboard arrows were
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/// intercepted but a pad's dpad was not, so programmatic stepping double-moved every press.
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@FocusState private var focusedID: Item.ID?
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#endif
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/// Authoritative focus cursor (index into `items`).
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@State private var cursor = 0
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/// A short vertical recoil when a move is refused at a list end.
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@@ -51,10 +66,23 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
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ScrollView(.vertical) {
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LazyVStack(spacing: 6) {
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ForEach(Array(items.enumerated()), id: \.element.id) { idx, item in
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#if os(tvOS)
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// A focusable Button per row: the engine moves between them, select
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// activates (`tap` keeps the cursor in step before firing). The row's
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// own `focused` styling is the focus treatment — the bare style adds
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// no system chrome on top of it.
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Button { tap(idx) } label: {
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row(item, focusedID == item.id)
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}
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.buttonStyle(ConsoleBareButtonStyle())
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.focused($focusedID, equals: item.id)
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.id(item.id)
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#else
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row(item, idx == cursor && isActive)
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.contentShape(Rectangle())
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.onTapGesture { tap(idx) }
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.id(item.id)
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#endif
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}
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}
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.padding(.vertical, 10)
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@@ -69,6 +97,20 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
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}
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}
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}
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#if os(tvOS)
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// Focus moved (remote swipe / pad dpad) — keep the cursor, the caller's focusID mirror,
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// and the controller detent in step. Menu = the list's back action (both tvOS callers
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// pass one; the screen behind would otherwise catch the press and peel too far).
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.onChange(of: focusedID) { _, newValue in
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guard let id = newValue, let idx = items.firstIndex(where: { $0.id == id }),
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idx != cursor else { return }
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cursor = idx
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focusID = id
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haptics.move()
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}
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.defaultFocus($focusedID, items.first?.id)
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.onExitCommand { onBack?() }
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#endif
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.sensoryFeedback(.selection, trigger: cursor)
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.sensoryFeedback(.selection, trigger: adjustTick)
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.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
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@@ -102,6 +144,22 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
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// MARK: - Input wiring
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private func wire() {
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#if os(tvOS)
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// The focus engine owns up/down and select (Button rows) and Menu (onExitCommand) — the
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// poll carries ONLY the horizontal axis, where its dominant-axis deadzone + hold-repeat
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// are exactly the adjust feel the other platforms have, and where the focus engine has
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// nothing to move to in a vertical list. Vertical poll directions are deliberately
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// dropped: acting on them would double the engine's own focus moves. (The Siri Remote
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// never reaches this poll — no extended profile — so remote users cycle values with
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// select instead, which `activate` already does.)
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input.onMove = { direction in
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switch direction {
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case .left: adjust(by: -1)
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case .right: adjust(by: 1)
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case .up, .down: break
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}
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}
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#else
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input.onMove = { direction in
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switch direction {
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case .up: step(by: -1)
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@@ -112,6 +170,7 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
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}
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input.onConfirm = { activate() }
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input.onBack = onBack
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#endif
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}
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private func step(by delta: Int) {
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@@ -123,6 +182,7 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
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haptics.move()
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}
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private func adjust(by delta: Int) {
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guard let onAdjust, cursor >= 0, cursor < items.count else { return }
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if onAdjust(items[cursor], delta) {
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@@ -165,6 +225,12 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
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cursor = min(max(cursor, 0), items.count - 1)
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focusID = items[cursor].id
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}
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#if os(tvOS)
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// Keep real focus on the reconciled row when its old target vanished from the list.
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if focusedID == nil || !items.contains(where: { $0.id == focusedID }), cursor < items.count {
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focusedID = items[cursor].id
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}
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#endif
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}
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private func boundaryBump(forward: Bool) {
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