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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@@ -26,7 +26,7 @@ struct StreamHUDView: View {
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// this card — its frame (and, on iOS, its clamped corner) animate to the new size — rather
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// than cross-fading a whole new card in. Only the inner content switches per tier.
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tierContent
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.padding(10)
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.padding(cardPadding)
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.glassBackground(cardShape)
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.padding(edgeInset)
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}
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@@ -145,36 +145,43 @@ struct StreamHUDView: View {
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.foregroundStyle(.secondary)
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}
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#endif
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#if os(tvOS)
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// No focusable control during play: a focusable button steals the controller's
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// A press (the focus engine consumes it before the host sees it). Disconnect is
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// the Siri Remote's Menu button (.onExitCommand on the stream) — just hint it.
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Text("Press Menu to disconnect")
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.font(.geist(12, relativeTo: .caption))
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.foregroundStyle(.secondary)
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#else
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// ⌃⌥⇧D lives on the app's Stream menu (so it still works when the HUD is hidden)
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// and in InputCapture's monitor while captured; this button is the in-overlay,
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// click-to-disconnect affordance.
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// click-to-disconnect affordance. tvOS deliberately gets NEITHER a button (a
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// focusable control would steal the controller's A press from the host) NOR a hint
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// line: the exits are the hold gestures the start-of-stream banner teaches (hold
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// the remote's Back; hold L1+R1+Start+Select on a pad).
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#if os(macOS)
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Button("Disconnect (⌃⌥⇧D)") { model.disconnect() }
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.font(.geist(12, relativeTo: .caption))
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#else
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#elseif os(iOS)
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Button("Disconnect") { model.disconnect() }
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.font(.geist(12, relativeTo: .caption))
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#endif
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#endif
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}
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}
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// MARK: - Card metrics
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/// The OUTER gap between the card and the screen edge. (Inner content padding stays a fixed 10.)
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/// On iOS the card hugs a physically rounded display corner, so it sits a little further in and
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/// pairs with a concentric corner radius (below); on macOS/tvOS windows the classic 10 reads fine.
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/// The card's inner content padding. Roomier on tvOS — the stat text auto-scales for the
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/// couch (relative system styles), so the card's chrome must keep pace or it reads cramped.
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private var cardPadding: CGFloat {
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#if os(tvOS)
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return 16
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#else
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return 10
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#endif
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}
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/// The OUTER gap between the card and the screen edge. On iOS the card hugs a physically
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/// rounded display corner, so it sits a little further in and pairs with a concentric corner
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/// radius (below); tvOS floats it well clear of the TV's overscan-ish edge; macOS windows
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/// keep the classic 10.
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private var edgeInset: CGFloat {
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#if os(iOS)
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return 14
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#elseif os(tvOS)
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return 24
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#else
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return 10
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#endif
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@@ -187,6 +194,8 @@ struct StreamHUDView: View {
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private var cardCornerRadius: CGFloat {
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#if os(iOS)
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return max(12, DeviceMetrics.displayCornerRadius - edgeInset)
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#elseif os(tvOS)
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return 16 // scales with the roomier padding
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#else
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return 10
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#endif
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