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:
2026-07-10 16:58:35 +02:00
parent 1fcf9e11ec
commit 3ba19f28a2
29 changed files with 1208 additions and 242 deletions
@@ -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)