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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@@ -82,20 +82,36 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
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var interactive = false
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func body(content: Content) -> some View {
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if #available(iOS 26, macOS 26, tvOS 26, *) {
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#if os(tvOS)
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// ALWAYS the material fallback on tvOS: the gamepad settings list is 15+ of these
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// surfaces, and live Liquid Glass per row made the whole screen visibly laggy on the
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// Apple TV's GPU (same class of call GlassProminentButton already makes — glass fights
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// the 10-foot platform). The tint rides an overlay so the focused row keeps its wash.
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content.background {
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shape.fill(.ultraThinMaterial)
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.environment(\.colorScheme, .dark)
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.overlay {
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if let tint { shape.fill(tint) }
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}
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}
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#else
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if #available(iOS 26, macOS 26, *) {
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content.glassEffect(glass, in: shape)
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} else {
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content.background { shape.fill(.ultraThinMaterial).environment(\.colorScheme, .dark) }
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}
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#endif
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}
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@available(iOS 26, macOS 26, tvOS 26, *)
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#if !os(tvOS)
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@available(iOS 26, macOS 26, *)
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private var glass: Glass {
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var g: Glass = .regular
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if let tint { g = g.tint(tint) }
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if interactive { g = g.interactive() }
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return g
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}
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#endif
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}
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extension View {
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