feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
ci / rust (push) Failing after 50s
ci / web (push) Successful in 57s
decky / build-publish (push) Successful in 14s
ci / docs-site (push) Successful in 1m2s
docker / build-push (., web/Dockerfile, punktfunk-web) (push) Successful in 29s
docker / build-push (ci, ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 7s
docker / build-push (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 6s
flatpak / build-publish (push) Failing after 2m14s
ci / bench (push) Successful in 5m34s
docker / build-push (--build-arg FEDORA_VERSION=44, ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm) (push) Successful in 5m48s
docker / build-push (ci, ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 5m46s
docker / deploy-docs (push) Successful in 23s
windows-host / package (push) Successful in 11m40s
arch / build-publish (push) Successful in 18m10s
deb / build-publish (push) Successful in 18m9s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 4m21s
android / android (push) Successful in 21m4s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 17m2s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 19m37s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 5m38s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 1m3s
windows / build (x86_64-pc-windows-msvc) (push) Failing after 1m2s
release / apple (push) Has been cancelled
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled

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
@@ -48,6 +48,23 @@ public final class GamepadCapture {
/// Motion forwarding floor: 4 ms between samples ( 250 Hz, the DualSense's own rate).
private static let motionIntervalNs: UInt64 = 4_000_000
/// The cross-client controller escape chord (pf-client-core's `ESCAPE_CHORD`):
/// L1+R1+Start+Select held together four simultaneous buttons no game uses, so normal
/// play can't trip it. Held for `disconnectHold` it ends the session via
/// `onDisconnectRequest`; the chord keeps forwarding to the host meanwhile (the user is
/// leaving anyway). The desktop clients' quick-press step (leave fullscreen / release
/// capture) has no Apple equivalent worth wiring macOS has Q/D, touch has the HUD.
private static let escapeChord: UInt32 =
GamepadWire.leftShoulder | GamepadWire.rightShoulder | GamepadWire.start | GamepadWire.back
/// pf-client-core's `DISCONNECT_HOLD` the same 1.5 s on every client.
private static let disconnectHold: TimeInterval = 1.5
private var chordTimer: Timer?
/// Fired ON MAIN once the escape chord has been held `disconnectHold` the session owner
/// disconnects. On tvOS this (plus the Siri Remote's hold-Back) is the ONLY way out of a
/// stream with a controller: B/Menu presses are deliberately swallowed during a session so
/// gameplay can't end it (see ContentView's tvOS session branch).
public var onDisconnectRequest: (() -> Void)?
public init(connection: PunktfunkConnection, manager: GamepadManager) {
self.connection = connection
self.manager = manager
@@ -165,6 +182,7 @@ public final class GamepadCapture {
private func sync(_ g: GCExtendedGamepad) {
guard !suspended else { return }
let newButtons = Self.buttonMask(g)
updateEscapeChord(newButtons)
let changed = newButtons ^ buttons
if changed != 0 {
for bit in GamepadWire.allButtons where changed & bit != 0 {
@@ -297,7 +315,26 @@ public final class GamepadCapture {
/// Unwind everything held on the wire: button-ups, neutral axes, lifted fingers. The
/// host's virtual pad returns to rest instead of running with the last state.
/// Arm the disconnect timer when the full chord lands, disarm the moment any of the four
/// releases. Events only arrive on state CHANGES, so a held chord needs the timer the
/// handler won't fire again until something moves.
private func updateEscapeChord(_ newButtons: UInt32) {
let held = newButtons & Self.escapeChord == Self.escapeChord
if held, chordTimer == nil {
let timer = Timer(timeInterval: Self.disconnectHold, repeats: false) { [weak self] _ in
Task { @MainActor in self?.onDisconnectRequest?() }
}
RunLoop.main.add(timer, forMode: .common)
chordTimer = timer
} else if !held, chordTimer != nil {
chordTimer?.invalidate()
chordTimer = nil
}
}
private func releaseAll() {
chordTimer?.invalidate()
chordTimer = nil
for bit in GamepadWire.allButtons where buttons & bit != 0 {
connection.send(.gamepadButton(bit, down: false, pad: 0))
}
@@ -74,7 +74,11 @@ public final class GamepadFeedback {
// session a DualSense or a DualShock 4 (lightbar only). Block briefly on it there and
// let rumble own the wait elsewhere; on an Xbox session it stays nonblocking.
let thread = Thread { [connection, flag, drainDone, weak self] in
while !flag.isStopped {
// Per-iteration autorelease pool: no runloop on this thread, and the haptics/HID
// rendering below autoreleases ObjC temporaries. `false` = session over.
var alive = true
while alive, !flag.isStopped {
alive = autoreleasepool { () -> Bool in
do {
// Poll the feedback planes NON-BLOCKING. A blocking poll (timeoutMs > 0) holds
// the connection's shared feedback lock for its whole wait; the video pump drains
@@ -106,12 +110,14 @@ public final class GamepadFeedback {
self?.render(ev)
burst += 1
}
return true
} catch {
break // .closed (or fatal) the session is over
return false // .closed (or fatal) the session is over
}
}
// ~8 ms poll cadence (125 Hz), slept OUTSIDE the feedback lock low rumble/HID
// latency without holding the lock the HDR-meta drain needs.
if !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) }
if alive, !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) }
}
drainDone.signal()
}