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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@@ -74,7 +74,11 @@ public final class GamepadFeedback {
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// session — a DualSense or a DualShock 4 (lightbar only). Block briefly on it there and
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// let rumble own the wait elsewhere; on an Xbox session it stays nonblocking.
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let thread = Thread { [connection, flag, drainDone, weak self] in
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while !flag.isStopped {
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// Per-iteration autorelease pool: no runloop on this thread, and the haptics/HID
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// rendering below autoreleases ObjC temporaries. `false` = session over.
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var alive = true
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while alive, !flag.isStopped {
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alive = autoreleasepool { () -> Bool in
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do {
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// Poll the feedback planes NON-BLOCKING. A blocking poll (timeoutMs > 0) holds
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// the connection's shared feedback lock for its whole wait; the video pump drains
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@@ -106,12 +110,14 @@ public final class GamepadFeedback {
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self?.render(ev)
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burst += 1
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}
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return true
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} catch {
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break // .closed (or fatal) — the session is over
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return false // .closed (or fatal) — the session is over
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}
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}
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// ~8 ms poll cadence (≈125 Hz), slept OUTSIDE the feedback lock — low rumble/HID
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// latency without holding the lock the HDR-meta drain needs.
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if !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) }
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if alive, !flag.isStopped { Thread.sleep(forTimeInterval: 0.008) }
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}
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drainDone.signal()
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}
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