Merge pull request 'An OLED palette, and split WHETHER the gamepad UI is offered from WHEN it appears' (#116) from worktree-oled-theme-gamepad-ui-split into main
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Reviewed-on: #116
This commit was merged in pull request #116.
This commit is contained in:
@@ -69,11 +69,14 @@ fun App(forceGamepadUi: Boolean = false) {
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// later manual Back out of the library is not undone by a stale value.
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var reopenLibraryHostId by remember { mutableStateOf<String?>(null) }
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// Console (gamepad) mode mirrors the Apple client: the setting AND (a pad is attached OR this is
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// a TV OR the dev force flag). Flips live as controllers connect/disconnect.
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// Console (gamepad) mode mirrors the Apple client: the setting AND (its mode says Always OR a
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// pad is attached OR this is a TV OR the dev force flag). Flips live as controllers
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// connect/disconnect — unless the mode is Always, where it simply stays.
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val tv = remember { isTvDevice(context) }
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val controllerConnected by rememberControllerConnected()
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val gamepadUi = gamepadUiActive(settings.gamepadUiEnabled, controllerConnected, tv, forceGamepadUi)
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val gamepadUi = gamepadUiActive(
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settings.gamepadUiEnabled, settings.gamepadUiMode, controllerConnected, tv, forceGamepadUi,
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)
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// Publish the live session process-wide, so a `punktfunk://` link that arrives as a SECOND
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// activity instance (the normal case under `launchMode = standard`) can refuse it before that
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@@ -67,7 +67,7 @@ class GamepadPalette(
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)
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/**
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* The twelve shipped palettes: the brand default, five more dark fields, then six pale
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* The thirteen shipped palettes: the brand default, six more dark fields, then six pale
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* ones. Cycling order runs dark → light, so stepping the row walks the range one way.
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*/
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val ALL = listOf(
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@@ -77,6 +77,22 @@ class GamepadPalette(
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ground = Triple(0.075, 0.060, 0.160),
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accent = Triple(0.525, 0.471, 0.961), light = false,
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),
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GamepadPalette(
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// For OLED and AMOLED panels, where a black pixel is a pixel switched off — no
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// glow, no power. The first two stops are literally (0,0,0), so the shaded half
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// of the field is genuinely off rather than "very dark grey", and the ground is
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// pure black too: the calm mix on the form screens lifts toward nothing. What is
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// left is a faint indigo→violet ember in the bright corner. The accent stays the
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// brand violet — focus has to be findable on black.
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"oled", "OLED",
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listOf(
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Triple(0.000, 0.000, 0.000), Triple(0.000, 0.000, 0.000),
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Triple(0.010, 0.020, 0.100), Triple(0.045, 0.016, 0.115),
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Triple(0.120, 0.024, 0.130),
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),
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ground = Triple(0.0, 0.0, 0.0),
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accent = Triple(0.525, 0.471, 0.961), light = false,
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),
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GamepadPalette(
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// Deep indigo climbing through violet into a hot magenta.
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"nebula", "Nebula",
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@@ -665,6 +665,21 @@ internal fun buildSettingsRows(
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"Turn off to use the touch interface even with a controller connected.",
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s.gamepadUiEnabled,
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) { update(s.copy(gamepadUiEnabled = it)) },
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) + listOfNotNull(
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// WHEN the switch above takes over. Built only while it is ON: turn the switch off from
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// this very screen and the row under the cursor would otherwise be one deciding nothing,
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// on a screen that is itself about to disappear.
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if (s.gamepadUiEnabled) {
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choice(
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"gamepadUIMode", GpTab.INTERFACE, null, "Show it",
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"With a controller: the touch interface comes back when the last one " +
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"disconnects. Always keeps this layout either way — for a device that lives " +
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"docked to a TV. A TV itself is always in this mode regardless.",
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GAMEPAD_UI_MODE_OPTIONS, s.gamepadUiMode,
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) { update(s.copy(gamepadUiMode = it)) }
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} else {
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null
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},
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)
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}
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@@ -16,15 +16,35 @@ import androidx.compose.runtime.remember
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import androidx.compose.ui.platform.LocalContext
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import io.unom.punktfunk.kit.Gamepad
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/**
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* [Settings.gamepadUiMode]: take over only while a controller is attached. The default, and what
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* the switch meant when it was a lone Boolean.
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*/
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const val GAMEPAD_UI_WHEN_CONNECTED = "connected"
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/**
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* [Settings.gamepadUiMode]: take over whenever the switch is on, pad or no pad — for a phone or
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* tablet that lives docked to a TV, where the console layout is the one wanted and the pad is not
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* always awake.
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*/
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const val GAMEPAD_UI_ALWAYS = "always"
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/**
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* Whether the controller-optimized "console" home (the host carousel + gamepad chrome) should
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* replace the touch UI — the Android mirror of the Apple client's `GamepadUIEnvironment.isActive`:
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* the user's [enabled] setting AND (a controller is attached OR this is a TV OR the dev [forced]
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* flag). A TV counts unconditionally — its remote/gamepad is the only input, so it's always the
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* console UI (as long as the setting is on).
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* the user's [enabled] setting AND (the [mode] is [GAMEPAD_UI_ALWAYS] OR a controller is attached
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* OR this is a TV OR the dev [forced] flag). A TV counts unconditionally — its remote/gamepad is
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* the only input, so it's always the console UI (as long as the setting is on), which is why the
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* mode row means nothing there. An unrecognized [mode] waits for a controller, so a value a newer
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* client wrote can never strand this one in a layout it has no way back out of.
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*/
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fun gamepadUiActive(enabled: Boolean, controllerConnected: Boolean, tv: Boolean, forced: Boolean): Boolean =
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enabled && (controllerConnected || tv || forced)
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fun gamepadUiActive(
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enabled: Boolean,
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mode: String,
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controllerConnected: Boolean,
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tv: Boolean,
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forced: Boolean,
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): Boolean = enabled && (mode == GAMEPAD_UI_ALWAYS || controllerConnected || tv || forced)
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/** True on a TV: the leanback/television feature or the TELEVISION ui-mode. */
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fun isTvDevice(context: Context): Boolean {
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@@ -94,11 +94,20 @@ data class Settings(
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val touchMode: TouchMode = TouchMode.TRACKPAD,
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/**
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* Swap the whole home screen for the controller-optimized "console" UI (the host carousel +
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* gamepad chrome) whenever a controller is connected — mirrors the Apple client's
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* `gamepadUIEnabled`. On by default; turn it off to keep the touch UI even with a pad attached.
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* gamepad chrome) — mirrors the Apple client's `gamepadUIEnabled`. On by default; turn it off
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* to keep the touch UI even with a pad attached. WHEN it takes over is [gamepadUiMode].
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* A TV (leanback) is always in this mode regardless (its remote/pad is the only input).
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*/
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val gamepadUiEnabled: Boolean = true,
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/**
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* When [gamepadUiEnabled] actually takes over — the cross-client `gamepad_ui_mode` pair,
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* mirroring the Apple client's `gamepadUIMode`: `"connected"` (default, and what the switch
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* has always meant) waits for a controller; `"always"` keeps the console UI with no pad in
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* reach, for a phone or tablet that lives docked to a TV. Read only while [gamepadUiEnabled]
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* is on, which is why both settings screens hide the row when the switch is off. Anything
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* unrecognized resolves to `"connected"`. A TV ignores it — it is always in console mode.
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*/
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val gamepadUiMode: String = GAMEPAD_UI_WHEN_CONNECTED,
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/**
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* Show the experimental game-library browser (the coverflow reached with Y from a saved host).
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* Fetched from the host's management API over mTLS; needs a paired host. Mirrors the Apple
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@@ -107,9 +116,10 @@ data class Settings(
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val libraryEnabled: Boolean = true,
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/**
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* Which colour family the console (gamepad) UI's living backdrop drifts through — the
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* cross-client `ui_palette` key: `"violet"` (the brand default), `"tide"`, `"forest"`,
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* `"ember"`, `"rose"`, `"graphite"`. See [GamepadPalette], whose table and maths mirror the
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* desktop console's and the Apple client's under the same names. Presentation only: nothing
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* cross-client `ui_palette` key: `"violet"` (the brand default), then `"oled"`, `"nebula"`,
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* `"abyss"`, `"ember"`, `"moss"`, `"graphite"`, then the six pale fields. See
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* [GamepadPalette], whose table and maths mirror the desktop console's and the Apple
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* client's under the same names. Presentation only: nothing
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* about a stream depends on it, so it is a device preference and never part of a profile.
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* An unknown value reads as the default rather than failing — a newer client may have shipped
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* a palette this build doesn't know.
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@@ -303,6 +313,8 @@ class SettingsStore(context: Context) {
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// Migration: the pre-enum Boolean "trackpad_mode" (true = trackpad, false = direct).
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?: if (prefs.getBoolean(K_TRACKPAD, true)) TouchMode.TRACKPAD else TouchMode.POINTER,
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gamepadUiEnabled = prefs.getBoolean(K_GAMEPAD_UI, true),
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gamepadUiMode = prefs.getString(K_GAMEPAD_UI_MODE, GAMEPAD_UI_WHEN_CONNECTED)
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?: GAMEPAD_UI_WHEN_CONNECTED,
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libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
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uiPalette = prefs.getString(K_UI_PALETTE, "violet") ?: "violet",
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lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
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@@ -344,6 +356,7 @@ class SettingsStore(context: Context) {
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.putString(K_STATS_VERBOSITY, s.statsVerbosity.name)
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.putString(K_TOUCH_MODE, s.touchMode.name)
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.putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled)
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.putString(K_GAMEPAD_UI_MODE, s.gamepadUiMode)
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.putBoolean(K_LIBRARY, s.libraryEnabled)
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.putString(K_UI_PALETTE, s.uiPalette)
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.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
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@@ -384,6 +397,7 @@ class SettingsStore(context: Context) {
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const val K_HUD = "stats_hud_enabled"
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const val K_TOUCH_MODE = "touch_mode"
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const val K_GAMEPAD_UI = "gamepad_ui_enabled"
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const val K_GAMEPAD_UI_MODE = "gamepad_ui_mode"
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const val K_LIBRARY = "library_enabled"
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const val K_UI_PALETTE = "ui_palette"
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@@ -778,6 +792,13 @@ fun smoothBufferOptions(hz: Int): List<Pair<Int, String>> {
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)
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}
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/** (stored value, label) for when the console UI takes over — the Apple client's table verbatim.
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* Only offered while [Settings.gamepadUiEnabled] is on; a TV is in console mode either way. */
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val GAMEPAD_UI_MODE_OPTIONS = listOf(
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GAMEPAD_UI_WHEN_CONNECTED to "With a controller",
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GAMEPAD_UI_ALWAYS to "Always",
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)
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/** (mode, label) for the touch-input model. */
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val TOUCH_MODE_OPTIONS = listOf(
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TouchMode.TRACKPAD to "Trackpad",
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@@ -592,11 +592,24 @@ private fun GeneralSettings(s: Settings, update: (Settings) -> Unit) {
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SettingsGroup("Interface") {
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ToggleRow(
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title = "Controller-optimized UI",
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subtitle = "Switch to the console home when a controller is connected. A TV " +
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"always uses it.",
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subtitle = "Swap the touch home for the console home — the host carousel and " +
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"gamepad chrome. A TV always uses it.",
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checked = s.gamepadUiEnabled,
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onCheckedChange = { on -> update(s.copy(gamepadUiEnabled = on)) },
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)
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// Only decides anything while the switch above is on, so it is HIDDEN rather than
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// dimmed when it isn't — a picker whose every option changes nothing is worse than
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// no picker, and this group is short enough that nothing jumps far.
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if (s.gamepadUiEnabled) {
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SettingDropdown(
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label = "Show it",
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options = GAMEPAD_UI_MODE_OPTIONS,
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selected = s.gamepadUiMode,
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caption = "With a controller: the touch home comes back when the last one " +
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"disconnects. Always keeps the console home either way — for a device " +
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"that lives docked to a TV.",
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) { v -> update(s.copy(gamepadUiMode = v)) }
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}
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}
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}
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}
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@@ -33,14 +33,14 @@ class GamepadPaletteTest {
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fun tableMatchesTheOtherClients() {
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assertEquals(
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listOf(
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"violet", "nebula", "abyss", "ember", "moss", "graphite",
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"violet", "oled", "nebula", "abyss", "ember", "moss", "graphite",
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"holo", "sunset", "bloom", "dawn", "mint", "opal",
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),
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GamepadPalette.ALL.map { it.id },
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)
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// Dark fields lead, pale ones follow, so stepping the row walks one direction.
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val firstLight = GamepadPalette.ALL.indexOfFirst { it.light }
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assertEquals(6, firstLight)
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assertEquals(7, firstLight)
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assertTrue(GamepadPalette.ALL.drop(firstLight).all { it.light })
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// An unknown name is a newer client's palette, not an error.
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assertEquals("violet", GamepadPalette.named("chartreuse").id)
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@@ -72,6 +72,25 @@ class GamepadPaletteTest {
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}
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}
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/**
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* OLED is the one palette whose selling point is measurable: it has to be genuinely black,
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* not merely the darkest of the dark fields. The blob field this client draws samples the
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* ramp at 0.15/0.40/0.65/0.90, so its darkest blob lands in the all-black head of the ramp.
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*/
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@Test
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fun oledIsActuallyBlack() {
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val oled = GamepadPalette.named("oled")
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assertEquals(Triple(0.0, 0.0, 0.0), oled.ground)
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assertEquals(0f, oled.blobColors[0].red, 1e-6f)
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assertEquals(0f, oled.blobColors[0].green, 1e-6f)
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assertEquals(0f, oled.blobColors[0].blue, 1e-6f)
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val mean = oled.stops.sumOf { luma(it) } / oled.stops.size
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val darkestOther = GamepadPalette.ALL
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.filter { it.id != "oled" && it.stops.isNotEmpty() }
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.minOf { p -> p.stops.sumOf { luma(it) } / p.stops.size }
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assertTrue("oled means $mean, barely under $darkestOther", mean < darkestOther / 2)
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}
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/** A pale palette really is pale — its ink flips, so a mislabelled one is unreadable. */
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@Test
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fun palettesAreHonestAboutLightness() {
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@@ -95,4 +95,47 @@ class GamepadSettingsRowsTest {
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// Drawn as a switch, and reading the persisted default.
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assertEquals(true, row(on, "dsCapture").toggled)
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}
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/**
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* The activation-mode row is a sub-setting of the Controller-optimized UI switch, so it is
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* OFFERED only while that switch is on — hidden rather than dimmed, because with the switch
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* off this whole screen is about to be replaced by the touch UI and a dimmed row there would
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* be one last thing to step past on the way out.
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*/
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@Test
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fun `the activation-mode row follows the switch it belongs to`() {
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fun ids(enabled: Boolean) = buildSettingsRows(
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Settings(gamepadUiEnabled = enabled),
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hasBodyVibrator = false, hasGyroscope = false, av1Capable = false,
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) {}.map { it.id }
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|
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val on = ids(enabled = true)
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assertTrue("the mode row is missing", "gamepadUIMode" in on)
|
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assertEquals(
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"the mode belongs directly under the switch it qualifies",
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on.indexOf("gamepadUI") + 1,
|
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on.indexOf("gamepadUIMode"),
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)
|
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val off = ids(enabled = false)
|
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assertFalse("the mode row must not outlive its switch", "gamepadUIMode" in off)
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assertTrue("the switch itself stays, or it could never be turned back on", "gamepadUI" in off)
|
||||
}
|
||||
|
||||
/** Stepping the mode row writes the shared `gamepad_ui_mode` value, and wraps on A. */
|
||||
@Test
|
||||
fun `the activation-mode row steps the shared key`() {
|
||||
var s = Settings()
|
||||
fun mode() = buildSettingsRows(
|
||||
s, hasBodyVibrator = false, hasGyroscope = false, av1Capable = false,
|
||||
) { s = it }.first { it.id == "gamepadUIMode" }
|
||||
|
||||
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
|
||||
assertEquals("With a controller", mode().value)
|
||||
assertFalse("already the first = thud", mode().adjust(-1))
|
||||
assertTrue(mode().adjust(1))
|
||||
assertEquals(GAMEPAD_UI_ALWAYS, s.gamepadUiMode)
|
||||
// A from the last entry wraps home.
|
||||
mode().activate()
|
||||
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertFalse
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
|
||||
/**
|
||||
* [gamepadUiActive] is pure — table-tested over its inputs, and the mirror of the Apple client's
|
||||
* `GamepadUIEnvironmentTests`. The two clients share the stored `gamepad_ui_mode` values, so a
|
||||
* disagreement here is a device that behaves differently from the same setting.
|
||||
*/
|
||||
class GamepadUiTest {
|
||||
|
||||
/** The default mode is what the switch meant when it was a lone Boolean. */
|
||||
@Test
|
||||
fun whenConnectedWaitsForAPad() {
|
||||
assertTrue(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, true, tv = false, forced = false))
|
||||
assertFalse(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, false, tv = false, forced = false))
|
||||
assertFalse(gamepadUiActive(false, GAMEPAD_UI_WHEN_CONNECTED, true, tv = false, forced = false))
|
||||
assertFalse(gamepadUiActive(false, GAMEPAD_UI_WHEN_CONNECTED, false, tv = false, forced = false))
|
||||
// A TV is in console mode whatever the mode says — its remote is the only input.
|
||||
assertTrue(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, false, tv = true, forced = false))
|
||||
}
|
||||
|
||||
/** Always drops the controller from the decision — but never the switch, which is the one
|
||||
* way back to the touch UI. */
|
||||
@Test
|
||||
fun alwaysIgnoresThePadButNotTheSwitch() {
|
||||
assertTrue(gamepadUiActive(true, GAMEPAD_UI_ALWAYS, false, tv = false, forced = false))
|
||||
assertTrue(gamepadUiActive(true, GAMEPAD_UI_ALWAYS, true, tv = false, forced = false))
|
||||
assertFalse(gamepadUiActive(false, GAMEPAD_UI_ALWAYS, false, tv = false, forced = false))
|
||||
assertFalse(gamepadUiActive(false, GAMEPAD_UI_ALWAYS, true, tv = false, forced = false))
|
||||
}
|
||||
|
||||
/** A value a newer client wrote waits for a pad rather than stranding this build in a
|
||||
* layout it has no way back out of. */
|
||||
@Test
|
||||
fun anUnknownModeWaitsForAPad() {
|
||||
assertFalse(gamepadUiActive(true, "whenever-i-say-so", false, tv = false, forced = false))
|
||||
assertTrue(gamepadUiActive(true, "whenever-i-say-so", true, tv = false, forced = false))
|
||||
assertFalse(gamepadUiActive(true, "", false, tv = false, forced = false))
|
||||
}
|
||||
|
||||
/** The shipped default: the console UI still waits for a controller. */
|
||||
@Test
|
||||
fun theDefaultIsUnchangedBehaviour() {
|
||||
val s = Settings()
|
||||
assertTrue(s.gamepadUiEnabled)
|
||||
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
|
||||
assertFalse(gamepadUiActive(s.gamepadUiEnabled, s.gamepadUiMode, false, tv = false, forced = false))
|
||||
}
|
||||
}
|
||||
@@ -77,6 +77,7 @@ class ProfilesTest {
|
||||
|
||||
// Device-scope settings are not in the overlay at all, so no profile can move them.
|
||||
assertEquals(base.gamepadUiEnabled, out.gamepadUiEnabled)
|
||||
assertEquals(base.gamepadUiMode, out.gamepadUiMode)
|
||||
assertEquals(base.libraryEnabled, out.libraryEnabled)
|
||||
assertEquals(base.autoWakeEnabled, out.autoWakeEnabled)
|
||||
assertEquals(base.sc2Capture, out.sc2Capture)
|
||||
|
||||
@@ -99,6 +99,10 @@ struct ContentView: View {
|
||||
// with no (extended) controller attached tvOS falls back to HomeView as before.
|
||||
@ObservedObject private var gamepadManager = GamepadManager.shared
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
/// When the switch above takes over — "connected" (default) or "always". See
|
||||
/// `GamepadUIEnvironment`.
|
||||
@AppStorage(DefaultsKey.gamepadUIMode) private var gamepadUIMode =
|
||||
GamepadUIEnvironment.modeWhenConnected
|
||||
/// Auto-wake on connect (Settings → General). On (default): a dial to an offline saved host
|
||||
/// fires Wake-on-LAN up front and falls into the "Waking…" wait if the dial fails. Off: connects
|
||||
/// go straight through with no wake. The explicit "Wake Host" action is unaffected either way.
|
||||
@@ -113,7 +117,8 @@ struct ContentView: View {
|
||||
@Environment(\.scenePhase) private var scenePhase
|
||||
private var gamepadUIActive: Bool {
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
|
||||
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled,
|
||||
mode: gamepadUIMode)
|
||||
}
|
||||
|
||||
// The body is split in two — `driven` (the screen plus its lifecycle drivers and sheets) and
|
||||
|
||||
@@ -85,16 +85,40 @@ extension EnvironmentValues {
|
||||
}
|
||||
|
||||
extension View {
|
||||
/// Resolve the stored `ui_palette` and publish its ink to everything below. Applied by the
|
||||
/// gamepad screens' common root so no individual view has to read the setting.
|
||||
func gamepadPaletteInk() -> some View { modifier(GamepadInkModifier()) }
|
||||
/// Resolve the stored `ui_palette` and publish its ink — AND the matching colour scheme — to
|
||||
/// everything below. Applied by the gamepad screens' common root so no individual view has to
|
||||
/// read the setting.
|
||||
///
|
||||
/// `active` exists for the one surface that is the same view in both worlds: `LibraryView`
|
||||
/// renders the coverflow under the gamepad UI and a plain grid without it. Passing `false`
|
||||
/// publishes nothing, because the touch/desktop layouts sit on the SYSTEM background, where a
|
||||
/// palette's scheme would invert their own system colours instead of matching them.
|
||||
func gamepadPaletteInk(_ active: Bool = true) -> some View {
|
||||
modifier(GamepadInkModifier(active: active))
|
||||
}
|
||||
}
|
||||
|
||||
private struct GamepadInkModifier: ViewModifier {
|
||||
var active = true
|
||||
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
|
||||
/// The ambient scheme from ABOVE this modifier — what gets republished unchanged when the
|
||||
/// gamepad UI isn't the one drawing, so `active: false` is a true no-op rather than a branch
|
||||
/// that would change this view's identity.
|
||||
@Environment(\.colorScheme) private var systemScheme
|
||||
|
||||
func body(content: Content) -> some View {
|
||||
content.environment(\.gamepadInk, GamepadInk.of(GamepadPalette.named(paletteID)))
|
||||
let palette = GamepadPalette.named(paletteID)
|
||||
return content
|
||||
.environment(\.gamepadInk, active ? GamepadInk.of(palette) : .dark)
|
||||
// The ink alone was never enough. Every SYSTEM-derived colour that lands on these
|
||||
// screens — `.secondary` in a placeholder, a `.bordered` button's chrome, a
|
||||
// NavigationStack's title, a material's frost — resolves against the DEVICE's
|
||||
// appearance, which no part of this app had ever set. On iPhone and Mac that is often
|
||||
// Light, so the pale palettes looked correct by accident; an Apple TV is Dark
|
||||
// essentially always, so on tvOS every one of them came out WHITE on a pale field and
|
||||
// the interface was unreadable. Publishing the scheme here — once, beside the ink it
|
||||
// has to agree with — is what makes a pale palette mean "light" to UIKit too.
|
||||
.environment(\.colorScheme, active ? (palette.light ? .light : .dark) : systemScheme)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -32,9 +32,12 @@ struct LibraryView: View {
|
||||
// setting off) every platform keeps the plain-grid presentation of this same view.
|
||||
@ObservedObject private var gamepadManager = GamepadManager.shared
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
@AppStorage(DefaultsKey.gamepadUIMode) private var gamepadUIMode =
|
||||
GamepadUIEnvironment.modeWhenConnected
|
||||
private var gamepadUIActive: Bool {
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
|
||||
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled,
|
||||
mode: gamepadUIMode)
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -78,6 +81,16 @@ struct LibraryView: View {
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
// Published HERE, not just inside the coverflow, because the coverflow is only one of
|
||||
// four things this view renders: the loading spinner, the error state and the empty
|
||||
// state sit above it, as do the navigation title and toolbar. On iOS those are wrapped
|
||||
// by GamepadLibraryScreen, which inks the whole thing; tvOS and macOS present this view
|
||||
// directly in a NavigationStack, so under a pale palette every one of them kept the
|
||||
// system's own (dark, on an Apple TV) chrome over a light field. Off when the gamepad
|
||||
// UI isn't drawing — the plain grid belongs to the system background.
|
||||
.gamepadPaletteInk(gamepadUIActive)
|
||||
#endif
|
||||
}
|
||||
|
||||
@ViewBuilder private var content: some View {
|
||||
|
||||
@@ -81,6 +81,9 @@ struct GamepadSettingsView: View {
|
||||
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
/// When the switch above takes over — the row is only built while it is on.
|
||||
@AppStorage(DefaultsKey.gamepadUIMode) private var gamepadUIMode =
|
||||
GamepadUIEnvironment.modeWhenConnected
|
||||
/// The gamepad UI's background colour family — the backdrop BEHIND this screen re-colours as
|
||||
/// the row steps, which is why the picker lives here and not in a sheet.
|
||||
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
|
||||
@@ -659,6 +662,21 @@ struct GamepadSettingsView: View {
|
||||
detail: "Turn off to use the touch interface even with a controller connected.",
|
||||
value: $gamepadUIEnabled),
|
||||
]
|
||||
// WHEN the switch above takes over. Built only while it is on: with the switch off this
|
||||
// screen is unreachable in the first place (no gamepad UI to open it from), so a row
|
||||
// that decides nothing would exist purely to be found in a screenshot.
|
||||
if gamepadUIEnabled, let at = list.firstIndex(where: { $0.id == "gamepadUI" }) {
|
||||
list.insert(
|
||||
choiceRow(
|
||||
id: "gamepadUIMode", tab: .interface, icon: "gamecontroller.circle",
|
||||
label: "Show it",
|
||||
detail: "With a controller: the touch interface comes back when the last one "
|
||||
+ "disconnects. Always keeps this layout either way — for a device that "
|
||||
+ "lives on a TV.",
|
||||
options: SettingsOptions.gamepadUIModes, current: gamepadUIMode
|
||||
) { gamepadUIMode = $0 },
|
||||
at: at + 1)
|
||||
}
|
||||
#if os(macOS)
|
||||
// The windowed safe-present toggle slots in after "Smoothness buffer" (staying inside
|
||||
// the Video tab) — macOS only, mirroring the touch SettingsView's Presentation row
|
||||
@@ -707,6 +725,14 @@ struct GamepadSettingsView: View {
|
||||
at: anchor + 1)
|
||||
}
|
||||
#endif
|
||||
// The smoothness buffer only decides anything under Smoothness. Every other settings
|
||||
// surface — touch, tvOS, the GTK and WinUI shells — hides it under Lowest latency; this
|
||||
// screen alone left it live and steppable, which is a row that thuds or silently stores
|
||||
// a value nothing reads. Removed here rather than omitted from the literal above so the
|
||||
// macOS safe-present insertion can still anchor on it.
|
||||
if presentPriority != "smooth" {
|
||||
list.removeAll { $0.id == "smoothBuffer" }
|
||||
}
|
||||
return list + profileRows
|
||||
}
|
||||
|
||||
|
||||
@@ -53,6 +53,14 @@ enum SettingsOptions {
|
||||
static let hudPlacements: [(label: String, tag: String)] =
|
||||
HUDPlacement.allCases.map { ($0.label, $0.rawValue) }
|
||||
|
||||
/// When the gamepad UI takes over (`DefaultsKey.gamepadUIMode`) — only meaningful while
|
||||
/// `gamepadUIEnabled` is on, so every surface that offers it hides the row when the switch
|
||||
/// is off rather than showing a picker that decides nothing.
|
||||
static let gamepadUIModes: [(label: String, tag: String)] = [
|
||||
("With a controller", GamepadUIEnvironment.modeWhenConnected),
|
||||
("Always", GamepadUIEnvironment.modeAlways),
|
||||
]
|
||||
|
||||
/// Presentation intent (`DefaultsKey.presentPriority` — the 2026-07 rebuild that replaced
|
||||
/// the visible stage picker with intent; see SessionPresenter's PresentPriority and
|
||||
/// design/apple-presentation-rebuild.md). The stage ladder survives only as the hidden
|
||||
|
||||
@@ -724,11 +724,24 @@ extension SettingsView {
|
||||
#endif
|
||||
#if !os(tvOS)
|
||||
if !inProfileScope {
|
||||
described("With a controller connected, the host list and library switch to a "
|
||||
+ "controller-friendly layout — larger focus targets, a swipeable cover "
|
||||
+ "browser.") {
|
||||
described("The host list and library switch to a controller-friendly layout — "
|
||||
+ "larger focus targets, a swipeable cover browser.") {
|
||||
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
|
||||
}
|
||||
// Only meaningful while the switch above is on, so it is HIDDEN rather than
|
||||
// disabled when it isn't: a picker whose every option decides nothing is worse
|
||||
// than no picker, and this Section is short enough that nothing jumps far.
|
||||
if gamepadUIEnabled {
|
||||
described("With a controller: the touch interface comes back when the last "
|
||||
+ "one disconnects. Always keeps the controller-friendly layout either "
|
||||
+ "way — for a device that lives on a TV.") {
|
||||
Picker("Show it", selection: $gamepadUIMode) {
|
||||
ForEach(SettingsOptions.gamepadUIModes, id: \.tag) { option in
|
||||
Text(option.label).tag(option.tag)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#if DEBUG && !os(tvOS)
|
||||
|
||||
@@ -75,6 +75,13 @@ struct SettingsView: View {
|
||||
@AppStorage(DefaultsKey.hudPlacement) var hudPlacement = HUDPlacement.topTrailing.rawValue
|
||||
@ObservedObject var gamepads = GamepadManager.shared
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
|
||||
/// When the switch above takes over — read (and shown) only while it is on.
|
||||
@AppStorage(DefaultsKey.gamepadUIMode) var gamepadUIMode =
|
||||
GamepadUIEnvironment.modeWhenConnected
|
||||
/// The gamepad UI's background palette. Edited here on tvOS only (see `tvBody`) — every other
|
||||
/// platform reaches it through the gamepad settings screen, which an Apple TV without a
|
||||
/// controller cannot open.
|
||||
@AppStorage(DefaultsKey.uiPalette) var uiPalette = "violet"
|
||||
@AppStorage(DefaultsKey.autoWake) var autoWakeEnabled = true
|
||||
@AppStorage(DefaultsKey.backgroundKeepAlive) var backgroundKeepAlive = false
|
||||
@AppStorage(DefaultsKey.backgroundTimeoutMinutes) var backgroundTimeoutMinutes = 10
|
||||
@@ -488,6 +495,22 @@ struct SettingsView: View {
|
||||
TVSelectionRow(
|
||||
title: "Gamepad-optimized browsing",
|
||||
options: [("On", "on"), ("Off", "off")], selection: gamepadUIEnabledTag)
|
||||
// Hidden while the switch above is off — see the touch settings' identical gate.
|
||||
if gamepadUIEnabled {
|
||||
TVSelectionRow(
|
||||
title: "Show it",
|
||||
options: SettingsOptions.gamepadUIModes, selection: $gamepadUIMode)
|
||||
// The Apple TV's ONLY route to the shared `ui_palette`. Everywhere else the
|
||||
// Background row lives on the gamepad settings screen, which is reached from
|
||||
// the gamepad launcher — and on tvOS that launcher needs an extended-profile
|
||||
// controller, so an Apple TV driven by the Siri Remote alone could not reach
|
||||
// the palettes at all. It belongs beside "Show it" because both describe the
|
||||
// same interface: this row is what that interface looks like once it is up.
|
||||
TVSelectionRow(
|
||||
title: "Background",
|
||||
options: GamepadPalette.all.map { (label: $0.name, tag: $0.id) },
|
||||
selection: $uiPalette)
|
||||
}
|
||||
tvCaption(Self.controllersFooter)
|
||||
NavigationLink("About") { AboutView() }
|
||||
.padding(.top, 8)
|
||||
|
||||
@@ -95,24 +95,19 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
|
||||
private var materialWash: Color { ink.glass(ink.isLight ? 0.55 : 0.40) }
|
||||
|
||||
func body(content: Content) -> some View {
|
||||
// The scheme goes on the WHOLE modified view, not just the fill inside `.background {}`.
|
||||
// Scoped to the fill it frosts the material correctly and stops there, so a system colour
|
||||
// in the row's own content (a `.secondary` label, a `.bordered` button) still resolved
|
||||
// against the device appearance — which is how the pale palettes came out light-on-light
|
||||
// on tvOS, whose appearance is always Dark. The 26 branch had it right all along; the
|
||||
// tvOS and pre-26 branches were the odd ones out.
|
||||
#if os(tvOS)
|
||||
// ALWAYS the material fallback on tvOS: the gamepad settings list is 15+ of these
|
||||
// surfaces, and live Liquid Glass per row made the whole screen visibly laggy on the
|
||||
// Apple TV's GPU (same class of call GlassProminentButton already makes — glass fights
|
||||
// the 10-foot platform). The wash and tint ride overlays — two flat fills, no GPU cost.
|
||||
content.background {
|
||||
shape.fill(.ultraThinMaterial)
|
||||
.environment(\.colorScheme, scheme)
|
||||
.overlay { shape.fill(materialWash) }
|
||||
.overlay {
|
||||
if let tint { shape.fill(tint) }
|
||||
}
|
||||
}
|
||||
#else
|
||||
if #available(iOS 26, macOS 26, *) {
|
||||
content.glassEffect(glass, in: shape).environment(\.colorScheme, scheme)
|
||||
} else {
|
||||
content.background {
|
||||
content
|
||||
.background {
|
||||
shape.fill(.ultraThinMaterial)
|
||||
.environment(\.colorScheme, scheme)
|
||||
.overlay { shape.fill(materialWash) }
|
||||
@@ -120,6 +115,21 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
|
||||
if let tint { shape.fill(tint) }
|
||||
}
|
||||
}
|
||||
.environment(\.colorScheme, scheme)
|
||||
#else
|
||||
if #available(iOS 26, macOS 26, *) {
|
||||
content.glassEffect(glass, in: shape).environment(\.colorScheme, scheme)
|
||||
} else {
|
||||
content
|
||||
.background {
|
||||
shape.fill(.ultraThinMaterial)
|
||||
.environment(\.colorScheme, scheme)
|
||||
.overlay { shape.fill(materialWash) }
|
||||
.overlay {
|
||||
if let tint { shape.fill(tint) }
|
||||
}
|
||||
}
|
||||
.environment(\.colorScheme, scheme)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -173,11 +183,14 @@ private struct ConsoleGlassBackground<S: Shape>: ViewModifier {
|
||||
in: shape)
|
||||
.environment(\.colorScheme, scheme)
|
||||
} else {
|
||||
content.background {
|
||||
shape.fill(.regularMaterial)
|
||||
.environment(\.colorScheme, scheme)
|
||||
.overlay { shape.fill(ink.glass(ink.isLight ? 0.55 : 0.40)) }
|
||||
}
|
||||
// Same hoist as ConsoleGlass: the content needs the scheme too, not only the frost.
|
||||
content
|
||||
.background {
|
||||
shape.fill(.regularMaterial)
|
||||
.environment(\.colorScheme, scheme)
|
||||
.overlay { shape.fill(ink.glass(ink.isLight ? 0.55 : 0.40)) }
|
||||
}
|
||||
.environment(\.colorScheme, scheme)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,20 +3,40 @@
|
||||
// layouts). A pure function, not a singleton: the reactivity comes from callers already observing
|
||||
// `GamepadManager.shared` and the `DefaultsKey.gamepadUIEnabled` @AppStorage themselves (the same
|
||||
// local-read pattern SettingsView already uses for GamepadManager), so this stays the single place
|
||||
// the two combine without adding a second ObservableObject or an environment key nobody else needs.
|
||||
// the inputs combine without adding a second ObservableObject or an environment key nobody else needs.
|
||||
|
||||
import Foundation
|
||||
import PunktfunkShared
|
||||
|
||||
public enum GamepadUIEnvironment {
|
||||
/// `enabledSetting` is the user's Settings toggle (`DefaultsKey.gamepadUIEnabled`);
|
||||
/// `DefaultsKey.gamepadUIMode`: take over only while a controller is attached. The default,
|
||||
/// and what the switch meant when it was a lone Bool.
|
||||
public static let modeWhenConnected = "connected"
|
||||
/// `DefaultsKey.gamepadUIMode`: take over whenever the switch is on, pad or no pad — asked
|
||||
/// for by people driving a TV-connected iPad or a couch Mac, where the console layout is the
|
||||
/// one they want and the pad is not always awake.
|
||||
public static let modeAlways = "always"
|
||||
|
||||
/// `enabledSetting` is the user's Settings switch (`DefaultsKey.gamepadUIEnabled`) — off means
|
||||
/// the touch/desktop UI, full stop. `mode` is `DefaultsKey.gamepadUIMode`, and only matters
|
||||
/// once the switch is on: `modeAlways` takes over unconditionally, anything else (including a
|
||||
/// value a newer client wrote) waits for a controller.
|
||||
///
|
||||
/// `gamepadConnected` is `GamepadManager.shared.active != nil` — active only once a usable
|
||||
/// controller is actually attached (a non-extended-profile device leaves `active` nil, which
|
||||
/// keeps the touch UI). A `Bool` rather than the `DiscoveredController` itself: this function's
|
||||
/// whole job is the AND, so there's nothing else to inspect, and it keeps the helper testable
|
||||
/// without a real `GCController` (which XCTest can't construct).
|
||||
public static func isActive(gamepadConnected: Bool, enabledSetting: Bool) -> Bool {
|
||||
enabledSetting && (gamepadConnected || forced)
|
||||
/// keeps the touch UI). A `Bool` rather than the `DiscoveredController` itself: this function
|
||||
/// has nothing else to inspect, and it keeps the helper testable without a real `GCController`
|
||||
/// (which XCTest can't construct).
|
||||
/// `mode` carries no default on purpose: a call site that forgot it would silently strand
|
||||
/// everyone who picked Always back on "only with a controller", which is exactly the bug
|
||||
/// this parameter exists to make impossible.
|
||||
public static func isActive(
|
||||
gamepadConnected: Bool,
|
||||
enabledSetting: Bool,
|
||||
mode: String
|
||||
) -> Bool {
|
||||
guard enabledSetting else { return false }
|
||||
return mode == modeAlways || gamepadConnected || forced
|
||||
}
|
||||
|
||||
/// Dev-only escape hatch (like ContentView's `PUNKTFUNK_AUTOCONNECT`): pretend a controller is
|
||||
|
||||
@@ -176,16 +176,23 @@ public enum DefaultsKey {
|
||||
/// ("topLeading"/"topTrailing"/"bottomLeading"/"bottomTrailing"). Default top-trailing.
|
||||
public static let hudPlacement = "punktfunk.hudPlacement"
|
||||
/// iOS/iPadOS/macOS: switch the host list, settings and game library to a controller-friendly
|
||||
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
|
||||
/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
|
||||
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library).
|
||||
/// On by default; WHEN it takes over is `gamepadUIMode`. See `GamepadUIEnvironment.isActive`.
|
||||
public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
|
||||
/// When `gamepadUIEnabled` actually takes over: `"connected"` (the default — only while a
|
||||
/// usable controller is attached, the behaviour this switch has always had) or `"always"`,
|
||||
/// for someone who prefers the console layout with no pad in reach (a TV-connected iPad, a
|
||||
/// Mac driven from the couch). Read only while `gamepadUIEnabled` is on, which is why the
|
||||
/// settings rows hide it when the switch is off. Anything unrecognized reads as
|
||||
/// `"connected"`. A device preference, never part of a stream profile.
|
||||
public static let gamepadUIMode = "punktfunk.gamepadUIMode"
|
||||
/// Which colour family the gamepad UI's living backdrop drifts through — a
|
||||
/// `GamepadPalette` id ("violet" = the brand default, then "tide"/"forest"/"ember"/
|
||||
/// "rose"/"graphite"). The cross-client `ui_palette` key: the desktop console and the
|
||||
/// Android client carry the same table under the same names. Presentation only, so it is
|
||||
/// a device preference and never part of a stream profile. An unknown value reads as the
|
||||
/// default rather than failing — a newer client may have shipped a palette this build
|
||||
/// doesn't know.
|
||||
/// `GamepadPalette` id ("violet" = the brand default, then "oled"/"nebula"/"abyss"/"ember"/
|
||||
/// "moss"/"graphite", then the pale ones). The cross-client `ui_palette` key: the desktop
|
||||
/// console and the Android client carry the same table under the same names. Presentation
|
||||
/// only, so it is a device preference and never part of a stream profile. An unknown value
|
||||
/// reads as the default rather than failing — a newer client may have shipped a palette this
|
||||
/// build doesn't know.
|
||||
public static let uiPalette = "punktfunk.uiPalette"
|
||||
/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
|
||||
/// device's own Taptic Engine — for phone-clip pads that ship without rumble motors, where
|
||||
|
||||
@@ -65,13 +65,25 @@ public struct GamepadPalette: Identifiable, Equatable, Sendable {
|
||||
SIMD3(0.22, 0.38, 0.86), SIMD3(0.53, 0.47, 0.96),
|
||||
]
|
||||
|
||||
/// The twelve shipped palettes: the brand default, five more dark fields, then six pale
|
||||
/// The thirteen shipped palettes: the brand default, six more dark fields, then six pale
|
||||
/// ones. Cycling order runs dark → light, so stepping the row walks the whole range one way.
|
||||
public static let all: [GamepadPalette] = [
|
||||
// --- dark fields (white ink) ---
|
||||
GamepadPalette(
|
||||
id: "violet", name: "Violet", stops: [],
|
||||
ground: SIMD3(0.075, 0.060, 0.160), accent: SIMD3(0.525, 0.471, 0.961), light: false),
|
||||
GamepadPalette(
|
||||
// For OLED and AMOLED panels, where a black pixel is a pixel switched off — no glow,
|
||||
// no power. The first two stops are literally (0,0,0), so the shaded half of the
|
||||
// field is genuinely off rather than "very dark grey", and the ground is pure black
|
||||
// too: the calm mix on the form screens lifts toward nothing. What is left is a
|
||||
// faint indigo→violet ember in the bright corner. The accent stays the brand violet
|
||||
// — focus has to be findable on black.
|
||||
id: "oled", name: "OLED",
|
||||
stops: [SIMD3(0.000, 0.000, 0.000), SIMD3(0.000, 0.000, 0.000),
|
||||
SIMD3(0.010, 0.020, 0.100), SIMD3(0.045, 0.016, 0.115),
|
||||
SIMD3(0.120, 0.024, 0.130)],
|
||||
ground: SIMD3(0, 0, 0), accent: SIMD3(0.525, 0.471, 0.961), light: false),
|
||||
GamepadPalette(
|
||||
// Deep indigo climbing through violet into a hot magenta.
|
||||
id: "nebula", name: "Nebula",
|
||||
|
||||
@@ -46,12 +46,29 @@ final class GamepadPaletteTests: XCTestCase {
|
||||
func testTableMatchesTheOtherClients() {
|
||||
XCTAssertEqual(
|
||||
GamepadPalette.all.map(\.id),
|
||||
["violet", "nebula", "abyss", "ember", "moss", "graphite",
|
||||
["violet", "oled", "nebula", "abyss", "ember", "moss", "graphite",
|
||||
"holo", "sunset", "bloom", "dawn", "mint", "opal"])
|
||||
// Dark fields lead, pale ones follow, so stepping the row walks one direction.
|
||||
let firstLight = GamepadPalette.all.firstIndex { $0.light }
|
||||
XCTAssertEqual(firstLight, 6)
|
||||
XCTAssertTrue(GamepadPalette.all.dropFirst(6).allSatisfy(\.light))
|
||||
XCTAssertEqual(firstLight, 7)
|
||||
XCTAssertTrue(GamepadPalette.all.dropFirst(7).allSatisfy(\.light))
|
||||
}
|
||||
|
||||
/// OLED is the one palette whose selling point is measurable: it has to be genuinely black,
|
||||
/// not merely the darkest of the dark fields.
|
||||
func testOLEDIsActuallyBlack() {
|
||||
let oled = GamepadPalette.named("oled")
|
||||
XCTAssertEqual(oled.ground, SIMD3(0, 0, 0), "the calm lift must be nothing")
|
||||
let cells = oled.meshColors
|
||||
XCTAssertGreaterThanOrEqual(
|
||||
cells.filter { luma($0) == 0 }.count, 3,
|
||||
"the shaded corner has to be switched off, not dimmed")
|
||||
let mean = cells.map(luma).reduce(0, +) / Double(cells.count)
|
||||
let darkestOther = GamepadPalette.all
|
||||
.filter { $0.id != "oled" }
|
||||
.map { p in p.meshColors.map(luma).reduce(0, +) / Double(p.meshColors.count) }
|
||||
.min() ?? 0
|
||||
XCTAssertLessThan(mean, darkestOther / 2, "oled is barely darker than \(darkestOther)")
|
||||
}
|
||||
|
||||
/// A palette must read as SEVERAL hues, not one hue at several brightnesses — that was
|
||||
|
||||
@@ -1,14 +1,58 @@
|
||||
// GamepadUIEnvironment.isActive is a pure AND — table-tested exhaustively over its 2x2 inputs.
|
||||
// GamepadUIEnvironment.isActive is pure — table-tested exhaustively over its inputs.
|
||||
|
||||
import XCTest
|
||||
|
||||
@testable import PunktfunkKit
|
||||
|
||||
final class GamepadUIEnvironmentTests: XCTestCase {
|
||||
func testActiveOnlyWhenEnabledAndConnected() {
|
||||
XCTAssertTrue(GamepadUIEnvironment.isActive(gamepadConnected: true, enabledSetting: true))
|
||||
XCTAssertFalse(GamepadUIEnvironment.isActive(gamepadConnected: true, enabledSetting: false))
|
||||
XCTAssertFalse(GamepadUIEnvironment.isActive(gamepadConnected: false, enabledSetting: true))
|
||||
XCTAssertFalse(GamepadUIEnvironment.isActive(gamepadConnected: false, enabledSetting: false))
|
||||
private let connected = GamepadUIEnvironment.modeWhenConnected
|
||||
private let always = GamepadUIEnvironment.modeAlways
|
||||
|
||||
/// The default mode is the behaviour the switch had when it was a lone Bool, so an install
|
||||
/// that never sees the new row is exactly where it was.
|
||||
func testWhenConnectedIsAPlainAnd() {
|
||||
XCTAssertTrue(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: true, enabledSetting: true, mode: connected))
|
||||
XCTAssertFalse(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: true, enabledSetting: false, mode: connected))
|
||||
XCTAssertFalse(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: false, enabledSetting: true, mode: connected))
|
||||
XCTAssertFalse(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: false, enabledSetting: false, mode: connected))
|
||||
}
|
||||
|
||||
/// Always drops the controller from the decision entirely — but NOT the switch, which stays
|
||||
/// the one way back to the touch UI.
|
||||
func testAlwaysIgnoresTheControllerButNotTheSwitch() {
|
||||
XCTAssertTrue(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: false, enabledSetting: true, mode: always))
|
||||
XCTAssertTrue(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: true, enabledSetting: true, mode: always))
|
||||
XCTAssertFalse(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: false, enabledSetting: false, mode: always))
|
||||
XCTAssertFalse(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: true, enabledSetting: false, mode: always))
|
||||
}
|
||||
|
||||
/// A value a newer client wrote must wait for a controller, never strand this build in a
|
||||
/// layout it has no way back out of.
|
||||
func testUnknownModeWaitsForAController() {
|
||||
XCTAssertFalse(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: false, enabledSetting: true, mode: "whenever-i-say-so"))
|
||||
XCTAssertTrue(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: true, enabledSetting: true, mode: "whenever-i-say-so"))
|
||||
XCTAssertFalse(
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: false, enabledSetting: true, mode: ""))
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1174,12 +1174,12 @@ pub struct Settings {
|
||||
/// mirrors the Apple client's "Show game library" toggle, default off.
|
||||
pub library_enabled: bool,
|
||||
/// Which colour family the gamepad UI's living backdrop drifts through — the shared
|
||||
/// `ui_palette` key (`"violet"` = the brand default, then `tide`/`forest`/`ember`/
|
||||
/// `rose`/`graphite`; see `pf-console-ui`'s palette table, and the Apple/Android
|
||||
/// clients' twins). Presentation only: nothing about a stream depends on it, which is
|
||||
/// why it is a device preference and never part of a settings profile. An unknown
|
||||
/// name reads as the default rather than erroring — a newer client may have shipped a
|
||||
/// palette this binary doesn't know.
|
||||
/// `ui_palette` key (`"violet"` = the brand default, then `oled`/`nebula`/`abyss`/
|
||||
/// `ember`/`moss`/`graphite`, then the six pale fields; see `pf-console-ui`'s palette
|
||||
/// table, and the Apple/Android clients' twins). Presentation only: nothing about a
|
||||
/// stream depends on it, which is why it is a device preference and never part of a
|
||||
/// settings profile. An unknown name reads as the default rather than erroring — a
|
||||
/// newer client may have shipped a palette this binary doesn't know.
|
||||
#[serde(default = "default_ui_palette")]
|
||||
pub ui_palette: String,
|
||||
/// Send Wake-on-LAN before connecting to a saved host and wait for it to boot (the
|
||||
|
||||
@@ -246,17 +246,34 @@ const CELL_RAMP: [f64; 16] = [
|
||||
-0.10, 0.08, -0.06, 0.12,
|
||||
];
|
||||
|
||||
/// The twelve shipped palettes: the brand default, five more dark fields, then six pale ones.
|
||||
/// The thirteen shipped palettes: the brand default, six more dark fields, then six pale ones.
|
||||
/// Cycling order runs dark → light, so stepping the row walks the whole range in one direction.
|
||||
/// Adding one here adds it to every console settings screen; the Apple and Android tables must
|
||||
/// gain the same entry to keep the `ui_palette` key portable.
|
||||
#[rustfmt::skip]
|
||||
pub const PALETTES: [Palette; 12] = [
|
||||
pub const PALETTES: [Palette; 13] = [
|
||||
// --- dark fields (white ink) ---
|
||||
Palette {
|
||||
id: "violet", name: "Violet", stops: None,
|
||||
ground: (0.075, 0.060, 0.160), accent: (0.525, 0.471, 0.961), light: false,
|
||||
},
|
||||
Palette {
|
||||
// For OLED and AMOLED panels, where a black pixel is a pixel switched off — no glow,
|
||||
// no power. The ramp's first two stops are literally (0,0,0), so the whole shaded half
|
||||
// of the field is genuinely off rather than "very dark grey", and the ground is pure
|
||||
// black too: the calm mix on the form screens lifts toward nothing, so settings and
|
||||
// pairing sit on an unlit panel. What is left is a faint indigo→violet ember in the
|
||||
// bright corner, dim enough to stay under a tenth of the other dark fields' mean
|
||||
// luminance while keeping the backdrop a field with somewhere to go rather than a
|
||||
// dead rectangle. The accent stays the brand violet — focus has to be findable on
|
||||
// black.
|
||||
id: "oled", name: "OLED",
|
||||
stops: Some(&[
|
||||
(0.000, 0.000, 0.000), (0.000, 0.000, 0.000), (0.010, 0.020, 0.100),
|
||||
(0.045, 0.016, 0.115), (0.120, 0.024, 0.130),
|
||||
]),
|
||||
ground: (0.0, 0.0, 0.0), accent: (0.525, 0.471, 0.961), light: false,
|
||||
},
|
||||
Palette {
|
||||
// Deep indigo climbing through violet into a hot magenta.
|
||||
id: "nebula", name: "Nebula",
|
||||
@@ -857,7 +874,7 @@ mod tests {
|
||||
assert_eq!(
|
||||
ids,
|
||||
[
|
||||
"violet", "nebula", "abyss", "ember", "moss", "graphite", "holo", "sunset",
|
||||
"violet", "oled", "nebula", "abyss", "ember", "moss", "graphite", "holo", "sunset",
|
||||
"bloom", "dawn", "mint", "opal",
|
||||
]
|
||||
);
|
||||
@@ -867,7 +884,36 @@ mod tests {
|
||||
.position(|p| p.light)
|
||||
.expect("some are light");
|
||||
assert!(PALETTES[first_light..].iter().all(|p| p.light));
|
||||
assert_eq!(first_light, 6);
|
||||
assert_eq!(first_light, 7);
|
||||
}
|
||||
|
||||
/// OLED is the one palette whose selling point is measurable: it has to be genuinely
|
||||
/// black, not merely the darkest of the dark fields. Pure black corners, a mean well
|
||||
/// under every other field's, and a ground that lifts to nothing on the form screens.
|
||||
#[test]
|
||||
fn oled_is_actually_black() {
|
||||
let luma = |c: (f64, f64, f64)| 0.2126 * c.0 + 0.7152 * c.1 + 0.0722 * c.2;
|
||||
let oled = palette("oled");
|
||||
assert_eq!(
|
||||
oled.ground,
|
||||
(0.0, 0.0, 0.0),
|
||||
"the calm lift must be nothing"
|
||||
);
|
||||
let cells = oled.mesh_colors();
|
||||
assert!(
|
||||
cells.iter().filter(|c| luma(**c) == 0.0).count() >= 3,
|
||||
"the shaded corner has to be switched off, not dimmed"
|
||||
);
|
||||
let mean = cells.iter().map(|c| luma(*c)).sum::<f64>() / 16.0;
|
||||
let darkest_other = PALETTES
|
||||
.iter()
|
||||
.filter(|p| p.id != "oled")
|
||||
.map(|p| p.mesh_colors().iter().map(|c| luma(*c)).sum::<f64>() / 16.0)
|
||||
.fold(f64::MAX, f64::min);
|
||||
assert!(
|
||||
mean < darkest_other / 2.0,
|
||||
"oled means {mean:.3}, only half a stop under {darkest_other:.3}"
|
||||
);
|
||||
}
|
||||
|
||||
/// Every colour a palette produces stays in gamut, and a pale palette really is pale —
|
||||
|
||||
@@ -258,11 +258,17 @@ impl SettingsScreen {
|
||||
}
|
||||
}
|
||||
|
||||
/// The rows of the CURRENT tab. Profiles is built from the catalog: one row per
|
||||
/// profile, or the explainer placeholder while there are none.
|
||||
fn row_ids(&self) -> Vec<RowId> {
|
||||
/// The rows of the CURRENT tab, minus any whose setting has nothing to act on (see
|
||||
/// [`row_applies`]). Profiles is built from the catalog: one row per profile, or the
|
||||
/// explainer placeholder while there are none.
|
||||
fn row_ids(&self, ctx: &Ctx) -> Vec<RowId> {
|
||||
if self.tab != PROFILES_TAB {
|
||||
return TABS[self.tab].1.to_vec();
|
||||
return TABS[self.tab]
|
||||
.1
|
||||
.iter()
|
||||
.copied()
|
||||
.filter(|id| row_applies(*id, ctx.settings))
|
||||
.collect();
|
||||
}
|
||||
if self.profiles.is_empty() {
|
||||
vec![RowId::NoProfiles]
|
||||
@@ -271,6 +277,16 @@ impl SettingsScreen {
|
||||
}
|
||||
}
|
||||
|
||||
/// Pull the cursor back onto the list. Every tab but Profiles used to be a fixed length,
|
||||
/// so this only mattered on entry ([`show_tab`]); the smoothness buffer's row now comes
|
||||
/// and goes, and another writer (a desktop shell, a session's match-window persist) can
|
||||
/// take it away between frames while this screen is open.
|
||||
fn clamp_cursor(&mut self, len: usize) {
|
||||
if self.list.cursor >= len {
|
||||
self.list.jump_to(len.saturating_sub(1));
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
pub(crate) fn tab_for_test(&self) -> usize {
|
||||
self.tab
|
||||
@@ -278,21 +294,22 @@ impl SettingsScreen {
|
||||
|
||||
/// L1/R1 (and Tab/PgUp/PgDn) — move one tab, wrapping (the strip is a ring, like A's
|
||||
/// value cycle), keeping each tab's own cursor.
|
||||
fn switch_tab(&mut self, delta: i32) -> Option<MenuPulse> {
|
||||
fn switch_tab(&mut self, delta: i32, ctx: &Ctx) -> Option<MenuPulse> {
|
||||
let n = TABS.len() as i32;
|
||||
self.show_tab((self.tab as i32 + delta).rem_euclid(n) as usize)
|
||||
self.show_tab((self.tab as i32 + delta).rem_euclid(n) as usize, ctx)
|
||||
}
|
||||
|
||||
/// Show `tab`, parking the cursor the outgoing tab was on. Also the pointer's path in:
|
||||
/// a press on a pill names a tab outright rather than a direction to step in.
|
||||
fn show_tab(&mut self, tab: usize) -> Option<MenuPulse> {
|
||||
fn show_tab(&mut self, tab: usize, ctx: &Ctx) -> Option<MenuPulse> {
|
||||
if tab >= TABS.len() {
|
||||
return None;
|
||||
}
|
||||
self.tab_cursors[self.tab] = self.list.cursor;
|
||||
self.tab = tab;
|
||||
// Clamp the remembered cursor: the Profiles tab's length follows the catalog.
|
||||
let len = self.row_ids().len();
|
||||
// Clamp the remembered cursor: the Profiles tab's length follows the catalog, and
|
||||
// Video's follows whether the smoothness buffer is offered.
|
||||
let len = self.row_ids(ctx).len();
|
||||
self.list
|
||||
.jump_to(self.tab_cursors[self.tab].min(len.saturating_sub(1)));
|
||||
Some(MenuPulse::Move)
|
||||
@@ -302,10 +319,11 @@ impl SettingsScreen {
|
||||
/// there is never meant for a row.
|
||||
pub(crate) fn pointer(&mut self, p: Pointer, ctx: &mut Ctx, fx: &mut Outbox) -> bool {
|
||||
if let Some(tab) = self.strip.pointer(p) {
|
||||
self.show_tab(tab);
|
||||
self.show_tab(tab, ctx);
|
||||
return true;
|
||||
}
|
||||
let ids = self.row_ids();
|
||||
let ids = self.row_ids(ctx);
|
||||
self.clamp_cursor(ids.len());
|
||||
let (msg, pulse) = self.list.pointer(p, ids.len());
|
||||
if matches!(msg, ListMsg::None) && pulse.is_none() {
|
||||
return false;
|
||||
@@ -325,11 +343,12 @@ impl SettingsScreen {
|
||||
fx.pop();
|
||||
return None;
|
||||
}
|
||||
MenuEvent::JumpBack => return self.switch_tab(-1),
|
||||
MenuEvent::JumpForward => return self.switch_tab(1),
|
||||
MenuEvent::JumpBack => return self.switch_tab(-1, ctx),
|
||||
MenuEvent::JumpForward => return self.switch_tab(1, ctx),
|
||||
_ => {}
|
||||
}
|
||||
let ids = self.row_ids();
|
||||
let ids = self.row_ids(ctx);
|
||||
self.clamp_cursor(ids.len());
|
||||
let (msg, pulse) = self.list.menu(ev, ids.len());
|
||||
self.apply_row(msg, pulse, &ids, ctx, fx)
|
||||
}
|
||||
@@ -344,8 +363,14 @@ impl SettingsScreen {
|
||||
ctx: &mut Ctx,
|
||||
fx: &mut Outbox,
|
||||
) -> Option<MenuPulse> {
|
||||
// A cursor with no row under it can only mean the list shrank between the clamp above
|
||||
// and here, which nothing does today — but indexing on the assumption would turn that
|
||||
// into a panic in a shipping console rather than a dropped keypress.
|
||||
let Some(&focused) = ids.get(self.list.cursor) else {
|
||||
return pulse;
|
||||
};
|
||||
// The Profiles rows navigate instead of editing the settings file.
|
||||
match ids[self.list.cursor] {
|
||||
match focused {
|
||||
RowId::Profile(i) => {
|
||||
return match msg {
|
||||
ListMsg::Activate => {
|
||||
@@ -378,7 +403,7 @@ impl SettingsScreen {
|
||||
}
|
||||
match msg {
|
||||
ListMsg::Adjust(delta) => {
|
||||
let changed = adjust(ids[self.list.cursor], delta, false, ctx);
|
||||
let changed = adjust(focused, delta, false, ctx);
|
||||
if changed {
|
||||
ctx.settings.save();
|
||||
Some(MenuPulse::Move)
|
||||
@@ -388,7 +413,7 @@ impl SettingsScreen {
|
||||
}
|
||||
ListMsg::Activate => {
|
||||
// A cycles forward WRAPPING, so every option is reachable one-handed.
|
||||
if adjust(ids[self.list.cursor], 1, true, ctx) {
|
||||
if adjust(focused, 1, true, ctx) {
|
||||
ctx.settings.save();
|
||||
}
|
||||
pulse
|
||||
@@ -397,8 +422,8 @@ impl SettingsScreen {
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) fn hints(&self, _ctx: &Ctx) -> Vec<Hint> {
|
||||
let ids = self.row_ids();
|
||||
pub(crate) fn hints(&self, ctx: &Ctx) -> Vec<Hint> {
|
||||
let ids = self.row_ids(ctx);
|
||||
// The shoulders always change section, so that hint leads on every row.
|
||||
let mut hints = vec![Hint::new(HintKey::Shoulders, "Section")];
|
||||
hints.extend(match ids.get(self.list.cursor) {
|
||||
@@ -445,7 +470,8 @@ impl SettingsScreen {
|
||||
rect.right,
|
||||
rect.bottom - detail_h as f32,
|
||||
);
|
||||
let ids = self.row_ids();
|
||||
let ids = self.row_ids(ctx);
|
||||
self.clamp_cursor(ids.len());
|
||||
let rows: Vec<RowSpec> = ids
|
||||
.iter()
|
||||
.map(|id| row_spec(*id, ctx, &self.profiles))
|
||||
@@ -466,6 +492,24 @@ impl SettingsScreen {
|
||||
}
|
||||
}
|
||||
|
||||
/// Whether a row is OFFERED at all, as opposed to offered-but-inert.
|
||||
///
|
||||
/// The two are a real distinction. Echo cancellation and the pad rows follow a switch the user
|
||||
/// can see a line or two above them, so dimming them shows the relationship — dropping them
|
||||
/// would just make settings appear and disappear as the switch flips. The smoothness buffer is
|
||||
/// different: it is not a sub-setting of a switch, it is a knob on ONE of two intents, and
|
||||
/// under Lowest latency it names a quantity that doesn't exist. Every other settings surface —
|
||||
/// the GTK and WinUI shells, the Apple touch/tvOS screens, the Android touch screen — hides it
|
||||
/// there. This screen was the lone exception because its row list was fixed; it is rebuilt from
|
||||
/// this filter each frame now, and the row it drops sits directly BELOW the row that drops it,
|
||||
/// so the cursor is never under anything that moves.
|
||||
fn row_applies(id: RowId, s: &pf_client_core::trust::Settings) -> bool {
|
||||
match id {
|
||||
RowId::SmoothBuffer => s.present_priority == "smooth",
|
||||
_ => true,
|
||||
}
|
||||
}
|
||||
|
||||
fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
|
||||
// The Profiles section: name + how many hosts pin it (counted from the live rows, so
|
||||
// it reflects what the carousel shows). Read-only here beyond opening the pin screen.
|
||||
@@ -497,18 +541,17 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
|
||||
_ => {}
|
||||
}
|
||||
let s = &ctx.settings;
|
||||
// Several rows follow another: echo cancellation only means anything while the mic
|
||||
// streams, the pad rows only while any controller is forwarded at all, and the
|
||||
// smoothness buffer only while that intent is chosen. All go dim and inert otherwise
|
||||
// — the same relationship the desktop shells draw by greying a row out (they hide the
|
||||
// buffer row entirely; a fixed row list can't, and a row that vanished mid-list would
|
||||
// move everything under the cursor).
|
||||
// Two rows follow a switch a line or two above them: echo cancellation only means
|
||||
// anything while the mic streams, and the pad rows only while any controller is
|
||||
// forwarded at all. Both go dim and inert otherwise — the same relationship the desktop
|
||||
// shells draw by greying a row out, and dimming (not dropping) is what shows the
|
||||
// relationship. The smoothness buffer used to be listed here too; it is dropped from the
|
||||
// list instead now — see [`row_applies`] for why that one is different.
|
||||
let enabled = match id {
|
||||
RowId::EchoCancel => s.mic_enabled,
|
||||
RowId::Pad | RowId::PadType | RowId::SystemButtons | RowId::GuideGesture => {
|
||||
s.gamepad_forwarding
|
||||
}
|
||||
RowId::SmoothBuffer => s.present_priority == "smooth",
|
||||
_ => true,
|
||||
};
|
||||
let (header, label, value): (Option<&'static str>, &str, String) = match id {
|
||||
@@ -848,7 +891,10 @@ fn adjust(id: RowId, delta: i32, wrap: bool, ctx: &mut Ctx) -> bool {
|
||||
step_option(cur, PRESENT_PRIORITIES.len(), delta, wrap)
|
||||
.map(|i| s.present_priority = PRESENT_PRIORITIES[i].0.to_string())
|
||||
}
|
||||
// Inert unless smoothness is chosen — a boundary thud, matching the dimmed row.
|
||||
// Under Lowest latency the row isn't offered at all ([`row_applies`]), so this branch
|
||||
// is only reachable if another writer flipped the intent between the frame that built
|
||||
// the list and the keypress that lands here — a boundary thud, not a stored value
|
||||
// nothing will read.
|
||||
RowId::SmoothBuffer => {
|
||||
if s.present_priority == "smooth" {
|
||||
let cur = SMOOTH_BUFFERS
|
||||
@@ -1093,9 +1139,6 @@ mod tests {
|
||||
fake_home();
|
||||
let mut s = SettingsScreen::with_profiles(Vec::new());
|
||||
rendered(&mut s);
|
||||
// Row 0 of the leading tab is Resolution, whose first step is Native → Match
|
||||
// window: one field, one unambiguous effect to assert on.
|
||||
assert_eq!(s.row_ids()[0], RowId::Resolution);
|
||||
let first = s.list.row_rect(0).expect("the list drew its rows");
|
||||
let (mut settings, pads) = ctx_parts();
|
||||
settings.save(); // seat the fake HOME's file — `apply_row` rebases on it
|
||||
@@ -1109,6 +1152,9 @@ mod tests {
|
||||
device_name: "t",
|
||||
t: 0.0,
|
||||
};
|
||||
// Row 0 of the leading tab is Resolution, whose first step is Native → Match
|
||||
// window: one field, one unambiguous effect to assert on.
|
||||
assert_eq!(s.row_ids(&ctx)[0], RowId::Resolution);
|
||||
let mut fx = Outbox::default();
|
||||
assert!(!ctx.settings.match_window);
|
||||
assert!(s.pointer(press(first), &mut ctx, &mut fx));
|
||||
@@ -1232,13 +1278,12 @@ mod tests {
|
||||
assert!(ctx.settings.echo_cancel);
|
||||
}
|
||||
|
||||
/// The smoothness buffer follows the presentation intent, exactly as echo cancellation
|
||||
/// follows the mic: dimmed and inert under Lowest latency (where holding frames means
|
||||
/// nothing), live under Smoothness. The desktop shells hide the row instead; a fixed
|
||||
/// row list dims it, because a row vanishing mid-list would shift everything under the
|
||||
/// cursor.
|
||||
/// The smoothness buffer is OFFERED only under Smoothness — under Lowest latency it names
|
||||
/// a quantity that doesn't exist, so the row is gone from the Video tab rather than sitting
|
||||
/// there dimmed. This is what the GTK and WinUI shells and the Apple/Android screens have
|
||||
/// always done; this screen was the exception until its row list stopped being fixed.
|
||||
#[test]
|
||||
fn smoothness_buffer_follows_the_intent() {
|
||||
fn smoothness_buffer_is_offered_only_under_smoothness() {
|
||||
let (mut settings, pads) = ctx_parts();
|
||||
assert_eq!(settings.present_priority, "latency", "the shipped default");
|
||||
let library = crate::library::LibraryShared::default();
|
||||
@@ -1251,24 +1296,93 @@ mod tests {
|
||||
device_name: "t",
|
||||
t: 0.0,
|
||||
};
|
||||
assert!(!row_spec(RowId::SmoothBuffer, &ctx, &[]).enabled);
|
||||
let mut s = SettingsScreen::with_profiles(Vec::new());
|
||||
s.tab = TABS
|
||||
.iter()
|
||||
.position(|(name, _)| *name == "Video")
|
||||
.expect("the Video tab");
|
||||
|
||||
let video = s.row_ids(&ctx);
|
||||
assert!(
|
||||
!video.contains(&RowId::SmoothBuffer),
|
||||
"latency hides the buffer row: {video:?}"
|
||||
);
|
||||
assert!(video.contains(&RowId::PresentPriority), "the intent stays");
|
||||
// Even reached out of band it writes nothing — the list it came from is a frame old.
|
||||
assert!(
|
||||
!adjust(RowId::SmoothBuffer, 1, false, &mut ctx),
|
||||
"latency intent = thud"
|
||||
);
|
||||
assert_eq!(ctx.settings.smooth_buffer, 0, "and nothing was written");
|
||||
|
||||
// Stepping the intent to Smoothness brings the buffer row to life.
|
||||
// Stepping the intent to Smoothness brings the row into the list, directly under it.
|
||||
assert!(adjust(RowId::PresentPriority, 1, false, &mut ctx));
|
||||
assert_eq!(ctx.settings.present_priority, "smooth");
|
||||
assert!(row_spec(RowId::SmoothBuffer, &ctx, &[]).enabled);
|
||||
let video = s.row_ids(&ctx);
|
||||
let intent = video
|
||||
.iter()
|
||||
.position(|id| *id == RowId::PresentPriority)
|
||||
.expect("the intent row");
|
||||
assert_eq!(
|
||||
video.get(intent + 1),
|
||||
Some(&RowId::SmoothBuffer),
|
||||
"the row that comes and goes sits BELOW the row that decides it, so the cursor \
|
||||
never has anything move out from under it"
|
||||
);
|
||||
assert!(adjust(RowId::SmoothBuffer, 1, false, &mut ctx));
|
||||
assert_eq!(ctx.settings.smooth_buffer, 1);
|
||||
|
||||
// The intent wraps back and the row goes inert again.
|
||||
// The intent wraps back and the row leaves again — with the cursor parked on the
|
||||
// intent row, which is where a user who just stepped it necessarily is.
|
||||
s.list.cursor = intent;
|
||||
assert!(adjust(RowId::PresentPriority, -1, false, &mut ctx));
|
||||
assert_eq!(ctx.settings.present_priority, "latency");
|
||||
assert!(!row_spec(RowId::SmoothBuffer, &ctx, &[]).enabled);
|
||||
let video = s.row_ids(&ctx);
|
||||
assert!(!video.contains(&RowId::SmoothBuffer));
|
||||
assert_eq!(
|
||||
video.get(s.list.cursor),
|
||||
Some(&RowId::PresentPriority),
|
||||
"the cursor is still on the row the user was stepping"
|
||||
);
|
||||
}
|
||||
|
||||
/// A cursor parked past the end of a list that shrank underneath it is pulled back rather
|
||||
/// than indexed with — the console must not panic because another writer changed the
|
||||
/// presentation intent while its settings screen was open.
|
||||
#[test]
|
||||
fn a_shrinking_list_pulls_the_cursor_back() {
|
||||
// `apply_row` rebases on the FILE before acting, so this has to be seated — and
|
||||
// seated with the SHRUNKEN list's intent, which is the state being tested.
|
||||
fake_home();
|
||||
let (mut settings, pads) = ctx_parts();
|
||||
settings.present_priority = "latency".into();
|
||||
settings.save();
|
||||
settings.present_priority = "smooth".into();
|
||||
let library = crate::library::LibraryShared::default();
|
||||
let mut ctx = Ctx {
|
||||
hosts: &[],
|
||||
library: &library,
|
||||
settings: &mut settings,
|
||||
pads: &pads,
|
||||
deck: false,
|
||||
device_name: "t",
|
||||
t: 0.0,
|
||||
};
|
||||
let mut s = SettingsScreen::with_profiles(Vec::new());
|
||||
s.tab = TABS
|
||||
.iter()
|
||||
.position(|(name, _)| *name == "Video")
|
||||
.expect("the Video tab");
|
||||
// Park on the last row while the buffer row is still there…
|
||||
s.list.cursor = s.row_ids(&ctx).len() - 1;
|
||||
let parked = s.list.cursor;
|
||||
// …then take it away behind the screen's back, as a desktop shell would.
|
||||
ctx.settings.present_priority = "latency".into();
|
||||
let mut fx = Outbox::default();
|
||||
let pulse = s.menu(MenuEvent::Confirm, &mut ctx, &mut fx);
|
||||
assert!(pulse.is_some(), "the press was routed, not dropped");
|
||||
assert!(s.list.cursor < parked, "the cursor came back onto the list");
|
||||
assert!(fx.nav.is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
@@ -1392,7 +1506,7 @@ mod tests {
|
||||
("p2".into(), "Game".into()),
|
||||
]);
|
||||
s.tab = PROFILES_TAB;
|
||||
let ids = s.row_ids();
|
||||
let ids = s.row_ids(&ctx);
|
||||
assert_eq!(ids, vec![RowId::Profile(0), RowId::Profile(1)]);
|
||||
|
||||
let spec = row_spec(RowId::Profile(0), &ctx, &s.profiles);
|
||||
@@ -1438,7 +1552,7 @@ mod tests {
|
||||
};
|
||||
let mut s = SettingsScreen::with_profiles(Vec::new());
|
||||
s.tab = PROFILES_TAB;
|
||||
let ids = s.row_ids();
|
||||
let ids = s.row_ids(&ctx);
|
||||
assert_eq!(ids, vec![RowId::NoProfiles]);
|
||||
let spec = row_spec(RowId::NoProfiles, &ctx, &s.profiles);
|
||||
assert!(!spec.enabled);
|
||||
|
||||
@@ -329,7 +329,7 @@ fn dump_console_screens() {
|
||||
for _ in 0..5 {
|
||||
s.handle_menu(MenuEvent::JumpForward);
|
||||
}
|
||||
for id in ["violet", "ember", "abyss", "holo", "sunset", "mint"] {
|
||||
for id in ["violet", "oled", "ember", "abyss", "holo", "sunset", "mint"] {
|
||||
s.settings.ui_palette = id.to_string();
|
||||
dump(&mut s, 40, 8, &format!("03-settings-{id}"), true);
|
||||
}
|
||||
|
||||
@@ -96,11 +96,12 @@ those hiccups out, at that buffer's worth of added delay. Linux and Windows apps
|
||||
home; the Apple and Android apps have carried the same setting for a while, and it is stored
|
||||
under the same name, so a [profile](/docs/profiles-and-links) means the same thing on every device.
|
||||
|
||||
**Smoothness buffer** — *default: Automatic (two frames).* Only shown under **Smoothness**. How
|
||||
many frames are held back before showing. Each frame absorbs roughly one screen refresh of network
|
||||
hiccup and costs one refresh of delay — so on a 120 Hz screen, two frames is about 17 ms of extra
|
||||
delay bought against 17 ms of jitter. If you never see stutter, you don't need this. Wherever
|
||||
**Prioritize** is offered, and greyed out until you pick Smoothness.
|
||||
**Smoothness buffer** — *default: Automatic (two frames).* How many frames are held back before
|
||||
showing. Each frame absorbs roughly one screen refresh of network hiccup and costs one refresh of
|
||||
delay — so on a 120 Hz screen, two frames is about 17 ms of extra delay bought against 17 ms of
|
||||
jitter. If you never see stutter, you don't need this. The row appears wherever **Prioritize** is
|
||||
offered, and only once you have picked **Smoothness** — under Lowest latency there are no held
|
||||
frames for it to count, so it isn't shown at all.
|
||||
|
||||
**V-Sync** — *default: on.* Tear-free presentation. Turning it off asks the GPU to show each frame
|
||||
the instant it's ready instead of waiting for the screen's next refresh: the lowest delay a display
|
||||
@@ -263,6 +264,43 @@ when you return to the host list. The console home carries the row for the deskt
|
||||
shares the store — a Gaming-Mode launch is fullscreen whatever it says. iPhone, iPad, Apple TV
|
||||
and Android have no equivalent.
|
||||
|
||||
## Interface
|
||||
|
||||
These change how the client itself looks and behaves. None of them touches a stream, so none of them
|
||||
can live in a [profile](/docs/profiles-and-links) — they are decisions about the device in front of
|
||||
you.
|
||||
|
||||
**Gamepad-optimized browsing** — *default: on.* Swaps the touch or desktop home for the
|
||||
controller-optimized one: the host carousel, larger focus targets, a swipeable cover browser, and
|
||||
settings you can step with a thumbstick. The Apple and Android apps have this switch. Turn it off to
|
||||
stay in the touch interface even with a pad in your hands. On Linux, Windows and the Steam Deck the
|
||||
controller-optimized home is a separate entry point rather than a switch, so there is nothing to
|
||||
turn off. An Android TV is always in this mode — its remote is the only input it has.
|
||||
|
||||
**Show it** — *default: With a controller.* Only shown while the switch above is on, and it decides
|
||||
*when* that switch takes effect. **With a controller** is the long-standing behaviour: the
|
||||
controller-optimized home appears as a pad connects and the touch interface returns when the last one
|
||||
disconnects. **Always** keeps the controller-optimized home either way — for a phone or tablet that
|
||||
lives docked to a TV, where the pad isn't always awake but the couch layout is always the one you
|
||||
want. Apple and Android. (An Android TV is in that mode regardless, so the choice changes nothing
|
||||
there.)
|
||||
|
||||
**Background** — *default: Violet.* The colour family the controller-optimized home's living backdrop
|
||||
drifts through. Thirteen of them: seven dark fields — **Violet**, **OLED**, **Nebula**, **Abyss**,
|
||||
**Ember**, **Moss**, **Graphite** — then six pale ones, **Holo**, **Sunset**, **Bloom**, **Dawn**,
|
||||
**Mint** and **Opal**, which flip the whole interface to dark text on a light field. The backdrop
|
||||
recolours as you step the row, so pick by looking. **OLED** is the one with a practical point rather
|
||||
than a decorative one: it is true black — most of the frame is pixels switched off, which on an OLED
|
||||
or AMOLED panel means no glow and no power drawn, with only a faint violet ember left in one corner.
|
||||
Stored under the same name on every client, so a phone, a Deck and a desktop set to Mint all look
|
||||
alike. Appearance only — nothing about a stream depends on it.
|
||||
|
||||
The row lives in the controller-optimized settings themselves — the screen you reach with **X** from
|
||||
the controller-optimized home — on every platform that has one, which includes the Steam Deck and the
|
||||
Linux and Windows console home. The Apple TV is the exception: it carries **Background** in its
|
||||
ordinary Settings instead, next to **Show it**, because its controller-optimized home needs a real
|
||||
controller to open and the palettes would otherwise be unreachable from the Siri Remote.
|
||||
|
||||
## Overlay
|
||||
|
||||
**Statistics overlay** — *default: Normal.* Four tiers — Off, Compact, Normal, Detailed — each a
|
||||
@@ -292,6 +330,10 @@ stay global and **cannot be put in a settings profile**:
|
||||
profile forwards.
|
||||
- **Auto-wake on connect** and **Show game library** — decisions about this device and this network,
|
||||
not about how a given host is streamed.
|
||||
- Everything under **Interface** — **Gamepad-optimized browsing**, **Show it** and **Background**.
|
||||
How this client looks and which layout it wears has nothing to do with how a host streams to it,
|
||||
so binding them to a host would only make the same device change appearance depending on what it
|
||||
connected to.
|
||||
|
||||
One switch you might expect here isn't in Settings at all: **Share clipboard** lives in a saved
|
||||
host's own edit sheet, because handing a machine your clipboard is a decision about that one host —
|
||||
|
||||
Reference in New Issue
Block a user