feat(clients/gamepad-ui): section tabs, background palettes, and a backdrop that moves everywhere
ci / web (pull_request) Successful in 1m17s
ci / docs-site (pull_request) Successful in 1m42s
ci / rust-arm64 (pull_request) Successful in 2m36s
android / android (pull_request) Successful in 3m33s
windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 8m37s
ci / rust (pull_request) Successful in 8m58s
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 3m47s
apple / swift (pull_request) Successful in 1m29s
apple / screenshots (pull_request) Skipped

The console settings were one 30-row scroll, which on a Deck meant thumbing past
Video and Audio to reach the pad settings. They are now split across sections —
Stream · Video · Audio · Controller · Interface · Profiles, plus Input on the
desktop console, which alone carries the touch/mouse rows. L1/R1 walks them,
each section remembers where its cursor was, and the names are the same word on
every client so a setting is where you looked for it last.

Shoulders are not the only route, because a D-pad remote hasn't got any: on
Android, Up from the first row moves onto the strip (left/right walks sections
there, A drops back in), and on tvOS the pills are focusable, so the focus
engine handles it — a Siri Remote has no extended gamepad profile and never
reaches the input poll at all. The desktop console needs neither; PageUp and
PageDown already map to the same events.

New "Background" row, six palettes: Violet (the brand default), Tide, Forest,
Ember, Rose, Graphite. A palette is a hue rotation plus a saturation scale over
the ONE colour field each client already draws, so every palette inherits its
structure and Violet is the identity transform — existing installs see exactly
what they see today. The maths is ported three times (Rust/Swift/Kotlin) under
one shared `ui_palette` key, with the same assertions pinned in each language.
It is presentation only, so it is a device preference and never part of a
profile.

The form screens no longer have a backdrop of their own. Settings, add-host and
pair used to sit on a still gradient; they now wear the same living field at a
calm mix — pools dimmed onto the palette's own corner colour, vignette halved so
rows that run to the edges don't get crushed. On the desktop console that
collapsed the old aurora-over-static crossfade into one shader pass with a
chased uniform. Motion speed is identical in both modes on purpose: changing it
would make the field jump mid-transition. Nothing in the gamepad UI is backed by
a static image now, and Reduce Motion (Apple) / "remove animations" (Android)
still freeze it.

Also: the settings screen had no raster coverage at all — the eyeball dump is
`#[ignore]`d — so a new test draws every tab, and the Android screenshot set
gains a console-settings scene. Both earned their keep immediately: the renders
showed the extra hint pushing "Done" off a 360 dp phone (the legend scrolls now,
and the Section cell only appears where shoulders exist) and the form backdrop
crushing its own edges.
This commit is contained in:
2026-08-06 12:39:30 +02:00
parent 35ba64ca0f
commit 5a7f7f0fc5
25 changed files with 1805 additions and 414 deletions
@@ -31,6 +31,7 @@ import androidx.compose.material3.Scaffold
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.CompositionLocalProvider
import androidx.compose.runtime.compositionLocalOf
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
@@ -98,6 +99,13 @@ fun App(forceGamepadUi: Boolean = false) {
}
}
// The console backdrop's colour family, published once from the live settings rather than
// threaded through every screen that draws a backdrop. Because it is read from the SAME
// `settings` state the gamepad settings screen writes, stepping the Background row recolours
// the field behind that very row.
CompositionLocalProvider(
LocalGamepadPalette provides GamepadPalette.named(settings.uiPalette),
) {
AnimatedContent(
targetState = session,
transitionSpec = {
@@ -201,8 +209,16 @@ fun App(forceGamepadUi: Boolean = false) {
}
}
}
}
}
/**
* The console backdrop's colour family for everything under [App] — provided from the live
* settings so a change on the gamepad settings screen recolours every backdrop at once. Defaults
* to the brand violet, which is also what a preview or a test composition gets.
*/
val LocalGamepadPalette = compositionLocalOf { GamepadPalette.named("violet") }
/** Which console screen the gamepad shell is showing. */
private enum class GamepadScreen { Home, Settings, Library }
@@ -14,6 +14,8 @@ import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.PaddingValues
@@ -23,6 +25,9 @@ import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.lazy.LazyRow
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
@@ -31,7 +36,9 @@ import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.remember
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
@@ -86,32 +93,53 @@ private val auroraBlobs = listOf(
AuroraBlob(Color(0xFF3862DB), 0.72f, 0.14f, 0.10f, 0.08f, 1, 3, 1.2f, 0.48f, 0.40f), // cool blue
)
/** The deep base the field sits on — and, scaled, the [calm] lift that flattens it. */
private val auroraBase = Color(0xFF131126)
/**
* The living console backdrop: soft violet-family blobs drifting over black on slow, seamless loops,
* finished with a centre-pooling vignette and top/bottom legibility scrims. A Compose approximation
* of the Apple client's MeshGradient aurora — same brand family, same "ambience, never content" role.
* The living console backdrop: soft brand-family blobs drifting over a deep base on slow, seamless
* loops, finished with a centre-pooling vignette and top/bottom legibility scrims. A Compose
* approximation of the Apple client's MeshGradient aurora — same colour family, same "ambience,
* never content" role, and the same [GamepadPalette] setting recolours both.
*
* [calm] is what the FORM screens wear: the pools dim onto the base so the glass rows keep real
* colour and luminance without the launcher's contrast. Motion is identical either way on purpose —
* only the contrast differs, so moving between screens can't make the field jump.
*
* Honours the system's "remove animations" accessibility setting by freezing at a fixed phase, the
* same courtesy the Apple client pays Reduce Motion.
*/
@Composable
fun GamepadAuroraBackground(modifier: Modifier = Modifier) {
fun GamepadAuroraBackground(modifier: Modifier = Modifier, calm: Boolean = false) {
val palette = LocalGamepadPalette.current
val animated = animationsEnabled()
val transition = rememberInfiniteTransition(label = "aurora")
// A full 0..2π sweep over ~96 s; integer per-blob multipliers make sin/cos continuous at the wrap
// so the field never visibly jumps when the animation restarts.
val angle by transition.animateFloat(
val swept by transition.animateFloat(
initialValue = 0f,
targetValue = (2 * PI).toFloat(),
animationSpec = infiniteRepeatable(tween(96_000, easing = LinearEasing), RepeatMode.Restart),
label = "angle",
)
val angle = if (animated) swept else 0f
// Tinting is per-frame-cheap but not free, and the palette changes about once a year.
val blobs = remember(palette.id) { auroraBlobs.map { it to palette.tint(it.color) } }
val base = remember(palette.id) { palette.tint(auroraBase) }
Canvas(modifier) {
drawRect(Color.Black)
drawRect(if (calm) base else Color.Black)
val span = max(size.width, size.height)
for (b in auroraBlobs) {
for ((b, tinted) in blobs) {
val cx = (b.baseX + b.driftX * sin(angle * b.sx + b.phase)) * size.width
val cy = (b.baseY + b.driftY * cos(angle * b.sy + b.phase)) * size.height
val r = span * b.radiusFrac
// Calm scales each blob's contribution rather than dimming the whole canvas: the base
// stays put and only the pools come down to meet it, which is the same "lower the
// contrast, keep the colour" the desktop console's `calm` uniform does.
val alpha = if (calm) b.alpha * 0.62f else b.alpha
drawCircle(
brush = Brush.radialGradient(
colors = listOf(b.color.copy(alpha = b.alpha), Color.Transparent),
colors = listOf(tinted.copy(alpha = alpha), Color.Transparent),
center = Offset(cx, cy),
radius = r,
),
@@ -120,10 +148,15 @@ fun GamepadAuroraBackground(modifier: Modifier = Modifier) {
blendMode = BlendMode.Plus,
)
}
// Cinematic vignette: pool light centre, sink the corners.
// Cinematic vignette: pool light centre, sink the corners. Halved under calm: a launcher's
// cards sit in the pooled centre, but a form screen's rows run out toward the edges, where
// crushing to black just eats them. (Matches the Apple client and the desktop console.)
drawRect(
Brush.radialGradient(
colors = listOf(Color.Transparent, Color.Black.copy(alpha = 0.44f)),
colors = listOf(
Color.Transparent,
Color.Black.copy(alpha = if (calm) 0.22f else 0.44f),
),
center = Offset(size.width / 2, size.height / 2),
radius = span * 0.92f,
),
@@ -141,33 +174,96 @@ fun GamepadAuroraBackground(modifier: Modifier = Modifier) {
}
/**
* The calm backdrop for the console FORM screens (settings, add-host) — deliberately still and quiet
* (unlike the launcher's drifting aurora), a deep indigo base with two soft brand glows so the glass
* rows have some colour + luminance to sit on. Mirrors the Apple client's GamepadFormBackground.
* `false` when the user has turned animations off system-wide (Developer options' animator duration
* scale, or the accessibility "Remove animations" switch, which sets the same global). Read once
* per composition — it needs a settings trip to the system, and it changes about never.
*/
@Composable
private fun animationsEnabled(): Boolean {
val context = LocalContext.current
return remember {
runCatching {
android.provider.Settings.Global.getFloat(
context.contentResolver,
android.provider.Settings.Global.ANIMATOR_DURATION_SCALE,
1f,
) != 0f
}.getOrDefault(true)
}
}
/**
* The backdrop for the console FORM screens (settings, add-host). It used to be a STILL deep-indigo
* base with two soft glows; it is now the launcher's own living field at `calm`, which keeps that
* colour and luminance under the glass rows, honours the palette setting on every screen rather
* than only the launcher, and leaves nothing in the console UI backed by a static image. Mirrors
* the Apple client's GamepadFormBackground, which made the same substitution.
*/
@Composable
fun GamepadFormBackground(modifier: Modifier = Modifier) {
Canvas(modifier) {
val span = max(size.width, size.height)
drawRect(Color(0xFF131126))
drawCircle(
brush = Brush.radialGradient(
colors = listOf(Color(0xE6635AAE), Color.Transparent),
center = Offset(size.width * 0.24f, size.height * 0.12f),
radius = span * 0.7f,
),
center = Offset(size.width * 0.24f, size.height * 0.12f),
radius = span * 0.7f,
)
drawCircle(
brush = Brush.radialGradient(
colors = listOf(Color(0xBF343E96), Color.Transparent),
center = Offset(size.width * 0.82f, size.height * 0.9f),
radius = span * 0.7f,
),
center = Offset(size.width * 0.82f, size.height * 0.9f),
radius = span * 0.7f,
)
GamepadAuroraBackground(modifier, calm = true)
}
/**
* The horizontal section switcher above a console list. Purely presentational — the SCREEN owns
* which tab is selected and what the shoulders do. Scrollable so a narrow phone in landscape never
* has to squeeze the pills, and the selected one is always brought into view whether it was reached
* by shoulder button or tap.
*/
@Composable
fun ConsoleTabStrip(
titles: List<String>,
selected: Int,
onSelect: (Int) -> Unit,
modifier: Modifier = Modifier,
/**
* The strip itself holds the cursor (the caller moved focus UP out of its list). Draws a ring
* on the selected pill so it's clear left/right now walks sections rather than values — the
* route a D-pad remote, which has no shoulder buttons, needs.
*/
focused: Boolean = false,
) {
val listState = rememberLazyListState()
LaunchedEffect(selected) {
runCatching { listState.animateScrollToItem(selected.coerceAtLeast(0)) }
}
LazyRow(
state = listState,
modifier = modifier,
contentPadding = PaddingValues(horizontal = ConsoleEdgeInset),
horizontalArrangement = Arrangement.spacedBy(6.dp),
) {
itemsIndexed(titles) { i, title ->
val active = i == selected
val background by animateColorAsState(
if (active) Color(0xD96656F2) else Color(0x14FFFFFF),
tween(180),
label = "tabBg",
)
val ink by animateColorAsState(
Color.White.copy(alpha = if (active) 1f else 0.55f),
tween(180),
label = "tabInk",
)
val ring by animateColorAsState(
Color.White.copy(alpha = if (active && focused) 0.85f else 0f),
tween(180),
label = "tabRing",
)
Text(
title,
style = MaterialTheme.typography.labelLarge,
fontWeight = FontWeight.SemiBold,
color = ink,
maxLines = 1,
modifier = Modifier
.clip(RoundedCornerShape(50))
.background(background)
.border(1.5.dp, ring, RoundedCornerShape(50))
.clickable { onSelect(i) }
.padding(horizontal = 14.dp, vertical = 7.dp),
)
}
}
}
@@ -176,7 +272,7 @@ fun GamepadFormBackground(modifier: Modifier = Modifier) {
* sits in the SAME spot across Home / Settings / Add-Host and appears pinned while the content behind
* it cross-fades between screens.
*/
val ConsoleLegendInset = PaddingValues(start = 24.dp, bottom = 24.dp)
val ConsoleLegendInset = PaddingValues(start = 24.dp, end = 24.dp, bottom = 24.dp)
/** The shared horizontal inset for a console screen's heading (matches the legend's left edge). */
val ConsoleEdgeInset = 24.dp
@@ -471,7 +567,12 @@ fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, haze
Row(
modifier = frosted
.border(1.dp, Color.White.copy(alpha = 0.14f), shape)
.padding(horizontal = 16.dp, vertical = 10.dp),
.padding(horizontal = 16.dp, vertical = 10.dp)
// The pill still hugs its content when it fits; when it doesn't (a narrow phone, or a
// screen whose legend grew a cell) it scrolls rather than running off the edge and
// silently eating the last hint — which is exactly what the settings screen's new
// Section cell did on a 360 dp phone.
.horizontalScroll(rememberScrollState()),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(11.dp),
) {
@@ -152,8 +152,9 @@ fun GamepadNavEffect(
* keyboard). Same hysteresis + hold-to-repeat as [GamepadNavEffect] but on both axes — the dominant
* stick axis (or the pressed D-pad/HAT) commits a [NavDir], and it re-arms only after the stick
* returns near centre (so a flick is one step). [onActivate] is A / center, [onTertiary] is X,
* [onSecondary] is Y. B is left to MainActivity's BACK remap → the screen's BackHandler (so B "peels
* one layer": close the keyboard, then the screen).
* [onSecondary] is Y, and [onShoulder] is L1 (-1) / R1 (+1) — a step SIDEWAYS out of the list, which
* the settings screen uses for its section tabs. B is left to MainActivity's BACK remap → the
* screen's BackHandler (so B "peels one layer": close the keyboard, then the screen).
*/
@Composable
fun GamepadNavEffect2D(
@@ -162,6 +163,7 @@ fun GamepadNavEffect2D(
onActivate: () -> Unit,
onTertiary: () -> Unit = {},
onSecondary: () -> Unit = {},
onShoulder: (Int) -> Unit = {},
) {
val activity = LocalContext.current as? MainActivity ?: return
val state = remember { NavInputState() }
@@ -169,6 +171,7 @@ fun GamepadNavEffect2D(
val currentOnActivate by rememberUpdatedState(onActivate)
val currentOnTertiary by rememberUpdatedState(onTertiary)
val currentOnSecondary by rememberUpdatedState(onSecondary)
val currentOnShoulder by rememberUpdatedState(onShoulder)
DisposableEffect(active) {
// Stable probe refs so onDispose only releases the slot if WE still own it — during a
@@ -196,7 +199,10 @@ fun GamepadNavEffect2D(
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> { if (edge) currentOnActivate(); true }
KeyEvent.KEYCODE_BUTTON_X -> { if (edge) currentOnTertiary(); true }
KeyEvent.KEYCODE_BUTTON_Y -> { if (edge) currentOnSecondary(); true }
else -> false // B / shoulders → MainActivity (B remaps to BACK → BackHandler)
// Edge-only, no auto-repeat: a held shoulder shouldn't spin through the tabs.
KeyEvent.KEYCODE_BUTTON_L1 -> { if (edge) currentOnShoulder(-1); true }
KeyEvent.KEYCODE_BUTTON_R1 -> { if (edge) currentOnShoulder(1); true }
else -> false // B → MainActivity (remapped to BACK → BackHandler)
}
}
if (active) {
@@ -0,0 +1,84 @@
package io.unom.punktfunk
import androidx.compose.ui.graphics.Color
import kotlin.math.cos
import kotlin.math.sin
import kotlin.math.sqrt
// The console (gamepad) UI's background colour families.
//
// A palette is NOT a second hand-tuned colour field: it is a hue rotation + saturation scale
// applied to the ONE field GamepadAuroraBackground already draws, so every palette inherits its
// structure (dark base, bright drifting pools) and the brand default is exactly the shipped look —
// `violet` is the identity transform.
//
// The table and the `tint` maths are mirrored in `pf-console-ui`'s `library.rs` (Rust) and the
// Apple client's `GamepadPalette.swift` under the same ids, so the shared `ui_palette` setting
// names the same colour family on every client. Keep the three copies in step: a palette added
// here without the others is a value the other clients will silently render as Violet.
/**
* One background colour family. [hueDegrees] rotates about the grey axis (positive runs
* red → green → blue) and [saturation] scales saturation about luminance.
*/
class GamepadPalette(
/** The stored `ui_palette` value ([Settings.uiPalette]). */
val id: String,
/** What the settings row shows. */
val name: String,
val hueDegrees: Double,
val saturation: Double,
) {
/** True for the identity transform, so the default path skips the per-colour work. */
val isIdentity: Boolean get() = hueDegrees == 0.0 && saturation == 1.0
/** Apply this palette to one packed sRGB colour, keeping its alpha. */
fun tint(c: Color): Color {
if (isIdentity) return c
val (r, g, b) = tint(Triple(c.red.toDouble(), c.green.toDouble(), c.blue.toDouble()))
return Color(r.toFloat(), g.toFloat(), b.toFloat(), c.alpha)
}
/**
* Rotate `c` about the grey axis by [hueDegrees] (Rodrigues — the same rotation, in the same
* orientation, that the desktop console's shader uses for its ±8° warm/cool sway) and scale
* its saturation about luminance. Clamped, because a large rotation can push a channel out of
* gamut.
*/
fun tint(c: Triple<Double, Double, Double>): Triple<Double, Double, Double> {
val (r, g, b) = c
val a = Math.toRadians(hueDegrees)
val cs = cos(a)
val sn = sin(a)
val invSqrt3 = 1.0 / sqrt(3.0)
val grey = (r + g + b) / 3.0 * (1.0 - cs)
// The `sn` term is cross(k, c) with k = (1,1,1)/√3.
val rr = r * cs + (b - g) * invSqrt3 * sn + grey
val rg = g * cs + (r - b) * invSqrt3 * sn + grey
val rb = b * cs + (g - r) * invSqrt3 * sn + grey
val luma = 0.2126 * rr + 0.7152 * rg + 0.0722 * rb
fun mix(v: Double) = (luma + (v - luma) * saturation).coerceIn(0.0, 1.0)
return Triple(mix(rr), mix(rg), mix(rb))
}
companion object {
/**
* The six shipped palettes, in cycling order: the brand violet, then cool → warm, then
* the neutral.
*/
val ALL = listOf(
GamepadPalette("violet", "Violet", 0.0, 1.0),
GamepadPalette("tide", "Tide", -70.0, 1.0),
GamepadPalette("forest", "Forest", -130.0, 0.9),
GamepadPalette("ember", "Ember", 105.0, 1.0),
GamepadPalette("rose", "Rose", 60.0, 0.95),
GamepadPalette("graphite", "Graphite", 0.0, 0.12),
)
/**
* The palette stored under [id], falling back to the brand default — an unknown name is a
* palette a newer client shipped, not a reason to draw nothing.
*/
fun named(id: String): GamepadPalette = ALL.firstOrNull { it.id == id } ?: ALL[0]
}
}
@@ -39,6 +39,7 @@ import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateMapOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
@@ -63,10 +64,35 @@ import io.unom.punktfunk.kit.security.KnownHostStore
// The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView:
// the couch-relevant subset of the touch settings restyled as a console page and fully navigable with
// a controller: up/down moves the focus bar, left/right steps the focused value, A cycles/toggles it,
// B closes. Both write the same SharedPreferences, so values round-trip with the touch settings.
// L1/R1 change SECTION, B closes. Both write the same SharedPreferences, so values round-trip with
// the touch settings.
//
// The rows are split across SECTION TABS ([GpTab]) — a shoulder press on a pad, a tap on a phone.
// They used to be one long scroll with inline `Group · Subgroup` headers, which on a TV meant
// walking past Display and Audio to reach the controller settings. The tab names match the desktop
// console's and the Apple client's, so a setting is found under the same word wherever you look.
/**
* The settings screen's sections. Order IS the strip order and the L1/R1 cycle order; the names
* match `pf-console-ui`'s `TABS` and the Apple client's `GpSettingsTab`.
*/
enum class GpTab(val title: String) {
STREAM("Stream"),
VIDEO("Video"),
AUDIO("Audio"),
CONTROLLER("Controller"),
INTERFACE("Interface"),
PROFILES("Profiles"),
}
internal class GpRow(
val id: String,
val tab: GpTab,
/**
* A sub-heading above this row, for the few tabs that hold more than one group. Most rows have
* none: the tab pill already names the section, and repeating it would be a second label
* saying the same word.
*/
val header: String?,
val label: String,
val value: String,
@@ -133,10 +159,34 @@ fun GamepadSettingsScreen(
// path there is this screen's own Controller-optimized UI toggle, which swaps in the standard
// interface remote-navigably. The strings branch on it.
val tv = remember { isTvDevice(context) }
val rows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) +
val allRows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) +
buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
// Which section is showing, and where each one's focus was when it was last left — a detour
// into another tab shouldn't lose your place.
var tab by remember { mutableStateOf(GpTab.STREAM) }
// True while the STRIP holds the cursor rather than the list. Up from the first row moves
// here and Down goes back — the only route to the sections on a D-pad remote, which has no
// shoulder buttons at all (and is exactly what a TV box ships with).
var tabFocused by remember { mutableStateOf(false) }
val tabFocus = remember { mutableStateMapOf<GpTab, Int>() }
val rows = allRows.filter { it.tab == tab }
var focus by remember { mutableIntStateOf(0) }
if (focus > rows.lastIndex) focus = rows.lastIndex
if (focus > rows.lastIndex) focus = rows.lastIndex.coerceAtLeast(0)
// L1/R1 — one section along, wrapping (the strip is a ring, like A's value cycle).
fun selectTab(next: GpTab) {
if (next == tab) return
tabFocus[tab] = focus
tab = next
// Clamp: a tab's length follows the hardware and the catalog, so a remembered index can
// outlive the row it pointed at.
focus = (tabFocus[next] ?: 0)
.coerceIn(0, (allRows.count { it.tab == next } - 1).coerceAtLeast(0))
}
fun stepTab(delta: Int) {
val all = GpTab.entries
selectTab(all[((all.indexOf(tab) + delta) % all.size + all.size) % all.size])
}
// The direction the focused value last stepped (+1 forward / -1 back) — drives which way the
// value text slides in its AnimatedContent, so the motion matches the button press.
var adjustDir by remember { mutableIntStateOf(1) }
@@ -151,20 +201,28 @@ fun GamepadSettingsScreen(
active = navActive && pinProfile == null,
onDirection = { dir ->
when (dir) {
NavDir.UP -> if (focus > 0) focus--
NavDir.DOWN -> if (focus < rows.lastIndex) focus++
// A disabled row is INERT, not just dim — the step is refused instead of writing a
// setting that has nothing to act on (see `liveRow`).
NavDir.LEFT -> { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT -> { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
NavDir.UP -> if (focus > 0) focus-- else tabFocused = true
NavDir.DOWN -> if (tabFocused) tabFocused = false else if (focus < rows.lastIndex) focus++
// On the strip, left/right walks sections; on a row it steps the value. A disabled
// row is INERT, not just dim — the step is refused instead of writing a setting
// that has nothing to act on (see `liveRow`).
NavDir.LEFT ->
if (tabFocused) stepTab(-1) else { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT ->
if (tabFocused) stepTab(1) else { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
}
},
onActivate = { adjustDir = 1; liveRow(rows, focus)?.activate() },
// A on the strip drops into the section you picked, which is what "confirm" means there.
onActivate = {
if (tabFocused) tabFocused = false else { adjustDir = 1; liveRow(rows, focus)?.activate() }
},
// The shoulders work from either place — a real pad never has to visit the strip.
onShoulder = { delta -> stepTab(delta) },
)
// Keep the focused row on screen, but only SCROLL when it's actually off-screen — so entering the
// screen (focus on the first row) leaves the "Settings" heading visible instead of jumping past it.
// +1 accounts for the heading being item 0.
LaunchedEffect(focus) {
LaunchedEffect(focus, tab) {
runCatching {
val itemIndex = focus + 1
val info = listState.layoutInfo
@@ -183,9 +241,21 @@ fun GamepadSettingsScreen(
// where a fixed title + a fixed detail/legend strip ate most of the (short) height.
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
GamepadFormBackground(Modifier.fillMaxSize())
Column(Modifier.fillMaxSize().systemBarsPadding()) {
// The strip is PINNED while the rows scroll under it: it is this screen's primary
// navigation now, and a switcher you have to scroll back up to find isn't one. The
// title stays in the scrolling list (landscape has no height to spare, and the
// selected pill already says which section you are in).
ConsoleTabStrip(
titles = GpTab.entries.map { it.title },
selected = GpTab.entries.indexOf(tab),
onSelect = { tabFocused = false; selectTab(GpTab.entries[it]) },
modifier = Modifier.fillMaxWidth().padding(top = 8.dp, bottom = 2.dp),
focused = tabFocused,
)
LazyColumn(
state = listState,
modifier = Modifier.fillMaxSize().systemBarsPadding(),
modifier = Modifier.fillMaxSize(),
contentPadding = PaddingValues(start = 24.dp, end = 24.dp, top = 8.dp, bottom = 104.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
@@ -196,12 +266,19 @@ fun GamepadSettingsScreen(
ConsoleHeader("Default settings", horizontalInset = false)
}
itemsIndexed(rows, key = { _, r -> r.id }) { index, row ->
SettingRowView(row, focused = index == focus, adjustDir = adjustDir, onClick = {
// Same inertness as the pad path above — tapping a dimmed row focuses it (so
// its detail explains itself) but never flips it.
if (focus != index) focus = index
else if (row.enabled) { adjustDir = 1; row.activate() }
})
SettingRowView(
row,
focused = index == focus && !tabFocused,
adjustDir = adjustDir,
onClick = {
// Same inertness as the pad path above — tapping a dimmed row focuses it
// (so its detail explains itself) but never flips it.
tabFocused = false
if (focus != index) focus = index
else if (row.enabled) { adjustDir = 1; row.activate() }
},
)
}
}
}
}
@@ -218,8 +295,23 @@ fun GamepadSettingsScreen(
// a profile row doesn't adjust, it opens the pin picker, and the "No profiles yet"
// placeholder does nothing at all — advertising ↔/A on those would be a lie.
val focused = rows.getOrNull(focus)
// The shoulders always change section, so that cell leads on every row. Tappable too,
// like the others — a user without a working pad can still reach every tab.
// Advertise the shoulders only where they EXIST: a TV remote has none (its route is Up
// into the strip) and a touch user taps a pill, so on those the cell would be both a
// lie and the reason a 360 dp legend runs out of room. Defaults to the pad case off an
// Activity (preview/tests), like GamepadHintBar's own glyph choice.
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
val sections = listOfNotNull(
GamepadHint('⇄', Color(0xFF9A93C7), "Section", onClick = { stepTab(1) })
.takeIf { padIsGamepad },
)
GamepadHintBar(
when {
if (tabFocused) listOf(
GamepadHint('↔', Color(0xFF9A93C7), "Section"),
PadGlyph.hint('A', "Open") { tabFocused = false },
PadGlyph.hint('B', "Done", onClick = onBack),
) else sections + when {
focused != null && !focused.enabled -> listOf(
PadGlyph.hint('B', "Done", onClick = onBack),
)
@@ -353,7 +445,8 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs); [av1Capable] gates the
* AV1 codec entry (see `codecOptionsFor`). */
* AV1 codec entry (see `codecOptionsFor`). Every row declares its [GpTab]; the screen shows one
* tab at a time. */
internal fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
@@ -361,12 +454,12 @@ internal fun buildSettingsRows(
update: (Settings) -> Unit,
): List<GpRow> {
fun <T> choice(
id: String, header: String?, label: String, detail: String,
id: String, tab: GpTab, header: String?, label: String, detail: String,
options: List<Pair<T, String>>, current: T, enabled: Boolean = true, write: (T) -> Unit,
): GpRow {
val idx = options.indexOfFirst { it.first == current }
return GpRow(
id, header, label,
id, tab, header, label,
value = options.getOrNull(idx)?.second ?: "",
detail = detail,
enabled = enabled,
@@ -385,10 +478,10 @@ internal fun buildSettingsRows(
)
}
fun toggle(
id: String, header: String?, label: String, detail: String,
id: String, tab: GpTab, header: String?, label: String, detail: String,
value: Boolean, enabled: Boolean = true, write: (Boolean) -> Unit,
): GpRow = GpRow(
id, header, label,
id, tab, header, label,
value = if (value) "On" else "Off",
detail = detail,
enabled = enabled,
@@ -397,36 +490,13 @@ internal fun buildSettingsRows(
toggled = value,
)
// Grouped and ordered by the cross-client category map (General / Display / Audio /
// Controllers), with the same sub-section names the touch settings and the desktop clients use,
// so a setting sits in the same place whichever surface you found it on. The ROWS stay the
// couch-relevant subset: a pad can't drive a touch-input picker, and adding one for the sake of
// symmetry would be parity in name only.
// Grouped by the cross-client tab map (Stream / Video / Audio / Controller / Interface /
// Profiles), so a setting sits under the same word whichever client you found it on. The ROWS
// stay the couch-relevant subset: a pad can't drive a touch-input picker, and adding one for
// the sake of symmetry would be parity in name only.
return listOf(
choice(
"hud", "General · Statistics", "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
"A 3-finger tap cycles the tiers live.",
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
) { update(s.copy(statsVerbosity = it)) },
toggle(
"autoWake", "General · Session", "Auto-wake on connect",
"Wake a saved host with Wake-on-LAN when it isn't seen on the network, then connect.",
s.autoWakeEnabled,
) { update(s.copy(autoWakeEnabled = it)) },
toggle(
"library", "General · Library", "Game library",
"Browse a paired host's games with Y (experimental).",
s.libraryEnabled,
) { update(s.copy(libraryEnabled = it)) },
toggle(
"gamepadUI", "General · Interface", "Controller-optimized UI",
"Turn off to use the touch interface even with a controller connected.",
s.gamepadUiEnabled,
) { update(s.copy(gamepadUiEnabled = it)) },
choice(
"resolution", "Display · Resolution", "Resolution",
"resolution", GpTab.STREAM, null, "Resolution",
"The host creates a virtual display at exactly this size — no scaling. " +
"Custom sizes are typed in the touch settings.",
// A custom size (typed in the touch settings) leads the list so it stays visible and
@@ -440,55 +510,56 @@ internal fun buildSettingsRows(
s.width to s.height,
) { (w, h) -> update(s.copy(width = w, height = h)) },
choice(
"refresh", null, "Refresh rate", "Frame rate the host renders and streams at.",
"refresh", GpTab.STREAM, null, "Refresh rate",
"Frame rate the host renders and streams at.",
REFRESH_OPTIONS, s.hz,
) { update(s.copy(hz = it)) },
choice(
"bitrate", "Display · Quality", "Bitrate",
"bitrate", GpTab.STREAM, null, "Bitrate",
"Automatic uses the host's default. A host's options (Up on its tile) can measure the " +
"link and set an informed value.",
BITRATE_OPTIONS, s.bitrateKbps,
) { update(s.copy(bitrateKbps = it)) },
choice(
"codec", null, "Video codec",
"A preference — the host falls back if it can't encode this one.",
codecOptionsFor(s.codec, av1Capable), s.codec,
) { update(s.copy(codec = it)) },
toggle(
"hdr", null, "10-bit HDR",
"HDR10 — engages when the host sends HDR content and this display supports it.",
s.hdrEnabled,
) { update(s.copy(hdrEnabled = it)) },
toggle(
"lowLatency", "Display · Decoding", "Low-latency mode",
"The fast pipeline (async decode + system tuning). On by default — turn off to fall back if the stream stutters or glitches.",
s.lowLatencyMode,
) { update(s.copy(lowLatencyMode = it)) },
choice(
"compositor", "Display · Host output", "Compositor",
"compositor", GpTab.STREAM, "Host output", "Compositor",
"Which compositor drives the virtual output — honored only if available on the host.",
COMPOSITOR_OPTIONS.mapIndexed { i, lbl -> i to lbl }, s.compositor,
) { update(s.copy(compositor = it)) },
choice(
"audio", "Audio", "Audio channels", "The speaker layout requested from the host.",
"codec", GpTab.VIDEO, null, "Video codec",
"A preference — the host falls back if it can't encode this one.",
codecOptionsFor(s.codec, av1Capable), s.codec,
) { update(s.copy(codec = it)) },
toggle(
"hdr", GpTab.VIDEO, null, "10-bit HDR",
"HDR10 — engages when the host sends HDR content and this display supports it.",
s.hdrEnabled,
) { update(s.copy(hdrEnabled = it)) },
toggle(
"lowLatency", GpTab.VIDEO, "Decoding", "Low-latency mode",
"The fast pipeline (async decode + system tuning). On by default — turn off to fall back if the stream stutters or glitches.",
s.lowLatencyMode,
) { update(s.copy(lowLatencyMode = it)) },
choice(
"audio", GpTab.AUDIO, null, "Audio channels",
"The speaker layout requested from the host.",
AUDIO_CHANNEL_OPTIONS, s.audioChannels,
) { update(s.copy(audioChannels = it)) },
toggle(
"mic", null, "Microphone", "Send this device's microphone to the host's virtual mic.",
"mic", GpTab.AUDIO, null, "Microphone",
"Send this device's microphone to the host's virtual mic.",
s.micEnabled,
) { update(s.copy(micEnabled = it)) },
toggle(
"echoCancel", null, "Echo cancellation",
"echoCancel", GpTab.AUDIO, null, "Echo cancellation",
"Filter the stream's own audio out of the mic pickup. Applies while the microphone is on.",
s.echoCancel,
) { update(s.copy(echoCancel = it)) },
toggle(
"padForward", "Controllers", "Forward controllers",
"padForward", GpTab.CONTROLLER, null, "Forward controllers",
"Send this device's controllers to the host. Turn it off when your controller " +
"already reaches the host another way — USB passthrough such as VirtualHere — " +
"so games don't see two of them.",
@@ -499,18 +570,18 @@ internal fun buildSettingsRows(
// had the capability (`GpRow.enabled`) and used it only for the profiles placeholder, so
// the pad rows kept stepping settings that had nothing to act on.
choice(
"padType", null, "Controller type",
"padType", GpTab.CONTROLLER, null, "Controller type",
"The virtual pad the host creates — Automatic matches this controller.",
GAMEPAD_OPTIONS, s.gamepad, enabled = s.gamepadForwarding,
) { update(s.copy(gamepad = it)) },
choice(
"systemButtons", null, "Guide button",
"systemButtons", GpTab.CONTROLLER, null, "Guide button",
"Where the guide (Xbox/PS) and share presses go while streaming — Automatic " +
"sends them to the host whenever this device delivers them.",
SYSTEM_BUTTON_OPTIONS, s.systemButtons, enabled = s.gamepadForwarding,
) { update(s.copy(systemButtons = it)) },
choice(
"guideGesture", null, "Hold Select for guide",
"guideGesture", GpTab.CONTROLLER, null, "Hold Select for guide",
"Hold Select alone to press the host's guide button — keep holding for a " +
"Gaming-Mode host's quick-access menu. A Select tap still goes through.",
GUIDE_GESTURE_OPTIONS, s.guideGesture, enabled = s.gamepadForwarding,
@@ -518,7 +589,7 @@ internal fun buildSettingsRows(
) + listOfNotNull(
if (hasBodyVibrator) {
toggle(
"phoneRumble", null, "Rumble on this phone",
"phoneRumble", GpTab.CONTROLLER, null, "Rumble on this phone",
"Also play controller 1's rumble on this phone's own vibration motor — " +
"for clip-on pads without rumble motors.",
s.rumbleOnPhone,
@@ -530,7 +601,7 @@ internal fun buildSettingsRows(
// NOT gated on the vibrator (the bug A2 fixed in the touch settings): an SC2 capture has
// nothing to do with this device's motor, and a TV box is where it matters most.
toggle(
"sc2", null, "Steam Controller 2 passthrough",
"sc2", GpTab.CONTROLLER, "Passthrough", "Steam Controller 2 passthrough",
"Capture a Steam Controller 2 (wired, Puck dongle, or paired Bluetooth) and stream " +
"it as-is — Steam on the host drives it like the physical pad.",
s.sc2Capture, enabled = s.gamepadForwarding,
@@ -540,20 +611,53 @@ internal fun buildSettingsRows(
// back to — could turn on SC2 passthrough but not the Sony one. Same no-vibrator-gate
// reasoning: this capture renders feedback on the CONTROLLER's motors, not this device's.
toggle(
"dsCapture", null, "DualSense / DualShock passthrough (USB)",
"dsCapture", GpTab.CONTROLLER, null, "DualSense / DualShock passthrough (USB)",
"Drive a USB-connected Sony pad directly — rumble on any phone, plus adaptive " +
"triggers, lightbar and gyro.",
s.dsCapture, enabled = s.gamepadForwarding,
) { update(s.copy(dsCapture = it)) },
// The palette leads Interface: it is the one row whose effect you can see while you step
// it (the backdrop behind this very list recolours), so it wants to be the first thing
// found in the section.
choice(
"palette", GpTab.INTERFACE, null, "Background",
"The colour family this backdrop drifts through — it changes as you step, so pick by " +
"looking. Appearance only.",
GamepadPalette.ALL.map { it.id to it.name },
GamepadPalette.named(s.uiPalette).id,
) { update(s.copy(uiPalette = it)) },
choice(
"hud", GpTab.INTERFACE, null, "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
"A 3-finger tap cycles the tiers live.",
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
) { update(s.copy(statsVerbosity = it)) },
toggle(
"autoWake", GpTab.INTERFACE, null, "Auto-wake on connect",
"Wake a saved host with Wake-on-LAN when it isn't seen on the network, then connect.",
s.autoWakeEnabled,
) { update(s.copy(autoWakeEnabled = it)) },
toggle(
"library", GpTab.INTERFACE, null, "Game library",
"Browse a paired host's games with Y (experimental).",
s.libraryEnabled,
) { update(s.copy(libraryEnabled = it)) },
toggle(
"gamepadUI", GpTab.INTERFACE, null, "Controller-optimized UI",
"Turn off to use the touch interface even with a controller connected.",
s.gamepadUiEnabled,
) { update(s.copy(gamepadUiEnabled = it)) },
)
}
/**
* The trailing Profiles section — the Android mirror of the desktop console's (design §5.2a, §5.4):
* one row per catalog profile, valued with how many saved hosts pin it, activating into the
* pin-to-hosts picker. Read-only beyond pinning: profiles are created and edited in the standard
* interface, so an empty catalog shows one dimmed placeholder explaining where they come from
* instead of a dead-looking empty header. On a TV that phrasing changes: "touch interface" points
* instead of a dead-looking empty tab. On a TV that phrasing changes: "touch interface" points
* nowhere useful on a touchless device, so the strings name the actual route — the
* Controller-optimized UI toggle a few rows up, which swaps the standard interface in
* (d-pad-navigable; the profile editor lives there on every device, unlike tvOS where none exists).
@@ -574,7 +678,8 @@ private fun buildProfileRows(
return listOf(
GpRow(
id = "noProfiles",
header = "Profiles",
tab = GpTab.PROFILES,
header = null,
label = "No profiles yet",
value = "",
detail = "Profiles bundle stream settings for different uses — pinned ones become " +
@@ -586,12 +691,13 @@ private fun buildProfileRows(
),
)
}
return profiles.mapIndexed { i, p ->
return profiles.map { p ->
// Counted straight off the host records, so it agrees with what the carousel renders.
val pins = savedHosts.count { p.id in it.pinnedProfileIds }
GpRow(
id = "profile:${p.id}",
header = if (i == 0) "Profiles" else null,
tab = GpTab.PROFILES,
header = null,
label = p.name,
value = when (pins) {
0 -> "Not pinned"
@@ -105,6 +105,16 @@ data class Settings(
* client's `libraryEnabled`.
*/
val libraryEnabled: Boolean = true,
/**
* Which colour family the console (gamepad) UI's living backdrop drifts through — the
* cross-client `ui_palette` key: `"violet"` (the brand default), `"tide"`, `"forest"`,
* `"ember"`, `"rose"`, `"graphite"`. See [GamepadPalette], whose table and maths mirror the
* desktop console's and the Apple client's under the same names. Presentation only: nothing
* about a stream depends on it, so it is a device preference and never part of a profile.
* An unknown value reads as the default rather than failing — a newer client may have shipped
* a palette this build doesn't know.
*/
val uiPalette: String = "violet",
/**
* "Low-latency mode" — the master switch over the latency pipeline: the async decode loop
* (native; burst-feed + present-newest-per-vsync, the Apple client's discipline), decoder ranking
@@ -284,6 +294,7 @@ class SettingsStore(context: Context) {
?: if (prefs.getBoolean(K_TRACKPAD, true)) TouchMode.TRACKPAD else TouchMode.POINTER,
gamepadUiEnabled = prefs.getBoolean(K_GAMEPAD_UI, true),
libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
uiPalette = prefs.getString(K_UI_PALETTE, "violet") ?: "violet",
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
presentPriority = prefs.getString(K_PRESENT_PRIORITY, "latency") ?: "latency",
smoothBuffer = prefs.getInt(K_SMOOTH_BUFFER, 0),
@@ -323,6 +334,7 @@ class SettingsStore(context: Context) {
.putString(K_TOUCH_MODE, s.touchMode.name)
.putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled)
.putBoolean(K_LIBRARY, s.libraryEnabled)
.putString(K_UI_PALETTE, s.uiPalette)
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
.putString(K_PRESENT_PRIORITY, s.presentPriority)
.putInt(K_SMOOTH_BUFFER, s.smoothBuffer)
@@ -361,6 +373,7 @@ class SettingsStore(context: Context) {
const val K_TOUCH_MODE = "touch_mode"
const val K_GAMEPAD_UI = "gamepad_ui_enabled"
const val K_LIBRARY = "library_enabled"
const val K_UI_PALETTE = "ui_palette"
/**
* Bumped AGAIN to restart every install at the new default (ON). History: the original
@@ -0,0 +1,132 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
// The console UI's background palettes. These assertions are the CONTRACT the Rust
// (`pf-console-ui::library::tint`) and Swift (`GamepadPalette.tint`) ports have to reproduce — the
// same ids, the same rotation orientation, the same in-gamut results — so one `ui_palette` value
// names the same colour family on every client.
class GamepadPaletteTest {
/** The brightest pool of the field — the colour a palette is judged by. */
private val violetPool = Triple(0.49, 0.39, 0.95)
/**
* The brand default must be the IDENTITY transform. Every existing install already sees the
* shipped violet backdrop, and a palette table that quietly restyled it would be a regression
* dressed as a feature.
*/
@Test
fun violetIsTheUntouchedShippedField() {
val violet = GamepadPalette.named("violet")
assertEquals("violet", GamepadPalette.ALL.first().id)
assertTrue(violet.isIdentity)
assertEquals(violetPool, violet.tint(violetPool))
// An unknown name is a newer client's palette, not an error.
assertEquals("violet", GamepadPalette.named("chartreuse").id)
assertEquals("violet", GamepadPalette.named("").id)
}
/** The ids and their order are the cross-client contract (strip order, and the L1/R1 cycle). */
@Test
fun tableMatchesTheOtherClients() {
assertEquals(
listOf("violet", "tide", "forest", "ember", "rose", "graphite"),
GamepadPalette.ALL.map { it.id },
)
assertEquals(
listOf("Violet", "Tide", "Forest", "Ember", "Rose", "Graphite"),
GamepadPalette.ALL.map { it.name },
)
}
/**
* A rotation moves the hue while roughly holding luminance, and the saturation scale collapses
* toward grey — the same four checks the Rust and Swift tests make.
*/
@Test
fun tintRotatesHueAndScalesSaturation() {
assertTrue(violetPool.third > violetPool.first && violetPool.third > violetPool.second)
// +105° (Ember) turns the blue-dominant pool red-dominant…
val ember = GamepadPalette.named("ember").tint(violetPool)
assertTrue("$ember should be warm", ember.first > ember.third)
// …−130° (Forest) turns it green-dominant…
val forest = GamepadPalette.named("forest").tint(violetPool)
assertTrue("$forest", forest.second > forest.first && forest.second > forest.third)
// …and 70° (Tide) lands on a cyan whose green and blue both beat red.
val tide = GamepadPalette.named("tide").tint(violetPool)
assertTrue("$tide", tide.second > tide.first && tide.third > tide.first)
// Graphite's saturation scale leaves the channels nearly equal…
val grey = GamepadPalette.named("graphite").tint(violetPool)
val channels = listOf(grey.first, grey.second, grey.third)
assertTrue("$grey", channels.max() - channels.min() < 0.08)
// …at about the source's luminance (it desaturates, it doesn't dim).
val luma = 0.2126 * violetPool.first + 0.7152 * violetPool.second + 0.0722 * violetPool.third
assertEquals(luma, grey.second, 0.05)
}
/**
* Every palette stays in gamut on every colour the field is built from — an out-of-range
* channel would clamp differently on each platform's rasteriser.
*/
@Test
fun everyPaletteStaysInGamut() {
val field = listOf(
Triple(0.075, 0.060, 0.160), Triple(0.34, 0.27, 0.72), Triple(0.30, 0.26, 0.74),
Triple(0.42, 0.20, 0.54), Triple(0.49, 0.39, 0.95), Triple(0.28, 0.31, 0.84),
Triple(0.16, 0.26, 0.64), Triple(0.45, 0.23, 0.60), Triple(0.53, 0.31, 0.75),
Triple(0.35, 0.35, 0.91), Triple(0.19, 0.28, 0.70), Triple(0.22, 0.18, 0.54),
Triple(0.24, 0.20, 0.58),
)
for (palette in GamepadPalette.ALL) {
for (c in field) {
val t = palette.tint(c)
for (v in listOf(t.first, t.second, t.third)) {
assertTrue("${palette.id} $c$t", v in 0.0..1.0)
}
}
}
}
/**
* Every settings row lands in exactly one tab — a row missing from the tab map is a setting
* that became unreachable on a TV, which is precisely what this screen exists to prevent.
*/
@Test
fun everySettingsRowHasATab() {
val rows = buildSettingsRows(Settings(), hasBodyVibrator = true, av1Capable = true) {}
assertTrue(rows.isNotEmpty())
assertEquals(rows.size, rows.map { it.id }.toSet().size)
// Profiles is built separately (from the catalog), so no settings row claims it.
assertTrue(rows.none { it.tab == GpTab.PROFILES })
for (t in listOf(GpTab.STREAM, GpTab.VIDEO, GpTab.AUDIO, GpTab.CONTROLLER, GpTab.INTERFACE)) {
assertTrue("$t is empty", rows.any { it.tab == t })
}
}
/** The Background row steps the shared `ui_palette` key and wraps on A, like every choice row. */
@Test
fun backgroundRowStepsTheSharedKey() {
var s = Settings()
fun rows() = buildSettingsRows(s, hasBodyVibrator = false, av1Capable = false) { s = it }
fun palette() = rows().first { it.id == "palette" }
assertEquals("violet", s.uiPalette)
assertEquals("Violet", palette().value)
assertTrue("already the first = thud", !palette().adjust(-1))
assertTrue(palette().adjust(1))
assertEquals(GamepadPalette.ALL[1].id, s.uiPalette)
// A from the last entry wraps home.
s = s.copy(uiPalette = GamepadPalette.ALL.last().id)
palette().activate()
assertEquals("violet", s.uiPalette)
// A store written by a newer client shows the palette that is actually drawing.
s = s.copy(uiPalette = "chartreuse")
assertEquals("Violet", palette().value)
}
}
@@ -106,6 +106,9 @@ class ScreenshotTest {
@Test
fun connectingConsole() = shootRoot("connecting-console") { ConnectConsoleScene() }
@Test
fun consoleSettings() = shootRoot("console-settings") { ConsoleSettingsScene() }
@Test
fun trust() = shootScreen("trust") {
HostsScene()
@@ -31,6 +31,7 @@ import io.unom.punktfunk.BrandDark
import io.unom.punktfunk.ConnectModal
import io.unom.punktfunk.ConnectPhase
import io.unom.punktfunk.ConnectTakeover
import io.unom.punktfunk.GamepadSettingsScreen
import io.unom.punktfunk.Settings
import io.unom.punktfunk.TouchMode
import io.unom.punktfunk.SettingsCategory
@@ -406,3 +407,13 @@ internal fun WakeTimedOutScene() =
@Composable
internal fun ConnectConsoleScene() =
ConnectTakeover(ConnectPhase.Connecting("Living Room PC"), onCancel = {}, onRetry = {})
/**
* The real console settings screen the section tab strip, the glass rows, the focused row's
* unfolded detail, and the living (calmed) backdrop behind them. The touch [SettingsScene] can't
* stand in for it: this is a different screen with different navigation, and the strip is the part
* a layout regression would eat first.
*/
@Composable
internal fun ConsoleSettingsScene() =
GamepadSettingsScreen(initial = SHOT_SETTINGS, onChange = {}, onBack = {})