feat(apple): wake-until-up overlay + host edit with MAC prefill
- HostWaker + WakeOverlay: after sending the Wake-on-LAN packet, wait until the host is really back (resend + mDNS poll, timeout, cancel/retry) before connecting. macOS-only in practice — WoL stays gated off on iOS/tvOS pending the multicast entitlement. - Add/Edit host sheet gains a Wake-on-LAN MAC field, prefilled from the stored MAC or the live mDNS advert; parseMacs validates aa:bb:cc:dd:ee:ff. - Gamepad chrome/home and glass-style polish. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -67,3 +67,41 @@ extension View {
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modifier(GlassProminentButton())
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}
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}
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// MARK: - Console glass (gamepad host tiles + settings rows)
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/// Liquid Glass tuned for the gamepad UI's dark "console" surfaces — the host-carousel tiles and
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/// the settings rows. Unlike `glassBackground` (floating-overlay only, per HIG), this deliberately
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/// clads content tiles / dense rows: a chosen part of the 10-foot console look. `tint` washes the
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/// glass toward a color (the brand violet on the focused / primary surface); `interactive` makes
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/// it flex on press. The pre-26 fallback is `.ultraThinMaterial` forced dark — these surfaces
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/// always sit on the near-black backdrop, so the material must stay dark even in a light appearance.
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private struct ConsoleGlass<S: Shape>: ViewModifier {
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let shape: S
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var tint: Color?
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var interactive = false
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func body(content: Content) -> some View {
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if #available(iOS 26, macOS 26, tvOS 26, *) {
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content.glassEffect(glass, in: shape)
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} else {
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content.background { shape.fill(.ultraThinMaterial).environment(\.colorScheme, .dark) }
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}
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}
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@available(iOS 26, macOS 26, tvOS 26, *)
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private var glass: Glass {
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var g: Glass = .regular
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if let tint { g = g.tint(tint) }
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if interactive { g = g.interactive() }
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return g
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}
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}
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extension View {
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/// Liquid Glass for a dark console surface (a host tile / settings row), or `.ultraThinMaterial`
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/// (forced dark) pre-26. Pass the surface's shape explicitly — glass defaults to a Capsule.
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func consoleGlass<S: Shape>(_ shape: S, tint: Color? = nil, interactive: Bool = false) -> some View {
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modifier(ConsoleGlass(shape: shape, tint: tint, interactive: interactive))
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}
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}
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