feat(apple): wake-until-up overlay + host edit with MAC prefill
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- 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>
This commit is contained in:
2026-07-05 20:04:47 +02:00
parent 4a87cef98c
commit 88348153f3
14 changed files with 759 additions and 245 deletions
@@ -0,0 +1,84 @@
// The "Waking <host>" modal shown while HostWaker brings a sleeping host back a spinner + a
// live elapsed counter, escalating to a retry/cancel prompt on timeout. Presented over BOTH the
// touch and gamepad home (a wake only ever starts on macOS today, where WoL is ungated), and it
// drives from either a pointer (the buttons) or a controller (B cancels, A retries once timed out).
import PunktfunkKit
import SwiftUI
struct WakeOverlay: View {
@ObservedObject var waker: HostWaker
var body: some View {
if let w = waker.waking {
ZStack {
// Dim + swallow input to the home behind it.
Rectangle().fill(.black.opacity(0.6)).ignoresSafeArea()
.contentShape(Rectangle())
.onTapGesture {}
card(w)
.frame(maxWidth: 380)
.padding(28)
.consoleGlass(RoundedRectangle(cornerRadius: 22, style: .continuous))
.overlay(
RoundedRectangle(cornerRadius: 22, style: .continuous)
.strokeBorder(.white.opacity(0.12), lineWidth: 1))
.padding(40)
}
.environment(\.colorScheme, .dark)
.transition(.opacity)
#if os(iOS) || os(macOS)
.background { WakeControllerInput(waker: waker) }
#endif
}
}
@ViewBuilder private func card(_ w: HostWaker.Waking) -> some View {
VStack(spacing: 14) {
if w.timedOut {
Image(systemName: "moon.zzz.fill")
.font(.system(size: 34)).foregroundStyle(.white.opacity(0.85))
Text("\(w.hostName) didn't wake")
.font(.geist(19, .bold, relativeTo: .title3)).foregroundStyle(.white)
Text("It may still be booting, or it's powered off / off this network.")
.font(.geist(13, relativeTo: .caption)).foregroundStyle(.white.opacity(0.6))
.multilineTextAlignment(.center)
HStack(spacing: 12) {
Button("Cancel") { waker.cancel() }.buttonStyle(.bordered)
Button("Try Again") { waker.retry() }.glassProminentButtonStyle()
}
.padding(.top, 6)
} else {
ProgressView().controlSize(.large).tint(.white)
Text("Waking \(w.hostName)")
.font(.geist(19, .bold, relativeTo: .title3)).foregroundStyle(.white)
Text("Waiting for it to come online · \(w.seconds)s")
.font(.geistFixed(13)).foregroundStyle(.white.opacity(0.6))
.monospacedDigit()
Button(w.connectsAfter ? "Cancel" : "Stop Waiting") { waker.cancel() }
.buttonStyle(.bordered)
.padding(.top, 6)
}
}
}
}
#if os(iOS) || os(macOS)
/// Controller binding for the overlay: B cancels; A retries once it has timed out. A zero-size
/// backing view owning a `GamepadMenuInput` for the overlay's lifetime (the home carousel/list is
/// gated inactive while a wake is up, so nothing else is consuming the pad).
private struct WakeControllerInput: View {
@ObservedObject var waker: HostWaker
@State private var input = GamepadMenuInput(manager: .shared)
var body: some View {
Color.clear
.onAppear {
input.onBack = { waker.cancel() }
input.onConfirm = { if waker.waking?.timedOut == true { waker.retry() } }
input.start()
}
.onDisappear { input.stop() }
}
}
#endif