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
@@ -52,6 +52,9 @@ struct ContentView: View {
@State private var awaitingApproval: ApprovalRequest? @State private var awaitingApproval: ApprovalRequest?
@State private var speedTestTarget: StoredHost? @State private var speedTestTarget: StoredHost?
@State private var libraryTarget: StoredHost? @State private var libraryTarget: StoredHost?
/// Wakes a sleeping host and waits for it to come back online before connecting (drives the
/// "Waking" overlay). macOS-only in practice WoL is gated off on iOS/tvOS.
@StateObject private var waker = HostWaker()
#if !os(macOS) #if !os(macOS)
@State private var showSettings = false @State private var showSettings = false
#endif #endif
@@ -212,12 +215,18 @@ struct ContentView: View {
} }
private var home: some View { private var home: some View {
// The "Waking" overlay rides over BOTH home UIs (and the pre-connect window is still
// `home`, so it covers the whole wakeonlineconnect sequence).
homeBase.overlay { WakeOverlay(waker: waker) }
}
@ViewBuilder private var homeBase: some View {
#if os(macOS) #if os(macOS)
Group { Group {
if gamepadUIActive { if gamepadUIActive {
GamepadHomeView( GamepadHomeView(
store: store, model: model, discovery: discovery, store: store, model: model, discovery: discovery,
libraryTarget: $libraryTarget, libraryTarget: $libraryTarget, waker: waker,
connect: { connect($0) }, connectDiscovered: connectDiscovered) connect: { connect($0) }, connectDiscovered: connectDiscovered)
} else { } else {
HomeView( HomeView(
@@ -225,7 +234,7 @@ struct ContentView: View {
showAddHost: $showAddHost, pairingTarget: $pairingTarget, showAddHost: $showAddHost, pairingTarget: $pairingTarget,
speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget, speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
connect: { connect($0) }, connectDiscovered: connectDiscovered, connect: { connect($0) }, connectDiscovered: connectDiscovered,
onPaired: handlePaired, onLaunchTitle: launchTitle) onPaired: handlePaired, onLaunchTitle: launchTitle, wake: { wakeOnly($0) })
} }
} }
#elseif os(iOS) #elseif os(iOS)
@@ -233,7 +242,7 @@ struct ContentView: View {
if gamepadUIActive { if gamepadUIActive {
GamepadHomeView( GamepadHomeView(
store: store, model: model, discovery: discovery, store: store, model: model, discovery: discovery,
libraryTarget: $libraryTarget, libraryTarget: $libraryTarget, waker: waker,
connect: { connect($0) }, connectDiscovered: connectDiscovered) connect: { connect($0) }, connectDiscovered: connectDiscovered)
} else { } else {
HomeView( HomeView(
@@ -242,7 +251,7 @@ struct ContentView: View {
speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget, speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
showSettings: $showSettings, showSettings: $showSettings,
connect: { connect($0) }, connectDiscovered: connectDiscovered, connect: { connect($0) }, connectDiscovered: connectDiscovered,
onPaired: handlePaired, onLaunchTitle: launchTitle) onPaired: handlePaired, onLaunchTitle: launchTitle, wake: { wakeOnly($0) })
} }
} }
#else #else
@@ -252,7 +261,7 @@ struct ContentView: View {
speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget, speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
showSettings: $showSettings, showSettings: $showSettings,
connect: { connect($0) }, connectDiscovered: connectDiscovered, connect: { connect($0) }, connectDiscovered: connectDiscovered,
onPaired: handlePaired, onLaunchTitle: launchTitle) onPaired: handlePaired, onLaunchTitle: launchTitle, wake: { wakeOnly($0) })
#endif #endif
} }
@@ -406,9 +415,37 @@ struct ContentView: View {
/// delegated-approval connect (host parks it until the operator approves). /// delegated-approval connect (host parks it until the operator approves).
private func startSession( private func startSession(
_ host: StoredHost, launchID: String? = nil, _ host: StoredHost, launchID: String? = nil,
allowTofu: Bool, requestAccess: Bool = false allowTofu: Bool, requestAccess: Bool = false, approvalReq: ApprovalRequest? = nil
) {
let go = {
startSessionDirect(
host, launchID: launchID, allowTofu: allowTofu,
requestAccess: requestAccess, approvalReq: approvalReq)
}
// Asleep (not advertising) and we can wake it? Fire the magic packet and WAIT for it to come
// back online a cold box takes far longer to boot than a connect will sit showing the
// "Waking" overlay meanwhile. Then connect. Otherwise dial straight away.
if PunktfunkConnection.wakeOnLANAvailable, !host.wakeMacs.isEmpty, !discovery.advertises(host) {
discovery.start() // so we can observe it reappear
waker.start(
host: host, connectsAfter: true, macs: host.wakeMacs, lastIP: host.address,
isOnline: { discovery.advertises(host) }, onOnline: go)
} else {
go()
}
}
/// The actual dial reached directly when the host is awake, or from the waker once a woken
/// host is back online. `prepareWake` still runs here to LEARN/refresh the MAC now that the host
/// is advertising (and is a harmless no-op otherwise).
private func startSessionDirect(
_ host: StoredHost, launchID: String? = nil,
allowTofu: Bool, requestAccess: Bool = false, approvalReq: ApprovalRequest? = nil
) { ) {
prepareWake(for: host) prepareWake(for: host)
// The delegated-approval wait prompt only makes sense once we're actually dialing set it
// here (after any wake), not before, so it never stacks under the "Waking" overlay.
if let approvalReq { awaitingApproval = approvalReq }
model.connect( model.connect(
to: host, to: host,
width: UInt32(clamping: width), height: UInt32(clamping: height), width: UInt32(clamping: width), height: UInt32(clamping: height),
@@ -452,12 +489,24 @@ struct ContentView: View {
/// as paired (see the `.streaming` branch of `onChange`). /// as paired (see the `.streaming` branch of `onChange`).
private func requestAccess(_ req: ApprovalRequest) { private func requestAccess(_ req: ApprovalRequest) {
guard !model.isBusy else { return } guard !model.isBusy else { return }
awaitingApproval = req
// Pin the advertised certificate for a discovered host (impostor defence during the long // Pin the advertised certificate for a discovered host (impostor defence during the long
// wait); a manually-typed host has no advertised fingerprint, so trust-on-first-use. // wait); a manually-typed host has no advertised fingerprint, so trust-on-first-use.
var host = req.host var host = req.host
host.pinnedSHA256 = req.advertisedFingerprint host.pinnedSHA256 = req.advertisedFingerprint
startSession(host, allowTofu: false, requestAccess: true) // `awaitingApproval` is set inside startSessionDirect (after any wake), so it never stacks
// under the "Waking" overlay.
startSession(host, allowTofu: false, requestAccess: true, approvalReq: req)
}
/// Explicit wake-only (the touch card's "Wake Host" menu item / a future gamepad action): fire
/// the packet and wait for the host to come online, but don't connect the user then sees it
/// go online and can connect.
private func wakeOnly(_ host: StoredHost) {
guard PunktfunkConnection.wakeOnLANAvailable, !host.wakeMacs.isEmpty else { return }
discovery.start()
waker.start(
host: host, connectsAfter: false, macs: host.wakeMacs, lastIP: host.address,
isOnline: { discovery.advertises(host) }, onOnline: {})
} }
/// Picked a title in the (experimental) library: dismiss the browser and start a session that /// Picked a title in the (experimental) library: dismiss the browser and start a session that
@@ -1,67 +1,87 @@
// "+" sheet: name (optional) + address + port a card in the hosts grid. The first // Add / edit a host: name (optional) + address + port + Wake-on-LAN MAC a card in the grid.
// actual connection runs the trust-on-first-use fingerprint prompt. // The MAC prefills from what we already know the host's stored MAC, or the live mDNS advert's if
// it hasn't been learned yet so it's usually already correct; type/paste it for a host we've
// never seen advertise. The first actual connection still runs the trust-on-first-use prompt.
import PunktfunkKit
import SwiftUI import SwiftUI
struct AddHostSheet: View { struct AddHostSheet: View {
@Environment(\.dismiss) private var dismiss @Environment(\.dismiss) private var dismiss
@State private var name = ""
@State private var address = "" /// nil = add a new host; non-nil = edit this one (fields prefilled, identity/pin preserved).
@State private var port = 9777 let existing: StoredHost?
/// MAC(s) to offer when the host has none stored yet the live advert's, so the field is
/// prefilled the moment the host is on the network, even before a connect has learned it.
let suggestedMacs: [String]
let onSave: (StoredHost) -> Void
@State private var name: String
@State private var address: String
@State private var port: Int
@State private var mac: String
#if os(tvOS) #if os(tvOS)
private enum EditField: String, Identifiable { private enum EditField: String, Identifiable {
case name, address, port case name, address, port, mac
var id: String { rawValue } var id: String { rawValue }
} }
@State private var editing: EditField? @State private var editingField: EditField?
#endif #endif
let onAdd: (StoredHost) -> Void private var isEditing: Bool { existing != nil }
private var actionTitle: String { isEditing ? "Save" : "Add Host" }
private var canSave: Bool { !address.trimmingCharacters(in: .whitespaces).isEmpty }
init(existing: StoredHost? = nil, suggestedMacs: [String] = [], onSave: @escaping (StoredHost) -> Void) {
self.existing = existing
self.suggestedMacs = suggestedMacs
self.onSave = onSave
_name = State(initialValue: existing?.name ?? "")
_address = State(initialValue: existing?.address ?? "")
_port = State(initialValue: Int(existing?.port ?? 9777))
let stored = existing?.macAddresses ?? []
_mac = State(initialValue: (stored.isEmpty ? suggestedMacs : stored).joined(separator: ", "))
}
var body: some View { var body: some View {
#if os(tvOS) #if os(tvOS)
// No inline text editing on tvOS Settings-style value rows; pressing one // No inline text editing on tvOS Settings-style value rows; pressing one
// raises the SYSTEM fullscreen keyboard (TVTextEntry). // raises the SYSTEM fullscreen keyboard (TVTextEntry).
VStack(spacing: 24) { VStack(spacing: 24) {
TVFieldRow( TVFieldRow(label: "Name", value: name, placeholder: "Optional") { editingField = .name }
label: "Name", value: name, placeholder: "Optional" TVFieldRow(label: "Address", value: address, placeholder: "IP or hostname") { editingField = .address }
) { editing = .name } TVFieldRow(label: "Port", value: String(port), placeholder: "") { editingField = .port }
TVFieldRow( TVFieldRow(label: "MAC", value: mac, placeholder: "Wake-on-LAN — auto-filled when known") { editingField = .mac }
label: "Address", value: address, placeholder: "IP or hostname"
) { editing = .address }
TVFieldRow(
label: "Port", value: String(port), placeholder: ""
) { editing = .port }
HStack(spacing: 32) { HStack(spacing: 32) {
Button("Cancel", role: .cancel) { dismiss() } Button("Cancel", role: .cancel) { dismiss() }
Button("Add Host") { add() } Button(actionTitle) { save() }.disabled(!canSave)
.disabled(address.trimmingCharacters(in: .whitespaces).isEmpty)
} }
.padding(.top, 12) .padding(.top, 12)
} }
.frame(maxWidth: 1000) .frame(maxWidth: 1000)
.padding(60) .padding(60)
.navigationTitle("Add Host") .navigationTitle(isEditing ? "Edit Host" : "Add Host")
.fullScreenCover(item: $editing) { field in .fullScreenCover(item: $editingField) { field in
switch field { switch field {
case .name: case .name:
TVTextEntry(title: "Name (optional, e.g. Living Room)", text: name) { TVTextEntry(title: "Name (optional, e.g. Living Room)", text: name) {
name = $0 name = $0
editing = nil editingField = nil
} }
case .address: case .address:
TVTextEntry(title: "IP or hostname", text: address) { TVTextEntry(title: "IP or hostname", text: address) {
address = $0.trimmingCharacters(in: .whitespaces) address = $0.trimmingCharacters(in: .whitespaces)
editing = nil editingField = nil
} }
case .port: case .port:
TVTextEntry( TVTextEntry(title: "Port", text: String(port), keyboardType: .numberPad) {
title: "Port", text: String(port), keyboardType: .numberPad if let value = Int($0), (1...65535).contains(value) { port = value }
) { editingField = nil
if let value = Int($0), (1...65535).contains(value) {
port = value
} }
editing = nil case .mac:
TVTextEntry(title: "MAC address(es), comma-separated — aa:bb:cc:dd:ee:ff", text: mac) {
mac = $0.trimmingCharacters(in: .whitespaces)
editingField = nil
} }
} }
} }
@@ -71,77 +91,77 @@ struct AddHostSheet: View {
TextField("Name", text: $name, prompt: Text("Optional — e.g. Living Room")) TextField("Name", text: $name, prompt: Text("Optional — e.g. Living Room"))
TextField("Address", text: $address, prompt: Text("IP or hostname")) TextField("Address", text: $address, prompt: Text("IP or hostname"))
TextField("Port", value: $port, format: .number.grouping(.never)) TextField("Port", value: $port, format: .number.grouping(.never))
#if os(tvOS) TextField("MAC", text: $mac, prompt: Text("Wake-on-LAN — auto-filled when known"))
// tvOS floats the label above a non-empty field INSIDE the pill, .autocorrectionDisabled()
// shoving the value off-center the field is always prefilled #if os(iOS)
// here, so drop the label there. .textInputAutocapitalization(.never)
.labelsHidden()
#endif #endif
} }
#if !os(tvOS) #if !os(tvOS)
.formStyle(.grouped) .formStyle(.grouped)
// The grouped form's default system text is oversized next to the app's Geist
// typography bring it down and on-brand so the panel doesn't read out of place.
.font(.geist(12, relativeTo: .callout))
.controlSize(.small)
#endif #endif
#if os(iOS) #if os(iOS)
// The detent below is sized to fit all 3 rows + the action button exactly, so the
// Form must NOT scroll/bounce inside it lock it. (iOS 16+; safe at iOS 17.)
.scrollDisabled(true) .scrollDisabled(true)
#endif #endif
#if os(macOS) #if os(macOS)
// macOS: UNCHANGED Cancel + Spacer + Add in an HStack, both wired to the
// window's default/cancel keyboard actions. The 380-wide .fixedSize panel below
// keeps this compact and centered.
HStack { HStack {
Button("Cancel", role: .cancel) { dismiss() } Button("Cancel", role: .cancel) { dismiss() }
.keyboardShortcut(.cancelAction) .keyboardShortcut(.cancelAction)
Spacer() Spacer()
Button("Add Host") { add() } Button(actionTitle) { save() }
.glassProminentButtonStyle() .glassProminentButtonStyle()
.keyboardShortcut(.defaultAction) .keyboardShortcut(.defaultAction)
.disabled(address.trimmingCharacters(in: .whitespaces).isEmpty) .disabled(!canSave)
} }
.padding(16) .padding(16)
#else #else
// iOS / iPadOS: NO Cancel the sheet is dismissed by the drag indicator, Button { save() } label: {
// swipe-down, or tap-outside. (AddHostSheet never sets interactiveDismissDisabled, Text(actionTitle).frame(maxWidth: .infinity)
// so all three are live; if anyone adds it later, restore a Cancel here or there is
// no way back out.) A single FULL-WIDTH primary action reads as the one thing to do.
// The fill must be on the LABEL, not the Button: .frame(maxWidth:.infinity) on the
// Button only widens its hit area and leaves the styled capsule hugging the text
// stretching the label is what makes the glass/bordered pill itself go edge-to-edge.
// .controlSize(.large) gives the tall, thumb-friendly height; .defaultAction lets a
// hardware keyboard / iPad Return submit.
Button { add() } label: {
Text("Add Host").frame(maxWidth: .infinity)
} }
.glassProminentButtonStyle() .glassProminentButtonStyle()
.controlSize(.large) .controlSize(.large)
.keyboardShortcut(.defaultAction) .keyboardShortcut(.defaultAction)
.disabled(address.trimmingCharacters(in: .whitespaces).isEmpty) .disabled(!canSave)
.padding(16) .padding(16)
#endif #endif
} }
#if os(iOS) #if os(iOS)
// A short bottom sheet, not a full-screen modal. .height(320) hugs the 3-field grouped // Four fields + the action row a touch taller than the 3-field add sheet used to be.
// Form + the full-width action row, instead of the half-screen .medium it used to rest .presentationDetents([.height(392)])
// at. A single fixed detent is enough: the system keeps the content above the keyboard
// when Address/Port is focused, and on iPadOS this renders as a short bottom sheet (not a
// centered formSheet card). The Form itself is .scrollDisabled (above) so it can't
// bounce/scroll inside this fixed detent. (.height(_:) is iOS 16+, safe at iOS 17.)
.presentationDetents([.height(320)])
.presentationDragIndicator(.visible) .presentationDragIndicator(.visible)
#endif #endif
#if os(macOS) #if os(macOS)
.frame(width: 380) .frame(width: 400)
.fixedSize(horizontal: false, vertical: true) .fixedSize(horizontal: false, vertical: true)
#endif #endif
#endif #endif
} }
private func add() { private func save() {
onAdd(StoredHost( var host = existing ?? StoredHost(name: "", address: "")
name: name.trimmingCharacters(in: .whitespaces), host.name = name.trimmingCharacters(in: .whitespaces)
address: address.trimmingCharacters(in: .whitespaces), host.address = address.trimmingCharacters(in: .whitespaces)
port: UInt16(clamping: port))) host.port = UInt16(clamping: port)
host.macAddresses = Self.parseMacs(mac)
onSave(host)
dismiss() dismiss()
} }
/// Split comma/space/newline-separated MACs, keep only well-formed `aa:bb:cc:dd:ee:ff` (six hex
/// octets, normalized lower-case); nil when none are valid, so clearing the field clears the
/// stored MAC.
static func parseMacs(_ s: String) -> [String]? {
let macs = s
.split(whereSeparator: { ",; \n\t".contains($0) })
.map { $0.trimmingCharacters(in: .whitespaces).lowercased() }
.filter { m in
let parts = m.split(separator: ":")
return parts.count == 6 && parts.allSatisfy { $0.count == 2 && UInt8($0, radix: 16) != nil }
}
return macs.isEmpty ? nil : macs
}
} }
@@ -58,16 +58,19 @@ struct GamepadAddHostView: View {
.padding(.top, gamepadTitleTopPadding(compact: compact)) .padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8) .padding(.bottom, compact ? 4 : 8)
.frame(maxWidth: .infinity) .frame(maxWidth: .infinity)
.overlay(alignment: .topTrailing) { closeButton.padding(.trailing, 20) } .overlay(alignment: .topTrailing) { closeButton.padding(.top, 20).padding(.trailing, 20) }
.background { GamepadTrayScrim(edge: .top) } .background { GamepadTrayScrim(edge: .top) }
} }
.safeAreaInset(edge: .bottom, spacing: 0) { .safeAreaInset(edge: .bottom, spacing: 0) {
bottomTray bottomTray
.padding(.horizontal, 22) // Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView).
.padding(.vertical, compact ? 6 : 10) .padding(.horizontal, compact ? 12 : 18)
.padding(.bottom, compact ? 12 : 18)
.padding(.top, compact ? 6 : 10)
.background { GamepadTrayScrim(edge: .bottom) } .background { GamepadTrayScrim(edge: .bottom) }
} }
.background { GamepadScreenBackground() } // No aurora the same clean Liquid-Glass-over-dark base as the gamepad settings screen.
.background { GamepadFormBackground() }
// A port can't exceed 5 digits cap while typing so the row can't grow absurd. // A port can't exceed 5 digits cap while typing so the row can't grow absurd.
.onChange(of: port) { _, value in .onChange(of: port) { _, value in
if value.count > 5 { port = String(value.prefix(5)) } if value.count > 5 { port = String(value.prefix(5)) }
@@ -165,14 +168,16 @@ struct GamepadAddHostView: View {
} }
.padding(.horizontal, 16) .padding(.horizontal, 16)
.padding(.vertical, 13) .padding(.vertical, 13)
.background { // Liquid Glass rows, matching the settings screen; the focused (or actively edited) row
RoundedRectangle(cornerRadius: 14, style: .continuous) // takes the brand wash, and the edited row keeps its brand caret border.
.fill(.white.opacity(focused || editing == row.id ? 0.1 : 0)) .consoleGlass(
} RoundedRectangle(cornerRadius: 14, style: .continuous),
tint: (focused || editing == row.id) ? Color.brand.opacity(0.30) : nil,
interactive: focused)
.overlay { .overlay {
RoundedRectangle(cornerRadius: 14, style: .continuous) RoundedRectangle(cornerRadius: 14, style: .continuous)
.strokeBorder( .strokeBorder(
editing == row.id ? Color.brand.opacity(0.7) : .white.opacity(focused ? 0.22 : 0), editing == row.id ? Color.brand.opacity(0.7) : .white.opacity(focused ? 0.28 : 0.06),
lineWidth: 1) lineWidth: 1)
} }
.scaleEffect(focused ? 1.0 : 0.98) .scaleEffect(focused ? 1.0 : 0.98)
@@ -39,7 +39,9 @@ struct GamepadHint: Identifiable {
} }
/// The pinned controls legend every gamepad screen shows bottom-leading (via `.safeAreaInset`). /// The pinned controls legend every gamepad screen shows bottom-leading (via `.safeAreaInset`).
/// Same font/spacing everywhere so the legend reads as system chrome, not per-screen decoration. /// Same font/spacing everywhere so the legend reads as system chrome, not per-screen decoration
/// worn as a self-contained Liquid Glass pill (like the top-bar controller chip) so it floats over
/// the backdrop instead of dissolving into it.
struct GamepadHintBar: View { struct GamepadHintBar: View {
let hints: [GamepadHint] let hints: [GamepadHint]
@@ -57,39 +59,141 @@ struct GamepadHintBar: View {
} }
.font(.geist(14, .semibold, relativeTo: .subheadline)) .font(.geist(14, .semibold, relativeTo: .subheadline))
.foregroundStyle(.white.opacity(0.85)) .foregroundStyle(.white.opacity(0.85))
.padding(13)
.consoleGlass(Capsule())
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
} }
} }
/// The console backdrop: a living "aurora" field in the brand's violet family soft color blobs /// The console backdrop: a living aurora in the brand's violet family, drifting slowly over black
/// drifting on slow Lissajous paths over black, in the direction of Apple Music's animated player /// so it reads as ambience behind the cards, never as content. On iOS 18 / macOS 15+ it's an
/// background but calmer (long 3090 s periods, muted opacities, a legibility scrim on top, so it /// animated `MeshGradient` a continuous silk of colour whose control points wander on slow,
/// reads as ambience behind the cards, never as content). Deliberately pure SwiftUI rather than a /// out-of-phase sinusoids finished with an elliptical vignette (pools light in the centre, sinks
/// .metal shader: these sources are built both by SwiftPM (`swift run`/tests) and by the Xcode /// the corners) and a top/bottom legibility scrim. Older OSes fall back to the original drifting
/// project's synchronized folders, and a compiled metallib is only reliably bundled in one of the /// radial-blob field, unchanged, so nothing regresses.
/// two radial gradients driven by a TimelineView give the same look with none of that risk.
/// ///
/// Applied via `.background { }` NOT as a ZStack sibling so the `.ignoresSafeArea()` here /// Deliberately pure SwiftUI, no `.metal`: these sources build under both SwiftPM (`swift run`/
/// can't inflate the caller's layout past the safe area (see the layout discipline note in /// tests) and the Xcode project's synchronized folders, and a compiled metallib is only reliably
/// GamepadHomeView's header). Honors Reduce Motion by freezing the field at a fixed phase. /// bundled in one of the two. MeshGradient + TimelineView give the silky look with none of that
/// risk. Applied via `.background { }` NOT a ZStack sibling so the `.ignoresSafeArea()` here
/// can't inflate the caller's layout past the safe area (see the layout note in GamepadHomeView's
/// header). Honors Reduce Motion by freezing the field at a fixed phase.
struct GamepadScreenBackground: View { struct GamepadScreenBackground: View {
@Environment(\.accessibilityReduceMotion) private var reduceMotion @Environment(\.accessibilityReduceMotion) private var reduceMotion
/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular var body: some View {
/// speeds (rad/s periods of 3090 s), and a radius that slowly breathes. Group {
if reduceMotion {
composite(at: 0)
} else {
// 30 Hz is plenty for a field that drifts centimetres per minute, and halves the
// redraw cost of a battery-fed couch device vs. the display's native rate.
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
composite(at: context.date.timeIntervalSinceReferenceDate)
}
}
}
.ignoresSafeArea()
}
/// The colour field under a very slow warm/cool hue sway, an elliptical vignette, and the
/// title/hints legibility scrim.
private func composite(at t: TimeInterval) -> some View {
ZStack {
Color.black
colorField(at: t)
// ±8° over ~5 min the whole field very slowly warms and cools.
.hueRotation(.degrees(sin(t * 0.021) * 8))
// Cinematic vignette: darker toward the edges so the cards sit in the pooled light.
// Soft (extends past the frame) so the corners deepen rather than crush to black.
EllipticalGradient(
colors: [.clear, .black.opacity(0.42)],
center: .center, startRadiusFraction: 0.25, endRadiusFraction: 1.15)
// Legibility grounding for the pinned title (top) and hint pill (bottom). This one
// darkens the aurora itself (it's the backdrop's bottom layer nothing behind it to
// blur), so it stays a gradient, just a light one now.
LinearGradient(
stops: [
.init(color: .black.opacity(0.38), location: 0),
.init(color: .black.opacity(0.06), location: 0.32),
.init(color: .black.opacity(0.08), location: 0.68),
.init(color: .black.opacity(0.40), location: 1),
],
startPoint: .top, endPoint: .bottom)
}
}
@ViewBuilder private func colorField(at t: TimeInterval) -> some View {
if #available(iOS 18, macOS 15, tvOS 18, *) {
MeshGradient(
width: 4, height: 4,
points: Self.meshPoints(at: t),
colors: Self.meshColors,
smoothsColors: true)
} else {
LegacyBlobField(t: t)
}
}
// MARK: - MeshGradient aurora (iOS 18 / macOS 15+)
/// Sixteen mesh colours (row-major, 4×4): dark-violet corners sink the frame, the edges carry
/// mid-tone violets, and the four interior points hold the bright brand family a violet and a
/// blue-violet up top, a magenta-violet and a violet below so warm pools on the left, cool on
/// the right, and the silk shifts temperature as those interior points drift.
private static let meshColors: [Color] = {
let corner = Color(red: 0.075, green: 0.060, blue: 0.160)
return [
corner, Color(red: 0.34, green: 0.27, blue: 0.72), Color(red: 0.30, green: 0.26, blue: 0.74), corner,
Color(red: 0.42, green: 0.20, blue: 0.54), Color(red: 0.49, green: 0.39, blue: 0.95), Color(red: 0.28, green: 0.31, blue: 0.84), Color(red: 0.16, green: 0.26, blue: 0.64),
Color(red: 0.45, green: 0.23, blue: 0.60), Color(red: 0.53, green: 0.31, blue: 0.75), Color(red: 0.35, green: 0.35, blue: 0.91), Color(red: 0.19, green: 0.28, blue: 0.70),
corner, Color(red: 0.22, green: 0.18, blue: 0.54), Color(red: 0.24, green: 0.20, blue: 0.58), corner,
]
}()
/// The 4×4 control points at time `t`: every boundary point is PINNED to the frame (so the mesh
/// always fills edge-to-edge a drifting edge point would shrink the mesh and expose the black
/// behind it), while only the four interior points wander on slow, out-of-phase sinusoids
/// (periods ~90130 s) so the bright colour pools breathe without ever looking like they loop.
private static func meshPoints(at t: TimeInterval) -> [SIMD2<Float>] {
func wob(_ bx: Float, _ by: Float, _ a: Float,
_ sx: Double, _ sy: Double, _ ph: Double) -> SIMD2<Float> {
SIMD2(bx + a * Float(sin(t * sx + ph)), by + a * Float(cos(t * sy + ph * 1.3)))
}
return [
SIMD2(0, 0), SIMD2(0.333, 0), SIMD2(0.667, 0), SIMD2(1, 0),
SIMD2(0, 0.333),
wob(0.333, 0.333, 0.11, 0.049, 0.063, 0.4),
wob(0.667, 0.333, 0.10, 0.055, 0.052, 2.1),
SIMD2(1, 0.333),
SIMD2(0, 0.667),
wob(0.333, 0.667, 0.10, 0.058, 0.049, 3.6),
wob(0.667, 0.667, 0.12, 0.047, 0.061, 5.0),
SIMD2(1, 0.667),
SIMD2(0, 1), SIMD2(0.333, 1), SIMD2(0.667, 1), SIMD2(1, 1),
]
}
}
/// Pre-18/15 fallback for `GamepadScreenBackground`: the original drifting radial-blob field four
/// soft colour blobs on slow Lissajous paths, additively blended. Kept verbatim so older OSes see
/// exactly the aurora they shipped with (the mesh path is the upgrade for OS 18/15+).
private struct LegacyBlobField: View {
let t: TimeInterval
/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular speeds
/// (rad/s periods of 3090 s), and a radius that slowly breathes.
private struct Blob { private struct Blob {
let color: Color let color: Color
let center: CGPoint let center: CGPoint
let drift: CGSize let drift: CGSize
let speed: (x: Double, y: Double) let speed: (x: Double, y: Double)
let phase: (x: Double, y: Double) let phase: (x: Double, y: Double)
/// Radius as a fraction of the view's larger dimension (+ breathing amplitude/speed).
let radius: CGFloat let radius: CGFloat
let breathe: (amount: CGFloat, speed: Double) let breathe: (amount: CGFloat, speed: Double)
let opacity: Double let opacity: Double
} }
/// The brand violet, a deeper indigo, a warmer plum, and a cool blue related hues so the
/// field shifts within one temperature instead of strobing through the rainbow.
private static let blobs: [Blob] = [ private static let blobs: [Blob] = [
Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet
center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10), center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
@@ -110,49 +214,18 @@ struct GamepadScreenBackground: View {
] ]
var body: some View { var body: some View {
Group {
if reduceMotion {
field(at: 0)
} else {
// 30 Hz is plenty for centimeters-per-minute drift, and halves the redraw cost
// of a battery-fed couch device vs. the default display rate.
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
field(at: context.date.timeIntervalSinceReferenceDate)
}
}
}
.ignoresSafeArea()
}
private func field(at t: TimeInterval) -> some View {
GeometryReader { geo in GeometryReader { geo in
let side = max(geo.size.width, geo.size.height) let side = max(geo.size.width, geo.size.height)
ZStack {
Color.black
ZStack { ZStack {
ForEach(Self.blobs.indices, id: \.self) { i in ForEach(Self.blobs.indices, id: \.self) { i in
blobView(Self.blobs[i], at: t, in: geo.size, side: side) blobView(Self.blobs[i], in: geo.size, side: side)
} }
} }
// ±10° over ~5 min the whole field very slowly warms and cools.
.hueRotation(.degrees(sin(t * 0.021) * 10))
// Composite the additive blobs offscreen once instead of per-layer.
.drawingGroup() .drawingGroup()
// Legibility scrim: the title (top) and detail/hints (bottom) always sit on
// near-black, whatever the blobs are doing behind them.
LinearGradient(
stops: [
.init(color: .black.opacity(0.55), location: 0),
.init(color: .black.opacity(0.15), location: 0.35),
.init(color: .black.opacity(0.20), location: 0.65),
.init(color: .black.opacity(0.60), location: 1),
],
startPoint: .top, endPoint: .bottom)
}
} }
} }
private func blobView(_ blob: Blob, at t: TimeInterval, in size: CGSize, side: CGFloat) -> some View { private func blobView(_ blob: Blob, in size: CGSize, side: CGFloat) -> some View {
let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x)) let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x))
let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y)) let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y))
let r = side * blob.radius let r = side * blob.radius
@@ -168,28 +241,62 @@ struct GamepadScreenBackground: View {
} }
} }
/// A darkening scrim behind a pinned tray (a screen title, the hints/detail bar, the keyboard /// A blur gradient behind a pinned tray (a screen title, the hints/detail bar, the keyboard tray):
/// tray): scrollable rows pass beneath those insets, so without this the tray text and the row /// scrollable rows pass beneath those insets, so without this the tray text and the row underneath
/// underneath render interleaved. Fades toward the content so it reads as depth, not a bar. /// render interleaved. Pure blur a dark material faded out by a gradient mask, no dark tint so
/// the tray's text sits on a softly blurred backdrop that dissolves into the rows.
struct GamepadTrayScrim: View { struct GamepadTrayScrim: View {
let edge: VerticalEdge let edge: VerticalEdge
var body: some View { var body: some View {
let fromEdge: UnitPoint = edge == .top ? .top : .bottom
let toContent: UnitPoint = edge == .top ? .bottom : .top
Rectangle()
.fill(.ultraThinMaterial)
// These trays always sit on the dark console UI; force dark so the material frosts dark
// (white text stays legible) regardless of the system appearance.
.environment(\.colorScheme, .dark)
// Fade the whole blur out toward the content so it dissolves rather than ending on a line.
.mask {
LinearGradient( LinearGradient(
stops: [ stops: [
.init(color: .black.opacity(0.92), location: 0), .init(color: .black, location: 0),
.init(color: .black.opacity(0.85), location: 0.55), .init(color: .black.opacity(0.9), location: 0.5),
.init(color: .black.opacity(0), location: 1), .init(color: .clear, location: 1),
], ],
startPoint: edge == .top ? .top : .bottom, startPoint: fromEdge, endPoint: toContent)
endPoint: edge == .top ? .bottom : .top) }
// Grow past the tray so the fade-to-clear happens OUTSIDE its bounds the tray's own // Grow past the tray so the fade-to-clear happens OUTSIDE its bounds the tray's own
// text always sits on the near-opaque part, rows dim before they reach it. // text always sits on the strong part, rows blur out before they reach it.
.padding(edge == .top ? .bottom : .top, -32) .padding(edge == .top ? .bottom : .top, -32)
.ignoresSafeArea() .ignoresSafeArea()
} }
} }
/// The calm backdrop for the gamepad UI's form screens (settings, add-host) NOT the launcher's
/// drifting aurora (this stays still and quiet), but deliberately NOT near-black either: Liquid
/// Glass refracts whatever sits behind it, so over black the rows turn invisible. A deep indigo
/// base plus two soft, static violet/indigo glows give the glass real colour and luminance to lens,
/// so the rows read as glass while the screen stays restful.
struct GamepadFormBackground: View {
var body: some View {
ZStack {
Color(red: 0.075, green: 0.062, blue: 0.150)
// Violet lift top-leading, cooler indigo bottom-trailing resolution-independent
// (fraction radii) so the glow scale tracks the window on any screen.
EllipticalGradient(
colors: [Color(red: 0.40, green: 0.31, blue: 0.68).opacity(0.9), .clear],
center: UnitPoint(x: 0.26, y: 0.14),
startRadiusFraction: 0, endRadiusFraction: 0.78)
EllipticalGradient(
colors: [Color(red: 0.20, green: 0.24, blue: 0.58).opacity(0.75), .clear],
center: UnitPoint(x: 0.82, y: 0.9),
startRadiusFraction: 0, endRadiusFraction: 0.78)
}
.ignoresSafeArea()
}
}
/// "Which pad is driving this UI" the active controller's name and battery, worn as a quiet /// "Which pad is driving this UI" the active controller's name and battery, worn as a quiet
/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders /// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
/// when the pad or its battery state changes. /// when the pad or its battery state changes.
@@ -44,8 +44,8 @@ private struct HomeTile: Identifiable {
var hasLibrary = false var hasLibrary = false
/// Shows this SF symbol in the badge instead of the title monogram (the Add Host tile). /// Shows this SF symbol in the badge instead of the title monogram (the Add Host tile).
var icon: String? var icon: String?
/// Whether the detail panel shows the online/paired pill (hosts yes, actions no). /// Offline saved host we hold a MAC for (and WoL is available) activating it wakes first.
var showsStatus = true var canWake = false
let activate: () -> Void let activate: () -> Void
} }
@@ -54,6 +54,9 @@ struct GamepadHomeView: View {
@ObservedObject var model: SessionModel @ObservedObject var model: SessionModel
@ObservedObject var discovery: HostDiscovery @ObservedObject var discovery: HostDiscovery
@Binding var libraryTarget: StoredHost? @Binding var libraryTarget: StoredHost?
/// Wake-and-wait driver gates the carousel while its overlay is up, and the carousel's
/// activate routes an offline+wakeable host through it (see ContentView.startSession).
@ObservedObject var waker: HostWaker
let connect: (StoredHost) -> Void let connect: (StoredHost) -> Void
let connectDiscovered: (DiscoveredHost) -> Void let connectDiscovered: (DiscoveredHost) -> Void
@@ -84,8 +87,11 @@ struct GamepadHomeView: View {
} }
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) { .safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints) GamepadHintBar(hints: hints)
.padding(.leading, 22) // Equal distance from the left and bottom edges the pill's corner inset was the
.padding(.vertical, compact ? 6 : 10) // real asymmetry (leading 22 vs bottom 10), not its internal padding.
.padding(.leading, compact ? 12 : 18)
.padding(.bottom, compact ? 12 : 18)
.padding(.top, compact ? 4 : 8)
} }
.background { GamepadScreenBackground() } .background { GamepadScreenBackground() }
.onAppear { discovery.start() } .onAppear { discovery.start() }
@@ -115,13 +121,13 @@ struct GamepadHomeView: View {
@ViewBuilder private func hero(for size: CGSize) -> some View { @ViewBuilder private func hero(for size: CGSize) -> some View {
let cardWidth = min(340, size.width * 0.84) let cardWidth = min(340, size.width * 0.84)
// 96 the carousel's own vertical breathing (+40) plus the detail line (~54); clamp so // 48 the carousel's own vertical breathing (+40) plus a small margin; clamp so the strip
// the strip + detail always fit the region the safe-area insets leave. // always fits the region the pinned title / hints safe-area insets leave. (The old detail
let cardHeight = min(compact ? 170 : 210, max(118, size.height - 96)) // line below the strip is gone it only re-printed what the centered card already shows.)
let cardHeight = min(compact ? 176 : 224, max(118, size.height - 48))
VStack(spacing: compact ? 8 : 10) { VStack(spacing: compact ? 8 : 10) {
Spacer(minLength: 0) Spacer(minLength: 0)
carousel(cardWidth: cardWidth, cardHeight: cardHeight) carousel(cardWidth: cardWidth, cardHeight: cardHeight)
detailPanel
Spacer(minLength: 0) Spacer(minLength: 0)
} }
.frame(maxWidth: .infinity, maxHeight: .infinity) .frame(maxWidth: .infinity, maxHeight: .infinity)
@@ -155,9 +161,9 @@ struct GamepadHomeView: View {
onActivate: { $0.activate() }, onActivate: { $0.activate() },
onSecondary: { openLibraryForSelected() }, onSecondary: { openLibraryForSelected() },
onTertiary: { showSettings = true }, onTertiary: { showSettings = true },
// Stop consuming the controller while another screen is presented on top otherwise // Stop consuming the controller while another screen (or the wake overlay) is on top
// the launcher navigates behind it (invisibly on iPhone, visibly on iPad's page sheet). // otherwise the launcher navigates behind it (invisibly on iPhone, visibly on iPad).
isActive: libraryTarget == nil && !showSettings && !showAddHost isActive: libraryTarget == nil && !showSettings && !showAddHost && waker.waking == nil
) { tile in ) { tile in
hostCard(tile, size: CGSize(width: cardWidth, height: cardHeight)) hostCard(tile, size: CGSize(width: cardWidth, height: cardHeight))
} }
@@ -186,49 +192,14 @@ struct GamepadHomeView: View {
} }
} }
/// The "now focused" host, spelled out below the strip empty (not hidden) so the layout
/// doesn't jump as the selection changes.
@ViewBuilder private var detailPanel: some View {
let tile = tiles.first { $0.id == selection }
VStack(spacing: 6) {
Text(tile?.title ?? " ")
.font(.geist(22, .bold, relativeTo: .title2))
.foregroundStyle(.white)
.lineLimit(1)
HStack(spacing: 10) {
Text(tile?.subtitle ?? " ")
.font(.geist(13, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.6))
if let tile, tile.showsStatus {
statusPill(online: tile.isOnline, paired: tile.isPaired)
}
}
}
.frame(maxWidth: .infinity)
.padding(.horizontal, 24)
.animation(.smooth(duration: 0.25), value: selection)
}
private func statusPill(online: Bool, paired: Bool) -> some View {
HStack(spacing: 6) {
Circle()
.fill(online ? Color.green : Color.white.opacity(0.35))
.frame(width: 6, height: 6)
Text(online ? "ONLINE" : "OFFLINE")
if paired { Text("· PAIRED") }
}
.font(.geist(11, .medium, relativeTo: .caption2))
.tracking(0.8)
.foregroundStyle(.white.opacity(0.55))
}
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset) // MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
private var hints: [GamepadHint] { private var hints: [GamepadHint] {
let selected = tiles.first { $0.id == selection } let selected = tiles.first { $0.id == selection }
var hints = [GamepadHint( var hints = [GamepadHint(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
text: selected?.id == .addHost ? "Add Host" : "Connect")] text: selected?.id == .addHost ? "Add Host"
: (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
if libraryEnabled, selected?.hasLibrary == true { if libraryEnabled, selected?.hasLibrary == true {
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library")) hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
} }
@@ -252,6 +223,8 @@ struct GamepadHomeView: View {
isConnecting: model.phase == .connecting && model.activeHost?.id == host.id, isConnecting: model.phase == .connecting && model.activeHost?.id == host.id,
filled: true, filled: true,
hasLibrary: true, hasLibrary: true,
canWake: PunktfunkConnection.wakeOnLANAvailable
&& !discovery.advertises(host) && !host.wakeMacs.isEmpty,
activate: { connect(host) }) activate: { connect(host) })
} }
let discovered = discovery.unsaved(among: store.hosts).map { d in let discovered = discovery.unsaved(among: store.hosts).map { d in
@@ -267,7 +240,6 @@ struct GamepadHomeView: View {
title: "Add Host", title: "Add Host",
subtitle: "Register a host by address", subtitle: "Register a host by address",
icon: "plus", icon: "plus",
showsStatus: false,
activate: { showAddHost = true }) activate: { showAddHost = true })
return saved + discovered + [add] return saved + discovered + [add]
} }
@@ -291,9 +263,17 @@ private struct GamepadHostTile: View {
var body: some View { var body: some View {
VStack(alignment: .leading, spacing: 0) { VStack(alignment: .leading, spacing: 0) {
HStack(alignment: .top) { HStack(alignment: .top, spacing: 8) {
monogramBadge monogramBadge
Spacer(minLength: 0) Spacer(minLength: 0)
// The status the removed detail panel used to spell out, now on the card itself: a
// lock for a paired (pinned-identity) host + a green pip when it's live on the LAN.
HStack(spacing: 7) {
if tile.isPaired {
Image(systemName: "lock.fill")
.font(.system(size: 11, weight: .semibold))
.foregroundStyle(.white.opacity(0.5))
}
if tile.isOnline { if tile.isOnline {
Circle() Circle()
.fill(Color.green) .fill(Color.green)
@@ -301,6 +281,7 @@ private struct GamepadHostTile: View {
.shadow(color: .green.opacity(0.7), radius: 5) .shadow(color: .green.opacity(0.7), radius: 5)
} }
} }
}
Spacer(minLength: 0) Spacer(minLength: 0)
Text(tile.title) Text(tile.title)
.font(.geist(23, .bold, relativeTo: .title2)) .font(.geist(23, .bold, relativeTo: .title2))
@@ -315,11 +296,11 @@ private struct GamepadHostTile: View {
} }
.padding(20) .padding(20)
.frame(width: size.width, height: size.height, alignment: .leading) .frame(width: size.width, height: size.height, alignment: .leading)
.background { // Liquid Glass console tile a brand wash marks a saved host as primary; discovered /
RoundedRectangle(cornerRadius: 26, style: .continuous) // Add-Host tiles stay neutral glass with a dashed edge. Glass clips to the shape itself.
.fill(.ultraThinMaterial) .consoleGlass(
.environment(\.colorScheme, .dark) RoundedRectangle(cornerRadius: 26, style: .continuous),
} tint: tile.filled ? Color.brand.opacity(0.20) : nil)
.overlay { .overlay {
RoundedRectangle(cornerRadius: 26, style: .continuous) RoundedRectangle(cornerRadius: 26, style: .continuous)
.strokeBorder( .strokeBorder(
@@ -328,7 +309,6 @@ private struct GamepadHostTile: View {
startPoint: .top, endPoint: .bottom), startPoint: .top, endPoint: .bottom),
style: StrokeStyle(lineWidth: 1, dash: tile.filled ? [] : [6, 5])) style: StrokeStyle(lineWidth: 1, dash: tile.filled ? [] : [6, 5]))
} }
.clipShape(RoundedRectangle(cornerRadius: 26, style: .continuous))
.shadow(color: .black.opacity(0.45), radius: 20, y: 14) .shadow(color: .black.opacity(0.45), radius: 20, y: 14)
} }
@@ -26,8 +26,13 @@ struct HomeView: View {
let onPaired: (StoredHost, Data) -> Void let onPaired: (StoredHost, Data) -> Void
/// Picked a title in the (experimental) library start a session that launches it. /// Picked a title in the (experimental) library start a session that launches it.
let onLaunchTitle: (StoredHost, String) -> Void let onLaunchTitle: (StoredHost, String) -> Void
/// Explicit Wake-on-LAN of an offline host fires the packet and waits for it to come online
/// (the "Waking" overlay), without connecting. Routed through ContentView's HostWaker.
let wake: (StoredHost) -> Void
/// Experimental game-library browser (gated) the host-card "Browse Library" action. /// Experimental game-library browser (gated) the host-card "Browse Library" action.
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false @AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
/// The host being edited (name / address / port / Wake-on-LAN MAC) drives the edit sheet.
@State private var editTarget: StoredHost?
var body: some View { var body: some View {
NavigationStack { NavigationStack {
@@ -126,6 +131,13 @@ struct HomeView: View {
.sheet(isPresented: $showAddHost) { .sheet(isPresented: $showAddHost) {
AddHostSheet { store.add($0) } AddHostSheet { store.add($0) }
} }
.sheet(item: $editTarget) { host in
// Prefill the MAC from the live advert when the host hasn't stored one yet.
AddHostSheet(
existing: host,
suggestedMacs: discovery.hosts.first { host.matches($0) }?.macAddresses ?? [],
onSave: { store.update($0) })
}
#if os(iOS) #if os(iOS)
// SettingsView owns its own NavigationSplitView (sidebar + detail) and Done button, so it // SettingsView owns its own NavigationSplitView (sidebar + detail) and Done button, so it
// is presented directly wrapping it in a NavigationStack here would nest a split view in // is presented directly wrapping it in a NavigationStack here would nest a split view in
@@ -155,13 +167,8 @@ struct HomeView: View {
onForget: { store.forgetIdentity(host) }, onForget: { store.forgetIdentity(host) },
onRemove: { store.remove(host) }, onRemove: { store.remove(host) },
onBrowseLibrary: onBrowseLibrary, onBrowseLibrary: onBrowseLibrary,
onWake: { onWake: { wake(host) },
let macs = host.wakeMacs onEdit: { editTarget = host })
let ip = host.address
DispatchQueue.global(qos: .userInitiated).async {
PunktfunkConnection.wakeOnLAN(macs: macs, lastKnownIP: ip)
}
})
} }
private var discoveredSection: some View { private var discoveredSection: some View {
@@ -89,6 +89,8 @@ struct HostCardView: View {
/// Send a Wake-on-LAN magic packet. Shown only when the host is offline and we have a stored /// Send a Wake-on-LAN magic packet. Shown only when the host is offline and we have a stored
/// MAC to target (a tap-to-connect already auto-wakes; this is the explicit "just wake it"). /// MAC to target (a tap-to-connect already auto-wakes; this is the explicit "just wake it").
var onWake: (() -> Void)? = nil var onWake: (() -> Void)? = nil
/// Open the edit sheet (name / address / port / Wake-on-LAN MAC).
var onEdit: (() -> Void)? = nil
var body: some View { var body: some View {
let m = CardMetrics.current let m = CardMetrics.current
@@ -136,6 +138,9 @@ struct HostCardView: View {
#endif #endif
.disabled(isBusy) .disabled(isBusy)
.contextMenu { .contextMenu {
if let onEdit {
Button("Edit…", systemImage: "pencil", action: onEdit)
}
Button("Pair with PIN…", action: onPair) Button("Pair with PIN…", action: onPair)
Button("Test Network Speed…", action: onSpeedTest) Button("Test Network Speed…", action: onSpeedTest)
if let onBrowseLibrary { if let onBrowseLibrary {
@@ -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
@@ -18,7 +18,8 @@ struct ShotScene {
@MainActor @MainActor
enum ShotScenes { enum ShotScenes {
static let all: [ShotScene] = [ static var all: [ShotScene] {
var scenes: [ShotScene] = [
ShotScene(name: "01-stream", orientation: .landscape, colorScheme: .dark) { ShotScene(name: "01-stream", orientation: .landscape, colorScheme: .dark) {
AnyView(ShotStreamHero()) AnyView(ShotStreamHero())
}, },
@@ -35,6 +36,29 @@ enum ShotScenes {
AnyView(ShotSettings()) AnyView(ShotSettings())
}, },
] ]
#if os(iOS) || os(macOS)
// The gamepad-mode console screens (no tvOS native focus engine there). Dev-only shots
// for eyeballing the Liquid Glass host tiles + settings rows.
scenes += [
ShotScene(name: "06-gamepad-home", orientation: .natural, colorScheme: .dark) {
AnyView(ShotGamepadHome())
},
ShotScene(name: "07-gamepad-settings", orientation: .natural, colorScheme: .dark) {
AnyView(ShotGamepadSettings())
},
ShotScene(name: "08-gamepad-addhost", orientation: .natural, colorScheme: .dark) {
AnyView(ShotGamepadAddHost())
},
ShotScene(name: "09-waking", orientation: .natural, colorScheme: .dark) {
AnyView(ShotWaking())
},
]
#endif
scenes.append(ShotScene(name: "10-edithost", orientation: .natural, colorScheme: .dark) {
AnyView(ShotEditHost())
})
return scenes
}
} }
// MARK: - Mock data // MARK: - Mock data
@@ -75,7 +99,7 @@ private struct ShotHome: View {
showAddHost: .constant(false), pairingTarget: .constant(nil), showAddHost: .constant(false), pairingTarget: .constant(nil),
speedTestTarget: .constant(nil), libraryTarget: .constant(nil), speedTestTarget: .constant(nil), libraryTarget: .constant(nil),
connect: { _ in }, connectDiscovered: { _ in }, connect: { _ in }, connectDiscovered: { _ in },
onPaired: { _, _ in }, onLaunchTitle: { _, _ in }) onPaired: { _, _ in }, onLaunchTitle: { _, _ in }, wake: { _ in })
#else #else
HomeView( HomeView(
store: store, model: model, discovery: discovery, store: store, model: model, discovery: discovery,
@@ -83,11 +107,77 @@ private struct ShotHome: View {
speedTestTarget: .constant(nil), libraryTarget: .constant(nil), speedTestTarget: .constant(nil), libraryTarget: .constant(nil),
showSettings: .constant(false), showSettings: .constant(false),
connect: { _ in }, connectDiscovered: { _ in }, connect: { _ in }, connectDiscovered: { _ in },
onPaired: { _, _ in }, onLaunchTitle: { _, _ in }) onPaired: { _, _ in }, onLaunchTitle: { _, _ in }, wake: { _ in })
#endif #endif
} }
} }
// MARK: - Gamepad-mode console screens (dev-only glass preview)
#if os(iOS) || os(macOS)
private struct ShotGamepadHome: View {
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = HostDiscovery()
@StateObject private var waker = HostWaker()
var body: some View {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: .constant(nil), waker: waker,
connect: { _ in }, connectDiscovered: { _ in })
}
}
private struct ShotGamepadSettings: View {
var body: some View { GamepadSettingsView() }
}
private struct ShotGamepadAddHost: View {
var body: some View { GamepadAddHostView(onAdd: { _ in }) }
}
private struct ShotWaking: View {
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = HostDiscovery()
@StateObject private var waker = HostWaker()
var body: some View {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: .constant(nil), waker: waker,
connect: { _ in }, connectDiscovered: { _ in }
)
.overlay { WakeOverlay(waker: waker) }
.onAppear {
waker.debugSet(.init(
hostID: store.hosts.first?.id ?? UUID(),
hostName: "Battlestation", connectsAfter: true, seconds: 14))
}
}
}
#endif
// MARK: - Edit host (add/edit sheet with the Wake-on-LAN MAC field)
private struct ShotEditHost: View {
var body: some View {
ZStack {
ShotHome().blur(radius: 24).overlay(Color.black.opacity(0.45))
AddHostSheet(
existing: StoredHost(
name: "Battlestation", address: "192.168.1.20", port: 9777,
pinnedSHA256: ShotMock.fingerprint, macAddresses: ["a4:b1:c2:d3:e4:f5"]),
onSave: { _ in })
#if os(macOS)
.clipShape(RoundedRectangle(cornerRadius: 12))
.shadow(radius: 40, y: 16)
#endif
}
}
}
// MARK: - Settings // MARK: - Settings
private struct ShotSettings: View { private struct ShotSettings: View {
@@ -0,0 +1,112 @@
// Wake a sleeping host and WAIT for it to come back before proceeding.
//
// A magic packet is fire-and-forget, and a cold box can take 2060 s to POST, boot, and start
// advertising on mDNS again far longer than a connect attempt will sit. The old path fired a
// packet and immediately dialed, so a genuinely-asleep host just failed. This drives a visible
// "Waking" state instead: it (re-)sends the packet, polls the host's mDNS presence once a second,
// and on success runs `onOnline` (the real connect for a Wake-&-Connect, or nothing for an explicit
// wake-only); on timeout it parks in a retry/cancel state. One wake at a time.
import Foundation
import PunktfunkKit
import SwiftUI
@MainActor
final class HostWaker: ObservableObject {
struct Waking: Equatable {
let hostID: UUID
let hostName: String
/// Whether coming online chains into a connect (Wake & Connect) vs. just stopping.
let connectsAfter: Bool
var seconds = 0
var timedOut = false
}
/// nil = idle; non-nil drives `WakeOverlay`.
@Published private(set) var waking: Waking?
/// How long to wait for the host to reappear before giving up. Generous a cold boot + service
/// start can be a minute-plus.
private let timeoutSeconds = 90
/// Re-send the packet this often: a single one can be missed, and some NICs only wake on a fresh
/// packet after dropping into a deeper sleep state.
private let resendEverySeconds = 6
private var loop: Task<Void, Never>?
/// Captured so "Try Again" replays the exact same wait.
private var replay: (() -> Void)?
/// Wake `host` and wait for `isOnline()` to go true, then run `onOnline`. `macs`/`lastIP` target
/// the magic packet. No-ops straight to `onOnline` when there's nothing to wake with or the host
/// is already up (a race between the caller's check and here).
func start(
host: StoredHost, connectsAfter: Bool,
macs: [String], lastIP: String?,
isOnline: @escaping () -> Bool, onOnline: @escaping () -> Void
) {
guard !macs.isEmpty, !isOnline() else {
cancel()
onOnline()
return
}
replay = { [weak self] in
self?.run(host: host, connectsAfter: connectsAfter, macs: macs, lastIP: lastIP,
isOnline: isOnline, onOnline: onOnline)
}
replay?()
}
/// Stop waiting and dismiss the overlay (B / Cancel).
func cancel() {
loop?.cancel()
loop = nil
replay = nil
waking = nil
}
/// Restart the wait after a timeout (A / Try Again).
func retry() { replay?() }
private func run(
host: StoredHost, connectsAfter: Bool, macs: [String], lastIP: String?,
isOnline: @escaping () -> Bool, onOnline: @escaping () -> Void
) {
loop?.cancel()
waking = Waking(hostID: host.id, hostName: host.displayName, connectsAfter: connectsAfter)
let timeout = timeoutSeconds
let resend = resendEverySeconds
loop = Task { [weak self] in
var elapsed = 0
while !Task.isCancelled {
if elapsed % resend == 0 { Self.sendPacket(macs: macs, lastIP: lastIP) }
if isOnline() {
guard let self, !Task.isCancelled else { return }
self.waking = nil
self.loop = nil
onOnline()
return
}
if elapsed >= timeout {
self?.waking?.timedOut = true
self?.loop = nil
return
}
try? await Task.sleep(nanoseconds: 1_000_000_000)
elapsed += 1
self?.waking?.seconds = elapsed
}
}
}
/// Blocking sends (see PunktfunkConnection.wakeOnLAN) off the main thread.
private static func sendPacket(macs: [String], lastIP: String?) {
DispatchQueue.global(qos: .userInitiated).async {
PunktfunkConnection.wakeOnLAN(macs: macs, lastKnownIP: lastIP)
}
}
#if DEBUG
/// Force a static waking state for the screenshot harness (no timers, no packets).
func debugSet(_ w: Waking) { waking = w }
#endif
}
@@ -81,13 +81,17 @@ struct GamepadSettingsView: View {
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"), .init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
]) ])
} }
.padding(.leading, 22) // Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView).
.padding(.leading, compact ? 12 : 18)
.padding(.trailing, 22) .padding(.trailing, 22)
.padding(.vertical, compact ? 6 : 10) .padding(.bottom, compact ? 12 : 18)
.padding(.top, compact ? 6 : 10)
.frame(maxWidth: .infinity, alignment: .leading) .frame(maxWidth: .infinity, alignment: .leading)
.background { GamepadTrayScrim(edge: .bottom) } .background { GamepadTrayScrim(edge: .bottom) }
} }
.background { GamepadScreenBackground() } // No aurora here the settings read as clean Liquid Glass over a quiet dark base, so the
// glass rows are the only material on the screen.
.background { GamepadFormBackground() }
.onAppear { .onAppear {
gamepads.refresh() gamepads.refresh()
gamepads.startDiscovery() gamepads.startDiscovery()
@@ -148,13 +152,14 @@ struct GamepadSettingsView: View {
} }
.padding(.horizontal, 16) .padding(.horizontal, 16)
.padding(.vertical, 13) .padding(.vertical, 13)
.background { // Every row is Liquid Glass; the focused one takes a brand wash and reacts to press.
RoundedRectangle(cornerRadius: 14, style: .continuous) .consoleGlass(
.fill(.white.opacity(focused ? 0.1 : 0)) RoundedRectangle(cornerRadius: 14, style: .continuous),
} tint: focused ? Color.brand.opacity(0.30) : nil,
interactive: focused)
.overlay { .overlay {
RoundedRectangle(cornerRadius: 14, style: .continuous) RoundedRectangle(cornerRadius: 14, style: .continuous)
.strokeBorder(.white.opacity(focused ? 0.22 : 0), lineWidth: 1) .strokeBorder(.white.opacity(focused ? 0.28 : 0.06), lineWidth: 1)
} }
.scaleEffect(focused ? 1.0 : 0.98) .scaleEffect(focused ? 1.0 : 0.98)
.animation(.smooth(duration: 0.18), value: focused) .animation(.smooth(duration: 0.18), value: focused)
@@ -98,6 +98,13 @@ final class HostStore: ObservableObject {
hosts.removeAll { $0.id == host.id } hosts.removeAll { $0.id == host.id }
} }
/// Replace a saved host in place (the edit sheet) matched by id, so identity/pin/last-connected
/// carried on the passed value are preserved.
func update(_ host: StoredHost) {
guard let i = hosts.firstIndex(where: { $0.id == host.id }) else { return }
hosts[i] = host
}
func markConnected(_ hostID: UUID) { func markConnected(_ hostID: UUID) {
guard let i = hosts.firstIndex(where: { $0.id == hostID }) else { return } guard let i = hosts.firstIndex(where: { $0.id == hostID }) else { return }
hosts[i].lastConnected = Date() hosts[i].lastConnected = Date()
@@ -67,3 +67,41 @@ extension View {
modifier(GlassProminentButton()) modifier(GlassProminentButton())
} }
} }
// MARK: - Console glass (gamepad host tiles + settings rows)
/// Liquid Glass tuned for the gamepad UI's dark "console" surfaces the host-carousel tiles and
/// the settings rows. Unlike `glassBackground` (floating-overlay only, per HIG), this deliberately
/// clads content tiles / dense rows: a chosen part of the 10-foot console look. `tint` washes the
/// glass toward a color (the brand violet on the focused / primary surface); `interactive` makes
/// it flex on press. The pre-26 fallback is `.ultraThinMaterial` forced dark these surfaces
/// always sit on the near-black backdrop, so the material must stay dark even in a light appearance.
private struct ConsoleGlass<S: Shape>: ViewModifier {
let shape: S
var tint: Color?
var interactive = false
func body(content: Content) -> some View {
if #available(iOS 26, macOS 26, tvOS 26, *) {
content.glassEffect(glass, in: shape)
} else {
content.background { shape.fill(.ultraThinMaterial).environment(\.colorScheme, .dark) }
}
}
@available(iOS 26, macOS 26, tvOS 26, *)
private var glass: Glass {
var g: Glass = .regular
if let tint { g = g.tint(tint) }
if interactive { g = g.interactive() }
return g
}
}
extension View {
/// Liquid Glass for a dark console surface (a host tile / settings row), or `.ultraThinMaterial`
/// (forced dark) pre-26. Pass the surface's shape explicitly glass defaults to a Capsule.
func consoleGlass<S: Shape>(_ shape: S, tint: Color? = nil, interactive: Bool = false) -> some View {
modifier(ConsoleGlass(shape: shape, tint: tint, interactive: interactive))
}
}
@@ -103,7 +103,7 @@ struct PairSheet: View {
TextField( TextField(
"PIN", text: $pin, "PIN", text: $pin,
prompt: Text("Shown in the host's web console")) prompt: Text("Shown in the host's web console"))
.font(.system(.title3, design: .monospaced)) .font(.geistFixed(16)) // prominent, but on-brand mono (not oversized title3)
#if os(iOS) #if os(iOS)
.keyboardType(.numberPad) .keyboardType(.numberPad)
#endif #endif
@@ -134,6 +134,11 @@ struct PairSheet: View {
} }
#if !os(tvOS) #if !os(tvOS)
.formStyle(.grouped) .formStyle(.grouped)
// Bring the grouped form's default system text down to the app's Geist scale so the sheet
// doesn't read oversized / out of place (matches AddHostSheet). The PIN field keeps its own
// explicit Geist Mono font.
.font(.geist(12, relativeTo: .callout))
.controlSize(.small)
#endif #endif
HStack { HStack {
Button("Cancel", role: .cancel) { Button("Cancel", role: .cancel) {