feat(apple): the legends remember which pad you own

`buttonGlyph` asked the LIVE controller for its `sfSymbolsName` and fell back
to generic letter glyphs, so the moment a DualSense slept, disconnected or
ran flat, every ✕/◯ hint turned into A/B under its owner's hands. Under
`gamepadUIMode == "always"` — the console UI up with no pad by design — they
were never right at all.

GamepadManager now remembers the family of the last controller that was
actually attached (`DefaultsKey.lastGamepadKind`, written on selection and
deliberately never cleared on disconnect), and the legends resolve live →
remembered → generic. Not a user-facing setting: a glyph-style picker is one
more row asking a question the app can answer itself, and the remembered pad
is right essentially always.

GamepadGlyphs maps by POSITION, not by name, because that is what
`GCExtendedGamepad`'s buttonA/B/X/Y are. So ✕ is role `.a` (the bottom
button), and a Switch pad gets Nintendo's transposed labels rather than Xbox
letters printed on the wrong physical buttons.

The test asserts every symbol name RESOLVES on the running OS. That is the
load-bearing one: `Image(systemName:)` draws an unknown name as nothing at
all — no crash, no log, no red build — so a typo would silently blank a
legend on device and no amount of building would catch it.

macOS + tvOS typecheck; the 5 glyph tests pass; the console UI verified
opening its Settings screen in the iPad simulator.
This commit is contained in:
2026-08-10 07:29:33 +02:00
parent 1317901122
commit 90450ff1f6
5 changed files with 250 additions and 4 deletions
@@ -10,15 +10,29 @@ import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
/// The active controller's real glyph for a button (Xbox "A", DualSense , ) via
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
/// The glyph a button wears in a legend: the ACTIVE controller's own (Xbox "A", DualSense , )
/// via `sfSymbolsName` while one is attached, else the glyph of the last pad this device ever saw
/// (`GamepadManager.lastKnownKind` `GamepadGlyphs`), else the caller's generic fallback.
///
/// The middle rung is the whole point. `active` is nil whenever the pad sleeps, disconnects or
/// runs flat and permanently under `gamepadUIMode == "always"`, which puts the console UI up
/// with no pad by design and the fallbacks are letter glyphs, so a DualSense user's / legends
/// used to turn into A/B the moment the controller dozed off. The remembered kind keeps the
/// legends speaking the pad the user actually owns. The `fallback` still covers the genuinely
/// unknown case: a fresh install that has never seen a controller, and any button outside the six
/// `GamepadButtonRole` names.
///
/// @MainActor: GamepadManager is main-actor-bound (inside a View body this was implicit).
@MainActor
func buttonGlyph(
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
) -> String {
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
?? fallback
let manager = GamepadManager.shared
if let live = manager.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName {
return live
}
guard let role = GamepadButtonRole(keyPath: button) else { return fallback }
return GamepadGlyphs.symbol(role, for: manager.lastKnownKind)
}
/// Top padding for a gamepad screen's pinned title. macOS gets extra clearance the launcher
@@ -0,0 +1,109 @@
// Button glyphs for the gamepad UI's legends, for a controller that ISN'T currently attached.
//
// While a pad is connected the truth is GameController's own `sfSymbolsName` on the live element
// nothing here competes with that. The problem this file solves is the other half of the time: the
// instant `GamepadManager.active` goes nil (the pad slept, its battery died, it was unplugged, or
// `gamepadUIMode == "always"` put the console UI up with no pad at all) there is no element left to
// ask, and every legend fell back to the generic letter glyphs which read as an Xbox pad. A
// DualSense user watched their / legends turn into A/B the moment the controller dozed off.
//
// So: `GamepadManager` remembers the KIND of the last controller that was actually attached
// (`DefaultsKey.lastGamepadKind`, never cleared on disconnect) and the legends resolve through this
// table instead. Deliberately NOT a user-facing setting a "glyph style" picker is one more row in
// a settings screen to answer a question the app can answer itself, and the remembered pad is right
// essentially always: people own the controller they last plugged in.
//
// Positional, not nominal. `GCExtendedGamepad`'s buttonA/B/X/Y are POSITIONS (A = bottom, B =
// right, X = left, Y = top), so each family maps its own labels onto those positions which is why
// the Nintendo column looks transposed: a Switch pad's bottom button is B and its right one is A.
import Foundation
import GameController
/// A face/shoulder button by POSITION, which is what `GCExtendedGamepad` exposes and what a legend
/// actually means ("press the bottom button"). The label drawn for it is the family's business.
public enum GamepadButtonRole: Sendable {
/// Bottom face button Xbox A, PlayStation , Nintendo B.
case a
/// Right face button Xbox B, PlayStation , Nintendo A.
case b
/// Left face button Xbox X, PlayStation , Nintendo Y.
case x
/// Top face button Xbox Y, PlayStation , Nintendo X.
case y
case leftShoulder
case rightShoulder
/// The role a `GCExtendedGamepad` key path names, so a caller that already spells its buttons
/// as key paths (every legend in the gamepad UI does it reads `sfSymbolsName` off the live
/// element through one) can reach this table without restating itself. nil for any other
/// button: the legends only ever name these six, and a role invented for, say, the menu button
/// would have no honest glyph on half the families.
///
/// Compared with `==` rather than matched with `switch`: key paths are reference-typed and
/// their pattern-matching goes through the generic `Equatable` `~=`, which is easy to send to
/// an unintended overload. This spelling has exactly one meaning.
public init?(keyPath: KeyPath<GCExtendedGamepad, GCControllerButtonInput>) {
if keyPath == \GCExtendedGamepad.buttonA { self = .a }
else if keyPath == \GCExtendedGamepad.buttonB { self = .b }
else if keyPath == \GCExtendedGamepad.buttonX { self = .x }
else if keyPath == \GCExtendedGamepad.buttonY { self = .y }
else if keyPath == \GCExtendedGamepad.leftShoulder { self = .leftShoulder }
else if keyPath == \GCExtendedGamepad.rightShoulder { self = .rightShoulder }
else { return nil }
}
}
public enum GamepadGlyphs {
/// The SF Symbol a `role` wears on a `kind` of pad. Every name here is asserted to resolve on
/// the running OS by `GamepadGlyphTests` a symbol name that doesn't exist renders as NOTHING
/// (SwiftUI draws an empty image rather than failing), so a typo would silently blank a legend
/// on real hardware and never show up in a build.
public static func symbol(_ role: GamepadButtonRole, for kind: PunktfunkConnection.GamepadType)
-> String {
switch role {
case .leftShoulder: return "l1.rectangle.roundedbottom"
case .rightShoulder: return "r1.rectangle.roundedbottom"
case .a, .b, .x, .y: return faceSymbol(role, for: kind)
}
}
private static func faceSymbol(
_ role: GamepadButtonRole, for kind: PunktfunkConnection.GamepadType
) -> String {
switch kind {
// PlayStation shapes. is the BOTTOM button, so it belongs to role `.a` the mapping
// people mean when they say "the PlayStation glyphs".
case .dualSense, .dualSenseEdge, .dualShock4:
switch role {
case .a: return "xmark.circle"
case .b: return "circle.circle"
case .x: return "square.circle"
case .y: return "triangle.circle"
default: return "circle.circle"
}
// Nintendo's labels sit transposed on the same positions (bottom = B, right = A,
// left = Y, top = X) printing Xbox letters on a Switch pad would name the wrong
// physical button, which is worse than a generic glyph.
case .switchPro:
switch role {
case .a: return "b.circle"
case .b: return "a.circle"
case .x: return "y.circle"
case .y: return "x.circle"
default: return "a.circle"
}
// Xbox, the Steam pads (Deck included its ABXY is the Xbox layout), and `.auto`, which
// is what a client with no remembered pad has. Xbox letters double as the neutral default
// because they ARE the positional names in `GCExtendedGamepad`.
case .auto, .xbox360, .xboxOne, .steamController, .steamDeck, .steamController2:
switch role {
case .a: return "a.circle"
case .b: return "b.circle"
case .x: return "x.circle"
case .y: return "y.circle"
default: return "a.circle"
}
}
}
}
@@ -87,6 +87,17 @@ public final class GamepadManager: ObservableObject {
/// `lowest_free_index`). Recomputed by `assignPadIndices` whenever `forwarded` changes.
private var padIndexByController: [ObjectIdentifier: UInt8] = [:]
/// The kind of the last controller that was actually attached persisted under
/// `DefaultsKey.lastGamepadKind` and deliberately NEVER cleared on disconnect. The gamepad
/// UI's legends read it (through `GamepadGlyphs`) whenever `active` is nil, so a DualSense
/// user's / hints don't turn into A/B the moment the pad sleeps, and so the legends are
/// right at all under `gamepadUIMode == "always"`, which puts the console UI up with no pad
/// attached by design. `.auto` = nothing has ever been seen on this device ( neutral glyphs).
///
/// @Published so the legends re-render when a pad of a different family arrives; the screens
/// already observe this object for `active`.
@Published public private(set) var lastKnownKind: PunktfunkConnection.GamepadType
/// The user's pinned controller fingerprint ("" = automatic). Persisted; updating it
/// reselects immediately, so a Settings Picker can bind straight to this.
@Published public var preferredID: String {
@@ -97,12 +108,19 @@ public final class GamepadManager: ObservableObject {
}
private static let preferredKey = DefaultsKey.gamepadID
private static let lastKindKey = DefaultsKey.lastGamepadKind
/// Connect order (identity-keyed) drives both twin de-dup suffixes and auto-pick.
private var connectOrder: [ObjectIdentifier] = []
private var observers: [NSObjectProtocol] = []
private init() {
preferredID = UserDefaults.standard.string(forKey: Self.preferredKey) ?? ""
// Stored as an Int (what UserDefaults round-trips losslessly) and validated back into a
// real case: a value written by a NEWER client a pad family this build has no case for
// must fall back to the neutral glyphs, not trap on an invalid raw value.
lastKnownKind = (UserDefaults.standard.object(forKey: Self.lastKindKey) as? Int)
.flatMap { UInt32(exactly: $0) }
.flatMap(PunktfunkConnection.GamepadType.init(rawValue:)) ?? .auto
observers.append(NotificationCenter.default.addObserver(
forName: .GCControllerDidConnect, object: nil, queue: .main
) { [weak self] n in
@@ -212,6 +230,13 @@ public final class GamepadManager: ObservableObject {
// (list is in connect order). A stale pin falls back to automatic.
let pinned = candidates.last { $0.id == preferredID }
active = pinned ?? candidates.last
// Remember the family for the legends (see `lastKnownKind`). Only ever WRITTEN, never
// cleared: `active` going nil is precisely the moment the memory has to survive, and a
// pad whose `kind` is genuinely unknown never becomes active in the first place.
if let active, active.kind != lastKnownKind {
lastKnownKind = active.kind
UserDefaults.standard.set(Int(active.kind.rawValue), forKey: Self.lastKindKey)
}
// Forwarded set (pf-client-core's `forwarded_ids`): a pin forwards ONLY the pinned pad
// (explicit single-player); Automatic forwards every extended controller in connect order
// (oldestnewest), so a game's player numbers are stable across hot-plug churn.
@@ -32,6 +32,15 @@ public enum DefaultsKey {
public static let compositor = "punktfunk.compositor"
public static let gamepadType = "punktfunk.gamepadType"
public static let gamepadID = "punktfunk.gamepadID"
/// The `PunktfunkConnection.GamepadType` raw value of the last controller that was actually
/// attached written by `GamepadManager` whenever one becomes active, never cleared on
/// disconnect. It exists so the gamepad UI's button legends keep speaking the pad the user
/// owns: the live controller's own `sfSymbolsName` is authoritative while it's connected, but
/// the moment it sleeps or disconnects there is nothing left to ask, and the legends used to
/// snap back to generic letter glyphs (i.e. Xbox) under a DualSense user's hands. Also what
/// makes the legends right at all under `gamepadUIMode == "always"`, where the console UI is
/// up with no pad attached by design. See `GamepadGlyphs`.
public static let lastGamepadKind = "punktfunk.lastGamepadKind"
/// Forward this device's controllers to the host at all (default true). Off is for a
/// couch whose controller reaches the host another way USB passthrough such as
/// VirtualHere, or a pad plugged into the host where forwarding as well would give the
@@ -0,0 +1,89 @@
// The remembered-controller glyph table.
//
// The load-bearing assertion here is that every SF Symbol name RESOLVES. `Image(systemName:)`
// renders a name the OS doesn't know as NOTHING at all no crash, no log, no red build so a
// typo in the table would silently blank a legend cell on real hardware and be invisible until
// someone looked at a device. This test is the only thing standing between that and a release.
import GameController
import XCTest
@testable import PunktfunkKit
#if canImport(UIKit)
import UIKit
#elseif canImport(AppKit)
import AppKit
#endif
final class GamepadGlyphTests: XCTestCase {
private let roles: [GamepadButtonRole] = [.a, .b, .x, .y, .leftShoulder, .rightShoulder]
/// Does the running OS actually have this symbol?
private func symbolExists(_ name: String) -> Bool {
#if canImport(UIKit)
return UIImage(systemName: name) != nil
#elseif canImport(AppKit)
return NSImage(systemSymbolName: name, accessibilityDescription: nil) != nil
#else
return true
#endif
}
func testEveryGlyphNameResolvesOnThisOS() {
for kind in PunktfunkConnection.GamepadType.allCases {
for role in roles {
let name = GamepadGlyphs.symbol(role, for: kind)
XCTAssertTrue(
symbolExists(name),
"SF Symbol \"\(name)\" (\(role), \(kind)) does not resolve — the legend cell "
+ "would render blank on device")
}
}
}
/// is the BOTTOM button on a PlayStation pad, which is `GCExtendedGamepad.buttonA` the
/// whole point of the table being positional. Getting this backwards would print where the
/// user has to press .
func testPlayStationFaceButtonsAreShapesInPositionalOrder() {
for kind in [PunktfunkConnection.GamepadType.dualSense, .dualSenseEdge, .dualShock4] {
XCTAssertEqual(GamepadGlyphs.symbol(.a, for: kind), "xmark.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.b, for: kind), "circle.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.x, for: kind), "square.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.y, for: kind), "triangle.circle")
}
}
/// Nintendo's labels sit transposed on the same physical positions: the bottom button (role
/// `.a`) is labelled B, and the right one (role `.b`) is labelled A.
func testSwitchFaceButtonsAreTransposed() {
XCTAssertEqual(GamepadGlyphs.symbol(.a, for: .switchPro), "b.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.b, for: .switchPro), "a.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.x, for: .switchPro), "y.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.y, for: .switchPro), "x.circle")
}
/// `.auto` is what a device that has never seen a controller reports, and Xbox letters are the
/// neutral default they are also the positional names `GCExtendedGamepad` itself uses.
func testUnknownAndXboxFamiliesUseLetters() {
for kind in [PunktfunkConnection.GamepadType.auto, .xbox360, .xboxOne, .steamDeck] {
XCTAssertEqual(GamepadGlyphs.symbol(.a, for: kind), "a.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.b, for: kind), "b.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.x, for: kind), "x.circle")
XCTAssertEqual(GamepadGlyphs.symbol(.y, for: kind), "y.circle")
}
}
/// The key-path bridge the legends reach this table through (`buttonGlyph` spells its buttons
/// as key paths). A wrong mapping here would print the wrong button on every family at once.
func testRolesResolveFromExtendedGamepadKeyPaths() {
XCTAssertEqual(GamepadButtonRole(keyPath: \.buttonA), .a)
XCTAssertEqual(GamepadButtonRole(keyPath: \.buttonB), .b)
XCTAssertEqual(GamepadButtonRole(keyPath: \.buttonX), .x)
XCTAssertEqual(GamepadButtonRole(keyPath: \.buttonY), .y)
XCTAssertEqual(GamepadButtonRole(keyPath: \.leftShoulder), .leftShoulder)
XCTAssertEqual(GamepadButtonRole(keyPath: \.rightShoulder), .rightShoulder)
// A button outside the six the legends name has no honest glyph on every family, so it
// falls through to the caller's own fallback rather than guessing.
XCTAssertNil(GamepadButtonRole(keyPath: \.leftTrigger))
}
}