fix(client/apple): the stats card's corner stops eating its own text
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Making the HUD concentric with the physical display corner had no upper
bound, so a modern phone (~62 pt of display radius) asked for a 48 pt
corner on a card whose lines sit 10 pt from the edge. A corner of radius
r pulls the edge inward by r - sqrt(r^2 - (r-y)^2) at distance y below
the top: at the first line that is ~19 pt, so the top and bottom lines
rendered INSIDE the arc.

Concentricity is only a virtue while the radius is small next to the
card. The radius is now capped at 28 (devices asking for less still get
a truly concentric corner) and the iOS content padding scales with it at
0.45*r, which leaves ~4.6 pt of arc against 12.6 pt of padding at the
cap. The card grows by under 3 pt a side; the compact pill is unchanged.
This commit is contained in:
2026-08-07 15:49:37 +02:00
parent 9582da07b4
commit adf92939ec
@@ -224,9 +224,18 @@ struct StreamHUDView: View {
/// The card's inner content padding. Roomier on tvOS the stat text auto-scales for the
/// couch (relative system styles), so the card's chrome must keep pace or it reads cramped.
///
/// On iOS it also has to CLEAR THE CORNER. A rounded corner of radius `r` pulls the card's
/// edge inward by `r (r² (ry)²)` at a distance `y` below the top, so the first and last
/// lines of a padded stack sit inside the arc unless the padding keeps pace with the radius.
/// At `0.45 · r` that intrusion stays well inside the padding across the whole range this
/// card can wear (4.6 pt of arc against 12.6 pt of padding at the 28 pt cap), so no line
/// ever runs into the curve.
private var cardPadding: CGFloat {
#if os(tvOS)
return 16
#elseif os(iOS)
return max(10, cardCornerRadius * 0.45)
#else
return 10
#endif
@@ -246,13 +255,20 @@ struct StreamHUDView: View {
#endif
}
/// The card's corner radius. On iOS it's concentric with the physical display corner
/// `displayCornerRadius edgeInset`, so the gap to the screen edge stays uniform right around the
/// corner instead of a small-radius card cutting into the very rounded glass. Clamped so a
/// flat-cornered device (or a hidden radius) still gets a sensibly rounded card.
/// The card's corner radius. On iOS it aims to be concentric with the physical display
/// corner `displayCornerRadius edgeInset`, so the gap to the screen edge stays uniform
/// right around the corner instead of a small-radius card cutting into the very rounded
/// glass but that aim is BOUNDED by what a card this small can actually carry.
///
/// Unbounded, a modern phone (~62 pt of display radius) asked for a 48 pt corner on a card
/// whose lines sit 10 pt from the edge: the arc reaches ~19 pt inward at the first line, so
/// the top and bottom lines rendered INSIDE the curve. Concentricity is only a virtue while
/// the radius is small next to the card; past that it is just a blob eating its own text.
/// 28 pt is the most this card's stack can wear (with `cardPadding` scaling alongside), and
/// devices whose display radius asks for less than that still get a truly concentric corner.
private var cardCornerRadius: CGFloat {
#if os(iOS)
return max(12, DeviceMetrics.displayCornerRadius - edgeInset)
return min(28, max(12, DeviceMetrics.displayCornerRadius - edgeInset))
#elseif os(tvOS)
return 16 // scales with the roomier padding
#else