feat(apple): default-UI connect/wake modal, auto-wake toggle, pixel-exact windowed streaming
Three client-UX changes that share the connect/present path (and settings files): - Connect/wake overlay is now mode-aware: the console/gamepad UI keeps the full-screen aurora takeover, while the default (touch/desktop) UI shows a Liquid Glass modal over the host grid — the takeover looked out of place there. - Add an auto-wake toggle (DefaultsKey.autoWake, default on) across macOS/iOS/tvOS Settings + the gamepad settings view; gate startSession/prepareWake and the gamepad "Wake & Connect" label on it. MAC-address learning stays always-on. - Windowed sessions now stream at the window's native pixels (Match-window default-on) so the picture is 1:1 pixel-exact instead of the presenter resampling a fixed-mode frame; fullscreen reports full-display px, also 1:1. Also lands the mid-resize aspect-fit tracking (decoded contentSize) that keeps the picture undistorted after a resize. swift build + swift test (121 tests) green; screenshot scenes verified. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -87,6 +87,10 @@ struct ContentView: View {
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// with no (extended) controller attached tvOS falls back to HomeView as before.
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@ObservedObject private var gamepadManager = GamepadManager.shared
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@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
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/// Auto-wake on connect (Settings → General). On (default): a dial to an offline saved host
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/// fires Wake-on-LAN up front and falls into the "Waking…" wait if the dial fails. Off: connects
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/// go straight through with no wake. The explicit "Wake Host" action is unaffected either way.
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@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
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private var gamepadUIActive: Bool {
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GamepadUIEnvironment.isActive(
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gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
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@@ -268,6 +272,7 @@ struct ContentView: View {
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ConnectOverlay(
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connectingHostName: connectingOverlayName,
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waker: waker,
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gamepadUI: gamepadUIActive,
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onCancelConnect: { model.disconnect() })
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}
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}
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@@ -584,7 +589,8 @@ struct ContentView: View {
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// packet up front, so a genuinely-asleep host is waking while the connect times out; only
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// when that dial FAILS do we fall into the visible "Waking…" wait — a cold box takes far
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// longer to boot than a connect will sit — and redial once it's back on mDNS.
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if PunktfunkConnection.wakeOnLANAvailable, !host.wakeMacs.isEmpty, !discovery.advertises(host) {
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if autoWakeEnabled, PunktfunkConnection.wakeOnLANAvailable,
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!host.wakeMacs.isEmpty, !discovery.advertises(host) {
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discovery.start() // so the wake-wait can observe it reappear
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startSessionDirect(
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host, launchID: launchID, allowTofu: allowTofu,
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@@ -641,7 +647,9 @@ struct ContentView: View {
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private func prepareWake(for host: StoredHost) {
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if let live = discovery.hosts.first(where: { host.matches($0) }) {
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store.updateMacs(host.id, macs: live.macAddresses) // learn — on every platform
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} else if PunktfunkConnection.wakeOnLANAvailable, !host.wakeMacs.isEmpty {
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} else if autoWakeEnabled, PunktfunkConnection.wakeOnLANAvailable, !host.wakeMacs.isEmpty {
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// Auto-wake only: fire the up-front packet so a genuinely-asleep host is booting while the
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// dial times out. With auto-wake off, connects go straight through (no packet).
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let macs = host.wakeMacs
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let ip = host.address
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DispatchQueue.global(qos: .userInitiated).async {
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@@ -1,7 +1,7 @@
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// The unified full-screen "getting you connected" takeover — one look for BOTH phases of reaching a
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// host, so the user gets feedback the instant they pick one and it flows seamlessly into a wake if
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// the host turns out to be asleep. The Apple mirror of the Android client's `ConnectOverlay` and the
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// shared console UI's connect/wake takeover; it replaces the old centered-card `WakeOverlay`.
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// The unified "getting you connected" overlay — one look for BOTH phases of reaching a host, so the
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// user gets feedback the instant they pick one and it flows seamlessly into a wake if the host turns
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// out to be asleep. The Apple mirror of the Android client's `ConnectOverlay` and the shared console
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// UI's connect/wake takeover; it replaces the old centered-card `WakeOverlay`.
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//
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// - Connecting (`connectingHostName` non-nil): the dial is in flight. Shown immediately on activate
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// so a host that takes a beat to answer no longer looks like nothing happened.
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@@ -9,10 +9,15 @@
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// Wake-on-LAN and waiting for it to advertise again, escalating to a retry/cancel prompt on
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// timeout.
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//
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// Presentation is mode-aware: the gamepad ("console") UI gets a full-screen aurora takeover — the
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// same living backdrop the console home wears, so it reads as a deliberate 10-foot moment; the
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// default touch/desktop UI gets a Liquid Glass modal over a dim scrim, which sits right at home among
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// the app's other floating surfaces (the trust card, the HUD) instead of a full-screen aurora that
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// looked out of place there.
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//
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// The two phases hand off within a single view update (HostWaker clears `waking` and starts the
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// connect in the same MainActor step), so the overlay never blinks between them. Presented over BOTH
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// the touch and gamepad home; it swallows input to the screen behind it, and on iOS/macOS the pad
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// drives it (B cancels, A retries once timed out) while the buttons work for a pointer / tvOS focus.
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// connect in the same MainActor step), so the overlay never blinks between them. It swallows input to
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// the screen behind it, and on iOS/macOS the pad drives it (B cancels, A retries once timed out).
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import PunktfunkKit
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import SwiftUI
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@@ -22,6 +27,9 @@ struct ConnectOverlay: View {
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/// passes nil here). Drives the "Connecting…" phase.
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let connectingHostName: String?
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@ObservedObject var waker: HostWaker
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/// The console launcher is up → full-screen aurora takeover; otherwise the default UI's Liquid
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/// Glass modal.
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var gamepadUI: Bool
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/// Cancel a dial in flight — tears down the (uncancelable) connect and returns the UI; the late
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/// result is discarded by SessionModel's connect guard.
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var onCancelConnect: () -> Void
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@@ -42,13 +50,25 @@ struct ConnectOverlay: View {
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var body: some View {
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if let phase {
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ZStack {
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// Opaque aurora — the same living backdrop the console home wears, so the takeover
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// reads as a deliberate full-screen moment rather than a card popping up.
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Color.black.ignoresSafeArea()
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GamepadScreenBackground().ignoresSafeArea()
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// Swallow taps so the home behind can't be touched through the takeover.
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Color.clear.contentShape(Rectangle()).onTapGesture {}
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content(phase).padding(40).frame(maxWidth: 460)
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if gamepadUI {
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// Console: an opaque, living aurora over everything.
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Color.black.ignoresSafeArea()
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GamepadScreenBackground().ignoresSafeArea()
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Color.clear.contentShape(Rectangle()).onTapGesture {}
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content(phase).padding(40).frame(maxWidth: 460)
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} else {
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// Default UI: a Liquid Glass modal over a dim scrim.
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Rectangle().fill(.black.opacity(0.5)).ignoresSafeArea()
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.contentShape(Rectangle()).onTapGesture {}
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content(phase)
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.padding(28)
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.frame(maxWidth: 380)
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.glassBackground(RoundedRectangle(cornerRadius: 26, style: .continuous))
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.overlay(
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RoundedRectangle(cornerRadius: 26, style: .continuous)
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.strokeBorder(.white.opacity(0.12), lineWidth: 1))
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.padding(40)
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}
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}
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.environment(\.colorScheme, .dark)
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.transition(.opacity)
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@@ -59,24 +79,27 @@ struct ConnectOverlay: View {
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}
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@ViewBuilder private func content(_ phase: Phase) -> some View {
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VStack(spacing: 16) {
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// The takeover carries larger type than the compact modal.
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let titleSize: CGFloat = gamepadUI ? 24 : 19
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let bodySize: CGFloat = gamepadUI ? 14 : 13
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VStack(spacing: gamepadUI ? 16 : 14) {
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switch phase {
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case .connecting(let name):
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ProgressView().controlSize(.large).tint(.white)
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Text("Connecting to \(name)")
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.font(.geist(24, .bold, relativeTo: .title2)).foregroundStyle(.white)
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.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(.white)
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.multilineTextAlignment(.center)
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Text("Establishing a secure connection…")
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.font(.geist(14, relativeTo: .callout)).foregroundStyle(.white.opacity(0.65))
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.font(.geist(bodySize, relativeTo: .caption)).foregroundStyle(.white.opacity(0.6))
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Button("Cancel") { onCancelConnect() }.buttonStyle(.bordered).padding(.top, 6)
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case .waking(let w) where w.timedOut:
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Image(systemName: "moon.zzz.fill")
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.font(.system(size: 40)).foregroundStyle(.white.opacity(0.9))
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.font(.system(size: gamepadUI ? 40 : 34)).foregroundStyle(.white.opacity(0.9))
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Text("\(w.hostName) didn't wake")
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.font(.geist(24, .bold, relativeTo: .title2)).foregroundStyle(.white)
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.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(.white)
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.multilineTextAlignment(.center)
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Text("It may still be booting, or it's powered off / off this network.")
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.font(.geist(14, relativeTo: .callout)).foregroundStyle(.white.opacity(0.65))
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.font(.geist(bodySize, relativeTo: .caption)).foregroundStyle(.white.opacity(0.6))
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.multilineTextAlignment(.center)
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HStack(spacing: 12) {
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Button("Cancel") { waker.cancel() }.buttonStyle(.bordered)
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@@ -86,10 +109,10 @@ struct ConnectOverlay: View {
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case .waking(let w):
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ProgressView().controlSize(.large).tint(.white)
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Text("Waking \(w.hostName)…")
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.font(.geist(24, .bold, relativeTo: .title2)).foregroundStyle(.white)
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.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(.white)
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.multilineTextAlignment(.center)
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Text("Waiting for it to come online · \(w.seconds)s")
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.font(.geistFixed(14)).foregroundStyle(.white.opacity(0.65)).monospacedDigit()
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.font(.geistFixed(bodySize)).foregroundStyle(.white.opacity(0.6)).monospacedDigit()
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// A wake-only wait (no dial after) offers "Stop Waiting"; a wake-&-connect is "Cancel".
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Button(w.connectsAfter ? "Cancel" : "Stop Waiting") { waker.cancel() }
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.buttonStyle(.bordered).padding(.top, 6)
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@@ -65,6 +65,9 @@ struct GamepadHomeView: View {
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/// Same gate the touch grid's "Browse Library…" context-menu item uses (default ON; the
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/// Settings "Game library" toggle opts out).
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@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
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/// Auto-wake on connect (default ON) — when off, activating an offline host just dials (no wake),
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/// so the tile drops its "Wake & Connect" affordance for a plain "Connect".
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@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
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#if os(iOS)
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/// `.compact` in a landscape phone window — drives tighter chrome so everything still fits.
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@Environment(\.verticalSizeClass) private var vSizeClass
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@@ -259,7 +262,7 @@ struct GamepadHomeView: View {
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isConnecting: model.phase == .connecting && model.activeHost?.id == host.id,
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filled: true,
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hasLibrary: true,
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canWake: PunktfunkConnection.wakeOnLANAvailable
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canWake: autoWakeEnabled && PunktfunkConnection.wakeOnLANAvailable
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&& !discovery.advertises(host) && !store.probedOnline.contains(host.id)
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&& !host.wakeMacs.isEmpty,
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activate: { connect(host) })
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@@ -58,6 +58,16 @@ enum ShotScenes {
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ShotScene(name: "09c-wake-timed-out", orientation: .natural, colorScheme: .dark) {
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AnyView(ShotConnect(kind: .timedOut))
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},
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// The default-UI presentation (Liquid Glass modal over the touch grid) of the same phases.
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ShotScene(name: "09d-connecting-modal", orientation: .natural, colorScheme: .dark) {
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AnyView(ShotConnect(kind: .connecting, gamepadUI: false))
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},
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ShotScene(name: "09e-waking-modal", orientation: .natural, colorScheme: .dark) {
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AnyView(ShotConnect(kind: .waking, gamepadUI: false))
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},
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ShotScene(name: "09f-wake-timed-out-modal", orientation: .natural, colorScheme: .dark) {
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AnyView(ShotConnect(kind: .timedOut, gamepadUI: false))
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},
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]
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#endif
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scenes.append(ShotScene(name: "10-edithost", orientation: .natural, colorScheme: .dark) {
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@@ -143,11 +153,14 @@ private struct ShotGamepadAddHost: View {
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var body: some View { GamepadAddHostView(onAdd: { _ in }) }
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}
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/// The unified full-screen connect takeover (the real `ConnectOverlay`) in each phase — instant
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/// "Connecting…" feedback, the "Waking…" wait, and the wake-timed-out prompt — over the gamepad home.
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/// The unified connect overlay (the real `ConnectOverlay`) in each phase — instant "Connecting…"
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/// feedback, the "Waking…" wait, and the wake-timed-out prompt. `gamepadUI` picks the presentation:
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/// the console's full-screen aurora takeover over the gamepad home, or the default UI's Liquid Glass
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/// modal over the touch host grid.
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private struct ShotConnect: View {
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enum Kind { case connecting, waking, timedOut }
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let kind: Kind
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var gamepadUI = true
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@StateObject private var store = ShotMock.hostStore()
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@StateObject private var model = SessionModel()
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@@ -155,30 +168,38 @@ private struct ShotConnect: View {
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@StateObject private var waker = HostWaker()
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var body: some View {
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GamepadHomeView(
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store: store, model: model, discovery: discovery,
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libraryTarget: .constant(nil), waker: waker,
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connect: { _ in }, connectDiscovered: { _ in }
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)
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.overlay {
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ConnectOverlay(
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connectingHostName: kind == .connecting ? "Battlestation" : nil,
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waker: waker,
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onCancelConnect: {})
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}
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.onAppear {
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switch kind {
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case .connecting:
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break
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case .waking:
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waker.debugSet(.init(
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hostID: store.hosts.first?.id ?? UUID(),
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hostName: "Battlestation", connectsAfter: true, seconds: 14))
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case .timedOut:
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waker.debugSet(.init(
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hostID: store.hosts.first?.id ?? UUID(),
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hostName: "Battlestation", connectsAfter: true, seconds: 90, timedOut: true))
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backdrop
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.overlay {
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ConnectOverlay(
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connectingHostName: kind == .connecting ? "Battlestation" : nil,
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waker: waker,
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gamepadUI: gamepadUI,
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onCancelConnect: {})
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}
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.onAppear {
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switch kind {
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case .connecting:
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break
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case .waking:
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waker.debugSet(.init(
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hostID: store.hosts.first?.id ?? UUID(),
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hostName: "Battlestation", connectsAfter: true, seconds: 14))
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case .timedOut:
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waker.debugSet(.init(
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hostID: store.hosts.first?.id ?? UUID(),
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hostName: "Battlestation", connectsAfter: true, seconds: 90, timedOut: true))
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}
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}
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}
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@ViewBuilder private var backdrop: some View {
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if gamepadUI {
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GamepadHomeView(
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store: store, model: model, discovery: discovery,
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libraryTarget: .constant(nil), waker: waker,
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connect: { _ in }, connectDiscovered: { _ in })
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} else {
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ShotHome()
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}
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}
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}
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@@ -36,6 +36,7 @@ struct GamepadSettingsView: View {
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@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
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@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
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@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
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@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
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@AppStorage(DefaultsKey.presenter) private var presenter = SettingsOptions.presenterDefault
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@ObservedObject private var gamepads = GamepadManager.shared
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@@ -258,6 +259,11 @@ struct GamepadSettingsView: View {
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+ "available on the host.",
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options: SettingsOptions.compositors, current: compositor
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) { compositor = $0 },
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toggleRow(
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id: "autoWake", icon: "power", label: "Auto-wake on connect",
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detail: "Send Wake-on-LAN to a sleeping saved host and wait for it before "
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+ "streaming. Off connects straight through.",
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value: $autoWakeEnabled),
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choiceRow(
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id: "codec", header: "Video", icon: "film", label: "Video codec",
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@@ -42,9 +42,10 @@ extension SettingsView {
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} footer: {
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Text(matchWindow
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? "The stream follows this window — the host resizes its virtual output to match "
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+ "as you resize, no scaling. \(Self.bitrateFooter)"
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: "The host creates a virtual output at exactly this mode — "
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+ "native resolution, no scaling. \(Self.bitrateFooter)")
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+ "as you resize, so the picture stays pixel-exact (1:1) with no scaling. "
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+ "\(Self.bitrateFooter)"
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: "The host creates a virtual output at exactly this mode — native resolution, but "
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+ "a window that isn't this size is scaled to fit. \(Self.bitrateFooter)")
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.font(.geist(12, relativeTo: .caption))
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.foregroundStyle(.secondary)
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}
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@@ -294,6 +295,24 @@ extension SettingsView {
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}
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}
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/// Auto-wake on connect — fire Wake-on-LAN + wait for a sleeping saved host to come back before
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/// giving up. Now available on every platform (the iOS/tvOS multicast entitlement is granted).
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@ViewBuilder var wakeSection: some View {
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Section {
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Toggle("Auto-wake on connect", isOn: $autoWakeEnabled)
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} header: {
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Text("Wake-on-LAN")
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} footer: {
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Text("Connecting to a saved host that isn't on the network yet sends a Wake-on-LAN "
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+ "packet and waits for it to come back before streaming. Turn off if a host that's "
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+ "already on just isn't visible here (e.g. over a VPN), so connects go straight "
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+ "through instead of waiting out the wake. A host's “Wake” action still works either "
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+ "way.")
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.font(.geist(12, relativeTo: .caption))
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.foregroundStyle(.secondary)
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}
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}
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@ViewBuilder var windowSection: some View {
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#if os(macOS)
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Section {
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@@ -21,7 +21,10 @@ struct SettingsView: View {
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@AppStorage(DefaultsKey.streamWidth) var width = 1920
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@AppStorage(DefaultsKey.streamHeight) var height = 1080
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@AppStorage(DefaultsKey.streamHz) var hz = 60
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@AppStorage(DefaultsKey.matchWindow) var matchWindow = false
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// Default ON: a windowed session streams at the window's native pixels (1:1, no scaling) so it
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// stays pixel-exact instead of the presenter resampling a fixed-mode frame into the window.
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// Off falls back to the explicit mode below (fixed output, scaled to non-matching windows).
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@AppStorage(DefaultsKey.matchWindow) var matchWindow = true
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@AppStorage(DefaultsKey.compositor) var compositor = 0
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@AppStorage(DefaultsKey.gamepadType) var gamepadType = 0
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@AppStorage(DefaultsKey.bitrateKbps) var bitrateKbps = 0
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@@ -45,6 +48,7 @@ struct SettingsView: View {
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@AppStorage(DefaultsKey.hudPlacement) var hudPlacement = HUDPlacement.topTrailing.rawValue
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@ObservedObject var gamepads = GamepadManager.shared
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@AppStorage(DefaultsKey.gamepadUIEnabled) var gamepadUIEnabled = true
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@AppStorage(DefaultsKey.autoWake) var autoWakeEnabled = true
|
||||
#if DEBUG && !os(tvOS)
|
||||
@State var showControllerTest = false
|
||||
#endif
|
||||
@@ -106,6 +110,7 @@ struct SettingsView: View {
|
||||
Form {
|
||||
streamModeSection
|
||||
compositorSection
|
||||
wakeSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.tabItem { Label("General", systemImage: "gearshape") }
|
||||
@@ -235,6 +240,7 @@ struct SettingsView: View {
|
||||
streamModeSection
|
||||
pointerSection
|
||||
compositorSection
|
||||
wakeSection
|
||||
}
|
||||
.formStyle(.grouped)
|
||||
.navigationTitle("General")
|
||||
@@ -305,6 +311,10 @@ struct SettingsView: View {
|
||||
Binding(get: { gamepadUIEnabled ? "on" : "off" }, set: { gamepadUIEnabled = $0 == "on" })
|
||||
}
|
||||
|
||||
private var autoWakeEnabledTag: Binding<String> {
|
||||
Binding(get: { autoWakeEnabled ? "on" : "off" }, set: { autoWakeEnabled = $0 == "on" })
|
||||
}
|
||||
|
||||
private var tvBody: some View {
|
||||
let currentTag = "\(width)x\(height)x\(hz)"
|
||||
let bounds = UIScreen.main.nativeBounds
|
||||
@@ -344,9 +354,13 @@ struct SettingsView: View {
|
||||
TVSelectionRow(
|
||||
title: "10-bit HDR",
|
||||
options: [("On", "on"), ("Off", "off")], selection: hdrEnabledTag)
|
||||
TVSelectionRow(
|
||||
title: "Auto-wake on connect",
|
||||
options: [("On", "on"), ("Off", "off")], selection: autoWakeEnabledTag)
|
||||
Text("The host creates a virtual output at exactly this mode — native "
|
||||
+ "resolution, no scaling. \(Self.bitrateFooter) A specific compositor "
|
||||
+ "is honored only if available on the host.")
|
||||
+ "is honored only if available on the host. Auto-wake sends Wake-on-LAN to a "
|
||||
+ "sleeping saved host and waits for it before streaming.")
|
||||
.font(.geist(20, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
.multilineTextAlignment(.center)
|
||||
|
||||
@@ -97,6 +97,12 @@ public enum DefaultsKey {
|
||||
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
|
||||
/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
|
||||
public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
|
||||
/// Auto-wake on connect: when connecting to a saved host that isn't advertising on mDNS, fire
|
||||
/// Wake-on-LAN and, if the dial fails, wait for it to come back before retrying (the "Waking…"
|
||||
/// overlay). On by default. Turn off if a host that's already on just isn't seen on mDNS (a
|
||||
/// routed/VPN host), so connects go straight through instead of waiting out the wake timeout.
|
||||
/// The explicit "Wake Host" action stays available regardless. Read by ContentView.startSession.
|
||||
public static let autoWake = "punktfunk.autoWake"
|
||||
}
|
||||
|
||||
extension Notification.Name {
|
||||
|
||||
@@ -70,6 +70,15 @@ final class SessionPresenter {
|
||||
private var stage2Link: CADisplayLink?
|
||||
private var metalLayer: CAMetalLayer?
|
||||
private var connection: PunktfunkConnection?
|
||||
/// The decoded frame's REAL pixel dimensions (ground truth, pushed by the view from the pump's
|
||||
/// `onDecodedSize` new-mode-IDR callback). Used for the aspect-fit in `layout` in preference to
|
||||
/// `connection.currentMode()`, which (a) lags a mid-stream resize — it only updates on the
|
||||
/// `Reconfigured` ack, and a resize-END produces no bounds change to re-run `layout` afterward —
|
||||
/// and (b) can disagree with what the host actually DELIVERED (Windows corrective-ack falls back
|
||||
/// to an advertised mode). The pixels we're drawing are the only correct aspect source; a wrong
|
||||
/// one here is the "black bars + stretched" resize artifact. nil until the first frame → `layout`
|
||||
/// falls back to `currentMode()`. Main-thread only.
|
||||
private var contentSize: CGSize?
|
||||
|
||||
/// Start the presenter for `connection`. `baseLayer` is the view's AVSampleBufferDisplayLayer:
|
||||
/// stage-1 enqueues into it; stage-2 leaves it idle and composites an opaque CAMetalLayer
|
||||
@@ -184,11 +193,18 @@ final class SessionPresenter {
|
||||
guard let metalLayer, let connection else { return }
|
||||
let mode = connection.currentMode()
|
||||
syncFrameRate(hz: mode.refreshHz) // track a mid-session Reconfigure's new refresh
|
||||
let fit: CGRect = (mode.width > 0 && mode.height > 0)
|
||||
? AVMakeRect(
|
||||
aspectRatio: CGSize(width: Int(mode.width), height: Int(mode.height)),
|
||||
insideRect: bounds)
|
||||
: bounds
|
||||
// Aspect source: the ACTUAL decoded dims when known (survives a lagging `currentMode()` and a
|
||||
// host that delivered a different size than requested), else the negotiated mode. The shader
|
||||
// stretches the frame across the WHOLE drawable, so this rect's aspect is the only thing that
|
||||
// keeps the picture undistorted — a stale aspect here is the post-resize black-bars+stretch.
|
||||
let aspect: CGSize? = {
|
||||
if let c = contentSize, c.width > 0, c.height > 0 { return c }
|
||||
if mode.width > 0, mode.height > 0 {
|
||||
return CGSize(width: Int(mode.width), height: Int(mode.height))
|
||||
}
|
||||
return nil
|
||||
}()
|
||||
let fit: CGRect = aspect.map { AVMakeRect(aspectRatio: $0, insideRect: bounds) } ?? bounds
|
||||
// No implicit resize animation; contentsScale tracks the view's backing/display scale.
|
||||
CATransaction.begin()
|
||||
CATransaction.setDisableActions(true)
|
||||
@@ -209,10 +225,20 @@ final class SessionPresenter {
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Record the decoded frame's real dimensions (the view hops the pump's `onDecodedSize` to main
|
||||
/// and calls this) so `layout` aspect-fits to what's actually on screen instead of the possibly-
|
||||
/// stale `currentMode()`. Only stores — the caller re-runs `layout` right after, because a
|
||||
/// resize-END produces no bounds change to trigger one. No-op on a zero/unchanged size.
|
||||
func setContentSize(_ size: CGSize) {
|
||||
guard size.width > 0, size.height > 0, size != contentSize else { return }
|
||||
contentSize = size
|
||||
}
|
||||
|
||||
/// Stop the active pump/pipeline (≤ one poll timeout; stage-2 joins its pump) and detach the
|
||||
/// stage-2 layer + link. Does not close the connection — that stays with whoever owns it.
|
||||
/// Idempotent.
|
||||
func stop() {
|
||||
contentSize = nil // a new session re-derives it from its first frame
|
||||
pump?.stop()
|
||||
pump = nil
|
||||
stage2Link?.invalidate()
|
||||
|
||||
@@ -176,8 +176,14 @@ public final class StreamLayerView: NSView {
|
||||
private let presenter = SessionPresenter()
|
||||
public private(set) var connection: PunktfunkConnection?
|
||||
/// Match-window resize follower (C3) — non-nil while a session is active AND the `matchWindow`
|
||||
/// setting is on; fed the view's physical-pixel size on every relayout.
|
||||
/// setting is on (DEFAULT on, for pixel-exact windowed streaming); fed the view's physical-pixel
|
||||
/// size on every relayout so the host mode tracks the window (1:1, no presenter resample).
|
||||
private var matchFollower: MatchWindowFollower?
|
||||
/// Last decoded frame size fed into the presenter's aspect-fit. A new-mode IDR after a resize
|
||||
/// re-fits the metal sublayer to the REAL content aspect here — `layout()` only re-runs on a
|
||||
/// bounds change and a resize-END has none, so without this the layer keeps its pre-resize aspect
|
||||
/// and the shader stretches the new frame into it (black bars + squish). Main-thread only.
|
||||
private var lastDecodedContentSize: CGSize?
|
||||
private let cursorCapture = CursorCapture()
|
||||
private var inputCapture: InputCapture?
|
||||
private var appObservers: [NSObjectProtocol] = []
|
||||
@@ -638,6 +644,10 @@ public final class StreamLayerView: NSView {
|
||||
// (explicit VTDecompressionSession decode + a CAMetalLayer/display-link present) by
|
||||
// default, the stage-1 pump as the Metal-missing / DEBUG fallback. The link comes from
|
||||
// NSView.displayLink so it tracks the display this view is on.
|
||||
// Intercept the pump's coded-dims callback: re-fit the metal sublayer to the real content
|
||||
// aspect (main thread) BEFORE forwarding to the owner's overlay END-signal. Fires only on a
|
||||
// size CHANGE (first frame + each resolved resize), so this is rare, not per-frame.
|
||||
let overlayDecodedSize = onDecodedSize
|
||||
presenter.start(
|
||||
connection: connection,
|
||||
baseLayer: displayLayer,
|
||||
@@ -647,13 +657,19 @@ public final class StreamLayerView: NSView {
|
||||
makeDisplayLink: { displayLink(target: $0, selector: $1) },
|
||||
onFrame: onFrame,
|
||||
onSessionEnd: onSessionEnd,
|
||||
onDecodedSize: onDecodedSize) // resize overlay END signal (new-mode IDR dims)
|
||||
// Match-window (C3): follow the window's pixel size when the setting is on. Latched at
|
||||
// session start (mirrors the other clients); the first real `layout()` feeds the initial
|
||||
// size, so the stream converges to the window even if the connect used the explicit mode.
|
||||
onDecodedSize: { [weak self] w, h in // resize overlay END signal (new-mode IDR dims)
|
||||
DispatchQueue.main.async { self?.noteDecodedContentSize(width: w, height: h) }
|
||||
overlayDecodedSize?(w, h)
|
||||
})
|
||||
// Match-window (C3): follow the window's pixel size — DEFAULT ON, so a windowed session
|
||||
// streams 1:1 (pixel-exact) instead of the presenter resampling a fixed-mode frame into a
|
||||
// non-matching window. The first real `layout()` feeds the initial size, so the stream
|
||||
// converges to the window even though the connect used the explicit/display mode; entering
|
||||
// fullscreen reports the full-display px, restoring a native-res 1:1 present there too.
|
||||
// `?? true` so an unset default matches the Settings toggle (which also defaults on).
|
||||
let follower = MatchWindowFollower(
|
||||
connection: connection,
|
||||
enabled: UserDefaults.standard.bool(forKey: DefaultsKey.matchWindow))
|
||||
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? true)
|
||||
follower.onResizeTarget = onResizeTarget // resize overlay START signal (instant, on the follower)
|
||||
matchFollower = follower
|
||||
layoutPresenter()
|
||||
@@ -679,6 +695,18 @@ public final class StreamLayerView: NSView {
|
||||
layoutPresenter() // backing scale changed (e.g. moved to a non-retina display)
|
||||
}
|
||||
|
||||
/// A new decoded size landed (a new-mode IDR after a resize, or the session's first frame): push
|
||||
/// it to the presenter's aspect-fit and re-layout NOW. A resize-END triggers no `layout()`, so
|
||||
/// this is what makes the metal sublayer track the new content aspect instead of stretching the
|
||||
/// new frame into the pre-resize box. Deduped so a same-size repeat is a no-op. Main thread.
|
||||
private func noteDecodedContentSize(width: Int, height: Int) {
|
||||
let size = CGSize(width: width, height: height)
|
||||
guard size.width > 0, size.height > 0, size != lastDecodedContentSize else { return }
|
||||
lastDecodedContentSize = size
|
||||
presenter.setContentSize(size)
|
||||
layoutPresenter()
|
||||
}
|
||||
|
||||
/// Stop pumping (≤ one poll timeout). Does not close the connection — that stays with
|
||||
/// whoever owns it (PunktfunkConnection.close() is safe alongside a draining pump).
|
||||
public func stop() {
|
||||
@@ -688,6 +716,7 @@ public final class StreamLayerView: NSView {
|
||||
inputCapture = nil
|
||||
presenter.stop()
|
||||
matchFollower = nil
|
||||
lastDecodedContentSize = nil // the next session re-derives it from its first frame
|
||||
connection = nil
|
||||
}
|
||||
|
||||
|
||||
@@ -158,9 +158,10 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
/// mouse/keyboard stay released after navigating out and nothing re-grabs them.
|
||||
private var wasCapturedOnResign = false
|
||||
/// Match-window resize follower (C3) — non-nil while a session is active AND the `matchWindow`
|
||||
/// setting is on; fed the view's physical-pixel size from `viewDidLayoutSubviews` so an iPad
|
||||
/// Stage Manager / Split View scene resize renegotiates the host mode. iOS only (iPhone
|
||||
/// naturally no-ops fullscreen; tvOS drives display modes via AVDisplayManager instead).
|
||||
/// setting is on (DEFAULT on, for pixel-exact scene streaming); fed the view's physical-pixel
|
||||
/// size from `viewDidLayoutSubviews` so an iPad Stage Manager / Split View scene resize
|
||||
/// renegotiates the host mode (1:1, no presenter resample). iOS only (iPhone naturally no-ops
|
||||
/// its fixed full-screen scene; tvOS drives display modes via AVDisplayManager instead).
|
||||
private var matchFollower: MatchWindowFollower?
|
||||
#endif
|
||||
|
||||
@@ -183,6 +184,11 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
/// Resize-overlay END: the presenter reports the coded dims of each new-mode IDR here, so the
|
||||
/// overlay clears when a frame at the requested size actually decodes.
|
||||
var onDecodedSize: (@Sendable (Int, Int) -> Void)?
|
||||
/// Last decoded size fed into the presenter's aspect-fit. A new-mode IDR (an iPad scene resize,
|
||||
/// or a tvOS AVDisplayManager mode switch) re-fits the metal sublayer to the REAL content aspect
|
||||
/// here — `viewDidLayoutSubviews` only re-runs on a bounds change, which a resize-END lacks, so
|
||||
/// without this the layer keeps its pre-resize aspect and stretches the new frame into it. Main.
|
||||
private var lastDecodedContentSize: CGSize?
|
||||
|
||||
var captureEnabled = true {
|
||||
didSet {
|
||||
@@ -349,12 +355,14 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
}
|
||||
capture.start()
|
||||
inputCapture = capture
|
||||
// Match-window (C3): follow the scene's pixel size when the setting is on. Latched at
|
||||
// session start (mirrors the other clients); `viewDidLayoutSubviews` feeds it — covers
|
||||
// Stage Manager / Split View resizes and rotation. iPhone fullscreen naturally no-ops.
|
||||
// Match-window (C3): follow the scene's pixel size — DEFAULT ON, so a resizable iPad scene
|
||||
// streams 1:1 (pixel-exact) instead of the presenter resampling a fixed-mode frame into it.
|
||||
// `viewDidLayoutSubviews` feeds it — covers Stage Manager / Split View resizes and rotation.
|
||||
// iPhone is a fixed full-screen scene, so this naturally no-ops (reports the device mode).
|
||||
// `?? true` so an unset default matches the Settings toggle (which also defaults on).
|
||||
let follower = MatchWindowFollower(
|
||||
connection: connection,
|
||||
enabled: UserDefaults.standard.bool(forKey: DefaultsKey.matchWindow))
|
||||
enabled: UserDefaults.standard.object(forKey: DefaultsKey.matchWindow) as? Bool ?? true)
|
||||
follower.onResizeTarget = onResizeTarget
|
||||
matchFollower = follower
|
||||
#endif
|
||||
@@ -362,6 +370,10 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
// Presenter choice + lifecycle live in SessionPresenter (shared with macOS): stage-2
|
||||
// (explicit VTDecompressionSession decode + a CAMetalLayer/display-link present) by
|
||||
// default, the stage-1 pump as the Metal-missing / DEBUG fallback.
|
||||
// Intercept the pump's coded-dims callback: re-fit the metal sublayer to the real content
|
||||
// aspect (main thread) BEFORE forwarding to the owner's overlay END-signal. Fires only on a
|
||||
// size CHANGE (first frame + each resolved resize), so this is rare, not per-frame.
|
||||
let overlayDecodedSize = onDecodedSize
|
||||
presenter.start(
|
||||
connection: connection,
|
||||
baseLayer: streamView.displayLayer,
|
||||
@@ -371,7 +383,10 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
makeDisplayLink: { CADisplayLink(target: $0, selector: $1) },
|
||||
onFrame: onFrame,
|
||||
onSessionEnd: onSessionEnd,
|
||||
onDecodedSize: onDecodedSize)
|
||||
onDecodedSize: { [weak self] w, h in
|
||||
DispatchQueue.main.async { self?.noteDecodedContentSize(width: w, height: h) }
|
||||
overlayDecodedSize?(w, h)
|
||||
})
|
||||
layoutMetalLayer()
|
||||
|
||||
#if os(iOS)
|
||||
@@ -451,6 +466,7 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
sessionDisplayManager = nil
|
||||
#endif
|
||||
presenter.stop()
|
||||
lastDecodedContentSize = nil // the next session re-derives it from its first frame
|
||||
connection = nil
|
||||
}
|
||||
|
||||
@@ -527,6 +543,18 @@ public final class StreamViewController: StreamViewControllerBase {
|
||||
presenter.layout(in: streamView.bounds, contentsScale: renderScale)
|
||||
}
|
||||
|
||||
/// A new decoded size landed (a scene/mode resize's new IDR, or the first frame): push it to the
|
||||
/// presenter's aspect-fit and re-layout NOW. A resize-END triggers no `viewDidLayoutSubviews`, so
|
||||
/// this is what makes the metal sublayer track the new content aspect instead of stretching the
|
||||
/// new frame into the pre-resize box. Deduped so a same-size repeat is a no-op. Main thread.
|
||||
private func noteDecodedContentSize(width: Int, height: Int) {
|
||||
let size = CGSize(width: width, height: height)
|
||||
guard size.width > 0, size.height > 0, size != lastDecodedContentSize else { return }
|
||||
lastDecodedContentSize = size
|
||||
presenter.setContentSize(size)
|
||||
layoutMetalLayer()
|
||||
}
|
||||
|
||||
#if os(iOS)
|
||||
private func setCaptured(_ on: Bool) {
|
||||
if on {
|
||||
|
||||
Reference in New Issue
Block a user