feat(apple): gamepad ui
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This commit is contained in:
@@ -45,6 +45,16 @@ struct ContentView: View {
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#if !os(macOS)
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@State private var showSettings = false
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#endif
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#if os(iOS)
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// A connected controller (+ the Settings toggle) swaps the whole home screen for
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// GamepadHomeView instead of retrofitting HomeView's touch UI — see `home` below.
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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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private var gamepadUIActive: Bool {
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GamepadUIEnvironment.isActive(
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gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
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}
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#endif
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var body: some View {
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Group {
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@@ -114,11 +124,23 @@ struct ContentView: View {
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.sheet(item: $speedTestTarget) { host in
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SpeedTestSheet(host: host)
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}
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// The library is a full-screen presentation, not a sheet: on iPad a sheet is a centered page
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// card, but the gamepad coverflow is meant to be an immersive, full-bleed screen (and the
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// launcher behind it stops consuming the controller — see GamepadHomeView's `isActive`).
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// macOS has no `fullScreenCover`, so it keeps the sheet there.
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#if os(macOS)
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.sheet(item: $libraryTarget) { host in
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NavigationStack {
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LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
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}
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}
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#else
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.fullScreenCover(item: $libraryTarget) { host in
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NavigationStack {
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LibraryView(store: store, host: host, onLaunch: { launchTitle(host, $0) })
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}
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}
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#endif
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#endif
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// Fresh pair=required / unknown host: offer the two ways in. An action sheet (not an
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// alert) so it never collides with the wait alert below. "Request Access" is the no-PIN
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@@ -171,6 +193,23 @@ struct ContentView: View {
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speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
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connect: { connect($0) }, connectDiscovered: connectDiscovered,
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onPaired: handlePaired, onLaunchTitle: launchTitle)
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#elseif os(iOS)
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Group {
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if gamepadUIActive {
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GamepadHomeView(
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store: store, model: model, discovery: discovery,
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libraryTarget: $libraryTarget,
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connect: { connect($0) }, connectDiscovered: connectDiscovered)
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} else {
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HomeView(
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store: store, model: model, discovery: discovery,
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showAddHost: $showAddHost, pairingTarget: $pairingTarget,
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speedTestTarget: $speedTestTarget, libraryTarget: $libraryTarget,
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showSettings: $showSettings,
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connect: { connect($0) }, connectDiscovered: connectDiscovered,
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onPaired: handlePaired, onLaunchTitle: launchTitle)
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}
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}
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#else
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HomeView(
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store: store, model: model, discovery: discovery,
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@@ -0,0 +1,266 @@
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// The one piece of gamepad-menu machinery shared by the host launcher (GamepadHomeView) and the
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// library coverflow (LibraryCoverflowView): a horizontal, center-snapping carousel driven entirely
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// by a controller (iOS/iPadOS only).
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//
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// The scrolling is pure native SwiftUI — `.scrollTargetLayout()` + `.scrollTargetBehavior(.viewAligned)`
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// snap exactly one item to center, and symmetric `.safeAreaPadding(.horizontal)` (sized off the live
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// container width, so it's correct in an iPad split view too) lets the first and last item reach the
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// middle. The CALLER owns each card's look, including its own `.scrollTransition` — this component
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// deliberately applies none, so a screen can chain the VisualEffect-only transition modifiers without
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// the generic wrapper here pushing the type-checker onto an overload it can't satisfy.
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//
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// Navigation authority: an internal `cursor` (an index), NOT the scroll-position binding, is the
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// source of truth for where the gamepad is. `.scrollPosition(id:)` is a two-way binding and the
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// scroll view WRITES intermediate ids into it while a programmatic animation is in flight — so
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// reading the "current" item back out of it to compute the next one desyncs badly on a fast held
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// stick (each move reads a lagging value and the cursor stalls before the last item). Instead a move
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// advances `cursor` synchronously and points the scroll view at `items[cursor]`; scroll read-back is
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// only allowed to move the cursor when the gamepad hasn't driven recently (i.e. a touch drag).
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//
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// Feedback is dual-channel by design: `.sensoryFeedback` ticks the DEVICE Taptic engine (for a
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// handheld/touch user) and `MenuHaptics` ticks the CONTROLLER (for a couch user holding the pad).
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// Both fire on a move, on confirm, and — for a non-wrapping list — a duller bump plus a short visual
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// recoil when a move is refused at either end.
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import PunktfunkKit
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import SwiftUI
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#if os(iOS)
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import UIKit
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struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hashable {
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let items: [Item]
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/// Output only: the carousel WRITES the focused item's id here for the caller's detail panel.
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/// It is deliberately not what drives the scroll (see the file header).
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@Binding var selection: Item.ID?
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/// Every card is laid out at this fixed width so `.viewAligned` snapping + symmetric side
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/// insets center exactly one at a time.
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let itemWidth: CGFloat
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let spacing: CGFloat
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/// A → activate the centered item.
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let onActivate: (Item) -> Void
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/// Y → the screen's secondary action (e.g. open a host's library); nil disables it.
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var onSecondary: (() -> Void)?
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/// B → back/dismiss; nil disables it (e.g. the root launcher has nowhere to go back to).
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var onBack: (() -> Void)?
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/// L1/R1 → jump this many items at once (clamped to the ends); 0 disables the shoulders.
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var shoulderJump: Int = 0
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/// Whether this carousel currently owns controller input. A presenting screen (e.g. the host
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/// launcher) stays mounted behind a presented one (e.g. the library), and both carousels would
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/// otherwise poll the SAME controller at once — driving both. The parent sets this false while
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/// something is presented on top so only the front-most carousel consumes the gamepad.
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var isActive: Bool = true
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@ViewBuilder let card: (Item) -> Card
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@State private var input = GamepadMenuInput(manager: .shared)
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@State private var haptics = MenuHaptics(manager: .shared)
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/// Authoritative gamepad cursor (index into `items`). Never assigned from scroll read-back
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/// while the gamepad is driving — that's the whole desync fix.
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@State private var cursor = 0
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/// The id the scroll view is aligned to — its own two-way `.scrollPosition` state.
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@State private var scrolledID: Item.ID?
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/// When the gamepad last moved the cursor; gates scroll read-back so a mid-animation write can't
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/// drag the cursor backward during a fast held direction.
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@State private var lastNav = Date.distantPast
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/// True while a programmatic scroll animation is in flight. `.scrollPosition(id:)` DROPS a new
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/// write that lands mid-animation — the scroll view stays stuck on the old item even though the
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/// binding updated — so we never issue one until the previous animation reports complete, then
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/// `commitScroll` re-targets the current cursor (coalescing a fast burst; see `commitScroll`).
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@State private var isScrolling = false
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/// A short horizontal recoil when a move is refused at a list end.
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@State private var bumpOffset: CGFloat = 0
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/// `.sensoryFeedback` fires on a change of its trigger; counters request a device tick for the
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/// confirm and end-stop events (moves trigger on `cursor`).
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@State private var activateTick = 0
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@State private var boundaryTick = 0
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/// Read-back from a touch drag is honoured only once the gamepad has been quiet this long
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/// (longer than a move animation, so overlapping held-stick moves never let it through).
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private let navSettle: TimeInterval = 0.4
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var body: some View {
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GeometryReader { geo in
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let inset = max(0, (geo.size.width - itemWidth) / 2)
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ScrollView(.horizontal) {
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HStack(spacing: spacing) {
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ForEach(items) { item in
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card(item)
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.frame(width: itemWidth)
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.contentShape(Rectangle())
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.onTapGesture { tap(item) }
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}
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}
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.frame(height: geo.size.height) // fill so shorter cards center vertically
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.scrollTargetLayout()
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}
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.scrollPosition(id: $scrolledID)
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.scrollTargetBehavior(.viewAligned)
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.scrollIndicators(.hidden)
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.scrollClipDisabled() // let the focused card scale up past the strip bounds
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.safeAreaPadding(.horizontal, inset)
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.offset(x: bumpOffset)
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}
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.sensoryFeedback(.selection, trigger: cursor)
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.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
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.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
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.onAppear {
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reconcile()
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wire()
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if isActive { input.start() }
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}
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.onDisappear {
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input.stop()
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haptics.stop()
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}
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// Hand controller input to/from a screen presented on top (see `isActive`): a covered
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// carousel stops polling so it can't navigate behind the front-most one.
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.onChange(of: isActive) { _, active in
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if active {
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wire()
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input.start()
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} else {
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input.stop()
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haptics.stop()
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}
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}
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// A touch drag settles the scroll onto a new id: adopt it as the cursor. Ignored while a
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// programmatic scroll is animating (its own intermediate id write-backs would regress the
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// cursor) and briefly after a gamepad move (the same reason), so only a genuine touch drag
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// — which never sets `isScrolling` — moves the cursor here.
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.onChange(of: scrolledID) { _, newValue in
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guard !isScrolling, Date().timeIntervalSince(lastNav) > navSettle else { return }
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guard let idx = index(of: newValue), idx != cursor else { return }
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cursor = idx
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selection = newValue
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}
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// Re-seed a dropped/changed selection AND re-wire the input callbacks so they capture the
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// current `items` value (a plain array — unlike an observed object it would otherwise go
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// stale in the closures stored on `input`).
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.onChange(of: items.map(\.id)) { _, _ in
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reconcile()
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wire()
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}
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}
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// MARK: - Input wiring
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private func wire() {
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input.onMove = { move($0) }
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input.onConfirm = { activate() }
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input.onSecondary = onSecondary
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input.onBack = onBack
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input.onShoulder = shoulderJump > 0 ? { shoulder(right: $0) } : nil
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}
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private func move(_ direction: GamepadMenuInput.Direction) {
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let forward = direction == .right || direction == .down
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step(by: forward ? 1 : -1, clampAtEnds: false)
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}
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private func shoulder(right: Bool) {
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step(by: right ? shoulderJump : -shoulderJump, clampAtEnds: true)
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}
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/// Advance the cursor by `delta`. A single move (`clampAtEnds: false`) that would leave the list
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/// recoils + bumps; a shoulder jump (`clampAtEnds: true`) lands on the end item, bumping only if
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/// already there. The cursor is the authority — the scroll view is pointed at it, never read for it.
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private func step(by delta: Int, clampAtEnds: Bool) {
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guard !items.isEmpty else { return }
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var target = cursor + delta
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if target < 0 || target >= items.count {
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guard clampAtEnds else { return boundaryBump(forward: delta > 0) }
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target = min(max(target, 0), items.count - 1)
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}
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guard target != cursor else { return boundaryBump(forward: delta > 0) }
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cursor = target
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lastNav = Date()
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haptics.move()
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selection = items[target].id // text/detail updates immediately; the scroll chases
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commitScroll()
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}
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private let scrollAnim: TimeInterval = 0.24
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/// A hair past `scrollAnim` — long enough that the scroll has actually settled before the next
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/// write, short enough to stay responsive.
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private var scrollSettle: TimeInterval { scrollAnim + 0.05 }
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/// Drive the scroll toward the current cursor, one honoured write at a time. `.scrollPosition(id:)`
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/// DROPS a write that lands while a scroll is still animating, so we issue at most one at a time and
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/// re-target the LATEST cursor once it settles — coalescing a fast burst (hold OR quick flicks) and
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/// always converging on the final item, instead of getting stuck on the old card.
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///
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/// The settle is timed by a plain timer rather than `withAnimation`'s completion: `scrolledID` is a
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/// discrete id, not an animatable value, so `withAnimation` has no tracked animation to fire a
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/// reliable completion against (it can fire early — which is exactly what let quick flicks slip a
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/// write through mid-scroll and stick). `asyncAfter` always fires, so `isScrolling` can never latch.
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private func commitScroll() {
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guard !isScrolling, cursor >= 0, cursor < items.count else { return }
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let id = items[cursor].id
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guard scrolledID != id else { return }
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isScrolling = true
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withAnimation(.easeOut(duration: scrollAnim)) { scrolledID = id }
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DispatchQueue.main.asyncAfter(deadline: .now() + scrollSettle) {
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MainActor.assumeIsolated {
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isScrolling = false
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commitScroll() // the cursor may have advanced while this scroll ran — chase it
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}
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}
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}
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private func activate() {
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guard cursor >= 0, cursor < items.count else { return }
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activateTick &+= 1
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haptics.confirm()
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onActivate(items[cursor])
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}
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/// Touch fallback matching the rest of the app: tapping the centered card activates it, tapping
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/// any other re-centers on it.
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private func tap(_ item: Item) {
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if let idx = index(of: item.id), idx == cursor {
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activate()
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} else if let idx = index(of: item.id) {
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cursor = idx
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lastNav = Date()
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haptics.move()
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selection = item.id
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commitScroll()
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}
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}
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// MARK: - Selection housekeeping
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private func index(of id: Item.ID?) -> Int? {
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guard let id else { return nil }
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return items.firstIndex { $0.id == id }
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}
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/// Keep `cursor`/`scrolledID`/`selection` consistent with `items`: seed on appear, and on a list
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/// change keep the same focused item when it survives, else clamp the cursor into range.
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private func reconcile() {
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guard !items.isEmpty else {
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cursor = 0
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if scrolledID != nil { scrolledID = nil }
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if selection != nil { selection = nil }
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return
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}
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if let sid = scrolledID, let idx = index(of: sid) {
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cursor = idx
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if selection != sid { selection = sid }
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} else {
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let idx = min(max(cursor, 0), items.count - 1)
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cursor = idx
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let id = items[idx].id
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scrolledID = id
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selection = id
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}
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}
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private func boundaryBump(forward: Bool) {
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boundaryTick &+= 1
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haptics.boundary()
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let recoil: CGFloat = forward ? -16 : 16
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withAnimation(.spring(response: 0.16, dampingFraction: 0.42)) { bumpOffset = recoil }
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withAnimation(.spring(response: 0.34, dampingFraction: 0.7).delay(0.1)) { bumpOffset = 0 }
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}
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}
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#endif
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@@ -0,0 +1,403 @@
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// The gamepad-driven home screen (iOS/iPadOS only): a distinct, "10-foot" console-style host
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// launcher shown INSTEAD of HomeView while GamepadUIEnvironment is active — a separate screen built
|
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// around a center-snapping carousel of hosts, driven from the couch with a controller. No touch is
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// required (a tap still works as a fallback). Scope: browse saved + discovered hosts, connect, and
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// — when the library flag is on — jump into a saved host's library (Y).
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//
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// All the scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the launcher's
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// chrome. Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
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// `.background` modifier — NOT a ZStack sibling — because an `.ignoresSafeArea()` sibling expands the
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// stack to full-screen and hands the GeometryReader the full height, laying content out under the
|
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// status bar / home indicator. As a background it draws behind without affecting layout, so the
|
||||
// GeometryReader is sized to the safe area. The title and the controller-glyph hints are pinned with
|
||||
// `.safeAreaInset` (top / bottom-leading) — guaranteed inside the safe area and out of the carousel's
|
||||
// vertical budget — and the card is sized off the remaining height. tvOS/macOS never mount this view.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS)
|
||||
import GameController
|
||||
|
||||
/// One navigable tile: a saved host or a discovered-but-unsaved one. Hashable so it can be the
|
||||
/// carousel's scroll-position identity.
|
||||
private enum GamepadHomeTarget: Hashable {
|
||||
case saved(UUID)
|
||||
case discovered(String)
|
||||
}
|
||||
|
||||
/// A fully-resolved launcher tile — display fields + the activate action, built fresh each render
|
||||
/// from the live stores so nothing goes stale.
|
||||
private struct HomeTile: Identifiable {
|
||||
let id: GamepadHomeTarget
|
||||
let title: String
|
||||
let subtitle: String
|
||||
let isOnline: Bool
|
||||
let isPaired: Bool
|
||||
let isConnecting: Bool
|
||||
/// Saved (solid monogram) vs. discovered-but-unsaved (tinted outline).
|
||||
let filled: Bool
|
||||
/// Only saved hosts have a library (matches the touch grid's context-menu gate).
|
||||
let hasLibrary: Bool
|
||||
let activate: () -> Void
|
||||
}
|
||||
|
||||
struct GamepadHomeView: View {
|
||||
@ObservedObject var store: HostStore
|
||||
@ObservedObject var model: SessionModel
|
||||
@ObservedObject var discovery: HostDiscovery
|
||||
@Binding var libraryTarget: StoredHost?
|
||||
let connect: (StoredHost) -> Void
|
||||
let connectDiscovered: (DiscoveredHost) -> Void
|
||||
|
||||
/// Same experimental gate the touch grid's "Browse Library…" context-menu item uses.
|
||||
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = false
|
||||
/// `.compact` in a landscape phone window — drives tighter chrome so everything still fits.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
@State private var selection: GamepadHomeTarget?
|
||||
@State private var breathe = false
|
||||
|
||||
private var compact: Bool { vSizeClass == .compact }
|
||||
|
||||
var body: some View {
|
||||
GeometryReader { geo in
|
||||
hero(for: geo.size)
|
||||
}
|
||||
// Pinned inside the safe area, out of the carousel's vertical budget — never clipped.
|
||||
.safeAreaInset(edge: .top, spacing: 0) {
|
||||
titleView
|
||||
.padding(.top, compact ? 4 : 10)
|
||||
.padding(.bottom, compact ? 4 : 8)
|
||||
.frame(maxWidth: .infinity)
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
||||
if !tiles.isEmpty {
|
||||
hintBar
|
||||
.padding(.leading, 22)
|
||||
.padding(.vertical, compact ? 6 : 10)
|
||||
}
|
||||
}
|
||||
.background { background }
|
||||
.onAppear {
|
||||
discovery.start()
|
||||
withAnimation(.easeInOut(duration: 4).repeatForever(autoreverses: true)) { breathe = true }
|
||||
}
|
||||
.onDisappear { discovery.stop() }
|
||||
.alert(
|
||||
"Connection failed",
|
||||
isPresented: Binding(
|
||||
get: { model.errorMessage != nil },
|
||||
set: { if !$0 { model.errorMessage = nil } })
|
||||
) {
|
||||
Button("OK", role: .cancel) {}
|
||||
} message: {
|
||||
Text(model.errorMessage ?? "")
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Hero (carousel + detail), sized to fit the space between the pinned title and hints
|
||||
|
||||
@ViewBuilder private func hero(for size: CGSize) -> some View {
|
||||
if tiles.isEmpty {
|
||||
emptyState.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
} else {
|
||||
let cardWidth = min(340, size.width * 0.84)
|
||||
// 96 ≈ the carousel's own vertical breathing (+40) plus the detail line (~54); clamp so
|
||||
// the strip + detail always fit the region the safe-area insets leave.
|
||||
let cardHeight = min(compact ? 170 : 210, max(118, size.height - 96))
|
||||
VStack(spacing: compact ? 8 : 10) {
|
||||
Spacer(minLength: 0)
|
||||
carousel(cardWidth: cardWidth, cardHeight: cardHeight)
|
||||
detailPanel
|
||||
Spacer(minLength: 0)
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Chrome
|
||||
|
||||
private var background: some View {
|
||||
ZStack {
|
||||
LinearGradient(
|
||||
colors: [.black, Color.brand.opacity(0.22), .black],
|
||||
startPoint: .top, endPoint: .bottom)
|
||||
// A soft brand orb behind the strip gives the flat gradient depth; it breathes slowly.
|
||||
Circle()
|
||||
.fill(RadialGradient(
|
||||
colors: [Color.brand.opacity(0.55), .clear],
|
||||
center: .center, startRadius: 0, endRadius: 300))
|
||||
.frame(width: 560, height: 560)
|
||||
.blur(radius: 70)
|
||||
.scaleEffect(breathe ? 1.08 : 0.92)
|
||||
.opacity(breathe ? 0.5 : 0.32)
|
||||
.offset(y: -20)
|
||||
}
|
||||
.ignoresSafeArea()
|
||||
}
|
||||
|
||||
private var titleView: some View {
|
||||
Text("Select a Host")
|
||||
.font(.geist(compact ? 20 : 30, .bold, relativeTo: .title))
|
||||
.foregroundStyle(.white)
|
||||
}
|
||||
|
||||
private var emptyState: some View {
|
||||
VStack(spacing: 14) {
|
||||
Image(systemName: "gamecontroller")
|
||||
.font(.system(size: 46, weight: .light))
|
||||
.foregroundStyle(Color.brand)
|
||||
Text("No hosts yet")
|
||||
.font(.geist(20, .semibold, relativeTo: .title3))
|
||||
.foregroundStyle(.white)
|
||||
Text("Add one with touch first — it'll show up here for the controller.")
|
||||
.font(.geist(15, relativeTo: .body))
|
||||
.foregroundStyle(.white.opacity(0.6))
|
||||
.multilineTextAlignment(.center)
|
||||
.frame(maxWidth: 320)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Carousel
|
||||
|
||||
private func carousel(cardWidth: CGFloat, cardHeight: CGFloat) -> some View {
|
||||
GamepadCarousel(
|
||||
items: tiles,
|
||||
selection: $selection,
|
||||
itemWidth: cardWidth,
|
||||
spacing: 30,
|
||||
onActivate: { $0.activate() },
|
||||
onSecondary: { openLibraryForSelected() },
|
||||
// Stop consuming the controller while the library is presented on top — otherwise the
|
||||
// launcher navigates behind it (invisibly on iPhone, visibly on iPad's page sheet).
|
||||
isActive: libraryTarget == nil
|
||||
) { tile in
|
||||
hostCard(tile, size: CGSize(width: cardWidth, height: cardHeight))
|
||||
}
|
||||
.frame(height: cardHeight + 40)
|
||||
}
|
||||
|
||||
/// The host tile plus its focus treatment. Every continuous visual reads the scroll view's own
|
||||
/// per-frame `phase` (real distance-from-centered), so the look always matches what's on screen
|
||||
/// mid-scroll. `.shadow`/`.overlay` aren't part of `VisualEffect`, so the focus pop is scale +
|
||||
/// brightness/saturation + a depth blur on the recessed neighbors.
|
||||
private func hostCard(_ tile: HomeTile, size: CGSize) -> some View {
|
||||
GamepadHostTile(tile: tile, size: size)
|
||||
.scrollTransition { content, phase in
|
||||
let d = CGFloat(min(abs(phase.value), 1))
|
||||
let scale = 1 - d * 0.12
|
||||
let bright = Double(-d * 0.24)
|
||||
let sat = Double(1 - d * 0.42)
|
||||
let soft = d * 3
|
||||
let fade = Double(1 - d * 0.22)
|
||||
return content
|
||||
.scaleEffect(scale)
|
||||
.brightness(bright)
|
||||
.saturation(sat)
|
||||
.blur(radius: soft)
|
||||
.opacity(fade)
|
||||
}
|
||||
}
|
||||
|
||||
/// 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 {
|
||||
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)
|
||||
|
||||
private var hintBar: some View {
|
||||
HStack(spacing: 18) {
|
||||
hint(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Connect")
|
||||
if showsLibraryHint {
|
||||
hint(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library")
|
||||
}
|
||||
}
|
||||
.font(.geist(14, .semibold, relativeTo: .subheadline))
|
||||
.foregroundStyle(.white.opacity(0.85))
|
||||
}
|
||||
|
||||
private func hint(glyph: String, text: String) -> some View {
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: glyph)
|
||||
.font(.system(size: 19))
|
||||
.foregroundStyle(.white)
|
||||
Text(text)
|
||||
}
|
||||
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
|
||||
}
|
||||
|
||||
private var showsLibraryHint: Bool {
|
||||
guard libraryEnabled else { return false }
|
||||
return tiles.first { $0.id == selection }?.hasLibrary ?? false
|
||||
}
|
||||
|
||||
/// The active controller's real glyph for a button (Xbox "A", DualSense ✕, …) via
|
||||
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
|
||||
private func buttonGlyph(
|
||||
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
|
||||
) -> String {
|
||||
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
|
||||
?? fallback
|
||||
}
|
||||
|
||||
// MARK: - Data + actions
|
||||
|
||||
/// Built fresh each render from the live stores (no stale value capture) — saved hosts first,
|
||||
/// then discovered-but-unsaved ones.
|
||||
private var tiles: [HomeTile] {
|
||||
let saved = store.hosts.map { host in
|
||||
HomeTile(
|
||||
id: .saved(host.id),
|
||||
title: host.displayName,
|
||||
subtitle: "\(host.address):\(String(host.port))",
|
||||
isOnline: isOnline(host),
|
||||
isPaired: host.pinnedSHA256 != nil,
|
||||
isConnecting: model.phase == .connecting && model.activeHost?.id == host.id,
|
||||
filled: true,
|
||||
hasLibrary: true,
|
||||
activate: { connect(host) })
|
||||
}
|
||||
let discovered = discoveredUnsaved.map { d in
|
||||
HomeTile(
|
||||
id: .discovered(d.id),
|
||||
title: d.name,
|
||||
subtitle: "\(d.host):\(String(d.port))",
|
||||
isOnline: true,
|
||||
isPaired: false,
|
||||
isConnecting: false,
|
||||
filled: false,
|
||||
hasLibrary: false,
|
||||
activate: { connectDiscovered(d) })
|
||||
}
|
||||
return saved + discovered
|
||||
}
|
||||
|
||||
/// Only saved hosts have a library — matches the touch grid, where "Browse Library…" is a
|
||||
/// `HostCardView`-only action never offered on `DiscoveredCardView`.
|
||||
private func openLibraryForSelected() {
|
||||
guard libraryEnabled, case .saved(let id) = selection,
|
||||
let host = store.hosts.first(where: { $0.id == id })
|
||||
else { return }
|
||||
libraryTarget = host
|
||||
}
|
||||
|
||||
private func isOnline(_ host: StoredHost) -> Bool {
|
||||
discovery.hosts.contains { host.matches($0) }
|
||||
}
|
||||
|
||||
private var discoveredUnsaved: [DiscoveredHost] {
|
||||
discovery.hosts.filter { d in !store.hosts.contains { $0.matches(d) } }
|
||||
}
|
||||
}
|
||||
|
||||
/// One "console tile" in the host carousel — a dark-glass landscape card, bigger and bolder than the
|
||||
/// touch grid's `HostCardView`. Renders only its base look; the centered-tile pop is layered on by
|
||||
/// the caller's `.scrollTransition` so it always tracks the real scroll position.
|
||||
private struct GamepadHostTile: View {
|
||||
let tile: HomeTile
|
||||
let size: CGSize
|
||||
|
||||
var body: some View {
|
||||
VStack(alignment: .leading, spacing: 0) {
|
||||
HStack(alignment: .top) {
|
||||
monogramBadge
|
||||
Spacer(minLength: 0)
|
||||
if tile.isOnline {
|
||||
Circle()
|
||||
.fill(Color.green)
|
||||
.frame(width: 9, height: 9)
|
||||
.shadow(color: .green.opacity(0.7), radius: 5)
|
||||
}
|
||||
}
|
||||
Spacer(minLength: 0)
|
||||
Text(tile.title)
|
||||
.font(.geist(23, .bold, relativeTo: .title2))
|
||||
.foregroundStyle(.white)
|
||||
.lineLimit(1)
|
||||
.minimumScaleFactor(0.7)
|
||||
Text(tile.subtitle)
|
||||
.font(.geist(13, relativeTo: .caption))
|
||||
.foregroundStyle(.white.opacity(0.55))
|
||||
.lineLimit(1)
|
||||
.padding(.top, 2)
|
||||
}
|
||||
.padding(20)
|
||||
.frame(width: size.width, height: size.height, alignment: .leading)
|
||||
.background {
|
||||
RoundedRectangle(cornerRadius: 26, style: .continuous)
|
||||
.fill(.ultraThinMaterial)
|
||||
.environment(\.colorScheme, .dark)
|
||||
}
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: 26, style: .continuous)
|
||||
.strokeBorder(
|
||||
LinearGradient(
|
||||
colors: [.white.opacity(0.22), .white.opacity(0.04)],
|
||||
startPoint: .top, endPoint: .bottom),
|
||||
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)
|
||||
}
|
||||
|
||||
private var monogramBadge: some View {
|
||||
let shape = RoundedRectangle(cornerRadius: 15, style: .continuous)
|
||||
return ZStack {
|
||||
shape.fill(tile.filled
|
||||
? AnyShapeStyle(LinearGradient(
|
||||
colors: [Color.brand, Color.brand.opacity(0.68)],
|
||||
startPoint: .top, endPoint: .bottom))
|
||||
: AnyShapeStyle(Color.brand.opacity(0.16)))
|
||||
if tile.isConnecting {
|
||||
ProgressView().tint(.white)
|
||||
} else {
|
||||
Text(monogram(tile.title))
|
||||
.font(.geistFixed(25, .bold))
|
||||
.foregroundStyle(tile.filled ? .white : Color.brand)
|
||||
}
|
||||
}
|
||||
.frame(width: 52, height: 52)
|
||||
.overlay {
|
||||
if !tile.filled {
|
||||
shape.strokeBorder(Color.brand.opacity(0.5), lineWidth: 1)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private func monogram(_ name: String) -> String {
|
||||
guard let first = name.trimmingCharacters(in: .whitespacesAndNewlines).first else { return "•" }
|
||||
return String(first).uppercased()
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,171 @@
|
||||
// The gamepad-driven presentation of the game library (iOS/iPadOS only — see LibraryView's
|
||||
// `gamepadUIActive` branch): a classic coverflow instead of the touch grid. All the
|
||||
// scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the coverflow card
|
||||
// (poster + the 3D recede treatment via `.scrollTransition`), the "now focused" detail panel, and
|
||||
// the controller-glyph hints. A steps through covers, A launches the centered title, B closes, and
|
||||
// the shoulders (L1/R1) jump a handful at a time through a long library.
|
||||
//
|
||||
// Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
|
||||
// `.background` modifier — NOT a ZStack sibling — because an `.ignoresSafeArea()` sibling expands the
|
||||
// stack to full-screen and hands the GeometryReader the full height, laying content out under the
|
||||
// status bar / home indicator. As a background it draws behind without affecting layout, so the
|
||||
// GeometryReader is sized to the safe area, and the controller-glyph hints are pinned inside it with
|
||||
// `.safeAreaInset(.bottom, alignment: .leading)`. Cover size is then derived from the height that
|
||||
// remains, so a tall 2:3 poster + the detail line always fit.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS)
|
||||
import GameController
|
||||
import UIKit
|
||||
|
||||
struct LibraryCoverflowView: View {
|
||||
let games: [GameEntry]
|
||||
let imageSession: URLSession?
|
||||
var onLaunch: ((String) -> Void)?
|
||||
/// Button B (back) — dismisses the library screen. No touch equivalent needed here (the toolbar
|
||||
/// Close button already covers that); this is what makes gamepad-only exit possible.
|
||||
var onDismiss: (() -> Void)?
|
||||
|
||||
/// `.compact` in a landscape phone window — drives a tighter poster so everything still fits.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
@State private var selection: String?
|
||||
|
||||
private var compact: Bool { vSizeClass == .compact }
|
||||
|
||||
var body: some View {
|
||||
GeometryReader { geo in
|
||||
content(for: geo.size)
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
||||
hintBar
|
||||
.padding(.leading, 22)
|
||||
.padding(.vertical, compact ? 6 : 10)
|
||||
}
|
||||
.background {
|
||||
LinearGradient(
|
||||
colors: [.black, Color.brand.opacity(0.16), .black],
|
||||
startPoint: .top, endPoint: .bottom)
|
||||
.ignoresSafeArea()
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder private func content(for size: CGSize) -> some View {
|
||||
// Fit the tallest poster into the height the detail line + paddings leave (the hints are a
|
||||
// safe-area inset, already out of this budget) — capped so it never dwarfs a large iPad and
|
||||
// clamped by width on a narrow screen.
|
||||
let reserved: CGFloat = compact ? 72 : 96 // detail line + spacers
|
||||
let coverHeight = min(360, min(max(140, size.height - reserved), size.width * 0.9))
|
||||
let coverWidth = coverHeight * 2 / 3
|
||||
|
||||
VStack(spacing: 0) {
|
||||
Spacer(minLength: 4)
|
||||
carousel(coverWidth: coverWidth, coverHeight: coverHeight)
|
||||
detailPanel
|
||||
.padding(.top, 12)
|
||||
Spacer(minLength: 4)
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
}
|
||||
|
||||
private func carousel(coverWidth: CGFloat, coverHeight: CGFloat) -> some View {
|
||||
GamepadCarousel(
|
||||
items: games,
|
||||
selection: $selection,
|
||||
itemWidth: coverWidth,
|
||||
spacing: 34,
|
||||
onActivate: { onLaunch?($0.id) },
|
||||
onBack: { onDismiss?() },
|
||||
shoulderJump: 5
|
||||
) { game in
|
||||
cover(game, width: coverWidth, height: coverHeight)
|
||||
}
|
||||
.frame(height: coverHeight + 44)
|
||||
}
|
||||
|
||||
/// One cover + the coverflow recede. Every continuous visual reads the scroll view's own
|
||||
/// per-frame `phase` (real distance-from-centered), so the tilt tracks what's actually on screen
|
||||
/// mid-scroll. `.shadow` isn't a `VisualEffect`, so it's baked constant into the card; the
|
||||
/// scale/rotation/opacity ramp already makes the centered cover prominent.
|
||||
private func cover(_ game: GameEntry, width: CGFloat, height: CGFloat) -> some View {
|
||||
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
|
||||
.frame(width: width, height: height)
|
||||
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
|
||||
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: 16, style: .continuous)
|
||||
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
|
||||
}
|
||||
.shadow(color: .black.opacity(0.5), radius: 16, y: 12)
|
||||
.scrollTransition { content, phase in
|
||||
let v = phase.value
|
||||
let d = CGFloat(min(abs(v), 1))
|
||||
let scale = 1 - d * 0.24
|
||||
let rot = v * -38
|
||||
let anchor: UnitPoint = v < 0 ? .trailing : .leading
|
||||
let bright = Double(-d * 0.22)
|
||||
let fade = Double(1 - d * 0.38)
|
||||
return content
|
||||
.scaleEffect(scale)
|
||||
.rotation3DEffect(
|
||||
.degrees(rot), axis: (x: 0, y: 1, z: 0), anchor: anchor, perspective: 0.55)
|
||||
.brightness(bright)
|
||||
.opacity(fade)
|
||||
}
|
||||
}
|
||||
|
||||
/// The centered title + store tag — empty (not hidden) so the layout doesn't jump.
|
||||
@ViewBuilder private var detailPanel: some View {
|
||||
let game = games.first { $0.id == selection }
|
||||
VStack(spacing: 6) {
|
||||
Text(game?.title ?? " ")
|
||||
.font(.geist(compact ? 22 : 25, .bold, relativeTo: .title))
|
||||
.foregroundStyle(.white)
|
||||
.lineLimit(1)
|
||||
.minimumScaleFactor(0.75)
|
||||
.multilineTextAlignment(.center)
|
||||
if let game {
|
||||
Text(game.isCustom ? "CUSTOM" : "STEAM")
|
||||
.font(.geist(11, .semibold, relativeTo: .caption2))
|
||||
.tracking(1.2)
|
||||
.foregroundStyle(.white.opacity(0.5))
|
||||
}
|
||||
}
|
||||
.frame(maxWidth: .infinity)
|
||||
.padding(.horizontal, 24)
|
||||
.animation(.smooth(duration: 0.25), value: selection)
|
||||
}
|
||||
|
||||
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
|
||||
|
||||
private var hintBar: some View {
|
||||
HStack(spacing: 18) {
|
||||
if onLaunch != nil {
|
||||
hint(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Launch")
|
||||
}
|
||||
hint(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close")
|
||||
}
|
||||
.font(.geist(14, .semibold, relativeTo: .subheadline))
|
||||
.foregroundStyle(.white.opacity(0.85))
|
||||
}
|
||||
|
||||
private func hint(glyph: String, text: String) -> some View {
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: glyph)
|
||||
.font(.system(size: 19))
|
||||
.foregroundStyle(.white)
|
||||
Text(text)
|
||||
}
|
||||
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
|
||||
}
|
||||
|
||||
/// The active controller's real glyph for a button (Xbox "B", DualSense ◯, …) via
|
||||
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
|
||||
private func buttonGlyph(
|
||||
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
|
||||
) -> String {
|
||||
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
|
||||
?? fallback
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -5,6 +5,11 @@
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if canImport(UIKit)
|
||||
import UIKit
|
||||
#elseif canImport(AppKit)
|
||||
import AppKit
|
||||
#endif
|
||||
|
||||
struct LibraryView: View {
|
||||
@ObservedObject var store: HostStore
|
||||
@@ -12,10 +17,25 @@ struct LibraryView: View {
|
||||
/// Tapping a title starts a session that asks the host to launch it (the library id is passed
|
||||
/// through). `nil` ⇒ browse-only (cards aren't tappable).
|
||||
var onLaunch: ((String) -> Void)? = nil
|
||||
@Environment(\.dismiss) private var dismiss
|
||||
|
||||
@State private var games: [GameEntry] = []
|
||||
@State private var loading = false
|
||||
@State private var errorText: String?
|
||||
/// Authenticated session for cover-art fetches (the same paired identity + host pinning as the
|
||||
/// list fetch, reused across every poster in the grid). Built alongside `games` in `load()`;
|
||||
/// torn down on disappear since it isn't one-shot like `LibraryClient.fetch`'s own session.
|
||||
@State private var imageSession: URLSession?
|
||||
#if os(iOS)
|
||||
// Gamepad-driven browsing is iOS/iPadOS-only — see HomeView's identical gate. tvOS keeps its
|
||||
// existing plain-grid presentation of this same view unchanged.
|
||||
@ObservedObject private var gamepadManager = GamepadManager.shared
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
private var gamepadUIActive: Bool {
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
|
||||
}
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
content
|
||||
@@ -29,8 +49,20 @@ struct LibraryView: View {
|
||||
#else
|
||||
ToolbarItem(placement: .primaryAction) { reloadButton }
|
||||
#endif
|
||||
// A gamepad-only user can't swipe-to-dismiss the sheet this view is presented in
|
||||
// (ContentView's `.sheet(item: $libraryTarget)`) — give it a focusable, dpad-reachable
|
||||
// Close action. tvOS already has its own pushed-navigation back (Menu button).
|
||||
#if !os(tvOS)
|
||||
ToolbarItem(placement: .cancellationAction) {
|
||||
Button("Close") { dismiss() }
|
||||
}
|
||||
#endif
|
||||
}
|
||||
.task { await load() }
|
||||
.onDisappear {
|
||||
imageSession?.finishTasksAndInvalidate()
|
||||
imageSession = nil
|
||||
}
|
||||
}
|
||||
|
||||
@ViewBuilder private var content: some View {
|
||||
@@ -42,7 +74,17 @@ struct LibraryView: View {
|
||||
} else if games.isEmpty {
|
||||
emptyState
|
||||
} else {
|
||||
#if os(iOS)
|
||||
if gamepadUIActive {
|
||||
LibraryCoverflowView(
|
||||
games: games, imageSession: imageSession, onLaunch: onLaunch,
|
||||
onDismiss: { dismiss() })
|
||||
} else {
|
||||
grid
|
||||
}
|
||||
#else
|
||||
grid
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -51,10 +93,10 @@ struct LibraryView: View {
|
||||
LazyVGrid(columns: columns, spacing: 18) {
|
||||
ForEach(games) { game in
|
||||
if let onLaunch {
|
||||
Button { onLaunch(game.id) } label: { GameCard(game: game) }
|
||||
Button { onLaunch(game.id) } label: { GameCard(game: game, imageSession: imageSession) }
|
||||
.buttonStyle(.plain)
|
||||
} else {
|
||||
GameCard(game: game)
|
||||
GameCard(game: game, imageSession: imageSession)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -125,6 +167,13 @@ struct LibraryView: View {
|
||||
certPEM: identity.certPEM,
|
||||
keyPEM: identity.keyPEM,
|
||||
hostFingerprint: current.pinnedSHA256)
|
||||
imageSession?.finishTasksAndInvalidate()
|
||||
imageSession = try LibraryImageLoader.session(
|
||||
address: current.address,
|
||||
port: current.effectiveMgmtPort,
|
||||
certPEM: identity.certPEM,
|
||||
keyPEM: identity.keyPEM,
|
||||
hostFingerprint: current.pinnedSHA256)
|
||||
} catch {
|
||||
games = []
|
||||
errorText = (error as? LibraryError)?.errorDescription ?? error.localizedDescription
|
||||
@@ -137,23 +186,30 @@ struct LibraryView: View {
|
||||
/// (portrait → header → hero) and finally a text placeholder.
|
||||
private struct GameCard: View {
|
||||
let game: GameEntry
|
||||
let imageSession: URLSession?
|
||||
|
||||
var body: some View {
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
PosterImage(candidates: game.art.posterCandidates, title: game.title)
|
||||
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
|
||||
.aspectRatio(2.0 / 3.0, contentMode: .fit)
|
||||
.frame(maxWidth: .infinity)
|
||||
.clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous))
|
||||
.overlay(alignment: .topLeading) { storeBadge }
|
||||
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
|
||||
Text(game.title)
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.lineLimit(2)
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private var storeBadge: some View {
|
||||
Text(game.isCustom ? "Custom" : "Steam")
|
||||
/// The store-provenance badge (Steam vs. a user-curated custom entry) overlaid on a poster —
|
||||
/// shared by the touch grid's `GameCard` and the gamepad coverflow's cover cell.
|
||||
struct StoreBadge: View {
|
||||
let isCustom: Bool
|
||||
|
||||
var body: some View {
|
||||
Text(isCustom ? "Custom" : "Steam")
|
||||
.font(.geist(11, .semibold, relativeTo: .caption2))
|
||||
.padding(.horizontal, 6)
|
||||
.padding(.vertical, 3)
|
||||
@@ -162,31 +218,62 @@ private struct GameCard: View {
|
||||
}
|
||||
}
|
||||
|
||||
/// Sequentially tries cover-art URLs, advancing past any that fail to load, then a placeholder.
|
||||
private struct PosterImage: View {
|
||||
#if canImport(UIKit)
|
||||
private typealias PlatformImage = UIImage
|
||||
#elseif canImport(AppKit)
|
||||
private typealias PlatformImage = NSImage
|
||||
#endif
|
||||
|
||||
private extension Image {
|
||||
init(platformImage: PlatformImage) {
|
||||
#if canImport(UIKit)
|
||||
self.init(uiImage: platformImage)
|
||||
#elseif canImport(AppKit)
|
||||
self.init(nsImage: platformImage)
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/// Sequentially tries cover-art URLs over `session` (so a paired client can reach the host's own
|
||||
/// art proxy, not just public CDNs — see `LibraryImageLoader`), advancing past any that fail to
|
||||
/// load, then a placeholder. The loaded image is hard-clipped to fill the card's actual frame
|
||||
/// regardless of its own aspect ratio: a portrait capsule fills it as intended, but a fallback
|
||||
/// banner (wide hero/header art, used when a title has no portrait capsule) would otherwise report
|
||||
/// a much wider intrinsic size than the card and overflow into neighboring cards. Not `private` —
|
||||
/// the gamepad coverflow (`LibraryCoverflowView`) reuses it directly rather than re-fetching art.
|
||||
struct PosterImage: View {
|
||||
let candidates: [URL]
|
||||
let title: String
|
||||
let session: URLSession?
|
||||
@State private var index = 0
|
||||
@State private var image: PlatformImage?
|
||||
|
||||
var body: some View {
|
||||
if index < candidates.count {
|
||||
AsyncImage(url: candidates[index]) { phase in
|
||||
switch phase {
|
||||
case .success(let image):
|
||||
image.resizable().scaledToFill()
|
||||
case .failure:
|
||||
// Advance to the next candidate on the next render pass.
|
||||
Color.clear.onAppear { index += 1 }
|
||||
case .empty:
|
||||
ZStack { placeholder; ProgressView() }
|
||||
@unknown default:
|
||||
placeholder
|
||||
}
|
||||
Group {
|
||||
if let image {
|
||||
Image(platformImage: image)
|
||||
.resizable()
|
||||
.scaledToFill()
|
||||
} else if index < candidates.count {
|
||||
ZStack { placeholder; ProgressView() }
|
||||
} else {
|
||||
placeholder
|
||||
}
|
||||
.id(index) // recreate AsyncImage so it loads the newly-selected URL
|
||||
} else {
|
||||
placeholder
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
.clipped()
|
||||
.task(id: index) { await loadCurrent() }
|
||||
}
|
||||
|
||||
private func loadCurrent() async {
|
||||
guard index < candidates.count else { return }
|
||||
guard let session, let data = try? await session.data(from: candidates[index]).0,
|
||||
let loaded = PlatformImage(data: data)
|
||||
else {
|
||||
index += 1 // advance to the next candidate (or past the end → placeholder)
|
||||
return
|
||||
}
|
||||
image = loaded
|
||||
}
|
||||
|
||||
private var placeholder: some View {
|
||||
|
||||
@@ -38,6 +38,7 @@ struct SettingsView: View {
|
||||
#endif
|
||||
#if os(iOS)
|
||||
@AppStorage(DefaultsKey.pointerCapture) private var pointerCapture = true
|
||||
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
|
||||
// The sidebar selection drives the detail pane on iPad and the pushed sub-page on iPhone.
|
||||
// Width class decides the initial value: nil on iPhone (show the category list first),
|
||||
// General on iPad (a two-column layout should never open with an empty detail).
|
||||
@@ -738,6 +739,9 @@ struct SettingsView: View {
|
||||
Text(option.label).tag(option.tag)
|
||||
}
|
||||
}
|
||||
#if os(iOS)
|
||||
Toggle("Gamepad-optimized browsing", isOn: $gamepadUIEnabled)
|
||||
#endif
|
||||
#if DEBUG && !os(tvOS)
|
||||
Button("Test Controller…") { showControllerTest = true }
|
||||
.disabled(gamepads.active == nil)
|
||||
@@ -746,9 +750,17 @@ struct SettingsView: View {
|
||||
} header: {
|
||||
Text("Controllers")
|
||||
} footer: {
|
||||
Text(Self.controllersFooter)
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
// The iOS-only gamepad-UI blurb is appended here, not merged into the shared
|
||||
// `controllersFooter` constant — tvOS's `tvBody` reuses that exact string (line ~348)
|
||||
// for its own footer and has no such toggle to describe.
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
Text(Self.controllersFooter)
|
||||
#if os(iOS)
|
||||
Text(Self.gamepadUIFooter)
|
||||
#endif
|
||||
}
|
||||
.font(.geist(12, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -856,6 +868,15 @@ struct SettingsView: View {
|
||||
+ "from the next session. Two identical controllers may swap a manual selection "
|
||||
+ "after reconnecting."
|
||||
|
||||
#if os(iOS)
|
||||
private static let gamepadUIFooter =
|
||||
"When a controller is connected, the host list and game library switch to a "
|
||||
+ "controller-friendly layout — larger focus targets and a swipeable cover browser "
|
||||
+ "for the library. Turn this off to always use the touch layout. (The system may "
|
||||
+ "still move basic focus with a controller connected even with this off — that's "
|
||||
+ "outside the app's control.)"
|
||||
#endif
|
||||
|
||||
/// "Use controller" choices: Automatic, every forwardable controller, and — so a stale
|
||||
/// pin stays visible instead of leaving the Picker selection tag-less — any pinned id
|
||||
/// that is NOT among the selectable (extended) entries, present-but-unusable included.
|
||||
|
||||
Reference in New Issue
Block a user