2c937855b3b9393b0359e9353f0d2072c59a0903
2 Commits
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d707ee4d4e |
feat(apple,android): three-way touch input — trackpad cursor (default), direct pointer, real multi-touch passthrough
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The two touch clients had exactly complementary gaps: iOS forwarded fingers ONLY as raw wire touches (no way to drive the host cursor from the touch screen), Android had the two mouse modes but no passthrough. Both now share one three-way "Touch input" setting: Trackpad (default) / Direct pointer / Touch passthrough. iOS/iPadOS: Input/TouchMouse.swift ports the Android gesture engine 1:1 (same px-based acceleration curve; tap=click, two-finger tap=right-click, two-finger drag=scroll, tap-then-drag=held drag, three-finger tap=stats HUD via the shared hudEnabled default); direct-pointer mode maps through the aspect-fit letterbox; the previous always-on behavior lives on as the passthrough option. The mode latches per gesture (a Settings change never splits one gesture across models), touchesCancelled releases held state without synthesizing a click, and session stop flushes a mid-drag button. Settings picker on iPhone + iPad next to the iPad-only pointer-capture toggle. Deliberate default change: trackpad, not passthrough. Android: new nativeSendTouch JNI shim → wire TouchDown/Move/Up (the host already injects real touch on every backend — libei touchscreen, wlroots, KWin fake-input, SendInput); streamTouchPassthrough forwards every finger with stable ids and lifts still-held contacts on teardown; the trackpadMode Boolean becomes the TouchMode enum (old pref migrated on load, never rewritten) with a Settings dropdown. Verified: macOS swift build + full suite (incl. new TouchMouseTests), iOS Simulator Swift compile, cargo check/fmt/clippy on the native crate, Kotlin app+kit compile + unit tests. On-glass feel of the iOS ballistics and Android passthrough against a touch-aware app still pending. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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133e25849d |
feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |