Commit Graph

5 Commits

Author SHA1 Message Date
enricobuehler 6e875fea44 fix(apple/ios): the ACTUAL type-checker bomb was pointerSection's footer ternary chain
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4f3cd24 split the wrong expression — act's log masking hid the real line number.
The unmasked retry pinpointed it: the pointerSection footer, a ten-segment
string + chain with an isPad ternary nesting four more, evaluated inside the
ViewBuilder. Moved the copy into a plain computed String built with +=
statements (linear to type-check); no text change. The two remaining 5-6
segment chains in Settings are compiled by the passing macOS slice, so they
are proven cheap.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:17:01 +00:00
enricobuehler 4f3cd24036 fix(apple/ios): split streamModeSection — the inline iOS branch blew the type-checker budget
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The Section's iOS content (resolution wheel + 3-way refresh rows + bitrate
rows) as ONE ViewBuilder expression hit "the compiler is unable to type-check
this expression in reasonable time" — failing exactly one build slice, the iOS
archive, so swift test (macOS) and the tvOS/macOS archives never saw it and the
0.6.0 iOS TestFlight upload soft-failed. Extracted iosResolutionWheel /
iosRefreshRows / bitrateRows; no behavior change.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:06:48 +00:00
enricobuehler 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>
2026-07-03 00:02:12 +02:00
enricobuehler 396c3453f5 feat(apple/gamepad): rewrite rumble renderer — bounded divergence + iOS 27 plain-player fix
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Ground-up RumbleRenderer rewrite around one principle: rumble is idempotent
state on a lossy channel, and the actuator's divergence from it must be
bounded, not best-effort. The old renderer rebuilt an infinite-duration
CHHapticAdvancedPatternPlayer per 0xCA datagram via an async stop; one stop
lost inside CoreHaptics left an unstoppable player buzzing forever (the
"entered the menu and rumble never stopped" bug).

- Finite 4 s segments, never infinite events — a leaked player self-silences;
  steady levels re-arm seamlessly ON the engine timeline (no stop/start race)
- GamepadFeedback drains the rumble plane DRY per cycle, newest-wins (was one
  datagram per 8 ms through a 16-deep drop-newest queue = lag + shed stops)
- Host 500 ms state refreshes dedupe to a liveness stamp; zero applies
  immediately; nonzero ramps throttle to one rebake/25 ms per motor
- Throwing player stop escalates to engine.stop() (kills leaked players);
  1.6 s staleness watchdog (Policy.session) force-silences on a dead channel;
  the test panel holds levels via Policy.manual
- Plain makePlayer, NEVER makeAdvancedPlayer: gamecontrollerd's controller
  haptics server advertises `adv players: 0`, and iOS 27 beta 2 hard-drops
  advanced loads with an XPC decode fault (-4811/4097, rumble silently dead).
  Live-verified on an iOS 27 beta 2 iPhone: DualSense rumble works
- Split-handle engines fall back to one combined .default engine on repeated
  failure; renderer publishes health transitions and the test panel shows
  them (a refused system service no longer reads as silent app breakage)
- Per-motor sharpness on split handles (0.3 heavy / 0.7 light); macOS
  DualSense raw-HID path gains a ~1 s keepalive re-write while nonzero
- RumbleTuningTests pin the scheduling math, tuning relations, and a
  queue/ticker teardown smoke test

Stuck-rumble streaming repro revalidation on glass still pending.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 23:06:45 +02:00
enricobuehler 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>
2026-07-02 11:24:44 +02:00