Commit Graph
5 Commits
Author SHA1 Message Date
enricobuehler 769a8c049d fix(client/apple): the entrance waits for the art, and every card swings
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Three defects behind an entrance that read as a card sliding up:

- The centred card never rotated. The stagger fans out from an anchor,
  and the anchor was given side 0 = no rotation - but the anchor IS the
  card the eye is on, so the single most visible card only rose. Side is
  never 0 now; every card turns.

- The swing happened while the card was invisible. Opacity shared the
  transform's spring, so the card spent its whole rotation at near-zero
  alpha and only the last few degrees showed. The fade now runs on its
  own 0.22 s curve (a second .animation governs only the modifiers above
  it) while the transform springs over ~0.6 s. The travel is deeper too
  - 0.74 scale, 64 degrees, 58 pt - and the rotation sign now matches the
  coverflow's own recede, so a card unwinds INTO its resting angle
  instead of swinging against it.

- It fired before the art existed. Cards swung in as grey placeholders
  and filled with artwork afterwards. PosterImage reports when a cover
  settles (art loaded, or candidates exhausted), the coverflow counts
  the first few, and GamepadCarousel holds its entrance on a
  contentReady gate - with a 700 ms backstop so a slow or artless
  library still animates.
2026-08-07 15:16:49 +02:00
enricobuehler 2fb80073e6 fix(client/apple): the library actually plays its entrance, and it swings in 3D
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The strip entrance never ran in the library, for two reasons:

- The trigger was lost. Flipping the state inside onAppear puts the
  change in the SAME transaction as the view's insertion, where SwiftUI
  runs with animations disabled. The launcher got away with it; the
  library's strip mounts late - only once the fetch lands - and lost
  every time. The flip now defers one runloop turn, so it is an ordinary
  animated state change.

- The art snapped in behind it. Covers hard-swapped from grey
  placeholder to image, so even a working entrance was followed by a run
  of cards popping to artwork after the strip had settled. PosterImage
  cross-fades now (the touch grid inherits it).

And the entrance is 3D: a card starts turned away on the drum, small,
low and invisible, then swings flat, grows and rises on an overshooting
spring. Cards left of the anchor hinge on their trailing edge and cards
right of it on their leading one, so the strip FANS OPEN from the cursor
instead of sweeping past it - the same hinge-and-perspective language
the coverflow's own recede speaks, so arriving and scrolling read as one
object. Reduce Motion still drops every bit of travel.
2026-08-07 15:10:33 +02:00
enricobuehler cf68d33e2c feat(client/apple): the strips assemble themselves, and the store chip stops flashing
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ci / rust (pull_request) Canceled after 6m16s
Two more from the on-glass pass:

- The coverflow's store/source chip only showed its background on the
  centred cover. Same mechanism as the tray blur: a card rides a
  scrollTransition that composites it with opacity < 1 and a 3D
  rotation, and a material cannot sample a backdrop through an offscreen
  composite - so the frost stayed blank everywhere except the one card
  sitting at exactly full opacity. The coverflow's chip is a flat wash
  now (StoreBadge gains `solid`), which has no backdrop to sample and
  is therefore simply always there. The touch grid keeps its material -
  its cards carry no transform, so its frost samples fine.

- Host cards and library covers now arrive with the strip instead of
  being there: each card rises out of a fade on a lightly overshooting
  spring, delayed by its distance from the cursor, so the strip
  assembles outward from where the eye already is. Implemented once in
  GamepadCarousel, so the launcher and the coverflow inherit it
  together. Transforms only - snapping, the callers' own
  scrollTransition and the tvOS focus engine are untouched - and Reduce
  Motion drops the travel for a plain unstaggered cross-fade.
2026-08-07 15:03:54 +02:00
enricobuehler 883c317872 feat(clients/library): a launcher tile looks like one, on every client
The host has been able to describe a launcher entry since M2 — `role: "launcher"`,
the `steam_ui` and `launcher_ui` kinds — and the web console has grouped them into
their own rail since M4. No other client ever looked. `pf-client-core` decoded
`role` into an `is_launcher()` helper with zero call sites, and the shared console
model dropped the field entirely on its way to the renderer.

So a launcher tile arrived everywhere else as an ordinary game with no cover art:
indistinguishable from a title whose poster failed to load, sorted into the middle
of the alphabet, and captioned "Play".

One contract, implemented in each client's own idiom:

  * launchers never interleave with titles — they lead, and each group keeps the
    host's title order
  * grid surfaces get a labelled section; a coverflow keeps its single carousel and
    names the group the cursor is in, changing as it crosses the boundary. A second
    focus rail would mean a new up/down nav model in three renderers for two or
    three tiles
  * an art-less launcher gets an accent face naming its launcher, not a title
    monogram on the neutral one — "opens Steam", not "a cover that didn't load"
  * anything that is not `"launcher"` is a game, and a host that omits the field
    renders exactly as before (design D4's intended degradation)
  * launching is unchanged: the client sends an id, the host resolves the recipe

The grouping is enforced once per client stack rather than per screen. In the
console UI it is an invariant of `LibraryShared::set_games`, so the cursor
arithmetic, the art pump and every future consumer inherit it; on Apple and Android
it is applied where the library is fetched/parsed.

Fixed in passing: the Apple and Android store badges were hard-coded
`isCustom ? "Custom" : "Steam"`, so every Lutris, GOG, Heroic, Epic and Xbox title
was labelled "Steam". Both now carry the same store table the Rust clients use.

The CLI's `--library` gains a fourth column (`game`/`launcher`), appended rather
than folded into an existing one so anything reading the first three is untouched.

Gates: punktfunk-host 436 passed / 0 failed and pf-console-ui 49 passed / 0 failed
on .21 (three new tests), workspace clippy -D warnings and cargo fmt --check clean
there; `swift build` of the full PunktfunkClient and `:app:compileDebugKotlin` clean
on macOS; `cargo check` + `clippy -D warnings` for the Windows client on .173.

Still unproven on hardware: no launcher tile has been clicked on a real host — that
needs the plugins published, which needs this branch's base merged first.
2026-08-06 14:35:24 +02:00
enricobuehlerandClaude Fable 5 34fe896ade 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