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Commits
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bac63059a9 |
feat(apple): drive the console UI from a hardware keyboard
Asked for by a field user: "make the iPadOS client compatible with keyboard to select games with keyboard arrows, enter to launch". An iPad on a Magic Keyboard and a couch Mac are the same situation the console layout was built for — a screen driven from a distance with a fixed set of directional inputs — and the cursor/confirm/back model already exists here for the pad. A keyboard is a third input onto it, not a new navigation scheme: arrows move, Return and Space activate, Esc backs out, everywhere the controller already worked (carousel, menu lists, prompts) plus the plain poster grid. `active` mirrors each caller's existing controller gate rather than being a second, parallel notion of "who has input". Without that, a launcher sitting under an open screen would keep eating key presses and navigate behind it — the same defect the pad gate exists to prevent. Esc returns `.ignored` when a screen has no back action, so it still reaches the `.cancelAction` shortcut that closes a macOS sheet. The plain grid needed real arithmetic rather than a flat index. It renders up to TWO `LazyVGrid` sections (launchers above titles), so a flat index steps by the wrong amount at the boundary whenever the first section's last row is partial — up from the titles' first row lands mid-launcher-row instead of above. `LibraryGridNav` moves within a section and hands off at its edges preserving the column, clamping into partial rows. It lives in PunktfunkKit because it is edge-case arithmetic and that is the target tests can reach; 12 cases cover the partial row, the hand-off, a stale cursor, an empty grid and a zero column count. The column count comes from the grid's MEASURED width run through `.adaptive`'s own fitting rule, so up/down move exactly one visual row instead of a guess that drifts with window size. Measured via a background GeometryReader — a sibling inside a ScrollView would claim the whole viewport. The grid cursor starts nil and only appears on the first arrow press, so a touch user is never shown a selection they didn't ask for. tvOS is excluded throughout: its focus engine already routes hardware arrows, and these screens hand it navigation authority deliberately. 17 PunktfunkKit tests pass; macOS + tvOS typecheck; launcher and settings verified rendering and navigating in the iPad Pro 13" simulator. |
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5a7f7f0fc5 |
feat(clients/gamepad-ui): section tabs, background palettes, and a backdrop that moves everywhere
ci / web (pull_request) Successful in 1m17s
ci / docs-site (pull_request) Successful in 1m42s
ci / rust-arm64 (pull_request) Successful in 2m36s
android / android (pull_request) Successful in 3m33s
windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 8m37s
ci / rust (pull_request) Successful in 8m58s
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 3m47s
apple / swift (pull_request) Successful in 1m29s
apple / screenshots (pull_request) Skipped
The console settings were one 30-row scroll, which on a Deck meant thumbing past Video and Audio to reach the pad settings. They are now split across sections — Stream · Video · Audio · Controller · Interface · Profiles, plus Input on the desktop console, which alone carries the touch/mouse rows. L1/R1 walks them, each section remembers where its cursor was, and the names are the same word on every client so a setting is where you looked for it last. Shoulders are not the only route, because a D-pad remote hasn't got any: on Android, Up from the first row moves onto the strip (left/right walks sections there, A drops back in), and on tvOS the pills are focusable, so the focus engine handles it — a Siri Remote has no extended gamepad profile and never reaches the input poll at all. The desktop console needs neither; PageUp and PageDown already map to the same events. New "Background" row, six palettes: Violet (the brand default), Tide, Forest, Ember, Rose, Graphite. A palette is a hue rotation plus a saturation scale over the ONE colour field each client already draws, so every palette inherits its structure and Violet is the identity transform — existing installs see exactly what they see today. The maths is ported three times (Rust/Swift/Kotlin) under one shared `ui_palette` key, with the same assertions pinned in each language. It is presentation only, so it is a device preference and never part of a profile. The form screens no longer have a backdrop of their own. Settings, add-host and pair used to sit on a still gradient; they now wear the same living field at a calm mix — pools dimmed onto the palette's own corner colour, vignette halved so rows that run to the edges don't get crushed. On the desktop console that collapsed the old aurora-over-static crossfade into one shader pass with a chased uniform. Motion speed is identical in both modes on purpose: changing it would make the field jump mid-transition. Nothing in the gamepad UI is backed by a static image now, and Reduce Motion (Apple) / "remove animations" (Android) still freeze it. Also: the settings screen had no raster coverage at all — the eyeball dump is `#[ignore]`d — so a new test draws every tab, and the Android screenshot set gains a console-settings scene. Both earned their keep immediately: the renders showed the extra hint pushing "Done" off a 360 dp phone (the legend scrolls now, and the Section cell only appears where shoulders exist) and the form backdrop crushing its own edges. |
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3ba19f28a2 |
feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
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windows / build (x86_64-pc-windows-msvc) (push) Failing after 1m2s
release / apple (push) Has been cancelled
apple / swift (push) Has been cancelled
apple / screenshots (push) Has been cancelled
The console UI now runs on tvOS through the NATIVE focus engine: carousel cards and settings rows are focusable Buttons (Siri Remote and pads both navigate; imperative scrollTo replaces the drop-prone scrollPosition binding), while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what focus has no concept of: X/Y screen actions and left/right value adjust with the poll's dominant-axis feel (onMoveCommand proved input-source-dependent: keyboard intercepted, pad dpad not -> double steps). Text entry uses the system fullscreen keyboard (TVTextEntry); pairing + library present as covers under the launcher; the game library defaults ON; settings values slide a quiet 14 pt in the step's direction. Session controls: controller/remote input routes EXCLUSIVELY through GameController during a stream (GCEventViewController, interaction disabled) - a pad's B no longer doubles as a UIKit menu press that ended sessions mid-game. Deliberate exits only: the cross-client escape chord (hold L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream banner (now also on tvOS) teaches both. The Siri Remote's touch surface drives the host pointer - press = left click, Play/Pause = right click, release-tail jumps gated so motion stays truly relative. tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root font shrank the whole platform (29 pt there), plus 10-foot sizing across host cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu" hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops instead of suspending; full-width focusSections make the home actions reachable from any column. The presenter defaults to stage-3 glass pacing on tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind the 50 ms display stage) and is pickable from the gamepad settings; HDR capability advertises from AVPlayer.eligibleForHDRPlayback instead of the current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |