60af4de3ba990971efa7577634b13b100cad8026
4 Commits
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c0fc2d8ee8 |
feat(apple): iPad ⌃⌥⇧Q release chord + click-to-recapture, pixel-grid snap, match-window opt-in
ci / docs-site (push) Successful in 49s
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apple / swift (push) Successful in 4m43s
arch / build-publish (push) Failing after 4m56s
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release / apple (push) Successful in 21m56s
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apple / screenshots (push) Successful in 19m11s
- InputCapture / StreamViewIOS: iPad ⌃⌥⇧Q un-capture chord, recognized from the GCKeyboard HID stream (no NSEvent monitor on iOS) for cross-client parity with the macOS/Windows/Linux combo; and a click into the video re-engages capture — the iPad analogue of macOS mouseDown → engageCapture(fromClick:), with the engaging click suppressed toward the host. - SessionPresenter: snap the aspect-fit sublayer frame to the backing pixel grid. AVMakeRect centers the fit rect at fractional points, so the compositor resampled the layer — a uniform "everything soft" blur even when the drawable was pixel-exact 1:1. Rounding origin + size to device pixels makes the composite a true 1:1 blit; idempotent when already aligned. - MetalVideoPresenter: PUNKTFUNK_BILINEAR_LUMA=1 A/B lever — compiles the shader with Catmull-Rom luma off (plain bilinear) to isolate bicubic overshoot from upstream fringing. - SettingsView / StreamView / StreamViewIOS: match-window reverted to opt-in (default OFF) — the explicit mode is used and never auto-resized unless enabled. |
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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> |
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a32314e9a6 |
feat(release): production Apple builds — notarized macOS dmg + iOS TestFlight
release.yml (v* tags / dispatch, macos-arm64 runner): universal mac +
iOS xcframework -> xcodebuild archive -> Developer ID export ->
notarytool + staple -> dmg on the Gitea release; iOS archive uploads
to TestFlight (app-store-connect/upload). Per-run throwaway keychain;
ASC API key authenticates notarization, upload, and automatic-signing
profile fetch. macOS App Store lane deferred (needs App Sandbox);
tvOS deferred (tier-3 Rust targets).
All app targets now share bundle ID io.unom.punktfunk — ONE App Store
listing with universal purchase (decided pre-submission; effectively
unchangeable after). ITSAppUsesNonExemptEncryption=false declared
(standard-algorithm AES-GCM, exempt).
build-xcframework.sh resolves Apple toolchains itself: cargo's HOST
artifacts (proc-macros, build scripts) are loaded by the running OS,
and a newer-than-OS beta Xcode ld emits LINKEDIT layouts dyld rejects
("mis-aligned LINKEDIT string pool" -> misleading E0463) — so prefer
a non-beta Xcode for everything, fall back to CLT for mac-only slices
(env untouched: an explicit DEVELOPER_DIR=<CLT> trips xcrun's license
check), refuse iOS/tvOS without a real Xcode (CLT has no iOS SDK).
The runner plist no longer injects DEVELOPER_DIR for the same reason.
punktfunk_Logo.icon: dropped the Xcode-27-beta-only Icon Composer
features (refractivity, specular-location) — 26.5's actool crashes on
them, and store builds must use release Xcode. Visual delta is the
refraction/specular nuance only; re-author when 27 ships.
Validated on home-mac-mini-1 with Xcode 26.5: mac+iOS xcframework
slices, unified bundle IDs, signing-free app build.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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1f36540a8d |
feat(client): cross-target input handling + LAN mDNS discovery
Input handling, building on macOS/iOS/tvOS: - macOS recapture after navigating out: engageCapture no longer latches captured=true when the cursor grab is refused mid app-activation (which left a free cursor that no later click could re-grab); cursorCapture.capture() now reports success. + canBecomeKeyView. - iOS/iPadOS recapture: restore the prior capture on didBecomeActive (nothing re-grabbed mouse/keyboard on return before). - iPad indirect pointer (no lock) is forwarded as an absolute MOUSE (move + buttons + scroll via hover / UITouch.indirectPointer), not as touch, with the local cursor visible; GCMouse owns the locked regime, gated so the two never double-send. Adds the MouseMoveAbs wire helper. - Trackpad scroll on iOS (was entirely missing): GCMouse scroll dpad when locked + a scroll-only UIPanGestureRecognizer otherwise. - tvOS: no focusable control during play (a focusable Disconnect button ate the controller's A in the focus engine); Siri Remote Menu disconnects. - Don't leak touch to the host under the TOFU trust prompt (gate on captureEnabled). LAN discovery: HostDiscovery (NWBrowser over _punktfunk._udp, the host's crate::discovery advert) resolves each service to IP:port and parses the TXT (fp advisory, pair, id); an "On this network" section in the grid (tap to save + connect, or pair if required). iOS/tvOS get NSBonjourServices via a merged Config/Info.plist. Integration-tested end to end against a fake NWListener advert. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |