The gamepad-UI navigation resolvers disagreed on which way a perfect 45-degree
stick push (|x| == |y|) resolves: the SDL core picked horizontal (`ax >= ay`)
while Apple (`abs(x) > abs(y)`) and Android (`abs(Y) >= abs(X)`) picked vertical.
Align Apple (`>` -> `>=`) and Android (`>=` -> `>`) to the SDL core so an exact
diagonal moves focus the same way on every client (horizontal wins). This is
client-local menu navigation only and never reaches the wire. Completes the last
deferred G25 sub-part.
Verified: Apple `swift build` + full suite (124 pass); Android `:app:compileDebugKotlin`.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>