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enricobuehler 6ff62b087c feat(client): say which GPU can do Vulkan Video, and why not when it can't
Field report from an Intel Arc + NVIDIA laptop: pinning the Vulkan rung on the Arc
iGPU silently produced D3D11VA, and there was no way to tell whether the build had
tried at all. That ambiguity was ours, in three places.

The "unavailable" log printed three of the FIVE conjuncts that gate Vulkan Video.
A device with 1.3, the features and a decode queue family — but no codec extension
— logged dev_is_13=true features_ok=true decode_family=true next to the word
"unavailable" and named nothing actionable. It now prints all five, plus which
base extensions are missing, which codec extensions are present, the decode
family's own advertised codec operations, and the device name and vendor. It also
no longer says "VAAPI/software" on Windows, where the rung below is D3D11VA.

The native-vulkan PIN refusal logged `video_decode` alone. On a device that
decodes something but not THIS codec, that reads as a contradiction: refused, yet
video_decode=true. It now carries the caps mask and the codec bit that was wanted,
so "your GPU can't" is distinguishable from "we asked for the wrong thing" — only
the second is our bug.

And `--probe-decode` is new: per-adapter Vulkan Video capability with no session,
no surface and no logical device. For each GPU it answers usable yes/no, the
driver's own decode ops, the extensions, and — when the answer is no — which
conjunct failed, in words. Separate from --list-adapters, which the desktop shells
parse line-by-line for their GPU picker and which therefore keeps printing bare
names.

The listing is ordered like pick_device (discrete first) and marks entry 0 as the
default presenter, because that ordering is very likely the reporter's actual
answer: pick_device ranks DISCRETE_GPU above INTEGRATED_GPU, Vulkan Video decodes
on the PRESENTER's device by design (that is what makes it zero-copy), and
PUNKTFUNK_DECODER does not move the presenter. So on a hybrid laptop, pinning the
decoder while the dGPU presents probes the wrong GPU entirely —
PUNKTFUNK_VK_DEVICE=<index> is the knob that moves it, and the index printed is
that value.

To keep the probe honest, VIDEO_BASE and VIDEO_CODECS moved to module scope and
the five-way AND became video_decode_gate(), called by both the probe and device
creation. A probe holding its own copy of the rule is one that eventually reports
a capability the session then refuses — which reads to everyone as a decoder bug
rather than a probe bug.

Gates: fmt clean; clippy -D warnings over punktfunk-client-session and
pf-presenter. The Linux container was unavailable (the host's disk filled and took
the docker daemon with it), so this ran on the macOS host target only — the
container leg is owed, and CI covers it on the PR.
2026-08-07 12:35:55 +02:00
681 changed files with 8552 additions and 77688 deletions
-36
View File
@@ -160,22 +160,6 @@ jobs:
key: gradle-${{ hashFiles('clients/android/**/*.gradle.kts', 'clients/android/gradle/wrapper/gradle-wrapper.properties') }}
restore-keys: gradle-
# Clippy for the ANDROID target. Like the kit tests below, this was running NOWHERE: ci.yml
# lints `--workspace` on the host, where `clients/android/native` and every
# `#[cfg(target_os = "android")]` module elsewhere compile out, and this workflow only ever
# built. Discovered in 2026-08 with five lints already resident — code no gate had ever read.
#
# Placed BEFORE assembleDebug deliberately: a lint failure should cost the ~10 s the lint
# takes, not the full three-ABI build first. It shares sccache and the target dir with the
# build that follows, so the compile is not paid twice.
#
# The task lints arm64-v8a AND armeabi-v7a, and reuses the build task's exact cargo-ndk
# environment — see the long note on `registerCargoNdkClippy` in kit/build.gradle.kts for why
# both pointer widths are load-bearing and why the environment must not be duplicated here.
- name: Clippy (Android target, deny warnings)
working-directory: clients/android
run: ./gradlew :kit:cargoNdkClippy --stacktrace
# The kit's JVM unit tests — the pure parsers, migrations and feedback policies. They were
# running nowhere: this workflow only assembled, and android-screenshots.yml runs the :app
# module's tests, so nothing enforced :kit's. Cheap (a couple of seconds against an already
@@ -184,26 +168,6 @@ jobs:
working-directory: clients/android
run: ./gradlew :kit:testDebugUnitTest --stacktrace
# The cross-client contract in `clients/shared/console-vectors.json` — the console palette
# table, the settings section names and the screen-transition motion, each of which exists in
# three hand-written copies (here, pf-console-ui, the Apple client). The other two check it
# from their own suites; this is Android's side.
#
# FILTERED, not a plain `:app:testDebugUnitTest`: that task also runs the ~20 Roborazzi
# screenshot scenes, which are a release-artifact job (android-screenshots.yml, gated to v*
# tags) and have no business adding a minute to every push. The filter is what lets the
# contract gate here without dragging the rest of the app suite in with it.
- name: console parity vectors + app-module logic tests
working-directory: clients/android
run: >-
./gradlew :app:testDebugUnitTest
--tests 'io.unom.punktfunk.ConsoleVectorsTest'
--tests 'io.unom.punktfunk.HomeTilesTest'
--tests 'io.unom.punktfunk.GamepadSettingsLayoutTest'
--tests 'io.unom.punktfunk.ConsoleSubScreenRowsTest'
--tests 'io.unom.punktfunk.ConsoleSubScreenRoutesTest'
--stacktrace
- name: assembleDebug (cargo-ndk → jniLibs → APK)
working-directory: clients/android
env:
+8 -221
View File
@@ -48,26 +48,7 @@ on:
# `punktfunk-canary` pacman repo as X.Y.Z-0.<run#> (sorts below the eventual X.Y.Z-1),
# tags to `punktfunk` — separate repos, so neither channel can shadow the other.
tags: ['v*']
# REBUILDING A PUBLISHED RELEASE, because on a rolling distro the ground moves under one.
# Arch went FFmpeg 8 -> 9 (every libav soname +1) four minutes before v0.25.0 was tagged, so
# the release's punktfunk-host was linked in a builder image that still had 8 and shipped
# `libavcodec.so=62-64`. No up-to-date Arch box can satisfy that — and pacman prepares the
# whole transaction at once, so it did not merely block our package, it blocked those users'
# entire `pacman -Syu`. The repair is a rebuild of the SAME upstream version at a HIGHER
# pkgrel; nothing else reaches a box that already has the broken build recorded in its db.
# The workflow file at the tag can never carry inputs added after it was tagged, so dispatch
# this from `main`: it checks the tag's SOURCE out, publishes to the STABLE repo, and
# replaces the release-page assets. Same lever for any future "the distro moved" rebuild.
workflow_dispatch:
inputs:
release_tag:
description: 'Rebuild this published release (e.g. v0.25.0) into the stable `punktfunk` repo. Empty = ordinary canary build of the dispatched ref.'
required: false
default: ''
pkgrel:
description: 'pkgrel for that rebuild — MUST be above the published one (2, 3, …); a same-pkgrel republish is invisible to pacman. Ignored without release_tag.'
required: false
default: '2'
env:
REGISTRY: git.unom.io
@@ -113,52 +94,7 @@ jobs:
}
bun --version
# THE BUILDER'S FFmpeg IS PART OF THE PACKAGE CONTRACT, not merely a build detail.
# packaging/arch/PKGBUILD binds punktfunk-host to the exact libav sonames it linked
# (`libavcodec.so=63-64` …), so a builder one FFmpeg major behind Arch emits a package
# that NOBODY can install — and takes the user's whole `pacman -Syu` down with it, since
# pacman prepares the transaction as a unit. That is exactly how v0.25.0 shipped: PR #108
# re-keyed this image for FFmpeg 9, the release tag fired four minutes later, and the job
# still got the FFmpeg-8 `:latest`. The image is a cache and is allowed to lag — but never
# on this one axis. So heal it in-job and shout, instead of building a dead package.
# (Runs BEFORE checkout: a stale image should be repaired before anything depends on it.)
- name: FFmpeg soname parity with today's Arch (heals a stale builder image)
run: |
export LC_ALL=C # `Provides` is a localized field name
# Piped (never a TTY here) pacman prints each field on ONE line, unwrapped.
sonames() { sed -n 's/^Provides *: *//p' | tr ' ' '\n' | grep -E '^lib(av|sw)[a-z]*\.so=' | sort | tr '\n' ' '; }
# A SEPARATE --dbpath: this refreshes only a throwaway view of the repos, so the
# container's own db never enters the partial-upgrade state a bare `pacman -Sy` leaves.
mkdir -p /tmp/pf-archsync
if ! pacman -Sy --dbpath /tmp/pf-archsync --logfile /dev/null >/dev/null 2>&1; then
echo "::warning::could not refresh the Arch db — skipping the FFmpeg parity check"
exit 0
fi
HAVE="$(pacman -Qi ffmpeg | sonames)"
WANT="$(pacman -Si --dbpath /tmp/pf-archsync ffmpeg | sonames)"
echo "builder ffmpeg $(pacman -Q ffmpeg | cut -d' ' -f2): $HAVE"
echo "arch ffmpeg $(pacman -Si --dbpath /tmp/pf-archsync ffmpeg | sed -n 's/^Version *: *//p'): $WANT"
if [ "$HAVE" = "$WANT" ]; then
echo "OK: the builder links the FFmpeg every up-to-date Arch box already has"
exit 0
fi
echo "::warning::arch-ci is stale ACROSS AN FFMPEG SONAME BUMP — upgrading it for this run."
echo "::warning::Bump the 'refreshed:' date in ci/arch-ci.Dockerfile so the IMAGE carries it."
pacman -Syu --noconfirm || true
HAVE="$(pacman -Qi ffmpeg | sonames)"
if [ "$HAVE" != "$WANT" ]; then
echo "::error::builder still links $HAVE while Arch ships $WANT."
echo "::error::Building on would publish a package no Arch box can install."
exit 1
fi
echo "healed: builder now links $HAVE"
- uses: actions/checkout@v4
with:
# A dispatched release rebuild takes its WORKFLOW from the ref you dispatch (the only
# way it can carry inputs the tag predates) and its SOURCE from the tag. Empty string
# = checkout's own default, i.e. the triggering ref, for every other trigger.
ref: ${{ github.event.inputs.release_tag }}
# Cache cargo's git dir too, not just the registry: the workspace includes
# clients/windows, whose windows-reactor/windows deps are git-pinned — cargo must CLONE
@@ -191,30 +127,12 @@ jobs:
# Keep the leading `0.` — it is what sorts a canary BELOW the eventual `X.Y.Z-1` stable
# release. (A pkgrel is digits+dots only, so `0.` is the only prefix available; raising
# it to `1.` would sort canaries ABOVE the release and is not an option.)
env:
RELEASE_TAG: ${{ github.event.inputs.release_tag }}
REBUILD_PKGREL: ${{ github.event.inputs.pkgrel }}
run: |
eval "$(bash scripts/ci/pf-version.sh)" # -> PF_BASE (one minor ahead of latest stable)
if [ -n "${RELEASE_TAG:-}" ]; then
# Dispatched rebuild of a published release (see the workflow_dispatch note at the
# top): same upstream version, higher pkgrel, straight into the stable repo.
# ⚠ Keep that pkgrel SINGLE-DIGIT. Gitea's Arch registry picks the version its .db
# advertises by STRING order (the same trap the canary zero-padding below exists for),
# so "0.25.0-10" sorts BELOW "0.25.0-2" and the rebuild would never be advertised.
V="${RELEASE_TAG#v}"
R="${REBUILD_PKGREL:-2}"
REPO=punktfunk
case "$R" in
''|*[!0-9.]*) echo "::error::pkgrel '$R' is not digits+dots"; exit 1 ;;
1) echo "::error::pkgrel 1 is the published build — a rebuild MUST go up (2, 3, …)"; exit 1 ;;
esac
else
case "$GITHUB_REF" in
refs/tags/v*) V="${GITHUB_REF_NAME#v}"; R="1"; REPO=punktfunk ;;
*) V="$PF_BASE"; R="0.$(printf '%08d' "$GITHUB_RUN_NUMBER")"; REPO=punktfunk-canary ;;
esac
fi
case "$GITHUB_REF" in
refs/tags/v*) V="${GITHUB_REF_NAME#v}"; R="1"; REPO=punktfunk ;;
*) V="$PF_BASE"; R="0.$(printf '%08d' "$GITHUB_RUN_NUMBER")"; REPO=punktfunk-canary ;;
esac
echo "PF_PKGVER=$V" >> "$GITHUB_ENV"
echo "PF_PKGREL=$R" >> "$GITHUB_ENV"
echo "REPO=$REPO" >> "$GITHUB_ENV"
@@ -255,46 +173,6 @@ jobs:
makepkg -f -d --holdver
ls -lh "$GITHUB_WORKSPACE/dist"
# The host must ship a VERSIONED libav soname dep, and nothing else in this pipeline proves
# it. packaging/arch/PKGBUILD lists bare `libavcodec.so` etc. and relies on makepkg rewriting
# each into `libavcodec.so=<soname>-<arch>` from the built binary's DT_NEEDED; if that
# rewrite ever stops happening — Arch dropping the soname `provides`, someone "tidying" the
# entries out of `depends`, a makepkg change — the dep silently degrades to an unversioned
# name that ANY ffmpeg satisfies. That is precisely the 2026-08-08 state in which `pacman
# -Syu` walked every Arch/CachyOS install across the FFmpeg 8 -> 9 soname bump and left the
# host unable to start (exit 127 before main(), restart loop). The failure is invisible in a
# green build and only shows up as a bricked box weeks later, so assert it here.
- name: Assert the host pins the FFmpeg soname
run: |
PKG="$(ls "$GITHUB_WORKSPACE"/dist/punktfunk-host-*.pkg.tar.zst | head -1)"
DEPS="$(bsdtar -xOf "$PKG" .PKGINFO | sed -n 's/^depend = //p')"
echo "$DEPS" | sed 's/^/ depend = /'
for lib in libavcodec libavutil; do
echo "$DEPS" | grep -qE "^$lib\.so=[0-9]+-[0-9]+$" || {
echo "::error::punktfunk-host declares no VERSIONED $lib.so dependency."
echo "::error::makepkg did not expand the bare soname from DT_NEEDED, so pacman can"
echo "::error::upgrade FFmpeg across a soname break and brick the install."
echo "::error::See the depends comment in packaging/arch/PKGBUILD."
exit 1
}
done
echo "OK: $(echo "$DEPS" | grep -E '^libav|^libsw' | tr '\n' ' ')"
# 0.26.0-1 setcap'd `cap_sys_nice=ep` on the host from this package's .INSTALL scriptlet and
# killed desktop streaming on every KDE box — with a green board, because nothing here ever
# looked at what the built package would DO. The lesson recorded then was "verify the
# PACKAGE, never the board"; this is that, and pacman is the channel where it matters most,
# since capabilities live in the scriptlet rather than in package metadata.
#
# Host must carry NOTHING, the worker exactly cap_sys_nice=ep. `--self-test` runs first so a
# guard that has quietly lost the ability to fail takes the job down rather than approving a
# release. (Only the host package is checked: the client/web/scripting packages ship neither
# binary and the script skips them by itself.)
- name: Assert the capability matrix (Arch package)
run: |
bash scripts/ci/assert-cap-matrix.sh --self-test
bash scripts/ci/assert-cap-matrix.sh "$GITHUB_WORKSPACE"/dist/punktfunk-host-*.pkg.tar.zst
# The optional HDR gamescope companion (packaging/gamescope) — a separate pkgbase with a
# completely different dependency set, published into the same repo so `pacman -S
# punktfunk-gamescope` is all an Arch/SteamOS box needs for 10-bit BT.2020 PQ.
@@ -332,63 +210,6 @@ jobs:
rm -rf dist-gamescope # never cache a failed build (an empty path is not saved)
fi
# THE GATE THIS PIPELINE WAS MISSING. The soname assert above proves the libav dep is
# VERSIONED; it cannot prove the version is one that EXISTS. v0.25.0 passed it and still
# shipped `libavcodec.so=62-64` to a world that had moved to 63 — every affected user got
# "unable to satisfy dependency … required by punktfunk-host", and because pacman prepares
# one transaction, their whole system upgrade stopped there. So ask the only question that
# matters before publishing: would a real, up-to-date Arch box install this?
#
# An empty --dbpath is what makes the answer honest. It means "nothing is installed", so
# pacman must satisfy every dependency FROM THE REPOS exactly as a user's box does. Checking
# against the builder's own installed set instead would let a stale ffmpeg satisfy the stale
# bound and hide the break completely — the very illusion that shipped v0.25.0. `--print`
# resolves and prints; it downloads nothing and installs nothing. Verified against the real
# broken artifact on an ffmpeg-9 box: it reproduces the user-visible failure verbatim.
- name: Assert every package installs on an up-to-date Arch box
run: |
export LC_ALL=C
mkdir -p /tmp/pf-instcheck
if ! pacman -Sy --dbpath /tmp/pf-instcheck --logfile /dev/null >/dev/null 2>&1; then
echo "::error::could not sync the Arch db — cannot prove these packages install"
exit 1
fi
check() { # check FILE -> 0 installable, 1 not (reason on stdout)
pacman -U --print --noconfirm --dbpath /tmp/pf-instcheck --logfile /dev/null "$1" 2>&1
}
ls dist/*.pkg.tar.zst >/dev/null 2>&1 || { echo "::error::nothing in dist/ to check"; exit 1; }
rc=0
for pkg in dist/*.pkg.tar.zst; do
if out="$(check "$pkg")"; then
echo "OK $(basename "$pkg") ($(echo "$out" | wc -l) targets resolve)"
else
rc=1
echo "::error::$(basename "$pkg") CANNOT be installed on an up-to-date Arch box:"
echo "$out" | sed 's/^/ /'
fi
done
# gamescope stays best-effort, exactly as its build step is: a companion that cannot
# install is dropped from the upload with a warning, never a reason to withhold the
# packages this workflow exists to publish. (It is also the one package that can be
# restored from a cache older than the current Arch snapshot.)
for pkg in dist-gamescope/*.pkg.tar.zst; do
[ -e "$pkg" ] || continue
if out="$(check "$pkg")"; then
echo "OK $(basename "$pkg") ($(echo "$out" | wc -l) targets resolve)"
else
echo "::warning::$(basename "$pkg") is not installable on current Arch — NOT publishing it"
echo "$out" | sed 's/^/ /'
rm -f "$pkg"
fi
done
if [ "$rc" != 0 ]; then
echo "::error::refusing to publish: pacman would reject this on a current box, and a"
echo "::error::rejected dependency blocks the user's ENTIRE upgrade, not just punktfunk."
echo "::error::Usual cause: the arch-ci builder image lags Arch across a soname bump —"
echo "::error::bump 'refreshed:' in ci/arch-ci.Dockerfile, let docker.yml republish it, re-run."
exit 1
fi
# NOTE deliberately NO sysext image is built or published here: a prebuilt HOST binary on
# SteamOS breaks on the next A/B soname bump (and /var — where sysexts live — is
# per-partition-set), which is the standing packaging verdict behind the on-device
@@ -416,48 +237,14 @@ jobs:
done
echo "published to $OWNER/arch/$REPO"
# On a real release, also attach the packages to the unified Gitea Release. A dispatched
# rebuild attaches to that SAME release object: the release page is a distribution surface
# too, and leaving the superseded .pkg.tar.zst sitting on it is one click away from handing
# someone the exact break the rebuild exists to fix.
- name: Attach packages to the Gitea release (stable tags + release rebuilds)
if: startsWith(gitea.ref, 'refs/tags/v') || github.event.inputs.release_tag != ''
# On a real release, also attach the packages to the unified Gitea Release.
- name: Attach packages to the Gitea release (stable tags only)
if: startsWith(gitea.ref, 'refs/tags/v')
env:
GITEA_TOKEN: ${{ secrets.REGISTRY_TOKEN }}
RELEASE_TAG: ${{ github.event.inputs.release_tag }}
run: |
. scripts/ci/gitea-release.sh
TAG="${RELEASE_TAG:-$GITHUB_REF_NAME}"
RID=$(ensure_release "$TAG" "$TAG" auto)
RID=$(ensure_release "$GITHUB_REF_NAME" "$GITHUB_REF_NAME" auto)
for pkg in dist/*.pkg.tar.zst; do
upsert_asset "$RID" "$pkg"
done
# A rebuild bumps pkgrel, so its FILENAMES differ from the ones already attached, and
# upsert_asset only replaces by name — the superseded set would survive untouched.
# Drop every pacman asset (and .sha256 sidecar) this upload did not just write.
#
# ⚠⚠ THIS MUST LIVE IN THE WORKFLOW, NOT IN scripts/ci/gitea-release.sh. The sourced
# script comes from the CHECKED-OUT TREE, which on a release rebuild is the OLD TAG —
# so it can only ever offer the helpers that existed when that tag was cut. A helper
# added for this feature is therefore guaranteed ABSENT in the one code path that
# calls it: the first attempt failed with `prune_release_assets: command not found`
# after publishing perfectly. Only the workflow file itself is taken from the ref you
# dispatch. Same reason a packaging fix made after a tag does NOT reach a rebuild of
# that tag — the PKGBUILD is the tag's too.
if [ -n "${RELEASE_TAG:-}" ]; then
KEEP="$(cd dist && printf '%s ' *.pkg.tar.zst)"
# An UNMATCHED glob would come through literally and match nothing in the keep set —
# i.e. "delete every pacman asset on the release". Skip entirely instead.
case "$KEEP" in *'*'*) KEEP="" ;; esac
API="$GITHUB_SERVER_URL/api/v1/repos/$GITHUB_REPOSITORY"
if [ -n "$KEEP" ]; then
curl -fsS "$API/releases/$RID/assets" -H "Authorization: token $GITEA_TOKEN" \
| python3 -c "import json,sys;k=set(sys.argv[1].split());k|={n+'.sha256' for n in k};print('\n'.join('%s %s'%(a['id'],a['name']) for a in json.load(sys.stdin) if a.get('name','').endswith(('.pkg.tar.zst','.pkg.tar.zst.sha256')) and a['name'] not in k))" "$KEEP" \
| while read -r id name; do
[ -n "$id" ] || continue
echo "dropping superseded release asset: $name"
curl -fsS -o /dev/null -X DELETE "$API/releases/$RID/assets/$id" \
-H "Authorization: token $GITEA_TOKEN" || true
done
fi
fi
+1 -20
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@@ -91,27 +91,8 @@ jobs:
# advisory, the same fail-on-vulnerability stance as cargo-audit above; triage a finding by
# bumping the dep (or, if genuinely unfixable + inapplicable, pinning a resolution and
# noting why here).
#
# web carries two ignores, the ONLY ones in a blocking tree — both image-size advisories
# (GHSA-w3rx-r6r6-pgpr ICNS, GHSA-5p2g-fcmc-qvqq JXL/HEIF infinite-loop DoS). They are
# unfixable AND unreachable:
# * unfixable — the vulnerable range is `<= 2.0.2` and 2.0.2 IS latest; upstream has
# published no patched release, so no override can clear them.
# * unreachable — image-size rides in under `@unom/ui @payloadcms/richtext-lexical
# … payload`, and @payloadcms/richtext-lexical is a PEER of @unom/ui that only its
# `./richtext` export needs. The console imports section/toast/button/card/dialog/
# form/*/material/tabs — never `./richtext` — so payload is auto-installed peer weight
# that no bundle, and no request path, ever touches.
# Drop these the moment image-size ships a fix, or @unom/ui marks that peer optional
# (peerDependenciesMeta) and the chain leaves web/bun.lock entirely — either one makes the
# bare `bun audit` green again. Scoped per-tree so sdk/plugin-kit stay strictly fail-on-any.
- name: bun audit
run: |
if [ "${{ matrix.tree }}" = "web" ]; then
bun audit --ignore=GHSA-w3rx-r6r6-pgpr --ignore=GHSA-5p2g-fcmc-qvqq
else
bun audit
fi
run: bun audit
# Kept OUT of the bun-audit matrix so this tree's known-advisory state can't normalize failure
# in a shipping tree. Non-blocking via a step-level `||` (NOT job-level continue-on-error, which
-15
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@@ -114,21 +114,6 @@ jobs:
- name: Clippy (deny warnings)
run: cargo clippy --workspace --all-targets --locked -- -D warnings
# WP19 (rust-safety): the hardened NATIVE-ONLY host — no Moonlight-compat planes, no
# `rusty_enet` (transpiled C ENet), no `rsa`. Kept compiling here so the cfg boundary can't
# rot, and the dependency claim is ASSERTED, not assumed: `cargo tree -i` must find neither
# crate in the native-only graph (it exits non-zero with "nothing depends on" — inverted).
- name: Clippy + tree (native-only host, no gamestream feature)
run: |
cargo clippy -p punktfunk-host --no-default-features --features pyrowave \
--all-targets --locked -- -D warnings
if cargo tree -p punktfunk-host --no-default-features --features pyrowave \
--locked -i rusty_enet 2>/dev/null | grep -q rusty_enet; then
echo "native-only build still depends on rusty_enet"; exit 1; fi
if cargo tree -p punktfunk-host --no-default-features --features pyrowave \
--locked -i rsa 2>/dev/null | grep -q "^rsa"; then
echo "native-only build still depends on rsa"; exit 1; fi
- name: Build
run: cargo build --workspace --locked
+1 -114
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@@ -310,14 +310,8 @@ jobs:
# with "there is no reactor running, must be called from the context of a Tokio 1.x runtime".
# It WAS listed here, which is why only the .deb shipped a crashing tray while the RPM and
# Arch packages — which already split it — were fine.
#
# punktfunk-encode-worker IS in this invocation: it is the capability-carrying PyroWave
# encode worker that ships next to the host in /usr/bin, and build-deb.sh only builds it
# if the artifact is missing — building it here keeps it on the same sccache pass as the
# host. Unlike the tray it shares the host's dependency graph by design (v1 accepts that
# the worker links the same FFmpeg), so feature unification here is harmless.
cargo build --release --locked --features punktfunk-host/nvenc,punktfunk-host/vulkan-encode \
-p punktfunk-host -p punktfunk-encode-worker
-p punktfunk-host
- name: Build host .deb (FFmpeg bundled)
# BUNDLE_FFMPEG=1 copies the image's /opt/ffmpeg libav* into the package and repoints the
@@ -326,93 +320,6 @@ jobs:
run: |
VERSION="$VERSION" BUNDLE_FFMPEG=1 bash packaging/debian/build-deb.sh
# Read the capability matrix out of the BUILT .deb before it is published. dpkg carries no
# capability metadata — the postinst applies them — so this reads the postinst that will
# actually run on a user's box, plus the payload. 0.26.0-1 granted the host cap_sys_nice=ep
# from exactly that postinst and killed every KDE desktop session while every board stayed
# green: host must carry NOTHING, worker exactly cap_sys_nice=ep. `--self-test` first so a
# guard that can no longer fail takes the job down instead of waving the release through.
- name: Assert the capability matrix (host .deb)
run: |
bash scripts/ci/assert-cap-matrix.sh --self-test
bash scripts/ci/assert-cap-matrix.sh dist/punktfunk-host_*.deb
# punktfunk-gamescope for apt. Same reasoning as the RPM leg in rpm.yml: without a packaged
# build, a Debian/Ubuntu box has no route to the patched gamescope except compiling it, and a
# stock gamescope streams SDR, cursorless, and tells every game its display is 60 Hz.
#
# CACHED on packaging/gamescope/** alone — it depends on nothing else in this repo, so a
# normal push restores a binary instead of spending ~10 minutes on someone else's tree.
- uses: actions/cache@v4
id: gamescope
with:
path: gs-cache
key: punktfunk-gamescope-noble-${{ hashFiles('packaging/gamescope/**') }}
- name: Build the patched gamescope
if: steps.gamescope.outputs.cache-hit != 'true'
# Best-effort, exactly like rpm.yml: the host packages above are the primary delivery and
# work without this binary, so a hiccup building an unrelated tree must not fail the job.
# `build-dep gamescope` resolves the distro's much older packaged version, so it can come up
# short — that is what the `|| true`s absorb, and the marker check downstream is what makes
# a half-built result impossible to ship.
run: |
set -x
apt-get update
apt-get install -y --no-install-recommends meson ninja-build glslc git || true
apt-get build-dep -y gamescope || true
# NOT best-effort. `build-dep gamescope` resolves the distro's much older packaged
# gamescope — where noble has one at all — so it misses what the master tree needs, and
# wayland-protocols is the gap that actually stops the build: meson dies in
# protocol/meson.build with "Neither a subproject directory nor a wayland-protocols.wrap
# file was found", because the tree has no wrap fallback for it. That is what happened on
# the v0.26.0 tag: the step warned and skipped, the job stayed green, and the release
# shipped with no gamescope .deb while the notes said it had one.
apt-get install -y --no-install-recommends wayland-protocols
# The remaining Arch makedepends the older packaged gamescope does not necessarily pull.
# Best-effort: meson falls back or does without, and a name that moves between Ubuntu
# releases should not fail the job. (No libstdc++ static package is needed here — g++
# ships libstdc++.a, which is why only Fedora tripped the sanity check.)
# `build-dep gamescope` gives noble almost nothing — the distro has no comparable package
# — so the tree's real dependency set has to be named outright. One `apt-get` per name on
# purpose: a single transaction aborts wholesale on one unknown package, which would
# install NOTHING and hide the real gap behind a name typo. Best-effort per package, with
# the missing one named; the end-of-job gate below is what actually decides.
for p in libxdamage-dev libxcomposite-dev libxrender-dev libxext-dev libxxf86vm-dev \
libxtst-dev libx11-dev libxres-dev libxmu-dev libxcursor-dev libxi-dev \
libxfixes-dev libxkbcommon-dev libxkbcommon-x11-dev libcap-dev libdrm-dev \
libinput-dev libudev-dev libpipewire-0.3-dev libseat-dev libsdl2-dev \
libluajit-5.1-dev libavif-dev libdecor-0-dev hwdata libglm-dev libbenchmark-dev \
glslang-tools libvulkan-dev libwayland-dev libxcb1-dev libxcb-composite0-dev \
libxcb-xfixes0-dev libxcb-res0-dev libxcb-ewmh-dev libxcb-icccm4-dev \
libxcb-errors-dev libpixman-1-dev libdisplay-info-dev libgbm-dev libegl-dev \
cmake xwayland; do
apt-get install -y --no-install-recommends "$p" \
|| echo "::warning::no such noble package: $p (gamescope may still build without it)"
done
if bash packaging/gamescope/build-punktfunk-gamescope.sh \
--destdir "$PWD/gs-stage" --prefix /usr --jobs "$(nproc)"; then
install -Dm0755 gs-stage/usr/bin/punktfunk-gamescope gs-cache/punktfunk-gamescope
else
# Warn only, even on a tag. The hard gate moved to the END of this job: failing HERE
# skips the host .deb's own publish + release-attach steps below, which is how the
# v0.26.0 release ended up still carrying the pre-CAP_SYS_NICE host .deb from an
# earlier tag commit — a KDE-breaking artifact withheld from replacement by a gate
# meant to protect the release. Never let a missing EXTRA stop a good artifact
# shipping; go red afterwards instead.
echo "::warning::punktfunk-gamescope failed to build on noble — no .deb this run (gamescope sessions stay SDR)"
fi
- name: Build punktfunk-gamescope .deb
# Picked up by the publish loop below, which globs dist/*.deb.
run: |
if [ -x gs-cache/punktfunk-gamescope ] && gs-cache/punktfunk-gamescope --version >/dev/null 2>&1; then
bash packaging/debian/build-gamescope-deb.sh --binary gs-cache/punktfunk-gamescope
else
# Warn only — see the note on the build step. The gate is the last step of this job.
echo "::warning::no usable punktfunk-gamescope — skipping its .deb"
fi
- name: Publish to the Gitea apt registry
env:
TOKEN: ${{ secrets.REGISTRY_TOKEN }}
@@ -440,26 +347,6 @@ jobs:
upsert_asset "$RID" "$DEB"
done
# A release must not be able to make a claim its own CI silently dropped: v0.26.0's notes and
# docs-site said the patched gamescope was apt-installable while no .deb had ever been built,
# because every failure on this path was a `::warning::` that returned 0.
#
# ⚠ LAST step on purpose. The first version of this gate failed at the build step instead, and
# that skipped the host .deb's own publish + attach below — so the release kept the PREVIOUS
# tag commit's host .deb, which still carried the CAP_SYS_NICE postinst that breaks KDE. A
# gate protecting the release withheld the fix for it. Everything good ships first; the job
# goes red afterwards.
- name: A stable tag must ship the gamescope .deb
if: startsWith(gitea.ref, 'refs/tags/v')
run: |
shopt -s nullglob
built=(dist/punktfunk-gamescope_*.deb)
if [ ${#built[@]} -eq 0 ]; then
echo "::error::no punktfunk-gamescope .deb was built — a stable tag must not ship without it (the release notes and docs-site say it is apt-installable). Everything else in this job published normally; see the gamescope build step above for the meson error."
exit 1
fi
echo "gamescope .deb present: ${built[*]}"
# ---------------------------------------------------------------------------------------------
# The aarch64 CLIENT .deb. Cross-compiled on the ordinary amd64 runner in the
# punktfunk-rust-ci-arm64cross image (the rust-ci toolchain + an arm64 multiarch sysroot — see
+4 -38
View File
@@ -7,24 +7,10 @@
# Two tiers, because a full `nix flake check` builds the whole Rust workspace with crane and would
# run for an hour on every push:
#
# * eval — `nix flake check --no-build`: instantiates every package, app, check and devShell
# without building them. Catches the failures that actually happen to this flake — a
# renamed file, a callPackage argument that no longer exists, a syntax error, a package
# attribute dropped from packages.nix.
#
# ⚠ It does NOT, on its own, check the NixOS module. `nix flake check` handles
# `nixosModules` by forcing the value and asserting it is a lambda taking an open
# attribute set — nothing more (nix's own source: `// FIXME: if we have a 'nixpkgs'
# input, use it to check the module.`). MEASURED: a module setting a nonexistent
# OPTION, referencing a nonexistent `pkgs` attribute AND calling a nonexistent `lib`
# function passes clean, printing `checking NixOS module ... all checks passed!`. This
# header used to claim the module was covered here; it was not, for the module's whole
# life. It is covered NOW because `checks.<system>.nixos-module`
# (packaging/nix/module-check.nix) evaluates it against real nixpkgs and asserts on the
# rendered systemd units — and because those assertions are pure Nix, INSTANTIATING
# that check runs them, so `--no-build` is enough. Keep them pure: a shell script in
# the derivation body would only run under a full `nix flake check`, which builds the
# hour-long Rust packages.
# * eval — `nix flake check --no-build`: instantiates every package, app, check, devShell and
# the NixOS module without building them. Catches the failures that actually happen to
# this flake — a renamed file, a callPackage argument that no longer exists, a syntax
# error, a package attribute dropped from packages.nix.
# * bun — actually BUILDS punktfunk-web + punktfunk-scripting. These are the two derivations
# whose inputs churn constantly (every dependency bump moves a lockfile) and they cost
# minutes, not hours, because neither compiles Rust. This is the end-to-end proof that
@@ -36,12 +22,6 @@
# They are the expensive ones and their inputs are already gated by the `rust` job in ci.yml; build
# them by hand on a Nix box, or with the `build-rust` dispatch input below.
#
# ⚠ punktfunk-gamescope deserves the dispatch run more than it looks: `host.gamescopeHdr` DEFAULTS
# TRUE, so it is on the critical path of every `services.punktfunk.host.enable = true` build, while
# being the one package nothing here compiles. It patches whatever gamescope the pinned nixpkgs
# carries, so a nixpkgs bump — not a change of ours — is what breaks it, and the first person to
# find out would be an operator whose system rebuild fails. Run the dispatch after a flake.lock bump.
#
# ⚠ pull_request is deliberately present. flatpak.yml shipped with push-only triggers and manifest
# breakage reached main invisibly for weeks — do not "simplify" this workflow by dropping it.
# ⚠ The two path lists are duplicated on purpose: a YAML anchor would be tidier, but Gitea's
@@ -86,10 +66,6 @@ on:
description: "Also build punktfunk-host + punktfunk-client (slow: full Rust workspace)"
type: boolean
default: false
build-gamescope:
description: "Also build punktfunk-gamescope (patched gamescope from source; run after a flake.lock bump)"
type: boolean
default: false
jobs:
flake:
@@ -189,13 +165,3 @@ jobs:
if: ${{ github.event.inputs.build-rust == 'true' }}
run: |
"$NIX" build --print-build-logs .#punktfunk-host .#punktfunk-client
# The patched compositor. Separate from build-rust because its failure mode is different: it
# tracks nixpkgs' gamescope, not our Rust, so it wants a run after a flake.lock bump rather
# than after a code change. `gamescope.nix` fails loudly (an eval-time `throw` if nixpkgs no
# longer exposes a patchable derivation, a `+pfhdr` grep in installCheckPhase) — but only if
# something actually builds it.
- name: Build the patched gamescope (dispatch opt-in)
if: ${{ github.event.inputs.build-gamescope == 'true' }}
run: |
"$NIX" build --print-build-logs .#punktfunk-gamescope
-7
View File
@@ -66,13 +66,6 @@ jobs:
test -f node_modules/@punktfunk/host/package.json
test -f node_modules/@punktfunk/host/dist/index.d.ts
# The kit had no biome config and no lint step, while every plugin repo that consumes it does
# — so its source drifted (unused imports, formatting) with nothing to catch it. Now gated
# here, on the same config and pinned biome version the plugins use.
- name: Lint & format
working-directory: plugin-kit
run: bun run check
- name: Typecheck
working-directory: plugin-kit
run: bun run typecheck
+1 -131
View File
@@ -103,11 +103,7 @@ jobs:
# gamescope`.) Matches packaging/rpm/punktfunk.spec, which dropped its BuildRequires too.
dnf -y install gtk4-devel libadwaita-devel SDL3-devel
# sysext build (packaging/bazzite/build-sysext.sh): squashfs + SELinux labeling.
# libcap = setcap/getcap: the sysext is the ONLY place the image can acquire
# cap_sys_nice=ep on punktfunk-encode-worker (a merged /usr is read-only squashfs and no
# scriptlet ever runs), and it is also what the build's host-must-be-uncapped assertion
# and the capability-matrix CI leg read with. Without it the image ships the lever inert.
dnf -y install squashfs-tools cpio libselinux-utils selinux-policy-targeted libcap
dnf -y install squashfs-tools cpio libselinux-utils selinux-policy-targeted
# Fedora's own gamescope, for its RUNTIME libraries only — never shipped, never run. The
# sysext folds in our punktfunk-gamescope and verifies it by executing `--version`, and
# on a cache hit (the common case) nothing else in this job would have pulled libavif /
@@ -159,20 +155,6 @@ jobs:
RPM_GPG_PASSPHRASE: ${{ secrets.RPM_GPG_PASSPHRASE }}
run: bash packaging/rpm/sign-rpms.sh
# Read the file-capability matrix out of the BUILT rpm, before anything is signed or
# published. 0.26.0-1 shipped `%caps(cap_sys_nice=ep)` on the host through this very spec —
# on Fedora and, via rpm-ostree layering, on Bazzite — and every board was green while every
# KDE desktop session died in the field. The lesson recorded then was "verify the PACKAGE,
# never the board"; this is that. Host must carry NOTHING; the worker must carry exactly
# cap_sys_nice=ep. `--self-test` first, so a guard that has quietly stopped being able to
# fail takes the job down instead of waving the release through.
- name: Assert the capability matrix (rpm)
run: |
bash scripts/ci/assert-cap-matrix.sh --self-test
# Only the main host package carries binaries; -debuginfo/-debugsource and the
# client/web/scripting subpackages ship neither and are skipped by the script itself.
bash scripts/ci/assert-cap-matrix.sh dist/punktfunk-[0-9]*.rpm
- name: Publish to the Gitea RPM registry
env:
TOKEN: ${{ secrets.REGISTRY_TOKEN }}
@@ -224,89 +206,13 @@ jobs:
dnf -y install dnf-plugins-core meson ninja-build glslc || true
dnf builddep -y gamescope || true
dnf -y install xorg-x11-server-Xwayland-devel || true
# NOT best-effort: build-punktfunk-gamescope.sh appends `-static-libstdc++` to LDFLAGS
# (so the binary still starts on SteamOS's older libstdc++ — see its comment), and
# without the static library meson's very FIRST sanity check dies with
# "cannot find -lstdc++ / have you installed the static version", so nothing builds at
# all. That is what happened on the v0.26.0 tag: both Fedora bases warned and skipped,
# the job stayed green, and the release shipped with no gamescope RPM while the notes
# said it had one. A rename here must be LOUD, hence no `|| true`.
dnf -y install libstdc++-static
# The rest of the Arch package's makedepends that Fedora's older packaged gamescope does
# not necessarily pull. Best-effort: unlike the static runtime, meson finds fallbacks or
# does without, and a name that moves between Fedora releases should not fail the job.
dnf -y install wayland-protocols-devel glm-devel cmake libXcursor-devel || true
if bash packaging/gamescope/build-punktfunk-gamescope.sh \
--destdir "$PWD/gs-stage" --prefix /usr --jobs "$(nproc)"; then
install -Dm0755 gs-stage/usr/bin/punktfunk-gamescope gs-cache/punktfunk-gamescope
else
# Warn only, even on a tag — the hard gate is the LAST step of this job. Failing here
# would skip the sysext build, the sysext feed, AND the release attach below, so a
# missing gamescope would also withhold the punktfunk RPMs and the .raw images that
# built perfectly well. deb.yml learned that the expensive way on v0.26.0.
echo "::warning::punktfunk-gamescope failed to build for f${{ matrix.fedver }} — the sysext ships without it (gamescope sessions stay SDR)"
fi
# The same binary, as an ordinary RPM. The sysext below is the Atomic/Bazzite delivery; this
# is the one a traditional Fedora-family box (Nobara, plain Fedora) can actually install —
# until it existed those users had no packaged route to the patched build at all, and a stock
# gamescope tells every game its display is 60 Hz whatever the client negotiated.
#
# Same best-effort rule as the build above: no binary, no package, and the host stays on its
# existing SDR/host-composited path. The spec re-checks the +pfhdr marker itself.
- name: Package punktfunk-gamescope as an RPM
run: |
if [ -x gs-cache/punktfunk-gamescope ] && gs-cache/punktfunk-gamescope --version >/dev/null 2>&1; then
bash packaging/gamescope/build-gamescope-rpm.sh \
--binary gs-cache/punktfunk-gamescope \
--release "$PF_RELEASE"
else
# Warn only — see the note on the build step. The gate is the last step of this job.
echo "::warning::no usable punktfunk-gamescope for f${{ matrix.fedver }} — skipping its RPM"
fi
# A SECOND signing pass, for this package only. The main "Sign RPMs" step ran back at build
# time, long before this RPM existed — the gamescope build sits behind its own ~10-minute
# cache and deliberately runs after the host RPMs are already published. So every
# punktfunk-gamescope RPM went to the registry UNSIGNED, and the repo file we tell users to
# install carries gpgcheck=1: `dnf install punktfunk-gamescope` failed with "The package is
# not signed" on every Fedora and Nobara box. The package was in the channel the whole time
# and could not be installed from it — which is worse than absent, because the release notes
# and the docs-site both say it is there.
#
# Same fail-closed rule as the first pass: sign-rpms.sh hard-fails on refs/tags/v* if the org
# secret is missing, rather than republishing something a user's dnf will reject.
- name: Sign punktfunk-gamescope
env:
RPM_GPG_PRIVATE_KEY: ${{ secrets.RPM_GPG_PRIVATE_KEY }}
RPM_GPG_PASSPHRASE: ${{ secrets.RPM_GPG_PASSPHRASE }}
run: |
shopt -s nullglob
rpms=(dist/punktfunk-gamescope-*.rpm)
# No RPM here is the best-effort skip above, already warned about — not a signing failure.
if [ "${#rpms[@]}" -eq 0 ]; then
echo "no punktfunk-gamescope RPM to sign (see the packaging step above)"
exit 0
fi
bash packaging/rpm/sign-rpms.sh "${rpms[@]}"
- name: Publish punktfunk-gamescope to the Gitea RPM registry
env:
TOKEN: ${{ secrets.REGISTRY_TOKEN }}
run: |
shopt -s nullglob
for rpm in dist/punktfunk-gamescope-*.rpm; do
case "$rpm" in *debuginfo*|*debugsource*) continue;; esac
NAME=$(rpm -qp --qf '%{NAME}' "$rpm" 2>/dev/null)
VR=$(rpm -qp --qf '%{VERSION}-%{RELEASE}' "$rpm" 2>/dev/null)
ARCH=$(rpm -qp --qf '%{ARCH}' "$rpm" 2>/dev/null)
echo "uploading $rpm"
curl -fsS -o /dev/null --user "enricobuehler:$TOKEN" -X DELETE \
"https://$REGISTRY/api/packages/$OWNER/rpm/$GROUP/package/$NAME/$VR/$ARCH" || true
curl -fsS --user "enricobuehler:$TOKEN" --upload-file "$rpm" \
"https://$REGISTRY/api/packages/$OWNER/rpm/$GROUP/upload"
done
# The no-layering Bazzite path: wrap the just-built host + web RPMs into a systemd-sysext
# image and publish it to the per-Fedora-major feed (punktfunk-sysext/f43[-canary], …) that
# `punktfunk-sysext install|update` reads. Same RPMs, same channels — just no rpm-ostree.
@@ -330,19 +236,6 @@ jobs:
dist/punktfunk-web-"${PF_VERSION}-${PF_RELEASE}"*.rpm \
dist/punktfunk-scripting-"${PF_VERSION}-${PF_RELEASE}"*.rpm
# Read the capability matrix back OUT of the image that is about to be published — the one
# channel where getting it wrong is unrepairable, because a merged sysext's /usr is read-only
# squashfs and the only fix is a new image plus a feed republish. 0.26.0-1's Bazzite breakage
# was confirmed exactly this way, after the fact, by mounting the published .raw and running
# getcap on it. Doing it here means the .raw never reaches the feed.
#
# The script proves its own reader first (cap a file, squash it, unsquash it, read it back)
# so a runner that cannot see file capabilities FAILS the leg instead of blessing the image.
- name: Assert the capability matrix (sysext image)
run: |
bash scripts/ci/assert-cap-matrix.sh \
"dist-sysext/punktfunk-${PF_VERSION}-${PF_RELEASE}-x86-64.raw"
# The feed's SHA256SUMS is OpenPGP-signed with the same packages@unom.io key as the RPMs, and
# punktfunk-sysext(8) refuses a feed it can't verify — the checksums alone never proved
# anything, sitting on the same registry as the images they describe.
@@ -383,26 +276,3 @@ jobs:
for raw in dist-sysext/*.raw; do
upsert_asset "$RID" "$raw" "$(basename "$raw" .raw).f${{ matrix.fedver }}.raw"
done
# A release must not be able to make a claim its own CI silently dropped — v0.26.0's notes
# said the patched gamescope was dnf-installable while both Fedora bases had skipped it on a
# `::warning::` (missing libstdc++-static, which the -static-libstdc++ link needs).
#
# ⚠ LAST step on purpose, matching deb.yml: failing at the build step instead would skip the
# sysext image, the feed publish AND the attach above, withholding the punktfunk RPMs and
# .raw images that built perfectly well. Everything good ships first; the job goes red after.
- name: A stable tag must ship the gamescope RPM
if: startsWith(gitea.ref, 'refs/tags/v')
run: |
shopt -s nullglob
built=(dist/punktfunk-gamescope-*.rpm)
keep=()
for r in "${built[@]}"; do
case "$r" in *debuginfo*|*debugsource*) continue;; esac
keep+=("$r")
done
if [ ${#keep[@]} -eq 0 ]; then
echo "::error::no punktfunk-gamescope RPM was built for f${{ matrix.fedver }} — a stable tag must not ship without it (the release notes and docs-site say it is installable). Everything else in this job published normally; see the gamescope build step above for the meson error."
exit 1
fi
echo "gamescope RPM present: ${keep[*]}"
+1 -1
View File
@@ -9,7 +9,7 @@
#
# What goes in: scripts/ci/gen-sbom.sh = syft over the checkout (every lockfile-pinned dep in
# both Rust workspaces + the JS trees + Swift Package.resolved) merged with
# compliance/sbom/manual-components.cdx.json (vendored C/C++, bundled DLLs, gamescope).
# compliance/sbom/manual-components.cdx.json (vendored C/C++, bundled DLLs, VB-CABLE, gamescope).
name: sbom
# One pending run per workflow+ref: a newer push supersedes the queued/running one and cancels
# it (a canary only needs the latest commit; each release tag is its own ref so tag runs never
+8
View File
@@ -150,6 +150,13 @@ jobs:
if (-not $env:FFMPEG_DIR) {
"FFMPEG_DIR=C:\Users\Public\ffmpeg" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
}
# VBCABLE_DIR: the pinned official VB-CABLE package (provisioned by
# provision-windows-punktfunk-extras.ps1) -> pack-host-installer.ps1 bundles the
# streaming virtual microphone. Same daemon-env-or-fallback pattern as FFMPEG_DIR
# (the daemon env only refreshes on a runner-task restart).
if (-not $env:VBCABLE_DIR) {
"VBCABLE_DIR=C:\Users\Public\vbcable" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
}
$pf = & "$env:GITHUB_WORKSPACE/scripts/ci/pf-version.ps1" # single source of truth: base is one minor ahead of the latest stable tag
$v = if ($env:GITHUB_REF -like 'refs/tags/v*') {
$env:GITHUB_REF_NAME -replace '^v', ''
@@ -399,6 +406,7 @@ jobs:
@{ n = 'bun runtime (BUN_EXE)'; p = $env:BUN_EXE; f = '' }
@{ n = 'plugin runner (SCRIPTING_BUNDLE)';p = $env:SCRIPTING_BUNDLE; f = '' }
@{ n = 'FFmpeg DLLs (FFMPEG_DIR\bin)'; p = $env:FFMPEG_DIR; f = 'bin' }
@{ n = 'VB-CABLE (VBCABLE_DIR)'; p = $env:VBCABLE_DIR; f = 'VBCABLE_Setup_x64.exe' }
)
$missing = @()
foreach ($x in $need) {
-1653
View File
File diff suppressed because it is too large Load Diff
Generated
+43 -57
View File
@@ -647,9 +647,9 @@ dependencies = [
[[package]]
name = "cc"
version = "1.4.1"
version = "1.2.65"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9066c49992464636f92905fa096ec58baaa4d57ec19a5c096c68d3e25ef3d136"
checksum = "e228eec9be7c17ccb640b59b36a5cd805ea2a564a4c5e162c2f659fea30d3b96"
dependencies = [
"find-msvc-tools",
"jobserver",
@@ -994,7 +994,7 @@ dependencies = [
[[package]]
name = "cursor-probe"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"pf-capture",
@@ -1114,7 +1114,7 @@ dependencies = [
[[package]]
name = "display-disturb"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)",
]
@@ -1290,9 +1290,9 @@ dependencies = [
[[package]]
name = "ffmpeg-next"
version = "9.0.0"
version = "8.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6380599799e175191eb7ffe82c97f36a2a90a36cbc54c738a903e5287d7f516a"
checksum = "f7c4bd5ab1ac61f29c634df1175d350ded29cf74c3c6d4f7030431a5ae3c7d5d"
dependencies = [
"bitflags 2.13.0",
"ffmpeg-sys-next",
@@ -1301,9 +1301,9 @@ dependencies = [
[[package]]
name = "ffmpeg-sys-next"
version = "9.0.0"
version = "8.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9b939bf79dd5949412a4b81cfe21a07f48ea21b47fcbb5f57816c8c2de5ae30b"
checksum = "a314bc0e022a33a99567ed4bd2576bd58ffd8fcff7891c29194cfecc26a62547"
dependencies = [
"bindgen",
"cc",
@@ -1341,9 +1341,9 @@ dependencies = [
[[package]]
name = "find-msvc-tools"
version = "0.1.10"
version = "0.1.9"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "26b73573e6edcd2af0cdf47bd6cb58f0b3839491263c314eaad1ccf24430e1de"
checksum = "5baebc0774151f905a1a2cc41989300b1e6fbb29aff0ceffa1064fdd3088d582"
[[package]]
name = "fixedbitset"
@@ -2358,7 +2358,7 @@ dependencies = [
[[package]]
name = "latency-probe"
version = "0.27.0"
version = "0.24.0"
[[package]]
name = "lazy_static"
@@ -2463,7 +2463,7 @@ dependencies = [
[[package]]
name = "libvpl-sys"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"bindgen",
"cmake",
@@ -2498,7 +2498,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
[[package]]
name = "loss-harness"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"punktfunk-core",
]
@@ -2988,7 +2988,7 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220"
[[package]]
name = "pf-bitstream"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"cros-codecs",
"tracing",
@@ -2996,7 +2996,7 @@ dependencies = [
[[package]]
name = "pf-capture"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3017,7 +3017,7 @@ dependencies = [
[[package]]
name = "pf-client-core"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -3047,12 +3047,11 @@ dependencies = [
"wasapi",
"windows 0.62.2 (git+https://github.com/microsoft/windows-rs?rev=acb5a1a7441033d9312b16842af02eb0c2b403dc)",
"winreg",
"x11rb",
]
[[package]]
name = "pf-clipboard"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3070,7 +3069,7 @@ dependencies = [
[[package]]
name = "pf-console-ui"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -3078,7 +3077,6 @@ dependencies = [
"pf-presenter",
"punktfunk-core",
"sdl3",
"serde_json",
"skia-safe",
"tracing",
]
@@ -3092,7 +3090,7 @@ dependencies = [
[[package]]
name = "pf-dxvadec"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"cros-codecs",
"pf-bitstream",
@@ -3102,7 +3100,7 @@ dependencies = [
[[package]]
name = "pf-encode"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -3119,8 +3117,6 @@ dependencies = [
"pf-zerocopy",
"punktfunk-core",
"pyrowave-sys",
"serde",
"serde_json",
"tracing",
"tracing-subscriber",
"windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)",
@@ -3128,7 +3124,7 @@ dependencies = [
[[package]]
name = "pf-frame"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"libc",
@@ -3140,7 +3136,7 @@ dependencies = [
[[package]]
name = "pf-gpu"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"pf-host-config",
@@ -3154,11 +3150,11 @@ dependencies = [
[[package]]
name = "pf-host-config"
version = "0.27.0"
version = "0.24.0"
[[package]]
name = "pf-inject"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3187,20 +3183,19 @@ dependencies = [
[[package]]
name = "pf-paths"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"tracing",
]
[[package]]
name = "pf-presenter"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
"async-channel",
"pf-client-core",
"pf-vkdecode",
"punktfunk-core",
"sdl3",
"tracing",
@@ -3209,7 +3204,7 @@ dependencies = [
[[package]]
name = "pf-update"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"serde",
"serde_json",
@@ -3217,7 +3212,7 @@ dependencies = [
[[package]]
name = "pf-update-check"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"base64",
@@ -3229,7 +3224,7 @@ dependencies = [
[[package]]
name = "pf-vaadec"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"cros-codecs",
"pf-bitstream",
@@ -3238,7 +3233,7 @@ dependencies = [
[[package]]
name = "pf-vdisplay"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ashpd",
@@ -3271,7 +3266,7 @@ dependencies = [
[[package]]
name = "pf-vkdecode"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"ash",
"cros-codecs",
@@ -3282,7 +3277,7 @@ dependencies = [
[[package]]
name = "pf-win-display"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"pf-paths",
@@ -3294,7 +3289,7 @@ dependencies = [
[[package]]
name = "pf-zerocopy"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ash",
@@ -3517,7 +3512,7 @@ dependencies = [
[[package]]
name = "punktfunk-cli"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"pf-client-core",
"punktfunk-core",
@@ -3528,7 +3523,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-android"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"android_logger",
"jni",
@@ -3546,7 +3541,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-linux"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"async-channel",
@@ -3563,7 +3558,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-session"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"pf-client-core",
@@ -3578,7 +3573,7 @@ dependencies = [
[[package]]
name = "punktfunk-client-windows"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"async-channel",
"mdns-sd",
@@ -3597,7 +3592,7 @@ dependencies = [
[[package]]
name = "punktfunk-core"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"aes-gcm",
"bytes",
@@ -3627,18 +3622,9 @@ dependencies = [
"zeroize",
]
[[package]]
name = "punktfunk-encode-worker"
version = "0.27.0"
dependencies = [
"pf-encode",
"tracing",
"tracing-subscriber",
]
[[package]]
name = "punktfunk-host"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"aes",
"aes-gcm",
@@ -3723,7 +3709,7 @@ dependencies = [
[[package]]
name = "punktfunk-probe"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"mdns-sd",
@@ -3737,7 +3723,7 @@ dependencies = [
[[package]]
name = "punktfunk-tray"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"anyhow",
"ksni",
@@ -3760,7 +3746,7 @@ checksum = "d55d956fa96f5ec02be2e13af0e20391a5aa83d6a074e3ad368959d0fab299ea"
[[package]]
name = "pyrowave-sys"
version = "0.27.0"
version = "0.24.0"
dependencies = [
"bindgen",
"cmake",
+1 -9
View File
@@ -4,9 +4,6 @@ members = [
"crates/punktfunk-core",
"crates/punktfunk-host",
"crates/punktfunk-host/vendor/usbip-sim",
# The capability-carrying PyroWave encode worker. A SEPARATE binary by design — never a
# hardlink of, or a subcommand of, punktfunk-host (design/gpu-priority-capability-worker.md).
"crates/punktfunk-encode-worker",
"crates/punktfunk-tray",
"crates/pf-bitstream",
"crates/pf-bitstream/vendor/cros-codecs",
@@ -49,11 +46,6 @@ members = [
exclude = [
"packaging/linux/steam-deck-gadget/usbip-poc",
"clients/android/native/vendor/ndk",
# Bring-your-own-hardware measurement tools. `hid-descriptor-dump` pulls `hidapi`, a C library
# wanting libudev on Linux; `win-input-matrix` is Windows-only and asks the live input stacks
# what they can see. Neither belongs in `cargo build --workspace` or on a CI leg with no pad.
"tools/hid-descriptor-dump",
"tools/win-input-matrix",
]
# ndk 0.9.0 verbatim from crates.io plus ONE visibility change (and two warning fixes — an
@@ -65,7 +57,7 @@ exclude = [
ndk = { path = "clients/android/native/vendor/ndk" }
[workspace.package]
version = "0.27.0"
version = "0.24.0"
edition = "2021"
rust-version = "1.82"
license = "MIT OR Apache-2.0"
+8 -8
View File
@@ -83,7 +83,7 @@ MANIFEST (crate version — SPDX license — source)
cast 0.3.0 — MIT OR Apache-2.0 — https://github.com/japaric/cast.rs
cbc 0.1.2 — MIT OR Apache-2.0 — https://github.com/RustCrypto/block-modes
cbindgen 0.29.4 — MPL-2.0 — https://github.com/mozilla/cbindgen
cc 1.4.1 — MIT OR Apache-2.0 — https://github.com/rust-lang/cc-rs
cc 1.2.65 — MIT OR Apache-2.0 — https://github.com/rust-lang/cc-rs
cesu8 1.1.0 — Apache-2.0/MIT — https://github.com/emk/cesu8-rs
cexpr 0.6.0 — Apache-2.0/MIT — https://github.com/jethrogb/rust-cexpr
cfg-expr 0.20.8 — MIT OR Apache-2.0 — https://github.com/EmbarkStudios/cfg-expr
@@ -148,12 +148,12 @@ MANIFEST (crate version — SPDX license — source)
fastbloom 0.14.1 — MIT OR Apache-2.0 — https://github.com/tomtomwombat/fastbloom/
fastrand 2.4.1 — Apache-2.0 OR MIT — https://github.com/smol-rs/fastrand
fdeflate 0.3.7 — MIT OR Apache-2.0 — https://github.com/image-rs/fdeflate
ffmpeg-next 9.0.0 — WTFPL — https://github.com/zmwangx/rust-ffmpeg
ffmpeg-sys-next 9.0.0 — WTFPL — https://github.com/zmwangx/rust-ffmpeg-sys
ffmpeg-next 8.1.0 — WTFPL — https://github.com/zmwangx/rust-ffmpeg
ffmpeg-sys-next 8.1.0 — WTFPL — https://github.com/zmwangx/rust-ffmpeg-sys
fiat-crypto 0.2.9 — MIT OR Apache-2.0 OR BSD-1-Clause — https://github.com/mit-plv/fiat-crypto
field-offset 0.3.6 — MIT OR Apache-2.0 — https://github.com/Diggsey/rust-field-offset
filetime 0.2.29 — MIT/Apache-2.0 — https://github.com/alexcrichton/filetime
find-msvc-tools 0.1.10 — MIT OR Apache-2.0 — https://github.com/rust-lang/cc-rs
find-msvc-tools 0.1.9 — MIT OR Apache-2.0 — https://github.com/rust-lang/cc-rs
fixedbitset 0.5.7 — MIT OR Apache-2.0 — https://github.com/petgraph/fixedbitset
flate2 1.1.9 — MIT OR Apache-2.0 — https://github.com/rust-lang/flate2-rs
flume 0.12.0 — Apache-2.0/MIT — https://github.com/zesterer/flume
@@ -628,7 +628,7 @@ Crates whose package did not embed a license file (SPDX + source only)
atomig-macro 0.4.0 — MIT/Apache-2.0 — https://github.com/LukasKalbertodt/atomig/
cookie-factory 0.3.3 — MIT — https://github.com/rust-bakery/cookie-factory
defmt-parser 1.0.0 — MIT OR Apache-2.0 — https://github.com/knurling-rs/defmt
ffmpeg-sys-next 9.0.0 — WTFPL — https://github.com/zmwangx/rust-ffmpeg-sys
ffmpeg-sys-next 8.1.0 — WTFPL — https://github.com/zmwangx/rust-ffmpeg-sys
jni-sys-macros 0.4.1 — MIT OR Apache-2.0 — https://github.com/jni-rs/jni-sys
ndk 0.9.0 — MIT OR Apache-2.0 — https://github.com/rust-mobile/ndk
ndk-sys 0.6.0+11769913 — MIT OR Apache-2.0 — https://github.com/rust-mobile/ndk
@@ -2266,7 +2266,7 @@ SOFTWARE.
----------------------------------------------------------------------------
The following license (LICENSE-APACHE) applies to: asn1-rs 0.6.2, asn1-rs-derive 0.5.1, assert_matches 1.5.0, async-channel 2.5.0, async-executor 1.14.0, async-io 2.6.0, async-lock 3.4.2, async-process 2.5.0, async-recursion 1.1.1, async-signal 0.2.14, async-task 4.7.1, atomic-waker 1.1.2, autocfg 1.5.1, base64 0.22.1, bitflags 1.3.2, bitflags 2.13.0, blocking 1.6.2, bumpalo 3.20.3, cast 0.3.0, cc 1.4.1, cexpr 0.6.0, cfg-if 1.0.4, cmake 0.1.58, concurrent-queue 2.5.0, core-foundation 0.10.1, core-foundation-sys 0.8.7, criterion 0.5.1, criterion-plot 0.5.0, crossbeam-deque 0.8.6, crossbeam-epoch 0.9.20, crossbeam-utils 0.8.21, curve25519-dalek-derive 0.1.1, der-parser 9.0.0, displaydoc 0.2.6, either 1.16.0, equivalent 1.0.2, errno 0.3.14, event-listener 5.4.1, event-listener-strategy 0.5.4, fastrand 2.4.1, filetime 0.2.29, find-msvc-tools 0.1.10, fixedbitset 0.5.7, flate2 1.1.9, fnv 1.0.7, form_urlencoded 1.2.2, fs-err 3.3.0, futures-lite 2.6.1, gethostname 1.1.0, gif 0.14.2, glob 0.3.3, hashbrown 0.16.1, hashbrown 0.17.1, heck 0.5.0, hermit-abi 0.5.2, httparse 1.10.1, idna 1.1.0, idna_adapter 1.2.2, indexmap 2.14.0, itertools 0.10.5, itertools 0.13.0, jni 0.21.1, jobserver 0.1.34, js-sys 0.3.103, khronos-egl 6.0.0, lazy_static 1.5.0, linux-raw-sys 0.12.1, lock_api 0.4.14, log 0.4.33, mime 0.3.17, nasm-rs 0.3.2, num-bigint 0.4.6, num-bigint-dig 0.8.6, num-derive 0.4.2, num-integer 0.1.46, num-iter 0.1.45, num-traits 0.2.19, num_cpus 1.17.0, oid-registry 0.7.1, once_cell 1.21.4, openssl-probe 0.2.1, opus 0.3.1, ordered-stream 0.2.0, parking 2.2.1, parking_lot 0.12.5, parking_lot_core 0.9.12, percent-encoding 2.3.2, piper 0.2.5, pkg-config 0.3.33, png 0.18.1, polling 3.11.0, proptest 1.11.0, rayon 1.12.0, rayon-core 1.13.0, regex 1.12.4, regex-automata 0.4.14, regex-syntax 0.8.11, roxmltree 0.21.1, rsa 0.9.10, rustc_version 0.4.1, rusticata-macros 4.1.0, rustix 1.1.4, rustls 0.23.41, rustls-native-certs 0.8.4, rusty-fork 0.3.1, scopeguard 1.2.0, security-framework 3.7.0, security-framework-sys 2.17.0, signal-hook-registry 1.4.8, smallvec 1.15.2, socket2 0.6.4, stable_deref_trait 1.2.1, system-deps 7.0.8, tar 0.4.46, tempfile 3.27.0, thread_local 1.1.9, tinytemplate 1.2.1, unicode-segmentation 1.13.3, unicode-width 0.2.2, url 2.5.8, uuid 1.23.4, vcpkg 0.2.15, version_check 0.9.5, wait-timeout 0.2.1, wasi 0.11.1+wasi-snapshot-preview1, wasip2 1.0.4+wasi-0.2.12, wasm-bindgen 0.2.126, wasm-bindgen-macro 0.2.126, wasm-bindgen-macro-support 0.2.126, wasm-bindgen-shared 0.2.126, weezl 0.1.12, wit-bindgen 0.57.1, x509-parser 0.16.0, xattr 1.6.1
The following license (LICENSE-APACHE) applies to: asn1-rs 0.6.2, asn1-rs-derive 0.5.1, assert_matches 1.5.0, async-channel 2.5.0, async-executor 1.14.0, async-io 2.6.0, async-lock 3.4.2, async-process 2.5.0, async-recursion 1.1.1, async-signal 0.2.14, async-task 4.7.1, atomic-waker 1.1.2, autocfg 1.5.1, base64 0.22.1, bitflags 1.3.2, bitflags 2.13.0, blocking 1.6.2, bumpalo 3.20.3, cast 0.3.0, cc 1.2.65, cexpr 0.6.0, cfg-if 1.0.4, cmake 0.1.58, concurrent-queue 2.5.0, core-foundation 0.10.1, core-foundation-sys 0.8.7, criterion 0.5.1, criterion-plot 0.5.0, crossbeam-deque 0.8.6, crossbeam-epoch 0.9.20, crossbeam-utils 0.8.21, curve25519-dalek-derive 0.1.1, der-parser 9.0.0, displaydoc 0.2.6, either 1.16.0, equivalent 1.0.2, errno 0.3.14, event-listener 5.4.1, event-listener-strategy 0.5.4, fastrand 2.4.1, filetime 0.2.29, find-msvc-tools 0.1.9, fixedbitset 0.5.7, flate2 1.1.9, fnv 1.0.7, form_urlencoded 1.2.2, fs-err 3.3.0, futures-lite 2.6.1, gethostname 1.1.0, gif 0.14.2, glob 0.3.3, hashbrown 0.16.1, hashbrown 0.17.1, heck 0.5.0, hermit-abi 0.5.2, httparse 1.10.1, idna 1.1.0, idna_adapter 1.2.2, indexmap 2.14.0, itertools 0.10.5, itertools 0.13.0, jni 0.21.1, jobserver 0.1.34, js-sys 0.3.103, khronos-egl 6.0.0, lazy_static 1.5.0, linux-raw-sys 0.12.1, lock_api 0.4.14, log 0.4.33, mime 0.3.17, nasm-rs 0.3.2, num-bigint 0.4.6, num-bigint-dig 0.8.6, num-derive 0.4.2, num-integer 0.1.46, num-iter 0.1.45, num-traits 0.2.19, num_cpus 1.17.0, oid-registry 0.7.1, once_cell 1.21.4, openssl-probe 0.2.1, opus 0.3.1, ordered-stream 0.2.0, parking 2.2.1, parking_lot 0.12.5, parking_lot_core 0.9.12, percent-encoding 2.3.2, piper 0.2.5, pkg-config 0.3.33, png 0.18.1, polling 3.11.0, proptest 1.11.0, rayon 1.12.0, rayon-core 1.13.0, regex 1.12.4, regex-automata 0.4.14, regex-syntax 0.8.11, roxmltree 0.21.1, rsa 0.9.10, rustc_version 0.4.1, rusticata-macros 4.1.0, rustix 1.1.4, rustls 0.23.41, rustls-native-certs 0.8.4, rusty-fork 0.3.1, scopeguard 1.2.0, security-framework 3.7.0, security-framework-sys 2.17.0, signal-hook-registry 1.4.8, smallvec 1.15.2, socket2 0.6.4, stable_deref_trait 1.2.1, system-deps 7.0.8, tar 0.4.46, tempfile 3.27.0, thread_local 1.1.9, tinytemplate 1.2.1, unicode-segmentation 1.13.3, unicode-width 0.2.2, url 2.5.8, uuid 1.23.4, vcpkg 0.2.15, version_check 0.9.5, wait-timeout 0.2.1, wasi 0.11.1+wasi-snapshot-preview1, wasip2 1.0.4+wasi-0.2.12, wasm-bindgen 0.2.126, wasm-bindgen-macro 0.2.126, wasm-bindgen-macro-support 0.2.126, wasm-bindgen-shared 0.2.126, weezl 0.1.12, wit-bindgen 0.57.1, x509-parser 0.16.0, xattr 1.6.1
----------------------------------------------------------------------------
Apache License
Version 2.0, January 2004
@@ -4011,7 +4011,7 @@ Exhibit B - "Incompatible With Secondary Licenses" Notice
----------------------------------------------------------------------------
The following license (LICENSE-MIT) applies to: cc 1.4.1, cfg-if 1.0.4, cmake 0.1.58, filetime 0.2.29, find-msvc-tools 0.1.10, jobserver 0.1.34, js-sys 0.3.103, openssl-probe 0.2.1, pkg-config 0.3.33, socket2 0.6.4, wait-timeout 0.2.1, wasm-bindgen 0.2.126, wasm-bindgen-macro 0.2.126, wasm-bindgen-macro-support 0.2.126, wasm-bindgen-shared 0.2.126
The following license (LICENSE-MIT) applies to: cc 1.2.65, cfg-if 1.0.4, cmake 0.1.58, filetime 0.2.29, find-msvc-tools 0.1.9, jobserver 0.1.34, js-sys 0.3.103, openssl-probe 0.2.1, pkg-config 0.3.33, socket2 0.6.4, wait-timeout 0.2.1, wasm-bindgen 0.2.126, wasm-bindgen-macro 0.2.126, wasm-bindgen-macro-support 0.2.126, wasm-bindgen-shared 0.2.126
----------------------------------------------------------------------------
Copyright (c) 2014 Alex Crichton
@@ -6183,7 +6183,7 @@ DEALINGS IN THE SOFTWARE.
----------------------------------------------------------------------------
The following license (LICENSE) applies to: ffmpeg-next 9.0.0
The following license (LICENSE) applies to: ffmpeg-next 8.1.0
----------------------------------------------------------------------------
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE
Version 2, December 2004
+12 -219
View File
@@ -10,7 +10,7 @@
"name": "MIT OR Apache-2.0",
"identifier": "MIT OR Apache-2.0"
},
"version": "0.27.0"
"version": "0.24.0"
},
"paths": {
"/api/v1/clients": {
@@ -53,7 +53,7 @@
"clients"
],
"summary": "Unpair a client",
"description": "Removes the client's certificate from the pairing store (persisted — the removal survives a\nhost restart). Removing the last pairing also closes the GameStream ENet control port\n(UDP 47999), which is only bound while at least one pairing exists. Caveat: the nvhttp TLS\nlayer does not yet reject unlisted certificates (`gamestream/tls.rs` accepts any well-formed\nclient cert — a planned hardening step), so until that lands this removes the client\nfrom the listing without severing its ability to reconnect.",
"description": "Removes the client's certificate from the pairing store. Caveat: the nvhttp TLS layer\ndoes not yet reject unlisted certificates (`gamestream/tls.rs` accepts any well-formed\nclient cert — a planned hardening step), so until that lands this removes the client\nfrom the listing without severing its ability to reconnect.",
"operationId": "unpairClient",
"parameters": [
{
@@ -997,7 +997,7 @@
"library"
],
"summary": "List the game library",
"description": "Every installed-store title (Steam, read from the host's local files — no Steam API key)\nmerged with the user's custom entries, sorted by title. Artwork fields are URLs the client\nfetches directly (the public Steam CDN for Steam titles). `?provider=` narrows to the\nentries a given external provider owns; `?platform=` to one platform (case-insensitive —\ninstalled-store titles are `PC`, custom/provider entries carry whatever was authored).\n\n**The operator's own lane additionally sees the titles they have HIDDEN**, each carrying\n`hidden: true`; every other lane gets them filtered out upstream and cannot tell they exist. The\nconsole needs them to offer \"un-hide\", and it is the only surface that does.",
"description": "Every installed-store title (Steam, read from the host's local files — no Steam API key)\nmerged with the user's custom entries, sorted by title. Artwork fields are URLs the client\nfetches directly (the public Steam CDN for Steam titles). `?provider=` narrows to the\nentries a given external provider owns; `?platform=` to one platform (case-insensitive —\ninstalled-store titles are `PC`, custom/provider entries carry whatever was authored).",
"operationId": "getLibrary",
"parameters": [
{
@@ -1021,13 +1021,13 @@
],
"responses": {
"200": {
"description": "Unified library across all stores (the operator's lane also gets hidden entries, flagged)",
"description": "Unified library across all stores",
"content": {
"application/json": {
"schema": {
"type": "array",
"items": {
"$ref": "#/components/schemas/OperatorGameEntry"
"$ref": "#/components/schemas/GameEntry"
}
}
}
@@ -1301,79 +1301,6 @@
}
}
},
"/api/v1/library/hidden/{id}": {
"put": {
"tags": [
"library"
],
"summary": "Hide or un-hide one library title",
"description": "Curation, not access control: a hidden title disappears from every play surface — the console\ngrid on a client, native clients, the GameStream app list, and launch resolution — while nothing\nis deleted and un-hiding restores it immediately. The operator's own console still lists it\n(flagged `hidden`) so it can be brought back.\n\nKeyed by the entry's stable `<store>:<external_id>` id, which survives re-scans and reconciles by\nconstruction (D2). The id is **not** validated against the current library on purpose: a title\ncan be legitimately absent at this moment (launcher closed, plugin mid-sync, drive unmounted),\nand refusing the operator's choice in that window would be worse than storing an id that\ncurrently matches nothing. Emits `library.changed` (source = the store) only on a real change.",
"operationId": "setLibraryEntryHidden",
"parameters": [
{
"name": "id",
"in": "path",
"description": "The library entry id (e.g. `steam:70`)",
"required": true,
"schema": {
"type": "string"
}
}
],
"requestBody": {
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/HiddenToggle"
}
}
},
"required": true
},
"responses": {
"200": {
"description": "Stored; the entry's visibility after the call",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/HiddenState"
}
}
}
},
"400": {
"description": "Empty entry id",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"401": {
"description": "Missing or invalid bearer token",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"500": {
"description": "Could not persist the settings",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
}
}
}
},
"/api/v1/library/provider/{provider}": {
"put": {
"tags": [
@@ -4118,51 +4045,6 @@
}
}
},
"AudioWiring": {
"type": "object",
"description": "The Windows host's audio wiring verdict — which endpoint carries each role. The names are\nthe endpoints' friendly names as the Sound settings show them (on current hosts the minted\n\"Punktfunk\" instances of Steam's streaming drivers).",
"required": [
"readiness",
"mic_withheld",
"last_resort"
],
"properties": {
"last_resort": {
"type": "boolean",
"description": "The loopback is the known-degraded last resort — desktop audio may be silent until the\nendpoint set changes."
},
"loopback": {
"type": [
"string",
"null"
],
"description": "Friendly name of the desktop-audio loopback source; absent = desktop audio unavailable."
},
"mic": {
"type": [
"string",
"null"
],
"description": "Friendly name of the virtual-mic write target; absent = mic passthrough unavailable."
},
"mic_withheld": {
"type": "boolean",
"description": "The mic was WITHHELD so game audio could keep the only working sink — mic passthrough\nneeds Steam installed (the host mints its own microphone) or a virtual cable."
},
"narrowing": {
"type": [
"string",
"null"
],
"description": "Why the chosen loopback endpoint NARROWS the desktop mix (rate/channels), when it does."
},
"readiness": {
"type": "string",
"description": "`full` | `audio_only` | `mic_only` | `none` — whether desktop audio and mic passthrough\neach have an endpoint at all.",
"example": "full"
}
}
},
"AvailableCompositor": {
"type": "object",
"description": "A compositor backend the host can drive a virtual output on, and whether it's usable now.",
@@ -4489,13 +4371,6 @@
],
"description": "The provider's own stable key for this title — the reconcile diff key, so the\nhost-assigned `id` stays stable across reconciles. Present iff `provider` is."
},
"icon": {
"type": [
"string",
"null"
],
"description": "Which brand mark a client should draw for this entry — see [`GameEntry::icon`]. A token\n(`steam`, `heroic`), never bytes and never a URL."
},
"id": {
"type": "string",
"description": "Host-assigned, stable for the life of the entry (the `{id}` in the CRUD path)."
@@ -4562,13 +4437,6 @@
"$ref": "#/components/schemas/DetectHint",
"description": "How to recognize this title's process — see [`CustomEntry::detect`]."
},
"icon": {
"type": [
"string",
"null"
],
"description": "Which brand mark to draw — see [`GameEntry::icon`]. Hand-settable for the same reason `role`\nis: an operator's own \"Steam\" tile should be able to look like one."
},
"launch": {
"oneOf": [
{
@@ -4788,7 +4656,7 @@
"version": {
"type": "integer",
"format": "int32",
"description": "Schema version (currently 1) — lets a future field addition migrate rather than reject. Read\nat load time ([`DisplayPolicyStore::load_from`] warns when a file claims a version this host\ndoes not know, then reads it best-effort) and pinned back to the current version on write.",
"description": "Schema version (currently 1) — lets a future field addition migrate rather than reject.",
"minimum": 0
}
}
@@ -4857,7 +4725,7 @@
},
"EffectivePolicy": {
"type": "object",
"description": "The six resolved fields after preset expansion — what the lifecycle/registry and the policy call\nsites read, and what the mgmt API echoes as the \"currently in force\" policy. Pure output of\n[`DisplayPolicy::effective`].\n\n**Every field is required on the wire, deliberately.** Unlike [`DisplayPolicy`] — which is only\never a *file* — this shape is also the `fields` member of [`CustomPresetInput`], i.e. the request\nbody of `POST /display/presets` and `PUT /display/presets/{id}`, and a *response* member three\ntimes over (`DisplaySettingsState.effective`, `PresetInfo.fields`, `CustomPreset.fields`).\n`#[serde(default)]` here would (a) turn `{\"name\":\"Kiosk\",\"fields\":{}}` — or any camelCase typo —\nfrom a serde rejection into a 201 storing a preset that expands to six axes nobody chose, and\n(b) make all six OPTIONAL in the generated OpenAPI schema, so every codegen'd client has to\nnull-check them. The *persisted* catalog's tolerance for an entry written before an axis existed\nis bought where it belongs, on the read path only: see [`StoredEffectivePolicy`].",
"description": "The six resolved fields after preset expansion — what the lifecycle/registry and the Stage-0 call\nsites read, and what the mgmt API echoes as the \"currently in force\" policy. Pure output of\n[`DisplayPolicy::effective`].",
"required": [
"keep_alive",
"topology",
@@ -5364,14 +5232,6 @@
"art": {
"$ref": "#/components/schemas/Artwork"
},
"icon": {
"type": [
"string",
"null"
],
"description": "Which brand mark to draw for this entry, as a **token** — `steam`, `heroic`, `playnite` —\nnever image bytes and never a URL. See [`is_icon_token`].\n\nIt exists for launcher tiles, which by design ship no cover art: a launcher's own icon is\nsquare, every client cover-crops a 2:3 poster, and the crop turns a mark into a strip — so\nuntil now those tiles were the launcher's name on a flat accent face. The token lets a client\ndraw the real mark from art it already ships, at whatever size its tile happens to be.\n\nA token rather than art on the wire because the host's art proxy serves *raster* bytes only\n([`art::local_art_bytes`] sniffs the container and refuses anything else, SVG very much\nincluded — it is script-capable XML and the console renders art in a browser). Sending the\nname of a mark instead of the mark keeps that refusal intact, keeps the glyph vector at every\ntile size, and lets it take the tile's ink.\n\nOrdinary titles may carry one too — nothing here is launcher-specific — but nothing sets it\nfor them: a game has real cover art, which is strictly better than a brand mark.",
"example": "steam"
},
"id": {
"type": "string",
"description": "Stable, store-qualified id: `steam:<appid>` or `custom:<id>`.",
@@ -5648,37 +5508,6 @@
}
}
},
"HiddenState": {
"type": "object",
"description": "What `setLibraryEntryHidden` echoes back.",
"required": [
"id",
"hidden"
],
"properties": {
"hidden": {
"type": "boolean",
"description": "Its visibility after the call."
},
"id": {
"type": "string",
"description": "The entry id the call addressed."
}
}
},
"HiddenToggle": {
"type": "object",
"description": "Request body for `setLibraryEntryHidden`.",
"required": [
"hidden"
],
"properties": {
"hidden": {
"type": "boolean",
"description": "Whether this title should be hidden from every play surface."
}
}
},
"HookEntry": {
"type": "object",
"description": "One hook: fire `run` and/or `webhook` when an event matching `on` (+ `filter`) occurs.",
@@ -5915,7 +5744,7 @@
},
"Identity": {
"type": "string",
"description": "Stable display identity, so desktop environments persist per-display config (KDE scaling). The\nslot this resolves to is carried per backend: the Windows EDID serial + IddCx connector index,\nKWin's per-slot output name, and the host-persisted Mutter scale map.",
"description": "Stable display identity, so desktop environments persist per-display config (KDE scaling). Stored\nat Stage 0; carriers wired from the identity stage.",
"enum": [
"shared",
"per-client",
@@ -6132,14 +5961,14 @@
"seconds": {
"type": "integer",
"format": "int32",
"description": "Linger window in seconds, clamped to `0..=86400` on write (see\n[`DisplayPolicy::sanitized`]): a window longer than a day is `forever` by any honest\nreading, and `u32` seconds is ~136 years — a deadline the reaper would never reach and a\nnonsense `expires_in_ms` in `/display/state`.",
"description": "Linger window in seconds.",
"minimum": 0
}
}
},
{
"type": "object",
"description": "Keep the display until host shutdown or an explicit release (the `Pinned` lifecycle state).\nHonored end-to-end: the registry resolves it to `Release::Pin`, so the display survives every\ndisconnect — free it with `POST /display/release` (which force-releases `Pinned` exactly like\na `Lingering` display). This is what the `gaming-rig` preset selects.",
"description": "Keep the display until host shutdown or an explicit release (the `Pinned` lifecycle state).\n**Not honored until the display-lifecycle stage** — rejected by the mgmt PUT at Stage 0.",
"required": [
"mode"
],
@@ -6183,7 +6012,6 @@
},
"positions": {
"type": "object",
"description": "Keys are the **canonical decimal** identity-slot id (`\"1\"`..`\"15\"`) — the exact string\n`arrange` looks a member up by. [`DisplayPolicy::sanitized`] re-canonicalizes them on write\n(`\"01\"` → `\"1\"`) and drops anything that is not a slot id, because a key that never matches is\na pin the operator can see in the console and in `GET /display/settings` while every session\nsilently auto-rows past it.",
"additionalProperties": {
"$ref": "#/components/schemas/Position"
},
@@ -6195,7 +6023,7 @@
},
"LayoutMode": {
"type": "string",
"description": "How group members are arranged in the desktop coordinate space, resolved by `layout::arrange` —\nwhich both the `/display/state` readout and (on Linux, KWin only) the per-backend position apply\nconsume, so the answer is computed in exactly one place.",
"description": "How group members are arranged in the desktop coordinate space. Stored at Stage 0; applied from\nthe multi-monitor stage.",
"enum": [
"auto-row",
"manual"
@@ -6355,7 +6183,7 @@
},
"ModeConflict": {
"type": "string",
"description": "Admission when a *different* client connects while a display/session is already live and asks for\na different mode. Enforced by [`super::admission`] before the Welcome is sent, so a `reject` is a\nclean handshake error rather than a half-built session.",
"description": "Admission when a *different* client connects while a display/session is already live and asks for\na different mode. Stored at Stage 0; enforced from the mode-conflict admission stage.",
"enum": [
"separate",
"steal",
@@ -6466,23 +6294,6 @@
}
}
},
"OperatorGameEntry": {
"allOf": [
{
"$ref": "#/components/schemas/GameEntry"
},
{
"type": "object",
"properties": {
"hidden": {
"type": "boolean",
"description": "The operator hid this title ([`set_entry_hidden`]) — omitted when false, so the shape only\ngrows for entries that actually are hidden."
}
}
}
],
"description": "A library entry plus the operator's own view of it — today, whether they hid it.\n\nA separate type rather than a field on [`GameEntry`] for two reasons. It keeps the visibility\nanswer out of the providers entirely: a store parser has no opinion on what the operator hid, and\nadding `hidden: false` to all eight construction sites would imply it does. More importantly it\nmakes the lane rule a TYPE guarantee instead of a discipline — `GET /library` answers\n`Vec<GameEntry>` on every lane but the operator's, so a hidden entry cannot leak to a paired\nclient by someone forgetting a filter; there is no field there to leak.\n\n`flatten` keeps the wire shape identical to a plain entry with one extra key, so the console\nparses one model either way."
},
"PairedClient": {
"type": "object",
"description": "A paired (certificate-pinned) Moonlight client.",
@@ -6892,13 +6703,6 @@
"type": "string",
"description": "The provider's stable id for this title (the reconcile diff key)."
},
"icon": {
"type": [
"string",
"null"
],
"description": "Which brand mark to draw — see [`GameEntry::icon`]. This is the field a library plugin sets\non its `launchers(cfg)` tiles, and the whole reason the token exists."
},
"launch": {
"oneOf": [
{
@@ -7001,17 +6805,6 @@
"description": "Number of live streaming sessions across BOTH planes (GameStream + native punktfunk/1). The\nnative server admits concurrent sessions, so this can exceed 1; `session`/`stream` below\ndescribe a single representative session for the detail card.",
"minimum": 0
},
"audio": {
"oneOf": [
{
"type": "null"
},
{
"$ref": "#/components/schemas/AudioWiring",
"description": "The audio wiring verdict (Windows hosts; absent on other platforms and before the first\nwiring pass). Present even while idle — the wiring exists for the host's lifetime."
}
]
},
"audio_streaming": {
"type": "boolean",
"description": "True while the audio stream thread is running."
@@ -1,17 +0,0 @@
Font Awesome Free — brand icons (steam, xbox in assets/launcher-icons/) are from
Font Awesome Free.
Copyright (c) Fonticons, Inc. (https://fontawesome.com)
Font Awesome Free icons are licensed under the Creative Commons Attribution 4.0
International license (CC BY 4.0), https://creativecommons.org/licenses/by/4.0/.
The icons are redistributed here as monochrome SVG path data with no
modifications beyond color normalization (fill="currentColor").
Per the Font Awesome Free license (https://fontawesome.com/license/free):
"Font Awesome Free is free, open source, and GPL friendly. You can use it for
commercial projects, open source projects, or really almost whatever you want.
Attribution is required by MIT, SIL OFL, and CC BY licenses."
Brand icons are trademarks of their respective owners and are used for
identification purposes only; their use does not imply endorsement.
@@ -1,29 +0,0 @@
Playnite — the `playnite` mark in assets/launcher-icons/ is the Playnite logo from the
Playnite source repository (media/playnite-logo-black.svg).
Copyright (c) 2020 Josef Nemec (https://github.com/JosefNemec/Playnite)
Licensed under the MIT License:
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in the
Software without restriction, including without limitation the rights to use, copy,
modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so, subject to the
following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Modifications: the colour was normalized to fill="currentColor"; the original viewBox
(0 0 1024 1024) and path geometry are unchanged.
Brand icons are trademarks of their respective owners and are used for identification
purposes only; their use does not imply endorsement.
@@ -1,13 +0,0 @@
Simple Icons — brand icons (lutris, heroic, epic, gog in assets/launcher-icons/) are
from Simple Icons
(https://simpleicons.org, https://github.com/simple-icons/simple-icons).
Upstream slugs: lutris, heroicgameslauncher, epicgames, gogdotcom.
The Simple Icons SVG path data is released under CC0 1.0 Universal (public domain
dedication), https://creativecommons.org/publicdomain/zero/1.0/ — no attribution
required; this notice is provided for provenance.
Brand icons are trademarks of their respective owners and are used for
identification purposes only; their use does not imply endorsement. See
https://github.com/simple-icons/simple-icons/blob/develop/DISCLAIMER.md.
-62
View File
@@ -1,62 +0,0 @@
# Launcher icon masters
The brand marks a **launcher tile** draws — the entries a library plugin publishes with
`role: "launcher"` (design D4), which open Steam Big Picture or Heroic or Playnite rather
than a game. One file per **icon token**, the value a plugin puts in an entry's `icon`
field and every client resolves against the set it ships.
| token | mark | emitted by | source |
|---|---|---|---|
| `steam` | Steam | punktfunk-plugin-steam (Big Picture + desktop) | Font Awesome Free brands (CC BY 4.0) |
| `lutris` | Lutris | punktfunk-plugin-lutris | Simple Icons (CC0 1.0) |
| `heroic` | Heroic Games Launcher | punktfunk-plugin-heroic | Simple Icons (CC0 1.0, slug `heroicgameslauncher`) |
| `playnite` | Playnite | punktfunk-plugin-playnite | JosefNemec/Playnite (MIT) |
| `epic` | Epic Games | punktfunk-plugin-epic — **dormant** | Simple Icons (CC0 1.0, slug `epicgames`) |
| `gog` | GOG.com | punktfunk-plugin-gog — **dormant** | Simple Icons (CC0 1.0, slug `gogdotcom`) |
| `xbox` | Xbox | punktfunk-plugin-xbox — **dormant** | Font Awesome Free brands (CC BY 4.0) |
The last three are **dormant on purpose**: those plugins carry a `launcher` config switch that
is off by default and whose `launcherEntries` returns nothing, because the host has no verified
`launcher_ui` activation for them yet — a tile would be a card that does nothing. Their marks
ship anyway so that turning one on stays the one-line plugin change those plugins promise,
instead of also needing a release of all six clients.
`steam` is the same mark as `assets/os-icons/steam.svg`, generated from that file rather than
re-sourced, so the SteamOS host badge and the Steam launcher tile can never drift apart.
## Why a token and not the icon itself
A plugin sends the **name** of a mark, never its bytes, and never a URL.
The obvious alternative — a plugin ships its own `icon.svg` and the host's art proxy serves it —
is closed by construction, and deliberately: `local_art_bytes` serves what the bytes *are*
(`sniff_image_type`, `crates/punktfunk-host/src/library/art.rs`), and SVG is not on that list
because it is script-capable XML and the web console renders library art in a browser. Widening
that sniff to admit SVG would trade a rendering nicety for a stored-XSS surface.
Sending a token instead keeps that refusal intact and buys three things a proxied image could
not have given us anyway: the glyph stays vector at every tile size a client picks, it takes the
tile's own ink instead of arriving pre-coloured, and it costs no fetch, no cache and no bytes on
a reconcile that is already body-limited.
The cost is that a **third-party** plugin cannot ship a mark no client bundles. Its tile falls
back to the launcher's name on an accent face — exactly what every launcher tile looked like
before this existed — and the fix is a pull request adding the master here.
All files are monochrome (`fill="currentColor"`), original per-icon viewBoxes preserved. Those
viewBoxes are not all square (`0 0 24 24`, `0 0 496 512`, `0 0 1024 1024`), so **a client must
letterbox rather than stretch** — a mark drawn to a square box is a squashed mark.
## Regenerating the per-client derivatives
`bash scripts/gen-launcher-icons.sh [token ...]` turns a master into the three baked forms (GTK
symbolic SVG, Windows PNG, Apple template PDF) and prints the path data for the three clients
that inline it (web console, Android, the in-session console UI). Adding a **new** token also
means adding it to each client's shipped-token list — the script prints that checklist too.
## Licensing
Attribution notices live in `LICENSES/` and are folded into `THIRD-PARTY-NOTICES.txt` by
`scripts/gen-third-party-notices.py`. The marks are trademarks of their respective owners; they
are used here nominatively — to *identify* the launcher a tile opens, the standard practice in
this ecosystem — and imply no affiliation or endorsement.
-2
View File
@@ -1,2 +0,0 @@
<!-- epic — from Simple Icons (CC0 1.0), slug `epicgames`. See README.md. -->
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<!-- gog — from Simple Icons (CC0 1.0), slug `gogdotcom`. See README.md. -->
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<!-- heroic — from Simple Icons (CC0 1.0), slug `heroicgameslauncher`. See README.md. -->
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="currentColor"><path d="M11.999 0 11.997 0a.891.891 0 0 0-.36.075C8.964 1.253 6.29 2.434 3.618 3.613A.893.893 0 0 0 3.1 4.619l3.146 14.646c.043.197.15.375.307.504l4.88 4.027a.895.895 0 0 0 1.131.006l5-4.031a.895.895 0 0 0 .315-.516L20.9 4.614a.895.895 0 0 0-.515-1L12.358.074A.892.892 0 0 0 12 0zm0 .35v.003c.114 0 .228.023.334.07l7.42 3.27a.827.827 0 0 1 .476.924l-2.793 13.535a.83.83 0 0 1-.289.478l-4.623 3.725a.826.826 0 0 1-1.045-.006l-4.513-3.723a.829.829 0 0 1-.281-.465L3.775 4.622a.83.83 0 0 1 .476-.931L11.665.42a.832.832 0 0 1 .334-.07zm-.045 1.954L10.28 5.202h-.002l1.211 11.301.512.409.512-.409 1.117-11.3zM9.003 16.261l-.584 1.068.584 1.07 2.295-.38.47-.69-.47-.671zm5.996 0-2.295.397-.47.671.47.69 2.295.38.584-1.07zm-2.998 1.488-.51.444-.281 2.168.789.55.793-.55-.295-2.168z"/></svg>

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<!-- lutris — from Simple Icons (CC0 1.0), slug `lutris`. See README.md. -->
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="currentColor"><path d="m21.231 18.89.001-.002c-1.293 3.243-5.218 5.232-9.447 5.105C5.3 23.993 0 18.48 0 11.906S5.276.001 11.785.001c1.793 0 3.493.406 5.015 1.13.081-.177.271-.544.451-.557.238-.017.374.137.526.309.154.172.46.429.46.429s1.393-.481 2.955.377c1.563.858 1.783 1.116 2.09 1.716.152.301.195.829.2 1.282a.796.796 0 0 0-.07-.003c-.496 0-.96.455-.96 1.08 0 .263.082.496.215.678l-.01.007a1.505 1.505 0 0 0-.132.01 18.704 18.704 0 0 0-.389-.142 2.53 2.53 0 0 1-.82-.472 1.402 1.402 0 0 0-1.196-2.112c-.383 0-.73.156-.982.41-.472-.271-1.174-.482-2.527-.565l-.407-.011c-2.282.012-3.611.279-5.979 1.301-.603.283-1.206.615-1.785 1.001-.423.3-.639.67-.709 1.137a1.326 1.326 0 0 0 1.23 1.373h.042c1.27.06 2.039 1.99 2.063 2.497.004.05.004.023.003.08-.032.727-.37 1.267-1.088 1.246a1.231 1.231 0 0 1-.976-.494c-.063-.077-.103-.172-.159-.254-.666-1.081-1.732-1.36-2.771-1.523-.438-.068-1.073-.122-1.31.25a8.28 8.28 0 0 0-.577 3.063c-.02 5.036 4.041 9.118 9.026 9.118 2.575 0 5.349-.952 6.993-2.7l-.035.03c-1.772 1.473-4.66 1.941-6.027 1.941-4.302 0-7.818-3.232-7.818-7.578 0-1.276.288-2.396.814-3.36.495.183.947.483 1.28 1.022a.24.24 0 0 0 .013.021c.064.092.111.197.182.284.424.524.881.658 1.342.68h.01c.43.013.768-.12 1.024-.342.347-.3.55-.79.577-1.382v-.014c.002-.085 0-.053-.004-.112-.024-.376-.333-1.318-.906-2.027-.266-.331-.587-.607-.95-.774l.12-.074c.756-.457 2.364-.977 4.592-.638 1.13.173 2.055.419 3.483.879 1.657.534 2.579 1.279 3.854 1.427.15.017.301.018.45.003.41 1.129.634 2.35.634 3.621 0 2.068-.59 3.995-1.611 5.62zm1.947-12.274s-.115.201-.364.322c-.103.05-.282-.075-.45.1-.359.726.516 1.332.923 1.315.408-.017.73-.432.712-.793-.017-.558-.82-.944-.82-.944zm.234-1.432c.255 0 .462.26.462.58 0 .32-.207.58-.462.58-.254 0-.46-.26-.46-.58 0-.32.206-.58.46-.58zm-3.292-.951c.492 0 .89.403.89.9a.895.895 0 0 1-.89.898.895.895 0 0 1-.89-.899c0-.496.399-.899.89-.899z"/></svg>

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<!-- playnite — from JosefNemec/Playnite media/playnite-logo-black.svg (MIT). See README.md. -->
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<!-- steam — from Font Awesome Free 5 brands (CC BY 4.0); the same mark as assets/os-icons/steam.svg. See README.md. -->
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<!-- xbox — from Font Awesome Free 6 brands (CC BY 4.0), `fa-xbox`. See README.md. -->
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@@ -9,26 +9,7 @@
# from the last image rebuild instead of a fresh -Syu per run. That is the same staleness
# the gamescope cache already embraces ("a stale binary against newer system libs is the
# same risk the distro's own package carries between rebuilds"), and any ci/ edit — or
# bumping the date in this line (refreshed: 2026-08-08) — re-keys and re-snapshots it.
#
# ⚠ That staleness has a sharp edge, and 2026-08-08 is why the date above moved: this snapshot is
# what decides which FFmpeg the HOST links, and arch.yml deliberately runs no -Syu, so the builder
# stayed frozen on ffmpeg 8 (libavcodec 62) even after Arch shipped 2:9.0-5 (libavcodec 63) to
# every user. A canary built from the old snapshot therefore CANNOT satisfy the soname dep that
# packaging/arch/PKGBUILD now derives from the link (libavcodec.so=62-64 against a box that has
# 63-64), so it would simply refuse to install rather than start. Re-keying this image is the step
# that makes the ffmpeg-9 bump actually reach the package — a Cargo.toml bump alone does nothing
# here. Whenever Arch moves to an FFmpeg major, bump the date in the same commit.
#
# ⚠ AND KNOW WHY THAT WAS NOT ENOUGH: bumping this date only helps once docker.yml has actually
# republished the image, and nothing sequences the two workflows. v0.25.0 was tagged four minutes
# after the ffmpeg-9 merge, so the release build still pulled the FFmpeg-8 `:latest` and published
# a punktfunk-host that no up-to-date Arch box could install — which blocks the user's ENTIRE
# `pacman -Syu`, not just our package. arch.yml therefore no longer trusts this image on that one
# axis: it compares the builder's libav sonames against the repos before building (and `-Syu`s
# itself if they differ), and refuses to publish anything a pristine-db `pacman -U --print` says
# is unsatisfiable. This file staying current is still the CHEAP path — those guards are the
# backstop, not the plan.
# bumping the date in this line (refreshed: 2026-07-29) — re-keys and re-snapshots it.
FROM docker.io/library/archlinux:base-devel
# One transaction: the main build/runtime deps (first list) + the gamescope companion's
-8
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@@ -45,14 +45,6 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
# Sourced from the official FFmpeg GitHub mirror by release tag, NOT ffmpeg.org: the CI build network
# can't reach ffmpeg.org (curl times out) but reaches github.com fine. The `nX.Y` tag pins the version
# (n8.0 -> libavcodec 62); bump it to move FFmpeg. Immutable-tag clone, so no separate checksum needed.
#
# STAYING ON 8.0 THROUGH THE 2026-08-08 FFmpeg-9 BUMP IS DELIBERATE. `ffmpeg-next` moved to 9, but a
# crate major is a CEILING (ffmpeg-sys-next 9 spans libavcodec 56..63), so an 8.0 tree still compiles
# — and this .deb is the one package with NO exposure to the soname break that motivated the bump: it
# BUNDLES these libs into /usr/lib/punktfunk-host behind an rpath and strips the libav* sonames from
# its Depends, so nothing the user's apt does can move them underneath it. Bumping this tag would
# re-qualify the encode stack for every Ubuntu user and buy none of them anything, so it is its own
# change — and it drags NVHDR_TAG and the soname assertion below along with it.
ARG FFMPEG_TAG=n8.0
# nv-codec-headers must MATCH the FFmpeg version: its `master` is NVENC SDK 13, which renamed
# NV_ENC_CLOCK_TIMESTAMP_SET.countingType -> countingTypeLSB and won't compile against FFmpeg 8.0's
+1 -3
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@@ -13,9 +13,7 @@ ENV DEBIAN_FRONTEND=noninteractive
RUN apt-get update && apt-get install -y --no-install-recommends \
# toolchain + bindgen; nodejs runs the JS actions (checkout/cache); unzip is for the bun installer
build-essential clang libclang-dev pkg-config cmake git curl ca-certificates nodejs unzip \
# ffmpeg-next 9, built against whatever libav* 26.04 ships (FFmpeg 8 / libavcodec 62 today).
# The crate major is a CEILING — ffmpeg-sys-next 9 spans libavcodec 56..63 — so this image does
# not need to move in lockstep with Arch's FFmpeg 9; it just links what the distro has.
# ffmpeg-next 8 (system FFmpeg 8 / libavcodec 62 on 26.04)
libavcodec-dev libavformat-dev libavutil-dev libswscale-dev libavfilter-dev \
libavdevice-dev \
# capture / audio / display stacks (+xkbcommon for the wlr input backend)
-4
View File
@@ -144,10 +144,6 @@ dependencies {
testImplementation("androidx.compose.ui:ui-test-junit4")
debugImplementation("androidx.compose.ui:ui-test-manifest") // the ComponentActivity test host
testImplementation("junit:junit:4.13.2")
// Real `org.json` for the shared-vectors test: the `org.json` inside `android.jar` is a stub
// set whose every method throws "Stub!", so a plain JVM unit test cannot parse with it. Same
// dependency, same reason, as the kit module's deeplink-vectors test.
testImplementation("org.json:json:20250107")
testImplementation("org.robolectric:robolectric:4.16.1")
testImplementation("io.github.takahirom.roborazzi:roborazzi:1.64.0")
testImplementation("io.github.takahirom.roborazzi:roborazzi-compose:1.64.0")
@@ -49,7 +49,7 @@ MANIFEST (crate version — SPDX license — source)
bytes 1.12.0 — MIT — https://github.com/tokio-rs/bytes
cast 0.3.0 — MIT OR Apache-2.0 — https://github.com/japaric/cast.rs
cbindgen 0.29.4 — MPL-2.0 — https://github.com/mozilla/cbindgen
cc 1.4.1 — MIT OR Apache-2.0 — https://github.com/rust-lang/cc-rs
cc 1.2.65 — MIT OR Apache-2.0 — https://github.com/rust-lang/cc-rs
cesu8 1.1.0 — Apache-2.0/MIT — https://github.com/emk/cesu8-rs
cfg-if 1.0.4 — MIT OR Apache-2.0 — https://github.com/rust-lang/cfg-if
cfg_aliases 0.2.1 — MIT — https://github.com/katharostech/cfg_aliases
@@ -88,7 +88,7 @@ MANIFEST (crate version — SPDX license — source)
fastbloom 0.14.1 — MIT OR Apache-2.0 — https://github.com/tomtomwombat/fastbloom/
fastrand 2.4.1 — Apache-2.0 OR MIT — https://github.com/smol-rs/fastrand
fiat-crypto 0.2.9 — MIT OR Apache-2.0 OR BSD-1-Clause — https://github.com/mit-plv/fiat-crypto
find-msvc-tools 0.1.10 — MIT OR Apache-2.0 — https://github.com/rust-lang/cc-rs
find-msvc-tools 0.1.9 — MIT OR Apache-2.0 — https://github.com/rust-lang/cc-rs
fixedbitset 0.5.7 — MIT OR Apache-2.0 — https://github.com/petgraph/fixedbitset
flume 0.12.0 — Apache-2.0/MIT — https://github.com/zesterer/flume
fnv 1.0.7 — Apache-2.0 / MIT — https://github.com/servo/rust-fnv
@@ -1390,7 +1390,7 @@ OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
----------------------------------------------------------------------------
The following license (LICENSE-APACHE) applies to: autocfg 1.5.1, base64 0.22.1, bitflags 2.13.0, bumpalo 3.20.3, cast 0.3.0, cc 1.4.1, cfg-if 1.0.4, cmake 0.1.58, core-foundation 0.10.1, core-foundation-sys 0.8.7, criterion 0.5.1, criterion-plot 0.5.0, crossbeam-deque 0.8.6, crossbeam-epoch 0.9.20, crossbeam-utils 0.8.21, curve25519-dalek-derive 0.1.1, either 1.16.0, equivalent 1.0.2, errno 0.3.14, fastrand 2.4.1, find-msvc-tools 0.1.10, fixedbitset 0.5.7, fnv 1.0.7, hashbrown 0.17.1, heck 0.5.0, hermit-abi 0.5.2, indexmap 2.14.0, itertools 0.10.5, jni 0.21.1, jobserver 0.1.34, js-sys 0.3.103, linux-raw-sys 0.12.1, lock_api 0.4.14, log 0.4.33, num-traits 0.2.19, once_cell 1.21.4, openssl-probe 0.2.1, opus 0.3.1, parking_lot 0.12.5, parking_lot_core 0.9.12, pkg-config 0.3.33, proptest 1.11.0, rayon 1.12.0, rayon-core 1.13.0, regex 1.12.4, regex-automata 0.4.14, regex-syntax 0.8.11, rustc_version 0.4.1, rustix 1.1.4, rustls 0.23.41, rustls-native-certs 0.8.4, rusty-fork 0.3.1, scopeguard 1.2.0, security-framework 3.7.0, security-framework-sys 2.17.0, signal-hook-registry 1.4.8, smallvec 1.15.2, socket2 0.6.4, tempfile 3.27.0, tinytemplate 1.2.1, version_check 0.9.5, wait-timeout 0.2.1, wasi 0.11.1+wasi-snapshot-preview1, wasip2 1.0.4+wasi-0.2.12, wasm-bindgen 0.2.126, wasm-bindgen-macro 0.2.126, wasm-bindgen-macro-support 0.2.126, wasm-bindgen-shared 0.2.126, wit-bindgen 0.57.1
The following license (LICENSE-APACHE) applies to: autocfg 1.5.1, base64 0.22.1, bitflags 2.13.0, bumpalo 3.20.3, cast 0.3.0, cc 1.2.65, cfg-if 1.0.4, cmake 0.1.58, core-foundation 0.10.1, core-foundation-sys 0.8.7, criterion 0.5.1, criterion-plot 0.5.0, crossbeam-deque 0.8.6, crossbeam-epoch 0.9.20, crossbeam-utils 0.8.21, curve25519-dalek-derive 0.1.1, either 1.16.0, equivalent 1.0.2, errno 0.3.14, fastrand 2.4.1, find-msvc-tools 0.1.9, fixedbitset 0.5.7, fnv 1.0.7, hashbrown 0.17.1, heck 0.5.0, hermit-abi 0.5.2, indexmap 2.14.0, itertools 0.10.5, jni 0.21.1, jobserver 0.1.34, js-sys 0.3.103, linux-raw-sys 0.12.1, lock_api 0.4.14, log 0.4.33, num-traits 0.2.19, once_cell 1.21.4, openssl-probe 0.2.1, opus 0.3.1, parking_lot 0.12.5, parking_lot_core 0.9.12, pkg-config 0.3.33, proptest 1.11.0, rayon 1.12.0, rayon-core 1.13.0, regex 1.12.4, regex-automata 0.4.14, regex-syntax 0.8.11, rustc_version 0.4.1, rustix 1.1.4, rustls 0.23.41, rustls-native-certs 0.8.4, rusty-fork 0.3.1, scopeguard 1.2.0, security-framework 3.7.0, security-framework-sys 2.17.0, signal-hook-registry 1.4.8, smallvec 1.15.2, socket2 0.6.4, tempfile 3.27.0, tinytemplate 1.2.1, version_check 0.9.5, wait-timeout 0.2.1, wasi 0.11.1+wasi-snapshot-preview1, wasip2 1.0.4+wasi-0.2.12, wasm-bindgen 0.2.126, wasm-bindgen-macro 0.2.126, wasm-bindgen-macro-support 0.2.126, wasm-bindgen-shared 0.2.126, wit-bindgen 0.57.1
----------------------------------------------------------------------------
Apache License
Version 2.0, January 2004
@@ -2435,7 +2435,7 @@ Exhibit B - "Incompatible With Secondary Licenses" Notice
----------------------------------------------------------------------------
The following license (LICENSE-MIT) applies to: cc 1.4.1, cfg-if 1.0.4, cmake 0.1.58, find-msvc-tools 0.1.10, jobserver 0.1.34, js-sys 0.3.103, openssl-probe 0.2.1, pkg-config 0.3.33, socket2 0.6.4, wait-timeout 0.2.1, wasm-bindgen 0.2.126, wasm-bindgen-macro 0.2.126, wasm-bindgen-macro-support 0.2.126, wasm-bindgen-shared 0.2.126
The following license (LICENSE-MIT) applies to: cc 1.2.65, cfg-if 1.0.4, cmake 0.1.58, find-msvc-tools 0.1.9, jobserver 0.1.34, js-sys 0.3.103, openssl-probe 0.2.1, pkg-config 0.3.33, socket2 0.6.4, wait-timeout 0.2.1, wasm-bindgen 0.2.126, wasm-bindgen-macro 0.2.126, wasm-bindgen-macro-support 0.2.126, wasm-bindgen-shared 0.2.126
----------------------------------------------------------------------------
Copyright (c) 2014 Alex Crichton
@@ -1,350 +0,0 @@
package io.unom.punktfunk
import android.os.Build
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ColumnScope
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.size
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.window.DialogProperties
import io.unom.punktfunk.models.PendingTrust
// The prompts that say the SAME thing in both interfaces.
//
// Every one of these existed twice — a Material `AlertDialog` in ConnectDialogs.kt and a console
// glass card in GamepadDialogs.kt — with the two copies maintained by hand. Predictably they
// drifted, and always in the direction of the console losing something: "Pair with PIN…" lost its
// ellipsis, "if no prompt appears when you tap Allow" became "after Allow", and the speed test
// stopped telling console users which layer Apply would write to at all.
//
// What is shared here is the DESCRIPTION of a prompt — a title, a list of [DialogAction]s and a
// body — and what stays per-interface is only how that description is drawn. That split is the
// whole point: a copy change now lands in both places because there is only one place.
//
// ⚠ Deliberately NOT unified, and they belong apart: the PIN ceremony (a numeric keyboard field
// and an editable device name on touch; four D-pad digit slots on the console — different input
// models, not different skins), Add/Edit Host (a bottom sheet and a full screen with its own
// on-screen keyboard), and the host action list (an anchored dropdown vs a modal stack, and the
// touch one grows a row per profile).
/**
* One prompt, drawn as whichever interface is running.
*
* [actions] is ordered PRIMARY FIRST the console stacks them in that order with the cursor on
* the first, and the touch renderer lifts that same first action into `confirmButton` and lays the
* rest out beside it. One order, two idioms, no per-dialog bookkeeping.
*
* The two renderers cannot be one tree: an `AlertDialog` composes into its own platform window
* while [ConsoleModal] is a plain Box in the calling tree which is also why the console one
* needs a `BackHandler` and the caller's `navActive` gate while the touch one needs neither.
*/
@Composable
fun PunktfunkDialog(
gamepadUi: Boolean,
title: String,
onDismiss: () -> Unit,
actions: List<DialogAction>,
/**
* False pins the prompt open against a stray tap outside it for a dialog sitting over work
* in flight, where a mis-tap would abandon it. Console-side there is no outside to tap, so
* this only reaches the touch renderer.
*/
dismissOnOutsideTap: Boolean = true,
body: @Composable ColumnScope.() -> Unit,
) {
if (gamepadUi) {
GamepadDialog(title = title, onDismiss = onDismiss, actions = actions, body = body)
return
}
val primary = actions.firstOrNull { it.primary } ?: actions.firstOrNull()
val rest = actions.filter { it !== primary }
AlertDialog(
onDismissRequest = onDismiss,
properties = DialogProperties(dismissOnClickOutside = dismissOnOutsideTap),
title = { Text(title) },
text = { Column(verticalArrangement = Arrangement.spacedBy(10.dp)) { body() } },
confirmButton = {
primary?.let { a ->
TextButton(onClick = a.onClick, enabled = a.enabled) { Text(a.label) }
}
},
dismissButton = {
if (rest.isNotEmpty()) {
Row {
rest.forEach { a ->
TextButton(onClick = a.onClick, enabled = a.enabled) { Text(a.label) }
}
}
}
},
)
}
/** A prompt's body paragraph, dimmed to sit under the title in either interface. */
@Composable
private fun PromptText(text: String, gamepadUi: Boolean) {
val ink = LocalGamepadInk.current
Text(
text,
style = MaterialTheme.typography.bodyMedium,
color = if (gamepadUi) ink.fg(0.7f) else MaterialTheme.colorScheme.onSurfaceVariant,
)
}
/** First connection to a host that advertised pair=optional: offer TOFU, but pitch PIN pairing. */
@Composable
fun TrustNewHostPrompt(
gamepadUi: Boolean,
pt: PendingTrust,
onTrust: () -> Unit,
onPairInstead: () -> Unit,
onDismiss: () -> Unit,
) {
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Trust this host?",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Trust (TOFU)", primary = true, onClick = onTrust),
DialogAction("Pair with PIN…", onClick = onPairInstead),
DialogAction("Cancel", onClick = onDismiss),
),
) {
PromptText("First connection to ${pt.host}:${pt.port}.", gamepadUi)
pt.advertisedFp?.let { PromptText("Fingerprint ${it.take(16)}", gamepadUi) }
PromptText(
"This host allows trust-on-first-use, but that can't tell an impostor from the real " +
"host. Pairing with a PIN is stronger — it proves both sides.",
gamepadUi,
)
}
}
/** The pinned fingerprint no longer matches — force re-pairing (never a silent re-trust). */
@Composable
fun FingerprintChangedPrompt(
gamepadUi: Boolean,
pt: PendingTrust,
onRepair: () -> Unit,
onDismiss: () -> Unit,
) {
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Host identity changed",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Re-pair", primary = true, onClick = onRepair),
DialogAction("Cancel", onClick = onDismiss),
),
) {
PromptText(
"The pinned fingerprint for ${pt.host} no longer matches what it now advertises. " +
"This can mean a host reinstall — or an impostor. Re-pair with the host's PIN to " +
"continue.",
gamepadUi,
)
}
}
/**
* A fresh pair=required (or manual/unknown-policy) host: offer the two ways in. "Request access" is
* the no-PIN path connect and wait for the operator to click Approve in the host's console;
* "Use a PIN…" switches to the SPAKE2 ceremony.
*/
@Composable
fun RequestAccessPrompt(
gamepadUi: Boolean,
pt: PendingTrust,
onRequestAccess: () -> Unit,
onUsePin: () -> Unit,
onDismiss: () -> Unit,
) {
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Pairing required",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Request access", primary = true, onClick = onRequestAccess),
DialogAction("Use a PIN…", onClick = onUsePin),
DialogAction("Cancel", onClick = onDismiss),
),
) {
PromptText("${pt.host}:${pt.port} requires pairing before it will stream.", gamepadUi)
PromptText(
"Request access and approve this device in the host's console (or web UI) — no PIN " +
"needed. Or pair with the 4-digit PIN the host displays.",
gamepadUi,
)
}
}
/**
* The no-PIN "request access" wait: the connect is parked on the host until the operator approves
* this device. Cancel returns the UI immediately the caller trips the per-attempt flag so a late
* approval is torn down silently (see ConnectScreen.requestAccess) and resumes discovery.
*
* Outside taps are ignored: a connect is parked on the host, and a stray tap beside the card is not
* a decision to abandon it.
*/
@Composable
fun AwaitingApprovalPrompt(gamepadUi: Boolean, hostLabel: String, onCancel: () -> Unit) {
val ink = LocalGamepadInk.current
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Waiting for approval",
onDismiss = onCancel,
actions = listOf(DialogAction("Cancel", primary = true, onClick = onCancel)),
dismissOnOutsideTap = false,
) {
val deviceName = Build.MODEL ?: "this device"
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp),
) {
CircularProgressIndicator(
modifier = Modifier.size(20.dp),
strokeWidth = 2.dp,
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.primary,
)
Text(
"Approve this device on $hostLabel.",
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.onSurface,
)
}
PromptText(
"Open the host's console (or web UI) and approve “$deviceName”. It connects " +
"automatically once you approve — no PIN needed.",
gamepadUi,
)
}
}
/**
* Android 17+ Local Network Protection rationale: ACCESS_LOCAL_NETWORK was denied, so discovery and
* every connect are dead offer the system prompt again and a settings deep link (a permanently-
* denied request returns instantly without ever showing the prompt, so "Allow" alone isn't enough).
*/
@Composable
fun LocalNetworkPrompt(
gamepadUi: Boolean,
onAllow: () -> Unit,
onSettings: () -> Unit,
onDismiss: () -> Unit,
) {
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Allow local network access",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Allow", primary = true, onClick = onAllow),
DialogAction("Open settings", onClick = onSettings),
DialogAction("Not now", onClick = onDismiss),
),
) {
PromptText(
"Android blocks Punktfunk from talking to devices on your network, so it can't find " +
"or reach any host until you allow it.",
gamepadUi,
)
PromptText(
"If no prompt appears after you allow it, enable “Nearby devices” for Punktfunk in " +
"system settings.",
gamepadUi,
)
}
}
/**
* The link measurement and what to do with the result. A TV box on a powerline adapter is exactly
* the machine whose link is worth measuring, so this belongs on the couch surface too and so
* does [speedTestTargetNote], which the console used to omit, leaving a console user to guess
* which layer Apply would write to.
*/
@Composable
fun SpeedTestPrompt(
gamepadUi: Boolean,
hostName: String,
target: SpeedTestTarget,
phase: SpeedTestPhase,
onApply: (toProfile: Boolean) -> Unit,
onDismiss: () -> Unit,
) {
val ink = LocalGamepadInk.current
val done = phase as? SpeedTestPhase.Done
PunktfunkDialog(
gamepadUi = gamepadUi,
title = "Network speed test",
onDismiss = onDismiss,
// Measuring bursts traffic for two seconds; a tap outside must not abandon it midway.
dismissOnOutsideTap = phase !is SpeedTestPhase.Measuring,
actions = buildList {
if (done != null) {
add(
DialogAction(
when (target) {
SpeedTestTarget.Global -> "Apply"
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}"
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}"
},
primary = true,
) { onApply(true) },
)
if (target is SpeedTestTarget.Ask) {
add(DialogAction("Set as default") { onApply(false) })
}
}
add(DialogAction("Close", primary = done == null, onClick = onDismiss))
},
) {
PromptText(hostName, gamepadUi)
when (phase) {
SpeedTestPhase.Connecting -> PromptText("Connecting…", gamepadUi)
SpeedTestPhase.Measuring ->
PromptText(
"Measuring — the host is bursting test traffic for two seconds.",
gamepadUi,
)
is SpeedTestPhase.Failed -> Text(
phase.message,
style = MaterialTheme.typography.bodyMedium,
color = if (gamepadUi) ink.danger else MaterialTheme.colorScheme.error,
)
is SpeedTestPhase.Done -> {
Text(
"%.0f Mbit/s measured · %.1f %% loss".format(phase.measuredMbps, phase.lossPct),
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.onSurface,
)
PromptText(
"Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps),
gamepadUi,
)
PromptText(speedTestTargetNote(target), gamepadUi)
}
}
}
}
/** One line saying which layer an Apply will write to, and why that one. */
private fun speedTestTargetNote(target: SpeedTestTarget): String = when (target) {
SpeedTestTarget.Global ->
"This host uses the default settings, so the bitrate goes there."
is SpeedTestTarget.Profile ->
"This host streams with “${target.profile.name}”, which sets its own bitrate — " +
"that override is what it actually reads."
is SpeedTestTarget.Ask ->
"This host streams with “${target.profile.name}”, which currently inherits the default " +
"bitrate. Setting it in the profile affects only this host's profile; setting it as " +
"the default affects everything that inherits it."
}
@@ -1,6 +1,9 @@
package io.unom.punktfunk
import androidx.compose.animation.AnimatedContent
import androidx.compose.animation.AnimatedVisibility
import androidx.compose.animation.Crossfade
import androidx.compose.animation.ExperimentalAnimationApi
import androidx.compose.animation.core.tween
import androidx.compose.animation.fadeIn
import androidx.compose.animation.fadeOut
@@ -11,9 +14,6 @@ import androidx.compose.animation.slideInVertically
import androidx.compose.animation.slideOutHorizontally
import androidx.compose.animation.slideOutVertically
import androidx.compose.animation.togetherWith
import androidx.compose.foundation.ScrollState
import androidx.compose.foundation.gestures.animateScrollBy
import androidx.compose.foundation.gestures.scrollBy
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.BoxWithConstraints
import androidx.compose.foundation.layout.Row
@@ -21,17 +21,14 @@ import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxHeight
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.material3.Icon
import androidx.compose.material3.LocalContentColor
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.NavigationBar
import androidx.compose.material3.NavigationBarItem
import androidx.compose.material3.NavigationRail
import androidx.compose.material3.NavigationRailItem
import androidx.compose.material3.Scaffold
import androidx.compose.material3.Text
import androidx.compose.material3.darkColorScheme
import androidx.compose.material3.lightColorScheme
import androidx.compose.runtime.Composable
import androidx.compose.runtime.CompositionLocalProvider
import androidx.compose.runtime.compositionLocalOf
@@ -40,10 +37,8 @@ import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.setValue
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.platform.LocalDensity
@@ -56,10 +51,7 @@ import io.unom.punktfunk.kit.link.HostResolution
import io.unom.punktfunk.kit.SessionEndReason
import io.unom.punktfunk.kit.security.KnownHostStore
import io.unom.punktfunk.models.ActiveSession
import io.unom.punktfunk.models.LibraryReturn
import io.unom.punktfunk.models.Tab
import kotlin.math.roundToInt
import kotlinx.coroutines.launch
@Composable
fun App(forceGamepadUi: Boolean = false) {
@@ -75,16 +67,13 @@ fun App(forceGamepadUi: Boolean = false) {
// whose library the console shell should come back to. Held HERE because the shell's own
// navigation state does not outlive the stream. Cleared once the shell has consumed it, so a
// later manual Back out of the library is not undone by a stale value.
var reopenLibrary by remember { mutableStateOf<LibraryReturn?>(null) }
var reopenLibraryHostId by remember { mutableStateOf<String?>(null) }
// Console (gamepad) mode mirrors the Apple client: the setting AND (its mode says Always OR a
// pad is attached OR this is a TV OR the dev force flag). Flips live as controllers
// connect/disconnect — unless the mode is Always, where it simply stays.
// Console (gamepad) mode mirrors the Apple client: the setting AND (a pad is attached OR this is
// a TV OR the dev force flag). Flips live as controllers connect/disconnect.
val tv = remember { isTvDevice(context) }
val controllerConnected by rememberControllerConnected()
val gamepadUi = gamepadUiActive(
settings.gamepadUiEnabled, settings.gamepadUiMode, controllerConnected, tv, forceGamepadUi,
)
val gamepadUi = gamepadUiActive(settings.gamepadUiEnabled, controllerConnected, tv, forceGamepadUi)
// Publish the live session process-wide, so a `punktfunk://` link that arrives as a SECOND
// activity instance (the normal case under `launchMode = standard`) can refuse it before that
@@ -140,9 +129,9 @@ fun App(forceGamepadUi: Boolean = false) {
// than all the way out to host selection. The console shell's own screen state does
// not survive the stream (StreamScreen replaces it in the composition, discarding
// its `remember`s), so the intent is hoisted here and handed back on the way in.
reopenLibrary =
reopenLibraryHostId =
if (reason == SessionEndReason.GAME_EXITED && active.launchedFromLibrary) {
active.hostId?.let { LibraryReturn(it, active.libraryProfileId) }
active.hostId
} else {
null
}
@@ -155,8 +144,8 @@ fun App(forceGamepadUi: Boolean = false) {
onConnected = { session = it },
deepLink = pendingLink,
onDeepLinkHandled = { activity?.pendingDeepLink = null },
reopenLibrary = reopenLibrary,
onReopenLibraryHandled = { reopenLibrary = null },
reopenLibraryHostId = reopenLibraryHostId,
onReopenLibraryHandled = { reopenLibraryHostId = null },
)
} else {
// Adaptive nav: a bottom bar on phones; on tablets / large windows a side NavigationRail
@@ -219,9 +208,8 @@ fun App(forceGamepadUi: Boolean = false) {
Spacer(Modifier.weight(1f))
}
// The rail handles its own insets; the content pane insets itself (the screens
// don't, since they used to rely on the Scaffold's padding). Cutout included:
// a tablet in landscape puts its punch on exactly this pane's leading edge.
Box(Modifier.weight(1f).fillMaxHeight().consoleSafeArea()) { tabContent(true) }
// don't, since they used to rely on the Scaffold's padding).
Box(Modifier.weight(1f).fillMaxHeight().systemBarsPadding()) { tabContent(true) }
}
} else {
Scaffold(
@@ -254,21 +242,8 @@ fun App(forceGamepadUi: Boolean = false) {
*/
val LocalGamepadPalette = compositionLocalOf { GamepadPalette.named("violet") }
/**
* Which console screen the gamepad shell is showing, and how deep it sits Home is the root, and
* everything reachable from it is one level in. The DEPTH is what decides whether a change is a
* push or a pop, and therefore which way the screens travel.
*/
private enum class GamepadScreen(val depth: Int) {
Home(0),
Settings(1),
Library(1),
// Reached FROM Settings, not from Home, so they sit a level deeper again — which is precisely
// what makes Settings → Controllers travel like a push and the way back like a pop. Give one of
// these depth 1 and the transition would read as a sideways swap between two peers.
Controllers(2),
Licenses(2),
}
/** Which console screen the gamepad shell is showing. */
private enum class GamepadScreen { Home, Settings, Library }
/**
* The console (gamepad) shell the Android mirror of the Apple client's ContentView gamepad branch:
@@ -283,44 +258,28 @@ fun GamepadShell(
deepLink: String? = null,
onDeepLinkHandled: () -> Unit = {},
/**
* Open this library shelf instead of Home on the way in set when a game launched from it has
* just exited. Null (the default) starts on Home exactly as before.
* Open this saved host's library instead of Home on the way in set when a game launched from
* it has just exited. Null (the default) starts on Home exactly as before.
*/
reopenLibrary: LibraryReturn? = null,
reopenLibraryHostId: String? = null,
onReopenLibraryHandled: () -> Unit = {},
) {
val context = LocalContext.current
var screen by remember { mutableStateOf(GamepadScreen.Home) }
var libraryHost by remember { mutableStateOf<io.unom.punktfunk.kit.security.KnownHost?>(null) }
// Which of that host's shelves is open: the pinned card's profile id, or null for the host's
// own tile (design §5.2a). Held beside `libraryHost` because it is the same navigation fact —
// a pinned card and its host are two tiles, and the library belongs to whichever you pressed.
var libraryPinId by remember { mutableStateOf<String?>(null) }
// Where the settings screen was when a sub-screen took over. The shell's AnimatedContent
// discards a screen's `remember`s the moment it stops being the target, so a trip out to the
// Controllers view and back would otherwise land on the Stream tab's first row — the couch
// equivalent of a browser losing your scroll position on Back. Held here because this is the
// only thing that outlives the screen.
var settingsPlace by remember { mutableStateOf<GpSettingsPlace?>(null) }
// Consume the "come back to this library" intent once, on entry. Keyed on the id so a second
// game exit re-fires it; the parent clears it immediately, so a manual Back stays backed out.
// A host that has since been forgotten simply leaves us on Home rather than failing.
LaunchedEffect(reopenLibrary) {
val (id, pinId) = reopenLibrary ?: return@LaunchedEffect
LaunchedEffect(reopenLibraryHostId) {
val id = reopenLibraryHostId ?: return@LaunchedEffect
// Navigate BEFORE acknowledging: acknowledging clears the parent's state, which re-keys
// this effect and cancels the coroutine running it. Nothing suspends in between today, so
// either order happens to work — but this one cannot be broken by a later edit that adds a
// suspending call. A host that has since been forgotten just leaves us on Home.
KnownHostStore(context).all()
.firstOrNull { it.id == id }
// A pin unpinned while the game was running is no longer a shelf: fall back to the
// host's own, rather than a card that no longer exists.
?.let { kh ->
libraryHost = kh
libraryPinId = pinId?.takeIf { it in kh.pinnedProfileIds }
screen = GamepadScreen.Library
}
?.let { libraryHost = it; screen = GamepadScreen.Library }
onReopenLibraryHandled()
}
@@ -335,50 +294,12 @@ fun GamepadShell(
val fitDensity = screenWidthPx / CONSOLE_TV_MIN_WIDTH_DP
val consoleDensity = if (isTv && fitDensity < baseDensity.density) fitDensity else baseDensity.density
// The console's screen transition, and the desktop console's contract rather than a plain
// cross-fade (see ConsoleMotion for the numbers and where they come from): a PUSH slides the
// incoming screen up out of a fade while the outgoing one recedes; a POP runs it backwards, the
// leaving screen sliding down and the revealed one growing back. Direction comes from the
// screens' nav DEPTH, so Settings → Home pops even though nothing tracks a stack.
//
// Each slot's controller nav is gated on being the CURRENT target (`s == screen`), so mid-
// transition only the incoming screen drives the pad. All screens pin their legend at the same
// ConsoleLegendInset, so it reads as fixed while the content behind it moves.
val animated = animationsEnabled()
CompositionLocalProvider(LocalDensity provides Density(consoleDensity, baseDensity.fontScale)) {
// Measured INSIDE the console's own density, not the device's: on a TV the console UI runs at a
// reduced density to shrink the 10-foot layout, and a slide sized in device pixels would travel
// further than every other dp in the same animation.
val slidePx = with(LocalDensity.current) { ConsoleMotion.PUSH_SLIDE.toPx() }.roundToInt()
AnimatedContent(
targetState = screen,
transitionSpec = {
if (!animated) {
// Reduce-motion: no travel, no scale — just a fast cross-fade, the same courtesy
// the frozen backdrop pays.
fadeIn(tween(ConsoleMotion.REDUCED_MS)) togetherWith
fadeOut(tween(ConsoleMotion.REDUCED_MS))
} else if (targetState.depth > initialState.depth) {
(
fadeIn(ConsoleMotion.ease()) +
slideInVertically(ConsoleMotion.ease()) { slidePx } +
scaleIn(ConsoleMotion.ease(), initialScale = ConsoleMotion.ENTER_SCALE)
) togetherWith (
fadeOut(ConsoleMotion.ease()) +
scaleOut(ConsoleMotion.ease(), targetScale = ConsoleMotion.EXIT_SCALE)
)
} else {
(
fadeIn(ConsoleMotion.ease(), initialAlpha = ConsoleMotion.REVEAL_ALPHA) +
scaleIn(ConsoleMotion.ease(), initialScale = ConsoleMotion.EXIT_SCALE)
) togetherWith (
fadeOut(ConsoleMotion.ease()) +
slideOutVertically(ConsoleMotion.ease()) { slidePx }
)
}
},
label = "consoleScreen",
) { s ->
// Cross-fade between console screens so switches are smooth. Each slot's controller nav is gated
// on being the CURRENT target (`s == screen`), so during the fade only the incoming screen drives
// the pad. All screens pin their legend at the same ConsoleLegendInset, so it reads as fixed while
// the content behind it fades.
Crossfade(targetState = screen, animationSpec = tween(240), label = "consoleScreen") { s ->
when (s) {
GamepadScreen.Home -> ConnectScreen(
settings = settings,
@@ -388,33 +309,13 @@ fun GamepadShell(
onDeepLinkHandled = onDeepLinkHandled,
gamepadUi = true,
onOpenSettings = { screen = GamepadScreen.Settings },
onOpenLibrary = { host, pinId ->
libraryHost = host
libraryPinId = pinId
screen = GamepadScreen.Library
},
onOpenLibrary = { host -> libraryHost = host; screen = GamepadScreen.Library },
navGate = s == screen,
)
GamepadScreen.Settings -> GamepadSettingsScreen(
initial = settings,
onChange = onSettingsChange,
// Leaving for HOME forgets the place: coming back in from the carousel should start
// at the top of the first section, exactly as it always has. Only a sub-screen's
// Back is a return.
onBack = { screen = GamepadScreen.Home; settingsPlace = null },
navActive = s == screen,
resume = settingsPlace,
onPlace = { settingsPlace = it },
onOpenControllers = { screen = GamepadScreen.Controllers },
onOpenLicenses = { screen = GamepadScreen.Licenses },
)
GamepadScreen.Controllers -> ConsoleControllersScreen(
gamepadSetting = settings.gamepad,
onBack = { screen = GamepadScreen.Settings },
navActive = s == screen,
)
GamepadScreen.Licenses -> ConsoleLicensesScreen(
onBack = { screen = GamepadScreen.Settings },
onBack = { screen = GamepadScreen.Home },
navActive = s == screen,
)
GamepadScreen.Library -> libraryHost?.let { host ->
@@ -422,9 +323,8 @@ fun GamepadShell(
host = host,
settings = settings,
onLaunched = onConnected,
onBack = { screen = GamepadScreen.Home; libraryHost = null; libraryPinId = null },
onBack = { screen = GamepadScreen.Home; libraryHost = null },
navActive = s == screen,
pinnedProfileId = libraryPinId,
)
} ?: run { screen = GamepadScreen.Home }
}
@@ -434,128 +334,3 @@ fun GamepadShell(
/** Minimum effective dp width the console UI targets on a TV (bigger → the 10-foot UI shrinks). */
private const val CONSOLE_TV_MIN_WIDTH_DP = 1180f
// --- Showing a TOUCH-written screen on the console's field -------------------------------------
//
// Two screens (Controllers, Licenses) exist once and are shown in both interfaces. They live beside
// the shell rather than in `GamepadChrome.kt` because they are about the SHELL's job — putting a
// screen that was written for one interface onto the other's field — rather than about the console's
// own material.
/**
* Re-inks a screen written against the TOUCH theme so it can be shown on the console's field.
*
* `ControllersScreen` alone pulls `MaterialTheme.colorScheme` at 27 explicit sites, plus implicitly
* through every `OutlinedCard`, `Switch`, `OutlinedButton` and `LinearProgressIndicator` it draws.
* Dropped into the shell those keep the touch palette light-grey body text with no background of
* its own, which over the six PALE console palettes (`GamepadPalette`, `light = true`) is grey on
* pastel: technically painted, in practice unreadable. That is the same class of bug as the console
* dialogs that spent a release rendering dark ink on a dark card.
*
* The fix is deliberately ONE derived colour scheme rather than 27 call-site branches:
* * a call-site branch cannot reach the IMPLICIT pulls at all a `Switch`'s track and an
* `OutlinedCard`'s border are resolved inside Material, not here;
* * two colours per site is exactly the shape that drifts, and it would leave the touch screen
* carrying console vocabulary it has no use for.
*
* The alternative give the console presentation an opaque backdrop and let the touch theme read on
* its own ground was rejected because it splits the screen's material in two: an opaque touch-grey
* slab under a palette-inked header and legend, with a visible seam between them, on a field whose
* whole point is that one look runs through it.
*
* The base scheme follows the field's lightness, so anything not overridden here (a container role
* some Material component reaches for) still lands on the right side of the contrast line.
*/
@Composable
internal fun ConsoleInkedTheme(content: @Composable () -> Unit) {
val ink = LocalGamepadInk.current
val scheme = remember(ink) {
val base = if (ink.isLight) lightColorScheme() else darkColorScheme()
base.copy(
primary = ink.accent,
onPrimary = ink.onAccent,
// A card becomes a PANE over the aurora rather than a slab on top of it: the console's
// own glass fill, so an OutlinedCard here is cut from the material the settings rows are.
surface = ink.glass,
onSurface = ink.fg,
surfaceVariant = ink.fg(0.12f),
onSurfaceVariant = ink.fg(0.68f),
outline = ink.fg(0.30f),
outlineVariant = ink.fg(0.16f),
// Nothing here paints a background — the aurora is the ground — but a component that
// resolves `background` (or the content colour for it) must still land on the palette.
background = Color.Transparent,
onBackground = ink.fg,
)
}
// The typography and shapes are the app's, not Material's defaults: this swaps the INK, not the
// brand typeface. And `LocalContentColor` has to be provided by hand — outside a Surface or a
// Scaffold it defaults to BLACK, which is how an unstyled `Text` would vanish into a dark field.
MaterialTheme(
colorScheme = scheme,
typography = MaterialTheme.typography,
shapes = MaterialTheme.shapes,
) {
CompositionLocalProvider(LocalContentColor provides ink.fg, content = content)
}
}
/**
* The console's scroll route for a screen that is a WALL of content rather than a list of focusable
* rows.
*
* Compose only scrolls a container to keep a FOCUSED child visible, so a screen whose body holds no
* focusable nodes (the licenses notices are one enormous `Text`) simply cannot be scrolled by a
* controller: the D-pad has nothing to move to. These screens therefore drive the scroll state
* directly up/down steps, the shoulders page.
*
* Returned as a plain function so a screen's nav callbacks read `scroll(-1, page = false)` rather
* than each screen minting its own coroutine + viewport arithmetic (which is how the two would end
* up scrolling at different speeds).
*/
@Composable
internal fun rememberConsoleScroller(scroll: ScrollState): (dir: Int, page: Boolean) -> Unit {
val scope = rememberCoroutineScope()
val animated = animationsEnabled()
return remember(scroll, animated) {
{ dir, page ->
val delta = consoleScrollDelta(scroll.viewportSize.toFloat(), page, dir)
if (delta != 0f) {
scope.launch {
// Auto-repeat fires every 150 ms while a direction is held, so each animation is
// short enough to have landed (or nearly) before the next one cancels it —
// otherwise a held D-pad crawls, each step restarting from where the last was
// interrupted.
if (animated) {
scroll.animateScrollBy(
delta,
ConsoleMotion.ease(
if (page) ConsoleMotion.TRANSITION_MS else ConsoleMotion.FOCUS_MS,
),
)
} else {
scroll.scrollBy(delta)
}
}
}
}
}
}
/**
* How far one console scroll press travels: [dir] is -1 (up/left) or +1 (down/right), [page] picks
* the shoulders' full page over a D-pad step. Zero while the viewport is unmeasured a first press
* that arrived before layout must do nothing rather than fling the content by zero-times-nothing.
*/
internal fun consoleScrollDelta(viewportPx: Float, page: Boolean, dir: Int): Float =
if (viewportPx <= 0f) 0f else viewportPx * (if (page) CONSOLE_PAGE else CONSOLE_STEP) * dir
/**
* A page keeps a band of what you were reading on screen rather than jumping a clean screenful the
* overlap every reader has used since the printed page, and the difference between "I moved down"
* and "where was I".
*/
private const val CONSOLE_PAGE = 0.88f
/** A D-pad step is about a quarter screen, so holding the direction walks the wall rather than flicking it. */
private const val CONSOLE_STEP = 0.28f
@@ -123,6 +123,130 @@ internal fun AddHostSheet(
}
}
/** First connection to a host that advertised pair=optional: offer TOFU, but pitch PIN pairing. */
@Composable
internal fun TrustNewHostDialog(
pt: PendingTrust,
onTrust: () -> Unit,
onPairInstead: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Trust this host?") },
text = {
Column {
Text("First connection to ${pt.host}:${pt.port}.")
pt.advertisedFp?.let { Text("Fingerprint ${it.take(16)}") }
Text(
"This host allows trust-on-first-use, but that can't tell an impostor " +
"from the real host. Pairing with a PIN is stronger — it proves both sides.",
)
}
},
confirmButton = {
TextButton(onClick = onTrust) { Text("Trust (TOFU)") }
},
dismissButton = {
Row {
TextButton(onClick = onPairInstead) { Text("Pair with PIN…") }
TextButton(onClick = onDismiss) { Text("Cancel") }
}
},
)
}
/**
* Android 17+ Local Network Protection rationale: ACCESS_LOCAL_NETWORK was denied, so discovery and
* every connect are dead offer the system prompt again and a settings deep link (a permanently-
* denied request returns instantly without ever showing the prompt, so "Allow" alone isn't enough).
*/
@Composable
internal fun LocalNetworkDialog(onAllow: () -> Unit, onSettings: () -> Unit, onDismiss: () -> Unit) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Allow local network access") },
text = {
Text(
"Android blocks Punktfunk from talking to devices on your network, so it can't " +
"find or reach any host until you allow it. If no prompt appears when you tap " +
"Allow, enable “Nearby devices” for Punktfunk in system settings.",
)
},
confirmButton = {
TextButton(onClick = onAllow) { Text("Allow") }
},
dismissButton = {
Row {
TextButton(onClick = onSettings) { Text("Open settings") }
TextButton(onClick = onDismiss) { Text("Not now") }
}
},
)
}
/** The pinned fingerprint no longer matches — force re-pairing (never a silent re-trust). */
@Composable
internal fun FingerprintChangedDialog(
pt: PendingTrust,
onRepair: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Host identity changed") },
text = {
Text(
"The pinned fingerprint for ${pt.host} no longer matches what it now " +
"advertises. This can mean a host reinstall — or an impostor. Re-pair " +
"with the host's PIN to continue.",
)
},
confirmButton = {
TextButton(onClick = onRepair) { Text("Re-pair") }
},
dismissButton = {
TextButton(onClick = onDismiss) { Text("Cancel") }
},
)
}
/**
* A fresh pair=required (or manual/unknown-policy) host: offer the two ways in. "Request access" is
* the no-PIN path connect and wait for the operator to click Approve in the host's console;
* "Use a PIN…" switches to the SPAKE2 ceremony.
*/
@Composable
internal fun RequestAccessDialog(
pt: PendingTrust,
onRequestAccess: () -> Unit,
onUsePin: () -> Unit,
onDismiss: () -> Unit,
) {
AlertDialog(
onDismissRequest = onDismiss,
title = { Text("Pairing required") },
text = {
Column {
Text("${pt.host}:${pt.port} requires pairing before it will stream.")
Text(
"Request access and approve this device in the host's console (or web " +
"UI) — no PIN needed. Or pair with the 4-digit PIN the host displays.",
)
}
},
confirmButton = {
TextButton(onClick = onRequestAccess) { Text("Request access") }
},
dismissButton = {
Row {
TextButton(onClick = onUsePin) { Text("Use a PIN…") }
TextButton(onClick = onDismiss) { Text("Cancel") }
}
},
)
}
/**
* The SPAKE2 PIN ceremony dialog. Runs [NativeBridge.nativePair] off the UI thread itself (the
* pin/name/error state is dialog-local); on success hands the host's verified fingerprint to
@@ -194,6 +318,41 @@ internal fun PairPinDialog(
)
}
/**
* The no-PIN "request access" wait: the connect is parked on the host until the operator approves
* this device. Cancel returns the UI immediately the caller trips the per-attempt flag so a late
* approval is torn down silently (see ConnectScreen.requestAccess) and resumes discovery.
*/
@Composable
internal fun AwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
AlertDialog(
onDismissRequest = onCancel,
title = { Text("Waiting for approval") },
text = {
val deviceName = Build.MODEL ?: "this device"
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp),
) {
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp)
Text("Approve this device on $hostLabel.")
}
Text(
"Open the host's console (or web UI) and approve “$deviceName”. It connects " +
"automatically once you approve — no PIN needed.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
},
confirmButton = {},
dismissButton = {
TextButton(onClick = onCancel) { Text("Cancel") }
},
)
}
/**
* Edit a saved host: name, address, port, the Wake-on-LAN MAC, and the per-host settings the record
* owns shared clipboard (a trust decision about THIS machine, so it was never really a global).
@@ -308,3 +467,103 @@ internal fun EditHostDialog(
},
)
}
/**
* The network speed test, as a dialog: it narrates while it measures, then offers to apply the
* recommendation to the layer the tested host actually reads bitrate from see [SpeedTestTarget]
* for why that is the interesting part. The apply buttons name their destination, so the write is
* never a surprise.
*/
@Composable
internal fun SpeedTestDialog(
hostName: String,
target: SpeedTestTarget,
phase: SpeedTestPhase,
onApply: (toProfile: Boolean) -> Unit,
onDismiss: () -> Unit,
) {
val done = phase as? SpeedTestPhase.Done
AlertDialog(
// Measuring can't be cancelled mid-burst (the host is already sending), so a stray tap
// outside shouldn't look like it did something.
onDismissRequest = { if (done != null || phase is SpeedTestPhase.Failed) onDismiss() },
title = { Text("Network speed test") },
text = {
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
Text(hostName, style = MaterialTheme.typography.titleMedium)
when (phase) {
SpeedTestPhase.Connecting, SpeedTestPhase.Measuring -> Row(
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(12.dp),
) {
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp)
Text(
if (phase == SpeedTestPhase.Connecting) {
"Connecting…"
} else {
"Measuring — the host is bursting test traffic for two seconds."
},
)
}
is SpeedTestPhase.Failed -> Text(
phase.message,
color = MaterialTheme.colorScheme.error,
)
is SpeedTestPhase.Done -> Column(verticalArrangement = Arrangement.spacedBy(4.dp)) {
Text(
"%.0f Mbit/s measured · %.1f %% loss".format(
phase.measuredMbps,
phase.lossPct,
),
style = MaterialTheme.typography.bodyLarge,
)
Text(
"Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps),
style = MaterialTheme.typography.bodyLarge,
)
Text(
speedTestTargetNote(target),
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
}
}
},
confirmButton = {
if (done != null) {
TextButton(onClick = { onApply(true) }) {
Text(
when (target) {
SpeedTestTarget.Global -> "Apply"
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}"
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}"
},
)
}
}
},
dismissButton = {
Row {
// The both-are-defensible case: the user picks the layer, we don't guess.
if (done != null && target is SpeedTestTarget.Ask) {
TextButton(onClick = { onApply(false) }) { Text("Set as default") }
}
TextButton(onClick = onDismiss) { Text("Close") }
}
},
)
}
/** One line saying which layer an Apply will write to, and why that one. */
private fun speedTestTargetNote(target: SpeedTestTarget): String = when (target) {
SpeedTestTarget.Global ->
"This host uses the default settings, so the bitrate goes there."
is SpeedTestTarget.Profile ->
"This host streams with “${target.profile.name}”, which sets its own bitrate — " +
"that override is what it actually reads."
is SpeedTestTarget.Ask ->
"This host streams with “${target.profile.name}”, which currently inherits the default " +
"bitrate. Setting it in the profile affects only this host's profile; setting it as " +
"the default affects everything that inherits it."
}
@@ -1,339 +0,0 @@
package io.unom.punktfunk
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.lazy.grid.GridCells
import androidx.compose.foundation.lazy.grid.GridItemSpan
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
import androidx.compose.foundation.lazy.grid.items
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.ExtendedFloatingActionButton
import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import io.unom.punktfunk.components.EmptyHostsState
import io.unom.punktfunk.components.HostCard
import io.unom.punktfunk.components.HostMenuItem
import io.unom.punktfunk.components.SectionLabel
import io.unom.punktfunk.kit.discovery.DiscoveredHost
import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.models.HostStatus
/**
* The touch home: the saved/discovered host grid with the Add-host FAB over it everything
* `ConnectScreen` draws when the console UI is off, and the counterpart of [buildHomeTiles] +
* `GamepadHome` when it is on.
*
* Pure display: every action arrives as a callback, because they all end in state the screen owns
* (a dial in flight, the trust prompt, the host store). What this file DOES own is the arrangement
* which sections exist, in what order, and which actions a given card offers and the two rules
* that are easy to get wrong from the outside: a pinned card is a shortcut and so withholds the
* host's destructive actions, and every card in a section reserves the profile chip's space as soon
* as one of them needs it.
*/
@Composable
internal fun ConnectGrid(
savedHosts: List<KnownHost>,
/** Every live advert — the OS mark prefers it over the stored one, and "searching…" reads it. */
discovered: List<DiscoveredHost>,
/** Adverts with no saved record behind them, de-duped by the caller (it needs them too). */
discoveredUnsaved: List<DiscoveredHost>,
/** Saved hosts answering the QUIC probe, "address:port" — the routed half of "online". */
reachable: Set<String>,
profiles: List<StreamProfile>,
pinsFor: (KnownHost) -> List<StreamProfile>,
connecting: Boolean,
/** A confirmation ("75 Mbit/s set in …"); [status] is the failure line. Never the same thing. */
notice: String?,
status: String?,
lnpGranted: Boolean,
/** Raise the local-network-permission prompt — the banner's "Allow…" and the wake guard. */
onAskLocalNetwork: () -> Unit,
/**
* Dial a saved host. The second argument is `connect`'s one-off profile reference: null follows
* the host's binding (a plain tap), a profile id forces that profile, and the empty string
* forces the global defaults a real, different action on a bound host, which is why it has to
* survive as a value rather than collapsing into "unset".
*/
onConnect: (KnownHost, String?) -> Unit,
onConnectDiscovered: (DiscoveredHost) -> Unit,
onForget: (KnownHost) -> Unit,
onEdit: (KnownHost) -> Unit,
onWake: (KnownHost) -> Unit,
onSpeedTest: (KnownHost) -> Unit,
onCopyLink: (KnownHost, StreamProfile?) -> Unit,
onTogglePin: (KnownHost, StreamProfile) -> Unit,
onRescan: () -> Unit,
onAddHost: () -> Unit,
) {
// The profile rows a card's overflow menu grows. With no profiles at all it stays empty — a
// user who never wants this feature sees no new clutter anywhere but the settings scope chips.
// "Connect with" is a ONE-OFF on every card: it never rebinds the host, which is why rebinding
// lives in the Edit sheet instead.
fun hostMenu(kh: KnownHost, pin: StreamProfile?): List<HostMenuItem> = buildList {
if (pin == null) {
add(HostMenuItem("Network speed test") { onSpeedTest(kh) })
}
add(HostMenuItem("Copy link") { onCopyLink(kh, pin) })
if (profiles.isEmpty()) return@buildList
if (pin != null) {
add(HostMenuItem("Unpin card", startsSection = true) { onTogglePin(kh, pin) })
}
add(
HostMenuItem("Connect with: Default settings", startsSection = true) {
// The empty reference is "force the defaults", not "unset" — on a bound host that
// is a real, different action from a plain tap.
onConnect(kh, "")
},
)
profiles.forEach { p ->
add(HostMenuItem("Connect with: ${p.name}") { onConnect(kh, p.id) })
}
if (pin == null) {
profiles.forEachIndexed { i, p ->
val pinned = p.id in kh.pinnedProfileIds
add(
HostMenuItem(
if (pinned) "Unpin card: ${p.name}" else "Pin as card: ${p.name}",
startsSection = i == 0,
) { onTogglePin(kh, p) },
)
}
}
}
// The saved-hosts grid: each host's own card, then one card per profile it has pinned, so a
// pinned combination is a plain one-click connect instead of a trip through a menu.
val savedCards = savedHosts.flatMap { kh ->
listOf(HostCardEntry(kh, null)) + pinsFor(kh).map { HostCardEntry(kh, it) }
}
// Cards in one grid row must be the same height (the grid won't stretch them), so as soon as
// ANY saved card carries a profile chip, they all reserve its space. Nobody who doesn't use
// profiles ever sees the gap.
val anyProfileChip = savedCards.any { it.pin != null || it.host.profileId != null }
Box(Modifier.fillMaxSize()) {
LazyVerticalGrid(
columns = GridCells.Adaptive(minSize = 160.dp),
modifier = Modifier.fillMaxSize(),
contentPadding = PaddingValues(horizontal = 16.dp, vertical = 16.dp),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
item(span = { GridItemSpan(maxLineSpan) }) {
Column(horizontalAlignment = Alignment.CenterHorizontally) {
Spacer(Modifier.height(8.dp))
Text("Punktfunk", style = MaterialTheme.typography.headlineLarge)
Text(
"stream a remote desktop",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.height(24.dp))
notice?.let {
Surface(
color = MaterialTheme.colorScheme.secondaryContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
it,
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSecondaryContainer,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
)
}
Spacer(Modifier.height(16.dp))
}
status?.let {
// In-flight progress (connecting / waking) is the full-screen ConnectOverlay's
// job now, so `status` only ever carries a result/error here — a filled error
// container reads as a real failure banner, not just red text lost in the layout.
Surface(
color = MaterialTheme.colorScheme.errorContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
it,
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
)
}
Spacer(Modifier.height(16.dp))
}
}
}
if (!lnpGranted) {
// Local network access denied: discovery can't ever find anything and every connect
// would time out — say so at the top, with the fix one tap away, instead of letting
// the screen look idle/broken.
item(span = { GridItemSpan(maxLineSpan) }) {
Surface(
color = MaterialTheme.colorScheme.errorContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Column(
Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
horizontalAlignment = Alignment.CenterHorizontally,
) {
Text(
"Local network access is off",
style = MaterialTheme.typography.titleSmall,
color = MaterialTheme.colorScheme.onErrorContainer,
)
Text(
"Android blocks Punktfunk from finding or reaching hosts until you allow it.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
)
TextButton(onClick = onAskLocalNetwork) { Text("Allow…") }
}
}
Spacer(Modifier.height(12.dp))
}
}
if (savedHosts.isEmpty() && discoveredUnsaved.isEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
EmptyHostsState()
}
}
if (savedHosts.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
SectionLabel("Saved hosts")
}
items(savedCards, key = { it.key }) { entry ->
val kh = entry.host
val pin = entry.pin
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
HostCard(
name = kh.name,
address = "${kh.address}:${kh.port}",
status = if (kh.paired) HostStatus.PAIRED else HostStatus.TOFU,
online = kh.isOnline(discovered, reachable),
// Live advert preferred (the store lags a discovery tick), else stored.
os = discovered.firstOrNull { kh.matches(it) && it.os.isNotEmpty() }?.os
?: kh.os,
enabled = !connecting,
// A pinned card connects with ITS profile; the host's own card follows the
// binding, which is exactly what its chip says it will do.
onConnect = { onConnect(kh, pin?.id) },
// Edit / Forget / Wake live on the host's own card only: a pinned card is a
// shortcut, not a second host, and offering destructive host actions on it
// would blur exactly that.
onForget = if (pin != null) null else ({ onForget(kh) }),
onEdit = if (pin != null) null else ({ onEdit(kh) }),
// Explicit wake-only: offered when the host is offline and we have a MAC. The
// screen runs it through the WakeController so it shows the "Waking…" overlay
// and waits for the host to come online (matched by fingerprint, so a new DHCP
// address on a cold boot still counts as "up") rather than firing a single
// silent packet.
onWake = if (pin == null && kh.mac.isNotEmpty() && !kh.isOnline(discovered, reachable)) {
({ onWake(kh) })
} else {
null
},
profileLabel = pin?.name ?: bound?.name,
profileProminent = pin != null,
accent = accentColor(pin?.accent ?: bound?.accent),
menuItems = hostMenu(kh, pin),
reserveProfileSlot = anyProfileChip,
)
}
}
if (discoveredUnsaved.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(12.dp))
SectionLabel("Discovered on the network")
}
items(discoveredUnsaved, key = { "disc-${it.host}-${it.port}" }) { dh ->
HostCard(
name = dh.name,
address = "${dh.host}:${dh.port}",
status = if (dh.pairingRequired) HostStatus.PAIRING else HostStatus.TOFU,
online = true, // in the discovered list ⇒ live on mDNS right now
os = dh.os,
enabled = !connecting,
onConnect = { onConnectDiscovered(dh) },
onForget = null,
)
}
}
// Active-discovery hint: discovery runs whenever this screen is up, so while it's
// scanning but nothing's turned up yet (and we're not mid-connect), show it's working
// rather than looking idle/empty. Suppressed while local network access is denied —
// a spinner would be a lie there (the browse can't receive anything); the banner above
// owns that state.
// Scan again is offered whether or not anything turned up: the case that sends people
// here is ONE expected host missing, not an empty list, and a browse that quietly went
// deaf (blocked when it started, or backed off to its hour-long re-query) looks
// exactly like a network without that host on it.
if (lnpGranted && !connecting) {
item(span = { GridItemSpan(maxLineSpan) }) {
Row(
modifier = Modifier.fillMaxWidth().padding(vertical = 12.dp),
horizontalArrangement = Arrangement.Center,
verticalAlignment = Alignment.CenterVertically,
) {
if (discovered.isEmpty()) {
CircularProgressIndicator(modifier = Modifier.size(16.dp), strokeWidth = 2.dp)
Spacer(Modifier.width(8.dp))
Text(
"Searching the local network…",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.width(8.dp))
}
TextButton(onClick = onRescan) { Text("Scan again") }
}
}
}
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(96.dp))
}
}
ExtendedFloatingActionButton(
onClick = onAddHost,
icon = { Icon(Icons.Filled.Add, contentDescription = null) },
text = { Text("Add host") },
expanded = !connecting,
modifier = Modifier
.align(Alignment.BottomEnd)
.padding(20.dp),
)
}
}
@@ -1,6 +1,5 @@
package io.unom.punktfunk
import android.content.res.Configuration
import androidx.activity.compose.BackHandler
import androidx.compose.animation.core.LinearEasing
import androidx.compose.animation.core.RepeatMode
@@ -30,8 +29,8 @@ import androidx.compose.runtime.getValue
import androidx.compose.runtime.remember
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.style.TextAlign
@@ -205,10 +204,7 @@ internal fun ConnectTakeover(
) {
GamepadAuroraBackground(Modifier.fillMaxSize())
Column(
// The backdrop runs full-bleed; the COPY keeps clear of the bars and the cutout. In
// landscape a hole punch is a side inset deeper than this 40 dp gutter, so centred text
// would otherwise sit under the camera.
Modifier.consoleSafeArea().padding(horizontal = 40.dp).widthIn(max = 460.dp),
Modifier.padding(horizontal = 40.dp).widthIn(max = 460.dp),
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.spacedBy(18.dp),
) {
@@ -243,19 +239,7 @@ internal fun ConnectTakeover(
add(PadGlyph.hint('B', copy.cancelLabel, onClick = onCancel))
if (timedOut) add(PadGlyph.hint('A', "Try Again", onClick = onRetry))
}
// The SAME bottom-start spot every console screen pins its legend at — this takeover sat
// its pill at bottom-CENTRE, so pressing Connect made the one piece of chrome that is
// supposed to read as fixed jump halfway across the screen (second on-glass verdict).
val landscape =
LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
Box(
Modifier
.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(hints)
}
GamepadHintBar(hints, Modifier.align(Alignment.BottomCenter).padding(bottom = 28.dp))
}
}
@@ -1,197 +0,0 @@
package io.unom.punktfunk
import androidx.compose.runtime.Composable
import io.unom.punktfunk.kit.security.ClientIdentity
import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.models.PendingTrust
/**
* Everything `ConnectScreen` puts ON TOP of whichever home it drew the trust and pairing
* ceremony, the parked "Waiting for approval…", the console's host options, the speed test, the
* edit form, the local-network rationale, and finally the connect takeover.
*
* They live together because their ORDER is the contract: this is a stack of siblings in one tree,
* so the last one drawn is the one on top, and [ConnectOverlay] is last on purpose a dial can
* start from any of the prompts above it, and its takeover has to cover the prompt that started it.
*
* Only the state each prompt reads comes in; every action goes back out as a callback, because they
* all end in the connect/pair engine or in the host store, which the screen owns. Nothing in here
* decides anything it decides only what is visible.
*/
@Composable
internal fun ConnectPrompts(
gamepadUi: Boolean,
/** The client identity — the PIN ceremony needs it to run SPAKE2; null while it is still minting. */
identity: ClientIdentity?,
profiles: List<StreamProfile>,
isOnline: (KnownHost) -> Boolean,
// ---- trust / pairing --------------------------------------------------------------------
pendingTrust: PendingTrust?,
/** Dismiss (null) or re-aim the SAME decision at another kind — "Pair with PIN…" does that. */
onPendingTrustChange: (PendingTrust?) -> Unit,
/** Trust-on-first-use accepted: dial with no pin. Offered only for a `pair=optional` host. */
onTrustNew: (PendingTrust) -> Unit,
/** The PIN ceremony completed with this host fingerprint — save as paired, then dial. */
onPaired: (PendingTrust, String) -> Unit,
onRequestAccess: (PendingTrust) -> Unit,
// ---- the parked no-PIN request ----------------------------------------------------------
/** Non-null while a "request access" connect sits parked on the host awaiting approval. */
awaitingHostName: String?,
onCancelApproval: () -> Unit,
// ---- console host options (Up on a saved carousel tile) ---------------------------------
optionsTarget: HostCardEntry?,
onDismissOptions: () -> Unit,
libraryEnabled: Boolean,
onOpenLibrary: (KnownHost, String?) -> Unit,
onWake: (KnownHost) -> Unit,
onSpeedTest: (KnownHost) -> Unit,
onCopyLink: (KnownHost, StreamProfile?) -> Unit,
onEditHost: (KnownHost) -> Unit,
onForgetHost: (KnownHost) -> Unit,
onTogglePin: (KnownHost, StreamProfile) -> Unit,
// ---- speed test --------------------------------------------------------------------------
speedTest: HostCardEntry?,
/** Which layer Apply writes to. Resolved by the caller (it holds the store); set with [speedTest]. */
speedTestTarget: SpeedTestTarget?,
speedTestPhase: SpeedTestPhase,
/** true = write the measured bitrate to the profile, false = to the global default. */
onApplySpeedTest: (Boolean) -> Unit,
onDismissSpeedTest: () -> Unit,
// ---- edit host ---------------------------------------------------------------------------
editTarget: KnownHost?,
/** A MAC from the live advert, for a host whose own is not learned yet. */
editSuggestedMacs: List<String>,
onSaveHost: (KnownHost) -> Unit,
onDismissEdit: () -> Unit,
// ---- local network permission ------------------------------------------------------------
lnpPrompt: Boolean,
onAllowLocalNetwork: () -> Unit,
onOpenSystemSettings: () -> Unit,
onDismissLnpPrompt: () -> Unit,
// ---- the connect takeover ----------------------------------------------------------------
connectingHostName: String?,
waker: WakeController,
onCancelConnect: () -> Unit,
) {
pendingTrust?.let { pt ->
// Same trust/pairing logic, console-styled + controller-navigable in gamepad mode.
val onPair = { onPendingTrustChange(pt.copy(kind = PendingTrust.Kind.PAIR)) }
// Three of the four say the same thing in both interfaces, so they are ONE prompt that
// knows which one is running. Only the PIN ceremony genuinely differs — a keyboard field
// against four D-pad digit slots is a different input model, not a different skin.
when (pt.kind) {
PendingTrust.Kind.TRUST_NEW -> TrustNewHostPrompt(
gamepadUi, pt,
onTrust = { onTrustNew(pt) },
onPairInstead = onPair,
onDismiss = { onPendingTrustChange(null) },
)
PendingTrust.Kind.FP_CHANGED ->
FingerprintChangedPrompt(gamepadUi, pt, onPair) { onPendingTrustChange(null) }
PendingTrust.Kind.REQUEST_ACCESS -> RequestAccessPrompt(
gamepadUi, pt,
onRequestAccess = { onRequestAccess(pt) },
onUsePin = onPair,
onDismiss = { onPendingTrustChange(null) },
)
PendingTrust.Kind.PAIR -> {
val onSavePaired = { fp: String -> onPaired(pt, fp) }
if (gamepadUi) {
GamepadPairPinDialog(pt, identity, onSavePaired) { onPendingTrustChange(null) }
} else {
PairPinDialog(pt, identity, onSavePaired) { onPendingTrustChange(null) }
}
}
}
}
awaitingHostName?.let { hostLabel ->
AwaitingApprovalPrompt(gamepadUi, hostLabel = hostLabel, onCancel = onCancelApproval)
}
// Console host options (Up on a saved carousel tile): Wake / Edit / Forget.
optionsTarget?.let { entry ->
val kh = entry.host
val pin = entry.pin
val offline = !isOnline(kh)
GamepadHostOptionsDialog(
hostName = kh.name,
canWake = kh.mac.isNotEmpty() && offline,
onWake = { onDismissOptions(); onWake(kh) },
// A saved host always has a library (it's a knownHost) → offer it when the setting's on,
// so a TV remote reaches the library here instead of via the Y face button. A PIN card
// gets it too, opening its own shelf: unlike wake/edit/forget, the library is a way to
// start the card, not a property of the host.
onLibrary = if (libraryEnabled) {
{ onDismissOptions(); onOpenLibrary(kh, pin?.id) }
} else {
null
},
onSpeedTest = if (pin == null) {
{ onDismissOptions(); onSpeedTest(kh) }
} else {
null
},
onCopyLink = { onDismissOptions(); onCopyLink(kh, pin) },
onEdit = { onDismissOptions(); onEditHost(kh) },
onForget = { onForgetHost(kh); onDismissOptions() },
onDismiss = onDismissOptions,
// A pin's only action: unpinning touches neither the host nor the profile.
onUnpin = pin?.let { p -> { onTogglePin(kh, p); onDismissOptions() } },
profileName = pin?.name,
)
}
if (speedTest != null && speedTestTarget != null) {
SpeedTestPrompt(
gamepadUi, speedTest.host.name, speedTestTarget, speedTestPhase,
onApplySpeedTest, onDismissSpeedTest,
)
}
editTarget?.let { kh ->
if (gamepadUi) {
// Console edit: the same field list + on-screen keyboard as Add-Host, seeded from the
// host with an extra MAC row; the action SAVES instead of connecting.
GamepadAddHostScreen(
onAdd = { _, _, _ -> },
onDismiss = onDismissEdit,
editHost = kh,
suggestedMacs = editSuggestedMacs,
onSave = onSaveHost,
// Shared clipboard and the profile binding — the two host decisions that used to
// exist only in the touch edit sheet, which a TV box has no way to reach.
profiles = profiles,
)
} else {
EditHostDialog(
target = kh,
suggestedMacs = editSuggestedMacs,
profiles = profiles,
onSave = onSaveHost,
onDismiss = onDismissEdit,
)
}
}
if (lnpPrompt) {
// Android 17+ local-network-permission rationale: re-request (a permanently-denied request
// returns instantly without a system prompt — hence the settings deep link alongside).
LocalNetworkPrompt(
gamepadUi,
onAllow = onAllowLocalNetwork,
onSettings = onOpenSystemSettings,
onDismiss = onDismissLnpPrompt,
)
}
// Topmost: the full-screen connect takeover — instant "Connecting…" feedback on any dial, flowing
// seamlessly into the "Waking…" wait if the host turns out to be asleep. Rides over both the touch
// grid and the console home.
ConnectOverlay(
connectingHostName = connectingHostName,
waker = waker,
gamepadUi = gamepadUi,
onCancelConnect = onCancelConnect,
)
}
@@ -11,6 +11,31 @@ import android.os.Build
import android.widget.Toast
import androidx.activity.compose.rememberLauncherForActivityResult
import androidx.activity.result.contract.ActivityResultContracts
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.lazy.grid.GridCells
import androidx.compose.foundation.lazy.grid.GridItemSpan
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
import androidx.compose.foundation.lazy.grid.items
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.ExtendedFloatingActionButton
import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
@@ -20,11 +45,19 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
import androidx.compose.runtime.rememberUpdatedState
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.unit.dp
import androidx.core.content.ContextCompat
import androidx.lifecycle.Lifecycle
import androidx.lifecycle.LifecycleEventObserver
import androidx.lifecycle.LifecycleOwner
import io.unom.punktfunk.components.EmptyHostsState
import io.unom.punktfunk.components.HostCard
import io.unom.punktfunk.components.HostMenuItem
import io.unom.punktfunk.components.SectionLabel
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.discovery.DiscoveredHost
@@ -40,6 +73,7 @@ import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.kit.security.KnownHostStore
import io.unom.punktfunk.kit.security.obtainIdentity
import io.unom.punktfunk.models.ActiveSession
import io.unom.punktfunk.models.HostStatus
import io.unom.punktfunk.models.PendingTrust
import java.util.concurrent.atomic.AtomicBoolean
import kotlinx.coroutines.Dispatchers
@@ -74,20 +108,6 @@ private class ConnectAttempt(val hostName: String) {
val cancelled = AtomicBoolean(false)
}
/**
* The connect screen discovery, trust and the dial itself, under either interface.
*
* What is left in this file is the STATE and the engine: the mDNS browse and the permission that
* gates it, the identity, the host and profile stores, the trust decision, the dial and its wake
* fallback, and the `punktfunk://` router. What was drawn from that state now lives beside it —
* `buildHomeTiles` (the console carousel's contents), `ConnectGrid` (the touch home) and
* `ConnectPrompts` (everything modal, plus the connect takeover). They hold no state of their own,
* which is why they could leave: each one takes what it displays and hands back what was pressed.
*
* The engine did NOT leave, and shouldn't until it has somewhere to live: it closes over ~20 locals
* that a dozen callbacks read and write, and hoisting it means inventing a state holder a second
* refactor, and a second thing to get wrong.
*/
@Composable
fun ConnectScreen(
settings: Settings,
@@ -100,9 +120,7 @@ fun ConnectScreen(
// gamepad shell owns (the touch UI reaches Settings via the bottom bar and has no library button).
gamepadUi: Boolean = false,
onOpenSettings: () -> Unit = {},
// (host, pinned profile id) — a pinned host+profile card opens ITS shelf, and the id is the
// one-off every launch off that shelf runs with (design §5.2a). Null = the host's own tile.
onOpenLibrary: (KnownHost, String?) -> Unit = { _, _ -> },
onOpenLibrary: (KnownHost) -> Unit = {},
navGate: Boolean = true, // false while the console home is cross-fading out
// A `punktfunk://` URL to route (design/client-deep-links.md §3). This screen owns it because
// it owns the connect path — trust decisions, the local-network grant, wake-and-retry — and a
@@ -633,6 +651,52 @@ fun ConnectScreen(
}
}
// The profile rows a card's overflow menu grows. With no profiles at all it stays empty — a
// user who never wants this feature sees no new clutter anywhere but the settings scope chips.
// "Connect with" is a ONE-OFF on every card: it never rebinds the host, which is why rebinding
// lives in the Edit sheet instead.
fun hostMenu(kh: KnownHost, pin: StreamProfile?): List<HostMenuItem> = buildList {
if (pin == null) {
add(HostMenuItem("Network speed test") { startSpeedTest(HostCardEntry(kh, null)) })
}
add(HostMenuItem("Copy link") { copyLink(kh, pin) })
if (profiles.isEmpty()) return@buildList
if (pin != null) {
add(HostMenuItem("Unpin card", startsSection = true) { togglePin(kh, pin) })
}
add(
HostMenuItem("Connect with: Default settings", startsSection = true) {
// The empty reference is "force the defaults", not "unset" — on a bound host that
// is a real, different action from a plain tap.
connect(kh.address, kh.port, oneOffProfile = "")
},
)
profiles.forEach { p ->
add(HostMenuItem("Connect with: ${p.name}") { connect(kh.address, kh.port, oneOffProfile = p.id) })
}
if (pin == null) {
profiles.forEachIndexed { i, p ->
val pinned = p.id in kh.pinnedProfileIds
add(
HostMenuItem(
if (pinned) "Unpin card: ${p.name}" else "Pin as card: ${p.name}",
startsSection = i == 0,
) { togglePin(kh, p) },
)
}
}
}
// The saved-hosts grid: each host's own card, then one card per profile it has pinned, so a
// pinned combination is a plain one-click connect instead of a trip through a menu.
val savedCards = savedHosts.flatMap { kh ->
listOf(HostCardEntry(kh, null)) + profileStore.pinsFor(kh).map { HostCardEntry(kh, it) }
}
// Cards in one grid row must be the same height (the grid won't stretch them), so as soon as
// ANY saved card carries a profile chip, they all reserve its space. Nobody who doesn't use
// profiles ever sees the gap.
val anyProfileChip = savedCards.any { it.pin != null || it.host.profileId != null }
// ---- punktfunk:// routing (design/client-deep-links.md §3) --------------------------------
//
// The invariant: a URL may only ever do what a click on an existing card could do, MINUS trust
@@ -718,63 +782,79 @@ fun ConnectScreen(
var showManualSheet by remember { mutableStateOf(false) }
// Wake a saved host on demand — the touch card's Wake item and the console options dialog run
// the same action. Through the WakeController, so it shows the "Waking…" overlay and waits for
// the host to come back rather than firing one silent packet at it.
fun wakeHost(kh: KnownHost) {
// The magic packet is UDP broadcast — LNP-blocked like everything else.
if (!lnpGranted) {
lnpPrompt = true
return
}
waker.start(
hostName = kh.name,
connectsAfter = false,
macs = kh.mac,
lastIp = kh.address,
// "Back up" is mDNS presence ONLY — narrower than the [isOnline] that decides whether to
// OFFER Wake, which also counts a QUIC probe answer. Matched through `matches`, so a
// cold boot onto a new DHCP address still ends the wait.
isOnline = { discovered.any { kh.matches(it) } },
onOnline = {},
)
}
fun forgetHost(kh: KnownHost) {
knownHostStore.remove(kh)
savedHosts = knownHostStore.all()
}
if (gamepadUi) {
// Console mode: the host carousel (saved → discovered → Add Host), driven by the pad. Shares
// every action above; the trailing Add Host tile opens the same manual-entry sheet.
val tiles = buildList {
savedHosts.forEach { kh ->
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
add(
HomeTile(
id = "saved-${kh.id}",
title = kh.name,
// The binding is what a press will actually do, so the tile says so — the
// console can't edit profiles, but it must never lie about which one it uses.
subtitle = bound?.let { "${kh.address}:${kh.port} · ${it.name}" }
?: "${kh.address}:${kh.port}",
filled = true,
online = kh.isOnline(discovered, reachable),
paired = kh.paired,
knownHost = kh,
activate = { connect(kh.address, kh.port) },
),
)
// Pinned host+profile combinations, right after their host: one focus-and-press
// each, which is the affordance a controller surface does well (menus are not).
profileStore.pinsFor(kh).forEach { p ->
add(
HomeTile(
id = "pin-${kh.id}-${p.id}",
title = kh.name,
subtitle = p.name,
filled = true,
online = kh.isOnline(discovered, reachable),
paired = kh.paired,
knownHost = kh,
pinnedProfileId = p.id,
activate = { connect(kh.address, kh.port, oneOffProfile = p.id) },
),
)
}
}
discoveredUnsaved.forEach { dh ->
add(
HomeTile(
id = "disc-${dh.host}:${dh.port}",
title = dh.name,
subtitle = "${dh.host}:${dh.port}",
online = true,
activate = { connect(dh.host, dh.port, dh) },
),
)
}
add(
HomeTile(
id = "add",
title = "Add Host",
subtitle = "Register a host by address",
isAdd = true,
activate = { showManualSheet = true },
),
)
}
GamepadHome(
tiles = buildHomeTiles(
savedHosts = savedHosts,
profiles = profiles,
pinsFor = profileStore::pinsFor,
discoveredUnsaved = discoveredUnsaved,
isOnline = { it.isOnline(discovered, reachable) },
onConnect = { kh, oneOff -> connect(kh.address, kh.port, oneOffProfile = oneOff) },
onConnectDiscovered = { dh -> connect(dh.host, dh.port, dh) },
onAddHost = { showManualSheet = true },
),
tiles = tiles,
libraryEnabled = settings.libraryEnabled,
controllerName = io.unom.punktfunk.kit.Gamepad.firstPad()?.name,
// Stop the carousel from consuming the pad while a sheet/dialog/overlay owns the screen,
// while a connect is in flight (else a second A launches a concurrent connect that leaks a
// handle — the touch grid guards the same way with enabled=!connecting), or while the whole
// console home is cross-fading out.
// ⚠ `speedTest` belongs in this list and was missing. It LOOKED covered by `!connecting`,
// and is — right up until the measurement finishes: `startSpeedTest` clears `connecting`
// before its Done/Failed card is dismissed, so from that moment the card AND the
// carousel underneath both consumed the pad. One A then dismissed the card and started
// a connect. Every other modal on this screen is named here for exactly this reason.
navActive = navGate && !connecting && !showManualSheet && pendingTrust == null &&
awaiting == null && editTarget == null && optionsTarget == null &&
speedTest == null && waker.waking == null && !lnpPrompt,
waker.waking == null && !lnpPrompt,
onActivate = { it.activate() },
onOpenLibrary = { tile -> tile.knownHost?.let { onOpenLibrary(it, tile.pinnedProfileId) } },
onOpenLibrary = { it.knownHost?.let(onOpenLibrary) },
onOpenSettings = onOpenSettings,
onOptions = { tile ->
tile.knownHost?.let { kh ->
@@ -783,35 +863,239 @@ fun ConnectScreen(
},
)
} else {
ConnectGrid(
savedHosts = savedHosts,
discovered = discovered,
discoveredUnsaved = discoveredUnsaved,
reachable = reachable,
profiles = profiles,
pinsFor = profileStore::pinsFor,
connecting = connecting,
notice = notice,
status = status,
lnpGranted = lnpGranted,
onAskLocalNetwork = { lnpPrompt = true },
onConnect = { kh, oneOff -> connect(kh.address, kh.port, oneOffProfile = oneOff) },
onConnectDiscovered = { dh -> connect(dh.host, dh.port, dh) },
onForget = { kh -> forgetHost(kh) },
onEdit = { kh -> editTarget = kh },
onWake = { kh -> wakeHost(kh) },
onSpeedTest = { kh -> startSpeedTest(HostCardEntry(kh, null)) },
onCopyLink = { kh, pin -> copyLink(kh, pin) },
onTogglePin = { kh, p -> togglePin(kh, p) },
onRescan = { discovery.restart() },
onAddHost = { showManualSheet = true },
Box(Modifier.fillMaxSize()) {
LazyVerticalGrid(
columns = GridCells.Adaptive(minSize = 160.dp),
modifier = Modifier.fillMaxSize(),
contentPadding = PaddingValues(horizontal = 16.dp, vertical = 16.dp),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
item(span = { GridItemSpan(maxLineSpan) }) {
Column(horizontalAlignment = Alignment.CenterHorizontally) {
Spacer(Modifier.height(8.dp))
Text("Punktfunk", style = MaterialTheme.typography.headlineLarge)
Text(
"stream a remote desktop",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.height(24.dp))
notice?.let {
Surface(
color = MaterialTheme.colorScheme.secondaryContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
it,
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSecondaryContainer,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
)
}
Spacer(Modifier.height(16.dp))
}
status?.let {
// In-flight progress (connecting / waking) is the full-screen ConnectOverlay's
// job now, so `status` only ever carries a result/error here — a filled error
// container reads as a real failure banner, not just red text lost in the layout.
Surface(
color = MaterialTheme.colorScheme.errorContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Text(
it,
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
)
}
Spacer(Modifier.height(16.dp))
}
}
}
if (!lnpGranted) {
// Local network access denied: discovery can't ever find anything and every connect
// would time out — say so at the top, with the fix one tap away, instead of letting
// the screen look idle/broken.
item(span = { GridItemSpan(maxLineSpan) }) {
Surface(
color = MaterialTheme.colorScheme.errorContainer,
shape = MaterialTheme.shapes.medium,
modifier = Modifier.fillMaxWidth(),
) {
Column(
Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
horizontalAlignment = Alignment.CenterHorizontally,
) {
Text(
"Local network access is off",
style = MaterialTheme.typography.titleSmall,
color = MaterialTheme.colorScheme.onErrorContainer,
)
Text(
"Android blocks Punktfunk from finding or reaching hosts until you allow it.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
)
TextButton(onClick = { lnpPrompt = true }) { Text("Allow…") }
}
}
Spacer(Modifier.height(12.dp))
}
}
if (savedHosts.isEmpty() && discoveredUnsaved.isEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
EmptyHostsState()
}
}
if (savedHosts.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
SectionLabel("Saved hosts")
}
items(savedCards, key = { it.key }) { entry ->
val kh = entry.host
val pin = entry.pin
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
HostCard(
name = kh.name,
address = "${kh.address}:${kh.port}",
status = if (kh.paired) HostStatus.PAIRED else HostStatus.TOFU,
online = kh.isOnline(discovered, reachable),
// Live advert preferred (the store lags a discovery tick), else stored.
os = discovered.firstOrNull { kh.matches(it) && it.os.isNotEmpty() }?.os
?: kh.os,
enabled = !connecting,
// A pinned card connects with ITS profile; the host's own card follows the
// binding, which is exactly what its chip says it will do.
onConnect = {
if (pin != null) {
connect(kh.address, kh.port, oneOffProfile = pin.id)
} else {
connect(kh.address, kh.port)
}
},
// Edit / Forget / Wake live on the host's own card only: a pinned card is a
// shortcut, not a second host, and offering destructive host actions on it
// would blur exactly that.
onForget = if (pin != null) {
null
} else {
{
knownHostStore.remove(kh)
savedHosts = knownHostStore.all()
}
},
onEdit = if (pin != null) null else ({ editTarget = kh }),
// Explicit wake-only: offered when the host is offline and we have a MAC. Runs
// through the WakeController so it shows the "Waking…" overlay and waits for
// the host to come online (matched by fingerprint, so a new DHCP address on a
// cold boot still counts as "up") rather than firing a single silent packet.
onWake = if (pin == null && kh.mac.isNotEmpty() && !kh.isOnline(discovered, reachable)) {
{
// The magic packet is UDP broadcast — LNP-blocked like everything else.
if (!lnpGranted) {
lnpPrompt = true
} else {
waker.start(
hostName = kh.name,
connectsAfter = false,
macs = kh.mac,
lastIp = kh.address,
isOnline = { discovered.any { kh.matches(it) } },
onOnline = {},
)
}
}
} else {
null
},
profileLabel = pin?.name ?: bound?.name,
profileProminent = pin != null,
accent = accentColor(pin?.accent ?: bound?.accent),
menuItems = hostMenu(kh, pin),
reserveProfileSlot = anyProfileChip,
)
}
}
if (discoveredUnsaved.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(12.dp))
SectionLabel("Discovered on the network")
}
items(discoveredUnsaved, key = { "disc-${it.host}-${it.port}" }) { dh ->
HostCard(
name = dh.name,
address = "${dh.host}:${dh.port}",
status = if (dh.pairingRequired) HostStatus.PAIRING else HostStatus.TOFU,
online = true, // in the discovered list ⇒ live on mDNS right now
os = dh.os,
enabled = !connecting,
onConnect = { connect(dh.host, dh.port, dh) },
onForget = null,
)
}
}
// Active-discovery hint: discovery runs whenever this screen is up, so while it's
// scanning but nothing's turned up yet (and we're not mid-connect), show it's working
// rather than looking idle/empty. Suppressed while local network access is denied —
// a spinner would be a lie there (the browse can't receive anything); the banner above
// owns that state.
// Scan again is offered whether or not anything turned up: the case that sends people
// here is ONE expected host missing, not an empty list, and a browse that quietly went
// deaf (blocked when it started, or backed off to its hour-long re-query) looks
// exactly like a network without that host on it.
if (lnpGranted && !connecting) {
item(span = { GridItemSpan(maxLineSpan) }) {
Row(
modifier = Modifier.fillMaxWidth().padding(vertical = 12.dp),
horizontalArrangement = Arrangement.Center,
verticalAlignment = Alignment.CenterVertically,
) {
if (discovered.isEmpty()) {
CircularProgressIndicator(modifier = Modifier.size(16.dp), strokeWidth = 2.dp)
Spacer(Modifier.width(8.dp))
Text(
"Searching the local network…",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Spacer(Modifier.width(8.dp))
}
TextButton(onClick = { discovery.restart() }) { Text("Scan again") }
}
}
}
item(span = { GridItemSpan(maxLineSpan) }) {
Spacer(Modifier.height(96.dp))
}
}
ExtendedFloatingActionButton(
onClick = { showManualSheet = true },
icon = { Icon(Icons.Filled.Add, contentDescription = null) },
text = { Text("Add host") },
expanded = !connecting,
modifier = Modifier
.align(Alignment.BottomEnd)
.padding(20.dp),
)
}
}
// Add Host stayed behind while the other modals moved into ConnectPrompts: its form fields are
// remembered HERE, on purpose, so a half-typed address survives the sheet being dismissed and
// reopened. Moving the block without moving that state would quietly change what a dismiss
// costs; moving both is a separate decision from this one.
if (showManualSheet) {
if (gamepadUi) {
// Console add-host: field list + on-screen controller keyboard. "Add" connects (which
@@ -839,81 +1123,148 @@ fun ConnectScreen(
}
}
// Which layer a measurement would land in. Resolved here, not in the prompt: it is a question
// for the profile store, and the Apply button and the caption above it must agree on the answer.
val speedTestTarget = speedTest?.let { SpeedTestTarget.resolve(it.host, it.pin?.id, profileStore) }
// Prefill a not-yet-learned MAC from the host's live advert, mirroring Apple's
// `discovery.hosts.first { host.matches($0) }?.macAddresses`.
val editSuggestedMacs =
editTarget?.let { kh -> discovered.firstOrNull { kh.matches(it) }?.mac } ?: emptyList()
// Everything that floats above whichever home was drawn, in one place and in one order — see
// ConnectPrompts.kt. It decides nothing: each action below lands right back in the engine above.
ConnectPrompts(
gamepadUi = gamepadUi,
identity = identity,
profiles = profiles,
isOnline = { it.isOnline(discovered, reachable) },
pendingTrust = pendingTrust,
onPendingTrustChange = { pendingTrust = it },
onTrustNew = { pt ->
pendingTrust = null
doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch)
},
onPaired = { pt, fp ->
pendingTrust?.let { pt ->
// Same trust/pairing logic, console-styled + controller-navigable in gamepad mode.
val onPair = { pendingTrust = pt.copy(kind = PendingTrust.Kind.PAIR) }
val onSavePaired = { fp: String ->
knownHostStore.trust(pt.host, pt.port, pt.name, fp, paired = true)
savedHosts = knownHostStore.all()
pendingTrust = null
doConnect(pt.host, pt.port, pt.name, fp, pt.profile, pt.launch)
},
onRequestAccess = { pt -> pendingTrust = null; requestAccess(pt) },
awaitingHostName = awaiting?.target?.name,
onCancelApproval = {
awaiting?.cancelled?.set(true)
}
when (pt.kind) {
PendingTrust.Kind.TRUST_NEW ->
if (gamepadUi) GamepadTrustNewDialog(pt, { pendingTrust = null; doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch) }, onPair, { pendingTrust = null })
else TrustNewHostDialog(pt, { pendingTrust = null; doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch) }, onPair, { pendingTrust = null })
PendingTrust.Kind.FP_CHANGED ->
if (gamepadUi) GamepadFingerprintChangedDialog(pt, onPair, { pendingTrust = null })
else FingerprintChangedDialog(pt, onPair, { pendingTrust = null })
PendingTrust.Kind.REQUEST_ACCESS ->
if (gamepadUi) GamepadRequestAccessDialog(pt, { pendingTrust = null; requestAccess(pt) }, onPair, { pendingTrust = null })
else RequestAccessDialog(pt, { pendingTrust = null; requestAccess(pt) }, onPair, { pendingTrust = null })
PendingTrust.Kind.PAIR ->
if (gamepadUi) GamepadPairPinDialog(pt, identity, onSavePaired, { pendingTrust = null })
else PairPinDialog(pt, identity, onSavePaired, { pendingTrust = null })
}
}
awaiting?.let { req ->
val onCancel = {
req.cancelled.set(true)
awaiting = null
connecting = false
discovery.start() // the request may still be pending on the host; keep scanning
},
optionsTarget = optionsTarget,
onDismissOptions = { optionsTarget = null },
libraryEnabled = settings.libraryEnabled,
onOpenLibrary = onOpenLibrary,
onWake = { kh -> wakeHost(kh) },
onSpeedTest = { kh -> startSpeedTest(HostCardEntry(kh, null)) },
onCopyLink = { kh, pin -> copyLink(kh, pin) },
onEditHost = { kh -> editTarget = kh },
onForgetHost = { kh -> forgetHost(kh) },
onTogglePin = { kh, p -> togglePin(kh, p) },
speedTest = speedTest,
speedTestTarget = speedTestTarget,
speedTestPhase = speedTestPhase,
onApplySpeedTest = { toProfile ->
}
if (gamepadUi) GamepadAwaitingApprovalDialog(req.target.name, onCancel)
else AwaitingApprovalDialog(hostLabel = req.target.name, onCancel = onCancel)
}
// Console host options (Up on a saved carousel tile): Wake / Edit / Forget.
optionsTarget?.let { entry ->
val kh = entry.host
val pin = entry.pin
val offline = !kh.isOnline(discovered, reachable)
GamepadHostOptionsDialog(
hostName = kh.name,
canWake = kh.mac.isNotEmpty() && offline,
onWake = {
optionsTarget = null
// The magic packet is UDP broadcast — LNP-blocked like everything else.
if (!lnpGranted) {
lnpPrompt = true
} else {
waker.start(
hostName = kh.name, connectsAfter = false, macs = kh.mac, lastIp = kh.address,
isOnline = { discovered.any { kh.matches(it) } },
onOnline = {},
)
}
},
// A saved host always has a library (it's a knownHost) → offer it when the setting's on,
// so a TV remote reaches the library here instead of via the Y face button.
onLibrary = if (settings.libraryEnabled && pin == null) {
{ optionsTarget = null; onOpenLibrary(kh) }
} else {
null
},
onSpeedTest = if (pin == null) {
{ optionsTarget = null; startSpeedTest(HostCardEntry(kh, null)) }
} else {
null
},
onCopyLink = { optionsTarget = null; copyLink(kh, pin) },
onEdit = { optionsTarget = null; editTarget = kh },
onForget = {
knownHostStore.remove(kh)
savedHosts = knownHostStore.all()
optionsTarget = null
},
onDismiss = { optionsTarget = null },
// A pin's only action: unpinning touches neither the host nor the profile.
onUnpin = pin?.let { p -> { togglePin(kh, p); optionsTarget = null } },
profileName = pin?.name,
)
}
speedTest?.let { entry ->
val target = SpeedTestTarget.resolve(entry.host, entry.pin?.id, profileStore)
val dismiss = { speedTest = null }
val apply: (Boolean) -> Unit = { toProfile ->
val done = speedTestPhase as? SpeedTestPhase.Done
if (done != null && speedTestTarget != null) {
if (done != null) {
val where = applySpeedTestResult(
done.recommendedKbps, speedTestTarget, toProfile, profileStore, settings,
onSettingsChange,
done.recommendedKbps, target, toProfile, profileStore, settings, onSettingsChange,
)
profiles = profileStore.all()
notice = "%.0f Mbit/s set in %s".format(done.recommendedMbps, where)
}
speedTest = null
},
onDismissSpeedTest = { speedTest = null },
editTarget = editTarget,
editSuggestedMacs = editSuggestedMacs,
onSaveHost = { updated ->
}
if (gamepadUi) {
GamepadSpeedTestDialog(entry.host.name, target, speedTestPhase, apply, dismiss)
} else {
SpeedTestDialog(entry.host.name, target, speedTestPhase, apply, dismiss)
}
}
editTarget?.let { kh ->
// Prefill a not-yet-learned MAC from the host's live advert, mirroring Apple's
// `discovery.hosts.first { host.matches($0) }?.macAddresses`.
val suggested = discovered.firstOrNull { kh.matches(it) }?.mac ?: emptyList()
val onSaveHost: (KnownHost) -> Unit = { updated ->
knownHostStore.save(updated)
savedHosts = knownHostStore.all()
editTarget = null
},
onDismissEdit = { editTarget = null },
lnpPrompt = lnpPrompt,
onAllowLocalNetwork = {
}
if (gamepadUi) {
// Console edit: the same field list + on-screen keyboard as Add-Host, seeded from the
// host with an extra MAC row; the action SAVES instead of connecting.
GamepadAddHostScreen(
onAdd = { _, _, _ -> },
onDismiss = { editTarget = null },
editHost = kh,
suggestedMacs = suggested,
onSave = onSaveHost,
)
} else {
EditHostDialog(
target = kh,
suggestedMacs = suggested,
profiles = profiles,
onSave = onSaveHost,
onDismiss = { editTarget = null },
)
}
}
if (lnpPrompt) {
// Android 17+ local-network-permission rationale: re-request (a permanently-denied request
// returns instantly without a system prompt — hence the settings deep link alongside).
val onAllow = {
lnpPrompt = false
localNetLauncher.launch(Manifest.permission.ACCESS_LOCAL_NETWORK)
},
onOpenSystemSettings = {
}
val onSettings = {
lnpPrompt = false
context.startActivity(
Intent(
@@ -921,10 +1272,21 @@ fun ConnectScreen(
Uri.fromParts("package", context.packageName, null),
),
)
},
onDismissLnpPrompt = { lnpPrompt = false },
}
if (gamepadUi) {
GamepadLocalNetworkDialog(onAllow = onAllow, onSettings = onSettings, onDismiss = { lnpPrompt = false })
} else {
LocalNetworkDialog(onAllow = onAllow, onSettings = onSettings, onDismiss = { lnpPrompt = false })
}
}
// Topmost: the full-screen connect takeover — instant "Connecting…" feedback on any dial, flowing
// seamlessly into the "Waking…" wait if the host turns out to be asleep. Rides over both the touch
// grid and the console home.
ConnectOverlay(
connectingHostName = attempt?.hostName,
waker = waker,
gamepadUi = gamepadUi,
onCancelConnect = { cancelConnect() },
)
}
@@ -933,11 +1295,8 @@ fun ConnectScreen(
* One entry in the saved-hosts grid: a host's own card ([pin] null), or one of its pinned
* host+profile cards. Pins are additive presentation state on the host record never duplicated
* host entries, which would fork pairing, trust and renames (design §5.2a).
*
* The console reuses it deliberately: its options dialog acts on a host-or-pin exactly as the touch
* card's overflow menu does, and one currency for "which card is this" keeps the two from drifting.
*/
internal data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?) {
private data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?) {
val key: String get() = "card-${host.id}-${pin?.id ?: "primary"}"
}
@@ -946,7 +1305,7 @@ internal data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?)
* as a multicast-reception hedge on OEMs that filter multicast without it, but discovery (raw mDNS via
* the native core + MulticastLock) does not depend on it.
*/
internal fun hasNearbyPermission(context: Context): Boolean =
fun hasNearbyPermission(context: Context): Boolean =
Build.VERSION.SDK_INT < Build.VERSION_CODES.TIRAMISU ||
ContextCompat.checkSelfPermission(context, Manifest.permission.NEARBY_WIFI_DEVICES) ==
PackageManager.PERMISSION_GRANTED
@@ -958,7 +1317,7 @@ internal fun hasNearbyPermission(context: Context): Boolean =
* QUIC dial surfaces as a silent handshake timeout and the mDNS browse receives nothing. Unlike
* [hasNearbyPermission] this is load-bearing nothing on the connect screen works without it.
*/
internal fun hasLocalNetworkPermission(context: Context): Boolean =
fun hasLocalNetworkPermission(context: Context): Boolean =
Build.VERSION.SDK_INT < Build.VERSION_CODES.CINNAMON_BUN ||
ContextCompat.checkSelfPermission(context, Manifest.permission.ACCESS_LOCAL_NETWORK) ==
PackageManager.PERMISSION_GRANTED
@@ -968,7 +1327,7 @@ internal fun hasLocalNetworkPermission(context: Context): Boolean =
* fingerprint when both carry it (so it survives a DHCP address change), else by address:port.
* Mirrors the Apple client's `StoredHost.matches`; de-dupes "Discovered" against "Saved hosts".
*/
internal fun KnownHost.matches(dh: DiscoveredHost): Boolean {
private fun KnownHost.matches(dh: DiscoveredHost): Boolean {
val advFp = dh.fingerprint?.lowercase()
if (!advFp.isNullOrEmpty() && fpHex.isNotEmpty() && fpHex.lowercase() == advFp) return true
return address == dh.host && port == dh.port
@@ -978,9 +1337,6 @@ internal fun KnownHost.matches(dh: DiscoveredHost): Boolean {
* True when a saved host is reachable RIGHT NOW: advertising on mDNS OR answering the QUIC probe
* (a host reached over a routed network Tailscale/VPN never advertises but is reachable). The
* display-side companion to dial-first: presence no longer means "on this LAN".
*
* `internal`, not private: the touch grid draws the same pip in its own file now, and the console's
* tile builder is handed this as a lambda so it never has to know what "reachable" is made of.
*/
internal fun KnownHost.isOnline(discovered: List<DiscoveredHost>, reachable: Set<String>): Boolean =
private fun KnownHost.isOnline(discovered: List<DiscoveredHost>, reachable: Set<String>): Boolean =
discovered.any { matches(it) } || reachable.contains("$address:$port")
@@ -1,7 +1,6 @@
package io.unom.punktfunk
import android.content.Context
import android.content.res.Configuration
import android.hardware.input.InputManager
import android.os.Build
import android.os.CombinedVibration
@@ -12,15 +11,12 @@ import android.view.InputDevice
import android.view.KeyEvent
import android.view.MotionEvent
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.ScrollState
import androidx.compose.foundation.background
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ColumnScope
import androidx.compose.foundation.layout.ExperimentalLayoutApi
import androidx.compose.foundation.layout.FlowRow
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
@@ -43,15 +39,11 @@ import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateMapOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberUpdatedState
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.unit.dp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.DsDevice
import io.unom.punktfunk.kit.Gamepad
import io.unom.punktfunk.kit.Sc2Capture
@@ -63,145 +55,10 @@ import kotlinx.coroutines.delay
* case where a pad "doesn't work" adapters and BT-to-USB dongles often enumerate with a different
* identity than the physical pad, or not as a gamepad at all, and punktfunk only forwards devices
* Android classifies as gamepad/joystick. This screen makes that visible on the device itself.
*
* This is the TOUCH entry point; [ConsoleControllersScreen] shows the same body on the console's
* field. Both drive [ControllersBody] the screen exists once, and the support answer it gives has
* to be the same one whichever interface asked.
*/
@Composable
fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
BackHandler(onBack = onBack)
var testing by remember { mutableStateOf(false) }
ControllersBody(
gamepadSetting = gamepadSetting,
scroll = rememberScrollState(),
testing = testing,
onTestingChange = { testing = it },
// The touch screen holds the probes for its whole life: events are OBSERVED (not consumed)
// while the test is off, which is what keeps the "Last input" line live while browsing.
// Nothing else here wants the pad, so there is no one to hand them to.
observeInput = true,
contentPadding = PaddingValues(horizontal = 20.dp, vertical = 24.dp),
) {
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
}
}
/**
* The same screen on the console's field the couch route to it, which a TV box has no other way to
* reach (there is no touch interface to fall back to there, which is exactly why this matters).
*
* Navigation, and how the pad is shared with the test:
* * up/down scrolls, the shoulders page the body is cards and prose with no focusable rows, and
* Compose only scrolls to keep a FOCUSED child visible (see [rememberConsoleScroller]);
* * A starts the input test, which is the one thing on this screen a controller can act on;
* * while the test runs it OWNS the pad that is the whole point of it so this screen's nav
* drops out of the probe slots and B is a HOLD (below). Everything reverts the moment it ends.
*/
@Composable
fun ConsoleControllersScreen(gamepadSetting: Int, onBack: () -> Unit, navActive: Boolean = true) {
BackHandler(onBack = onBack)
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
val hazeState = remember { HazeState() }
val scroll = rememberScrollState()
val scrollBy = rememberConsoleScroller(scroll)
var testing by remember { mutableStateOf(false) }
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
GamepadNavEffect2D(
// Off while the test runs: both want the same single probe slot, and the test is the one
// the user just asked for. The identity check in each teardown (here and in the body) is
// what makes the handover safe in either direction.
active = navActive && !testing,
onDirection = { dir ->
when (dir) {
NavDir.UP -> scrollBy(-1, false)
NavDir.DOWN -> scrollBy(1, false)
// Nothing on this screen steps sideways; paging is the shoulders' job.
NavDir.LEFT, NavDir.RIGHT -> {}
}
},
onActivate = { testing = true },
onShoulder = { delta -> scrollBy(delta, true) },
)
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
// The calm backdrop, full-bleed under the bars and the cutout: this is a screen to READ,
// and the aurora is ambience. Only the content takes the safe area.
GamepadFormBackground(Modifier.fillMaxSize())
// The body is written against the touch theme; on the console field it has to be inked
// from the palette or it is grey-on-pastel over the six pale palettes.
ConsoleInkedTheme {
Column(Modifier.fillMaxSize().consoleSafeArea()) {
ControllersBody(
gamepadSetting = gamepadSetting,
scroll = scroll,
testing = testing,
onTestingChange = { testing = it },
// Only while testing: the rest of the time the screen's own nav holds the
// probes, so the "Last input" line is a test-time readout here rather than
// an always-on one. A pad that reaches this screen at all has already
// proved it is seen — by moving the cursor here.
observeInput = testing,
contentPadding = PaddingValues(
start = ConsoleEdgeInset,
end = ConsoleEdgeInset,
// Clears the floating legend zone, like every other console list.
bottom = ConsoleLegendClearance,
),
) {
ConsoleHeader("Connected controllers", horizontalInset = false)
}
}
}
}
Box(
Modifier
.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(
if (testing) {
// The rule, stated at the moment it applies: while the test runs, B is a BUTTON
// UNDER TEST like any other — it lights its own chip — so only a hold ends the
// test, after which B is the universal Back again. Tappable as the touch hatch.
listOf(PadGlyph.hint('B', "Hold to finish") { testing = false })
} else {
listOfNotNull(
GamepadHint('↕', PadGlyph.Arrow, "Scroll"),
// Advertised only where they exist — a TV remote has no shoulders, and
// claiming otherwise is both a lie and the reason a narrow legend overflows.
GamepadHint('⇄', PadGlyph.Arrow, "Page").takeIf { padIsGamepad },
PadGlyph.hint('A', "Test inputs") { testing = true },
PadGlyph.hint('B', "Done", onClick = onBack),
)
},
hazeState = hazeState,
)
}
}
}
/**
* The screen itself, shared by both interfaces. [contentPadding] and [heading] are where they
* differ: the touch screen pads for a thumb and titles with the Material headline, the console pads
* to the shared edge inset, clears its floating legend, and titles with [ConsoleHeader].
*
* [observeInput] decides whether this body installs the shared MainActivity probes at all see the
* two call sites, and [ConsoleControllersScreen] for why they cannot both be on at once.
*/
@Composable
private fun ControllersBody(
gamepadSetting: Int,
scroll: ScrollState,
testing: Boolean,
onTestingChange: (Boolean) -> Unit,
observeInput: Boolean,
contentPadding: PaddingValues,
heading: @Composable () -> Unit,
) {
val context = LocalContext.current
val activity = context as? MainActivity
@@ -227,31 +84,17 @@ private fun ControllersBody(
// Live input test. While `testing`, the MainActivity probes consume pad events (so they show up
// here instead of driving focus navigation); holding B releases, since the pad can no longer
// reach the Switch.
// reach the Switch. Events are observed (not consumed) even when the test is off, so the
// "last input" line works while browsing.
var testing by remember { mutableStateOf(false) }
val held = remember { mutableStateMapOf<Int, Boolean>() }
val axes = remember { mutableStateMapOf<String, Float>() }
var lastInput by remember { mutableStateOf<String?>(null) }
var bHeld by remember { mutableStateOf(false) }
// The hold has lasted long enough; the test ends when B is let go (see the probe).
var holdSatisfied by remember { mutableStateOf(false) }
// The probes below are built ONCE per `observeInput` and then read these for the life of that
// installation. `testing` and the callback arrive as parameters now, so capturing them plainly
// would freeze the values they had when the probe was made — the test would consume nothing.
val consuming by rememberUpdatedState(testing)
// The console's refusal thud, on whatever actuator the driving pad or this device has.
val haptics by rememberUpdatedState(rememberConsoleHaptics())
DisposableEffect(observeInput) {
// Stable probe refs, and a teardown that releases the slot only if WE still hold it — the
// rule GamepadNavEffect2D follows. Without it this screen's dispose nulls whatever is in the
// slot: during the console shell's push/pop BOTH screens are briefly composed, so leaving
// here would kill the pad navigation the arriving screen had just installed. The same
// teardown also runs when this screen hands the pad to its own input test and back.
val keyProbe: (KeyEvent) -> Boolean = probe@{ event ->
DisposableEffect(Unit) {
activity?.padKeyProbe = probe@{ event ->
if (!Gamepad.isPad(event.device)) return@probe false
// Read ONCE, up front: the test can end inside this very event, and the release that
// ended it still has to be swallowed here — see the B branch below.
val consume = consuming
when (event.action) {
KeyEvent.ACTION_DOWN -> {
held[event.keyCode] = true
@@ -259,34 +102,13 @@ private fun ControllersBody(
}
KeyEvent.ACTION_UP -> {
held[event.keyCode] = false
if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) {
bHeld = false
if (consume) {
if (event.eventTime - event.downTime >= HOLD_TO_FINISH_MS) {
// The hold ends the test HERE, on the release, and NOT the moment
// the 1.2 s elapsed: end it a moment earlier and this release falls
// through unconsumed to the activity's B→BACK remap, which takes the
// whole screen with it. Finishing the test and leaving the screen on
// one press is not what "hold B to finish" says.
onTestingChange(false)
held.clear()
} else {
// A short B is not swallowed either. While the test owns the pad, B
// is a BUTTON UNDER TEST — it lights its chip like every other — so
// a tap can't also mean "leave", and in the console B is otherwise
// the universal back. The press gets the boundary thud instead, the
// same answer a refused step gets on the settings screen: heard, and
// it means something else here.
haptics.boundary()
}
}
}
if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) bHeld = false
}
}
lastInput = "${event.device?.name}: ${KeyEvent.keyCodeToString(event.keyCode)}"
consume
testing
}
val motionProbe: (MotionEvent) -> Boolean = probe@{ event ->
activity?.padMotionProbe = probe@{ event ->
if (!Gamepad.isPad(event.device)) return@probe false
axes["LX"] = event.getAxisValue(MotionEvent.AXIS_X)
axes["LY"] = event.getAxisValue(MotionEvent.AXIS_Y)
@@ -302,43 +124,31 @@ private fun ControllersBody(
)
axes["HX"] = event.getAxisValue(MotionEvent.AXIS_HAT_X)
axes["HY"] = event.getAxisValue(MotionEvent.AXIS_HAT_Y)
consuming
}
if (observeInput) {
activity?.padKeyProbe = keyProbe
activity?.padMotionProbe = motionProbe
testing
}
onDispose {
activity?.let { a ->
if (a.padKeyProbe === keyProbe) a.padKeyProbe = null
if (a.padMotionProbe === motionProbe) a.padMotionProbe = null
}
activity?.padKeyProbe = null
activity?.padMotionProbe = null
}
}
// Hold-B-to-exit: with events consumed, the pad can't reach the Switch — a 1.2 s hold ends the
// test instead (touch still works). This half only ANSWERS the hold once it is long enough; the
// release is what ends the test (see the probe). Letting go early cancels the effect before the
// delay fires, so nothing is announced.
LaunchedEffect(bHeld, testing) {
// test instead (touch still works). A short tap cancels the effect before the delay fires.
LaunchedEffect(bHeld) {
if (bHeld && testing) {
delay(HOLD_TO_FINISH_MS)
holdSatisfied = true
// A hold with no answer at the moment it lands is a hold you keep holding. Say it in
// both channels a couch user has: a pulse in the hands, a changed line on the screen.
haptics.confirm()
} else {
holdSatisfied = false
delay(1_200)
testing = false
held.clear()
}
}
Column(
modifier = Modifier
.fillMaxSize()
.verticalScroll(scroll)
.padding(contentPadding),
.verticalScroll(rememberScrollState())
.padding(horizontal = 20.dp, vertical = 24.dp),
verticalArrangement = Arrangement.spacedBy(24.dp),
) {
heading()
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
// Capture-side detection, re-checked on USB hot-plug. The SC2 is never an InputDevice
// (lizard mode is kb/mouse; the capture claims even those away) so it's enumerated from
@@ -402,19 +212,13 @@ private fun ControllersBody(
Column(Modifier.weight(1f)) {
Text("Test inputs", style = MaterialTheme.typography.bodyLarge)
Text(
when {
holdSatisfied -> "Release B to finish"
testing -> "Controller input stays on this screen — hold B to finish"
else -> "Show button presses and stick motion live"
},
if (testing) "Controller input stays on this screen — hold B to finish"
else "Show button presses and stick motion live",
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
Switch(
checked = testing,
onCheckedChange = { on -> onTestingChange(on); if (!on) held.clear() },
)
Switch(checked = testing, onCheckedChange = { testing = it; if (!it) held.clear() })
}
if (testing) {
ButtonGrid(held)
@@ -876,11 +680,3 @@ private val TEST_BUTTONS = listOf(
/** Axis bars shown in the test view, in display order. */
private val AXIS_LABELS = listOf("LX", "LY", "RX", "RY", "LT", "RT", "HX", "HY")
/**
* How long B must be held to end the input test and, below that, how long a press still counts as
* a tap that gets answered rather than ignored. One constant, because a hold that ends at 1.2 s
* while the "you tapped" answer stops at some other number leaves a window where a press does
* nothing at all.
*/
private const val HOLD_TO_FINISH_MS = 1_200L
@@ -3,7 +3,6 @@ package io.unom.punktfunk
import android.content.res.Configuration
import androidx.activity.compose.BackHandler
import androidx.compose.animation.animateColorAsState
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.tween
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -19,9 +18,10 @@ import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.foundation.layout.widthIn
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.text.KeyboardOptions
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
@@ -31,12 +31,6 @@ import androidx.compose.ui.focus.FocusRequester
import androidx.compose.ui.focus.focusRequester
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.semantics.Role
import androidx.compose.ui.semantics.contentDescription
import androidx.compose.ui.semantics.role
import androidx.compose.ui.semantics.semantics
import androidx.compose.ui.semantics.toggleableState
import androidx.compose.ui.state.ToggleableState
import androidx.compose.ui.text.input.KeyboardType
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
@@ -53,6 +47,7 @@ import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.graphicsLayer
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.text.font.FontWeight
@@ -74,20 +69,6 @@ private const val KB_ROWS = 5
private class Field(val id: String, val label: String, val value: String, val placeholder: String)
/**
* A non-text row of the EDIT form a switch or a stepped choice, driven like a settings row rather
* than opening the keyboard. Add-host mode has none: they all edit properties a host only has once
* it is saved.
*/
private class ExtraRow(
val label: String,
val value: String,
/** Non-null = draw a [ConsoleSwitch] instead of the value text. */
val toggled: Boolean?,
val adjust: (Int) -> Unit,
val activate: () -> Unit,
)
@Composable
fun GamepadAddHostScreen(
onAdd: (name: String, address: String, port: Int) -> Unit,
@@ -97,11 +78,6 @@ fun GamepadAddHostScreen(
editHost: KnownHost? = null,
suggestedMacs: List<String> = emptyList(),
onSave: ((KnownHost) -> Unit)? = null,
/**
* The profile catalog, for the edit form's binding row. Empty (the default) simply omits that
* row which is also what a device with no profiles yet gets.
*/
profiles: List<StreamProfile> = emptyList(),
) {
val ink = LocalGamepadInk.current
val context = LocalContext.current
@@ -113,15 +89,6 @@ fun GamepadAddHostScreen(
var address by remember { mutableStateOf(editHost?.address ?: "") }
var port by remember { mutableStateOf(editHost?.port?.toString() ?: "9777") }
var mac by remember { mutableStateOf(editHost?.mac?.ifEmpty { suggestedMacs }?.joinToString(", ") ?: "") }
// The two host properties the console could not reach at all until now. `copy` preserved them,
// so nothing was ever LOST — but a couch-only user (a TV box has no touch interface to fall
// back to) could never decide either one, which the touch edit sheet has always offered.
var clipboard by remember(editHost) { mutableStateOf(editHost?.clipboardSync ?: true) }
// Filtered through the live catalog, so a binding to a since-deleted profile reads as unset
// rather than as a name nothing can resolve — the same guard the touch sheet applies.
var boundId by remember(editHost, profiles) {
mutableStateOf(editHost?.profileId?.takeIf { id -> profiles.any { it.id == id } })
}
val canAdd = address.isNotBlank() && (port.toIntOrNull() ?: 0) > 0
fun commit() {
if (isEdit && editHost != null && onSave != null) {
@@ -131,8 +98,6 @@ fun GamepadAddHostScreen(
address = address.trim(),
port = port.toIntOrNull() ?: editHost.port,
mac = KnownHostStore.parseMacs(mac),
clipboardSync = clipboard,
profileId = boundId,
),
)
} else {
@@ -170,43 +135,7 @@ fun GamepadAddHostScreen(
add(Field("port", "Port", port, "9777"))
if (isEdit) add(Field("mac", "Wake MAC", mac, "auto-filled when the host is seen"))
}
// The switch/choice rows, between the text fields and the action. Only in EDIT mode: both edit
// properties a host only has once it has been saved.
val extras = buildList {
if (isEdit) {
add(
ExtraRow(
label = "Shared clipboard",
value = if (clipboard) "On" else "Off",
toggled = clipboard,
// Directional = state-targeted, so holding a direction can't oscillate — the
// same rule the settings toggles and the pin picker use.
adjust = { d -> clipboard = d > 0 },
activate = { clipboard = !clipboard },
),
)
if (profiles.isNotEmpty()) {
// "Default settings" is the absence of a binding, not a profile, so it leads the
// ring as a null rather than being faked as an entry in the catalog.
val options = listOf<StreamProfile?>(null) + profiles
val idx = options.indexOfFirst { it?.id == boundId }.coerceAtLeast(0)
fun stepTo(delta: Int) {
val n = ((idx + delta) % options.size + options.size) % options.size
boundId = options[n]?.id
}
add(
ExtraRow(
label = "Profile",
value = options[idx]?.name ?: "Default settings",
toggled = null,
adjust = { d -> stepTo(d) },
activate = { stepTo(1) },
),
)
}
}
}
val actionIndex = fields.size + extras.size // the Save/Add action sits after everything
val actionIndex = fields.size // the Save/Add action sits just after the last field
fun openKeyboard(id: String) { editing = id; kbRow = 1; kbCol = 0 }
fun closeKeyboard() { editing = null }
@@ -223,13 +152,11 @@ fun GamepadAddHostScreen(
"address" -> c != ' '
else -> true
}
/** The focused row's extra, or null when the cursor is on a text field or the action. */
fun focusedExtra(): ExtraRow? = extras.getOrNull(focus - fields.size)
fun activateField() {
when {
focus == actionIndex -> if (canAdd) commit() else { focus = 1; openKeyboard("address") }
focus < fields.size -> openKeyboard(fields[focus].id)
else -> focusedExtra()?.activate()
if (focus == actionIndex) {
if (canAdd) commit() else { focus = 1; openKeyboard("address") }
} else {
openKeyboard(fields[focus].id)
}
}
fun pressKey() {
@@ -252,11 +179,7 @@ fun GamepadAddHostScreen(
when (dir) {
NavDir.UP -> if (focus > 0) focus--
NavDir.DOWN -> if (focus < actionIndex) focus++
// Left/right step the switch and the profile ring, exactly as they step a
// settings row. On a text field or the action they still do nothing — there is
// no value there to walk.
NavDir.LEFT -> focusedExtra()?.adjust(-1)
NavDir.RIGHT -> focusedExtra()?.adjust(1)
else -> {}
}
} else {
when (dir) {
@@ -291,17 +214,15 @@ fun GamepadAddHostScreen(
// visible (stacked, the keyboard covered the whole short screen). The legend is NOT put
// under the keyboard here — it floats at the same fixed bottom-left spot as everywhere.
Row(
Modifier.fillMaxSize().consoleSafeArea().padding(start = ConsoleEdgeInset, end = 20.dp, top = 8.dp, bottom = 8.dp),
Modifier.fillMaxSize().systemBarsPadding().padding(start = ConsoleEdgeInset, end = 20.dp, top = 8.dp, bottom = 8.dp),
horizontalArrangement = Arrangement.spacedBy(18.dp),
) {
Column(
Modifier.weight(1f).fillMaxHeight().widthIn(max = 620.dp)
.verticalScroll(rememberScrollState()),
Modifier.weight(1f).fillMaxHeight().verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
ConsoleHeader(title, horizontalInset = false)
fields.forEachIndexed { i, f -> FieldRow(f, focused = false, editing = editing == f.id) { onFieldClick(i) } }
extras.forEachIndexed { i, e -> ExtraRowView(e, focused = false) { onFieldClick(fields.size + i) } }
AddActionRow(actionLabel, enabled = canAdd, focused = false) { onAddClick() }
Spacer(Modifier.height(64.dp)) // clear the floating legend at bottom-left
}
@@ -315,11 +236,9 @@ fun GamepadAddHostScreen(
} else {
// Portrait (or landscape not typing): the FORM SCROLLS so the Add button is never
// compressed by the keyboard; the keyboard sits below it; the legend floats (fixed).
Column(Modifier.fillMaxSize().consoleSafeArea().padding(horizontal = ConsoleEdgeInset)) {
Column(Modifier.fillMaxSize().systemBarsPadding().padding(horizontal = ConsoleEdgeInset)) {
Column(
// Same 620 dp cap as the settings rows: a field stretched across a wide
// landscape phone is a ribbon, not an input.
Modifier.weight(1f).widthIn(max = 620.dp).verticalScroll(rememberScrollState()),
Modifier.weight(1f).fillMaxWidth().verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
ConsoleHeader(title, horizontalInset = false)
@@ -332,11 +251,6 @@ fun GamepadAddHostScreen(
)
}
fields.forEachIndexed { i, f -> FieldRow(f, focused = focus == i && editing == null, editing = editing == f.id) { onFieldClick(i) } }
extras.forEachIndexed { i, e ->
ExtraRowView(e, focused = focus == fields.size + i && editing == null) {
onFieldClick(fields.size + i)
}
}
AddActionRow(actionLabel, enabled = canAdd, focused = focus == actionIndex && editing == null) { onAddClick() }
Spacer(Modifier.height(72.dp)) // last field clears the floating legend when scrolled
}
@@ -354,7 +268,7 @@ fun GamepadAddHostScreen(
// open or not), so opening the keyboard never relocates it below the keys. Backdrop-blurred.
Box(
Modifier.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.padding(ConsoleLegendInset),
) {
GamepadHintBar(
@@ -401,7 +315,7 @@ private fun TvAddHostForm(
Column(
Modifier
.fillMaxSize()
.consoleSafeArea()
.systemBarsPadding()
.padding(horizontal = 56.dp, vertical = 36.dp)
.widthIn(max = 720.dp)
.verticalScroll(rememberScrollState()),
@@ -452,18 +366,14 @@ private fun rowCols(row: Int): Int = if (row < KB_ACTIONS_ROW) KB_CHAR_ROWS[row]
private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused || editing, editing = editing)
// The caret keeps its slot and only fades, like the settings rows' chevrons. Appending it on
// `editing` shoved the whole value left the instant the keyboard opened — the same
// layout-moves-under-focus bug the settings detail line had, one screen over.
val caretAlpha by animateFloatAsState(
if (editing) 1f else 0f,
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "caret",
)
val shape = RoundedCornerShape(14.dp)
Row(
modifier = Modifier
.fillMaxWidth()
.consoleGlass(ConsoleShape.Row, visuals)
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
.clip(shape)
.background(visuals.background)
.border(1.dp, visuals.border, shape)
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick)
.padding(horizontal = 16.dp, vertical = 14.dp),
verticalAlignment = Alignment.CenterVertically,
@@ -477,61 +387,7 @@ private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
Text(" |", color = ink.accent, modifier = Modifier.graphicsLayer { alpha = caretAlpha })
}
}
/**
* A switch or stepped-choice row of the edit form. Deliberately the settings screen's row in
* miniature same glass, same end-aligned value slot, same `ConsoleSwitch` because it IS a
* settings row: it edits a stored property with left/right, and a user who has met one has met
* both.
*/
@Composable
private fun ExtraRowView(row: ExtraRow, focused: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
Row(
modifier = Modifier
.fillMaxWidth()
.consoleGlass(ConsoleShape.Row, visuals)
.clickable(
interactionSource = remember { MutableInteractionSource() },
indication = null,
onClick = onClick,
)
.semantics(mergeDescendants = true) {
role = if (row.toggled != null) Role.Switch else Role.Button
contentDescription = "${row.label}, ${row.value}"
row.toggled?.let {
toggleableState = if (it) ToggleableState.On else ToggleableState.Off
}
}
.padding(horizontal = 16.dp, vertical = 14.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Text(
row.label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
color = ink.fg,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
modifier = Modifier.weight(1f),
)
Spacer(Modifier.width(8.dp))
if (row.toggled != null) {
ConsoleSwitch(on = row.toggled, focused = focused)
} else {
Text(
row.value,
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(if (focused) 1f else 0.6f),
textAlign = TextAlign.End,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
}
if (editing) Text(" |", color = ink.accent)
}
}
@@ -539,15 +395,19 @@ private fun ExtraRowView(row: ExtraRow, focused: Boolean, onClick: () -> Unit) {
private fun AddActionRow(label: String, enabled: Boolean, focused: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
val shape = RoundedCornerShape(14.dp)
val labelColor by animateColorAsState(
if (enabled) ink.accent else ink.fg(0.35f),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
tween(160),
label = "addLabel",
)
Box(
modifier = Modifier
.fillMaxWidth()
.consoleGlass(ConsoleShape.Row, visuals)
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
.clip(shape)
.background(visuals.background)
.border(1.dp, visuals.border, shape)
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick)
.padding(vertical = 14.dp),
contentAlignment = Alignment.Center,
@@ -570,16 +430,14 @@ private fun KeyboardGrid(
onKey: (Int, Int) -> Unit,
) {
val ink = LocalGamepadInk.current
val shape = ConsoleShape.Keyboard
val shape = RoundedCornerShape(20.dp)
val gap = if (compact) 5.dp else 7.dp
Column(
Modifier
.fillMaxWidth()
.widthIn(max = 640.dp)
.clip(shape)
// Palette glass, lifted a touch above a row's: the keyboard is a slab the keys sit on,
// and a hardcoded white wash was the one surface a pale palette couldn't recolour.
.background(ink.glass.copy(alpha = (ink.glass.alpha * 1.5f).coerceAtMost(1f)))
.background(Color(0x1FFFFFFF))
.border(1.dp, ink.fg(0.12f), shape)
.padding(start = 12.dp, end = 12.dp, top = if (compact) 8.dp else 12.dp, bottom = 12.dp + bottomInset),
verticalArrangement = Arrangement.spacedBy(gap),
@@ -609,13 +467,11 @@ private fun Keycap(label: String, focused: Boolean, compact: Boolean, modifier:
tween(90),
label = "keyBg",
)
// `onAccent`, not black: a pale palette's accent can be light enough that black-on-it is the
// unreadable combination, and the palette already resolved which way that goes.
val fg by animateColorAsState(if (focused) ink.onAccent else ink.fg, tween(90), label = "keyFg")
val fg by animateColorAsState(if (focused) Color.Black else ink.fg, tween(90), label = "keyFg")
Box(
modifier = modifier
.height(if (compact) 34.dp else 44.dp)
.clip(ConsoleShape.Keycap)
.clip(RoundedCornerShape(9.dp))
.background(bg)
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick),
contentAlignment = Alignment.Center,
@@ -1,348 +0,0 @@
package io.unom.punktfunk
import android.graphics.RuntimeShader
import android.os.Build
import androidx.annotation.RequiresApi
import androidx.compose.animation.core.LinearEasing
import androidx.compose.animation.core.RepeatMode
import androidx.compose.animation.core.animateFloat
import androidx.compose.animation.core.infiniteRepeatable
import androidx.compose.animation.core.rememberInfiniteTransition
import androidx.compose.animation.core.tween
import androidx.compose.animation.core.withInfiniteAnimationFrameMillis
import androidx.compose.foundation.Canvas
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.produceState
import androidx.compose.runtime.remember
import androidx.compose.ui.Modifier
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.graphics.BlendMode
import androidx.compose.ui.graphics.Brush
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.ShaderBrush
import java.util.Locale
import kotlin.math.PI
import kotlin.math.cos
import kotlin.math.max
import kotlin.math.sin
// The living console backdrop, in two renderings of ONE design.
//
// On API 33+ this is the desktop console's actual field: `pf-console-ui`'s `mesh_sksl`
// (library.rs) ported to AGSL — a 4×4 bicubic colour mesh warped by four drifting interior points,
// swayed ±8° in hue, vignetted and scrimmed. AGSL is the SkSL subset Android 13 ships, so the
// shader body is very nearly the same source, and `GamepadPalette.meshColors` is literally the same
// 16-cell table the Rust samples. Below 33 (`RuntimeShader` is 33+) the field falls back to four
// drifting radial blobs sampled from the same palette ramp — an approximation of the same look, and
// the honest one: emulating a mesh gradient with bitmaps would cost more than it bought.
//
// Either way it is AMBIENCE, never content: it runs full-bleed under the cutout and the system bars,
// and every console screen's chrome floats over it.
/**
* The console backdrop. [calm] is what the FORM screens (settings, add-host) wear: the pools dim
* onto the ground so the glass rows keep real colour and luminance without the launcher's contrast.
* Motion is identical either way on purpose only the contrast differs, so moving between screens
* can't make the field jump.
*
* Honours the system's "remove animations" accessibility setting by freezing at a fixed phase, the
* same courtesy the Apple client pays Reduce Motion which doubles as the deterministic mode the
* screenshot harness captures in, since the phase is just a uniform.
*/
@Composable
fun GamepadAuroraBackground(modifier: Modifier = Modifier, calm: Boolean = false) {
val palette = LocalGamepadPalette.current
val animated = animationsEnabled()
// Compiled once per palette and cached process-wide: stepping the Background row recolours the
// field under the very row being stepped, and a shader compile per D-pad press would be felt on
// a TV box. A compile failure resolves null and takes the blob path — a vendor Skia that
// rejects the source must not take the console UI down with it.
val shader = if (Build.VERSION.SDK_INT >= 33) {
remember(palette.id) { meshShaderFor(palette) }
} else {
null
}
if (shader != null) {
MeshAurora(modifier, shader, calm, animated)
} else {
BlobAurora(modifier, palette, calm, animated)
}
}
/**
* The backdrop for the console FORM screens (settings, add-host) the launcher's own living field
* at `calm`, so no screen in the console UI is backed by a still image and the palette setting
* reaches every one of them. Mirrors the Apple client's GamepadFormBackground and the desktop's
* single `calm` uniform.
*/
@Composable
fun GamepadFormBackground(modifier: Modifier = Modifier) {
GamepadAuroraBackground(modifier, calm = true)
}
// --- The mesh field (API 33+) ---------------------------------------------------------------
/** The phase a frozen (reduce-motion / screenshot) field is drawn at — the desktop's t = 0. */
private const val FROZEN_PHASE = 0f
@RequiresApi(33)
@Composable
private fun MeshAurora(
modifier: Modifier,
shader: RuntimeShader,
calm: Boolean,
animated: Boolean,
) {
val ink = LocalGamepadInk.current
val palette = LocalGamepadPalette.current
val brush = remember(shader) { ShaderBrush(shader) }
// Real monotonic seconds, not a wrapping sweep: the four warp points and the hue sway run at
// mutually irrational rates (periods ~90130 s), so no loop length exists that would rejoin
// them seamlessly — which is exactly why the desktop feeds its shader elapsed time too. Frozen
// under reduce-motion, where it also makes the field deterministic for a screenshot.
val time by produceState(FROZEN_PHASE, animated) {
if (!animated) return@produceState
while (true) {
withInfiniteAnimationFrameMillis { value = it / 1000f }
}
}
val (gr, gg, gb) = palette.ground
Canvas(modifier) {
// Uniforms are set per draw, not per recomposition: `time` is read HERE, inside the draw
// scope, so a new frame invalidates the draw only — the composition never re-runs.
shader.setFloatUniform("u_res", size.width, size.height)
shader.setFloatUniform("u_tc", time, if (calm) 1f else 0f)
// The calm lift: the palette's ground scaled to 0.4, what the field flattens toward.
shader.setFloatUniform(
"u_lift",
(gr * 0.4).toFloat(), (gg * 0.4).toFloat(), (gb * 0.4).toFloat(), 0f,
)
// Where the vignette and scrims tend, and how hard — black at full strength on a dark
// field, white at well under half on a pale one (mixing a pastel toward white at the dark
// field's strength bleaches the chroma straight out of the gradient).
shader.setFloatUniform(
"u_scrim",
ink.shade.red, ink.shade.green, ink.shade.blue, ink.shadeScale,
)
drawRect(brush)
}
}
/**
* Compiled mesh shaders by palette id at most the 13 shipped palettes, so it is bounded by the
* table rather than by use. Touched only from the composition (main) thread.
*/
private val meshShaders = HashMap<String, RuntimeShader?>()
@RequiresApi(33)
private fun meshShaderFor(palette: GamepadPalette): RuntimeShader? =
meshShaders.getOrPut(palette.id) {
runCatching { RuntimeShader(meshAgsl(palette.meshColors)) }.getOrNull()
}
/**
* Format a shader constant. `Locale.ROOT` is not optional: `String.format` on a German-locale
* device emits `0,075`, which is a syntax error in the shader source and would take the whole
* backdrop out on exactly the devices it was authored on. `%f` also keeps a very small ramp value
* out of exponent notation, which SkSL would still parse but nobody would enjoy reading.
*/
private fun n(v: Double): String = String.format(Locale.ROOT, "%.6f", v)
/**
* The mesh gradient as AGSL, the palette baked into the source and resolution/time/calm/scrim left
* as uniforms the direct port of `pf-console-ui`'s `mesh_sksl`, kept structurally line-for-line
* with it so the two can be diffed. A smooth bicubic blend of the 16 colours (a separable
* cubic-Bézier basis in x then y, the fragment-shader analogue of SwiftUI's
* `MeshGradient(smoothsColors: true)`), four interior points driving a bounded domain warp, then
* the ±8° hue sway, an elliptical vignette and the vertical legibility scrim.
*/
private fun meshAgsl(colors: List<Triple<Double, Double, Double>>): String {
fun c(i: Int): String {
val (r, g, b) = colors[i]
return "float3(${n(r)}, ${n(g)}, ${n(b)})"
}
// The four interior-point domain-warp accumulators. SIG (0.30) sets how far each point's pull
// reaches; the warp is the weight-normalised average displacement, so |warp| ≤ max|amp|.
val warp = buildString {
for (p in GamepadPalette.MESH_INTERIOR) {
append(" q = uv - float2(${n(p.x)}, ${n(p.y)});\n")
append(" ww = exp(-dot(q, q) / (2.0 * 0.30 * 0.30));\n")
append(" d = float2(${n(p.amp)} * sin(tt * ${n(p.sx)} + ${n(p.phase)}),\n")
append(" ${n(p.amp)} * cos(tt * ${n(p.sy)} + ${n(p.phase)} * 1.3));\n")
append(" wsum += d * ww; wtot += ww;\n")
}
}
return """
uniform float2 u_res;
// x = seconds since this field started, y = the calm mix (0 launcher, 1 form).
uniform float2 u_tc;
// rgb = the palette's corner colour scaled for the calm lift; a is unused.
uniform float4 u_lift;
// rgb = what the vignette and scrims tend toward, a = how hard.
uniform float4 u_scrim;
// Cubic-Bézier basis over four control values — the smooth 4-point blend per axis.
float bz(float t, float a, float b, float c, float d) {
float u = 1.0 - t;
return u*u*u*a + 3.0*u*u*t*b + 3.0*u*t*t*c + t*t*t*d;
}
float3 bz3(float t, float3 a, float3 b, float3 c, float3 d) {
return float3(bz(t, a.r, b.r, c.r, d.r), bz(t, a.g, b.g, c.g, d.g), bz(t, a.b, b.b, c.b, d.b));
}
// Hue rotation about the grey axis (Rodrigues) — the ±8° warm/cool sway. The desktop's `cross(k,
// col)` is written out here: with k = (c, c, c) it collapses to c·(b-g, r-b, g-r), which needs no
// builtin at all — AGSL's function set is a subset of SkSL's and not worth betting the field on.
float3 hue(float3 col, float a) {
float c = 0.5773503;
float cs = cos(a); float sn = sin(a);
float3 kx = c * float3(col.b - col.g, col.r - col.b, col.g - col.r);
return col*cs + kx*sn + float3(c) * dot(float3(c), col) * (1.0 - cs);
}
half4 main(float2 xy) {
float tt = u_tc.x; float calm = u_tc.y;
float2 uv = xy / u_res;
// Interior control points wander → bounded domain warp (pools follow them).
float2 wsum = float2(0.0); float wtot = 0.0; float2 q; float ww; float2 d;
$warp
uv = clamp(uv - wsum / (wtot + 0.0001), 0.0, 1.0);
// Bicubic blend of the 16 mesh colours: cubic-Bézier in x per row, then in y.
float3 r0 = bz3(uv.x, ${c(0)}, ${c(1)}, ${c(2)}, ${c(3)});
float3 r1 = bz3(uv.x, ${c(4)}, ${c(5)}, ${c(6)}, ${c(7)});
float3 r2 = bz3(uv.x, ${c(8)}, ${c(9)}, ${c(10)}, ${c(11)});
float3 r3 = bz3(uv.x, ${c(12)}, ${c(13)}, ${c(14)}, ${c(15)});
float3 col = bz3(uv.y, r0, r1, r2, r3);
col = hue(col, sin(tt * 0.021) * 0.1396263);
// Calm: flatten the field toward its own corner colour — the pools dim and the corners lift,
// so a form screen keeps real colour under its glass rows while losing the launcher's
// contrast. Motion is untouched.
col = mix(col, col * 0.60 + u_lift.rgb, calm);
// Elliptical vignette: clear at r=0.25 → scrim·0.42 at r=1.15. Halved under calm — a
// launcher's cards sit in the pooled centre, but a form screen's rows run out toward the
// edges, where crushing them just eats the list.
float2 e = (xy / u_res - 0.5) * 2.0;
float vig = clamp((length(e) - 0.25) / 0.90, 0.0, 1.0) * mix(0.42, 0.21, calm) * u_scrim.a;
col = mix(col, u_scrim.rgb, vig);
// Vertical legibility scrim for the pinned heading + the floating legend.
float v = xy.y / u_res.y;
float s = v < 0.32 ? mix(0.38, 0.06, v / 0.32)
: v < 0.68 ? mix(0.06, 0.08, (v - 0.32) / 0.36)
: mix(0.08, 0.40, (v - 0.68) / 0.32);
col = mix(col, u_scrim.rgb, s * u_scrim.a);
return half4(half3(col), 1.0);
}
"""
}
// --- The blob field (API 2832 fallback) -----------------------------------------------------
/**
* One drifting blob of the fallback field: where it sits, how far it wanders, and how fast. Integer
* [sx]/[sy] keep the loop seamless at wrap. The COLOUR is the palette's, taken from its ramp at
* draw time, so the field always shows several of that palette's tones at once.
*/
private class AuroraBlob(
val baseX: Float,
val baseY: Float,
val driftX: Float,
val driftY: Float,
val sx: Int,
val sy: Int,
val phase: Float,
val radiusFrac: Float,
val alpha: Float,
)
private val auroraBlobs = listOf(
AuroraBlob(0.30f, 0.26f, 0.16f, 0.10f, 1, 1, 0.0f, 0.62f, 0.55f),
AuroraBlob(0.78f, 0.68f, 0.13f, 0.14f, 1, 2, 2.4f, 0.68f, 0.58f),
AuroraBlob(0.16f, 0.82f, 0.12f, 0.09f, 2, 1, 4.1f, 0.52f, 0.42f),
AuroraBlob(0.72f, 0.14f, 0.10f, 0.08f, 1, 3, 1.2f, 0.48f, 0.40f),
)
/**
* Soft blobs from the palette's ramp drifting over its ground on slow, seamless loops, finished
* with a centre-pooling vignette and top/bottom legibility scrims. What API 2832 sees in place of
* the mesh: the same colour families, the same "ambience, never content" role, and the same
* [GamepadPalette] setting recolours it.
*/
@Composable
private fun BlobAurora(
modifier: Modifier,
palette: GamepadPalette,
calm: Boolean,
animated: Boolean,
) {
val ink = LocalGamepadInk.current
val transition = rememberInfiniteTransition(label = "aurora")
// A full 0..2π sweep over ~96 s; integer per-blob multipliers make sin/cos continuous at the
// wrap so the field never visibly jumps when the animation restarts.
val swept by transition.animateFloat(
initialValue = 0f,
targetValue = (2 * PI).toFloat(),
animationSpec = infiniteRepeatable(tween(96_000, easing = LinearEasing), RepeatMode.Restart),
label = "angle",
)
val angle = if (animated) swept else 0f
val tones = palette.blobColors
val ground = palette.groundColor
// Where the scrims tend, and how hard. Mixing a PALE field toward white at the dark field's
// strength bleaches the chroma straight out of the gradient, so a pale palette gets under
// half — the same scrim strength the desktop console's shader carries.
val scrim = if (palette.light) ink.fg else Color.Black
val strength = if (palette.light) 0.45f else 1f
Canvas(modifier) {
drawRect(ground)
val span = max(size.width, size.height)
for ((i, b) in auroraBlobs.withIndex()) {
val cx = (b.baseX + b.driftX * sin(angle * b.sx + b.phase)) * size.width
val cy = (b.baseY + b.driftY * cos(angle * b.sy + b.phase)) * size.height
val r = span * b.radiusFrac
// Calm scales each blob's contribution rather than dimming the whole canvas: the
// ground stays put and only the pools come down to meet it, which is the same "lower
// the contrast, keep the colour" the desktop console's `calm` uniform does.
val alpha = if (calm) b.alpha * 0.62f else b.alpha
drawCircle(
brush = Brush.radialGradient(
colors = listOf(tones[i].copy(alpha = alpha), Color.Transparent),
center = Offset(cx, cy),
radius = r,
),
center = Offset(cx, cy),
radius = r,
// Additive only works over a DARK ground; over a pale one every blob
// saturates to white and the field turns grey. Pale palettes tint instead.
blendMode = if (palette.light) BlendMode.SrcOver else BlendMode.Plus,
)
}
// Cinematic vignette: pool light centre, settle the corners toward the scrim. Halved under
// calm: a launcher's cards sit in the pooled centre, but a form screen's rows run out
// toward the edges, where crushing them just eats the list.
drawRect(
Brush.radialGradient(
colors = listOf(
Color.Transparent,
scrim.copy(alpha = (if (calm) 0.22f else 0.44f) * strength),
),
center = Offset(size.width / 2, size.height / 2),
radius = span * 0.92f,
),
)
// Top/bottom legibility scrim for the pinned title + hint bar.
drawRect(
Brush.verticalGradient(
0.0f to scrim.copy(alpha = 0.40f * strength),
0.30f to scrim.copy(alpha = 0.05f * strength),
0.70f to scrim.copy(alpha = 0.06f * strength),
1.0f to scrim.copy(alpha = 0.42f * strength),
),
)
}
}
File diff suppressed because it is too large Load Diff
@@ -6,6 +6,7 @@ import androidx.compose.animation.animateColorAsState
import androidx.compose.animation.core.Spring
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.spring
import androidx.compose.animation.core.tween
import androidx.compose.foundation.ExperimentalFoundationApi
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -17,6 +18,7 @@ import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ColumnScope
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.heightIn
import androidx.compose.foundation.layout.padding
@@ -43,6 +45,7 @@ import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.graphicsLayer
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.text.font.FontWeight
@@ -104,13 +107,18 @@ fun GamepadDialog(
// the focused button pulls itself into view (see DialogButton), so D-pad navigation always shows
// the current action even when the stack scrolls.
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
ConsoleModal {
Box(
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)),
contentAlignment = Alignment.Center,
) {
Column(
Modifier
.padding(24.dp)
.widthIn(max = 520.dp)
.heightIn(max = maxCardHeight)
.consoleCard()
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
@@ -142,11 +150,7 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
// that's scrolled out of a short window, pull it into view (no-op when already visible).
val intoView = remember { BringIntoViewRequester() }
LaunchedEffect(focused) { if (focused) intoView.bringIntoView() }
val focus by animateFloatAsState(
if (focused) 1f else 0f,
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
label = "btnFocus",
)
val shape = RoundedCornerShape(14.dp)
// Focus sweeps up/down the stack — cross-fade the fills so it glides instead of snapping.
val bg by animateColorAsState(
when {
@@ -154,30 +158,32 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
primary -> ink.accent(0.20f)
else -> ink.glass
},
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
tween(160),
label = "btnBg",
)
val fg by animateColorAsState(
when {
!enabled -> ink.fg(0.35f)
// On the accent, not on the field — a pale palette's accent decides this, not the ink.
focused -> ink.onAccent
focused -> ink.fg
primary -> ink.accent
else -> ink.fg(0.85f)
},
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
tween(160),
label = "btnFg",
)
val borderColor by animateColorAsState(
ink.fg(if (focused) 0.3f else 0.08f),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
Color.White.copy(alpha = if (focused) 0.3f else 0.08f),
tween(160),
label = "btnBorder",
)
Box(
modifier = Modifier
.fillMaxWidth()
.bringIntoViewRequester(intoView)
.consoleGlass(ConsoleShape.Row, ConsoleFocusVisuals(scale, bg, borderColor, focus))
.graphicsLayer { scaleX = scale; scaleY = scale }
.clip(shape)
.background(bg)
.border(1.dp, borderColor, shape)
.clickable(
enabled = enabled,
interactionSource = remember { MutableInteractionSource() },
@@ -299,13 +305,18 @@ fun GamepadPinHostsDialog(
},
)
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
ConsoleModal {
Box(
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)),
contentAlignment = Alignment.Center,
) {
Column(
Modifier
.padding(24.dp)
.widthIn(max = 520.dp)
.heightIn(max = maxCardHeight)
.consoleCard()
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
@@ -357,11 +368,15 @@ private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: ()
// landscape window pulls itself into view.
val intoView = remember { BringIntoViewRequester() }
LaunchedEffect(focused) { if (focused) intoView.bringIntoView() }
val shape = RoundedCornerShape(14.dp)
Row(
Modifier
.fillMaxWidth()
.bringIntoViewRequester(intoView)
.consoleGlass(ConsoleShape.Row, visuals)
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
.clip(shape)
.background(visuals.background)
.border(1.dp, visuals.border, shape)
.clickable(
interactionSource = remember { MutableInteractionSource() },
indication = null,
@@ -383,6 +398,157 @@ private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: ()
}
}
/**
* Console counterpart of [SpeedTestDialog]. Same measurement, same targeting rule a TV box on a
* powerline adapter is exactly the machine whose link is worth measuring, so this belongs on the
* couch surface too, even though profile EDITING doesn't.
*/
@Composable
fun GamepadSpeedTestDialog(
hostName: String,
target: SpeedTestTarget,
phase: SpeedTestPhase,
onApply: (toProfile: Boolean) -> Unit,
onDismiss: () -> Unit,
) {
val done = phase as? SpeedTestPhase.Done
GamepadDialog(
title = "Network speed test",
onDismiss = onDismiss,
actions = buildList {
if (done != null) {
add(
DialogAction(
when (target) {
SpeedTestTarget.Global -> "Apply"
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}"
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}"
},
primary = true,
) { onApply(true) },
)
if (target is SpeedTestTarget.Ask) {
add(DialogAction("Set as default") { onApply(false) })
}
}
add(DialogAction("Close", primary = done == null, onClick = onDismiss))
},
) {
DialogText(hostName)
when (phase) {
SpeedTestPhase.Connecting -> DialogText("Connecting…")
SpeedTestPhase.Measuring ->
DialogText("Measuring — the host is bursting test traffic for two seconds.")
is SpeedTestPhase.Failed -> DialogText(phase.message)
is SpeedTestPhase.Done -> {
DialogText(
"%.0f Mbit/s measured · %.1f %% loss".format(phase.measuredMbps, phase.lossPct),
)
DialogText("Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps))
}
}
}
}
/** Console counterpart of [LocalNetworkDialog] — the Android 17+ ACCESS_LOCAL_NETWORK rationale. */
@Composable
fun GamepadLocalNetworkDialog(onAllow: () -> Unit, onSettings: () -> Unit, onDismiss: () -> Unit) {
GamepadDialog(
title = "Allow local network access",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Allow", primary = true, onClick = onAllow),
DialogAction("Open settings", onClick = onSettings),
DialogAction("Not now", onClick = onDismiss),
),
) {
DialogText(
"Android blocks Punktfunk from talking to devices on your network, so it can't find " +
"or reach any host until you allow it.",
)
DialogText(
"If no prompt appears after Allow, enable “Nearby devices” for Punktfunk in " +
"system settings.",
)
}
}
@Composable
fun GamepadTrustNewDialog(pt: PendingTrust, onTrust: () -> Unit, onPairInstead: () -> Unit, onDismiss: () -> Unit) {
GamepadDialog(
title = "Trust this host?",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Cancel", onClick = onDismiss),
DialogAction("Pair with PIN", onClick = onPairInstead),
DialogAction("Trust (TOFU)", primary = true, onClick = onTrust),
),
) {
DialogText("First connection to ${pt.host}:${pt.port}.")
pt.advertisedFp?.let { DialogText("Fingerprint ${it.take(16)}") }
DialogText(
"This host allows trust-on-first-use, but that can't tell an impostor from the real host. " +
"Pairing with a PIN is stronger — it proves both sides.",
)
}
}
@Composable
fun GamepadFingerprintChangedDialog(pt: PendingTrust, onRepair: () -> Unit, onDismiss: () -> Unit) {
GamepadDialog(
title = "Host identity changed",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Cancel", onClick = onDismiss),
DialogAction("Re-pair", primary = true, onClick = onRepair),
),
) {
DialogText(
"The pinned fingerprint for ${pt.host} no longer matches what it now advertises. This can " +
"mean a host reinstall — or an impostor. Re-pair with the host's PIN to continue.",
)
}
}
@Composable
fun GamepadRequestAccessDialog(pt: PendingTrust, onRequestAccess: () -> Unit, onUsePin: () -> Unit, onDismiss: () -> Unit) {
GamepadDialog(
title = "Pairing required",
onDismiss = onDismiss,
actions = listOf(
DialogAction("Cancel", onClick = onDismiss),
DialogAction("Use a PIN", onClick = onUsePin),
DialogAction("Request access", primary = true, onClick = onRequestAccess),
),
) {
DialogText("${pt.host}:${pt.port} requires pairing before it will stream.")
DialogText(
"Request access and approve this device in the host's console (or web UI) — no PIN needed. " +
"Or pair with the 4-digit PIN the host displays.",
)
}
}
@Composable
fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
val ink = LocalGamepadInk.current
GamepadDialog(
title = "Waiting for approval",
onDismiss = onCancel,
actions = listOf(DialogAction("Cancel", primary = true, onClick = onCancel)),
) {
val deviceName = Build.MODEL ?: "this device"
Row(verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.spacedBy(12.dp)) {
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp, color = ink.fg)
Text("Approve this device on $hostLabel.", color = ink.fg)
}
DialogText(
"Open the host's console (or web UI) and approve “$deviceName”. It connects automatically " +
"once you approve — no PIN needed.",
)
}
}
/**
* Console PIN pairing: four digit slots set with the D-pad (left/right selects a slot, up/down changes
* 09), then Pair. Runs [NativeBridge.nativePair] off the UI thread; on success hands the verified
@@ -432,10 +598,11 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
)
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
ConsoleModal {
Box(Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)), contentAlignment = Alignment.Center) {
Column(
Modifier.padding(24.dp).widthIn(max = 460.dp).heightIn(max = maxCardHeight)
.consoleCard()
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730)).border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.verticalScroll(rememberScrollState())
.padding(28.dp),
horizontalAlignment = Alignment.CenterHorizontally,
@@ -449,7 +616,7 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
Row(horizontalArrangement = Arrangement.spacedBy(12.dp)) {
repeat(4) { i -> PinSlot(digits[i], focused = slot == i && !pairing) }
}
err?.let { Text(it, color = ink.danger, style = MaterialTheme.typography.bodyMedium) }
err?.let { Text(it, color = Color(0xFFE0736F), style = MaterialTheme.typography.bodyMedium) }
DialogButton(
label = if (pairing) "Pairing…" else "Pair",
focused = slot == 4 && !pairing,
@@ -471,12 +638,6 @@ private fun PinSlot(value: Int, focused: Boolean) {
.border(if (focused) 2.dp else 1.dp, if (focused) ink.accent else ink.fg(0.1f), shape),
contentAlignment = Alignment.Center,
) {
Text(
value.toString(),
fontSize = 30.sp,
fontWeight = FontWeight.Bold,
color = ink.fg,
fontFamily = FontFamily.Monospace,
)
Text(value.toString(), fontSize = 30.sp, fontWeight = FontWeight.Bold, color = ink.fg, fontFamily = FontFamily.Monospace)
}
}
@@ -1,10 +1,8 @@
package io.unom.punktfunk
import android.content.res.Configuration
import androidx.compose.animation.core.Animatable
import androidx.compose.animation.core.Spring
import androidx.compose.animation.core.spring
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.interaction.MutableInteractionSource
import androidx.compose.foundation.layout.Arrangement
@@ -19,11 +17,11 @@ import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.pager.HorizontalPager
import androidx.compose.foundation.pager.PageSize
import androidx.compose.foundation.pager.rememberPagerState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.Add
@@ -35,7 +33,6 @@ import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberCoroutineScope
@@ -47,7 +44,6 @@ import androidx.compose.ui.draw.blur
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Brush
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.TransformOrigin
import androidx.compose.ui.graphics.graphicsLayer
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
@@ -59,7 +55,6 @@ import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.security.KnownHost
import kotlin.math.absoluteValue
import kotlin.math.cos
import kotlinx.coroutines.launch
// The gamepad-driven home — the Android mirror of the Apple client's GamepadHomeView: a distinct,
@@ -67,12 +62,6 @@ import kotlinx.coroutines.launch
// active. A center-snapping carousel of hosts (saved first, then discovered, then a trailing Add
// Host tile), driven from the couch: A connects, X opens Settings, Y opens a saved host's library.
/**
* How far a fully off-centre card turns away from the viewer, in radians (~48°). Never rendered as
* a rotation see the projection note at the call site.
*/
private const val CARD_TURN_RAD = 0.838f
/** One navigable launcher tile — a saved host, a discovered-but-unsaved host, or the Add Host action. */
class HomeTile(
val id: String,
@@ -86,27 +75,15 @@ class HomeTile(
val knownHost: KnownHost? = null, // set for saved hosts → enables the library (Y)
/**
* Set when this tile is a PINNED host+profile combination rather than the host's own tile.
* A pin is a shortcut, not a second host: the host-level actions (wake, edit, forget) belong
* to the host's own tile, and this one offers only Unpin. The library is NOT one of those
* it is a way to start this card (a connect with a title picked first), so a pinned tile opens
* its own shelf and every launch off it carries this profile.
* A pin is a shortcut, not a second host: the host-level actions (wake, edit, forget, library)
* belong to the host's own tile, and this one offers only Unpin.
*/
val pinnedProfileId: String? = null,
/**
* The profile a press will actually connect with the host's binding, or the pin's own
* profile. Rendered as a chip on the card rather than appended to the subtitle: on a PIN card
* the profile is the entire reason the card exists, and a card that only whispers it in grey
* body text can't say that. Matches the Apple client's tile.
*/
val profileName: String? = null,
/** The profile's `#RRGGBB` chip colour, if it set one. */
val profileAccent: Color? = null,
val activate: () -> Unit,
) {
// Any SAVED host offers the library (matches Apple), pinned cards included — the fetch itself
// returns a clear "pair first" message if the host hasn't authorized this device for its
// management API.
val hasLibrary: Boolean get() = knownHost != null
// Any SAVED host offers the library (matches Apple) — the fetch itself returns a clear "pair
// first" message if the host hasn't authorized this device for its management API.
val hasLibrary: Boolean get() = knownHost != null && pinnedProfileId == null
}
/**
@@ -141,16 +118,6 @@ fun GamepadHome(
LaunchedEffect(pagerState.settledPage) { navTarget = pagerState.settledPage }
val current = tiles.getOrNull(navTarget)
// Bumped on every confirm — the centred card dips under the press and springs back, so A reads
// as a button being pushed rather than as a screen simply changing.
var pressToken by remember { mutableIntStateOf(0) }
val press = remember { Animatable(1f) }
LaunchedEffect(pressToken) {
if (pressToken == 0) return@LaunchedEffect
press.animateTo(0.97f, ConsoleMotion.ease(70))
press.animateTo(1f, spring(dampingRatio = 0.45f, stiffness = Spring.StiffnessMedium))
}
GamepadNavEffect(
active = navActive && tiles.isNotEmpty(),
onMove = { dir ->
@@ -160,8 +127,7 @@ fun GamepadHome(
scope.launch { pagerState.animateScrollToPage(target) }
}
},
// A / D-pad-center → Connect
onActivate = { pressToken++; tiles.getOrNull(navTarget)?.let(onActivate) },
onActivate = { tiles.getOrNull(navTarget)?.let(onActivate) }, // A / D-pad-center → Connect
onSecondary = { // Y (gamepad) → Library
tiles.getOrNull(navTarget)?.takeIf { libraryEnabled && it.hasLibrary }?.let(onOpenLibrary)
},
@@ -179,9 +145,9 @@ fun GamepadHome(
// way. Each hint is also TAPPABLE (touch hatch).
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: false
val connectLabel = if (current?.isAdd == true) "Add Host" else "Connect"
val connectAction: () -> Unit = { pressToken++; tiles.getOrNull(navTarget)?.let(onActivate) }
val connectAction: () -> Unit = { tiles.getOrNull(navTarget)?.let(onActivate) }
val optionsAction: () -> Unit = { current?.let(onOptions) }
val arrowTint = PadGlyph.Arrow
val arrowTint = Color(0xFF9A93C7)
val hints = buildList {
if (padIsGamepad) {
add(PadGlyph.hint('A', connectLabel, onClick = connectAction))
@@ -211,12 +177,7 @@ fun GamepadHome(
val cardWidth = (maxWidth * 0.82f).coerceAtMost(360.dp)
val cardHeight = (maxHeight * 0.56f).coerceAtMost(216.dp)
val sidePad = ((maxWidth - cardWidth) / 2).coerceAtLeast(0.dp)
// The carousel deliberately IGNORES the safe area (first on-glass verdict): only the
// CENTRED card matters, and it sits mid-screen; the fanned neighbours running under
// the hole punch is ambience, while insetting the pager CLIPPED them at the cutout
// edge — cards visibly cut off is worse than cards behind a camera. The title and the
// legend keep their insets; they are content.
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().systemBarsPadding()) {
HorizontalPager(
state = pagerState,
pageSize = PageSize.Fixed(cardWidth),
@@ -228,35 +189,17 @@ fun GamepadHome(
val tile = tiles[page]
// Real distance-from-centered (page + fractional drag), so the pop tracks the
// live scroll: centered tile at full scale/brightness, neighbours recede + blur.
// Signed, because which SIDE a card fans to decides which edge it turns on.
val signed = (page - pagerState.currentPage) - pagerState.currentPageOffsetFraction
val offset = signed.absoluteValue.coerceIn(0f, 1f)
val offset = ((pagerState.currentPage - page) + pagerState.currentPageOffsetFraction)
.absoluteValue.coerceIn(0f, 1f)
GamepadHostTile(
tile = tile,
centred = offset < 0.5f,
modifier = Modifier
.graphicsLayer {
// The press dip applies to the CENTRED card only — it is the one
// the button acted on, and a whole carousel flinching would read
// as the screen moving rather than a card being pressed.
val s = lerp(1f, 0.86f, offset) * lerp(press.value, 1f, offset)
val s = lerp(1f, 0.86f, offset)
scaleX = s
scaleY = s
alpha = lerp(1f, 0.5f, offset)
}
.graphicsLayer {
// The neighbours TURN away, projected rather than rendered in 3D.
// `cos(angle)` as a horizontal squeeze IS the orthographic
// projection of a Y-axis rotation, and hinging it on the edge the
// card fans from is what carries the direction the rotation's sign
// would have. The Apple client arrived here the hard way (see
// GamepadCarousel.swift): a real `rotation3DEffect` renders the
// card through an offscreen pass and flashed as the strip settled.
// Affine transforms don't.
scaleX = cos(CARD_TURN_RAD * offset)
transformOrigin =
TransformOrigin(if (signed > 0f) 0f else 1f, 0.5f)
}
// Unbounded so the depth blur isn't hard-clipped at the card's rectangle
// (the cut-off edge). No-op below API 31; a soft blur above.
.blur(radius = (offset * 12f).dp, edgeTreatment = BlurredEdgeTreatment.Unbounded)
@@ -266,7 +209,6 @@ fun GamepadHome(
indication = null,
) {
if (page == navTarget) {
pressToken++
onActivate(tile)
} else {
navTarget = page
@@ -281,28 +223,20 @@ fun GamepadHome(
// Title floats over the top (out of the carousel's layout, so the cards stay centred). Uses
// the shared ConsoleHeader so it lines up with every other screen's heading.
Row(
Modifier.align(Alignment.TopStart).fillMaxWidth().consoleSafeArea()
Modifier.align(Alignment.TopStart).fillMaxWidth().systemBarsPadding()
.padding(end = ConsoleEdgeInset),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.SpaceBetween,
) {
// The TITLE has priority (unweighted, so it is measured at its full width first) and the
// chip takes what is left, ellipsizing its device name. The other way round — which is
// what a weighted header gave — a talkative controller name ("Xbox Wireless Controller")
// ate a 360 dp portrait phone's title down to "Selec…".
ConsoleHeader("Select a Host")
if (controllerName != null) {
ControllerStatusChip(controllerName, Modifier.weight(1f, fill = false))
}
ConsoleHeader("Select a Host", modifier = Modifier.weight(1f))
if (controllerName != null) ControllerStatusChip(controllerName)
}
// Legend floats bottom-start with a real backdrop blur of the content behind it. In LANDSCAPE
// it ignores the system bars (the nav-bar inset made the bottom gap look oversized) but never
// the cutout — reverse-landscape parks the punch on this very corner.
// it ignores the safe area (the nav-bar inset made the bottom gap look oversized).
Box(
Modifier
.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.padding(ConsoleLegendInset),
) {
GamepadHintBar(hints, hazeState = hazeState)
@@ -310,31 +244,22 @@ fun GamepadHome(
}
}
/**
* One glass landscape console tile bigger and bolder than the touch grid's HostCard, and cut from
* the same [Modifier.consoleGlass] every console surface is, so a card and a settings row catch the
* light the same way. [centred] is the carousel's own focus: the tile the pad is pointing at, which
* earns the lift and the accent bloom.
*/
/** One dark-glass landscape console tile — bigger and bolder than the touch grid's HostCard. */
@Composable
private fun GamepadHostTile(tile: HomeTile, centred: Boolean, modifier: Modifier = Modifier) {
private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = centred)
// A SAVED host wears the palette's accent; a discovered one (or the Add tile) stays neutral
// glass, so "already yours" reads before you get to the label.
val fill = if (tile.filled) ink.accent(0.20f) else ink.glass
val shape = RoundedCornerShape(26.dp)
val wash = if (tile.filled) {
Brush.verticalGradient(listOf(ink.accent(0.20f), Color(0x14100C2A)))
} else {
Brush.verticalGradient(listOf(Color(0x1AFFFFFF), Color(0x0DFFFFFF)))
}
Column(
modifier = modifier
.fillMaxWidth()
// The carousel already drives its own scale; the glass must not fight it with a second.
.consoleGlass(
ConsoleShape.Tile,
ConsoleFocusVisuals(1f, fill, ink.fg(0.16f), visuals.focus),
// A DASHED edge on anything not yet saved — a host found on the network, and the
// Add tile. It is the touch grid's own convention and the Apple client's, and it
// says "not yours yet" before the subtitle has to.
dashed = !tile.filled,
)
.clip(shape)
.background(wash)
.border(1.dp, ink.fg(0.16f), shape)
.padding(22.dp),
) {
Row(Modifier.fillMaxWidth(), verticalAlignment = Alignment.Top) {
@@ -366,64 +291,12 @@ private fun GamepadHostTile(tile: HomeTile, centred: Boolean, modifier: Modifier
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
if (tile.profileName != null) {
ConsoleProfileChip(
name = tile.profileName,
accent = tile.profileAccent,
// On a PIN card the profile is why the card exists; on a bound host's own card it
// is a note about what a press will do. Same chip, two weights.
prominent = tile.pinnedProfileId != null,
modifier = Modifier.padding(top = 5.dp),
)
}
Text(
tile.subtitle,
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(0.55f),
maxLines = 1,
overflow = TextOverflow.Ellipsis,
modifier = Modifier.padding(top = 2.dp),
)
}
}
/**
* The profile a card connects with, worn as a tinted capsule. The console counterpart of the touch
* grid's own chip (`HostComponents.kt`) same shape and the same quiet/prominent split, but inked
* from the console palette rather than `MaterialTheme`, since it sits on the aurora.
*
* A profile that set no accent falls back to the palette's, not to the touch theme's primary: on a
* moss or copper field the brand violet would be the one foreign colour on the card.
*/
@Composable
private fun ConsoleProfileChip(
name: String,
accent: Color?,
prominent: Boolean,
modifier: Modifier = Modifier,
) {
val ink = LocalGamepadInk.current
val tint = accent ?: ink.accent
Row(
modifier = modifier
.clip(ConsoleShape.Pill)
.background(tint.copy(alpha = if (prominent) 0.24f else 0.12f))
.padding(horizontal = 9.dp, vertical = 3.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Box(Modifier.size(7.dp).clip(CircleShape).background(tint))
Spacer(Modifier.width(6.dp))
Text(
name,
style = if (prominent) {
MaterialTheme.typography.labelLarge
} else {
MaterialTheme.typography.labelMedium
},
fontWeight = if (prominent) FontWeight.Bold else FontWeight.SemiBold,
color = tint,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
}
}
@@ -432,13 +305,10 @@ private fun ConsoleProfileChip(
private fun MonogramBadge(tile: HomeTile) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(15.dp)
// Lit from the top like every other console surface — and the unsaved badge takes the palette's
// own accent at low opacity rather than the brand violet, which on a copper or moss field was
// the one square of the wrong hue on the screen.
val fill = if (tile.filled) {
Brush.verticalGradient(listOf(ink.accent.copy(alpha = 0.92f), ink.accent))
Brush.verticalGradient(listOf(ink.accent, ink.accent))
} else {
Brush.verticalGradient(listOf(ink.accent(0.20f), ink.accent(0.14f)))
Brush.verticalGradient(listOf(Color(0x296656F2), Color(0x296656F2)))
}
Box(
modifier = Modifier.size(52.dp).clip(shape).background(fill),
@@ -32,31 +32,6 @@ class GamepadInk(
val shadeScale: Float,
/** True when the field is pale, for the few places that branch rather than blend. */
val isLight: Boolean,
/**
* The near-opaque ground a MODAL card sits on. A dialog can't be glass: it has to occlude the
* screen it covers, and it carries [fg] text which is why this must follow the palette. It
* was a hardcoded near-black indigo, so on a pale palette the card's dark ink landed on a dark
* card and the dialogs were unreadable.
*/
val card: Color,
/**
* What dims the screen BEHIND a modal. Always dark, whatever the field: a scrim's job is to
* push the backdrop down, and a pale field lit with more white doesn't recede it glares. A
* pale one needs less of it, because it has further to fall.
*/
val modalScrim: Color,
/**
* The light a glass surface catches along its top edge. White either way a highlight is a
* specular, not a tint but a pale field's frost is already bright, so it takes MORE to read
* as an edge against the pastel showing through it.
*/
val highlight: Color,
/**
* What a failure says itself in the pairing error, and anything else the console has to
* refuse in words. Follows the palette because it lands on [card], not on the field: the salmon
* that reads on a dark modal is washed out on a near-white one.
*/
val danger: Color,
) {
/** The foreground at [alpha]. */
fun fg(alpha: Float): Color = fg.copy(alpha = alpha)
@@ -75,7 +50,6 @@ class GamepadInk(
val accentLuma =
0.2126 * p.accent.first + 0.7152 * p.accent.second + 0.0722 * p.accent.third
val onAccent = if (accentLuma > 0.55) Color.Black else Color.White
val (gr, gg, gb) = p.ground
if (!p.light) {
return GamepadInk(
fg = Color.White,
@@ -85,20 +59,9 @@ class GamepadInk(
shade = Color.Black,
shadeScale = 1f,
isLight = false,
// The palette's own ground, lifted just off it so the card reads as a surface
// ABOVE the field rather than a hole in it. For the brand violet that lands on
// the #1A1730 the dialogs were hardcoded to, which is where the number came from.
card = Color(
(gr + 0.030).toFloat().coerceAtMost(1f),
(gg + 0.030).toFloat().coerceAtMost(1f),
(gb + 0.040).toFloat().coerceAtMost(1f),
0.94f,
),
modalScrim = Color.Black.copy(alpha = 0.62f),
highlight = Color.White.copy(alpha = 0.30f),
danger = Color(0xFFE0736F),
)
}
val (gr, gg, gb) = p.ground
return GamepadInk(
// Tinted toward the palette's own ground so it doesn't read as a foreign grey.
fg = Color((gr * 0.16).toFloat(), (gg * 0.14).toFloat(), (gb * 0.20).toFloat()),
@@ -110,15 +73,6 @@ class GamepadInk(
shade = Color.White,
shadeScale = 0.45f,
isLight = true,
// Near-white rather than near-black: the card carries this palette's DARK ink.
card = Color.White.copy(alpha = 0.94f),
// Lighter than the dark field's: a pastel backdrop is closer to the card already,
// so the same 0.62 would read as a bruise rather than a recession.
modalScrim = Color.Black.copy(alpha = 0.38f),
highlight = Color.White.copy(alpha = 0.55f),
// Deepened for the near-white card the pale palettes' modals use — the dark
// field's salmon has nothing like enough contrast against it.
danger = Color(0xFFB3352F),
)
}
@@ -65,10 +65,6 @@ fun GamepadNavEffect(
) {
val activity = LocalContext.current as? MainActivity ?: return
val state = remember { NavInputState() }
// Menu feel, inherited by every console screen that navigates through here rather than wired
// per screen: a tick as the cursor steps, a pulse on confirm. Renders on the driving pad's own
// motors, the phone body if it has none, and nothing at all on a TV.
val haptics by rememberUpdatedState(rememberConsoleHaptics())
// The effects below are keyed on `active` only (they must NOT restart on every recomposition), so
// they'd otherwise capture the FIRST callbacks — closing over a stale `tiles` (fewer hosts than are
// discovered later, which clamped navigation to that old count). rememberUpdatedState keeps the
@@ -102,10 +98,7 @@ fun GamepadNavEffect(
KeyEvent.KEYCODE_DPAD_UP -> { if (edge) currentOnUp(); true }
KeyEvent.KEYCODE_DPAD_DOWN -> { if (edge) currentOnDown(); true }
KeyEvent.KEYCODE_BUTTON_A, KeyEvent.KEYCODE_DPAD_CENTER,
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> {
if (edge) { haptics.confirm(); currentOnActivate() }
true
}
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> { if (edge) currentOnActivate(); true }
// The gamepad Select / View / Share button → context options (a remote uses Down).
KeyEvent.KEYCODE_BUTTON_SELECT -> { if (edge) currentOnOptions(); true }
KeyEvent.KEYCODE_BUTTON_X -> { if (edge) currentOnTertiary(); true }
@@ -146,10 +139,8 @@ fun GamepadNavEffect(
}
when {
dir == 0 -> committed = 0
dir != committed -> {
haptics.tick(); currentOnMove(dir); committed = dir; fireAt = now + INITIAL_DELAY_MS
}
now >= fireAt -> { haptics.tick(); currentOnMove(dir); fireAt = now + REPEAT_MS }
dir != committed -> { currentOnMove(dir); committed = dir; fireAt = now + INITIAL_DELAY_MS }
now >= fireAt -> { currentOnMove(dir); fireAt = now + REPEAT_MS }
}
delay(16)
}
@@ -176,9 +167,6 @@ fun GamepadNavEffect2D(
) {
val activity = LocalContext.current as? MainActivity ?: return
val state = remember { NavInputState() }
// See [GamepadNavEffect] — the same menu feel, so a form screen and a carousel answer a press
// identically.
val haptics by rememberUpdatedState(rememberConsoleHaptics())
val currentOnDirection by rememberUpdatedState(onDirection)
val currentOnActivate by rememberUpdatedState(onActivate)
val currentOnTertiary by rememberUpdatedState(onTertiary)
@@ -208,15 +196,12 @@ fun GamepadNavEffect2D(
KeyEvent.KEYCODE_DPAD_UP -> { state.dpadY = if (down) -1 else 0; true }
KeyEvent.KEYCODE_DPAD_DOWN -> { state.dpadY = if (down) 1 else 0; true }
KeyEvent.KEYCODE_BUTTON_A, KeyEvent.KEYCODE_DPAD_CENTER,
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> {
if (edge) { haptics.confirm(); currentOnActivate() }
true
}
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> { if (edge) currentOnActivate(); true }
KeyEvent.KEYCODE_BUTTON_X -> { if (edge) currentOnTertiary(); true }
KeyEvent.KEYCODE_BUTTON_Y -> { if (edge) currentOnSecondary(); true }
// Edge-only, no auto-repeat: a held shoulder shouldn't spin through the tabs.
KeyEvent.KEYCODE_BUTTON_L1 -> { if (edge) { haptics.tick(); currentOnShoulder(-1) }; true }
KeyEvent.KEYCODE_BUTTON_R1 -> { if (edge) { haptics.tick(); currentOnShoulder(1) }; true }
KeyEvent.KEYCODE_BUTTON_L1 -> { if (edge) currentOnShoulder(-1); true }
KeyEvent.KEYCODE_BUTTON_R1 -> { if (edge) currentOnShoulder(1); true }
else -> false // B → MainActivity (remapped to BACK → BackHandler)
}
}
@@ -244,10 +229,8 @@ fun GamepadNavEffect2D(
when {
raw == null && nearCentre -> committed = null
raw == null -> { /* in the hysteresis band → hold, don't fire */ }
raw != committed -> {
haptics.tick(); currentOnDirection(raw); committed = raw; fireAt = now + INITIAL_DELAY_MS
}
now >= fireAt -> { haptics.tick(); currentOnDirection(raw); fireAt = now + REPEAT_MS }
raw != committed -> { currentOnDirection(raw); committed = raw; fireAt = now + INITIAL_DELAY_MS }
now >= fireAt -> { currentOnDirection(raw); fireAt = now + REPEAT_MS }
}
delay(16)
}
@@ -17,21 +17,6 @@ import androidx.compose.ui.graphics.Color
// on every client. Keep the three copies in step: a palette added here without the others is a
// value the other clients silently render as Violet.
/**
* One wandering interior control point of the mesh: [x]/[y] its resting place in unit UV, [amp] how
* far it strays, [sx]/[sy] its per-axis rates in rad·s¹ and [phase] its offset. Its live
* displacement `(amp·sin(t·sx+ph), amp·cos(t·sy+ph·1.3))` drives a bounded domain warp, so the
* bright colour pools drift with it.
*/
class MeshWarpPoint(
val x: Double,
val y: Double,
val amp: Double,
val sx: Double,
val sy: Double,
val phase: Double,
)
/** One background colour family. */
class GamepadPalette(
/** The stored `ui_palette` value ([Settings.uiPalette]). */
@@ -62,29 +47,11 @@ class GamepadPalette(
/** The accent as a Compose colour. */
val accentColor: Color by lazy { color(accent) }
/**
* The 16 mesh colours this palette's field is woven from: the ramp sampled per cell (see
* [CELL_RAMP]), or [MESH_COLORS] verbatim for the brand default the exact rule
* `pf-console-ui`'s `Palette::mesh_colors` follows, so one `ui_palette` value is one field on
* every client. Consumed by the AGSL backdrop on API 33+; the blob field
* ([blobColors]) approximates the same table below that.
*/
val meshColors: List<Triple<Double, Double, Double>> by lazy {
if (stops.isEmpty()) {
MESH_COLORS
} else {
(0..15).map { i ->
ramp(stops, 0.5 * ((i % 4) / 3.0 + (i / 4) / 3.0) + CELL_RAMP[i])
}
}
}
companion object {
/**
* Where each of the 16 mesh cells samples the ramp. The base is the diagonal
* `0.5·(x + y)` top-left the ramp's dark end, bottom-right its bright one and the
* per-cell nudges break the banding a pure diagonal would show. Mirrored from
* `pf-console-ui`'s `CELL_RAMP`.
* Where each of the 16 mesh cells samples the ramp on the clients that draw a mesh. Kept
* here so the three ports stay one table even though this client approximates the field
* with blobs.
*/
val CELL_RAMP = listOf(
0.10, -0.06, 0.04, -0.12,
@@ -93,34 +60,6 @@ class GamepadPalette(
-0.10, 0.08, -0.06, 0.12,
)
/**
* The brand default's 16 mesh colours, used verbatim (rather than sampled from a ramp) so
* `violet` stays bit-identical to what every install already sees. Mirrors
* `pf-console-ui`'s `MESH_COLORS`.
*/
val MESH_COLORS = listOf(
Triple(0.075, 0.060, 0.160), Triple(0.34, 0.27, 0.72),
Triple(0.30, 0.26, 0.74), Triple(0.075, 0.060, 0.160),
Triple(0.42, 0.20, 0.54), Triple(0.49, 0.39, 0.95),
Triple(0.28, 0.31, 0.84), Triple(0.16, 0.26, 0.64),
Triple(0.45, 0.23, 0.60), Triple(0.53, 0.31, 0.75),
Triple(0.35, 0.35, 0.91), Triple(0.19, 0.28, 0.70),
Triple(0.075, 0.060, 0.160), Triple(0.22, 0.18, 0.54),
Triple(0.24, 0.20, 0.58), Triple(0.075, 0.060, 0.160),
)
/**
* The four interior points that wander; the 12 boundary points stay pinned to the frame (a
* drifting edge point would shrink the field and expose the ground behind it). Periods
* ~90130 s, out of phase, so the field never visibly loops. Mirrors `MESH_INTERIOR`.
*/
val MESH_INTERIOR = listOf(
MeshWarpPoint(0.333, 0.333, 0.11, 0.049, 0.063, 0.4),
MeshWarpPoint(0.667, 0.333, 0.10, 0.055, 0.052, 2.1),
MeshWarpPoint(0.333, 0.667, 0.10, 0.058, 0.049, 3.6),
MeshWarpPoint(0.667, 0.667, 0.12, 0.047, 0.061, 5.0),
)
/** The brand default's blob ramp — the colours the pre-palette field used. */
private val VIOLET_BLOBS = listOf(
Triple(0.53, 0.47, 0.96), Triple(0.24, 0.20, 0.72), Triple(0.62, 0.30, 0.80),
@@ -128,7 +67,7 @@ class GamepadPalette(
)
/**
* The thirteen shipped palettes: the brand default, six more dark fields, then six pale
* The twelve shipped palettes: the brand default, five more dark fields, then six pale
* ones. Cycling order runs dark light, so stepping the row walks the range one way.
*/
val ALL = listOf(
@@ -138,26 +77,6 @@ class GamepadPalette(
ground = Triple(0.075, 0.060, 0.160),
accent = Triple(0.525, 0.471, 0.961), light = false,
),
GamepadPalette(
// For OLED and AMOLED panels, where a black pixel is a pixel switched off — no
// glow, no power. The first two stops are literally (0,0,0), so the shaded half
// of the field is genuinely off rather than "very dark grey", and the ground is
// pure black too: the calm mix on the form screens lifts toward nothing. What is
// left is a faint indigo→violet ember in the bright corner. The accent stays the
// brand violet — focus has to be findable on black.
// Named for the look, not the panel technology — black with a thin violet corona
// belongs beside Nebula and Abyss. ⚠ The ID stays "oled": it is the stored
// `ui_palette` value and the cross-client key, so renaming it would orphan saved
// choices and desync the clients.
"oled", "Eclipse",
listOf(
Triple(0.000, 0.000, 0.000), Triple(0.000, 0.000, 0.000),
Triple(0.010, 0.020, 0.100), Triple(0.045, 0.016, 0.115),
Triple(0.120, 0.024, 0.130),
),
ground = Triple(0.0, 0.0, 0.0),
accent = Triple(0.525, 0.471, 0.961), light = false,
),
GamepadPalette(
// Deep indigo climbing through violet into a hot magenta.
"nebula", "Nebula",
@@ -3,19 +3,20 @@ package io.unom.punktfunk
import android.content.res.Configuration
import androidx.activity.compose.BackHandler
import androidx.compose.animation.AnimatedContent
import androidx.compose.animation.AnimatedVisibility
import androidx.compose.animation.SizeTransform
import androidx.compose.animation.animateColorAsState
import androidx.compose.animation.core.Animatable
import androidx.compose.animation.core.Spring
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.snap
import androidx.compose.animation.core.spring
import androidx.compose.animation.core.tween
import androidx.compose.animation.expandVertically
import androidx.compose.animation.fadeIn
import androidx.compose.animation.fadeOut
import androidx.compose.animation.shrinkVertically
import androidx.compose.animation.slideInHorizontally
import androidx.compose.animation.slideOutHorizontally
import androidx.compose.animation.togetherWith
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.interaction.MutableInteractionSource
import androidx.compose.foundation.layout.Arrangement
@@ -24,28 +25,15 @@ import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.Spacer
import androidx.compose.foundation.layout.WindowInsets
import androidx.compose.foundation.layout.WindowInsetsSides
import androidx.compose.foundation.layout.displayCutout
import androidx.compose.foundation.layout.fillMaxHeight
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.only
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.systemBars
import androidx.compose.foundation.layout.union
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.foundation.layout.widthIn
import androidx.compose.foundation.layout.windowInsetsPadding
import androidx.compose.foundation.lazy.LazyColumn
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.material.icons.Icons
import androidx.compose.material.icons.filled.ChevronLeft
import androidx.compose.material.icons.filled.ChevronRight
import androidx.compose.material3.Icon
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
@@ -58,28 +46,17 @@ import androidx.compose.runtime.setValue
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.graphicsLayer
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.platform.LocalDensity
import androidx.compose.ui.semantics.Role
import androidx.compose.ui.semantics.contentDescription
import androidx.compose.ui.semantics.disabled
import androidx.compose.ui.semantics.hideFromAccessibility
import androidx.compose.ui.semantics.role
import androidx.compose.ui.semantics.semantics
import androidx.compose.ui.semantics.toggleableState
import androidx.compose.ui.state.ToggleableState
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.IntOffset
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
import io.unom.punktfunk.kit.DeviceGyro
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.security.KnownHost
import io.unom.punktfunk.kit.security.KnownHostStore
@@ -125,19 +102,6 @@ internal class GpRow(
val toggled: Boolean? = null, // non-null = a toggle row, drawn as a ConsoleSwitch (not text)
val adjustable: Boolean = true, // false = the row navigates/acts instead of stepping — no chevrons
val enabled: Boolean = true, // dimmed + inert when false (still focusable, for its detail)
/**
* What A does on a non-adjustable row, for the legend. It was the literal "Pin to hosts" in the
* hint bar back when a profile row was the only kind of row that acted rather than stepped; a
* row that opens the Controllers view was then advertised as pinning something.
*/
val actionHint: String = "Open",
/**
* A choice row's full option list + where [value] sits in it what the [ConsoleOptionBand]
* drum turns through. Null (with [selectedIndex] -1) on everything that is not a stepped
* choice: toggles are a switch, and the flat rows keep the quiet text slip.
*/
val options: List<String>? = null,
val selectedIndex: Int = -1,
)
/**
@@ -149,28 +113,12 @@ internal class GpRow(
internal fun liveRow(rows: List<GpRow>, index: Int): GpRow? =
rows.getOrNull(index)?.takeIf { it.enabled }
/**
* Where the cursor was when a row opened a SUB-SCREEN. The shell holds it across the trip (this
* screen's own state does not outlive it) and hands it back, so Back from the Controllers view lands
* on the row that opened it rather than on the first row of the first section.
*
* The row is remembered by ID, not by index: a tab's length follows the hardware and the profile
* catalog, and a remembered index is the stale-pointer bug the tab-switch clamp already exists for.
*/
data class GpSettingsPlace(val tab: GpTab, val rowId: String)
@Composable
fun GamepadSettingsScreen(
initial: Settings,
onChange: (Settings) -> Unit,
onBack: () -> Unit,
navActive: Boolean = true, // false while this screen is cross-fading out, so it drops the pad
/** Open the connected-controllers view / the open-source notices — the shell pushes them. */
onOpenControllers: () -> Unit = {},
onOpenLicenses: () -> Unit = {},
/** Where a return from one of those lands; null = a fresh entry, which starts at the top. */
resume: GpSettingsPlace? = null,
onPlace: (GpSettingsPlace) -> Unit = {},
) {
var s by remember { mutableStateOf(initial) }
fun update(next: Settings) { s = next; onChange(next) }
@@ -178,8 +126,6 @@ fun GamepadSettingsScreen(
val context = LocalContext.current
// Gates the "Rumble on this phone" row — a TV box has no body vibrator to mirror onto.
val hasBodyVibrator = remember { deviceBodyVibrator(context) != null }
// Gates "Gyro from this phone" the same way — a TV box has no gyroscope to mirror from.
val hasGyroscope = remember { DeviceGyro.available(context) }
// Gates the AV1 codec row the same way the touch settings do (see `codecOptionsFor`).
val av1Capable = remember { io.unom.punktfunk.kit.VideoDecoders.pickDecoder("video/av01") != null }
@@ -213,46 +159,24 @@ fun GamepadSettingsScreen(
// path there is this screen's own Controller-optimized UI toggle, which swaps in the standard
// interface remote-navigably. The strings branch on it.
val tv = remember { isTvDevice(context) }
// The installed version, for the About row — the console is the ONLY interface on a TV box, so
// the identity the touch About page states has to be reachable from here too.
val appVersion = remember {
runCatching {
@Suppress("DEPRECATION")
context.packageManager.getPackageInfo(context.packageName, 0).versionName
}.getOrNull().orEmpty()
}
val allRows = buildSettingsRows(
s, hasBodyVibrator, hasGyroscope, av1Capable,
appVersion = appVersion,
openControllers = onOpenControllers,
openLicenses = onOpenLicenses,
update = ::update,
) + buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
val allRows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) +
buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
// Which section is showing, and where each one's focus was when it was last left — a detour
// into another tab shouldn't lose your place.
var tab by remember { mutableStateOf(resume?.tab ?: GpTab.STREAM) }
var tab by remember { mutableStateOf(GpTab.STREAM) }
// True while the STRIP holds the cursor rather than the list. Up from the first row moves
// here and Down goes back — the only route to the sections on a D-pad remote, which has no
// shoulder buttons at all (and is exactly what a TV box ships with).
var tabFocused by remember { mutableStateOf(false) }
val tabFocus = remember { mutableStateMapOf<GpTab, Int>() }
val rows = allRows.filter { it.tab == tab }
// Entry focus: the row a sub-screen was opened from, if we are coming back from one. Resolved
// ONCE, against the first row list — after that the cursor belongs to this screen.
var focus by remember {
mutableIntStateOf(rows.indexOfFirst { it.id == resume?.rowId }.coerceAtLeast(0))
}
var focus by remember { mutableIntStateOf(0) }
if (focus > rows.lastIndex) focus = rows.lastIndex.coerceAtLeast(0)
// Which way the section last moved (+1 forward / -1 back) — the row list slides in from that
// side, so stepping sections reads as travelling along a strip rather than teleporting.
var tabDir by remember { mutableIntStateOf(1) }
// L1/R1 — one section along, wrapping (the strip is a ring, like A's value cycle).
fun selectTab(next: GpTab) {
if (next == tab) return
tabFocus[tab] = focus
tabDir = if (next.ordinal > tab.ordinal) 1 else -1
tab = next
// Clamp: a tab's length follows the hardware and the catalog, so a remembered index can
// outlive the row it pointed at.
@@ -261,45 +185,15 @@ fun GamepadSettingsScreen(
}
fun stepTab(delta: Int) {
val all = GpTab.entries
val next = all[((all.indexOf(tab) + delta) % all.size + all.size) % all.size]
selectTab(next)
// A wrap (last → first) is still a step in the direction you pressed, whatever the ordinals
// say — selectTab's ordinal compare would read it backwards.
tabDir = delta
selectTab(all[((all.indexOf(tab) + delta) % all.size + all.size) % all.size])
}
// The direction the focused value last stepped (+1 forward / -1 back) — drives which way the
// value text slides in its AnimatedContent, so the motion matches the button press.
var adjustDir by remember { mutableIntStateOf(1) }
// Bumped on every ACCEPTED step of the focused row (the chevron ticks) and every REFUSED one
// (the value gives a little and springs back). A press always gets an answer, even "no".
var stepToken by remember { mutableIntStateOf(0) }
var refusalToken by remember { mutableIntStateOf(0) }
val haptics = rememberConsoleHaptics()
val listState = rememberLazyListState()
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
// Act on a row, publishing where the cursor was FIRST. A row that opens a sub-screen unmounts
// this one on the spot, so the place has to be out of here before its `activate` runs; every
// activation route (pad, tap, the legend's own A cell) goes through this one door so none of
// them can be the one that forgets.
fun activate(row: GpRow) {
onPlace(GpSettingsPlace(tab, row.id))
adjustDir = 1
row.activate()
}
// Step the focused row's value, answering a refusal rather than swallowing it.
fun step(delta: Int) {
adjustDir = delta
val row = liveRow(rows, focus)
if (row != null && row.adjust(delta)) {
stepToken++
} else {
refusalToken++
haptics.boundary()
}
}
BackHandler(onBack = onBack)
GamepadNavEffect2D(
// The pin picker owns the pad while it's up (its own nav + BackHandler), so this screen
@@ -312,233 +206,89 @@ fun GamepadSettingsScreen(
// On the strip, left/right walks sections; on a row it steps the value. A disabled
// row is INERT, not just dim — the step is refused instead of writing a setting
// that has nothing to act on (see `liveRow`).
NavDir.LEFT -> if (tabFocused) stepTab(-1) else step(-1)
NavDir.RIGHT -> if (tabFocused) stepTab(1) else step(1)
NavDir.LEFT ->
if (tabFocused) stepTab(-1) else { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT ->
if (tabFocused) stepTab(1) else { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
}
},
// A on the strip drops into the section you picked, which is what "confirm" means there.
onActivate = {
if (tabFocused) tabFocused = false else liveRow(rows, focus)?.let { activate(it) }
if (tabFocused) tabFocused = false else { adjustDir = 1; liveRow(rows, focus)?.activate() }
},
// The shoulders work from either place — a real pad never has to visit the strip.
onShoulder = { delta -> stepTab(delta) },
)
val animated = animationsEnabled()
val hazeState = remember { HazeState() }
val ink = LocalGamepadInk.current
// The list runs to the PHYSICAL bottom edge (see the column's insets below), so the legend
// zone's clearance has to carry the bottom bar inset itself. Landscape's zone is only the
// pill — its detail lives in the side pane — so it clears less.
val bottomInset = with(LocalDensity.current) {
WindowInsets.systemBars.getBottom(this).toDp()
}
val legendClearance = (if (landscape) 92.dp else ConsoleLegendClearance) + bottomInset
val legendClearancePx = with(LocalDensity.current) { legendClearance.roundToPx() }
// The drum's fixed stage: a portrait phone is the one place the full width starves the row's
// label, so it alone narrows it — the Apple band makes the same single exception. 132, not the
// 156 of the first cut: at 156 the LABELS truncated ("Resoluti…"), and a clipped label loses
// meaning where a drum value only loses its tail into the edge fade.
val bandWidth = if (landscape) 220.dp else 132.dp
/**
* One section's rows as a scrolling pane. A composable local rather than inline because the
* tab transition composes TWO of these at once (incoming and outgoing), and each needs its own
* [LazyListState] Compose refuses one state attached to two lists, which is why the previous
* cut animated a single list's contents and read as the same fade in every direction.
*/
val tabPane: @Composable (GpTab, Modifier) -> Unit = { paneTab, paneModifier ->
val paneRows = if (paneTab == tab) rows else allRows.filter { it.tab == paneTab }
val paneFocus = if (paneTab == tab) focus else (tabFocus[paneTab] ?: 0)
// Seeded at the restored cursor, so re-entering a section lands where it was left without
// a visible catch-up scroll on the first frame.
val paneListState = rememberLazyListState(
initialFirstVisibleItemIndex = paneFocus.coerceIn(0, paneRows.lastIndex.coerceAtLeast(0)),
)
// Keep the focused row on screen, but only SCROLL when it's actually off-screen. Only the
// LIVE pane tracks the cursor; the outgoing one is a photograph on its way out.
if (paneTab == tab) {
LaunchedEffect(focus) {
runCatching {
val info = paneListState.layoutInfo
val item = info.visibleItemsInfo.firstOrNull { it.index == focus }
val offScreen = item == null ||
item.offset < info.viewportStartOffset ||
// The SAME clearance the list pads its bottom with, rather than a literal
// that has to be remembered when the legend zone grows.
item.offset + item.size > info.viewportEndOffset - legendClearancePx
if (offScreen) paneListState.animateScrollToItem(focus)
}
}
// Keep the focused row on screen, but only SCROLL when it's actually off-screen — so entering the
// screen (focus on the first row) leaves the "Settings" heading visible instead of jumping past it.
// +1 accounts for the heading being item 0.
LaunchedEffect(focus, tab) {
runCatching {
val itemIndex = focus + 1
val info = listState.layoutInfo
val item = info.visibleItemsInfo.firstOrNull { it.index == itemIndex }
val offScreen = item == null ||
item.offset < info.viewportStartOffset ||
item.offset + item.size > info.viewportEndOffset - 96 // keep clear of the floating legend
if (offScreen) listState.animateScrollToItem(itemIndex)
}
LazyColumn(
state = paneListState,
// Capped at the Apple client's 620 row width: a landscape phone is WIDER than it is
// useful, and a settings row stretched across 900 dp reads as a ribbon, not a control.
// Start-aligned (not centred) so the rows and the side detail pane split the screen
// rather than both crowding the middle.
modifier = paneModifier.widthIn(max = 620.dp + ConsoleEdgeInset * 2),
contentPadding = PaddingValues(
start = ConsoleEdgeInset,
end = ConsoleEdgeInset,
top = 8.dp,
// Clears the whole floating legend ZONE, bottom bar included — the list itself
// runs to the screen edge now.
bottom = legendClearance,
),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
itemsIndexed(paneRows, key = { _, r -> r.id }) { index, row ->
val rowFocused = paneTab == tab && index == focus && !tabFocused
}
val hazeState = remember { HazeState() }
Box(Modifier.fillMaxSize()) {
// Everything scrolls — including the heading — so nothing is pinned. Vital in landscape,
// where a fixed title + a fixed detail/legend strip ate most of the (short) height.
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
GamepadFormBackground(Modifier.fillMaxSize())
Column(Modifier.fillMaxSize().systemBarsPadding()) {
// The strip is PINNED while the rows scroll under it: it is this screen's primary
// navigation now, and a switcher you have to scroll back up to find isn't one. The
// title stays in the scrolling list (landscape has no height to spare, and the
// selected pill already says which section you are in).
ConsoleTabStrip(
titles = GpTab.entries.map { it.title },
selected = GpTab.entries.indexOf(tab),
onSelect = { tabFocused = false; selectTab(GpTab.entries[it]) },
modifier = Modifier.fillMaxWidth().padding(top = 8.dp, bottom = 2.dp),
focused = tabFocused,
)
LazyColumn(
state = listState,
modifier = Modifier.fillMaxSize(),
contentPadding = PaddingValues(start = 24.dp, end = 24.dp, top = 8.dp, bottom = 104.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
item(key = "__title") {
// "Default settings", not "Settings": this screen edits the base layer only. The
// console honours a host's profile but doesn't edit profiles (design §5.4), so a
// bare "Settings" would quietly imply it changes whatever that host streams with.
ConsoleHeader("Default settings", horizontalInset = false)
}
itemsIndexed(rows, key = { _, r -> r.id }) { index, row ->
SettingRowView(
row,
focused = rowFocused,
focused = index == focus && !tabFocused,
adjustDir = adjustDir,
// Only the focused row can be stepped, so only it needs to answer one.
stepToken = if (rowFocused) stepToken else 0,
refusalToken = if (rowFocused) refusalToken else 0,
bandWidth = bandWidth,
onClick = {
// Same inertness as the pad path above — tapping a dimmed row focuses it
// (so its detail explains itself) but never flips it.
tabFocused = false
if (focus != index) focus = index
else if (row.enabled) activate(row)
else if (row.enabled) { adjustDir = 1; row.activate() }
},
)
}
}
}
/** The section switcher with its directional content — shared by both orientations below. */
val tabbedContent: @Composable (Modifier) -> Unit = { contentModifier ->
AnimatedContent(
targetState = tab,
modifier = contentModifier,
transitionSpec = {
if (!animated) {
fadeIn(tween(ConsoleMotion.REDUCED_MS)) togetherWith
fadeOut(tween(ConsoleMotion.REDUCED_MS))
} else {
// DIRECTION-driven, with a real exit: the incoming section slides in from the
// side the press pointed at while the outgoing leaves the other way — paging
// along a strip. The previous cut slid a single list's contents 24 dp under an
// 85 % fade, which read as the same crossfade whichever shoulder was pressed.
val dir = tabDir
(
slideInHorizontally(ConsoleMotion.ease(ConsoleMotion.TAB_MS)) { it / 6 * dir } +
fadeIn(ConsoleMotion.ease(ConsoleMotion.TAB_MS))
) togetherWith (
slideOutHorizontally(ConsoleMotion.ease(ConsoleMotion.TAB_MS)) { -it / 6 * dir } +
fadeOut(ConsoleMotion.ease(ConsoleMotion.TAB_MS))
)
}
},
label = "settingsTab",
) { t ->
tabPane(t, Modifier.fillMaxHeight())
}
}
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
// The backdrop stays full-bleed — it is ambience. The CHROME (strip, rows' start
// edge) takes the safe area on the sides and top only: the LIST deliberately runs to
// the physical bottom of the screen, with the bottom inset folded into its
// contentPadding, so scrolled rows glide off the edge instead of being guillotined at
// an invisible inset line 24 px above it (third on-glass verdict).
GamepadFormBackground(Modifier.fillMaxSize())
Column(
Modifier
.fillMaxSize()
.windowInsetsPadding(
WindowInsets.systemBars.union(WindowInsets.displayCutout)
.only(WindowInsetsSides.Horizontal + WindowInsetsSides.Top),
),
) {
// The strip is PINNED while the rows scroll under it: it is this screen's primary
// navigation, and a switcher you have to scroll back up to find isn't one.
Row(
Modifier.fillMaxWidth().padding(top = 8.dp, bottom = 2.dp),
verticalAlignment = Alignment.CenterVertically,
) {
ConsoleTabStrip(
titles = GpTab.entries.map { it.title },
selected = GpTab.entries.indexOf(tab),
onSelect = { tabFocused = false; selectTab(GpTab.entries[it]) },
modifier = Modifier.weight(1f),
focused = tabFocused,
)
// The base-layer marker, where a full "Default settings" heading used to eat a
// headline row on EVERY tab. The honesty it carried stays: this screen edits
// the defaults only — the console honours a host's profile but doesn't edit
// profiles (design §5.4) — and this quiet chip at the strip's end says so
// without a second heading repeating the tab pill's own word.
Text(
"Defaults",
style = MaterialTheme.typography.labelMedium,
color = ink.fg(0.45f),
maxLines = 1,
modifier = Modifier.padding(start = 10.dp, end = ConsoleEdgeInset),
)
}
if (landscape) {
Row(Modifier.fillMaxSize()) {
tabbedContent(Modifier.weight(0.6f))
// The focused row's description, in the width a wide phone wastes — beside
// the rows instead of floating over the list's tail (the portrait band).
// Presentation only: the row already merges this text into its own
// announcement, so the pane is hidden from a screen reader like the band.
val focusedRow = rows.getOrNull(focus)
AnimatedContent(
targetState = if (tabFocused) null else focusedRow,
transitionSpec = {
fadeIn(ConsoleMotion.ease(ConsoleMotion.FOCUS_MS)) togetherWith
fadeOut(ConsoleMotion.ease(ConsoleMotion.FOCUS_MS))
},
modifier = Modifier
.weight(0.4f)
.semantics { hideFromAccessibility() },
label = "sideDetail",
) { r ->
Column(
Modifier
.fillMaxHeight()
.padding(start = 6.dp, end = ConsoleEdgeInset, top = 22.dp),
) {
if (r != null && r.detail.isNotBlank()) {
Text(
r.label,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.SemiBold,
color = ink.fg(0.85f),
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
Text(
r.detail,
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(0.6f),
modifier = Modifier.padding(top = 6.dp),
)
}
}
}
}
} else {
tabbedContent(Modifier.fillMaxSize())
}
}
}
}
// The floating legend ZONE: the focused row's description above, the controls pill below,
// both frosted over whatever scrolls behind them. It is an OVERLAY, so nothing in it can
// ever displace the list — which is the whole reason the detail moved here out of the row.
// In landscape it ignores the system bars so it hugs the corner instead of the nav-bar
// inset, but it still takes the display cutout (reverse-landscape parks the punch here).
// Floating frosted legend — a real backdrop blur of the rows scrolling behind it (no dedicated
// strip). In landscape it ignores the safe area so it hugs the corner instead of the nav-bar inset.
Box(
Modifier
.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.padding(ConsoleLegendInset),
) {
// The legend follows the focused row (the desktop console's hints() does the same):
@@ -553,49 +303,31 @@ fun GamepadSettingsScreen(
// Activity (preview/tests), like GamepadHintBar's own glyph choice.
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
val sections = listOfNotNull(
GamepadHint('⇄', PadGlyph.Arrow, "Section", onClick = { stepTab(1) })
GamepadHint('⇄', Color(0xFF9A93C7), "Section", onClick = { stepTab(1) })
.takeIf { padIsGamepad },
)
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
// Portrait only: landscape's description lives in the side pane, where the wide
// aspect has room for it — a band AND a pane would say the same thing twice.
if (!landscape) {
ConsoleDetailBand(
// On the strip there is no row to describe, and the pills already name the
// sections — a stale row's description there would describe the wrong thing.
text = if (tabFocused) "" else focused?.detail.orEmpty(),
key = if (tabFocused) "__strip" else focused?.id,
hazeState = hazeState,
)
}
GamepadHintBar(
if (tabFocused) listOf(
GamepadHint('↔', PadGlyph.Arrow, "Section"),
PadGlyph.hint('A', "Open") { tabFocused = false },
GamepadHintBar(
if (tabFocused) listOf(
GamepadHint('↔', Color(0xFF9A93C7), "Section"),
PadGlyph.hint('A', "Open") { tabFocused = false },
PadGlyph.hint('B', "Done", onClick = onBack),
) else sections + when {
focused != null && !focused.enabled -> listOf(
PadGlyph.hint('B', "Done", onClick = onBack),
) else sections + when {
focused != null && !focused.enabled -> listOf(
PadGlyph.hint('B', "Done", onClick = onBack),
)
// What A does here follows the ROW: it opens the pin picker on a profile,
// the connected-controllers view on that one, the notices on the About row.
// It was the literal "Pin to hosts" while profiles were the only such rows.
focused != null && !focused.adjustable -> listOf(
PadGlyph.hint('A', focused.actionHint) { activate(focused) },
PadGlyph.hint('B', "Done", onClick = onBack),
)
else -> listOf(
GamepadHint('↔', PadGlyph.Arrow, "Adjust"),
// Tappable too (touch hatch): Change cycles the focused row, Done leaves.
PadGlyph.hint('A', "Change") {
rows.getOrNull(focus)?.let { activate(it) }
},
PadGlyph.hint('B', "Done", onClick = onBack),
)
},
hazeState = hazeState,
)
}
)
focused != null && !focused.adjustable -> listOf(
PadGlyph.hint('A', "Pin to hosts") { focused.activate() },
PadGlyph.hint('B', "Done", onClick = onBack),
)
else -> listOf(
GamepadHint('↔', Color(0xFF9A93C7), "Adjust"),
// Tappable too (touch escape hatch): Change cycles the focused row, Done leaves.
PadGlyph.hint('A', "Change") { rows.getOrNull(focus)?.activate() },
PadGlyph.hint('B', "Done", onClick = onBack),
)
},
hazeState = hazeState,
)
}
// The pin-to-hosts picker for the activated profile row — the console counterpart of the
@@ -612,64 +344,24 @@ fun GamepadSettingsScreen(
}
}
/**
* One settings row. Its geometry NEVER changes with focus that is the whole design of it.
*
* It used to unfold its description in place, which meant every D-pad step shrank one row and grew
* another, shifting the entire list under the cursor and moving the keep-focus-visible scroll's
* target out from under it mid-animation. The description now lives in the screen's floating
* [ConsoleDetailBand], which is an overlay and cannot displace anything. Focus changes colour,
* lift and bloom here; it does not change size.
*
* The value gets the same treatment sideways: a fixed minimum slot, end-aligned, with the size
* transform snapped so the slot's WIDTH never animates. Stepping a choice used to widen and narrow
* that slot on every press, walking the chevron back and forth. Tabular figures finish the job
* without them `1920 × 1080 2560 × 1440` changes width on the digits alone.
*/
@Composable
private fun SettingRowView(
row: GpRow,
focused: Boolean,
adjustDir: Int,
stepToken: Int,
refusalToken: Int,
/** The option drum's fixed stage — sized by the SCREEN (orientation decides how much a row can spare). */
bandWidth: Dp,
onClick: () -> Unit,
) {
private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
val shape = RoundedCornerShape(14.dp)
// The chevrons keep their layout slot and only fade, so the value never jumps sideways when
// focus arrives; the value colour cross-fades with them. A non-adjustable row (a profile row
// navigates, the empty-catalog placeholder does nothing) never shows them at all.
val chevronAlpha by animateFloatAsState(
if (focused && row.adjustable) 0.6f else 0f,
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
tween(160),
label = "chevrons",
)
val valueColor by animateColorAsState(
ink.fg(if (focused) 1f else 0.6f),
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
tween(160),
label = "valueColor",
)
// A press always gets an answer. Accepted: the chevron on the pressed side ticks outward and
// springs back. Refused: the whole value slot gives 4 dp toward the press and springs back —
// the "door is locked" motion, so a limit reads as a limit instead of as a dropped input.
val chevronKick = remember { Animatable(0f) }
LaunchedEffect(stepToken) {
if (stepToken == 0) return@LaunchedEffect
chevronKick.snapTo(2f * adjustDir)
chevronKick.animateTo(0f, spring(dampingRatio = 0.45f, stiffness = 900f))
}
val refusal = remember { Animatable(0f) }
LaunchedEffect(refusalToken) {
if (refusalToken == 0) return@LaunchedEffect
refusal.animateTo(
ConsoleMotion.REFUSAL_NUDGE.value * adjustDir,
ConsoleMotion.ease(ConsoleMotion.REFUSAL_MS / 2),
)
refusal.animateTo(0f, spring(dampingRatio = 0.5f, stiffness = Spring.StiffnessMedium))
}
Column {
if (row.header != null) {
Text(
@@ -680,145 +372,86 @@ private fun SettingRowView(
modifier = Modifier.padding(start = 16.dp, top = 14.dp, bottom = 4.dp),
)
}
Row(
Column(
modifier = Modifier
.fillMaxWidth()
.consoleGlass(ConsoleShape.Row, visuals)
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
.clip(shape)
.background(visuals.background)
.border(1.dp, visuals.border, shape)
.clickable(
interactionSource = remember { MutableInteractionSource() },
indication = null,
onClick = onClick,
)
// ONE announcement per row, not five leaves read in layout order. Three things had
// to be gathered to make it true:
// * the VALUE of a toggle row existed nowhere in the tree — the switch replaces
// the value text (see below), so `row.value` ("On"/"Off") was drawn by nothing;
// * the DESCRIPTION lives in the floating band at the far bottom of the screen,
// which is the right place to LOOK and the wrong place to be read — so it is
// merged here, where the row it explains is;
// * `enabled` was a colour and nothing else.
// A row therefore announces "Refresh rate, 120 Hz, Frame rate the host renders and
// streams at" — which is what the screen already means, said once.
.semantics(mergeDescendants = true) {
role = if (row.toggled != null) Role.Switch else Role.Button
contentDescription = listOfNotNull(
row.label,
row.value.takeIf { it.isNotBlank() },
row.detail.takeIf { it.isNotBlank() },
).joinToString(", ")
row.toggled?.let {
toggleableState = if (it) ToggleableState.On else ToggleableState.Off
}
if (!row.enabled) disabled()
}
.padding(horizontal = 16.dp, vertical = 13.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Text(
row.label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
// A disabled row (the "No profiles yet" placeholder) dims but stays focusable, so
// the detail band can still explain what would go here.
color = ink.fg(if (row.enabled) 1f else 0.45f),
maxLines = 1,
overflow = TextOverflow.Ellipsis,
// Takes the slack rather than a Spacer doing it, so a long label ellipsizes into
// the room it actually has instead of shoving the value slot off the row.
modifier = Modifier.weight(1f),
)
Spacer(Modifier.width(8.dp))
Row(
modifier = Modifier.offset { IntOffset(refusal.value.dp.roundToPx(), 0) },
verticalAlignment = Alignment.CenterVertically,
) {
Row(Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
Text(
row.label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
// A disabled row (the "No profiles yet" placeholder) dims but stays focusable,
// so its detail line can still explain what would go here.
color = ink.fg(if (row.enabled) 1f else 0.45f),
maxLines = 1,
)
Spacer(Modifier.weight(1f))
if (row.toggled != null) {
// A toggle is a switch, not text — the sliding knob + tinting track IS the value.
ConsoleSwitch(on = row.toggled, focused = focused)
} else {
Icon(
Icons.Filled.ChevronLeft,
// Decoration: it says "this value steps", which the row's Switch/Button
// role already says. Left in the tree it is read out on every focused row.
contentDescription = null,
tint = ink.fg,
modifier = Modifier
.size(18.dp)
.semantics { hideFromAccessibility() }
.graphicsLayer { alpha = chevronAlpha }
.offset { IntOffset(minOf(chevronKick.value, 0f).dp.roundToPx(), 0) },
)
if (row.options != null && row.selectedIndex in row.options.indices) {
// The drum — see ConsoleOptionBand. Its width is FIXED by the row, so a
// step can never reflow the chevrons, and the tabular-figures concern
// dissolves with it: nothing about the row's layout depends on the label.
ConsoleOptionBand(
options = row.options,
selection = row.selectedIndex,
focused = focused,
width = bandWidth,
Text(" ", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
// The value slides in the direction it was stepped and its width animates, so
// cycling a choice reads as motion through a list rather than a text swap.
AnimatedContent(
targetState = row.value,
transitionSpec = {
val dir = adjustDir
(slideInHorizontally(tween(180)) { w -> w / 2 * dir } + fadeIn(tween(180))) togetherWith
(slideOutHorizontally(tween(140)) { w -> -w / 2 * dir } + fadeOut(tween(100))) using
SizeTransform(clip = false)
},
label = "value",
) { value ->
Text(
value,
style = MaterialTheme.typography.bodyMedium,
color = valueColor,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
} else {
// The flat rows (profile pin counts, the empty-catalog placeholder) keep
// the quiet slip: the changed string slides in following the motion.
AnimatedContent(
targetState = row.value,
transitionSpec = {
val dir = adjustDir
(
slideInHorizontally(
ConsoleMotion.ease(ConsoleMotion.VALUE_MS),
) { w -> w / 2 * dir } +
fadeIn(ConsoleMotion.ease(ConsoleMotion.VALUE_MS))
) togetherWith (
slideOutHorizontally(
ConsoleMotion.ease(ConsoleMotion.VALUE_OUT_MS),
) { w -> -w / 2 * dir } +
fadeOut(ConsoleMotion.ease(100))
) using SizeTransform(clip = false) { _, _ -> snap() }
},
label = "value",
) { value ->
Text(
value,
style = MaterialTheme.typography.bodyMedium,
color = valueColor,
textAlign = TextAlign.End,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
}
}
Icon(
Icons.Filled.ChevronRight,
contentDescription = null,
tint = ink.fg,
modifier = Modifier
.size(18.dp)
.semantics { hideFromAccessibility() }
.graphicsLayer { alpha = chevronAlpha }
.offset { IntOffset(maxOf(chevronKick.value, 0f).dp.roundToPx(), 0) },
)
Text(" ", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
}
}
// The focused row carries its own one-line description — no dedicated (space-eating)
// detail strip. It unfolds right where you're looking, and the row grows to fit.
AnimatedVisibility(
visible = focused && row.detail.isNotBlank(),
enter = fadeIn(tween(180, delayMillis = 60)) + expandVertically(tween(180)),
exit = fadeOut(tween(90)) + shrinkVertically(tween(150)),
) {
Text(
row.detail,
style = MaterialTheme.typography.bodySmall,
color = ink.fg(0.6f),
maxLines = 2,
modifier = Modifier.padding(top = 6.dp),
)
}
}
}
}
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row and [hasGyroscope] the "Gyro from this
* phone" row (both absent on TVs); [av1Capable] gates the AV1 codec entry (see
* `codecOptionsFor`). [appVersion] is the installed version the About row states, and
* [openControllers] / [openLicenses] are the two rows that navigate rather than set anything.
* Every row declares its [GpTab]; the screen shows one tab at a time. */
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs); [av1Capable] gates the
* AV1 codec entry (see `codecOptionsFor`). Every row declares its [GpTab]; the screen shows one
* tab at a time. */
internal fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
hasGyroscope: Boolean,
av1Capable: Boolean,
appVersion: String = "",
openControllers: () -> Unit = {},
openLicenses: () -> Unit = {},
update: (Settings) -> Unit,
): List<GpRow> {
fun <T> choice(
@@ -843,8 +476,6 @@ internal fun buildSettingsRows(
val i = if (idx < 0) 0 else (idx + 1) % options.size
options.getOrNull(i)?.let { write(it.first) }
},
options = options.map { it.second },
selectedIndex = idx,
)
}
fun toggle(
@@ -967,18 +598,6 @@ internal fun buildSettingsRows(
} else {
null
},
// The rumble mirror's sibling, data flowing the other way — needs a gyroscope to
// mirror FROM, which a TV box lacks.
if (hasGyroscope) {
toggle(
"phoneGyro", GpTab.CONTROLLER, null, "Gyro from this phone",
"When the controller has no gyro of its own, send this phone's motion " +
"sensors as controller 1's — for clip-on pads without one.",
s.gyroOnPhone,
) { update(s.copy(gyroOnPhone = it)) }
} else {
null
},
) + listOf(
// NOT gated on the vibrator (the bug A2 fixed in the touch settings): an SC2 capture has
// nothing to do with this device's motor, and a TV box is where it matters most.
@@ -998,28 +617,6 @@ internal fun buildSettingsRows(
"triggers, lightbar and gyro.",
s.dsCapture, enabled = s.gamepadForwarding,
) { update(s.copy(dsCapture = it)) },
// The diagnostics view — same screen the touch settings reach, same words for it. It was
// reachable from touch ONLY, which on a TV box means not at all: there is no touch interface
// to fall back to there, and "my controller does nothing" is the support case it answers.
//
// Deliberately NOT gated on the master forwarding switch its neighbours all follow: this is
// the row you reach for when forwarding looks broken, and a diagnostic that dims itself when
// the thing it diagnoses is off is worse than none.
//
// No value: this row navigates, it doesn't hold a setting (a count read here would be a
// snapshot, and a stale "none detected" is worse than no number at all — the screen it opens
// watches hot-plug live).
GpRow(
id = "controllers",
tab = GpTab.CONTROLLER,
header = "Diagnostics",
label = "Connected controllers",
value = "",
detail = "What the app detects, with a live input test.",
adjust = { false },
activate = openControllers,
adjustable = false,
),
// The palette leads Interface: it is the one row whose effect you can see while you step
// it (the backdrop behind this very list recolours), so it wants to be the first thing
@@ -1034,7 +631,7 @@ internal fun buildSettingsRows(
choice(
"hud", GpTab.INTERFACE, null, "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
"Select + X on a pad, or a 3-finger tap, cycles the tiers live.",
"A 3-finger tap cycles the tiers live.",
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
) { update(s.copy(statsVerbosity = it)) },
toggle(
@@ -1052,37 +649,6 @@ internal fun buildSettingsRows(
"Turn off to use the touch interface even with a controller connected.",
s.gamepadUiEnabled,
) { update(s.copy(gamepadUiEnabled = it)) },
) + listOfNotNull(
// WHEN the switch above takes over. Built only while it is ON: turn the switch off from
// this very screen and the row under the cursor would otherwise be one deciding nothing,
// on a screen that is itself about to disappear.
if (s.gamepadUiEnabled) {
choice(
"gamepadUIMode", GpTab.INTERFACE, null, "Show it",
"With a controller: the touch interface comes back when the last one " +
"disconnects. Always keeps this layout either way — for a device that lives " +
"docked to a TV. A TV itself is always in this mode regardless.",
GAMEPAD_UI_MODE_OPTIONS, s.gamepadUiMode,
) { update(s.copy(gamepadUiMode = it)) }
} else {
null
},
) + listOf(
// About closes the Interface section, the way the touch settings' last category does. The
// notices are a licence obligation and were reachable from touch only — on a TV box that is
// nowhere. The version rides in the VALUE slot rather than as a second, inert row: it is the
// identity half of an About page, and the screen this opens states it again at the top.
GpRow(
id = "licenses",
tab = GpTab.INTERFACE,
header = "About",
label = "Open-source licenses",
value = appVersion,
detail = "Third-party notices and credits.",
adjust = { false },
activate = openLicenses,
adjustable = false,
),
)
}
@@ -1097,7 +663,7 @@ internal fun buildSettingsRows(
* Controller-optimized UI toggle a few rows up, which swaps the standard interface in
* (d-pad-navigable; the profile editor lives there on every device, unlike tvOS where none exists).
*/
internal fun buildProfileRows(
private fun buildProfileRows(
profiles: List<StreamProfile>,
savedHosts: List<KnownHost>,
tv: Boolean,
@@ -1144,7 +710,6 @@ internal fun buildProfileRows(
adjust = { false },
activate = { openPinPicker(p) },
adjustable = false,
actionHint = "Pin to hosts",
)
}
}
@@ -16,35 +16,15 @@ import androidx.compose.runtime.remember
import androidx.compose.ui.platform.LocalContext
import io.unom.punktfunk.kit.Gamepad
/**
* [Settings.gamepadUiMode]: take over only while a controller is attached. The default, and what
* the switch meant when it was a lone Boolean.
*/
const val GAMEPAD_UI_WHEN_CONNECTED = "connected"
/**
* [Settings.gamepadUiMode]: take over whenever the switch is on, pad or no pad for a phone or
* tablet that lives docked to a TV, where the console layout is the one wanted and the pad is not
* always awake.
*/
const val GAMEPAD_UI_ALWAYS = "always"
/**
* Whether the controller-optimized "console" home (the host carousel + gamepad chrome) should
* replace the touch UI the Android mirror of the Apple client's `GamepadUIEnvironment.isActive`:
* the user's [enabled] setting AND (the [mode] is [GAMEPAD_UI_ALWAYS] OR a controller is attached
* OR this is a TV OR the dev [forced] flag). A TV counts unconditionally its remote/gamepad is
* the only input, so it's always the console UI (as long as the setting is on), which is why the
* mode row means nothing there. An unrecognized [mode] waits for a controller, so a value a newer
* client wrote can never strand this one in a layout it has no way back out of.
* the user's [enabled] setting AND (a controller is attached OR this is a TV OR the dev [forced]
* flag). A TV counts unconditionally its remote/gamepad is the only input, so it's always the
* console UI (as long as the setting is on).
*/
fun gamepadUiActive(
enabled: Boolean,
mode: String,
controllerConnected: Boolean,
tv: Boolean,
forced: Boolean,
): Boolean = enabled && (mode == GAMEPAD_UI_ALWAYS || controllerConnected || tv || forced)
fun gamepadUiActive(enabled: Boolean, controllerConnected: Boolean, tv: Boolean, forced: Boolean): Boolean =
enabled && (controllerConnected || tv || forced)
/** True on a TV: the leanback/television feature or the TELEVISION ui-mode. */
fun isTvDevice(context: Context): Boolean {
@@ -1,100 +0,0 @@
package io.unom.punktfunk
import io.unom.punktfunk.kit.discovery.DiscoveredHost
import io.unom.punktfunk.kit.security.KnownHost
/**
* The console home's tiles, in carousel order: every saved host with its pinned host+profile cards
* immediately behind it, then the hosts seen on the network but not yet saved, then Add Host.
*
* Pure, and deliberately not a composable. The half of this that can be WRONG is the ordering and
* what a tile claims a pin drifting away from the host it belongs to, a discovered host offered a
* second time next to the saved record it already is, a chip naming a profile the press won't
* actually use. None of that needs a display to be checked, and `HomeTilesTest` checks it without
* one; the console home itself needs the live JNI core to compose at all.
*
* [isOnline] and [pinsFor] arrive as lambdas rather than as the discovery lists and the profile
* store behind them: "online" means advertising on mDNS OR answering a QUIC probe (the routed
* Tailscale/VPN case), which is a rule belonging to the screen that does the probing, not to a list
* builder.
*/
internal fun buildHomeTiles(
savedHosts: List<KnownHost>,
/** The live catalog — resolves each host's binding into the name and colour its chip wears. */
profiles: List<StreamProfile>,
pinsFor: (KnownHost) -> List<StreamProfile>,
/** Already de-duped against [savedHosts] by the caller: a saved host is not also "discovered". */
discoveredUnsaved: List<DiscoveredHost>,
isOnline: (KnownHost) -> Boolean,
/**
* Dial a saved host. The second argument is `connect`'s one-off profile reference: null on a
* host's own tile (follow whatever the host is bound to), the pinned profile's id on a pin tile.
*/
onConnect: (KnownHost, String?) -> Unit,
onConnectDiscovered: (DiscoveredHost) -> Unit,
onAddHost: () -> Unit,
): List<HomeTile> = buildList {
savedHosts.forEach { kh ->
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
add(
HomeTile(
id = "saved-${kh.id}",
title = kh.name,
subtitle = "${kh.address}:${kh.port}",
filled = true,
online = isOnline(kh),
paired = kh.paired,
knownHost = kh,
// The binding is what a press will actually do, so the tile says so — the console
// can't edit profiles, but it must never lie about which one it uses. It rides in
// the card's own chip now rather than as a "· Name" tail on the address, which is
// where it read as an afterthought.
profileName = bound?.name,
profileAccent = accentColor(bound?.accent),
activate = { onConnect(kh, null) },
),
)
// Pinned host+profile combinations, right after their host: one focus-and-press each,
// which is the affordance a controller surface does well (menus are not).
pinsFor(kh).forEach { p ->
add(
HomeTile(
id = "pin-${kh.id}-${p.id}",
title = kh.name,
// The address, like every other card — the PROFILE is what makes this card
// different, and it now says so in the chip instead of standing in for the
// subtitle, which left a pin card unable to say where it pointed.
subtitle = "${kh.address}:${kh.port}",
filled = true,
online = isOnline(kh),
paired = kh.paired,
knownHost = kh,
pinnedProfileId = p.id,
profileName = p.name,
profileAccent = accentColor(p.accent),
activate = { onConnect(kh, p.id) },
),
)
}
}
discoveredUnsaved.forEach { dh ->
add(
HomeTile(
id = "disc-${dh.host}:${dh.port}",
title = dh.name,
subtitle = "${dh.host}:${dh.port}",
online = true,
activate = { onConnectDiscovered(dh) },
),
)
}
add(
HomeTile(
id = "add",
title = "Add Host",
subtitle = "Register a host by address",
isAdd = true,
activate = onAddHost,
),
)
}
@@ -15,12 +15,13 @@ import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.systemBarsPadding
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.pager.HorizontalPager
import androidx.compose.foundation.pager.PageSize
import androidx.compose.foundation.pager.rememberPagerState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.CircularProgressIndicator
import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
@@ -41,11 +42,6 @@ import androidx.compose.ui.layout.ContentScale
import android.content.res.Configuration
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.semantics.contentDescription
import androidx.compose.ui.semantics.liveRegion
import androidx.compose.ui.semantics.LiveRegionMode
import androidx.compose.ui.semantics.selected
import androidx.compose.ui.semantics.semantics
import androidx.compose.ui.zIndex
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
@@ -58,7 +54,6 @@ import androidx.compose.ui.unit.sp
import coil.ImageLoader
import coil.compose.AsyncImage
import coil.request.ImageRequest
import io.unom.punktfunk.components.launcherIcon
import io.unom.punktfunk.kit.library.DEFAULT_MGMT_PORT
import io.unom.punktfunk.kit.library.GameEntry
import io.unom.punktfunk.kit.library.LibraryClient
@@ -94,13 +89,6 @@ fun LibraryScreen(
onLaunched: (ActiveSession) -> Unit,
onBack: () -> Unit,
navActive: Boolean = true,
/**
* The profile this shelf launches with, when it was opened from a PINNED host+profile card
* (design §5.2a) rather than the host's own tile: a one-off, exactly like the card's plain
* connect. Null = the host's tile, and the host's binding decides the same rule
* [ProfileStore.resolveFor] applies to every other connect.
*/
pinnedProfileId: String? = null,
) {
val ink = LocalGamepadInk.current
BackHandler(onBack = onBack)
@@ -111,14 +99,6 @@ fun LibraryScreen(
var state by remember { mutableStateOf<LibState>(LibState.Loading) }
// A launch (connect) in flight: shows an overlay + gates the pad so a second press can't dial twice.
var launching by remember { mutableStateOf(false) }
// The profile every launch off this shelf runs with, resolved ONCE per shelf by the same rule
// the host-list connect uses: this card's pin as the one-off, else the host's binding, else the
// globals. Resolved here rather than per launch so a profile edited mid-browse cannot make two
// titles on one shelf stream differently.
val profile = remember(host.id, pinnedProfileId) {
ProfileStore(context).resolveFor(host, pinnedProfileId)
}
val streamSettings = remember(settings, profile) { settings.effectiveFor(profile) }
LaunchedEffect(host.address, host.port, host.fpHex) {
state = LibState.Loading
@@ -147,17 +127,8 @@ fun LibraryScreen(
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
GamepadAuroraBackground(Modifier.fillMaxSize())
Column(Modifier.fillMaxSize().consoleSafeArea()) {
// A pinned card's shelf says so, in the card's own `host · profile` shape: what a
// launch here will use is a property of the shelf, not something to remember from
// the tile two screens back.
ConsoleHeader(
if (pinnedProfileId != null && profile != null) {
"${host.name} · ${profile.name} — Library"
} else {
"${host.name} — Library"
},
)
Column(Modifier.fillMaxSize().systemBarsPadding()) {
ConsoleHeader("${host.name} — Library")
Box(Modifier.weight(1f).fillMaxWidth(), contentAlignment = Alignment.Center) {
when (val s = state) {
is LibState.Loading -> LoadingState()
@@ -169,7 +140,7 @@ fun LibraryScreen(
// Dial the host over the same pinned mTLS trust, booting straight
// into this title (the host resolves `launch` = its library id).
val handle = connectToHost(
context, streamSettings, s.identity,
context, settings, s.identity,
host.address, host.port, host.fpHex, launch = game.id,
)
launching = false
@@ -177,14 +148,11 @@ fun LibraryScreen(
onLaunched(
ActiveSession(
handle,
streamSettings,
settings,
host.clipboardSync,
profileName = profile?.name,
hostId = host.id,
// Where to come back to when this game exits
// this shelf, pin and all, not the host's default one.
// Where to come back to when this game exits.
launchedFromLibrary = true,
libraryProfileId = pinnedProfileId,
),
)
}
@@ -203,7 +171,7 @@ fun LibraryScreen(
// Launching overlay — the connect + host-side game boot takes a moment; block the pad while it runs.
if (launching) {
Box(
Modifier.fillMaxSize().background(ink.modalScrim),
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.6f)),
contentAlignment = Alignment.Center,
) {
Column(
@@ -219,7 +187,7 @@ fun LibraryScreen(
// screen (ignore the safe area in landscape, where the bottom edge isn't a tap target).
Box(
Modifier.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
.padding(ConsoleLegendInset),
) {
GamepadHintBar(
@@ -294,18 +262,10 @@ private fun Coverflow(
Text(
if (current?.isLauncher == true) "LAUNCHERS" else "GAMES",
style = MaterialTheme.typography.labelSmall,
// The palette's ink, not white: on a pale field this heading was white on
// near-white and simply wasn't there.
color = ink.fg(0.45f),
color = Color.White.copy(alpha = 0.45f),
letterSpacing = 2.sp,
textAlign = TextAlign.Center,
modifier = Modifier
.fillMaxWidth()
// A live region: this heading is the ONLY signal that the cursor has
// crossed from the launchers into the games, and a coverflow gives a
// reader no other way to notice — it is one strip, not two lists.
.semantics { liveRegion = LiveRegionMode.Polite }
.padding(bottom = 8.dp),
modifier = Modifier.fillMaxWidth().padding(bottom = 8.dp),
)
}
HorizontalPager(
@@ -327,22 +287,10 @@ private fun Coverflow(
.width(coverWidth)
.height(coverHeight)
// Touch: tap the centred cover to launch it; tap a neighbour to bring it centre.
// The label says which of the two a press does, because from the poster
// alone they are indistinguishable — and the CENTRED one is the only one A
// acts on, which nothing else in the tree says.
.clickable(
onClickLabel = if (page == pagerState.currentPage) {
"Launch ${games[page].title}"
} else {
"Bring ${games[page].title} to the centre"
},
) {
.clickable {
if (page == pagerState.currentPage) onLaunch(games[page])
else scope.launch { pagerState.animateScrollToPage(page) }
}
.semantics {
if (page == pagerState.currentPage) selected = true
}
.graphicsLayer {
// Centre at full size; EVERY neighbour settles to one size, so an even pitch
// yields even VISUAL gaps. (A progressive shrink made the outer gaps grow —
@@ -401,14 +349,11 @@ private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Mo
val ink = LocalGamepadInk.current
val candidates = game.art.posterCandidates
var idx by remember(game.id) { mutableStateOf(0) }
val shape = ConsoleShape.Poster
val shape = RoundedCornerShape(16.dp)
Box(
modifier = modifier
.clip(shape)
// The ground a cover sits on while its art loads (and the permanent one for a launcher
// entry, which rarely has art). Palette-derived rather than a fixed indigo, so a poster
// wall on a pale field isn't a grid of dark holes.
.background(LocalGamepadPalette.current.groundColor)
.background(Color(0xFF241F3D))
.border(1.dp, ink.fg(0.12f), shape),
contentAlignment = Alignment.Center,
) {
@@ -422,53 +367,27 @@ private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Mo
onError = { idx++ }, // this candidate failed — try the next, or fall to the placeholder
)
} else {
// A launcher ships no poster by design, so its brand mark IS the poster — drawn big and
// centred, tinted like the text it replaces. Falling back to the launcher's name says
// "opens Steam" for a mark we don't ship; the title would read as "a game whose cover
// failed to load".
val mark = launcherIcon(game.iconToken)
if (mark != null) {
Icon(
imageVector = mark,
contentDescription = game.title,
tint = ink.fg(0.75f),
modifier = Modifier.fillMaxSize(0.45f),
)
} else {
Text(
if (game.isLauncher) game.storeLabel else game.title,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.SemiBold,
color = ink.fg(0.75f),
textAlign = TextAlign.Center,
modifier = Modifier.padding(12.dp),
)
}
// A launcher rarely has poster art. Naming the launcher says "opens Steam"; the title
// would read as "a game whose cover failed to load".
Text(
if (game.isLauncher) game.storeLabel else game.title,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.SemiBold,
color = ink.fg(0.75f),
textAlign = TextAlign.Center,
modifier = Modifier.padding(12.dp),
)
}
// Store badge, top-start — brand-filled for a launcher entry (design D4).
Box(Modifier.fillMaxSize().padding(8.dp), contentAlignment = Alignment.TopStart) {
Text(
game.storeLabel,
style = MaterialTheme.typography.labelSmall,
// A launcher's badge is brand-filled, so it reads on the ACCENT; a game's sits on
// a plain dark wash over its own art.
color = if (game.isLauncher) ink.onAccent else Color.White,
color = ink.fg,
modifier = Modifier
// A bare store name read out after the title says nothing about WHY it is
// there; the poster's own description already carries the title.
.semantics {
contentDescription = if (game.isLauncher) {
"Opens ${game.storeLabel}"
} else {
"From ${game.storeLabel}"
}
}
.clip(ConsoleShape.Pill)
.clip(RoundedCornerShape(50))
.background(
// The console's palette accent, not `MaterialTheme.colorScheme.primary` —
// that is the TOUCH theme's colour (Material You, seeded from the user's
// wallpaper), which had nothing to do with the field this poster sits on.
if (game.isLauncher) ink.accent
if (game.isLauncher) MaterialTheme.colorScheme.primary
else Color.Black.copy(alpha = 0.5f),
)
.padding(horizontal = 8.dp, vertical = 3.dp),
@@ -1,12 +1,8 @@
package io.unom.punktfunk
import android.content.res.Configuration
import androidx.activity.compose.BackHandler
import androidx.compose.foundation.ScrollState
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
@@ -23,130 +19,20 @@ import androidx.compose.runtime.Composable
import androidx.compose.runtime.remember
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.platform.LocalContext
import androidx.compose.ui.text.font.FontFamily
import androidx.compose.ui.unit.dp
import dev.chrisbanes.haze.HazeState
import dev.chrisbanes.haze.hazeSource
/**
* Open-source licenses: punktfunk's own license (MIT OR Apache-2.0) plus the third-party software
* notices, read from the bundled `THIRD-PARTY-NOTICES.txt` asset (generated by
* scripts/gen-third-party-notices.sh). Reached from [SettingsScreen]; Back returns there.
*
* This is the TOUCH entry point; [ConsoleLicensesScreen] shows the same notices on the console's
* field, where they need a scroll route a controller can actually drive.
*/
@Composable
fun LicensesScreen(onBack: () -> Unit) {
BackHandler(onBack = onBack)
Column(Modifier.fillMaxSize()) {
// Pinned header with a visible Back affordance (Back-button/gesture still work via BackHandler).
Row(
modifier = Modifier.fillMaxWidth().padding(start = 4.dp, end = 12.dp, top = 8.dp, bottom = 4.dp),
verticalAlignment = Alignment.CenterVertically,
) {
IconButton(onClick = onBack) {
Icon(Icons.AutoMirrored.Filled.ArrowBack, contentDescription = "Back")
}
Text("Open-source licenses", style = MaterialTheme.typography.headlineSmall)
}
LicensesBody(
scroll = rememberScrollState(),
contentPadding = PaddingValues(start = 20.dp, end = 20.dp, bottom = 24.dp),
)
}
}
/**
* The notices on the console's field. The reason this exists as its own screen rather than the touch
* one dropped into the shell is the SCROLL: the body is a wall of text with exactly one focusable
* node (the touch screen's back arrow), and Compose scrolls a container only to keep a FOCUSED child
* visible so a controller could reach the first screenful of `THIRD-PARTY-NOTICES.txt` and not one
* line further. Here up/down steps and the shoulders page, driving the scroll state directly.
*
* B closes, as everywhere else; there is nothing on this screen to confirm, so A is not advertised.
*/
@Composable
fun ConsoleLicensesScreen(onBack: () -> Unit, navActive: Boolean = true) {
BackHandler(onBack = onBack)
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
val hazeState = remember { HazeState() }
val scroll = rememberScrollState()
val scrollBy = rememberConsoleScroller(scroll)
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
GamepadNavEffect2D(
active = navActive,
onDirection = { dir ->
when (dir) {
NavDir.UP -> scrollBy(-1, false)
NavDir.DOWN -> scrollBy(1, false)
// Left/right are deliberately inert: there is nothing beside this text, and paging
// sideways off a D-pad would be a second, undocumented way to do the shoulders' job.
NavDir.LEFT, NavDir.RIGHT -> {}
}
},
onActivate = {},
onShoulder = { delta -> scrollBy(delta, true) },
)
Box(Modifier.fillMaxSize()) {
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
// Calm: this is a screen to read, and a drifting field behind small monospace text is
// the one place the aurora would be actively unhelpful. Full-bleed under the cutout —
// only the content takes the safe area.
GamepadFormBackground(Modifier.fillMaxSize())
// Inked from the palette: the notices carry no colour of their own, so outside a Surface
// they would render in Material's default BLACK content colour over the aurora.
ConsoleInkedTheme {
Column(Modifier.fillMaxSize().consoleSafeArea()) {
LicensesBody(
scroll = scroll,
contentPadding = PaddingValues(
start = ConsoleEdgeInset,
end = ConsoleEdgeInset,
bottom = ConsoleLegendClearance,
),
) {
ConsoleHeader("Open-source licenses", horizontalInset = false)
}
}
}
}
Box(
Modifier
.align(Alignment.BottomStart)
.consoleLegendInsets(landscape)
.padding(ConsoleLegendInset),
) {
GamepadHintBar(
listOfNotNull(
GamepadHint('↕', PadGlyph.Arrow, "Scroll"),
// A TV remote has no shoulders — its route is the D-pad, one step at a time.
GamepadHint('⇄', PadGlyph.Arrow, "Page").takeIf { padIsGamepad },
PadGlyph.hint('B', "Close", onClick = onBack),
),
hazeState = hazeState,
)
}
}
}
/**
* The notices themselves, shared by both interfaces the licenses are a legal obligation, so the
* two routes must show the same text rather than two copies that can drift. [heading] is empty for
* the touch screen, which pins its own title row above the scroll.
*/
@Composable
private fun LicensesBody(
scroll: ScrollState,
contentPadding: PaddingValues,
heading: @Composable () -> Unit = {},
) {
val context = LocalContext.current
BackHandler(onBack = onBack)
val notices = remember {
runCatching {
context.assets.open("THIRD-PARTY-NOTICES.txt").bufferedReader().use { it.readText() }
@@ -166,40 +52,52 @@ private fun LicensesBody(
}.getOrNull()
}
Column(
modifier = Modifier
.fillMaxSize()
.verticalScroll(scroll)
.padding(contentPadding),
verticalArrangement = Arrangement.spacedBy(16.dp),
) {
heading()
if (version != null) {
Text(
"Punktfunk $version",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
Column(Modifier.fillMaxSize()) {
// Pinned header with a visible Back affordance (Back-button/gesture still work via BackHandler).
Row(
modifier = Modifier.fillMaxWidth().padding(start = 4.dp, end = 12.dp, top = 8.dp, bottom = 4.dp),
verticalAlignment = Alignment.CenterVertically,
) {
IconButton(onClick = onBack) {
Icon(Icons.AutoMirrored.Filled.ArrowBack, contentDescription = "Back")
}
Text("Open-source licenses", style = MaterialTheme.typography.headlineSmall)
}
Text(
"Punktfunk is licensed under MIT OR Apache-2.0, at your option. It uses the open-source " +
"components below, each under its own license.",
style = MaterialTheme.typography.bodyMedium,
)
Text(
notices,
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
)
if (fontLicense != null) {
Text("Bundled font", style = MaterialTheme.typography.titleMedium)
Column(
modifier = Modifier
.fillMaxSize()
.verticalScroll(rememberScrollState())
.padding(horizontal = 20.dp)
.padding(bottom = 24.dp),
verticalArrangement = Arrangement.spacedBy(16.dp),
) {
if (version != null) {
Text(
"Punktfunk $version",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
Text(
"The Geist typeface is licensed under the SIL Open Font License 1.1.",
"Punktfunk is licensed under MIT OR Apache-2.0, at your option. It uses the open-source " +
"components below, each under its own license.",
style = MaterialTheme.typography.bodyMedium,
)
Text(
fontLicense,
notices,
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
)
if (fontLicense != null) {
Text("Bundled font", style = MaterialTheme.typography.titleMedium)
Text(
"The Geist typeface is licensed under the SIL Open Font License 1.1.",
style = MaterialTheme.typography.bodyMedium,
)
Text(
fontLicense,
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
)
}
}
}
}
@@ -24,7 +24,6 @@ import androidx.compose.foundation.layout.systemBars
import androidx.compose.material3.Surface
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
@@ -143,16 +142,6 @@ class MainActivity : ComponentActivity() {
var lastPadStyle by mutableStateOf(Gamepad.PadStyle.GENERIC)
private set
/**
* The `InputDevice.id` of the controller driving the console UI, or 0 for none. Kept beside
* [lastPadStyle] because the console's menu haptics render on the DRIVING pad's own motors when
* it has any a rumble that comes out of the device you are not holding is worse than none.
* Falls back to the phone body (see `rememberConsoleHaptics`), and to silence on a TV, where
* neither a remote nor the box has an actuator.
*/
var lastPadDeviceId by mutableIntStateOf(0)
private set
/**
* A `punktfunk://` URL waiting to be routed — set from the VIEW intent that started (or
* re-entered) this activity, cleared by whoever handles it. Compose observes it.
@@ -617,10 +606,7 @@ class MainActivity : ComponentActivity() {
// pad, WHICH pad family, so the glyphs wear its lettering/shapes.
if (event.action == KeyEvent.ACTION_DOWN && isConsoleNavKey(event.keyCode)) {
lastPadIsGamepad = event.isFromSource(InputDevice.SOURCE_GAMEPAD)
if (lastPadIsGamepad) {
lastPadStyle = Gamepad.styleFor(event.device)
lastPadDeviceId = event.deviceId
}
if (lastPadIsGamepad) lastPadStyle = Gamepad.styleFor(event.device)
}
// The Controllers debug screen sees pad events before the navigation remap below.
padKeyProbe?.let { if (it(event)) return true }
@@ -709,7 +695,6 @@ class MainActivity : ComponentActivity() {
if (dir != 0) {
lastPadIsGamepad = true // a stick/HAT push can only come from a real gamepad
lastPadStyle = Gamepad.styleFor(event.device)
lastPadDeviceId = event.deviceId
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_DOWN, dir))
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_UP, dir))
return true
@@ -94,20 +94,11 @@ data class Settings(
val touchMode: TouchMode = TouchMode.TRACKPAD,
/**
* Swap the whole home screen for the controller-optimized "console" UI (the host carousel +
* gamepad chrome) mirrors the Apple client's `gamepadUIEnabled`. On by default; turn it off
* to keep the touch UI even with a pad attached. WHEN it takes over is [gamepadUiMode].
* gamepad chrome) whenever a controller is connected mirrors the Apple client's
* `gamepadUIEnabled`. On by default; turn it off to keep the touch UI even with a pad attached.
* A TV (leanback) is always in this mode regardless (its remote/pad is the only input).
*/
val gamepadUiEnabled: Boolean = true,
/**
* When [gamepadUiEnabled] actually takes over the cross-client `gamepad_ui_mode` pair,
* mirroring the Apple client's `gamepadUIMode`: `"connected"` (default, and what the switch
* has always meant) waits for a controller; `"always"` keeps the console UI with no pad in
* reach, for a phone or tablet that lives docked to a TV. Read only while [gamepadUiEnabled]
* is on, which is why both settings screens hide the row when the switch is off. Anything
* unrecognized resolves to `"connected"`. A TV ignores it it is always in console mode.
*/
val gamepadUiMode: String = GAMEPAD_UI_WHEN_CONNECTED,
/**
* Show the experimental game-library browser (the coverflow reached with Y from a saved host).
* Fetched from the host's management API over mTLS; needs a paired host. Mirrors the Apple
@@ -116,10 +107,9 @@ data class Settings(
val libraryEnabled: Boolean = true,
/**
* Which colour family the console (gamepad) UI's living backdrop drifts through the
* cross-client `ui_palette` key: `"violet"` (the brand default), then `"oled"`, `"nebula"`,
* `"abyss"`, `"ember"`, `"moss"`, `"graphite"`, then the six pale fields. See
* [GamepadPalette], whose table and maths mirror the desktop console's and the Apple
* client's under the same names. Presentation only: nothing
* cross-client `ui_palette` key: `"violet"` (the brand default), `"tide"`, `"forest"`,
* `"ember"`, `"rose"`, `"graphite"`. See [GamepadPalette], whose table and maths mirror the
* desktop console's and the Apple client's under the same names. Presentation only: nothing
* about a stream depends on it, so it is a device preference and never part of a profile.
* An unknown value reads as the default rather than failing a newer client may have shipped
* a palette this build doesn't know.
@@ -168,16 +158,6 @@ data class Settings(
* toggle is hidden on devices without a vibrator (TVs), where this would be a silent no-op.
*/
val rumbleOnPhone: Boolean = false,
/**
* Opt-in: use this phone's own gyroscope as controller 1's motion when the forwarded pad has
* none of its own for clip-on gamepads without an IMU, where the phone body moves with the
* player's hands. The rumble mirror's sibling, data flowing the other way. Off by default;
* read once per session by StreamScreen (it starts a [io.unom.punktfunk.kit.DeviceGyro] only
* when set), and the mirror stands down by itself whenever wire pad 0 is fed by a capture
* link (USB DualSense / SC2 pads with a real gyro). The toggle is hidden on devices
* without a gyroscope (TVs), where this would be a silent no-op.
*/
val gyroOnPhone: Boolean = false,
/**
* Capture a Steam Controller 2 (wired / Puck dongle over USB, or an already-paired BLE pad)
@@ -313,8 +293,6 @@ class SettingsStore(context: Context) {
// Migration: the pre-enum Boolean "trackpad_mode" (true = trackpad, false = direct).
?: if (prefs.getBoolean(K_TRACKPAD, true)) TouchMode.TRACKPAD else TouchMode.POINTER,
gamepadUiEnabled = prefs.getBoolean(K_GAMEPAD_UI, true),
gamepadUiMode = prefs.getString(K_GAMEPAD_UI_MODE, GAMEPAD_UI_WHEN_CONNECTED)
?: GAMEPAD_UI_WHEN_CONNECTED,
libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
uiPalette = prefs.getString(K_UI_PALETTE, "violet") ?: "violet",
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
@@ -322,7 +300,6 @@ class SettingsStore(context: Context) {
smoothBuffer = prefs.getInt(K_SMOOTH_BUFFER, 0),
autoWakeEnabled = prefs.getBoolean(K_AUTO_WAKE, true),
rumbleOnPhone = prefs.getBoolean(K_RUMBLE_ON_PHONE, false),
gyroOnPhone = prefs.getBoolean(K_GYRO_ON_PHONE, false),
sc2Capture = prefs.getBoolean(K_SC2_CAPTURE, true),
dsCapture = prefs.getBoolean(K_DS_CAPTURE, true),
padHaptics = prefs.getBoolean(K_PAD_HAPTICS, true),
@@ -356,7 +333,6 @@ class SettingsStore(context: Context) {
.putString(K_STATS_VERBOSITY, s.statsVerbosity.name)
.putString(K_TOUCH_MODE, s.touchMode.name)
.putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled)
.putString(K_GAMEPAD_UI_MODE, s.gamepadUiMode)
.putBoolean(K_LIBRARY, s.libraryEnabled)
.putString(K_UI_PALETTE, s.uiPalette)
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
@@ -364,7 +340,6 @@ class SettingsStore(context: Context) {
.putInt(K_SMOOTH_BUFFER, s.smoothBuffer)
.putBoolean(K_AUTO_WAKE, s.autoWakeEnabled)
.putBoolean(K_RUMBLE_ON_PHONE, s.rumbleOnPhone)
.putBoolean(K_GYRO_ON_PHONE, s.gyroOnPhone)
.putBoolean(K_SC2_CAPTURE, s.sc2Capture)
.putBoolean(K_DS_CAPTURE, s.dsCapture)
.putBoolean(K_PAD_HAPTICS, s.padHaptics)
@@ -397,7 +372,6 @@ class SettingsStore(context: Context) {
const val K_HUD = "stats_hud_enabled"
const val K_TOUCH_MODE = "touch_mode"
const val K_GAMEPAD_UI = "gamepad_ui_enabled"
const val K_GAMEPAD_UI_MODE = "gamepad_ui_mode"
const val K_LIBRARY = "library_enabled"
const val K_UI_PALETTE = "ui_palette"
@@ -416,7 +390,6 @@ class SettingsStore(context: Context) {
const val K_SMOOTH_BUFFER = "smooth_buffer"
const val K_AUTO_WAKE = "auto_wake_enabled"
const val K_RUMBLE_ON_PHONE = "rumble_on_phone"
const val K_GYRO_ON_PHONE = "gyro_on_phone"
const val K_SC2_CAPTURE = "sc2_capture"
const val K_DS_CAPTURE = "ds_capture"
const val K_PAD_HAPTICS = "pad_haptics"
@@ -792,13 +765,6 @@ fun smoothBufferOptions(hz: Int): List<Pair<Int, String>> {
)
}
/** (stored value, label) for when the console UI takes over the Apple client's table verbatim.
* Only offered while [Settings.gamepadUiEnabled] is on; a TV is in console mode either way. */
val GAMEPAD_UI_MODE_OPTIONS = listOf(
GAMEPAD_UI_WHEN_CONNECTED to "With a controller",
GAMEPAD_UI_ALWAYS to "Always",
)
/** (mode, label) for the touch-input model. */
val TOUCH_MODE_OPTIONS = listOf(
TouchMode.TRACKPAD to "Trackpad",
@@ -77,7 +77,6 @@ import androidx.compose.ui.text.input.KeyboardType
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.core.content.ContextCompat
import io.unom.punktfunk.kit.DeviceGyro
import io.unom.punktfunk.kit.VideoDecoders
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.security.KnownHostStore
@@ -577,7 +576,7 @@ private fun GeneralSettings(s: Settings, update: (Settings) -> Unit) {
selected = s.statsVerbosity,
field = "stats_verbosity",
caption = "Compact is one line; Detailed adds the decoder and latency breakdown. " +
"A 3-finger tap, or Select + X on a pad, cycles the tiers in-stream.",
"A 3-finger tap cycles the tiers in-stream.",
) { v -> update(s.copy(statsVerbosity = v)) }
}
DeviceScopeOnly {
@@ -592,24 +591,11 @@ private fun GeneralSettings(s: Settings, update: (Settings) -> Unit) {
SettingsGroup("Interface") {
ToggleRow(
title = "Controller-optimized UI",
subtitle = "Swap the touch home for the console home — the host carousel and " +
"gamepad chrome. A TV always uses it.",
subtitle = "Switch to the console home when a controller is connected. A TV " +
"always uses it.",
checked = s.gamepadUiEnabled,
onCheckedChange = { on -> update(s.copy(gamepadUiEnabled = on)) },
)
// Only decides anything while the switch above is on, so it is HIDDEN rather than
// dimmed when it isn't — a picker whose every option changes nothing is worse than
// no picker, and this group is short enough that nothing jumps far.
if (s.gamepadUiEnabled) {
SettingDropdown(
label = "Show it",
options = GAMEPAD_UI_MODE_OPTIONS,
selected = s.gamepadUiMode,
caption = "With a controller: the touch home comes back when the last one " +
"disconnects. Always keeps the console home either way — for a device " +
"that lives docked to a TV.",
) { v -> update(s.copy(gamepadUiMode = v)) }
}
}
}
}
@@ -863,8 +849,7 @@ private fun ControllerSettings(s: Settings, update: (Settings) -> Unit, onOpenCo
field = "gamepad",
enabled = s.gamepadForwarding,
caption = "The virtual pad the host creates. Automatic matches your controller; " +
"every connected one is forwarded as its own player. An X-Box type has no " +
"gyroscope, so pick a DualSense-class one if you want motion.",
"every connected one is forwarded as its own player.",
) { g -> update(s.copy(gamepad = g)) }
SettingDropdown(
label = "Guide button",
@@ -903,18 +888,6 @@ private fun ControllerSettings(s: Settings, update: (Settings) -> Unit, onOpenCo
onCheckedChange = { on -> update(s.copy(rumbleOnPhone = on)) },
)
}
// The rumble mirror's sibling, data flowing the other way: needs a gyroscope to
// mirror FROM — a TV box has none, so the row would be a silent no-op there.
val hasGyroscope = remember { DeviceGyro.available(context) }
if (hasGyroscope) {
ToggleRow(
title = "Gyro from this phone",
subtitle = "When the controller has no gyro, send this phone's motion " +
"sensors as controller 1's",
checked = s.gyroOnPhone,
onCheckedChange = { on -> update(s.copy(gyroOnPhone = on)) },
)
}
// NOT gated on the vibrator: SC2 passthrough is a USB/BLE capture that has nothing to do
// with rumbling this device's body, and the gate hid the toggle on exactly the machines
// that most want it — TV boxes, where a Steam Controller 2 is the whole input story.
@@ -18,13 +18,12 @@ import kotlin.math.roundToInt
* The live stats overlay the unified HUD (`design/stats-unification.md`): headline is
* `capturedisplayed` tiled by `host+network` + `decode` + `display` when the platform delivered
* OnFrameRendered render callbacks this window (`dispValid`), falling back to the v1
* `capturedecoded` headline without the `display` term when it didn't. Reads the 35-double
* `capturedecoded` headline without the `display` term when it didn't. Reads the 33-double
* layout from [NativeBridge.nativeVideoStats] (that KDoc is the authoritative index list):
* `[fps, mbps, e2eP50Ms, e2eP95Ms, latValid, skew, w, h, hz, lostTotal, bitDepth, colorPrimaries,
* colorTransfer, chromaFormatIdc, hostNetP50Ms, decodeP50Ms, hostP50Ms, netP50Ms, lost, skipped,
* fec, frames, dispValid, displayP50Ms, e2eDispP50Ms, e2eDispP95Ms, paceP50Ms, latchP50Ms,
* presentsWindow, presenterActive, feedP50Ms, codecP50Ms, skippedOverflowWindow, audioBufferMs,
* audioAvOffsetMs]`. Every read
* presentsWindow, presenterActive, feedP50Ms, codecP50Ms, skippedOverflowWindow]`. Every read
* is length-guarded, so an older native lib simply omits the lines it can't feed.
*
* The shown `display` and `end-to-end` numbers EXCLUDE the OS present floor (see [osFloorMs]) at
@@ -45,7 +44,7 @@ import kotlin.math.roundToInt
* reliability counters (1821) when nonzero.
* - [StatsVerbosity.DETAILED] also the decoder label, the video-feed descriptor (1013), the
* stage equation (14/15, split into `host + network` when the Phase-2 terms at 16/17 are nonzero),
* the excluded-floor line when one was measured, and the audio plane's own latency (33/34).
* and the excluded-floor line when one was measured.
* [StatsVerbosity.OFF] renders nothing. Older native layouts simply omit the lines they lack (the
* counter line falls back to the cumulative `lostTotal` at index 9 on a pre-window lib).
*/
@@ -179,42 +178,10 @@ internal fun StatsOverlay(
}
}
}
if (detailed) {
audioLine(s)?.let { statLine(it, Color.White) }
}
counterLine(s, lost)?.let { statLine(it, Color(0xFFFFB0B0)) }
}
}
/**
* The audio plane's own latency from the live gauges at 33/34 `audio buffer 42 ms · a/v +18 ms`,
* the same wording the desktop HUD uses. `buffer` is how much decoded audio is queued ahead of the
* speaker; `a/v` is where that PUTS it relative to the picture (positive = audio behind). `null`
* before any audio has been queued (buffer 0 audio off, or the ring not yet primed) and on an
* older native layout.
*
* Both terms, not just the depth: a deep ring on a jittery link is correct behaviour the
* underrun-driven floor earned that buffer and only the offset distinguishes it from a ring that
* is simply holding audio late. The offset term is dropped at zero, which is both "aligned" and
* "no measurement yet"; the depth alone is still the triage number, and it is the one that did not
* exist at all before (the plane published nothing any surface could render, so a "the audio delay
* is way too high" report had no instrument behind it).
*
* NOT shaved by [osFloorMs], unlike every video figure above. That shave is a reporting policy
* metrics report what Punktfunk controls but sound has to reach the ear when the light reaches
* the eye, so the sync loop aligns against the RAW capturedisplayed time (see the native
* `DisplayTracker`) and this offset is stated in those same terms. Subtracting the floor here would
* report an alignment the listener is not getting.
*/
private fun audioLine(s: DoubleArray): String? {
if (s.size < 35) return null
val bufferMs = s[33].roundToInt()
if (bufferMs <= 0) return null
val avOffset = s[34].roundToInt()
val avTerm = if (avOffset != 0) " · a/v ${if (avOffset > 0) "+" else ""}$avOffset ms" else ""
return "audio buffer $bufferMs ms$avTerm"
}
/** One monospace HUD line — the shared type ramp so every tier's rows line up. */
@Composable
private fun statLine(text: String, color: Color) {
@@ -28,9 +28,6 @@ import android.view.inputmethod.InputConnection
import android.view.inputmethod.InputMethodManager
import android.widget.Toast
import androidx.activity.compose.BackHandler
import androidx.compose.animation.core.LinearEasing
import androidx.compose.animation.core.animateFloatAsState
import androidx.compose.animation.core.tween
import androidx.compose.foundation.background
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Box
@@ -56,7 +53,6 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.alpha
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
@@ -71,13 +67,11 @@ import androidx.core.view.WindowInsetsControllerCompat
import androidx.lifecycle.Lifecycle
import androidx.lifecycle.LifecycleEventObserver
import androidx.lifecycle.LifecycleOwner
import io.unom.punktfunk.kit.DeviceGyro
import io.unom.punktfunk.kit.DsCapture
import io.unom.punktfunk.kit.GamepadFeedback
import io.unom.punktfunk.kit.GamepadRouter
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.PadSensors
import io.unom.punktfunk.kit.Sc2Capture
import io.unom.punktfunk.kit.SessionEndReason
import io.unom.punktfunk.kit.VideoDecoders
@@ -143,48 +137,6 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
micHint = null
}
}
// A captured pad has a gyro this session's virtual controller cannot carry (see
// GamepadRouter.onMotionUnreachable). Shown briefly, then gone: the failure is otherwise
// completely silent — the gyro simply does nothing, which from the couch is indistinguishable
// from a broken sensor — and the fix is a setting, so the notice has to name it.
var motionHint by remember { mutableStateOf(false) }
LaunchedEffect(motionHint) {
if (motionHint) {
// Longer than the mic chord's 1.6 s: that one confirms something the user just did,
// this one explains something they did not, in a sentence they have to read.
delay(6000)
motionHint = false
}
}
// Whether this session has a controller — the start banner names pad chords only when there is
// a pad to press them on. Seeded from the router the moment it is built (it opens a slot for
// every already-connected controller) and latched true by a pad that arrives later; it never
// goes back to false. A pad LEAVING inside the banner's six seconds is not worth the write:
// teardown closes every slot, and poking Compose state from there is exactly what the nulled
// callbacks in onDispose avoid. The latch is also what carries a pad through a USB capture
// claiming it — its InputDevice slot closes and reopens as a capture-link one.
var padPresent by remember(handle) { mutableStateOf(false) }
// The start-of-stream banner: what this session's shortcuts ARE, said once. A stream takes the
// whole screen and answers to none of the device's usual gestures, so it has to say how to get
// back out — the desktop console draws the same pill for the same reason
// (`pf-console-ui/src/skia_overlay.rs`, BANNER_S = 6 s with a BANNER_FADE_S = 0.6 s tail).
// Two states because the fade and the removal are different moments: `bannerUp` composes the
// pill at all, `bannerFading` runs its alpha down over the last 600 ms.
var bannerUp by remember(handle) { mutableStateOf(true) }
var bannerFading by remember(handle) { mutableStateOf(false) }
val bannerAlpha by animateFloatAsState(
targetValue = if (bannerFading) 0f else 1f,
// Linear, like the desktop's (BANNER_S - age) / BANNER_FADE_S ramp — Compose's default
// easing would hold near-opaque and then drop, which reads as a glitch rather than a fade.
animationSpec = tween(600, easing = LinearEasing),
label = "streamStartBanner",
)
LaunchedEffect(handle) {
delay(5400) // 6 s the 0.6 s tail: fully opaque until here, exactly as on the desktop
bannerFading = true
delay(600)
bannerUp = false // stop composing it once it is invisible
}
// The one place mute is toggled — Compose state + the native flag, always together.
val setMicMuted = { muted: Boolean ->
micMuted = muted
@@ -194,8 +146,7 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
// Live decode stats for the HUD. `statsOn` (verbosity != OFF) gates the whole native pipeline:
// the per-frame sampling (nativeSetVideoStatsEnabled — a hidden HUD costs one atomic load per
// frame) AND the 1 s poll loop, which only runs while the overlay is visible. Enabling resets
// the native window, so re-showing never renders stale data. A 3-finger tap — or the Select + X
// pad chord, which is the only route a TV or a passthrough-touch session has — cycles the
// the native window, so re-showing never renders stale data. A 3-finger tap cycles the
// verbosity tier live (Off → Compact → Normal → Detailed → Off); the default comes from
// Settings. The tier only changes how many lines `StatsOverlay` draws — switching between the
// visible tiers keeps sampling running (the effect keys on `statsOn`, not the tier) so it never
@@ -218,11 +169,6 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
// TV form factor (leanback): the decoder actively switches the HDMI output mode to the stream
// refresh; a phone/tablet gets the softer seamless frame-rate hint instead.
val isTv = remember { context.packageManager.hasSystemFeature(PackageManager.FEATURE_LEANBACK) }
// A screen with fingers on it — the start banner may only name the three-finger stats tap on a
// device that can perform it. A TV box has no touchscreen at all, and its remote is not one.
val hasTouch = remember {
context.packageManager.hasSystemFeature(PackageManager.FEATURE_TOUCHSCREEN)
}
LaunchedEffect(handle, statsOn) {
NativeBridge.nativeSetVideoStatsEnabled(handle, statsOn)
if (statsOn) {
@@ -401,9 +347,6 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
initialSettings.systemButtonsForward(), initialSettings.guideGestureEnabled(),
)
activity?.gamepadRouter = router
// Every controller that was already connected got a slot in the router's constructor, so
// this is the session's pad answer at t=0 — what the start banner's words are chosen from.
padPresent = router.forwardedDevices().isNotEmpty()
// Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
// the keep-alive linger), unlike a host-ended / backgrounded drop. The router debounces it
// (must be held ~1.5 s) and fires onExitChord on its main-thread timer, so leave the stream
@@ -416,9 +359,6 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
// Select + Y toggles the mic — the couch reach for the on-screen mute button, which a
// gamepad/TV user has no pointer for. Ignored when no capture is running (there is nothing
// to mute, and claiming otherwise would be the lie the control exists to avoid).
// A captured Sony pad whose motion this session cannot carry. Fires once per pad, at the
// moment it is claimed, on the main thread.
router.onMotionUnreachable = { motionHint = true }
router.onMicChord = {
if (micRunning) {
val next = !micMuted
@@ -426,11 +366,6 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
micHint = if (next) "Microphone muted" else "Microphone live"
}
}
// Select + X steps the stats overlay one tier — the same live cycle the three-finger tap
// performs, and the ONLY route to it on a TV or in a passthrough-touch session. Session-
// local on purpose: this mirrors the tap exactly (`onCycleStats` below), and the settings
// row calls it a live cycle — the stored default is what the next stream starts from.
router.onStatsChord = { statsVerbosity = statsVerbosity.next() }
// Physical mouse: uncaptured hover/click/wheel forwards as absolute pointing; captured
// (setting or the Ctrl+Alt+Shift+Q chord) raw deltas forward as relative mouse-look.
// The local cursor is hidden over the stream — the host's own cursor, composited into
@@ -520,44 +455,9 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
router,
deviceVibrator = if (initialSettings.rumbleOnPhone) deviceBodyVibrator(context) else null,
).also { it.start() }
// "Gyro from this phone" (opt-in): this device's IMU speaks for controller 1's motion
// while wire pad 0 is a controller without a gyro of its own — the rumble mirror's
// sibling, data flowing the other way. The mirror gates itself per sample (it stands
// down whenever pad 0's controller has motion of its own — a capture link below, or a
// pad whose own sensors PadSensors is reading), so it composes without coordination here.
val phoneGyro = if (initialSettings.gyroOnPhone && initialSettings.gamepadForwarding) {
DeviceGyro(context, handle, router).also { it.start() }
} else {
null
}
// A Bluetooth controller's OWN gyro, through the platform sensor framework (API 31+):
// a BT DualSense / DS4 / Switch Pro / 8BitDo is an ordinary InputDevice, so none of the
// capture links below ever sees it and its motion used to go nowhere at all. No separate
// setting — this is the pad's own IMU doing what the pad is for, and unlike the USB
// captures it claims nothing; forwarding being off is the only thing that silences it.
val padSensors = if (initialSettings.gamepadForwarding) {
PadSensors(router).also { it.start() }
} else {
null
}
// Free a disconnected controller's rumble/lights bindings promptly (else the open lights
// session leaks until the session ends), and take its sensor listeners off with it — the
// same callback also fires when a USB capture below CLAIMS the pad, which is what keeps
// the claimed pad from being fed motion twice. The router owns hot-plug; the feedback owns
// the binds. Assigned before the captures are constructed, so their claims land on it.
router.onSlotClosed = { deviceId ->
feedback.onDeviceRemoved(deviceId)
padSensors?.onSlotClosed(deviceId)
}
// The other edge: a controller that arrives (or first speaks) mid-session gets its sensors
// read too. The pads already connected were swept by PadSensors.start() above — both run
// on the main thread with nothing between them, so no controller falls through the gap.
router.onSlotOpened = { deviceId ->
padSensors?.onSlotOpened(deviceId)
// A pad that wakes up a second into the stream still deserves the chord banner — the
// desktop rebuilds its banner text every frame for exactly this case.
padPresent = true
}
// session leaks until the session ends). The router owns hot-plug; the feedback owns the binds.
router.onSlotClosed = feedback::onDeviceRemoved
// Steam Controller 2 as-is passthrough (opt-out): capture a wired/Puck USB pad — or an
// already-paired BLE one — and forward its raw reports; the host mirrors a real
// 28DE:1302 that its Steam drives directly, and Steam's rumble/settings writes come back
@@ -687,18 +587,12 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
feedback.onHidRaw = null
feedback.sink = null
feedback.stop() // stop + join the poll threads BEFORE the router is released / handle freed
phoneGyro?.stop() // join the sensor thread + park pad 0's rotation at zero, same ordering rule
// After the mirror, so it cannot resume writing pad 0 in the gap when a pad's own
// sensors let go of it; before the router is released, so the parks still find slots.
padSensors?.stop()
sc2UsbReceiver?.let { runCatching { context.unregisterReceiver(it) } }
sc2?.stop() // release the USB/BLE link + free the wire slot (host tears the pad down)
dsUsbReceiver?.let { runCatching { context.unregisterReceiver(it) } }
ds?.stop() // rumble-stop on the physical pad + release the USB link + free the wire slot
router.onExitArmed = null // don't poke Compose state from release()'s disarm while tearing down
router.onMicChord = null // same: no mute toggle on buttons released during teardown
router.onStatsChord = null // same: no tier cycle on buttons released during teardown
router.onMotionUnreachable = null // same: no notice raised by a slot closing at teardown
router.release() // flush every slot (nothing sticks host-side) + drop the hot-plug listener
activity?.gamepadRouter = null
// Mouse/remote-pointer teardown: lift held buttons, drop the grab, restore the cursor.
@@ -900,42 +794,6 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
if (remotePointerOn) {
RemotePointerHint(Modifier.align(Alignment.TopCenter).padding(top = 16.dp))
}
// The start banner (desktop parity), naming ONLY the shortcuts this session actually has:
// pad chords when a controller is here, the Back gesture and the three-finger tap when it
// is not. Recomputed rather than captured, because both inputs change under it — a pad can
// wake mid-banner, and `micRunning` only settles once the capture has actually opened.
// Above the video and below the gesture layer: it teaches touches, it must never eat one.
//
// Bottom-centre is the desktop's placement and the only edge left — TopStart is the HUD,
// TopEnd the mic badge, TopCentre the three transient cues — but MotionUnreachableHint
// already owns it, and both of these can be up at t≈0. The banner YIELDS rather than
// stacking or sliding off-centre: the notice reports something broken about THIS session
// and names the setting that fixes it, while the banner repeats shortcuts that will be
// there next stream too. Two pills sharing an edge for six seconds would cost the reader
// both.
if (bannerUp && !motionHint) {
StreamStartBanner(
text = buildList {
if (padPresent) {
add("Hold Select + Start + L1 + R1 to leave")
// Only while a capture is actually running: the chord itself no-ops
// without one, and offering a mute for a mic nobody has is the lie the
// whole control exists to avoid.
if (micRunning) add("Select + Y mic")
add("Select + X stats")
} else {
// No pad: Back is the deliberate exit (gesture, key, or a TV remote's
// button — all land on the same BackHandler).
add("Back leaves the stream")
// The tap lives in the pointer touch models only — passthrough gives every
// finger to the host verbatim — and needs a screen to put three fingers on.
if (hasTouch && touchMode != TouchMode.TOUCH) add("three-finger tap for stats")
}
}.joinToString(" · "),
alpha = bannerAlpha,
modifier = Modifier.align(Alignment.BottomCenter).padding(bottom = 24.dp),
)
}
// Invisible 1-px focus anchor for the host-typing soft keyboard (three-finger swipe up
// in the mouse modes) AND the pointer-capture grab target — it never draws or takes
// touches, it just owns IME focus and receives captured-pointer events.
@@ -995,11 +853,6 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
}
// Chord confirmation (gamepad/TV) — the counterpart to the button changing under a finger.
micHint?.let { MicChordHint(it, Modifier.align(Alignment.TopCenter).padding(top = 16.dp)) }
// Bottom, not top: this can coincide with a mic-chord confirmation or the exit cue, and a
// notice landing on top of one of those would cost the user both.
if (motionHint) {
MotionUnreachableHint(Modifier.align(Alignment.BottomCenter).padding(bottom = 24.dp))
}
}
}
@@ -1086,28 +939,6 @@ private fun MicChordHint(text: String, modifier: Modifier = Modifier) {
)
}
/**
* "This pad's gyro can't reach the game" shown briefly when a captured controller with motion
* meets a session whose virtual pad has no motion plane (the X-Box classes have no gyro in their
* HID contract, so every sample would be decoded and dropped host-side).
*
* It names the setting because that is the whole point: without it the player has a gyro that
* silently does nothing and no way to tell that from a broken sensor. Not a control the setting
* applies from the next session, so offering to change it here would promise something this stream
* cannot deliver. [GamepadRouter.onMotionUnreachable] raises it.
*/
@Composable
private fun MotionUnreachableHint(modifier: Modifier = Modifier) {
Text(
"Motion won't reach this session — set Controller type to DualSense",
modifier = modifier
.background(Color.Black.copy(alpha = 0.55f), RoundedCornerShape(8.dp))
.padding(horizontal = 14.dp, vertical = 8.dp),
color = Color.White,
fontSize = 15.sp,
)
}
/**
* The "hold to quit" cue shown while the gamepad exit chord (Select + Start + L1 + R1) is held. The
* chord no longer quits on a quick press the router debounces it on a ~1 s hold so this confirms
@@ -1142,33 +973,6 @@ private fun RemotePointerHint(modifier: Modifier = Modifier) {
)
}
/**
* The start-of-stream banner: the shortcuts this session actually has, in the same pill as every
* other in-stream cue, shown once and then gone. The desktop console draws the identical thing
* bottom-centre (`pf-console-ui/src/skia_overlay.rs` six seconds with a 0.6 s fade), because a
* stream owns the whole screen and answers to none of the device's usual gestures: without a line
* saying how to get back out, the only discoverable exit is force-quitting the app.
*
* [text] and [alpha] are the caller's. Only it knows what this session HAS a pad, a mic, a
* touchscreen and only it owns the timer, which is precisely what a screenshot wants to skip.
* Purely visual: it sits below the gesture layer, takes no touches and is never clickable. Internal
* so the screenshot scene can shoot the real pill instead of a copy of it that drifts.
*/
@Composable
internal fun StreamStartBanner(text: String, alpha: Float, modifier: Modifier = Modifier) {
Text(
text,
// Alpha FIRST: the fade has to take the pill's backdrop with it, and everything after this
// in the chain draws inside the layer it opens.
modifier = modifier
.alpha(alpha)
.background(Color.Black.copy(alpha = 0.55f), RoundedCornerShape(8.dp))
.padding(horizontal = 14.dp, vertical = 8.dp),
color = Color.White,
fontSize = 15.sp,
)
}
/**
* Invisible focus anchor for typing on the host: the three-finger swipe summons the device IME
* onto this view. Two IME models, picked by the host's capabilities:
@@ -1,99 +0,0 @@
package io.unom.punktfunk.components
// GENERATED by scripts/gen_launcher_icon_tables.py from the assets/launcher-icons masters.
// Do not edit by hand — re-run `bash scripts/gen-launcher-icons.sh` instead.
// Per-mark provenance and licensing: assets/launcher-icons/README.md.
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.SolidColor
import androidx.compose.ui.graphics.vector.ImageVector
import androidx.compose.ui.graphics.vector.PathParser
import androidx.compose.ui.unit.dp
import kotlin.math.max
/**
* The brand mark a `role: "launcher"` tile draws, resolved from the entry's `icon` token.
* Material ships no brand icons, so this is a curated registry the sibling of [OsIcons],
* which does the equivalent job for the host cards.
*
* Held as raw SVG path strings rather than transcribed ImageVector DSL: [PathParser] builds
* the vector once and [launcherIcon] caches it. Viewports are the masters' own and are NOT
* all square, so the builder letterboxes a mark forced into a square box is a squashed mark.
*/
private class LauncherGlyph(
val viewportWidth: Float,
val viewportHeight: Float,
val d: String,
)
private val GLYPHS: Map<String, LauncherGlyph> = mapOf(
"steam" to LauncherGlyph(
viewportWidth = 496f,
viewportHeight = 512f,
d = "M496 256c0 137-111.2 248-248.4 248-113.8 0-209.6-76.3-239-180.4l95.2 39.3c6.4 32.1 34.9 56.4 68.9 56.4 39.2 0 71.9-32.4 70.2-73.5l84.5-60.2c52.1 1.3 95.8-40.9 95.8-93.5 0-51.6-42-93.5-93.7-93.5s-93.7 42-93.7 93.5v1.2L176.6 279c-15.5-.9-30.7 3.4-43.5 12.1L0 236.1C10.2 108.4 117.1 8 247.6 8 384.8 8 496 119 496 256zM155.7 384.3l-30.5-12.6a52.79 52.79 0 0 0 27.2 25.8c26.9 11.2 57.8-1.6 69-28.4 5.4-13 5.5-27.3.1-40.3-5.4-13-15.5-23.2-28.5-28.6-12.9-5.4-26.7-5.2-38.9-.6l31.5 13c19.8 8.2 29.2 30.9 20.9 50.7-8.3 19.9-31 29.2-50.8 21zm173.8-129.9c-34.4 0-62.4-28-62.4-62.3s28-62.3 62.4-62.3 62.4 28 62.4 62.3-27.9 62.3-62.4 62.3zm.1-15.6c25.9 0 46.9-21 46.9-46.8 0-25.9-21-46.8-46.9-46.8s-46.9 21-46.9 46.8c.1 25.8 21.1 46.8 46.9 46.8z",
),
"lutris" to LauncherGlyph(
viewportWidth = 24f,
viewportHeight = 24f,
d = "m21.231 18.89.001-.002c-1.293 3.243-5.218 5.232-9.447 5.105C5.3 23.993 0 18.48 0 11.906S5.276.001 11.785.001c1.793 0 3.493.406 5.015 1.13.081-.177.271-.544.451-.557.238-.017.374.137.526.309.154.172.46.429.46.429s1.393-.481 2.955.377c1.563.858 1.783 1.116 2.09 1.716.152.301.195.829.2 1.282a.796.796 0 0 0-.07-.003c-.496 0-.96.455-.96 1.08 0 .263.082.496.215.678l-.01.007a1.505 1.505 0 0 0-.132.01 18.704 18.704 0 0 0-.389-.142 2.53 2.53 0 0 1-.82-.472 1.402 1.402 0 0 0-1.196-2.112c-.383 0-.73.156-.982.41-.472-.271-1.174-.482-2.527-.565l-.407-.011c-2.282.012-3.611.279-5.979 1.301-.603.283-1.206.615-1.785 1.001-.423.3-.639.67-.709 1.137a1.326 1.326 0 0 0 1.23 1.373h.042c1.27.06 2.039 1.99 2.063 2.497.004.05.004.023.003.08-.032.727-.37 1.267-1.088 1.246a1.231 1.231 0 0 1-.976-.494c-.063-.077-.103-.172-.159-.254-.666-1.081-1.732-1.36-2.771-1.523-.438-.068-1.073-.122-1.31.25a8.28 8.28 0 0 0-.577 3.063c-.02 5.036 4.041 9.118 9.026 9.118 2.575 0 5.349-.952 6.993-2.7l-.035.03c-1.772 1.473-4.66 1.941-6.027 1.941-4.302 0-7.818-3.232-7.818-7.578 0-1.276.288-2.396.814-3.36.495.183.947.483 1.28 1.022a.24.24 0 0 0 .013.021c.064.092.111.197.182.284.424.524.881.658 1.342.68h.01c.43.013.768-.12 1.024-.342.347-.3.55-.79.577-1.382v-.014c.002-.085 0-.053-.004-.112-.024-.376-.333-1.318-.906-2.027-.266-.331-.587-.607-.95-.774l.12-.074c.756-.457 2.364-.977 4.592-.638 1.13.173 2.055.419 3.483.879 1.657.534 2.579 1.279 3.854 1.427.15.017.301.018.45.003.41 1.129.634 2.35.634 3.621 0 2.068-.59 3.995-1.611 5.62zm1.947-12.274s-.115.201-.364.322c-.103.05-.282-.075-.45.1-.359.726.516 1.332.923 1.315.408-.017.73-.432.712-.793-.017-.558-.82-.944-.82-.944zm.234-1.432c.255 0 .462.26.462.58 0 .32-.207.58-.462.58-.254 0-.46-.26-.46-.58 0-.32.206-.58.46-.58zm-3.292-.951c.492 0 .89.403.89.9a.895.895 0 0 1-.89.898.895.895 0 0 1-.89-.899c0-.496.399-.899.89-.899z",
),
"heroic" to LauncherGlyph(
viewportWidth = 24f,
viewportHeight = 24f,
d = "M11.999 0 11.997 0a.891.891 0 0 0-.36.075C8.964 1.253 6.29 2.434 3.618 3.613A.893.893 0 0 0 3.1 4.619l3.146 14.646c.043.197.15.375.307.504l4.88 4.027a.895.895 0 0 0 1.131.006l5-4.031a.895.895 0 0 0 .315-.516L20.9 4.614a.895.895 0 0 0-.515-1L12.358.074A.892.892 0 0 0 12 0zm0 .35v.003c.114 0 .228.023.334.07l7.42 3.27a.827.827 0 0 1 .476.924l-2.793 13.535a.83.83 0 0 1-.289.478l-4.623 3.725a.826.826 0 0 1-1.045-.006l-4.513-3.723a.829.829 0 0 1-.281-.465L3.775 4.622a.83.83 0 0 1 .476-.931L11.665.42a.832.832 0 0 1 .334-.07zm-.045 1.954L10.28 5.202h-.002l1.211 11.301.512.409.512-.409 1.117-11.3zM9.003 16.261l-.584 1.068.584 1.07 2.295-.38.47-.69-.47-.671zm5.996 0-2.295.397-.47.671.47.69 2.295.38.584-1.07zm-2.998 1.488-.51.444-.281 2.168.789.55.793-.55-.295-2.168z",
),
"playnite" to LauncherGlyph(
viewportWidth = 1024f,
viewportHeight = 1024f,
d = "M966.686,623.899c-9.773-81.666-29.323-161.25-54.514-239.447c-13.759-42.709-30.419-84.189-56.091-121.452 c-31.701-46.014-74.789-72.958-130.812-78.579c-29.631-2.973-57.785,4.118-85.677,12.35 c-61.172,18.056-123.359,25.124-186.493,14.903c-30.919-5.006-61.308-13.526-91.743-21.225 c-76.445-19.338-145.323,4.995-191.165,69.261c-11.441,16.04-21.194,33.543-29.78,51.312 c-25.091,51.925-40.443,107.249-54.53,162.924c-18.822,74.393-33.019,149.491-33.664,226.571c0,7.184-0.342,14.386,0.061,21.547 c1.557,27.727,4.354,55.289,16.045,80.97c15.334,33.68,45.905,46.725,79.471,31.198c18.291-8.461,36.293-19.857,50.766-33.743 c24.597-23.598,46.616-49.934,69.125-75.64c17.934-20.481,39.086-35.301,66.115-40.203c15.779-2.862,31.802-6.006,47.736-6.118 c87.888-0.62,175.783-0.602,263.673-0.278c51.4,0.189,93.314,19.382,124.091,62.134c12.518,17.388,27.83,32.889,42.78,48.371 c18.598,19.259,38.974,36.431,64.412,46.39c32.967,12.907,62.547,1.677,77.882-30.198c3.965-8.242,6.963-17.122,9.155-26.017 C976.198,727.534,972.874,675.607,966.686,623.899z M315.471,527.643c-44.289,0.213-80.733-36.32-80.847-81.045 c-0.115-45.048,35.472-81.194,80.197-81.458c44.521-0.263,80.718,35.897,80.884,80.801 C395.871,490.671,359.773,527.429,315.471,527.643z M708.857,319.301c21.859,0.06,39.486,17.884,39.471,39.91 c-0.015,22.133-17.489,39.677-39.523,39.682c-22.045,0.005-39.456-17.53-39.444-39.724 C669.372,337.125,687.089,319.241,708.857,319.301z M622.269,486.36c-21.542,0.085-39.7-18.08-39.808-39.822 c-0.108-21.888,17.617-39.622,39.62-39.641c22.066-0.018,39.759,17.552,39.718,39.442 C661.758,468.205,643.909,486.275,622.269,486.36z M708.967,573.333c-21.823,0.096-39.537-17.668-39.611-39.721 c-0.074-22.079,17.523-39.992,39.338-40.044c21.715-0.052,39.597,17.908,39.645,39.816 C748.386,555.477,730.883,573.237,708.967,573.333z M795.752,486.362c-21.764,0.155-39.671-17.882-39.651-39.938 c0.021-22.15,17.628-39.639,39.793-39.525c22.091,0.114,39.527,17.993,39.155,40.152 C834.686,468.733,817.216,486.209,795.752,486.362z",
),
"epic" to LauncherGlyph(
viewportWidth = 24f,
viewportHeight = 24f,
d = "M3.537 0C2.165 0 1.66.506 1.66 1.879V18.44a4.262 4.262 0 00.02.433c.031.3.037.59.316.92.027.033.311.245.311.245.153.075.258.13.43.2l8.335 3.491c.433.199.614.276.928.27h.002c.314.006.495-.071.928-.27l8.335-3.492c.172-.07.277-.124.43-.2 0 0 .284-.211.311-.243.28-.33.285-.621.316-.92a4.261 4.261 0 00.02-.434V1.879c0-1.373-.506-1.88-1.878-1.88zm13.366 3.11h.68c1.138 0 1.688.553 1.688 1.696v1.88h-1.374v-1.8c0-.369-.17-.54-.523-.54h-.235c-.367 0-.537.17-.537.539v5.81c0 .369.17.54.537.54h.262c.353 0 .523-.171.523-.54V8.619h1.373v2.143c0 1.144-.562 1.71-1.7 1.71h-.694c-1.138 0-1.7-.566-1.7-1.71V4.82c0-1.144.562-1.709 1.7-1.709zm-12.186.08h3.114v1.274H6.117v2.603h1.648v1.275H6.117v2.774h1.74v1.275h-3.14zm3.816 0h2.198c1.138 0 1.7.564 1.7 1.708v2.445c0 1.144-.562 1.71-1.7 1.71h-.799v3.338h-1.4zm4.53 0h1.4v9.201h-1.4zm-3.13 1.235v3.392h.575c.354 0 .523-.171.523-.54V4.965c0-.368-.17-.54-.523-.54zm-3.74 10.147a1.708 1.708 0 01.591.108 1.745 1.745 0 01.49.299l-.452.546a1.247 1.247 0 00-.308-.195.91.91 0 00-.363-.068.658.658 0 00-.28.06.703.703 0 00-.224.163.783.783 0 00-.151.243.799.799 0 00-.056.299v.008a.852.852 0 00.056.31.7.7 0 00.157.245.736.736 0 00.238.16.774.774 0 00.303.058.79.79 0 00.445-.116v-.339h-.548v-.565H7.37v1.255a2.019 2.019 0 01-.524.307 1.789 1.789 0 01-.683.123 1.642 1.642 0 01-.602-.107 1.46 1.46 0 01-.478-.3 1.371 1.371 0 01-.318-.455 1.438 1.438 0 01-.115-.58v-.008a1.426 1.426 0 01.113-.57 1.449 1.449 0 01.312-.46 1.418 1.418 0 01.474-.309 1.58 1.58 0 01.598-.111 1.708 1.708 0 01.045 0zm11.963.008a2.006 2.006 0 01.612.094 1.61 1.61 0 01.507.277l-.386.546a1.562 1.562 0 00-.39-.205 1.178 1.178 0 00-.388-.07.347.347 0 00-.208.052.154.154 0 00-.07.127v.008a.158.158 0 00.022.084.198.198 0 00.076.066.831.831 0 00.147.06c.062.02.14.04.236.061a3.389 3.389 0 01.43.122 1.292 1.292 0 01.328.17.678.678 0 01.207.24.739.739 0 01.071.337v.008a.865.865 0 01-.081.382.82.82 0 01-.229.285 1.032 1.032 0 01-.353.18 1.606 1.606 0 01-.46.061 2.16 2.16 0 01-.71-.116 1.718 1.718 0 01-.593-.346l.43-.514c.277.223.578.335.9.335a.457.457 0 00.236-.05.157.157 0 00.082-.142v-.008a.15.15 0 00-.02-.077.204.204 0 00-.073-.066.753.753 0 00-.143-.062 2.45 2.45 0 00-.233-.062 5.036 5.036 0 01-.413-.113 1.26 1.26 0 01-.331-.16.72.72 0 01-.222-.243.73.73 0 01-.082-.36v-.008a.863.863 0 01.074-.359.794.794 0 01.214-.283 1.007 1.007 0 01.34-.185 1.423 1.423 0 01.448-.066 2.006 2.006 0 01.025 0zm-9.358.025h.742l1.183 2.81h-.825l-.203-.499H8.623l-.198.498h-.81zm2.197.02h.814l.663 1.08.663-1.08h.814v2.79h-.766v-1.602l-.711 1.091h-.016l-.707-1.083v1.593h-.754zm3.469 0h2.235v.658h-1.473v.422h1.334v.61h-1.334v.442h1.493v.658h-2.255zm-5.3.897l-.315.793h.624zm-1.145 5.19h8.014l-4.09 1.348z",
),
"gog" to LauncherGlyph(
viewportWidth = 24f,
viewportHeight = 24f,
d = "M7.15 15.24H4.36a.4.4 0 0 0-.4.4v2c0 .21.18.4.4.4h2.8v1.32h-3.5c-.56 0-1.02-.46-1.02-1.03v-3.39c0-.56.46-1.02 1.03-1.02h3.48v1.32zM8.16 11.54c0 .58-.47 1.05-1.05 1.05H2.63v-1.35h3.78a.4.4 0 0 0 .4-.4V6.39a.4.4 0 0 0-.4-.4H4.39a.4.4 0 0 0-.41.4v2.02c0 .23.18.4.4.4H6v1.35H3.68c-.58 0-1.05-.46-1.05-1.04V5.68c0-.57.47-1.04 1.05-1.04H7.1c.58 0 1.05.47 1.05 1.04v5.86zM21.36 19.36h-1.32v-4.12h-.93a.4.4 0 0 0-.4.4v3.72h-1.33v-4.12h-.93a.4.4 0 0 0-.4.4v3.72h-1.33v-4.42c0-.56.46-1.02 1.03-1.02h5.61v5.44zM21.37 11.54c0 .58-.47 1.05-1.05 1.05h-4.48v-1.35h3.78a.4.4 0 0 0 .4-.4V6.39a.4.4 0 0 0-.4-.4h-2.03a.4.4 0 0 0-.4.4v2.02c0 .23.18.4.4.4h1.62v1.35H16.9c-.58 0-1.05-.46-1.05-1.04V5.68c0-.57.47-1.04 1.05-1.04h3.43c.58 0 1.05.47 1.05 1.04v5.86zM13.72 4.64h-3.44c-.58 0-1.04.47-1.04 1.04v3.44c0 .58.46 1.04 1.04 1.04h3.44c.57 0 1.04-.46 1.04-1.04V5.68c0-.57-.47-1.04-1.04-1.04m-.3 1.75v2.02a.4.4 0 0 1-.4.4h-2.03a.4.4 0 0 1-.4-.4V6.4c0-.22.17-.4.4-.4H13c.23 0 .4.18.4.4zM12.63 13.92H9.24c-.57 0-1.03.46-1.03 1.02v3.39c0 .57.46 1.03 1.03 1.03h3.39c.57 0 1.03-.46 1.03-1.03v-3.39c0-.56-.46-1.02-1.03-1.02m-.3 1.72v2a.4.4 0 0 1-.4.4v-.01H9.94a.4.4 0 0 1-.4-.4v-1.99c0-.22.18-.4.4-.4h2c.22 0 .4.18.4.4zM23.49 1.1a1.74 1.74 0 0 0-1.24-.52H1.75A1.74 1.74 0 0 0 0 2.33v19.34a1.74 1.74 0 0 0 1.75 1.75h20.5A1.74 1.74 0 0 0 24 21.67V2.33c0-.48-.2-.92-.51-1.24m0 20.58a1.23 1.23 0 0 1-1.24 1.24H1.75A1.23 1.23 0 0 1 .5 21.67V2.33a1.23 1.23 0 0 1 1.24-1.24h20.5a1.24 1.24 0 0 1 1.24 1.24v19.34z",
),
"xbox" to LauncherGlyph(
viewportWidth = 512f,
viewportHeight = 512f,
d = "M369.9 318.2c44.3 54.3 64.7 98.8 54.4 118.7-7.9 15.1-56.7 44.6-92.6 55.9-29.6 9.3-68.4 13.3-100.4 10.2-38.2-3.7-76.9-17.4-110.1-39-27.9-18.2-34.2-25.7-34.2-40.6 0-29.9 32.9-82.3 89.2-142.1 32-33.9 76.5-73.7 81.4-72.6 9.4 2.1 84.3 75.1 112.3 109.5zM188.6 143.8c-29.7-26.9-58.1-53.9-86.4-63.4-15.2-5.1-16.3-4.8-28.7 8.1-29.2 30.4-53.5 79.7-60.3 122.4-5.4 34.2-6.1 43.8-4.2 60.5 5.6 50.5 17.3 85.4 40.5 120.9 9.5 14.6 12.1 17.3 9.3 9.9-4.2-11-.3-37.5 9.5-64 14.3-39 53.9-112.9 120.3-194.4zm311.6 63.5c-16.9-80-67.5-130.3-74.6-130.3-7.3 0-24.2 6.5-36 13.9-23.3 14.5-41 31.4-64.3 52.8 42.4 53.3 102.2 139.4 122.9 202.3 6.8 20.7 9.7 41.1 7.4 52.3-1.7 8.5-1.7 8.5 1.4 4.6 6.1-7.7 19.9-31.3 25.4-43.5 7.4-16.2 15-40.2 18.6-58.7 4.3-22.5 3.9-70.8-.8-93.4zM141.3 43c47.7-2.5 109.7 34.5 114.3 35.4 .7 .1 10.4-4.2 21.6-9.7 63.9-31.1 94-25.8 107.4-25.2-63.9-39.3-152.7-50-233.9-11.7-23.4 11.1-24 11.9-9.4 11.2z",
),
)
private val CACHE = HashMap<String, ImageVector>()
/**
* The [ImageVector] for an `icon` token, or null when the entry carries none or names a mark
* this build ships no art for the caller then falls back to naming the launcher, which is
* what every launcher tile looked like before the token existed.
*
* Tinted by the caller via `tint`, so one mark serves every palette.
*/
fun launcherIcon(token: String?): ImageVector? {
val glyph = GLYPHS[token ?: return null] ?: return null
return CACHE.getOrPut(token) {
// Square the box and centre the mark in it, so a wide or tall master keeps its aspect
// ratio instead of being stretched to the tile.
val side = max(glyph.viewportWidth, glyph.viewportHeight)
val dx = (side - glyph.viewportWidth) / 2f
val dy = (side - glyph.viewportHeight) / 2f
ImageVector.Builder(
name = "launcher_$token",
defaultWidth = 24.dp,
defaultHeight = 24.dp,
viewportWidth = side,
viewportHeight = side,
).apply {
addGroup(translationX = dx, translationY = dy)
addPath(
pathData = PathParser().parsePathString(glyph.d).toNodes(),
fill = SolidColor(Color.White),
)
clearGroup()
}.build()
}
}
@@ -71,24 +71,8 @@ data class ActiveSession(
* [io.unom.punktfunk.kit.SessionEndReason.GAME_EXITED] ending.
*/
val launchedFromLibrary: Boolean = false,
/**
* Which of [hostId]'s shelves that library launch came off: the pinned host+profile card's
* profile id (design §5.2a), or null for the host's own tile. Carried purely so the return
* trip above lands back on the SAME shelf a player who launched from a pinned card is still
* on that card when the game exits, and coming back to the host's default shelf would silently
* change what the next title streams with.
*/
val libraryProfileId: String? = null,
)
/**
* The library shelf a finished game launch should return to: the saved host's id, and the pinned
* profile card it was opened from (null = the host's own tile). One value rather than two parallel
* ones, because a hostId that arrives without its profile is not "the same shelf" it is the
* default one wearing the same name.
*/
data class LibraryReturn(val hostId: String, val profileId: String? = null)
/** Trust state of a host, shown as a colored pill on its card. */
enum class HostStatus(val label: String) {
PAIRED("Paired"),
@@ -1,107 +0,0 @@
package io.unom.punktfunk
import androidx.activity.ComponentActivity
import androidx.compose.ui.test.assertIsDisplayed
import androidx.compose.ui.test.junit4.createAndroidComposeRule
import androidx.compose.ui.test.onNodeWithText
import androidx.compose.ui.test.performClick
import org.junit.Assert.assertEquals
import org.junit.Rule
import org.junit.Test
import org.junit.runner.RunWith
import org.robolectric.RobolectricTestRunner
import org.robolectric.annotation.Config
import org.robolectric.annotation.GraphicsMode
/**
* The console route to the two sub-screens, driven through the REAL settings screen the rows
* themselves are pinned by `ConsoleSubScreenRowsTest`; what needs the Compose runtime is the trip:
* that a press on the row reaches the shell, and that coming back lands where you left rather than
* at the top of the first section (the shell's `AnimatedContent` discards a screen's state the
* moment it stops being the target, so the place has to travel out and back).
*
* Rows are activated by TAP for the same reason `GamepadSettingsLayoutTest` does it: the pad path
* needs a `MainActivity` for its probes, and both routes end in the same `activate`.
*
* `sdk = [36]` for the reason every Robolectric test here pins it: android-all jars stop at 36 while
* the app compiles against 37.
*/
@RunWith(RobolectricTestRunner::class)
@GraphicsMode(GraphicsMode.Mode.NATIVE)
@Config(sdk = [36], qualifiers = "w360dp-h800dp-xxhdpi")
class ConsoleSubScreenRoutesTest {
@get:Rule
val compose = createAndroidComposeRule<ComponentActivity>()
@Test
fun openingTheControllersRowNavigatesAndReportsWhereItWas() {
var opened = 0
var place: GpSettingsPlace? = null
compose.setContent {
GamepadSettingsScreen(
initial = Settings(),
onChange = {},
onBack = {},
onOpenControllers = { opened++ },
// Entering as if we had just come back from it, which is also what puts the cursor
// on the row — so a single tap ACTIVATES rather than merely focusing.
resume = GpSettingsPlace(GpTab.CONTROLLER, "controllers"),
onPlace = { place = it },
)
}
compose.waitForIdle()
compose.onNodeWithText("Connected controllers").performClick()
compose.waitForIdle()
assertEquals("the console never reached the diagnostics screen", 1, opened)
assertEquals(
"the place has to leave before the row does — this screen is gone the next frame",
GpSettingsPlace(GpTab.CONTROLLER, "controllers"),
place,
)
}
/**
* Back from a sub-screen lands on the section it was opened from, with the row on screen. The
* cursor is restored by row ID rather than index, so it survives a section whose length follows
* the hardware.
*/
@Test
fun comingBackFromTheNoticesLandsOnTheRowThatOpenedThem() {
compose.setContent {
GamepadSettingsScreen(
initial = Settings(),
onChange = {},
onBack = {},
resume = GpSettingsPlace(GpTab.INTERFACE, "licenses"),
)
}
compose.waitForIdle()
compose.onNodeWithText("Open-source licenses").assertIsDisplayed()
// Not back at the top of the first section — "Resolution" leads the Stream tab, which is
// where a screen that forgot its place would be.
compose.onNodeWithText("Resolution").assertDoesNotExist()
// And the legend describes THIS row's A. It said the literal "Pin to hosts" on every
// non-adjustable row back when profiles were the only ones.
compose.onNodeWithText("Open").assertIsDisplayed()
compose.onNodeWithText("Pin to hosts").assertDoesNotExist()
}
/**
* The notices screen stands on its own on the console's field: no Scaffold or Surface above it
* (the shell has neither), its own backdrop, and a legend that says how to leave. Composing it
* is most of the assertion a screen that only ever ran inside the touch Scaffold takes its
* content colour from one.
*/
@Test
fun theConsoleNoticesScreenStandsOnItsOwn() {
compose.setContent { ConsoleLicensesScreen(onBack = {}) }
compose.waitForIdle()
compose.onNodeWithText("Open-source licenses").assertIsDisplayed()
compose.onNodeWithText("Scroll").assertIsDisplayed()
compose.onNodeWithText("Close").assertIsDisplayed()
}
}
@@ -1,117 +0,0 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The console's route to the two screens that were reachable from touch only the
* connected-controllers diagnostics and the open-source notices.
*
* "Touch only" reads as a minor gap on a phone and is a dead end on a TV box, where the console IS
* the interface: there is no touch UI to fall back to, so a screen with no console row could not be
* opened at all. These pin the rows themselves; `ConsoleSubScreenRoutesTest` drives the real screen.
*/
class ConsoleSubScreenRowsTest {
private fun rows(
forwarding: Boolean = true,
version: String = "1.2.3",
controllers: () -> Unit = {},
licenses: () -> Unit = {},
): List<GpRow> = buildSettingsRows(
Settings(gamepadForwarding = forwarding),
hasBodyVibrator = true,
hasGyroscope = true,
av1Capable = true,
appVersion = version,
openControllers = controllers,
openLicenses = licenses,
) {}
private fun row(rows: List<GpRow>, id: String): GpRow = rows.first { it.id == id }
@Test
fun `the controllers row opens the diagnostics view from the controller section`() {
var opened = 0
val r = row(rows(controllers = { opened++ }), "controllers")
assertEquals(GpTab.CONTROLLER, r.tab)
assertEquals("Connected controllers", r.label)
r.activate()
assertEquals(1, opened)
}
/**
* It must NOT follow the master forwarding switch, unlike every other row in its section: the
* screen it opens is what you reach for precisely when forwarding looks broken, and a diagnostic
* that dims itself when the thing it diagnoses is off is worse than no diagnostic.
*/
@Test
fun `the controllers row stays live with forwarding off`() {
val off = rows(forwarding = false)
assertTrue(row(off, "controllers").enabled)
assertNotNull(liveRow(off, off.indexOfFirst { it.id == "controllers" }))
// Its neighbours in the section still dim, so this is a deliberate exemption and not a
// forgotten `enabled =`.
assertFalse(row(off, "sc2").enabled)
}
@Test
fun `the about row opens the notices and states the installed version`() {
var opened = 0
val r = row(rows(version = "0.27.0", licenses = { opened++ }), "licenses")
assertEquals(GpTab.INTERFACE, r.tab)
assertEquals("About", r.header)
// The version rides in the value slot — on a TV this row is the whole About page.
assertEquals("0.27.0", r.value)
r.activate()
assertEquals(1, opened)
}
/** Both navigate; neither holds a value, so left/right must be refused rather than silently eaten. */
@Test
fun `neither row steps a value`() {
val all = rows()
for (id in listOf("controllers", "licenses")) {
val r = row(all, id)
assertFalse("$id should draw no chevrons", r.adjustable)
assertFalse("$id must refuse a step", r.adjust(1))
assertFalse("$id must refuse a step", r.adjust(-1))
}
}
/**
* The legend follows the ROW. It used to say the literal "Pin to hosts" on every non-adjustable
* row, because a profile row was the only kind there was so the moment another one existed,
* A on it was advertised as pinning something.
*/
@Test
fun `an action row advertises what A actually does`() {
val all = rows()
assertEquals("Open", row(all, "controllers").actionHint)
assertEquals("Open", row(all, "licenses").actionHint)
val profiles = buildProfileRows(listOf(newProfile("Work")), emptyList(), tv = false) {}
assertEquals("Pin to hosts", profiles.first().actionHint)
}
/**
* The scroll geometry both console sub-screens share. A wall of text has no focusable rows for
* Compose to keep visible, so these screens move the scroll state themselves and how far one
* press travels is the whole of their feel.
*/
@Test
fun `a page overlaps what you were reading and a step is shorter still`() {
val viewport = 1000f
val page = consoleScrollDelta(viewport, page = true, dir = 1)
val step = consoleScrollDelta(viewport, page = false, dir = 1)
assertTrue("a page that skips a whole screenful loses your place", page < viewport)
assertTrue("a page has to be worth pressing", page > viewport / 2f)
assertTrue("a D-pad step must be shorter than a shoulder page", step > 0f && step < page)
assertEquals("the other direction is the other way", -page, consoleScrollDelta(viewport, true, -1), 0.001f)
// Before the first layout there is no viewport: a press then moves nothing, rather than
// scrolling by a fraction of zero and reading as a dead button on the way in.
assertEquals(0f, consoleScrollDelta(0f, page = true, dir = 1), 0f)
}
}
@@ -1,168 +0,0 @@
package io.unom.punktfunk
import java.io.File
import org.json.JSONObject
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The console UI's cross-client contract, against `clients/shared/console-vectors.json`.
*
* The background palettes, the settings section names and the screen-transition motion each exist
* in three hand-written copies this client, `pf-console-ui` (Rust) and the Apple client and
* until this file they were held together by nothing but a comment asking the next person to keep
* them in step. Two of the three had already drifted.
*
* Read straight off disk with a relative path rather than copied into test resources, for the
* reason the deeplink vectors state: a copy would be a fourth contract, free to go stale. Gradle
* runs a unit test with the MODULE directory as its working directory, so `../../shared/` from
* `clients/android/app` lands on `clients/shared`.
*
* What this pins that the older [GamepadPaletteTest] could not: the DERIVED 16-cell mesh and the
* 4 blob colours per palette. Those are what actually reach the screen the mesh through the AGSL
* shader on API 33+, the blobs through the fallback field below it and the existing tests only
* ever measured the `stops` they are computed from.
*/
class ConsoleVectorsTest {
private companion object {
/** One step of Compose's 8-bit-per-component sRGB packing — see the blob comparison. */
const val EIGHT_BIT_STEP = 1.0 / 255.0
}
private val vectors: JSONObject by lazy {
val file = File("../../shared/console-vectors.json")
assertTrue(
"the shared vector file must be reachable at ${file.absolutePath}",
file.isFile,
)
JSONObject(file.readText())
}
private fun JSONObject.doubles(key: String): List<Double> =
getJSONArray(key).let { a -> (0 until a.length()).map { a.getDouble(it) } }
private fun close(what: String, got: Double, want: Double, tol: Double = 1e-6) {
assertTrue(
"$what: vectors say $want, this client computes $got",
kotlin.math.abs(got - want) <= tol,
)
}
@Test
fun cellRampAndMeshInteriorMatch() {
assertEquals("CELL_RAMP", vectors.doubles("cell_ramp"), GamepadPalette.CELL_RAMP)
val interior = vectors.getJSONArray("mesh_interior")
assertEquals("mesh interior count", GamepadPalette.MESH_INTERIOR.size, interior.length())
GamepadPalette.MESH_INTERIOR.forEachIndexed { i, p ->
val w = interior.getJSONArray(i)
val got = listOf(p.x, p.y, p.amp, p.sx, p.sy, p.phase)
got.forEachIndexed { k, v -> close("mesh_interior[$i][$k]", v, w.getDouble(k)) }
}
}
/** Every palette, field by field — and then the two tables derived from it. */
@Test
fun everyPaletteMatchesTheSharedVectors() {
val want = vectors.getJSONArray("palettes")
assertEquals("palette count", want.length(), GamepadPalette.ALL.size)
GamepadPalette.ALL.forEachIndexed { i, p ->
val w = want.getJSONObject(i)
val id = w.getString("id")
assertEquals("palette order", id, p.id)
assertEquals("$id name", w.getString("name"), p.name)
assertEquals("$id light", w.getBoolean("light"), p.light)
val stops = w.getJSONArray("stops")
assertEquals("$id stop count", stops.length(), p.stops.size)
p.stops.forEachIndexed { s, t ->
val ws = stops.getJSONArray(s)
close("$id stops[$s].r", t.first, ws.getDouble(0))
close("$id stops[$s].g", t.second, ws.getDouble(1))
close("$id stops[$s].b", t.third, ws.getDouble(2))
}
val ground = w.doubles("ground")
close("$id ground.r", p.ground.first, ground[0])
close("$id ground.g", p.ground.second, ground[1])
close("$id ground.b", p.ground.third, ground[2])
val accent = w.doubles("accent")
close("$id accent.r", p.accent.first, accent[0])
close("$id accent.g", p.accent.second, accent[1])
close("$id accent.b", p.accent.third, accent[2])
// The mesh the shader is built from — 16 cells, sampled off the ramp per CELL_RAMP.
val mesh = w.getJSONArray("mesh")
assertEquals("$id mesh cells", mesh.length(), p.meshColors.size)
p.meshColors.forEachIndexed { c, t ->
val wc = mesh.getJSONArray(c)
close("$id mesh[$c].r", t.first, wc.getDouble(0))
close("$id mesh[$c].g", t.second, wc.getDouble(1))
close("$id mesh[$c].b", t.third, wc.getDouble(2))
}
// The four blobs the API 2832 fallback field drifts. These come back as Compose
// `Color`s, which pack an sRGB colour at 8 bits per component — so the table
// round-trips through 1/255 quantisation and the tolerance below IS that quantisation,
// not slack. Anything the contract actually cares about (a mistyped stop, a shifted
// sample point) moves these by far more than one 8-bit step.
val blobs = w.getJSONArray("blobs")
assertEquals("$id blob count", blobs.length(), p.blobColors.size)
p.blobColors.forEachIndexed { b, colour ->
val wb = blobs.getJSONArray(b)
close("$id blob[$b].r", colour.red.toDouble(), wb.getDouble(0), EIGHT_BIT_STEP)
close("$id blob[$b].g", colour.green.toDouble(), wb.getDouble(1), EIGHT_BIT_STEP)
close("$id blob[$b].b", colour.blue.toDouble(), wb.getDouble(2), EIGHT_BIT_STEP)
}
}
}
/**
* The section names, in order. The desktop console carries one tab this client does not
* Input, which holds touch mode, mouse, invert-scroll and shortcuts: desktop-host settings
* with nothing to set on a phone or a TV. The vectors flag it `desktop_only` rather than
* leaving it out, so neither side has to red the other to be right.
*/
@Test
fun tabNamesMatchTheSharedVectors() {
val tabs = vectors.getJSONArray("tabs")
val want = (0 until tabs.length())
.map { tabs.getJSONObject(it) }
.filterNot { it.optBoolean("desktop_only", false) }
.map { it.getString("name") }
assertEquals("console settings tabs", want, GpTab.entries.map { it.title })
}
/**
* The screen-transition contract. The easing is sampled rather than compared as Bézier
* control points: this client evaluates the desktop's analytic `1 (1t)³` directly, while
* SwiftUI can only approximate it samples with a tolerance are the one form all three can
* meet. It is also the assertion that would have caught the curve this client shipped with
* first, a "cubic-bezier(0.215, 0.61, 0.355, 1)" that is a full 0.08 slack at the midpoint.
*/
@Test
fun motionMatchesTheSharedVectors() {
val motion = vectors.getJSONObject("motion")
close("transition", ConsoleMotion.TRANSITION_MS / 1000.0, motion.getDouble("transition_s"))
close("push slide", ConsoleMotion.PUSH_SLIDE.value.toDouble(), motion.getDouble("push_slide_dp"))
close("enter scale", ConsoleMotion.ENTER_SCALE.toDouble(), motion.getDouble("enter_scale"), 1e-5)
close("exit scale", ConsoleMotion.EXIT_SCALE.toDouble(), motion.getDouble("exit_scale"), 1e-5)
close("reveal alpha", ConsoleMotion.REVEAL_ALPHA.toDouble(), motion.getDouble("reveal_alpha"), 1e-5)
val curve = motion.getJSONObject("ease_out_cubic")
val tol = curve.getDouble("tolerance")
val samples = curve.getJSONArray("samples")
assertTrue("the curve needs enough samples to pin it", samples.length() >= 5)
for (i in 0 until samples.length()) {
val s = samples.getJSONObject(i)
val t = s.getDouble("t")
close(
"ease_out_cubic($t)",
ConsoleMotion.EaseOutCubic.transform(t.toFloat()).toDouble(),
s.getDouble("p"),
tol,
)
}
}
}
@@ -33,14 +33,14 @@ class GamepadPaletteTest {
fun tableMatchesTheOtherClients() {
assertEquals(
listOf(
"violet", "oled", "nebula", "abyss", "ember", "moss", "graphite",
"violet", "nebula", "abyss", "ember", "moss", "graphite",
"holo", "sunset", "bloom", "dawn", "mint", "opal",
),
GamepadPalette.ALL.map { it.id },
)
// Dark fields lead, pale ones follow, so stepping the row walks one direction.
val firstLight = GamepadPalette.ALL.indexOfFirst { it.light }
assertEquals(7, firstLight)
assertEquals(6, firstLight)
assertTrue(GamepadPalette.ALL.drop(firstLight).all { it.light })
// An unknown name is a newer client's palette, not an error.
assertEquals("violet", GamepadPalette.named("chartreuse").id)
@@ -72,25 +72,6 @@ class GamepadPaletteTest {
}
}
/**
* OLED is the one palette whose selling point is measurable: it has to be genuinely black,
* not merely the darkest of the dark fields. The blob field this client draws samples the
* ramp at 0.15/0.40/0.65/0.90, so its darkest blob lands in the all-black head of the ramp.
*/
@Test
fun oledIsActuallyBlack() {
val oled = GamepadPalette.named("oled")
assertEquals(Triple(0.0, 0.0, 0.0), oled.ground)
assertEquals(0f, oled.blobColors[0].red, 1e-6f)
assertEquals(0f, oled.blobColors[0].green, 1e-6f)
assertEquals(0f, oled.blobColors[0].blue, 1e-6f)
val mean = oled.stops.sumOf { luma(it) } / oled.stops.size
val darkestOther = GamepadPalette.ALL
.filter { it.id != "oled" && it.stops.isNotEmpty() }
.minOf { p -> p.stops.sumOf { luma(it) } / p.stops.size }
assertTrue("oled means $mean, barely under $darkestOther", mean < darkestOther / 2)
}
/** A pale palette really is pale — its ink flips, so a mislabelled one is unreadable. */
@Test
fun palettesAreHonestAboutLightness() {
@@ -142,9 +123,7 @@ class GamepadPaletteTest {
*/
@Test
fun everySettingsRowHasATab() {
val rows = buildSettingsRows(
Settings(), hasBodyVibrator = true, hasGyroscope = true, av1Capable = true,
) {}
val rows = buildSettingsRows(Settings(), hasBodyVibrator = true, av1Capable = true) {}
assertTrue(rows.isNotEmpty())
assertEquals(rows.size, rows.map { it.id }.toSet().size)
// Profiles is built separately (from the catalog), so no settings row claims it.
@@ -158,9 +137,7 @@ class GamepadPaletteTest {
@Test
fun backgroundRowStepsTheSharedKey() {
var s = Settings()
fun rows() = buildSettingsRows(
s, hasBodyVibrator = false, hasGyroscope = false, av1Capable = false,
) { s = it }
fun rows() = buildSettingsRows(s, hasBodyVibrator = false, av1Capable = false) { s = it }
fun palette() = rows().first { it.id == "palette" }
assertEquals("violet", s.uiPalette)
@@ -1,111 +0,0 @@
package io.unom.punktfunk
import androidx.activity.ComponentActivity
import androidx.compose.ui.test.getBoundsInRoot
import androidx.compose.ui.test.junit4.createAndroidComposeRule
import androidx.compose.ui.test.onNodeWithText
import androidx.compose.ui.test.performClick
import androidx.compose.ui.unit.Dp
import org.junit.Assert.assertEquals
import org.junit.Rule
import org.junit.Test
import org.junit.runner.RunWith
import org.robolectric.RobolectricTestRunner
import org.robolectric.annotation.Config
import org.robolectric.annotation.GraphicsMode
/**
* The console settings list must not MOVE under the cursor. This is the regression net for the
* layout instability the visual refresh fixed, and it needs the real Compose runtime because the
* bug was entirely a layout one every value the model held was correct throughout.
*
* What used to happen: the focused row unfolded its description in place
* (`AnimatedVisibility` + `expandVertically`), so every step of the cursor shrank one row and grew
* another and shifted every row below the focus point on a list that is simultaneously being
* scrolled to keep the focused row visible, whose target therefore moved mid-animation. The
* description now renders in the screen's floating `ConsoleDetailBand`, which is an overlay and
* cannot displace anything. Sideways, the value's `AnimatedContent` animated its own WIDTH on every
* step, walking the chevron and the label's right edge back and forth.
*
* Focus is moved by TAP here rather than by pad: the pad path needs a `MainActivity` for its input
* probes, and the screen routes both to the same `focus` state the geometry under test is the
* same either way.
*
* `sdk = [36]` for the reason every Robolectric test here pins it: android-all jars stop at 36
* while the app compiles against 37.
*/
@RunWith(RobolectricTestRunner::class)
@GraphicsMode(GraphicsMode.Mode.NATIVE)
@Config(sdk = [36], qualifiers = "w360dp-h800dp-xxhdpi")
class GamepadSettingsLayoutTest {
@get:Rule
val compose = createAndroidComposeRule<ComponentActivity>()
private fun settings() {
compose.setContent {
GamepadSettingsScreen(initial = Settings(), onChange = {}, onBack = {})
}
}
/** A Dp compared at hairline tolerance — a rounding difference is not a layout shift. */
private fun assertSame(what: String, expected: Dp, actual: Dp) {
assertEquals(what, expected.value.toDouble(), actual.value.toDouble(), 0.5)
}
/**
* Moving the cursor down the list leaves every OTHER row exactly where it was. The rows below
* the new focus are the ones the old in-row detail pushed around, so they are the assertion
* that matters; the row above proves the shrink half.
*/
@Test
fun focusingARowMovesNoOtherRow() {
settings()
// Entry focus is the first row (Resolution), so "Refresh rate" starts unfocused and
// "Compositor" sits below both candidates.
val refreshBefore = compose.onNodeWithText("Refresh rate").getBoundsInRoot()
val compositorBefore = compose.onNodeWithText("Compositor").getBoundsInRoot()
// One tap on an unfocused row focuses it (a second would activate it — see the screen).
compose.onNodeWithText("Bitrate").performClick()
compose.waitForIdle()
val refreshAfter = compose.onNodeWithText("Refresh rate").getBoundsInRoot()
val compositorAfter = compose.onNodeWithText("Compositor").getBoundsInRoot()
assertSame("row above the cursor moved", refreshBefore.top, refreshAfter.top)
assertSame("row below the cursor moved", compositorBefore.top, compositorAfter.top)
}
/**
* Stepping a value leaves the row's own geometry alone. The label's right edge is the probe:
* it is what the widening value slot used to shove, and it is stable for any value that fits
* the slot (which every shipped Bitrate label does).
*/
@Test
fun steppingAValueMovesNoLabel() {
settings()
compose.onNodeWithText("Bitrate").performClick() // focus it
compose.waitForIdle()
val labelBefore = compose.onNodeWithText("Bitrate").getBoundsInRoot()
compose.onNodeWithText("Bitrate").performClick() // now activates → cycles the value
compose.waitForIdle()
val labelAfter = compose.onNodeWithText("Bitrate").getBoundsInRoot()
assertSame("label moved sideways under a value step", labelBefore.left, labelAfter.left)
assertSame("label moved sideways under a value step", labelBefore.right, labelAfter.right)
assertSame("row changed height under a value step", labelBefore.top, labelAfter.top)
}
/**
* The focused row's description is on screen in the floating band, not inside the row. Proves
* the detail did not simply get dropped when it left the row: it is still what the cursor
* explains itself with.
*/
@Test
fun theFocusedRowsDetailIsShown() {
settings()
compose.onNodeWithText("Refresh rate").performClick()
compose.waitForIdle()
compose.onNodeWithText("Frame rate the host renders and streams at.").assertExists()
}
}
@@ -24,7 +24,6 @@ class GamepadSettingsRowsTest {
): List<GpRow> = buildSettingsRows(
Settings(gamepadForwarding = forwarding),
hasBodyVibrator = true,
hasGyroscope = true,
av1Capable = true,
) { sink += it }
@@ -95,47 +94,4 @@ class GamepadSettingsRowsTest {
// Drawn as a switch, and reading the persisted default.
assertEquals(true, row(on, "dsCapture").toggled)
}
/**
* The activation-mode row is a sub-setting of the Controller-optimized UI switch, so it is
* OFFERED only while that switch is on hidden rather than dimmed, because with the switch
* off this whole screen is about to be replaced by the touch UI and a dimmed row there would
* be one last thing to step past on the way out.
*/
@Test
fun `the activation-mode row follows the switch it belongs to`() {
fun ids(enabled: Boolean) = buildSettingsRows(
Settings(gamepadUiEnabled = enabled),
hasBodyVibrator = false, hasGyroscope = false, av1Capable = false,
) {}.map { it.id }
val on = ids(enabled = true)
assertTrue("the mode row is missing", "gamepadUIMode" in on)
assertEquals(
"the mode belongs directly under the switch it qualifies",
on.indexOf("gamepadUI") + 1,
on.indexOf("gamepadUIMode"),
)
val off = ids(enabled = false)
assertFalse("the mode row must not outlive its switch", "gamepadUIMode" in off)
assertTrue("the switch itself stays, or it could never be turned back on", "gamepadUI" in off)
}
/** Stepping the mode row writes the shared `gamepad_ui_mode` value, and wraps on A. */
@Test
fun `the activation-mode row steps the shared key`() {
var s = Settings()
fun mode() = buildSettingsRows(
s, hasBodyVibrator = false, hasGyroscope = false, av1Capable = false,
) { s = it }.first { it.id == "gamepadUIMode" }
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
assertEquals("With a controller", mode().value)
assertFalse("already the first = thud", mode().adjust(-1))
assertTrue(mode().adjust(1))
assertEquals(GAMEPAD_UI_ALWAYS, s.gamepadUiMode)
// A from the last entry wraps home.
mode().activate()
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
}
}
@@ -1,53 +0,0 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* [gamepadUiActive] is pure table-tested over its inputs, and the mirror of the Apple client's
* `GamepadUIEnvironmentTests`. The two clients share the stored `gamepad_ui_mode` values, so a
* disagreement here is a device that behaves differently from the same setting.
*/
class GamepadUiTest {
/** The default mode is what the switch meant when it was a lone Boolean. */
@Test
fun whenConnectedWaitsForAPad() {
assertTrue(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, true, tv = false, forced = false))
assertFalse(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, false, tv = false, forced = false))
assertFalse(gamepadUiActive(false, GAMEPAD_UI_WHEN_CONNECTED, true, tv = false, forced = false))
assertFalse(gamepadUiActive(false, GAMEPAD_UI_WHEN_CONNECTED, false, tv = false, forced = false))
// A TV is in console mode whatever the mode says — its remote is the only input.
assertTrue(gamepadUiActive(true, GAMEPAD_UI_WHEN_CONNECTED, false, tv = true, forced = false))
}
/** Always drops the controller from the decision but never the switch, which is the one
* way back to the touch UI. */
@Test
fun alwaysIgnoresThePadButNotTheSwitch() {
assertTrue(gamepadUiActive(true, GAMEPAD_UI_ALWAYS, false, tv = false, forced = false))
assertTrue(gamepadUiActive(true, GAMEPAD_UI_ALWAYS, true, tv = false, forced = false))
assertFalse(gamepadUiActive(false, GAMEPAD_UI_ALWAYS, false, tv = false, forced = false))
assertFalse(gamepadUiActive(false, GAMEPAD_UI_ALWAYS, true, tv = false, forced = false))
}
/** A value a newer client wrote waits for a pad rather than stranding this build in a
* layout it has no way back out of. */
@Test
fun anUnknownModeWaitsForAPad() {
assertFalse(gamepadUiActive(true, "whenever-i-say-so", false, tv = false, forced = false))
assertTrue(gamepadUiActive(true, "whenever-i-say-so", true, tv = false, forced = false))
assertFalse(gamepadUiActive(true, "", false, tv = false, forced = false))
}
/** The shipped default: the console UI still waits for a controller. */
@Test
fun theDefaultIsUnchangedBehaviour() {
val s = Settings()
assertTrue(s.gamepadUiEnabled)
assertEquals(GAMEPAD_UI_WHEN_CONNECTED, s.gamepadUiMode)
assertFalse(gamepadUiActive(s.gamepadUiEnabled, s.gamepadUiMode, false, tv = false, forced = false))
}
}
@@ -1,210 +0,0 @@
package io.unom.punktfunk
import androidx.compose.ui.graphics.Color
import io.unom.punktfunk.kit.discovery.DiscoveredHost
import io.unom.punktfunk.kit.security.KnownHost
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The console home's tile list ([buildHomeTiles]). Pure JVM the carousel itself needs the live
* JNI core to compose, so its ORDER and what each tile claims had no cover at all until now, and
* both are exactly the kind of thing that survives a refactor looking fine and behaving wrong.
*
* Run: `./gradlew :app:testDebugUnitTest --tests 'io.unom.punktfunk.HomeTilesTest'`.
*/
class HomeTilesTest {
private fun host(
name: String,
address: String,
fp: String = "",
profileId: String? = null,
pins: List<String> = emptyList(),
) = KnownHost(
address = address,
port = 9777,
name = name,
fpHex = fp,
paired = true,
id = "id-$name",
profileId = profileId,
pinnedProfileIds = pins,
)
private fun advert(name: String, address: String, fp: String? = null) = DiscoveredHost(
key = "$address:9777",
name = name,
host = address,
port = 9777,
fingerprint = fp,
)
private val work = StreamProfile(id = "p-work", name = "Work", accent = "#3B82F6")
private val travel = StreamProfile(id = "p-travel", name = "Travel")
/** The builder with nothing plugged in — every list empty, every callback a no-op. */
private fun tiles(
savedHosts: List<KnownHost> = emptyList(),
profiles: List<StreamProfile> = emptyList(),
pins: Map<String, List<StreamProfile>> = emptyMap(),
discoveredUnsaved: List<DiscoveredHost> = emptyList(),
online: Set<String> = emptySet(),
onConnect: (KnownHost, String?) -> Unit = { _, _ -> },
onConnectDiscovered: (DiscoveredHost) -> Unit = {},
onAddHost: () -> Unit = {},
) = buildHomeTiles(
savedHosts = savedHosts,
profiles = profiles,
pinsFor = { kh -> pins[kh.id].orEmpty() },
discoveredUnsaved = discoveredUnsaved,
isOnline = { it.name in online },
onConnect = onConnect,
onConnectDiscovered = onConnectDiscovered,
onAddHost = onAddHost,
)
/**
* A pin belongs to the host above it. Ordering is the whole affordance: on a controller a pin is
* reached by walking one tile past its host, and a builder that grouped all the pins at the end
* would still LOOK right in a screenshot of any single tile.
*/
@Test
fun pinnedCardsFollowTheirOwnHost() {
val living = host("living", "192.168.1.42", pins = listOf(work.id, travel.id))
val studio = host("studio", "192.168.1.61", pins = listOf(work.id))
val ids = tiles(
savedHosts = listOf(living, studio),
profiles = listOf(work, travel),
pins = mapOf(living.id to listOf(work, travel), studio.id to listOf(work)),
).map { it.id }
assertEquals(
listOf(
"saved-id-living",
"pin-id-living-p-work",
"pin-id-living-p-travel",
"saved-id-studio",
"pin-id-studio-p-work",
"add",
),
ids,
)
}
/** Add Host is the last tile, always — including on a device with nothing saved or seen. */
@Test
fun theAddTileIsAlwaysLast() {
val empty = tiles()
assertEquals(listOf("add"), empty.map { it.id })
assertTrue(empty.single().isAdd)
val populated = tiles(
savedHosts = listOf(host("living", "192.168.1.42")),
discoveredUnsaved = listOf(advert("studio", "192.168.1.61")),
)
assertEquals(listOf("saved-id-living", "disc-192.168.1.61:9777", "add"), populated.map { it.id })
assertTrue(populated.last().isAdd)
// The Add tile is not a host: no library, no options menu, nothing to wake.
assertNull(populated.last().knownHost)
}
/**
* A host that is both saved and advertising appears ONCE. The de-dupe is the caller's
* ([KnownHost.matches], which the screen applies before handing the list over) checked here
* because the rule that matters is the fingerprint one: a host that came back on a new DHCP
* address is the same machine, and matching on address alone would offer it a second time as a
* stranger, next to the record that already holds its trust.
*/
@Test
fun aSavedHostSeenOnTheNetworkIsNotListedTwice() {
val fp = "ab12cd34"
val living = host("living", "192.168.1.42", fp = fp)
// Same host, new address after a cold boot, plus a genuine stranger.
val adverts = listOf(advert("living", "192.168.1.77", fp = fp), advert("stranger", "192.168.1.99"))
val unsaved = adverts.filter { dh -> listOf(living).none { it.matches(dh) } }
val ids = tiles(savedHosts = listOf(living), discoveredUnsaved = unsaved).map { it.id }
assertEquals(listOf("saved-id-living", "disc-192.168.1.99:9777", "add"), ids)
}
/**
* The chip says which profile a press will connect with the host's binding on its own tile,
* the pinned profile on a pin tile. The console cannot EDIT profiles, so this claim is the only
* thing standing between a user and a stream with settings they didn't choose.
*/
@Test
fun theChipNamesTheProfileThePressWillUse() {
val living = host("living", "192.168.1.42", profileId = work.id, pins = listOf(travel.id))
val result = tiles(
savedHosts = listOf(living),
profiles = listOf(work, travel),
pins = mapOf(living.id to listOf(travel)),
)
val own = result[0]
assertEquals("Work", own.profileName)
assertEquals(Color(0xFF3B82F6), own.profileAccent)
assertNull(own.pinnedProfileId)
val pin = result[1]
assertEquals("Travel", pin.profileName)
assertEquals(travel.id, pin.pinnedProfileId)
// Travel set no accent: a chip with no colour, not a crash and not a stray default.
assertNull(pin.profileAccent)
// A binding whose profile was deleted resolves to nothing — the tile stays silent rather
// than naming an id that resolves to nobody.
val dangling = tiles(savedHosts = listOf(host("ghost", "10.0.0.5", profileId = "p-gone")))
assertNull(dangling[0].profileName)
}
/** Both address and the subtitle: a pin card says where it points, like every other card. */
@Test
fun everySavedTileSaysWhereItPoints() {
val living = host("living", "192.168.1.42", pins = listOf(work.id))
val result = tiles(
savedHosts = listOf(living),
profiles = listOf(work),
pins = mapOf(living.id to listOf(work)),
online = setOf("living"),
)
result.take(2).forEach {
assertEquals("192.168.1.42:9777", it.subtitle)
assertEquals("living", it.title)
assertTrue(it.filled)
assertTrue(it.online)
assertTrue(it.paired)
assertNotNull(it.knownHost)
}
// Both tiles reach the library (Y): a pin card opens its OWN shelf, whose launches carry
// the pinned profile — the library is a way to start a card, not a host-level action.
assertTrue(result[0].hasLibrary)
assertTrue(result[1].hasLibrary)
}
/**
* What a press DOES. A host's own tile dials with no one-off reference so the host's binding is
* followed; a pin tile forces its own profile. Passing the pin's id as the binding (or the
* other way round) is invisible until someone streams at the wrong bitrate.
*/
@Test
fun activationCarriesTheRightProfileReference() {
val living = host("living", "192.168.1.42", pins = listOf(work.id))
val dialled = mutableListOf<Pair<String, String?>>()
val discovered = mutableListOf<String>()
var addOpened = false
val result = tiles(
savedHosts = listOf(living),
profiles = listOf(work),
pins = mapOf(living.id to listOf(work)),
discoveredUnsaved = listOf(advert("stranger", "192.168.1.99")),
onConnect = { kh, oneOff -> dialled += kh.name to oneOff },
onConnectDiscovered = { dh -> discovered += dh.host },
onAddHost = { addOpened = true },
)
result.forEach { it.activate() }
assertEquals(listOf("living" to null, "living" to work.id), dialled)
assertEquals(listOf("192.168.1.99"), discovered)
assertTrue(addOpened)
}
}
@@ -77,7 +77,6 @@ class ProfilesTest {
// Device-scope settings are not in the overlay at all, so no profile can move them.
assertEquals(base.gamepadUiEnabled, out.gamepadUiEnabled)
assertEquals(base.gamepadUiMode, out.gamepadUiMode)
assertEquals(base.libraryEnabled, out.libraryEnabled)
assertEquals(base.autoWakeEnabled, out.autoWakeEnabled)
assertEquals(base.sc2Capture, out.sc2Capture)
@@ -1,94 +0,0 @@
package io.unom.punktfunk
import androidx.activity.ComponentActivity
import androidx.compose.ui.test.junit4.createAndroidComposeRule
import androidx.compose.ui.test.onNodeWithText
import org.junit.Rule
import org.junit.Test
import org.junit.runner.RunWith
import org.robolectric.RobolectricTestRunner
import org.robolectric.annotation.Config
/**
* The stats HUD's audio line `audio buffer N ms · a/v ±N ms`, from the live gauges at indexes
* 33/34 (`design/audio-latency-overhaul.md`).
*
* Worth pinning because the whole point of the overhaul's stats half is that the audio plane became
* OBSERVABLE. Before it, ring depth and A/V offset existed only as a log line, and on a device
* launched by a game launcher that goes to a pipe nobody can read so the single number that
* identifies a deep ring was unobtainable on the exact device reporting the latency, and a field
* investigation ran to its conclusion without it. A measurement that never reaches a surface is
* indistinguishable from no measurement, which is what this asserts.
*
* `sdk = [36]` for the same reason as the screenshot tests: Robolectric ships android-all jars only
* up to API 36 while the app's compileSdk is 37.
*/
@RunWith(RobolectricTestRunner::class)
@Config(sdk = [36])
class StatsOverlayAudioTest {
@get:Rule
val compose = createAndroidComposeRule<ComponentActivity>()
/**
* A plausible 35-double window with the audio gauges dialled in. Everything before 33 is the
* DETAILED-renderable shape the ShotScenes fixture uses; only the last two matter here.
*/
private fun stats(bufferMs: Double, avOffsetMs: Double, size: Int = 35): DoubleArray {
val full = doubleArrayOf(
238.0, 921.4, 1.3, 2.1, 1.0, 1.0, 5120.0, 1440.0, 240.0, 2.0,
10.0, 9.0, 16.0, 1.0, 0.9, 0.4, 0.6, 0.3,
2.0, 1.0, 5.0, 238.0,
1.0, 0.5, 1.8, 2.6,
0.2, 0.3, 236.0, 1.0,
0.1, 0.3, 0.0,
bufferMs, avOffsetMs,
)
return full.copyOf(size)
}
private fun show(s: DoubleArray, verbosity: StatsVerbosity = StatsVerbosity.DETAILED) {
compose.setContent { StatsOverlay(s, verbosity = verbosity) }
}
@Test
fun detailedShowsDepthAndOffset() {
show(stats(bufferMs = 42.0, avOffsetMs = 18.0))
// Positive = audio playing BEHIND the picture, and the sign is explicit so a glance tells
// which way the loop still has to move.
compose.onNodeWithText("audio buffer 42 ms · a/v +18 ms").assertExists()
}
@Test
fun audioAheadOfThePictureReadsNegative() {
show(stats(bufferMs = 42.0, avOffsetMs = -12.0))
compose.onNodeWithText("audio buffer 42 ms · a/v -12 ms").assertExists()
}
/** Aligned (or not yet measured) drops the offset term; the depth alone is still the triage number. */
@Test
fun alignedShowsDepthAlone() {
show(stats(bufferMs = 42.0, avOffsetMs = 0.0))
compose.onNodeWithText("audio buffer 42 ms").assertExists()
}
/** Nothing queued (audio off, or the ring not yet primed) — the line has nothing to say. */
@Test
fun silentPlaneRendersNoLine() {
show(stats(bufferMs = 0.0, avOffsetMs = 0.0))
compose.onNodeWithText("audio buffer", substring = true).assertDoesNotExist()
}
/** The line is DETAILED-only, like every other per-stage figure. */
@Test
fun normalTierOmitsTheLine() {
show(stats(bufferMs = 42.0, avOffsetMs = 18.0), verbosity = StatsVerbosity.NORMAL)
compose.onNodeWithText("audio buffer", substring = true).assertDoesNotExist()
}
/** An older native lib emits 33 doubles; the overlay must omit the line, not index past the end. */
@Test
fun olderNativeLayoutOmitsTheLine() {
show(stats(bufferMs = 42.0, avOffsetMs = 18.0, size = 33))
compose.onNodeWithText("audio buffer", substring = true).assertDoesNotExist()
}
}
@@ -83,16 +83,6 @@ class ScreenshotTest {
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun streamNormal() = shootRoot("stream-normal") { StreamScene(io.unom.punktfunk.StatsVerbosity.NORMAL) }
// Both banner texts, in the stream's own landscape geometry — it is bottom-centre, so the
// aspect is load-bearing.
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun streamBannerPad() = shootRoot("stream-banner-pad") { StreamBannerScene(pad = true) }
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun streamBannerTouch() = shootRoot("stream-banner-touch") { StreamBannerScene(pad = false) }
// The touch flow is a Material dialog over the host grid (a separate window → shootScreen).
@Test
fun connecting() = shootScreen("connecting") {
@@ -124,59 +114,6 @@ class ScreenshotTest {
fun consoleSettingsLight() =
shootRoot("console-settings-light") { ConsoleSettingsScene(paletteId = "holo") }
/**
* Landscape the orientation the console actually runs in, and a DIFFERENT layout since the
* on-glass review: rows capped and left-aligned, the focused row's description in a side pane
* on the right instead of the floating band.
*/
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun consoleSettingsLandscape() =
shootRoot("console-settings-landscape") { ConsoleSettingsScene() }
// The console home, the screen the living backdrop is most of. The default sdk (36) draws the
// real AGSL MESH field; the paired API-31 shot below draws the blob fallback, so the two
// renderings of the same palette can be compared rather than assumed equivalent.
@Test
fun consoleHome() = shootRoot("console-home") { ConsoleHomeScene() }
@Test
fun consoleHomeLight() = shootRoot("console-home-light") { ConsoleHomeScene(paletteId = "holo") }
/**
* Landscape the orientation the console UI actually runs in, and the only one wide enough to
* show the carousel's NEIGHBOURS, which is where the projected turn (`CARD_TURN_RAD`) lives.
*/
@Test
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
fun consoleHomeLandscape() = shootRoot("console-home-landscape") { ConsoleHomeScene() }
/**
* The API 31/32 field. `RuntimeShader` is API 33+, so everything below it keeps the four
* drifting blobs an honest approximation rather than an emulation, and the thing this shot
* exists to keep honest.
*/
@Test
@Config(sdk = [31], qualifiers = "w360dp-h800dp-xxhdpi")
fun consoleHomeBlobFallback() = shootRoot("console-home-blobs") { ConsoleHomeScene() }
// The two screens the console reached for the first time in WP8.3. Each is shot on a dark AND a
// pale palette, because the console draws them through a ColorScheme derived from the palette's
// ink — and the pale one is the only place a grey-on-pastel slip can show up.
@Test
fun consoleLicenses() = shootRoot("console-licenses") { ConsoleLicensesScene() }
@Test
fun consoleLicensesLight() =
shootRoot("console-licenses-light") { ConsoleLicensesScene(paletteId = "holo") }
@Test
fun consoleControllers() = shootRoot("console-controllers") { ConsoleControllersScene() }
@Test
fun consoleControllersLight() =
shootRoot("console-controllers-light") { ConsoleControllersScene(paletteId = "holo") }
@Test
fun trust() = shootScreen("trust") {
HostsScene()
@@ -32,13 +32,9 @@ import io.unom.punktfunk.ConnectModal
import io.unom.punktfunk.ConnectPhase
import io.unom.punktfunk.ConnectTakeover
import androidx.compose.runtime.CompositionLocalProvider
import io.unom.punktfunk.GamepadHome
import io.unom.punktfunk.GamepadInk
import io.unom.punktfunk.GamepadPalette
import io.unom.punktfunk.ConsoleControllersScreen
import io.unom.punktfunk.ConsoleLicensesScreen
import io.unom.punktfunk.GamepadSettingsScreen
import io.unom.punktfunk.HomeTile
import io.unom.punktfunk.LocalGamepadInk
import io.unom.punktfunk.LocalGamepadPalette
import io.unom.punktfunk.Settings
@@ -47,11 +43,10 @@ import io.unom.punktfunk.SettingsCategory
import io.unom.punktfunk.SettingsScreen
import io.unom.punktfunk.StatsOverlay
import io.unom.punktfunk.StatsVerbosity
import io.unom.punktfunk.StreamStartBanner
import io.unom.punktfunk.ProfileEditorFields
import io.unom.punktfunk.ProfileStore
import io.unom.punktfunk.SettingsOverlay
import io.unom.punktfunk.SpeedTestPrompt
import io.unom.punktfunk.SpeedTestDialog
import io.unom.punktfunk.SpeedTestPhase
import io.unom.punktfunk.SpeedTestTarget
import io.unom.punktfunk.components.HostCard
@@ -247,8 +242,7 @@ internal fun SettingsProfileScene() {
*/
@Composable
internal fun SpeedTestScene() {
SpeedTestPrompt(
gamepadUi = false,
SpeedTestDialog(
hostName = "Living Room PC",
target = SpeedTestTarget.Ask(newProfile("Game")),
phase = SpeedTestPhase.Done(throughputKbps = 412_000, lossPct = 0.3, recommendedKbps = 288_400),
@@ -361,12 +355,10 @@ internal fun StreamScene(verbosity: StatsVerbosity = StatsVerbosity.DETAILED) {
Brush.linearGradient(listOf(Color(0xFF2A1E5C), Color(0xFF0E1B3D), Color(0xFF06122B))),
),
) {
// The full 35-double unified layout — NativeBridge.nativeVideoStats' KDoc is the
// authoritative index list: [fps, mbps, e2eP50, e2eP95, latValid, skew, w, h, hz,
// lostTotal, bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc, hostNetP50,
// decodeP50, hostP50, netP50, lost, skipped, fec, frames, dispValid, displayP50,
// e2eDispP50, e2eDispP95, paceP50, latchP50, presents, presenterActive, feedP50, codecP50,
// skippedOverflow, audioBufferMs, audioAvOffsetMs].
// The full 26-double unified layout (design/stats-unification.md): [fps, mbps, e2eP50,
// e2eP95, latValid, skew, w, h, hz, lostTotal, bitDepth, colorPrimaries, colorTransfer,
// chromaFormatIdc, hostNetP50, decodeP50, hostP50, netP50, lost, skipped, fec, frames,
// dispValid, displayP50, e2eDispP50, e2eDispP95].
// 10/9/16/1 = a 10-bit BT.2020 PQ (HDR) 4:2:0 feed so the DETAILED HUD renders its
// video-feed line; the display stage is valid (dispValid 1) so the headline is the
// directly-measured capture→displayed pair, less the excluded OS present floor (the 0.3
@@ -384,12 +376,6 @@ internal fun StreamScene(verbosity: StatsVerbosity = StatsVerbosity.DETAILED) {
1.0, 0.5, 1.8, 2.6,
// Timeline-presenter split: pace + latch tile the display term; presents ≈ fps.
0.2, 0.3, 236.0, 1.0,
// The decode term's own split (feed + codec = 0.4), and no overflow — the one
// `skipped` above is benign newest-wins pacing, not a decoder falling behind.
0.1, 0.3, 0.0,
// The audio plane: a 28 ms ring placed 4 ms behind the picture — a converged sync
// loop, i.e. inside the deadband it deliberately leaves alone.
28.0, 4.0,
),
verbosity = verbosity,
decoderLabel = "c2.qti.hevc.decoder · low-latency",
@@ -433,111 +419,6 @@ internal fun ConnectConsoleScene() =
* stand in for it: this is a different screen with different navigation, and the strip is the part
* a layout regression would eat first.
*/
/**
* The start-of-stream banner over the same synthetic "streamed frame" the real
* [StreamStartBanner] at full opacity, since the caller owns the 6 s timer and a shot must not race
* it. Two variants because the WORDS are the point: the banner names pad chords or touch gestures
* depending on what the session actually has, and a screenshot is the only place the two can be
* compared side by side.
*/
@Composable
internal fun StreamBannerScene(pad: Boolean) {
Box(
Modifier
.fillMaxSize()
.background(
Brush.linearGradient(
listOf(Color(0xFF2A1E5C), Color(0xFF0E1B3D), Color(0xFF06122B)),
),
),
) {
StreamStartBanner(
text = if (pad) {
"Hold Select + Start + L1 + R1 to leave · Select + Y mic · Select + X stats"
} else {
"Back leaves the stream · three-finger tap for stats"
},
alpha = 1f,
modifier = Modifier.align(Alignment.BottomCenter).padding(bottom = 24.dp),
)
}
}
/**
* The console HOME the host carousel over the living backdrop, which is the screen the aurora is
* most of. Worth its own shot for exactly that reason: on API 33+ the field is the real bicubic
* MESH (`GamepadAurora`'s AGSL port of the desktop console's shader) and below it the four-blob
* fallback, and the two are only comparable side by side. The scene composes [GamepadHome]
* directly with mock tiles it needs no JNI core and no session, unlike the ConnectScreen that
* normally feeds it.
*/
@Composable
internal fun ConsoleHomeScene(paletteId: String = "violet") {
val palette = GamepadPalette.named(paletteId)
val tiles = listOf(
HomeTile(
id = "living", title = "Living Room PC", subtitle = "192.168.1.42 · Paired",
filled = true, online = true, paired = true, activate = {},
),
HomeTile(
id = "studio", title = "studio-deck", subtitle = "192.168.1.61 · Discovered",
online = true, activate = {},
),
HomeTile(id = "add", title = "Add Host", subtitle = "By address", isAdd = true, activate = {}),
)
CompositionLocalProvider(
LocalGamepadPalette provides palette,
LocalGamepadInk provides GamepadInk.of(palette),
) {
GamepadHome(
tiles = tiles,
libraryEnabled = true,
controllerName = "Xbox Wireless Controller",
navActive = false,
onActivate = {},
onOpenLibrary = {},
onOpenSettings = {},
)
}
}
/**
* The two screens the console could not reach at all until WP8.3 the open-source notices and the
* connected-controllers view in their console presentation.
*
* Worth a shot each, and worth a PALE one: both are ordinary Material screens underneath, and the
* console shows them through a `ColorScheme` derived from the palette's ink. That derivation is the
* whole risk. Their touch presentation is inked by the app theme, which is always dark, so nothing
* before this could catch light-grey body text stranded on a pastel field.
*
* Robolectric enumerates no input devices, so the controllers scene renders its deterministic
* "nothing connected" state.
*/
@Composable
internal fun ConsoleLicensesScene(paletteId: String = "violet") =
ConsolePalette(paletteId) { ConsoleLicensesScreen(onBack = {}, navActive = false) }
@Composable
internal fun ConsoleControllersScene(paletteId: String = "violet") =
ConsolePalette(paletteId) {
ConsoleControllersScreen(gamepadSetting = 0, onBack = {}, navActive = false)
}
/**
* Publish the palette locals `App` would normally provide. A scene that calls a console screen
* directly gets the DEFAULT dark ink without this, and a pale-palette shot would then silently
* prove nothing at all.
*/
@Composable
private fun ConsolePalette(paletteId: String, content: @Composable () -> Unit) {
val palette = GamepadPalette.named(paletteId)
CompositionLocalProvider(
LocalGamepadPalette provides palette,
LocalGamepadInk provides GamepadInk.of(palette),
content = content,
)
}
@Composable
internal fun ConsoleSettingsScene(paletteId: String = "violet") {
// The scene calls the screen directly, so it has to publish the palette locals `App` would
+19 -61
View File
@@ -67,37 +67,30 @@ fun androidSdkDir(): String {
return "${System.getProperty("user.home")}/Library/Android/sdk"
}
// Every cargo-ndk invocation needs the same discovery environment, and they must not drift apart:
// a lint that ran against a different toolchain/sysroot than the build is a lint about a different
// program. Applied by both `registerCargoNdk` (build) and `registerCargoNdkClippy` (lint).
fun Exec.cargoNdkEnvironment() {
val sdk = androidSdkDir()
// A GUI Android Studio launch does not source the login shell, so make cargo, the NDK, and
// cmake (libopus builds via the cmake crate) discoverable explicitly — same as a bare CLI.
val cmakeBin = "$sdk/cmake/3.22.1/bin"
environment(
"PATH",
cargoBin + File.pathSeparator + cmakeBin + File.pathSeparator + System.getenv("PATH"),
)
environment("ANDROID_HOME", sdk)
environment("ANDROID_NDK_HOME", "$sdk/ndk/$ndkVer")
// CMake's built-in Android support (used by the cmake crate for libopus) finds the NDK via
// these, and uses Ninja (bundled next to the SDK cmake) since there's no `make`.
environment("ANDROID_NDK_ROOT", "$sdk/ndk/$ndkVer")
environment("ANDROID_NDK", "$sdk/ndk/$ndkVer")
environment("CMAKE_GENERATOR", "Ninja")
// audiopus_sys picks static-vs-dynamic by HOST not target — force the bundled static libopus
// (pure C) so the android .so links it instead of looking for the host's libopus.so.
environment("LIBOPUS_STATIC", "1")
environment("LIBOPUS_NO_PKG", "1")
}
fun registerCargoNdk(taskName: String, release: Boolean) =
tasks.register<Exec>(taskName) {
group = "rust"
description = "cargo-ndk build of punktfunk-client-android (${if (release) "release" else "debug"})"
workingDir = repoRoot
cargoNdkEnvironment()
val sdk = androidSdkDir()
// A GUI Android Studio launch does not source the login shell, so make cargo, the NDK, and
// cmake (libopus builds via the cmake crate) discoverable explicitly — same as a bare CLI.
val cmakeBin = "$sdk/cmake/3.22.1/bin"
environment(
"PATH",
cargoBin + File.pathSeparator + cmakeBin + File.pathSeparator + System.getenv("PATH"),
)
environment("ANDROID_HOME", sdk)
environment("ANDROID_NDK_HOME", "$sdk/ndk/$ndkVer")
// CMake's built-in Android support (used by the cmake crate for libopus) finds the NDK via
// these, and uses Ninja (bundled next to the SDK cmake) since there's no `make`.
environment("ANDROID_NDK_ROOT", "$sdk/ndk/$ndkVer")
environment("ANDROID_NDK", "$sdk/ndk/$ndkVer")
environment("CMAKE_GENERATOR", "Ninja")
// audiopus_sys picks static-vs-dynamic by HOST not target — force the bundled static libopus
// (pure C) so the android .so links it instead of looking for the host's libopus.so.
environment("LIBOPUS_STATIC", "1")
environment("LIBOPUS_NO_PKG", "1")
// Resolve cargo by ABSOLUTE path: Gradle's Exec resolves command[0] via the JVM's
// inherited PATH, NOT the environment("PATH", …) set above (that only reaches the spawned
// child). A GUI Android Studio launch (and any daemon it started) has no ~/.cargo/bin on
@@ -120,41 +113,6 @@ fun registerCargoNdk(taskName: String, release: Boolean) =
commandLine(cmd)
}
// ------------------------------------------------------------------------------------------------
// Lint the ANDROID target. `punktfunk-client-android` and every `#[cfg(target_os = "android")]`
// module elsewhere in the workspace were, until this task existed, **completely unlinted**: ci.yml
// runs `cargo clippy --workspace` on the HOST, where all of that code is compiled out, and this
// workflow only ever ran `build`. The gap was found in 2026-08 with five lints sitting in
// clients/android/native (two of them `unnecessary_cast`, which is exactly the class that decides
// whether a cast is redundant BY POINTER WIDTH).
//
// Both widths are linted, and that is the load-bearing part: arm64-v8a is 64-bit and armeabi-v7a is
// 32-bit, so a cast that is redundant on one can be required on the other. Linting only the primary
// ABI would license "fixes" that break the 32-bit build — the shipping ABI for the many 32-bit
// Google TV / Android TV boxes this client targets. x86_64 is deliberately omitted: it is
// emulator-only and shares its pointer width with arm64, so it costs a third of the job's lint time
// for no signal these two do not already carry.
//
// `--all-targets` for the same reason ci.yml spells it out: without it the `#[cfg(test)]` modules
// are never compiled, and un-compiled test code drifts silently.
fun registerCargoNdkClippy(taskName: String) =
tasks.register<Exec>(taskName) {
group = "verification"
description = "clippy (deny warnings) for punktfunk-client-android on both Android widths"
workingDir = repoRoot
cargoNdkEnvironment()
commandLine(
// Absolute cargo path for the same reason as the build task above.
"$cargoBin/cargo", "ndk",
"-t", "arm64-v8a", "-t", "armeabi-v7a",
"--platform", "28",
"clippy", "-p", "punktfunk-client-android", "--all-targets",
"--", "-D", "warnings",
)
}
val cargoNdkClippy = registerCargoNdkClippy("cargoNdkClippy")
// Post-link floor check: every undefined symbol in the built .so must exist in the API-28 stubs,
// else System.loadLibrary fails on devices at the minSdk floor (see the script header for the
// 0.9.0 incident this guards against). Runs right after its cargo-ndk task; the APK build depends
@@ -1,170 +0,0 @@
package io.unom.punktfunk.kit
import android.content.Context
import android.hardware.Sensor
import android.hardware.SensorEvent
import android.hardware.SensorEventListener
import android.hardware.SensorManager
import android.os.Build
import android.os.Handler
import android.os.HandlerThread
import android.view.Display
import android.view.Surface
import android.view.WindowManager
/**
* The opt-in phone-gyro mirror ("Gyro from this phone", off by default): while wire pad 0 is a
* controller with no motion source of its own, THIS device's IMU speaks for it on the rich-input
* motion plane for clip-on and third-party pads that ship without a gyro, where the phone body
* is rigidly attached to (or simply is) the thing in the player's hands. [GamepadFeedback]'s
* rumble-on-phone mirror with the data flowing the other way.
*
* On Android the only motion sources are the capture links (USB DualSense / SC2 pads with a
* real IMU, claimed as [GamepadRouter.ExternalPad]s), so the stand-down rule is exactly
* [GamepadRouter.padHasOwnMotion]: when a capture link holds pad 0, the mirror sends nothing
* two motion writers on one wire pad would fight. It also sends nothing while pad 0 has no slot
* at all (motion never creates a host pad; a controller must have arrived first).
*
* Two properties this class enforces itself:
* - samples ride a dedicated [HandlerThread] with batching disabled (`maxReportLatencyUs = 0`)
* sensor batching would trade the exact latency gyro aim exists to avoid;
* - a stand-down edge (capture link claims pad 0, or [stop]) sends ONE zero-gyro sample, so the
* host's virtual pad never keeps integrating an angular velocity this device stopped
* producing (the gyro-sweep "stale angular velocity re-sent forever" failure mode).
*
* Units are the wire contract, converted by [Gamepad.motionGyroWire] / [Gamepad.motionAccelWire]
* the same two functions [PadSensors] uses, so a scale this client ever has to correct is corrected
* once for every sender rather than once per sender that someone remembers. The one thing the
* phone adds is a frame remap: sensors report in the device's natural-portrait frame, while
* the wire wants the controller frame the player sees (x right, y up, z out of the screen), so
* each sample is rotated by the current display rotation a phone clipped landscape must yaw
* when the player yaws, not roll. The matrix is derived and pinned by `DeviceGyroTest`;
* correctable in one place if on-glass says otherwise.
*/
class DeviceGyro(
context: Context,
private val handle: Long,
private val router: GamepadRouter,
) : SensorEventListener {
private val sensorManager: SensorManager? =
context.getSystemService(SensorManager::class.java)
/** For the live rotation; null on contexts without a display association (then portrait). */
private val display: Display? = runCatching {
if (Build.VERSION.SDK_INT >= 30) {
context.display
} else {
@Suppress("DEPRECATION")
context.getSystemService(WindowManager::class.java)?.defaultDisplay
}
}.getOrNull()
private val thread = HandlerThread("pf-phone-gyro")
/** Latest converted accel, paired with each gyro send (the wire fuses both per sample). */
private val lastAccel = intArrayOf(0, Gamepad.MOTION_ACCEL_LSB_PER_G, 0)
/** Whether the last gyro event actually went to pad 0 — the stand-down zero-send edge. */
private var wasWriting = false
/** Register the listeners; a device without a gyroscope makes this a no-op. */
fun start() {
val sm = sensorManager ?: return
val gyro = sm.getDefaultSensor(Sensor.TYPE_GYROSCOPE) ?: return
thread.start()
val h = Handler(thread.looper)
// ~200 Hz requested (the framework clamps to what the hardware offers), zero report
// latency: batching is poison for gyro aim.
sm.registerListener(this, gyro, SAMPLING_PERIOD_US, 0, h)
sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER)?.let {
sm.registerListener(this, it, SAMPLING_PERIOD_US, 0, h)
}
}
/**
* Unregister and join the sensor thread, then park the host pad's rotation at zero if this
* mirror was the live writer. Call BEFORE the router is released / the handle freed
* teardown-ordered like the feedback threads.
*/
fun stop() {
sensorManager?.unregisterListener(this)
thread.quitSafely()
runCatching { thread.join() }
if (wasWriting) {
wasWriting = false
sendZero()
}
}
override fun onSensorChanged(event: SensorEvent) {
val rotation = display?.rotation ?: Surface.ROTATION_0
when (event.sensor.type) {
Sensor.TYPE_ACCELEROMETER -> {
val v = remap(rotation, event.values[0], event.values[1], event.values[2])
for (i in 0..2) lastAccel[i] = Gamepad.motionAccelWire(v[i])
}
Sensor.TYPE_GYROSCOPE -> {
// The write gate, per sample: pad 0 must exist (motion never creates a pad)
// and must not be a capture link's (its own IMU is streaming).
val write = router.padPresent(0) && !router.padHasOwnMotion(0)
if (!write) {
// Stand-down edge: never leave the last angular velocity latched host-side.
if (wasWriting) {
wasWriting = false
sendZero()
}
return
}
wasWriting = true
val v = remap(rotation, event.values[0], event.values[1], event.values[2])
NativeBridge.nativeSendPadMotion(
handle, 0,
Gamepad.motionGyroWire(v[0]),
Gamepad.motionGyroWire(v[1]),
Gamepad.motionGyroWire(v[2]),
lastAccel[0], lastAccel[1], lastAccel[2],
)
}
}
}
override fun onAccuracyChanged(sensor: Sensor?, accuracy: Int) {}
/** Zero rotation, last-known accel — "at rest", not free-fall. */
private fun sendZero() {
NativeBridge.nativeSendPadMotion(
handle, 0, 0, 0, 0, lastAccel[0], lastAccel[1], lastAccel[2],
)
}
companion object {
/** Whether this device can source motion at all gates the settings rows (a TV box
* without an IMU would make the toggle a silent no-op, the rumble mirror's rule). */
fun available(context: Context): Boolean =
context.getSystemService(SensorManager::class.java)
?.getDefaultSensor(Sensor.TYPE_GYROSCOPE) != null
/**
* ~200 Hz between the sensor's usual FASTEST (~250-500 Hz) and GAME (~50 Hz), and also
* the ceiling the framework grants an app without `HIGH_SAMPLING_RATE_SENSORS` (API 31+),
* so asking for more would only be silently capped. Shared with [PadSensors].
*/
internal const val SAMPLING_PERIOD_US = 5000
/**
* Rotate one device-frame vector (rotation rate or acceleration both transform the
* same way under an in-plane rotation) into the controller frame for [rotation]
* ([Surface].ROTATION_*). Sensors report in the natural-portrait frame (+x right edge,
* +y top, +z out of the screen); the controller frame keeps +z (the screen always faces
* the player) and rotates x/y to mean "player's right" and "player's up". ROTATION_90 =
* the device physically turned counter-clockwise, top to the player's LEFT.
*/
fun remap(rotation: Int, x: Float, y: Float, z: Float): FloatArray = when (rotation) {
Surface.ROTATION_90 -> floatArrayOf(-y, x, z) // top left: right = bottom, up = +x
Surface.ROTATION_270 -> floatArrayOf(y, -x, z) // top right: right = top, up = x
Surface.ROTATION_180 -> floatArrayOf(-x, -y, z)
else -> floatArrayOf(x, y, z)
}
}
}
@@ -22,11 +22,9 @@ import android.view.InputDevice
*
* Input: parse ([DsDevice.parseState]) typed mirror on an [GamepadRouter.ExternalPad] (buttons
* diffed, axes on-change the exit chord participates like any pad) + the rich plane (touch
* normalized to the wire's 0..65535 screen space on-change; motion forwarded per report, rescaled
* into the wire's units by this pad's own calibration read once per claim, off the claiming
* thread, with the nominal scaling standing in for the millisecond that read is in flight rather
* than the UI waiting on a control transfer). The wire slot is claimed when the capture engages,
* with the first parsed report as the fallback for a claim that found no free index, and freed on
* normalized to the wire's 0..65535 screen space on-change; motion forwarded per report in raw
* device units, the wire's contract). The wire slot is claimed when the capture engages, with the
* first parsed report as the fallback for a claim that found no free index, and freed on
* unplug/[stop], so indices never leak.
*
* Feedback: implements [GamepadFeedback.PadFeedbackSink] rumble / trigger / lightbar / player
@@ -57,13 +55,6 @@ class DsCapture(
@Volatile private var model: DsDevice.Model? = null
@Volatile private var pad: GamepadRouter.ExternalPad? = null
/** This pad's factory motion scale, read once per capture on [calReader] and handed to the
* link thread, which scales nominally until it lands see [MotionCalHandoff]. */
private val motionCal = MotionCalHandoff()
/** The thread doing the claim-time calibration read, kept for the teardown wait. */
@Volatile private var calReader: Thread? = null
// Typed-mirror diff state (wire units) + rich-plane on-change mirrors. Link thread only.
private val state = DsDevice.State()
private var wireButtons = 0
@@ -133,11 +124,6 @@ class DsCapture(
if (model != null) return false
val m = DsDevice.modelFor(dev.productId) ?: return false
if (!usb.start(dev)) return false
// Before `model`, which is what lets the link thread into the parse at all: opening the
// claim forgets the last pad's calibration, so reports arriving while this pad's own read
// (below, off this thread) is in flight fall back to the nominal scaling rather than to
// another unit's factory numbers.
val claim = motionCal.begin()
model = m
for (id in InputDevice.getDeviceIds()) {
val d = InputDevice.getDevice(id) ?: continue
@@ -149,88 +135,9 @@ class DsCapture(
Log.i(TAG, "Sony pad captured over USB: PID=0x%04x model=%s".format(dev.productId, m))
ensureSlot(m)
onActiveChanged?.invoke(true)
readMotionCalAsync(m, claim)
return true
}
/**
* Start this claim's calibration read, on its own thread.
*
* Off the caller's thread because [startUsb] runs on the main one stream setup, and the
* USB-permission broadcast and the read is a blocking EP0 control transfer: a pad that is
* there answers in about a millisecond, but one that is stalling takes the link's whole write
* timeout, and the interface must wait for neither. The pad is live throughout, its motion
* nominally scaled until this lands ([onReport]), so even a pad that never answers costs
* precision rather than the UI or the controller.
*
* One thread per claim, daemon and named, matching how [HidUsbLink] runs its reader; it is
* awaited by [awaitCalRead] before the connection it reads from can be closed.
*/
private fun readMotionCalAsync(m: DsDevice.Model, claim: Int) {
val t = Thread({
// A read that throws would otherwise leave the capture on the nominal scaling with
// nothing in the log to say why — the one outcome that looks identical to a pad whose
// calibration is genuinely nominal. Publish the fallback explicitly, and say so.
val cal = runCatching { readMotionCal(m) }.getOrElse {
Log.w(TAG, "motion calibration read failed — nominal scaling", it)
DsDevice.MotionCal.NOMINAL
}
// Discarded when the claim is already over (unplug, stop, or a re-claim beat us here):
// scaling the NEXT pad by this one's factory numbers would be worse than not reading.
if (!motionCal.publish(claim, cal)) {
Log.i(TAG, "motion calibration arrived after the claim ended — discarded")
}
}, "pf-ds-cal")
calReader = t
t.isDaemon = true
t.start()
}
/**
* Wait for an in-flight calibration read to let go of the USB connection, before a teardown
* closes it.
*
* Not politeness: the read is a control transfer on the very connection [HidUsbLink.stop] is
* about to close, and closing a descriptor with a transfer in flight pulls it out from under
* the kernel the same rule the pad-audio borrow follows. Bounded, and in every case but a
* pad that has stopped answering the thread is long gone, so this returns immediately. It can
* never deadlock: the reading thread waits on nothing this one holds ([MotionCalHandoff] has
* its own monitor, and the read itself takes no lock).
*/
private fun awaitCalRead() {
val t = calReader ?: return
calReader = null
if (!t.isAlive) return
runCatching { t.join(CAL_JOIN_MS) }
if (t.isAlive) Log.w(TAG, "calibration read still in flight at teardown")
}
/**
* Read this pad's IMU calibration the feature report that says how many raw counts this
* individual unit puts on a °/s and on a g ([DsDevice.MotionCal]).
*
* Once, at claim time, and nowhere else: the calibration is fixed for the life of the
* connection, so doing it per input report would buy nothing and cost the capture its latency.
* A pad that refuses keeps the nominal scaling rather than losing motion altogether.
*/
private fun readMotionCal(m: DsDevice.Model): DsDevice.MotionCal {
val blob = usb.getReport(HidUsbLink.REPORT_TYPE_FEATURE, m.calReportId, m.calReportLen)
val cal = DsDevice.MotionCal.parse(blob, m.calReportId)
// Worth a line either way: this is the number the owed on-glass check reads back — a pad
// whose blob was read declares its own resolution, the fallback declares the wire's.
if (cal === DsDevice.MotionCal.NOMINAL) {
Log.w(
TAG,
"motion calibration 0x%02x unreadable (%d/%d B) — nominal scaling (%s)".format(
m.calReportId, blob?.size ?: 0, m.calReportLen, cal,
),
)
} else {
Log.i(TAG, "motion calibration 0x%02x: %s".format(m.calReportId, cal))
}
return cal
}
/** Stop the link and free the wire slot (host tears the virtual pad down). Idempotent. */
fun stop() {
// Before anything touches the link: the pad-audio renderer borrows this connection's
@@ -250,10 +157,6 @@ class DsCapture(
resetRichFeedback(m)
}
disarmBackstop()
// End the claim before waiting on it: a calibration that lands after this publishes
// nothing, and then the wait makes sure nothing is still reading the connection below.
motionCal.end()
awaitCalRead()
usb.stop()
val wasActive = model != null
model = null
@@ -265,10 +168,7 @@ class DsCapture(
private fun onReport(report: ByteArray, len: Int) {
val m = model ?: return
// Nominal scaling until this claim's calibration read lands (see MotionCalHandoff): for
// that millisecond the pad behaves as it did before the read existed, which nobody can
// feel — unlike a pad whose buttons wait on a control transfer.
if (!DsDevice.parseState(m, report, len, state, motionCal.effective)) return
if (!DsDevice.parseState(m, report, len, state)) return
// Normally claimed already, at capture time; this is the retry for a capture that engaged
// while every wire index was taken.
val p = pad ?: ensureSlot(m) ?: return // all 16 taken — drop until one frees
@@ -289,9 +189,7 @@ class DsCapture(
@Synchronized
private fun ensureSlot(m: DsDevice.Model): GamepadRouter.ExternalPad? {
pad?.let { return it }
// hasGyro: every pad this link captures is a Sony one with an IMU, and its motion goes out
// on the rich plane — so a session that cannot carry it is worth saying out loud.
val p = router.openExternal(m.pref, hasGyro = true) ?: return null
val p = router.openExternal(m.pref) ?: return null
pad = p
Log.i(TAG, "captured $m → wire pad ${p.index}")
// The wire index exists from here on, and the host addresses pad audio by it.
@@ -381,10 +279,6 @@ class DsCapture(
val wasActive = model != null
model = null
releaseSlot()
// As in stop(): end the claim so a late calibration publishes nothing, then wait for the
// read to let go of the connection the line below closes.
motionCal.end()
awaitCalRead()
// Release the transport too: the link only *signals* the drop, so without this an unplug
// left its connection open, its interfaces claimed and its detach receiver registered.
usb.stop()
@@ -416,8 +310,8 @@ class DsCapture(
/**
* The rich plane: touch contacts normalized to the wire's 0..65535 screen space, forwarded
* on change per slot; motion forwarded every report (already in wire units the parse applies
* this pad's calibration, and sensor noise makes per-report dedup pointless).
* on change per slot; motion forwarded every report (raw device units the wire is a unit
* passthrough into the host's virtual pad, and sensor noise makes per-report dedup pointless).
*/
private fun mirrorRich(p: GamepadRouter.ExternalPad, m: DsDevice.Model) {
for (f in 0 until 2) {
@@ -589,9 +483,5 @@ class DsCapture(
/** How soon to retry a rumble stop whose write was rejected. Short: the motors are running
* and the host has already moved on, so nothing else is coming to silence them. */
const val STOP_RETRY_MS = 100L
/** Teardown's budget for an in-flight calibration read. Comfortably past the link's own
* EP0 timeout, so it only ever elapses for a pad that has stopped answering entirely. */
const val CAL_JOIN_MS = 500L
}
}
@@ -1,7 +1,5 @@
package io.unom.punktfunk.kit
import kotlin.math.abs
/**
* Sony DualSense / DualSense Edge / DualShock 4 **USB** protocol constants: the input-report
* parser and the output-report builders the capture link ([DsCapture]) needs. Unlike the SC2's
@@ -30,168 +28,14 @@ object DsDevice {
/**
* One captured model: its `GamepadPref` wire byte (the virtual pad the host builds matching
* the physical one), its output-report size (the descriptor-declared size the firmware
* expects: DS5 48 = id + 47, Edge 64 = id + 63, DS4 32 = id + 31), its touchpad extent
* expects: DS5 48 = id + 47, Edge 64 = id + 63, DS4 32 = id + 31), and its touchpad extent
* (`dualsense_proto::DS_TOUCH_W/H`, `dualshock4_proto::DS4_TOUCH_*`) for normalizing touches
* onto the wire's 0..65535 space, and the IMU-calibration feature report it answers
* ([MotionCal]): DS5/Edge `0x05` (id + 40 B), DS4 over USB `0x02` (id + 36 B).
* onto the wire's 0..65535 space.
*/
enum class Model(
val pref: Int,
val outputSize: Int,
val touchW: Int,
val touchH: Int,
val calReportId: Int,
val calReportLen: Int,
) {
DUALSENSE(Gamepad.PREF_DUALSENSE, 48, 1920, 1080, 0x05, 41),
DUALSENSE_EDGE(Gamepad.PREF_DUALSENSEEDGE, 64, 1920, 1080, 0x05, 41),
DUALSHOCK4(Gamepad.PREF_DUALSHOCK4, 32, 1920, 942, 0x02, 37),
}
/**
* One pad's own IMU calibration: the factory scale factors that turn its raw motion counts
* into the wire's fixed units (`punktfunk_core::input::gamepad` 20 LSB per °/s, 10000 LSB
* per g), read out of the calibration feature report the pad serves on EP0.
*
* **Why the pad's blob and not a constant.** Measured on glass 2026-08-07: a DualSense flat
* and face up arrived as 0.811 g where 1.000 was owed, because this path forwarded the raw
* i16s verbatim. The nominal ×10000/8192 rescale that first closed that gap ([NOMINAL]) still
* leaves that unit's factory bias about 1 % on acceleration, and provably cannot fix gyro
* at all: the same still-average showed this pad's gyro calibration is nowhere near identity,
* and a near-identity one would mean 1024 LSB per °/s, i.e. ±32 °/s full scale, which no
* controller has. The scale is per unit; only the pad knows it.
*
* The arithmetic is `hid-playstation`'s, and the host's contract test
* (`crates/pf-inject/tests/motion_contract.rs`, `SonyImuCalibration`) is the same math read
* from the other end it applies it to the blobs our *virtual* pads declare and asserts they
* land on the wire constants. Per axis: gyro `raw × speed_2x × 20 / (|plus bias| +
* |minus bias|)`, accel `(raw (plus range/2)) × 20000 / range`, where `range = plus
* minus` spans 2 g.
*/
class MotionCal private constructor(
/** Per axis: `speed_2x × 20`, over `|plus bias| + |minus bias|`. */
private val gyroNumer: LongArray,
private val gyroDenom: LongArray,
/** Per axis: the raw count the pad reads at 0 g, and the raw span of 2 g. */
private val accelBias: LongArray,
private val accelRange: LongArray,
) {
/** Raw gyro count on [axis] (0 = pitch, 1 = yaw, 2 = roll) → the wire's 20 LSB per °/s. */
fun gyroToWire(axis: Int, raw: Int): Int =
clampWire(raw.toLong() * gyroNumer[axis] / gyroDenom[axis])
/** Raw acceleration count on [axis] → the wire's 10000 LSB per g, zero point removed. */
fun accelToWire(axis: Int, raw: Int): Int =
clampWire((raw - accelBias[axis]) * ACCEL_NUMER / accelRange[axis])
/**
* The derived resolutions, for the capture's one-line claim log the number that says
* whether a pad's blob was actually read (a real DualSense declares 16 LSB/°·s and 8192
* LSB/g; the [NOMINAL] fallback reads back as exactly 20 and 8192).
*/
override fun toString(): String = buildString {
append("gyro ")
for (i in 0 until 3) {
if (i > 0) append('/')
append(gyroDenom[i] * WIRE_GYRO_LSB_PER_DEG_S / gyroNumer[i])
}
append(" LSB/°·s, accel ")
for (i in 0 until 3) {
if (i > 0) append('/')
append(accelRange[i] / 2)
}
append(" LSB/g at ")
append(accelBias.joinToString("/"))
}
/**
* Both conversions are a >1 multiplier on every pad measured so far, so a real ±4 g slam
* or a fast flick near full scale would otherwise wrap the i16 and read as an impossible
* motion in the opposite direction.
*/
private fun clampWire(v: Long): Int = v.coerceIn(-32768L, 32767L).toInt()
companion object {
/** The pads' nominal acceleration resolution — `hid-playstation`'s `DS_ACC_RES_PER_G`. */
private const val RAW_ACCEL_LSB_PER_G = 8192L
/**
* The wire's gyro scale, taken from [Gamepad] rather than restated. These were literal
* `20L` / `10000L` until the sensor path hoisted the same numbers into one place; a
* second copy of a unit constant is precisely the defect this whole program opened
* with, and two of them in one module would be worse than the original.
*
* `val`, not `const val`, only because the widening to Long is not a compile-time
* constant expression. Long here on purpose: the arithmetic below multiplies raw counts
* by the calibration's speed term before dividing, which overflows an Int.
*/
private val WIRE_GYRO_LSB_PER_DEG_S = Gamepad.MOTION_GYRO_LSB_PER_DEG_S.toLong()
/** `MOTION_ACCEL_LSB_PER_G`, doubled — the declared accel range spans 2 g, not 1. */
private val ACCEL_NUMER = 2L * Gamepad.MOTION_ACCEL_LSB_PER_G
/** Bytes the layout below reads; the reports themselves are longer (41 / 37). */
private const val MIN_LEN = 35
/**
* What an unreadable pad gets: gyro straight through and accel on the nominal 8192
* LSB/g. Wrong by that unit's factory bias, and for gyro wrong by however far its
* scale sits from the wire's 20 but a pad whose calibration cannot be read is far
* better off slightly mis-scaled than silent, so this never zeroes motion.
*/
val NOMINAL = MotionCal(
LongArray(3) { 1 },
LongArray(3) { 1 },
LongArray(3),
LongArray(3) { 2 * RAW_ACCEL_LSB_PER_G },
)
/**
* Parse a calibration feature report ([Model.calReportId]) all little-endian i16:
* `[0]` report id, `[1..7)` gyro bias (pitch, yaw, roll), `[7..19)` gyro plus/minus
* INTERLEAVED (pitch+, pitch, yaw+, yaw, roll+, roll), `[19..23)` the two speed
* words, `[23..35)` accel plus/minus (x+, x, y+, y, z+, z).
*
* Interleaved is the **USB** order. A Bluetooth DualShock 4 groups the three plusses
* before the three minuses and consumers switch layout on the transport this path is
* USB-only by construction (see the file header), so do not "generalise" it.
*
* Falls back to [NOMINAL] for a failed read (null), a truncated or foreign reply, and
* per axis for a degenerate declaration a clone or broken pad that declares zeroes
* would otherwise divide by zero (`hid-playstation` guards the same case, for the same
* reason).
*/
fun parse(blob: ByteArray?, reportId: Int): MotionCal {
if (blob == null || blob.size < MIN_LEN) return NOMINAL
if ((blob[0].toInt() and 0xFF) != reportId) return NOMINAL
val w = { o: Int ->
((blob[o + 1].toInt() shl 8) or (blob[o].toInt() and 0xFF)).toShort().toLong()
}
val speed2x = w(19) + w(21)
val gyroNumer = LongArray(3)
val gyroDenom = LongArray(3)
val accelBias = LongArray(3)
val accelRange = LongArray(3)
for (i in 0 until 3) {
val bias = w(1 + 2 * i)
val denom = abs(w(7 + 4 * i) - bias) + abs(w(9 + 4 * i) - bias)
if (speed2x > 0 && denom > 0) {
gyroNumer[i] = speed2x * WIRE_GYRO_LSB_PER_DEG_S
gyroDenom[i] = denom
} else {
gyroNumer[i] = 1 // passthrough, as before any calibration existed
gyroDenom[i] = 1
}
val plus = w(23 + 4 * i)
val range = plus - w(25 + 4 * i)
if (range > 0) {
accelBias[i] = plus - range / 2
accelRange[i] = range
} else {
accelBias[i] = 0 // nominal, as NOMINAL above
accelRange[i] = 2 * RAW_ACCEL_LSB_PER_G
}
}
return MotionCal(gyroNumer, gyroDenom, accelBias, accelRange)
}
}
enum class Model(val pref: Int, val outputSize: Int, val touchW: Int, val touchH: Int) {
DUALSENSE(Gamepad.PREF_DUALSENSE, 48, 1920, 1080),
DUALSENSE_EDGE(Gamepad.PREF_DUALSENSEEDGE, 64, 1920, 1080),
DUALSHOCK4(Gamepad.PREF_DUALSHOCK4, 32, 1920, 942),
}
/** The captured [Model] for a USB PID, or null for anything we don't capture. */
@@ -206,9 +50,8 @@ object DsDevice {
* The client-consumed fields of one input report. `buttons` is already the WIRE bitmask
* (`Gamepad.BTN_*`) the parse maps device bits straight to the wire, the exact inverse of
* the host's `DsState::from_gamepad` (BTN_A cross, BTN_B circle, BTN_X square,
* BTN_Y triangle; positional, not glyph-order). Gyro/accel arrive in WIRE units the wire's
* `Motion` is a unit passthrough into the virtual pad's report, so the pad's raw counts are
* rescaled during the parse by the [MotionCal] handed to [parseState]. Touch coordinates stay
* BTN_Y triangle; positional, not glyph-order). Gyro/accel stay in raw device units the
* wire's `Motion` is a unit passthrough into the virtual pad's report. Touch coordinates stay
* device-raw here; [DsCapture] normalizes against the model's extent when forwarding.
*/
class State {
@@ -216,8 +59,8 @@ object DsDevice {
var lsX = 0; var lsY = 0 // wire i16, +y = up (device is +y down — inverted in the parse)
var rsX = 0; var rsY = 0
var lt = 0; var rt = 0 // 0..255
val gyro = IntArray(3) // wire i16: 20 LSB per °/s (pitch/yaw/roll)
val accel = IntArray(3) // wire i16: 10000 LSB per g
val gyro = IntArray(3) // raw i16 units (pitch/yaw/roll)
val accel = IntArray(3)
val touchActive = BooleanArray(2)
val touchX = IntArray(2) // raw device coords (0..touchW-1 / 0..touchH-1)
val touchY = IntArray(2)
@@ -265,25 +108,15 @@ object DsDevice {
* short read (the pad also emits `0x09`-family getMAC responses etc. on EP0 those never hit
* the interrupt endpoint, but be defensive). Motion/touch fields update only when the report
* is long enough to carry them (it always is on glass 64-byte interrupt transfers).
*
* [cal] is this pad's own motion calibration, read once when the capture claims it; the
* default is the nominal fallback, which is all a caller without a live pad (the tests) can
* have.
*/
fun parseState(
model: Model,
report: ByteArray,
len: Int,
out: State,
cal: MotionCal = MotionCal.NOMINAL,
): Boolean =
fun parseState(model: Model, report: ByteArray, len: Int, out: State): Boolean =
if (model == Model.DUALSHOCK4) {
parseDs4(report, len, out, cal)
parseDs4(report, len, out)
} else {
parseDs5(model, report, len, out, cal)
parseDs5(model, report, len, out)
}
private fun parseDs5(model: Model, r: ByteArray, len: Int, out: State, cal: MotionCal): Boolean {
private fun parseDs5(model: Model, r: ByteArray, len: Int, out: State): Boolean {
if (len < 11 || (r[0].toInt() and 0xFF) != DS5_INPUT_ID) return false
out.lsX = stickX(u8(r, 1))
out.lsY = stickY(u8(r, 2))
@@ -319,8 +152,8 @@ object DsDevice {
}
out.buttons = w
if (len >= 28) {
for (i in 0 until 3) out.gyro[i] = cal.gyroToWire(i, i16(r, 16 + 2 * i))
for (i in 0 until 3) out.accel[i] = cal.accelToWire(i, i16(r, 22 + 2 * i))
for (i in 0 until 3) out.gyro[i] = i16(r, 16 + 2 * i)
for (i in 0 until 3) out.accel[i] = i16(r, 22 + 2 * i)
}
if (len >= 41) {
unpackTouch(r, 33, out, 0)
@@ -329,7 +162,7 @@ object DsDevice {
return true
}
private fun parseDs4(r: ByteArray, len: Int, out: State, cal: MotionCal): Boolean {
private fun parseDs4(r: ByteArray, len: Int, out: State): Boolean {
if (len < 10 || (r[0].toInt() and 0xFF) != DS5_INPUT_ID) return false // DS4 shares id 0x01
out.lsX = stickX(u8(r, 1))
out.lsY = stickY(u8(r, 2))
@@ -355,8 +188,8 @@ object DsDevice {
if (b7 and DS4_TOUCHPAD != 0) w = w or Gamepad.BTN_TOUCHPAD
out.buttons = w
if (len >= 25) {
for (i in 0 until 3) out.gyro[i] = cal.gyroToWire(i, i16(r, 13 + 2 * i))
for (i in 0 until 3) out.accel[i] = cal.accelToWire(i, i16(r, 19 + 2 * i))
for (i in 0 until 3) out.gyro[i] = i16(r, 13 + 2 * i)
for (i in 0 until 3) out.accel[i] = i16(r, 19 + 2 * i)
}
if (len >= 43) {
unpackTouch(r, 35, out, 0)
@@ -3,7 +3,6 @@ package io.unom.punktfunk.kit
import android.view.InputDevice
import android.view.KeyEvent
import android.view.MotionEvent
import kotlin.math.roundToInt
/**
* Android gamepad capture punktfunk/1 gamepad wire (the `input.rs::gamepad` contract; the host
@@ -55,31 +54,6 @@ object Gamepad {
const val AXIS_LT = 4
const val AXIS_RT = 5
// Motion wire units — must equal punktfunk-core `input.rs::gamepad::MOTION_*`. Every motion
// sender on this client goes through the two converters below, so a scale that ever has to
// change changes in ONE place: the gyro program's first finding was a client sending 40× hot
// because a second copy of the number had drifted.
const val MOTION_GYRO_LSB_PER_DEG_S = 20
const val MOTION_ACCEL_LSB_PER_G = 10_000
/** Standard gravity, `punktfunk-core`'s `G` — the divisor that turns m/s² into g. */
const val GRAVITY = 9.80665f
/** [MOTION_GYRO_LSB_PER_DEG_S] restated for Android's rad/s sensors: 1 rad/s ⇒ ~1145.9 raw. */
const val MOTION_GYRO_LSB_PER_RAD_S = MOTION_GYRO_LSB_PER_DEG_S * 180f / Math.PI.toFloat()
/** One angular-rate component, Android's rad/s → the wire's signed-16 raw units. */
fun motionGyroWire(radPerSec: Float): Int =
(radPerSec * MOTION_GYRO_LSB_PER_RAD_S).roundToInt().coerceIn(-32768, 32767)
/**
* One acceleration component, Android's m/ the wire's signed-16 raw units. Android reports
* specific force (the axis pointing up reads +1 g at rest), which is the DualSense report's own
* convention no sign flip, and a pad lying flat lands on the host's neutral +1 g exactly.
*/
fun motionAccelWire(mPerSecSq: Float): Int =
(mPerSecSq / GRAVITY * MOTION_ACCEL_LSB_PER_G).roundToInt().coerceIn(-32768, 32767)
// GamepadPref wire bytes — must equal punktfunk-core `config.rs::GamepadPref::to_u8`.
const val PREF_AUTO = 0
const val PREF_XBOX360 = 1
@@ -7,7 +7,6 @@ import android.os.Looper
import android.view.InputDevice
import android.view.KeyEvent
import android.view.MotionEvent
import java.util.Collections
import java.util.concurrent.ConcurrentHashMap
/**
@@ -32,8 +31,7 @@ import java.util.concurrent.ConcurrentHashMap
*
* Threading: slot mutation + dispatch run on the main thread (Android input dispatch and the
* InputManager hot-plug callbacks both land there). [deviceForPad] is read from the feedback poll
* threads, [padPresent]/[padHasOwnMotion] from the phone-gyro thread and [deviceMotion] from the
* pad-sensor thread, so the slot table is a [ConcurrentHashMap].
* threads, so the slot table is a [ConcurrentHashMap].
*/
class GamepadRouter(
context: Context,
@@ -46,8 +44,8 @@ class GamepadRouter(
* as well would give the host two pads for one pair of hands.
*
* Off still opens slots and tracks held state; it only stops the wire sends. That is
* deliberate: the exit, mic and stats chords are read off the same slots, and a couch that lost
* its quit shortcut because a forwarding preference was off would be the worse bug. Nothing is
* deliberate: the exit and mic chords are read off the same slots, and a couch that lost its
* quit shortcut because a forwarding preference was off would be the worse bug. Nothing is
* claimed by keeping a slot the Android input stack shares controllers unlike the USB
* capture links, which `StreamScreen` does not start at all while this is off.
*/
@@ -71,18 +69,7 @@ class GamepadRouter(
) {
/** One forwarded controller: its stable wire pad index, per-device axis state, and held buttons. */
private class Slot(
val index: Int,
val mapper: Gamepad.AxisMapper,
/**
* Whether motion sent for this pad can reach the game at all, asked once at open off the
* kind it declared ([NativeBridge.nativePadMotionReaches]). False means the host built it a
* backend with no motion plane, so [deviceMotion] drops the sample here rather than paying
* to send one the host will decode and discard at a controller's full sensor rate, for
* the whole session. The capture-link pads carry the same flag on [ExternalPad].
*/
val motionReaches: Boolean = true,
) {
private class Slot(val index: Int, val mapper: Gamepad.AxisMapper) {
/** Forwarded button bits currently held (Gamepad.BTN_*) — for release-on-close + chord detection. */
var held = 0
@@ -98,33 +85,12 @@ class GamepadRouter(
private val slots = ConcurrentHashMap<Int, Slot>()
/**
* deviceIds whose own gyro [PadSensors] is currently reading see [setDeviceHasSensorMotion].
* Written on the main thread, read from the phone-gyro thread, hence a concurrent set.
*/
private val sensorDevices: MutableSet<Int> =
Collections.newSetFromMap(ConcurrentHashMap<Int, Boolean>())
/**
* Invoked (main thread) with the deviceId whenever a slot closes hot-unplug, a capture link's
* [releaseDevice] claim, or session teardown. `StreamScreen` wires this to
* `GamepadFeedback.onDeviceRemoved` so a disconnected pad's rumble / lights bindings are
* released promptly instead of leaking until the feedback threads stop, and to
* [PadSensors.onSlotClosed] so the controller's own sensor listeners come off with it.
* Invoked (main thread) with the deviceId whenever a slot closes hot-unplug or session teardown.
* `StreamScreen` wires this to `GamepadFeedback.onDeviceRemoved` so a disconnected pad's rumble /
* lights bindings are released promptly instead of leaking until the feedback threads stop.
*/
var onSlotClosed: ((deviceId: Int) -> Unit)? = null
/**
* Invoked (main thread) with the deviceId whenever a slot opens for a REAL controller the
* hot-plug callback or the first input from a pad the session started without. Not fired for
* [openExternal]: a capture link's pad has no [InputDevice] behind it and streams motion from
* its own IMU already. `StreamScreen` wires this to [PadSensors.onSlotOpened].
*
* Slots opened in `init` (every controller already connected) predate any assignment here, so
* a listener must sweep [forwardedDevices] once when it starts. Both happen on the main thread
* inside one composition block, so nothing can slip between the sweep and the assignment.
*/
var onSlotOpened: ((deviceId: Int) -> Unit)? = null
/**
* Invoked (main thread) when the emergency-exit chord has been HELD for [EXIT_HOLD_MS] the caller
* leaves the stream. `StreamScreen` wires this to the deliberate-quit exit.
@@ -149,31 +115,6 @@ class GamepadRouter(
*/
var onMicChord: (() -> Unit)? = null
/**
* Invoked (main thread) each time the stats chord ([STATS_CHORD], Select + X) is COMPLETED on a
* pad one verbosity tier of the in-stream statistics overlay per completion. It exists
* because a controller in both hands has no other way to the numbers: the three-finger tap
* needs a touchscreen AND one of the pointer touch models, so a TV or a gamepad-only session
* has none. `StreamScreen` wires it to the live tier cycle.
*
* Fires immediately and once per chord like [onMicChord], and like it the buttons still go to
* the host the chord adds a local meaning to them rather than swallowing them. The Apple
* client's `GamepadCapture.statsChord` is the same two buttons; a shortcut that differs per
* platform is worse than no shortcut.
*/
var onStatsChord: (() -> Unit)? = null
/**
* Invoked (main thread) once per pad when a captured controller WITH a gyro turns out to be in
* a session whose virtual pad has no motion plane its motion is not being sent, because every
* sample would be decoded and dropped host-side.
*
* It exists because the failure is otherwise completely silent: the gyro just does nothing, and
* from the couch that is indistinguishable from a broken sensor. The fix is the Controller type
* setting, so whatever shows this has to name it. `StreamScreen` wires it to a brief notice.
*/
var onMotionUnreachable: (() -> Unit)? = null
private val mainHandler = Handler(Looper.getMainLooper())
/** The pending exit-chord hold timer, or null when the chord isn't currently armed. */
private var pendingExit: Runnable? = null
@@ -218,7 +159,7 @@ class GamepadRouter(
/**
* One button transition on [slot] the shared body behind [onButton] and an [ExternalPad]'s
* transitions: forward the wire event, track held state, arm/disarm the exit chord, and fire
* the instant chords ([MIC_CHORD], [STATS_CHORD]).
* the mic-mute chord ([MIC_CHORD]).
*/
private fun slotButton(slot: Slot, bit: Int, down: Boolean, send: Boolean) {
// Raw system buttons stay local under the "local" policy — no wire send and no held
@@ -246,11 +187,13 @@ class GamepadRouter(
slot.held = slot.held or bit
// Full chord now held on this pad → start the hold countdown (idempotent while held).
if (slot.held and EXIT_CHORD == EXIT_CHORD) armExit()
// Mic mute and the stats-tier cycle, each edge-triggered on the button that COMPLETES
// its chord (see [completesChord]) — the two meanings this client gives Select plus a
// face button. Both leave the press on the wire: the game still gets its buttons.
if (completesChord(wasHeld, bit, MIC_CHORD)) onMicChord?.invoke()
if (completesChord(wasHeld, bit, STATS_CHORD)) onStatsChord?.invoke()
// Mic mute, edge-triggered on the button that COMPLETES the chord: a genuine press
// (`wasHeld` lacks the bit, so an auto-repeat DOWN can't re-fire it) of a chord member
// that leaves the whole chord held. Any other button pressed while Select + Y are down
// fails the middle test, so the toggle happens once per chord, not once per press.
if (wasHeld and bit == 0 && bit and MIC_CHORD != 0 && slot.held and MIC_CHORD == MIC_CHORD) {
onMicChord?.invoke()
}
} else {
val owned = guideGesture && bit == Gamepad.BTN_BACK && consumeSelectRelease(slot)
if (!owned && send && forwarding) {
@@ -377,82 +320,13 @@ class GamepadRouter(
return null
}
/** Whether ANY live slot currently holds wire pad [pad]. Read from the phone-gyro thread. */
fun padPresent(pad: Int): Boolean = slots.values.any { it.index == pad }
/**
* Whether wire pad [pad]'s motion already comes from the controller's OWN IMU either a
* capture-link slot ([ExternalPad] USB DualSense / SC2; synthetic ids are negative
* ([EXTERNAL_ID_BASE]), real [InputDevice] ids positive), or a real controller whose gyro
* [PadSensors] is reading through the platform sensor framework (a Bluetooth DualSense /
* Switch Pro / 8BitDo). The phone-gyro mirror stands down for both: two motion writers on one
* wire pad would fight, and the pad's own IMU is the one attached to the player's hands.
* Read from the phone-gyro thread (both tables are concurrent).
*/
fun padHasOwnMotion(pad: Int): Boolean =
slots.any { (id, slot) -> slot.index == pad && (id < 0 || id in sensorDevices) }
/**
* Declare (or withdraw) that real controller [deviceId] is sourcing its own rotation see
* [padHasOwnMotion]. Called by [PadSensors] as it registers and unregisters listeners, on the
* main thread; read from the phone-gyro thread, hence the concurrent set. Keyed by device
* rather than by pad index so a controller that changes wire index (a lower one freed up while
* it was captured) carries the fact with it.
*/
fun setDeviceHasSensorMotion(deviceId: Int, has: Boolean) {
if (has) sensorDevices.add(deviceId) else sensorDevices.remove(deviceId)
// This is the first moment we know a Bluetooth pad actually HAS a gyro — `openSlot` only
// knows what kind it declared. So it is the honest place to raise the notice when that
// gyro has nowhere to go, and the only one that cannot nag about a pad that never had one.
if (has && forwarding && slots[deviceId]?.motionReaches == false) {
onMotionUnreachable?.invoke()
}
}
/**
* One motion sample from real controller [deviceId]'s own sensors, on whatever wire index its
* slot currently holds [ExternalPad.motion] for pads the input stack still owns. Silently
* drops when the slot is gone (unplugged, or claimed by a capture link between the sensor
* callback and here) rather than writing to an index that may already belong to someone else.
* Called from [PadSensors]' sensor thread.
*/
fun deviceMotion(deviceId: Int, gyro: IntArray, accel: IntArray) {
val slot = slots[deviceId] ?: return
if (!forwarding) return
// The same gate the USB capture path takes: a backend with no motion plane decodes every
// sample and discards it, so sending is pure cost. Notified once per pad by
// [setDeviceHasSensorMotion], which is where we first know the controller HAS a gyro to
// lose — a pad without one must not produce a warning about motion.
if (!slot.motionReaches) return
NativeBridge.nativeSendPadMotion(
handle, slot.index,
gyro[0], gyro[1], gyro[2],
accel[0], accel[1], accel[2],
)
}
/** Snapshot of the REAL controllers currently forwarded, as deviceIds the set [PadSensors]
* sweeps at start for the pads that were already connected when the session opened. */
fun forwardedDevices(): List<Int> = slots.keys.filter { it >= 0 }
/**
* A capture-link pad occupying a wire slot without an Android [InputDevice] the as-is Steam
* Controller 2 passthrough (USB/BLE claimed directly, invisible to the input stack). Shares
* the real slots' lifecycle: a stable lowest-free index, Arrival-before-input, held-state
* flush + Remove on [close], and full participation in the emergency exit chord.
*/
inner class ExternalPad internal constructor(
private val syntheticId: Int,
val index: Int,
/**
* Whether this pad's motion can reach the game at all, asked once at open (see
* [NativeBridge.nativePadMotionReaches]). False means the host built this pad a backend
* without a motion plane, so [motion] drops the sample here instead of paying to send one
* the host will decode and discard at a controller's full report rate, for the whole
* session.
*/
private val motionReaches: Boolean,
) {
inner class ExternalPad internal constructor(private val syntheticId: Int, val index: Int) {
// Live lookup instead of a captured reference: after [close] (or a router release) the
// slot is gone from the table and every entry point below degrades to a safe no-op.
private val slot get() = slots[syntheticId]
@@ -483,7 +357,7 @@ class GamepadRouter(
/** One motion sample on the rich plane (gyro pitch/yaw/roll + accel, raw device i16
* units the host passes them straight into the virtual pad's report). Per report. */
fun motion(gyro: IntArray, accel: IntArray) {
if (slot != null && forwarding && motionReaches) {
if (slot != null && forwarding) {
NativeBridge.nativeSendPadMotion(
handle, index,
gyro[0], gyro[1], gyro[2],
@@ -499,26 +373,15 @@ class GamepadRouter(
/**
* Open a slot for a capture-link pad, declaring [pref] as its kind; null when all 16 wire
* indices are taken. Main thread (like the hot-plug callbacks).
*
* [hasGyro] says whether this link forwards motion on the RICH plane ([ExternalPad.motion])
* true for the Sony pads, whose IMU is a headline feature, and false for the Steam Controller 2,
* whose motion rides inside the opaque passthrough report that [ExternalPad.hidReport] carries
* and which nothing here may second-guess. It gates only the notice: a pad that never sends
* motion must not produce a warning about motion.
*/
fun openExternal(pref: Int, hasGyro: Boolean = false): ExternalPad? {
fun openExternal(pref: Int): ExternalPad? {
val index = lowestFreeIndex() ?: return null
// Synthetic ids live below any real InputDevice id (those are positive), so they can't
// collide and InputDevice.getDevice(id) resolves them to null for the feedback path.
val syntheticId = EXTERNAL_ID_BASE - index
if (forwarding) NativeBridge.nativeSendGamepadArrival(handle, pref, index)
// Asked once, here, off the kind this pad just DECLARED — not off the session's resolved
// backend, which under Automatic answers for whichever pad happened to be active at dial
// time. Cheap enough to ask unconditionally; the answer holds for the pad's lifetime.
val motionReaches = NativeBridge.nativePadMotionReaches(handle, pref)
if (forwarding && hasGyro && !motionReaches) onMotionUnreachable?.invoke()
slots[syntheticId] = Slot(index, Gamepad.AxisMapper(handle, index))
return ExternalPad(syntheticId, index, motionReaches)
return ExternalPad(syntheticId, index)
}
/**
@@ -574,18 +437,8 @@ class GamepadRouter(
// to that type (a single global choice — matches the handshake's session-default pref).
val pref = if (setting == Gamepad.PREF_AUTO) Gamepad.prefFor(dev) else setting
if (forwarding) NativeBridge.nativeSendGamepadArrival(handle, pref, index)
// Asked here, off the kind this pad just DECLARED — not off the session's resolved backend,
// which under Automatic answers for whichever pad happened to be active at dial time. Held
// for the slot's life; the sensor path reads it on every sample.
val slot = Slot(
index,
Gamepad.AxisMapper(handle, index),
NativeBridge.nativePadMotionReaches(handle, pref),
)
val slot = Slot(index, Gamepad.AxisMapper(handle, index))
slots[dev.id] = slot
// After the table holds the slot, so a listener that sends on this device the moment it is
// told ([PadSensors]) finds an index to send on rather than dropping its first samples.
onSlotOpened?.invoke(dev.id)
return slot
}
@@ -640,11 +493,7 @@ class GamepadRouter(
return null
}
// `internal` rather than private: the chord masks and [completesChord] are the only part of
// this router a JVM unit test can reach — everything else needs an InputManager, a main Looper
// and live InputDevices behind it — and until `GamepadChordTest` there was nothing pinning the
// chords at all. Still invisible to :app, which is what private bought.
internal companion object {
private companion object {
/** Mirror of `punktfunk-core::input::MAX_PADS` — wire pad indices 0..15. */
const val MAX_PADS = 16
@@ -666,28 +515,6 @@ class GamepadRouter(
*/
const val MIC_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_Y
/**
* Stats-overlay chord: Select + X, one verbosity tier per completion. X keeps both
* properties [MIC_CHORD]'s Y has it is none of [EXIT_CHORD]'s four buttons, so no way of
* reaching the exit chord passes through this one on the way (and vice versa), and Select
* is a menu button rather than a twitch action. Byte-for-byte the Apple client's
* `GamepadCapture.statsChord`, which was modelled on [MIC_CHORD] in the first place and
* leaves Y free for the mic chord to land there in turn the two clients converge on one
* pad vocabulary from both ends.
*/
const val STATS_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_X
/**
* Whether pressing [bit] on a pad that held [wasHeld] beforehand COMPLETED [chord]: a
* genuine press (`wasHeld` lacks the bit, so an auto-repeat DOWN can't re-fire it) of a
* chord member that leaves the whole chord held (`wasHeld or bit` is the slot's held set
* the instant after the press). Any other button pressed while the chord is already down
* fails the middle test, so a chord fires once per chord, not once per press and lifting
* any member re-arms it, since the next press of that member is a fresh completion.
*/
internal fun completesChord(wasHeld: Int, bit: Int, chord: Int): Boolean =
wasHeld and bit == 0 && bit and chord != 0 && (wasHeld or bit) and chord == chord
/** Synthetic slot-key base for [ExternalPad]s — below every real (positive) InputDevice id. */
const val EXTERNAL_ID_BASE = -1000
@@ -442,42 +442,6 @@ class HidUsbLink(
return n >= 0
}
/**
* Read one report back OUT of the device HID `GET_REPORT`, the EP0 mirror of [sendReport].
* [type] is [REPORT_TYPE_FEATURE] (or output), [id] the report number, [len] the report's full
* declared size INCLUDING its leading id byte, which a numbered report echoes back in byte 0
* (hidapi framing). Returns what arrived truncated if the device answered short or null
* when the device refuses the request or the link is down.
*
* **Once, at claim time; never per input report.** EP0 is independent of the interrupt
* endpoints (see [sendReport]), so this is safe alongside the reader thread but it BLOCKS the
* calling thread for up to [WRITE_TIMEOUT_MS], and a blocking control transfer in the report
* path would wreck capture latency. The one caller reads a Sony pad's fixed motion calibration
* when the capture engages ([DsCapture]).
*/
fun getReport(type: Int, id: Int, len: Int): ByteArray? {
if (len <= 0) return null
val conn = connection ?: return null
val ifId = (activeClaim ?: claims.firstOrNull())?.iface?.id ?: return null
val buf = ByteArray(len)
val n = runCatching {
conn.controlTransfer(
0xA1, // device→host, class, interface
0x01, // GET_REPORT
(type shl 8) or id,
ifId,
buf,
buf.size,
WRITE_TIMEOUT_MS,
)
}.getOrDefault(-1)
return when {
n >= len -> buf
n > 0 -> buf.copyOf(n)
else -> null
}
}
/**
* Stop the read loop and release the interfaces. Idempotent; does not fire [onClosed].
*
@@ -505,13 +469,12 @@ class HidUsbLink(
device = null
}
companion object {
private const val READ_TIMEOUT_MS = 100L
private const val WRITE_TIMEOUT_MS = 250
private companion object {
const val READ_TIMEOUT_MS = 100L
const val WRITE_TIMEOUT_MS = 250
/** Hard `requestWait` ERRORS (not timeouts) persisting this long = the fd is dead. */
private const val ERROR_UNPLUG_MS = 2000L
private const val REPORT_TYPE_OUTPUT = 0x02
/** HID feature-report type — public for [getReport] callers ([writeRaw] takes a kind). */
const val ERROR_UNPLUG_MS = 2000L
const val REPORT_TYPE_OUTPUT = 0x02
const val REPORT_TYPE_FEATURE = 0x03
}
}
@@ -1,63 +0,0 @@
package io.unom.punktfunk.kit
/**
* The hand-off of one claim's motion calibration, from the thread that reads it off the pad to the
* link thread that scales every input report with it.
*
* [DsCapture] reads a captured Sony pad's calibration feature report **off** the claiming thread
* it is a blocking EP0 control transfer and the claim runs on the UI's thread so the value lands
* a moment after the capture goes live. Reports in that gap are scaled by
* [DsDevice.MotionCal.NOMINAL] and forwarded like any other ([effective]): for about a millisecond
* the pad behaves exactly as it did before the calibration read existed acceleration a little
* short, gyro unscaled which nobody can feel, whereas a pad that ignores its buttons until an
* EP0 read comes back is very obvious.
*
* What the hand-off is actually for is the two things that gap must NOT do, neither of which a
* plain field gives:
*
* - **Fall back to the previous pad's numbers instead of the nominal ones.** Calibration is per
* unit, so the last controller's scale factors are simply wrong for this one more wrong, in
* general, than the nominal constants. [begin] forgets them, which is what makes the gap
* nominal rather than inherited.
* - **Let a read that outlived its claim publish.** An unplug, a [DsCapture.stop] and a fast
* re-claim can all land while a read is in flight; [publish] only accepts a value whose token is
* still the live claim's, so a straggler can never scale a pad it never read.
*
* Thread-safe: claimed and ended by the claiming thread, published by the reading thread, read by
* the link thread.
*/
internal class MotionCalHandoff {
/** Handed out by [begin] and burned by [end] — never reused, so a straggler can't match. */
private var token = 0
@Volatile private var cal: DsDevice.MotionCal? = null
/**
* The calibration to scale the next report with: the live claim's own, or the nominal fallback
* while its read is still in flight. Never null a report is always forwarded, never held
* back waiting for a control transfer.
*/
val effective: DsDevice.MotionCal get() = cal ?: DsDevice.MotionCal.NOMINAL
/** Open a claim: forget the previous pad's calibration, and take this claim's token. */
@Synchronized
fun begin(): Int {
cal = null
return ++token
}
/** End the live claim. Nothing read under an older token can land after this. */
@Synchronized
fun end() {
cal = null
token++
}
/** Publish [value] if [claim] is still the live claim; returns whether it landed. */
@Synchronized
fun publish(claim: Int, value: DsDevice.MotionCal): Boolean {
if (claim != token) return false
cal = value
return true
}
}
@@ -264,12 +264,12 @@ object NativeBridge {
/**
* Drain ~1 s of live decode stats for the on-stream HUD, or `null` when no decode thread runs.
* Returns 35 doubles (unified stats spec, `design/stats-unification.md`):
* Returns 33 doubles (unified stats spec, `design/stats-unification.md`):
* `[fps, mbps, e2eP50Ms, e2eP95Ms, latValid, skewCorrected, width, height, refreshHz, framesLost,
* bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc, hostNetP50Ms, decodeP50Ms, hostP50Ms,
* netP50Ms, lostWindow, skippedWindow, fecWindow, framesWindow, dispValid, displayP50Ms,
* e2eDispP50Ms, e2eDispP95Ms, paceP50Ms, latchP50Ms, presentsWindow, presenterActive,
* feedP50Ms, codecP50Ms, skippedOverflowWindow, audioBufferMs, audioAvOffsetMs]`
* feedP50Ms, codecP50Ms, skippedOverflowWindow]`
* (the flags are 1.0/0.0; indexes 2/3 are the end-to-end capturedecoded headline; 1013
* describe the negotiated video feed bit depth 8/10, CICP primaries/transfer, and the HEVC
* chroma_format_idc 1=4:2:0 / 3=4:4:4; 14/15 are the stage p50s tiling the headline
@@ -285,10 +285,7 @@ object NativeBridge {
* the window's on-glass confirm count, and whether the presenter is active at all; 30/31
* split `decode` (15) the same way `feed` = receivedqueued (hand-off + input-slot wait),
* `codec` = queueddecoded, the decoder's own time; 32 is the parked-AU overflow subset of
* `skipped` (19), i.e. the decoder falling behind rather than benign newest-wins pacing;
* 33/34 are the AUDIO plane the playback ring's live depth in ms and the A/V sync loop's
* smoothed offset in ms, positive meaning audio plays BEHIND the picture. Those two are live
* gauges, not windowed samples, and the offset reads 0 until the loop has a video reference).
* `skipped` (19), i.e. the decoder falling behind rather than benign newest-wins pacing).
* Poll ~1 Hz; each call resets the measurement window.
*/
external fun nativeVideoStats(handle: Long): DoubleArray?
@@ -519,23 +516,6 @@ object NativeBridge {
/** Signal wire pad [pad] (0..15) was unplugged so the host tears its virtual device down. The core stamps the seq + re-sends. */
external fun nativeSendGamepadRemove(handle: Long, pad: Int)
/**
* Whether motion sent for a pad that declared [declaredPref] (the [Gamepad].PREF_* byte passed
* to [nativeSendGamepadArrival]) can actually reach the game, or would be decoded and dropped
* by a host backend without a motion plane the X-Box classes have no gyro in their HID
* contract.
*
* Answered natively, off `punktfunk_core::config::pad_motion_reaches`, rather than
* reconstructed here from the session's requested/resolved prefs. The rule is subtler than it
* looks (the host builds each pad from its OWN declaration and folds what it cannot build, so
* neither the declaration nor the session echo answers it alone) and every way of getting it
* wrong is silent, so it lives in one place with one set of tests.
*
* Ask ONCE when a pad opens, not per sample. `true` when the session handle is dead "don't
* suppress" is the safe answer whenever we cannot tell.
*/
external fun nativePadMotionReaches(handle: Long, declaredPref: Int): Boolean
/**
* One raw HID input report from a client-captured controller (the as-is Steam Controller 2
* passthrough), forwarded verbatim on the rich-input plane. [buf] is a DIRECT ByteBuffer whose
@@ -1,247 +0,0 @@
package io.unom.punktfunk.kit
import android.hardware.Sensor
import android.hardware.SensorEvent
import android.hardware.SensorEventListener
import android.os.Build
import android.os.Handler
import android.os.HandlerThread
import android.util.Log
import android.view.InputDevice
import java.util.concurrent.ConcurrentHashMap
/**
* Motion from a controller the Android input stack owns the Bluetooth pads.
*
* Before this, the only motion sources on Android were the capture links: [DsCapture] (a Sony pad
* claimed over USB, raw HID) and [Sc2Capture] (Steam Controller 2 passthrough). A DualSense, a
* DualShock 4, a Switch Pro or an 8BitDo paired over BLUETOOTH is neither it arrives as an
* ordinary [InputDevice], its buttons and sticks work, and its gyro was silently dead. That is a
* whole class of controller with no motion at all.
*
* Android 12 (API 31) exposes those sensors: [InputDevice.getSensorManager] hands back a
* [android.hardware.SensorManager] scoped to that one controller, carrying the usual
* TYPE_GYROSCOPE / TYPE_ACCELEROMETER. This class registers a listener per forwarded controller
* that has a gyroscope, converts each sample to wire units, and sends it on that pad's wire index
* through [GamepadRouter.deviceMotion]. Below API 31 nothing is registered and the class is inert
* those pads keep working, minus motion, exactly as they did.
*
* It follows [DeviceGyro] (the phone-gyro mirror) wherever the two solve the same problem:
* - samples ride ONE dedicated [HandlerThread] with batching disabled (`maxReportLatencyUs = 0`)
* sensor batching would trade away the exact latency gyro aim exists to avoid, and the main
* thread is where Compose recomposition lives;
* - a feed torn down while its wire pad is still alive parks the rotation at zero first, because
* the host holds motion as STATE and re-emits it in every virtual-pad report: an angular
* velocity left behind reads as a pad rotating forever (the gyro sweep's "stale rate re-sent
* forever" finding).
*
* One writer per pad, three ways:
* 1. A USB capture claims the physical device away from the input stack; [DsCapture.startUsb]
* calls [GamepadRouter.releaseDevice] at claim time, which closes the slot, which fires
* `onSlotClosed`, which lands on [onSlotClosed] here and unregisters. The claim also makes the
* controller's [InputDevice] vanish outright, so even a reopened slot would find nothing to
* register but the explicit teardown is what makes the ordering deterministic instead of a
* race against the platform's own removal callback.
* 2. The phone-gyro mirror stands down: registering flips
* [GamepadRouter.setDeviceHasSensorMotion], [GamepadRouter.padHasOwnMotion] reports it, and
* [DeviceGyro] re-reads that gate on every sample (sending its own zero park on the edge).
* 3. Exactly one feed exists per deviceId [onSlotOpened] is idempotent, and it is the only
* thing that ever constructs one.
*
* Frame: see [gyroToWire] the mapping is straight through, and NOT yet verified on hardware.
*/
class PadSensors(private val router: GamepadRouter) {
/** One controller's live sensor feed: its listener state and the accel it pairs with each
* rotation. Its arrays belong to the sensor thread; [stop] reads them only after the join. */
private inner class Feed(private val deviceId: Int) : SensorEventListener {
/** Latest converted accel, paired with each gyro send (the wire fuses both per sample).
* Starts at the host's neutral 1 g on the up axis, NOT [0,0,0], which is free fall. */
private val accel = intArrayOf(0, Gamepad.MOTION_ACCEL_LSB_PER_G, 0)
private val gyro = IntArray(3)
/** Whether any rotation has gone out on this pad gates the park on teardown, so a pad
* that never sent motion is not handed a sample it did not earn. */
@Volatile
var wroteMotion = false
private set
override fun onSensorChanged(event: SensorEvent) {
when (event.sensor.type) {
Sensor.TYPE_ACCELEROMETER -> accelToWire(event.values, accel)
Sensor.TYPE_GYROSCOPE -> {
gyroToWire(event.values, gyro)
// One line per controller per session, on the first sample that carries both
// planes: it is the cheapest possible version of the frame measurement
// [gyroToWire] asks for. Hold the pad flat and still while a stream starts and
// the accel triple says which slot gravity lands on — the one thing that
// settles whether the straight-through mapping is right.
if (!wroteMotion) {
Log.i(
TAG,
"controller $deviceId first motion sample: " +
"gyro ${gyro.joinToString()} accel ${accel.joinToString()}",
)
}
wroteMotion = true
router.deviceMotion(deviceId, gyro, accel)
}
}
}
override fun onAccuracyChanged(sensor: Sensor?, accuracy: Int) {}
/** Zero rotation, last-known accel — "at rest", not free fall. */
fun park() {
gyro.fill(0)
router.deviceMotion(deviceId, gyro, accel)
}
}
/** deviceId live feed. Concurrent: the main thread mutates it while the sensor thread is
* running (hot-plug, a capture link's claim). */
private val feeds = ConcurrentHashMap<Int, Feed>()
private val thread = HandlerThread("pf-pad-sensors")
private var handler: Handler? = null
/**
* Start the sensor thread and attach to every controller the router already forwards the
* pads connected before the session opened, which will never fire a hot-plug callback.
* Everything after that arrives through [onSlotOpened]. Main thread.
*/
fun start() {
if (!supported()) return
thread.start()
handler = Handler(thread.looper)
for (deviceId in router.forwardedDevices()) onSlotOpened(deviceId)
}
/**
* A slot opened for real controller [deviceId] attach if it has a gyroscope of its own.
* Idempotent, and a no-op before [start] or on a platform without the API. Main thread, from
* [GamepadRouter.onSlotOpened].
*/
fun onSlotOpened(deviceId: Int) {
val h = handler ?: return
if (feeds.containsKey(deviceId)) return
// API 31+ only — getSensorManager does not exist below it. Re-checked here rather than
// relying on start()'s gate, so the entry point is safe on its own terms.
if (Build.VERSION.SDK_INT < Build.VERSION_CODES.S) return
val dev = InputDevice.getDevice(deviceId) ?: return
// Declared non-null: a controller with no sensors gets an empty manager, not a null one.
val sm = dev.sensorManager
// A gyroscope is the entry price; the accelerometer alone does not buy a feed. The rotation
// is what gyro aim is for, and an accel-only feed would send gravity while pinning rotation
// at zero on a pad the phone-gyro mirror is otherwise entitled to speak for — precisely the
// two-writers-on-one-pad fight this program has spent its day unpicking. Such a pad stays
// on the mirror's terms instead, where at least the accel agrees with the gyro beside it.
// Nothing found here is not proof the pad has no IMU. A DualSense's motion arrives on its
// own evdev node, and whether InputReader merges that node onto the gamepad InputDevice
// (shared descriptor) or leaves it standing alone is the platform's business, not ours —
// and a standalone one is exactly what GamepadRouter.isForwardable filters out, so this
// would never see it. Android 12's own controller-sensor documentation cites the DualShock
// 4 and DualSense, which says the merge happens; it is not something this code can assert.
// If a Bluetooth Sony pad ever turns up here with no gyroscope, THAT is the thing to check.
val gyroSensor = sm.getDefaultSensor(Sensor.TYPE_GYROSCOPE) ?: return
val feed = Feed(deviceId)
feeds[deviceId] = feed
// ~200 Hz requested, zero report latency: batching is poison for gyro aim, and 200 Hz is
// what the framework grants an app without HIGH_SAMPLING_RATE_SENSORS anyway.
sm.registerListener(feed, gyroSensor, DeviceGyro.SAMPLING_PERIOD_US, 0, h)
sm.getDefaultSensor(Sensor.TYPE_ACCELEROMETER)?.let {
sm.registerListener(feed, it, DeviceGyro.SAMPLING_PERIOD_US, 0, h)
}
// The pad sources its own rotation from here on → the phone-gyro mirror stands down for it.
router.setDeviceHasSensorMotion(deviceId, true)
Log.i(TAG, "controller $deviceId (${dev.name}) has a gyro — forwarding its motion")
}
/**
* The slot for [deviceId] closed unplug, session teardown, or a capture link claiming the
* device. Unregister and hand the pad back to the phone-gyro mirror. Main thread, from
* [GamepadRouter.onSlotClosed].
*
* No park-at-zero here, on purpose: the router removed the slot BEFORE invoking the callback
* and has already sent that pad's Remove, so the host tore the virtual pad down and there is no
* latched rotation left to clear while writing to a wire index that is free again would be
* addressing whoever claims it next. [stop] is the case where the pad outlives the feed.
*/
fun onSlotClosed(deviceId: Int) {
unregister(deviceId)
router.setDeviceHasSensorMotion(deviceId, false)
}
/**
* Unregister every listener, join the sensor thread, then park at zero each pad that was
* rotating. Call BEFORE the router is released and the session handle freed the same
* teardown ordering rule as the feedback poll threads and [DeviceGyro.stop]. The parks come
* AFTER the join for two reasons: a sample still in flight would re-latch the rotation just
* cleared, and the join is what publishes the sensor thread's writes to this one.
*/
fun stop() {
val parked = feeds.keys.toList().mapNotNull { id -> unregister(id)?.let { id to it } }
for ((deviceId, _) in parked) router.setDeviceHasSensorMotion(deviceId, false)
thread.quitSafely()
runCatching { thread.join() }
handler = null
for ((_, feed) in parked) if (feed.wroteMotion) feed.park()
}
/**
* Drop [deviceId]'s listeners, returning the feed that held them (null if there was none).
* Safe for a controller that is already gone: the sensor manager is reached through the
* [InputDevice], and a vanished device simply leaves nothing to unregister the platform has
* stopped calling the listener either way.
*/
private fun unregister(deviceId: Int): Feed? {
val feed = feeds.remove(deviceId) ?: return null
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
InputDevice.getDevice(deviceId)?.sensorManager?.unregisterListener(feed)
}
return feed
}
companion object {
private const val TAG = "PadSensors"
/** Whether this platform can read a controller's own sensors at all (API 31+). */
fun supported(): Boolean = Build.VERSION.SDK_INT >= Build.VERSION_CODES.S
/**
* One gyroscope sample (Android: rad/s) the wire's three signed-16 components, in place.
*
* The axis frame is straight through, and that is now MEASURED rather than assumed.
*
* The wire is a unit passthrough into a virtual DualSense report, whose frame was measured
* over raw HID on 2026-08-07: slot 0 = Right (pitch), slot 1 = Up (yaw), slot 2 = Backward
* toward the player (roll), right-handed. Android hands a controller's own sensors over in
* that same frame which was the documented expectation, but the numbers pass through a
* HID driver and InputFlinger's sensor mapper, either of which could have permuted or
* negated without saying so.
*
* Verified 2026-08-07 end to end: a DualSense on Bluetooth to an Android phone, streaming
* to a Linux host. This path's own first-sample log read `accel 0, 10000, 0` exactly 1 g
* on slot 1 and at the far end `hid-playstation` published gravity as +0.991 g on ABS_Y
* with every rotation driving its correctly-named axis (yawRY, pitchRX, rollRZ) and the
* signs agreeing with gravity's independent witness on 95 of 100 rotating samples.
*
* So: no remap. If a future device disagrees, the remap belongs HERE with its own
* expectations in `PadSensorsTest` not spread across callers.
*/
fun gyroToWire(values: FloatArray, out: IntArray) {
for (i in 0..2) out[i] = Gamepad.motionGyroWire(values.getOrElse(i) { 0f })
}
/**
* One accelerometer sample (Android: m/, specific force) the wire's three signed-16
* components, in place. Same measured frame as [gyroToWire] and the same straight-through
* mapping; the sign needs no flip, because Android and the DualSense report agree that the
* axis pointing up reads +1 g at rest (see [Gamepad.motionAccelWire]) which is precisely
* what the on-glass run read back, `accel 0, 10000, 0` with the pad lying flat.
*/
fun accelToWire(values: FloatArray, out: IntArray) {
for (i in 0..2) out[i] = Gamepad.motionAccelWire(values.getOrElse(i) { 0f })
}
}
}
@@ -44,9 +44,6 @@ data class Artwork(val portrait: String?, val header: String?, val hero: String?
* opens the launcher itself (Steam Big Picture, Heroic) rather than a title. Kept a plain nullable
* String on purpose: the host owns the vocabulary, and an unknown future value must degrade to a
* game rather than break the decode (design D4).
*
* [icon] is the token for the entry's brand mark (`"steam"`, `"heroic"`) never art, never a URL.
* Null on every older host and on every ordinary title.
*/
data class GameEntry(
val id: String,
@@ -54,25 +51,12 @@ data class GameEntry(
val title: String,
val art: Artwork,
val role: String? = null,
val icon: String? = null,
) {
val isCustom: Boolean get() = store == "custom"
/** Whether this entry opens a launcher rather than a game. */
val isLauncher: Boolean get() = role == "launcher"
/**
* The brand-icon token, re-validated rather than taken on trust.
*
* The host checks the shape on the way in, so this only fires for a host older than that
* check or one that isn't ours. It costs a scan of a short string and means no consumer has
* to wonder what it is about to look up.
*/
val iconToken: String? get() = icon?.takeIf { t ->
t.isNotEmpty() && t.length <= 32 && t[0] in 'a'..'z' &&
t.all { it in 'a'..'z' || it in '0'..'9' || it == '-' }
}
/**
* Display name for the store badge the same table the other clients use
* (`pf-console-ui::library::store_label`). Before this the UI said "Steam" for every non-custom
@@ -167,7 +151,6 @@ object LibraryClient {
hero = resolveArt(str(art, "hero"), base),
),
role = str(o, "role"),
icon = str(o, "icon"),
),
)
}
@@ -1,54 +0,0 @@
package io.unom.punktfunk.kit
import android.view.Surface
import org.junit.Assert.assertEquals
import org.junit.Test
/**
* Pins the phone-gyro mirror's devicecontroller frame remap and its wire-unit constants
* ([DeviceGyro]). Pure JVM: [Surface]'s ROTATION_* are compile-time constants and remap is
* plain math. The matrix is derived (like the wire scale constants) if on-glass says an axis
* is wrong, fix [DeviceGyro.remap] AND these expectations together.
* Run: `./gradlew :kit:testDebugUnitTest`.
*/
class DeviceGyroTest {
/** A distinct value per axis so a swapped or flipped component can't cancel out. */
private fun remap(rotation: Int) = DeviceGyro.remap(rotation, 1f, 2f, 3f).toList()
@Test
fun naturalPortraitIsIdentity() = assertEquals(listOf(1f, 2f, 3f), remap(Surface.ROTATION_0))
@Test
fun upsideDownFlipsInPlane() = assertEquals(listOf(-1f, -2f, 3f), remap(Surface.ROTATION_180))
/** ROTATION_90 = device turned counter-clockwise, top to the player's LEFT:
* player-right = device-bottom (y), player-up = device-right (+x); z never changes. */
@Test
fun rotation90TopLeft() = assertEquals(listOf(-2f, 1f, 3f), remap(Surface.ROTATION_90))
/** ROTATION_270 = top to the player's RIGHT: player-right = +y, player-up = x. */
@Test
fun rotation270TopRight() = assertEquals(listOf(2f, -1f, 3f), remap(Surface.ROTATION_270))
/** Every remap stays a proper (right-handed) rotation: x̂ × ŷ = ẑ after mapping. */
@Test
fun handednessPreserved() {
for (r in listOf(
Surface.ROTATION_0, Surface.ROTATION_90, Surface.ROTATION_180, Surface.ROTATION_270,
)) {
val x = DeviceGyro.remap(r, 1f, 0f, 0f)
val y = DeviceGyro.remap(r, 0f, 1f, 0f)
assertEquals("left-handed remap at rotation $r", 1f, x[0] * y[1] - x[1] * y[0], 0f)
}
}
/** The wire contract, shared with pf-client-core / the Swift client and now with every other
* Android motion sender ([Gamepad.motionGyroWire]): 20 LSB/°·s means 1 rad/s ~1145.9 raw;
* 1 g 10000 raw. */
@Test
fun wireUnitConstants() {
assertEquals(20f * 180f / Math.PI.toFloat(), Gamepad.MOTION_GYRO_LSB_PER_RAD_S, 0f)
assertEquals(1145.9156f, Gamepad.MOTION_GYRO_LSB_PER_RAD_S, 0.001f)
assertEquals(10_000, Gamepad.MOTION_ACCEL_LSB_PER_G)
}
}
@@ -151,185 +151,6 @@ class DsDeviceTest {
assertFalse(DsDevice.parseState(DsDevice.Model.DUALSHOCK4, ds4Report(), 8, s))
}
// ---- IMU calibration (the pad's own scale factors) ----
/**
* A calibration feature report in the pads' USB layout: report id, three gyro bias words, six
* INTERLEAVED gyro plus/minus words, the two speed words, six accel plus/minus words all
* little-endian i16, exactly what [DsDevice.MotionCal.parse] reads and what
* `crates/pf-inject/tests/motion_contract.rs` writes from the other end.
*/
private fun calBlob(
id: Int,
gyroBias: IntArray,
gyroPlus: IntArray,
gyroMinus: IntArray,
speed: Int,
accelPlus: IntArray,
accelMinus: IntArray,
len: Int = 41,
): ByteArray = ByteArray(len).also { b ->
fun put(o: Int, v: Int) {
b[o] = (v and 0xFF).toByte()
b[o + 1] = ((v shr 8) and 0xFF).toByte()
}
b[0] = id.toByte()
for (i in 0 until 3) {
put(1 + 2 * i, gyroBias[i])
put(7 + 4 * i, gyroPlus[i])
put(9 + 4 * i, gyroMinus[i])
put(23 + 4 * i, accelPlus[i])
put(25 + 4 * i, accelMinus[i])
}
put(19, speed)
put(21, speed)
}
/**
* A realistic DualSense blob: gyro measured at 512 °/s each way over ±8192 counts about a
* small factory bias 16384/1024 = 16 raw LSB per °/s, the ±2000 °/s full scale a real pad
* has and accel spanning about ±8192 counts (`DS_ACC_RES_PER_G`) about a per-axis zero point
* that is NOT zero. Both are the shape a nominal constant cannot express.
*/
private fun realisticCal(): DsDevice.MotionCal = DsDevice.MotionCal.parse(
calBlob(
id = 0x05,
gyroBias = intArrayOf(10, -6, 3),
gyroPlus = intArrayOf(10 + 8192, -6 + 8192, 3 + 8192),
gyroMinus = intArrayOf(10 - 8192, -6 - 8192, 3 - 8192),
speed = 512, // speed_plus + speed_minus = 1024
accelPlus = intArrayOf(8300, 8200, 8000),
accelMinus = intArrayOf(-8100, -8192, -8384),
),
0x05,
)
@Test
fun calibrationRescalesRawCountsOntoTheWireUnits() {
val cal = realisticCal()
// 100 °/s at this pad's 16 LSB per °/s = 1600 raw → the wire's 20 LSB per °/s = 2000.
for (axis in 0 until 3) {
assertEquals(2000, cal.gyroToWire(axis, 1600))
assertEquals(-2000, cal.gyroToWire(axis, -1600))
assertEquals(0, cal.gyroToWire(axis, 0))
}
// 1 g = the axis's zero point plus half its declared 2 g range → 10000 wire units.
val zero = intArrayOf(100, 4, -192) // plus range/2, per axis
val oneG = intArrayOf(8300, 8200, 8000) // = accelPlus
for (axis in 0 until 3) {
assertEquals(10000, cal.accelToWire(axis, oneG[axis]))
assertEquals(0, cal.accelToWire(axis, zero[axis]))
assertEquals(-10000, cal.accelToWire(axis, zero[axis] - (oneG[axis] - zero[axis])))
}
// Both rescales are >1 here, so full-scale raw must clamp rather than wrap the i16.
assertEquals(32767, cal.gyroToWire(0, 30000))
assertEquals(-32768, cal.gyroToWire(0, -30000))
assertEquals(32767, cal.accelToWire(0, 30000))
// The capture logs this, and it is the discriminator the owed on-glass check reads: a pad
// whose blob was read declares its own resolution, the fallback declares the wire's.
assertTrue(cal.toString().startsWith("gyro 16/16/16 LSB/°·s"))
assertTrue(DsDevice.MotionCal.NOMINAL.toString().startsWith("gyro 20/20/20 LSB/°·s"))
}
/**
* The host's own virtual pads declare `DS_FEATURE_CALIBRATION` (`dualsense_proto.rs`) a blob
* that states the wire's units exactly. Reading it back must therefore be a passthrough: if
* this ever stops holding, the client and the host disagree about what a motion sample means.
*/
@Test
fun theHostsOwnBlobIsAPassthrough() {
val cal = DsDevice.MotionCal.parse(
calBlob(
id = 0x05,
gyroBias = intArrayOf(0, 0, 0),
gyroPlus = intArrayOf(10000, 10000, 10000),
gyroMinus = intArrayOf(-10000, -10000, -10000),
speed = 500,
accelPlus = intArrayOf(10000, 10000, 10000),
accelMinus = intArrayOf(-10000, -10000, -10000),
),
0x05,
)
for (axis in 0 until 3) {
assertEquals(2000, cal.gyroToWire(axis, 2000)) // 100 °/s
assertEquals(10000, cal.accelToWire(axis, 10000)) // 1 g
assertEquals(-1234, cal.gyroToWire(axis, -1234))
}
}
/**
* Anything unusable keeps the pre-calibration behaviour accel on the nominal 8192 LSB/g,
* gyro straight through. A pad with no readable calibration is better off slightly mis-scaled
* than silent, so nothing here may zero motion.
*/
@Test
fun unusableCalibrationFallsBackInsteadOfZeroing() {
val degenerate = calBlob(
id = 0x02,
gyroBias = intArrayOf(0, 0, 0),
gyroPlus = intArrayOf(0, 0, 0),
gyroMinus = intArrayOf(0, 0, 0),
speed = 0,
accelPlus = intArrayOf(0, 0, 0),
accelMinus = intArrayOf(0, 0, 0),
len = 37,
)
val cals = listOf(
DsDevice.MotionCal.NOMINAL,
DsDevice.MotionCal.parse(null, 0x05), // the GET_REPORT failed
DsDevice.MotionCal.parse(ByteArray(8) { if (it == 0) 0x05 else 0 }, 0x05), // short reply
DsDevice.MotionCal.parse(degenerate, 0x02), // a clone pad's zeroes
DsDevice.MotionCal.parse(degenerate, 0x05), // someone else's report id
)
for (cal in cals) {
for (axis in 0 until 3) {
assertEquals(1234, cal.gyroToWire(axis, 1234)) // passthrough
assertEquals(10000, cal.accelToWire(axis, 8192)) // 8192 raw LSB = 1 g
assertEquals(-10000, cal.accelToWire(axis, -8192))
}
}
}
/** The parse applies the calibration at the motion offsets, per model, and defaults to nominal. */
@Test
fun parseStateAppliesTheCalibration() {
val cal = realisticCal()
// DS5: gyro at [16..22), accel at [22..28). Pitch = 1600 raw (100 °/s), accel z = 8000 (1 g).
val ds5 = ds5Report {
it[16] = 0x40; it[17] = 0x06 // 1600
it[26] = 0x40; it[27] = 0x1F // 8000
}
val five = DsDevice.State()
assertTrue(DsDevice.parseState(DsDevice.Model.DUALSENSE, ds5, 64, five, cal))
assertEquals(2000, five.gyro[0])
assertEquals(10000, five.accel[2])
// DS4: gyro at [13..19), accel at [19..25). Same numbers, same answers.
val ds4 = ds4Report {
it[13] = 0x40; it[14] = 0x06
it[23] = 0x40; it[24] = 0x1F
}
val four = DsDevice.State()
assertTrue(DsDevice.parseState(DsDevice.Model.DUALSHOCK4, ds4, 64, four, cal))
assertEquals(2000, four.gyro[0])
assertEquals(10000, four.accel[2])
// No calibration argument = the nominal fallback: gyro through, accel ×10000/8192.
val nominal = DsDevice.State()
assertTrue(DsDevice.parseState(DsDevice.Model.DUALSENSE, ds5, 64, nominal))
assertEquals(1600, nominal.gyro[0])
assertEquals(8000L * 10000 / 8192, nominal.accel[2].toLong())
}
/** Each model asks for the feature report its firmware actually serves over USB. */
@Test
fun calibrationReportIdentityPerModel() {
assertEquals(0x05, DsDevice.Model.DUALSENSE.calReportId)
assertEquals(41, DsDevice.Model.DUALSENSE.calReportLen)
assertEquals(0x05, DsDevice.Model.DUALSENSE_EDGE.calReportId)
assertEquals(41, DsDevice.Model.DUALSENSE_EDGE.calReportLen)
assertEquals(0x02, DsDevice.Model.DUALSHOCK4.calReportId)
assertEquals(37, DsDevice.Model.DUALSHOCK4.calReportLen)
}
// ---- output builders (offsets = the host parser's: `parse_ds_output` / `parse_ds4_output`) ----
@Test
@@ -1,183 +0,0 @@
package io.unom.punktfunk.kit
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNotEquals
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The router's instant button chords mic mute (Select + Y) and the stats-tier cycle
* (Select + X) pinned at the one place a JVM test can reach them: [GamepadRouter.completesChord],
* the shared edge rule both fire on. A [GamepadRouter] itself needs an InputManager, a main Looper
* and live InputDevices behind it, so driving real KeyEvents through it is not a unit test; the
* rule below is the whole of what those two `if`s decide.
*
* The Apple client pins the same chords from its own side (`GamepadStatsChordTests`), and the two
* suites exist for the same reason: a chord that stops completing fails INVISIBLY the buttons
* still reach the game, nothing logs, and the couch simply finds that a shortcut it was told about
* does nothing. On a TV the stats chord is the only route to the overlay at all.
*/
class GamepadChordTest {
/** The two chords `slotButton` tests on every press, in the order it tests them. */
private val instantChords = listOf(GamepadRouter.MIC_CHORD, GamepadRouter.STATS_CHORD)
/**
* One pad's held-button set, driven exactly the way `slotButton` drives a slot's: the chord
* test reads the state from BEFORE the press, then the bit joins `held`. [press] returns the
* chords that completed on it an empty list means the press was silent.
*/
private inner class Pad {
var held = 0
private set
fun press(bit: Int): List<Int> {
val wasHeld = held
held = held or bit
return instantChords.filter { GamepadRouter.completesChord(wasHeld, bit, it) }
}
/** An auto-repeat DOWN: Android re-delivers a held button, so `wasHeld` already has it. */
fun repeat(bit: Int): List<Int> = press(bit)
fun release(bit: Int) {
held = held and bit.inv()
}
}
/**
* Select + X, the same pair as the Apple client's `GamepadCapture.statsChord`
* (`GamepadWire.back | GamepadWire.x`). A per-platform shortcut is worse than none, so the
* literal bits are spelled out here rather than derived from the constant under test.
*/
@Test
fun `the stats chord is Select plus X`() {
assertEquals(0x0020 or 0x4000, GamepadRouter.STATS_CHORD)
assertEquals(Gamepad.BTN_BACK or Gamepad.BTN_X, GamepadRouter.STATS_CHORD)
assertEquals(Gamepad.BTN_BACK or Gamepad.BTN_Y, GamepadRouter.MIC_CHORD)
}
/**
* The three chords must not be reachable through one another: pressing toward the exit chord
* may not cycle the overlay or mute the mic on the way, and neither instant chord may arm a
* disconnect. Select is the one button they share by design everything else is disjoint, and
* no chord is a subset of another (a subset would complete whenever its superset did).
*/
@Test
fun `the chords meet only on Select`() {
val chords = mapOf(
"exit" to GamepadRouter.EXIT_CHORD,
"mic" to GamepadRouter.MIC_CHORD,
"stats" to GamepadRouter.STATS_CHORD,
)
for ((aName, a) in chords) {
for ((bName, b) in chords) {
if (aName == bName) continue
assertEquals("$aName and $bName share a button other than Select", Gamepad.BTN_BACK, a and b)
assertNotEquals("$aName is a subset of $bName", a and b, a)
assertNotEquals("$bName is a subset of $aName", a and b, b)
}
}
}
/**
* One cycle per chord, not one per press: the completing button fires it, an auto-repeat of
* that same button does not, and a third button pressed on top of the held chord finds the mask
* already complete.
*/
@Test
fun `the chord fires once, on the button that completes it`() {
val pad = Pad()
assertEquals("Select alone is not a chord", emptyList<Int>(), pad.press(Gamepad.BTN_BACK))
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
assertEquals("auto-repeat re-fired the chord", emptyList<Int>(), pad.repeat(Gamepad.BTN_X))
assertEquals("a press on top re-fired the chord", emptyList<Int>(), pad.press(Gamepad.BTN_A))
assertEquals(emptyList<Int>(), pad.press(Gamepad.BTN_B))
}
/**
* Lifting either member re-arms the chord pressing it again is a fresh completion. Both
* directions matter: a couch user cycling tiers taps X with Select still down, and one who
* lifted Select instead taps Select again with X still down.
*/
@Test
fun `either member re-arms the chord when released`() {
val pad = Pad()
pad.press(Gamepad.BTN_BACK)
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
pad.release(Gamepad.BTN_X)
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
pad.release(Gamepad.BTN_BACK)
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_BACK))
}
/** A partial mask fires nothing — either member alone, or with a non-member alongside it. */
@Test
fun `a partial chord never fires`() {
for (opening in listOf(Gamepad.BTN_BACK, Gamepad.BTN_X, Gamepad.BTN_Y)) {
val pad = Pad()
assertEquals(emptyList<Int>(), pad.press(opening))
for (other in listOf(Gamepad.BTN_A, Gamepad.BTN_B, Gamepad.BTN_LB, Gamepad.BTN_DPAD_UP)) {
assertEquals(emptyList<Int>(), pad.press(other))
}
}
}
/**
* Walking into the exit chord (Select + Start + L1 + R1, in any order) must pass through
* neither instant chord: the disconnect hold is the one gesture where a stray mute or a
* changed overlay would land while the user is looking at the "hold to quit" hint.
*/
@Test
fun `reaching the exit chord fires nothing on the way`() {
val exit = listOf(Gamepad.BTN_BACK, Gamepad.BTN_START, Gamepad.BTN_LB, Gamepad.BTN_RB)
for (order in exit.permutations()) {
val pad = Pad()
for (bit in order) {
assertEquals("$order fired a chord at $bit", emptyList<Int>(), pad.press(bit))
}
assertEquals(GamepadRouter.EXIT_CHORD, pad.held)
}
}
/**
* X and Y held, then Select: ONE press completes BOTH chords. That is the honest reading of
* "the button that completes the mask", it is what the Apple client does too, and the
* alternative first match wins would make the same press mean different things depending
* on which chord the router happened to test first. Pinned so the behaviour is a decision
* rather than a surprise; both outcomes are visible and reversible on screen.
*/
@Test
fun `a shared Select can complete both chords at once`() {
val pad = Pad()
pad.press(Gamepad.BTN_X)
pad.press(Gamepad.BTN_Y)
assertEquals(instantChords, pad.press(Gamepad.BTN_BACK))
}
/** The chord bits are the wire's, so they must stay inside the 32-bit button mask. */
@Test
fun `chord masks are wire button bits`() {
for (chord in instantChords + GamepadRouter.EXIT_CHORD) {
assertTrue("chord $chord has no bits", chord != 0)
assertEquals("a chord bit is not a known BTN_*", chord, chord and ALL_BUTTONS)
}
}
private companion object {
/** Every button bit `Gamepad` defines — the universe a chord may draw from. */
val ALL_BUTTONS = listOf(
Gamepad.BTN_DPAD_UP, Gamepad.BTN_DPAD_DOWN, Gamepad.BTN_DPAD_LEFT, Gamepad.BTN_DPAD_RIGHT,
Gamepad.BTN_START, Gamepad.BTN_BACK, Gamepad.BTN_LS_CLICK, Gamepad.BTN_RS_CLICK,
Gamepad.BTN_LB, Gamepad.BTN_RB, Gamepad.BTN_GUIDE,
Gamepad.BTN_A, Gamepad.BTN_B, Gamepad.BTN_X, Gamepad.BTN_Y,
Gamepad.BTN_PADDLE1, Gamepad.BTN_PADDLE2, Gamepad.BTN_PADDLE3, Gamepad.BTN_PADDLE4,
Gamepad.BTN_TOUCHPAD, Gamepad.BTN_MISC1,
).fold(0) { acc, bit -> acc or bit }
/** Every ordering of a chord's buttons — presses arrive in whatever order the hands do. */
fun <T> List<T>.permutations(): List<List<T>> =
if (size <= 1) listOf(this)
else flatMap { head -> (this - head).permutations().map { listOf(head) + it } }
}
}
@@ -1,152 +0,0 @@
package io.unom.punktfunk.kit
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNotEquals
import org.junit.Assert.assertSame
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* The claim/read hand-off that lets [DsCapture] read a pad's motion calibration off the claiming
* thread. Two things are pinned here, and both are about the gap before the read comes back.
*
* What the gap DOES: the pad streams, scaled by the nominal calibration the behaviour that
* shipped before the read existed. What it must NOT do: inherit the previous pad's factory numbers
* (calibration is per unit), or accept a read that outlived its claim, which an unplug, a stop, or
* a re-claim can all cause.
*/
class MotionCalHandoffTest {
/**
* A calibration whose gyro reads [rawLsbPerDegS] raw LSB per °/s and whose accel sits at
* [accelZero] raw counts at 0 g, so two of them are told apart by what they DO identity
* alone would let a regression that returns the wrong instance still look right.
*/
private fun cal(rawLsbPerDegS: Int, accelZero: Int = 0): DsDevice.MotionCal {
val speed = 500 // speed_plus = speed_minus, so speed_2x = 1000
val span = rawLsbPerDegS * 1000 // |plus bias| + |minus bias| = span
val blob = ByteArray(41)
fun put(o: Int, v: Int) {
blob[o] = (v and 0xFF).toByte()
blob[o + 1] = ((v shr 8) and 0xFF).toByte()
}
blob[0] = 0x05
for (i in 0 until 3) {
put(7 + 4 * i, span / 2) // gyro plus
put(9 + 4 * i, -span / 2) // gyro minus
put(23 + 4 * i, accelZero + 8192) // accel plus / minus: 8192 raw LSB per g
put(25 + 4 * i, accelZero - 8192)
}
put(19, speed)
put(21, speed)
return DsDevice.MotionCal.parse(blob, 0x05)
}
/** One DS5 input report: cross held, sticks centred, gyro pitch 1600 raw, accel z 8000 raw. */
private fun report(): ByteArray = ByteArray(64).also {
it[0] = 0x01
it[1] = 0x80.toByte(); it[2] = 0x80.toByte(); it[3] = 0x80.toByte(); it[4] = 0x80.toByte()
it[8] = (0x08 or 0x20).toByte() // hat neutral | cross
it[16] = 0x40; it[17] = 0x06 // gyro pitch = 1600
it[26] = 0x40; it[27] = 0x1F // accel z = 8000
it[33] = 0x80.toByte(); it[37] = 0x80.toByte() // no touch contacts
}
@Test
fun `a claim scales nominally until its read lands`() {
val h = MotionCalHandoff()
assertSame(DsDevice.MotionCal.NOMINAL, h.effective)
val claim = h.begin()
assertSame("the read is in flight — scale nominally, do not wait", DsDevice.MotionCal.NOMINAL, h.effective)
val read = cal(16)
assertTrue(h.publish(claim, read))
assertSame(read, h.effective)
}
/**
* The whole point of scaling nominally instead of holding reports back: a pad answers its
* buttons from the first report, and only its motion changes when the calibration arrives.
*/
@Test
fun `a report in the gap is forwarded, nominally scaled, and rescales once the read lands`() {
val h = MotionCalHandoff()
val claim = h.begin()
val r = report()
val gap = DsDevice.State()
assertTrue(
"a report must still be parsed while the read is in flight",
DsDevice.parseState(DsDevice.Model.DUALSENSE, r, 64, gap, h.effective),
)
assertEquals("buttons reach the wire immediately", Gamepad.BTN_A, gap.buttons)
assertEquals("and so do sticks", 128, gap.lsX)
assertEquals("nominal gyro is the raw count", 1600, gap.gyro[0])
assertEquals("nominal accel is ×10000/8192", 8000L * 10000 / 8192, gap.accel[2].toLong())
assertTrue(h.publish(claim, cal(16, accelZero = 100)))
val live = DsDevice.State()
assertTrue(DsDevice.parseState(DsDevice.Model.DUALSENSE, r, 64, live, h.effective))
assertEquals("buttons do not depend on the calibration", gap.buttons, live.buttons)
assertEquals("1600 raw at 16 LSB/°·s = 100 °/s = 2000 wire", 2000, live.gyro[0])
assertNotEquals("the same raw report must convert differently now", gap.gyro[0], live.gyro[0])
assertNotEquals(gap.accel[2], live.accel[2])
}
@Test
fun `a read that outlived its claim publishes nothing`() {
val h = MotionCalHandoff()
val claim = h.begin()
h.end() // unplug, or DsCapture.stop, while the read was in flight
assertFalse("a straggler may not publish into a dead claim", h.publish(claim, cal(16)))
assertSame(DsDevice.MotionCal.NOMINAL, h.effective)
}
@Test
fun `a new claim scales nominally rather than inheriting the previous pad's calibration`() {
val h = MotionCalHandoff()
val first = h.begin()
val hot = cal(4, accelZero = 400) // a pad reading 4 raw LSB per °/s, well off nominal
assertTrue(h.publish(first, hot))
assertSame(hot, h.effective)
// Re-claimed without an end() in between — the pad was swapped while a read was in flight.
val second = h.begin()
assertNotEquals(first, second)
assertSame(
"the next pad starts on the nominal scaling, NOT the last pad's factory numbers",
DsDevice.MotionCal.NOMINAL,
h.effective,
)
assertFalse("the first pad's read may not scale the second pad", h.publish(first, hot))
assertSame(DsDevice.MotionCal.NOMINAL, h.effective)
// And that fallback is a real difference, not two names for the same numbers: the inherited
// calibration would have turned this pad's motion into something else entirely.
val r = report()
val nominal = DsDevice.State()
val inherited = DsDevice.State()
DsDevice.parseState(DsDevice.Model.DUALSENSE, r, 64, nominal, h.effective)
DsDevice.parseState(DsDevice.Model.DUALSENSE, r, 64, inherited, hot)
assertNotEquals(inherited.gyro[0], nominal.gyro[0])
assertNotEquals(inherited.accel[2], nominal.accel[2])
val slow = cal(32)
assertTrue(h.publish(second, slow))
assertSame(slow, h.effective)
}
@Test
fun `ending a claim twice still refuses every outstanding token`() {
val h = MotionCalHandoff()
val claim = h.begin()
h.end() // DsCapture.stop
h.end() // …and the unplug that followed it
assertFalse(h.publish(claim, cal(16)))
assertSame(DsDevice.MotionCal.NOMINAL, h.effective)
val next = h.begin()
assertNotEquals(claim, next)
val read = cal(16)
assertTrue(h.publish(next, read))
assertSame(read, h.effective)
}
}
@@ -1,92 +0,0 @@
package io.unom.punktfunk.kit
import org.junit.Assert.assertArrayEquals
import org.junit.Assert.assertEquals
import org.junit.Test
/**
* Pins the unit scaling and the axis mapping of the controller-sensor path ([PadSensors]) and the
* shared converters it goes through ([Gamepad.motionGyroWire] / [Gamepad.motionAccelWire]). Pure
* JVM the two `*ToWire` functions take plain float arrays and touch no Android class.
*
* The scale is MEASURED FACT (`punktfunk_core::input::gamepad`: 20 LSB/°·s, 10000 LSB/g) and must
* not drift. The axis mapping is straight through and NOT yet verified against hardware see
* [PadSensors.gyroToWire] for the measurement that would settle it. [straightThroughFrame] exists
* to make a future remap a deliberate, visible edit rather than a quiet one.
* Run: `./gradlew :kit:testDebugUnitTest`.
*/
class PadSensorsTest {
private fun gyro(x: Float, y: Float, z: Float) =
IntArray(3).also { PadSensors.gyroToWire(floatArrayOf(x, y, z), it) }
private fun accel(x: Float, y: Float, z: Float) =
IntArray(3).also { PadSensors.accelToWire(floatArrayOf(x, y, z), it) }
/** 20 LSB/°·s from Android's rad/s: π rad/s is exactly 180 °/s, so exactly 3600 raw. */
@Test
fun gyroScaleFromRadiansPerSecond() {
assertEquals(3600, gyro(Math.PI.toFloat(), 0f, 0f)[0])
assertEquals(-3600, gyro(-Math.PI.toFloat(), 0f, 0f)[0])
assertEquals(1146, gyro(1f, 0f, 0f)[0]) // 1 rad/s ⇒ 1145.9156, rounded
assertEquals(0, gyro(0f, 0f, 0f)[0])
}
/** 10000 LSB/g from Android's m/: standard gravity is exactly 1 g. Android reports specific
* force, so a pad at rest reads +1 g on the axis pointing up no sign flip anywhere. */
@Test
fun accelScaleFromMetresPerSecondSquared() {
assertEquals(10_000, accel(0f, Gamepad.GRAVITY, 0f)[1])
assertEquals(-10_000, accel(0f, -Gamepad.GRAVITY, 0f)[1])
assertEquals(0, accel(0f, 0f, 0f)[1])
}
/** A controller lying flat and still lands exactly on the host's neutral for a virtual
* DualSense 1 g on wire slot 1 (`punktfunk-core` `MOTION_NEUTRAL_ACCEL = [0, 10000, 0]`),
* not the [0,0,0] that means free fall. */
@Test
fun restingPadIsTheHostNeutral() {
assertArrayEquals(intArrayOf(0, 10_000, 0), accel(0f, Gamepad.GRAVITY, 0f))
}
/**
* The frame: component i of the sensor sample becomes component i of the wire triple, for both
* planes, with no permutation and no negation. UNVERIFIED against hardware if a Bluetooth
* DualSense says otherwise, the remap goes into [PadSensors.gyroToWire] and this test changes
* with it. Distinct magnitudes per axis so a swap or a flip cannot cancel out.
*/
@Test
fun straightThroughFrame() {
assertArrayEquals(intArrayOf(1146, 2292, 3438), gyro(1f, 2f, 3f))
assertArrayEquals(
intArrayOf(10_000, 20_000, -30_000),
accel(Gamepad.GRAVITY, 2f * Gamepad.GRAVITY, -3f * Gamepad.GRAVITY),
)
}
/** Both planes clamp to signed 16 bits rather than wrapping a flick past 1638 °/s or a knock
* past 3.27 g saturates, where a wrap would send a full-speed rotation the other way. */
@Test
fun clampsToSigned16() {
assertArrayEquals(intArrayOf(32767, -32768, 32767), gyro(100f, -100f, 1e9f))
assertArrayEquals(intArrayOf(32767, -32768, 32767), accel(1000f, -1000f, 1e9f))
}
/** Rounds to nearest rather than truncating: a truncating converter loses up to a whole LSB
* off every sample, always toward zero, and a gyro whose every sample is biased the same way
* is a gyro that drifts. */
@Test
fun roundsToNearestNotTowardZero() {
assertEquals(1, gyro(0.0006f, 0f, 0f)[0]) // 0.688 raw — truncation would say 0
assertEquals(-1, gyro(-0.0006f, 0f, 0f)[0])
assertEquals(1, accel(0.0007f, 0f, 0f)[0]) // 0.714 raw
}
/** A sensor that hands back fewer than three components (or none the framework reuses one
* array across types) contributes zero rather than throwing on the sensor thread. */
@Test
fun shortSampleIsZeroFilled() {
val out = IntArray(3) { 7 }
PadSensors.gyroToWire(floatArrayOf(Math.PI.toFloat()), out)
assertArrayEquals(intArrayOf(3600, 0, 0), out)
}
}
+12 -106
View File
@@ -20,16 +20,6 @@
//! (2) is now the SHARED `punktfunk_core::audio::JitterPolicy` at `JitterTuning::AAUDIO`, which also
//! fixed what this ring was missing: it had a hard cap but nothing that walked the depth back down,
//! so drift and arrival bursts raised latency permanently and Android settled on its ceiling.
//!
//! It is also **A/V synchronised** (`design/audio-latency-overhaul.md`): the decode thread reads the
//! host capture `pts_ns` every `AudioPacket` has always carried, compares where this frame will
//! actually play against where the picture it belongs with reached glass
//! (`decode::DisplayTracker` publishes that), and asks the ring for a depth that closes the gap.
//! Only ASKS — `JitterPolicy` clamps the request between its own underrun-driven floor and the hard
//! cap, so continuity outranks sync and a link whose jitter genuinely needs more buffer than the
//! picture is away keeps its buffer, with the residual reported on the HUD instead of taken out of
//! the listener's stream. With no video reference (below API 33 there are no render callbacks, so
//! nothing confirms a present) the target stays `None` and the ring behaves exactly as it did.
use ndk::audio::{
AudioCallbackResult, AudioContentType, AudioDirection, AudioFormat, AudioPerformanceMode,
@@ -44,14 +34,6 @@ use std::sync::mpsc::{sync_channel, Receiver, SyncSender, TrySendError};
use std::sync::Arc;
use std::time::Duration;
/// What one playback open attempt yields: the stream, plus both halves of the PCM hand-off — the
/// sender the decode thread fills and the receiver that returns drained buffers for refill.
///
/// Named rather than written inline because the closure's return type trips
/// `clippy::type_complexity`, which the Android target is now linted for (`:kit:cargoNdkClippy`)
/// after years of nothing checking it.
type OpenedPlayback = ndk::audio::Result<(AudioStream, SyncSender<Vec<f32>>, Receiver<Vec<f32>>)>;
const SAMPLE_RATE: i32 = 48_000;
/// Decoded-chunk hand-off depth: 64 × 5 ms = 320 ms slack (matches the core's AUDIO_QUEUE).
const RING_CHUNKS: usize = 64;
@@ -112,45 +94,15 @@ impl AudioDec {
/// Diagnostics — written by the decode thread + the realtime callback, logged periodically. The
/// audio analogue of the video `fed`/`rendered` counters (we can't "screenshot" sound).
///
/// The ring's DEPTH is not here: the A/V sync loop needs the same number in the same units, so it
/// is published once through [`punktfunk_core::audio::AudioSyncCell`] and read from there by the
/// log line below. One publisher, one reading — a second copy is a second thing to go stale.
#[derive(Default)]
struct Counters {
opus_decoded: AtomicU64, // Opus packets decoded OK (~200/s at 5 ms frames)
pcm_written: AtomicU64, // PCM frames copied out to AAudio (device clock is pulling)
underruns: AtomicU64, // callbacks that emitted silence (ring not primed / drained)
ring_depth: AtomicU64, // ring sample count at the last callback
target_ms: AtomicU64, // the policy's LIVE target depth (it grows on this device's underruns)
}
/// Whether the A/V sync loop runs this session. `false` leaves `JitterPolicy`'s sync target at
/// `None`, which reproduces the pre-overhaul ring behaviour exactly — the point of the hatch.
///
/// Two levers because Android has neither of the other clients' launch surfaces. `PUNKTFUNK_NO_AV_SYNC`
/// keeps the contract the desktop clients document (and works when the client is driven from a
/// shell), but an app started from the launcher inherits no such environment, so the one a field
/// tester can actually reach is the sysprop — `adb shell setprop debug.punktfunk.no_av_sync 1`,
/// no rebuild, exactly like `debug.punktfunk.presenter`. A loop that steers PLAYBACK has to be
/// bisectable on the device that reports the regression, not only on the bench.
fn av_sync_enabled() -> bool {
if matches!(
std::env::var("PUNKTFUNK_NO_AV_SYNC").as_deref(),
Ok("1") | Ok("true")
) {
return false;
}
let mut buf = [0u8; 92]; // PROP_VALUE_MAX
// SAFETY: __system_property_get with a valid name + PROP_VALUE_MAX buffer is always safe.
let n = unsafe {
libc::__system_property_get(
c"debug.punktfunk.no_av_sync".as_ptr(),
buf.as_mut_ptr().cast(),
)
};
!(n > 0 && matches!(&buf[..n as usize], b"1" | b"true"))
}
/// Owned by [`crate::session::SessionHandle`]: the live AAudio stream + the decode thread.
pub struct AudioPlayback {
_stream: AudioStream, // dropping it stops + closes the AAudio stream
@@ -175,15 +127,15 @@ impl AudioPlayback {
// Worst transient the ring can hold before the policy trims it.
let hard_cap_max = tuning.hard_cap_ms as usize * ms;
let counters = Arc::new(Counters::default());
// The A/V sync hand-off: the realtime callback owns the ring (so it publishes the depth and
// consumes the target), the decode thread owns the timestamps (so it computes the target).
// Two atomics, because the callback must not block on the thread that decodes Opus.
let sync: Arc<punktfunk_core::audio::AudioSyncCell> = Arc::default();
// One open attempt at a given sharing mode. Everything the realtime callback captures
// (channels, ring, prime state) is rebuilt per attempt — `open_stream` consumes the builder
// AND the callback, so nothing survives a failed try to reuse.
let try_open = |sharing: AudioSharingMode| -> OpenedPlayback {
let try_open = |sharing: AudioSharingMode| -> ndk::audio::Result<(
AudioStream,
SyncSender<Vec<f32>>,
Receiver<Vec<f32>>,
)> {
let (tx, rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
// Recycle free-list: drained PCM buffers go BACK to the decode thread to be refilled, so
// the realtime callback never frees heap (Android's Scudo allocator has unbounded free()
@@ -194,7 +146,6 @@ impl AudioPlayback {
// Realtime consumer state, owned by the callback (FnMut) — no lock: AAudio calls it from
// a single high-priority thread, and the decode thread only touches `tx`/`free_rx`.
let cb_counters = counters.clone();
let cb_sync = sync.clone();
// Pre-reserve the ring so `extend` never reallocates on the realtime thread. Worst
// transient before the trim below = the hard cap plus one full channel of 5 ms (480-f32)
// frames — the punktfunk protocol always sends 5 ms Opus frames (host `audio_thread`); a
@@ -220,13 +171,6 @@ impl AudioPlayback {
ring.extend(chunk.drain(..));
let _ = free_tx.try_send(chunk);
}
// A/V sync: take whatever depth the decode thread's sync loop last asked for, and
// publish where the ring actually is so it can measure the result. The policy
// clamps the request between its own underrun floor and the hard cap — continuity
// outranks sync, always (see `JitterPolicy::set_sync_target`). Read AFTER the
// drain, so the depth is everything a frame queued right now must wait behind.
policy.set_sync_target(cb_sync.target());
cb_sync.publish_depth(ring.len());
// Jitter buffer: the shared policy decides prime/silence, trims a burst, and —
// new here — sheds ONE crossfaded 5 ms frame when the depth average has sat above
// target long enough to be drift rather than jitter. Without that shed this ring
@@ -257,6 +201,9 @@ impl AudioPlayback {
// No-op while un-primed, so a deliberate priming silence is never counted as an
// underrun (which would otherwise drive the adaptive floor up for no reason).
policy.note_read(ran_short);
cb_counters
.ring_depth
.store(ring.len() as u64, Ordering::Relaxed);
cb_counters
.target_ms
.store(policy.target_ms() as u64, Ordering::Relaxed);
@@ -356,7 +303,7 @@ impl AudioPlayback {
let sd = shutdown.clone();
let join = std::thread::Builder::new()
.name("pf-audio".into())
.spawn(move || decode_loop(client, tx, free_rx, sd, counters, channels, sync))
.spawn(move || decode_loop(client, tx, free_rx, sd, counters, channels))
.ok();
Some(AudioPlayback {
@@ -387,7 +334,6 @@ fn decode_loop(
shutdown: Arc<AtomicBool>,
counters: Arc<Counters>,
channels: usize,
sync: Arc<punktfunk_core::audio::AudioSyncCell>,
) {
// Fold this Opus→AAudio thread into the client's hot-thread set so the ADPF session the decode
// thread opens also keeps audio decode on a fast core (registered before the video pump's first
@@ -408,44 +354,9 @@ fn decode_loop(
let mut window_peak = 0f32; // loudest |sample| since the last log — tells a tone from silence
let mut gaps = punktfunk_core::audio::AudioGapTracker::new();
let mut frame_samples = 0usize; // per-channel samples of the last decoded frame — the PLC unit
// A/V sync (audio latency overhaul). This thread is the only place holding all three
// ingredients at once: the packet's host capture `pts_ns`, the ring depth (via the sync cell)
// and the video plane's end-to-end figure. `pts_ns` arrived in every `AudioPacket` and was
// dropped on the floor here for the plane's whole existence, which is why audio ran at whatever
// depth its jitter ring settled at with nothing ever placing it against the picture.
let av_sync_enabled = av_sync_enabled();
let mut av = punktfunk_core::audio::AvSync::new(channels as u8);
let video_e2e = client.video_e2e_shared();
let av_offset_out = client.audio_av_offset_shared();
let buffer_ms_out = client.audio_buffer_ms_shared();
if !av_sync_enabled {
log::info!("audio: A/V sync disabled (PUNKTFUNK_NO_AV_SYNC / debug.punktfunk.no_av_sync)");
}
'pump: while !shutdown.load(Ordering::Relaxed) {
match client.next_audio(Duration::from_millis(5)) {
Ok(pkt) => {
// Place this frame against the picture it belongs with, BEFORE it is queued:
// `buffered_ahead` is everything that must still play first, so the depth read here
// is exactly what delays it.
let depth = sync.depth();
// Published unconditionally — the ring's depth is worth seeing even with sync off,
// and it is what makes a "the audio delay is way too high" report triageable at all.
buffer_ms_out.store((depth / ms.max(1)) as u32, Ordering::Relaxed);
if av_sync_enabled {
let ve2e = video_e2e.load(Ordering::Relaxed);
av.observe(punktfunk_core::audio::AvSyncObservation {
pts_ns: pkt.pts_ns,
now_local_ns: punktfunk_core::client::now_realtime_ns(),
clock_offset_ns: client.clock_offset_now_ns(),
buffered_ahead: depth,
// 0 = nothing confirmed on the glass yet (no render callback below API 33,
// or the stream has not presented a frame); no reference, no correction.
video_e2e_ns: (ve2e > 0).then_some(ve2e),
});
sync.set_target(av.desired_depth(depth));
av_offset_out.store(av.offset_ms() as i64, Ordering::Relaxed);
}
// Conceal lost packets (a seq gap) with libopus PLC before decoding the one that
// arrived: empty input synthesizes `frame_samples` of interpolation per missing
// packet — an inaudible fade instead of the click a hard gap makes in the ring.
@@ -493,17 +404,12 @@ fn decode_loop(
Err(TrySendError::Disconnected(_)) => break,
}
if count % 600 == 0 {
// `av_ms` is the sync loop's smoothed placement error (+ = audio behind
// the picture); 0 with sync off, or before it has a video reference.
// Logged next to the depth because a deep ring on a jittery link is
// correct and only the offset separates that from audio held late.
log::info!(
"audio: opus={count} pcm_frames={} underruns={} buffer_ms={} target_ms={} av_ms={} peak={window_peak:.3}",
"audio: opus={count} pcm_frames={} underruns={} buffer_ms={} target_ms={} peak={window_peak:.3}",
counters.pcm_written.load(Ordering::Relaxed),
counters.underruns.load(Ordering::Relaxed),
(depth / ms.max(1)) as u64,
counters.ring_depth.load(Ordering::Relaxed) / ms.max(1) as u64,
counters.target_ms.load(Ordering::Relaxed),
av.offset_ms(),
);
window_peak = 0.0;
}
@@ -204,15 +204,7 @@ pub(super) fn run_async(
// SurfaceFlinger's render timestamp. `render_cb` is the callback's leaked Arc refcount,
// reclaimed after the codec is dropped below.
let meter = Arc::new(PresentMeter::new());
// The tracker also publishes each confirmed present's end-to-end into the shared cell the audio
// plane steers its jitter ring by (`design/audio-latency-overhaul.md`) — video is the master,
// and this is the only point that knows when a frame actually reached glass.
let tracker = DisplayTracker::new(
stats.clone(),
clock_offset.clone(),
client.video_e2e_shared(),
meter.clone(),
);
let tracker = DisplayTracker::new(stats.clone(), clock_offset.clone(), meter.clone());
let render_cb = install_render_callback(&codec, &tracker);
// The timeline presenter (see `presenter.rs`): newest-wins / smoothing store, one-in-flight
+9 -45
View File
@@ -5,7 +5,7 @@ use ndk::media::media_codec::MediaCodec;
use ndk::native_window::NativeWindow;
use std::collections::VecDeque;
use std::ffi::c_void;
use std::sync::atomic::{AtomicI64, AtomicU64, Ordering};
use std::sync::atomic::{AtomicI64, Ordering};
use std::sync::{Arc, Mutex};
use super::latency::now_realtime_ns;
@@ -35,16 +35,6 @@ pub(super) struct DisplayTracker {
/// loaded per callback so mid-stream re-syncs apply. Holding the handle (not the client)
/// keeps the leaked render-callback refcount from pinning the whole session alive.
clock_offset: Arc<AtomicI64>,
/// Where the AUDIO plane reads the video leg it has to land with (ns) — `displayed +
/// clock_offset pts`, published on every confirmed present. Written here, read by
/// [`crate::audio`]'s sync loop; the two planes never touch each other directly (the presenter
/// must not know about audio, and the audio thread cannot see the glass).
///
/// Published RAW. The HUD shaves the OS present floor off its shown display / end-to-end
/// numbers (`StatsOverlay.osFloorMs` — metrics report what Punktfunk controls), but sound has
/// to reach the ear when the light reaches the eye, and a floor-shaved reference would place
/// audio a whole latch period early on every device. Presentation policy, not physics.
video_e2e: Arc<AtomicU64>,
/// Always-on latch/display accumulator for the presenter's 1 Hz `pf-present` line —
/// independent of the HUD gate, so a HUD-off A/B stays measurable from logcat.
meter: Arc<super::presenter::PresentMeter>,
@@ -58,13 +48,11 @@ impl DisplayTracker {
pub(super) fn new(
stats: Arc<crate::stats::VideoStats>,
clock_offset: Arc<AtomicI64>,
video_e2e: Arc<AtomicU64>,
meter: Arc<super::presenter::PresentMeter>,
) -> Arc<DisplayTracker> {
Arc::new(DisplayTracker {
stats,
clock_offset,
video_e2e,
meter,
rendered: Mutex::new(VecDeque::new()),
})
@@ -117,14 +105,7 @@ pub(super) fn install_render_callback(
}
let sym = libc::dlsym(lib, c"AMediaCodec_setOnFrameRenderedCallback".as_ptr());
if sym.is_null() {
// No confirmed present ⇒ no `display` stage AND no reference for the audio plane's A/V
// sync, which then stays inert and leaves the ring exactly as it was. The release
// instant is NOT substituted: releases target a future vsync, so it runs a whole latch
// period (8-21 ms measured) ahead of glass — well outside the loop's deadband, i.e. it
// would place audio early on every frame while looking like it was working.
log::info!(
"decode: no render callback on this API level (<33) — no display stage, no A/V sync"
);
log::info!("decode: no render callback on this API level (<33) — no display stage");
return None;
}
std::mem::transmute::<*mut c_void, SetOnFrameRenderedFn>(sym)
@@ -164,10 +145,8 @@ pub(super) unsafe fn release_render_callback(ud: *const DisplayTracker) {
/// between the frame rendering and the (batchable) callback delivery — to subtract against the
/// receipt/decode stamps and the host capture pts. Records the HUD's `displayed` point:
/// `end-to-end` = capture→displayed (skew-corrected) and `display` = decoded→displayed
/// (single-clock local) — and publishes that end-to-end figure for the audio plane to align
/// against, which is the only place in the client that knows when a frame truly reached glass.
/// Panic-free by construction (poison-proof lock, saturating math) — an unwind out of an
/// `extern "C"` fn would abort the process.
/// (single-clock local). Panic-free by construction (poison-proof lock, saturating math) — an
/// unwind out of an `extern "C"` fn would abort the process.
unsafe extern "C" fn on_frame_rendered(
_codec: *mut ndk_sys::AMediaCodec,
userdata: *mut c_void,
@@ -207,28 +186,13 @@ unsafe extern "C" fn on_frame_rendered(
let latch_us = paired.and_then(|(_, r)| clamp(displayed_ns - r));
// Always-on half: the presenter's pf-present line reads these with the HUD off.
t.meter.note_latch(latch_us);
// The glass-to-glass figure, computed ABOVE the HUD gate: the audio plane steers its ring by it
// (see `video_e2e`), and a sync loop that only worked while the overlay was up would be off on
// the exact devices that report latency — on a Deck-class report the overlay is precisely what
// the field cannot reach. The cost is one relaxed load and some integer arithmetic per confirmed
// present (≤ the panel rate); the stats LOCK stays behind the gate, which is what that
// early-return was really protecting.
if !t.stats.enabled() {
return; // HUD hidden — skip the skew math + the stats lock
}
let e2e_ns =
displayed_ns + t.clock_offset.load(Ordering::Relaxed) as i128 - pts_us as i128 * 1000;
// Same (0, 10 s) clamp as every other e2e sample — a vendor's first render callbacks can carry
// a garbage `system_nano`, and here that would step the audio ring rather than just a p95.
let e2e_valid = e2e_ns > 0 && e2e_ns < 10_000_000_000;
if e2e_valid {
t.video_e2e.store(e2e_ns as u64, Ordering::Relaxed);
}
if !t.stats.enabled() {
return; // HUD hidden — skip the stats lock
}
t.stats.note_displayed(
e2e_valid.then_some((e2e_ns / 1000) as u64),
display_us,
latch_us,
);
let e2e_us = (e2e_ns > 0 && e2e_ns < 10_000_000_000).then_some((e2e_ns / 1000) as u64);
t.stats.note_displayed(e2e_us, display_us, latch_us);
}
/// React to an output-format change by signalling the stream's HDR dataspace on the Surface (SDR
@@ -185,12 +185,9 @@ pub(super) fn run_sync(
// render = true are parked in the tracker; the OnFrameRendered callback pairs them with
// SurfaceFlinger's render timestamp. `render_cb` is the callback's leaked Arc refcount,
// reclaimed after the codec is dropped below.
// The `video_e2e` cell is the audio plane's alignment reference (see `DisplayTracker`): this
// legacy loop feeds it too, so A/V sync works with "Low-latency mode" off as well.
let tracker = DisplayTracker::new(
stats.clone(),
clock_offset.clone(),
client.video_e2e_shared(),
std::sync::Arc::new(super::presenter::PresentMeter::new()),
);
let render_cb = install_render_callback(&codec, &tracker);
+2 -15
View File
@@ -33,21 +33,8 @@ pub(super) fn now_monotonic_ns() -> i64 {
};
// SAFETY: `clock_gettime` with a valid out-pointer is an always-safe syscall.
unsafe { libc::clock_gettime(libc::CLOCK_MONOTONIC, &mut ts) };
// Explicit widening: `timespec`'s fields are 32-bit on armv7 (`time_t`/`c_long`) and 64-bit on
// arm64, so these casts are REQUIRED on one shipping ABI and redundant on the other.
//
// `:kit:cargoNdkClippy` lints both widths, so it sees the redundant half and flags it; taking
// its advice would break the 32-bit build, which is the ABI for the many 32-bit Google TV /
// Android TV boxes this client targets. `i64::from`/`.into()` do not escape it either — they
// just trade `unnecessary_cast` for `useless_conversion` on the 64-bit side. So the cast stays
// and the lint is answered here rather than in whichever build breaks first.
#[allow(
clippy::unnecessary_cast,
reason = "required on 32-bit ABIs; redundant only on 64-bit"
)]
{
ts.tv_sec as i64 * 1_000_000_000 + ts.tv_nsec as i64
}
// Explicit widening: timespec's fields are 32-bit on armv7 (time_t/c_long).
ts.tv_sec as i64 * 1_000_000_000 + ts.tv_nsec as i64
}
/// One upcoming frame timeline (API 33+ payload): when SurfaceFlinger expects to present the
+7 -10
View File
@@ -26,15 +26,6 @@ use std::sync::mpsc::{sync_channel, Receiver, RecvTimeoutError, SyncSender, TryS
use std::sync::Arc;
use std::time::{Duration, SystemTime, UNIX_EPOCH};
/// What one capture open attempt yields: the stream, plus both halves of the PCM hand-off — the
/// receiver the encode worker drains and the sender that returns emptied buffers for reuse. Note
/// the pair is the mirror image of [`crate::audio::OpenedPlayback`]'s: here the callback produces
/// and the worker consumes.
///
/// Named rather than written inline for the same reason as that one — `clippy::type_complexity`,
/// now that the Android target is actually linted (`:kit:cargoNdkClippy`).
type OpenedCapture = ndk::audio::Result<(AudioStream, Receiver<Vec<f32>>, SyncSender<Vec<f32>>)>;
const CHANNELS: usize = 1;
const SAMPLE_RATE: i32 = 48_000;
/// 10 ms per channel @ 48 kHz — half the desktop clients' 20 ms frame, trading a little Opus
@@ -93,7 +84,13 @@ impl MicCapture {
// One open attempt at a given sharing mode (same pattern as [`crate::audio`]: `open_stream`
// consumes the builder AND the callback, so each try rebuilds the channels it captures).
let try_open = |sharing: AudioSharingMode, voice: bool| -> OpenedCapture {
let try_open = |sharing: AudioSharingMode,
voice: bool|
-> ndk::audio::Result<(
AudioStream,
Receiver<Vec<f32>>,
SyncSender<Vec<f32>>,
)> {
let (tx, rx) = sync_channel::<Vec<f32>>(RING_CHUNKS);
// Recycle free-list, mirroring the playback path: the realtime capture callback must
// not touch the allocator (Android's Scudo has unbounded malloc/free tail latency — an
+2 -2
View File
@@ -408,8 +408,8 @@ pub(crate) unsafe fn self_test(fd: i32, seconds: i32, hz: i32) -> i32 {
frame.fill(0);
// Channels 2 and 3 are the voice coils; the speaker pair stays silent so a pass is
// unambiguously FELT rather than merely audible.
for slot in frame.iter_mut().take(channels).skip(2) {
*slot = sample;
for c in 2..channels {
frame[c] = sample;
}
}
if let Err(e) = playback.write_interleaved(&chunk) {
@@ -361,40 +361,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSendGamepad
);
}
/// `NativeBridge.nativePadMotionReaches(handle, declaredPref)` — whether motion sent for a pad that
/// declared `declaredPref` (the `GamepadPref` wire byte it passed to `nativeSendGamepadArrival`) can
/// actually reach the game, or would be decoded and dropped by a host backend with no motion plane.
///
/// The whole question is answered here rather than in Kotlin so the reasoning lives in exactly one
/// place — [`punktfunk_core::config::pad_motion_reaches`], which carries the argument and the tests.
/// A third transcription of it would be a third thing to get subtly wrong, and every way of getting
/// it wrong is silent: too strict kills a working gyro, too lax keeps ~250 Hz of samples flowing
/// into a host that drops every one.
///
/// A `0` handle answers `true` — "don't suppress" is the safe answer when we cannot tell, matching
/// the `Auto` rule inside the predicate itself.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativePadMotionReaches(
_env: JNIEnv,
_this: JObject,
handle: jlong,
declared_pref: jint,
) -> jboolean {
if handle == 0 {
return 1;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract; both fields are plain Copy
// values read behind `&self`.
let h = unsafe { &*(handle as *const SessionHandle) };
let declared =
punktfunk_core::config::GamepadPref::from_u8(declared_pref.clamp(0, u8::MAX as jint) as u8);
u8::from(punktfunk_core::config::pad_motion_reaches(
declared,
h.client.requested_gamepad,
h.client.resolved_gamepad,
))
}
/// `NativeBridge.nativeSendGamepadRemove(handle, pad)` — signal that wire pad index `pad` was
/// unplugged so the host tears its virtual device down. `pad` (rides `flags`) is the only field; the
/// core stamps the per-pad seq (in the snapshot seq space, so a reordered snapshot can't resurrect the
+4 -16
View File
@@ -177,12 +177,12 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopVideo(
}
/// `NativeBridge.nativeVideoStats(handle): DoubleArray?` — drain ~1 s of decode stats for the HUD
/// (unified stats spec, `design/stats-unification.md`). Returns 35 doubles
/// (unified stats spec, `design/stats-unification.md`). Returns 33 doubles
/// `[fps, mbps, e2eP50Ms, e2eP95Ms, latValid, skewCorrected, width, height, refreshHz, framesLost,
/// bitDepth, colorPrimaries, colorTransfer, chromaFormatIdc, hostNetP50Ms, decodeP50Ms, hostP50Ms,
/// netP50Ms, lostWindow, skippedWindow, fecWindow, framesWindow, dispValid, displayP50Ms,
/// e2eDispP50Ms, e2eDispP95Ms, paceP50Ms, latchP50Ms, presentsWindow, presenterActive,
/// feedP50Ms, codecP50Ms, skippedOverflowWindow, audioBufferMs, audioAvOffsetMs]`
/// feedP50Ms, codecP50Ms, skippedOverflowWindow]`
/// (the flags are 1.0/0.0; indexes 021 match the previous 22-double layout — 013 the original
/// 14-double one with the latency pair re-based to the end-to-end capture→decoded headline, 14/15
/// the stage p50s tiling it: `host+network` = capture→received, `decode` = received→decoded; 16/17
@@ -203,10 +203,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopVideo(
/// received→queued (hand-off + input-slot wait) at 30 and `codec` = queued→decoded (codec-pure,
/// from the AU's last piece) at 31, both 0.0 when no sample landed (sync loop); 32 is the
/// parked-AU overflow subset of the window's `skipped` at 19 (decoder fell behind, vs benign
/// newest-wins pacing); 33/34 are the AUDIO plane's latency — the playback ring's live depth in ms
/// and the A/V sync loop's smoothed offset in ms (positive = audio behind the picture) — both live
/// gauges rather than windowed samples, like the cumulative drop total at 9), or `null` when no
/// decode thread is running.
/// newest-wins pacing)), or `null` when no decode thread is running.
/// Poll ~1 Hz from the UI; each call
/// resets the measurement window. Not android-gated — pure `jni` + connector reads, so it links on
/// the host build too (Kotlin only ever calls it on device).
@@ -230,7 +227,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeVideoStats(
.drain(h.client.frames_dropped(), h.client.fec_recovered_shards());
let mode = h.client.mode();
let color = h.client.color;
let buf: [f64; 35] = [
let buf: [f64; 33] = [
snap.fps,
snap.mbps,
snap.e2e_p50_ms,
@@ -284,15 +281,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeVideoStats(
snap.feed_p50_ms,
snap.codec_p50_ms,
snap.skipped_overflow as f64,
// The audio plane's own latency (`design/audio-latency-overhaul.md`): how much decoded
// audio is queued ahead of the speaker, and where the A/V sync loop measures that
// PUTS it relative to the picture (+ = audio behind). Both, because a deep ring on a
// jittery link is correct behaviour and only the offset tells that apart from audio
// simply held late. Live gauges written by the audio thread — before this the whole
// plane published nothing any surface could render, so a "the audio delay is way too
// high" report had no instrument behind it at all.
h.client.audio_buffer_ms() as f64,
h.client.audio_av_offset_ms() as f64,
];
let arr = match env.new_double_array(buf.len() as jsize) {
Ok(a) => a,
-8
View File
@@ -19,14 +19,6 @@
<array>
<string>_punktfunk._udp</string>
</array>
<!-- NOTE: there is deliberately NO NSAppTransportSecurity dict here. ATS stays fully ON.
The host is self-signed at a user-supplied address, which default ATS can never accept
(it exempts only .local, unqualified names, and RFC1918/link-local literals — notably NOT
Tailscale's 100.64/10 CGNAT range), so the management API talks over MgmtTransport
(Network.framework), which is outside the URL loading system and pins the host by
SHA-256 fingerprint instead. That leaves cover-art CDN fetches as the app's only
URLSession traffic, and they keep the full ATS policy — which is the whole reason not to
reach for NSAllowsArbitraryLoads here. See MgmtTransport.swift. -->
<!-- Background keep-alive (opt-in, iOS/iPadOS): the ONLY sanctioned way to keep the long-lived
QUIC socket + pump-thread set alive while backgrounded is the audio background mode, backed
by the session's real, audible remote audio (AVAudioEngine keeps rendering). Video decode is
-13
View File
@@ -1,13 +0,0 @@
{
"pins" : [
{
"identity" : "glur",
"kind" : "remoteSourceControl",
"location" : "https://github.com/joogps/Glur.git",
"state" : {
"revision" : "ba4f05d3c9a608ec773b9305f2af6089390de68a"
}
}
],
"version" : 2
}
+1 -21
View File
@@ -16,17 +16,6 @@ let package = Package(
.library(name: "PunktfunkShared", targets: ["PunktfunkShared"]),
.executable(name: "PunktfunkClient", targets: ["PunktfunkClient"]),
],
dependencies: [
// Progressive (gradient) backdrop blur for the form screens' trays a real blur with no
// material tint stage (see GamepadTrayBlur). Pinned by REVISION, not `from:`: the
// GlurBackdrop product exists only on main no release carries it (the newest tag,
// `1.1`, predates it, and is not three-component semver anyway, so version-based
// resolution stops at 1.0.4). The revision is main's head at adoption time; a revision
// pin stays reproducible when the branch moves.
.package(
url: "https://github.com/joogps/Glur.git",
revision: "ba4f05d3c9a608ec773b9305f2af6089390de68a"),
],
targets: [
.binaryTarget(name: "PunktfunkCore", path: "PunktfunkCore.xcframework"),
// No dependencies by design an extension process links this alone.
@@ -50,10 +39,6 @@ let package = Package(
// licensing in that README). `.process` compiles the catalog; loaded via
// OsIcon.swift.
.process("Resources/OsIcons.xcassets"),
// The launcher tiles' brand marks (template vector imagesets generated from the
// assets/launcher-icons masters by scripts/gen-launcher-icons.sh per-mark
// provenance and licensing in that README). Loaded via LauncherIcon.swift.
.process("Resources/LauncherIcons.xcassets"),
],
linkerSettings: [
// Rust staticlib system deps.
@@ -66,12 +51,7 @@ let package = Package(
// (The tvOS slide-transition package is referenced by the Xcode PROJECT only
// its manifest breaks SwiftPM whole-graph validation on macOS, and only the
// Punktfunk-tvOS target links it; the #if os(tvOS) import never compiles here.)
.executableTarget(
name: "PunktfunkClient",
dependencies: [
"PunktfunkKit",
.product(name: "GlurBackdrop", package: "Glur"),
]),
.executableTarget(name: "PunktfunkClient", dependencies: ["PunktfunkKit"]),
// PunktfunkCore is a direct dep too so the wire tests can name the C ABI's
// `PunktfunkInputEvent` / `PUNKTFUNK_INPUT_KIND_*` when asserting the gamepad byte layout.
.testTarget(
@@ -11,12 +11,6 @@
BB0000000000000000000005 /* PunktfunkKit in Frameworks */ = {isa = PBXBuildFile; productRef = BB0000000000000000000006 /* PunktfunkKit */; };
CC0000000000000000000005 /* PunktfunkKit in Frameworks */ = {isa = PBXBuildFile; productRef = CC0000000000000000000006 /* PunktfunkKit */; };
DD0000000000000000000003 /* SwiftUINavigationTransitions in Frameworks */ = {isa = PBXBuildFile; productRef = DD0000000000000000000002 /* SwiftUINavigationTransitions */; };
EE0000000000000000000012 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000002 /* Glur */; };
EE0000000000000000000013 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000003 /* GlurBackdrop */; };
EE0000000000000000000014 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000004 /* Glur */; };
EE0000000000000000000015 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000005 /* GlurBackdrop */; };
EE0000000000000000000016 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000006 /* Glur */; };
EE0000000000000000000017 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000007 /* GlurBackdrop */; };
E295569A300948B9009F939C /* WidgetKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = E2955699300948B9009F939C /* WidgetKit.framework */; };
E295569C300948B9009F939C /* SwiftUI.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = E295569B300948B9009F939C /* SwiftUI.framework */; };
E29556A9300948BA009F939C /* PunktfunkWidgetsExtension.appex in Embed Foundation Extensions */ = {isa = PBXBuildFile; fileRef = E2955697300948B9009F939C /* PunktfunkWidgetsExtension.appex */; settings = {ATTRIBUTES = (RemoveHeadersOnCopy, ); }; };
@@ -94,8 +88,6 @@
buildActionMask = 2147483647;
files = (
AA0000000000000000000005 /* PunktfunkKit in Frameworks */,
EE0000000000000000000012 /* Glur in Frameworks */,
EE0000000000000000000013 /* GlurBackdrop in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -104,8 +96,6 @@
buildActionMask = 2147483647;
files = (
BB0000000000000000000005 /* PunktfunkKit in Frameworks */,
EE0000000000000000000014 /* Glur in Frameworks */,
EE0000000000000000000015 /* GlurBackdrop in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -115,8 +105,6 @@
files = (
CC0000000000000000000005 /* PunktfunkKit in Frameworks */,
DD0000000000000000000003 /* SwiftUINavigationTransitions in Frameworks */,
EE0000000000000000000016 /* Glur in Frameworks */,
EE0000000000000000000017 /* GlurBackdrop in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
};
@@ -187,8 +175,6 @@
name = Punktfunk;
packageProductDependencies = (
AA0000000000000000000006 /* PunktfunkKit */,
EE0000000000000000000002 /* Glur */,
EE0000000000000000000003 /* GlurBackdrop */,
);
productName = Punktfunk;
productReference = AA0000000000000000000001 /* Punktfunk.app */;
@@ -215,8 +201,6 @@
name = "Punktfunk-iOS";
packageProductDependencies = (
BB0000000000000000000006 /* PunktfunkKit */,
EE0000000000000000000004 /* Glur */,
EE0000000000000000000005 /* GlurBackdrop */,
);
productName = "Punktfunk-iOS";
productReference = BB0000000000000000000001 /* Punktfunk-iOS.app */;
@@ -242,8 +226,6 @@
packageProductDependencies = (
CC0000000000000000000006 /* PunktfunkKit */,
DD0000000000000000000002 /* SwiftUINavigationTransitions */,
EE0000000000000000000006 /* Glur */,
EE0000000000000000000007 /* GlurBackdrop */,
);
productName = "Punktfunk-tvOS";
productReference = CC0000000000000000000001 /* Punktfunk-tvOS.app */;
@@ -301,7 +283,6 @@
packageReferences = (
AA000000000000000000000F /* XCLocalSwiftPackageReference "." */,
DD0000000000000000000001 /* XCRemoteSwiftPackageReference "swiftui-navigation-transitions" */,
EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */,
);
preferredProjectObjectVersion = 77;
productRefGroup = AA0000000000000000000008 /* Products */;
@@ -867,14 +848,6 @@
minimumVersion = 0.18.0;
};
};
EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */ = {
isa = XCRemoteSwiftPackageReference;
repositoryURL = "https://github.com/joogps/Glur.git";
requirement = {
kind = revision;
revision = ba4f05d3c9a608ec773b9305f2af6089390de68a;
};
};
/* End XCRemoteSwiftPackageReference section */
/* Begin XCSwiftPackageProductDependency section */
@@ -895,36 +868,6 @@
package = DD0000000000000000000001 /* XCRemoteSwiftPackageReference "swiftui-navigation-transitions" */;
productName = SwiftUINavigationTransitions;
};
EE0000000000000000000002 /* Glur */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = Glur;
};
EE0000000000000000000003 /* GlurBackdrop */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = GlurBackdrop;
};
EE0000000000000000000004 /* Glur */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = Glur;
};
EE0000000000000000000005 /* GlurBackdrop */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = GlurBackdrop;
};
EE0000000000000000000006 /* Glur */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = Glur;
};
EE0000000000000000000007 /* GlurBackdrop */ = {
isa = XCSwiftPackageProductDependency;
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
productName = GlurBackdrop;
};
E2CAFE000000000000000002 /* PunktfunkShared */ = {
isa = XCSwiftPackageProductDependency;
productName = PunktfunkShared;

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