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enricobuehler 442558e503 Merge pull request 'fix(plugin-kit): the SQLite reader never opened anything on Linux' (#78) from worktree-plugin-kit-sqlite-uri-fix into main
ci / bun-nix (push) Successful in 25s
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Reviewed-on: #78
2026-08-06 18:24:03 +00:00
enricobuehler 4bcb3794c5 fix(plugin-kit): the SQLite reader never opened anything on Linux
nix / flake (pull_request) Failing after 1s
ci / bun-nix (pull_request) Successful in 22s
ci / web (pull_request) Successful in 58s
ci / docs-site (pull_request) Successful in 1m35s
ci / rust-arm64 (pull_request) Successful in 2m2s
ci / rust (pull_request) Successful in 6m15s
Found while running the lutris plugin's own release gate against a live host on
.21: `parity --compare` reported `1 missing` — the plugin produced NO entry for
the one game Lutris had, while the host's built-in scanner produced it fine.
`scan` agreed: "present: 0 games". `detect` still said "present", because detect
only stats the file.

`openReadOnly` builds a `file:<path>?immutable=1` URI — the right idea, since
`immutable=1` is what makes this a pure read that cannot lock a running
launcher's database or spawn WAL sidecars next to it. But it opened that name
with `{ readonly: true }`, and the options object does NOT enable SQLite's URI
filename parsing. Without SQLITE_OPEN_URI the name is taken literally, no such
file exists, and the open throws:

    SQLiteError: unable to open database file

Every path here then degrades that to silence by design: `openReadOnly` returns
`undefined` for "this launcher isn't installed", `withReadOnlyDb` passes the
`undefined` through, and callers write `withReadOnlyDb(...) ?? []`. So a total,
permanent failure to read ANY database was indistinguishable from an empty
library. The lutris plugin reported 0 games on every Linux box, always.

It is platform-split, which is why it survived review and local runs: macOS
links Apple's system SQLite, which is built with URI filenames enabled, so the
same call succeeds there. Linux uses Bun's bundled SQLite, which is not. MEASURED
both ways on bun 1.3.14.

Fixed by passing the flags explicitly — SQLITE_OPEN_READONLY | SQLITE_OPEN_URI.
(`{ readonly: true, uri: true }` is not a supported option shape; also measured.)

And the second half, which is why nothing caught it: `parity --compare` sets
`process.exitCode = 1` on a mismatch and then returns NORMALLY — a red parity is
a finished comparison, not a crashed command. `runPluginCli` then assigned
`process.exitCode = 0` unconditionally after the effect resolved, overwriting it.
So the one verb both plugin READMEs document as the release gate — "exits
non-zero on any difference", "do not publish a version whose parity run is red" —
always exited 0, and any scripted use of it passed. Now `??= 0`, so a code a
command set deliberately survives.

Tests: the sqlite helper had NO coverage at all, which is the whole reason a
total failure shipped looking like an empty library. Added five cases against a
REAL database file — reads rows back, handles a path needing URI escaping,
withReadOnlyDb round-trips, an absent file is `undefined` not a throw, and a bad
query still degrades to []. Verified they actually catch it: against the shipped
code on Linux, 4 of the 5 fail; with the fix, 21/21 in that file and 61/61 across
the suite, typecheck and build clean.

End to end on .21 with the fix: lutris `scan` goes 0 -> 1 games and
`parity --compare` reports "parity OK — 1 entries identical". A deliberately
doctored baseline now exits 1 instead of 0.

0.3.0 -> 0.3.1.
2026-08-06 20:14:04 +02:00
enricobuehler 214e846984 Merge pull request 'fix(ci/nix): the flake job could never start its container' (#77) from worktree-nix-flake-container-fix into main
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Reviewed-on: #77
2026-08-06 17:45:35 +00:00
enricobuehler e78906fb06 fix(ci/nix): the flake job could never start its container
ci / web (pull_request) Successful in 1m7s
ci / docs-site (pull_request) Successful in 1m11s
ci / rust-arm64 (pull_request) Successful in 1m18s
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nix / flake (pull_request) Failing after 4m54s
The nix gate landed in fb707b49 on `nixos/nix:latest`, and it has never run a
single step. That image carries nix and essentially nothing else — including no
`/bin/sleep` — and Gitea's act_runner starts every job container with
`entrypoint=["/bin/sleep", "10800"]`:

  failed to create shim task: OCI runtime create failed: runc create failed:
  unable to start container process: exec: "/bin/sleep":
  stat /bin/sleep: no such file or directory

The expensive part is how it reports: with the container dead, every step is
marked `cancelled` rather than `failed`, which reads exactly like a run that was
superseded by a newer push. Run 15907 looked skipped, not broken.

Switch to `node:22-bookworm` and install Nix in a step:

  * full Debian, so the entrypoint exists and coreutils are present;
  * a real node, so `actions/checkout` works with no pre-checkout install dance
    (the reason flatpak.yml's fedora job installs node before its checkout);
  * audit.yml already pulls this image on this fleet, so it is known to resolve.

Nix comes from the Determinate installer with `--init none` — the container mode:
no systemd, no daemon. That distribution is also what the hand-verification Nix
box (.21) runs, so CI and it stay on the same Nix.

MEASURED in a real `node:22-bookworm` container rather than assumed, since the
last version of this file shipped on an untested assumption and cost a red run:

  * `/bin/sleep` present — the entrypoint failure is gone;
  * the installer completes and `nix --version` runs from the absolute path;
  * `nix build` of a trivial derivation SUCCEEDS, `nix store ping` reports
    `Store URL: local, Trusted: 1`, and flakes are enabled.

That last one is the trap this change also pins. `--init none` runs no daemon,
but the installer still writes a profile script exporting `NIX_REMOTE=daemon`;
anything sourcing it (any `-l` login shell) then dies on "cannot connect to
socket at '/nix/var/nix/daemon-socket/socket'". It is why the installer's own
self-test fails, harmlessly, in the middle of this step's log. The steps here
never source that profile — they invoke `$NIX` by absolute path — but `NIX_REMOTE`
is now pinned empty at job level so a later step cannot reintroduce it.

Also records `df -h` before the build: this fleet ran a runner out of disk today
(ci.yml's `web` job died with "no space left on device" mid-`bun install`), a Nix
build is the heaviest thing that would run here, and a future failure should be
attributable at a glance rather than guessed.

Still unproven, and only the first green run can settle it: whether `nix flake
check` evaluates this flake cleanly under CI, and whether the runner has the disk
to build punktfunk-web. Both now produce a real diagnostic instead of a container
that never started.
2026-08-06 19:31:16 +02:00
enricobuehler d167e90ea1 Merge pull request 'A launcher tile's session stops depending on invisible state' (#76) from worktree-launcher-lease into main
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Reviewed-on: #76
2026-08-06 17:25:44 +00:00
enricobuehler e9da37aaf6 feat(host/gamelease): a launcher tile's session stops depending on invisible state
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A launcher entry (design D4) has no "the game exited" moment to detect, but the lease was
still deciding its lifetime from whatever happened to be true at launch — and the two
outcomes disagree:

  launcher NOT already running   the spawned child stays alive -> `Child` lease
                                 -> quitting the launcher ends the session
  launcher ALREADY running       the command forwards to the live instance and exits
                                 inside SHIM_WINDOW, with no detect signals behind it
                                 -> `Untracked` -> the session persists

Same tile, two lifetimes, chosen by something the user cannot see. Steam is the case that
settles which one is right: Big Picture is a *mode* of an already-running Steam client, not
a process — and on a Deck or SteamOS host Steam is always running — so no process signal can
express "the launcher's window closed". Heroic has the same shape for a different reason
(single-instance Electron: a second invocation forwards and exits).

So a launcher entry is now `LeaseKind::Untracked` unconditionally. The check sits AHEAD of
`nested`/`child`/`spec`, and that ordering is the fix rather than an implementation detail:
a launcher the host just started leaves a live child behind, and tracking that child is
precisely the inconsistency being removed.

`Untracked` already meant the right things downstream, so nothing else had to change: no
watcher thread, `terminate()` is a no-op ("nothing to end" — closing a session must not kill
the user's Steam), and no `GameExited` event, so a client does not bounce back to its library
when the launcher closes.

Threaded as `LaunchTarget::launcher` -> `LeaseRequest::launcher` from the entry's `role`.
Three call sites, one of which was the actual trap: the GameStream path does not build its
lease from a `LaunchTarget` at all, it goes through a `GsApp` intermediate that silently
dropped the field. An operator-typed `apps.json` command has no library entry behind it and
is never a launcher tile, so it passes `false` explicitly.

The test pins BOTH cases from the table above, plus the same request without the flag still
being `Matched` — so the assertions are the flag's doing and not an artifact of the fixture.

Gates: punktfunk-host 439 passed / 0 failed on .21 (+1).

Not covered here: nothing publishes launcher tiles until the plugins are released, so there
was no live exposure to fix — this is the semantics being made deliberate before the first
tile is ever clicked.
2026-08-06 18:35:09 +02:00
enricobuehler 453b9850fa Merge pull request 'Gamepad UI: multi-tone palettes, and a UI that takes its colours from them' (#74) from worktree-gamepad-ui-polish into main
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Reviewed-on: #74
2026-08-06 14:48:24 +00:00
enricobuehler eb4b33ca49 Merge pull request 'An xbox launch kind a de-privileged plugin can publish' (#75) from worktree-xbox-launch-kind into main
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Reviewed-on: #75
2026-08-06 14:48:03 +00:00
enricobuehler 8e02f3a8e1 Merge pull request 'ci(nix): a stale bun.nix can no longer reach main unnoticed' (#73) from worktree-nix-bun2nix-drift-gate into main
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Reviewed-on: #73
2026-08-06 14:46:25 +00:00
enricobuehler 4a9a1c3ed4 feat(clients/gamepad-ui): multi-tone palettes, and a UI that takes its colours from them
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The first pass built each palette by rotating ONE colour field's hue, and it
showed: every option was a single tone at several brightnesses, which reads flat
next to any real gradient. A palette is now an ordered ramp of DISTINCT hues.
The 4×4 mesh samples that ramp along the diagonal with a fixed per-cell offset
table, so neighbouring cells land on different parts of it and the colours pool
and swirl instead of banding; the control points' existing drift then moves the
pools around. Violet keeps its explicit sixteen colours, so the default is
untouched.

Twelve of them now, dark first then pale: Violet, Nebula, Abyss, Ember, Moss,
Graphite, then Holo, Sunset, Bloom, Dawn, Mint, Opal. Holo and Sunset are
straight takes on the two reference gradients — foil and poster.

`every_palette_is_multi_tone` measures the hue spread across all sixteen cells
and fails under 45° (20° for Graphite and Opal, which are meant to be
restrained). It caught Ember at 35°, all reds and oranges — the very flatness
this rework exists to remove — and Graphite at 3° despite a comment claiming it
drifted cool to warm. Both were rebuilt until the numbers matched the prose.

The UI follows the palette now, rather than wearing brand violet over whatever
happens to be behind it. Each palette carries an accent and a light flag, and an
Ink derived from those (foreground, accent, on-accent, glass, scrim and its
strength) is published to the whole tree — a thread-local in the console, an
environment value on Apple, a CompositionLocal on Android. Pale palettes flip
the ink: dark text on white frost, with the materials, tray scrims and every
wash that sits under text following suit.

Three things only the renders could have told us:

  - Additive blending blows out over a pale ground. Android's blobs and Apple's
    legacy field composite with Plus/plusLighter, which over near-white
    saturates every blob to white — Holo rendered as a grey wash. Pale palettes
    blend normally.
  - A white scrim at the dark field's strength BLEACHES the gradient. Mixing
    toward black at 0.4 reads as depth; toward white at 0.4 destroys the chroma
    it is drawn over. The scrim now carries a per-palette strength.
  - White glass over a bright field has far less separating it from its backdrop
    than dark glass over a dark one, and needed more body.

Verified: console build + clippy -D warnings + 173 tests, Apple build + 200
tests + an iOS-triple typecheck, Android compile + 62 tests, and eyeball passes
on real renders of both the vivid and the pale ends (console CPU rasters; a new
Roborazzi light-palette scene, which is what exposed the blend-mode bug).
2026-08-06 15:55:26 +02:00
enricobuehler 166e158afe feat(host/library): an xbox launch kind a de-privileged plugin can publish
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The xbox scanner resolves each package's PackageFamilyName by enumerating
%ProgramData%\Microsoft\Windows\AppRepository\Packages. Probed on .173 (design doc S1),
that directory is:

  NT AUTHORITY\LocalService   UnauthorizedAccessException   <- the plugin runner
  LocalSystem                 count=348                     <- the host service

So an extracted xbox plugin cannot build an AUMID, and `aumid` — which takes a complete
`<PFN>!<AppId>` — is unpublishable by one.

The design doc offered two fallbacks: entries without `aumid` (they would list but not
launch), or a one-shot elevated PFN resolve at install time. This is neither. The plugin
sends `<Identity>!<AppId>`, both read straight out of MicrosoftGame.config — which IS
readable de-privileged — and the host resolves the publisher hash at LAUNCH time, where it
already owns command construction.

That keeps D1 intact (the plugin supplies a validated value, the host builds the command),
it is the same shape as the `playnite` kind, and resolving late means a package update that
changes the publisher hash cannot leave a stale unlaunchable tile behind — which the
install-time cache would have.

`xbox_pfn` therefore moves from the scan path to the launch path rather than being deleted,
and its doc records the privilege asymmetry so the next reader doesn't re-derive it.

The charset guard is factored out (`aumid_part` / `valid_aumid`) and shared with the `aumid`
kind. On `aumid` it was belt-and-braces — every value was host-derived. On `xbox` it is
load-bearing: the Identity arrives over the wire from a plugin, and it is interpolated into
a `shell:AppsFolder\…` argument. Validated inbound at reconcile too, so a malformed value is
a 400 the plugin author can act on rather than a tile that fails on click.

Gates: punktfunk-host 438 passed / 0 failed on .21, and 55/0 for the library tests on .173
(where these arms actually compile). Both counts +1 for the new guard test.
2026-08-06 15:43:26 +02:00
enricobuehler fb707b4956 ci(nix): a stale bun.nix can no longer reach main unnoticed
ci / rust-arm64 (pull_request) Successful in 1m24s
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android / android (pull_request) Successful in 3m10s
ci / bun-nix (pull_request) Successful in 1m6s
nix / flake (pull_request) Failing after 1m6s
ci / rust (pull_request) Failing after 6m2s
Moving the bun packages to bun2nix (1db8f763) removed the aggregate deps hash
that used to go stale, but not the second, quieter way a generated file rots.
bun2nix is a pure function of bun.lock, and `bun.nix` is committed alongside it
— but it regenerates ONLY from a local `bun install` that runs lifecycle
scripts. It does not regenerate under `bun install --ignore-scripts`, which is
what every bun install in CI uses, and it cannot regenerate on a merge or
rebase, where git carries someone else's lockfile change past a `bun.nix`
generated before it and reports no conflict.

That is not theoretical. web/bun.nix went onto main holding brace-expansion@5.0.7
(plus two nested entries the `^5.0.8` override had already collapsed) while
web/bun.lock said 5.0.8: the override landed in ec9aa415, the bun2nix branch had
generated bun.nix off the pre-override lock, and the merge kept both. The Nix
build fetches node_modules strictly from bun.nix, so the derivation's offline
`bun install` was asked for a tarball its store cache did not contain and
`nix build .#punktfunk-web` failed. It stayed broken for 553 commits
(2026-07-27 -> 2026-08-05) and was closed by accident, when an unrelated
advisory bump in b79d90b4 happened to rerun a real `bun install`.

Nothing caught it because nothing could: the string "nix" appeared in exactly
one workflow file, and only in a comment about bun2nix breaking a Windows step.

  * scripts/ci/check-bun-nix.sh regenerates each bun.nix from its committed
    bun.lock and diffs, with `--fix` to rewrite them. It reads which packages to
    check out of packages.nix's own `bunNix = src + ...` lines rather than a
    hardcoded list, so a third bun package is covered the day it is added, and
    an empty list is a hard error — a gate that checks nothing passes exactly
    like a clean tree. It also enforces the bun2nix version pin that flake.nix
    and the README only stated: bun.nix has no schema stability across releases,
    so the flake input ref and both package.json devDependencies must agree, and
    generation always uses the pinned version rather than a floating `bunx`.

  * ci.yml gains a `bun-nix` job running it. Deliberately unfiltered and not in
    nix.yml: it needs no Nix, takes under a minute, and the whole point is that
    this drift arrives through commits that look unrelated to Nix.

  * nix.yml is new and is the first CI that evaluates the flake at all —
    `nix flake check --no-build` over every output, then a real build of
    punktfunk-web + punktfunk-scripting, which are the two derivations whose
    inputs churn and the only ones that do not compile Rust. That leg is the
    end-to-end proof the drift gate cannot give: it catches a tarball the
    registry no longer serves, or the codegen going quietly message-less. It is
    path-filtered, has a workflow_dispatch opt-in for the hour-long Rust
    packages, and keeps `pull_request` — flatpak.yml shipped push-only and let
    manifest breakage reach main invisibly for weeks.

The script is POSIX sh (shellcheck-clean, exercised under dash, which is the
CI container's /bin/sh) and avoids process substitution, the parse-time failure
that silently disabled ci.yml's shader SPIR-V gate for 35 commits.
2026-08-06 15:28:14 +02:00
enricobuehler 65996621d8 Merge pull request 'fix(encode/pyrowave): stop stamping GPU scheduling priority over pf-frame's auto gate' (#72) from worktree-pyrowave-gpu-priority into main
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Reviewed-on: #72
2026-08-06 13:15:06 +00:00
enricobuehler c48e60fbb7 Merge pull request 'Two July fixes that were never merged: rpm FFmpeg modules + the released-pointer double cursor' (#71) from worktree-july-rpm-and-cursor into main
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Reviewed-on: #71
2026-08-06 13:13:33 +00:00
enricobuehler 70684e5079 fix(encode/pyrowave): stop stamping GPU scheduling priority over pf-frame's auto gate
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`windows/pyrowave.rs` raised the process's WDDM scheduling class to HIGH itself, once per
process, at every session open. `pf-frame::dxgi::auto_priority_gate` already owns that policy
for the whole process and runs from `create_device` — the call the Windows capture path always
makes before any PyroWave texture exists. Two owners of one process-wide setting.

The audit filed this as "downgrades REALTIME to HIGH", which undersells it. pf-frame's default
`auto` mode starts at HIGH and then UPGRADES to REALTIME once it has established that is safe —
HAGS off, or HAGS on with VRAM headroom — and leaves a monitor running that drops back when VRAM
tightens, because REALTIME + NVIDIA + HAGS + near-full VRAM is a documented NVENC hang. Opening
a PyroWave session after that upgrade stamped HIGH back over the class AND orphaned the
monitor's decision, losing the ceiling-raise on exactly the GPU-saturated workload PyroWave
exists to survive: it encodes on the shader cores a game saturates, where the measured spike is
~2 ms to 15-18 ms.

Removed rather than reconciled. `PyroWaveEncoder::open` takes no device, so there was nothing
session-specific to preserve, and the surviving owner is strictly better informed — it knows the
adapter, HAGS state and VRAM headroom, none of which this call site had.

The duplicated knob goes with it: `PUNKTFUNK_GPU_PRIORITY` is retired in favour of
`PUNKTFUNK_GPU_PRIORITY_CLASS` (`off|normal|high|realtime|auto`, default `auto`), which is a
superset — the removed knob could not express the auto gate at all. No other reference to it
exists in the tree.

Verified on .173: clippy -D warnings at nvenc,amf-qsv,qsv (host + pf-encode --all-targets),
amf-qsv without qsv, qsv alone, no-features, cargo test --features qsv (34 passed), rustfmt —
7 legs green. Windows-only file, so the Linux legs do not compile it.
2026-08-06 15:06:49 +02:00
enricobuehler 3f8a70dd45 Merge pull request 'Launcher tiles reach the clients, and Playnite can publish again' (#70) from worktree-library-clients into main
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Reviewed-on: #70
2026-08-06 13:03:42 +00:00
enricobuehler 2a67c02f7e fix(clients/cursor): the host must not composite a pointer under a released client's own cursor
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Streaming a KDE desktop showed two cursors: the one the user was moving, and a
second one sitting underneath it that never moved. It was not KDE's — KWin 6.7.3
in cursor-as-metadata mode calls `setRenderCursor(false)` on every recorded buffer
and hands the cursor item to an exclusive `ItemTreeView`, so `shouldRenderItem()`
skips it and no pointer is ever painted into that stream. It was ours.

Both clients declared the render model as `captured && desktop`, so ANY released
pointer handed compositing back to the host. But releasing does not remove the
local cursor — it restores the ordinary window arrow over the video. The host then
blends its own pointer in underneath, and since a released client forwards no
motion, nothing drives it: it stays frozen wherever the host pointer was last left.
Caught live on the host with the render-model diag:

    cursor diag: client_draws=false blended=true live=Some((-1, 622, true))

x = -1 — parked on the streamed output's left edge, unchanged sample after sample,
while the user moved their own cursor around freely. Engaging capture flipped it to
`client_draws=true blended=false` and the duplicate vanished, which is why it only
looked "stuck when not dragging": dragging means engaged, and engaged was the one
state that behaved.

The host may composite ONLY while the client holds a grabbed, hidden pointer — the
capture model, engaged — which is the single state with no local cursor on screen.
Released now counts as "the client draws it": the host stops compositing and keeps
forwarding shape/state over the channel (the forwarder ticks on this side of the
flip), so re-engaging is seamless and the client's cached shape stays warm.
2026-08-06 15:03:11 +02:00
enricobuehler 79ee308a7a build(rpm): declare all seven FFmpeg pkg-config modules, not three
`ffmpeg-next` is pulled with default features, so `ffmpeg-sys-next`'s build script
pkg-config-probes codec/device/filter/format/util/resampling/scaling and panics on
the first one missing. The spec named three.

RPM Fusion's `ffmpeg-devel` ships all seven in one package, which hid it. On a host
where those three instead resolve to Fedora's split `libav*-free-devel` packages,
`dnf builddep` installs exactly three and the build dies in a build script:

    The system library `libavfilter` required by crate `ffmpeg-sys-next` was not found.
2026-08-06 15:03:05 +02:00
enricobuehler 58ee74cb58 fix(clients/windows): clippy's manual_is_multiple_of on the rescan tick
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`cargo clippy -p punktfunk-client-windows -- -D warnings` fails on main with the
pinned 1.96.0 toolchain: `ticks % 5 == 0` trips `manual_is_multiple_of`. Pre-existing
and not from this branch — found while gating the launcher work on .173, because
neither macOS nor Linux ever compiles this crate.

Clippy's own suggestion, applied verbatim.
2026-08-06 14:50:18 +02:00
enricobuehler 6ae2ea6708 Merge remote-tracking branch 'origin/main' into worktree-library-clients 2026-08-06 14:45:36 +02:00
enricobuehler 00d4026054 Merge pull request 'Worktree field kleisty triage' (#69) from worktree-field-kleisty-triage into main
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Reviewed-on: #69
2026-08-06 12:41:28 +00:00
enricobuehler dd20a17edb test(host/library): the art tests build a file:// URL Windows can read
`local_art_bytes_is_confined_and_image_only` and `posix_local_art_is_classified_and_proxied`
built their `file://` values as `format!("file://{path}")`. On Windows that yields
`file://C:\covers\cover.png`, whose authority is `C:` — a UNC reference, not a local
file — so the read half failed on the box and the host suite was red there.

The parser is right and the tests were wrong: `@punktfunk/plugin-kit/library`'s `fileUrl`
emits `file:///C:/covers/cover.png` (three slashes, forward separators) and
`file_url_to_path` documents exactly that. A shared `file_url` helper now builds the value
the way the kit does, so both tests exercise the real plugin contract on both platforms
rather than a shape no plugin ever sends.

Found while gating the Playnite launch kinds on .173 — Linux CI never compiles these arms,
so the failure had gone unnoticed. Test-only: no product code changes.
2026-08-06 14:36:04 +02:00
enricobuehler 8ff2c2e1c6 feat(host/library): Playnite can publish again, and gets a fullscreen tile
The Playnite plugin emits `kind: "command"` for every game (a `start "" "playnite://…"`
shell line). The 2026-08-05 review made `command` operator-only, and `privileged_field`
refuses a PROVIDER reconcile carrying one — so on this branch the published
`@punktfunk/plugin-playnite@0.3.0` cannot publish anything at all. Not a launcher tile:
not one game. That is a regression against a shipped plugin, and it is the same hole
`launcher_ui` was created to close, one kind further along.

Two kinds, both host-owned so D1 holds — the plugin supplies a validated VALUE and
never a command line:

  playnite     valued by the game's GUID; resolves to
               explorer.exe "playnite://playnite/start/<guid>", the same
               protocol-via-a-concrete-EXE shape the `epic` kind uses. GUID-validated
               on the way in (so a bad value is a 400 the plugin author can act on)
               and again at launch.

  launcher_ui  now accepts "playnite" on Windows, resolving to
               Playnite.FullscreenApp.exe with Playnite's own install dir as the
               working directory.

Fullscreen, not Desktop, is the whole point of a couch tile — and it is also why this
one cannot ride the URI the games use: probed on .173, Playnite's registered
`playnite://` handler is bound to Playnite.DesktopApp.exe, so no URI opens fullscreen
mode. The exe is spawned directly, with the install dir read from Playnite's own
uninstall entry (HKCU, then HKLM for a machine-wide install), falling back to
%LOCALAPPDATA%\Playnite.

`valid_launcher_ui("playnite")` is answered by RESOLUTION rather than by a static list:
a host without Playnite installed refuses the entry instead of publishing a tile that
does nothing when a user clicks it. That is the same instinct that left Epic, GOG
Galaxy and the Xbox app off the list — each still needs its own verified activation,
and a guess would ship exactly that dead tile.

Gates: punktfunk-host 436 passed / 0 failed on .21 (the Linux arms), and the Windows
arms compiled and their library tests run on .173.
2026-08-06 14:35:48 +02:00
enricobuehler 883c317872 feat(clients/library): a launcher tile looks like one, on every client
The host has been able to describe a launcher entry since M2 — `role: "launcher"`,
the `steam_ui` and `launcher_ui` kinds — and the web console has grouped them into
their own rail since M4. No other client ever looked. `pf-client-core` decoded
`role` into an `is_launcher()` helper with zero call sites, and the shared console
model dropped the field entirely on its way to the renderer.

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

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

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

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

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

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

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

Still unproven on hardware: no launcher tile has been clicked on a real host — that
needs the plugins published, which needs this branch's base merged first.
2026-08-06 14:35:24 +02:00
enricobuehler 72777119fd fix(client/android): stop reporting every disconnect as a lost connection
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The stream watchdog polled a bare "has the session ended" boolean, so it
had exactly one thing it could say and said it every time: "Connection
lost — the host may be asleep. Wake it to reconnect." That ran when the
player quit their game, when an operator ended the session from the
console, and when they pressed Back themselves — telling them to go wake
a host that was never asleep.

It now reads the end reason. Only a connection that actually died gets
that line, a host-side failure gets its own, and the three deliberate
endings say nothing at all: leaving the stream is already the feedback,
and a toast on top of it is just noise.

A game launched from a library also returns to that library instead of
host selection, which needs the intent hoisted out of the console shell:
the stream replaces that shell in the composition, discarding the
`remember`s holding its screen and host, so by the time the session ends
there is nothing left to navigate back with. The parent holds it across
the gap and the shell consumes it on the way in. The touch UI has no
library — only the console shell does — so there it is the toast fix
alone.
2026-08-06 14:30:59 +02:00
enricobuehler 81b4f76c4d fix(client): a session ending on purpose stops reading as a failure
The desktop clients turned every host-side close into "Host ended the
session", and a reason string means "abnormal" to everything downstream:
the GTK and Windows shells raised a banner, the console overlay drew a
status strip. Quitting a game you launched yourself produced all of
that. Now only a host error or a lost connection carries a message; the
deliberate endings return the silence those shells already give a clean
exit, which is also what puts the console back in its library with
nothing in the way.

The Apple client gains the same distinction. It had one line for every
ending — "Session ended by <host>." — which is fine for an operator
stopping the session and wrong for a link that died, so each now says
what happened. A game exiting stays silent and returns to the library it
was launched from.

Both read the reason while the connection is still up, because tearing
it down is what makes it unreadable, and both fall back to their previous
wording when there is no verdict — an older core, or a close that raced
the read — rather than inventing a new one for a case they cannot see.
2026-08-06 14:30:46 +02:00
enricobuehler ec44496285 feat(client): tell clients WHY a session ended, not just that it did
A session ending was a single bit. A player quitting their game, an
operator ending the session from the console, a stop the client itself
asked for, a host crashing and a Wi-Fi drop all arrived as the same
"closed" — so every client had to write one message covering all of
them, and every client picked an error. That is how quitting your own
game came to be reported as trouble on all three.

The information was already there and thrown away: the host closes with
APP_EXITED when a launched game exits, with 0 when it ends the session
cleanly and 1 when it fails, and a link that simply dies never closes at
all. The connection watcher now classifies that into a
PunktfunkEndReason — local, game exited, host ended, host error, lost —
and latches it before the shutdown flag, since the two are read by
different threads and the reason must never arrive second.

Exposed as punktfunk_connection_end_reason. This replaces the
game-exited flag added a moment ago rather than joining it: that
question is one row of this table, and it was never released. Still
additive to any embedder that ignores it, and the host sends the same
bytes either way, so the wire is untouched.

`is_normal()` is the question nearly every caller actually has, so both
the Rust and C surfaces answer it directly rather than making each
client re-derive which of five values are worth alarming a user about.
2026-08-06 14:30:33 +02:00
enricobuehler d74639de70 Merge pull request 'A safe-area resolution that keeps the picture out of the notch' (#68) from worktree-launchers-safearea-exclusions into main
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Reviewed-on: #68
2026-08-06 11:59:31 +00:00
enricobuehler d4dd5f7a3d feat(client): a game exiting takes you back to its library
Quit a game you launched from a host's library and the stream ended with
"Session ended by <host>." on the host-selection screen — an error
report for something you had just done on purpose, and several taps away
from starting the next title.

The host has always said what happened: it closes the connection with
APP_EXITED when the game it launched for a session exits, and that
code's own documentation describes this feature. Nothing ever read it —
a search across every client found zero consumers. (It also could not
reach anyone until the previous commit, since the close only happens
once the lease declares the game gone.)

The core now records the reason as it observes the close, latched before
the shutdown flag because different threads watch the two, and exposes
it as punktfunk_connection_game_exited. Purely additive: a client that
never asks behaves exactly as before, the host sends identical bytes,
and the wire version is untouched — ABI 17.

The Apple client asks while the connection is still up, then treats a
game exit as the normal finish it is: no error banner, and if the
session began as a library launch it reopens that library so the next
title is one tap away. Any other ending — a stop, the host going away,
network loss — is unchanged. The other clients keep their existing
end-of-session behaviour; the call is there when they want it.
2026-08-06 13:58:57 +02:00
enricobuehler ea762b849d fix(client/ios): Escape stays in the game instead of freeing the pointer
Pressing Escape mid-stream on an iPad handed the mouse back to iPadOS:
the captured cursor was swapped for the system one and the game stopped
receiving relative motion, so aiming died until you clicked back in.
Two previous attempts treated that release as unavoidable and built
recovery around it — a re-lock burst, then a click that re-asks. Both
came back from the field unchanged, because both fought the release
after it had already happened, inside the cooldown the platform applies
straight after its own "let me out" gesture.

The release was never unavoidable. This app had no UIKit key handling at
all: every key arrives on the GameController path, which is a parallel
HID feed that does not consume the UIKit event, and the only thing that
ever became first responder was the video view, and only to summon the
soft keyboard. So every hardware Escape reached UIKit unclaimed — and an
unclaimed key press is precisely what lets the system apply its own
default for that key. Apps that read a hardware keyboard the ordinary
way consume the event as a side effect and never see this.

So claim it. The stream controller becomes first responder while capture
is engaged and takes Escape in pressesBegan/pressesEnded, passing every
other press to super untouched. Escape still reaches the host on the
GameController path, so in-game menus open exactly as before; only the
system's own interpretation is suppressed. Scoped to captured input, so
Escape keeps dismissing sheets and leaving full screen whenever the
stream doesn't own the keyboard, and the deliberate ways out are
untouched — Cmd-Escape and Ctrl-Opt-Shift-Q are read off the same
GameController path and clear capture themselves.

The recovery path stays as a backstop and is retimed to match what was
measured: the old burst spent its entire budget within ~0.6 s of the
drop, i.e. wholly inside the cooldown, where the answer can only be no.
Retries now continue at 1.2 s and 2.4 s, and quietly — they don't hide
the cursor or mute pointer motion the way the burst does, so a longer
recovery costs nothing when it fails.
2026-08-06 13:58:41 +02:00
enricobuehler 76e8bd1b98 fix(host/gamelease): a game that exited stops counting as running
When a launched game's processes are all gone, the watcher asks one last
out-of-band question before ending the session: does the launcher still
think the game is up? On Windows that reads Steam's per-app `Running`
registry flag. It was only ever meant to be a tie-breaker for a scan that
momentarily can't see the game — a launcher re-execing, an engine
relaunching itself into a new pid.

It had no bound. Honouring the flag reset the confirm window every pass,
so a flag Steam left set — it does that whenever it doesn't cleanly
observe the exit: it crashed, it was closed first, the game re-parented —
pinned the lease in `running` for the life of the host. The console kept
showing the game, `session_on_game_exit` never fired, and the only way to
get the stream back was a manual "End". Reported from the field on
Windows 0.24.0. `steam_running_hint` also believes the FIRST hive that
says so, so a stale flag in any loaded profile was enough.

The absence timer now keeps running instead of being reset, and that is
what bounds it: past `VETO_LIMIT` (30 s) with nothing of the game on the
box, the launcher's opinion is stale rather than early and the session
ends anyway, logged at WARN so it is visible. Ending a moment early is
the cheaper failure — the stream drops while the game lives, the user
reconnects, and nothing is ever killed. Ending never was the bug.

The rule is now a pure `exit_confirmed(gone_for, hint_running)` with a
test. The watch loop polls a live process table and can't be unit-tested,
which is exactly how an unbounded veto shipped unnoticed.
2026-08-06 13:58:24 +02:00
enricobuehler fbdad8d917 Merge pull request 'fix(clients): host discovery heals itself, and every client can rescan' (#67) from worktree-host-discovery-refresh into main
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Reviewed-on: #67
2026-08-06 11:51:30 +00:00
enricobuehler 78ad675507 feat(clients): a safe-area resolution that keeps the picture out of the notch
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Picking the device's native mode on a phone hands the host the panel's own
aspect ratio, so the aspect-fit presenter fills every pixel — including the ones
behind the sensor housing and under the four rounded corners. That is why the
corners look cut off at max resolution while 1080p has always been fine: a 16:9
mode on a 20:9 phone pillarboxes, and those black bars land exactly on the
unsafe regions.

So the fix is entirely a sizing one — no layout change, no input change. Ask the
host for a mode narrowed by the unsafe inset and the existing aspect-fit centres
it inside the safe region; pointer mapping follows for free, because both
clients derive the picture rect from the live host mode rather than assuming
full-bleed.

Apple: `SafeDisplay` (PunktfunkShared, pure + unit-tested) and a "This device
(safe area)" row beside the native one, using Moonlight's formula — full native
height, width less the left+right safe insets. The stream is always landscape
but the settings screen may be portrait, where the same housing is reported on
`top` and the horizontal insets read zero; the portrait top inset stands in,
gated so an iPad's status bar never fabricates an inset.

Android: the same shape via `SafeArea` + a `SAFE_AREA_MODE` sentinel resolved at
connect like the existing `0`=native one. The cutout insets get the same
portrait fallback, and the rounded corners are added on top — Android does not
count them as cutout, and a full-height picture needs exactly the corner radius
of horizontal clearance.

Both even-floor and clamp, since `validate_dimensions` rejects odd dimensions
and an inset subtraction lands odd about half the time. Where a display has
neither cutout nor rounded corners the safe mode equals the native one, which on
Apple lets the existing dedup drop the duplicate row.
2026-08-06 13:44:01 +02:00
enricobuehler b25e6eda91 fix(clients): host discovery heals itself, and every client can rescan
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A field report from an iPad: the host is not found on first run, and
restarting the client finds it. Pull-to-refresh appeared to do nothing.

Both were real. The Apple client's discovery had three ways to go
permanently deaf, each needing an app relaunch to clear:

- A failed resolve was never retried. `browseResultsChangedHandler`
  only fires when the result SET changes, and a host whose resolve
  failed is still in the set — so nothing ever re-offered it.
- A stuck resolve never ended. `NWConnection` has no timeout, so the
  throwaway UDP flow used to resolve an address could sit in
  `.preparing`/`.waiting` forever, and a service with a connection in
  flight was skipped.
- `NWBrowser` parking in `.waiting` was ignored (only `.failed`
  re-armed). On iOS that is where the local-network privacy prompt
  lands on first launch after install: the browse starts, the system
  asks, and the browser waits. Granting does not revive that browser —
  only a new one sees the grant. That is the reported first-run bug.

HostDiscovery now runs a 1 Hz sweep that times out stuck resolves,
retries failed ones on a 1→30 s backoff, and re-arms a browser that
stopped working; the advert's TXT is re-read on every browse report, so
a host that re-keys or flips its pairing policy is followed. Returning
to the foreground re-arms the browse (iOS/tvOS: `onAppear` does not
fire across background/foreground, and a suspended browse stays dead).

Pull-to-refresh did nothing because there was no `.refreshable` in the
client at all. Added, plus the explicit control the report asked for:
a toolbar Refresh on iOS/macOS, an action-row button on tvOS, a Rescan
tile in the gamepad launcher, Scan Again on the empty state, a
header-bar button in the GTK client, a hosts-page button on Windows,
and Scan again on Android. Decky already had one.

The desktop/Android browses needed a rescan trigger to make those
buttons mean anything: mdns-sd re-queries on a doubling backoff capped
at ONE HOUR, so a long-lived browse is effectively passive and a host
that appears later can stay invisible. `discovery::Rescan` forces a
fresh query; the wake-and-wait loops use it too, so a host that just
booted is noticed in seconds rather than at the next backoff tick.

Also fixed, found on the way: clients/windows/src/discovery.rs is a
second copy of the browse that d0fa8bd3 ("pin mDNS discovery to IPv4 on
every client") missed. It took an arbitrary first address, so when a
host's OS responder answered AAAA the Windows GUI rendered a card that
failed on every click. It also never noticed a dropped receiver, leaking
a thread and a :5353 socket per wake-and-wait.

Gates: Apple macOS + iOS (arm64-apple-ios17.0, proven non-vacuous) build
clean, 195 tests pass incl. a new one asserting a rescan re-finds a
still-advertising host. On .21: fmt, clippy --all-targets -D warnings
and build clean for pf-client-core + client-linux + client-session,
117 tests pass. Android :kit: and :app: compileDebugKotlin clean.
The Windows client is UNGATED — its CI runner was unreachable.
2026-08-06 13:30:10 +02:00
enricobuehler c79d9397fe Merge pull request 'fix(flatpak): the WSI layer module builds again — vkroots was declared twice' (#65) from worktree-flatpak-vkroots into main
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Reviewed-on: #65
2026-08-06 11:12:50 +00:00
enricobuehler 3edb01f1b8 Merge pull request 'Gamepad UI: section tabs, background palettes, and a backdrop that moves everywhere' (#66) from worktree-gamepad-ui-polish into main
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Reviewed-on: #66
2026-08-06 10:50:25 +00:00
enricobuehler 5a7f7f0fc5 feat(clients/gamepad-ui): section tabs, background palettes, and a backdrop that moves everywhere
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The console settings were one 30-row scroll, which on a Deck meant thumbing past
Video and Audio to reach the pad settings. They are now split across sections —
Stream · Video · Audio · Controller · Interface · Profiles, plus Input on the
desktop console, which alone carries the touch/mouse rows. L1/R1 walks them,
each section remembers where its cursor was, and the names are the same word on
every client so a setting is where you looked for it last.

Shoulders are not the only route, because a D-pad remote hasn't got any: on
Android, Up from the first row moves onto the strip (left/right walks sections
there, A drops back in), and on tvOS the pills are focusable, so the focus
engine handles it — a Siri Remote has no extended gamepad profile and never
reaches the input poll at all. The desktop console needs neither; PageUp and
PageDown already map to the same events.

New "Background" row, six palettes: Violet (the brand default), Tide, Forest,
Ember, Rose, Graphite. A palette is a hue rotation plus a saturation scale over
the ONE colour field each client already draws, so every palette inherits its
structure and Violet is the identity transform — existing installs see exactly
what they see today. The maths is ported three times (Rust/Swift/Kotlin) under
one shared `ui_palette` key, with the same assertions pinned in each language.
It is presentation only, so it is a device preference and never part of a
profile.

The form screens no longer have a backdrop of their own. Settings, add-host and
pair used to sit on a still gradient; they now wear the same living field at a
calm mix — pools dimmed onto the palette's own corner colour, vignette halved so
rows that run to the edges don't get crushed. On the desktop console that
collapsed the old aurora-over-static crossfade into one shader pass with a
chased uniform. Motion speed is identical in both modes on purpose: changing it
would make the field jump mid-transition. Nothing in the gamepad UI is backed by
a static image now, and Reduce Motion (Apple) / "remove animations" (Android)
still freeze it.

Also: the settings screen had no raster coverage at all — the eyeball dump is
`#[ignore]`d — so a new test draws every tab, and the Android screenshot set
gains a console-settings scene. Both earned their keep immediately: the renders
showed the extra hint pushing "Done" off a 360 dp phone (the legend scrolls now,
and the Section cell only appears where shoulders exist) and the form backdrop
crushing its own edges.
2026-08-06 12:39:30 +02:00
enricobuehler 25b08916b6 fix(flatpak): the WSI layer module builds again — vkroots was declared twice
ci / web (pull_request) Successful in 57s
ci / docs-site (pull_request) Successful in 1m45s
ci / rust-arm64 (pull_request) Successful in 2m19s
ci / rust (pull_request) Successful in 6m22s
The flatpak has not built since 35ba64ca. Every push to main fails at "Build the
flatpak", before a single build command runs:

  cp: cannot overwrite non-directory
    '.../build/gamescope-wsi-layer-1/subprojects/vkroots/.git'
    with directory '.../git/https_github.com_Joshua-Ashton_vkroots.git'
  Error: module gamescope-wsi-layer: Child process exited with code 1

vkroots was declared twice. flatpak-builder clones git sources WITH SUBMODULES by
default, and `subprojects/vkroots` is a real gamescope submodule — `git ls-tree
8c676c39 subprojects/` shows it as mode 160000 at 5106d8a0, which is byte-for-byte
the commit the explicit source pinned. So the submodule checkout already produced
the right tree and left `subprojects/vkroots/.git` as a gitlink FILE; the second,
redundant source then tried to copy the bare mirror onto that path as a DIRECTORY,
and cp refused. Source extraction died there — `buildsystem: simple` and the
hand-applied glm/stb patch_directory copies were never reached, so neither is at
fault.

Removing the redundant source is therefore a no-op on the resulting tree: the
submodule supplies that exact rev. glm and stb are NOT submodules — `subprojects/
glm.wrap` and `stb.wrap` are plain blobs at that rev — so nothing else populates
them and their explicit sources have to stay. That asymmetry is the whole trap,
and it is now written down in the manifest next to the sources, along with the
disable-submodules escape hatch for anyone who later needs to pin a subproject
away from the gamescope rev.

Why this reached main: flatpak.yml has no `pull_request:` trigger — only `push` on
main with path filters, `tags: ['v*']`, and workflow_dispatch. PR #64's checks were
green because the flatpak was never built on the PR; run 15775 was the first time
this module had ever been built in CI. Adding a PR trigger (or a manifest lint) is
the durable follow-up, deliberately not bundled here.

This blocks the release, not just main. flatpak.yml runs on `tags: ['v*']`, and the
failing step gates the bundle export, the generic-registry publish, the OSTree push
to flatpak.unom.io and the release-asset attach — all of which stay skipped. A
v0.25.0 tag cut today would ship with NO Linux/Steam Deck flatpak at all, on the
release whose headline Linux change is Deck HDR working out of the box.

NOT VALIDATED LOCALLY: this cannot be built on macOS. The reasoning is confirmed
against the upstream tree (the ls-tree above) but the green run is still owed —
dispatch flatpak.yml on this branch before merging.
2026-08-06 00:49:25 +02:00
enricobuehler 35ba64ca0f Merge pull request 'fix(flatpak): Deck HDR works on a plain install' (#64) from worktree-deck-hdr-wsi-env into main
ci / rust-arm64 (push) Failing after 4s
ci / rust (push) Failing after 4s
docker / builders (--build-arg FEDORA_VERSION=44, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm, -f44) (push) Failing after 5s
docker / builders (ci/android-ci.Dockerfile, punktfunk-android-ci) (push) Failing after 6s
docker / builders (ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Failing after 7s
docker / builders (ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Failing after 14s
docker / builders (ci/arch-ci.Dockerfile, punktfunk-arch-ci) (push) Successful in 19s
docker / builders (ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 18s
docker / builders-arm64cross (push) Skipped
docker / apps (., web/Dockerfile, punktfunk-web) (push) Successful in 23s
docker / apps (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 16s
ci / web (push) Successful in 1m2s
ci / docs-site (push) Successful in 1m8s
docker / deploy-docs (push) Successful in 28s
flatpak / build-publish (push) Failing after 3m9s
Reviewed-on: #64
2026-08-05 22:21:51 +00:00
enricobuehler 5f71aeb024 feat(flatpak): vendor the gamescope WSI layer so Deck HDR works on a plain install
ci / web (pull_request) Successful in 56s
ci / docs-site (pull_request) Successful in 1m6s
ci / rust-arm64 (pull_request) Successful in 2m10s
ci / rust (pull_request) Successful in 7m59s
HDR on a Deck needed a manual second step nobody took:
  flatpak install --user flathub org.freedesktop.Platform.VulkanLayer.gamescope//25.08
documented only in a comment in this file. Build the layer ourselves
instead, so a plain `flatpak install` is all it takes.

The layer is genuinely required, not legacy. Measured on SteamOS 3.8.16
(gamescope 3.16.23.4): the gamescope-0 socket advertises
gamescope_swapchain_factory_v2 but NOT wp_color_manager_v1, with HDR both
off and on — so Mesa's Wayland WSI has no colour-management protocol to
negotiate HDR10 through, and this layer is the only thing that can append
the ST.2084 surface formats. Removing the extension gives zero
[Gamescope WSI] lines and hdr10_format=None.

Vendored rather than declared via add-extensions autodownload: the
extension is 94 MB of whole-gamescope for one 4 MB .so, its layer JSON
hardcodes a /usr library_path that an app-scoped extension mounted under
/app would not satisfy, and it would make flathub a hard install-time
dependency of an app we self-host on flatpak.unom.io.

enable_gamescope=false skips subdir('src') and every compositor
dependency, so only protocol/ and layer/ build. buildsystem is simple
rather than meson because glm and stb ship no meson.build of their own -
the wraps' patch_directory supplies it, and without that copy configure
dies with "Subproject exists but has no meson.build file".

meson generates the layer JSON from prefix+libdir, so it self-writes
library_path=/app/lib/... into /app/share/vulkan/implicit_layer.d, which
XDG_DATA_DIRS already covers. VK_ADD_IMPLICIT_LAYER_PATH is therefore
dropped - keeping it would also risk double-loading two same-named layers
for anyone who still has the flathub extension installed.

Pinned to the same gamescope rev as packaging/gamescope/PKGBUILD so the
client's layer and the host's punktfunk-gamescope come from one tree.

Verified on a Deck OLED: builds offline (--wrap-mode=nodownload) in
org.gnome.Sdk//50, and the resulting .so drives the Deck's system
gamescope to "hdr formats exposed to client: true" with
hdr10_format=Some(A2B10G10R10_UNORM_PACK32, HDR10_ST2084_EXT).

Still user-side, and not fixable in packaging: gamescope's hdr_enabled
convar (Steam's HDR display setting) must be on.
2026-08-06 00:15:16 +02:00
enricobuehler e1adc5d6d7 fix(flatpak): export GAMESCOPE_WAYLAND_DISPLAY so the Deck actually gets HDR
The gamescope WSI layer decides whether to engage from one signal:
isRunningUnderGamescope() reads $GAMESCOPE_WAYLAND_DISPLAY and nothing
else. flatpak does not forward host env into the sandbox, so it arrived
unset and the layer's CreateInstance early-returned before creating a
GamescopeInstance — no gamescope surface, so the HDR10/ST.2084 formats
were never appended and the surface stayed SDR.

The layer still loads and still logs its generic bits in that state, so
it reads as working. It is not: the three settings already here (layer
search path, ENABLE_GAMESCOPE_WSI, the socket bind) all sit downstream
of this gate and buy nothing without it.

Measured on a Deck OLED (Galileo, SteamOS 3.8.16), client --browse,
reading "swapchain config":
  unset              -> no [Gamescope WSI] Surface state block, None
  set, hdr_enabled=0 -> server hdr output enabled: false, None
  set, hdr_enabled=1 -> hdr formats exposed to client: true,
                        Some(A2B10G10R10_UNORM_PACK32, HDR10_ST2084_EXT)

Matches the field report of "HDR->SDR" in the stats overlay on a
correct HDR host. DXVK_HDR was ruled out by measurement. The remaining
gate (gamescope's hdr_enabled convar = Steam's HDR display setting) is
a user-side step, not a packaging one.
2026-08-05 23:59:45 +02:00
enricobuehler 76a271b97a Merge pull request 'Worktree decky brand name' (#63) from worktree-decky-brand-name into main
ci / docs-site (push) Successful in 1m21s
docker / builders (ci/android-ci.Dockerfile, punktfunk-android-ci) (push) Failing after 46s
ci / web (push) Successful in 1m26s
docker / builders (ci/arch-ci.Dockerfile, punktfunk-arch-ci) (push) Failing after 13s
docker / builders (ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 11s
docker / builders (ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Failing after 12s
ci / rust-arm64 (push) Successful in 2m1s
docker / apps (., web/Dockerfile, punktfunk-web) (push) Successful in 30s
docker / builders (--build-arg FEDORA_VERSION=44, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm, -f44) (push) Successful in 12s
docker / builders (ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Failing after 13s
docker / builders-arm64cross (push) Skipped
decky / build-publish (push) Successful in 39s
docker / apps (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 1m13s
ci / rust (push) Successful in 6m40s
docker / deploy-docs (push) Successful in 6m32s
Reviewed-on: #63
2026-08-05 21:41:17 +00:00
110 changed files with 6318 additions and 1059 deletions
+28
View File
@@ -275,3 +275,31 @@ jobs:
run: bun run build
- name: Typecheck
run: bun run lint
# web/bun.nix and sdk/bun.nix are GENERATED from their bun.lock (bun2nix) and committed; the Nix
# build fetches node_modules from nothing else. They regenerate only on a local `bun install` that
# runs lifecycle scripts — never under CI's `--ignore-scripts`, and never on a merge or rebase,
# which happily carries a lockfile change past a bun.nix generated before it. That is not
# theoretical: web/bun.nix sat stale on main for 553 commits (2026-07-27 → 2026-08-05) with
# `nix build .#punktfunk-web` broken, and was repaired only by accident when an advisory bump
# happened to rerun a real `bun install`.
#
# Deliberately UNFILTERED and in ci.yml rather than nix.yml: it needs no Nix, takes well under a
# minute, and the whole point is that the drift arrives through commits that look unrelated to
# Nix. The Nix-toolchain gates (flake eval + building the bun packages) live in nix.yml.
bun-nix:
runs-on: ubuntu-24.04
container:
image: oven/bun:1
timeout-minutes: 15
steps:
# oven/bun ships neither git nor a real node, and the slim base has no CA bundle —
# actions/checkout needs all three (see the web job).
- name: Install git + node + CA certs
run: apt-get update && apt-get install -y --no-install-recommends ca-certificates git nodejs
- uses: actions/checkout@v4
# Regenerates each bun.nix from its committed bun.lock and diffs, and checks that the
# bun2nix version pin agrees across flake.nix and both package.json files (bun.nix has no
# schema stability across bun2nix releases). Fix with: scripts/ci/check-bun-nix.sh --fix
- name: bun.nix drift gate
run: sh scripts/ci/check-bun-nix.sh
+167
View File
@@ -0,0 +1,167 @@
# Nix packaging gate. Until this existed, NOTHING in CI ever evaluated flake.nix: the word "nix"
# appeared in exactly one workflow file, and only in a comment about bun2nix breaking a Windows
# step. Every Nix regression therefore reached main invisibly and was found by hand on a Nix box —
# `nix build .#punktfunk-web` was broken for 553 commits before anyone noticed (see the bun-nix job
# in ci.yml for that story).
#
# 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, 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
# the generated bun.nix really does materialise a working node_modules offline — it
# covers what the ci.yml drift gate cannot, e.g. a tarball the registry no longer
# serves, or the codegen going quietly message-less (see packages.nix's inlang note).
#
# The Rust packages (punktfunk-host, punktfunk-client) and punktfunk-gamescope are NOT built here.
# 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.
#
# ⚠ 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
# workflow parser is not a place to bet on anchor support. Keep them in step by hand.
name: nix
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
on:
push:
branches: [main]
paths:
- "flake.nix"
- "flake.lock"
- "packaging/nix/**"
- "**/bun.lock"
- "**/bun.nix"
- "**/package.json"
- "Cargo.lock"
- "Cargo.toml"
- "rust-toolchain.toml"
- ".gitea/workflows/nix.yml"
- "scripts/ci/check-bun-nix.sh"
pull_request:
paths:
- "flake.nix"
- "flake.lock"
- "packaging/nix/**"
- "**/bun.lock"
- "**/bun.nix"
- "**/package.json"
- "Cargo.lock"
- "Cargo.toml"
- "rust-toolchain.toml"
- ".gitea/workflows/nix.yml"
- "scripts/ci/check-bun-nix.sh"
workflow_dispatch:
inputs:
build-rust:
description: "Also build punktfunk-host + punktfunk-client (slow: full Rust workspace)"
type: boolean
default: false
jobs:
flake:
runs-on: ubuntu-24.04
container:
# NOT nixos/nix. That image contains nix and essentially nothing else — in particular no
# /bin/sleep, and Gitea's act_runner starts every job container with
# `entrypoint=["/bin/sleep","10800"]`. The container therefore never starts:
# failed to create shim task: OCI runtime create failed: unable to start container
# process: exec: "/bin/sleep": stat /bin/sleep: no such file or directory
# and — the part that makes this expensive to debug — every step is then reported as
# `cancelled` rather than failed, which reads exactly like a superseded run.
#
# node:22-bookworm instead: a full Debian with coreutils (so the entrypoint exists) and a
# real node (so actions/checkout works with no pre-checkout install dance), and audit.yml
# already pulls it on this fleet, so it is proven to resolve here. Nix is installed below.
image: node:22-bookworm
timeout-minutes: 90
env:
# The flake needs both experimental features. Also baked into the installer's --extra-conf
# below; this covers any step that shells out before that config is read.
NIX_CONFIG: "experimental-features = nix-command flakes"
# Absolute path rather than $GITHUB_PATH: one less runner behaviour to assume.
NIX: /nix/var/nix/profiles/default/bin/nix
# `--init none` installs Nix with NO daemon running, but the installer still writes a profile
# script that exports NIX_REMOTE=daemon. Anything that sources it (any `-l` login shell) then
# dies on `cannot connect to socket at '/nix/var/nix/daemon-socket/socket'` — which is exactly
# how the installer's own self-test fails during this step, harmlessly, and would be a
# confusing first thing to read in the log. The steps below never source that profile, but pin
# the empty value so a future step cannot reintroduce it. Empty = talk to the local store
# directly, which works because the job runs as root (MEASURED: "Store URL: local, Trusted: 1",
# and a real `nix build` of a trivial derivation succeeds).
NIX_REMOTE: ""
steps:
- uses: actions/checkout@v4
# The Determinate installer needs curl + xz; git so nix can read the flake from the checkout.
# (node:22-bookworm is the full image and already has all three — this is belt-and-braces
# against a future slim-image swap, and costs one cached apt call.)
- name: Installer prerequisites
run: apt-get update && apt-get install -y --no-install-recommends ca-certificates curl xz-utils git
# `--init none` is the container mode: no systemd, no daemon. Running as root, nix then talks
# to the store directly. Determinate Nix is also what the Nix box (.21) runs, so CI and the
# hand-verification box stay on the same distribution.
- name: Install Nix
run: |
curl -fsSL https://install.determinate.systems/nix -o /tmp/nix-installer.sh
sh /tmp/nix-installer.sh install linux --init none --no-confirm \
--extra-conf "experimental-features = nix-command flakes"
"$NIX" --version
# Nix reads the flake through libgit2 and refuses a checkout owned by another uid
# ("detected dubious ownership"), which is the normal case for a container job.
- name: Trust the checkout
run: git config --global --add safe.directory "$PWD"
# Diagnostics. This fleet ran a runner out of disk on 2026-08-06 (the ci.yml `web` job died
# with "no space left on device" mid-`bun install`), and a Nix build is the heaviest thing
# here — so record the headroom, or a future failure is a guess.
- name: Environment
run: df -h / /nix /tmp || true
# Evaluates + instantiates every flake output without building any of it.
- name: nix flake check (eval only)
run: |
"$NIX" flake check --no-build --show-trace
# The bun packages, built for real. This is the leg that would have caught the stale
# web/bun.nix end to end: the derivation's offline `bun install` runs against a store cache
# built strictly from bun.nix, so a lockfile that cache does not cover fails here.
# Path-filtered, so it runs only when the packaging or a lockfile actually moves. If it ever
# starts going red on runner disk rather than on real defects, demote it to the dispatch
# opt-in below rather than leaving an infra-red gate on the board.
- name: Build the bun packages
run: |
"$NIX" build --print-build-logs .#punktfunk-web .#punktfunk-scripting
# Both launchers exec pkgs.bun from the store; confirm they were produced and are real entry
# points rather than dangling wrappers.
- name: Smoke the built launchers
run: |
set -eu
web=$("$NIX" path-info .#punktfunk-web)
scripting=$("$NIX" path-info .#punktfunk-scripting)
test -x "$web/bin/punktfunk-web-server" || { echo "no punktfunk-web-server in $web" >&2; exit 1; }
test -x "$scripting/bin/punktfunk-scripting" || { echo "no punktfunk-scripting in $scripting" >&2; exit 1; }
# The console must be the bun bundle, not a node one — the same assertion packages.nix
# makes at build time, re-checked on the installed output.
grep -q 'Bun\.serve' "$web/share/punktfunk-web/.output/server/index.mjs" \
|| { echo "installed console is not a bun bundle" >&2; exit 1; }
echo "bun packages OK: $web $scripting"
# Opt-in only: the full Rust workspace through crane, which is the hour-long leg.
# `github.event.inputs.*` (string) rather than `inputs.*` — the portable spelling.
- name: Build the Rust packages (dispatch opt-in)
if: ${{ github.event.inputs.build-rust == 'true' }}
run: |
"$NIX" build --print-build-logs .#punktfunk-host .#punktfunk-client
@@ -31,6 +31,7 @@ import androidx.compose.material3.Scaffold
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.CompositionLocalProvider
import androidx.compose.runtime.compositionLocalOf
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
@@ -47,6 +48,7 @@ import android.widget.Toast
import io.unom.punktfunk.kit.link.DeepLinkResult
import io.unom.punktfunk.kit.link.DeepLinks
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.Tab
@@ -61,6 +63,11 @@ fun App(forceGamepadUi: Boolean = false) {
// so the stream screen never re-reads the store behind its own connect's back.
var session by remember { mutableStateOf<ActiveSession?>(null) }
var tab by remember { mutableStateOf(Tab.Connect) }
// Set when a session ends because its game exited and it began as a library launch: the host
// 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 reopenLibraryHostId by remember { mutableStateOf<String?>(null) }
// 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.
@@ -98,6 +105,15 @@ fun App(forceGamepadUi: Boolean = false) {
}
}
// The console backdrop's colour family, published once from the live settings rather than
// threaded through every screen that draws a backdrop. Because it is read from the SAME
// `settings` state the gamepad settings screen writes, stepping the Background row recolours
// the field behind that very row.
val palette = GamepadPalette.named(settings.uiPalette)
CompositionLocalProvider(
LocalGamepadPalette provides palette,
LocalGamepadInk provides GamepadInk.of(palette),
) {
AnimatedContent(
targetState = session,
transitionSpec = {
@@ -107,7 +123,20 @@ fun App(forceGamepadUi: Boolean = false) {
) { active ->
if (active != null) {
// Immersive: the stream takes the whole screen, no bottom bar.
StreamScreen(active, onDisconnect = { session = null })
StreamScreen(active) { reason ->
// A game launched from a library exiting is a normal finish, and the player is
// almost certainly after the next title — so send them back to that library rather
// 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.
reopenLibraryHostId =
if (reason == SessionEndReason.GAME_EXITED && active.launchedFromLibrary) {
active.hostId
} else {
null
}
session = null
}
} else if (gamepadUi) {
GamepadShell(
settings = settings,
@@ -115,6 +144,8 @@ fun App(forceGamepadUi: Boolean = false) {
onConnected = { session = it },
deepLink = pendingLink,
onDeepLinkHandled = { activity?.pendingDeepLink = null },
reopenLibraryHostId = reopenLibraryHostId,
onReopenLibraryHandled = { reopenLibraryHostId = null },
)
} else {
// Adaptive nav: a bottom bar on phones; on tablets / large windows a side NavigationRail
@@ -201,8 +232,16 @@ fun App(forceGamepadUi: Boolean = false) {
}
}
}
}
}
/**
* The console backdrop's colour family for everything under [App] — provided from the live
* settings so a change on the gamepad settings screen recolours every backdrop at once. Defaults
* to the brand violet, which is also what a preview or a test composition gets.
*/
val LocalGamepadPalette = compositionLocalOf { GamepadPalette.named("violet") }
/** Which console screen the gamepad shell is showing. */
private enum class GamepadScreen { Home, Settings, Library }
@@ -218,11 +257,32 @@ fun GamepadShell(
onConnected: (ActiveSession) -> Unit,
deepLink: String? = null,
onDeepLinkHandled: () -> Unit = {},
/**
* 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.
*/
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) }
// 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(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 }
?.let { libraryHost = it; screen = GamepadScreen.Library }
onReopenLibraryHandled()
}
// On a TV, shrink the 10-foot UI so its elements aren't oversized. Density-aware: expand the
// effective dp footprint to at least CONSOLE_TV_MIN_WIDTH_DP (→ smaller elements) ONLY when the
// panel reports fewer dp than that; a low-density TV that's already spacious, and every phone /
@@ -191,6 +191,7 @@ internal fun ConnectTakeover(
onCancel: () -> Unit,
onRetry: () -> Unit,
) {
val ink = LocalGamepadInk.current
val copy = connectCopy(phase)
val timedOut = phase is ConnectPhase.WakeTimedOut
@@ -212,7 +213,7 @@ internal fun ConnectTakeover(
Icon(
Icons.Filled.Bedtime,
contentDescription = null,
tint = Color.White.copy(alpha = 0.9f),
tint = ink.fg(0.9f),
modifier = Modifier.size(46.dp),
)
}
@@ -221,14 +222,14 @@ internal fun ConnectTakeover(
}
Text(
copy.title,
color = Color.White,
color = ink.fg,
fontWeight = FontWeight.Bold,
fontSize = 24.sp,
textAlign = TextAlign.Center,
)
Text(
copy.subtitle,
color = Color.White.copy(alpha = 0.65f),
color = ink.fg(0.65f),
fontSize = 14.sp,
textAlign = TextAlign.Center,
fontFamily = if (copy.monoSubtitle) FontFamily.Monospace else FontFamily.Default,
@@ -249,6 +250,7 @@ internal fun ConnectTakeover(
*/
@Composable
private fun PulsingSpinner() {
val ink = LocalGamepadInk.current
val transition = rememberInfiniteTransition(label = "connectPulse")
val pulse by transition.animateFloat(
initialValue = 0f,
@@ -262,14 +264,14 @@ private fun PulsingSpinner() {
for (i in 0..1) {
val p = (pulse + i * 0.5f) % 1f
drawCircle(
color = Color(0xFF8678F5).copy(alpha = (1f - p) * 0.35f),
color = ink.accent.copy(alpha = (1f - p) * 0.35f),
radius = maxR * (0.42f + p * 0.58f),
style = Stroke(width = 2.dp.toPx()),
)
}
}
CircularProgressIndicator(
color = Color.White,
color = ink.fg,
strokeWidth = 3.dp,
modifier = Modifier.size(54.dp),
)
@@ -168,8 +168,7 @@ fun ConnectScreen(
lnpPrompt = false
// The browse started while blocked (its sockets failed or received nothing) — restart it
// now that the grant makes them work.
discovery.stop()
discovery.start()
discovery.restart()
} else {
lnpPrompt = true // rationale + "Open settings" (a permanently-denied request returns instantly)
}
@@ -191,12 +190,27 @@ fun ConnectScreen(
// or otherwise notify the app — this observer is what turns the grant into a live discovery.
DisposableEffect(Unit) {
val lifecycle = (context as? LifecycleOwner)?.lifecycle
// Whether we've actually been away. ON_RESUME also fires on first entry, right after the
// effect below starts the browse — restarting it there would be pure churn.
var wasPaused = false
val obs = LifecycleEventObserver { _, event ->
if (event == Lifecycle.Event.ON_RESUME && !lnpGranted && hasLocalNetworkPermission(context)) {
lnpGranted = true
lnpPrompt = false
discovery.stop()
discovery.start()
when (event) {
Lifecycle.Event.ON_PAUSE -> wasPaused = true
Lifecycle.Event.ON_RESUME -> {
if (!lnpGranted && hasLocalNetworkPermission(context)) {
lnpGranted = true
lnpPrompt = false
discovery.restart()
} else if (wasPaused) {
// Coming back from the background: the browse may have been sitting idle
// (or had its multicast socket torn out from under it) while we were away,
// and its own re-query interval has kept doubling. Re-arm and ask again,
// so returning to the screen is enough — no app restart.
discovery.restart()
}
wasPaused = false
}
else -> {}
}
}
lifecycle?.addObserver(obs)
@@ -1009,20 +1023,28 @@ fun ConnectScreen(
// 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.
if (lnpGranted && !connecting && discovered.isEmpty()) {
// 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,
) {
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,
)
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") }
}
}
}
@@ -79,6 +79,7 @@ fun GamepadAddHostScreen(
suggestedMacs: List<String> = emptyList(),
onSave: ((KnownHost) -> Unit)? = null,
) {
val ink = LocalGamepadInk.current
val context = LocalContext.current
val isTv = remember { isTvDevice(context) }
val isEdit = editHost != null
@@ -245,7 +246,7 @@ fun GamepadAddHostScreen(
Text(
"Hosts on this network appear automatically — add one by address for everything else.",
style = MaterialTheme.typography.bodyMedium,
color = Color.White.copy(alpha = 0.55f),
color = ink.fg(0.55f),
modifier = Modifier.widthIn(max = 520.dp).padding(bottom = 8.dp),
)
}
@@ -306,6 +307,7 @@ private fun TvAddHostForm(
onAdd: () -> Unit,
onDismiss: () -> Unit,
) {
val ink = LocalGamepadInk.current
BackHandler(onBack = onDismiss)
val firstFocus = remember { FocusRequester() }
Box(Modifier.fillMaxSize()) {
@@ -319,11 +321,11 @@ private fun TvAddHostForm(
.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(16.dp),
) {
Text(title, style = MaterialTheme.typography.headlineMedium, fontWeight = FontWeight.Bold, color = Color.White)
Text(title, style = MaterialTheme.typography.headlineMedium, fontWeight = FontWeight.Bold, color = ink.fg)
Text(
"Hosts on this network appear automatically — add one by address for everything else.",
style = MaterialTheme.typography.bodyMedium,
color = Color.White.copy(alpha = 0.55f),
color = ink.fg(0.55f),
)
OutlinedTextField(
value = name, onValueChange = onName, singleLine = true,
@@ -362,6 +364,7 @@ private fun rowCols(row: Int): Int = if (row < KB_ACTIONS_ROW) KB_CHAR_ROWS[row]
@Composable
private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused || editing, editing = editing)
val shape = RoundedCornerShape(14.dp)
Row(
@@ -375,25 +378,26 @@ private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -
.padding(horizontal = 16.dp, vertical = 14.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Text(f.label, style = MaterialTheme.typography.bodyLarge, fontWeight = FontWeight.SemiBold, color = Color.White)
Text(f.label, style = MaterialTheme.typography.bodyLarge, fontWeight = FontWeight.SemiBold, color = ink.fg)
Spacer(Modifier.weight(1f))
Text(
f.value.ifEmpty { f.placeholder },
style = MaterialTheme.typography.bodyMedium.copy(fontFamily = FontFamily.Monospace),
color = if (f.value.isEmpty()) Color.White.copy(alpha = 0.35f) else Color.White,
color = if (f.value.isEmpty()) ink.fg(0.35f) else ink.fg,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
if (editing) Text(" |", color = Color(0xFF8678F5))
if (editing) Text(" |", color = ink.accent)
}
}
@Composable
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) Color(0xFF8678F5) else Color.White.copy(alpha = 0.35f),
if (enabled) ink.accent else ink.fg(0.35f),
tween(160),
label = "addLabel",
)
@@ -425,6 +429,7 @@ private fun KeyboardGrid(
bottomInset: Dp = 0.dp, // empty frame at the bottom of the glass for the floating legend to sit over
onKey: (Int, Int) -> Unit,
) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(20.dp)
val gap = if (compact) 5.dp else 7.dp
Column(
@@ -433,7 +438,7 @@ private fun KeyboardGrid(
.widthIn(max = 640.dp)
.clip(shape)
.background(Color(0x1FFFFFFF))
.border(1.dp, Color.White.copy(alpha = 0.12f), shape)
.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),
) {
@@ -454,14 +459,15 @@ private fun KeyboardGrid(
@Composable
private fun Keycap(label: String, focused: Boolean, compact: Boolean, modifier: Modifier = Modifier, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
// Fast tweens: the keyboard cursor hops many keys per second under hold-to-repeat, so the
// trailing key must have faded before the cursor is two keys away — quick, but no longer a snap.
val bg by animateColorAsState(
if (focused) Color(0xFF8678F5) else Color(0x14FFFFFF),
if (focused) ink.accent else ink.glass,
tween(90),
label = "keyBg",
)
val fg by animateColorAsState(if (focused) Color.Black else Color.White, 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)
@@ -14,6 +14,8 @@ import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.PaddingValues
@@ -23,6 +25,9 @@ import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.lazy.LazyRow
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
@@ -31,7 +36,9 @@ import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.remember
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
@@ -65,9 +72,12 @@ import kotlin.math.sin
// connected-controller status chip. One look across every screen is what makes the console UI read
// as a coherent mode rather than a set of themed pages.
/** One drifting colour blob of the aurora field. Integer [sx]/[sy] keep the loop seamless at wrap. */
/**
* One drifting blob of the aurora 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 color: Color,
val baseX: Float,
val baseY: Float,
val driftX: Float,
@@ -80,50 +90,80 @@ private class AuroraBlob(
)
private val auroraBlobs = listOf(
AuroraBlob(Color(0xFF877AF5), 0.30f, 0.26f, 0.16f, 0.10f, 1, 1, 0.0f, 0.62f, 0.55f), // brand violet
AuroraBlob(Color(0xFF3E33B8), 0.78f, 0.68f, 0.13f, 0.14f, 1, 2, 2.4f, 0.68f, 0.58f), // deep indigo
AuroraBlob(Color(0xFF9E4CCC), 0.16f, 0.82f, 0.12f, 0.09f, 2, 1, 4.1f, 0.52f, 0.42f), // plum
AuroraBlob(Color(0xFF3862DB), 0.72f, 0.14f, 0.10f, 0.08f, 1, 3, 1.2f, 0.48f, 0.40f), // cool blue
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),
)
/**
* The living console backdrop: soft violet-family blobs drifting over black on slow, seamless loops,
* finished with a centre-pooling vignette and top/bottom legibility scrims. A Compose approximation
* of the Apple client's MeshGradient aurora — same brand family, same "ambience, never content" role.
* The living console backdrop: 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.
* A Compose approximation of the Apple client's MeshGradient aurora — same colour families, same
* "ambience, never content" role, and the same [GamepadPalette] setting recolours both.
*
* [calm] is what the FORM screens 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.
*/
@Composable
fun GamepadAuroraBackground(modifier: Modifier = Modifier) {
fun GamepadAuroraBackground(modifier: Modifier = Modifier, calm: Boolean = false) {
val ink = LocalGamepadInk.current
val palette = LocalGamepadPalette.current
val animated = animationsEnabled()
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 angle by transition.animateFloat(
// 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(Color.Black)
drawRect(ground)
val span = max(size.width, size.height)
for (b in auroraBlobs) {
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(b.color.copy(alpha = b.alpha), Color.Transparent),
colors = listOf(tones[i].copy(alpha = alpha), Color.Transparent),
center = Offset(cx, cy),
radius = r,
),
center = Offset(cx, cy),
radius = r,
blendMode = BlendMode.Plus,
// 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, sink the corners.
// 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, Color.Black.copy(alpha = 0.44f)),
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,
),
@@ -131,43 +171,108 @@ fun GamepadAuroraBackground(modifier: Modifier = Modifier) {
// Top/bottom legibility scrim for the pinned title + hint bar.
drawRect(
Brush.verticalGradient(
0.0f to Color.Black.copy(alpha = 0.40f),
0.30f to Color.Black.copy(alpha = 0.05f),
0.70f to Color.Black.copy(alpha = 0.06f),
1.0f to Color.Black.copy(alpha = 0.42f),
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),
),
)
}
}
/**
* The calm backdrop for the console FORM screens (settings, add-host) — deliberately still and quiet
* (unlike the launcher's drifting aurora), a deep indigo base with two soft brand glows so the glass
* rows have some colour + luminance to sit on. Mirrors the Apple client's GamepadFormBackground.
* `false` when the user has turned animations off system-wide (Developer options' animator duration
* scale, or the accessibility "Remove animations" switch, which sets the same global). Read once
* per composition — it needs a settings trip to the system, and it changes about never.
*/
@Composable
private fun animationsEnabled(): Boolean {
val context = LocalContext.current
return remember {
runCatching {
android.provider.Settings.Global.getFloat(
context.contentResolver,
android.provider.Settings.Global.ANIMATOR_DURATION_SCALE,
1f,
) != 0f
}.getOrDefault(true)
}
}
/**
* The backdrop for the console FORM screens (settings, add-host). It used to be a STILL deep-indigo
* base with two soft glows; it is now the launcher's own living field at `calm`, which keeps that
* colour and luminance under the glass rows, honours the palette setting on every screen rather
* than only the launcher, and leaves nothing in the console UI backed by a static image. Mirrors
* the Apple client's GamepadFormBackground, which made the same substitution.
*/
@Composable
fun GamepadFormBackground(modifier: Modifier = Modifier) {
Canvas(modifier) {
val span = max(size.width, size.height)
drawRect(Color(0xFF131126))
drawCircle(
brush = Brush.radialGradient(
colors = listOf(Color(0xE6635AAE), Color.Transparent),
center = Offset(size.width * 0.24f, size.height * 0.12f),
radius = span * 0.7f,
),
center = Offset(size.width * 0.24f, size.height * 0.12f),
radius = span * 0.7f,
)
drawCircle(
brush = Brush.radialGradient(
colors = listOf(Color(0xBF343E96), Color.Transparent),
center = Offset(size.width * 0.82f, size.height * 0.9f),
radius = span * 0.7f,
),
center = Offset(size.width * 0.82f, size.height * 0.9f),
radius = span * 0.7f,
)
GamepadAuroraBackground(modifier, calm = true)
}
/**
* The horizontal section switcher above a console list. Purely presentational — the SCREEN owns
* which tab is selected and what the shoulders do. Scrollable so a narrow phone in landscape never
* has to squeeze the pills, and the selected one is always brought into view whether it was reached
* by shoulder button or tap.
*/
@Composable
fun ConsoleTabStrip(
titles: List<String>,
selected: Int,
onSelect: (Int) -> Unit,
modifier: Modifier = Modifier,
/**
* The strip itself holds the cursor (the caller moved focus UP out of its list). Draws a ring
* on the selected pill so it's clear left/right now walks sections rather than values — the
* route a D-pad remote, which has no shoulder buttons, needs.
*/
focused: Boolean = false,
) {
val ink = LocalGamepadInk.current
val listState = rememberLazyListState()
LaunchedEffect(selected) {
runCatching { listState.animateScrollToItem(selected.coerceAtLeast(0)) }
}
LazyRow(
state = listState,
modifier = modifier,
contentPadding = PaddingValues(horizontal = ConsoleEdgeInset),
horizontalArrangement = Arrangement.spacedBy(6.dp),
) {
itemsIndexed(titles) { i, title ->
val active = i == selected
val background by animateColorAsState(
if (active) ink.accent(0.85f) else ink.glass,
tween(180),
label = "tabBg",
)
// Not `ink` — that name is the palette's, and shadowing it here cost a compile.
val labelColor by animateColorAsState(
if (active) ink.onAccent else ink.fg(0.55f),
tween(180),
label = "tabInk",
)
val ring by animateColorAsState(
ink.fg(if (active && focused) 0.85f else 0f),
tween(180),
label = "tabRing",
)
Text(
title,
style = MaterialTheme.typography.labelLarge,
fontWeight = FontWeight.SemiBold,
color = labelColor,
maxLines = 1,
modifier = Modifier
.clip(RoundedCornerShape(50))
.background(background)
.border(1.5.dp, ring, RoundedCornerShape(50))
.clickable { onSelect(i) }
.padding(horizontal = 14.dp, vertical = 7.dp),
)
}
}
}
@@ -176,7 +281,7 @@ fun GamepadFormBackground(modifier: Modifier = Modifier) {
* sits in the SAME spot across Home / Settings / Add-Host and appears pinned while the content behind
* it cross-fades between screens.
*/
val ConsoleLegendInset = PaddingValues(start = 24.dp, bottom = 24.dp)
val ConsoleLegendInset = PaddingValues(start = 24.dp, end = 24.dp, bottom = 24.dp)
/** The shared horizontal inset for a console screen's heading (matches the legend's left edge). */
val ConsoleEdgeInset = 24.dp
@@ -187,6 +292,7 @@ val ConsoleEdgeInset = 24.dp
*/
@Composable
fun ConsoleHeader(title: String, modifier: Modifier = Modifier, horizontalInset: Boolean = true) {
val ink = LocalGamepadInk.current
// `horizontalInset = false` when the caller's container already pads to ConsoleEdgeInset (e.g. a
// LazyColumn contentPadding) — so the heading lands at the SAME 24dp on every screen either way.
val h = if (horizontalInset) ConsoleEdgeInset else 0.dp
@@ -194,7 +300,7 @@ fun ConsoleHeader(title: String, modifier: Modifier = Modifier, horizontalInset:
title,
style = MaterialTheme.typography.headlineMedium,
fontWeight = FontWeight.Bold,
color = Color.White,
color = ink.fg,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
modifier = modifier.padding(start = h, end = h, top = 18.dp, bottom = 10.dp),
@@ -251,21 +357,22 @@ class ConsoleFocusVisuals(val scale: Float, val background: Color, val border: C
*/
@Composable
fun animateConsoleFocus(active: Boolean, editing: Boolean = false): ConsoleFocusVisuals {
val ink = LocalGamepadInk.current
val scale by animateFloatAsState(
targetValue = if (active) 1f else 0.98f,
animationSpec = spring(dampingRatio = 0.7f, stiffness = Spring.StiffnessMediumLow),
label = "consoleScale",
)
val background by animateColorAsState(
if (active) Color(0x336656F2) else Color(0x14FFFFFF),
if (active) ink.accent(0.20f) else ink.glass,
tween(160),
label = "consoleBg",
)
val border by animateColorAsState(
when {
editing -> Color(0xB38678F5)
active -> Color.White.copy(alpha = 0.28f)
else -> Color.White.copy(alpha = 0.06f)
editing -> ink.accent(0.70f)
active -> ink.fg(0.28f)
else -> ink.fg(0.06f)
},
tween(160),
label = "consoleBorder",
@@ -280,18 +387,19 @@ fun animateConsoleFocus(active: Boolean, editing: Boolean = false): ConsoleFocus
*/
@Composable
fun ConsoleSwitch(on: Boolean, focused: Boolean, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
val travel by animateFloatAsState(
targetValue = if (on) 1f else 0f,
animationSpec = spring(dampingRatio = 0.8f, stiffness = 600f),
label = "switchKnob",
)
val track by animateColorAsState(
if (on) Color(0xFF6656F2) else Color(0x26FFFFFF),
if (on) ink.accent else Color(0x26FFFFFF),
tween(200),
label = "switchTrack",
)
val outline by animateColorAsState(
Color.White.copy(alpha = if (focused) 0.45f else 0.15f),
ink.fg(if (focused) 0.45f else 0.15f),
tween(160),
label = "switchOutline",
)
@@ -313,7 +421,7 @@ fun ConsoleSwitch(on: Boolean, focused: Boolean, modifier: Modifier = Modifier)
.offset { IntOffset(((trackW - knob - pad * 2).toPx() * travel).roundToInt(), 0) }
.size(knob)
.clip(CircleShape)
.background(Color.White),
.background(ink.fg),
)
}
}
@@ -321,6 +429,7 @@ fun ConsoleSwitch(on: Boolean, focused: Boolean, modifier: Modifier = Modifier)
/** A round face-button badge: a coloured disc with the button letter, like a controller's face. */
@Composable
fun GamepadButtonGlyph(glyph: Char, color: Color, size: androidx.compose.ui.unit.Dp = 26.dp) {
val ink = LocalGamepadInk.current
Box(
modifier = Modifier
.size(size)
@@ -330,7 +439,7 @@ fun GamepadButtonGlyph(glyph: Char, color: Color, size: androidx.compose.ui.unit
) {
Text(
glyph.toString(),
color = Color.White,
color = ink.fg,
fontWeight = FontWeight.Bold,
fontSize = (size.value * 0.52f).sp,
textAlign = TextAlign.Center,
@@ -341,11 +450,12 @@ fun GamepadButtonGlyph(glyph: Char, color: Color, size: androidx.compose.ui.unit
/** The D-pad-centre "select" button — a green (confirm) disc with a ring; the TV-remote glyph for A. */
@Composable
private fun SelectGlyph(size: androidx.compose.ui.unit.Dp = 26.dp) {
val ink = LocalGamepadInk.current
Box(
modifier = Modifier.size(size).clip(CircleShape).background(PadGlyph.A),
contentAlignment = Alignment.Center,
) {
Box(Modifier.size(size * 0.46f).clip(CircleShape).border(2.dp, Color.White, CircleShape))
Box(Modifier.size(size * 0.46f).clip(CircleShape).border(2.dp, ink.fg, CircleShape))
}
}
@@ -410,6 +520,7 @@ internal fun PsFaceGlyph(glyph: Char, size: androidx.compose.ui.unit.Dp = 26.dp)
*/
@Composable
internal fun SelectButtonGlyph(style: Gamepad.PadStyle, size: androidx.compose.ui.unit.Dp = 26.dp) {
val ink = LocalGamepadInk.current
Box(
Modifier.size(size).clip(CircleShape).background(PadButtonFace),
contentAlignment = Alignment.Center,
@@ -421,17 +532,17 @@ internal fun SelectButtonGlyph(style: Gamepad.PadStyle, size: androidx.compose.u
val corner = RoundedCornerShape(2.dp)
Box(
Modifier.size(size * 0.32f).align(Alignment.TopEnd)
.border(1.4.dp, Color.White.copy(alpha = 0.9f), corner),
.border(1.4.dp, ink.fg(0.9f), corner),
)
Box(
Modifier.size(size * 0.32f).align(Alignment.BottomStart)
.clip(corner).background(PadButtonFace)
.border(1.4.dp, Color.White.copy(alpha = 0.9f), corner),
.border(1.4.dp, ink.fg(0.9f), corner),
)
}
Gamepad.PadStyle.NINTENDO -> Text(
"",
color = Color.White,
color = ink.fg,
fontWeight = FontWeight.Bold,
fontSize = (size.value * 0.62f).sp,
textAlign = TextAlign.Center,
@@ -440,7 +551,7 @@ internal fun SelectButtonGlyph(style: Gamepad.PadStyle, size: androidx.compose.u
Modifier
.size(width = size * 0.58f, height = size * 0.30f)
.clip(RoundedCornerShape(50))
.border(1.6.dp, Color.White.copy(alpha = 0.9f), RoundedCornerShape(50)),
.border(1.6.dp, ink.fg(0.9f), RoundedCornerShape(50)),
)
}
}
@@ -452,6 +563,7 @@ internal fun SelectButtonGlyph(style: Gamepad.PadStyle, size: androidx.compose.u
*/
@Composable
fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, hazeState: HazeState? = null) {
val ink = LocalGamepadInk.current
// On a TV D-pad remote (no A/B/X/Y), auto-swap the two universal pad glyphs every screen uses:
// A (confirm) → the select ring, B (back/cancel) → a back glyph. Screen-specific glyphs like the
// home's Up/Down handle themselves. A real pad instead picks its glyph FAMILY (Xbox letters /
@@ -464,14 +576,19 @@ fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, haze
// With a haze source, blur the content behind the pill (real backdrop blur, API 31+; a translucent
// scrim below) + a light tint; otherwise fall back to a solid frosted fill.
val frosted = if (hazeState != null) {
modifier.clip(shape).hazeEffect(hazeState).background(Color(0x4014122A))
modifier.clip(shape).hazeEffect(hazeState).background(ink.shade(0.25f))
} else {
modifier.clip(shape).background(Color(0x8C14122A))
modifier.clip(shape).background(ink.shade(0.55f))
}
Row(
modifier = frosted
.border(1.dp, Color.White.copy(alpha = 0.14f), shape)
.padding(horizontal = 16.dp, vertical = 10.dp),
.border(1.dp, ink.fg(0.14f), shape)
.padding(horizontal = 16.dp, vertical = 10.dp)
// The pill still hugs its content when it fits; when it doesn't (a narrow phone, or a
// screen whose legend grew a cell) it scrolls rather than running off the edge and
// silently eating the last hint — which is exactly what the settings screen's new
// Section cell did on a 360 dp phone.
.horizontalScroll(rememberScrollState()),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(11.dp),
) {
@@ -497,7 +614,7 @@ fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, haze
Text(
h.text,
style = MaterialTheme.typography.labelLarge,
color = Color.White.copy(alpha = 0.9f),
color = ink.fg(0.9f),
maxLines = 1,
softWrap = false, // never char-wrap a label when several hints crowd a narrow pill
)
@@ -509,24 +626,25 @@ fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, haze
/** "Which pad is driving this UI" — a quiet chip in the console top bar with the controller's name. */
@Composable
fun ControllerStatusChip(name: String, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
Row(
modifier = modifier
.clip(RoundedCornerShape(50))
.background(Color.White.copy(alpha = 0.08f))
.background(ink.fg(0.08f))
.padding(horizontal = 12.dp, vertical = 7.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Icon(
Icons.Filled.SportsEsports,
contentDescription = null,
tint = Color.White.copy(alpha = 0.75f),
tint = ink.fg(0.75f),
modifier = Modifier.size(16.dp),
)
Spacer(Modifier.width(7.dp))
Text(
name,
style = MaterialTheme.typography.labelMedium,
color = Color.White.copy(alpha = 0.75f),
color = ink.fg(0.75f),
maxLines = 1,
)
}
@@ -85,6 +85,7 @@ fun GamepadDialog(
actions: List<DialogAction>,
body: @Composable ColumnScope.() -> Unit,
) {
val ink = LocalGamepadInk.current
// Focus the primary action; buttons are stacked full-width, navigated up/down (fits long labels
// like "Request access" without the cramped-row wrapping a horizontal layout caused).
var focus by remember { mutableIntStateOf(actions.indexOfFirst { it.primary }.coerceAtLeast(0)) }
@@ -117,11 +118,11 @@ fun GamepadDialog(
.heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(24.dp))
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
Text(title, style = MaterialTheme.typography.headlineSmall, fontWeight = FontWeight.Bold, color = Color.White)
Text(title, style = MaterialTheme.typography.headlineSmall, fontWeight = FontWeight.Bold, color = ink.fg)
Column(
Modifier.weight(1f, fill = false).verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
@@ -139,6 +140,7 @@ fun GamepadDialog(
@OptIn(ExperimentalFoundationApi::class)
@Composable
private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enabled: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val scale by animateFloatAsState(
if (focused) 1.02f else 1f,
spring(dampingRatio = 0.7f, stiffness = Spring.StiffnessMediumLow),
@@ -152,19 +154,19 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
// Focus sweeps up/down the stack — cross-fade the fills so it glides instead of snapping.
val bg by animateColorAsState(
when {
focused -> Color(0xFF6656F2)
primary -> Color(0x336656F2)
else -> Color(0x14FFFFFF)
focused -> ink.accent
primary -> ink.accent(0.20f)
else -> ink.glass
},
tween(160),
label = "btnBg",
)
val fg by animateColorAsState(
when {
!enabled -> Color.White.copy(alpha = 0.35f)
focused -> Color.White
primary -> Color(0xFF8678F5)
else -> Color.White.copy(alpha = 0.85f)
!enabled -> ink.fg(0.35f)
focused -> ink.fg
primary -> ink.accent
else -> ink.fg(0.85f)
},
tween(160),
label = "btnFg",
@@ -198,7 +200,8 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
/** Body text helper — a dimmed paragraph. */
@Composable
private fun DialogText(text: String) {
Text(text, style = MaterialTheme.typography.bodyMedium, color = Color.White.copy(alpha = 0.7f))
val ink = LocalGamepadInk.current
Text(text, style = MaterialTheme.typography.bodyMedium, color = ink.fg(0.7f))
}
/**
@@ -271,6 +274,7 @@ fun GamepadPinHostsDialog(
onToggle: (KnownHost) -> Unit,
onDismiss: () -> Unit,
) {
val ink = LocalGamepadInk.current
// 0..hosts.lastIndex = host rows, hosts.size = the Done button (with no hosts, index 0 IS
// Done, so it starts focused).
var focus by remember { mutableIntStateOf(0) }
@@ -304,7 +308,7 @@ fun GamepadPinHostsDialog(
.heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(24.dp))
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
@@ -312,7 +316,7 @@ fun GamepadPinHostsDialog(
"Pin “$profileName",
style = MaterialTheme.typography.headlineSmall,
fontWeight = FontWeight.Bold,
color = Color.White,
color = ink.fg,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
@@ -350,6 +354,7 @@ fun GamepadPinHostsDialog(
@OptIn(ExperimentalFoundationApi::class)
@Composable
private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
// Inside the dialog's scroll region, like DialogButton: a focused row scrolled out of a short
// landscape window pulls itself into view.
@@ -376,7 +381,7 @@ private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: ()
label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
color = Color.White,
color = ink.fg,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
@@ -518,6 +523,7 @@ fun GamepadRequestAccessDialog(pt: PendingTrust, onRequestAccess: () -> Unit, on
@Composable
fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
val ink = LocalGamepadInk.current
GamepadDialog(
title = "Waiting for approval",
onDismiss = onCancel,
@@ -525,8 +531,8 @@ fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
) {
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 = Color.White)
Text("Approve this device on $hostLabel.", color = Color.White)
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 " +
@@ -542,6 +548,7 @@ fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
*/
@Composable
fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired: (String) -> Unit, onDismiss: () -> Unit) {
val ink = LocalGamepadInk.current
val scope = rememberCoroutineScope()
val digits = remember(pt) { mutableStateListOf(0, 0, 0, 0) }
var slot by remember(pt) { mutableIntStateOf(0) } // 0..3 = digit slots, 4 = Pair button
@@ -587,16 +594,16 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
Column(
Modifier.padding(24.dp).widthIn(max = 460.dp).heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730)).border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(24.dp))
.background(Color(0xF01A1730)).border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.verticalScroll(rememberScrollState())
.padding(28.dp),
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.spacedBy(18.dp),
) {
Text("Pair with PIN", style = MaterialTheme.typography.headlineSmall, fontWeight = FontWeight.Bold, color = Color.White)
Text("Pair with PIN", style = MaterialTheme.typography.headlineSmall, fontWeight = FontWeight.Bold, color = ink.fg)
Text(
"Enter the 4-digit PIN shown on the host — D-pad ↑↓ sets a digit, ←→ moves.",
style = MaterialTheme.typography.bodyMedium, color = Color.White.copy(alpha = 0.7f), textAlign = TextAlign.Center,
style = MaterialTheme.typography.bodyMedium, color = ink.fg(0.7f), textAlign = TextAlign.Center,
)
Row(horizontalArrangement = Arrangement.spacedBy(12.dp)) {
repeat(4) { i -> PinSlot(digits[i], focused = slot == i && !pairing) }
@@ -615,13 +622,14 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
@Composable
private fun PinSlot(value: Int, focused: Boolean) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(12.dp)
Box(
Modifier.size(54.dp, 66.dp).clip(shape)
.background(if (focused) Color(0x336656F2) else Color(0x14FFFFFF))
.border(if (focused) 2.dp else 1.dp, if (focused) Color(0xFF8678F5) else Color.White.copy(alpha = 0.1f), shape),
.background(if (focused) ink.accent(0.20f) else ink.glass)
.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 = Color.White, fontFamily = FontFamily.Monospace)
Text(value.toString(), fontSize = 30.sp, fontWeight = FontWeight.Bold, color = ink.fg, fontFamily = FontFamily.Monospace)
}
}
@@ -247,9 +247,10 @@ fun GamepadHome(
/** One dark-glass landscape console tile — bigger and bolder than the touch grid's HostCard. */
@Composable
private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(26.dp)
val wash = if (tile.filled) {
Brush.verticalGradient(listOf(Color(0x336656F2), Color(0x14100C2A)))
Brush.verticalGradient(listOf(ink.accent(0.20f), Color(0x14100C2A)))
} else {
Brush.verticalGradient(listOf(Color(0x1AFFFFFF), Color(0x0DFFFFFF)))
}
@@ -258,7 +259,7 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
.fillMaxWidth()
.clip(shape)
.background(wash)
.border(1.dp, Color.White.copy(alpha = 0.16f), shape)
.border(1.dp, ink.fg(0.16f), shape)
.padding(22.dp),
) {
Row(Modifier.fillMaxWidth(), verticalAlignment = Alignment.Top) {
@@ -269,7 +270,7 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
Icon(
Icons.Filled.Lock,
contentDescription = "Paired",
tint = Color.White.copy(alpha = 0.7f),
tint = ink.fg(0.7f),
modifier = Modifier.padding(end = 6.dp).size(15.dp),
)
}
@@ -286,14 +287,14 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
tile.title,
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = Color.White,
color = ink.fg,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
Text(
tile.subtitle,
style = MaterialTheme.typography.bodyMedium,
color = Color.White.copy(alpha = 0.55f),
color = ink.fg(0.55f),
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
@@ -302,9 +303,10 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
@Composable
private fun MonogramBadge(tile: HomeTile) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(15.dp)
val fill = if (tile.filled) {
Brush.verticalGradient(listOf(Color(0xFF6656F2), Color(0xFF8678F5)))
Brush.verticalGradient(listOf(ink.accent, ink.accent))
} else {
Brush.verticalGradient(listOf(Color(0x296656F2), Color(0x296656F2)))
}
@@ -316,18 +318,18 @@ private fun MonogramBadge(tile: HomeTile) {
tile.connecting -> CircularProgressIndicator(
modifier = Modifier.size(24.dp),
strokeWidth = 2.dp,
color = Color.White,
color = ink.fg,
)
tile.isAdd -> Icon(
Icons.Filled.Add,
contentDescription = null,
tint = if (tile.filled) Color.White else Color(0xFF8678F5),
tint = if (tile.filled) ink.fg else ink.accent,
)
else -> Text(
tile.title.trim().firstOrNull()?.uppercaseChar()?.toString() ?: "",
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = if (tile.filled) Color.White else Color(0xFF8678F5),
color = if (tile.filled) ink.fg else ink.accent,
)
}
}
@@ -0,0 +1,89 @@
package io.unom.punktfunk
import androidx.compose.runtime.compositionLocalOf
import androidx.compose.ui.graphics.Color
// The ink the console (gamepad) UI draws with under the chosen background palette.
//
// The console screens were white-on-dark throughout with the brand violet hardcoded as the accent.
// Both had to become palette-derived at once: a pale field needs dark text or it is unreadable,
// and a violet focus wash on a copper field is exactly the clash this exists to fix.
//
// Published as a CompositionLocal rather than passed down, so a leaf (a row, a hint pill, a card)
// can ask for the right colour without every caller in between knowing about palettes. The Apple
// client uses an environment value and `pf-console-ui` a thread-local for the same reason.
/** Everything about the console's look that follows the chosen palette. */
class GamepadInk(
/** Primary text/glyph colour. */
val fg: Color,
/** Focus wash, selected tab pill, switch track — the palette's own accent. */
val accent: Color,
/** What reads ON the accent (a filled pill's label, a switch knob). */
val onAccent: Color,
/** The base fill every glass surface starts from, at its resting opacity. */
val glass: Color,
/** What a wash laid UNDER text tends toward: black on a dark field, white on a pale one. */
val shade: Color,
/**
* How hard those washes go. A pale field needs far less — mixing toward white at the dark
* field's strength bleaches the chroma straight out of the gradient.
*/
val shadeScale: Float,
/** True when the field is pale, for the few places that branch rather than blend. */
val isLight: Boolean,
) {
/** The foreground at [alpha]. */
fun fg(alpha: Float): Color = fg.copy(alpha = alpha)
/** The accent at [alpha]. */
fun accent(alpha: Float): Color = accent.copy(alpha = alpha)
/** A wash under text: [alpha] is the dark-field strength, scaled for a pale one. */
fun shade(alpha: Float): Color = shade.copy(alpha = alpha * shadeScale)
companion object {
fun of(p: GamepadPalette): GamepadInk {
val accent = p.accentColor
// Chosen by luminance, not by `light`: an accent is picked for contrast against the
// GLASS, not against the field.
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
if (!p.light) {
return GamepadInk(
fg = Color.White,
accent = accent,
onAccent = onAccent,
glass = Color.White.copy(alpha = 0.08f),
shade = Color.Black,
shadeScale = 1f,
isLight = false,
)
}
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()),
accent = accent,
onAccent = onAccent,
// More body than the dark glass carries: white frost over a bright gradient has
// far less separating it from its backdrop than dark glass over a dark one.
glass = Color.White.copy(alpha = 0.55f),
shade = Color.White,
shadeScale = 0.45f,
isLight = true,
)
}
/** The shipped dark look — what a preview or a test composition gets. */
val DARK = of(GamepadPalette.named("violet"))
}
}
/**
* The ink of the palette currently drawing, for everything under [App]. Provided from the live
* settings alongside [LocalGamepadPalette], so a change on the gamepad settings screen re-inks
* every console surface at once.
*/
val LocalGamepadInk = compositionLocalOf { GamepadInk.DARK }
@@ -152,8 +152,9 @@ fun GamepadNavEffect(
* keyboard). Same hysteresis + hold-to-repeat as [GamepadNavEffect] but on both axes — the dominant
* stick axis (or the pressed D-pad/HAT) commits a [NavDir], and it re-arms only after the stick
* returns near centre (so a flick is one step). [onActivate] is A / center, [onTertiary] is X,
* [onSecondary] is Y. B is left to MainActivity's BACK remap → the screen's BackHandler (so B "peels
* one layer": close the keyboard, then the screen).
* [onSecondary] is Y, and [onShoulder] is L1 (-1) / R1 (+1) — a step SIDEWAYS out of the list, which
* the settings screen uses for its section tabs. B is left to MainActivity's BACK remap → the
* screen's BackHandler (so B "peels one layer": close the keyboard, then the screen).
*/
@Composable
fun GamepadNavEffect2D(
@@ -162,6 +163,7 @@ fun GamepadNavEffect2D(
onActivate: () -> Unit,
onTertiary: () -> Unit = {},
onSecondary: () -> Unit = {},
onShoulder: (Int) -> Unit = {},
) {
val activity = LocalContext.current as? MainActivity ?: return
val state = remember { NavInputState() }
@@ -169,6 +171,7 @@ fun GamepadNavEffect2D(
val currentOnActivate by rememberUpdatedState(onActivate)
val currentOnTertiary by rememberUpdatedState(onTertiary)
val currentOnSecondary by rememberUpdatedState(onSecondary)
val currentOnShoulder by rememberUpdatedState(onShoulder)
DisposableEffect(active) {
// Stable probe refs so onDispose only releases the slot if WE still own it — during a
@@ -196,7 +199,10 @@ fun GamepadNavEffect2D(
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 }
else -> false // B / shoulders → MainActivity (B remaps to BACK → BackHandler)
// Edge-only, no auto-repeat: a held shoulder shouldn't spin through the tabs.
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)
}
}
if (active) {
@@ -0,0 +1,218 @@
package io.unom.punktfunk
import androidx.compose.ui.graphics.Color
// The console (gamepad) UI's background colour families, and the ink each one calls for.
//
// A palette is a short ordered ramp of DISTINCT hues, not one hue at several brightnesses. The
// field samples that ramp so several tones show at once and pool into each other, the way a real
// gradient poster does. An earlier version rotated ONE field's hue per palette, which is why every
// non-default palette read flat and monotone.
//
// A palette also owns the UI sitting on it: [accent] is the focus wash / selected pill / switch
// colour, and [light] flips the ink so a pale field gets dark text instead of white.
//
// The table, [ramp] and [CELL_RAMP] are mirrored in `pf-console-ui`'s `library.rs` (Rust) and the
// Apple client's `GamepadPalette.swift` under the same ids, so one `ui_palette` value is one look
// 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 background colour family. */
class GamepadPalette(
/** The stored `ui_palette` value ([Settings.uiPalette]). */
val id: String,
/** What the settings row shows. */
val name: String,
/**
* The colour ramp, dark end first. Empty = the brand default's explicit field, kept
* bit-identical to what every install already sees.
*/
val stops: List<Triple<Double, Double, Double>>,
/** The field's ground — what it settles onto and what the calm mix lifts toward. */
val ground: Triple<Double, Double, Double>,
/** The UI accent: focus wash, selected tab pill, switch track. */
val accent: Triple<Double, Double, Double>,
/** A pale field: the UI flips to dark ink and the legibility scrims go white. */
val light: Boolean,
) {
/** Four drifting blob colours, spread across the ramp so the field shows several hues. */
val blobColors: List<Color> by lazy {
val s = stops.ifEmpty { VIOLET_BLOBS }
(0..3).map { color(ramp(s, 0.15 + 0.25 * it)) }
}
/** The field's ground as a Compose colour. */
val groundColor: Color by lazy { color(ground) }
/** The accent as a Compose colour. */
val accentColor: Color by lazy { color(accent) }
companion object {
/**
* 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,
-0.08, 0.14, -0.10, 0.06,
0.06, -0.12, 0.16, -0.04,
-0.10, 0.08, -0.06, 0.12,
)
/** 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),
Triple(0.22, 0.38, 0.86), Triple(0.53, 0.47, 0.96),
)
/**
* 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(
// --- dark fields (white ink) ---
GamepadPalette(
"violet", "Violet", emptyList(),
ground = Triple(0.075, 0.060, 0.160),
accent = Triple(0.525, 0.471, 0.961), light = false,
),
GamepadPalette(
// Deep indigo climbing through violet into a hot magenta.
"nebula", "Nebula",
listOf(
Triple(0.07, 0.05, 0.20), Triple(0.26, 0.14, 0.54), Triple(0.52, 0.20, 0.72),
Triple(0.82, 0.26, 0.62), Triple(0.98, 0.46, 0.68),
),
ground = Triple(0.055, 0.040, 0.135),
accent = Triple(0.95, 0.42, 0.72), light = false,
),
GamepadPalette(
// Ink-blue water: teal → cerulean → a violet undertow.
"abyss", "Abyss",
listOf(
Triple(0.02, 0.10, 0.17), Triple(0.04, 0.28, 0.42), Triple(0.07, 0.46, 0.63),
Triple(0.16, 0.38, 0.78), Triple(0.26, 0.22, 0.58),
),
ground = Triple(0.018, 0.070, 0.130),
accent = Triple(0.26, 0.76, 0.92), light = false,
),
GamepadPalette(
// Banked coals: plum embers → crimson → burnt orange → gold.
"ember", "Ember",
listOf(
Triple(0.16, 0.03, 0.10), Triple(0.45, 0.06, 0.12), Triple(0.72, 0.18, 0.06),
Triple(0.90, 0.42, 0.08), Triple(0.95, 0.68, 0.18),
),
ground = Triple(0.090, 0.035, 0.040),
accent = Triple(0.98, 0.62, 0.26), light = false,
),
GamepadPalette(
// Forest floor into moss and a lime break.
"moss", "Moss",
listOf(
Triple(0.03, 0.11, 0.09), Triple(0.06, 0.27, 0.20), Triple(0.09, 0.45, 0.31),
Triple(0.28, 0.61, 0.28), Triple(0.58, 0.77, 0.31),
),
ground = Triple(0.025, 0.085, 0.070),
accent = Triple(0.48, 0.86, 0.46), light = false,
),
GamepadPalette(
// Neutral, but never flat: barely-there saturation that still travels from a cool
// charcoal to a warm stone.
"graphite", "Graphite",
listOf(
Triple(0.06, 0.07, 0.11), Triple(0.15, 0.18, 0.25), Triple(0.30, 0.31, 0.35),
Triple(0.45, 0.42, 0.38), Triple(0.60, 0.56, 0.49),
),
ground = Triple(0.055, 0.055, 0.070),
accent = Triple(0.78, 0.80, 0.86), light = false,
),
// --- pale fields (dark ink) ---
GamepadPalette(
// The holographic foil: rose → lilac → periwinkle → aqua, with a white bloom.
"holo", "Holo",
listOf(
Triple(0.99, 0.72, 0.90), Triple(0.80, 0.60, 0.98), Triple(0.58, 0.62, 0.99),
Triple(0.55, 0.86, 0.98), Triple(0.94, 0.98, 1.00),
),
ground = Triple(0.96, 0.92, 0.99),
accent = Triple(0.42, 0.28, 0.86), light = true,
),
GamepadPalette(
// The poster sunset: periwinkle → magenta → scarlet → tangerine → gold.
"sunset", "Sunset",
listOf(
Triple(0.55, 0.45, 0.92), Triple(0.86, 0.31, 0.66), Triple(0.97, 0.26, 0.34),
Triple(0.99, 0.51, 0.18), Triple(1.00, 0.80, 0.22),
),
ground = Triple(0.98, 0.74, 0.34),
accent = Triple(0.64, 0.13, 0.44), light = true,
),
GamepadPalette(
// Peach into blush and lilac — the softest of the set.
"bloom", "Bloom",
listOf(
Triple(1.00, 0.86, 0.72), Triple(0.99, 0.73, 0.79), Triple(0.95, 0.65, 0.89),
Triple(0.82, 0.68, 0.96), Triple(0.73, 0.79, 0.99),
),
ground = Triple(0.99, 0.90, 0.89),
accent = Triple(0.72, 0.24, 0.55), light = true,
),
GamepadPalette(
// First light: pale gold → coral → lilac.
"dawn", "Dawn",
listOf(
Triple(1.00, 0.92, 0.70), Triple(1.00, 0.80, 0.62), Triple(0.99, 0.66, 0.62),
Triple(0.90, 0.62, 0.78), Triple(0.77, 0.69, 0.95),
),
ground = Triple(1.00, 0.93, 0.82),
accent = Triple(0.82, 0.33, 0.28), light = true,
),
GamepadPalette(
// Sea glass: mint → aqua → a pale sky.
"mint", "Mint",
listOf(
Triple(0.82, 0.98, 0.90), Triple(0.62, 0.94, 0.88), Triple(0.55, 0.88, 0.95),
Triple(0.63, 0.82, 0.99), Triple(0.82, 0.87, 1.00),
),
ground = Triple(0.90, 0.98, 0.96),
accent = Triple(0.04, 0.42, 0.40), light = true,
),
GamepadPalette(
// Near-white, but iridescent rather than flat — rose, sky, mint and cream in turn.
"opal", "Opal",
listOf(
Triple(0.98, 0.92, 0.96), Triple(0.87, 0.93, 0.99), Triple(0.91, 0.99, 0.95),
Triple(0.99, 0.96, 0.88), Triple(0.94, 0.90, 0.99),
),
ground = Triple(0.97, 0.96, 0.99),
accent = Triple(0.36, 0.32, 0.44), light = true,
),
)
/**
* The palette stored under [id], falling back to the brand default — an unknown name is a
* palette a newer client shipped, not a reason to draw nothing.
*/
fun named(id: String): GamepadPalette = ALL.firstOrNull { it.id == id } ?: ALL[0]
/** Sample an ordered colour ramp at [t] ∈ [0, 1] (linear between neighbouring stops). */
fun ramp(
stops: List<Triple<Double, Double, Double>>,
t: Double,
): Triple<Double, Double, Double> {
if (stops.isEmpty()) return Triple(0.0, 0.0, 0.0)
if (stops.size == 1) return stops[0]
val x = t.coerceIn(0.0, 1.0) * (stops.size - 1)
val i = x.toInt().coerceAtMost(stops.size - 2)
val f = x - i
val (ar, ag, ab) = stops[i]
val (br, bg, bb) = stops[i + 1]
return Triple(ar + (br - ar) * f, ag + (bg - ag) * f, ab + (bb - ab) * f)
}
fun color(c: Triple<Double, Double, Double>): Color =
Color(c.first.toFloat(), c.second.toFloat(), c.third.toFloat())
}
}
@@ -39,6 +39,7 @@ import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateMapOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
@@ -63,10 +64,35 @@ import io.unom.punktfunk.kit.security.KnownHostStore
// The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView:
// the couch-relevant subset of the touch settings restyled as a console page and fully navigable with
// a controller: up/down moves the focus bar, left/right steps the focused value, A cycles/toggles it,
// B closes. Both write the same SharedPreferences, so values round-trip with the touch settings.
// L1/R1 change SECTION, B closes. Both write the same SharedPreferences, so values round-trip with
// the touch settings.
//
// The rows are split across SECTION TABS ([GpTab]) — a shoulder press on a pad, a tap on a phone.
// They used to be one long scroll with inline `Group · Subgroup` headers, which on a TV meant
// walking past Display and Audio to reach the controller settings. The tab names match the desktop
// console's and the Apple client's, so a setting is found under the same word wherever you look.
/**
* The settings screen's sections. Order IS the strip order and the L1/R1 cycle order; the names
* match `pf-console-ui`'s `TABS` and the Apple client's `GpSettingsTab`.
*/
enum class GpTab(val title: String) {
STREAM("Stream"),
VIDEO("Video"),
AUDIO("Audio"),
CONTROLLER("Controller"),
INTERFACE("Interface"),
PROFILES("Profiles"),
}
internal class GpRow(
val id: String,
val tab: GpTab,
/**
* A sub-heading above this row, for the few tabs that hold more than one group. Most rows have
* none: the tab pill already names the section, and repeating it would be a second label
* saying the same word.
*/
val header: String?,
val label: String,
val value: String,
@@ -133,10 +159,34 @@ 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) }
val rows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) +
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(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 }
var focus by remember { mutableIntStateOf(0) }
if (focus > rows.lastIndex) focus = rows.lastIndex
if (focus > rows.lastIndex) focus = rows.lastIndex.coerceAtLeast(0)
// 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
tab = next
// Clamp: a tab's length follows the hardware and the catalog, so a remembered index can
// outlive the row it pointed at.
focus = (tabFocus[next] ?: 0)
.coerceIn(0, (allRows.count { it.tab == next } - 1).coerceAtLeast(0))
}
fun stepTab(delta: Int) {
val all = GpTab.entries
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) }
@@ -151,20 +201,28 @@ fun GamepadSettingsScreen(
active = navActive && pinProfile == null,
onDirection = { dir ->
when (dir) {
NavDir.UP -> if (focus > 0) focus--
NavDir.DOWN -> if (focus < rows.lastIndex) focus++
// 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 -> { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT -> { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
NavDir.UP -> if (focus > 0) focus-- else tabFocused = true
NavDir.DOWN -> if (tabFocused) tabFocused = false else if (focus < rows.lastIndex) focus++
// 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 { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT ->
if (tabFocused) stepTab(1) else { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
}
},
onActivate = { adjustDir = 1; liveRow(rows, focus)?.activate() },
// A on the strip drops into the section you picked, which is what "confirm" means there.
onActivate = {
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) },
)
// 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) {
LaunchedEffect(focus, tab) {
runCatching {
val itemIndex = focus + 1
val info = listState.layoutInfo
@@ -183,9 +241,21 @@ fun GamepadSettingsScreen(
// 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().systemBarsPadding(),
modifier = Modifier.fillMaxSize(),
contentPadding = PaddingValues(start = 24.dp, end = 24.dp, top = 8.dp, bottom = 104.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
@@ -196,12 +266,19 @@ fun GamepadSettingsScreen(
ConsoleHeader("Default settings", horizontalInset = false)
}
itemsIndexed(rows, key = { _, r -> r.id }) { index, row ->
SettingRowView(row, focused = index == focus, adjustDir = adjustDir, onClick = {
// Same inertness as the pad path above — tapping a dimmed row focuses it (so
// its detail explains itself) but never flips it.
if (focus != index) focus = index
else if (row.enabled) { adjustDir = 1; row.activate() }
})
SettingRowView(
row,
focused = index == focus && !tabFocused,
adjustDir = adjustDir,
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) { adjustDir = 1; row.activate() }
},
)
}
}
}
}
@@ -218,8 +295,23 @@ fun GamepadSettingsScreen(
// a profile row doesn't adjust, it opens the pin picker, and the "No profiles yet"
// placeholder does nothing at all — advertising ↔/A on those would be a lie.
val focused = rows.getOrNull(focus)
// The shoulders always change section, so that cell leads on every row. Tappable too,
// like the others — a user without a working pad can still reach every tab.
// Advertise the shoulders only where they EXIST: a TV remote has none (its route is Up
// into the strip) and a touch user taps a pill, so on those the cell would be both a
// lie and the reason a 360 dp legend runs out of room. Defaults to the pad case off an
// Activity (preview/tests), like GamepadHintBar's own glyph choice.
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
val sections = listOfNotNull(
GamepadHint('⇄', Color(0xFF9A93C7), "Section", onClick = { stepTab(1) })
.takeIf { padIsGamepad },
)
GamepadHintBar(
when {
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),
)
@@ -254,6 +346,7 @@ fun GamepadSettingsScreen(
@Composable
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
@@ -265,7 +358,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
label = "chevrons",
)
val valueColor by animateColorAsState(
Color.White.copy(alpha = if (focused) 1f else 0.6f),
ink.fg(if (focused) 1f else 0.6f),
tween(160),
label = "valueColor",
)
@@ -274,7 +367,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
Text(
row.header.uppercase(),
style = MaterialTheme.typography.labelMedium,
color = Color.White.copy(alpha = 0.45f),
color = ink.fg(0.45f),
letterSpacing = 1.4.sp,
modifier = Modifier.padding(start = 16.dp, top = 14.dp, bottom = 4.dp),
)
@@ -300,7 +393,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
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 = Color.White.copy(alpha = if (row.enabled) 1f else 0.45f),
color = ink.fg(if (row.enabled) 1f else 0.45f),
maxLines = 1,
)
Spacer(Modifier.weight(1f))
@@ -308,7 +401,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
// A toggle is a switch, not text — the sliding knob + tinting track IS the value.
ConsoleSwitch(on = row.toggled, focused = focused)
} else {
Text(" ", color = Color.White, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
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(
@@ -329,7 +422,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
overflow = TextOverflow.Ellipsis,
)
}
Text(" ", color = Color.White, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
Text(" ", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
}
}
// The focused row carries its own one-line description — no dedicated (space-eating)
@@ -342,7 +435,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
Text(
row.detail,
style = MaterialTheme.typography.bodySmall,
color = Color.White.copy(alpha = 0.6f),
color = ink.fg(0.6f),
maxLines = 2,
modifier = Modifier.padding(top = 6.dp),
)
@@ -353,7 +446,8 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs); [av1Capable] gates the
* AV1 codec entry (see `codecOptionsFor`). */
* 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,
@@ -361,12 +455,12 @@ internal fun buildSettingsRows(
update: (Settings) -> Unit,
): List<GpRow> {
fun <T> choice(
id: String, header: String?, label: String, detail: String,
id: String, tab: GpTab, header: String?, label: String, detail: String,
options: List<Pair<T, String>>, current: T, enabled: Boolean = true, write: (T) -> Unit,
): GpRow {
val idx = options.indexOfFirst { it.first == current }
return GpRow(
id, header, label,
id, tab, header, label,
value = options.getOrNull(idx)?.second ?: "",
detail = detail,
enabled = enabled,
@@ -385,10 +479,10 @@ internal fun buildSettingsRows(
)
}
fun toggle(
id: String, header: String?, label: String, detail: String,
id: String, tab: GpTab, header: String?, label: String, detail: String,
value: Boolean, enabled: Boolean = true, write: (Boolean) -> Unit,
): GpRow = GpRow(
id, header, label,
id, tab, header, label,
value = if (value) "On" else "Off",
detail = detail,
enabled = enabled,
@@ -397,36 +491,13 @@ internal fun buildSettingsRows(
toggled = value,
)
// Grouped and ordered by the cross-client category map (General / Display / Audio /
// Controllers), with the same sub-section names the touch settings and the desktop clients use,
// so a setting sits in the same place whichever surface you found it on. The ROWS stay the
// couch-relevant subset: a pad can't drive a touch-input picker, and adding one for the sake of
// symmetry would be parity in name only.
// Grouped by the cross-client tab map (Stream / Video / Audio / Controller / Interface /
// Profiles), so a setting sits under the same word whichever client you found it on. The ROWS
// stay the couch-relevant subset: a pad can't drive a touch-input picker, and adding one for
// the sake of symmetry would be parity in name only.
return listOf(
choice(
"hud", "General · Statistics", "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
"A 3-finger tap cycles the tiers live.",
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
) { update(s.copy(statsVerbosity = it)) },
toggle(
"autoWake", "General · Session", "Auto-wake on connect",
"Wake a saved host with Wake-on-LAN when it isn't seen on the network, then connect.",
s.autoWakeEnabled,
) { update(s.copy(autoWakeEnabled = it)) },
toggle(
"library", "General · Library", "Game library",
"Browse a paired host's games with Y (experimental).",
s.libraryEnabled,
) { update(s.copy(libraryEnabled = it)) },
toggle(
"gamepadUI", "General · Interface", "Controller-optimized UI",
"Turn off to use the touch interface even with a controller connected.",
s.gamepadUiEnabled,
) { update(s.copy(gamepadUiEnabled = it)) },
choice(
"resolution", "Display · Resolution", "Resolution",
"resolution", GpTab.STREAM, null, "Resolution",
"The host creates a virtual display at exactly this size — no scaling. " +
"Custom sizes are typed in the touch settings.",
// A custom size (typed in the touch settings) leads the list so it stays visible and
@@ -440,55 +511,56 @@ internal fun buildSettingsRows(
s.width to s.height,
) { (w, h) -> update(s.copy(width = w, height = h)) },
choice(
"refresh", null, "Refresh rate", "Frame rate the host renders and streams at.",
"refresh", GpTab.STREAM, null, "Refresh rate",
"Frame rate the host renders and streams at.",
REFRESH_OPTIONS, s.hz,
) { update(s.copy(hz = it)) },
choice(
"bitrate", "Display · Quality", "Bitrate",
"bitrate", GpTab.STREAM, null, "Bitrate",
"Automatic uses the host's default. A host's options (Up on its tile) can measure the " +
"link and set an informed value.",
BITRATE_OPTIONS, s.bitrateKbps,
) { update(s.copy(bitrateKbps = it)) },
choice(
"codec", null, "Video codec",
"A preference — the host falls back if it can't encode this one.",
codecOptionsFor(s.codec, av1Capable), s.codec,
) { update(s.copy(codec = it)) },
toggle(
"hdr", null, "10-bit HDR",
"HDR10 — engages when the host sends HDR content and this display supports it.",
s.hdrEnabled,
) { update(s.copy(hdrEnabled = it)) },
toggle(
"lowLatency", "Display · Decoding", "Low-latency mode",
"The fast pipeline (async decode + system tuning). On by default — turn off to fall back if the stream stutters or glitches.",
s.lowLatencyMode,
) { update(s.copy(lowLatencyMode = it)) },
choice(
"compositor", "Display · Host output", "Compositor",
"compositor", GpTab.STREAM, "Host output", "Compositor",
"Which compositor drives the virtual output — honored only if available on the host.",
COMPOSITOR_OPTIONS.mapIndexed { i, lbl -> i to lbl }, s.compositor,
) { update(s.copy(compositor = it)) },
choice(
"audio", "Audio", "Audio channels", "The speaker layout requested from the host.",
"codec", GpTab.VIDEO, null, "Video codec",
"A preference — the host falls back if it can't encode this one.",
codecOptionsFor(s.codec, av1Capable), s.codec,
) { update(s.copy(codec = it)) },
toggle(
"hdr", GpTab.VIDEO, null, "10-bit HDR",
"HDR10 — engages when the host sends HDR content and this display supports it.",
s.hdrEnabled,
) { update(s.copy(hdrEnabled = it)) },
toggle(
"lowLatency", GpTab.VIDEO, "Decoding", "Low-latency mode",
"The fast pipeline (async decode + system tuning). On by default — turn off to fall back if the stream stutters or glitches.",
s.lowLatencyMode,
) { update(s.copy(lowLatencyMode = it)) },
choice(
"audio", GpTab.AUDIO, null, "Audio channels",
"The speaker layout requested from the host.",
AUDIO_CHANNEL_OPTIONS, s.audioChannels,
) { update(s.copy(audioChannels = it)) },
toggle(
"mic", null, "Microphone", "Send this device's microphone to the host's virtual mic.",
"mic", GpTab.AUDIO, null, "Microphone",
"Send this device's microphone to the host's virtual mic.",
s.micEnabled,
) { update(s.copy(micEnabled = it)) },
toggle(
"echoCancel", null, "Echo cancellation",
"echoCancel", GpTab.AUDIO, null, "Echo cancellation",
"Filter the stream's own audio out of the mic pickup. Applies while the microphone is on.",
s.echoCancel,
) { update(s.copy(echoCancel = it)) },
toggle(
"padForward", "Controllers", "Forward controllers",
"padForward", GpTab.CONTROLLER, null, "Forward controllers",
"Send this device's controllers to the host. Turn it off when your controller " +
"already reaches the host another way — USB passthrough such as VirtualHere — " +
"so games don't see two of them.",
@@ -499,18 +571,18 @@ internal fun buildSettingsRows(
// had the capability (`GpRow.enabled`) and used it only for the profiles placeholder, so
// the pad rows kept stepping settings that had nothing to act on.
choice(
"padType", null, "Controller type",
"padType", GpTab.CONTROLLER, null, "Controller type",
"The virtual pad the host creates — Automatic matches this controller.",
GAMEPAD_OPTIONS, s.gamepad, enabled = s.gamepadForwarding,
) { update(s.copy(gamepad = it)) },
choice(
"systemButtons", null, "Guide button",
"systemButtons", GpTab.CONTROLLER, null, "Guide button",
"Where the guide (Xbox/PS) and share presses go while streaming — Automatic " +
"sends them to the host whenever this device delivers them.",
SYSTEM_BUTTON_OPTIONS, s.systemButtons, enabled = s.gamepadForwarding,
) { update(s.copy(systemButtons = it)) },
choice(
"guideGesture", null, "Hold Select for guide",
"guideGesture", GpTab.CONTROLLER, null, "Hold Select for guide",
"Hold Select alone to press the host's guide button — keep holding for a " +
"Gaming-Mode host's quick-access menu. A Select tap still goes through.",
GUIDE_GESTURE_OPTIONS, s.guideGesture, enabled = s.gamepadForwarding,
@@ -518,7 +590,7 @@ internal fun buildSettingsRows(
) + listOfNotNull(
if (hasBodyVibrator) {
toggle(
"phoneRumble", null, "Rumble on this phone",
"phoneRumble", GpTab.CONTROLLER, null, "Rumble on this phone",
"Also play controller 1's rumble on this phone's own vibration motor — " +
"for clip-on pads without rumble motors.",
s.rumbleOnPhone,
@@ -530,7 +602,7 @@ internal fun buildSettingsRows(
// 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.
toggle(
"sc2", null, "Steam Controller 2 passthrough",
"sc2", GpTab.CONTROLLER, "Passthrough", "Steam Controller 2 passthrough",
"Capture a Steam Controller 2 (wired, Puck dongle, or paired Bluetooth) and stream " +
"it as-is — Steam on the host drives it like the physical pad.",
s.sc2Capture, enabled = s.gamepadForwarding,
@@ -540,20 +612,53 @@ internal fun buildSettingsRows(
// back to — could turn on SC2 passthrough but not the Sony one. Same no-vibrator-gate
// reasoning: this capture renders feedback on the CONTROLLER's motors, not this device's.
toggle(
"dsCapture", null, "DualSense / DualShock passthrough (USB)",
"dsCapture", GpTab.CONTROLLER, null, "DualSense / DualShock passthrough (USB)",
"Drive a USB-connected Sony pad directly — rumble on any phone, plus adaptive " +
"triggers, lightbar and gyro.",
s.dsCapture, enabled = s.gamepadForwarding,
) { update(s.copy(dsCapture = it)) },
// 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
// found in the section.
choice(
"palette", GpTab.INTERFACE, null, "Background",
"The colour family this backdrop drifts through — it changes as you step, so pick by " +
"looking. Appearance only.",
GamepadPalette.ALL.map { it.id to it.name },
GamepadPalette.named(s.uiPalette).id,
) { update(s.copy(uiPalette = it)) },
choice(
"hud", GpTab.INTERFACE, null, "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
"A 3-finger tap cycles the tiers live.",
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
) { update(s.copy(statsVerbosity = it)) },
toggle(
"autoWake", GpTab.INTERFACE, null, "Auto-wake on connect",
"Wake a saved host with Wake-on-LAN when it isn't seen on the network, then connect.",
s.autoWakeEnabled,
) { update(s.copy(autoWakeEnabled = it)) },
toggle(
"library", GpTab.INTERFACE, null, "Game library",
"Browse a paired host's games with Y (experimental).",
s.libraryEnabled,
) { update(s.copy(libraryEnabled = it)) },
toggle(
"gamepadUI", GpTab.INTERFACE, null, "Controller-optimized UI",
"Turn off to use the touch interface even with a controller connected.",
s.gamepadUiEnabled,
) { update(s.copy(gamepadUiEnabled = it)) },
)
}
/**
* The trailing Profiles section — the Android mirror of the desktop console's (design §5.2a, §5.4):
* one row per catalog profile, valued with how many saved hosts pin it, activating into the
* pin-to-hosts picker. Read-only beyond pinning: profiles are created and edited in the standard
* interface, so an empty catalog shows one dimmed placeholder explaining where they come from
* instead of a dead-looking empty header. On a TV that phrasing changes: "touch interface" points
* instead of a dead-looking empty tab. On a TV that phrasing changes: "touch interface" points
* nowhere useful on a touchless device, so the strings name the actual route — the
* 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).
@@ -574,7 +679,8 @@ private fun buildProfileRows(
return listOf(
GpRow(
id = "noProfiles",
header = "Profiles",
tab = GpTab.PROFILES,
header = null,
label = "No profiles yet",
value = "",
detail = "Profiles bundle stream settings for different uses — pinned ones become " +
@@ -586,12 +692,13 @@ private fun buildProfileRows(
),
)
}
return profiles.mapIndexed { i, p ->
return profiles.map { p ->
// Counted straight off the host records, so it agrees with what the carousel renders.
val pins = savedHosts.count { p.id in it.pinnedProfileIds }
GpRow(
id = "profile:${p.id}",
header = if (i == 0) "Profiles" else null,
tab = GpTab.PROFILES,
header = null,
label = p.name,
value = when (pins) {
0 -> "Not pinned"
@@ -90,6 +90,7 @@ fun LibraryScreen(
onBack: () -> Unit,
navActive: Boolean = true,
) {
val ink = LocalGamepadInk.current
BackHandler(onBack = onBack)
val context = LocalContext.current
val scope = rememberCoroutineScope()
@@ -145,7 +146,14 @@ fun LibraryScreen(
launching = false
if (handle != 0L) {
onLaunched(
ActiveSession(handle, settings, host.clipboardSync),
ActiveSession(
handle,
settings,
host.clipboardSync,
hostId = host.id,
// Where to come back to when this game exits.
launchedFromLibrary = true,
),
)
}
else Toast.makeText(
@@ -170,8 +178,8 @@ fun LibraryScreen(
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
CircularProgressIndicator(color = Color.White)
Text("Launching…", color = Color.White, style = MaterialTheme.typography.bodyLarge)
CircularProgressIndicator(color = ink.fg)
Text("Launching…", color = ink.fg, style = MaterialTheme.typography.bodyLarge)
}
}
}
@@ -195,17 +203,19 @@ fun LibraryScreen(
@Composable
private fun LoadingState() {
val ink = LocalGamepadInk.current
Column(horizontalAlignment = Alignment.CenterHorizontally, verticalArrangement = Arrangement.spacedBy(14.dp)) {
CircularProgressIndicator(color = Color.White)
Text("Loading library…", color = Color.White.copy(alpha = 0.7f), style = MaterialTheme.typography.bodyLarge)
CircularProgressIndicator(color = ink.fg)
Text("Loading library…", color = ink.fg(0.7f), style = MaterialTheme.typography.bodyLarge)
}
}
@Composable
private fun MessageState(text: String) {
val ink = LocalGamepadInk.current
Text(
text,
color = Color.White.copy(alpha = 0.75f),
color = ink.fg(0.75f),
style = MaterialTheme.typography.bodyLarge,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 24.dp),
@@ -219,6 +229,7 @@ private fun Coverflow(
navActive: Boolean,
onLaunch: (GameEntry) -> Unit,
) {
val ink = LocalGamepadInk.current
BoxWithConstraints(Modifier.fillMaxSize()) {
// Fit a 2:3 poster into the height the detail line leaves; clamp so it never dwarfs the screen.
val coverHeight = (maxHeight * 0.72f).coerceAtMost(360.dp)
@@ -241,7 +252,22 @@ private fun Coverflow(
onActivate = { games.getOrNull(navTarget)?.let(onLaunch) },
)
// Design D4: the launcher entries lead the strip (the client groups them at parse time).
// A coverflow is one-dimensional, so instead of a second focus rail the heading names the
// group the cursor is in and changes as it crosses the boundary. Only drawn when the
// library actually has both groups — otherwise the screen is exactly what it was.
val bothGroups = games.any { it.isLauncher } && games.any { !it.isLauncher }
Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.Center) {
if (bothGroups) {
Text(
if (current?.isLauncher == true) "LAUNCHERS" else "GAMES",
style = MaterialTheme.typography.labelSmall,
color = Color.White.copy(alpha = 0.45f),
letterSpacing = 2.sp,
textAlign = TextAlign.Center,
modifier = Modifier.fillMaxWidth().padding(bottom = 8.dp),
)
}
HorizontalPager(
state = pagerState,
pageSize = PageSize.Fixed(coverWidth),
@@ -299,15 +325,16 @@ private fun Coverflow(
current?.title ?: " ",
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = Color.White,
color = ink.fg,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
if (current != null) {
Text(
if (current.isCustom) "CUSTOM" else "STEAM",
if (current.isLauncher) "${current.storeLabel.uppercase()} \u00B7 LAUNCHER"
else current.storeLabel.uppercase(),
style = MaterialTheme.typography.labelMedium,
color = Color.White.copy(alpha = 0.5f),
color = ink.fg(0.5f),
letterSpacing = 2.sp,
)
}
@@ -319,6 +346,7 @@ private fun Coverflow(
/** One cover: walks the art candidates (portrait → header → hero) then a text placeholder. */
@Composable
private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
val candidates = game.art.posterCandidates
var idx by remember(game.id) { mutableStateOf(0) }
val shape = RoundedCornerShape(16.dp)
@@ -326,7 +354,7 @@ private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Mo
modifier = modifier
.clip(shape)
.background(Color(0xFF241F3D))
.border(1.dp, Color.White.copy(alpha = 0.12f), shape),
.border(1.dp, ink.fg(0.12f), shape),
contentAlignment = Alignment.Center,
) {
if (idx < candidates.size) {
@@ -339,24 +367,29 @@ 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 rarely has poster art. Naming the launcher says "opens Steam"; the title
// would read as "a game whose cover failed to load".
Text(
game.title,
if (game.isLauncher) game.storeLabel else game.title,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.SemiBold,
color = Color.White.copy(alpha = 0.75f),
color = ink.fg(0.75f),
textAlign = TextAlign.Center,
modifier = Modifier.padding(12.dp),
)
}
// Store badge, top-start.
// Store badge, top-start — brand-filled for a launcher entry (design D4).
Box(Modifier.fillMaxSize().padding(8.dp), contentAlignment = Alignment.TopStart) {
Text(
if (game.isCustom) "Custom" else "Steam",
game.storeLabel,
style = MaterialTheme.typography.labelSmall,
color = Color.White,
color = ink.fg,
modifier = Modifier
.clip(RoundedCornerShape(50))
.background(Color.Black.copy(alpha = 0.5f))
.background(
if (game.isLauncher) MaterialTheme.colorScheme.primary
else Color.Black.copy(alpha = 0.5f),
)
.padding(horizontal = 8.dp, vertical = 3.dp),
)
}
@@ -105,6 +105,16 @@ data class Settings(
* client's `libraryEnabled`.
*/
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), `"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.
*/
val uiPalette: String = "violet",
/**
* "Low-latency mode" the master switch over the latency pipeline: the async decode loop
* (native; burst-feed + present-newest-per-vsync, the Apple client's discipline), decoder ranking
@@ -284,6 +294,7 @@ class SettingsStore(context: Context) {
?: if (prefs.getBoolean(K_TRACKPAD, true)) TouchMode.TRACKPAD else TouchMode.POINTER,
gamepadUiEnabled = prefs.getBoolean(K_GAMEPAD_UI, true),
libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
uiPalette = prefs.getString(K_UI_PALETTE, "violet") ?: "violet",
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
presentPriority = prefs.getString(K_PRESENT_PRIORITY, "latency") ?: "latency",
smoothBuffer = prefs.getInt(K_SMOOTH_BUFFER, 0),
@@ -323,6 +334,7 @@ class SettingsStore(context: Context) {
.putString(K_TOUCH_MODE, s.touchMode.name)
.putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled)
.putBoolean(K_LIBRARY, s.libraryEnabled)
.putString(K_UI_PALETTE, s.uiPalette)
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
.putString(K_PRESENT_PRIORITY, s.presentPriority)
.putInt(K_SMOOTH_BUFFER, s.smoothBuffer)
@@ -361,6 +373,7 @@ class SettingsStore(context: Context) {
const val K_TOUCH_MODE = "touch_mode"
const val K_GAMEPAD_UI = "gamepad_ui_enabled"
const val K_LIBRARY = "library_enabled"
const val K_UI_PALETTE = "ui_palette"
/**
* Bumped AGAIN to restart every install at the new default (ON). History: the original
@@ -424,6 +437,96 @@ fun nativeDisplayMode(context: Context): Triple<Int, Int, Int> {
return Triple(maxOf(w, h), minOf(w, h), hz)
}
/**
* Sentinel [Settings.width]/[Settings.height] meaning "the native mode, narrowed so the picture
* clears the display cutout and the rounded corners" — resolved at connect by [safeDisplayMode],
* exactly as `0` is resolved by [nativeDisplayMode]. Negative, so it can never collide with a real
* size; distinct from the UI's `-1` "Custom…" sentinel.
*/
const val SAFE_AREA_MODE = -2
/**
* Safe-area stream geometry the pure part, so it is unit-testable without a Display.
*
* The phone clips the picture in HARDWARE: the cutout (notch / punch-hole) and the four rounded
* corners eat whatever the stream draws under them. [StreamScreen] deliberately draws edge-to-edge
* (`LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS`) and centres the video at its own aspect ratio
* (`Modifier.aspectRatio`), so which pixels survive is decided purely by the mode's aspect:
*
* * A 16:9 mode on a 20:9 phone pillarboxes, and those black bars land exactly on the unsafe
* regions which is why the presets have always "just worked".
* * The NATIVE mode has the panel's own aspect, so it fills every pixel, cutout and corners
* included. That is the mode that loses its corners.
*
* So asking the host for a mode narrower by the unsafe inset is the entire fix: the existing
* aspect-fit centres it inside the safe region, and pointer mapping follows for free (MouseInput
* derives the picture rect from the live video size, not from the window).
*/
object SafeArea {
/** The host rejects odd dimensions and anything under 320 px wide (`validate_dimensions`). */
const val MIN_WIDTH = 320
/**
* [nativeWidth] reduced by [perSideInsetPx] on each side, even-floored and clamped to the
* host's floor. Height is deliberately untouched: under aspect-fit only one axis can bind, and
* on a landscape phone that axis is always the horizontal one insetting height as well would
* shrink the picture without uncovering anything.
*/
fun insetWidth(nativeWidth: Int, perSideInsetPx: Int): Int {
val inset = perSideInsetPx.coerceAtLeast(0)
return (nativeWidth - inset * 2).coerceAtLeast(MIN_WIDTH) / 2 * 2
}
}
/**
* The per-side inset, in pixels, that the **landscape** stream must clear on this display.
*
* Two contributions, and the larger wins:
* * **The cutout.** [DisplayCutout] is rotation-aware, so in landscape the housing shows up on
* `left`/`right`. The settings screen may be portrait though, where the very same housing is
* reported on `top`/`bottom` and the horizontal insets read zero which would compute "no inset
* needed" for exactly the devices that need one. The stream is always landscape, so a vertical
* inset now becomes a horizontal one then: fall back to it.
* * **The rounded corners.** These are NOT part of the cutout insets. For a FULL-HEIGHT picture the
* horizontal clearance a corner of radius `r` needs is exactly `r`: at the topmost row the
* display boundary sits at `x = r`, so anything left of that is clipped. Not conservative it is
* the precise requirement for a picture that spans the full height.
*
* `0` when the display has neither, which makes the safe mode identical to the native one.
*/
private fun displaySideInsetPx(context: Context): Int {
val display = probeDisplay(context) ?: return 0
var inset = 0
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) {
display.cutout?.let { cut ->
val horizontal = maxOf(cut.safeInsetLeft, cut.safeInsetRight)
val vertical = maxOf(cut.safeInsetTop, cut.safeInsetBottom)
inset = maxOf(inset, if (horizontal > 0) horizontal else vertical)
}
}
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
for (position in intArrayOf(
android.view.RoundedCorner.POSITION_TOP_LEFT,
android.view.RoundedCorner.POSITION_TOP_RIGHT,
android.view.RoundedCorner.POSITION_BOTTOM_LEFT,
android.view.RoundedCorner.POSITION_BOTTOM_RIGHT,
)) {
display.getRoundedCorner(position)?.let { inset = maxOf(inset, it.radius) }
}
}
return inset
}
/**
* The native mode narrowed to clear the cutout and the rounded corners the [SAFE_AREA_MODE]
* resolution, as a landscape `(width, height, hz)`. Same height and refresh as [nativeDisplayMode];
* only the width moves.
*/
fun safeDisplayMode(context: Context): Triple<Int, Int, Int> {
val (w, h, hz) = nativeDisplayMode(context)
return Triple(SafeArea.insetWidth(w, displaySideInsetPx(context)), h, hz)
}
/**
* True when this device's display can actually present HDR10, so we should advertise HDR to the
* host. On an SDR panel we advertise `0` instead the host then sends a proper 8-bit BT.709 stream
@@ -458,12 +561,21 @@ fun displaySupportsHdr(context: Context): Boolean {
return supported
}
/** Resolve [Settings] (with its 0=native placeholders) to the concrete mode to request. */
/**
* Resolve [Settings] (with its `0`=native and [SAFE_AREA_MODE] placeholders) to the concrete mode to
* request. The safe-area sentinel is checked first because it resolves BOTH axes together it is one
* mode, not an independent width and height, and mixing half of it with a native height would ask
* for a size neither sentinel means.
*/
fun Settings.effectiveMode(context: Context): Triple<Int, Int, Int> {
val native = nativeDisplayMode(context)
val w = if (width > 0) width else native.first
val h = if (height > 0) height else native.second
val hz = if (hz > 0) hz else native.third
val base = if (width == SAFE_AREA_MODE && height == SAFE_AREA_MODE) {
safeDisplayMode(context)
} else {
nativeDisplayMode(context)
}
val w = if (width > 0) width else base.first
val h = if (height > 0) height else base.second
val hz = if (hz > 0) hz else base.third
return Triple(w, h, hz)
}
@@ -517,9 +629,10 @@ val RENDER_SCALE_OPTIONS = RenderScale.PRESETS.map { it to RenderScale.label(it)
// ---- UI option tables (value, label). The first entry is always the "auto/native" default. ----
/** (width, height, label). `(0,0)` = native display. */
/** (width, height, label). `(0,0)` = native display; [SAFE_AREA_MODE] = native minus the cutout. */
val RESOLUTION_OPTIONS = listOf(
Triple(0, 0, "Native display"),
Triple(SAFE_AREA_MODE, SAFE_AREA_MODE, "Native display (safe area)"),
Triple(1280, 720, "1280 × 720"),
Triple(1920, 1080, "1920 × 1080"),
Triple(2560, 1440, "2560 × 1440"),
@@ -603,6 +603,10 @@ private fun GeneralSettings(s: Settings, update: (Settings) -> Unit) {
@Composable
private fun DisplaySettings(s: Settings, update: (Settings) -> Unit, context: android.content.Context) {
val (nw, nh, nhz) = nativeDisplayMode(context)
// The safe-area row carries its resolved size the same way the native row does. On a display with
// no cutout and square corners this equals the native mode — the row stays, honestly showing that
// it changes nothing here, rather than silently vanishing on some devices and not others.
val (sw, sh, _) = safeDisplayMode(context)
// "Custom…" picked while the stored size is still a preset — keeps the size fields visible
// until an edit actually makes it custom (or a preset is re-picked). Custom itself is detected
// from the stored size, never flagged (see [isCustomResolution]), so nothing new persists.
@@ -611,7 +615,13 @@ private fun DisplaySettings(s: Settings, update: (Settings) -> Unit, context: an
SettingsGroup("Resolution") {
SettingDropdown(
label = "Resolution",
options = RESOLUTION_OPTIONS.map { (w, h, lbl) -> (w to h) to (if (w == 0) "$lbl ($nw × $nh)" else lbl) } +
options = RESOLUTION_OPTIONS.map { (w, h, lbl) ->
(w to h) to when (w) {
0 -> "$lbl ($nw × $nh)"
SAFE_AREA_MODE -> "$lbl ($sw × $sh)"
else -> lbl
}
} +
// The (-1, -1) sentinel can't collide with a real size; once a custom size is
// stored its label carries the live value, like the native row carries ($nw × $nh).
((-1 to -1) to if (s.isCustomResolution()) "Custom (${s.width} × ${s.height})" else "Custom…"),
@@ -620,7 +630,10 @@ private fun DisplaySettings(s: Settings, update: (Settings) -> Unit, context: an
caption = "The host makes a display exactly this size — no scaling. Native follows " +
"this device's panel.",
) { (w, h) ->
if (w < 0) {
// ONLY -1 is "Custom…". The other negative value is the safe-area sentinel, which is a
// stored mode like any preset — a blanket `w < 0` here would open the custom fields for it
// and overwrite it with a concrete size.
if (w == -1) {
// Seed from the current *effective* size so the fields start from something
// sensible (the resolved native mode, not the 0 × 0 placeholder).
customPicked = true
@@ -73,6 +73,7 @@ import io.unom.punktfunk.kit.GamepadRouter
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.Sc2Capture
import io.unom.punktfunk.kit.SessionEndReason
import io.unom.punktfunk.kit.VideoDecoders
import io.unom.punktfunk.models.ActiveSession
import java.util.concurrent.atomic.AtomicBoolean
@@ -86,7 +87,7 @@ import kotlinx.coroutines.delay
* the connect that produced this handle.
*/
@Composable
fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> Unit) {
val handle = session.handle
val initialSettings = session.settings
val micEnabled = initialSettings.micEnabled
@@ -200,12 +201,32 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
while (true) {
delay(1000)
if (NativeBridge.nativeSessionEnded(handle)) {
Toast.makeText(
context,
"Connection lostthe host may be asleep. Wake it to reconnect.",
Toast.LENGTH_LONG,
).show()
onDisconnect()
// WHY it ended decides what the user is told. This used to show the "host may be
// asleep" line for EVERY ending — including a game the player had just quit and a
// session the host ended on purposewhich reads as a failure report for
// something nobody did wrong. Only a connection that actually died says that now.
val reason = SessionEndReason.fromNative(NativeBridge.nativeEndReason(handle))
when (reason) {
SessionEndReason.LOST ->
Toast.makeText(
context,
"Connection lost — the host may be asleep. Wake it to reconnect.",
Toast.LENGTH_LONG,
).show()
SessionEndReason.HOST_ERROR ->
Toast.makeText(
context,
"The host ended the session with an error.",
Toast.LENGTH_LONG,
).show()
// Deliberate endings — the player quit the game, the host was stopped, or we
// closed it. Leaving the stream IS the feedback; a toast would only add noise.
SessionEndReason.GAME_EXITED,
SessionEndReason.HOST_ENDED,
SessionEndReason.LOCAL,
SessionEndReason.NONE -> {}
}
onSessionEnded(reason)
return@LaunchedEffect
}
}
@@ -330,7 +351,7 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
// 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
// the same way the Back gesture does.
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onSessionEnded(SessionEndReason.LOCAL) }
router.onExitChord = { activity?.requestStreamExit?.invoke() }
// Show a "hold to quit" hint the moment the chord completes (the router debounces the actual
// exit); it clears when the buttons release early or the hold elapses. Runs on the main thread.
@@ -617,7 +638,7 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
}
// Back gesture = a deliberate exit → signal the quit so the host tears down now (no linger).
BackHandler { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
BackHandler { NativeBridge.nativeDisconnectQuit(handle); onSessionEnded(SessionEndReason.LOCAL) }
// Leaving the app (Home, task switch, screen off) MUST end the session. Android does not
// suspend a process for going to background, so without this the native worker kept running and
@@ -625,14 +646,14 @@ fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
// host still saw a live client and held the session (and its display + encoder) open until the
// OS eventually reclaimed the process, which on a TV box is effectively never.
//
// Route it through `onDisconnect()` so the composable's `onDispose` above runs the one real
// Route it through `onSessionEnded()` so the composable's `onDispose` above runs the one real
// teardown path. Deliberately NOT a `nativeDisconnectQuit`: backgrounding isn't a user "quit",
// so the host should linger the display and make coming straight back a fast reconnect.
DisposableEffect(handle) {
val lifecycle = (context as? LifecycleOwner)?.lifecycle
val obs = LifecycleEventObserver { _, event ->
if (event == Lifecycle.Event.ON_STOP) {
onDisconnect()
onSessionEnded(SessionEndReason.LOCAL)
}
}
lifecycle?.addObserver(obs)
@@ -61,6 +61,16 @@ data class ActiveSession(
* from "a different host" (a notice; a URL may never preempt a live session).
*/
val hostId: String? = null,
/**
* This session was started by launching a title from [hostId]'s library, rather than by
* connecting to the host's desktop.
*
* Decides where the client goes when the session ENDS: a title launched out of a library
* belongs back in that library when its game exits one press from the next one not on the
* host-selection screen. Only meaningful together with a
* [io.unom.punktfunk.kit.SessionEndReason.GAME_EXITED] ending.
*/
val launchedFromLibrary: Boolean = false,
)
/** Trust state of a host, shown as a colored pill on its card. */
@@ -0,0 +1,158 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
// The console UI's background palettes. These assertions are the CONTRACT the Rust
// (`pf-console-ui::library`) and Swift (`GamepadPalette.swift`) ports reproduce — the same ids in
// the same order, the same light/dark split, the same ramp — so one `ui_palette` value is one look
// on every client.
class GamepadPaletteTest {
private fun luma(c: Triple<Double, Double, Double>) =
0.2126 * c.first + 0.7152 * c.second + 0.0722 * c.third
/** Hue angle in degrees, or null for something too grey to have one. */
private fun hue(c: Triple<Double, Double, Double>): Double? {
val (r, g, b) = c
val max = maxOf(r, g, b)
val min = minOf(r, g, b)
val d = max - min
if (d < 0.04) return null
val h = when (max) {
r -> 60.0 * (((g - b) / d) % 6.0)
g -> 60.0 * ((b - r) / d + 2.0)
else -> 60.0 * ((r - g) / d + 4.0)
}
return (h + 360.0) % 360.0
}
/** Ids, order and the light/dark split are the cross-client contract. */
@Test
fun tableMatchesTheOtherClients() {
assertEquals(
listOf(
"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(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)
assertEquals("violet", GamepadPalette.named("").id)
// The brand default keeps the shipped field rather than a generated ramp.
assertTrue(GamepadPalette.named("violet").stops.isEmpty())
}
/**
* A palette must read as SEVERAL hues, not one hue at several brightnesses that was exactly
* the complaint about the hue-rotation model this replaced.
*/
@Test
fun everyPaletteIsMultiTone() {
for (p in GamepadPalette.ALL) {
val stops = p.stops.ifEmpty { continue }
val hues = stops.mapNotNull { hue(it) }
assertTrue("${p.id}: too few coloured stops", hues.size >= 3)
var spread = 0.0
for (a in hues) {
for (b in hues) {
val d = Math.abs(a - b) % 360.0
spread = maxOf(spread, minOf(d, 360.0 - d))
}
}
// Graphite and Opal are deliberately near-neutral; the rest must travel.
val floor = if (p.id == "graphite" || p.id == "opal") 20.0 else 45.0
assertTrue("${p.id} spans only $spread° of hue", spread >= floor)
}
}
/** A pale palette really is pale — its ink flips, so a mislabelled one is unreadable. */
@Test
fun palettesAreHonestAboutLightness() {
for (p in GamepadPalette.ALL) {
if (p.light) {
assertTrue("${p.id}'s ground is dark", luma(p.ground) > 0.6)
assertTrue("${p.id}'s accent is too pale", luma(p.accent) < 0.45)
} else {
assertTrue("${p.id}'s ground is light", luma(p.ground) < 0.2)
assertTrue("${p.id}'s accent is too dark", luma(p.accent) > 0.25)
}
}
}
/** The ramp is the shared sampling rule the Rust and Swift ports reproduce. */
@Test
fun rampInterpolatesBetweenStops() {
val stops = listOf(
Triple(0.0, 0.0, 0.0), Triple(1.0, 0.0, 0.0), Triple(1.0, 1.0, 1.0),
)
assertEquals(Triple(0.0, 0.0, 0.0), GamepadPalette.ramp(stops, 0.0))
assertEquals(Triple(1.0, 1.0, 1.0), GamepadPalette.ramp(stops, 1.0))
assertEquals(Triple(1.0, 0.0, 0.0), GamepadPalette.ramp(stops, 0.5))
assertEquals(0.5, GamepadPalette.ramp(stops, 0.25).first, 1e-9)
// Out of range clamps rather than throwing.
assertEquals(Triple(0.0, 0.0, 0.0), GamepadPalette.ramp(stops, -3.0))
assertEquals(Triple(1.0, 1.0, 1.0), GamepadPalette.ramp(stops, 9.0))
assertEquals(Triple(0.0, 0.0, 0.0), GamepadPalette.ramp(emptyList(), 0.5))
}
/** The ink a palette calls for: white on a dark field, near-black on a pale one. */
@Test
fun inkFollowsTheField() {
val dark = GamepadInk.of(GamepadPalette.named("violet"))
assertTrue(!dark.isLight)
assertEquals(1f, dark.fg.red, 1e-6f)
assertEquals(1f, dark.shadeScale, 1e-6f)
val light = GamepadInk.of(GamepadPalette.named("holo"))
assertTrue(light.isLight)
assertTrue("pale fields need dark ink", light.fg.red < 0.3f)
// A pale field's scrims must pull far less, or they bleach the gradient.
assertTrue(light.shadeScale < 0.5f)
}
/**
* Every settings row lands in exactly one tab a row missing from the tab map is a setting
* that became unreachable on a TV, which is precisely what this screen exists to prevent.
*/
@Test
fun everySettingsRowHasATab() {
val rows = buildSettingsRows(Settings(), hasBodyVibrator = true, av1Capable = true) {}
assertTrue(rows.isNotEmpty())
assertEquals(rows.size, rows.map { it.id }.toSet().size)
// Profiles is built separately (from the catalog), so no settings row claims it.
assertTrue(rows.none { it.tab == GpTab.PROFILES })
for (t in listOf(GpTab.STREAM, GpTab.VIDEO, GpTab.AUDIO, GpTab.CONTROLLER, GpTab.INTERFACE)) {
assertTrue("$t is empty", rows.any { it.tab == t })
}
}
/** The Background row steps the shared `ui_palette` key and wraps on A, like every choice row. */
@Test
fun backgroundRowStepsTheSharedKey() {
var s = Settings()
fun rows() = buildSettingsRows(s, hasBodyVibrator = false, av1Capable = false) { s = it }
fun palette() = rows().first { it.id == "palette" }
assertEquals("violet", s.uiPalette)
assertEquals("Violet", palette().value)
assertTrue("already the first = thud", !palette().adjust(-1))
assertTrue(palette().adjust(1))
assertEquals(GamepadPalette.ALL[1].id, s.uiPalette)
// A from the last entry wraps home.
s = s.copy(uiPalette = GamepadPalette.ALL.last().id)
palette().activate()
assertEquals("violet", s.uiPalette)
// A store written by a newer client shows the palette that is actually drawing.
s = s.copy(uiPalette = "chartreuse")
assertEquals("Violet", palette().value)
}
}
@@ -0,0 +1,48 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* Pure JVM test of the safe-area stream geometry ([SafeArea]) and the sentinel that selects it
* the width-only inset that keeps the picture clear of the cutout and the rounded corners.
* Run: `./gradlew :app:testDebugUnitTest`.
*/
class SafeAreaTest {
@Test
fun insetsBothSidesAndStaysHostValid() {
// A punch-hole phone: 2400 px wide, 96 px of unsafe edge per side → 2208.
assertEquals(2400 - 96 * 2, SafeArea.insetWidth(2400, 96))
// Odd results even-floor — the host rejects odd dimensions outright, and an inset
// subtraction lands odd about half the time.
assertEquals(0, SafeArea.insetWidth(2401, 95) % 2)
// No cutout and square corners → the native width, unchanged.
assertEquals(2400, SafeArea.insetWidth(2400, 0))
}
@Test
fun absurdInsetsCannotDriveTheModeUnderTheHostFloor() {
assertEquals(SafeArea.MIN_WIDTH, SafeArea.insetWidth(1280, 5000))
// A negative reading is treated as no inset rather than widening past the panel.
assertEquals(1280, SafeArea.insetWidth(1280, -40))
}
@Test
fun safeModeIsNarrowerThanNativeWheneverThereIsAnInset() {
val native = 2556
assertTrue(SafeArea.insetWidth(native, 60) < native)
}
@Test
fun theSentinelIsAPresetAndNeverReadsAsCustom() {
// The safe-area mode is a stored preset, not a typed size: `isCustomResolution` must be
// false for it, or the touch settings would open the custom width/height fields on it and
// the gamepad screen would prepend a bogus "Custom · -2 × -2" row.
val s = Settings(width = SAFE_AREA_MODE, height = SAFE_AREA_MODE)
assertTrue(!s.isCustomResolution())
// And it must be distinct from the UI's own "Custom…" sentinel (-1).
assertTrue(SAFE_AREA_MODE != -1)
assertTrue(RESOLUTION_OPTIONS.any { it.first == SAFE_AREA_MODE && it.second == SAFE_AREA_MODE })
}
}
@@ -106,6 +106,14 @@ class ScreenshotTest {
@Test
fun connectingConsole() = shootRoot("connecting-console") { ConnectConsoleScene() }
@Test
fun consoleSettings() = shootRoot("console-settings") { ConsoleSettingsScene() }
/** A PALE palette: the whole UI flips to dark ink on white frost, which only a shot proves. */
@Test
fun consoleSettingsLight() =
shootRoot("console-settings-light") { ConsoleSettingsScene(paletteId = "holo") }
@Test
fun trust() = shootScreen("trust") {
HostsScene()
@@ -31,6 +31,12 @@ import io.unom.punktfunk.BrandDark
import io.unom.punktfunk.ConnectModal
import io.unom.punktfunk.ConnectPhase
import io.unom.punktfunk.ConnectTakeover
import androidx.compose.runtime.CompositionLocalProvider
import io.unom.punktfunk.GamepadInk
import io.unom.punktfunk.GamepadPalette
import io.unom.punktfunk.GamepadSettingsScreen
import io.unom.punktfunk.LocalGamepadInk
import io.unom.punktfunk.LocalGamepadPalette
import io.unom.punktfunk.Settings
import io.unom.punktfunk.TouchMode
import io.unom.punktfunk.SettingsCategory
@@ -406,3 +412,25 @@ internal fun WakeTimedOutScene() =
@Composable
internal fun ConnectConsoleScene() =
ConnectTakeover(ConnectPhase.Connecting("Living Room PC"), onCancel = {}, onRetry = {})
/**
* The real console settings screen the section tab strip, the glass rows, the focused row's
* unfolded detail, and the living (calmed) backdrop behind them. The touch [SettingsScene] can't
* stand in for it: this is a different screen with different navigation, and the strip is the part
* a layout regression would eat first.
*/
@Composable
internal fun ConsoleSettingsScene(paletteId: String = "violet") {
// The scene calls the screen directly, so it has to publish the palette locals `App` would
// normally provide — without them a light palette would render with the default DARK ink and
// the shot would silently prove nothing.
val palette = GamepadPalette.named(paletteId)
CompositionLocalProvider(
LocalGamepadPalette provides palette,
LocalGamepadInk provides GamepadInk.of(palette),
) {
GamepadSettingsScreen(
initial = SHOT_SETTINGS.copy(uiPalette = paletteId), onChange = {}, onBack = {},
)
}
}
@@ -87,6 +87,18 @@ object NativeBridge {
*/
external fun nativeSessionEnded(handle: Long): Boolean
/**
* WHY the session ended, as a [SessionEndReason] ordinal decode with
* [SessionEndReason.fromNative]. `0` (NONE) before it ends, or on a `0` handle.
*
* The companion to [nativeSessionEnded], which only says THAT it ended. Both are needed: the
* flag to leave a dead stream, this to decide what to tell the user. A player quitting their
* game and a host falling off the network both end the session, and with no way to separate
* them the watchdog said "the host may be asleep" for all of them wrong for every deliberate
* ending. Cheap (one atomic load); UI-safe.
*/
external fun nativeEndReason(handle: Long): Int
/**
* Run the SPAKE2 PIN ceremony, presenting [certPem]/[keyPem]. Returns the host's verified
* fingerprint (64-hex) to persist + pin, or `""` on failure (wrong PIN / MITM / unreachable).
@@ -0,0 +1,56 @@
package io.unom.punktfunk.kit
/**
* Why a stream session ended the Kotlin mirror of `punktfunk_core::client::PunktfunkEndReason`,
* read via [NativeBridge.nativeEndReason].
*
* The distinction that matters to a UI is **normal vs alarming**, and it is not a spectrum: a
* player quitting their game and a host falling off the network both arrive as "the session
* ended". With no way to tell them apart this client showed one message for all of them — and it
* was the alarming one ("Connection lost — the host may be asleep"), in front of players who had
* just quit their own game.
*
* Ordinals are an ABI contract with the Rust side: append only, never renumber.
*/
enum class SessionEndReason {
/** Not ended, or ended before a reason could be observed. Also the fallback for an unknown value. */
NONE,
/** This client closed the session — the user pressed back or stop. Nothing to report. */
LOCAL,
/**
* The host's launched game exited. A normal finish, and the one reason worth acting on: go back
* to the library the title was launched from, so the next one is a tap away.
*/
GAME_EXITED,
/** The host ended the session deliberately (an operator "End", or it simply finished). Normal. */
HOST_ENDED,
/** The host closed reporting a failure of its own. Worth showing; the host's log has the detail. */
HOST_ERROR,
/**
* The connection died rather than being closed: idle timeout, reset, the network going away.
* This and only this is the "the host may be asleep, wake it" case.
*/
LOST;
/**
* Is this an ordinary outcome rather than something to alarm the user about?
*
* The question nearly every caller actually asks. [LOCAL], [GAME_EXITED] and [HOST_ENDED] were
* all meant to happen. [NONE] counts as normal no evidence of trouble is not evidence of it.
*/
val isNormal: Boolean
get() = this != HOST_ERROR && this != LOST
companion object {
/**
* Decode the JNI byte. An unrecognized value becomes [NONE] rather than throwing: this
* crosses an ABI where the native side may be newer than this code.
*/
fun fromNative(v: Int): SessionEndReason = entries.getOrNull(v) ?: NONE
}
}
@@ -132,6 +132,27 @@ class HostDiscovery(context: Context) {
handler.post(poll)
}
/**
* Tear the browse down and start a fresh one. This is the manual rescan, and the recovery path
* for a browse that started while blocked (permission not yet granted, multicast filtered) or
* that never started at all ([start] gives up when `nativeDiscoveryStart` returns 0, and
* nothing else would ever retry it).
*
* It also puts a query back on the wire: `mdns-sd` re-queries on a doubling backoff that caps
* at an hour, so a long-lived browse is effectively passive a host that appeared since, or
* whose announcement was lost to multicast, may never be asked for again.
*
* The currently-shown host set is left alone across the swap (rather than blinking empty via
* [stop]'s notification); the first poll of the new browse publishes the fresh set.
*/
fun restart() {
val keep = onChange
onChange = null
stop()
onChange = keep
start()
}
fun stop() {
if (!running && nativeHandle == 0L) return
running = false
@@ -37,9 +37,51 @@ data class Artwork(val portrait: String?, val header: String?, val hero: String?
val posterCandidates: List<String> get() = listOfNotNull(portrait, header, hero)
}
/** One title in the unified library. [id] is store-qualified (`steam:<appid>` / `custom:<id>`). */
data class GameEntry(val id: String, val store: String, val title: String, val art: Artwork) {
/**
* One title in the unified library. [id] is store-qualified (`steam:<appid>` / `custom:<id>`).
*
* [role] is `"game"` (the default, and what an older host omits) or `"launcher"` an entry that
* 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).
*/
data class GameEntry(
val id: String,
val store: String,
val title: String,
val art: Artwork,
val role: String? = null,
) {
val isCustom: Boolean get() = store == "custom"
/** Whether this entry opens a launcher rather than a game. */
val isLauncher: Boolean get() = role == "launcher"
/**
* 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
* entry, which a Lutris or GOG title made a lie.
*/
val storeLabel: String get() = when (store) {
"steam" -> "Steam"
"custom" -> "Custom"
"heroic" -> "Heroic"
"lutris" -> "Lutris"
"epic" -> "Epic"
"gog" -> "GOG"
"xbox" -> "Xbox"
else -> "Game"
}
}
/**
* Design D4: launcher entries lead the shelf, keeping the host's title order within each group.
* Applied once where the library is fetched, so no screen has to remember the rule and a library
* without launcher entries comes back untouched.
*/
fun List<GameEntry>.launchersFirst(): List<GameEntry> {
val launchers = filter { it.isLauncher }
return if (launchers.isEmpty()) this else launchers + filterNot { it.isLauncher }
}
/** Fetch outcome — three states so the UI can guide setup (the common case is "not paired yet"). */
@@ -108,10 +150,11 @@ object LibraryClient {
header = resolveArt(str(art, "header"), base),
hero = resolveArt(str(art, "hero"), base),
),
role = str(o, "role"),
),
)
}
return out
return out.launchersFirst()
}
/** A present, non-null, non-blank JSON string field, else null. */
@@ -404,6 +404,31 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSessionEnde
})
}
/// `NativeBridge.nativeEndReason(handle): Int` — WHY the session ended, as a
/// `punktfunk_core::client::PunktfunkEndReason` byte (Kotlin mirrors it in `SessionEndReason`).
///
/// Companion to `nativeSessionEnded`, which only says THAT it ended. Kotlin's watchdog needs both:
/// the flag to leave a dead stream, and this to decide what — if anything — to tell the user. A
/// player quitting their game and a host dropping off the network both end the session, and until
/// this existed the watchdog worded them identically ("the host may be asleep"), which is wrong for
/// every deliberate ending. `0` (NONE) on a `0` handle or before the session ends. Cheap (one
/// atomic load); safe on the UI thread.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeEndReason(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) -> jint {
jni_guard(0, || {
if handle == 0 {
return 0;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.client.end_reason() as jint
})
}
/// `NativeBridge.nativePair(host, port, certPem, keyPem, pin, name): String` — run the SPAKE2 PIN
/// ceremony, presenting our persistent identity. On success returns the host's verified fingerprint
/// (64-hex) to persist + pin; on any failure (wrong PIN / MITM / host reject / unreachable) returns
@@ -206,6 +206,20 @@ struct ContentView: View {
model.setStatsVerbosity(StatsVerbosity(rawValue: raw) ?? .normal)
}
#if os(iOS) || os(tvOS)
// Coming back to the app re-arms the LAN browse. The home's `onAppear`/`onDisappear` do
// NOT fire across background/foreground, and a browse the system suspended while we were
// away does not resume on its own so the host grid came back empty and stayed empty
// until the app was relaunched. No-op unless the browse is already running (mid-session
// the home has deliberately torn it down).
//
// Mobile only: macOS never suspends the process, and its `scenePhase` flips on every
// window focus change re-arming there would rebuild the browser each time you alt-tab.
// A Mac browse that genuinely breaks is caught by `HostDiscovery`'s own sweep instead.
.onChange(of: scenePhase) { _, phase in
if phase == .active { discovery.refreshIfRunning() }
}
#endif
#if os(iOS) || os(tvOS)
// Backgrounding driver. Only .background/.active matter; .inactive (a transient peek) is
// ignored so neither branch fires for a Control-Center pull.
//
@@ -335,6 +349,16 @@ struct ContentView: View {
active: fullscreenForSession && model.connection != nil,
isFullscreen: $isFullscreen))
#endif
// A game launched from the library just exited, so the session ended on purpose: put the
// player back in that host's library rather than on host selection. Set on the outer Group
// (like the sheets below) so it survives the streaming home transition the disconnect
// drives, and consumed here the model hands the host over once and we clear it, so a
// later manual dismiss of the library can't be undone by a stale value.
.onChange(of: model.returnToLibrary) { _, host in
guard let host else { return }
model.returnToLibrary = nil
libraryTarget = host
}
// On the outer Group so the sheet survives the trust-prompt home transition
// (the "Pair with PIN instead" path disconnects first the host's accept loop
// is sequential, a pairing connection would queue behind the live session).
@@ -512,6 +536,9 @@ struct ContentView: View {
waker: waker,
gamepadUI: gamepadUIActive,
onCancelConnect: { model.disconnect() })
// The takeover mounts OUTSIDE the gamepad screens (it covers the whole home), so
// it publishes the palette's ink itself rather than inheriting it.
.gamepadPaletteInk()
}
}
@@ -47,12 +47,16 @@ struct ConnectOverlay: View {
return nil
}
@Environment(\.gamepadInk) private var ink
var body: some View {
if let phase {
ZStack {
if gamepadUI {
// Console: an opaque, living aurora over everything.
Color.black.ignoresSafeArea()
// Console: an opaque, living aurora over everything, in the chosen palette.
// The takeover's own text rides `ink`, so a pale palette flips it here too
// without that this is the one console screen that stays white-on-white.
ink.isLight ? Color.white.ignoresSafeArea() : Color.black.ignoresSafeArea()
GamepadScreenBackground().ignoresSafeArea()
Color.clear.contentShape(Rectangle()).onTapGesture {}
content(phase).padding(40).frame(maxWidth: 460)
@@ -70,7 +74,8 @@ struct ConnectOverlay: View {
.padding(40)
}
}
.environment(\.colorScheme, .dark)
// The console takeover follows the palette; the default UI's modal stays dark.
.environment(\.colorScheme, gamepadUI && ink.isLight ? .light : .dark)
.transition(.opacity)
#if os(iOS) || os(macOS)
.background { ConnectControllerInput(waker: waker, onCancelConnect: onCancelConnect) }
@@ -12,6 +12,7 @@ import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
struct GamepadAddHostView: View {
@Environment(\.gamepadInk) private var ink
@Environment(\.dismiss) private var dismiss
let onAdd: (StoredHost) -> Void
@@ -47,12 +48,12 @@ struct GamepadAddHostView: View {
VStack(spacing: 4) {
Text("Add Host")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
if !compact {
Text("Hosts on this network appear automatically — add one by address "
+ "for everything else.")
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.foregroundStyle(ink.fg(0.55))
.multilineTextAlignment(.center)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth * 0.72)
}
@@ -73,6 +74,9 @@ struct GamepadAddHostView: View {
}
// No aurora the same clean Liquid-Glass-over-dark base as the gamepad settings screen.
.background { GamepadFormBackground() }
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
// A port can't exceed 5 digits cap while typing so the row can't grow absurd.
.onChange(of: port) { _, value in
if value.count > 5 { port = String(value.prefix(5)) }
@@ -143,7 +147,7 @@ struct GamepadAddHostView: View {
Button { dismiss() } label: {
Image(systemName: "xmark")
.font(.system(size: GamepadFormMetrics.closeFont, weight: .semibold))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
.frame(width: GamepadFormMetrics.closeSide, height: GamepadFormMetrics.closeSide)
.glassBackground(Circle(), interactive: true)
.contentShape(Circle())
@@ -180,22 +184,22 @@ struct GamepadAddHostView: View {
if row.isAction {
Label("Add Host", systemImage: "plus.circle.fill")
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(canAdd ? Color.brand : .white.opacity(0.35))
.foregroundStyle(canAdd ? ink.accent : ink.fg(0.35))
.frame(maxWidth: .infinity)
} else {
Text(row.label)
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
Spacer(minLength: 12)
Text(row.value.isEmpty ? row.placeholder : row.value)
.font(.geistFixed(m.valueFont, .medium))
.foregroundStyle(row.value.isEmpty ? .white.opacity(0.35) : .white)
.foregroundStyle(row.value.isEmpty ? ink.fg(0.35) : ink.fg)
.lineLimit(1)
.truncationMode(.head) // keep the end of a long address visible while typing
if editing == row.id {
// The live-edit caret: this row is what the keyboard tray is typing into.
Rectangle()
.fill(Color.brand)
.fill(ink.accent)
.frame(width: 2, height: m.labelFont + 2)
}
}
@@ -206,12 +210,12 @@ struct GamepadAddHostView: View {
// takes the brand wash, and the edited row keeps its brand caret border.
.consoleGlass(
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
tint: (focused || editing == row.id) ? Color.brand.opacity(0.30) : nil,
tint: (focused || editing == row.id) ? ink.accent(0.30) : nil,
interactive: focused)
.overlay {
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
.strokeBorder(
editing == row.id ? Color.brand.opacity(0.7) : .white.opacity(focused ? 0.28 : 0.06),
editing == row.id ? ink.accent(0.7) : ink.fg(focused ? 0.28 : 0.06),
lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
@@ -89,6 +89,7 @@ struct GamepadHint: Identifiable {
/// worn as a self-contained Liquid Glass pill (like the top-bar controller chip) so it floats over
/// the backdrop instead of dissolving into it.
struct GamepadHintBar: View {
@Environment(\.gamepadInk) private var ink
let hints: [GamepadHint]
// 10-foot legend on tvOS, in-hand sizes elsewhere.
@@ -108,26 +109,35 @@ struct GamepadHintBar: View {
HStack(spacing: 7) {
Image(systemName: hint.glyph)
.font(.system(size: Self.glyphFont))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
Text(hint.text)
}
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
}
}
.font(.geist(Self.textFont, .semibold, relativeTo: .subheadline))
.foregroundStyle(.white.opacity(0.85))
.foregroundStyle(ink.fg(0.85))
.padding(Self.pad)
.consoleGlass(Capsule())
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1))
}
}
/// The console backdrop: a living aurora in the brand's violet family, drifting slowly over black
/// so it reads as ambience behind the cards, never as content. On iOS 18 / macOS 15+ it's an
/// animated `MeshGradient` a continuous silk of colour whose control points wander on slow,
/// out-of-phase sinusoids finished with an elliptical vignette (pools light in the centre, sinks
/// the corners) and a top/bottom legibility scrim. Older OSes fall back to the original drifting
/// radial-blob field, unchanged, so nothing regresses.
/// The console backdrop: a living aurora drifting slowly over black so it reads as ambience behind
/// the cards, never as content. On iOS 18 / macOS 15+ it's an animated `MeshGradient` a continuous
/// silk of colour whose control points wander on slow, out-of-phase sinusoids finished with an
/// elliptical vignette (pools light in the centre, sinks the corners) and a top/bottom legibility
/// scrim. Older OSes fall back to the original drifting radial-blob field, unchanged, so nothing
/// regresses.
///
/// `calm` is what the FORM screens (settings, add-host) wear: the same living field with its pools
/// dimmed onto its own corner colour, so those screens keep real colour under their Liquid Glass
/// rows without the launcher's contrast. They used to sit on a still gradient; nothing in the
/// gamepad UI is backed by a static image now. Motion is identical in both modes on purpose only
/// the contrast differs, so a screen change can't make the field jump.
///
/// `GamepadPalette` recolours the whole thing (the shared `ui_palette` setting) by transforming the
/// COLOURS, not by stacking a filter see GamepadPalette.swift for why.
///
/// Deliberately pure SwiftUI, no `.metal`: these sources build under both SwiftPM (`swift run`/
/// tests) and the Xcode project's synchronized folders, and a compiled metallib is only reliably
@@ -136,77 +146,90 @@ struct GamepadHintBar: View {
/// can't inflate the caller's layout past the safe area (see the layout note in GamepadHomeView's
/// header). Honors Reduce Motion by freezing the field at a fixed phase.
struct GamepadScreenBackground: View {
@Environment(\.gamepadInk) private var ink
/// Quiet the field for a form screen (see the type comment).
var calm = false
@Environment(\.accessibilityReduceMotion) private var reduceMotion
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
var body: some View {
let palette = GamepadPalette.named(paletteID)
Group {
if reduceMotion {
composite(at: 0)
composite(at: 0, palette: palette)
} else {
// 30 Hz is plenty for a field that drifts centimetres per minute, and halves the
// redraw cost of a battery-fed couch device vs. the display's native rate.
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
composite(at: context.date.timeIntervalSinceReferenceDate)
composite(at: context.date.timeIntervalSinceReferenceDate, palette: palette)
}
}
}
.ignoresSafeArea()
}
/// The colour field under a very slow warm/cool hue sway, an elliptical vignette, and the
/// title/hints legibility scrim.
private func composite(at t: TimeInterval) -> some View {
ZStack {
Color.black
colorField(at: t)
/// The colour field under a very slow warm/cool hue sway, the calm flattening, an elliptical
/// vignette, and the title/hints legibility scrim in that order, matching the console
/// shader's `composite` so the two platforms' backdrops stay the same picture.
private func composite(at t: TimeInterval, palette: GamepadPalette) -> some View {
// 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 `u_scrim.a` the console shader carries.
let scrim: Color = palette.light ? ink.fg : .black
let strength = palette.light ? 0.45 : 1.0
return ZStack {
Self.color(palette.ground)
colorField(at: t, palette: palette)
// ±8° over ~5 min the whole field very slowly warms and cools.
.hueRotation(.degrees(sin(t * 0.021) * 8))
// Cinematic vignette: darker toward the edges so the cards sit in the pooled light.
// Soft (extends past the frame) so the corners deepen rather than crush to black.
// Calm = col·0.6 + ground·0.4: over the ground, `.opacity` IS the multiply
.opacity(calm ? 0.6 : 1)
if calm {
// and a plusLighter wash of the palette's own ground IS the add. Chosen so the
// ground lands exactly where it was and the bright pools come down to meet it.
Self.color(palette.ground)
.opacity(0.4)
.blendMode(.plusLighter)
}
// Cinematic vignette: the edges settle toward the scrim so the cards sit in the
// pooled light. Soft (extends past the frame) so the corners deepen rather than
// crush. 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.
EllipticalGradient(
colors: [.clear, .black.opacity(0.42)],
colors: [.clear, scrim.opacity((calm ? 0.21 : 0.42) * strength)],
center: .center, startRadiusFraction: 0.25, endRadiusFraction: 1.15)
// Legibility grounding for the pinned title (top) and hint pill (bottom). This one
// darkens the aurora itself (it's the backdrop's bottom layer nothing behind it to
// blur), so it stays a gradient, just a light one now.
// works on the field itself (it's the backdrop's bottom layer nothing behind it to
// blur), so it stays a gradient, just a light one.
LinearGradient(
stops: [
.init(color: .black.opacity(0.38), location: 0),
.init(color: .black.opacity(0.06), location: 0.32),
.init(color: .black.opacity(0.08), location: 0.68),
.init(color: .black.opacity(0.40), location: 1),
.init(color: scrim.opacity(0.38 * strength), location: 0),
.init(color: scrim.opacity(0.06 * strength), location: 0.32),
.init(color: scrim.opacity(0.08 * strength), location: 0.68),
.init(color: scrim.opacity(0.40 * strength), location: 1),
],
startPoint: .top, endPoint: .bottom)
}
}
@ViewBuilder private func colorField(at t: TimeInterval) -> some View {
@ViewBuilder private func colorField(at t: TimeInterval, palette: GamepadPalette) -> some View {
if #available(iOS 18, macOS 15, tvOS 18, *) {
MeshGradient(
width: 4, height: 4,
points: Self.meshPoints(at: t),
colors: Self.meshColors,
colors: palette.meshColors.map(Self.color),
smoothsColors: true)
} else {
LegacyBlobField(t: t)
LegacyBlobField(t: t, palette: palette)
}
}
// MARK: - MeshGradient aurora (iOS 18 / macOS 15+)
/// Sixteen mesh colours (row-major, 4×4): dark-violet corners sink the frame, the edges carry
/// mid-tone violets, and the four interior points hold the bright brand family a violet and a
/// blue-violet up top, a magenta-violet and a violet below so warm pools on the left, cool on
/// the right, and the silk shifts temperature as those interior points drift.
private static let meshColors: [Color] = {
let corner = Color(red: 0.075, green: 0.060, blue: 0.160)
return [
corner, Color(red: 0.34, green: 0.27, blue: 0.72), Color(red: 0.30, green: 0.26, blue: 0.74), corner,
Color(red: 0.42, green: 0.20, blue: 0.54), Color(red: 0.49, green: 0.39, blue: 0.95), Color(red: 0.28, green: 0.31, blue: 0.84), Color(red: 0.16, green: 0.26, blue: 0.64),
Color(red: 0.45, green: 0.23, blue: 0.60), Color(red: 0.53, green: 0.31, blue: 0.75), Color(red: 0.35, green: 0.35, blue: 0.91), Color(red: 0.19, green: 0.28, blue: 0.70),
corner, Color(red: 0.22, green: 0.18, blue: 0.54), Color(red: 0.24, green: 0.20, blue: 0.58), corner,
]
}()
static func color(_ c: SIMD3<Double>) -> Color {
Color(red: c.x, green: c.y, blue: c.z)
}
/// The 4×4 control points at time `t`: every boundary point is PINNED to the frame (so the mesh
/// always fills edge-to-edge a drifting edge point would shrink the mesh and expose the black
@@ -233,15 +256,18 @@ struct GamepadScreenBackground: View {
}
/// Pre-18/15 fallback for `GamepadScreenBackground`: the original drifting radial-blob field four
/// soft colour blobs on slow Lissajous paths, additively blended. Kept verbatim so older OSes see
/// exactly the aurora they shipped with (the mesh path is the upgrade for OS 18/15+).
/// soft colour blobs on slow Lissajous paths, additively blended. Geometry and motion are verbatim
/// so older OSes see exactly the aurora they shipped with (the mesh path is the upgrade for OS
/// 18/15+); only the blob COLOURS now pass through the palette, so an older device honours the
/// setting too instead of being stuck on violet.
private struct LegacyBlobField: View {
let t: TimeInterval
let palette: GamepadPalette
/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular speeds
/// (rad/s periods of 3090 s), and a radius that slowly breathes.
/// (rad/s periods of 3090 s), and a radius that slowly breathes. The COLOUR comes from the
/// palette's ramp at draw time (see `blobColors`), so an older OS honours the setting too.
private struct Blob {
let color: Color
let center: CGPoint
let drift: CGSize
let speed: (x: Double, y: Double)
@@ -252,20 +278,16 @@ private struct LegacyBlobField: View {
}
private static let blobs: [Blob] = [
Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet
center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
Blob(center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
speed: (0.111, 0.083), phase: (0.0, 1.9),
radius: 0.52, breathe: (0.07, 0.061), opacity: 0.52),
Blob(color: Color(red: 0.24, green: 0.20, blue: 0.72), // deep indigo
center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
Blob(center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
speed: (0.071, 0.096), phase: (2.4, 0.7),
radius: 0.58, breathe: (0.08, 0.049), opacity: 0.55),
Blob(color: Color(red: 0.62, green: 0.30, blue: 0.80), // plum
center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
Blob(center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
speed: (0.089, 0.067), phase: (4.1, 3.2),
radius: 0.44, breathe: (0.09, 0.078), opacity: 0.42),
Blob(color: Color(red: 0.22, green: 0.38, blue: 0.86), // cool blue
center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
Blob(center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
speed: (0.059, 0.104), phase: (1.2, 5.0),
radius: 0.40, breathe: (0.06, 0.055), opacity: 0.38),
]
@@ -275,26 +297,31 @@ private struct LegacyBlobField: View {
let side = max(geo.size.width, geo.size.height)
ZStack {
ForEach(Self.blobs.indices, id: \.self) { i in
blobView(Self.blobs[i], in: geo.size, side: side)
blobView(Self.blobs[i], tone: palette.blobColors[i], in: geo.size, side: side)
}
}
.drawingGroup()
}
}
private func blobView(_ blob: Blob, in size: CGSize, side: CGFloat) -> some View {
private func blobView(
_ blob: Blob, tone: SIMD3<Double>, in size: CGSize, side: CGFloat
) -> some View {
let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x))
let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y))
let r = side * blob.radius
* (1 + blob.breathe.amount * CGFloat(sin(t * blob.breathe.speed + blob.phase.x)))
let color = GamepadScreenBackground.color(tone)
return Circle()
.fill(RadialGradient(
colors: [blob.color, blob.color.opacity(0)],
colors: [color, color.opacity(0)],
center: .center, startRadius: 0, endRadius: r / 2))
.frame(width: r, height: r)
.position(x: x * size.width, y: y * size.height)
.opacity(blob.opacity)
.blendMode(.plusLighter)
// 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(palette.light ? .normal : .plusLighter)
}
}
@@ -304,15 +331,17 @@ private struct LegacyBlobField: View {
/// the tray's text sits on a softly blurred backdrop that dissolves into the rows.
struct GamepadTrayScrim: View {
let edge: VerticalEdge
@Environment(\.gamepadInk) private var ink
var body: some View {
let fromEdge: UnitPoint = edge == .top ? .top : .bottom
let toContent: UnitPoint = edge == .top ? .bottom : .top
Rectangle()
.fill(.ultraThinMaterial)
// These trays always sit on the dark console UI; force dark so the material frosts dark
// (white text stays legible) regardless of the system appearance.
.environment(\.colorScheme, .dark)
// Force the frost to match the PALETTE, not the system appearance: the tray exists
// to keep the pinned title legible, so it has to frost dark under white ink and
// light under dark ink.
.environment(\.colorScheme, ink.isLight ? .light : .dark)
// Fade the whole blur out toward the content so it dissolves rather than ending on a line.
.mask {
LinearGradient(
@@ -330,27 +359,16 @@ struct GamepadTrayScrim: View {
}
}
/// The calm backdrop for the gamepad UI's form screens (settings, add-host) NOT the launcher's
/// drifting aurora (this stays still and quiet), but deliberately NOT near-black either: Liquid
/// Glass refracts whatever sits behind it, so over black the rows turn invisible. A deep indigo
/// base plus two soft, static violet/indigo glows give the glass real colour and luminance to lens,
/// so the rows read as glass while the screen stays restful.
/// The backdrop for the gamepad UI's form screens (settings, add-host). It used to be a STILL pair
/// of glows over a deep indigo base deliberately not near-black, because Liquid Glass refracts
/// whatever sits behind it and over black the rows turn invisible. It is now the launcher's own
/// living field at `calm`, which keeps that luminance under the glass, keeps the palette setting
/// honoured on every screen rather than only the launcher, and leaves nothing in the gamepad UI
/// backed by a static image. Kept as its own type because that is what the form screens ask for by
/// name; the console (`pf-console-ui`) made the same substitution behind its `Bg::Form`.
struct GamepadFormBackground: View {
var body: some View {
ZStack {
Color(red: 0.075, green: 0.062, blue: 0.150)
// Violet lift top-leading, cooler indigo bottom-trailing resolution-independent
// (fraction radii) so the glow scale tracks the window on any screen.
EllipticalGradient(
colors: [Color(red: 0.40, green: 0.31, blue: 0.68).opacity(0.9), .clear],
center: UnitPoint(x: 0.26, y: 0.14),
startRadiusFraction: 0, endRadiusFraction: 0.78)
EllipticalGradient(
colors: [Color(red: 0.20, green: 0.24, blue: 0.58).opacity(0.75), .clear],
center: UnitPoint(x: 0.82, y: 0.9),
startRadiusFraction: 0, endRadiusFraction: 0.78)
}
.ignoresSafeArea()
GamepadScreenBackground(calm: true)
}
}
@@ -373,6 +391,7 @@ struct ConsoleBareButtonStyle: ButtonStyle {
/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
/// when the pad or its battery state changes.
struct ControllerStatusChip: View {
@Environment(\.gamepadInk) private var ink
let controller: GamepadManager.DiscoveredController
// Legible from the couch on tvOS, quiet in hand elsewhere.
@@ -397,15 +416,15 @@ struct ControllerStatusChip: View {
Image(systemName: batterySymbol(level))
.font(.system(size: Self.font))
.foregroundStyle(level <= 0.2 && !controller.isCharging
? AnyShapeStyle(.red) : AnyShapeStyle(.white.opacity(0.7)))
? AnyShapeStyle(.red) : AnyShapeStyle(ink.fg(0.7)))
}
}
.font(.geist(Self.font, .medium, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.7))
.foregroundStyle(ink.fg(0.7))
.padding(.horizontal, Self.hPad)
.padding(.vertical, Self.vPad)
.background(Capsule().fill(.white.opacity(0.08)))
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
.background(Capsule().fill(ink.fg(0.08)))
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1))
}
private func batterySymbol(_ level: Float) -> String {
@@ -23,14 +23,15 @@ import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
/// One navigable tile: a saved host, a discovered-but-unsaved one, or the trailing Add Host
/// action. Hashable so it can be the carousel's scroll-position identity.
/// One navigable tile: a saved host, a discovered-but-unsaved one, or one of the trailing
/// actions. Hashable so it can be the carousel's scroll-position identity.
private enum GamepadHomeTarget: Hashable {
/// A saved host's own tile, or one of its pinned host+profile cards (§5.2a) which on a
/// controller-first surface are THE profile affordance: focus and press, no menus.
case saved(UUID, profile: String?)
case discovered(String)
case addHost
case rescan
}
/// A fully-resolved launcher tile display fields + the activate action, built fresh each render
@@ -63,6 +64,7 @@ private struct HomeTile: Identifiable {
}
struct GamepadHomeView: View {
@Environment(\.gamepadInk) private var ink
@ObservedObject var store: HostStore
@ObservedObject var model: SessionModel
@ObservedObject var discovery: HostDiscovery
@@ -114,6 +116,9 @@ struct GamepadHomeView: View {
.padding(.top, compact ? 4 : 8)
}
.background { GamepadScreenBackground() }
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
.onAppear { discovery.start() }
.onDisappear { discovery.stop() }
// Reachability sweep (mDNS-independent) so routed/VPN hosts that never advertise still show
@@ -185,7 +190,7 @@ struct GamepadHomeView: View {
statusChip(hidden: true)
Text("Select a Host")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
.lineLimit(1)
.minimumScaleFactor(0.75)
.frame(maxWidth: .infinity)
@@ -262,10 +267,14 @@ struct GamepadHomeView: View {
private var hints: [GamepadHint] {
let selected = tiles.first { $0.id == selection }
let action: String? = switch selected?.id {
case .addHost: "Add Host"
case .rescan: "Rescan"
default: nil
}
var hints = [GamepadHint(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
text: selected?.id == .addHost ? "Add Host"
: (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
text: action ?? (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
if libraryEnabled, selected?.hasLibrary == true {
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
}
@@ -325,7 +334,15 @@ struct GamepadHomeView: View {
subtitle: "Register a host by address",
icon: "plus",
activate: { showAddHost = true })
return saved + discovered + [add]
// A controller surface has no toolbar and no pull-to-refresh, so the rescan the field
// asked for is a tile like any other one press from wherever the stick already is.
let rescan = HomeTile(
id: .rescan,
title: "Rescan",
subtitle: discovery.isScanning ? "Scanning…" : "Look for hosts on this network",
icon: "arrow.clockwise",
activate: { discovery.refresh() })
return saved + discovered + [add, rescan]
}
/// Only saved hosts have a library matches the touch grid, where "Browse Library" is a
@@ -342,6 +359,7 @@ struct GamepadHomeView: View {
/// touch grid's `HostCardView`. Renders only its base look; the centered-tile pop is layered on by
/// the caller's `.scrollTransition` so it always tracks the real scroll position.
private struct GamepadHostTile: View {
@Environment(\.gamepadInk) private var ink
let tile: HomeTile
let size: CGSize
@@ -381,7 +399,7 @@ private struct GamepadHostTile: View {
if tile.isPaired {
Image(systemName: "lock.fill")
.font(.system(size: Self.statusFont, weight: .semibold))
.foregroundStyle(.white.opacity(0.5))
.foregroundStyle(ink.fg(0.5))
}
if tile.isOnline {
Circle()
@@ -394,7 +412,7 @@ private struct GamepadHostTile: View {
Spacer(minLength: 0)
Text(tile.title)
.font(.geist(Self.titleFont, .bold, relativeTo: .title2))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
.lineLimit(1)
.minimumScaleFactor(0.7)
if let profile = tile.profile {
@@ -404,7 +422,7 @@ private struct GamepadHostTile: View {
}
Text(tile.subtitle)
.font(.geist(Self.subtitleFont, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.foregroundStyle(ink.fg(0.55))
.lineLimit(1)
.padding(.top, 2)
}
@@ -414,12 +432,12 @@ private struct GamepadHostTile: View {
// Add-Host tiles stay neutral glass with a dashed edge. Glass clips to the shape itself.
.consoleGlass(
RoundedRectangle(cornerRadius: Self.corner, style: .continuous),
tint: tile.filled ? Color.brand.opacity(0.20) : nil)
tint: tile.filled ? ink.accent(0.20) : nil)
.overlay {
RoundedRectangle(cornerRadius: Self.corner, style: .continuous)
.strokeBorder(
LinearGradient(
colors: [.white.opacity(0.22), .white.opacity(0.04)],
colors: [ink.fg(0.22), ink.fg(0.04)],
startPoint: .top, endPoint: .bottom),
style: StrokeStyle(lineWidth: 1, dash: tile.filled ? [] : [6, 5]))
}
@@ -431,15 +449,15 @@ private struct GamepadHostTile: View {
return ZStack {
shape.fill(tile.filled
? AnyShapeStyle(LinearGradient(
colors: [Color.brand, Color.brand.opacity(0.68)],
colors: [ink.accent, ink.accent(0.68)],
startPoint: .top, endPoint: .bottom))
: AnyShapeStyle(Color.brand.opacity(0.16)))
: AnyShapeStyle(ink.accent(0.16)))
if tile.isConnecting {
ProgressView().tint(.white)
ProgressView().tint(ink.fg)
} else if let icon = tile.icon {
Image(systemName: icon)
.font(.system(size: Self.iconFont, weight: .semibold))
.foregroundStyle(Color.brand)
.foregroundStyle(ink.accent)
} else if let mark = osIconImage(for: tile.osChain) {
// The OS mark stands in for the initial (template asset tints like the text it
// replaces), and carries the label, since nothing else on the tile names the OS.
@@ -447,18 +465,18 @@ private struct GamepadHostTile: View {
.resizable()
.scaledToFit()
.frame(width: Self.monogramFont, height: Self.monogramFont)
.foregroundStyle(tile.filled ? .white : Color.brand)
.foregroundStyle(tile.filled ? ink.fg : ink.accent)
.accessibilityLabel(tile.osChain ?? "")
} else {
Text(monogram(tile.title))
.font(.geistFixed(Self.monogramFont, .bold))
.foregroundStyle(tile.filled ? .white : Color.brand)
.foregroundStyle(tile.filled ? ink.fg : ink.accent)
}
}
.frame(width: Self.badgeSide, height: Self.badgeSide)
.overlay {
if !tile.filled {
shape.strokeBorder(Color.brand.opacity(0.5), lineWidth: 1)
shape.strokeBorder(ink.accent(0.5), lineWidth: 1)
}
}
}
@@ -0,0 +1,91 @@
// The ink the gamepad UI draws with under the chosen background palette.
//
// The console screens were white-on-dark throughout with the brand violet hardcoded as the
// accent. Both had to become palette-derived at once: a pale field needs dark text or it is
// unreadable, and a violet focus wash on a copper field is exactly the clash this exists to fix.
//
// Handed down the view tree as an environment value rather than passed to each screen, so a
// leaf (a row, a hint pill, a card) can ask for the right colour without every caller in between
// knowing about palettes. `pf-console-ui` does the same thing with a thread-local `Ink`.
import PunktfunkShared
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
struct GamepadInk: Equatable, Sendable {
/// Primary text/glyph colour.
let fg: Color
/// Focus wash, selected tab pill, switch track, caret the palette's own accent.
let accent: Color
/// What reads ON the accent (a filled pill's label).
let onAccent: Color
/// The base fill every glass surface starts from.
let glass: Color
/// What a wash laid UNDER text tends toward: black on a dark field, white on a pale one.
let shade: Color
/// How hard those washes go. A pale field needs far less mixing toward white at the dark
/// field's strength bleaches the chroma straight out of the gradient.
let shadeScale: Double
/// True when the field is pale, for the few places that need to branch rather than blend
/// (a material's `colorScheme`, a shadow's presence).
let isLight: Bool
/// The foreground at `alpha`.
func fg(_ alpha: Double) -> Color { fg.opacity(alpha) }
/// The accent at `alpha`.
func accent(_ alpha: Double) -> Color { accent.opacity(alpha) }
/// A wash under text: `alpha` is the dark-field strength, scaled for a pale one.
func shade(_ alpha: Double) -> Color { shade.opacity(alpha * shadeScale) }
static func of(_ p: GamepadPalette) -> GamepadInk {
let accent = Color(red: p.accent.x, green: p.accent.y, blue: p.accent.z)
let accentLuma = 0.2126 * p.accent.x + 0.7152 * p.accent.y + 0.0722 * p.accent.z
// Chosen by luminance, not by `light`: an accent is picked for contrast against the
// GLASS, not against the field.
let onAccent: Color = accentLuma > 0.55 ? .black : .white
guard p.light else {
return GamepadInk(
fg: .white, accent: accent, onAccent: onAccent,
glass: Color(red: 0.086, green: 0.086, blue: 0.125),
shade: .black, shadeScale: 1, isLight: false)
}
return GamepadInk(
// Tinted toward the palette's own ground so it doesn't read as a foreign grey.
fg: Color(red: p.ground.x * 0.16, green: p.ground.y * 0.14, blue: p.ground.z * 0.20),
accent: accent, onAccent: onAccent,
glass: .white,
shade: .white, shadeScale: 0.45, isLight: true)
}
/// The shipped dark look what a preview or a test composition gets.
static let dark = GamepadInk.of(GamepadPalette.named("violet"))
}
private struct GamepadInkKey: EnvironmentKey {
static let defaultValue = GamepadInk.dark
}
extension EnvironmentValues {
/// The ink of the palette currently drawing. Set once, high up (see `GamepadInkModifier`).
var gamepadInk: GamepadInk {
get { self[GamepadInkKey.self] }
set { self[GamepadInkKey.self] = newValue }
}
}
extension View {
/// Resolve the stored `ui_palette` and publish its ink to everything below. Applied by the
/// gamepad screens' common root so no individual view has to read the setting.
func gamepadPaletteInk() -> some View { modifier(GamepadInkModifier()) }
}
private struct GamepadInkModifier: ViewModifier {
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
func body(content: Content) -> some View {
content.environment(\.gamepadInk, GamepadInk.of(GamepadPalette.named(paletteID)))
}
}
#endif
@@ -14,6 +14,7 @@ import SwiftUI
#if os(iOS) || os(macOS)
struct GamepadKeyboard: View {
@Environment(\.gamepadInk) private var ink
@Binding var text: String
/// Restricts typed characters (e.g. digits for a port field); backspace always works.
var allowed: CharacterSet?
@@ -79,7 +80,7 @@ struct GamepadKeyboard: View {
}
.overlay {
RoundedRectangle(cornerRadius: 22, style: .continuous)
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
.strokeBorder(ink.fg(0.12), lineWidth: 1)
}
.sensoryFeedback(.selection, trigger: cursor)
.sensoryFeedback(.impact(weight: .light), trigger: pressTick)
@@ -110,11 +111,11 @@ struct GamepadKeyboard: View {
.font(.geist(15, .semibold, relativeTo: .callout))
}
}
.foregroundStyle(focused ? Color.black : .white)
.foregroundStyle(focused ? Color.black : ink.fg)
.frame(maxWidth: .infinity, minHeight: compact ? 34 : 42)
.background {
RoundedRectangle(cornerRadius: 9, style: .continuous)
.fill(focused ? AnyShapeStyle(Color.brand) : AnyShapeStyle(.white.opacity(0.08)))
.fill(focused ? AnyShapeStyle(ink.accent) : AnyShapeStyle(ink.fg(0.08)))
}
.animation(.smooth(duration: 0.12), value: focused)
.contentShape(Rectangle())
@@ -35,6 +35,10 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
let onActivate: (Item) -> Void
/// B back/dismiss; nil disables it.
var onBack: (() -> Void)?
/// L1 (`-1`) / R1 (`+1`) a step SIDEWAYS out of the list: the settings screen's section
/// tabs. Wired on tvOS too, where the focus engine owns up/down but leaves the shoulders
/// to the poll. nil the shoulders do nothing.
var onShoulder: ((Int) -> Void)?
/// Whether this list currently owns controller input same handoff contract as
/// GamepadCarousel's `isActive` (a covered screen must stop polling the shared pad).
var isActive: Bool = true
@@ -159,6 +163,7 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
case .up, .down: break
}
}
input.onShoulder = { forward in onShoulder?(forward ? 1 : -1) }
#else
input.onMove = { direction in
switch direction {
@@ -170,6 +175,7 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
}
input.onConfirm = { activate() }
input.onBack = onBack
input.onShoulder = { forward in onShoulder?(forward ? 1 : -1) }
#endif
}
@@ -53,7 +53,18 @@ struct HomeView: View {
NavigationStack {
Group {
if store.hosts.isEmpty && discoveredUnsaved.isEmpty {
emptyState
#if os(tvOS)
emptyState // no pull-to-refresh on a remote; the action row carries Refresh
#else
// Inside a ScrollView purely so the pull gesture works on the ONE screen
// where a rescan matters most: the one that found nothing.
ScrollView {
emptyState
.frame(maxWidth: .infinity)
.containerRelativeFrame(.vertical)
}
.refreshable { await discovery.rescan() }
#endif
} else {
ScrollView {
if !store.hosts.isEmpty {
@@ -94,6 +105,7 @@ struct HomeView: View {
} label: {
Label("Settings", systemImage: "gearshape")
}
refreshButton
}
.padding(.top, 24)
// One FULL-WIDTH focus target for any downward move out of the grid.
@@ -106,6 +118,9 @@ struct HomeView: View {
.focusSection()
#endif
}
#if !os(tvOS)
.refreshable { await discovery.rescan() }
#endif
}
}
.navigationTitle("Punktfunk")
@@ -151,6 +166,7 @@ struct HomeView: View {
if showsArrangeMenu {
ToolbarItem(placement: .topBarTrailing) { arrangeMenu }
}
ToolbarItem(placement: .topBarTrailing) { refreshButton }
ToolbarItem(placement: .topBarTrailing) { addHostButton }
#else
if showsArrangeMenu {
@@ -159,6 +175,10 @@ struct HomeView: View {
.help("Sort and group the host list")
}
}
ToolbarItem(placement: .primaryAction) {
refreshButton
.help("Scan the network for hosts again")
}
ToolbarItem(placement: .primaryAction) {
addHostButton
.help("Add a host")
@@ -324,13 +344,20 @@ struct HomeView: View {
ContentUnavailableView {
Label("No Hosts", systemImage: "rectangle.connected.to.line.below")
} description: {
Text("Add your punktfunk host with the + button.")
Text("Add your punktfunk host with the + button, or scan the network again.")
} actions: {
Button("Add Host") { showAddHost = true }
.glassProminentButtonStyle()
#if os(iOS)
.controlSize(.large)
#endif
// The screen a host SHOULD have appeared on is where a rescan is worth offering
// outright rather than hiding behind a pull gesture.
Button("Scan Again") { discovery.refresh() }
.disabled(discovery.isScanning)
#if os(iOS)
.controlSize(.large)
#endif
#if os(tvOS)
Button("Settings") { showSettings = true }
#endif
@@ -345,6 +372,18 @@ struct HomeView: View {
}
}
/// Re-run mDNS discovery from scratch. Discovery heals itself now (`HostDiscovery`'s sweep),
/// so this is the fallback the field asked for and the fastest way past the iOS
/// local-network permission gate, which only a NEW browser can clear.
private var refreshButton: some View {
Button {
discovery.refresh()
} label: {
Label("Refresh", systemImage: "arrow.clockwise")
}
.disabled(discovery.isScanning)
}
#if !os(tvOS)
/// One host has no order and nothing to divide, so the control stays out of the way until
/// there is a list to arrange.
@@ -19,6 +19,7 @@ import SwiftUI
import GameController
struct LibraryCoverflowView: View {
@Environment(\.gamepadInk) private var ink
let games: [GameEntry]
let imageSession: URLSession?
var onLaunch: ((String) -> Void)?
@@ -46,18 +47,24 @@ struct LibraryCoverflowView: View {
.padding(.vertical, compact ? 6 : 10)
}
.background { GamepadScreenBackground() }
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
}
@ViewBuilder private func content(for size: CGSize) -> some View {
// Fit the tallest poster into the height the detail line + paddings leave (the hints are a
// safe-area inset, already out of this budget) capped so it never dwarfs a large iPad and
// clamped by width on a narrow screen.
let reserved: CGFloat = compact ? 72 : 96 // detail line + spacers
let reserved: CGFloat = (compact ? 72 : 96) + (showsGroupHeading ? 26 : 0)
let coverHeight = min(360, min(max(140, size.height - reserved), size.width * 0.9))
let coverWidth = coverHeight * 2 / 3
VStack(spacing: 0) {
Spacer(minLength: 4)
if showsGroupHeading {
groupHeading.padding(.bottom, 6)
}
carousel(coverWidth: coverWidth, coverHeight: coverHeight)
detailPanel
.padding(.top, 12)
@@ -89,10 +96,12 @@ struct LibraryCoverflowView: View {
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
.frame(width: width, height: height)
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
.overlay(alignment: .topLeading) {
StoreBadge(label: game.storeLabel, isLauncher: game.isLauncher)
}
.overlay {
RoundedRectangle(cornerRadius: 16, style: .continuous)
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
.strokeBorder(ink.fg(0.12), lineWidth: 1)
}
.shadow(color: .black.opacity(0.5), radius: 16, y: 12)
.scrollTransition { content, phase in
@@ -112,21 +121,42 @@ struct LibraryCoverflowView: View {
}
}
/// Does this library have both groups? Only then does the heading earn its row a
/// launcher-less library gets exactly the layout it had before design D4.
private var showsGroupHeading: Bool {
games.contains(where: \.isLauncher) && games.contains { !$0.isLauncher }
}
/// Which group the cursor is in. A coverflow is one-dimensional, so instead of a second focus
/// rail (a whole new up/down nav model for two or three tiles) the heading names the group and
/// changes as the selection crosses the boundary the launcher entries lead the strip.
private var groupHeading: some View {
let selected = games.first { $0.id == selection }
return Text(selected?.isLauncher == true ? "LAUNCHERS" : "GAMES")
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.4)
.foregroundStyle(ink.fg(0.45))
}
/// The centered title + store tag empty (not hidden) so the layout doesn't jump.
@ViewBuilder private var detailPanel: some View {
let game = games.first { $0.id == selection }
VStack(spacing: 6) {
Text(game?.title ?? " ")
.font(.geist(compact ? 22 : 25, .bold, relativeTo: .title))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
.lineLimit(1)
.minimumScaleFactor(0.75)
.multilineTextAlignment(.center)
if let game {
Text(game.isCustom ? "CUSTOM" : "STEAM")
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.2)
.foregroundStyle(.white.opacity(0.5))
// main's richer store label, in the palette's ink.
Text(
game.isLauncher
? "\(game.storeLabel.uppercased()) · LAUNCHER" : game.storeLabel.uppercased()
)
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.2)
.foregroundStyle(ink.fg(0.5))
}
}
.frame(maxWidth: .infinity)
@@ -139,7 +169,10 @@ struct LibraryCoverflowView: View {
private var hints: [GamepadHint] {
var hints: [GamepadHint] = []
if onLaunch != nil {
hints.append(.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Launch"))
// You *open* a launcher and *launch* a game the hint follows the focused entry.
let opens = games.first { $0.id == selection }?.isLauncher == true
hints.append(
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: opens ? "Open" : "Launch"))
}
hints.append(.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close"))
return hints
@@ -80,21 +80,47 @@ struct LibraryView: View {
}
private var grid: some View {
ScrollView {
LazyVGrid(columns: columns, spacing: 18) {
ForEach(games) { game in
if let onLaunch {
Button { onLaunch(game.id) } label: { GameCard(game: game, imageSession: imageSession) }
.buttonStyle(.plain)
} else {
GameCard(game: game, imageSession: imageSession)
}
// Design D4: launcher entries get their own section above the titles, never interleaved.
// Both headers appear only when both groups exist, so a library without launcher entries
// renders exactly as it did before.
let launchers = games.filter(\.isLauncher)
let titles = games.filter { !$0.isLauncher }
let both = !launchers.isEmpty && !titles.isEmpty
return ScrollView {
VStack(alignment: .leading, spacing: 18) {
if !launchers.isEmpty {
if both { sectionHeader("Launchers") }
tiles(launchers)
}
if !titles.isEmpty {
if both { sectionHeader("Games") }
tiles(titles)
}
}
.padding()
}
}
private func tiles(_ entries: [GameEntry]) -> some View {
LazyVGrid(columns: columns, spacing: 18) {
ForEach(entries) { game in
if let onLaunch {
Button { onLaunch(game.id) } label: { GameCard(game: game, imageSession: imageSession) }
.buttonStyle(.plain)
} else {
GameCard(game: game, imageSession: imageSession)
}
}
}
}
private func sectionHeader(_ text: String) -> some View {
Text(text)
.font(.geist(12, .semibold, relativeTo: .caption))
.tracking(1.1)
.foregroundStyle(.secondary)
}
private var columns: [GridItem] {
#if os(tvOS)
let minW: CGFloat = 220
@@ -152,12 +178,15 @@ struct LibraryView: View {
return
}
do {
// `launchersFirst` groups launcher entries ahead of titles once, here, so the grid and
// the gamepad coverflow both inherit the D4 ordering.
games = try await LibraryClient.fetch(
address: current.address,
port: current.effectiveMgmtPort,
certPEM: identity.certPEM,
keyPEM: identity.keyPEM,
hostFingerprint: current.pinnedSHA256)
hostFingerprint: current.pinnedSHA256
).launchersFirst
imageSession?.finishTasksAndInvalidate()
imageSession = try LibraryImageLoader.session(
address: current.address,
@@ -185,7 +214,9 @@ private struct GameCard: View {
.aspectRatio(2.0 / 3.0, contentMode: .fit)
.frame(maxWidth: .infinity)
.clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous))
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
.overlay(alignment: .topLeading) {
StoreBadge(label: game.storeLabel, isLauncher: game.isLauncher)
}
Text(game.title)
.font(.geist(12, relativeTo: .caption))
.lineLimit(2)
@@ -12,14 +12,21 @@ import AppKit
/// The store-provenance badge (Steam vs. a user-curated custom entry) overlaid on a poster
/// shared by the touch grid's `GameCard` and the gamepad coverflow's cover cell.
struct StoreBadge: View {
let isCustom: Bool
/// Which store surfaced the entry, already resolved to a display name (`GameEntry.storeLabel`).
let label: String
/// A launcher entry (design D4) gets the brand fill, so "opens Steam" is legible at poster size
/// without reading the title.
var isLauncher: Bool = false
var body: some View {
Text(isCustom ? "Custom" : "Steam")
Text(label)
.font(.geist(11, .semibold, relativeTo: .caption2))
.foregroundStyle(isLauncher ? AnyShapeStyle(.white) : AnyShapeStyle(.primary))
.padding(.horizontal, 6)
.padding(.vertical, 3)
.background(.ultraThinMaterial, in: Capsule())
.background(
isLauncher ? AnyShapeStyle(Color.brand) : AnyShapeStyle(.ultraThinMaterial),
in: Capsule())
.padding(6)
}
}
@@ -65,6 +65,14 @@ final class SessionModel: ObservableObject {
@Published private(set) var connection: PunktfunkConnection?
/// The host this session is for (a value copy; identity = id).
@Published private(set) var activeHost: StoredHost?
/// The library entry this session was launched with (`connect(launchID:)`), or nil if the user
/// just connected to the host's desktop. Kept because where the client should go when the
/// session ends depends on where it came FROM: a title launched out of the library belongs back
/// in that library when its game exits, not on the host-selection screen.
private var launchedTitleID: String?
/// Set when a session ended because its game exited and it began as a library launch: the host
/// whose library to reopen. The view layer consumes it and sets it back to nil.
@Published var returnToLibrary: StoredHost?
/// The settings THIS session runs on the globals with its profile overlaid, resolved once at
/// connect (design/client-settings-profiles.md §4.2). Also mirrored into `SessionSettings` for
/// the readers that live in PunktfunkKit and can't see this model.
@@ -249,6 +257,7 @@ final class SessionModel: ObservableObject {
guard phase == .idle else { return }
phase = .connecting
activeHost = host
launchedTitleID = launchID
errorMessage = nil
settings = effective
statsVerbosity = StatsVerbosity(rawValue: effective.statsVerbosity) ?? .normal
@@ -607,6 +616,8 @@ final class SessionModel: ObservableObject {
}
connection = nil
activeHost = nil
// Read by `sessionEnded` BEFORE it calls us, so clearing here can't rob it of the answer.
launchedTitleID = nil
phase = .idle
fps = 0
mbps = 0
@@ -626,10 +637,36 @@ final class SessionModel: ObservableObject {
/// Called (via the main actor) when the pump hits end-of-session.
func sessionEnded() {
guard connection != nil else { return }
guard let conn = connection else { return }
let name = activeHost?.displayName ?? "host"
// WHY it ended, asked while the connection is still up `disconnect` tears it down.
let reason = conn.sessionEndReason
// Where a game exit sends us: back into the library this title was launched from, so the
// next one is a tap away. Only for a launch that CAME from the library a game exiting in
// a plain desktop session has no library to return to.
let host = activeHost
let cameFromLibrary = launchedTitleID != nil
disconnect(deliberate: false) // host/network ended it keep the linger for a reconnect
errorMessage = "Session ended by \(name)."
switch reason {
case .gameExited:
// The player quit their own game. Not a failure, and they are probably after the next
// title so no banner, and back to the library it came from.
if cameFromLibrary, let host {
returnToLibrary = host
}
case .hostEnded, .local:
// Someone asked for this: an operator "End" on the host, or our own close racing in.
// Say it plainly, without the error framing.
errorMessage = "\(name) ended the session."
case .hostError:
errorMessage = "\(name) ended the session with an error."
case .lost:
errorMessage = "Lost the connection to \(name)."
case .none:
// No verdict (an older core, or the close raced the read): keep the wording this path
// has always used rather than inventing one.
errorMessage = "Session ended by \(name)."
}
}
/// Resize overlay START (main actor from the Match-window follower's `onResizeTarget`): the
@@ -11,7 +11,13 @@
// the thumb it's the last option); A always cycles forward, wrapping, so every option is reachable
// with one button. Toggles read left = off, right = on refusing a no-op with the same thud.
//
// The trailing Profiles section (design/client-settings-profiles.md §5.2a/§5.4) is the pin manager
// The rows are split across SECTION TABS (`GpSettingsTab`) L1/R1 on a pad, a tap elsewhere. They
// used to be one long scroll with inline group headers, which meant thumbing past Video and Audio
// to reach the controller settings; a tab is one shoulder press, and each tab remembers where its
// focus was. The tab names match the desktop console's and the Android client's, so a setting is
// found under the same word wherever you look for it.
//
// The trailing Profiles tab (design/client-settings-profiles.md §5.2a/§5.4) is the pin manager
// for this controller-first surface: a row per catalog profile opens the pin-to-hosts picker an
// in-place swap of the row list (B peels back, the "one layer" rule GamepadAddHostView set) with
// one toggle row per saved host, writing `StoredHost.pinnedProfileIDs` via HostStore.setPinned.
@@ -27,7 +33,19 @@ import GameController
import CoreHaptics
#endif
/// The settings screen's sections. Order IS the strip order and the L1/R1 cycle order; the names
/// match `pf-console-ui`'s `TABS` and the Android client's `GpTab`.
enum GpSettingsTab: String, CaseIterable, Hashable {
case stream = "Stream"
case video = "Video"
case audio = "Audio"
case controller = "Controller"
case interface = "Interface"
case profiles = "Profiles"
}
struct GamepadSettingsView: View {
@Environment(\.gamepadInk) private var ink
@Environment(\.dismiss) private var dismiss
/// The saved-host store the pin picker writes `setPinned` through it and the profile rows
/// count pins from its live hosts. Threaded in from GamepadHomeView like the home screen
@@ -55,6 +73,9 @@ struct GamepadSettingsView: View {
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
/// The gamepad UI's background colour family the backdrop BEHIND this screen re-colours as
/// the row steps, which is why the picker lives here and not in a sheet.
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
@AppStorage(DefaultsKey.presentPriority) private var presentPriority =
SettingsOptions.presentPriorityDefault
@@ -74,12 +95,23 @@ struct GamepadSettingsView: View {
#if os(iOS)
/// `.compact` in a landscape phone window tighter chrome so more rows fit.
@Environment(\.verticalSizeClass) private var vSizeClass
/// `.regular` only on an iPad-class window see `showsSectionHint`.
@Environment(\.horizontalSizeClass) private var hSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the sheet is sized generously
#endif
@State private var focusID: String?
/// The section showing. The pin picker ignores it that layer replaces the whole list.
@State private var tab: GpSettingsTab = .stream
/// Where each tab's focus was when it was last left, so a detour doesn't lose your place.
@State private var tabFocus: [GpSettingsTab: String] = [:]
@Namespace private var tabHighlight
#if os(tvOS)
/// Real focus on the strip the tvOS route to the sections (see `tabStrip`).
@FocusState private var focusedTab: GpSettingsTab?
#endif
/// The pin-to-hosts picker's profile non-nil swaps the row list for one toggle row per
/// saved host (§5.2a); B (Menu on tvOS) peels back to the settings rows.
@State private var pinTarget: StreamProfile?
@@ -93,7 +125,8 @@ struct GamepadSettingsView: View {
focusID: $focusID,
onAdjust: { row, delta in adjust(id: row.id, by: delta) },
onActivate: { activate(id: $0.id) },
onBack: { back() }
onBack: { back() },
onShoulder: { step(tabBy: $0) }
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
@@ -101,20 +134,25 @@ struct GamepadSettingsView: View {
}
.frame(maxWidth: .infinity)
.safeAreaInset(edge: .top, spacing: 0) {
Text(title)
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(.white)
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
.frame(maxWidth: .infinity)
.overlay(alignment: .trailing) { closeButton.padding(.trailing, 20) }
.background { GamepadTrayScrim(edge: .top) }
VStack(spacing: compact ? 4 : 8) {
Text(title)
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.frame(maxWidth: .infinity)
.overlay(alignment: .trailing) { closeButton.padding(.trailing, 20) }
// The picker is one layer deeper its rows aren't sections of anything, so the
// strip would be a control that does nothing while it's up.
if pinTarget == nil { tabStrip }
}
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
.background { GamepadTrayScrim(edge: .top) }
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
VStack(alignment: .leading, spacing: 8) {
Text(focusedDetail)
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.foregroundStyle(ink.fg(0.55))
.lineLimit(2, reservesSpace: true)
.animation(.smooth(duration: 0.2), value: focusID)
GamepadHintBar(hints: hints)
@@ -127,9 +165,13 @@ struct GamepadSettingsView: View {
.frame(maxWidth: .infinity, alignment: .leading)
.background { GamepadTrayScrim(edge: .bottom) }
}
// No aurora here the settings read as clean Liquid Glass over a quiet dark base, so the
// glass rows are the only material on the screen.
// The launcher's living field, calmed (GamepadFormBackground) the glass rows keep real
// colour and luminance to lens without the launcher's contrast, and the palette setting
// applies here too, so this screen previews the row you're stepping.
.background { GamepadFormBackground() }
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
@@ -137,13 +179,108 @@ struct GamepadSettingsView: View {
.onDisappear { gamepads.stopDiscovery() }
}
/// The section switcher. Horizontally scrollable so a narrow phone in landscape never has to
/// squeeze six pills the selected one is always scrolled into view, whether it was reached
/// by shoulder button, tap, or (tvOS) the focus engine.
private var tabStrip: some View {
ScrollViewReader { proxy in
ScrollView(.horizontal) {
HStack(spacing: 6) {
ForEach(GpSettingsTab.allCases, id: \.self) { t in
#if os(tvOS)
// Focusable, because L1/R1 is NOT a route here: a Siri Remote has no
// extended gamepad profile, so it never reaches GamepadMenuList's poll.
// As focusable Buttons the pills are simply above the rows, and moving
// focus up onto one switches section the standard tvOS tab bar.
Button { select(tab: t) } label: { pill(t) }
.buttonStyle(ConsoleBareButtonStyle())
.focused($focusedTab, equals: t)
.id(t)
#else
pill(t)
.contentShape(Capsule())
.onTapGesture { select(tab: t) }
.id(t)
#endif
}
}
.padding(.horizontal, 24)
}
.scrollIndicators(.never)
.animation(.smooth(duration: 0.22), value: tab)
.onChange(of: tab) { _, t in
withAnimation(.easeOut(duration: 0.2)) { proxy.scrollTo(t) }
}
#if os(tvOS)
.onChange(of: focusedTab) { _, t in
// Focus IS selection on a tab bar; nil means focus dropped back into the rows.
if let t { select(tab: t) }
}
#endif
}
}
private func pill(_ t: GpSettingsTab) -> some View {
let selected = t == tab
return Text(t.rawValue)
.font(.geist(compact ? 12 : 13, .semibold, relativeTo: .footnote))
.foregroundStyle(selected ? ink.fg : ink.fg(0.55))
.padding(.horizontal, 13)
.padding(.vertical, 7)
.background {
// One shared capsule that MOVES between pills, rather than one per pill fading
// in and out the highlight travels the way the press did.
if selected {
Capsule()
.fill(ink.accent(0.85))
.matchedGeometryEffect(id: "tab", in: tabHighlight)
}
}
}
/// Whether the legend advertises the shoulder shortcut. Held back on an iPhone, whose legend
/// is already at its width and would push "Done" off the edge the strip is visible and
/// tappable there anyway. Never on tvOS: a Siri Remote has no shoulders, and its route to the
/// sections is the focus engine (see `tabStrip`).
private var showsSectionHint: Bool {
#if os(tvOS)
false
#elseif os(iOS)
hSizeClass == .regular
#else
true
#endif
}
/// L1/R1 one section along, wrapping (the strip is a ring, like A's value cycle).
private func step(tabBy delta: Int) {
guard pinTarget == nil else { return }
let all = GpSettingsTab.allCases
guard let i = all.firstIndex(of: tab) else { return }
let n = all.count
select(tab: all[((i + delta) % n + n) % n])
}
private func select(tab next: GpSettingsTab) {
guard next != tab else { return }
tabFocus[tab] = focusID
// Restore where this tab was, if that row is still in it (a row can come and go with the
// hardware it depends on); otherwise the focus list seeds its first row. Resolved against
// `allRows` rather than `rows` so it doesn't depend on `tab`'s write being visible yet.
let landing = tabFocus[next].flatMap { id in
allRows.contains { $0.tab == next && $0.id == id } ? id : nil
}
tab = next
focusID = landing
}
/// Touch/click fallback for closing the controller path is B, a hardware keyboard's Esc
/// rides the cancel action.
private var closeButton: some View {
Button { dismiss() } label: {
Image(systemName: "xmark")
.font(.system(size: GamepadFormMetrics.closeFont, weight: .semibold))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
.frame(width: GamepadFormMetrics.closeSide, height: GamepadFormMetrics.closeSide)
.glassBackground(Circle(), interactive: true)
.contentShape(Circle())
@@ -166,12 +303,19 @@ struct GamepadSettingsView: View {
/// layer" rule), and a hostless picker has nothing to pin, so only Back remains.
private var hints: [GamepadHint] {
guard pinTarget != nil else {
// The shoulders change section, so that cell leads where it fits and where the
// shoulders exist at all (see `showsSectionHint`).
let sections: [GamepadHint] = showsSectionHint
? [.init(glyph: buttonGlyph(\.leftShoulder, fallback: "l1.rectangle.roundedbottom"),
text: "Section")]
: []
// A dimmed row takes neither, so offering them would be the same lie the row itself
// used to tell only Done remains, and the detail line says what to turn on first.
guard rows.first(where: { $0.id == focusID })?.enabled ?? true else {
return [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done")]
return sections
+ [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done")]
}
return [
return sections + [
.init(glyph: "arrow.left.and.right", text: "Adjust"),
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Change"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
@@ -201,30 +345,24 @@ struct GamepadSettingsView: View {
private func rowView(_ row: Row, focused: Bool) -> some View {
let m = GamepadFormMetrics.self
// No section header: the tab strip names the section now, and repeating it above the
// first row of every tab was just a second label saying the same word.
return VStack(alignment: .leading, spacing: 6) {
if let header = row.header {
Text(header)
.font(.geist(m.headerFont, .semibold, relativeTo: .caption))
.tracking(1.4)
.foregroundStyle(.white.opacity(0.45))
.padding(.leading, m.rowHPad)
.padding(.top, 14)
}
HStack(spacing: 14) {
Image(systemName: row.icon)
.font(.system(size: m.iconFont))
.foregroundStyle(focused ? Color.brand : .white.opacity(0.55))
.foregroundStyle(focused ? ink.accent : ink.fg(0.55))
.frame(width: m.iconWidth)
Text(row.label)
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(.white)
.foregroundStyle(ink.fg)
.lineLimit(1)
Spacer(minLength: 12)
HStack(spacing: 9) {
Image(systemName: "chevron.left")
.font(.system(size: m.chevronFont, weight: .semibold))
.foregroundStyle(
.white.opacity(focused && row.adjustable && row.enabled ? 0.6 : 0))
ink.fg(focused && row.adjustable && row.enabled ? 0.6 : 0))
// Keyed by the value so a change slides the new option in instead of
// hard-swapping the string a QUIET horizontal slip following the user's
// motion (a right-step enters from the right), crossfading over ~14 pt.
@@ -235,7 +373,7 @@ struct GamepadSettingsView: View {
ZStack {
Text(row.value)
.font(.geist(m.valueFont, .medium, relativeTo: .callout))
.foregroundStyle(focused ? .white : .white.opacity(0.6))
.foregroundStyle(focused ? ink.fg : ink.fg(0.6))
.lineLimit(1)
.id(row.value)
.transition(.asymmetric(
@@ -246,7 +384,7 @@ struct GamepadSettingsView: View {
Image(systemName: "chevron.right")
.font(.system(size: m.chevronFont, weight: .semibold))
.foregroundStyle(
.white.opacity(focused && row.adjustable && row.enabled ? 0.6 : 0))
ink.fg(focused && row.adjustable && row.enabled ? 0.6 : 0))
}
}
// Contents only the glass and border below stay at full strength, so a dimmed row
@@ -257,11 +395,11 @@ struct GamepadSettingsView: View {
// Every row is Liquid Glass; the focused one takes a brand wash and reacts to press.
.consoleGlass(
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
tint: focused ? Color.brand.opacity(0.30) : nil,
tint: focused ? ink.accent(0.30) : nil,
interactive: focused)
.overlay {
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
.strokeBorder(.white.opacity(focused ? 0.28 : 0.06), lineWidth: 1)
.strokeBorder(ink.fg(focused ? 0.28 : 0.06), lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
.animation(.smooth(duration: 0.18), value: focused)
@@ -276,8 +414,9 @@ struct GamepadSettingsView: View {
private struct Row: Identifiable {
let id: String
/// Section header drawn above this row (the first row of each group carries it).
var header: String?
/// Which section tab this row belongs to. Every row has exactly one, and `rows` shows
/// only the current tab's see `allRows`.
var tab: GpSettingsTab = .stream
let icon: String
let label: String
let value: String
@@ -313,10 +452,17 @@ struct GamepadSettingsView: View {
row.activate()
}
/// What the focus list actually shows: the current tab's rows or the pin picker's, which
/// replaces the whole list while it's up (same screen, one layer deeper, so the focus list's
/// controller wiring and the tvOS focus engine carry over as is).
private var rows: [Row] {
// The pin picker replaces the whole list while it's up same screen, one layer deeper,
// so the focus list's controller wiring (and the tvOS focus engine) carries over as is.
if let profile = pinTarget { return pinRows(for: profile) }
return allRows.filter { $0.tab == tab }
}
/// Every row on the screen, tagged with its section. Built as one list (not per tab) so the
/// platform-conditional insertions below can still place a row RELATIVE to another by id.
private var allRows: [Row] {
let resolution = resolutionOptions
let refresh = SettingsOptions.refreshRates(including: hz)
.map { (label: "\($0) Hz", tag: $0) }
@@ -324,7 +470,7 @@ struct GamepadSettingsView: View {
let controllers = SettingsOptions.controllerOptions(gamepads)
var list: [Row] = [
choiceRow(
id: "resolution", header: "Stream", icon: "aspectratio",
id: "resolution", tab: .stream, icon: "aspectratio",
label: "Resolution",
detail: "The host creates a virtual display at exactly this size — no scaling.",
options: resolution, current: "\(width)x\(height)"
@@ -335,53 +481,48 @@ struct GamepadSettingsView: View {
height = parts[1]
},
choiceRow(
id: "refresh", icon: "gauge.with.needle", label: "Refresh rate",
id: "refresh", tab: .stream, icon: "gauge.with.needle", label: "Refresh rate",
detail: "Rates this display can actually show.",
options: refresh, current: hz
) { hz = $0 },
choiceRow(
id: "bitrate", icon: "speedometer", label: "Bitrate",
id: "bitrate", tab: .stream, icon: "speedometer", label: "Bitrate",
detail: "Automatic uses the host's default (20 Mbps). "
+ "Run a speed test from the touch UI for an informed value.",
options: bitrate, current: bitrateKbps
) { bitrateKbps = $0 },
choiceRow(
id: "compositor", icon: "macwindow", label: "Compositor",
id: "compositor", tab: .stream, icon: "macwindow", label: "Compositor",
detail: "Which compositor drives the virtual output — honored only if "
+ "available on the host.",
options: SettingsOptions.compositors, current: compositor
) { compositor = $0 },
toggleRow(
id: "autoWake", icon: "power", label: "Auto-wake on connect",
detail: "Send Wake-on-LAN to a sleeping saved host and wait for it before "
+ "streaming. Off connects straight through.",
value: $autoWakeEnabled),
choiceRow(
id: "codec", header: "Video", icon: "film", label: "Video codec",
id: "codec", tab: .video, icon: "film", label: "Video codec",
detail: "A preference — the host falls back if it can't encode this one "
+ "(10-bit and 4:4:4 are HEVC-only).",
options: SettingsOptions.codecs, current: codec
) { codec = $0 },
toggleRow(
id: "hdr", icon: "sun.max", label: "10-bit HDR",
id: "hdr", tab: .video, icon: "sun.max", label: "10-bit HDR",
detail: "HDR10 — engages when the host sends HDR content and this display "
+ "supports it.",
value: $hdrEnabled),
toggleRow(
id: "chroma", icon: "textformat", label: "Full chroma (4:4:4)",
id: "chroma", tab: .video, icon: "textformat", label: "Full chroma (4:4:4)",
detail: "Sharper text and UI at more bandwidth — needs host opt-in and "
+ "hardware decode.",
value: $enable444),
choiceRow(
id: "presentPriority", icon: "rectangle.stack", label: "Prioritize",
id: "presentPriority", tab: .video, icon: "rectangle.stack", label: "Prioritize",
detail: "Lowest latency shows each frame the moment the display can take it; "
+ "Smoothness buffers a few frames to even out network hiccups. Applies "
+ "from the next session.",
options: SettingsOptions.presentPriorities, current: presentPriority
) { presentPriority = $0 },
choiceRow(
id: "smoothBuffer", icon: "square.stack.3d.up", label: "Smoothness buffer",
id: "smoothBuffer", tab: .video, icon: "square.stack.3d.up",
label: "Smoothness buffer",
detail: "How many frames Smoothness holds — each adds about a refresh of "
+ "display latency and absorbs about a refresh of jitter. Only applies "
+ "when prioritizing smoothness.",
@@ -389,22 +530,22 @@ struct GamepadSettingsView: View {
) { smoothBuffer = $0 },
choiceRow(
id: "audio", header: "Audio", icon: "speaker.wave.2", label: "Audio channels",
id: "audio", tab: .audio, icon: "speaker.wave.2", label: "Audio channels",
detail: "The speaker layout requested from the host.",
options: SettingsOptions.audioChannels, current: audioChannels
) { audioChannels = $0 },
toggleRow(
id: "mic", icon: "mic", label: "Microphone",
id: "mic", tab: .audio, icon: "mic", label: "Microphone",
detail: "Send this device's microphone to the host's virtual mic.",
value: $micEnabled),
toggleRow(
id: "echoCancel", icon: "waveform", label: "Echo cancellation",
id: "echoCancel", tab: .audio, icon: "waveform", label: "Echo cancellation",
detail: "Cancel the audio this device plays out of the mic signal — stops "
+ "speaker setups feeding the game back to the host.",
value: $echoCancel),
toggleRow(
id: "padForward", header: "Controller", icon: "gamecontroller",
id: "padForward", tab: .controller, icon: "gamecontroller",
label: "Forward controllers",
detail: "Send this device's controllers to the host. Turn it off when your "
+ "controller already reaches the host another way — USB passthrough such "
@@ -415,26 +556,28 @@ struct GamepadSettingsView: View {
// `.disabled(!effective.gamepadForwarding)`. This screen could not express it until
// `Row.enabled` existed, so it alone left them live and steppable.
choiceRow(
id: "pad", icon: "gamecontroller", label: "Use controller",
id: "pad", tab: .controller, icon: "gamecontroller", label: "Use controller",
detail: "Which pad is forwarded to the host, as player 1.",
options: controllers, current: gamepads.preferredID,
enabled: gamepadForwarding
) { gamepads.preferredID = $0 },
choiceRow(
id: "padType", icon: "dpad", label: "Controller type",
id: "padType", tab: .controller, icon: "dpad", label: "Controller type",
detail: "The virtual pad the host creates — Automatic matches this controller.",
options: SettingsOptions.padTypes, current: gamepadType,
enabled: gamepadForwarding
) { gamepadType = $0 },
choiceRow(
id: "systemButtons", icon: "house.circle", label: "Guide button",
id: "systemButtons", tab: .controller, icon: "house.circle",
label: "Guide button",
detail: "Where the guide (Xbox/PS) and share presses go while streaming — "
+ "Automatic sends them to the host whenever this device delivers them.",
options: SettingsOptions.systemButtons, current: systemButtons,
enabled: gamepadForwarding
) { systemButtons = $0 },
choiceRow(
id: "guideGesture", icon: "hand.point.up.left", label: "Hold Select for guide",
id: "guideGesture", tab: .controller, icon: "hand.point.up.left",
label: "Hold Select for guide",
detail: "Hold Select alone to press the host's guide button — keep holding "
+ "for a Gaming-Mode host's quick-access menu. A tap still goes through.",
options: SettingsOptions.guideGestures, current: guideGesture,
@@ -442,33 +585,47 @@ struct GamepadSettingsView: View {
) { guideGesture = $0 },
choiceRow(
id: "hud", header: "Interface", icon: "chart.bar", label: "Statistics overlay",
id: "palette", tab: .interface, icon: "paintpalette", label: "Background",
detail: "The colour family this backdrop drifts through — it changes as you "
+ "step, so pick by looking. Appearance only.",
options: GamepadPalette.all.map { (label: $0.name, tag: $0.id) },
current: GamepadPalette.named(paletteID).id
) { paletteID = $0 },
toggleRow(
id: "autoWake", tab: .interface, icon: "power", label: "Auto-wake on connect",
detail: "Send Wake-on-LAN to a sleeping saved host and wait for it before "
+ "streaming. Off connects straight through.",
value: $autoWakeEnabled),
choiceRow(
id: "hud", tab: .interface, icon: "chart.bar", label: "Statistics overlay",
detail: "How much to show while streaming — Compact is a one-line pill, "
+ "Detailed adds the latency stage breakdown.",
options: SettingsOptions.statsVerbosities, current: statsVerbosityRaw
) { statsVerbosityRaw = $0 },
choiceRow(
id: "hudPlacement", icon: "rectangle.inset.topright.filled", label: "Overlay position",
id: "hudPlacement", tab: .interface, icon: "rectangle.inset.topright.filled",
label: "Overlay position",
detail: "Which corner the statistics overlay sits in.",
options: SettingsOptions.hudPlacements, current: hudPlacement
) { hudPlacement = $0 },
toggleRow(
id: "library", icon: "square.grid.2x2", label: "Game library",
id: "library", tab: .interface, icon: "square.grid.2x2", label: "Game library",
detail: "Browse and launch the host's games with \(buttonName(\.buttonY, "Y")).",
value: $libraryEnabled),
toggleRow(
id: "gamepadUI", icon: "hand.tap", label: "Controller-optimized UI",
id: "gamepadUI", tab: .interface, icon: "hand.tap",
label: "Controller-optimized UI",
detail: "Turn off to use the touch interface even with a controller connected.",
value: $gamepadUIEnabled),
]
#if os(macOS)
// The windowed safe-present toggle slots in after "Smoothness buffer" (staying inside
// the Video group) macOS only, mirroring the touch SettingsView's Presentation row
// the Video tab) macOS only, mirroring the touch SettingsView's Presentation row
// (the DCP swapID-panic mitigation; see DefaultsKey.windowedSafePresent).
if let at = list.firstIndex(where: { $0.id == "smoothBuffer" }) {
list.insert(
toggleRow(
id: "windowedSafePresent", icon: "macwindow.badge.plus",
id: "windowedSafePresent", tab: .video, icon: "macwindow.badge.plus",
label: "Safe windowed presentation",
detail: "Windowed streams present in step with the compositor — avoids a "
+ "macOS display-driver crash on high-refresh displays, at a small "
@@ -478,14 +635,14 @@ struct GamepadSettingsView: View {
}
#endif
#if os(iOS)
// The device-rumble mirror slots in after "Controller type" (staying inside the
// Controller group the next row carries the "Interface" header). iPhone only in
// practice: hidden where the device itself can't play haptics (iPad).
// The device-rumble mirror slots in after "Controller type", inside the Controller tab.
// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
if CHHapticEngine.capabilitiesForHardware().supportsHaptics,
let at = list.firstIndex(where: { $0.id == "padType" }) {
list.insert(
toggleRow(
id: "deviceRumble", icon: "iphone.radiowaves.left.and.right",
id: "deviceRumble", tab: .controller,
icon: "iphone.radiowaves.left.and.right",
label: "Rumble on this iPhone",
detail: "Also play player 1's rumble on the phone's own Taptic Engine — "
+ "for clip-on pads without rumble motors.",
@@ -505,17 +662,17 @@ struct GamepadSettingsView: View {
private var profileRows: [Row] {
guard !profiles.profiles.isEmpty else {
return [Row(
id: "noProfiles", header: "Profiles", icon: "slider.horizontal.3",
id: "noProfiles", tab: .profiles, icon: "slider.horizontal.3",
label: "No profiles yet", value: "",
detail: emptyCatalogDetail,
adjustable: false,
adjust: { _ in false }, activate: {})]
}
return profiles.profiles.enumerated().map { i, profile in
return profiles.profiles.map { profile in
let pins = store.hosts
.filter { ($0.pinnedProfileIDs ?? []).contains(profile.id) }.count
return Row(
id: "profile-\(profile.id)", header: i == 0 ? "Profiles" : nil,
id: "profile-\(profile.id)", tab: .profiles,
icon: "slider.horizontal.3", label: profile.name,
value: pins == 0 ? "Not pinned" : "Pinned to \(pins) host\(pins == 1 ? "" : "s")",
detail: profileDetail,
@@ -537,7 +694,8 @@ struct GamepadSettingsView: View {
private func pinRows(for profile: StreamProfile) -> [Row] {
guard !store.hosts.isEmpty else {
return [Row(
id: "noHosts", icon: "desktopcomputer", label: "No saved hosts yet",
id: "noHosts", tab: .profiles, icon: "desktopcomputer",
label: "No saved hosts yet",
value: "",
detail: "Pair with a host first, then pin this profile to it.",
adjustable: false,
@@ -547,7 +705,7 @@ struct GamepadSettingsView: View {
let hostID = host.id
let pinned = (host.pinnedProfileIDs ?? []).contains(profile.id)
return Row(
id: "pinHost-\(hostID.uuidString)", icon: "desktopcomputer",
id: "pinHost-\(hostID.uuidString)", tab: .profiles, icon: "desktopcomputer",
label: host.displayName,
value: pinned ? "Pinned" : "Off",
detail: "A pinned profile appears as its own card on the host — one press "
@@ -609,13 +767,13 @@ struct GamepadSettingsView: View {
// MARK: - Row builders
private func choiceRow<T: Equatable>(
id: String, header: String? = nil, icon: String, label: String, detail: String,
id: String, tab: GpSettingsTab, icon: String, label: String, detail: String,
options: [(label: String, tag: T)], current: T, enabled: Bool = true,
write: @escaping (T) -> Void
) -> Row {
let index = options.firstIndex { $0.tag == current }
return Row(
id: id, header: header, icon: icon, label: label,
id: id, tab: tab, icon: icon, label: label,
value: index.map { options[$0].label } ?? "",
detail: detail,
enabled: enabled,
@@ -638,11 +796,11 @@ struct GamepadSettingsView: View {
}
private func toggleRow(
id: String, header: String? = nil, icon: String, label: String, detail: String,
id: String, tab: GpSettingsTab, icon: String, label: String, detail: String,
value: Binding<Bool>, enabled: Bool = true
) -> Row {
Row(
id: id, header: header, icon: icon, label: label,
id: id, tab: tab, icon: icon, label: label,
value: value.wrappedValue ? "On" : "Off",
detail: detail,
enabled: enabled,
@@ -171,14 +171,26 @@ enum SettingsOptions {
/// This device's native mode first, then the presets, deduped by dimensions (native wins a
/// tie).
///
/// On iOS the native row is followed by its **safe-area** variant, which is the same mode
/// narrowed so the picture clears the sensor housing and the rounded corners see
/// [`SafeDisplay`] for why a narrower mode is the whole fix. It is emitted unconditionally and
/// left to the dedup below: on a device with no housing the two modes are identical, the
/// duplicate is dropped, and no pointless row appears.
@MainActor
static func resolutionModes() -> [(name: String, w: Int, h: Int)] {
var native: [(name: String, w: Int, h: Int)] = []
#if os(iOS) || os(tvOS)
let bounds = UIScreen.main.nativeBounds // portrait-oriented pixels (tvOS: the TV mode)
native = [("This device",
Int(max(bounds.width, bounds.height)),
Int(min(bounds.width, bounds.height)))]
let nativeW = Int(max(bounds.width, bounds.height))
let nativeH = Int(min(bounds.width, bounds.height))
native = [("This device", nativeW, nativeH)]
#if os(iOS)
let safe = SafeDisplay.mode(
nativeWidth: nativeW, nativeHeight: nativeH,
sideInsetPoints: mainWindowSideInset(), scale: UIScreen.main.nativeScale)
native.append(("This device (safe area)", safe.width, safe.height))
#endif
#else
if let screen = NSScreen.main {
let scale = screen.backingScaleFactor
@@ -191,6 +203,26 @@ enum SettingsOptions {
return (native + resolutionPresets).filter { seen.insert("\($0.w)x\($0.h)").inserted }
}
#if os(iOS)
/// The key window's per-side safe-area inset in points, resolved for the LANDSCAPE stream even
/// when this settings screen is currently portrait (see `SafeDisplay.sideInsetPoints`).
///
/// Zero when no window is up yet the safe mode then equals the native one and `resolutionModes`
/// dedups the row away, which is the right answer for a device we can't measure.
@MainActor
private static func mainWindowSideInset() -> Double {
let insets = UIApplication.shared.connectedScenes
.compactMap { $0 as? UIWindowScene }
.flatMap(\.windows)
.first { $0.isKeyWindow }?
.safeAreaInsets
guard let insets else { return 0 }
return SafeDisplay.sideInsetPoints(
left: Double(insets.left), right: Double(insets.right), top: Double(insets.top),
isPhone: UIDevice.current.userInterfaceIdiom == .phone)
}
#endif
/// Refresh rates the device can actually display (no point asking the host to render frames
/// the screen can't show), plus any stored custom value so it stays selectable.
@MainActor
@@ -80,6 +80,12 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
let shape: S
var tint: Color?
var interactive = false
/// The console surface follows the background palette: a PALE field needs the material to
/// frost light and the glass to read as white, or the dark ink on top of it disappears.
/// Defaults to the dark ink, so every non-gamepad caller is unchanged.
@Environment(\.gamepadInk) private var ink
private var scheme: ColorScheme { ink.isLight ? .light : .dark }
func body(content: Content) -> some View {
#if os(tvOS)
@@ -89,16 +95,16 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
// the 10-foot platform). The tint rides an overlay so the focused row keeps its wash.
content.background {
shape.fill(.ultraThinMaterial)
.environment(\.colorScheme, .dark)
.environment(\.colorScheme, scheme)
.overlay {
if let tint { shape.fill(tint) }
}
}
#else
if #available(iOS 26, macOS 26, *) {
content.glassEffect(glass, in: shape)
content.glassEffect(glass, in: shape).environment(\.colorScheme, scheme)
} else {
content.background { shape.fill(.ultraThinMaterial).environment(\.colorScheme, .dark) }
content.background { shape.fill(.ultraThinMaterial).environment(\.colorScheme, scheme) }
}
#endif
}
@@ -9,6 +9,25 @@
//
// iOS/tvOS gate Bonjour browsing on Info.plist `NSBonjourServices` listing `_punktfunk._udp`
// (Config/Info.plist) without it the system blocks the browse and nothing is returned.
//
// SELF-HEALING is what the bookkeeping below is for. Neither Network.framework primitive
// recovers on its own, and all three failure modes read as "the host isn't there":
//
// - `browseResultsChangedHandler` fires only when the result SET changes. A service that is
// found but whose resolve fails is never re-offered from the browser's point of view
// nothing changed so one unlucky resolve hid that host for the life of the process.
// - `NWConnection` has no timeout. A resolve that cannot complete (v6-only advert against our
// IPv4 pin, Wi-Fi still associating, host mid-reboot) parks in `.preparing`/`.waiting`
// forever instead of failing, so the retry path above was never even reached.
// - `NWBrowser` parks in `.waiting` when the browse is blocked. On iOS that is where the LOCAL
// NETWORK PRIVACY gate lands the first launch after install: the browse starts, the system
// puts up its "find and connect to devices on your local network" prompt, and the browser
// waits. Granting permission does NOT revive that browser only a new one sees the grant.
//
// Every one of those presented as "restarting the app fixes it", which is what field reports
// described. A 1 Hz `sweep` therefore times out stuck resolves, retries failed ones on a backoff
// and re-arms a browser that stopped working; `refresh()` forces the same recovery immediately,
// behind the UI's pull-to-refresh and Refresh button.
#if canImport(Network)
import Foundation
@@ -48,12 +67,50 @@ public struct DiscoveredHost: Identifiable, Sendable, Equatable {
public final class HostDiscovery: ObservableObject {
/// Currently-visible hosts, deduped by `id`, sorted by name. Main-actor.
@Published public private(set) var hosts: [DiscoveredHost] = []
/// True for a moment after a rescan is kicked off, so a Refresh control can show that it did
/// something on the surfaces with no pull-to-refresh spinner of their own (macOS, tvOS).
@Published public private(set) var isScanning = false
private var browser: NWBrowser?
/// Keyed by the service endpoint's description (a stable, Sendable handle we can capture
/// into the resolve callbacks without smuggling non-Sendable Network types across hops).
private var resolved: [String: DiscoveredHost] = [:]
/// Every service the browser currently reports, keyed by the endpoint's description (a stable,
/// Sendable handle we can capture into the resolve callbacks without smuggling non-Sendable
/// Network types across hops). Held not just diffed so a retry can re-resolve a service
/// the browser will never report again (see the file header).
private var services: [String: NWBrowser.Result] = [:]
/// The transport address a completed resolve produced, per service key. The rest of a
/// `DiscoveredHost` comes from the advert's TXT, which is re-read on every browse report.
private var addresses: [String: (host: String, port: UInt16)] = [:]
private var connections: [String: NWConnection] = [:]
/// Deadline for each in-flight resolve `NWConnection` has none of its own.
private var deadlines: [String: Date] = [:]
/// Consecutive failed resolves per service, and when the next attempt is allowed.
private var failures: [String: Int] = [:]
private var retryAt: [String: Date] = [:]
/// Services whose address should be re-resolved even though we already have one set by
/// `refresh()`. The old address keeps showing until the new one lands, so a rescan never
/// blinks the list empty; without this a manual Refresh silently skipped every host it had
/// already resolved, which is exactly the host whose address may have moved.
private var staleAddresses: Set<String> = []
/// Consecutive non-ready browser states, and when to tear it down and re-arm. nil = healthy.
private var browserFailures = 0
private var browserRearmAt: Date?
/// Bumped on every re-arm so callbacks from a superseded browser and from the resolves it
/// started are ignored instead of clobbering the current generation's bookkeeping.
private var generation = 0
/// The 1 Hz maintenance tick. Nothing else re-drives a stuck resolve or a sick browser.
private var sweep: Task<Void, Never>?
private var scanningUntil: Date?
/// A LAN resolve answers in milliseconds; this only has to outlast a slow Wi-Fi wake.
private static let resolveTimeout: TimeInterval = 6
/// How long `isScanning` holds and `rescan()` waits after a manual refresh.
private static let scanSettle: TimeInterval = 1.5
/// 1s, 2s, 4s, 8s capped at 30s, for the resolve retry and the browser re-arm alike. Long
/// enough that a genuinely-down network doesn't spin the main queue, short enough that a host
/// coming back is picked up while the user is still looking at the screen.
private static func backoff(_ failures: Int) -> TimeInterval {
min(pow(2, Double(max(0, failures - 1))), 30)
}
public init() {}
@@ -63,34 +120,73 @@ public final class HostDiscovery: ObservableObject {
guard !debugPinned else { return } // a seeded advert set outranks the live LAN
#endif
guard browser == nil else { return }
let browser = NWBrowser(
for: .bonjourWithTXTRecord(type: "_punktfunk._udp", domain: nil),
using: NWParameters())
browser.browseResultsChangedHandler = { results, _ in
MainActor.assumeIsolated { [weak self] in self?.reconcile(results) }
}
browser.stateUpdateHandler = { state in
// A failed browser never recovers on its own; tear down and re-arm so transient
// network changes (Wi-Fi flip, VPN) don't leave discovery silently dead.
MainActor.assumeIsolated { [weak self] in
if case .failed = state { self?.restart() }
}
}
self.browser = browser
browser.start(queue: .main)
armBrowser()
startSweep()
}
/// Stop browsing and drop all discovered state.
public func stop() {
sweep?.cancel()
sweep = nil
generation &+= 1
browser?.cancel()
browser = nil
for conn in connections.values { conn.cancel() }
connections.removeAll()
resolved.removeAll()
deadlines.removeAll()
services.removeAll()
addresses.removeAll()
failures.removeAll()
retryAt.removeAll()
staleAddresses.removeAll()
browserFailures = 0
browserRearmAt = nil
scanningUntil = nil
if isScanning { isScanning = false }
if !hosts.isEmpty { hosts = [] }
}
/// Force a rescan now: re-arm the browser and retry every service whose resolve had failed,
/// clearing the backoffs so nothing is left waiting. This is the manual escape hatch for the
/// failure modes in the file header and the only thing that clears the iOS local-network
/// permission gate without an app restart, since only a NEW browser sees a permission the
/// user granted after the old one started.
///
/// Also starts discovery if it wasn't running, so a Refresh button does the obvious thing.
public func refresh() {
#if DEBUG
guard !debugPinned else { return } // as in `start()` the harness's set is the truth
#endif
isScanning = true
scanningUntil = Date().addingTimeInterval(Self.scanSettle)
failures.removeAll()
retryAt.removeAll()
staleAddresses = Set(services.keys)
browserFailures = 0
armBrowser()
startSweep()
pump()
}
/// `refresh()` for a `.refreshable` gesture: holds briefly so the control's spinner reflects a
/// browse that had time to answer instead of blinking out instantly.
public func rescan() async {
refresh()
try? await Task.sleep(nanoseconds: UInt64(Self.scanSettle * 1_000_000_000))
}
/// `refresh()`, but only when discovery is already running the app-foreground hook. iOS
/// suspends a backgrounded process's browse and `onAppear`/`onDisappear` don't fire across
/// background/foreground, so a browse that died while suspended stayed dead on return; this
/// re-arms it without starting a browse on a screen that deliberately isn't browsing
/// (mid-session, where the home tore discovery down).
public func refreshIfRunning() {
guard browser != nil else { return }
refresh()
}
deinit {
sweep?.cancel()
browser?.cancel()
for conn in connections.values { conn.cancel() }
}
@@ -124,48 +220,103 @@ public final class HostDiscovery: ObservableObject {
}
#endif
private func restart() {
stop()
start()
// MARK: - Browser
/// Build and start a fresh browser, retiring the previous one and every resolve it started.
/// Those resolves' callbacks are gated on `generation`, so they must not be left holding map
/// entries `pump()` restarts them against the new generation.
private func armBrowser() {
generation &+= 1
browser?.cancel()
for conn in connections.values { conn.cancel() }
connections.removeAll()
deadlines.removeAll()
browserRearmAt = nil
let generation = self.generation
let browser = NWBrowser(
for: .bonjourWithTXTRecord(type: "_punktfunk._udp", domain: nil),
using: NWParameters())
browser.browseResultsChangedHandler = { results, _ in
MainActor.assumeIsolated { [weak self] in
guard let self, generation == self.generation else { return }
self.reconcile(results)
}
}
browser.stateUpdateHandler = { state in
MainActor.assumeIsolated { [weak self] in
guard let self, generation == self.generation else { return }
self.browserStateChanged(state)
}
}
self.browser = browser
browser.start(queue: .main)
}
/// Diff the browser's current result set against what we're tracking: drop departed
/// services, resolve newly-seen ones.
private func reconcile(_ results: Set<NWBrowser.Result>) {
let live = Set(results.map { Self.key($0) })
for key in resolved.keys where !live.contains(key) { resolved[key] = nil }
for key in connections.keys where !live.contains(key) {
connections[key]?.cancel()
connections[key] = nil
/// A browser that stops working never recovers on its own, and it has two ways to stop:
/// `.failed` (dead) and `.waiting` (blocked a network change, or the iOS local-network
/// permission gate described in the file header). Schedule a re-arm for both, on a backoff:
/// re-arming synchronously on `.failed` alone both missed the permission case entirely and
/// could spin the main queue on a browser that fails instantly every time.
private func browserStateChanged(_ state: NWBrowser.State) {
switch state {
case .ready:
browserFailures = 0
browserRearmAt = nil
case .failed, .waiting:
guard browserRearmAt == nil else { return } // one re-arm already scheduled
browserFailures += 1
browserRearmAt = Date().addingTimeInterval(Self.backoff(browserFailures))
default:
break // .setup / .cancelled nothing to heal
}
}
/// Diff the browser's current result set against what we're tracking: drop departed services,
/// record the rest re-reading the advert every time, so a host that re-keys, moves or flips
/// its pairing policy republishes under the same name and the card follows it then resolve
/// whatever still needs an address.
private func reconcile(_ results: Set<NWBrowser.Result>) {
var live: Set<String> = []
for result in results {
let key = Self.key(result)
if resolved[key] == nil, connections[key] == nil { resolve(result) }
live.insert(key)
services[key] = result
}
for key in Array(services.keys) where !live.contains(key) { forget(key) }
publish()
pump()
}
private func forget(_ key: String) {
connections[key]?.cancel()
connections[key] = nil
deadlines[key] = nil
services[key] = nil
addresses[key] = nil
failures[key] = nil
retryAt[key] = nil
staleAddresses.remove(key)
}
// MARK: - Resolve
/// Start the resolves that are due: every live service with no address yet, nothing in flight,
/// and past its retry time.
private func pump() {
let now = Date()
for (key, result) in services {
guard addresses[key] == nil || staleAddresses.contains(key) else { continue }
guard connections[key] == nil else { continue }
if let at = retryAt[key], at > now { continue }
resolve(key, result)
}
}
/// Resolve one service to IP:port via a short UDP connection (it reaches `.ready` once the
/// path is established no data is sent), reading the TXT up front so the callback only
/// captures Sendable values + the endpoint key.
private func resolve(_ result: NWBrowser.Result) {
let key = Self.key(result)
let name = Self.instanceName(result.endpoint)
var fp: String?
var pair: String?
var id: String?
var macs: [String] = []
var osChain = ""
if case let .bonjour(txt) = result.metadata {
fp = Self.entry(txt, "fp")
pair = Self.entry(txt, "pair")
id = Self.entry(txt, "id")
macs = (Self.entry(txt, "mac") ?? "")
.split(separator: ",")
.map { $0.trimmingCharacters(in: .whitespaces) }
.filter { !$0.isEmpty }
osChain = sanitizeOsChain(Self.entry(txt, "os") ?? "")
}
/// path is established no data is sent). The TXT is NOT read here: it comes from the browse
/// result at publish time, so a re-advertised host doesn't need a fresh resolve to be re-read.
private func resolve(_ key: String, _ result: NWBrowser.Result) {
// Resolve over IPv4 only: Network.framework prefers IPv6 (RFC 6724), and the host's OS
// mDNS responder often answers AAAA for its hostname even though the punktfunk host stack
// (control QUIC + data UDP) binds IPv4 sockets exclusively a v6-resolved address would
@@ -177,44 +328,125 @@ public final class HostDiscovery: ObservableObject {
}
let conn = NWConnection(to: result.endpoint, using: params)
connections[key] = conn
deadlines[key] = Date().addingTimeInterval(Self.resolveTimeout)
let generation = self.generation
conn.stateUpdateHandler = { state in
MainActor.assumeIsolated { [weak self] in
guard let self, let conn = self.connections[key] else { return }
// Look the connection back up rather than capturing it capturing it here would
// retain the connection through its own handler.
guard let self, generation == self.generation,
let conn = self.connections[key] else { return }
switch state {
case .ready:
if case let .hostPort(host, port)? = conn.currentPath?.remoteEndpoint,
let address = Self.hostString(host) {
self.resolved[key] = DiscoveredHost(
id: (id?.isEmpty == false) ? id! : name,
name: name, host: address, port: port.rawValue,
fingerprintHex: fp, requiresPairing: pair == "required",
allowsTofu: pair == "optional", macAddresses: macs,
osChain: osChain)
self.publish()
}
conn.cancel()
let endpoint = conn.currentPath?.remoteEndpoint
self.connections[key] = nil
self.deadlines[key] = nil
conn.cancel()
if case let .hostPort(host, port)? = endpoint,
let address = Self.hostString(host) {
self.addresses[key] = (address, port.rawValue)
self.failures[key] = nil
self.retryAt[key] = nil
self.staleAddresses.remove(key)
self.publish()
} else {
// Ready but no usable remote a failed attempt, not a finished one.
self.resolveFailed(key)
}
case .failed, .cancelled:
self.connections[key] = nil
self.deadlines[key] = nil
self.resolveFailed(key)
default:
break
break // .preparing / .waiting the sweep's deadline is what ends these
}
}
}
conn.start(queue: .main)
}
/// Publish the resolved set, deduped by `id` (a host on several interfaces / re-advertising
/// collapses to one row), sorted by name.
private func resolveFailed(_ key: String) {
let count = (failures[key] ?? 0) + 1
failures[key] = count
retryAt[key] = Date().addingTimeInterval(Self.backoff(count))
}
// MARK: - Sweep
private func startSweep() {
sweep?.cancel()
sweep = Task { [weak self] in
while !Task.isCancelled {
try? await Task.sleep(nanoseconds: 1_000_000_000)
guard !Task.isCancelled, let self else { return }
self.tick()
}
}
}
private func tick() {
let now = Date()
// Time out the resolves that parked. Without this they never end, and `pump()` skips a
// service that has a connection in flight so that host stayed invisible indefinitely.
for key in deadlines.filter({ $0.value <= now }).keys {
connections[key]?.cancel()
connections[key] = nil
deadlines[key] = nil
resolveFailed(key)
}
if let at = browserRearmAt, at <= now { armBrowser() }
pump()
if let until = scanningUntil, until <= now {
scanningUntil = nil
isScanning = false
}
}
// MARK: - Publish
/// Publish the live adverts that have an address, deduped by `id` (a host on several
/// interfaces / re-advertising collapses to one row), sorted by name.
private func publish() {
var byID: [String: DiscoveredHost] = [:]
for host in resolved.values { byID[host.id] = host }
for key in services.keys.sorted() {
guard let result = services[key], let address = addresses[key] else { continue }
let host = Self.host(from: result, address: address.host, port: address.port)
byID[host.id] = host
}
let next = byID.values.sorted {
$0.name.localizedCaseInsensitiveCompare($1.name) == .orderedAscending
}
if next != hosts { hosts = next }
}
/// Join a browse result's advert (instance name + TXT) to a resolved address.
private static func host(
from result: NWBrowser.Result, address: String, port: UInt16
) -> DiscoveredHost {
let name = instanceName(result.endpoint)
var fp: String?
var pair: String?
var id: String?
var macs: [String] = []
var osChain = ""
if case let .bonjour(txt) = result.metadata {
fp = entry(txt, "fp")
pair = entry(txt, "pair")
id = entry(txt, "id")
macs = (entry(txt, "mac") ?? "")
.split(separator: ",")
.map { $0.trimmingCharacters(in: .whitespaces) }
.filter { !$0.isEmpty }
osChain = sanitizeOsChain(entry(txt, "os") ?? "")
}
return DiscoveredHost(
id: (id?.isEmpty == false) ? id! : name,
name: name, host: address, port: port,
fingerprintHex: fp, requiresPairing: pair == "required",
allowsTofu: pair == "optional", macAddresses: macs,
osChain: osChain)
}
private static func key(_ result: NWBrowser.Result) -> String {
"\(result.endpoint)"
}
@@ -38,12 +38,46 @@ public struct LaunchSpec: Codable, Hashable, Sendable {
/// One title in the unified library. `id` is store-qualified: `steam:<appid>` / `custom:<id>`.
public struct GameEntry: Codable, Hashable, Identifiable, Sendable {
public var id: String
public var store: String // "steam" | "custom"
public var store: String // "steam" | "custom" | "lutris" | "heroic" | "epic" | "gog" | "xbox"
public var title: String
public var art: Artwork
public var launch: LaunchSpec?
/// `"game"` (the default, and what an older host omits) or `"launcher"` an entry that opens
/// the launcher itself (Steam Big Picture, Heroic) rather than a title. Deliberately a plain
/// optional String: the host owns the vocabulary, and an unknown future value must never fail
/// the whole library decode. Anything that isn't `"launcher"` is a game (design D4).
public var role: String?
public var isCustom: Bool { store == "custom" }
/// Whether this entry opens a launcher rather than a game.
public var isLauncher: Bool { role == "launcher" }
/// Display name for the store badge the same table the Rust clients use
/// (`pf-console-ui::library::store_label`). Before this existed the badge said "Steam" for
/// every non-custom entry, which a Lutris or GOG title made a lie.
public var storeLabel: String {
switch store {
case "steam": return "Steam"
case "custom": return "Custom"
case "heroic": return "Heroic"
case "lutris": return "Lutris"
case "epic": return "Epic"
case "gog": return "GOG"
case "xbox": return "Xbox"
default: return "Game"
}
}
}
public extension Array where Element == GameEntry {
/// Design D4: launcher entries lead the shelf, and the host's title order survives within each
/// group. Applied once where the library is fetched, so no individual view has to remember
/// the rule and a library without launcher entries comes back untouched.
var launchersFirst: [GameEntry] {
let launchers = filter(\.isLauncher)
return launchers.isEmpty ? self : launchers + filter { !$0.isLauncher }
}
}
/// Errors surfaced to the UI so it can guide setup (the common case is "not paired yet").
@@ -1430,6 +1430,49 @@ public final class PunktfunkConnection {
}
}
/// Why a stream session ended the Swift mirror of `PunktfunkEndReason` (ABI v17).
///
/// The distinction that matters to a UI is normal vs alarming, and it is not a spectrum: a
/// player quitting their game and a host falling off the network both arrive as "the session
/// ended". Without this every client wrote one message for all of them, and every client chose
/// an error.
public enum SessionEndReason: UInt8, Sendable {
/// Not ended, or ended before a reason could be observed. Also the fallback for an
/// unrecognized value the core may be newer than this code.
case none = 0
/// This client closed the session. Nothing to report: the UI initiated it.
case local = 1
/// The host's launched game exited. A normal finish, and the one reason worth acting on:
/// go back to the library the title was launched from.
case gameExited = 2
/// The host ended the session deliberately (an operator "End", or it simply finished).
case hostEnded = 3
/// The host closed reporting a failure of its own.
case hostError = 4
/// The connection died rather than being closed: idle timeout, reset, network gone. This
/// and only this is the "the host may be asleep" case.
case lost = 5
/// Is this an ordinary outcome rather than something to alarm the user about? `.none`
/// counts as normal: no evidence of trouble is not evidence of it.
public var isNormal: Bool { self != .hostError && self != .lost }
}
/// Why this session ended. Only meaningful once it HAS ended (a plane threw `.closed`, or
/// `onSessionEnd` fired) before that it is `.none`.
///
/// Read it before tearing the connection down: once `close()` has been requested this reports
/// `.none`, which is the safe direction (the caller falls back to its normal handling).
public var sessionEndReason: SessionEndReason {
guard let h = liveHandle() else { return .none }
var out: UInt8 = 0
guard punktfunk_connection_end_reason(h, &out) == statusOK else { return .none }
return SessionEndReason(rawValue: out) ?? .none
}
/// Shorthand for the single most actionable reason: the host's launched game exited.
public var endedBecauseGameExited: Bool { sessionEndReason == .gameExited }
deinit { close() }
/// Snapshot the handle unless close is pending (callers hold their plane lock).
@@ -538,14 +538,25 @@ public final class StreamLayerView: NSView {
}
}
/// Tell the host who renders the pointer (the §8 mid-stream render flip): we draw it only
/// while the DESKTOP model is engaged (the local OS cursor wears the host shape); under
/// the capture model and while released the host composites it into the video (full
/// fidelity, the pre-channel look). One edge-detected reconciler, called from every
/// Tell the host who renders the pointer (the §8 mid-stream render flip). The host may
/// composite one into the video ONLY while we are holding a grabbed, hidden pointer the
/// capture model, engaged. That is the one state with no local cursor on screen.
///
/// Every other state leaves a normal OS cursor visible over the video: the desktop model
/// draws it wearing the host's shape, and a RELEASED view shows the plain arrow. A
/// host-composited pointer then appears *underneath* it as a second cursor and, because a
/// released view forwards no motion, one that never moves. On glass that reads as a frozen
/// duplicate stuck wherever the host pointer was last left (verified: `client_draws=false
/// blended=true live=(-1, 622)` parked on the streamed output's left edge while the user
/// moved their own cursor around freely).
///
/// So "released" counts as WE draw it: the host stops compositing, the client keeps
/// receiving shape/state over the channel (the forwarder only ticks on this side of the
/// flip), and re-engaging is seamless. One edge-detected reconciler, called from every
/// transition (chord, engage/release, session start).
private func reconcileCursorRender() {
guard cursorChannelActive, let connection else { return }
let clientDraws = captured && desktopMouse
let clientDraws = !captured || desktopMouse
guard sentClientDraws != clientDraws else { return }
sentClientDraws = clientDraws
connection.setCursorRender(clientDraws: clientDraws)
@@ -225,6 +225,15 @@ public final class StreamViewController: StreamViewControllerBase {
/// How long an escalated attempt reports `prefersPointerLocked == false` before flipping back,
/// so the system observes a real transition instead of coalescing the flip away.
private static let pointerLockForcedOffHold: TimeInterval = 0.05
/// Attempts spent in the QUIET tail (see `scheduleQuietRelock()`), reset with the burst.
private var pointerRelockQuietAttempt = 0
/// When the quiet tail re-asks, measured from the drop. The visible burst above spends its whole
/// budget inside ~0.6 s and the pointer-lock cooldown the platform applies right after its own
/// Escape gesture is about a second, so every one of those attempts asks while the answer can
/// only be no. These land AFTER it. They are "quiet" because unlike the burst they do not hide
/// the cursor or mute motion: the pointer behaves exactly as it does today while they run, so
/// stretching the recovery costs the user nothing if it also fails.
private static let pointerRelockQuietDelays: [TimeInterval] = [1.2, 2.4]
#endif
/// Reads whether the scene's pointer is actually locked right now; nil = state
@@ -340,12 +349,80 @@ public final class StreamViewController: StreamViewControllerBase {
// SwiftUI places us in the hierarchy AFTER start()'s setCaptured(true), and may reparent us
// later re-anchor the chain here so a lock requested before we had a parent still lands.
updatePointerLockChain()
anchorKeyResponder()
}
public override func didMove(toParent parent: UIViewController?) {
super.didMove(toParent: parent)
updatePointerLockChain() // chain shape changed re-anchor (or no-op if not yet in a window)
}
/// Put THIS controller on the responder chain for hardware key presses.
///
/// Nothing of ours is otherwise a first responder during a normal stream: keys arrive on the
/// GameController (`GCKeyboard`) path, which is a parallel HID feed that does not consume the
/// UIKit event, and `StreamLayerUIView` only becomes first responder to summon the SOFT
/// keyboard (it is `UIKeyInput`, so making it one for any other reason would raise the on-screen
/// keyboard mid-game). With no responder of ours in the chain, every hardware key press reaches
/// UIKit unclaimed and an unclaimed press is what lets the system apply its own default for
/// that key. `pressesBegan` below is where we claim Escape; this is what gets it delivered.
///
/// A controller is not `UIKeyInput`, so being first responder raises no keyboard. Deferred to
/// the soft keyboard whenever the view has taken over, so the three-finger-swipe keyboard is
/// unaffected.
///
/// Only while captured the whole claim is scoped to "the stream owns the keyboard", and
/// holding the chain outside that would sit in front of SwiftUI's focus for no reason. Safe to
/// call from anywhere: `start()` engages capture BEFORE SwiftUI puts us in a window (where
/// `becomeFirstResponder` cannot succeed), so `viewDidAppear` calls it again to catch up.
private func anchorKeyResponder() {
guard captured, !streamView.isFirstResponder, !isFirstResponder else { return }
becomeFirstResponder()
}
public override var canBecomeFirstResponder: Bool { true }
/// Claim Escape while the stream owns the keyboard, so the SYSTEM never gets to act on it.
///
/// This is the fix for "Escape hands the mouse back to iPadOS": the platform releases the
/// scene's pointer lock on an Escape that nothing claimed the same "let me out" the web
/// Pointer Lock API mandates. Every recovery attempt before this one fought that release AFTER
/// the fact (a re-lock burst, then a click), and the platform's post-Escape cooldown means the
/// burst is refused by construction. Claiming the press means there is nothing to recover from.
///
/// Escape is forwarded to the host on the GCKeyboard path, which is untouched by this that
/// path never sees the UIKit responder chain, so the host still receives the keystroke and
/// in-game menus still open. Only the system's own interpretation is suppressed.
///
/// Strictly scoped: only while `captured` (the stream owns input), and only Escape. Anything
/// else including every key while the pointer is released goes to `super` untouched, so
/// Escape still dismisses sheets, exits full screen and does everything else it should whenever
/// we are not holding the keyboard. The deliberate ways out are unaffected: and Q are
/// recognized on the GCKeyboard path and clear `captured` themselves.
public override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
let unclaimed = presses.filter { !claimsPress($0) }
if !unclaimed.isEmpty || presses.isEmpty {
super.pressesBegan(unclaimed, with: event)
}
}
public override func pressesEnded(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
let unclaimed = presses.filter { !claimsPress($0) }
if !unclaimed.isEmpty || presses.isEmpty {
super.pressesEnded(unclaimed, with: event)
}
}
public override func pressesCancelled(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
// Never swallowed: a cancelled press is the system taking the key away from us, and
// dropping it here would strand UIKit's own bookkeeping for a press we did claim.
super.pressesCancelled(presses, with: event)
}
/// Is this press one the stream owns outright (Escape while captured)?
private func claimsPress(_ press: UIPress) -> Bool {
captured && press.key?.keyCode == .keyboardEscape
}
#endif
#if os(tvOS)
@@ -478,6 +555,7 @@ public final class StreamViewController: StreamViewControllerBase {
if !down, self.wantsPointerLock, self.pointerLockWasEngaged,
!self.pointerRelockPending, self.pointerLockEngaged() != true {
self.pointerRelockAttempt = 0
self.pointerRelockQuietAttempt = 0 // a real gesture buys a fresh tail too
self.updatePointerLockChain() // a reparent since the drop would break the walk to us
self.requestPointerRelock()
}
@@ -749,10 +827,16 @@ public final class StreamViewController: StreamViewControllerBase {
guard captureEnabled, !captured, connection != nil else { return }
inputCapture?.setForwarding(true, suppressClick: fromClick)
captured = true
// Claim the responder chain for as long as we own the keyboard `pressesBegan` has to
// be delivered to us before it can keep Escape away from the system.
anchorKeyResponder()
} else {
guard captured else { return }
inputCapture?.setForwarding(false)
captured = false
// Hand the chain back: released means Escape is the system's again, and staying first
// responder for a stream that no longer owns input would sit in front of SwiftUI focus.
if isFirstResponder { resignFirstResponder() }
}
setNeedsUpdateOfPrefersPointerLocked()
updatePointerLockChain() // (re)anchor the SwiftUI ancestors so the lock actually resolves
@@ -782,6 +866,7 @@ public final class StreamViewController: StreamViewControllerBase {
pointerLockWasEngaged = true
pointerRelockPending = false
pointerRelockAttempt = 0
pointerRelockQuietAttempt = 0 // granted any scheduled tail finds nothing to do
} else if wantsPointerLock, pointerLockWasEngaged {
requestPointerRelock()
} else {
@@ -790,6 +875,7 @@ public final class StreamViewController: StreamViewControllerBase {
if !wantsPointerLock { pointerLockWasEngaged = false }
pointerRelockPending = false
pointerRelockAttempt = 0
pointerRelockQuietAttempt = 0
}
let useGCMouse = captured && locked
// Lock dropped (or capture ended) while the GCMouse path held a button down: once
@@ -830,10 +916,12 @@ public final class StreamViewController: StreamViewControllerBase {
pointerRelockAttempt = 0
}
guard pointerRelockAttempt < Self.pointerRelockAttemptLimit else {
// Out of budget: fall back to exactly today's behavior the iPadOS cursor comes back
// and a click into the video re-captures. The caller invalidates the interaction, so
// the cursor can never stay hidden on a lock the system won't grant.
// Out of VISIBLE budget: give the cursor straight back (the caller invalidates the
// interaction, so it can never stay hidden on a lock the system won't grant) and hand
// off to the quiet tail, which keeps asking after the platform's post-Escape cooldown
// without costing the user anything while it does.
pointerRelockPending = false
scheduleQuietRelock()
return
}
pointerRelockAttempt += 1
@@ -881,6 +969,43 @@ public final class StreamViewController: StreamViewControllerBase {
}
}
}
/// Keep asking for the lock after the visible burst has given up past the cooldown the
/// platform applies to its own Escape gesture, which is the window the burst spends entirely.
///
/// Deliberately NOT a longer burst. `pointerRelockPending` hides the cursor and mutes absolute
/// motion, which is only tolerable for the couple of frames a fast re-grab takes; holding that
/// for seconds would trade a released pointer for a frozen one. These attempts leave the
/// pointer fully usable if they all fail the user sees exactly today's behaviour, and a click
/// is still the immediate way back.
///
/// Each attempt presents a real falsetrue transition (the same escalation the burst uses on
/// its later tries) because re-asserting a value the system already holds is what didn't take.
/// A grant arrives as a `didChange` `syncPointerLock`, which resets the counters, so a
/// successful attempt silently ends the tail.
private func scheduleQuietRelock() {
guard pointerRelockQuietAttempt < Self.pointerRelockQuietDelays.count else { return }
let delay = Self.pointerRelockQuietDelays[pointerRelockQuietAttempt]
pointerRelockQuietAttempt += 1
DispatchQueue.main.asyncAfter(deadline: .now() + delay) { [weak self] in
guard let self else { return }
// Still wanted, still ours to want, and still not held otherwise the tail is moot.
guard self.wantsPointerLock, self.pointerLockWasEngaged,
self.pointerLockEngaged() != true,
self.view.window?.windowScene?.activationState == .foregroundActive
else { return }
self.pointerLockForcedOff = true
self.setNeedsUpdateOfPrefersPointerLocked()
self.updatePointerLockChain()
DispatchQueue.main.asyncAfter(deadline: .now() + Self.pointerLockForcedOffHold) {
[weak self] in
guard let self else { return }
self.pointerLockForcedOff = false
self.setNeedsUpdateOfPrefersPointerLocked()
self.scheduleQuietRelock() // no-op once the delays are spent, or once granted
}
}
}
#endif
deinit {
@@ -179,6 +179,14 @@ public enum DefaultsKey {
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
/// Which colour family the gamepad UI's living backdrop drifts through a
/// `GamepadPalette` id ("violet" = the brand default, then "tide"/"forest"/"ember"/
/// "rose"/"graphite"). The cross-client `ui_palette` key: the desktop console and the
/// Android client carry the same table under the same names. Presentation only, so it is
/// a device preference and never part of a stream profile. An unknown value reads as the
/// default rather than failing a newer client may have shipped a palette this build
/// doesn't know.
public static let uiPalette = "punktfunk.uiPalette"
/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
/// device's own Taptic Engine for phone-clip pads that ship without rumble motors, where
/// the phone body is the only actuator in the player's hands. Off by default (opt-in); read
@@ -0,0 +1,177 @@
// The gamepad UI's background colour families, and the ink each one calls for.
//
// A palette is a short ordered ramp of DISTINCT hues, not one hue at several brightnesses. The
// 4×4 mesh samples that ramp diagonally with a per-cell offset (`cellRamp`), so neighbouring
// cells land on different parts of it and the colours pool and swirl the way a real gradient
// poster does; the mesh's existing control-point drift then moves those pools around. An earlier
// version rotated ONE field's hue per palette, which is why every non-default palette read flat.
//
// A palette also owns the UI sitting on it: `accent` is the focus wash / selected pill / switch
// colour, and `light` flips the ink so a pale field gets dark text instead of white.
//
// The table, `ramp` and `cellRamp` are mirrored in `pf-console-ui`'s `library.rs` (Rust) and the
// Android client's `GamepadPalette.kt` (Kotlin) under the same ids, so one `ui_palette` value is
// one look 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.
//
// It lives in PunktfunkShared rather than next to the views because that is the target the tests
// can reach the arithmetic below is the part that has to agree across three languages.
import Foundation
import simd
public struct GamepadPalette: Identifiable, Equatable, Sendable {
/// The stored `ui_palette` value (`DefaultsKey.uiPalette`).
public let id: String
/// What the settings row shows.
public let name: String
/// The colour ramp, dark end first. Empty = use `violetMesh` verbatim (the brand default,
/// kept bit-identical to what every install already sees).
public let stops: [SIMD3<Double>]
/// The field's ground what the corners settle onto and what the calm mix lifts toward.
public let ground: SIMD3<Double>
/// The UI accent: focus wash, selected tab pill, switch track, caret.
public let accent: SIMD3<Double>
/// A pale field: the UI flips to dark ink and the legibility scrims go white.
public let light: Bool
/// Where each of the 16 mesh cells samples the ramp. The base is the diagonal
/// `0.5·(x + y)` top-left is the ramp's dark end, bottom-right its bright one and the
/// per-cell nudges break the banding a pure diagonal would give, so hues pool instead of
/// striping.
static let cellRamp: [Double] = [
0.10, -0.06, 0.04, -0.12,
-0.08, 0.14, -0.10, 0.06,
0.06, -0.12, 0.16, -0.04,
-0.10, 0.08, -0.06, 0.12,
]
/// The brand default's 16 mesh colours, row-major 4×4: dark-violet corners sink the frame,
/// the edges carry mid-tone violets, and the interior holds the bright brand family.
public static let violetMesh: [SIMD3<Double>] = {
let corner = SIMD3(0.075, 0.060, 0.160)
return [
corner, SIMD3(0.34, 0.27, 0.72), SIMD3(0.30, 0.26, 0.74), corner,
SIMD3(0.42, 0.20, 0.54), SIMD3(0.49, 0.39, 0.95), SIMD3(0.28, 0.31, 0.84), SIMD3(0.16, 0.26, 0.64),
SIMD3(0.45, 0.23, 0.60), SIMD3(0.53, 0.31, 0.75), SIMD3(0.35, 0.35, 0.91), SIMD3(0.19, 0.28, 0.70),
corner, SIMD3(0.22, 0.18, 0.54), SIMD3(0.24, 0.20, 0.58), corner,
]
}()
/// The brand default's blob ramp the four colours the pre-18/15 legacy field used, kept so
/// `violet` is unchanged on older OSes too.
static let violetBlobs: [SIMD3<Double>] = [
SIMD3(0.53, 0.47, 0.96), SIMD3(0.24, 0.20, 0.72), SIMD3(0.62, 0.30, 0.80),
SIMD3(0.22, 0.38, 0.86), SIMD3(0.53, 0.47, 0.96),
]
/// 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 whole range one way.
public static let all: [GamepadPalette] = [
// --- dark fields (white ink) ---
GamepadPalette(
id: "violet", name: "Violet", stops: [],
ground: SIMD3(0.075, 0.060, 0.160), accent: SIMD3(0.525, 0.471, 0.961), light: false),
GamepadPalette(
// Deep indigo climbing through violet into a hot magenta.
id: "nebula", name: "Nebula",
stops: [SIMD3(0.07, 0.05, 0.20), SIMD3(0.26, 0.14, 0.54), SIMD3(0.52, 0.20, 0.72),
SIMD3(0.82, 0.26, 0.62), SIMD3(0.98, 0.46, 0.68)],
ground: SIMD3(0.055, 0.040, 0.135), accent: SIMD3(0.95, 0.42, 0.72), light: false),
GamepadPalette(
// Ink-blue water: teal cerulean a violet undertow.
id: "abyss", name: "Abyss",
stops: [SIMD3(0.02, 0.10, 0.17), SIMD3(0.04, 0.28, 0.42), SIMD3(0.07, 0.46, 0.63),
SIMD3(0.16, 0.38, 0.78), SIMD3(0.26, 0.22, 0.58)],
ground: SIMD3(0.018, 0.070, 0.130), accent: SIMD3(0.26, 0.76, 0.92), light: false),
GamepadPalette(
// Banked coals: plum embers crimson burnt orange gold.
id: "ember", name: "Ember",
stops: [SIMD3(0.16, 0.03, 0.10), SIMD3(0.45, 0.06, 0.12), SIMD3(0.72, 0.18, 0.06),
SIMD3(0.90, 0.42, 0.08), SIMD3(0.95, 0.68, 0.18)],
ground: SIMD3(0.090, 0.035, 0.040), accent: SIMD3(0.98, 0.62, 0.26), light: false),
GamepadPalette(
// Forest floor into moss and a lime break.
id: "moss", name: "Moss",
stops: [SIMD3(0.03, 0.11, 0.09), SIMD3(0.06, 0.27, 0.20), SIMD3(0.09, 0.45, 0.31),
SIMD3(0.28, 0.61, 0.28), SIMD3(0.58, 0.77, 0.31)],
ground: SIMD3(0.025, 0.085, 0.070), accent: SIMD3(0.48, 0.86, 0.46), light: false),
GamepadPalette(
// Neutral, but never flat: barely-there saturation that still travels from a cool
// charcoal to a warm stone.
id: "graphite", name: "Graphite",
stops: [SIMD3(0.06, 0.07, 0.11), SIMD3(0.15, 0.18, 0.25), SIMD3(0.30, 0.31, 0.35),
SIMD3(0.45, 0.42, 0.38), SIMD3(0.60, 0.56, 0.49)],
ground: SIMD3(0.055, 0.055, 0.070), accent: SIMD3(0.78, 0.80, 0.86), light: false),
// --- pale fields (dark ink) ---
GamepadPalette(
// The holographic foil: rose lilac periwinkle aqua, with a white bloom.
id: "holo", name: "Holo",
stops: [SIMD3(0.99, 0.72, 0.90), SIMD3(0.80, 0.60, 0.98), SIMD3(0.58, 0.62, 0.99),
SIMD3(0.55, 0.86, 0.98), SIMD3(0.94, 0.98, 1.00)],
ground: SIMD3(0.96, 0.92, 0.99), accent: SIMD3(0.42, 0.28, 0.86), light: true),
GamepadPalette(
// The poster sunset: periwinkle magenta scarlet tangerine gold.
id: "sunset", name: "Sunset",
stops: [SIMD3(0.55, 0.45, 0.92), SIMD3(0.86, 0.31, 0.66), SIMD3(0.97, 0.26, 0.34),
SIMD3(0.99, 0.51, 0.18), SIMD3(1.00, 0.80, 0.22)],
ground: SIMD3(0.98, 0.74, 0.34), accent: SIMD3(0.64, 0.13, 0.44), light: true),
GamepadPalette(
// Peach into blush and lilac the softest of the set.
id: "bloom", name: "Bloom",
stops: [SIMD3(1.00, 0.86, 0.72), SIMD3(0.99, 0.73, 0.79), SIMD3(0.95, 0.65, 0.89),
SIMD3(0.82, 0.68, 0.96), SIMD3(0.73, 0.79, 0.99)],
ground: SIMD3(0.99, 0.90, 0.89), accent: SIMD3(0.72, 0.24, 0.55), light: true),
GamepadPalette(
// First light: pale gold coral lilac.
id: "dawn", name: "Dawn",
stops: [SIMD3(1.00, 0.92, 0.70), SIMD3(1.00, 0.80, 0.62), SIMD3(0.99, 0.66, 0.62),
SIMD3(0.90, 0.62, 0.78), SIMD3(0.77, 0.69, 0.95)],
ground: SIMD3(1.00, 0.93, 0.82), accent: SIMD3(0.82, 0.33, 0.28), light: true),
GamepadPalette(
// Sea glass: mint aqua a pale sky.
id: "mint", name: "Mint",
stops: [SIMD3(0.82, 0.98, 0.90), SIMD3(0.62, 0.94, 0.88), SIMD3(0.55, 0.88, 0.95),
SIMD3(0.63, 0.82, 0.99), SIMD3(0.82, 0.87, 1.00)],
ground: SIMD3(0.90, 0.98, 0.96), accent: SIMD3(0.04, 0.42, 0.40), light: true),
GamepadPalette(
// Near-white, but iridescent rather than flat rose, sky, mint and cream in turn.
id: "opal", name: "Opal",
stops: [SIMD3(0.98, 0.92, 0.96), SIMD3(0.87, 0.93, 0.99), SIMD3(0.91, 0.99, 0.95),
SIMD3(0.99, 0.96, 0.88), SIMD3(0.94, 0.90, 0.99)],
ground: SIMD3(0.97, 0.96, 0.99), accent: SIMD3(0.36, 0.32, 0.44), light: true),
]
/// The palette stored under `id`, falling back to the brand default an unknown name is a
/// palette a newer client shipped, not a reason to draw nothing.
public static func named(_ id: String) -> GamepadPalette {
all.first { $0.id == id } ?? all[0]
}
/// Sample an ordered colour ramp at `t` [0, 1] (linear between neighbouring stops).
public static func ramp(_ stops: [SIMD3<Double>], _ t: Double) -> SIMD3<Double> {
guard let first = stops.first else { return SIMD3(0, 0, 0) }
guard stops.count > 1 else { return first }
let x = min(max(t, 0), 1) * Double(stops.count - 1)
let i = min(Int(x.rounded(.down)), stops.count - 2)
let f = x - Double(i)
return stops[i] + (stops[i + 1] - stops[i]) * f
}
/// The 16 mesh colours for this palette: the ramp sampled per cell, or `violetMesh` verbatim
/// for the brand default.
public var meshColors: [SIMD3<Double>] {
guard !stops.isEmpty else { return Self.violetMesh }
return (0..<16).map { i in
let (x, y) = (Double(i % 4) / 3.0, Double(i / 4) / 3.0)
return Self.ramp(stops, 0.5 * (x + y) + Self.cellRamp[i])
}
}
/// Four drifting blob colours for the pre-18/15 legacy field. Spread across the ramp so it
/// still shows several hues at once.
public var blobColors: [SIMD3<Double>] {
let s = stops.isEmpty ? Self.violetBlobs : stops
return (0..<4).map { Self.ramp(s, 0.15 + 0.25 * Double($0)) }
}
}
@@ -0,0 +1,86 @@
// Safe-area stream sizing the pure geometry behind the "safe area" resolution row.
//
// An iPhone clips the picture in HARDWARE: the sensor housing (notch / Dynamic Island) and the four
// rounded corners eat whatever the stream draws underneath them. The session view is deliberately
// edge-to-edge (ContentView's `.ignoresSafeArea()` on iOS) and the presenter aspect-FITS the host
// mode into it, so which pixels survive is decided entirely by the mode's aspect ratio:
//
// * A 16:9 mode on a 19.5:9 phone pillarboxes, and those black bars land exactly on the unsafe
// regions. That is why 1080p has always "just worked" and never needed a setting.
// * The device's NATIVE mode has the screen's own aspect ratio, so it fills every pixel
// including the ones behind the housing and under the corner radii. That is the mode that
// loses its corners, and the reason this file exists.
//
// So the fix needs no layout change and no input change: ask the host for a mode that is narrower
// by the safe-area insets, and the existing aspect-fit centres it inside the safe region. Pointer
// input keeps mapping correctly for free, because `hostPoint(from:)` derives the video rect from
// the live host mode (`AVMakeRect(aspectRatio:insideRect:)`) instead of assuming full-bleed.
//
// The formula is Moonlight's (its settings' resolution table carries the same row): full native
// height, width reduced by the left+right safe-area insets. Width-only is not a simplification
// under aspect-fit only one axis can bind, and on a landscape phone that axis is always the
// horizontal one. Insetting the height too would shrink the picture without uncovering anything.
import Foundation
public enum SafeDisplay {
/// The host rejects odd dimensions and anything under 320×200 (`validate_dimensions` in
/// `pf-encode`), so the computed mode is even-floored and clamped exactly like `RenderScale`.
public static let minWidth = 320
public static let minHeight = 200
/// A portrait top inset at or above this many points means a sensor housing rather than a
/// status bar. Notched and Dynamic Island iPhones report 4459 pt; a plain status bar (older
/// iPhones, every iPad) reports 2024 pt. Used only by [`sideInsetPoints`] and only when the
/// horizontal insets are unavailable see there for why that case exists at all.
public static let housingTopInsetThreshold: Double = 40
/// The per-side inset, in points, that the **landscape** stream will be subject to which is
/// not necessarily the inset the caller can read right now.
///
/// The stream is always landscape, but the settings screen the resolution row is rendered in may
/// be portrait, and `safeAreaInsets` only ever describes the CURRENT orientation. In portrait a
/// notched iPhone reports its housing on `top` and reports `left`/`right` as zero, so reading
/// the horizontal insets there would compute "no inset needed" for exactly the devices that
/// need one.
///
/// - In landscape, `max(left, right)` is the answer directly. (iOS symmetrizes the two so
/// content stays centred, so they normally agree; `max` is simply the safe reduction.)
/// - In portrait, the housing's portrait TOP inset equals its landscape SIDE inset on every
/// notched/Dynamic Island iPhone the same physical intrusion, measured on the axis that
/// happens to be vertical at the time so `top` is the correct stand-in. It is accepted only
/// on phones and only past [`housingTopInsetThreshold`], so an iPad's status bar (or an older
/// iPhone's) never fabricates an inset for a device with nothing to avoid.
///
/// Returns 0 when there is no housing to route around, which makes the safe mode identical to
/// the native one and the caller's dedup then drops the duplicate row on its own.
public static func sideInsetPoints(
left: Double, right: Double, top: Double, isPhone: Bool
) -> Double {
let horizontal = max(left, right)
if horizontal > 0 { return horizontal }
if isPhone, top >= housingTopInsetThreshold { return top }
return 0
}
/// The landscape safe-area mode in PIXELS: full native height, width reduced by
/// `sideInsetPoints` on each side.
///
/// `nativeWidth`/`nativeHeight` are the device's native landscape pixels (the long edge first
/// `UIScreen.main.nativeBounds` is portrait-oriented, so the caller swaps). `scale` converts the
/// point-valued insets into those same pixels and must therefore be `nativeScale`, not `scale`:
/// with Display Zoom on, the two differ and only the former matches `nativeBounds`.
///
/// Even-floored and clamped so the result is directly host-valid an odd width is rejected
/// outright by the encoder, and an inset subtraction lands odd about half the time.
public static func mode(
nativeWidth: Int, nativeHeight: Int, sideInsetPoints: Double, scale: Double
) -> (width: Int, height: Int) {
let insetPixels = max(0, sideInsetPoints) * max(scale, 1) * 2 // both sides
let width = Double(nativeWidth) - insetPixels
let evenFloor: (Double, Int) -> Int = { value, minimum in
max(Int(value.rounded(.down)), minimum) / 2 * 2
}
return (evenFloor(width, minWidth), evenFloor(Double(nativeHeight), minHeight))
}
}
@@ -0,0 +1,110 @@
// The gamepad UI's background palettes. These assertions are the CONTRACT the Rust
// (`pf-console-ui::library`) and Kotlin (`GamepadPalette.kt`) ports reproduce the same ids in
// the same order, the same light/dark split, the same ramp so one `ui_palette` value is one look
// on every client.
import XCTest
import simd
@testable import PunktfunkShared
final class GamepadPaletteTests: XCTestCase {
private func luma(_ c: SIMD3<Double>) -> Double {
0.2126 * c.x + 0.7152 * c.y + 0.0722 * c.z
}
/// Hue angle in degrees, or nil for something too grey to have one.
private func hue(_ c: SIMD3<Double>) -> Double? {
let maxV = max(c.x, c.y, c.z)
let minV = min(c.x, c.y, c.z)
let d = maxV - minV
guard d >= 0.04 else { return nil }
let h: Double
if maxV == c.x {
h = 60 * (((c.y - c.z) / d).truncatingRemainder(dividingBy: 6))
} else if maxV == c.y {
h = 60 * ((c.z - c.x) / d + 2)
} else {
h = 60 * ((c.x - c.y) / d + 4)
}
return (h + 360).truncatingRemainder(dividingBy: 360)
}
/// The brand default must still be the SHIPPED field, colour for colour. Every install
/// already sees it, and a palette table that quietly restyled the default would be a
/// regression dressed as a feature.
func testVioletIsTheUntouchedShippedField() {
let violet = GamepadPalette.named("violet")
XCTAssertEqual(GamepadPalette.all.first?.id, "violet")
XCTAssertTrue(violet.stops.isEmpty, "the default is the explicit grid")
XCTAssertEqual(violet.meshColors, GamepadPalette.violetMesh)
// An unknown name is a newer client's palette, not an error.
XCTAssertEqual(GamepadPalette.named("chartreuse").id, "violet")
XCTAssertEqual(GamepadPalette.named("").id, "violet")
}
/// Ids, order and the light/dark split are the cross-client contract.
func testTableMatchesTheOtherClients() {
XCTAssertEqual(
GamepadPalette.all.map(\.id),
["violet", "nebula", "abyss", "ember", "moss", "graphite",
"holo", "sunset", "bloom", "dawn", "mint", "opal"])
// Dark fields lead, pale ones follow, so stepping the row walks one direction.
let firstLight = GamepadPalette.all.firstIndex { $0.light }
XCTAssertEqual(firstLight, 6)
XCTAssertTrue(GamepadPalette.all.dropFirst(6).allSatisfy(\.light))
}
/// A palette must read as SEVERAL hues, not one hue at several brightnesses that was
/// exactly the complaint about the hue-rotation model this replaced.
func testEveryPaletteIsMultiTone() {
for p in GamepadPalette.all {
let hues = p.meshColors.compactMap(hue)
XCTAssertGreaterThanOrEqual(hues.count, 8, "\(p.id): too few coloured cells")
var spread = 0.0
for a in hues {
for b in hues {
let d = abs(a - b).truncatingRemainder(dividingBy: 360)
spread = max(spread, min(d, 360 - d))
}
}
// Graphite and Opal are deliberately near-neutral; the rest must travel.
let floor = (p.id == "graphite" || p.id == "opal") ? 20.0 : 45.0
XCTAssertGreaterThanOrEqual(spread, floor, "\(p.id) spans only \(spread)° of hue")
}
}
/// Every colour stays in gamut, and a pale palette really is pale its ink flips, so a
/// mislabelled one would put dark text on a dark field.
func testPalettesAreInGamutAndHonestAboutLightness() {
for p in GamepadPalette.all {
for c in p.meshColors + p.blobColors {
for v in [c.x, c.y, c.z] {
XCTAssertTrue((0...1).contains(v), "\(p.id) \(c)")
}
}
let mean = p.meshColors.map(luma).reduce(0, +) / Double(p.meshColors.count)
if p.light {
XCTAssertGreaterThan(mean, 0.5, "\(p.id) is flagged light")
XCTAssertGreaterThan(luma(p.ground), 0.6, "\(p.id)'s ground is dark")
XCTAssertLessThan(luma(p.accent), 0.45, "\(p.id)'s accent is too pale")
} else {
XCTAssertLessThan(mean, 0.45, "\(p.id) is flagged dark")
XCTAssertLessThan(luma(p.ground), 0.2, "\(p.id)'s ground is light")
XCTAssertGreaterThan(luma(p.accent), 0.25, "\(p.id)'s accent is too dark")
}
}
}
/// The ramp is the shared sampling rule the Rust and Kotlin ports reproduce.
func testRampInterpolatesBetweenStops() {
let stops = [SIMD3(0.0, 0.0, 0.0), SIMD3(1.0, 0.0, 0.0), SIMD3(1.0, 1.0, 1.0)]
XCTAssertEqual(GamepadPalette.ramp(stops, 0), SIMD3(0.0, 0.0, 0.0))
XCTAssertEqual(GamepadPalette.ramp(stops, 1), SIMD3(1.0, 1.0, 1.0))
XCTAssertEqual(GamepadPalette.ramp(stops, 0.5), SIMD3(1.0, 0.0, 0.0))
XCTAssertEqual(GamepadPalette.ramp(stops, 0.25).x, 0.5, accuracy: 1e-9)
// Out of range clamps rather than trapping.
XCTAssertEqual(GamepadPalette.ramp(stops, -3), SIMD3(0.0, 0.0, 0.0))
XCTAssertEqual(GamepadPalette.ramp(stops, 9), SIMD3(1.0, 1.0, 1.0))
XCTAssertEqual(GamepadPalette.ramp([], 0.5), SIMD3(0.0, 0.0, 0.0))
}
}
@@ -50,5 +50,21 @@ final class HostDiscoveryTests: XCTestCase {
XCTAssertEqual(host.fingerprintHex, String(repeating: "ab", count: 32))
XCTAssertFalse(host.host.isEmpty, "a resolved address is required to connect")
XCTAssertGreaterThan(host.port, 0, "a resolved port is required to connect")
// A rescan tears the browser down and re-arms it (the only way past the iOS local-network
// permission gate without relaunching). The host must come BACK `refresh()` cancels every
// in-flight resolve and invalidates the previous generation's callbacks, so a re-arm that
// failed to re-drive them would leave the list permanently empty.
await discovery.rescan()
var reappeared = false
let rescanDeadline = Date().addingTimeInterval(10)
while Date() < rescanDeadline {
if await discovery.hosts.contains(where: { $0.id == uniqueid }) {
reappeared = true
break
}
try await Task.sleep(nanoseconds: 200_000_000)
}
XCTAssertTrue(reappeared, "a rescan must re-find a host that is still advertising")
}
}
@@ -0,0 +1,74 @@
// The safe-area stream mode (SafeDisplay), as pure geometry: Moonlight's formula full native
// height, width reduced by the left+right safe insets plus the host's dimension rules (even, and
// never under 320×200) and the landscape-inset resolution that makes the row correct even when the
// settings screen it is rendered on is currently portrait.
import XCTest
import PunktfunkShared
@testable import PunktfunkKit
final class SafeDisplayTests: XCTestCase {
func testLandscapeUsesTheHorizontalInsets() {
// Landscape: the housing is on a side and iOS symmetrizes the two, so either one is the
// per-side inset.
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 59, right: 59, top: 0, isPhone: true), 59)
// Asymmetric (or mid-rotation) readings reduce to the larger never under-inset.
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 0, right: 44, top: 0, isPhone: true), 44)
}
func testPortraitFallsBackToTheHousingTopInset() {
// Portrait on a notched phone: left/right are zero and the housing sits on `top`. Reading
// the horizontal insets here would compute "no inset" for exactly the devices that need one,
// so the portrait top inset stands in it is the same physical intrusion.
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 0, right: 0, top: 59, isPhone: true), 59)
// A plain status bar is not a housing: an iPad (or a pre-notch iPhone) must not fabricate an
// inset for a device with nothing to route around.
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 0, right: 0, top: 24, isPhone: true), 0)
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 0, right: 0, top: 59, isPhone: false), 0)
}
func testModeInsetsWidthOnlyAndKeepsFullHeight() {
// A Dynamic Island phone: 2556×1179 native, 59 pt per side at nativeScale 3 177 px per
// side, 354 px total. Height is untouched under aspect-fit only the horizontal axis binds.
let m = SafeDisplay.mode(
nativeWidth: 2556, nativeHeight: 1179, sideInsetPoints: 59, scale: 3)
XCTAssertEqual(m.width, 2202, "2556 2×177")
XCTAssertEqual(m.height, 1178, "odd native heights even-floor")
// The safe mode must be NARROWER than native, or it would still fill the housing.
XCTAssertLessThan(m.width, 2556)
}
func testNoHousingYieldsTheNativeModeSoTheRowDedups() {
// Zero inset identical to native (bar the even-floor). `resolutionModes` dedups by
// dimensions, so this is what makes the extra row vanish on a device that has no housing
// rather than showing a pointless duplicate.
let m = SafeDisplay.mode(
nativeWidth: 2360, nativeHeight: 1640, sideInsetPoints: 0, scale: 2)
XCTAssertEqual(m.width, 2360)
XCTAssertEqual(m.height, 1640)
}
func testResultIsAlwaysHostValid() {
// Odd widths even-floor: `validate_dimensions` rejects odd outright, and an inset
// subtraction lands odd about half the time.
let odd = SafeDisplay.mode(
nativeWidth: 2001, nativeHeight: 1001, sideInsetPoints: 0, scale: 1)
XCTAssertEqual(odd.width % 2, 0)
XCTAssertEqual(odd.height % 2, 0)
// An absurd inset can't drive the mode under the host's floor.
let tiny = SafeDisplay.mode(
nativeWidth: 1280, nativeHeight: 720, sideInsetPoints: 5000, scale: 3)
XCTAssertEqual(tiny.width, SafeDisplay.minWidth)
XCTAssertEqual(tiny.height, 720)
// A negative inset is treated as none rather than widening past the panel.
let neg = SafeDisplay.mode(
nativeWidth: 1280, nativeHeight: 720, sideInsetPoints: -40, scale: 3)
XCTAssertEqual(neg.width, 1280)
}
}
+7
View File
@@ -61,6 +61,13 @@ const CSS: &str = "
.pf-poster { border-radius: 10px; background: alpha(currentColor, 0.08); }
.pf-poster-monogram { font-size: 2.4em; font-weight: bold; color: alpha(currentColor, 0.45); }
.pf-store-badge { color: white; background: rgba(0, 0, 0, 0.55); }
/* Launcher entries (design D4) open the launcher itself. They rarely have poster art, so an
art-less one must not read as a game whose cover failed to load: accent face, the launcher
named instead of a title monogram, and an accent badge. */
.pf-poster.pf-launcher { background: alpha(@accent_color, 0.18); }
.pf-poster-launcher-name { font-size: 1.15em; font-weight: bold; color: alpha(currentColor, 0.85); }
.pf-store-badge.pf-launcher { color: white; background: @accent_color; }
.pf-group-heading { font-size: 0.8em; font-weight: bold; color: alpha(currentColor, 0.55); }
";
/// Everything the shell shares below the component tree.
+10 -2
View File
@@ -204,10 +204,18 @@ pub fn headless_library(target: &str) -> glib::ExitCode {
});
match crate::library::fetch_games(&addr, port, &identity, pin) {
Ok(games) => {
// A fourth column, appended: `game` or `launcher` (design D4). Appended rather than
// folded into an existing field so anything reading the first three columns is
// untouched.
for g in &games {
println!("{}\t{}\t{}", g.id, g.store, g.title);
let role = if g.is_launcher() { "launcher" } else { "game" };
println!("{}\t{}\t{}\t{}", g.id, g.store, g.title, role);
}
let launchers = games.iter().filter(|g| g.is_launcher()).count();
match launchers {
0 => println!("{} game(s)", games.len()),
n => println!("{} game(s), {} launcher(s)", games.len() - n, n),
}
println!("{} game(s)", games.len());
glib::ExitCode::SUCCESS
}
Err(e) => {
+24 -1
View File
@@ -674,6 +674,9 @@ pub struct HostsPage {
saved: FactoryVecDeque<HostCard>,
discovered: FactoryVecDeque<HostCard>,
widgets: PageWidgets,
/// Forces the mDNS browse to re-query (the header's Refresh button). `None` only if the
/// browse never started — the button then just re-renders, which is what it did before.
rescan: Option<discovery::Rescan>,
}
struct PageWidgets {
@@ -693,6 +696,10 @@ pub enum HostsMsg {
},
/// Reload the disk store and re-render (fresh pairings, renames, the library gate).
Refresh,
/// Re-query mDNS *and* re-render — the header's Refresh button. Distinct from [`Self::Refresh`],
/// which only re-reads local state: after a while `mdns-sd` re-queries about once an hour, so a
/// host that appeared since (or whose announcement was lost) needs an actual query to show up.
Rescan,
/// A completed reachability sweep: saved-host key → reachable. Merged into the online pips.
Probed(HashMap<String, bool>),
/// Mark the card matching `ConnectRequest::card_key` as connecting; `None` restores.
@@ -841,6 +848,13 @@ impl SimpleComponent for HostsPage {
add_host_btn.set_tooltip_text(Some("Add host"));
add_host_btn.set_action_name(Some("win.add-host"));
header.pack_start(&add_host_btn);
let rescan_btn = gtk::Button::from_icon_name("view-refresh-symbolic");
rescan_btn.set_tooltip_text(Some("Scan the network for hosts again"));
{
let sender = sender.clone();
rescan_btn.connect_clicked(move |_| sender.input(HostsMsg::Rescan));
}
header.pack_start(&rescan_btn);
let menu = gio::Menu::new();
menu.append(Some("Preferences"), Some("win.preferences"));
menu.append(Some("Keyboard Shortcuts"), Some("win.shortcuts"));
@@ -867,8 +881,8 @@ impl SimpleComponent for HostsPage {
}
// Stream mDNS adverts into the model; every add/remove re-evaluates both grids.
let (rx, rescan) = discovery::browse();
{
let rx = discovery::browse();
let sender = sender.clone();
glib::spawn_future_local(async move {
while let Ok(event) = rx.recv().await {
@@ -937,6 +951,7 @@ impl SimpleComponent for HostsPage {
disc_heading,
searching,
},
rescan: Some(rescan),
};
model.rebuild();
@@ -954,6 +969,14 @@ impl SimpleComponent for HostsPage {
self.rebuild();
}
HostsMsg::Refresh => self.rebuild(),
HostsMsg::Rescan => {
if let Some(rescan) = &self.rescan {
rescan.request();
}
// Adverts stream in as they answer; re-render now so the local half is current
// either way.
self.rebuild();
}
HostsMsg::Probed(map) => {
self.probed = map;
self.rebuild();
+74 -3
View File
@@ -28,6 +28,12 @@ struct State {
req: ConnectRequest,
stack: gtk::Stack,
flow: gtk::FlowBox,
/// Launcher entries (design D4) get their own shelf above the games, so a handful of ways to
/// open a launcher aren't buried in a 400-title grid. Hidden outright when there are none.
launcher_flow: gtk::FlowBox,
launchers_group: gtk::Box,
/// The "Games" heading — only earns its space once a Launchers shelf is above it.
games_heading: gtk::Label,
error_page: adw::StatusPage,
/// Per-page poster cache (entry id → texture) — a Retry re-renders without refetching.
art: RefCell<HashMap<String, gdk::Texture>>,
@@ -94,11 +100,44 @@ fn build(
flow.connect_child_activated(|_, child| {
child.activate();
});
// The launcher shelf: same tile geometry as the games grid, its own FlowBox so the two
// groups never interleave and each wraps on its own.
let launcher_flow = gtk::FlowBox::builder()
.selection_mode(gtk::SelectionMode::None)
.activate_on_single_click(true)
.homogeneous(true)
.min_children_per_line(2)
.max_children_per_line(6)
.column_spacing(12)
.row_spacing(18)
.valign(gtk::Align::Start)
.build();
launcher_flow.connect_child_activated(|_, child| {
child.activate();
});
let launchers_heading = gtk::Label::new(Some("Launchers"));
launchers_heading.add_css_class("pf-group-heading");
launchers_heading.set_halign(gtk::Align::Start);
launchers_heading.set_margin_bottom(8);
let launchers_group = gtk::Box::new(gtk::Orientation::Vertical, 0);
launchers_group.append(&launchers_heading);
launchers_group.append(&launcher_flow);
launchers_group.set_margin_bottom(24);
launchers_group.set_visible(false);
let games_heading = gtk::Label::new(Some("Games"));
games_heading.add_css_class("pf-group-heading");
games_heading.set_halign(gtk::Align::Start);
games_heading.set_margin_bottom(8);
games_heading.set_visible(false);
let content = gtk::Box::new(gtk::Orientation::Vertical, 0);
content.set_margin_top(24);
content.set_margin_bottom(24);
content.set_margin_start(12);
content.set_margin_end(12);
content.append(&launchers_group);
content.append(&games_heading);
content.append(&flow);
let clamp = adw::Clamp::builder()
.maximum_size(1100)
@@ -166,6 +205,9 @@ fn build(
req,
stack,
flow,
launcher_flow,
launchers_group,
games_heading,
error_page,
art: RefCell::new(HashMap::new()),
pics: RefCell::new(HashMap::new()),
@@ -224,18 +266,41 @@ fn load(state: &Rc<State>) {
/// immediately; the rest keep their monogram placeholder until `load_art` delivers.
fn render(state: &Rc<State>, games: &[GameEntry]) {
state.flow.remove_all();
state.launcher_flow.remove_all();
state.pics.borrow_mut().clear();
for game in games {
// Design D4: launchers never interleave with titles. The host already sorts by title, and
// `partition` is stable, so each group keeps that order.
let (launchers, titles): (Vec<&GameEntry>, Vec<&GameEntry>) =
games.iter().partition(|g| g.is_launcher());
for game in &launchers {
state.launcher_flow.append(&game_card(state, game));
}
for game in &titles {
state.flow.append(&game_card(state, game));
}
// A library with no launcher entries looks exactly as it did before this existed.
state.launchers_group.set_visible(!launchers.is_empty());
state
.games_heading
.set_visible(!launchers.is_empty() && !titles.is_empty());
}
/// One poster tile: 2:3 art (~150×225 logical) over the title, with a store badge and a
/// monogram placeholder underneath the async art. Activation starts a session launching
/// this title (silent on a pinned host — the normal trust gate applies).
fn game_card(state: &Rc<State>, game: &GameEntry) -> gtk::FlowBoxChild {
let monogram = gtk::Label::new(Some(&initials(&game.title)));
monogram.add_css_class("pf-poster-monogram");
// A launcher usually ships no poster. Naming the launcher on an accent face says "opens
// Steam"; a title monogram on the neutral face would say "a game whose cover didn't load".
let launcher = game.is_launcher();
let monogram = if launcher {
let l = gtk::Label::new(Some(store_label(&game.store)));
l.add_css_class("pf-poster-launcher-name");
l
} else {
let l = gtk::Label::new(Some(&initials(&game.title)));
l.add_css_class("pf-poster-monogram");
l
};
monogram.set_halign(gtk::Align::Center);
monogram.set_valign(gtk::Align::Center);
let placeholder = gtk::Box::new(gtk::Orientation::Vertical, 0);
@@ -252,6 +317,9 @@ fn game_card(state: &Rc<State>, game: &GameEntry) -> gtk::FlowBoxChild {
let badge = gtk::Label::new(Some(store_label(&game.store)));
badge.add_css_class("pf-pill");
badge.add_css_class("pf-store-badge");
if launcher {
badge.add_css_class("pf-launcher");
}
badge.set_halign(gtk::Align::Start);
badge.set_valign(gtk::Align::Start);
badge.set_margin_start(6);
@@ -262,6 +330,9 @@ fn game_card(state: &Rc<State>, game: &GameEntry) -> gtk::FlowBoxChild {
poster.add_overlay(&pic);
poster.add_overlay(&badge);
poster.add_css_class("pf-poster");
if launcher {
poster.add_css_class("pf-launcher");
}
poster.set_overflow(gtk::Overflow::Hidden);
poster.set_size_request(150, 225);
poster.set_halign(gtk::Align::Center);
+10 -1
View File
@@ -46,8 +46,13 @@ pub fn wake_and_connect(
let sender = sender.clone();
glib::spawn_future_local(async move {
use std::time::Duration;
let events = crate::discovery::browse();
let (events, rescan) = crate::discovery::browse();
let mut wait = WakeWait::new();
// A waking host starts advertising at a moment we can't predict, and `mdns-sd`'s own
// re-query interval has doubled well past a minute by the time a boot finishes — so ask
// again periodically instead of waiting to be told. Every 5th tick: often enough that a
// host that came up is noticed promptly, rare enough not to hammer multicast.
let mut ticks: u32 = 0;
loop {
if cancel.get() {
waiting.close();
@@ -100,6 +105,10 @@ pub fn wake_and_connect(
}
None => {}
}
ticks += 1;
if ticks % 5 == 0 {
rescan.request();
}
glib::timeout_future(Duration::from_secs(1)).await;
}
});
+15 -1
View File
@@ -343,6 +343,7 @@ impl Service {
probe_inflight: Arc::new(AtomicBool::new(false)),
last_probe: Instant::now() - Duration::from_secs(60),
wake_cancel: None,
rescan: None,
}
.run(stop_w)
})
@@ -373,11 +374,14 @@ struct ServiceState {
last_probe: Instant,
/// Cancels the active wake thread (it owns the model's wake status).
wake_cancel: Option<Arc<AtomicBool>>,
/// Forces the mDNS browse to re-query. Installed by `run`; `None` before it starts.
rescan: Option<discovery::Rescan>,
}
impl ServiceState {
fn run(mut self, stop: Arc<AtomicBool>) {
let discovery_rx = discovery::browse();
let (discovery_rx, rescan) = discovery::browse();
self.rescan = Some(rescan);
while !stop.load(Ordering::SeqCst) {
// mDNS churn.
while let Ok(ev) = discovery_rx.try_recv() {
@@ -512,6 +516,14 @@ impl ServiceState {
}
ConsoleCmd::Probe => {
self.last_probe = Instant::now() - Duration::from_secs(60);
// "Refresh presence" means the mDNS half too, not just the QUIC sweep: the browse
// runs for the process's lifetime and `mdns-sd` backs its re-query interval off to
// as much as an hour, so a host that appeared since startup may never be asked
// for again. (No console screen emits Probe yet — every face button on the home
// screen is spoken for — but the plumbing is correct for when one does.)
if let Some(r) = &self.rescan {
r.request();
}
}
ConsoleCmd::SetPin {
key,
@@ -791,6 +803,7 @@ fn spawn_fetch(
id: g.id.clone(),
title: g.title.clone(),
store: g.store.clone(),
launcher: g.is_launcher(),
})
.collect(),
);
@@ -831,6 +844,7 @@ fn load_fake(shared: &LibraryShared, path: &str) {
id: g.id.clone(),
title: g.title.clone(),
store: g.store.clone(),
launcher: g.is_launcher(),
})
.collect(),
);
+9 -1
View File
@@ -490,9 +490,13 @@ fn wake_and_connect(
let (ctx, ss, st) = (ctx.clone(), set_screen.clone(), set_status.clone());
std::thread::spawn(move || {
let rx = crate::discovery::browse();
let (rx, rescan) = crate::discovery::browse();
let mut seen: Vec<DiscoveredHost> = Vec::new();
let mut wait = WakeWait::new();
// A waking host starts advertising at a moment we can't predict, and `mdns-sd`'s own
// re-query interval has doubled well past a minute by the time a boot finishes — so ask
// again periodically instead of waiting to be told (matches the GTK client's wake wait).
let mut ticks: u32 = 0;
loop {
// Cancel already returned the UI to the host list — stop re-sending and tear down.
if cancel.load(Ordering::SeqCst) {
@@ -555,6 +559,10 @@ fn wake_and_connect(
}
None => {}
}
ticks += 1;
if ticks.is_multiple_of(5) {
rescan.request();
}
std::thread::sleep(Duration::from_secs(1));
}
});
+16
View File
@@ -595,6 +595,22 @@ pub(crate) fn hosts_page(props: &HostsProps, cx: &mut RenderCx) -> Element {
move || sa.call(true)
})
.into()];
// Re-query mDNS. The browse runs for the app's lifetime, and `mdns-sd` backs its
// re-query interval off to as much as an hour — so a host that appeared since
// startup, or whose announcement was lost to multicast, may need an actual ask.
actions.push(
icon_btn("Scan the network for hosts again", Symbol::Refresh)
.on_click({
let (c, st) = (ctx.clone(), set_status.clone());
move || {
if let Some(r) = c.shared.rescan.lock().unwrap().as_ref() {
r.request();
}
st.call("Scanning the network\u{2026}".to_string());
}
})
.into(),
);
// The couch UI's front door, beside the other page actions. Absent on ARM64,
// where the session binary ships without its Skia console.
if CONSOLE_UI_AVAILABLE {
+85 -28
View File
@@ -39,6 +39,10 @@ pub(crate) struct Game {
pub(crate) id: String,
pub(crate) title: String,
pub(crate) store: String,
/// This entry opens the launcher itself (Steam Big Picture, Heroic) rather than a title —
/// design D4. Reduced from the wire's `role` by `GameEntry::is_launcher`, so "anything that
/// isn't `launcher` is a game" is decided in one place for every client.
pub(crate) launcher: bool,
}
#[derive(Clone, PartialEq, Default)]
@@ -135,6 +139,7 @@ pub(crate) fn start_fetch(ctx: &Arc<AppCtx>, set_library: &AsyncSetState<Library
id: g.id.clone(),
title: g.title.clone(),
store: g.store.clone(),
launcher: g.is_launcher(),
})
.collect(),
);
@@ -215,6 +220,17 @@ fn initials(title: &str) -> String {
.collect()
}
/// A small group label above a tile grid ("Launchers" / "Games"). Only drawn when the page shows
/// both groups — a single unlabelled grid is what every launcher-less library looked like before.
fn group_heading(text: &str) -> Element {
text_block(text)
.font_size(12.0)
.semibold()
.foreground(ThemeRef::SecondaryText)
.margin(edges(2.0, 8.0, 2.0, 2.0))
.into()
}
/// One poster tile: the artwork (or a monogram placeholder while it loads) with the store
/// badge overlaid top-left, the title below, tap-to-launch across the whole tile.
fn poster_tile(
@@ -228,13 +244,20 @@ fn poster_tile(
.stretch(Stretch::UniformToFill)
.height(poster_h)
.into(),
// A launcher rarely has poster art, and an art-less launcher drawn like an art-less game
// reads as "a game whose cover failed to load". So it names its launcher instead of
// showing a title monogram, and the frame below picks up the accent stroke.
None => border(
text_block(initials(&game.title))
.font_size(28.0)
.semibold()
.foreground(ThemeRef::SecondaryText)
.horizontal_alignment(HorizontalAlignment::Center)
.vertical_alignment(VerticalAlignment::Center),
text_block(if game.launcher {
store_label(&game.store).to_string()
} else {
initials(&game.title)
})
.font_size(if game.launcher { 18.0 } else { 28.0 })
.semibold()
.foreground(ThemeRef::SecondaryText)
.horizontal_alignment(HorizontalAlignment::Center)
.vertical_alignment(VerticalAlignment::Center),
)
.background(ThemeRef::SubtleFill)
.height(poster_h)
@@ -242,14 +265,27 @@ fn poster_tile(
};
let framed = border(grid(vec![
poster,
pill(store_label(&game.store), Pill::Neutral)
.horizontal_alignment(HorizontalAlignment::Left)
.vertical_alignment(VerticalAlignment::Top)
.margin(uniform(6.0))
.into(),
// `Pill::Info` rather than a solid accent fill — `style.rs` is explicit that
// white-on-bright is unreadable here.
pill(
store_label(&game.store),
if game.launcher {
Pill::Info
} else {
Pill::Neutral
},
)
.horizontal_alignment(HorizontalAlignment::Left)
.vertical_alignment(VerticalAlignment::Top)
.margin(uniform(6.0))
.into(),
]))
.corner_radius(8.0)
.border_brush(ThemeRef::CardStroke)
.border_brush(if game.launcher {
ThemeRef::Accent
} else {
ThemeRef::CardStroke
})
.border_thickness(uniform(1.0));
border(
@@ -332,22 +368,43 @@ pub(crate) fn library_page(props: &LibraryProps, cx: &mut RenderCx) -> Element {
.into(),
),
LibraryPhase::Ready(games) => {
let tiles: Vec<Element> = games
.iter()
.map(|g| {
let (ctx2, ss, st) = (ctx.clone(), ss.clone(), st.clone());
let (target, id) = (target.clone(), g.id.clone());
poster_tile(
g,
props.state.art.get(&g.id).map(String::as_str),
poster_h,
Box::new(move || {
initiate_launch(&ctx2, target.clone(), id.clone(), &ss, &st)
}),
)
})
.collect();
body.push(tile_grid(tiles, cols, POSTER_GAP));
let tile = |g: &Game| -> Element {
let (ctx2, ss, st) = (ctx.clone(), ss.clone(), st.clone());
let (target, id) = (target.clone(), g.id.clone());
poster_tile(
g,
props.state.art.get(&g.id).map(String::as_str),
poster_h,
Box::new(move || initiate_launch(&ctx2, target.clone(), id.clone(), &ss, &st)),
)
};
// Design D4: launcher entries get their own shelf above the titles, never
// interleaved. `partition` is stable, so the host's title order survives in each
// group. Headings appear only when both groups exist, so a library without launcher
// entries renders exactly as it did before.
let (launchers, titles): (Vec<&Game>, Vec<&Game>) =
games.iter().partition(|g| g.launcher);
let both = !launchers.is_empty() && !titles.is_empty();
if !launchers.is_empty() {
if both {
body.push(group_heading("Launchers"));
}
body.push(tile_grid(
launchers.iter().map(|g| tile(g)).collect(),
cols,
POSTER_GAP,
));
}
if !titles.is_empty() {
if both {
body.push(group_heading("Games"));
}
body.push(tile_grid(
titles.iter().map(|g| tile(g)).collect(),
cols,
POSTER_GAP,
));
}
}
}
+7 -1
View File
@@ -147,6 +147,10 @@ impl PartialEq for Svc {
#[derive(Default)]
pub(crate) struct Shared {
pub(crate) target: Mutex<Target>,
/// Forces the app's single LAN browse to re-query — the hosts page's Refresh. Installed by
/// the discovery effect below; `None` until then (and if the browse never started, in which
/// case Refresh is simply inert rather than a second, competing browse).
pub(crate) rescan: Mutex<Option<discovery::Rescan>>,
/// The live session child (spawn mode) — the status page's Disconnect and the
/// request-access Cancel kill it. A FRESH handle is installed per spawn.
pub(crate) session: Mutex<crate::spawn::SessionChild>,
@@ -459,8 +463,10 @@ fn root(cx: &mut RenderCx, ctx: &Arc<AppCtx>) -> Element {
cx.use_effect((), {
let set_hosts = set_hosts.clone();
let ctx = ctx.clone();
move || {
let rx = discovery::browse();
let (rx, rescan) = discovery::browse();
*ctx.shared.rescan.lock().unwrap() = Some(rescan);
std::thread::spawn(move || {
let mut acc: Vec<DiscoveredHost> = Vec::new();
while let Ok(h) = rx.recv_blocking() {
+55 -7
View File
@@ -3,6 +3,12 @@
//! results to the UI. Ported verbatim from the GTK client (`mdns-sd` is cross-platform).
use mdns_sd::{ServiceDaemon, ServiceEvent};
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::time::Duration;
/// DNS-SD service type punktfunk hosts advertise (host side: `punktfunk_host::discovery`).
const SERVICE_TYPE: &str = "_punktfunk._udp.local.";
#[derive(Clone, Debug, PartialEq)]
pub struct DiscoveredHost {
@@ -24,10 +30,25 @@ pub struct DiscoveredHost {
pub os: String,
}
/// Browse continuously for the app's lifetime. The thread exits when the receiver is
/// dropped (the send fails) or the daemon dies.
pub fn browse() -> async_channel::Receiver<DiscoveredHost> {
/// Forces the running browse to re-query now — the hosts page's Refresh. Mirrors
/// `pf_client_core::discovery::Rescan`; see there for why a client needs one (`mdns-sd` re-queries
/// on a backoff that doubles out to an hour, so a long-lived browse is effectively passive).
#[derive(Clone, Debug)]
pub struct Rescan(Arc<AtomicBool>);
impl Rescan {
/// Ask the browse thread to put a fresh query on the wire. Coalesces; returns immediately.
pub fn request(&self) {
self.0.store(true, Ordering::Relaxed);
}
}
/// Browse continuously for the app's lifetime, with a handle that forces an immediate re-query.
/// The thread exits when the receiver is dropped (the send fails) or the daemon dies.
pub fn browse() -> (async_channel::Receiver<DiscoveredHost>, Rescan) {
let (tx, rx) = async_channel::unbounded();
let flag = Arc::new(AtomicBool::new(false));
let requested = flag.clone();
std::thread::Builder::new()
.name("punktfunk-mdns".into())
.spawn(move || {
@@ -38,18 +59,45 @@ pub fn browse() -> async_channel::Receiver<DiscoveredHost> {
return;
}
};
let receiver = match daemon.browse("_punktfunk._udp.local.") {
let mut receiver = match daemon.browse(SERVICE_TYPE) {
Ok(r) => r,
Err(e) => {
tracing::warn!(error = %e, "mDNS browse failed — discovery disabled");
return;
}
};
while let Ok(event) = receiver.recv() {
loop {
// The worker has to notice that its consumer went away even when NOTHING is
// arriving — the normal state of a LAN with no hosts on it. The old blocking
// `recv()` only ever learned that from a failed send, so a bounded consumer (the
// wake-and-wait below spawns one browse per wake) left this thread and its daemon
// — another thread, and a socket bound to :5353 — running for the app's lifetime.
// Checked at the TOP so the `continue` arms below can't skip it either.
if tx.is_closed() {
break;
}
// Re-browsing the same type replaces the daemon's listener: it replays the cache
// into the new channel, queries immediately, and resets the backoff.
if requested.swap(false, Ordering::Relaxed) {
match daemon.browse(SERVICE_TYPE) {
Ok(r) => receiver = r,
Err(e) => tracing::warn!(error = %e, "mDNS rescan failed"),
}
}
let event = match receiver.recv_timeout(Duration::from_millis(250)) {
Ok(event) => event,
Err(_) if receiver.is_disconnected() && receiver.is_empty() => break,
Err(_) => continue, // timed out — go round and look for a rescan request
};
if let ServiceEvent::ServiceResolved(info) = event {
let props = info.get_properties();
let val = |k: &str| props.get_property_val_str(k).unwrap_or("").to_string();
let Some(addr) = info.get_addresses().iter().next().map(|a| a.to_string())
// IPv4 only, like every other client (`pf_client_core::discovery`): the core
// dials `format!("{host}:{port}").parse::<SocketAddr>()`, which cannot parse a
// bare IPv6 literal, and the host stack binds IPv4 sockets exclusively. Taking
// an arbitrary first address here rendered cards that failed on every click,
// because a host's OS responder commonly answers AAAA for its hostname.
let Some(addr) = info.get_addresses_v4().iter().next().map(|a| a.to_string())
else {
continue;
};
@@ -85,5 +133,5 @@ pub fn browse() -> async_channel::Receiver<DiscoveredHost> {
let _ = daemon.shutdown();
})
.expect("spawn mdns thread");
rx
(rx, Rescan(flag))
}
+1 -1
View File
@@ -245,7 +245,7 @@ fn run_headless_cli(args: &[String], identity: (String, String)) {
fn discover_and_print() {
use std::time::{Duration, Instant};
println!("Browsing the LAN for punktfunk hosts (~5 s)…");
let rx = discovery::browse();
let (rx, _rescan) = discovery::browse();
let deadline = Instant::now() + Duration::from_secs(5);
let mut seen = std::collections::HashSet::new();
while Instant::now() < deadline {
+44 -6
View File
@@ -5,8 +5,13 @@
use mdns_sd::{ServiceDaemon, ServiceEvent};
use std::collections::BTreeMap;
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::Arc;
use std::time::{Duration, Instant};
/// DNS-SD service type punktfunk hosts advertise (host side: `punktfunk_host::discovery`).
const SERVICE_TYPE: &str = "_punktfunk._udp.local.";
#[derive(Clone, Debug)]
pub struct DiscoveredHost {
/// Stable row key: the advertised host id, falling back to the mDNS fullname.
@@ -54,10 +59,32 @@ pub enum DiscoveryEvent {
Removed { fullname: String },
}
/// Browse continuously. The worker exits when the returned receiver is dropped, or when the
/// daemon dies — checked on a tick, so it stops even on a LAN where no advert ever arrives.
pub fn browse() -> async_channel::Receiver<DiscoveryEvent> {
/// Forces the running browse to re-query now. Cheap to clone and hand to a UI thread; a request
/// made after the browse has ended is simply never read.
///
/// Why a client needs one at all: `mdns-sd` re-queries on a DOUBLING backoff (1s, 2s, 4s … capped
/// at one hour), so a browse that has been up a while is effectively passive — it is listening for
/// announcements rather than asking. A host that starts advertising later, or whose announcement
/// was dropped (ordinary for multicast over Wi-Fi), can stay invisible for a very long time.
/// Re-querying resets that clock, which is what a Refresh button should do.
#[derive(Clone, Debug)]
pub struct Rescan(Arc<AtomicBool>);
impl Rescan {
/// Ask the browse thread to put a fresh query on the wire. Returns immediately; the query
/// follows within a tick. Coalesces — several requests in a row cost one query.
pub fn request(&self) {
self.0.store(true, Ordering::Relaxed);
}
}
/// Browse continuously, with a handle that forces an immediate re-query ([`Rescan`]). The worker
/// exits when the returned receiver is dropped, or when the daemon dies — checked on a tick, so
/// it stops even on a LAN where no advert ever arrives.
pub fn browse() -> (async_channel::Receiver<DiscoveryEvent>, Rescan) {
let (tx, rx) = async_channel::unbounded();
let flag = Arc::new(AtomicBool::new(false));
let requested = flag.clone();
std::thread::Builder::new()
.name("punktfunk-mdns".into())
.spawn(move || {
@@ -68,7 +95,7 @@ pub fn browse() -> async_channel::Receiver<DiscoveryEvent> {
return;
}
};
let receiver = match daemon.browse("_punktfunk._udp.local.") {
let mut receiver = match daemon.browse(SERVICE_TYPE) {
Ok(r) => r,
Err(e) => {
tracing::warn!(error = %e, "mDNS browse failed — discovery disabled");
@@ -88,6 +115,17 @@ pub fn browse() -> async_channel::Receiver<DiscoveryEvent> {
if tx.is_closed() {
break;
}
// Also at the TOP, and for the same reason: every `continue` below would skip it.
if requested.swap(false, Ordering::Relaxed) {
// Browsing the same type again REPLACES the daemon's listener for it: it
// replays the cache into the new channel (so nothing already known is lost),
// puts a fresh PTR query on the wire immediately, and — the point — resets the
// re-query backoff described on `Rescan`.
match daemon.browse(SERVICE_TYPE) {
Ok(r) => receiver = r,
Err(e) => tracing::warn!(error = %e, "mDNS rescan failed"),
}
}
let event = match receiver.recv_timeout(Duration::from_millis(250)) {
Ok(event) => event,
Err(_) if receiver.is_disconnected() => break,
@@ -147,7 +185,7 @@ pub fn browse() -> async_channel::Receiver<DiscoveryEvent> {
let _ = daemon.shutdown();
})
.expect("spawn mdns thread");
rx
(rx, Rescan(flag))
}
/// The advert map one browse window folded down to. Kept separate from [`discover_for`] so the
@@ -174,7 +212,7 @@ fn fold(adverts: &mut Adverts, event: DiscoveryEvent) {
/// wants one bounded call rather than a stream). The streaming [`browse`] stays the UI's door:
/// a live hosts page wants adverts as they land, not a snapshot taken `timeout` after it opened.
pub fn discover_for(timeout: Duration) -> Vec<DiscoveredHost> {
let rx = browse();
let (rx, _rescan) = browse();
let deadline = Instant::now() + timeout;
let mut adverts = Adverts::new();
while Instant::now() < deadline {
+21 -1
View File
@@ -908,7 +908,27 @@ fn pump(
}
}
Err(PunktfunkError::NoFrame) => {}
Err(PunktfunkError::Closed) => break Some("Host ended the session".to_string()),
// The session ended. `None` here means "normal finish" to every embedder — the browse
// console returns to the library with no status strip, the one-shot binary exits 0
// quietly — so only an ending that actually went wrong should carry a message.
// Previously EVERY close reported "Host ended the session", which put an error-shaped
// line in front of the player for quitting their own game.
Err(PunktfunkError::Closed) => {
use punktfunk_core::client::PunktfunkEndReason as End;
break match connector.end_reason() {
// The player quit the game the host launched. Nothing to report; a launcher
// embedder returns to its library, which is where they were headed anyway.
End::GameExited => None,
// We closed it, or the host closed cleanly (an operator "End", or the session
// simply finishing). Both were asked for.
End::Local | End::HostEnded => None,
End::HostError => Some("The host ended the session with an error".to_string()),
End::Lost => Some("Connection lost".to_string()),
// No verdict (an older core, or the close raced the read): keep the wording
// this arm has always used rather than inventing a new one.
End::None => Some("Host ended the session".to_string()),
};
}
Err(e) => break Some(format!("session: {e:?}")),
}
+14
View File
@@ -1111,6 +1111,15 @@ pub struct Settings {
/// Experimental: the game-library browser ("Browse library…" on saved cards) —
/// mirrors the Apple client's "Show game library" toggle, default off.
pub library_enabled: bool,
/// Which colour family the gamepad UI's living backdrop drifts through — the shared
/// `ui_palette` key (`"violet"` = the brand default, then `tide`/`forest`/`ember`/
/// `rose`/`graphite`; see `pf-console-ui`'s palette table, and the Apple/Android
/// clients' twins). Presentation only: nothing about a stream depends on it, which is
/// why it is a device preference and never part of a settings profile. An unknown
/// name reads as the default rather than erroring — a newer client may have shipped a
/// palette this binary doesn't know.
#[serde(default = "default_ui_palette")]
pub ui_palette: String,
/// Send Wake-on-LAN before connecting to a saved host and wait for it to boot (the
/// Apple client's "Auto-wake on connect"). Default ON — that was the unconditional
/// behavior before this became a setting. Off is for hosts reached over a VPN, where
@@ -1195,6 +1204,10 @@ fn default_true() -> bool {
true
}
fn default_ui_palette() -> String {
"violet".into()
}
fn default_pad_speaker() -> String {
"pad".into()
}
@@ -1303,6 +1316,7 @@ impl Default for Settings {
stats_verbosity: None,
fullscreen_on_stream: true,
library_enabled: false,
ui_palette: default_ui_palette(),
auto_wake: true,
invert_scroll: false,
speaker_device: String::new(),
+16 -16
View File
@@ -5,9 +5,9 @@
//! no pad at all the legend swaps to keyboard keycaps — the console stays fully
//! drivable either way.
use crate::theme::{white, Fonts, W};
use crate::theme::{fg, Fonts, W};
use punktfunk_core::config::GamepadPref;
use skia_safe::{Canvas, Color4f, Paint, Path, Point, RRect, Rect};
use skia_safe::{Canvas, Paint, Path, Point, RRect, Rect};
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub(crate) enum GlyphStyle {
@@ -94,13 +94,13 @@ pub(crate) fn hint_bar(
let rect = Rect::from_xywh((x) as f32, (bottom - h) as f32, w as f32, h as f32);
canvas.draw_rrect(
RRect::new_rect_xy(rect, (h / 2.0) as f32, (h / 2.0) as f32),
&Paint::new(Color4f::new(0.0, 0.0, 0.0, 0.30), None),
&Paint::new(crate::theme::shade(0.30), None),
);
canvas.draw_rrect(
RRect::new_rect_xy(rect, (h / 2.0) as f32, (h / 2.0) as f32),
&Paint::new(white(0.06), None),
&Paint::new(fg(0.06), None),
);
let mut sp = Paint::new(white(0.12), None);
let mut sp = Paint::new(fg(0.12), None);
sp.set_style(skia_safe::PaintStyle::Stroke);
sp.set_stroke_width(1.0);
sp.set_anti_alias(true);
@@ -122,7 +122,7 @@ pub(crate) fn hint_bar(
cy + LABEL_SIZE * k * 0.36,
W::SemiBold,
LABEL_SIZE * k,
white(0.85),
fg(0.85),
);
pen += lw + gap_hint;
}
@@ -199,8 +199,8 @@ fn draw_glyph(
Resolved::Badge(face) => {
let r = BADGE_D * k / 2.0;
let center = Point::new((x + r) as f32, cy as f32);
canvas.draw_circle(center, r as f32, &Paint::new(white(0.10), None));
let mut ring = Paint::new(white(0.32), None);
canvas.draw_circle(center, r as f32, &Paint::new(fg(0.10), None));
let mut ring = Paint::new(fg(0.32), None);
ring.set_style(skia_safe::PaintStyle::Stroke);
ring.set_stroke_width((1.2 * k) as f32);
ring.set_anti_alias(true);
@@ -223,7 +223,7 @@ fn draw_glyph(
cy + size * 0.36,
W::SemiBold,
size,
white(0.92),
fg(0.92),
);
}
}
@@ -235,7 +235,7 @@ fn draw_glyph(
let rect = Rect::from_xywh(pen as f32, (cy - h / 2.0) as f32, w as f32, h as f32);
canvas.draw_rrect(
RRect::new_rect_xy(rect, (4.0 * k) as f32, (4.0 * k) as f32),
&Paint::new(white(0.10), None),
&Paint::new(fg(0.10), None),
);
let size = 10.0 * k;
let tw = fonts.measure(label, W::SemiBold, size) as f64;
@@ -246,7 +246,7 @@ fn draw_glyph(
cy + size * 0.36,
W::SemiBold,
size,
white(0.92),
fg(0.92),
);
pen += w + 3.0 * k;
}
@@ -257,7 +257,7 @@ fn draw_glyph(
let (cx, cyf) = ((x + r) as f32, cy as f32);
let (tw, th) = ((4.5 * k) as f32, (5.5 * k) as f32);
let gap = (2.6 * k) as f32;
let paint = Paint::new(white(0.85), None);
let paint = Paint::new(fg(0.85), None);
let mut left = Path::new();
left.move_to((cx - gap, cyf - th));
left.line_to((cx - gap - tw, cyf));
@@ -277,9 +277,9 @@ fn draw_glyph(
let rect = Rect::from_xywh(x as f32, (cy - h / 2.0) as f32, w as f32, h as f32);
canvas.draw_rrect(
RRect::new_rect_xy(rect, (5.0 * k) as f32, (5.0 * k) as f32),
&Paint::new(white(0.10), None),
&Paint::new(fg(0.10), None),
);
let mut ring = Paint::new(white(0.28), None);
let mut ring = Paint::new(fg(0.28), None);
ring.set_style(skia_safe::PaintStyle::Stroke);
ring.set_stroke_width(1.0);
ring.set_anti_alias(true);
@@ -296,7 +296,7 @@ fn draw_glyph(
cy + size * 0.36,
W::SemiBold,
size,
white(0.92),
fg(0.92),
);
}
}
@@ -305,7 +305,7 @@ fn draw_glyph(
/// The PlayStation face shapes, stroked inside the badge: Confirm=✕, Back=○, X-position
/// =□, Y-position=△ (the DualSense's physical layout).
fn draw_ps_shape(canvas: &Canvas, face: Face, center: Point, r: f32, stroke: f32) {
let mut p = Paint::new(white(0.92), None);
let mut p = Paint::new(fg(0.92), None);
p.set_style(skia_safe::PaintStyle::Stroke);
p.set_stroke_width(stroke);
p.set_stroke_cap(skia_safe::PaintCap::Round);
+438 -12
View File
@@ -203,17 +203,237 @@ pub const MESH_INTERIOR: [(f64, f64, f64, f64, f64, f64); 4] = [
(0.667, 0.667, 0.12, 0.047, 0.061, 5.0),
];
/// The mesh gradient as SkSL, palette + motion baked into the source (only time and
/// resolution are uniforms). A smooth bicubic blend of the 16 colours — a separable
// --- Background palettes -------------------------------------------------------------------
/// One background colour family for the gamepad UI's living backdrop.
///
/// A palette is a short ordered ramp of [`Palette::stops`] — several DISTINCT hues, not one hue
/// at several brightnesses. The 4×4 mesh samples that ramp diagonally with a per-cell offset
/// ([`CELL_RAMP`]), so neighbouring cells land on different parts of it and the colours pool and
/// swirl the way a real gradient poster does; the interior points' existing domain warp then
/// drifts those pools around. An earlier version rotated ONE field's hue per palette, which is
/// why every non-default palette read as flat and monotone.
///
/// A palette also owns the UI it sits under: [`Palette::accent`] is the focus wash / selected
/// pill / switch colour, and [`Palette::light`] flips the ink (see [`crate::theme::Ink`]) so a
/// pale field gets dark text instead of white. The Apple and Android clients carry the same
/// table under the same ids, so one `ui_palette` value is one look everywhere.
pub struct Palette {
/// The stored `ui_palette` value (see `trust::Settings::ui_palette`).
pub id: &'static str,
/// What the settings row shows.
pub name: &'static str,
/// The colour ramp, dark end first. `None` = use [`MESH_COLORS`] verbatim (the brand
/// default, kept bit-identical to what every install already sees).
pub stops: Option<&'static [(f64, f64, f64)]>,
/// The field's ground — what the corners settle onto and what the calm mix lifts toward.
pub ground: (f64, f64, f64),
/// The UI accent: focus wash, selected tab pill, switch track, caret.
pub accent: (f64, f64, f64),
/// A pale field: the UI flips to dark ink and the legibility scrims go white.
pub light: bool,
}
/// Where each of the 16 mesh cells samples the ramp. The base is the diagonal
/// `0.5·(x + y)` — top-left is the ramp's dark end, bottom-right its bright one, like both
/// reference gradients — and the per-cell nudges break the banding that a pure diagonal would
/// give, so hues pool instead of striping.
#[rustfmt::skip]
const CELL_RAMP: [f64; 16] = [
0.10, -0.06, 0.04, -0.12,
-0.08, 0.14, -0.10, 0.06,
0.06, -0.12, 0.16, -0.04,
-0.10, 0.08, -0.06, 0.12,
];
/// 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 whole range in one direction.
/// Adding one here adds it to every console settings screen; the Apple and Android tables must
/// gain the same entry to keep the `ui_palette` key portable.
#[rustfmt::skip]
pub const PALETTES: [Palette; 12] = [
// --- dark fields (white ink) ---
Palette {
id: "violet", name: "Violet", stops: None,
ground: (0.075, 0.060, 0.160), accent: (0.525, 0.471, 0.961), light: false,
},
Palette {
// Deep indigo climbing through violet into a hot magenta.
id: "nebula", name: "Nebula",
stops: Some(&[
(0.07, 0.05, 0.20), (0.26, 0.14, 0.54), (0.52, 0.20, 0.72),
(0.82, 0.26, 0.62), (0.98, 0.46, 0.68),
]),
ground: (0.055, 0.040, 0.135), accent: (0.95, 0.42, 0.72), light: false,
},
Palette {
// Ink-blue water: teal → cerulean → a violet undertow.
id: "abyss", name: "Abyss",
stops: Some(&[
(0.02, 0.10, 0.17), (0.04, 0.28, 0.42), (0.07, 0.46, 0.63),
(0.16, 0.38, 0.78), (0.26, 0.22, 0.58),
]),
ground: (0.018, 0.070, 0.130), accent: (0.26, 0.76, 0.92), light: false,
},
Palette {
// Banked coals: plum embers → crimson → burnt orange → gold.
id: "ember", name: "Ember",
stops: Some(&[
(0.16, 0.03, 0.10), (0.45, 0.06, 0.12), (0.72, 0.18, 0.06),
(0.90, 0.42, 0.08), (0.95, 0.68, 0.18),
]),
ground: (0.090, 0.035, 0.040), accent: (0.98, 0.62, 0.26), light: false,
},
Palette {
// Forest floor into moss and a lime break.
id: "moss", name: "Moss",
stops: Some(&[
(0.03, 0.11, 0.09), (0.06, 0.27, 0.20), (0.09, 0.45, 0.31),
(0.28, 0.61, 0.28), (0.58, 0.77, 0.31),
]),
ground: (0.025, 0.085, 0.070), accent: (0.48, 0.86, 0.46), light: false,
},
Palette {
// Neutral, but never flat: barely-there saturation that still travels from a cool
// charcoal to a warm stone, so even the restrained option has somewhere to go.
id: "graphite", name: "Graphite",
stops: Some(&[
(0.06, 0.07, 0.11), (0.15, 0.18, 0.25), (0.30, 0.31, 0.35),
(0.45, 0.42, 0.38), (0.60, 0.56, 0.49),
]),
ground: (0.055, 0.055, 0.070), accent: (0.78, 0.80, 0.86), light: false,
},
// --- pale fields (dark ink) ---
Palette {
// The holographic foil: rose → lilac → periwinkle → aqua, with a white bloom.
id: "holo", name: "Holo",
stops: Some(&[
(0.99, 0.72, 0.90), (0.80, 0.60, 0.98), (0.58, 0.62, 0.99),
(0.55, 0.86, 0.98), (0.94, 0.98, 1.00),
]),
ground: (0.96, 0.92, 0.99), accent: (0.42, 0.28, 0.86), light: true,
},
Palette {
// The poster sunset: periwinkle → magenta → scarlet → tangerine → gold.
id: "sunset", name: "Sunset",
stops: Some(&[
(0.55, 0.45, 0.92), (0.86, 0.31, 0.66), (0.97, 0.26, 0.34),
(0.99, 0.51, 0.18), (1.00, 0.80, 0.22),
]),
ground: (0.98, 0.74, 0.34), accent: (0.64, 0.13, 0.44), light: true,
},
Palette {
// Peach into blush and lilac — the softest of the set.
id: "bloom", name: "Bloom",
stops: Some(&[
(1.00, 0.86, 0.72), (0.99, 0.73, 0.79), (0.95, 0.65, 0.89),
(0.82, 0.68, 0.96), (0.73, 0.79, 0.99),
]),
ground: (0.99, 0.90, 0.89), accent: (0.72, 0.24, 0.55), light: true,
},
Palette {
// First light: pale gold → coral → lilac.
id: "dawn", name: "Dawn",
stops: Some(&[
(1.00, 0.92, 0.70), (1.00, 0.80, 0.62), (0.99, 0.66, 0.62),
(0.90, 0.62, 0.78), (0.77, 0.69, 0.95),
]),
ground: (1.00, 0.93, 0.82), accent: (0.82, 0.33, 0.28), light: true,
},
Palette {
// Sea glass: mint → aqua → a pale sky.
id: "mint", name: "Mint",
stops: Some(&[
(0.82, 0.98, 0.90), (0.62, 0.94, 0.88), (0.55, 0.88, 0.95),
(0.63, 0.82, 0.99), (0.82, 0.87, 1.00),
]),
ground: (0.90, 0.98, 0.96), accent: (0.04, 0.42, 0.40), light: true,
},
Palette {
// Near-white, but iridescent rather than flat — rose, sky, mint and cream in turn.
id: "opal", name: "Opal",
stops: Some(&[
(0.98, 0.92, 0.96), (0.87, 0.93, 0.99), (0.91, 0.99, 0.95),
(0.99, 0.96, 0.88), (0.94, 0.90, 0.99),
]),
ground: (0.97, 0.96, 0.99), accent: (0.36, 0.32, 0.44), light: true,
},
];
/// The palette stored under `id`, falling back to the brand default — an unknown name is a
/// palette a newer client shipped, not a reason to draw nothing.
pub fn palette(id: &str) -> &'static Palette {
PALETTES.iter().find(|p| p.id == id).unwrap_or(&PALETTES[0])
}
/// Sample an ordered colour ramp at `t` ∈ [0, 1] (linear between neighbouring stops). Ported
/// verbatim to Swift and Kotlin — keep the three copies in step or a palette drifts between
/// clients.
pub fn ramp(stops: &[(f64, f64, f64)], t: f64) -> (f64, f64, f64) {
match stops.len() {
0 => (0.0, 0.0, 0.0),
1 => stops[0],
n => {
let x = t.clamp(0.0, 1.0) * (n - 1) as f64;
let i = (x.floor() as usize).min(n - 2);
let f = x - i as f64;
let (a, b) = (stops[i], stops[i + 1]);
(
a.0 + (b.0 - a.0) * f,
a.1 + (b.1 - a.1) * f,
a.2 + (b.2 - a.2) * f,
)
}
}
}
impl Palette {
/// The 16 mesh colours for this palette: the ramp sampled per cell (see [`CELL_RAMP`]), or
/// [`MESH_COLORS`] verbatim for the brand default.
pub fn mesh_colors(&self) -> [(f64, f64, f64); 16] {
let Some(stops) = self.stops else {
return MESH_COLORS;
};
core::array::from_fn(|i| {
let (x, y) = ((i % 4) as f64 / 3.0, (i / 4) as f64 / 3.0);
ramp(stops, 0.5 * (x + y) + CELL_RAMP[i])
})
}
/// Four drifting blob colours, for the clients that approximate the mesh with a blob field
/// (Android). Spread across the ramp so the field still shows several hues at once.
pub fn blob_colors(&self) -> [(f64, f64, f64); 4] {
let stops = self.stops.unwrap_or(&VIOLET_BLOBS);
core::array::from_fn(|i| ramp(stops, 0.15 + 0.25 * i as f64))
}
}
/// The brand default's blob ramp — the four colours the pre-palette Android/legacy-Apple field
/// used, kept so `violet` is unchanged there too.
const VIOLET_BLOBS: [(f64, f64, f64); 5] = [
(0.53, 0.47, 0.96),
(0.24, 0.20, 0.72),
(0.62, 0.30, 0.80),
(0.22, 0.38, 0.86),
(0.53, 0.47, 0.96),
];
/// The mesh gradient as SkSL, palette + motion baked into the source (resolution, time and
/// the calm mix are uniforms). A smooth bicubic blend of the 16 colours — a separable
/// cubic-Bézier basis in x then y, C∞ and edge-to-edge, the fragment-shader analogue of
/// SwiftUI's `MeshGradient(smoothsColors: true)`. The four interior points drive a
/// bounded (weighted-average) domain warp so the bright pools drift; then the whole field
/// gets the ±8°/~5-min hue sway, an elliptical vignette, and the vertical legibility scrim,
/// all matching the Swift `composite(at:)`. Runs on the GPU at full rate.
pub fn mesh_sksl() -> String {
///
/// `u_tc.y` is the CALM mix, 0 → 1: at 1 the same living field is flattened toward its own
/// corner colour (`u_lift`), which is how the form screens (settings, add-host, pair) stay
/// restful while still drifting — the motion never changes speed, only the contrast, so the
/// crossfade between a launcher screen and a form screen can't make the field jump.
pub fn mesh_sksl(colors: &[(f64, f64, f64); 16]) -> String {
// Colours as `float3(r, g, b)` literals, indices 0..15 (row-major 4×4).
let c = |i: usize| {
let (r, g, b) = MESH_COLORS[i];
let (r, g, b) = colors[i];
format!("float3({r}, {g}, {b})")
};
// The four interior-point domain-warp accumulators. Displacement matches Swift `wob()`:
@@ -224,14 +444,23 @@ pub fn mesh_sksl() -> String {
warp.push_str(&format!(
" q = uv - float2({bx}, {by});\n\
ww = exp(-dot(q, q) / (2.0 * 0.30 * 0.30));\n\
d = float2({amp} * sin(u_t * {sx} + {ph}), \
{amp} * cos(u_t * {sy} + {ph} * 1.3));\n\
d = float2({amp} * sin(tt * {sx} + {ph}), \
{amp} * cos(tt * {sy} + {ph} * 1.3));\n\
wsum += d * ww; wtot += ww;\n",
));
}
format!(
"uniform float2 u_res;\n\
uniform float u_t;\n\
// x = seconds since the shell started, y = the calm mix (0 launcher, 1 form).\n\
uniform float2 u_tc;\n\
// rgb = the palette's corner colour scaled for the calm lift; a is unused (float4\n\
// so the uniform block stays 16-byte aligned under any packing rule).\n\
uniform float4 u_lift;\n\
// rgb = what the vignette and scrims tend toward (black under a dark palette, white\n\
// under a pale one — darkening a pastel field would strand the dark text on it), and\n\
// a = how hard. A pale field needs far less: mixing toward white at the dark field's\n\
// strength bleaches the chroma straight out of the gradient.\n\
uniform float4 u_scrim;\n\
\n\
// Cubic-Bézier basis over four control values — the smooth 4-point blend per axis.\n\
float bz(float t, float a, float b, float c, float d) {{\n\
@@ -250,6 +479,7 @@ pub fn mesh_sksl() -> String {
}}\n\
\n\
half4 main(float2 xy) {{\n\
\x20 float tt = u_tc.x; float calm = u_tc.y;\n\
\x20 float2 uv = xy / u_res;\n\
\x20 // Interior control points wander → bounded domain warp (pools follow them).\n\
\x20 float2 wsum = float2(0.0); float wtot = 0.0; float2 q; float ww; float2 d;\n\
@@ -263,19 +493,27 @@ pub fn mesh_sksl() -> String {
\x20 float3 r3 = bz3(uv.x, {c12}, {c13}, {c14}, {c15});\n\
\x20 float3 col = bz3(uv.y, r0, r1, r2, r3);\n\
\n\
\x20 col = hue(col, sin(u_t * 0.021) * 0.1396263);\n\
\x20 col = hue(col, sin(tt * 0.021) * 0.1396263);\n\
\n\
\x20 // Calm: flatten the field toward its own corner colour — the pools dim and the\n\
\x20 // corners lift, so a form screen keeps real colour under its glass rows while\n\
\x20 // losing the launcher's contrast. Motion is untouched (see the doc comment).\n\
\x20 col = mix(col, col * 0.60 + u_lift.rgb, calm);\n\
\n\
\x20 // Elliptical vignette: clear at r=0.25 → black·0.42 at r=1.15 (aspect-fit ellipse).\n\
\x20 // Halved under calm: a launcher's cards sit in the pooled centre, but a form\n\
\x20 // screen's rows run out toward the edges, where crushing to black just eats them.\n\
\x20 float2 e = (xy / u_res - 0.5) * 2.0;\n\
\x20 float vig = clamp((length(e) - 0.25) / 0.90, 0.0, 1.0) * 0.42;\n\
\x20 col *= 1.0 - vig;\n\
\x20 float vig = clamp((length(e) - 0.25) / 0.90, 0.0, 1.0)\n\
\x20 * mix(0.42, 0.21, calm) * u_scrim.a;\n\
\x20 col = mix(col, u_scrim.rgb, vig);\n\
\n\
\x20 // Vertical legibility scrim: black 0.38/0.06/0.08/0.40 at 0/0.32/0.68/1.\n\
\x20 float v = xy.y / u_res.y;\n\
\x20 float s = v < 0.32 ? mix(0.38, 0.06, v / 0.32)\n\
\x20 : v < 0.68 ? mix(0.06, 0.08, (v - 0.32) / 0.36)\n\
\x20 : mix(0.08, 0.40, (v - 0.68) / 0.32);\n\
\x20 col *= 1.0 - s;\n\
\x20 col = mix(col, u_scrim.rgb, s * u_scrim.a);\n\
\n\
\x20 return half4(half3(col), 1.0);\n\
}}\n",
@@ -306,6 +544,11 @@ pub struct LibraryGame {
pub id: String,
pub title: String,
pub store: String,
/// This entry opens the launcher itself (Steam Big Picture, Heroic, Lutris) rather than a
/// title — design D4. The host's `role` field, already reduced to a boolean by
/// [`pf_client_core::library::GameEntry::is_launcher`] so the "anything that isn't
/// `launcher` is a game" rule lives in exactly one place.
pub launcher: bool,
}
struct Shared {
@@ -341,7 +584,15 @@ impl LibraryShared {
}
/// Loaded games → the carousel (empty = the empty scene).
///
/// **Launcher entries are moved to the front, keeping the host's title order within each
/// group.** Grouping here rather than in the renderer means the carousel's cursor arithmetic,
/// the art pump and every future consumer of this model all inherit the invariant for free —
/// a launcher tile is never buried in the middle of a 400-title shelf.
pub fn set_games(&self, games: Vec<LibraryGame>) {
let mut games = games;
// `sort_by_key` is stable, so this is a partition that preserves the incoming order.
games.sort_by_key(|g| !g.launcher);
let mut s = self.0.lock().unwrap();
s.phase = if games.is_empty() {
LibraryPhase::Empty
@@ -408,6 +659,52 @@ mod tests {
assert_eq!(step_cursor(0, 0, 1, false), StepResult::Boundary);
}
/// Design D4: launcher entries lead the shelf, and the host's title order survives within
/// each group. The renderer's `launcher_count()` reads the launcher group as the prefix
/// `0..n`, so an interleaved list would silently mislabel the group heading.
#[test]
fn set_games_groups_launchers_first_and_keeps_title_order() {
let g = |title: &str, launcher: bool| LibraryGame {
id: format!("steam:{title}"),
title: title.to_string(),
store: "steam".into(),
launcher,
};
let shared = LibraryShared::default();
shared.set_games(vec![
g("Celeste", false),
g("Big Picture", true),
g("Portal 2", false),
g("Heroic", true),
]);
let (phase, games, _) = shared.snapshot();
assert!(matches!(phase, LibraryPhase::Ready));
let titles: Vec<&str> = games.iter().map(|g| g.title.as_str()).collect();
assert_eq!(titles, ["Big Picture", "Heroic", "Celeste", "Portal 2"]);
assert_eq!(games.iter().take_while(|g| g.launcher).count(), 2);
}
/// A library with no launcher entries is untouched — the whole point of the grouping being
/// invisible until a plugin actually publishes a launcher tile.
#[test]
fn set_games_leaves_a_launcher_less_library_alone() {
let shared = LibraryShared::default();
shared.set_games(
["Celeste", "Portal 2", "Tunic"]
.iter()
.map(|t| LibraryGame {
id: format!("steam:{t}"),
title: (*t).to_string(),
store: "steam".into(),
launcher: false,
})
.collect(),
);
let (_, games, _) = shared.snapshot();
let titles: Vec<&str> = games.iter().map(|g| g.title.as_str()).collect();
assert_eq!(titles, ["Celeste", "Portal 2", "Tunic"]);
}
#[test]
fn jump_clamps_onto_the_ends() {
assert_eq!(step_cursor(1, 5, -JUMP, true), StepResult::Moved(0));
@@ -482,10 +779,139 @@ mod tests {
/// 16 colours baked in, the five bicubic evals and four interior warp terms present).
#[test]
fn mesh_sksl_shape() {
let src = mesh_sksl();
let src = mesh_sksl(&MESH_COLORS);
assert!(src.matches("float3(").count() >= 16, "16 colours baked");
assert_eq!(src.matches("bz3(").count(), 6); // 1 definition + 5 call sites
assert_eq!(src.matches("wtot +=").count(), 4); // one per interior point
assert_eq!(src.matches('{').count(), src.matches('}').count());
}
/// The brand default must still be the SHIPPED field, colour for colour. Every install
/// already sees it, and a palette table that quietly restyled the default would be a
/// regression dressed as a feature.
#[test]
fn violet_is_the_untouched_shipped_field() {
assert_eq!(PALETTES[0].id, "violet");
assert!(
PALETTES[0].stops.is_none(),
"the default is the explicit grid"
);
assert_eq!(palette("violet").mesh_colors(), MESH_COLORS);
// An unknown name is a newer client's palette, not an error.
assert_eq!(palette("chartreuse").id, "violet");
assert_eq!(palette("").id, "violet");
}
/// Hue angle in degrees, or `None` for something too grey to have one.
fn hue(c: (f64, f64, f64)) -> Option<f64> {
let (r, g, b) = c;
let max = r.max(g).max(b);
let min = r.min(g).min(b);
let d = max - min;
if d < 0.04 {
return None;
}
let h = if max == r {
60.0 * (((g - b) / d) % 6.0)
} else if max == g {
60.0 * ((b - r) / d + 2.0)
} else {
60.0 * ((r - g) / d + 4.0)
};
Some((h + 360.0) % 360.0)
}
/// A palette must read as SEVERAL hues, not one hue at several brightnesses — that was
/// exactly the complaint about the hue-rotation model this replaced. Measured as the
/// widest gap between any two of the 16 mesh colours' hue angles.
#[test]
fn every_palette_is_multi_tone() {
for p in &PALETTES {
let hues: Vec<f64> = p.mesh_colors().iter().filter_map(|c| hue(*c)).collect();
assert!(hues.len() >= 8, "{}: too few coloured cells", p.id);
let spread = hues
.iter()
.flat_map(|a| {
hues.iter().map(move |b| {
let d = (a - b).abs() % 360.0;
d.min(360.0 - d)
})
})
.fold(0.0f64, f64::max);
// Graphite and Opal are deliberately near-neutral; everything else must carry a
// real hue journey.
let floor = if matches!(p.id, "graphite" | "opal") {
20.0
} else {
45.0
};
assert!(spread >= floor, "{} spans only {spread:.0}° of hue", p.id);
}
}
/// Ids, order and the light/dark split are the cross-client contract — the Apple and
/// Android tables must match this exactly.
#[test]
fn table_matches_the_other_clients() {
let ids: Vec<&str> = PALETTES.iter().map(|p| p.id).collect();
assert_eq!(
ids,
[
"violet", "nebula", "abyss", "ember", "moss", "graphite", "holo", "sunset",
"bloom", "dawn", "mint", "opal",
]
);
// Dark fields lead, pale ones follow, so stepping the row walks one direction.
let first_light = PALETTES
.iter()
.position(|p| p.light)
.expect("some are light");
assert!(PALETTES[first_light..].iter().all(|p| p.light));
assert_eq!(first_light, 6);
}
/// Every colour a palette produces stays in gamut, and a pale palette really is pale —
/// its ink flips, so a mislabelled one would put dark text on a dark field.
#[test]
fn palettes_are_in_gamut_and_honest_about_lightness() {
let luma = |c: (f64, f64, f64)| 0.2126 * c.0 + 0.7152 * c.1 + 0.0722 * c.2;
for p in &PALETTES {
for c in p.mesh_colors().iter().chain(p.blob_colors().iter()) {
for v in [c.0, c.1, c.2] {
assert!((0.0..=1.0).contains(&v), "{} {c:?}", p.id);
}
}
let mean = p.mesh_colors().iter().map(|c| luma(*c)).sum::<f64>() / 16.0;
if p.light {
assert!(mean > 0.5, "{} is flagged light but means {mean:.2}", p.id);
assert!(luma(p.ground) > 0.6, "{}'s ground is dark", p.id);
} else {
assert!(mean < 0.45, "{} is flagged dark but means {mean:.2}", p.id);
assert!(luma(p.ground) < 0.2, "{}'s ground is light", p.id);
}
// The accent tints glass of the OPPOSITE polarity to the field, so it has to be
// legible there: dark accents on white frost, bright ones on dark glass.
let a = luma(p.accent);
if p.light {
assert!(a < 0.45, "{}'s accent is too pale for white glass", p.id);
} else {
assert!(a > 0.25, "{}'s accent is too dark for dark glass", p.id);
}
}
}
/// The ramp is the shared sampling rule the Swift and Kotlin ports reproduce.
#[test]
fn ramp_interpolates_between_stops() {
let stops = [(0.0, 0.0, 0.0), (1.0, 0.0, 0.0), (1.0, 1.0, 1.0)];
assert_eq!(ramp(&stops, 0.0), (0.0, 0.0, 0.0));
assert_eq!(ramp(&stops, 1.0), (1.0, 1.0, 1.0));
assert_eq!(ramp(&stops, 0.5), (1.0, 0.0, 0.0));
let q = ramp(&stops, 0.25);
assert!((q.0 - 0.5).abs() < 1e-9 && q.1 == 0.0);
// Out of range clamps rather than panicking.
assert_eq!(ramp(&stops, -3.0), (0.0, 0.0, 0.0));
assert_eq!(ramp(&stops, 9.0), (1.0, 1.0, 1.0));
assert_eq!(ramp(&[], 0.5), (0.0, 0.0, 0.0));
}
}
+3 -2
View File
@@ -21,9 +21,10 @@ use skia_safe::{Canvas, Rect};
/// What a screen draws over (the shell crossfades between them on push/pop).
#[derive(Clone, Copy, PartialEq, Eq)]
pub(crate) enum Bg {
/// The living mesh aurora (home, library).
/// The living mesh aurora at full contrast (home, library).
Aurora,
/// The quiet indigo form backdrop (settings, add-host, pair).
/// The SAME living mesh, calmed — dimmed pools, lifted corners (settings, add-host,
/// pair). Not a second backdrop: the shell chases one `calm` uniform between the two.
Form,
}
+2 -2
View File
@@ -7,7 +7,7 @@
use crate::glyphs::{Hint, HintKey};
use crate::model::ConsoleCmd;
use crate::screens::{Ctx, Outbox};
use crate::theme::{Fonts, DIM, W};
use crate::theme::{fg, Fonts, W};
use crate::widgets::{permits, Charset, KeyMsg, Keyboard, ListMsg, MenuList, RowSpec};
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
use skia_safe::{Canvas, Rect};
@@ -214,7 +214,7 @@ impl AddHostScreen {
"Hosts on this network appear automatically — add one by address for everything else.",
W::Regular,
13.0 * k,
DIM,
fg(0.55),
cx,
f64::from(rect.top) + 2.0 * k,
f64::from(rect.width()) * 0.72,
+22 -22
View File
@@ -10,7 +10,7 @@ use crate::glyphs::{Hint, HintKey};
use crate::library::{step_cursor, StepResult, BUMP_C, BUMP_K, BUMP_PX, SPRING_C, SPRING_K};
use crate::model::{ConsoleCmd, HostRow};
use crate::screens::{ConnectIntent, Ctx, Outbox, Screen};
use crate::theme::{brand, white, Fonts, PanelStroke, BRAND, DIM, ONLINE_GREEN, W, WHITE};
use crate::theme::{accent, fg, Fonts, PanelStroke, ONLINE_GREEN, W};
use pf_client_core::gamepad::{MenuDir, MenuEvent, MenuPulse};
use skia_safe::{Canvas, Color4f, MaskFilter, Paint, Path, Point, RRect, Rect};
@@ -251,7 +251,7 @@ impl HomeScreen {
"Hosts on this network appear automatically — add one by address for everything else.",
W::Regular,
13.0 * k,
DIM,
fg(0.55),
f64::from(rect.left) + w / 2.0,
cy + tile_h / 2.0 + 24.0 * k,
w * 0.7,
@@ -265,7 +265,7 @@ fn draw_host_tile(canvas: &Canvas, fonts: &Fonts, h: &HostRow, rect: Rect, k: f6
canvas,
rect,
TILE_CORNER as f32,
h.saved.then(|| brand(0.20)),
h.saved.then(|| accent(0.20)),
if h.saved {
PanelStroke::Gradient
} else {
@@ -327,7 +327,7 @@ fn draw_host_tile(canvas: &Canvas, fonts: &Fonts, h: &HostRow, rect: Rect, k: f6
sub_base,
W::Regular,
13.0 * k,
white(0.55),
fg(0.55),
max_w,
);
let x = l + addr_w + 8.0 * k;
@@ -352,7 +352,7 @@ fn draw_host_tile(canvas: &Canvas, fonts: &Fonts, h: &HostRow, rect: Rect, k: f6
sub_base,
W::Regular,
13.0 * k,
white(0.55),
fg(0.55),
max_w,
);
}
@@ -364,22 +364,22 @@ fn draw_host_tile(canvas: &Canvas, fonts: &Fonts, h: &HostRow, rect: Rect, k: f6
sub_base - 22.0 * k,
W::Bold,
23.0 * k,
WHITE,
fg(1.0),
max_w,
);
}
/// A profile's `#RRGGBB` accent as a color, defaulting to the brand tint. Parsed
/// A profile's `#RRGGBB` accent as a color, defaulting to the PALETTE's accent. Parsed
/// leniently — a malformed accent (hand-edited catalog) falls back rather than erroring.
fn accent_color(accent: Option<&str>) -> skia_safe::Color4f {
let Some(hex) = accent
fn accent_color(hex: Option<&str>) -> skia_safe::Color4f {
let Some(hex) = hex
.and_then(|a| a.strip_prefix('#'))
.filter(|h| h.len() == 6)
else {
return BRAND;
return accent(1.0);
};
let Ok(v) = u32::from_str_radix(hex, 16) else {
return BRAND;
return accent(1.0);
};
skia_safe::Color4f::new(
((v >> 16) & 0xff) as f32 / 255.0,
@@ -404,9 +404,9 @@ fn draw_add_tile(canvas: &Canvas, fonts: &Fonts, rect: Rect, k: f64) {
let badge = Rect::from_xywh(l as f32, t as f32, (52.0 * k) as f32, (52.0 * k) as f32);
canvas.draw_rrect(
RRect::new_rect_xy(badge, (15.0 * k) as f32, (15.0 * k) as f32),
&Paint::new(brand(0.16), None),
&Paint::new(accent(0.16), None),
);
let mut ring = Paint::new(brand(0.5), None);
let mut ring = Paint::new(accent(0.5), None);
ring.set_style(skia_safe::PaintStyle::Stroke);
ring.set_stroke_width(1.0);
ring.set_anti_alias(true);
@@ -415,7 +415,7 @@ fn draw_add_tile(canvas: &Canvas, fonts: &Fonts, rect: Rect, k: f64) {
&ring,
);
let (bcx, bcy) = (l + 26.0 * k, t + 26.0 * k);
let mut p = Paint::new(BRAND, None);
let mut p = Paint::new(accent(1.0), None);
p.set_style(skia_safe::PaintStyle::Stroke);
p.set_stroke_width((3.0 * k) as f32);
p.set_stroke_cap(skia_safe::PaintCap::Round);
@@ -441,7 +441,7 @@ fn draw_add_tile(canvas: &Canvas, fonts: &Fonts, rect: Rect, k: f64) {
sub_base,
W::Regular,
13.0 * k,
white(0.55),
fg(0.55),
max_w,
);
fonts.draw_clipped(
@@ -451,7 +451,7 @@ fn draw_add_tile(canvas: &Canvas, fonts: &Fonts, rect: Rect, k: f64) {
sub_base - 22.0 * k,
W::Bold,
23.0 * k,
WHITE,
fg(1.0),
max_w,
);
}
@@ -467,8 +467,8 @@ fn draw_monogram(canvas: &Canvas, fonts: &Fonts, name: &str, filled: bool, x: f6
Point::new(badge.left, badge.bottom),
),
skia_safe::gradient_shader::GradientShaderColors::Colors(&[
BRAND.to_color(),
brand(0.68).to_color(),
accent(1.0).to_color(),
accent(0.68).to_color(),
]),
None,
skia_safe::TileMode::Clamp,
@@ -477,8 +477,8 @@ fn draw_monogram(canvas: &Canvas, fonts: &Fonts, name: &str, filled: bool, x: f6
));
canvas.draw_rrect(rr, &p);
} else {
canvas.draw_rrect(rr, &Paint::new(brand(0.16), None));
let mut ring = Paint::new(brand(0.5), None);
canvas.draw_rrect(rr, &Paint::new(accent(0.16), None));
let mut ring = Paint::new(accent(0.5), None);
ring.set_style(skia_safe::PaintStyle::Stroke);
ring.set_stroke_width(1.0);
ring.set_anti_alias(true);
@@ -499,13 +499,13 @@ fn draw_monogram(canvas: &Canvas, fonts: &Fonts, name: &str, filled: bool, x: f6
y + 26.0 * k + size * 0.36,
W::Bold,
size,
if filled { WHITE } else { BRAND },
if filled { fg(1.0) } else { accent(1.0) },
);
}
/// A small padlock: filled body + stroked shackle (the paired-identity mark).
fn draw_lock(canvas: &Canvas, x: f64, y: f64, k: f64) {
let ink = white(0.5);
let ink = fg(0.5);
let body_w = 11.0 * k;
let body_h = 8.0 * k;
let body_top = y + 5.0 * k;
+88 -21
View File
@@ -12,7 +12,7 @@ use crate::library::{
};
use crate::model::{ConsoleCmd, HostRow};
use crate::screens::{ConnectIntent, Ctx, Outbox};
use crate::theme::{white, Fonts, DIM, W, WHITE};
use crate::theme::{accent, fg, Fonts, W};
use pf_client_core::gamepad::{MenuDir, MenuEvent, MenuPulse};
use skia_safe::{Canvas, Color4f, Data, Image, Paint, Point, RRect, Rect, M44};
use std::collections::HashMap;
@@ -168,10 +168,31 @@ impl LibraryScreen {
}
}
/// How many launcher entries lead the shelf — [`LibraryShared::set_games`] groups them at the
/// front, so the launcher group is always the prefix `0..launcher_count()`.
fn launcher_count(&self) -> usize {
self.games.iter().take_while(|g| g.launcher).count()
}
/// Is the focused entry a launcher? (Drives the confirm hint: you *open* Steam, you *play* a
/// game.)
fn focused_is_launcher(&self) -> bool {
self.games
.get(self.cursor as usize)
.is_some_and(|g| g.launcher)
}
pub(crate) fn hints(&self, _ctx: &Ctx) -> Vec<Hint> {
match &self.phase {
LibraryPhase::Ready => vec![
Hint::new(HintKey::Confirm, "Play"),
Hint::new(
HintKey::Confirm,
if self.focused_is_launcher() {
"Open"
} else {
"Play"
},
),
Hint::new(HintKey::Shoulders, "Jump"),
Hint::new(HintKey::Back, "Back"),
],
@@ -216,7 +237,7 @@ impl LibraryScreen {
"Loading library…",
W::Regular,
14.0 * k,
DIM,
fg(0.55),
cx,
cy_all + 16.0 * k,
w * 0.8,
@@ -228,7 +249,7 @@ impl LibraryScreen {
"No games found",
W::Bold,
22.0 * k,
WHITE,
fg(1.0),
cx,
cy_all - 20.0 * k,
w * 0.8,
@@ -238,7 +259,7 @@ impl LibraryScreen {
"Install Steam titles or add custom entries in the host's web console.",
W::Regular,
14.0 * k,
DIM,
fg(0.55),
cx,
cy_all + 12.0 * k,
w * 0.8,
@@ -250,7 +271,7 @@ impl LibraryScreen {
&title,
W::Bold,
22.0 * k,
WHITE,
fg(1.0),
cx,
cy_all - 32.0 * k,
w * 0.8,
@@ -260,7 +281,7 @@ impl LibraryScreen {
&body,
W::Regular,
14.0 * k,
DIM,
fg(0.55),
cx,
cy_all + 4.0 * k,
(600.0 * k).min(w * 0.85),
@@ -277,6 +298,30 @@ impl LibraryScreen {
let pos = self.anim.pos;
let bump = self.bump.pos * k;
// Group heading. The model groups launcher entries at the front (design D4), and a
// coverflow is one-dimensional — so instead of a second focus rail (a new up/down nav
// model, in three renderers, for two or three tiles) the heading names the group the
// cursor is in and changes as it crosses the boundary. Drawn only when the shelf
// actually has both groups, so a library without launchers looks exactly as before.
let launchers = self.launcher_count();
if launchers > 0 && launchers < self.games.len() {
let heading = if (self.cursor as usize) < launchers {
"LAUNCHERS"
} else {
"GAMES"
};
fonts.centered(
canvas,
heading,
W::SemiBold,
12.0 * k,
fg(0.5),
f64::from(rect.left) + w / 2.0,
cy - card_h / 2.0 - 22.0 * k,
w * 0.5,
);
}
// Paint order = draw order: farthest from the (integer) cursor first, so the
// dense side stacks overlap toward the focus.
let mut order: Vec<usize> = (0..self.games.len()).collect();
@@ -326,21 +371,31 @@ impl LibraryScreen {
}
None => {
// Solid face, not glass: the side cards OVERLAP.
canvas.draw_rect(
crect,
&Paint::new(Color4f::new(0.118, 0.118, 0.145, 1.0), None),
);
let mono = initials(&game.title);
let font = fonts.font(W::Bold, 38.0 * k);
let tw = font.measure_str(&mono, None).0;
//
// A launcher tile usually has no poster, and an art-less launcher drawn like
// an art-less game reads as "a game whose cover failed to load". So it gets
// the brand-tinted face and names its launcher, instead of a title monogram.
let face = if game.launcher {
Color4f::new(0.153, 0.137, 0.267, 1.0)
} else {
Color4f::new(0.118, 0.118, 0.145, 1.0)
};
canvas.draw_rect(crect, &Paint::new(face, None));
let (glyph, size, ink) = if game.launcher {
(store_label(&game.store).to_string(), 22.0 * k, fg(0.85))
} else {
(initials(&game.title), 38.0 * k, fg(0.45))
};
let font = fonts.font(W::Bold, size);
let tw = font.measure_str(&glyph, None).0;
canvas.draw_str(
&mono,
&glyph,
Point::new(
(card_w as f32 - tw) / 2.0,
card_h as f32 / 2.0 + 13.0 * k as f32,
),
&font,
&Paint::new(white(0.45), None),
&Paint::new(ink, None),
);
}
}
@@ -351,13 +406,20 @@ impl LibraryScreen {
let tw = fonts.measure(label, W::SemiBold, size) as f64;
let (px, py) = (8.0 * k, 8.0 * k);
let (bw, bh) = (tw + 16.0 * k, 20.0 * k);
// Brand-filled for a launcher, smoked glass for a game — the one cue that
// survives being three cards deep in the recede.
let pill = if game.launcher {
accent(0.85)
} else {
crate::theme::shade(0.55)
};
canvas.draw_rrect(
RRect::new_rect_xy(
Rect::from_xywh(px as f32, py as f32, bw as f32, bh as f32),
(bh / 2.0) as f32,
(bh / 2.0) as f32,
),
&Paint::new(Color4f::new(0.0, 0.0, 0.0, 0.55), None),
&Paint::new(pill, None),
);
fonts.draw(
canvas,
@@ -366,7 +428,7 @@ impl LibraryScreen {
py + 14.0 * k,
W::SemiBold,
size,
WHITE,
fg(1.0),
);
}
// The brightness recede: an opaque-black veil, never whole-card alpha.
@@ -390,17 +452,22 @@ impl LibraryScreen {
&g.title,
W::Bold,
27.0 * k,
WHITE,
fg(1.0),
cx,
f64::from(rect.bottom) - 64.0 * k,
w * 0.8,
);
let sub = if g.launcher {
format!("{} · LAUNCHER", store_label(&g.store).to_uppercase())
} else {
store_label(&g.store).to_uppercase()
};
fonts.centered(
canvas,
&store_label(&g.store).to_uppercase(),
&sub,
W::Regular,
12.0 * k,
white(0.5),
fg(0.5),
cx,
f64::from(rect.bottom) - 30.0 * k,
w * 0.5,
+3 -3
View File
@@ -7,7 +7,7 @@
use crate::glyphs::{Hint, HintKey};
use crate::model::{ConsoleCmd, HostRow, PairPhase};
use crate::screens::{ConnectIntent, Ctx, Outbox};
use crate::theme::{Fonts, DIM, ERROR, W};
use crate::theme::{fg, Fonts, ERROR, W};
use crate::widgets::{permits, Charset, KeyMsg, Keyboard, ListMsg, MenuList, RowSpec};
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
use skia_safe::{Canvas, Rect};
@@ -297,7 +297,7 @@ impl PairScreen {
intro,
W::Regular,
13.0 * k,
DIM,
fg(0.55),
cx,
f64::from(rect.top) + 2.0 * k,
f64::from(rect.width()) * 0.72,
@@ -336,7 +336,7 @@ impl PairScreen {
"Pairing… confirm the PIN on the host",
W::Regular,
13.0 * k,
DIM,
fg(0.55),
cx + 10.0 * k,
status_y,
f64::from(rect.width()) * 0.6,
@@ -8,7 +8,7 @@
use crate::glyphs::{Hint, HintKey};
use crate::model::ConsoleCmd;
use crate::screens::{Ctx, Outbox};
use crate::theme::{Fonts, DIM, W};
use crate::theme::{fg, Fonts, W};
use crate::widgets::{ListMsg, MenuList, RowSpec};
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
use skia_safe::{Canvas, Rect};
@@ -115,7 +115,7 @@ impl PinHostsScreen {
"No saved hosts yet — pair with a host first, then pin this profile to it.",
W::Regular,
14.0 * k,
DIM,
fg(0.55),
cx,
f64::from(rect.top) + f64::from(rect.height()) / 2.0,
f64::from(rect.width()) * 0.7,
@@ -157,7 +157,7 @@ impl PinHostsScreen {
"A pinned profile appears as its own card on the host — one press connects with it.",
W::Regular,
13.0 * k,
DIM,
fg(0.55),
cx,
f64::from(rect.bottom) - detail_h + 6.0 * k,
f64::from(rect.width()) * 0.8,
+272 -80
View File
@@ -2,13 +2,17 @@
//! restyled as glass rows and fully controller-navigable (the Swift
//! `GamepadSettingsView`, re-homed): up/down moves focus, left/right steps the focused
//! value (clamped — the boundary thud tells the thumb it's the last option), A cycles
//! forward wrapping, B closes. Every change persists immediately; the desktop shells
//! read the same file, so values round-trip freely.
//! forward wrapping, L1/R1 change SECTION, B closes. Every change persists immediately;
//! the desktop shells read the same file, so values round-trip freely.
//!
//! The rows are split across tabs (see [`TABS`]). They used to be one 30-row scroll with
//! inline headers, which on a Deck meant thumbing past Video and Audio to reach the pad
//! settings; a tab is one shoulder press, and each tab remembers where its cursor was.
use crate::glyphs::{Hint, HintKey};
use crate::screens::{Ctx, Outbox, Screen};
use crate::theme::{Fonts, DIM, W};
use crate::widgets::{ListMsg, MenuList, RowSpec};
use crate::theme::{fg, Fonts, W};
use crate::widgets::{ListMsg, MenuList, RowSpec, TabStrip, TAB_STRIP_H};
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
use pf_client_core::trust::{MouseMode, StatsVerbosity, TouchMode};
use skia_safe::{Canvas, Rect};
@@ -51,6 +55,10 @@ enum RowId {
Fullscreen,
AutoWake,
Library,
/// The gamepad UI's background colour family — see [`crate::library::PALETTES`]. The
/// backdrop behind this very row re-colours as it steps, which is the whole reason the
/// picker lives on a screen rather than in a dialog.
Palette,
}
// The couch-relevant subset grew 2026-07-31: this screen is the ONLY settings editor in
@@ -58,39 +66,77 @@ enum RowId {
// scroll/shortcut behavior, fullscreen-on-stream, auto-wake, the library toggle and echo
// cancellation all were). Still deliberately smaller than the desktop dialogs — device
// pickers (GPU/speaker/mic) stay desktop-only, and profiles are pinnable here (the
// trailing Profiles section) but created and edited only in the desktop app (design §5.4).
const ROWS: [RowId; 29] = [
RowId::Resolution,
RowId::Refresh,
RowId::RenderScale,
RowId::Bitrate,
RowId::Compositor,
RowId::Codec,
RowId::Decoder,
RowId::Hdr,
RowId::Chroma444,
RowId::PresentPriority,
RowId::SmoothBuffer,
RowId::Vsync,
RowId::AllowVrr,
RowId::Audio,
RowId::Mic,
RowId::EchoCancel,
RowId::PadForward,
RowId::Pad,
RowId::PadType,
RowId::SystemButtons,
RowId::GuideGesture,
RowId::Touch,
RowId::Mouse,
RowId::InvertScroll,
RowId::Shortcuts,
RowId::Stats,
RowId::Fullscreen,
RowId::AutoWake,
RowId::Library,
// trailing Profiles tab) but created and edited only in the desktop app (design §5.4).
//
// The tab names are shared with the Apple and Android gamepad settings, so a setting is
// found under the same word on every client. Profiles is the trailing tab and is built
// from the catalog at render time, which is why it carries no rows here.
const TABS: [(&str, &[RowId]); 7] = [
(
"Stream",
&[
RowId::Resolution,
RowId::Refresh,
RowId::RenderScale,
RowId::Bitrate,
RowId::Compositor,
],
),
(
"Video",
&[
RowId::Codec,
RowId::Decoder,
RowId::Hdr,
RowId::Chroma444,
RowId::PresentPriority,
RowId::SmoothBuffer,
RowId::Vsync,
RowId::AllowVrr,
],
),
("Audio", &[RowId::Audio, RowId::Mic, RowId::EchoCancel]),
(
"Controller",
&[
RowId::PadForward,
RowId::Pad,
RowId::PadType,
RowId::SystemButtons,
RowId::GuideGesture,
],
),
(
"Input",
&[
RowId::Touch,
RowId::Mouse,
RowId::InvertScroll,
RowId::Shortcuts,
],
),
(
"Interface",
&[
RowId::Palette,
RowId::Stats,
RowId::Fullscreen,
RowId::AutoWake,
RowId::Library,
],
),
("Profiles", &[]),
];
/// The index of the trailing Profiles tab (built from the catalog, not from [`TABS`]).
const PROFILES_TAB: usize = TABS.len() - 1;
/// How many sections the strip shows — for the shell's raster test, which walks all of them.
/// `cfg(test)` because nothing in a shipping build needs the count: a plain `cargo build` would
/// otherwise warn it dead, and this crate's lanes treat warnings as errors.
#[cfg(test)]
pub(crate) const TAB_COUNT: usize = TABS.len();
const RESOLUTIONS: [(u32, u32); 6] = [
(0, 0), // native
(1280, 720),
@@ -169,6 +215,12 @@ const GUIDE_GESTURE: [(&str, &str); 3] = [("auto", "Automatic"), ("on", "On"), (
pub(crate) struct SettingsScreen {
list: MenuList,
strip: TabStrip,
/// Which of [`TABS`] is showing.
tab: usize,
/// Where each tab's cursor was when it was last left. Coming back to Controller after a
/// detour through Video should land where you were, not at the top.
tab_cursors: [usize; TABS.len()],
/// The profile catalog's `(id, name)` pairs, loaded once at construction — the console
/// can't create profiles (design §5.4: the desktop app does), so the list is stable
/// for the screen's lifetime.
@@ -189,20 +241,37 @@ impl SettingsScreen {
fn with_profiles(profiles: Vec<(String, String)>) -> SettingsScreen {
SettingsScreen {
list: MenuList::new(),
strip: TabStrip::new(),
tab: 0,
tab_cursors: [0; TABS.len()],
profiles,
}
}
/// The full row list: the fixed settings rows, then the Profiles section — one row
/// per catalog profile, or the explainer placeholder while there are none.
/// The rows of the CURRENT tab. Profiles is built from the catalog: one row per
/// profile, or the explainer placeholder while there are none.
fn row_ids(&self) -> Vec<RowId> {
let mut ids = ROWS.to_vec();
if self.profiles.is_empty() {
ids.push(RowId::NoProfiles);
} else {
ids.extend((0..self.profiles.len()).map(RowId::Profile));
if self.tab != PROFILES_TAB {
return TABS[self.tab].1.to_vec();
}
ids
if self.profiles.is_empty() {
vec![RowId::NoProfiles]
} else {
(0..self.profiles.len()).map(RowId::Profile).collect()
}
}
/// L1/R1 — move one tab, wrapping (the strip is a ring, like A's value cycle), keeping
/// each tab's own cursor.
fn switch_tab(&mut self, delta: i32) -> Option<MenuPulse> {
self.tab_cursors[self.tab] = self.list.cursor;
let n = TABS.len() as i32;
self.tab = (self.tab as i32 + delta).rem_euclid(n) as usize;
// Clamp the remembered cursor: the Profiles tab's length follows the catalog.
let len = self.row_ids().len();
self.list
.jump_to(self.tab_cursors[self.tab].min(len.saturating_sub(1)));
Some(MenuPulse::Move)
}
pub(crate) fn menu(
@@ -211,9 +280,14 @@ impl SettingsScreen {
ctx: &mut Ctx,
fx: &mut Outbox,
) -> Option<MenuPulse> {
if ev == MenuEvent::Back {
fx.pop();
return None;
match ev {
MenuEvent::Back => {
fx.pop();
return None;
}
MenuEvent::JumpBack => return self.switch_tab(-1),
MenuEvent::JumpForward => return self.switch_tab(1),
_ => {}
}
let ids = self.row_ids();
let (msg, pulse) = self.list.menu(ev, ids.len());
@@ -271,18 +345,22 @@ impl SettingsScreen {
}
pub(crate) fn hints(&self, _ctx: &Ctx) -> Vec<Hint> {
match self.row_ids()[self.list.cursor] {
RowId::Profile(_) => vec![
let ids = self.row_ids();
// The shoulders always change section, so that hint leads on every row.
let mut hints = vec![Hint::new(HintKey::Shoulders, "Section")];
hints.extend(match ids.get(self.list.cursor) {
Some(RowId::Profile(_)) => vec![
Hint::new(HintKey::Confirm, "Pin to hosts…"),
Hint::new(HintKey::Back, "Done"),
],
RowId::NoProfiles => vec![Hint::new(HintKey::Back, "Done")],
_ => vec![
Some(RowId::NoProfiles) | None => vec![Hint::new(HintKey::Back, "Done")],
Some(_) => vec![
Hint::new(HintKey::Adjust, "Adjust"),
Hint::new(HintKey::Confirm, "Change"),
Hint::new(HintKey::Back, "Done"),
],
}
});
hints
}
pub(crate) fn render(
@@ -294,11 +372,23 @@ impl SettingsScreen {
fonts: &Fonts,
ctx: &mut Ctx,
) {
// The focused row's explainer sits in a reserved band under the list.
// The tab strip takes the top band, the focused row's explainer a reserved band
// under the list; the rows get what's between.
let detail_h = 34.0 * k;
let strip_h = TAB_STRIP_H * k;
let labels: Vec<&str> = TABS.iter().map(|(name, _)| *name).collect();
self.strip.render(
canvas,
Rect::from_ltrb(rect.left, rect.top, rect.right, rect.top + strip_h as f32),
&labels,
self.tab,
fonts,
k,
dt,
);
let list_rect = Rect::from_ltrb(
rect.left,
rect.top,
rect.top + strip_h as f32,
rect.right,
rect.bottom - detail_h as f32,
);
@@ -309,13 +399,13 @@ impl SettingsScreen {
.collect();
self.list
.render(canvas, list_rect, &rows, fonts, k, dt, true);
let detail = detail(ids[self.list.cursor]);
let detail = ids.get(self.list.cursor).copied().map_or("", detail);
fonts.centered(
canvas,
detail,
W::Regular,
13.0 * k,
DIM,
fg(0.55),
f64::from(rect.left) + f64::from(rect.width()) / 2.0,
f64::from(rect.bottom) - detail_h + 6.0 * k,
f64::from(rect.width()) * 0.8,
@@ -335,7 +425,7 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
.filter(|h| h.pin.as_ref().is_some_and(|p| &p.id == pid))
.count();
return RowSpec {
header: (i == 0).then_some("Profiles"),
header: None,
label: name.clone(),
value: Some(match pins {
0 => "Not pinned".into(),
@@ -349,9 +439,7 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
};
}
RowId::NoProfiles => {
let mut row = RowSpec::action("No profiles yet", false);
row.header = Some("Profiles");
return row;
return RowSpec::action("No profiles yet", false);
}
_ => {}
}
@@ -372,7 +460,7 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
};
let (header, label, value): (Option<&'static str>, &str, String) = match id {
RowId::Resolution => (
Some("Stream"),
None,
"Resolution",
if s.match_window {
"Match window".into()
@@ -416,11 +504,7 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
"Compositor",
label_for(&COMPOSITORS, &s.compositor).into(),
),
RowId::Codec => (
Some("Video"),
"Video codec",
label_for(&CODECS, &s.codec).into(),
),
RowId::Codec => (None, "Video codec", label_for(&CODECS, &s.codec).into()),
RowId::Decoder => (None, "Decoder", label_for(&DECODERS, &s.decoder).into()),
RowId::Hdr => (None, "10-bit HDR", on_off(s.hdr_enabled).into()),
RowId::Chroma444 => (None, "Full chroma (4:4:4)", on_off(s.enable_444).into()),
@@ -441,7 +525,7 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
RowId::Vsync => (None, "V-Sync", on_off(s.vsync).into()),
RowId::AllowVrr => (None, "Follow variable refresh", on_off(s.allow_vrr).into()),
RowId::Audio => (
Some("Audio"),
None,
"Audio channels",
AUDIO
.iter()
@@ -452,7 +536,7 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
RowId::Mic => (None, "Microphone", on_off(s.mic_enabled).into()),
RowId::EchoCancel => (None, "Echo cancellation", on_off(s.echo_cancel).into()),
RowId::PadForward => (
Some("Controller"),
None,
"Forward controllers",
on_off(s.gamepad_forwarding).into(),
),
@@ -483,11 +567,7 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
"Hold Select for guide",
label_for(&GUIDE_GESTURE, &s.guide_gesture).into(),
),
RowId::Touch => (
Some("Touchscreen"),
"Touch mode",
s.touch_mode().label().into(),
),
RowId::Touch => (None, "Touch mode", s.touch_mode().label().into()),
RowId::Mouse => (None, "Mouse mode", s.mouse_mode().label().into()),
RowId::InvertScroll => (None, "Invert scroll", on_off(s.invert_scroll).into()),
RowId::Shortcuts => (
@@ -495,8 +575,13 @@ fn row_spec(id: RowId, ctx: &Ctx, profiles: &[(String, String)]) -> RowSpec {
"Capture system shortcuts",
on_off(s.inhibit_shortcuts).into(),
),
RowId::Palette => (
None,
"Background",
crate::library::palette(&s.ui_palette).name.into(),
),
RowId::Stats => (
Some("Interface"),
None,
"Statistics overlay",
s.stats_verbosity().label().into(),
),
@@ -603,6 +688,10 @@ fn detail(id: RowId) -> &'static str {
"Alt+Tab, Super and friends reach the host while input is captured. \
Off, they act on this device instead."
}
RowId::Palette => {
"The colour family this backdrop drifts through — it changes as you step, so \
pick by looking. Appearance only; nothing about a stream depends on it."
}
RowId::Stats => {
"How much the overlay shows: Compact (one line) → Normal → Detailed. \
Ctrl+Alt+Shift+S cycles it live while streaming."
@@ -766,6 +855,11 @@ fn adjust(id: RowId, delta: i32, wrap: bool, ctx: &mut Ctx) -> bool {
step_option(cur, StatsVerbosity::ALL.len(), delta, wrap)
.map(|i| s.set_stats_verbosity(StatsVerbosity::ALL[i]))
}
RowId::Palette => {
let all = &crate::library::PALETTES;
let cur = all.iter().position(|p| p.id == s.ui_palette);
step_option(cur, all.len(), delta, wrap).map(|i| s.ui_palette = all[i].id.to_string())
}
RowId::Fullscreen => toggle(&mut s.fullscreen_on_stream, delta, wrap),
RowId::AutoWake => toggle(&mut s.auto_wake, delta, wrap),
RowId::Library => toggle(&mut s.library_enabled, delta, wrap),
@@ -1071,19 +1165,18 @@ mod tests {
("p1".into(), "Work".into()),
("p2".into(), "Game".into()),
]);
s.tab = PROFILES_TAB;
let ids = s.row_ids();
assert_eq!(ids.len(), ROWS.len() + 2);
assert_eq!(ids[ROWS.len()], RowId::Profile(0));
assert_eq!(ids, vec![RowId::Profile(0), RowId::Profile(1)]);
let spec = row_spec(RowId::Profile(0), &ctx, &s.profiles);
assert_eq!(spec.header, Some("Profiles"));
assert_eq!(spec.header, None, "the tab pill names the section");
assert_eq!(spec.label, "Work");
assert_eq!(spec.value.as_deref(), Some("Pinned to 1 host"));
let spec = row_spec(RowId::Profile(1), &ctx, &s.profiles);
assert_eq!(spec.header, None, "only the first row carries the header");
assert_eq!(spec.value.as_deref(), Some("Not pinned"));
s.list.cursor = ROWS.len(); // onto "Work"
s.list.cursor = 0; // onto "Work"
let mut fx = Outbox::default();
s.menu(MenuEvent::Confirm, &mut ctx, &mut fx);
assert!(
@@ -1118,10 +1211,10 @@ mod tests {
t: 0.0,
};
let mut s = SettingsScreen::with_profiles(Vec::new());
s.tab = PROFILES_TAB;
let ids = s.row_ids();
assert_eq!(*ids.last().unwrap(), RowId::NoProfiles);
assert_eq!(ids, vec![RowId::NoProfiles]);
let spec = row_spec(RowId::NoProfiles, &ctx, &s.profiles);
assert_eq!(spec.header, Some("Profiles"));
assert!(!spec.enabled);
s.list.cursor = ids.len() - 1;
@@ -1130,4 +1223,103 @@ mod tests {
assert!(matches!(pulse, Some(MenuPulse::Boundary)));
assert!(fx.nav.is_none());
}
/// Every row the screen knows about must live in exactly one tab — a row missing from
/// [`TABS`] is a setting that became unreachable in Gaming Mode, which is precisely
/// what this screen exists to prevent.
#[test]
fn every_row_has_exactly_one_tab() {
let mut seen: Vec<RowId> = Vec::new();
for (_, rows) in &TABS {
for id in *rows {
assert!(!seen.contains(id), "{id:?} is in two tabs");
seen.push(*id);
}
}
// The pre-tab flat list, plus the palette row this change added.
assert_eq!(seen.len(), 30, "{seen:?}");
assert!(seen.contains(&RowId::Palette));
// The catalog rows belong to the trailing tab, which builds them at render time.
assert!(TABS[PROFILES_TAB].1.is_empty());
assert_eq!(TABS[PROFILES_TAB].0, "Profiles");
}
/// L1/R1 wrap around the strip and each tab keeps its own cursor, so a detour into
/// another section doesn't lose your place.
#[test]
fn shoulders_cycle_tabs_and_keep_each_cursor() {
let (mut settings, pads) = ctx_parts();
let library = crate::library::LibraryShared::default();
let mut ctx = Ctx {
hosts: &[],
library: &library,
settings: &mut settings,
pads: &pads,
deck: false,
device_name: "t",
t: 0.0,
};
let mut s = SettingsScreen::with_profiles(Vec::new());
let mut fx = Outbox::default();
assert_eq!(s.tab, 0);
s.list.cursor = 3; // "Bitrate", in Stream
s.menu(MenuEvent::JumpForward, &mut ctx, &mut fx);
assert_eq!(s.tab, 1);
assert_eq!(s.list.cursor, 0, "a fresh tab starts at its first row");
s.list.cursor = 2; // "10-bit HDR", in Video
s.menu(MenuEvent::JumpBack, &mut ctx, &mut fx);
assert_eq!((s.tab, s.list.cursor), (0, 3), "Stream kept its place");
// Backwards off the first tab wraps to the last…
s.menu(MenuEvent::JumpBack, &mut ctx, &mut fx);
assert_eq!(s.tab, PROFILES_TAB);
// …whose (catalog-built) length clamps a remembered cursor that no longer fits.
assert_eq!(s.list.cursor, 0);
s.menu(MenuEvent::JumpForward, &mut ctx, &mut fx);
assert_eq!(s.tab, 0);
// Switching sections is navigation, never a settings write.
assert!(fx.nav.is_none() && fx.cmds.is_empty());
}
/// The palette row steps the shared `ui_palette` key through the table and wraps on A,
/// like every other choice row.
#[test]
fn palette_row_steps_the_shared_key() {
let (mut settings, pads) = ctx_parts();
let library = crate::library::LibraryShared::default();
let mut ctx = Ctx {
hosts: &[],
library: &library,
settings: &mut settings,
pads: &pads,
deck: false,
device_name: "t",
t: 0.0,
};
assert_eq!(ctx.settings.ui_palette, "violet", "the brand default ships");
assert_eq!(
row_spec(RowId::Palette, &ctx, &[]).value.as_deref(),
Some("Violet")
);
assert!(
!adjust(RowId::Palette, -1, false, &mut ctx),
"already the first = thud"
);
assert!(adjust(RowId::Palette, 1, false, &mut ctx));
assert_eq!(ctx.settings.ui_palette, crate::library::PALETTES[1].id);
// A from the last entry wraps home.
ctx.settings.ui_palette = crate::library::PALETTES
.last()
.expect("non-empty")
.id
.to_string();
assert!(adjust(RowId::Palette, 1, true, &mut ctx));
assert_eq!(ctx.settings.ui_palette, "violet");
// A store written by a newer client shows that client's value, not a blank row.
ctx.settings.ui_palette = "chartreuse".into();
assert_eq!(
row_spec(RowId::Palette, &ctx, &[]).value.as_deref(),
Some("Violet"),
"an unknown palette reads as the default it actually draws"
);
}
}
+97 -10
View File
@@ -11,7 +11,7 @@
use crate::anim::Progress;
use crate::glyphs::GlyphStyle;
use crate::library::{mesh_sksl, LibraryShared};
use crate::library::{mesh_sksl, palette, LibraryShared};
use crate::model::{ConsoleBus, ConsoleCmd, ConsoleShared, HostRow, PairPhase, WakeStatus};
use crate::screens::{Bg, ConnectIntent, Ctx, Nav, Outbox, Screen};
use anyhow::{anyhow, Result};
@@ -81,7 +81,23 @@ pub(crate) struct Shell {
wake_optimistic: bool,
toast: Option<Toast>,
mesh: RuntimeEffect,
/// 0 = aurora, 1 = form — chased, so backdrops crossfade with the transition.
/// The `ui_palette` the compiled `mesh` bakes. The settings screen can change the palette
/// mid-frame-loop, so [`Self::sync`] recompiles when this falls out of step — the backdrop
/// re-colours under the cursor as the row is stepped, which is the whole point of putting
/// the picker on a screen the backdrop is behind.
mesh_palette: String,
/// The palette's ground × 0.4 — the calm lift, precomputed with `mesh`. Chosen so
/// `col*0.6 + lift` leaves the ground EXACTLY where it was and pulls the bright pools down
/// to it: the form screens lose the launcher's contrast, not its colour.
mesh_lift: [f32; 3],
/// The backdrop's scrim under this palette: rgb = what the vignette and scrims tend
/// toward (black on a dark field, white on a pale one), a = how hard. Kept with the ink.
mesh_scrim: [f32; 4],
/// The text/accent/glass the palette calls for, published to the whole crate once per
/// frame (see [`crate::theme::set_ink`]).
ink: crate::theme::Ink,
/// 0 = launcher aurora, 1 = the calm form field — chased, so the backdrop settles into
/// (or out of) calm alongside the screen transition.
bg_mix: f64,
glyphs: GlyphStyle,
chip: Option<String>,
@@ -99,8 +115,8 @@ impl Shell {
stack: Vec<Screen>,
) -> Result<Shell> {
anyhow::ensure!(!stack.is_empty(), "the console needs a root screen");
let mesh = RuntimeEffect::make_for_shader(mesh_sksl(), None)
.map_err(|e| anyhow!("mesh-gradient SkSL: {e}"))?;
let settings = trust::Settings::load();
let (mesh, mesh_lift, mesh_scrim, ink) = build_mesh(&settings.ui_palette)?;
let bg_mix = match stack.last().expect("non-empty").background() {
Bg::Aurora => 0.0,
Bg::Form => 1.0,
@@ -112,7 +128,8 @@ impl Shell {
library,
bus,
actions: VecDeque::new(),
settings: trust::Settings::load(),
mesh_palette: settings.ui_palette.clone(),
settings,
hosts: Vec::new(),
hosts_gen: u64::MAX,
device_name: opts.device_name,
@@ -123,6 +140,9 @@ impl Shell {
wake_optimistic: false,
toast: None,
mesh,
mesh_lift,
mesh_scrim,
ink,
bg_mix,
glyphs: GlyphStyle::Keyboard,
chip: None,
@@ -188,6 +208,28 @@ impl Shell {
// --- Model sync (hosts, pairing, wake) — before input and before render --------------
fn sync(&mut self) {
// The settings screen writes `ui_palette` straight into `self.settings`; recompiling
// here is what makes the backdrop re-colour live under the row being stepped. A
// rejected compile keeps the palette that IS drawing — the field never goes black
// because someone picked a colour.
if self.settings.ui_palette != self.mesh_palette {
match build_mesh(&self.settings.ui_palette) {
Ok((mesh, lift, scrim, ink)) => {
self.mesh = mesh;
self.mesh_lift = lift;
self.mesh_scrim = scrim;
self.ink = ink;
self.mesh_palette = self.settings.ui_palette.clone();
}
Err(e) => {
tracing::warn!(
"console: {} palette rejected: {e}",
self.settings.ui_palette
);
self.mesh_palette = self.settings.ui_palette.clone();
}
}
}
if self.console.hosts_gen() != self.hosts_gen {
(self.hosts, self.hosts_gen) = self.console.hosts_snapshot();
}
@@ -432,12 +474,30 @@ impl Shell {
}
}
fn draw_aurora(&self, canvas: &Canvas, w: f64, h: f64, t: f64) {
let uniforms: [f32; 3] = [w as f32, h as f32, t as f32];
// SAFETY: `uniforms` is a local `[f32; 3]` — exactly 12 bytes — and `f32` has no padding or
// invalid bit patterns, so reading it as bytes is sound; the slice is copied by
/// The living backdrop. `calm` 0 = the launcher's aurora, 1 = the quiet field the form
/// screens sit on; the shell chases it, so there is only ever ONE backdrop pass — the
/// former aurora-over-static-form crossfade is now a single uniform.
fn draw_aurora(&self, canvas: &Canvas, w: f64, h: f64, t: f64, calm: f64) {
// Laid out to match the SkSL block: u_res (float2), u_tc (float2), u_lift (float4),
// u_scrim (float4).
let uniforms: [f32; 12] = [
w as f32,
h as f32,
t as f32,
calm as f32,
self.mesh_lift[0],
self.mesh_lift[1],
self.mesh_lift[2],
0.0,
self.mesh_scrim[0],
self.mesh_scrim[1],
self.mesh_scrim[2],
self.mesh_scrim[3],
];
// SAFETY: `uniforms` is a local `[f32; 12]` — exactly 48 bytes — and `f32` has no padding
// or invalid bit patterns, so reading it as bytes is sound; the slice is copied by
// `Data::new_copy` before `uniforms` goes out of scope.
let bytes = unsafe { std::slice::from_raw_parts(uniforms.as_ptr().cast::<u8>(), 12) };
let bytes = unsafe { std::slice::from_raw_parts(uniforms.as_ptr().cast::<u8>(), 48) };
match self.mesh.make_shader(Data::new_copy(bytes), &[], None) {
Some(shader) => {
let mut paint = Paint::default();
@@ -451,5 +511,32 @@ impl Shell {
}
}
/// Compile the mesh shader for a palette and resolve everything else that palette decides:
/// the calm lift, the scrim direction, and the ink the whole UI draws with.
/// `uniform_size` is checked rather than assumed: the byte buffer [`Shell::draw_aurora`]
/// hands Skia is hand-packed, and a silent layout change would feed the field garbage
/// instead of failing.
type MeshLook = (RuntimeEffect, [f32; 3], [f32; 4], crate::theme::Ink);
fn build_mesh(palette_id: &str) -> Result<MeshLook> {
let p = palette(palette_id);
let colors = p.mesh_colors();
let effect = RuntimeEffect::make_for_shader(mesh_sksl(&colors), None)
.map_err(|e| anyhow!("mesh-gradient SkSL: {e}"))?;
anyhow::ensure!(
effect.uniform_size() == 48,
"mesh uniform block is {} bytes, expected 48 (u_res, u_tc, u_lift, u_scrim)",
effect.uniform_size()
);
let ink = crate::theme::Ink::of(p);
let g = p.ground;
Ok((
effect,
[(g.0 * 0.4) as f32, (g.1 * 0.4) as f32, (g.2 * 0.4) as f32],
[ink.scrim.r, ink.scrim.g, ink.scrim.b, ink.scrim.a],
ink,
))
}
#[cfg(test)]
mod tests;
+11 -10
View File
@@ -2,8 +2,8 @@
use crate::anim::{approach, ease_out_cubic};
use crate::glyphs::{hint_bar, Hint, HintKey};
use crate::theme::{white, Fonts, PanelStroke, DIM, W, WHITE};
use skia_safe::{gradient_shader, Canvas, Color4f, Paint, Point, Rect, TileMode};
use crate::theme::{fg, Fonts, PanelStroke, W};
use skia_safe::{gradient_shader, Canvas, Paint, Point, Rect, TileMode};
use super::{Shell, BOTTOM_BAND};
@@ -118,7 +118,7 @@ impl Shell {
let rect = Rect::from_xywh(bx as f32, by as f32, bw as f32, bh as f32);
canvas.draw_rrect(
skia_safe::RRect::new_rect_xy(rect, (bh / 2.0) as f32, (bh / 2.0) as f32),
&Paint::new(Color4f::new(0.0, 0.0, 0.0, 0.6), None),
&Paint::new(crate::theme::shade(0.6), None),
);
crate::theme::panel(
canvas,
@@ -135,7 +135,7 @@ impl Shell {
by + bh / 2.0 + size * 0.36,
W::Medium,
size,
white(0.92),
fg(0.92),
);
canvas.restore();
}
@@ -166,15 +166,16 @@ impl Shell {
canvas.save_layer_alpha_f(None, appear as f32);
// Opaque aurora — the same living backdrop the home wears, so the takeover reads as the
// console taking over rather than a card popping up.
self.draw_aurora(canvas, w, h, t);
// A soft pool of shade under the centre seats the white text against a bright aurora.
self.draw_aurora(canvas, w, h, t, 0.0);
// A soft pool of shade under the centre seats the text against a bright field —
// dark on a dark palette, light on a pale one, so it always separates.
let mut vignette = Paint::default();
vignette.set_shader(gradient_shader::radial(
Point::new(cx as f32, (h / 2.0) as f32),
(w.max(h) * 0.42) as f32,
gradient_shader::GradientShaderColors::Colors(&[
Color4f::new(0.0, 0.0, 0.0, 0.5).to_color(),
Color4f::new(0.0, 0.0, 0.0, 0.0).to_color(),
crate::theme::shade(0.5).to_color(),
crate::theme::shade(0.0).to_color(),
]),
None,
TileMode::Clamp,
@@ -193,7 +194,7 @@ impl Shell {
title,
W::SemiBold,
23.0 * k,
WHITE,
fg(1.0),
cx,
title_y,
w * 0.82,
@@ -204,7 +205,7 @@ impl Shell {
body,
W::Regular,
14.0 * k,
DIM,
fg(0.55),
cx,
title_y + 32.0 * k,
w * 0.66,
+12 -15
View File
@@ -5,10 +5,10 @@ use crate::glyphs::{hint_bar, GlyphStyle};
use crate::library::LibraryShared;
use crate::model::HostRow;
use crate::screens::{Bg, Ctx, Screen};
use crate::theme::{white, Fonts, PanelStroke, W, WHITE};
use crate::theme::{fg, Fonts, PanelStroke, W};
use pf_client_core::gamepad::PadInfo;
use pf_client_core::trust;
use skia_safe::{Canvas, Color4f, Rect};
use skia_safe::{Canvas, Rect};
use std::time::Instant;
use super::{Motion, Shell, BOTTOM_BAND, TOP_BAND};
@@ -31,6 +31,10 @@ impl Shell {
.replace(now)
.map_or(1.0 / 60.0, |t| (now - t).as_secs_f64().clamp(0.0, 0.05));
self.sync();
// Publish the palette's ink before ANYTHING draws — every widget, glyph and panel in
// the crate reads it (see `theme::set_ink`), so a frame that skipped this would paint
// the previous palette's text over the new palette's field.
crate::theme::set_ink(self.ink);
self.pads = pads.to_vec();
self.glyphs = GlyphStyle::from_pref(pad_pref);
self.chip = Some(pad.map_or_else(
@@ -67,7 +71,9 @@ impl Shell {
}
};
// Backdrop crossfade follows the top screen.
// The backdrop settles into (or out of) calm with the screen transition. It is the
// SAME living field either way — a form screen quiets it, it doesn't replace it —
// so this is one shader pass with a chased uniform, not two stacked backdrops.
let bg_target = match self.stack.last().expect("non-empty").background() {
Bg::Aurora => 0.0,
Bg::Form => 1.0,
@@ -76,16 +82,7 @@ impl Shell {
if (self.bg_mix - bg_target).abs() < 0.005 {
self.bg_mix = bg_target;
}
if self.bg_mix < 1.0 {
self.draw_aurora(canvas, w, h, t);
} else {
canvas.clear(Color4f::new(0.0, 0.0, 0.0, 1.0));
}
if self.bg_mix > 0.0 {
canvas.save_layer_alpha_f(None, self.bg_mix as f32);
crate::theme::draw_form_background(canvas, w, h);
canvas.restore();
}
self.draw_aurora(canvas, w, h, t, self.bg_mix);
// The screens, through the transition choreography.
let content = Rect::from_ltrb(
@@ -175,7 +172,7 @@ impl Shell {
18.0 * k + 16.0 * k,
W::Medium,
size,
white(0.7),
fg(0.7),
);
}
@@ -231,7 +228,7 @@ impl LayerEnv<'_> {
&screen.title(&ctx),
W::Bold,
30.0 * self.k,
WHITE,
fg(1.0),
self.w / 2.0,
18.0 * self.k,
self.w * 0.7,
+71
View File
@@ -167,6 +167,47 @@ fn wake_gates_input_in_the_same_press() {
assert!(s.handle_menu(MenuEvent::Move(MenuDir::Left)).is_some());
}
/// Every settings tab actually RASTERS. The eyeball dump below is `#[ignore]`d, so without
/// this nothing in the normal gate ever ran the tab strip's layout arithmetic or a settings
/// screen's rows — a bad index there would only surface on a Deck. CPU raster: the SkSL
/// backdrop, the layers and the text all run without a GPU.
#[test]
fn every_settings_tab_rasters() {
let fonts = crate::theme::build_fonts().unwrap();
let (w, h) = (1280u32, 800u32);
let pads: Vec<PadInfo> = Vec::new();
let mut surface = skia_safe::surfaces::raster_n32_premul((w as i32, h as i32)).unwrap();
let (mut s, _console, _library) = shell(vec![Screen::Home(HomeScreen::new())]);
s.handle_menu(MenuEvent::Tertiary); // X → Settings
let mut frame = |s: &mut Shell| {
s.render(
surface.canvas(),
w,
h,
&fonts,
Some("Xbox Wireless Controller"),
Some(GamepadPref::Xbox360),
&pads,
);
};
// One lap of the strip — R1 wraps back to where it started. Every tab's rows fit on an
// 800-tall window at once, so ONE frame per tab draws all of them; the cursor is walked to
// the end first (input only, no render) so the focused and unfocused row paths both run.
// Deliberately frugal: a full-screen SkSL field on the CPU costs the better part of a second
// per frame in a debug build, and this test's job is to catch a panic, not to look pretty.
for _ in 0..crate::screens::settings::TAB_COUNT {
for _ in 0..12 {
s.handle_menu(MenuEvent::Move(MenuDir::Down));
}
frame(&mut s);
s.handle_menu(MenuEvent::JumpForward);
}
// A narrow window is the case the strip has to shrink for (the pills are laid out from
// measured text, so a too-small width must clamp rather than lay out off-screen).
s.render(surface.canvas(), 640, 400, &fonts, None, None, &pads);
}
/// Render every console scene to PNGs for the eyeball pass (ignored; run with
/// `PF_CONSOLE_DUMP=<dir> cargo test -p pf-console-ui --release -- --ignored dump`).
/// CPU raster — the SkSL aurora, layers and text all run without a GPU.
@@ -208,6 +249,35 @@ fn dump_console_screens() {
dump(&mut s, 3, 25, "02-transition", true);
dump(&mut s, 40, 8, "03-settings", true);
// The Interface tab (5 shoulder presses along) leads with the Background row, so these
// frames show the strip mid-list AND the palette picker. Palettes are set directly rather
// than by counting Confirm presses, so reordering the table can't silently shoot the wrong
// one. Each is a whole LOOK, not just a backdrop: accent, ink and scrim move together, so
// the pale ones must be eyeballed with dark text on them.
for _ in 0..5 {
s.handle_menu(MenuEvent::JumpForward);
}
for id in ["violet", "ember", "abyss", "holo", "sunset", "mint"] {
s.settings.ui_palette = id.to_string();
dump(&mut s, 40, 8, &format!("03-settings-{id}"), true);
}
// Back to the first tab so the later scenes look like they always did.
for _ in 0..5 {
s.handle_menu(MenuEvent::JumpBack);
}
// …and the LAUNCHER at full contrast under a few of them — the backdrop's loudest form,
// and the one the palettes are really chosen by.
s.handle_menu(MenuEvent::Back);
dump(&mut s, 20, 8, "_settle", true);
for id in ["nebula", "sunset", "holo"] {
s.settings.ui_palette = id.to_string();
dump(&mut s, 40, 8, &format!("01-home-{id}"), true);
}
s.settings.ui_palette = "violet".to_string();
dump(&mut s, 20, 8, "_settle2", true);
s.handle_menu(MenuEvent::Tertiary); // back into Settings for the scenes below
dump(&mut s, 20, 8, "_settle3", true);
// Add Host with the keyboard tray up (keyboard glyph style: no pad).
s.handle_menu(MenuEvent::Back);
dump(&mut s, 40, 8, "_back", true);
@@ -251,6 +321,7 @@ fn dump_console_screens() {
id: format!("steam:{i}"),
title: (*t).to_string(),
store: "steam".into(),
launcher: false,
})
.collect(),
);
+115 -73
View File
@@ -14,28 +14,117 @@ use skia_safe::{
Point, RRect, Rect, TileMode, Typeface,
};
// --- Palette -----------------------------------------------------------------------------
// --- Ink ----------------------------------------------------------------------------------
/// The punktfunk brand violet — the DARK-appearance value (#8678F5); the console UI is
/// always dark. (Light surfaces use #6656F2; nothing here is light.)
pub(crate) const BRAND: Color4f = Color4f::new(0.525, 0.471, 0.961, 1.0);
pub(crate) const WHITE: Color4f = Color4f::new(1.0, 1.0, 1.0, 1.0);
pub(crate) const DIM: Color4f = Color4f::new(1.0, 1.0, 1.0, 0.55);
pub(crate) const FAINT: Color4f = Color4f::new(1.0, 1.0, 1.0, 0.35);
/// The error/status red (the GTK client's #ff938a).
/// The error/status red (the GTK client's #ff938a). Fixed: a warning must not change meaning
/// with the wallpaper.
pub(crate) const ERROR: Color4f = Color4f::new(1.0, 0.576, 0.541, 1.0);
pub(crate) const ONLINE_GREEN: Color4f = Color4f::new(0.20, 0.84, 0.29, 1.0);
pub(crate) fn white(alpha: f32) -> Color4f {
Color4f::new(1.0, 1.0, 1.0, alpha)
/// Everything about the console's look that follows the chosen background palette: which way
/// the text runs, what the glass is made of, and the accent that marks focus.
///
/// The console UI was white-on-dark throughout, with the brand violet hardcoded as the accent.
/// Both had to become palette-derived at once: a pale field needs dark text or it is
/// unreadable, and a violet focus wash on a copper field is the clash this exists to fix.
#[derive(Clone, Copy)]
pub(crate) struct Ink {
/// Primary text/glyph colour, opaque.
fg: Color4f,
/// Focus wash, selected pill, caret — the palette's own accent.
accent: Color4f,
/// The base fill every glass panel starts from.
glass: Color4f,
/// What the vignette and legibility scrims tend toward — black under a dark field, white
/// under a pale one (darkening a pastel field would strand the dark text on it) — with the
/// alpha carrying HOW HARD. A pale field needs far less: mixing toward white at the dark
/// field's strength bleaches the chroma straight out of the gradient.
pub(crate) scrim: Color4f,
}
pub(crate) fn brand(alpha: f32) -> Color4f {
Color4f::new(BRAND.r, BRAND.g, BRAND.b, alpha)
/// The shipped dark look — also what a test or a preview gets before any palette is applied.
const DARK_INK: Ink = Ink {
fg: Color4f::new(1.0, 1.0, 1.0, 1.0),
// The punktfunk brand violet, DARK-appearance value (#8678F5).
accent: Color4f::new(0.525, 0.471, 0.961, 1.0),
glass: Color4f::new(0.086, 0.086, 0.125, 0.62),
scrim: Color4f::new(0.0, 0.0, 0.0, 1.0),
};
impl Ink {
/// The ink a palette calls for. On a pale field the text goes near-black (tinted toward the
/// palette's own ground so it doesn't read as a foreign grey) and the glass turns to white
/// frost, which is what keeps a row legible over a bright gradient.
pub(crate) fn of(p: &crate::library::Palette) -> Ink {
let accent = Color4f::new(p.accent.0 as f32, p.accent.1 as f32, p.accent.2 as f32, 1.0);
if !p.light {
return Ink { accent, ..DARK_INK };
}
let g = p.ground;
Ink {
fg: Color4f::new(
(g.0 * 0.16) as f32,
(g.1 * 0.14) as f32,
(g.2 * 0.20) as f32,
1.0,
),
accent,
// More body than the dark glass carries: white frost over a bright gradient has
// far less to separate it from its backdrop than dark glass over a dark one.
glass: Color4f::new(1.0, 1.0, 1.0, 0.66),
scrim: Color4f::new(1.0, 1.0, 1.0, 0.45),
}
}
}
/// The dark-glass base fill every panel starts from.
const GLASS_BASE: Color4f = Color4f::new(0.086, 0.086, 0.125, 0.62);
thread_local! {
/// The ink the CURRENT frame draws with. A thread-local rather than a parameter because
/// every widget, glyph and panel in the crate reads it and the console renders on exactly
/// one thread — threading an `Ink` through ~90 call sites would be all cost and no safety.
/// [`crate::shell::Shell::render`] sets it once per frame, before anything draws.
static INK: std::cell::Cell<Ink> = const { std::cell::Cell::new(DARK_INK) };
}
pub(crate) fn set_ink(ink: Ink) {
INK.with(|i| i.set(ink));
}
pub(crate) fn ink() -> Ink {
INK.with(std::cell::Cell::get)
}
/// The foreground at `alpha` — white on a dark palette, near-black on a pale one.
pub(crate) fn fg(alpha: f32) -> Color4f {
let c = ink().fg;
Color4f::new(c.r, c.g, c.b, alpha)
}
/// The palette's accent at `alpha`.
pub(crate) fn accent(alpha: f32) -> Color4f {
let c = ink().accent;
Color4f::new(c.r, c.g, c.b, alpha)
}
/// A wash laid UNDER text to seat it against the field — black on a dark palette, white on a
/// pale one. `alpha` is the dark-field strength; a pale field needs less (see [`Ink::scrim`]),
/// so it is scaled the same way the backdrop's own scrims are.
pub(crate) fn shade(alpha: f32) -> Color4f {
let s = ink().scrim;
Color4f::new(s.r, s.g, s.b, alpha * s.a)
}
/// Ink that reads ON the accent (a filled key, a selected pill): whichever of black or white
/// the accent has more room for. Chosen by luminance rather than by `light`, because an accent
/// is picked for contrast against the GLASS, not against the field.
pub(crate) fn on_accent() -> Color4f {
let a = ink().accent;
let luma = 0.2126 * a.r + 0.7152 * a.g + 0.0722 * a.b;
if luma > 0.55 {
Color4f::new(0.0, 0.0, 0.0, 1.0)
} else {
Color4f::new(1.0, 1.0, 1.0, 1.0)
}
}
// --- Panels (the Liquid Glass stand-in) --------------------------------------------------
@@ -61,7 +150,7 @@ pub(crate) fn panel(
k: f32,
) {
let rr = RRect::new_rect_xy(rect, corner * k, corner * k);
canvas.draw_rrect(rr, &Paint::new(GLASS_BASE, None));
canvas.draw_rrect(rr, &Paint::new(ink().glass, None));
if let Some(tint) = tint {
canvas.draw_rrect(rr, &Paint::new(tint, None));
}
@@ -71,10 +160,10 @@ pub(crate) fn panel(
sp.set_anti_alias(true);
match stroke {
PanelStroke::Plain(alpha) => {
sp.set_color4f(white(alpha), None);
sp.set_color4f(fg(alpha), None);
}
PanelStroke::Brand(alpha) => {
sp.set_color4f(brand(alpha), None);
sp.set_color4f(accent(alpha), None);
}
PanelStroke::Gradient | PanelStroke::GradientDashed => {
sp.set_shader(gradient_shader::linear(
@@ -83,8 +172,8 @@ pub(crate) fn panel(
Point::new(rect.left, rect.bottom),
),
gradient_shader::GradientShaderColors::Colors(&[
white(0.22).to_color(),
white(0.04).to_color(),
fg(0.22).to_color(),
fg(0.04).to_color(),
]),
None,
TileMode::Clamp,
@@ -112,64 +201,17 @@ pub(crate) fn drop_shadow(canvas: &Canvas, rect: Rect, corner: f32, k: f32, alph
}
// --- The form backdrop (settings / add-host / pair) --------------------------------------
/// The calm backdrop for the form screens — NOT the launcher's aurora (this stays still
/// and quiet), and deliberately not near-black: a deep indigo base plus two soft static
/// glows give the glass rows real color to sit on. A light top/bottom scrim grounds the
/// pinned title and hint bar (the Swift build blurs a tray instead; same job).
pub(crate) fn draw_form_background(canvas: &Canvas, w: f64, h: f64) {
let (wf, hf) = (w as f32, h as f32);
canvas.draw_rect(
Rect::from_wh(wf, hf),
&Paint::new(Color4f::new(0.075, 0.062, 0.150, 1.0), None),
);
// Violet lift top-leading, cooler indigo bottom-trailing — elliptical (window
// aspect) via a unit-radius radial gradient under a scale.
for (cx, cy, color, alpha) in [
(0.26, 0.14, Color4f::new(0.40, 0.31, 0.68, 1.0), 0.9f32),
(0.82, 0.90, Color4f::new(0.20, 0.24, 0.58, 1.0), 0.75),
] {
let mut paint = Paint::default();
let c = Color4f::new(color.r, color.g, color.b, alpha);
paint.set_shader(gradient_shader::radial(
Point::new(0.0, 0.0),
0.78,
gradient_shader::GradientShaderColors::Colors(&[
c.to_color(),
Color4f::new(color.r, color.g, color.b, 0.0).to_color(),
]),
None,
TileMode::Clamp,
None,
None,
));
canvas.save();
canvas.translate((wf * cx, hf * cy));
canvas.scale((wf, hf));
canvas.draw_rect(Rect::from_ltrb(-1.0, -1.0, 1.0, 1.0), &paint);
canvas.restore();
}
let mut scrim = Paint::default();
scrim.set_shader(gradient_shader::linear(
(Point::new(0.0, 0.0), Point::new(0.0, hf)),
gradient_shader::GradientShaderColors::Colors(&[
Color4f::new(0.0, 0.0, 0.0, 0.30).to_color(),
Color4f::new(0.0, 0.0, 0.0, 0.0).to_color(),
Color4f::new(0.0, 0.0, 0.0, 0.0).to_color(),
Color4f::new(0.0, 0.0, 0.0, 0.32).to_color(),
]),
Some(&[0.0, 0.22, 0.74, 1.0][..]),
TileMode::Clamp,
None,
None,
));
canvas.draw_rect(Rect::from_wh(wf, hf), &scrim);
}
//
// There isn't one any more. The form screens used to sit on a STATIC deep-indigo field
// drawn here, crossfaded over the launcher's aurora; they now wear the same living mesh at
// `calm = 1` (see `library::mesh_sksl` and `Shell::draw_aurora`), which keeps the glass rows
// on real colour, keeps the console's one backdrop palette-themed everywhere, and means no
// screen in the gamepad UI is ever backed by a still image.
/// The loading/connecting spinner: a rotating 270° arc driven by the shell clock.
pub(crate) fn spinner(canvas: &Canvas, cx: f64, cy: f64, r: f64, t: f64) {
let start = (t * 300.0) % 360.0;
let mut paint = Paint::new(white(0.85), None);
let mut paint = Paint::new(fg(0.85), None);
paint.set_style(skia_safe::PaintStyle::Stroke);
paint.set_stroke_width((r / 5.0) as f32);
paint.set_stroke_cap(skia_safe::PaintCap::Round);
+136 -17
View File
@@ -6,7 +6,7 @@
use crate::anim::{approach, Spring, TRAY_C, TRAY_K};
use crate::library::{BUMP_C, BUMP_K};
use crate::theme::{brand, white, Fonts, PanelStroke, BRAND, DIM, FAINT, W, WHITE};
use crate::theme::{accent, fg, Fonts, PanelStroke, W};
use pf_client_core::gamepad::{MenuDir, MenuEvent, MenuPulse};
use skia_safe::{Canvas, Paint, Path, RRect, Rect};
@@ -84,6 +84,9 @@ pub(crate) struct MenuList {
bump: Spring,
scroll: f64,
focus: Vec<f64>,
/// Next render, seat the scroll and the focus ease instantly instead of chasing — see
/// [`MenuList::jump_to`].
snap: bool,
}
impl MenuList {
@@ -93,9 +96,18 @@ impl MenuList {
bump: Spring::rest(0.0),
scroll: 0.0,
focus: Vec::new(),
snap: true,
}
}
/// Move the cursor WITHOUT the scroll gliding there. For a tab switch, where the whole
/// row set is replaced: chasing would sweep the viewport through rows that no longer
/// exist, which reads as a glitch rather than as motion.
pub(crate) fn jump_to(&mut self, cursor: usize) {
self.cursor = cursor;
self.snap = true;
}
/// Route a menu event. Up/down move focus (Boundary = recoil), left/right become
/// [`ListMsg::Adjust`], A becomes [`ListMsg::Activate`]. B is the SCREEN's.
pub(crate) fn menu(&mut self, ev: MenuEvent, len: usize) -> (ListMsg, Option<MenuPulse>) {
@@ -136,10 +148,19 @@ impl MenuList {
dt: f64,
active: bool,
) {
if self.snap {
// A replaced row set has no shared history with the old one — start every row's
// focus ease from scratch so the new cursor is simply THERE.
self.focus.clear();
}
self.focus.resize(rows.len(), 0.0);
for (i, f) in self.focus.iter_mut().enumerate() {
let target = if active && i == self.cursor { 1.0 } else { 0.0 };
*f = approach(*f, target, dt, 0.06);
*f = if self.snap {
target
} else {
approach(*f, target, dt, 0.06)
};
}
self.bump.step(0.0, BUMP_K, BUMP_C, dt);
self.bump.settle(0.0, 0.3, 4.0);
@@ -160,7 +181,11 @@ impl MenuList {
// The scroll chases the focused row into the middle band, clamped to content.
let focused_center = tops.get(self.cursor).map_or(0.0, |t| (t + ROW_H / 2.0) * k);
let target = (focused_center - view_h / 2.0).clamp(0.0, (content_h - view_h).max(0.0));
self.scroll = approach(self.scroll, target, dt, 0.08);
self.scroll = if std::mem::take(&mut self.snap) {
target
} else {
approach(self.scroll, target, dt, 0.08)
};
let row_w = (ROW_MAX_W * k).min(f64::from(rect.width()) - 48.0 * k);
let x0 = f64::from(rect.left) + (f64::from(rect.width()) - row_w) / 2.0;
@@ -184,7 +209,7 @@ impl MenuList {
W::SemiBold,
12.0 * k,
1.4 * k,
white(0.45),
fg(0.45),
);
}
// Focus scale eases 0.98 → 1.0 about the row center.
@@ -201,9 +226,9 @@ impl MenuList {
PanelStroke::Plain(0.06 + 0.22 * f as f32)
};
let tint = if row.caret {
Some(brand(0.30))
Some(accent(0.30))
} else if f > 0.01 {
Some(brand(0.30 * f as f32))
Some(accent(0.30 * f as f32))
} else {
None
};
@@ -212,7 +237,7 @@ impl MenuList {
let baseline = cy + 16.0 * k * 0.36;
if row.value.is_none() {
// Action row: centered label, brand when actionable.
let color = if row.enabled { BRAND } else { FAINT };
let color = if row.enabled { accent(1.0) } else { fg(0.35) };
let tw = fonts.measure(&row.label, W::SemiBold, 16.0 * k) as f64;
fonts.draw(
canvas,
@@ -231,15 +256,15 @@ impl MenuList {
baseline,
W::SemiBold,
16.0 * k,
if row.enabled { WHITE } else { DIM },
if row.enabled { fg(1.0) } else { fg(0.55) },
);
let value = row.value.as_deref().unwrap_or_default();
let vcolor = if row.value_dim {
FAINT
fg(0.35)
} else if f > 0.5 {
WHITE
fg(1.0)
} else {
white(0.6 + 0.4 * f as f32)
fg(0.6 + 0.4 * f as f32)
};
let chevron_w = if row.adjustable { 18.0 * k } else { 0.0 };
let caret_w = if row.caret { 8.0 * k } else { 0.0 };
@@ -257,7 +282,7 @@ impl MenuList {
(2.0 * k) as f32,
(18.0 * k) as f32,
),
&Paint::new(BRAND, None),
&Paint::new(accent(1.0), None),
);
}
if row.adjustable && f > 0.01 {
@@ -272,6 +297,98 @@ impl MenuList {
}
}
// --- Tab strip ---------------------------------------------------------------------------
/// The strip's design height, including the air under it before the first row.
pub(crate) const TAB_STRIP_H: f64 = 46.0;
/// The horizontal section switcher above a menu list. Purely presentational — the SCREEN
/// owns which tab is selected and what the shoulders do; this draws the pills and slides
/// one highlight between them, so switching sections reads as travel rather than a swap.
pub(crate) struct TabStrip {
/// Chased highlight geometry `(x, width)` in device px. `None` until the first render,
/// so a freshly opened screen doesn't animate its highlight in from x = 0.
indicator: Option<(f64, f64)>,
}
impl TabStrip {
pub(crate) fn new() -> TabStrip {
TabStrip { indicator: None }
}
/// Draw the pills centered in `rect`'s top band. Returns nothing — the caller already
/// knows the band is [`TAB_STRIP_H`] tall.
#[allow(clippy::too_many_arguments)] // the crate's render signature, same as MenuList's
pub(crate) fn render(
&mut self,
canvas: &Canvas,
rect: Rect,
labels: &[&str],
selected: usize,
fonts: &Fonts,
k: f64,
dt: f64,
) {
if labels.is_empty() {
return;
}
let size = 13.0 * k;
let pad_x = 13.0 * k;
let gap = 7.0 * k;
let pill_h = 30.0 * k;
let widths: Vec<f64> = labels
.iter()
.map(|l| f64::from(fonts.measure(l, W::SemiBold, size)) + 2.0 * pad_x)
.collect();
let total: f64 = widths.iter().sum::<f64>() + gap * (labels.len() - 1) as f64;
let mut x = f64::from(rect.left) + (f64::from(rect.width()) - total) / 2.0;
let top = f64::from(rect.top) + 2.0 * k;
// Where the highlight wants to be, then the eased position it actually draws at.
let sel = selected.min(labels.len() - 1);
let target = (
x + widths[..sel].iter().sum::<f64>() + gap * sel as f64,
widths[sel],
);
let (ix, iw) = match self.indicator {
None => target,
Some((cx, cw)) => (
approach(cx, target.0, dt, 0.07),
approach(cw, target.1, dt, 0.07),
),
};
self.indicator = Some((ix, iw));
crate::theme::panel(
canvas,
Rect::from_xywh(ix as f32, top as f32, iw as f32, pill_h as f32),
(pill_h / 2.0 / k) as f32,
Some(accent(0.85)),
PanelStroke::Plain(0.22),
k as f32,
);
let baseline = top + pill_h / 2.0 + size * 0.36;
for (i, label) in labels.iter().enumerate() {
// Fade each label toward white by how much the highlight actually covers it, so
// the two labels a sliding highlight passes between light up together.
let pill_x = x;
let overlap = (pill_x + widths[i]).min(ix + iw) - pill_x.max(ix);
let covered = (overlap / widths[i]).clamp(0.0, 1.0) as f32;
let tw = f64::from(fonts.measure(label, W::SemiBold, size));
fonts.draw(
canvas,
label,
pill_x + (widths[i] - tw) / 2.0,
baseline,
W::SemiBold,
size,
fg(0.5 + 0.5 * covered),
);
x += widths[i] + gap;
}
}
}
/// Middle-of-nowhere helper: drop chars from the FRONT until the tail fits.
fn truncate_head(fonts: &Fonts, text: &str, w: W, size: f64, max_w: f64) -> String {
if f64::from(fonts.measure(text, w, size)) <= max_w {
@@ -290,7 +407,7 @@ fn truncate_head(fonts: &Fonts, text: &str, w: W, size: f64, max_w: f64) -> Stri
fn chevron(canvas: &Canvas, x: f64, cy: f64, r: f64, left: bool, alpha: f32) {
let dir = if left { -1.0 } else { 1.0 };
let mut p = Paint::new(white(alpha), None);
let mut p = Paint::new(fg(alpha), None);
p.set_style(skia_safe::PaintStyle::Stroke);
p.set_stroke_width((1.8 * r / 4.0) as f32);
p.set_stroke_cap(skia_safe::PaintCap::Round);
@@ -477,7 +594,7 @@ impl Keyboard {
let focused = r == self.row && c == self.col;
let kr = Rect::from_xywh(x as f32, y as f32, key_w as f32, key_h as f32);
let fill = if focused {
let mut b = BRAND;
let mut b = accent(1.0);
if self.key_flash > 0.02 {
// A just-typed key flashes brighter, then eases back.
let f = self.key_flash as f32;
@@ -490,16 +607,18 @@ impl Keyboard {
}
b
} else {
white(0.08)
fg(0.08)
};
canvas.draw_rrect(
RRect::new_rect_xy(kr, (9.0 * k) as f32, (9.0 * k) as f32),
&Paint::new(fill, None),
);
// The focused key is filled with the accent, so its letter needs ink that
// reads on THAT, not on the field.
let ink = if focused {
skia_safe::Color4f::new(0.0, 0.0, 0.0, 1.0)
crate::theme::on_accent()
} else {
WHITE
fg(1.0)
};
let (cx, cy) = (x + key_w / 2.0, y + key_h / 2.0);
match key {
+15 -61
View File
@@ -77,64 +77,21 @@ fn budget_for(bitrate_bps: u64, fps: u32) -> usize {
((bitrate_bps / (8 * fps.max(1) as u64)) as usize).max(64 * 1024)
}
/// Raise this process's WDDM GPU scheduling priority so the wavelet encode isn't starved by a
/// GPU-bound game. PyroWave encodes on the GPU's compute/shader cores — the exact resource a game
/// saturates — so under load `pyrowave_encoder_encode_gpu_synchronous` spikes from ~2 ms to
/// 15-18 ms (measured, RTX 4090 at 95 % game load) and the stream fps collapses; NVENC is immune
/// because it runs on the separate encoder ASIC. HIGH sits above a game's NORMAL/ABOVE_NORMAL so
/// the WDDM scheduler services the encode's short compute bursts ahead of the game's rendering.
/// (REALTIME is deliberately avoided: it needs a privilege and would preempt the desktop
/// compositor too.) Best-effort + once-per-process: if the class isn't grantable we log and run at
/// normal priority — no session-fatal path.
fn raise_process_gpu_priority() {
use std::sync::Once;
static ONCE: Once = Once::new();
ONCE.call_once(|| {
use windows::Wdk::Graphics::Direct3D::{
D3DKMTSetProcessSchedulingPriorityClass, D3DKMT_SCHEDULINGPRIORITYCLASS_ABOVE_NORMAL,
D3DKMT_SCHEDULINGPRIORITYCLASS_HIGH, D3DKMT_SCHEDULINGPRIORITYCLASS_REALTIME,
};
// `PUNKTFUNK_GPU_PRIORITY` = off | above-normal | high (default) | realtime. REALTIME can
// force finer WDDM preemption than HIGH but needs a privilege and preempts the compositor,
// so it stays opt-in; `off` skips the call entirely.
let (class, label) = match std::env::var("PUNKTFUNK_GPU_PRIORITY")
.ok()
.as_deref()
.map(str::trim)
.map(str::to_ascii_lowercase)
.as_deref()
{
Some("off") => {
tracing::info!("PyroWave: PUNKTFUNK_GPU_PRIORITY=off — leaving GPU scheduling priority at default");
return;
}
Some("above-normal") | Some("above_normal") => {
(D3DKMT_SCHEDULINGPRIORITYCLASS_ABOVE_NORMAL, "ABOVE_NORMAL")
}
Some("realtime") => (D3DKMT_SCHEDULINGPRIORITYCLASS_REALTIME, "REALTIME"),
_ => (D3DKMT_SCHEDULINGPRIORITYCLASS_HIGH, "HIGH"),
};
// SAFETY: `GetCurrentProcess` returns the current-process pseudo-handle; the D3DKMT call
// only sets this process's GPU scheduling class — it creates/frees nothing.
let status = unsafe {
D3DKMTSetProcessSchedulingPriorityClass(GetCurrentProcess(), class)
};
if status.is_ok() {
tracing::info!(
priority = label,
"PyroWave: raised process GPU scheduling priority (WDDM) so the wavelet encode is \
serviced ahead of game rendering on the shared shader cores"
);
} else {
tracing::warn!(
?status,
priority = label,
"PyroWave: could not raise GPU scheduling priority (not grantable) — the encode \
may be starved under heavy game GPU load"
);
}
});
}
// GPU scheduling priority is deliberately NOT set here. `pf-frame`'s `dxgi::auto_priority_gate`
// owns that policy for the whole process and runs once from `create_device` — the call the Windows
// capture path always makes before any PyroWave texture exists.
//
// This module used to raise it itself, to HIGH, once per process. That was a SECOND owner of a
// process-wide setting and it raced the real one: pf-frame's default `auto` mode starts at HIGH and
// then UPGRADES to REALTIME once it has established that is safe (HAGS off, or HAGS on with VRAM
// headroom, with a monitor that drops back when VRAM tightens — REALTIME + NVIDIA + HAGS +
// near-full VRAM is a documented NVENC hang). Opening a PyroWave session after that upgrade stamped
// HIGH back over REALTIME and the monitor, silently losing the ceiling-raise on exactly the
// GPU-saturated workload PyroWave cares about most.
//
// The old `PUNKTFUNK_GPU_PRIORITY` knob went with it; `PUNKTFUNK_GPU_PRIORITY_CLASS`
// (`off|normal|high|realtime|auto`, default `auto`) is the one that survives and it is strictly
// more capable — the removed knob could not express the auto gate at all.
pub struct PyroWaveEncoder {
// pyrowave owns the whole Vulkan device (create_device_by_compat) — no ash on this side.
@@ -188,9 +145,6 @@ impl PyroWaveEncoder {
chroma: crate::ChromaFormat,
bit_depth: u8,
) -> Result<Self> {
// Prioritize the host's GPU work over a running game so the compute-shader encode gets
// scheduled promptly instead of queuing behind a full frame of the game's rendering.
raise_process_gpu_priority();
let chroma444 = chroma.is_444();
// A negotiated 10-bit session rides 16-bit UNORM planes carrying the P010-style
// studio codes the capturer's HDR CSC writes (design/pyrowave-444-hdr.md §2.2) —
+16 -7
View File
@@ -1049,15 +1049,24 @@ fn run_inner(mut opts: SessionOpts, mut mode: ModeCtl) -> Result<Option<Outcome>
.as_ref()
.is_some_and(|cap| cap.captured() && cap.desktop());
chan.pump(c, &mouse, desktop_active, fit_scale);
// §8 mid-stream render flip: tell the host who renders the pointer whenever
// the local model changes. Desktop-active = we draw it (host excludes +
// forwards); anything else — the capture model OR a released pointer — the
// host composites it into the video (full fidelity, the pre-channel look).
// §8 mid-stream render flip: tell the host who renders the pointer whenever the
// local model changes. The host may composite one ONLY while we hold a grabbed,
// hidden pointer — the capture model, engaged — because that is the one state
// with no local cursor on screen. Note this is deliberately NOT `desktop_active`:
// a RELEASED pointer leaves the ordinary window cursor visible over the video,
// and a host-composited pointer then sits UNDER it as a second cursor that never
// moves (released forwards no motion), which reads on glass as a frozen
// duplicate. Released therefore counts as "we draw it" — the host stops
// compositing and keeps forwarding shape/state, so re-engaging is seamless.
// One edge-detected reconciler covers the chord, the M3 auto-flip, and
// engage/release alike.
if chan.negotiated() && st.sent_client_draws != Some(desktop_active) {
st.sent_client_draws = Some(desktop_active);
let _ = c.set_cursor_render(desktop_active);
let client_draws = match st.capture.as_ref() {
Some(cap) => !cap.captured() || cap.desktop(),
None => true,
};
if chan.negotiated() && st.sent_client_draws != Some(client_draws) {
st.sent_client_draws = Some(client_draws);
let _ = c.set_cursor_render(client_draws);
}
}
// M3 — host-driven mode flip: `relative_hint` set = a host app grabbed/hid the
+5
View File
@@ -18,6 +18,11 @@ parse_deps = false
# undefined and the C harness fails to compile: the Apple batched recv (transport/udp.rs
# `recvmsg_x` + `MsghdrX`) and the Android bionic mmsg bindings (`android_mmsg` module).
exclude = ["MsghdrX", "recvmsg_x", "mmsghdr", "sendmmsg", "recvmmsg"]
# Reached by no exported SIGNATURE, so cbindgen's sweep misses it — but a C embedder needs the
# vocabulary: `punktfunk_connection_end_reason` writes one of these as a bare byte (deliberately,
# so the JNI/Swift sides can marshal a `u8` rather than an enum), which without this would leave
# the header documenting names it never defines.
include = ["PunktfunkEndReason"]
[export.rename]
"InputEvent" = "PunktfunkInputEvent"
+39
View File
@@ -2273,6 +2273,45 @@ pub unsafe extern "C" fn punktfunk_connection_audio_channels(
})
}
/// WHY this session ended: `*out` receives a [`PunktfunkEndReason`] byte
/// (`PUNKTFUNK_END_REASON_*`). The return status reports only whether the handle was usable.
///
/// Read it once a plane has returned [`PunktfunkStatus::Closed`] (or the embedder's own
/// end-of-session signal fired); before that it reads `NONE`. It latches, so it is still readable
/// while the connection is torn down, and a client that never calls it behaves exactly as it did
/// before this existed.
///
/// **Most endings are not failures.** Before this, a client had no way to tell a player quitting
/// their game from a host falling off the network, so every client wrote one message for all of
/// them and every client chose an error. Use `LOCAL`/`GAME_EXITED`/`HOST_ENDED` to stay quiet (and
/// `GAME_EXITED` to return to the library the title was launched from), and keep the alarming copy
/// for `HOST_ERROR` and `LOST`.
///
/// Treat an unrecognized value as `NONE` — this crosses an ABI and the core may be newer than you.
///
/// # Safety
/// `c` is a valid connection handle; `out` is NULL or writable for one `u8`.
#[cfg(feature = "quic")]
#[no_mangle]
pub unsafe extern "C" fn punktfunk_connection_end_reason(
c: *mut PunktfunkConnection,
out: *mut u8,
) -> PunktfunkStatus {
guard(|| {
// SAFETY: per the ABI contract - an opaque handle from a `*_new`/`*_pair` that the caller
// has not yet freed, or null, which `as_ref` reports as `None` and the `match` handles.
let c = match unsafe { c.as_ref() } {
Some(c) => c,
None => return PunktfunkStatus::NullPointer,
};
if !out.is_null() {
// SAFETY: `out` is non-null and the caller guarantees it is writable for one `u8`.
unsafe { *out = c.inner.end_reason() as u8 };
}
PunktfunkStatus::Ok
})
}
/// One decoded audio frame from [`punktfunk_connection_next_audio_pcm`]: interleaved 32-bit
/// float PCM at 48 kHz, in the canonical wire channel order `FL FR FC LFE RL RR SL SR` (the
/// first `channels` of it). `samples` points at `frame_count * channels` floats and borrows
+115
View File
@@ -110,6 +110,91 @@ pub struct MicUplinkStats {
/// the control task is wedged, which callers treat as a closed session.
const CTRL_QUEUE: usize = 32;
/// Why a session ended — [`NativeClient::end_reason`], and `punktfunk_connection_end_reason` on the
/// C surface.
///
/// The distinction that matters to a UI is **normal vs alarming**, and it is not a spectrum: a
/// player quitting their game and a host falling off the network both arrive as "the session
/// ended", and a client with no way to separate them has to word all of them the same. Every client
/// worded them as failures.
///
/// Ordered loosely from "the user did this on purpose" to "something went wrong". Values are part
/// of the C ABI: append only, never renumber.
#[repr(u8)]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum PunktfunkEndReason {
/// Not ended (or ended before a reason could be observed). Also what an unknown future value
/// decodes to, so an older client reading a newer core degrades to "no opinion".
None = 0,
/// **This client** closed the session — the user pressed stop, or the handle was dropped.
/// Nothing to report: the UI already knows, it initiated it.
Local = 1,
/// The host's launched game exited ([`crate::quic::APP_EXITED_CLOSE_CODE`]). A normal finish,
/// and the one reason a launcher client can act on: go back to the library the title was
/// launched from rather than all the way out to host selection.
GameExited = 2,
/// The host ended the session cleanly and deliberately — an operator "End" in the console, or
/// the session simply finishing. Normal; say so plainly or say nothing.
HostEnded = 3,
/// The host closed reporting a failure of its own. Worth showing, and the host's log has the
/// detail.
HostError = 4,
/// The connection died rather than being closed: idle timeout, reset, the network going away.
/// This — and only this — is the "the host may be asleep, wake it" case.
Lost = 5,
}
impl PunktfunkEndReason {
/// Decode the wire/ABI byte. Unknown values become [`Self::None`] rather than panicking: this
/// crosses an ABI where the writer may be newer than the reader.
pub fn from_u8(v: u8) -> Self {
match v {
1 => Self::Local,
2 => Self::GameExited,
3 => Self::HostEnded,
4 => Self::HostError,
5 => Self::Lost,
_ => Self::None,
}
}
/// Whether this ending is an ordinary outcome rather than something to alarm the user about.
///
/// The single question nearly every client actually asks. `Local`, `GameExited` and `HostEnded`
/// are all things that were *meant* to happen; only a host-side failure or a dead connection
/// are not. [`Self::None`] counts as normal — no evidence of trouble is not evidence of it.
pub fn is_normal(self) -> bool {
!matches!(self, Self::HostError | Self::Lost)
}
}
#[cfg(feature = "quic")]
impl From<&quinn::ConnectionError> for PunktfunkEndReason {
/// Classify the QUIC close.
///
/// Only two application codes ever arrive from a host at session end: `APP_EXITED` when the
/// game it launched quit, and the teardown's own `0` (clean) / `1` (the session returned an
/// error) from `native.rs`. Anything else with an application code is a deliberate host-side
/// close we do not have a name for, which is still closer to "the host ended it" than to a
/// dead link — but a code we have never issued is more likely a fault than a courtesy, so it
/// lands in `HostError` where it will at least be visible.
fn from(e: &quinn::ConnectionError) -> Self {
match e {
quinn::ConnectionError::LocallyClosed => Self::Local,
quinn::ConnectionError::ApplicationClosed(ac) => {
match u32::try_from(u64::from(ac.error_code)) {
Ok(crate::quic::APP_EXITED_CLOSE_CODE) => Self::GameExited,
Ok(0) => Self::HostEnded,
_ => Self::HostError,
}
}
// TimedOut, Reset, VersionMismatch, TransportError, CidsExhausted, and the peer's
// transport-level close: the link failed, nobody said goodbye.
_ => Self::Lost,
}
}
}
pub struct NativeClient {
// Each plane's receiver sits behind its own mutex so `NativeClient` is `Sync` and Rust
// embedders can share one `Arc<NativeClient>` across their plane threads (the same
@@ -180,6 +265,9 @@ pub struct NativeClient {
/// Speed-test accumulator, shared with the data-plane pump + control task.
probe: Arc<Mutex<ProbeState>>,
shutdown: Arc<AtomicBool>,
/// A [`PunktfunkEndReason`] as `u8`, latched with `shutdown` — see
/// [`NativeClient::end_reason`].
end_reason: Arc<AtomicU8>,
/// Deliberate-quit flag: [`NativeClient::disconnect_quit`] sets it, so the worker closes the QUIC
/// connection with [`crate::quic::QUIT_CLOSE_CODE`] (a user "stop") instead of code 0 — telling the
/// host to skip the keep-alive linger. A plain drop leaves it false → an unwanted-disconnect close.
@@ -448,6 +536,7 @@ impl NativeClient {
std::sync::mpsc::sync_channel::<crate::quic::CursorState>(CURSOR_STATE_QUEUE);
let (ready_tx, ready_rx) = std::sync::mpsc::channel::<Result<Negotiated>>();
let shutdown = Arc::new(AtomicBool::new(false));
let end_reason = Arc::new(AtomicU8::new(PunktfunkEndReason::None as u8));
let quit = Arc::new(AtomicBool::new(false));
let mode_slot = Arc::new(std::sync::Mutex::new(mode));
let probe = Arc::new(Mutex::new(ProbeState::default()));
@@ -463,6 +552,7 @@ impl NativeClient {
let host = host.to_string();
let frame_chan_w = frame_chan.clone();
let shutdown_w = shutdown.clone();
let end_reason_w = end_reason.clone();
let quit_w = quit.clone();
let mode_slot_w = mode_slot.clone();
let probe_w = probe.clone();
@@ -538,6 +628,7 @@ impl NativeClient {
clip_cmd_rx,
ready_tx,
shutdown: shutdown_w,
end_reason: end_reason_w,
quit: quit_w,
mode_slot: mode_slot_w,
probe: probe_w,
@@ -591,6 +682,7 @@ impl NativeClient {
host_caps: negotiated.host_caps,
probe,
shutdown,
end_reason,
quit,
worker: Some(worker),
frames_dropped,
@@ -809,6 +901,29 @@ impl NativeClient {
self.shutdown.load(Ordering::SeqCst)
}
/// WHY the session ended — see [`PunktfunkEndReason`].
///
/// A refinement of [`is_session_ended`](Self::is_session_ended), never a substitute: it stays
/// [`PunktfunkEndReason::None`] until that is true, and every client that ignores it behaves
/// exactly as it did before this existed.
///
/// What it is FOR: **most endings are not failures.** A client that cannot tell them apart has
/// to pick one wording for all of them, and every such client picked an error — "Session ended
/// by <host>", "Connection lost — the host may be asleep" — including when the player quit the
/// game themselves. This is the discriminator that lets each client stay quiet for a normal
/// finish, return to its library when a launched game exits, and reserve the alarming copy for
/// an ending that actually deserves it.
///
/// Latches, so it is still readable while the connection is being torn down.
pub fn end_reason(&self) -> PunktfunkEndReason {
PunktfunkEndReason::from_u8(self.end_reason.load(Ordering::SeqCst))
}
/// Shorthand for the single most actionable reason: the host's launched game exited.
pub fn ended_because_game_exited(&self) -> bool {
self.end_reason() == PunktfunkEndReason::GameExited
}
/// Register the calling thread as latency-critical so a later
/// [`hot_thread_ids`](Self::hot_thread_ids) includes it. An embedder calls this from its own
/// plane threads (e.g. the Android client's decode + audio threads) to fold them into the same
+8 -2
View File
@@ -65,6 +65,7 @@ pub(super) async fn run_pump(args: WorkerArgs) {
clip_cmd_rx,
ready_tx,
shutdown,
end_reason,
quit,
mode_slot,
probe,
@@ -194,12 +195,17 @@ pub(super) async fn run_pump(args: WorkerArgs) {
clip_cmd_rx,
));
// Watch for connection close → stop the pump.
// Watch for connection close → stop the pump, and classify WHY.
{
let shutdown = shutdown.clone();
let end_reason = end_reason.clone();
let conn = conn.clone();
tokio::spawn(async move {
conn.closed().await;
let why = conn.closed().await;
// Latch the reason BEFORE `shutdown`: the two are observed by different threads, and a
// client that reacts to the shutdown flag must never find the reason still unset.
let reason = crate::client::PunktfunkEndReason::from(&why);
end_reason.store(reason as u8, Ordering::SeqCst);
shutdown.store(true, Ordering::SeqCst);
});
}
@@ -68,6 +68,9 @@ pub(crate) struct WorkerArgs {
pub(crate) clip_cmd_rx: tokio::sync::mpsc::UnboundedReceiver<ClipCommand>,
pub(crate) ready_tx: std::sync::mpsc::Sender<Result<Negotiated>>,
pub(crate) shutdown: Arc<AtomicBool>,
/// A [`crate::client::PunktfunkEndReason`] as `u8`, classified from the connection's close and
/// latched alongside `shutdown` (see [`NativeClient::end_reason`]).
pub(crate) end_reason: Arc<AtomicU8>,
/// Deliberate-quit flag (see [`NativeClient::quit`]): the worker closes with the quit code if set.
pub(crate) quit: Arc<AtomicBool>,
pub(crate) mode_slot: Arc<std::sync::Mutex<Mode>>,
+8 -1
View File
@@ -138,7 +138,14 @@ pub use stats::Stats;
/// capability-gated end to end: the wire grows a new datagram tag (0xD1) an old client never
/// receives (double-gated caps), a new 0xCD kind (0x06, dropped as unknown by old clients) and
/// arrival flag bits 8/9 sent only toward a capable host, so [`WIRE_VERSION`] is unchanged.
pub const ABI_VERSION: u32 = 16;
/// v17: added `punktfunk_connection_end_reason` + the `PUNKTFUNK_END_REASON_*` vocabulary — asks,
/// once a session has ended, WHY: this client closed it, the host's launched game exited (its close
/// carried [`quic::APP_EXITED_CLOSE_CODE`], which the host has sent since long before this bump
/// with nothing consuming it), the host ended it cleanly, the host reported a failure, or the
/// connection was simply lost. Purely a read of state the core already had: no new call is required
/// of an embedder, a client that never calls it is unchanged, and the host sends exactly the same
/// bytes either way, so [`WIRE_VERSION`] is unchanged.
pub const ABI_VERSION: u32 = 17;
/// The punktfunk/1 **wire** version — what `Hello`/`Welcome` carry and hosts equality-check.
/// Deliberately its own constant: [`ABI_VERSION`] tracks the embeddable **C surface**
+174 -18
View File
@@ -52,6 +52,24 @@ const EXIT_CONFIRM: Duration = Duration::from_secs(3);
const SHIM_WINDOW: Duration = Duration::from_secs(5);
/// How long a game gets to close on its own after a polite request, before it is killed outright.
const TERM_GRACE: Duration = Duration::from_secs(10);
/// How long [`crate::procscan::running_hint`] may hold off the exit once the game's processes have
/// all gone.
///
/// The hint is a tie-breaker for a scan that momentarily cannot see the game — a launcher re-execing,
/// an engine relaunching itself into a new pid — and those gaps are over in seconds, an order of
/// magnitude inside this window. Past it, a game nothing can find is gone whatever the hint says.
///
/// **Bounded because the hint's backing state is not guaranteed to be truthful.** Windows reads
/// Steam's per-app `Running` registry flag, which Steam leaves set whenever it does not cleanly
/// observe the exit (Steam crashed or was closed first, the game re-parented, a launcher appid stays
/// set) — and `steam_running_hint` believes the first hive that says so, including a stale one left
/// in another profile. An UNBOUNDED veto turns that into a session that never ends on its own: the
/// console shows the game running for as long as the host does, `session_on_game_exit` never fires,
/// and only a manual "End" gets the stream back (field report 2026-08-06, Windows host 0.24.0).
///
/// Ending a moment too early is the cheaper failure: the stream drops while the game lives (the user
/// reconnects, and `finish` never kills anything). Ending never is the bug above.
const VETO_LIMIT: Duration = Duration::from_secs(30);
/// A child process the host spawned for a launch, and what may safely be signalled for it.
#[derive(Clone, Copy, Debug)]
@@ -248,6 +266,20 @@ pub struct LeaseRequest {
pub spec: DetectSpec,
/// The game's own compositor-nested-ness: `true` when a bare-spawn gamescope owns it.
pub nested: bool,
/// This entry opens a LAUNCHER rather than a game (design D4), which makes the lease
/// [`LeaseKind::Untracked`] no matter what else is known about it.
///
/// A launcher has no "the game exited" moment to detect, and trying to infer one is worse than
/// not trying. Steam is the clean counterexample: Big Picture is a *mode* of an already-running
/// Steam client, not a process — and on a Deck or SteamOS host Steam is always running — so no
/// process signal can express "the Big Picture window closed".
///
/// Without this flag the lifetime would also be decided by something the user cannot see:
/// launching a launcher that is NOT yet running leaves the host holding a live child (tracked,
/// so quitting it ends the session), while launching one that IS running has the command
/// forward and exit inside [`SHIM_WINDOW`] (untracked, so the session persists). Same tile, two
/// behaviours. Untracked is the honest one of the two, so it is the one that always applies.
pub launcher: bool,
/// The child the host spawned for this launch, when it spawned one directly, and whether it
/// leads its own process group (see [`OwnedChild::group_leader`]).
pub child: Option<(std::process::Child, bool)>,
@@ -282,11 +314,18 @@ pub fn open(req: LeaseRequest, on_exit: OnExit) -> GameLease {
plane,
spec,
nested,
launcher,
child,
launch_stamp,
} = req;
let kind = if nested {
// A launcher tile is untracked FIRST, before anything else is considered — see
// `LeaseRequest::launcher`. Checking it ahead of `child` is the whole point: a launcher the host
// just started leaves a live child behind, and tracking that child is exactly the inconsistency
// this removes.
let kind = if launcher {
LeaseKind::Untracked
} else if nested {
LeaseKind::Nested
} else if child.is_some() {
LeaseKind::Child
@@ -317,7 +356,14 @@ pub fn open(req: LeaseRequest, on_exit: OnExit) -> GameLease {
last_seen_ms: AtomicU64::new(0),
});
if matches!(kind, LeaseKind::Untracked) {
if launcher {
tracing::info!(
title = %shared.game.title,
app = shared.game.id.as_deref().unwrap_or("-"),
"this entry opens a launcher, not a game — the session stays up until the client \
leaves, and closing the launcher does not end it"
);
} else if matches!(kind, LeaseKind::Untracked) {
tracing::info!(
title = %shared.game.title,
app = shared.game.id.as_deref().unwrap_or("-"),
@@ -540,29 +586,59 @@ fn watch(shared: Arc<LeaseShared>, mut child: Option<std::process::Child>, on_ex
gone_since = None;
vetoed = false;
shared.last_seen_ms.store(now_ms(), Ordering::Relaxed);
} else if gone_since.get_or_insert_with(Instant::now).elapsed() >= EXIT_CONFIRM {
// Last check before ending a session: does anything outside the process scan still think
// the game is up? Only a veto, never a reason to call it running — see
// `procscan::running_hint`. The failure mode of honoring it is a stream that stays up.
if crate::procscan::running_hint(&shared.spec) == Some(true) {
if !vetoed {
vetoed = true;
tracing::info!(
title = %shared.game.title,
"no game processes found, but its launcher still reports it running — not \
ending the session"
);
} else {
// How long the game's processes have been CONTINUOUSLY absent. Deliberately not reset by
// the veto below — letting it run on is exactly what bounds the veto.
let gone_for = gone_since.get_or_insert_with(Instant::now).elapsed();
if gone_for >= EXIT_CONFIRM {
// Last check before ending a session: does anything outside the process scan still
// think the game is up? Only a veto, never a reason to call it running — see
// `procscan::running_hint`.
let hint_running = crate::procscan::running_hint(&shared.spec) == Some(true);
if !exit_confirmed(gone_for, hint_running) {
if !vetoed {
vetoed = true;
tracing::info!(
title = %shared.game.title,
veto_limit_s = VETO_LIMIT.as_secs(),
"no game processes found, but its launcher still reports it running — \
holding off on ending the session"
);
}
} else {
if hint_running {
// The veto outlived its usefulness: nothing this scan can see has existed
// for VETO_LIMIT, so the launcher's opinion is stale, not early.
tracing::warn!(
title = %shared.game.title,
gone_for_s = gone_for.as_secs(),
"its launcher still reports the game running, but nothing of it has \
been on the box for {}s treating that as a stale flag and ending \
the session",
VETO_LIMIT.as_secs()
);
}
finish(&shared, &on_exit, "the game exited");
return;
}
gone_since = None;
} else {
finish(&shared, &on_exit, "the game exited");
return;
}
}
std::thread::sleep(POLL);
}
}
/// Whether a game nothing can find any more counts as exited: absent for at least [`EXIT_CONFIRM`],
/// and either unopposed or absent long enough that the opposition ([`crate::procscan::running_hint`]
/// saying `Some(true)`) has been overruled by [`VETO_LIMIT`].
///
/// Split out of the watch loop because it is the one rule in this file whose *bound* is the fix:
/// the loop itself polls a live process table and cannot be unit-tested, which is how an unbounded
/// veto shipped. Pure, so the table below is the whole contract.
#[cfg(any(target_os = "linux", windows))]
fn exit_confirmed(gone_for: Duration, hint_running: bool) -> bool {
gone_for >= EXIT_CONFIRM && (!hint_running || gone_for >= VETO_LIMIT)
}
/// Record the exit and, unless the host itself ended the game, run the session-ending action.
#[cfg(any(target_os = "linux", windows))]
fn finish(shared: &Arc<LeaseShared>, on_exit: &OnExit, why: &str) {
@@ -1024,12 +1100,62 @@ mod tests {
plane: crate::events::Plane::Native,
spec,
nested,
launcher: false,
child: None,
// No start-time floor: these leases are never matched against real processes.
launch_stamp: None,
}
}
/// Design D4: an entry that opens a LAUNCHER is untracked, whatever else is known about it.
///
/// Both cases below are the same tile - "Steam Big Picture" - differing only in whether Steam
/// happened to be running already, which the user cannot see:
///
/// * not running: the host's spawned child stays alive, which would otherwise be a `Child`
/// lease, so quitting the launcher would end the session;
/// * already running: the command forwards to the live instance and exits inside
/// `SHIM_WINDOW`, leaving nothing to track, so the session would persist.
///
/// Untracked is the honest answer of the two. Big Picture is a *mode* of an already-running
/// Steam client rather than a process, and on a Deck or SteamOS host Steam is always running,
/// so no process signal can express "the launcher's window closed". Pinning it here keeps the
/// tile's behaviour from depending on invisible state.
#[test]
fn a_launcher_entry_is_untracked_however_it_was_started() {
// Already running: nothing held, nothing to detect.
let mut r = req("steam:big-picture", DetectSpec::default(), false);
r.launcher = true;
let lease = open(r, Box::new(|| {}));
assert!(matches!(lease.shared().kind, LeaseKind::Untracked));
assert!(!lease.shared().is_trackable());
// Not running: the entry also carries detect signals, which would normally make this a
// `Matched` lease. `launcher` outranks them.
let mut r = req(
"steam:big-picture-2",
DetectSpec::exe("/usr/bin/steam"),
false,
);
r.launcher = true;
assert!(
!r.spec.is_empty(),
"the guard is only meaningful with signals"
);
let lease = open(r, Box::new(|| {}));
assert!(matches!(lease.shared().kind, LeaseKind::Untracked));
assert!(!lease.shared().is_trackable());
// The same request WITHOUT the flag is tracked - so the assertions above are the flag's
// doing, not an artifact of the fixture.
let plain = open(
req("steam:570", DetectSpec::exe("/usr/bin/steam"), false),
Box::new(|| {}),
);
assert!(matches!(plain.shared().kind, LeaseKind::Matched));
assert!(plain.shared().is_trackable());
}
/// Is a lease for `id` currently on probation?
fn is_pending(id: &str) -> bool {
pending_snapshot()
@@ -1037,6 +1163,34 @@ mod tests {
.any(|(s, _)| s.game.id.as_deref() == Some(id))
}
/// The exit rule, including the thing that was missing: the veto ENDS.
///
/// Field 2026-08-06 (Windows 0.24.0): Steam's per-app `Running` flag was left set after the game
/// exited, the watcher honoured it on every pass and reset its own confirm window each time, so
/// the game read as running for the life of the host and the stream never auto-ended. The last
/// case below is that regression.
#[cfg(any(target_os = "linux", windows))]
#[test]
fn the_launcher_veto_expires_instead_of_pinning_a_session_open() {
let brief = EXIT_CONFIRM / 2;
let confirmed = EXIT_CONFIRM + Duration::from_secs(1);
let long = VETO_LIMIT + Duration::from_secs(1);
// Too early to call it either way — a process swap is still plausible.
assert!(!exit_confirmed(brief, false));
assert!(!exit_confirmed(brief, true));
// Gone past the confirm window with nothing objecting: exited.
assert!(exit_confirmed(confirmed, false));
// Same, but the launcher objects — that is what the veto is FOR, so hold off.
assert!(!exit_confirmed(confirmed, true));
// …and this is the bound. Still objecting, but nothing of the game has existed for
// VETO_LIMIT, so the objection is stale and the session ends anyway.
assert!(exit_confirmed(long, true));
assert!(exit_confirmed(long, false));
// (The middle two cases together also pin VETO_LIMIT > EXIT_CONFIRM: a veto that did not
// outlast the window it overrides could never hold anything off in the first place.)
}
#[test]
fn kind_follows_what_the_launch_gave_us() {
// Nested wins over everything: the display layer owns the lifetime.
@@ -1178,6 +1332,7 @@ mod tests {
// A real signal that no process will ever match — the game never shows up.
spec: DetectSpec::steam(999_001),
nested: false,
launcher: false,
child: Some((child, false)),
launch_stamp: None,
},
@@ -1236,6 +1391,7 @@ mod tests {
plane: crate::events::Plane::Native,
spec: DetectSpec::dir(td.path()),
nested: false,
launcher: false,
child: Some((child, true)),
launch_stamp,
},
@@ -369,6 +369,7 @@ fn run(
plane: crate::events::Plane::Gamestream,
spec: t.detect.clone(),
nested,
launcher: t.launcher,
child,
launch_stamp,
},
@@ -580,6 +581,9 @@ fn open_gs_mirror_source(
/// run it.
struct GsApp {
game: crate::gamelease::GameRef,
/// This entry opens a LAUNCHER rather than a game (design D4) — carried through from
/// [`crate::library::LaunchTarget`] so the lease can stay untracked for it.
launcher: bool,
detect: crate::library::DetectSpec,
/// The resolved shell command. `Some` on Linux, which runs it itself; `None` for a Windows
/// library title, which launches by id through the interactive-session spawner instead.
@@ -601,6 +605,7 @@ fn resolve_gs_app(app: Option<&super::apps::AppEntry>) -> Option<GsApp> {
Some(t) => {
return Some(GsApp {
game: t.game,
launcher: t.launcher,
detect: t.detect,
command: t.command,
})
@@ -619,6 +624,8 @@ fn resolve_gs_app(app: Option<&super::apps::AppEntry>) -> Option<GsApp> {
.map(str::trim)
.filter(|c| !c.is_empty())?;
Some(GsApp {
// An operator-typed command has no library entry behind it, so it is never a launcher tile.
launcher: false,
game: crate::gamelease::GameRef {
id: None,
store: None,
+21 -5
View File
@@ -671,9 +671,10 @@ mod tests {
} else {
"/home/u/.cache/lutris/coverart/cover.jpg".to_string()
};
let url = file_url(std::path::Path::new(&path));
let mut art = Artwork {
portrait: Some(path.clone()),
hero: Some(format!("file://{path}")),
hero: Some(url),
logo: Some("https://cdn/l.png".into()),
header: None,
};
@@ -757,7 +758,7 @@ mod tests {
// half that matters for the extracted scanners: they emit `file://` values, so if the
// conversion happened after the confinement check the check would be inspecting a string
// that is not the path being read.
let as_url = format!("file://{}", cover.to_str().unwrap());
let as_url = file_url(&cover);
assert_eq!(
local_art_bytes(&as_url)
.expect("file:// reads the same cover")
@@ -766,15 +767,15 @@ mod tests {
);
// …and a `file://` value is confined exactly like a bare one — no bypass by spelling.
assert!(
local_art_bytes(&format!("file://{}", elsewhere.to_str().unwrap())).is_none(),
local_art_bytes(&file_url(&elsewhere)).is_none(),
"file:// must not escape the art roots"
);
// Percent-encoded traversal is decoded BEFORE canonicalization, so it cannot hide from the
// `..` check.
assert!(
local_art_bytes(&format!(
"file://{}/%2e%2e/{}/cover.png",
dir.to_str().unwrap(),
"{}/%2e%2e/{}/cover.png",
file_url(&dir),
outside.file_name().unwrap().to_str().unwrap()
))
.is_none(),
@@ -789,6 +790,21 @@ mod tests {
let _ = std::fs::remove_dir_all(&outside);
}
/// Build a `file://` value the way the kit's `fileUrl` does, so these tests exercise the real
/// plugin contract on both platforms. A POSIX path keeps the two-slash form
/// (`file:///home/u/c.png` — empty authority, then the leading `/`); a Windows path becomes
/// `file:///C:/covers/c.png`, i.e. three slashes and forward separators. Building it as
/// `format!("file://{path}")` on Windows yields `file://C:\covers\c.png`, whose authority is
/// `C:` — that is a UNC reference, not a local file, and the parser is right to refuse it.
fn file_url(p: &std::path::Path) -> String {
let posix = p.to_str().unwrap().replace('\\', "/");
if posix.starts_with('/') {
format!("file://{posix}")
} else {
format!("file:///{posix}")
}
}
/// Write-time validation refuses what read-time would refuse, so an unservable path never even
/// reaches `library.json`. URLs are none of its business.
#[test]
+57 -1
View File
@@ -371,7 +371,7 @@ pub fn delete_custom(id: &str) -> Result<MutateOutcome<()>> {
/// copies of the very primitive the `/hooks` carve-out exists to withhold.
///
/// Returns the field name for the error message, so a plugin author sees exactly what was refused.
/// The other launch kinds (`steam_appid`, `steam_ui`, `launcher_ui`, `epic`, `gog`, `aumid`,
/// The other launch kinds (`steam_appid`, `steam_ui`, `launcher_ui`, `epic`, `gog`, `aumid`, `playnite`,
/// `lutris_id`, `heroic`) are all
/// host-resolved from a validated id and stay open to every lane — a provider plugin can still
/// publish its whole catalogue, it just cannot hand the host a shell command to run.
@@ -461,6 +461,21 @@ pub fn validate_provider_payload(inputs: &[ProviderEntryInput]) -> Result<(), St
launch.value
));
}
// The value is interpolated into a `playnite://` URI, so it is charset-checked here as
// well as at launch time — same reasoning as the two kinds above.
if launch.kind == "playnite" && !valid_playnite_id(&launch.value) {
return Err(format!(
"entries[{i}]: `launch.value` for kind `playnite` must be a Playnite game GUID"
));
}
// `<Identity>!<AppId>`, both straight off `MicrosoftGame.config`. The host completes it
// into an AUMID at launch (it can read the publisher hash; the runner cannot), so the
// shape is checked here where the author can still act on the error.
if launch.kind == "xbox" && !valid_aumid(&launch.value) {
return Err(format!(
"entries[{i}]: `launch.value` for kind `xbox` must be `<Identity>!<AppId>`"
));
}
}
if let Some(marker) = &e.detect.env_marker {
if !valid_env_key(&marker.key) {
@@ -743,6 +758,47 @@ mod tests {
assert!(library_id_for(&r3[0]).starts_with("custom:"));
}
/// A plugin's `launchers(cfg)` tile, end to end: `role: "launcher"` survives the reconcile onto
/// the stored entry AND onto the `GameEntry` a client renders, keeps the deterministic claimed
/// id, and stays out of the wire for ordinary games.
///
/// This is the path the lutris and heroic plugins publish through, and nothing exercised it
/// before — every earlier test reconciled `GameRole::Game`, which is the serde default, so the
/// field could have been dropped anywhere between the payload and the client without a failure.
#[test]
fn a_launcher_entry_survives_reconcile_onto_the_wire() {
let mut launcher = input("launcher", "Lutris");
launcher.role = GameRole::Launcher;
launcher.launch = Some(LaunchSpec {
kind: "launcher_ui".into(),
value: "lutris".into(),
});
let mut entries = Vec::new();
let out = reconcile_entries(
&mut entries,
"lutris",
Some("lutris"),
vec![launcher, input("42", "Some Game")],
);
assert_eq!(library_id_for(&out[0]), "lutris:launcher");
assert_eq!(out[0].role, GameRole::Launcher);
assert_eq!(out[1].role, GameRole::Game, "the game is untouched");
// Onto the wire: the client sees `role`, and `is_game` keeps it off ordinary entries.
let tile: GameEntry = out[0].clone().into();
assert_eq!(tile.role, GameRole::Launcher);
let v = serde_json::to_value(&tile).unwrap();
assert_eq!(v["role"], "launcher");
let game: GameEntry = out[1].clone().into();
let vg = serde_json::to_value(&game).unwrap();
assert!(
vg.get("role").is_none(),
"a game's role stays off the wire, so old clients are unaffected"
);
}
/// The metadata contract on the wire and on disk: fields serialize FLAT (no `meta` nesting —
/// clients and plugins see `platform` beside `title`), absent fields vanish entirely, and a
/// pre-metadata `library.json` / payload still parses (all-optional).
+212 -21
View File
@@ -19,6 +19,10 @@ use super::*;
pub struct LaunchTarget {
/// Identity for the status surface and the `game.*` events.
pub game: crate::gamelease::GameRef,
/// This entry opens a LAUNCHER, not a game (design D4) — so there is no "the game exited"
/// moment to detect, and the lease stays untracked no matter what else is known about it.
/// See [`crate::gamelease::LeaseRequest::launcher`].
pub launcher: bool,
/// How to recognize the running game ([`DetectSpec`]); empty when the store offers nothing.
pub detect: DetectSpec,
/// The resolved shell command. `Some` on Linux (where the host runs it); `None` on Windows,
@@ -51,6 +55,7 @@ pub fn resolve_launch(id: &str) -> Option<LaunchTarget> {
let command = entry.launch.as_ref().and_then(command_for)?;
Some(LaunchTarget {
game,
launcher: entry.role == GameRole::Launcher,
detect: entry.detect,
command: Some(command),
})
@@ -62,6 +67,7 @@ pub fn resolve_launch(id: &str) -> Option<LaunchTarget> {
// the existing warning fires there.
Some(LaunchTarget {
game,
launcher: entry.role == GameRole::Launcher,
detect: entry.detect,
command: None,
})
@@ -184,22 +190,59 @@ fn windows_launch_for(spec: &LaunchSpec) -> Option<(String, Option<std::path::Pa
// shell:AppsFolder — which runs in the interactive user session (UWP activation fails as
// SYSTEM/session-0; spawn_in_active_session uses the user token). Guard the charset (the value
// is host-derived from MicrosoftGame.config + AppRepository, but belt-and-suspenders).
"aumid" => {
let valid = spec.value.split_once('!').is_some_and(|(pfn, app)| {
let part = |s: &str| {
!s.is_empty()
&& s.bytes()
.all(|b| b.is_ascii_alphanumeric() || matches!(b, b'.' | b'_' | b'-'))
};
part(pfn) && part(app)
});
valid.then(|| {
(
format!("explorer.exe \"shell:AppsFolder\\{}\"", spec.value),
None,
)
})
"aumid" => valid_aumid(&spec.value).then(|| {
(
format!("explorer.exe \"shell:AppsFolder\\{}\"", spec.value),
None,
)
}),
// Xbox / Game Pass from a library PLUGIN: `<Identity>!<AppId>`, both read straight out of
// `MicrosoftGame.config`. The host completes it into the AUMID.
//
// This kind exists because of a measured privilege asymmetry (2026-08-06): resolving the
// PackageFamilyName means enumerating `%ProgramData%\…\AppRepository\Packages`, which is
// denied to `NT AUTHORITY\LocalService` — the principal the plugin runner runs as — and
// allowed to the host, which runs as LocalSystem. So the plugin sends what it can read and
// the host reads the authoritative publisher hash itself, at launch time.
//
// Resolving here rather than caching at install time also means a package update that
// changes the hash cannot leave a stale, unlaunchable tile behind.
"xbox" => {
let (identity, app_id) = spec.value.split_once('!')?;
if !aumid_part(identity) || !aumid_part(app_id) {
return None;
}
let pfn = xbox_pfn(identity)?;
Some((
format!("explorer.exe \"shell:AppsFolder\\{pfn}!{app_id}\""),
None,
))
}
// Playnite: open the game through Playnite's own URI handler, which is what actually knows
// how to start it (Playnite maps the id to whichever store owns the title). explorer.exe
// resolves the registered protocol as the user — the same pattern as the `epic` kind — and
// the id is GUID-validated, so the only variable part of the line is 36 hex-and-dash chars.
//
// This kind exists because the plugin used to publish `kind: "command"` (a `start ""` shell
// line). The 2026-08-05 review made `command` operator-only, which refuses a plugin's whole
// reconcile — so without a typed kind the Playnite plugin cannot publish anything at all.
"playnite" => valid_playnite_id(&spec.value).then(|| {
(
format!("explorer.exe \"playnite://playnite/start/{}\"", spec.value),
None,
)
}),
// A launcher entry (D4) on Windows: today that is Playnite's Fullscreen app, spawned
// directly (its `playnite://` handler opens the DESKTOP app, so no URI can do this). The
// value is the literal "playnite" — nothing from the entry reaches the command line — and
// the working directory is Playnite's own install dir, as a .NET app expects.
"launcher_ui" => match spec.value.as_str() {
"playnite" => playnite_fullscreen_exe().map(|exe| {
let dir = exe.parent().map(std::path::Path::to_path_buf);
(format!("\"{}\"", exe.display()), dir)
}),
_ => None,
},
// Operator-typed custom command (host-owned, never client-set): run it through the shell in the
// interactive session. `cmd.exe /c` is acceptable here precisely because the value is operator
// input — the same trust as the operator typing it — not a client-influenced string.
@@ -260,6 +303,38 @@ pub(crate) fn valid_steam_ui(value: &str) -> bool {
matches!(value, "bigpicture" | "desktop")
}
/// One half of an AUMID (a package family name or an app id): non-empty, and no character that
/// could break out of the `shell:AppsFolder\…` argument. Both halves are host-derived, so this is
/// belt-and-braces — but the `xbox` kind now takes an Identity straight off a plugin's wire, which
/// makes it load-bearing rather than defensive.
pub(crate) fn aumid_part(s: &str) -> bool {
!s.is_empty()
&& s.bytes()
.all(|b| b.is_ascii_alphanumeric() || matches!(b, b'.' | b'_' | b'-'))
}
/// A full `<PFN>!<AppId>` AUMID.
pub(crate) fn valid_aumid(value: &str) -> bool {
value
.split_once('!')
.is_some_and(|(pfn, app)| aumid_part(pfn) && aumid_part(app))
}
/// A Playnite game id: the GUID Playnite's own database uses, and the only client-influenced part
/// of a `playnite` launch. Interpolated into a URI handed to explorer.exe, so the charset is
/// validated first — 8-4-4-4-12 lowercase-or-uppercase hex with dashes, nothing else.
pub(crate) fn valid_playnite_id(value: &str) -> bool {
let groups = [8usize, 4, 4, 4, 12];
let mut parts = value.split('-');
for want in groups {
match parts.next() {
Some(p) if p.len() == want && p.bytes().all(|b| b.is_ascii_hexdigit()) => {}
_ => return false,
}
}
parts.next().is_none()
}
/// The launcher UIs **this host** can open, as `launcher_ui` values (D4).
///
/// One kind for every launcher but Steam, rather than one kind each: they all have exactly a single
@@ -280,17 +355,71 @@ fn launcher_ui_stores() -> &'static [&'static str] {
{
&["heroic", "lutris"]
}
// Windows launchers (Epic, GOG Galaxy, the Xbox app) are not wired yet — each needs its own
// verified activation, and an unverified guess would ship a tile that does nothing.
#[cfg(not(target_os = "linux"))]
// Playnite's activation is verified (2026-08-06, on the .173 box); Epic, GOG Galaxy and the
// Xbox app are still unwired — each needs its own verified activation, and an unverified guess
// would ship a tile that does nothing.
#[cfg(windows)]
{
&["playnite"]
}
#[cfg(not(any(target_os = "linux", windows)))]
{
&[]
}
}
/// Is this a `launcher_ui` value this host can resolve?
///
/// On Windows, Playnite is validated by *resolution* rather than by being on the list: a host
/// without Playnite installed refuses the entry (a 400 the plugin author can act on) instead of
/// publishing a tile that does nothing when a user clicks it.
pub(crate) fn valid_launcher_ui(value: &str) -> bool {
launcher_ui_stores().contains(&value)
if !launcher_ui_stores().contains(&value) {
return false;
}
#[cfg(windows)]
if value == "playnite" {
return playnite_fullscreen_exe().is_some();
}
true
}
/// Windows: Playnite's **Fullscreen** app, if this host can find it.
///
/// Fullscreen rather than Desktop for two reasons: a launcher tile is opened from a couch over a
/// stream, and — verified on 2026-08-06 — the registered `playnite://` protocol handler points at
/// `Playnite.DesktopApp.exe`, so a URI cannot open fullscreen mode at all. The exe is launched
/// directly, which is also why nothing here is interpolated from the entry: the whole value is the
/// literal `"playnite"`.
///
/// Playnite installs per-user by default, so the install directory comes from its own uninstall
/// entry (HKCU first, then HKLM for a machine-wide install), falling back to the default
/// `%LOCALAPPDATA%\Playnite`. `None` when nothing resolves, which is what refuses the tile.
#[cfg(windows)]
fn playnite_fullscreen_exe() -> Option<std::path::PathBuf> {
use winreg::enums::{HKEY_CURRENT_USER, HKEY_LOCAL_MACHINE};
use winreg::RegKey;
const KEY: &str = r"SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\Playnite";
const EXE: &str = "Playnite.FullscreenApp.exe";
let from_registry = [HKEY_CURRENT_USER, HKEY_LOCAL_MACHINE]
.into_iter()
.find_map(|root| {
RegKey::predef(root)
.open_subkey(KEY)
.ok()?
.get_value::<String, _>("InstallLocation")
.ok()
})
.map(std::path::PathBuf::from);
from_registry
.into_iter()
.chain(
std::env::var_os("LOCALAPPDATA").map(|l| std::path::PathBuf::from(l).join("Playnite")),
)
.map(|dir| dir.join(EXE))
.find(|p| p.is_file())
}
/// Map a `heroic` LaunchSpec value (`<runner>:<appName>`) to the Heroic launch command, run nested in
@@ -566,9 +695,23 @@ mod tests {
// Not wired on this OS — refused inbound rather than becoming a tile that does nothing.
assert!(!valid_launcher_ui("gog"));
}
#[cfg(not(target_os = "linux"))]
#[cfg(windows)]
{
// No Windows/macOS launcher UIs are wired yet, so every value is refused.
// Playnite is accepted only when this host can actually FIND its Fullscreen app:
// validation is resolution, so a box without Playnite refuses the entry rather than
// publishing a tile that does nothing when clicked.
assert_eq!(
valid_launcher_ui("playnite"),
playnite_fullscreen_exe().is_some()
);
// The Linux launchers, and the Windows ones whose activation is still unverified
// (Epic, GOG Galaxy, the Xbox app), stay refused.
assert!(!valid_launcher_ui("heroic"));
assert!(!valid_launcher_ui("gog"));
}
#[cfg(not(any(target_os = "linux", windows)))]
{
// No launcher UIs are wired on this OS, so every value is refused.
assert!(!valid_launcher_ui("heroic"));
assert!(!valid_launcher_ui("gog"));
}
@@ -576,6 +719,54 @@ mod tests {
assert!(!valid_launcher_ui("lutris; rm -rf ~"));
}
/// The `xbox` kind is what a library PLUGIN can publish: the runner's principal cannot read
/// AppRepository (measured 2026-08-06), so it sends `<Identity>!<AppId>` and the host resolves
/// the publisher hash. The charset guard is load-bearing here — unlike `aumid`, this value
/// arrives over the wire.
#[test]
fn xbox_value_is_identity_bang_appid_and_charset_guarded() {
assert!(valid_aumid("Microsoft.Foo!Game"));
assert!(valid_aumid("A_b-c.d!App"));
// Both halves must be present and non-empty.
assert!(!valid_aumid("Microsoft.Foo"));
assert!(!valid_aumid("!Game"));
assert!(!valid_aumid("Microsoft.Foo!"));
assert!(!valid_aumid(""));
// Nothing that could break out of the `shell:AppsFolder\…` argument.
assert!(!valid_aumid("Foo\"!Game"));
assert!(!valid_aumid("Foo!Game\" & calc"));
assert!(!valid_aumid("Foo\\..\\Bar!Game"));
assert!(!valid_aumid("Foo Bar!Game"));
}
/// Windows' launcher tile opens Playnite's FULLSCREEN app. Both negatives are the point: the
/// desktop app is not what a couch tile should open, and the `playnite://` handler cannot be
/// used because it is registered to the desktop app (verified on .173, 2026-08-06).
#[cfg(windows)]
#[test]
fn playnite_launcher_opens_the_fullscreen_app() {
let ui = |v: &str| {
windows_launch_for(&LaunchSpec {
kind: "launcher_ui".into(),
value: v.into(),
})
};
// A launcher this host cannot open is refused, whatever the OS.
assert!(ui("gog").is_none());
assert!(ui("heroic").is_none());
assert!(ui("").is_none());
// The rest only means anything on a box that actually has Playnite.
let Some(exe) = playnite_fullscreen_exe() else {
return;
};
let (cmd, dir) = ui("playnite").expect("resolvable when the exe was found");
assert!(cmd.contains("Playnite.FullscreenApp.exe"), "{cmd}");
assert!(!cmd.contains("DesktopApp"), "{cmd}");
assert!(!cmd.contains("playnite://"), "{cmd}");
assert_eq!(dir.as_deref(), exe.parent());
}
#[cfg(target_os = "linux")]
#[test]
fn launcher_ui_opens_the_launcher_itself() {
+7 -1
View File
@@ -134,8 +134,14 @@ fn xbox_parse_config(text: &str, folder: Option<&str>) -> Option<(String, String
/// Resolve a package's PackageFamilyName by finding its
/// `AppRepository\Packages\<PackageFullName>` dir (machine-wide, SYSTEM-readable) and reducing the
/// full name to `Name_PublisherHash`. This READS the authoritative PFN — never compute the hash.
///
/// **Readable by the host, NOT by the plugin runner.** Measured on 2026-08-06: that directory is
/// `UnauthorizedAccessException` for `NT AUTHORITY\LocalService` (which the runner is), while the
/// host service runs as LocalSystem and enumerates all 348 entries. That asymmetry is why the
/// `xbox` launch kind exists — a library plugin sends the package Identity it CAN read out of
/// `MicrosoftGame.config`, and this resolves the rest at launch time (see `launch.rs`).
#[cfg(windows)]
fn xbox_pfn(identity: &str) -> Option<String> {
pub(crate) fn xbox_pfn(identity: &str) -> Option<String> {
let pkgs = PathBuf::from(std::env::var_os("ProgramData")?)
.join("Microsoft")
.join("Windows")
+2 -1
View File
@@ -31,7 +31,8 @@ fn check_entry_fields(
&format!(
"`{field}` is executed as the host user and may only be set with the \
operator's admin token a plugin may publish entries with any host-resolved \
launch kind (steam_appid, steam_ui, launcher_ui, epic, gog, aumid, lutris_id, heroic) \
launch kind (steam_appid, steam_ui, launcher_ui, epic, gog, aumid, xbox, lutris_id, \
heroic, playnite) \
instead"
),
));
@@ -1715,6 +1715,7 @@ pub(super) fn virtual_stream(ctx: SessionContext, prepared: Option<PreparedDispl
plane: crate::events::Plane::Native,
spec: target.detect.clone(),
nested,
launcher: target.launcher,
child,
launch_stamp,
},

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