Compare commits

..
Author SHA1 Message Date
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
ci / rust-arm64 (push) Waiting to run
ci / web (push) Waiting to run
ci / docs-site (push) Waiting to run
docker / builders (--build-arg FEDORA_VERSION=44, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm, -f44) (push) Waiting to run
docker / builders (ci/android-ci.Dockerfile, punktfunk-android-ci) (push) Waiting to run
docker / builders (ci/arch-ci.Dockerfile, punktfunk-arch-ci) (push) Waiting to run
docker / builders (ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Waiting to run
docker / builders (ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Waiting to run
docker / builders (ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Waiting to run
docker / builders-arm64cross (push) Blocked by required conditions
docker / apps (., web/Dockerfile, punktfunk-web) (push) Waiting to run
docker / apps (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Waiting to run
docker / deploy-docs (push) Blocked by required conditions
android / android (push) In progress
ci / rust (push) In progress
apple / swift (push) Successful in 1m28s
release / apple (push) In progress
apple / screenshots (push) Waiting to run
Reviewed-on: #68
2026-08-06 11:59:31 +00:00
enricobuehler fbdad8d917 Merge pull request 'fix(clients): host discovery heals itself, and every client can rescan' (#67) from worktree-host-discovery-refresh into main
ci / web (push) Successful in 1m14s
apple / swift (push) Successful in 1m26s
ci / docs-site (push) Successful in 1m20s
deb / build-publish (push) Successful in 3m53s
deb / build-publish-host (push) Successful in 4m14s
docker / builders (--build-arg FEDORA_VERSION=44, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm, -f44) (push) Successful in 12s
docker / builders (ci/android-ci.Dockerfile, punktfunk-android-ci) (push) Successful in 15s
docker / builders (ci/arch-ci.Dockerfile, punktfunk-arch-ci) (push) Successful in 9s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 3m54s
ci / rust-arm64 (push) Successful in 6m58s
docker / builders (ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Successful in 12s
docker / builders (ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 10s
flatpak / build-publish (push) In progress
docker / builders (ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Failing after 17s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) In progress
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) In progress
docker / builders-arm64cross (push) Skipped
deb / build-publish-client-arm64 (push) Successful in 2m33s
docker / apps (., web/Dockerfile, punktfunk-web) (push) Successful in 29s
android / android (push) Canceled after 8m10s
apple / screenshots (push) Canceled after 0s
arch / build-publish (push) Successful in 8m22s
ci / rust (push) Canceled after 8m34s
docker / apps (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Canceled after 1m13s
docker / deploy-docs (push) Canceled after 0s
release / apple (push) Canceled after 7m29s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m15s
windows / build (aarch64-pc-windows-msvc) (push) Failing after 1m13s
windows / build (x86_64-pc-windows-msvc) (push) In progress
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
android / android (pull_request) In progress
ci / rust (pull_request) In progress
ci / rust-arm64 (pull_request) Successful in 1m31s
ci / docs-site (pull_request) Successful in 1m24s
ci / web (pull_request) Successful in 2m2s
apple / swift (pull_request) Successful in 1m29s
apple / screenshots (pull_request) Skipped
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
ci / web (pull_request) Successful in 1m4s
apple / swift (pull_request) Successful in 1m33s
apple / screenshots (pull_request) Skipped
ci / rust-arm64 (pull_request) Successful in 1m32s
ci / docs-site (pull_request) Successful in 4m16s
android / android (pull_request) Successful in 6m25s
windows / build (x86_64-pc-windows-msvc) (pull_request) Failing after 7m14s
windows / build (aarch64-pc-windows-msvc) (pull_request) Failing after 3m30s
ci / rust (pull_request) Successful in 15m13s
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
ci / rust-arm64 (push) Successful in 1m22s
ci / web (push) Successful in 1m21s
ci / docs-site (push) Successful in 1m44s
flatpak / build-publish (push) Successful in 6m22s
ci / rust (push) Successful in 7m50s
docker / builders (ci/android-ci.Dockerfile, punktfunk-android-ci) (push) Successful in 12s
docker / builders (ci/arch-ci.Dockerfile, punktfunk-arch-ci) (push) Successful in 14s
docker / builders (ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Failing after 51s
docker / builders (ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 8s
docker / builders (ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Successful in 12s
docker / apps (., web/Dockerfile, punktfunk-web) (push) Successful in 10s
docker / apps (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 14s
docker / deploy-docs (push) Failing after 10s
docker / builders (--build-arg FEDORA_VERSION=44, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm, -f44) (push) Successful in 9s
docker / builders-arm64cross (push) Skipped
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
ci / web (push) Successful in 1m14s
docker / builders (ci/arch-ci.Dockerfile, punktfunk-arch-ci) (push) Failing after 20s
apple / swift (push) Successful in 1m37s
ci / docs-site (push) Successful in 1m43s
ci / rust-arm64 (push) Successful in 1m55s
docker / builders (ci/rust-ci.Dockerfile, punktfunk-rust-ci) (push) Failing after 15s
docker / builders (ci/rust-ci-noble.Dockerfile, punktfunk-rust-ci-noble) (push) Successful in 29s
docker / builders (--build-arg FEDORA_VERSION=44, ci/fedora-rpm.Dockerfile, punktfunk-fedora44-rpm, -f44) (push) Failing after 11s
docker / builders (ci/android-ci.Dockerfile, punktfunk-android-ci) (push) Successful in 13s
docker / apps (., web/Dockerfile, punktfunk-web) (push) Successful in 1m16s
docker / apps (docs-site, docs-site/Dockerfile, punktfunk-docs) (push) Successful in 1m51s
android / android (push) Successful in 7m2s
docker / deploy-docs (push) Failing after 39s
ci / rust (push) Successful in 7m14s
deb / build-publish (push) Successful in 5m14s
deb / build-publish-host (push) Successful in 5m56s
flatpak / build-publish (push) Failing after 7m13s
windows-msix / package (arm64, C:\Users\Public\ffmpeg-arm64, --no-default-features, aarch64-pc-windows-msvc, C:\t-a64) (push) Successful in 4m21s
deb / build-publish-client-arm64 (push) Failing after 11m14s
docker / builders (ci/fedora-rpm.Dockerfile, punktfunk-fedora-rpm) (push) Failing after 11m56s
arch / build-publish (push) Failing after 13m25s
docker / builders-arm64cross (push) Skipped
release / apple (push) Successful in 12m37s
windows-msix / package (x64, C:\Users\Public\ffmpeg, , x86_64-pc-windows-msvc, C:\t) (push) Successful in 4m41s
windows / build (aarch64-pc-windows-msvc) (push) Successful in 1m21s
windows / build (x86_64-pc-windows-msvc) (push) Successful in 2m25s
apple / screenshots (push) Successful in 6m17s
rpm / build-publish (44, fedora-44, punktfunk-fedora44-rpm) (push) Successful in 18m34s
rpm / build-publish (43, bazzite, punktfunk-fedora-rpm) (push) Successful in 20m52s
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
ci / web (pull_request) Successful in 1m17s
ci / docs-site (pull_request) Successful in 1m42s
ci / rust-arm64 (pull_request) Successful in 2m36s
android / android (pull_request) Successful in 3m33s
windows / build (x86_64-pc-windows-msvc) (pull_request) Successful in 8m37s
ci / rust (pull_request) Successful in 8m58s
windows / build (aarch64-pc-windows-msvc) (pull_request) Successful in 3m47s
apple / swift (pull_request) Successful in 1m29s
apple / screenshots (pull_request) Skipped
The console settings were one 30-row scroll, which on a Deck meant thumbing past
Video and Audio to reach the pad settings. They are now split across sections —
Stream · Video · Audio · Controller · Interface · Profiles, plus Input on the
desktop console, which alone carries the touch/mouse rows. L1/R1 walks them,
each section remembers where its cursor was, and the names are the same word on
every client so a setting is where you looked for it last.

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

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

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

Also: the settings screen had no raster coverage at all — the eyeball dump is
`#[ignore]`d — so a new test draws every tab, and the Android screenshot set
gains a console-settings scene. Both earned their keep immediately: the renders
showed the extra hint pushing "Done" off a 360 dp phone (the legend scrolls now,
and the Section cell only appears where shoulders exist) and the form backdrop
crushing its own edges.
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
47 changed files with 2915 additions and 554 deletions
@@ -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
@@ -98,6 +99,13 @@ 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.
CompositionLocalProvider(
LocalGamepadPalette provides GamepadPalette.named(settings.uiPalette),
) {
AnimatedContent(
targetState = session,
transitionSpec = {
@@ -201,8 +209,16 @@ 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 }
@@ -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") }
}
}
}
@@ -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
@@ -86,32 +93,53 @@ private val auroraBlobs = listOf(
AuroraBlob(Color(0xFF3862DB), 0.72f, 0.14f, 0.10f, 0.08f, 1, 3, 1.2f, 0.48f, 0.40f), // cool blue
)
/** The deep base the field sits on — and, scaled, the [calm] lift that flattens it. */
private val auroraBase = Color(0xFF131126)
/**
* 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 brand-family blobs drifting over a deep base 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 family, same "ambience,
* never content" role, and the same [GamepadPalette] setting recolours both.
*
* [calm] is what the FORM screens wear: the pools dim onto the base 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 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(
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
// Tinting is per-frame-cheap but not free, and the palette changes about once a year.
val blobs = remember(palette.id) { auroraBlobs.map { it to palette.tint(it.color) } }
val base = remember(palette.id) { palette.tint(auroraBase) }
Canvas(modifier) {
drawRect(Color.Black)
drawRect(if (calm) base else Color.Black)
val span = max(size.width, size.height)
for (b in auroraBlobs) {
for ((b, tinted) in blobs) {
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 base
// 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(tinted.copy(alpha = alpha), Color.Transparent),
center = Offset(cx, cy),
radius = r,
),
@@ -120,10 +148,15 @@ fun GamepadAuroraBackground(modifier: Modifier = Modifier) {
blendMode = BlendMode.Plus,
)
}
// Cinematic vignette: pool light centre, sink the corners.
// Cinematic vignette: pool light centre, sink the corners. 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 to black just eats them. (Matches the Apple client and the desktop console.)
drawRect(
Brush.radialGradient(
colors = listOf(Color.Transparent, Color.Black.copy(alpha = 0.44f)),
colors = listOf(
Color.Transparent,
Color.Black.copy(alpha = if (calm) 0.22f else 0.44f),
),
center = Offset(size.width / 2, size.height / 2),
radius = span * 0.92f,
),
@@ -141,33 +174,96 @@ fun GamepadAuroraBackground(modifier: Modifier = Modifier) {
}
/**
* 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 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) Color(0xD96656F2) else Color(0x14FFFFFF),
tween(180),
label = "tabBg",
)
val ink by animateColorAsState(
Color.White.copy(alpha = if (active) 1f else 0.55f),
tween(180),
label = "tabInk",
)
val ring by animateColorAsState(
Color.White.copy(alpha = if (active && focused) 0.85f else 0f),
tween(180),
label = "tabRing",
)
Text(
title,
style = MaterialTheme.typography.labelLarge,
fontWeight = FontWeight.SemiBold,
color = ink,
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 +272,7 @@ 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
@@ -471,7 +567,12 @@ fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, haze
Row(
modifier = frosted
.border(1.dp, Color.White.copy(alpha = 0.14f), shape)
.padding(horizontal = 16.dp, vertical = 10.dp),
.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),
) {
@@ -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 +1,84 @@
package io.unom.punktfunk
import androidx.compose.ui.graphics.Color
import kotlin.math.cos
import kotlin.math.sin
import kotlin.math.sqrt
// The console (gamepad) UI's background colour families.
//
// A palette is NOT a second hand-tuned colour field: it is a hue rotation + saturation scale
// applied to the ONE field GamepadAuroraBackground already draws, so every palette inherits its
// structure (dark base, bright drifting pools) and the brand default is exactly the shipped look —
// `violet` is the identity transform.
//
// The table and the `tint` maths are mirrored in `pf-console-ui`'s `library.rs` (Rust) and the
// Apple client's `GamepadPalette.swift` under the same ids, so the shared `ui_palette` setting
// names the same colour family on every client. Keep the three copies in step: a palette added
// here without the others is a value the other clients will silently render as Violet.
/**
* One background colour family. [hueDegrees] rotates about the grey axis (positive runs
* red → green → blue) and [saturation] scales saturation about luminance.
*/
class GamepadPalette(
/** The stored `ui_palette` value ([Settings.uiPalette]). */
val id: String,
/** What the settings row shows. */
val name: String,
val hueDegrees: Double,
val saturation: Double,
) {
/** True for the identity transform, so the default path skips the per-colour work. */
val isIdentity: Boolean get() = hueDegrees == 0.0 && saturation == 1.0
/** Apply this palette to one packed sRGB colour, keeping its alpha. */
fun tint(c: Color): Color {
if (isIdentity) return c
val (r, g, b) = tint(Triple(c.red.toDouble(), c.green.toDouble(), c.blue.toDouble()))
return Color(r.toFloat(), g.toFloat(), b.toFloat(), c.alpha)
}
/**
* Rotate `c` about the grey axis by [hueDegrees] (Rodrigues — the same rotation, in the same
* orientation, that the desktop console's shader uses for its ±8° warm/cool sway) and scale
* its saturation about luminance. Clamped, because a large rotation can push a channel out of
* gamut.
*/
fun tint(c: Triple<Double, Double, Double>): Triple<Double, Double, Double> {
val (r, g, b) = c
val a = Math.toRadians(hueDegrees)
val cs = cos(a)
val sn = sin(a)
val invSqrt3 = 1.0 / sqrt(3.0)
val grey = (r + g + b) / 3.0 * (1.0 - cs)
// The `sn` term is cross(k, c) with k = (1,1,1)/√3.
val rr = r * cs + (b - g) * invSqrt3 * sn + grey
val rg = g * cs + (r - b) * invSqrt3 * sn + grey
val rb = b * cs + (g - r) * invSqrt3 * sn + grey
val luma = 0.2126 * rr + 0.7152 * rg + 0.0722 * rb
fun mix(v: Double) = (luma + (v - luma) * saturation).coerceIn(0.0, 1.0)
return Triple(mix(rr), mix(rg), mix(rb))
}
companion object {
/**
* The six shipped palettes, in cycling order: the brand violet, then cool → warm, then
* the neutral.
*/
val ALL = listOf(
GamepadPalette("violet", "Violet", 0.0, 1.0),
GamepadPalette("tide", "Tide", -70.0, 1.0),
GamepadPalette("forest", "Forest", -130.0, 0.9),
GamepadPalette("ember", "Ember", 105.0, 1.0),
GamepadPalette("rose", "Rose", 60.0, 0.95),
GamepadPalette("graphite", "Graphite", 0.0, 0.12),
)
/**
* 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]
}
}
@@ -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),
)
@@ -353,7 +445,8 @@ 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 +454,12 @@ 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 +478,10 @@ 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 +490,13 @@ 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 +510,56 @@ 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 +570,18 @@ 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 +589,7 @@ 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 +601,7 @@ 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 +611,53 @@ 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 +678,8 @@ 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 +691,13 @@ 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"
@@ -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
@@ -0,0 +1,132 @@
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::tint`) and Swift (`GamepadPalette.tint`) ports have to reproduce — the
// same ids, the same rotation orientation, the same in-gamut results — so one `ui_palette` value
// names the same colour family on every client.
class GamepadPaletteTest {
/** The brightest pool of the field — the colour a palette is judged by. */
private val violetPool = Triple(0.49, 0.39, 0.95)
/**
* The brand default must be the IDENTITY transform. Every existing install already sees the
* shipped violet backdrop, and a palette table that quietly restyled it would be a regression
* dressed as a feature.
*/
@Test
fun violetIsTheUntouchedShippedField() {
val violet = GamepadPalette.named("violet")
assertEquals("violet", GamepadPalette.ALL.first().id)
assertTrue(violet.isIdentity)
assertEquals(violetPool, violet.tint(violetPool))
// An unknown name is a newer client's palette, not an error.
assertEquals("violet", GamepadPalette.named("chartreuse").id)
assertEquals("violet", GamepadPalette.named("").id)
}
/** The ids and their order are the cross-client contract (strip order, and the L1/R1 cycle). */
@Test
fun tableMatchesTheOtherClients() {
assertEquals(
listOf("violet", "tide", "forest", "ember", "rose", "graphite"),
GamepadPalette.ALL.map { it.id },
)
assertEquals(
listOf("Violet", "Tide", "Forest", "Ember", "Rose", "Graphite"),
GamepadPalette.ALL.map { it.name },
)
}
/**
* A rotation moves the hue while roughly holding luminance, and the saturation scale collapses
* toward grey the same four checks the Rust and Swift tests make.
*/
@Test
fun tintRotatesHueAndScalesSaturation() {
assertTrue(violetPool.third > violetPool.first && violetPool.third > violetPool.second)
// +105° (Ember) turns the blue-dominant pool red-dominant…
val ember = GamepadPalette.named("ember").tint(violetPool)
assertTrue("$ember should be warm", ember.first > ember.third)
// …−130° (Forest) turns it green-dominant…
val forest = GamepadPalette.named("forest").tint(violetPool)
assertTrue("$forest", forest.second > forest.first && forest.second > forest.third)
// …and 70° (Tide) lands on a cyan whose green and blue both beat red.
val tide = GamepadPalette.named("tide").tint(violetPool)
assertTrue("$tide", tide.second > tide.first && tide.third > tide.first)
// Graphite's saturation scale leaves the channels nearly equal…
val grey = GamepadPalette.named("graphite").tint(violetPool)
val channels = listOf(grey.first, grey.second, grey.third)
assertTrue("$grey", channels.max() - channels.min() < 0.08)
// …at about the source's luminance (it desaturates, it doesn't dim).
val luma = 0.2126 * violetPool.first + 0.7152 * violetPool.second + 0.0722 * violetPool.third
assertEquals(luma, grey.second, 0.05)
}
/**
* Every palette stays in gamut on every colour the field is built from an out-of-range
* channel would clamp differently on each platform's rasteriser.
*/
@Test
fun everyPaletteStaysInGamut() {
val field = listOf(
Triple(0.075, 0.060, 0.160), Triple(0.34, 0.27, 0.72), Triple(0.30, 0.26, 0.74),
Triple(0.42, 0.20, 0.54), Triple(0.49, 0.39, 0.95), Triple(0.28, 0.31, 0.84),
Triple(0.16, 0.26, 0.64), Triple(0.45, 0.23, 0.60), Triple(0.53, 0.31, 0.75),
Triple(0.35, 0.35, 0.91), Triple(0.19, 0.28, 0.70), Triple(0.22, 0.18, 0.54),
Triple(0.24, 0.20, 0.58),
)
for (palette in GamepadPalette.ALL) {
for (c in field) {
val t = palette.tint(c)
for (v in listOf(t.first, t.second, t.third)) {
assertTrue("${palette.id} $c$t", v in 0.0..1.0)
}
}
}
}
/**
* 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 +106,9 @@ class ScreenshotTest {
@Test
fun connectingConsole() = shootRoot("connecting-console") { ConnectConsoleScene() }
@Test
fun consoleSettings() = shootRoot("console-settings") { ConsoleSettingsScene() }
@Test
fun trust() = shootScreen("trust") {
HostsScene()
@@ -31,6 +31,7 @@ import io.unom.punktfunk.BrandDark
import io.unom.punktfunk.ConnectModal
import io.unom.punktfunk.ConnectPhase
import io.unom.punktfunk.ConnectTakeover
import io.unom.punktfunk.GamepadSettingsScreen
import io.unom.punktfunk.Settings
import io.unom.punktfunk.TouchMode
import io.unom.punktfunk.SettingsCategory
@@ -406,3 +407,13 @@ 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() =
GamepadSettingsScreen(initial = SHOT_SETTINGS, onChange = {}, onBack = {})
@@ -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
@@ -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.
//
@@ -122,12 +122,21 @@ struct GamepadHintBar: View {
}
}
/// 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
@@ -136,35 +145,52 @@ 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 {
/// 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 {
/// 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 {
ZStack {
Color.black
colorField(at: t)
colorField(at: t, palette: palette)
// ±8° over ~5 min the whole field very slowly warms and cools.
.hueRotation(.degrees(sin(t * 0.021) * 8))
// Calm = col·0.6 + corner·0.4: over black, `.opacity` IS the multiply
.opacity(calm ? 0.6 : 1)
if calm {
// and a plusLighter wash of the palette's own corner colour IS the add. Chosen so
// a corner lands exactly where it was and the bright pools come down to meet it.
Self.color(palette.tint(Self.cornerRGB))
.opacity(0.4)
.blendMode(.plusLighter)
}
// 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.
// 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 to black just eats them.
EllipticalGradient(
colors: [.clear, .black.opacity(0.42)],
colors: [.clear, .black.opacity(calm ? 0.21 : 0.42)],
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
@@ -180,33 +206,45 @@ struct GamepadScreenBackground: View {
}
}
@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: Self.meshColors(palette),
smoothsColors: true)
} else {
LegacyBlobField(t: t)
LegacyBlobField(t: t, palette: palette)
}
}
// MARK: - MeshGradient aurora (iOS 18 / macOS 15+)
static func color(_ c: SIMD3<Double>) -> Color {
Color(red: c.x, green: c.y, blue: c.z)
}
/// The corner colour the four pinned corners AND the calm lift's base.
static let cornerRGB = SIMD3(0.075, 0.060, 0.160)
/// 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,
]
}()
/// the right, and the silk shifts temperature as those interior points drift. A palette rotates
/// the whole grid; `violet` is the identity, so this array IS what the default draws.
private static let baseMeshRGB: [SIMD3<Double>] = [
cornerRGB, SIMD3(0.34, 0.27, 0.72), SIMD3(0.30, 0.26, 0.74), cornerRGB,
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),
cornerRGB, SIMD3(0.22, 0.18, 0.54), SIMD3(0.24, 0.20, 0.58), cornerRGB,
]
/// `baseMeshRGB` under a palette. Recomputed per frame rather than cached sixteen `tint`
/// calls at 30 Hz costs nothing next to rasterising the mesh, and the obvious cache would be
/// mutable global state on a type SwiftUI is free to evaluate off the main actor.
private static func meshColors(_ palette: GamepadPalette) -> [Color] {
baseMeshRGB.map { color(palette.tint($0)) }
}
/// 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 +271,18 @@ 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.
private struct Blob {
let color: Color
let rgb: SIMD3<Double>
let center: CGPoint
let drift: CGSize
let speed: (x: Double, y: Double)
@@ -252,19 +293,19 @@ private struct LegacyBlobField: View {
}
private static let blobs: [Blob] = [
Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet
Blob(rgb: SIMD3(0.53, 0.47, 0.96), // brand violet
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
Blob(rgb: SIMD3(0.24, 0.20, 0.72), // deep indigo
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
Blob(rgb: SIMD3(0.62, 0.30, 0.80), // plum
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
Blob(rgb: SIMD3(0.22, 0.38, 0.86), // cool blue
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),
@@ -287,9 +328,10 @@ private struct LegacyBlobField: View {
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(palette.tint(blob.rgb))
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)
@@ -330,27 +372,16 @@ 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)
}
}
@@ -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
@@ -262,10 +263,14 @@ 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 +330,15 @@ 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
@@ -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.
@@ -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.
@@ -27,6 +33,17 @@ 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(\.dismiss) private var dismiss
/// The saved-host store the pin picker writes `setPinned` through it and the profile rows
@@ -55,6 +72,9 @@ 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 +94,23 @@ 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 +124,8 @@ 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)
@@ -101,14 +133,19 @@ 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(.white)
.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) {
@@ -127,8 +164,9 @@ 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() }
.onAppear {
gamepads.refresh()
@@ -137,6 +175,101 @@ 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 ? .white : .white.opacity(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(Color.brand.opacity(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 {
@@ -166,12 +299,19 @@ 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"),
@@ -201,15 +341,9 @@ 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))
@@ -276,8 +410,9 @@ 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 +448,17 @@ 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 +466,7 @@ 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 +477,48 @@ 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 +526,22 @@ 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 +552,28 @@ 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 +581,47 @@ 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 +631,14 @@ 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 +658,17 @@ 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 +690,8 @@ 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 +701,7 @@ 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 +763,13 @@ 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 +792,11 @@ 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
@@ -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)"
}
@@ -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 +1,79 @@
// The gamepad UI's background colour families.
//
// A palette is NOT a second hand-tuned colour field: it is a hue rotation + saturation scale
// applied to the ONE field GamepadScreenBackground already draws, so every palette inherits its
// structure (dark corners, bright interior pools, warm-left/cool-right) and the brand default is
// exactly the shipped look `violet` is the identity transform.
//
// The table and the `tint` math are mirrored in `pf-console-ui`'s `library.rs` (Rust) and the
// Android client's `GamepadPalette.kt` (Kotlin) under the same ids, so the shared `ui_palette`
// setting names the same colour family on every client. Keep the three copies in step: a palette
// added here without the others is a value the other clients will 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
/// Hue rotation about the grey axis, degrees positive runs red green blue.
public let hueDegrees: Double
/// Saturation scale about luminance; 1 keeps the source saturation.
public let saturation: Double
/// The six shipped palettes, in cycling order: the brand violet, then cool warm, then the
/// neutral.
public static let all: [GamepadPalette] = [
GamepadPalette(id: "violet", name: "Violet", hueDegrees: 0, saturation: 1.0),
GamepadPalette(id: "tide", name: "Tide", hueDegrees: -70, saturation: 1.0),
GamepadPalette(id: "forest", name: "Forest", hueDegrees: -130, saturation: 0.9),
GamepadPalette(id: "ember", name: "Ember", hueDegrees: 105, saturation: 1.0),
GamepadPalette(id: "rose", name: "Rose", hueDegrees: 60, saturation: 0.95),
GamepadPalette(id: "graphite", name: "Graphite", hueDegrees: 0, saturation: 0.12),
]
/// 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]
}
/// `true` for the identity transform, so the default path can skip the per-colour work.
public var isIdentity: Bool { hueDegrees == 0 && saturation == 1 }
/// Apply this palette to one RGB triple.
public func tint(_ c: SIMD3<Double>) -> SIMD3<Double> {
guard !isIdentity else { return c }
return GamepadPalette.tint(c, hueDegrees: hueDegrees, saturation: saturation)
}
/// Rotate `c` about the grey axis by `hueDegrees` (Rodrigues the same rotation the field's
/// own ±8° warm/cool sway uses, in the same orientation) and scale its saturation about
/// luminance. Clamped, because a large rotation can push a channel out of gamut.
///
/// Deliberately computed here rather than left to SwiftUI's `.hueRotation`: that modifier's
/// exact behaviour is the framework's, and the Rust and Kotlin clients have no equivalent
/// doing the arithmetic on the COLOURS keeps the three implementations identical.
public static func tint(
_ c: SIMD3<Double>, hueDegrees: Double, saturation: Double
) -> SIMD3<Double> {
let a = hueDegrees * .pi / 180
let cs = cos(a)
let sn = sin(a)
let invSqrt3 = 1 / 3.0.squareRoot()
let grey = (c.x + c.y + c.z) / 3 * (1 - cs)
// The `sn` term is cross(k, c) with k = (1,1,1)/3.
let rot = SIMD3(
c.x * cs + (c.z - c.y) * invSqrt3 * sn + grey,
c.y * cs + (c.x - c.z) * invSqrt3 * sn + grey,
c.z * cs + (c.y - c.x) * invSqrt3 * sn + grey)
let luma = 0.2126 * rot.x + 0.7152 * rot.y + 0.0722 * rot.z
func mix(_ v: Double) -> Double { min(max(luma + (v - luma) * saturation, 0), 1) }
return SIMD3(mix(rot.x), mix(rot.y), mix(rot.z))
}
}
@@ -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 +1,81 @@
// The gamepad UI's background palettes. These assertions are the CONTRACT the Rust
// (`pf-console-ui::library::tint`) and Kotlin (`GamepadPalette.tint`) ports have to reproduce
// the same ids, the same rotation orientation, the same in-gamut results so one `ui_palette`
// value names the same colour family on every client.
import XCTest
import simd
@testable import PunktfunkShared
final class GamepadPaletteTests: XCTestCase {
/// The brightest interior pool of the mesh field the colour a palette is judged by.
private let violetPool = SIMD3(0.49, 0.39, 0.95)
/// The brand default must be the IDENTITY transform. Every existing install already sees the
/// shipped violet backdrop, and a palette table that quietly restyled it would be a
/// regression dressed as a feature.
func testVioletIsTheUntouchedShippedField() {
let violet = GamepadPalette.named("violet")
XCTAssertEqual(GamepadPalette.all.first?.id, "violet")
XCTAssertTrue(violet.isIdentity)
XCTAssertEqual(violet.tint(violetPool), violetPool)
// An unknown name is a newer client's palette, not an error.
XCTAssertEqual(GamepadPalette.named("chartreuse").id, "violet")
XCTAssertEqual(GamepadPalette.named("").id, "violet")
}
/// The ids and their order are the cross-client contract (the strip order, and the order
/// L1/R1 and A cycle through).
func testTableMatchesTheOtherClients() {
XCTAssertEqual(
GamepadPalette.all.map(\.id),
["violet", "tide", "forest", "ember", "rose", "graphite"])
XCTAssertEqual(
GamepadPalette.all.map(\.name),
["Violet", "Tide", "Forest", "Ember", "Rose", "Graphite"])
}
/// A rotation moves the hue while roughly holding luminance, and the saturation scale
/// collapses toward grey the same four checks the Rust test makes.
func testTintRotatesHueAndScalesSaturation() {
XCTAssertTrue(violetPool.z > violetPool.x && violetPool.z > violetPool.y, "blue-dominant")
// +105° (Ember) turns the blue-dominant pool red-dominant
let ember = GamepadPalette.named("ember").tint(violetPool)
XCTAssertGreaterThan(ember.x, ember.z, "\(ember) should be warm")
// 130° (Forest) turns it green-dominant
let forest = GamepadPalette.named("forest").tint(violetPool)
XCTAssertTrue(forest.y > forest.x && forest.y > forest.z, "\(forest)")
// and 70° (Tide) lands on a cyan whose green and blue both beat red.
let tide = GamepadPalette.named("tide").tint(violetPool)
XCTAssertTrue(tide.y > tide.x && tide.z > tide.x, "\(tide)")
// Graphite's saturation scale leaves the channels nearly equal
let grey = GamepadPalette.named("graphite").tint(violetPool)
let spread = max(grey.x, grey.y, grey.z) - min(grey.x, grey.y, grey.z)
XCTAssertLessThan(spread, 0.08, "\(grey)")
// at about the source's luminance (it desaturates, it doesn't dim).
let luma = 0.2126 * violetPool.x + 0.7152 * violetPool.y + 0.0722 * violetPool.z
XCTAssertEqual(grey.y, luma, accuracy: 0.05)
}
/// Every palette stays in gamut on every colour the field is built from an out-of-range
/// channel would clamp differently on each platform's rasteriser.
func testEveryPaletteStaysInGamut() {
let field: [SIMD3<Double>] = [
SIMD3(0.075, 0.060, 0.160), SIMD3(0.34, 0.27, 0.72), SIMD3(0.30, 0.26, 0.74),
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), SIMD3(0.22, 0.18, 0.54),
SIMD3(0.24, 0.20, 0.58),
]
for palette in GamepadPalette.all {
for c in field {
let t = palette.tint(c)
for v in [t.x, t.y, t.z] {
XCTAssertTrue((0...1).contains(v), "\(palette.id) \(c)\(t)")
}
}
}
}
}
@@ -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)
}
}
+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();
+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;
}
});
+13 -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,
+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 % 5 == 0 {
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 {
+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 {
+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(),
+169 -10
View File
@@ -203,17 +203,118 @@ 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 console's living backdrop. A palette is NOT a second
/// hand-tuned 16-colour grid: it is a hue rotation + saturation scale applied to
/// [`MESH_COLORS`], so every palette inherits the field's structure (dark corners, bright
/// interior pools, warm-left/cool-right) and the brand default is exactly the shipped look —
/// `violet` is the identity transform. The Apple and Android clients carry the same table and
/// the same [`tint`] math, so a palette reads as the same colour family on every client.
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,
/// Hue rotation about the grey axis, degrees — positive runs red → green → blue.
pub hue_deg: f64,
/// Saturation scale about luminance; `1.0` keeps the source saturation.
pub sat: f64,
}
/// The six shipped palettes, in cycling order (the brand violet first, then cool → warm,
/// then the neutral). 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.
pub const PALETTES: [Palette; 6] = [
Palette {
id: "violet",
name: "Violet",
hue_deg: 0.0,
sat: 1.0,
},
Palette {
id: "tide",
name: "Tide",
hue_deg: -70.0,
sat: 1.0,
},
Palette {
id: "forest",
name: "Forest",
hue_deg: -130.0,
sat: 0.9,
},
Palette {
id: "ember",
name: "Ember",
hue_deg: 105.0,
sat: 1.0,
},
Palette {
id: "rose",
name: "Rose",
hue_deg: 60.0,
sat: 0.95,
},
Palette {
id: "graphite",
name: "Graphite",
hue_deg: 0.0,
sat: 0.12,
},
];
/// 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])
}
/// Rotate `(r, g, b)` about the grey axis by `deg` (Rodrigues — the same rotation the shader
/// already uses for the ±8° warm/cool sway) and scale its saturation about luminance. Clamped,
/// because a large rotation can push a channel out of gamut. Ported verbatim to Swift and
/// Kotlin: keep the three copies in step or the palettes drift apart between clients.
pub fn tint(c: (f64, f64, f64), deg: f64, sat: f64) -> (f64, f64, f64) {
let (r, g, b) = c;
let a = deg.to_radians();
let (sn, cs) = a.sin_cos();
let inv_sqrt3 = 1.0 / 3.0f64.sqrt();
let grey = (r + g + b) / 3.0 * (1.0 - cs);
// The `sn` term is `cross(k, c)` with k = (1,1,1)/√3 — the SAME orientation the shader's
// own `hue()` uses, so a palette rotation and the ±8° sway agree on which way is warmer.
let rot = (
r * cs + (b - g) * inv_sqrt3 * sn + grey,
g * cs + (r - b) * inv_sqrt3 * sn + grey,
b * cs + (g - r) * inv_sqrt3 * sn + grey,
);
let luma = 0.2126 * rot.0 + 0.7152 * rot.1 + 0.0722 * rot.2;
let mix = |v: f64| (luma + (v - luma) * sat).clamp(0.0, 1.0);
(mix(rot.0), mix(rot.1), mix(rot.2))
}
impl Palette {
/// [`MESH_COLORS`] under this palette's transform.
pub fn mesh_colors(&self) -> [(f64, f64, f64); 16] {
core::array::from_fn(|i| tint(MESH_COLORS[i], self.hue_deg, self.sat))
}
}
/// 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 +325,18 @@ 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\
\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 +355,7 @@ 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\
@@ -263,11 +369,18 @@ 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 float vig = clamp((length(e) - 0.25) / 0.90, 0.0, 1.0) * mix(0.42, 0.21, calm);\n\
\x20 col *= 1.0 - vig;\n\
\n\
\x20 // Vertical legibility scrim: black 0.38/0.06/0.08/0.40 at 0/0.32/0.68/1.\n\
@@ -482,10 +595,56 @@ 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 be the IDENTITY transform — the shipped violet backdrop is
/// what every existing install already sees, and a palette table that quietly restyled
/// it would be a regression dressed as a feature.
#[test]
fn violet_is_the_untouched_shipped_field() {
assert_eq!(PALETTES[0].id, "violet");
for (a, b) in palette("violet").mesh_colors().iter().zip(&MESH_COLORS) {
assert!((a.0 - b.0).abs() < 1e-9, "{a:?} vs {b:?}");
assert!((a.1 - b.1).abs() < 1e-9, "{a:?} vs {b:?}");
assert!((a.2 - b.2).abs() < 1e-9, "{a:?} vs {b:?}");
}
// An unknown name is a newer client's palette, not an error.
assert_eq!(palette("chartreuse").id, "violet");
assert_eq!(palette("").id, "violet");
}
/// The transform's two knobs do what they claim: a rotation moves the hue while holding
/// roughly the same luminance, and the saturation scale collapses toward grey. These are
/// the numbers the Swift and Kotlin ports have to reproduce.
#[test]
fn tint_rotates_hue_and_scales_saturation() {
let violet = MESH_COLORS[5]; // the brightest interior pool: blue dominates
assert!(violet.2 > violet.0 && violet.2 > violet.1);
// +105° (Ember) turns the blue-dominant pool red-dominant.
let ember = tint(violet, 105.0, 1.0);
assert!(ember.0 > ember.2, "{ember:?} should be warm");
// 130° (Forest) turns it green-dominant.
let forest = tint(violet, -130.0, 1.0);
assert!(forest.1 > forest.0 && forest.1 > forest.2, "{forest:?}");
// Graphite's saturation scale leaves the three channels nearly equal…
let grey = tint(violet, 0.0, 0.12);
let spread = grey.0.max(grey.1).max(grey.2) - grey.0.min(grey.1).min(grey.2);
assert!(spread < 0.08, "{grey:?} spread {spread}");
// …at about the source's luminance (it desaturates, it doesn't dim).
let luma = 0.2126 * violet.0 + 0.7152 * violet.1 + 0.0722 * violet.2;
assert!((grey.1 - luma).abs() < 0.05, "{grey:?} vs luma {luma}");
// Every palette stays in gamut on every mesh colour.
for p in &PALETTES {
for c in p.mesh_colors() {
for v in [c.0, c.1, c.2] {
assert!((0.0..=1.0).contains(&v), "{} {c:?}", p.id);
}
}
}
}
}
+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,
}
+270 -78
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::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,
);
@@ -309,7 +399,7 @@ 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,
@@ -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"
);
}
}
+79 -9
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 +81,17 @@ 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 corner colour × 0.4 — the calm lift, precomputed with `mesh`. Chosen so
/// `col*0.6 + lift` leaves a corner 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],
/// 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 +109,8 @@ 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) = 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 +122,8 @@ 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 +134,7 @@ impl Shell {
wake_optimistic: false,
toast: None,
mesh,
mesh_lift,
bg_mix,
glyphs: GlyphStyle::Keyboard,
chip: None,
@@ -188,6 +200,26 @@ 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)) => {
self.mesh = mesh;
self.mesh_lift = lift;
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 +464,25 @@ 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
/// 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).
let uniforms: [f32; 8] = [
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,
];
// SAFETY: `uniforms` is a local `[f32; 8]` — exactly 32 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>(), 32) };
match self.mesh.make_shader(Data::new_copy(bytes), &[], None) {
Some(shader) => {
let mut paint = Paint::default();
@@ -451,5 +496,30 @@ impl Shell {
}
}
/// Compile the mesh shader for a palette, returning it with its precomputed calm lift.
/// `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.
fn build_mesh(palette_id: &str) -> Result<(RuntimeEffect, [f32; 3])> {
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() == 32,
"mesh uniform block is {} bytes, expected 32 (u_res, u_tc, u_lift)",
effect.uniform_size()
);
let corner = colors[0];
Ok((
effect,
[
(corner.0 * 0.4) as f32,
(corner.1 * 0.4) as f32,
(corner.2 * 0.4) as f32,
],
))
}
#[cfg(test)]
mod tests;
+1 -1
View File
@@ -166,7 +166,7 @@ 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);
self.draw_aurora(canvas, w, h, t, 0.0);
// A soft pool of shade under the centre seats the white text against a bright aurora.
let mut vignette = Paint::default();
vignette.set_shader(gradient_shader::radial(
+5 -12
View File
@@ -8,7 +8,7 @@ use crate::screens::{Bg, Ctx, Screen};
use crate::theme::{white, Fonts, PanelStroke, W, WHITE};
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};
@@ -67,7 +67,9 @@ 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 +78,7 @@ 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(
+61
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 +249,26 @@ 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 this frame
// shows both the strip mid-list and the palette picker…
for _ in 0..5 {
s.handle_menu(MenuEvent::JumpForward);
}
dump(&mut s, 40, 8, "03b-settings-interface", true);
// …and cycling it three times lands on Ember, which is the whole point: the CALM backdrop
// behind these rows recolours live.
for _ in 0..3 {
s.handle_menu(MenuEvent::Confirm);
}
dump(&mut s, 40, 8, "03c-settings-ember", true);
// Back to the brand default and the first tab so the later scenes look like they always did.
for _ in 0..3 {
s.handle_menu(MenuEvent::Confirm);
}
for _ in 0..5 {
s.handle_menu(MenuEvent::JumpBack);
}
// Add Host with the keyboard tray up (keyboard glyph style: no pad).
s.handle_menu(MenuEvent::Back);
dump(&mut s, 40, 8, "_back", true);
+6 -53
View File
@@ -112,59 +112,12 @@ 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) {
+119 -2
View File
@@ -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;
@@ -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(brand(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,
white(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 {
+121 -21
View File
@@ -85,28 +85,43 @@ finish-args:
# --- persistent client identity / pairing store (shared with punktfunk-probe) ---
- --filesystem=~/.config/punktfunk:create # client-{cert,key}.pem, known-hosts, settings
# --- HDR under gamescope (Steam Deck Game Mode) ---
# A flatpak's Vulkan loader can't see the host's gamescope WSI layer, so the SDL3 surface never
# offers the HDR10 (ST.2084) colorspace and the presenter silently tone-maps PQ->SDR — the
# Game-Mode HDR indicator stays dark (verified on a Deck OLED: the sandbox loader found NO
# frog/gamescope layer). The layer ships as the runtime extension
# `org.freedesktop.Platform.VulkanLayer.gamescope`, which org.gnome.Platform//50 auto-mounts at
# /usr/lib/extensions/vulkan/gamescope once installed (a one-time, per-Deck step; keep it in the
# Decky plugin's setup / docs):
# flatpak install --user -y flathub org.freedesktop.Platform.VulkanLayer.gamescope//25.08
# THREE things are needed, not two (verified live on a Deck OLED — the env vars alone left
# hdr10_format=None). (1) VK_ADD_IMPLICIT_LAYER_PATH puts the layer's implicit-layer JSON on the
# Vulkan loader's search path (the runtime point mounts the files but not onto the path). (2)
# ENABLE_GAMESCOPE_WSI flips the layer's own `enable_environment` gate. (3) The layer, once
# loaded, must open a *Wayland* connection to gamescope's private socket ($GAMESCOPE_WAYLAND_DISPLAY
# = gamescope-0) to negotiate the HDR10 colorspace via the gamescope_swapchain protocol — but the
# Deck runs games as X11 clients (DISPLAY=:1, no WAYLAND_DISPLAY exported), so --socket=wayland
# binds nothing and that socket never enters the sandbox. Without it the layer loads, maps, and
# silently can't reach the compositor → no HDR10 offered → PQ tone-mapped to SDR, badge dark.
# Binding xdg-run/gamescope-0 is the missing half (chiaki-ng does the same). With all three the
# surface offers HDR10 and the presenter's existing HDR10 swapchain path engages — no client code
# change. Harmless off-Deck: the layer no-ops when there's no gamescope socket to bind.
- --env=VK_ADD_IMPLICIT_LAYER_PATH=/usr/lib/extensions/vulkan/gamescope/share/vulkan/implicit_layer.d
# A flatpak's Vulkan loader can't see the host's gamescope WSI layer, so without help the SDL3
# surface never offers the HDR10 (ST.2084) colorspace and the presenter silently tone-maps
# PQ->SDR — the field-reported "HDR->SDR" badge. The layer is now VENDORED (see the
# gamescope-wsi-layer module below), so it is always present and there is no longer any
# manual `flatpak install ... VulkanLayer.gamescope` step for the user.
# FOUR things are needed. An earlier revision of this block claimed three and was WRONG: the
# fourth is the gate that makes the other three moot, so the Deck sat at hdr10_format=None with
# all of (1)-(3) in place, which is exactly the field report ("HDR->SDR" in the stats overlay).
# (1) the layer's implicit-layer JSON must be on the Vulkan loader's search path — now
# automatic, the vendored module installs it to /app/share/vulkan/implicit_layer.d which
# XDG_DATA_DIRS already covers. (2) ENABLE_GAMESCOPE_WSI
# flips the layer's own `enable_environment` gate. (3) --filesystem=xdg-run/gamescope-0 binds
# gamescope's private Wayland socket: the layer must reach the compositor over it to negotiate
# HDR10, and the Deck runs games as X11 clients (DISPLAY=:1, no WAYLAND_DISPLAY exported) so
# --socket=wayland binds nothing (chiaki-ng does the same). (4) GAMESCOPE_WAYLAND_DISPLAY must be
# set INSIDE the sandbox. The layer's `isRunningUnderGamescope()` reads that env var and nothing
# else; flatpak does not forward host env, so it arrives unset and the layer's CreateInstance
# early-returns before it ever creates a GamescopeInstance. The layer still LOADS and still logs
# its generic bits ("Forcing on VK_EXT_swapchain_maintenance1", swapchain destroys), which is why
# this reads as working — but no gamescope surface is made, so no HDR10 format is ever appended
# and (1)-(3) buy nothing. Measured on a Deck OLED (Galileo, SteamOS 3.8.16) 2026-08-05, client
# `--browse`, reading `pf_presenter::vk::setup` "swapchain config":
# unset -> no "[Gamescope WSI] Surface state" block at all, hdr10_format=None
# set, hdr_enabled=0 -> "server hdr output enabled: false", hdr10_format=None
# set, hdr_enabled=1 -> "hdr formats exposed to client: true",
# hdr10_format=Some(A2B10G10R10_UNORM_PACK32, HDR10_ST2084_EXT)
# DXVK_HDR is NOT the gate for us and was ruled out by measurement: the layer forces it OFF for
# clients it has already decided to deny, it does not turn HDR on.
# Hardcoding `gamescope-0` matches the socket bound just below, and is safe off-Deck both ways:
# on a normal Wayland desktop --socket=wayland sets WAYLAND_DISPLAY=wayland-0 inside the sandbox
# and the layer bails on the mismatch; on X11-only there is no gamescope socket to connect to, so
# it prints one "Bypass layer will be unavailable" line and passes through.
# The REMAINING gate is not ours: gamescope's `hdr_enabled` convar (Steam's HDR display setting)
# drives the GAMESCOPE_HDR_OUTPUT_FEEDBACK X property the layer reads, and with it off no app on
# the Deck gets HDR. See docs — that one is a user/Decky-side step, not a packaging one.
- --env=ENABLE_GAMESCOPE_WSI=1
- --env=GAMESCOPE_WAYLAND_DISPLAY=gamescope-0 # the layer's ONLY "am I under gamescope?" signal
- --filesystem=xdg-run/gamescope-0 # gamescope's private Wayland socket (HDR negotiation)
build-options:
@@ -180,6 +195,91 @@ modules:
cleanup:
- '*'
# ---------------------------------------------------------------------------------------
# gamescope WSI layer — VENDORED, so HDR works from a plain `flatpak install` with no
# second step. This is the ONLY route to HDR on a Deck: 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` (checked with HDR both off and on), so Mesa's Wayland WSI
# has no colour-management protocol to negotiate HDR10 through and only this layer can add
# the ST.2084 surface formats. Without it: zero `[Gamescope WSI]` lines, hdr10_format=None.
#
# It used to come from the flathub runtime extension
# `org.freedesktop.Platform.VulkanLayer.gamescope`, which every user had to install BY HAND
# (documented only in a comment here — so in practice nobody did, and the field report was
# "HDR->SDR" in the stats overlay). Vendoring instead of `add-extensions` autodownload,
# deliberately: that extension is 94 MB of whole-gamescope to deliver 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.
#
# Pinned to the SAME gamescope rev as packaging/gamescope/PKGBUILD (`_gsrev`) so the
# client's layer and the host's punktfunk-gamescope always come from one tree — bump both
# together. `enable_gamescope=false` skips subdir('src') and every compositor dependency
# (wlroots, SDL2, libliftoff, ...); only protocol/ and layer/ are built.
#
# `buildsystem: simple` rather than `meson` because two subprojects need their wrap
# `patch_directory` applied by hand: glm and stb ship NO meson.build of their own, and the
# one meson would normally inject lives in subprojects/packagefiles/. Cloning them as plain
# sources without that copy fails at configure with "Subproject exists but has no
# meson.build file". `--wrap-mode=nodownload` then proves the build is genuinely offline.
#
# The layer JSON is generated by meson from prefix+libdir, so it self-writes
# `library_path: /app/lib/libVkLayer_FROG_gamescope_wsi_x86_64.so` and lands in
# /app/share/vulkan/implicit_layer.d — already on the loader's search path via
# XDG_DATA_DIRS, which is why no VK_ADD_IMPLICIT_LAYER_PATH is needed (and why it was
# dropped from finish-args: pointing at the old /usr extension path too would risk
# double-loading two layers of the same name).
#
# Verified on a Deck OLED 2026-08-05: builds offline in org.gnome.Sdk//50, and the
# resulting .so drives the Deck's system gamescope to
# "hdr formats exposed to client: true" + hdr10_format=Some(...).
# ---------------------------------------------------------------------------------------
- name: gamescope-wsi-layer
buildsystem: simple
build-commands:
# Apply the wraps' patch_directory by hand (see above) — these supply the meson.build
# that glm and stb do not ship themselves.
- cp -r subprojects/packagefiles/glm/. subprojects/glm/
- cp -r subprojects/packagefiles/stb/. subprojects/stb/
- meson setup _build --prefix=/app --libdir=lib --wrap-mode=nodownload
-Denable_gamescope=false -Denable_gamescope_wsi_layer=true
-Denable_tests=false -Denable_openvr_support=false
- ninja -C _build
- ninja -C _build install
sources:
- type: git
url: https://github.com/ValveSoftware/gamescope.git
# KEEP IN SYNC with `_gsrev` in packaging/gamescope/PKGBUILD.
commit: 8c676c399c761e4540587f61004c957993d12fea
# Wrap pins as of that rev (`subprojects/*.wrap`). These are meson WRAPS, not gamescope
# submodules, so nothing else populates them and they need explicit sources.
#
# vkroots is deliberately NOT listed here. It is a real gamescope SUBMODULE, and
# flatpak-builder clones git sources with submodules by default — so it is already
# checked out at exactly the rev above (`git ls-tree <rev> subprojects/vkroots`), which
# leaves `subprojects/vkroots/.git` as a gitlink FILE. Declaring it again with
# `dest: subprojects/vkroots` made the extractor copy the bare mirror onto that path and
# die before any build command ran:
# cp: cannot overwrite non-directory '.../subprojects/vkroots/.git' with directory
# Re-adding it re-breaks the whole flatpak. If the submodule ever needs to be pinned away
# from the gamescope rev, set `disable-submodules: true` on the source above and then
# declare ALL THREE subprojects explicitly — not one of them alone.
- type: git
url: https://github.com/g-truc/glm.git
commit: 0af55ccecd98d4e5a8d1fad7de25ba429d60e863
dest: subprojects/glm
- type: git
url: https://github.com/nothings/stb.git
commit: 5736b15f7ea0ffb08dd38af21067c314d6a3aae9
dest: subprojects/stb
cleanup:
# Only the .so and its implicit-layer JSON are runtime. vkroots installs its dev files
# from the subproject, and the layer-only install still drops gamescope's display .lua
# scripts + LUT .cube files, none of which a client uses.
- /include
- /lib/pkgconfig
- /share/gamescope
# ---------------------------------------------------------------------------------------
# The client. cargo-sources.json is the GENERATED offline crate cache:
# python3 flatpak-cargo-generator.py Cargo.lock -o packaging/flatpak/cargo-sources.json