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39869031be |
@@ -184,6 +184,26 @@ jobs:
|
||||
working-directory: clients/android
|
||||
run: ./gradlew :kit:testDebugUnitTest --stacktrace
|
||||
|
||||
# The cross-client contract in `clients/shared/console-vectors.json` — the console palette
|
||||
# table, the settings section names and the screen-transition motion, each of which exists in
|
||||
# three hand-written copies (here, pf-console-ui, the Apple client). The other two check it
|
||||
# from their own suites; this is Android's side.
|
||||
#
|
||||
# FILTERED, not a plain `:app:testDebugUnitTest`: that task also runs the ~20 Roborazzi
|
||||
# screenshot scenes, which are a release-artifact job (android-screenshots.yml, gated to v*
|
||||
# tags) and have no business adding a minute to every push. The filter is what lets the
|
||||
# contract gate here without dragging the rest of the app suite in with it.
|
||||
- name: console parity vectors + app-module logic tests
|
||||
working-directory: clients/android
|
||||
run: >-
|
||||
./gradlew :app:testDebugUnitTest
|
||||
--tests 'io.unom.punktfunk.ConsoleVectorsTest'
|
||||
--tests 'io.unom.punktfunk.HomeTilesTest'
|
||||
--tests 'io.unom.punktfunk.GamepadSettingsLayoutTest'
|
||||
--tests 'io.unom.punktfunk.ConsoleSubScreenRowsTest'
|
||||
--tests 'io.unom.punktfunk.ConsoleSubScreenRoutesTest'
|
||||
--stacktrace
|
||||
|
||||
- name: assembleDebug (cargo-ndk → jniLibs → APK)
|
||||
working-directory: clients/android
|
||||
env:
|
||||
|
||||
@@ -280,6 +280,21 @@ jobs:
|
||||
done
|
||||
echo "OK: $(echo "$DEPS" | grep -E '^libav|^libsw' | tr '\n' ' ')"
|
||||
|
||||
# 0.26.0-1 setcap'd `cap_sys_nice=ep` on the host from this package's .INSTALL scriptlet and
|
||||
# killed desktop streaming on every KDE box — with a green board, because nothing here ever
|
||||
# looked at what the built package would DO. The lesson recorded then was "verify the
|
||||
# PACKAGE, never the board"; this is that, and pacman is the channel where it matters most,
|
||||
# since capabilities live in the scriptlet rather than in package metadata.
|
||||
#
|
||||
# Host must carry NOTHING, the worker exactly cap_sys_nice=ep. `--self-test` runs first so a
|
||||
# guard that has quietly lost the ability to fail takes the job down rather than approving a
|
||||
# release. (Only the host package is checked: the client/web/scripting packages ship neither
|
||||
# binary and the script skips them by itself.)
|
||||
- name: Assert the capability matrix (Arch package)
|
||||
run: |
|
||||
bash scripts/ci/assert-cap-matrix.sh --self-test
|
||||
bash scripts/ci/assert-cap-matrix.sh "$GITHUB_WORKSPACE"/dist/punktfunk-host-*.pkg.tar.zst
|
||||
|
||||
# The optional HDR gamescope companion (packaging/gamescope) — a separate pkgbase with a
|
||||
# completely different dependency set, published into the same repo so `pacman -S
|
||||
# punktfunk-gamescope` is all an Arch/SteamOS box needs for 10-bit BT.2020 PQ.
|
||||
|
||||
@@ -91,8 +91,27 @@ jobs:
|
||||
# advisory, the same fail-on-vulnerability stance as cargo-audit above; triage a finding by
|
||||
# bumping the dep (or, if genuinely unfixable + inapplicable, pinning a resolution and
|
||||
# noting why here).
|
||||
#
|
||||
# web carries two ignores, the ONLY ones in a blocking tree — both image-size advisories
|
||||
# (GHSA-w3rx-r6r6-pgpr ICNS, GHSA-5p2g-fcmc-qvqq JXL/HEIF infinite-loop DoS). They are
|
||||
# unfixable AND unreachable:
|
||||
# * unfixable — the vulnerable range is `<= 2.0.2` and 2.0.2 IS latest; upstream has
|
||||
# published no patched release, so no override can clear them.
|
||||
# * unreachable — image-size rides in under `@unom/ui › @payloadcms/richtext-lexical ›
|
||||
# … › payload`, and @payloadcms/richtext-lexical is a PEER of @unom/ui that only its
|
||||
# `./richtext` export needs. The console imports section/toast/button/card/dialog/
|
||||
# form/*/material/tabs — never `./richtext` — so payload is auto-installed peer weight
|
||||
# that no bundle, and no request path, ever touches.
|
||||
# Drop these the moment image-size ships a fix, or @unom/ui marks that peer optional
|
||||
# (peerDependenciesMeta) and the chain leaves web/bun.lock entirely — either one makes the
|
||||
# bare `bun audit` green again. Scoped per-tree so sdk/plugin-kit stay strictly fail-on-any.
|
||||
- name: bun audit
|
||||
run: bun audit
|
||||
run: |
|
||||
if [ "${{ matrix.tree }}" = "web" ]; then
|
||||
bun audit --ignore=GHSA-w3rx-r6r6-pgpr --ignore=GHSA-5p2g-fcmc-qvqq
|
||||
else
|
||||
bun audit
|
||||
fi
|
||||
|
||||
# Kept OUT of the bun-audit matrix so this tree's known-advisory state can't normalize failure
|
||||
# in a shipping tree. Non-blocking via a step-level `||` (NOT job-level continue-on-error, which
|
||||
|
||||
@@ -310,8 +310,14 @@ jobs:
|
||||
# with "there is no reactor running, must be called from the context of a Tokio 1.x runtime".
|
||||
# It WAS listed here, which is why only the .deb shipped a crashing tray while the RPM and
|
||||
# Arch packages — which already split it — were fine.
|
||||
#
|
||||
# punktfunk-encode-worker IS in this invocation: it is the capability-carrying PyroWave
|
||||
# encode worker that ships next to the host in /usr/bin, and build-deb.sh only builds it
|
||||
# if the artifact is missing — building it here keeps it on the same sccache pass as the
|
||||
# host. Unlike the tray it shares the host's dependency graph by design (v1 accepts that
|
||||
# the worker links the same FFmpeg), so feature unification here is harmless.
|
||||
cargo build --release --locked --features punktfunk-host/nvenc,punktfunk-host/vulkan-encode \
|
||||
-p punktfunk-host
|
||||
-p punktfunk-host -p punktfunk-encode-worker
|
||||
|
||||
- name: Build host .deb (FFmpeg bundled)
|
||||
# BUNDLE_FFMPEG=1 copies the image's /opt/ffmpeg libav* into the package and repoints the
|
||||
@@ -320,6 +326,17 @@ jobs:
|
||||
run: |
|
||||
VERSION="$VERSION" BUNDLE_FFMPEG=1 bash packaging/debian/build-deb.sh
|
||||
|
||||
# Read the capability matrix out of the BUILT .deb before it is published. dpkg carries no
|
||||
# capability metadata — the postinst applies them — so this reads the postinst that will
|
||||
# actually run on a user's box, plus the payload. 0.26.0-1 granted the host cap_sys_nice=ep
|
||||
# from exactly that postinst and killed every KDE desktop session while every board stayed
|
||||
# green: host must carry NOTHING, worker exactly cap_sys_nice=ep. `--self-test` first so a
|
||||
# guard that can no longer fail takes the job down instead of waving the release through.
|
||||
- name: Assert the capability matrix (host .deb)
|
||||
run: |
|
||||
bash scripts/ci/assert-cap-matrix.sh --self-test
|
||||
bash scripts/ci/assert-cap-matrix.sh dist/punktfunk-host_*.deb
|
||||
|
||||
# punktfunk-gamescope for apt. Same reasoning as the RPM leg in rpm.yml: without a packaged
|
||||
# build, a Debian/Ubuntu box has no route to the patched gamescope except compiling it, and a
|
||||
# stock gamescope streams SDR, cursorless, and tells every game its display is 60 Hz.
|
||||
@@ -344,10 +361,45 @@ jobs:
|
||||
apt-get update
|
||||
apt-get install -y --no-install-recommends meson ninja-build glslc git || true
|
||||
apt-get build-dep -y gamescope || true
|
||||
# NOT best-effort. `build-dep gamescope` resolves the distro's much older packaged
|
||||
# gamescope — where noble has one at all — so it misses what the master tree needs, and
|
||||
# wayland-protocols is the gap that actually stops the build: meson dies in
|
||||
# protocol/meson.build with "Neither a subproject directory nor a wayland-protocols.wrap
|
||||
# file was found", because the tree has no wrap fallback for it. That is what happened on
|
||||
# the v0.26.0 tag: the step warned and skipped, the job stayed green, and the release
|
||||
# shipped with no gamescope .deb while the notes said it had one.
|
||||
apt-get install -y --no-install-recommends wayland-protocols
|
||||
# The remaining Arch makedepends the older packaged gamescope does not necessarily pull.
|
||||
# Best-effort: meson falls back or does without, and a name that moves between Ubuntu
|
||||
# releases should not fail the job. (No libstdc++ static package is needed here — g++
|
||||
# ships libstdc++.a, which is why only Fedora tripped the sanity check.)
|
||||
# `build-dep gamescope` gives noble almost nothing — the distro has no comparable package
|
||||
# — so the tree's real dependency set has to be named outright. One `apt-get` per name on
|
||||
# purpose: a single transaction aborts wholesale on one unknown package, which would
|
||||
# install NOTHING and hide the real gap behind a name typo. Best-effort per package, with
|
||||
# the missing one named; the end-of-job gate below is what actually decides.
|
||||
for p in libxdamage-dev libxcomposite-dev libxrender-dev libxext-dev libxxf86vm-dev \
|
||||
libxtst-dev libx11-dev libxres-dev libxmu-dev libxcursor-dev libxi-dev \
|
||||
libxfixes-dev libxkbcommon-dev libxkbcommon-x11-dev libcap-dev libdrm-dev \
|
||||
libinput-dev libudev-dev libpipewire-0.3-dev libseat-dev libsdl2-dev \
|
||||
libluajit-5.1-dev libavif-dev libdecor-0-dev hwdata libglm-dev libbenchmark-dev \
|
||||
glslang-tools libvulkan-dev libwayland-dev libxcb1-dev libxcb-composite0-dev \
|
||||
libxcb-xfixes0-dev libxcb-res0-dev libxcb-ewmh-dev libxcb-icccm4-dev \
|
||||
libxcb-errors-dev libpixman-1-dev libdisplay-info-dev libgbm-dev libegl-dev \
|
||||
cmake xwayland; do
|
||||
apt-get install -y --no-install-recommends "$p" \
|
||||
|| echo "::warning::no such noble package: $p (gamescope may still build without it)"
|
||||
done
|
||||
if bash packaging/gamescope/build-punktfunk-gamescope.sh \
|
||||
--destdir "$PWD/gs-stage" --prefix /usr --jobs "$(nproc)"; then
|
||||
install -Dm0755 gs-stage/usr/bin/punktfunk-gamescope gs-cache/punktfunk-gamescope
|
||||
else
|
||||
# Warn only, even on a tag. The hard gate moved to the END of this job: failing HERE
|
||||
# skips the host .deb's own publish + release-attach steps below, which is how the
|
||||
# v0.26.0 release ended up still carrying the pre-CAP_SYS_NICE host .deb from an
|
||||
# earlier tag commit — a KDE-breaking artifact withheld from replacement by a gate
|
||||
# meant to protect the release. Never let a missing EXTRA stop a good artifact
|
||||
# shipping; go red afterwards instead.
|
||||
echo "::warning::punktfunk-gamescope failed to build on noble — no .deb this run (gamescope sessions stay SDR)"
|
||||
fi
|
||||
|
||||
@@ -357,6 +409,7 @@ jobs:
|
||||
if [ -x gs-cache/punktfunk-gamescope ] && gs-cache/punktfunk-gamescope --version >/dev/null 2>&1; then
|
||||
bash packaging/debian/build-gamescope-deb.sh --binary gs-cache/punktfunk-gamescope
|
||||
else
|
||||
# Warn only — see the note on the build step. The gate is the last step of this job.
|
||||
echo "::warning::no usable punktfunk-gamescope — skipping its .deb"
|
||||
fi
|
||||
|
||||
@@ -387,6 +440,26 @@ jobs:
|
||||
upsert_asset "$RID" "$DEB"
|
||||
done
|
||||
|
||||
# A release must not be able to make a claim its own CI silently dropped: v0.26.0's notes and
|
||||
# docs-site said the patched gamescope was apt-installable while no .deb had ever been built,
|
||||
# because every failure on this path was a `::warning::` that returned 0.
|
||||
#
|
||||
# ⚠ LAST step on purpose. The first version of this gate failed at the build step instead, and
|
||||
# that skipped the host .deb's own publish + attach below — so the release kept the PREVIOUS
|
||||
# tag commit's host .deb, which still carried the CAP_SYS_NICE postinst that breaks KDE. A
|
||||
# gate protecting the release withheld the fix for it. Everything good ships first; the job
|
||||
# goes red afterwards.
|
||||
- name: A stable tag must ship the gamescope .deb
|
||||
if: startsWith(gitea.ref, 'refs/tags/v')
|
||||
run: |
|
||||
shopt -s nullglob
|
||||
built=(dist/punktfunk-gamescope_*.deb)
|
||||
if [ ${#built[@]} -eq 0 ]; then
|
||||
echo "::error::no punktfunk-gamescope .deb was built — a stable tag must not ship without it (the release notes and docs-site say it is apt-installable). Everything else in this job published normally; see the gamescope build step above for the meson error."
|
||||
exit 1
|
||||
fi
|
||||
echo "gamescope .deb present: ${built[*]}"
|
||||
|
||||
# ---------------------------------------------------------------------------------------------
|
||||
# The aarch64 CLIENT .deb. Cross-compiled on the ordinary amd64 runner in the
|
||||
# punktfunk-rust-ci-arm64cross image (the rust-ci toolchain + an arm64 multiarch sysroot — see
|
||||
|
||||
@@ -7,10 +7,24 @@
|
||||
# Two tiers, because a full `nix flake check` builds the whole Rust workspace with crane and would
|
||||
# run for an hour on every push:
|
||||
#
|
||||
# * eval — `nix flake check --no-build`: instantiates every package, app, check, devShell and
|
||||
# the NixOS module without building them. Catches the failures that actually happen to
|
||||
# this flake — a renamed file, a callPackage argument that no longer exists, a syntax
|
||||
# error, a package attribute dropped from packages.nix.
|
||||
# * eval — `nix flake check --no-build`: instantiates every package, app, check and devShell
|
||||
# without building them. Catches the failures that actually happen to this flake — a
|
||||
# renamed file, a callPackage argument that no longer exists, a syntax error, a package
|
||||
# attribute dropped from packages.nix.
|
||||
#
|
||||
# ⚠ It does NOT, on its own, check the NixOS module. `nix flake check` handles
|
||||
# `nixosModules` by forcing the value and asserting it is a lambda taking an open
|
||||
# attribute set — nothing more (nix's own source: `// FIXME: if we have a 'nixpkgs'
|
||||
# input, use it to check the module.`). MEASURED: a module setting a nonexistent
|
||||
# OPTION, referencing a nonexistent `pkgs` attribute AND calling a nonexistent `lib`
|
||||
# function passes clean, printing `checking NixOS module ... all checks passed!`. This
|
||||
# header used to claim the module was covered here; it was not, for the module's whole
|
||||
# life. It is covered NOW because `checks.<system>.nixos-module`
|
||||
# (packaging/nix/module-check.nix) evaluates it against real nixpkgs and asserts on the
|
||||
# rendered systemd units — and because those assertions are pure Nix, INSTANTIATING
|
||||
# that check runs them, so `--no-build` is enough. Keep them pure: a shell script in
|
||||
# the derivation body would only run under a full `nix flake check`, which builds the
|
||||
# hour-long Rust packages.
|
||||
# * bun — actually BUILDS punktfunk-web + punktfunk-scripting. These are the two derivations
|
||||
# whose inputs churn constantly (every dependency bump moves a lockfile) and they cost
|
||||
# minutes, not hours, because neither compiles Rust. This is the end-to-end proof that
|
||||
@@ -22,6 +36,12 @@
|
||||
# They are the expensive ones and their inputs are already gated by the `rust` job in ci.yml; build
|
||||
# them by hand on a Nix box, or with the `build-rust` dispatch input below.
|
||||
#
|
||||
# ⚠ punktfunk-gamescope deserves the dispatch run more than it looks: `host.gamescopeHdr` DEFAULTS
|
||||
# TRUE, so it is on the critical path of every `services.punktfunk.host.enable = true` build, while
|
||||
# being the one package nothing here compiles. It patches whatever gamescope the pinned nixpkgs
|
||||
# carries, so a nixpkgs bump — not a change of ours — is what breaks it, and the first person to
|
||||
# find out would be an operator whose system rebuild fails. Run the dispatch after a flake.lock bump.
|
||||
#
|
||||
# ⚠ pull_request is deliberately present. flatpak.yml shipped with push-only triggers and manifest
|
||||
# breakage reached main invisibly for weeks — do not "simplify" this workflow by dropping it.
|
||||
# ⚠ The two path lists are duplicated on purpose: a YAML anchor would be tidier, but Gitea's
|
||||
@@ -66,6 +86,10 @@ on:
|
||||
description: "Also build punktfunk-host + punktfunk-client (slow: full Rust workspace)"
|
||||
type: boolean
|
||||
default: false
|
||||
build-gamescope:
|
||||
description: "Also build punktfunk-gamescope (patched gamescope from source; run after a flake.lock bump)"
|
||||
type: boolean
|
||||
default: false
|
||||
|
||||
jobs:
|
||||
flake:
|
||||
@@ -165,3 +189,13 @@ jobs:
|
||||
if: ${{ github.event.inputs.build-rust == 'true' }}
|
||||
run: |
|
||||
"$NIX" build --print-build-logs .#punktfunk-host .#punktfunk-client
|
||||
|
||||
# The patched compositor. Separate from build-rust because its failure mode is different: it
|
||||
# tracks nixpkgs' gamescope, not our Rust, so it wants a run after a flake.lock bump rather
|
||||
# than after a code change. `gamescope.nix` fails loudly (an eval-time `throw` if nixpkgs no
|
||||
# longer exposes a patchable derivation, a `+pfhdr` grep in installCheckPhase) — but only if
|
||||
# something actually builds it.
|
||||
- name: Build the patched gamescope (dispatch opt-in)
|
||||
if: ${{ github.event.inputs.build-gamescope == 'true' }}
|
||||
run: |
|
||||
"$NIX" build --print-build-logs .#punktfunk-gamescope
|
||||
|
||||
@@ -103,7 +103,11 @@ jobs:
|
||||
# gamescope`.) Matches packaging/rpm/punktfunk.spec, which dropped its BuildRequires too.
|
||||
dnf -y install gtk4-devel libadwaita-devel SDL3-devel
|
||||
# sysext build (packaging/bazzite/build-sysext.sh): squashfs + SELinux labeling.
|
||||
dnf -y install squashfs-tools cpio libselinux-utils selinux-policy-targeted
|
||||
# libcap = setcap/getcap: the sysext is the ONLY place the image can acquire
|
||||
# cap_sys_nice=ep on punktfunk-encode-worker (a merged /usr is read-only squashfs and no
|
||||
# scriptlet ever runs), and it is also what the build's host-must-be-uncapped assertion
|
||||
# and the capability-matrix CI leg read with. Without it the image ships the lever inert.
|
||||
dnf -y install squashfs-tools cpio libselinux-utils selinux-policy-targeted libcap
|
||||
# Fedora's own gamescope, for its RUNTIME libraries only — never shipped, never run. The
|
||||
# sysext folds in our punktfunk-gamescope and verifies it by executing `--version`, and
|
||||
# on a cache hit (the common case) nothing else in this job would have pulled libavif /
|
||||
@@ -155,6 +159,20 @@ jobs:
|
||||
RPM_GPG_PASSPHRASE: ${{ secrets.RPM_GPG_PASSPHRASE }}
|
||||
run: bash packaging/rpm/sign-rpms.sh
|
||||
|
||||
# Read the file-capability matrix out of the BUILT rpm, before anything is signed or
|
||||
# published. 0.26.0-1 shipped `%caps(cap_sys_nice=ep)` on the host through this very spec —
|
||||
# on Fedora and, via rpm-ostree layering, on Bazzite — and every board was green while every
|
||||
# KDE desktop session died in the field. The lesson recorded then was "verify the PACKAGE,
|
||||
# never the board"; this is that. Host must carry NOTHING; the worker must carry exactly
|
||||
# cap_sys_nice=ep. `--self-test` first, so a guard that has quietly stopped being able to
|
||||
# fail takes the job down instead of waving the release through.
|
||||
- name: Assert the capability matrix (rpm)
|
||||
run: |
|
||||
bash scripts/ci/assert-cap-matrix.sh --self-test
|
||||
# Only the main host package carries binaries; -debuginfo/-debugsource and the
|
||||
# client/web/scripting subpackages ship neither and are skipped by the script itself.
|
||||
bash scripts/ci/assert-cap-matrix.sh dist/punktfunk-[0-9]*.rpm
|
||||
|
||||
- name: Publish to the Gitea RPM registry
|
||||
env:
|
||||
TOKEN: ${{ secrets.REGISTRY_TOKEN }}
|
||||
@@ -206,10 +224,26 @@ jobs:
|
||||
dnf -y install dnf-plugins-core meson ninja-build glslc || true
|
||||
dnf builddep -y gamescope || true
|
||||
dnf -y install xorg-x11-server-Xwayland-devel || true
|
||||
# NOT best-effort: build-punktfunk-gamescope.sh appends `-static-libstdc++` to LDFLAGS
|
||||
# (so the binary still starts on SteamOS's older libstdc++ — see its comment), and
|
||||
# without the static library meson's very FIRST sanity check dies with
|
||||
# "cannot find -lstdc++ / have you installed the static version", so nothing builds at
|
||||
# all. That is what happened on the v0.26.0 tag: both Fedora bases warned and skipped,
|
||||
# the job stayed green, and the release shipped with no gamescope RPM while the notes
|
||||
# said it had one. A rename here must be LOUD, hence no `|| true`.
|
||||
dnf -y install libstdc++-static
|
||||
# The rest of the Arch package's makedepends that Fedora's older packaged gamescope does
|
||||
# not necessarily pull. Best-effort: unlike the static runtime, meson finds fallbacks or
|
||||
# does without, and a name that moves between Fedora releases should not fail the job.
|
||||
dnf -y install wayland-protocols-devel glm-devel cmake libXcursor-devel || true
|
||||
if bash packaging/gamescope/build-punktfunk-gamescope.sh \
|
||||
--destdir "$PWD/gs-stage" --prefix /usr --jobs "$(nproc)"; then
|
||||
install -Dm0755 gs-stage/usr/bin/punktfunk-gamescope gs-cache/punktfunk-gamescope
|
||||
else
|
||||
# Warn only, even on a tag — the hard gate is the LAST step of this job. Failing here
|
||||
# would skip the sysext build, the sysext feed, AND the release attach below, so a
|
||||
# missing gamescope would also withhold the punktfunk RPMs and the .raw images that
|
||||
# built perfectly well. deb.yml learned that the expensive way on v0.26.0.
|
||||
echo "::warning::punktfunk-gamescope failed to build for f${{ matrix.fedver }} — the sysext ships without it (gamescope sessions stay SDR)"
|
||||
fi
|
||||
|
||||
@@ -227,9 +261,35 @@ jobs:
|
||||
--binary gs-cache/punktfunk-gamescope \
|
||||
--release "$PF_RELEASE"
|
||||
else
|
||||
# Warn only — see the note on the build step. The gate is the last step of this job.
|
||||
echo "::warning::no usable punktfunk-gamescope for f${{ matrix.fedver }} — skipping its RPM"
|
||||
fi
|
||||
|
||||
# A SECOND signing pass, for this package only. The main "Sign RPMs" step ran back at build
|
||||
# time, long before this RPM existed — the gamescope build sits behind its own ~10-minute
|
||||
# cache and deliberately runs after the host RPMs are already published. So every
|
||||
# punktfunk-gamescope RPM went to the registry UNSIGNED, and the repo file we tell users to
|
||||
# install carries gpgcheck=1: `dnf install punktfunk-gamescope` failed with "The package is
|
||||
# not signed" on every Fedora and Nobara box. The package was in the channel the whole time
|
||||
# and could not be installed from it — which is worse than absent, because the release notes
|
||||
# and the docs-site both say it is there.
|
||||
#
|
||||
# Same fail-closed rule as the first pass: sign-rpms.sh hard-fails on refs/tags/v* if the org
|
||||
# secret is missing, rather than republishing something a user's dnf will reject.
|
||||
- name: Sign punktfunk-gamescope
|
||||
env:
|
||||
RPM_GPG_PRIVATE_KEY: ${{ secrets.RPM_GPG_PRIVATE_KEY }}
|
||||
RPM_GPG_PASSPHRASE: ${{ secrets.RPM_GPG_PASSPHRASE }}
|
||||
run: |
|
||||
shopt -s nullglob
|
||||
rpms=(dist/punktfunk-gamescope-*.rpm)
|
||||
# No RPM here is the best-effort skip above, already warned about — not a signing failure.
|
||||
if [ "${#rpms[@]}" -eq 0 ]; then
|
||||
echo "no punktfunk-gamescope RPM to sign (see the packaging step above)"
|
||||
exit 0
|
||||
fi
|
||||
bash packaging/rpm/sign-rpms.sh "${rpms[@]}"
|
||||
|
||||
- name: Publish punktfunk-gamescope to the Gitea RPM registry
|
||||
env:
|
||||
TOKEN: ${{ secrets.REGISTRY_TOKEN }}
|
||||
@@ -270,6 +330,19 @@ jobs:
|
||||
dist/punktfunk-web-"${PF_VERSION}-${PF_RELEASE}"*.rpm \
|
||||
dist/punktfunk-scripting-"${PF_VERSION}-${PF_RELEASE}"*.rpm
|
||||
|
||||
# Read the capability matrix back OUT of the image that is about to be published — the one
|
||||
# channel where getting it wrong is unrepairable, because a merged sysext's /usr is read-only
|
||||
# squashfs and the only fix is a new image plus a feed republish. 0.26.0-1's Bazzite breakage
|
||||
# was confirmed exactly this way, after the fact, by mounting the published .raw and running
|
||||
# getcap on it. Doing it here means the .raw never reaches the feed.
|
||||
#
|
||||
# The script proves its own reader first (cap a file, squash it, unsquash it, read it back)
|
||||
# so a runner that cannot see file capabilities FAILS the leg instead of blessing the image.
|
||||
- name: Assert the capability matrix (sysext image)
|
||||
run: |
|
||||
bash scripts/ci/assert-cap-matrix.sh \
|
||||
"dist-sysext/punktfunk-${PF_VERSION}-${PF_RELEASE}-x86-64.raw"
|
||||
|
||||
# The feed's SHA256SUMS is OpenPGP-signed with the same packages@unom.io key as the RPMs, and
|
||||
# punktfunk-sysext(8) refuses a feed it can't verify — the checksums alone never proved
|
||||
# anything, sitting on the same registry as the images they describe.
|
||||
@@ -310,3 +383,26 @@ jobs:
|
||||
for raw in dist-sysext/*.raw; do
|
||||
upsert_asset "$RID" "$raw" "$(basename "$raw" .raw).f${{ matrix.fedver }}.raw"
|
||||
done
|
||||
|
||||
# A release must not be able to make a claim its own CI silently dropped — v0.26.0's notes
|
||||
# said the patched gamescope was dnf-installable while both Fedora bases had skipped it on a
|
||||
# `::warning::` (missing libstdc++-static, which the -static-libstdc++ link needs).
|
||||
#
|
||||
# ⚠ LAST step on purpose, matching deb.yml: failing at the build step instead would skip the
|
||||
# sysext image, the feed publish AND the attach above, withholding the punktfunk RPMs and
|
||||
# .raw images that built perfectly well. Everything good ships first; the job goes red after.
|
||||
- name: A stable tag must ship the gamescope RPM
|
||||
if: startsWith(gitea.ref, 'refs/tags/v')
|
||||
run: |
|
||||
shopt -s nullglob
|
||||
built=(dist/punktfunk-gamescope-*.rpm)
|
||||
keep=()
|
||||
for r in "${built[@]}"; do
|
||||
case "$r" in *debuginfo*|*debugsource*) continue;; esac
|
||||
keep+=("$r")
|
||||
done
|
||||
if [ ${#keep[@]} -eq 0 ]; then
|
||||
echo "::error::no punktfunk-gamescope RPM was built for f${{ matrix.fedver }} — a stable tag must not ship without it (the release notes and docs-site say it is installable). Everything else in this job published normally; see the gamescope build step above for the meson error."
|
||||
exit 1
|
||||
fi
|
||||
echo "gamescope RPM present: ${keep[*]}"
|
||||
|
||||
@@ -12,9 +12,419 @@ with the version table of the release you are moving to, then read **Breaking ch
|
||||
|
||||
---
|
||||
|
||||
## v0.27.1 — in development
|
||||
|
||||
### NixOS + KDE — session detection, the other half
|
||||
|
||||
🛑 **v0.27.0's NixOS session-detection fix did not reach a stock NixOS + Plasma 6 box.** It resolved
|
||||
the nixpkgs wrapper decoration through `/proc/<pid>/exe` (below) — and on that exact box the kernel
|
||||
refuses to let us read that link. Reading `/proc/<pid>/exe` is not gated on owning the process: it
|
||||
goes through `cap_ptrace_access_check`, which requires the reader's effective set to be a superset
|
||||
of the target's **permitted** set. NixOS's own Plasma module ships
|
||||
`security.wrappers.kwin_wayland = { capabilities = "cap_sys_nice+ep"; }`, so KWin holds a capability
|
||||
and the host — which must stay uncapped, because a capability is exactly what makes it
|
||||
unidentifiable to KWin (v0.27.0, above) — gets `EACCES`. The two traps compose: the name *needs*
|
||||
`exe` because nixpkgs wrapped the binary, and `exe` is *denied* because NixOS capped it. Detection
|
||||
went straight back to `ActiveKind::None`, `wayland` to `-`, and every connect to
|
||||
`no usable compositor`. It presents identically to the v0.27.0 bug, which is why a box that had been
|
||||
worked around with a decoy process broke again the moment the decoy was removed.
|
||||
|
||||
Name resolution now falls through to `argv[0]` (`/proc/<pid>/cmdline`) when the kernel refuses `exe`.
|
||||
That reads correctly for the same reason `ps` does: make-wrapper's wrapper `exec -a "$0"`s the hidden
|
||||
binary, so `argv[0]` survives the decoration `comm` does not. Measured on Linux 6.x against a capped
|
||||
target, for a file capability and for the ambient form `security.wrappers` uses, identically: the
|
||||
`/proc/<pid>` directory keeps its real owner (so the uid filter was never the problem), `comm` and
|
||||
`cmdline` stay readable, and only `exe` fails. `argv[0]` is consulted **last** and never overrides a
|
||||
readable `exe` — it is the process's own claim about itself, and a same-uid process can set it to
|
||||
anything; the worst a spoof achieves is aiming detection at a backend that then fails its own
|
||||
availability probe. The `comm` fast path is still one read for every ordinary distro.
|
||||
|
||||
Also reached by the same rung: `gamescope` carries `cap_sys_nice` on a number of distros, so a
|
||||
*wrapped and capped* gamescope was equally invisible to the foreign-gamescope probe.
|
||||
|
||||
### Game Mode on Nobara — the WSI opt-out never reached the games
|
||||
|
||||
🛑 **v0.27.0's fix for the distro Vulkan WSI layer was clobbered by the session script, so games ran
|
||||
on a black screen** while the host's own log claimed the layer had been disabled. Steam Big Picture
|
||||
came up, showed the right mode, showed the perf overlay — and then every game played sound and took
|
||||
input over a black picture, with no error on either side.
|
||||
|
||||
The layer (`VkLayer_FROG_gamescope_wsi`) ships with the *distro's* gamescope and speaks its
|
||||
`gamescope_swapchain` protocol; ours disagrees, so the compositor rejects the client's
|
||||
`swapchain_feedback` and kills it. v0.27.0 turned the layer off with `ENABLE_GAMESCOPE_WSI=0` on the
|
||||
session unit. `gamescope-session-plus` then runs an unconditional `export ENABLE_GAMESCOPE_WSI=1`
|
||||
near the top of the script — before it launches anything — so the opt-out survived exactly as long
|
||||
as it took the script to start, and every process the session spawned got the layer back. Nothing
|
||||
looked wrong because the casualty is Vulkan clients specifically: Steam's own UI is not one.
|
||||
|
||||
The opt-out is now `DISABLE_GAMESCOPE_WSI=1` as well. The Vulkan loader reads an implicit layer's
|
||||
two manifest knobs in a fixed order: `enable_environment` must equal `"1"` to switch the layer on,
|
||||
and `disable_environment` is then consulted last and wins on **presence alone**, at any value. The
|
||||
session script never mentions that second variable, so it is the one that survives. Both spellings
|
||||
go out, on the transient unit and on the box's own session drop-in.
|
||||
|
||||
### punktfunk-gamescope `+pfhdr6` — a NO_FOCUS window can no longer steal the composite
|
||||
|
||||
🛑 **A mapped-but-unpainted window carrying `GAMESCOPE_NO_FOCUS=1` could win gamescope's focus
|
||||
selection and turn the composite — and the stream fed from it — black while every health signal
|
||||
stayed green.** Bazzite's hhd-ui (Handheld Daemon overlay) sets that atom once at init, stamps
|
||||
Steam's appid, and crash-loops under a headless takeover; each respawn remapped a fullscreen black
|
||||
window that steamcompmgr then chose over Big Picture (observed on a Bazzite box: client stats
|
||||
happily decoding 60 fps at 0.1 Mb/s of black; killing hhd-ui restored the picture instantly). No
|
||||
gamescope — upstream or Bazzite's fork — ever consumed the atom; its setters (hhd-ui, MangoHud)
|
||||
show and hide via the `STEAM_OVERLAY` protocol and rely on never being focusable. Patch 0008 wires
|
||||
`GAMESCOPE_NO_FOCUS` exactly like `GAMESCOPE_EXTERNAL_OVERLAY` (read at map, PropertyNotify-tracked,
|
||||
skipped by both focus-candidate collectors) without touching compositing or `appID`. Banner
|
||||
`+pfhdr5` → `+pfhdr6`; no new capability — the bump is so a field box's banner tells the two
|
||||
behaviors apart.
|
||||
|
||||
### Linux capture — the truncated first attempt no longer latches sticky downgrades
|
||||
|
||||
🛑 **The pipeline retry loop's deliberately short (2.5 s) first-frame attempt could permanently
|
||||
downgrade the whole host process.** On expiry, the portal capturer's timeout diagnosis latched
|
||||
whichever offer it implicated — HDR capture off (per source), the raw-dmabuf offer off, the
|
||||
EGL→CUDA offer off — as if the compositor had refused it, when the budget was truncated by design
|
||||
and a gamescope cold start routinely needs longer before delivering anything. One lost race at
|
||||
connect then pinned every later session to SDR and/or CPU capture until the host restarted. The
|
||||
truncated attempt is now declared provisional end to end
|
||||
(`Capturer::next_frame_within_provisional`): its expiry names the same suspect in the error text
|
||||
but latches nothing; only the full-length attempts that follow hand down negotiation verdicts. The
|
||||
classification is a pure function with tests
|
||||
(`pf_capture::linux::first_frame_timeout_tests`).
|
||||
|
||||
## v0.27.0
|
||||
|
||||
87 commits since v0.26.0.
|
||||
|
||||
### Versions
|
||||
|
||||
| | v0.26.0 | v0.27.0 | Notes |
|
||||
|---|---|---|---|
|
||||
| Wire protocol | 2 | **2** | unchanged |
|
||||
| C ABI | 17 | **18** | `punktfunk_connection_next_rumble_cmd2` **added**; nothing removed or changed |
|
||||
| Workspace crate dirs | 26 | **27** | `crates/punktfunk-encode-worker` (39 members; two `tools/` crates deliberately *excluded*) |
|
||||
| Virtual-display driver protocol | 6 | **6** | unchanged (minimum accepted still 3) |
|
||||
| Windows virtual-gamepad channel | 3 | **3** | unchanged — three `device_type`s added additively |
|
||||
| Plugin index schema | 1 | **1** | unchanged |
|
||||
| `api/openapi.json` | 0.25.0 | **0.25.0** | unchanged — no management-API edits this release |
|
||||
| gamescope patch level (`+pfhdrN`) | 4 | **5** | 6 patches → 7 (the PipeWire use-after-free); `pkgrel` resets 3 → 1 |
|
||||
| `@punktfunk/host` (SDK) | 0.1.4 | **0.1.4** | unchanged |
|
||||
| `@punktfunk/plugin-kit` | 0.4.0 | **0.4.0** | unchanged |
|
||||
|
||||
⚠ **`crates/pf-driver-proto` is no longer byte-identical to the previous release.** It was through
|
||||
both v0.25.0 and v0.26.0, so if you ship the virtual-display driver or the gamepad channel and have
|
||||
been skipping this crate, stop skipping it here. The change is purely additive — three `device_type`
|
||||
constants, no field moved, no size changed.
|
||||
|
||||
### ⚠ Breaking changes
|
||||
|
||||
**None** for embedders or the wire. Every embedder, packager and plugin that works against v0.26.0
|
||||
works against v0.27.0 unchanged; the C ABI moves, but by addition only (below).
|
||||
|
||||
Two things change shape for **packagers** and one **default** flips:
|
||||
|
||||
- **A second installed binary**, `punktfunk-encode-worker` — see the section below. It is the only
|
||||
file that may carry `cap_sys_nice=ep`, and it must be a separate file.
|
||||
- **`PUNKTFUNK_XBOX_BACKEND` now defaults to `hid`** on Windows, so an Xbox pad is built as a real
|
||||
HID device rather than the XUSB companion. `=xusb` is the escape hatch.
|
||||
- **NixOS `scripting.autoStart` now defaults ON**, matching every other packaging (detailed below).
|
||||
|
||||
### `punktfunk-encode-worker` — the GPU-priority capability moves off the host
|
||||
|
||||
0.26.0 left the PyroWave priority ladder wired and inert: it needs `CAP_SYS_NICE`, and 0.26.0-1
|
||||
proved the host can never hold one — see **PyroWave on Linux — Wave 2**, PW1, under v0.26.0 below. A
|
||||
capability-carrying process cannot be identified by KWin (`cap_ptrace_access_check` refuses
|
||||
`/proc/<pid>/exe` to a reader whose effective set is not a superset of the target's **permitted**
|
||||
set), so it never gets `zkde_screencast_unstable_v1` and every KDE desktop session dies. Neither
|
||||
`prctl(PR_SET_DUMPABLE, 1)` nor systemd `AmbientCapabilities=` nor a NixOS `security.wrappers` entry
|
||||
changes that — all three land the capability in the same permitted set.
|
||||
|
||||
The capability therefore moves to a process that fronts nothing. **`punktfunk-encode-worker`** is a
|
||||
new workspace member and a new installed binary: it owns the priority-elevated Vulkan device for
|
||||
PyroWave sessions, receives capture dmabufs over a `SOCK_SEQPACKET` pair from its parent, and returns
|
||||
compressed access units. It connects to no compositor, no D-Bus and no network, so its
|
||||
non-dumpability costs nothing and its blast radius is one socket to the host that spawned it.
|
||||
|
||||
🛑 **The invariant, for anyone packaging this:** the worker is a **separate file**. Never a hardlink
|
||||
to `punktfunk-host` and never a subcommand of it — a shared inode shares the file capability, which
|
||||
silently re-creates 0.26.0-1 on every KDE box. `punktfunk-host` carries no capability, on any
|
||||
channel, ever.
|
||||
|
||||
- **The grants are re-targeted, not re-introduced.** Every channel that granted in 0.26.0-1 grants
|
||||
again, at the worker: Arch `.install` (`post_install` **and** `post_upgrade` — a replaced binary is
|
||||
a new inode), RPM `%caps(cap_sys_nice=ep)` in `%files` (never a `%post setcap`; this covers Fedora
|
||||
and Bazzite layering), the Bazzite sysext staging tree pre-`mksquashfs` (which does record
|
||||
`security.capability`), the deb `postinst`, the Deck installer, and NixOS
|
||||
`security.wrappers.punktfunk-encode-worker`. Every #136 host-side removal stays verbatim, including
|
||||
the sysext's host hard-fail.
|
||||
- **The sysext assertion is amended, not removed** — host must be empty (hard fail), worker must
|
||||
carry **exactly** `cap_sys_nice=ep`. A *missing* worker capability is not an error: the grant is
|
||||
best-effort everywhere.
|
||||
- **A new release-CI leg asserts the getcap matrix** on the built Arch package, the deb and the
|
||||
mounted sysext raw. The 0.26.0-1 lesson was "verify the package, never the board"; this is that,
|
||||
mechanized, and it is what would have caught the original break.
|
||||
- **On NixOS the env override is load-bearing**, not a convenience: a file capability cannot live on
|
||||
a read-only store path, so the module wraps the worker and sets `PUNKTFUNK_ENCODE_WORKER` to the
|
||||
wrapper path in the unit. An ambient grant is fine *here* — the worker is not a KWin client. The
|
||||
host's `ExecStart` stays on the plain store path (the #136 fix stands).
|
||||
|
||||
**Fallback ladder — no rung can kill a negotiated session.** Binary not found → spawn failure →
|
||||
handshake timeout → protocol or workspace-version mismatch → socket EOF mid-session all fall back to
|
||||
the **in-process encoder exactly as today**, at default priority, with one warning. Host and worker
|
||||
are different files now, so the version check is load-bearing rather than decorative; they ship
|
||||
lockstep in every channel. The in-process path stays compiled and tested — it is the floor, not dead
|
||||
code. `PYROWAVE_QUEUE_PRIORITY` keeps its 0.26.0 grammar and is now forwarded **explicitly** in the
|
||||
handshake rather than read from the worker's environment, which is sanitized at spawn; one env var
|
||||
still means one thing on both platforms.
|
||||
|
||||
### NixOS — session detection, module defaults, and a CI gate that was never running
|
||||
|
||||
🛑 **The host could not detect any graphical session on NixOS, at all.** The live-session probe
|
||||
matched `/proc/<pid>/comm` exactly against `kwin_wayland` / `gamescope` / `gnome-shell` /
|
||||
`Hyprland`. `comm` is the kernel's name for the **executed file**, truncated to 15 bytes — not
|
||||
`argv[0]` — and nixpkgs wraps essentially every graphical binary: `wrapProgram` moves the real ELF
|
||||
aside to `.<name>-wrapped` and installs a wrapper that `exec -a "$0"`s it. So the kernel reports
|
||||
`.kwin_wayland-w` while `ps` and `pgrep -a` show a perfectly ordinary `kwin_wayland`, because they
|
||||
read argv. Every probe answered `ActiveKind::None` on a running desktop, and nothing downstream
|
||||
could recover: `wayland` logged as `-`, a correct `WAYLAND_DISPLAY` changed nothing, `Auto` returned
|
||||
the *detected* backend so a live KWin already in `available()` was never chosen, and a
|
||||
`PUNKTFUNK_COMPOSITOR` pin turned the miss into a hard error through `pinned_at_a_dead_session`.
|
||||
sway and river survived by accident — nixpkgs' wrapper execs a binary still called `sway`.
|
||||
|
||||
Names are now resolved through `/proc/<pid>/exe`, whose file name is untruncated, with the nixpkgs
|
||||
decoration stripped. Stripping requires **both** the leading `.` and a trailing `-wrapped`, so
|
||||
KWin's own real `kwin_wayland_wrapper` binary keeps its name instead of collapsing into
|
||||
`kwin_wayland` and handing the probe the parent's PID. The `comm` fast path is unchanged for every
|
||||
ordinary distro — one read, no readlink — and no name that matched before can stop matching. Also
|
||||
applied to the foreign-gamescope probe, which had the same defect.
|
||||
|
||||
**Module changes** (`services.punktfunk`):
|
||||
|
||||
- **`host.desktopSession`** *(new, default `false`)* — binds the host to `graphical-session.target`,
|
||||
the declarative form of the `punktfunk-host-desktop-session.conf` drop-in. Without it a
|
||||
Plasma/GNOME restart leaves the host holding a Wayland socket and portal D-Bus connection that
|
||||
died with the old compositor: it still listens, still answers, and every session after that fails
|
||||
at capture. Off by default because an appliance may never reach that target and would be left
|
||||
permanently stopped.
|
||||
- ⚠ **`scripting.autoStart` now defaults ON** *(behaviour change)*, matching the deb `postinst` and
|
||||
RPM `%post`, which both `systemctl --global enable` the runner, and the sysext's baked-in
|
||||
`default.target.wants` symlink. It was opt-in here on the reasoning that the runner is inert until
|
||||
you add automation — untrue since the game-library scanners became plugins, so a NixOS host came
|
||||
up with an empty library and no obvious cause. Opt out with `scripting.autoStart = false` or
|
||||
`systemctl --user mask punktfunk-scripting`.
|
||||
- **Three divergences from the shipped units, ported.** `punktfunk-web` gains
|
||||
`StartLimitIntervalSec=0` (without it, 5 starts / 10 s against `RestartSec=2` gives up permanently
|
||||
after ~10 s — exactly the window before the host's first `serve` writes the mgmt token, so a
|
||||
console enabled before the host's first run stayed dead) and `Restart=always` rather than
|
||||
`on-failure`. `punktfunk-scripting` gains the sandbox the deb/rpm unit has all along
|
||||
(`NoNewPrivileges`, `ProtectSystem=strict`, `ReadWritePaths=%h /tmp`, restricted address families,
|
||||
`PrivateTmp=no`) — it is the one unit that runs arbitrary operator TypeScript by design, and it
|
||||
had been running strictly less confined on NixOS than anywhere else.
|
||||
- A **warning** when the host is enabled and `xdg.portal.enable` is not.
|
||||
|
||||
🛑 **`nix flake check` does not check `nixosModules`** — worth knowing for anyone maintaining a
|
||||
flake. It forces the value and asserts it is a lambda taking an open attribute set, and stops;
|
||||
nix's source still carries `// FIXME: if we have a 'nixpkgs' input, use it to check the module.`
|
||||
Measured: a module with a nonexistent option, a nonexistent `pkgs` attribute **and** a nonexistent
|
||||
`lib` function passes, printing `checking NixOS module ... all checks passed!`. `nix.yml`'s header
|
||||
claimed that leg covered the module; it never had. `checks.<system>.nixos-module`
|
||||
(`packaging/nix/module-check.nix`) now evaluates it against real nixpkgs across four scenarios and
|
||||
asserts on the rendered units, including a guard that the host's `ExecStart` stays on the plain
|
||||
store path while the encode worker points at the wrapper. Its assertions are pure Nix, so
|
||||
instantiation runs them and the existing `--no-build` leg is enough. `punktfunk-gamescope` gains a
|
||||
`build-gamescope` dispatch input — it is on the critical path of every host build yet nothing
|
||||
compiled it, and it tracks nixpkgs' gamescope, so a `flake.lock` bump is what breaks it.
|
||||
|
||||
### C ABI 17 → 18
|
||||
|
||||
**`punktfunk_connection_next_rumble_cmd2` is new.** The `0xCA` rumble plane carries the two Xbox
|
||||
impulse-trigger motors (v3, below) and `punktfunk_connection_next_rumble_cmd`'s fixed out-params
|
||||
have no room for them:
|
||||
|
||||
```c
|
||||
PunktfunkStatus punktfunk_connection_next_rumble_cmd2(
|
||||
PunktfunkConnection *c, uint16_t *pad, uint16_t *low, uint16_t *high,
|
||||
uint16_t *left_trigger, uint16_t *right_trigger,
|
||||
uint32_t *backstop_ms, uint32_t timeout_ms);
|
||||
```
|
||||
|
||||
**Added, not widened.** `_cmd` keeps its signature *and* its values bit-identical for handle-only
|
||||
traffic; all four rumble entry points remain exported. An exported parameter list is part of the
|
||||
contract, and growing one in place breaks every out-of-tree embedder at once — with a
|
||||
stack-corruption signature rather than a link error. This follows the existing
|
||||
`next_rumble` → `next_rumble2` precedent.
|
||||
|
||||
⚠ **One behavioural delta on the old symbol**, documented in `abi.rs` and pinned by a test: against
|
||||
a host driving the trigger motors, a `_cmd` caller now receives commands with `low == high == 0`
|
||||
where the demux previously dropped the update entirely. They are idempotent handle stops — the
|
||||
command as a whole is not silent, so redundant-stop suppression cannot fold them. Zero cost today:
|
||||
nothing sources non-zero trigger levels yet.
|
||||
|
||||
**Render trigger levels only on a pad that has trigger motors.** Do not fold them into the handles —
|
||||
impulse-trigger content is continuous, so folding it drones the handle motors flat-out. Query
|
||||
`SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN` or `GCDeviceHaptics.supportedLocalities`.
|
||||
|
||||
🛑 **This delivery path is deliberately built ahead of its producer and nothing here claims
|
||||
otherwise.** Exactly one backend can ever source these levels — the Windows HID Xbox pad's output
|
||||
report `0x03` — because `XINPUT_VIBRATION` and evdev `FF_RUMBLE` both have two members. That
|
||||
producer is reachable only through GameInput, which does not enumerate an `xinputhid`-promoted Xbox
|
||||
pad at all (measured against a real Microsoft Elite, equally invisible there while classic XInput
|
||||
reads it live). The wire, the engine and this entry point are exercised by synthetic levels only.
|
||||
|
||||
### Gamepads
|
||||
|
||||
- **`PUNKTFUNK_GAMEPAD_XBOXELITE = 11`** — a new `GamepadPref` wire byte, appended to
|
||||
`Hello`/`Welcome`. The `Auto` sentinel in the round-trip test moved 11 → 12. An older peer
|
||||
degrades an unknown byte to `Auto`, so this is graceful in both directions.
|
||||
- **`XboxOne` is now a distinct HID identity on Windows** (`045E:02FD`, Bluetooth Xbox One S)
|
||||
through the UMDF minidriver. It used to fold to `Xbox360` there, because the only Windows Xbox
|
||||
backend was the XUSB companion, which presents one fixed 360 identity and cannot vary it.
|
||||
- **Three new `pf_driver_proto::gamepad` device types**, contiguous and sharing one report
|
||||
descriptor byte for byte (they are the same pad in HID terms; the descriptor is the report
|
||||
*shape*, the identity is what the OS keys mappings off):
|
||||
|
||||
| const | value | identity |
|
||||
|---|---|---|
|
||||
| `DEVTYPE_XBOX` | 4 | `045E:0B13` Xbox Wireless Controller |
|
||||
| `DEVTYPE_XBOX_ONE_S` | 5 | `045E:02FD` Xbox Wireless Controller (One S) |
|
||||
| `DEVTYPE_XBOX_ELITE` | 6 | `045E:0B22` Xbox Elite Wireless Controller Series 2 |
|
||||
|
||||
⚠ The Xbox input report is **not** 64 bytes like its siblings — it is `XBOX_INPUT_REPORT_LEN`
|
||||
(16). The driver serves per-identity report lengths, because hidclass sizes its buffer from the
|
||||
descriptor and refuses an over-long source.
|
||||
- ⚠ **Elite paddles are not implemented.** `BTN_PADDLE1..4` still fold or drop exactly as on the
|
||||
other Xbox classes. `DualSenseEdge` remains the only virtual pad with native back-button slots.
|
||||
- **All three Xbox identities install `pfGamepadXbox`**, their own DDInstall section, which attaches
|
||||
the `xinputhid` bus filter. Merging it back into the shared `pfGamepad` section is a one-line edit
|
||||
that looks like tidying and would hand a DualSense, DualShock 4, Edge and Steam Deck to
|
||||
Microsoft's Xbox translator. `only_the_xbox_identity_installs_the_xinputhid_section` asserts the
|
||||
split in both directions.
|
||||
|
||||
**What actually promotes the pad — two registry values, and the pairing is the whole finding.**
|
||||
`UpperFilters=xinputhid` is a `.HW` AddReg (hardware key); `DevicePropertyFlags=1` is a DDInstall
|
||||
AddReg (software key). A one-value A/B on real hardware: removing `DevicePropertyFlags` alone
|
||||
reverts everything — no `IG_00`, no XUSB interface, no XInput, no WGI entry — while `UpperFilters`
|
||||
alone is completely inert. `1` = `BusDevice`, which Microsoft's own comment glosses as "a focused
|
||||
bus filter driver for the IG_ problem". **This retracts an earlier in-tree conclusion that the
|
||||
filter should never ship**: it was never broken, it had simply never been switched on.
|
||||
⚠ Microsoft's allow-list contains `02D1, 02DD, 02E3, 02EA, 0B00, 0B0A, 0B13, 02FF` — neither `02FD`
|
||||
nor `0B22` is on it, and promotion happens anyway, because it comes from our own AddReg.
|
||||
|
||||
### Wire (no version change)
|
||||
|
||||
**The `0xCA` rumble datagram gains a v3 form**, `PUNKTFUNK_RUMBLE_V3_LEN = 14`:
|
||||
|
||||
```
|
||||
v1 7 B: [0xCA][u16 pad][u16 low][u16 high]
|
||||
v2 10 B: … [u8 seq][u16 ttl_ms]
|
||||
v3 14 B: … [u16 left_trigger][u16 right_trigger]
|
||||
```
|
||||
|
||||
v3 is built *from* v2's bytes, so the prefix relationship is structural rather than a convention two
|
||||
encoders must keep agreeing on, and every reader gates with `>=`. All four levels share one `seq`
|
||||
and one TTL deliberately: they are one statement of the pad's feedback at one instant, so the entire
|
||||
v2 apparatus — renewal cadence, stop burst, the client's seq gate, the lease clamp — governs the
|
||||
triggers with no new code. The new `RumbleUpdate` fields are plain `u16`, not `Option`: on a
|
||||
level-triggered plane "absent" must mean zero, because "absent → keep the previous value" is the
|
||||
stuck-rumble bug in a new costume.
|
||||
|
||||
⚠ **The two trigger `enable`-mask bits remain conjecture.** Bits 2/3 (the handles) are measured;
|
||||
bits 0/1 are inferred from field order and nothing else. No test asserts them. XInput cannot settle
|
||||
this; it has two motors.
|
||||
|
||||
### Packaging
|
||||
|
||||
- **gamescope pin `8c676c39` → `5fb8dce4`** (3.16.25-1 → 3.16.25-11), all six patches rebased, plus
|
||||
a **seventh**: the PipeWire use-after-free that aborted a session on every connect. The marker
|
||||
moves `+pfhdr4` → **`+pfhdr5`**, so `pkgrel` resets to 1.
|
||||
- **Patch 0001 offers `xBGR_210LE` before `xRGB_210LE`.** ⚠ Deliberately *not* done by calling
|
||||
upstream's `vulkan_get_rgb10_capture_format()` — that symbol landed after 3.16.25 and would break
|
||||
`packaging/nix/gamescope.nix` with an opaque C++ error instead of a patch conflict.
|
||||
- **Every `punktfunk-gamescope` RPM ever published was unsigned.** `Sign RPMs` runs right after
|
||||
`Build RPM`, while the gamescope RPM is built ~90 steps later behind its own cache, so it missed
|
||||
the signing pass entirely — and the repo file we ship carries `gpgcheck=1`. A second pass signs it
|
||||
before publish, fail-closed on a tag.
|
||||
- ⚠ **The v0.26.0 gamescope gate failed the job at the *build* step**, which in `deb.yml` runs before
|
||||
both the apt publish and the release attach — so a missing *extra* withheld the host `.deb` itself,
|
||||
and the `.deb` published on v0.26.0 still carries the `CAP_SYS_NICE` grant. `rpm.yml` had the
|
||||
identical latent bug. Both now warn at build/package time and gate as the **last** step of the job.
|
||||
- **`driver uninstall --audio`** — a third Inno `[UninstallRun]` entry that removes the MEDIA-class
|
||||
devnodes the host mints at runtime. Marker-matched, never name-matched: our instances are
|
||||
name-identical to Steam's, and a `ROOT\` enumeration guard means a marker-shaped value on a real
|
||||
sound card can never cost the user their hardware.
|
||||
- **The sysext `post_merge` step re-runs when already current, plus a new `reapply` verb.** A sysext
|
||||
upgrade is driven by the script from the **old** image, so a `post_merge` step added in a release
|
||||
is executed by nobody, permanently, on exactly the installs that need it.
|
||||
|
||||
### Host
|
||||
|
||||
- **HDR capture offers `xBGR_210LE` before `xRGB_210LE`.** gamescope's capture textures are
|
||||
mappable, hence linear-tiled, and NVIDIA does not implement linear-tiled STORAGE for
|
||||
`A2R10G10B10_UNORM_PACK32` — so `imageStore` lands in XBGR order while the buffer is still
|
||||
*labelled* `XRGB2101010`. Every mapping on both ends audits clean because the label was right and
|
||||
only the content was wrong. Fixed host-side because the deployed gamescope cannot self-correct.
|
||||
- **One NVENC open failure no longer kills every session on the box**, and the 10-bit capability
|
||||
probe no longer wedges a direct-SDK host process-wide with `NV_ENC_ERR_INVALID_VERSION`.
|
||||
- **`/api/v1/local/summary` reports the resolution the session actually got**, not the negotiated
|
||||
one it was seeded with.
|
||||
|
||||
### Workspace
|
||||
|
||||
`crates/punktfunk-encode-worker` joins as a member (above). Two bring-your-own-hardware measurement
|
||||
tools are added and **excluded** in the root manifest, so `cargo build --workspace` and CI never see
|
||||
them: `tools/hid-descriptor-dump` (dumps and decodes a real HID report descriptor; pulls `hidapi`)
|
||||
and `tools/win-input-matrix` (asks each Windows input API what it can see — ⚠ `wake_wgi()` is not
|
||||
optional there: both WGI collections return a cache a console app has never started filling, so
|
||||
without subscribing first they come back empty with real controllers attached).
|
||||
|
||||
### Host and client environment variables
|
||||
|
||||
- **`PUNKTFUNK_XBOX_BACKEND`** *(new, host, Windows)* — `hid` (the new **default**) or `xusb` (the
|
||||
escape hatch). The HID pad is now a superset of the XUSB companion: it keeps classic XInput while
|
||||
gaining Steam, SDL, RawInput, DirectInput, `joy.cpl` and WGI, plus rumble, which XUSB could not
|
||||
source at all. The escape hatch stays because promotion leans on Microsoft's inbox
|
||||
`xinputhid.inf`; if a servicing update changes it, one env var restores the old behaviour with no
|
||||
reinstall. An unrecognised value takes the **default**, not the opt-out, so a typo cannot silently
|
||||
drop a user onto the path with no HID collection.
|
||||
- **`PUNKTFUNK_GAMESCOPE_BIND`** *(new, host, Linux)* — unset = auto, `0` = never, `1` = force.
|
||||
Governs whether the host binds the patched gamescope over the distribution's `/usr/bin/gamescope`
|
||||
inside a session's mount namespace.
|
||||
- **`PUNKTFUNK_ENCODE_WORKER`** *(new, host, Linux)* — where to find the encode worker. Resolution
|
||||
order: this variable → alongside `/proc/self/exe` → `PATH`. `off` forces the in-process encoder,
|
||||
the debug escape hatch that makes the A/B a one-line change. Load-bearing on NixOS (above).
|
||||
- **`PYROWAVE_QUEUE_PRIORITY`** *(unchanged grammar, new consumer)* — the *intent*, forwarded to the
|
||||
worker; the granted class comes back in the handshake and the host logs it centrally, so the
|
||||
in-process INERT warning does not double-fire. When the worker is uncapped as well — an operator
|
||||
stripped it, or the filesystem cannot store the capability — the same INERT wording fires, now
|
||||
naming the worker binary rather than the host.
|
||||
|
||||
### Documentation
|
||||
|
||||
- `docs-site` **Running as a service → GPU scheduling priority** rewritten around the split: the
|
||||
worker carries the capability, the host never does, and `setcap` on `punktfunk-host` is called out
|
||||
as the thing an operator must never do, with the `zkde_screencast_unstable_v1` symptom spelled out
|
||||
so anyone who already did it can self-diagnose. The anchor is unchanged, so existing links hold.
|
||||
- `configuration.md` gains the `PUNKTFUNK_ENCODE_WORKER` row and rewrites `PYROWAVE_QUEUE_PRIORITY`
|
||||
off "the packages deliberately do not grant this".
|
||||
- The 0.26.0 user-facing notes describe a privilege that is deliberately not granted. That is the
|
||||
record of what 0.26.0 shipped and is **not** rewritten; the new phrasing — granted to the worker,
|
||||
never to the host — lives in `docs/releases/v0.27.0.md`.
|
||||
- `install.md` **NixOS** documents `desktopSession`, and its `punktfunk-scripting` bullet no longer
|
||||
claims the runner "ships disabled": that was true only of Arch and source installs — apt, dnf, the
|
||||
Bazzite sysext and now the NixOS module all start it, because the library scanners are plugins.
|
||||
`bazzite.md` carried the same stale claim and is corrected. **Running as a service → Restart the
|
||||
host with your desktop** gains the NixOS one-liner beside the drop-in.
|
||||
- `packaging/nix/README.md`: `desktopSession`, `gamescopeHdr`/`gamescopePackage` and the
|
||||
`punktfunk` group added to the option tables; the "what the module configures" list gains the
|
||||
`security.wrappers` entry, with the KWin-identification reasoning for why the capability is on the
|
||||
worker and not the host; and a caveat recording that `nix flake check` does not check the module,
|
||||
plus the two rules for editing `module-check.nix`.
|
||||
|
||||
---
|
||||
|
||||
## v0.26.0
|
||||
|
||||
47 commits since v0.25.0.
|
||||
52 commits since v0.25.0.
|
||||
|
||||
### Versions
|
||||
|
||||
|
||||
@@ -994,7 +994,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "cursor-probe"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"pf-capture",
|
||||
@@ -1114,7 +1114,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "display-disturb"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)",
|
||||
]
|
||||
@@ -2358,7 +2358,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "latency-probe"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
|
||||
[[package]]
|
||||
name = "lazy_static"
|
||||
@@ -2463,7 +2463,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "libvpl-sys"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"bindgen",
|
||||
"cmake",
|
||||
@@ -2498,7 +2498,7 @@ checksum = "0ceec5bc11778974d1bcb055b18002eba7f4b3518b6a0081b3af5f21666da9ad"
|
||||
|
||||
[[package]]
|
||||
name = "loss-harness"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"punktfunk-core",
|
||||
]
|
||||
@@ -2988,7 +2988,7 @@ checksum = "9b4f627cb1b25917193a259e49bdad08f671f8d9708acfd5fe0a8c1455d87220"
|
||||
|
||||
[[package]]
|
||||
name = "pf-bitstream"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"cros-codecs",
|
||||
"tracing",
|
||||
@@ -2996,7 +2996,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-capture"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ashpd",
|
||||
@@ -3017,7 +3017,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-client-core"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ash",
|
||||
@@ -3052,7 +3052,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-clipboard"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ashpd",
|
||||
@@ -3070,7 +3070,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-console-ui"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ash",
|
||||
@@ -3078,6 +3078,7 @@ dependencies = [
|
||||
"pf-presenter",
|
||||
"punktfunk-core",
|
||||
"sdl3",
|
||||
"serde_json",
|
||||
"skia-safe",
|
||||
"tracing",
|
||||
]
|
||||
@@ -3091,7 +3092,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-dxvadec"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"cros-codecs",
|
||||
"pf-bitstream",
|
||||
@@ -3101,7 +3102,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-encode"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ash",
|
||||
@@ -3118,6 +3119,8 @@ dependencies = [
|
||||
"pf-zerocopy",
|
||||
"punktfunk-core",
|
||||
"pyrowave-sys",
|
||||
"serde",
|
||||
"serde_json",
|
||||
"tracing",
|
||||
"tracing-subscriber",
|
||||
"windows 0.62.2 (registry+https://github.com/rust-lang/crates.io-index)",
|
||||
@@ -3125,7 +3128,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-frame"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"libc",
|
||||
@@ -3137,7 +3140,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-gpu"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"pf-host-config",
|
||||
@@ -3151,11 +3154,11 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-host-config"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
|
||||
[[package]]
|
||||
name = "pf-inject"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ashpd",
|
||||
@@ -3184,14 +3187,14 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-paths"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"tracing",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "pf-presenter"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ash",
|
||||
@@ -3206,7 +3209,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-update"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"serde",
|
||||
"serde_json",
|
||||
@@ -3214,7 +3217,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-update-check"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"base64",
|
||||
@@ -3226,7 +3229,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-vaadec"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"cros-codecs",
|
||||
"pf-bitstream",
|
||||
@@ -3235,7 +3238,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-vdisplay"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ashpd",
|
||||
@@ -3268,7 +3271,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-vkdecode"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"ash",
|
||||
"cros-codecs",
|
||||
@@ -3279,7 +3282,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-win-display"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"pf-paths",
|
||||
@@ -3291,7 +3294,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "pf-zerocopy"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ash",
|
||||
@@ -3514,7 +3517,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-cli"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"pf-client-core",
|
||||
"punktfunk-core",
|
||||
@@ -3525,7 +3528,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-client-android"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"android_logger",
|
||||
"jni",
|
||||
@@ -3543,7 +3546,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-client-linux"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"async-channel",
|
||||
@@ -3560,7 +3563,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-client-session"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"pf-client-core",
|
||||
@@ -3575,7 +3578,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-client-windows"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"async-channel",
|
||||
"mdns-sd",
|
||||
@@ -3594,7 +3597,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-core"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"aes-gcm",
|
||||
"bytes",
|
||||
@@ -3624,9 +3627,18 @@ dependencies = [
|
||||
"zeroize",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-encode-worker"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"pf-encode",
|
||||
"tracing",
|
||||
"tracing-subscriber",
|
||||
]
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-host"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"aes",
|
||||
"aes-gcm",
|
||||
@@ -3711,7 +3723,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-probe"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"mdns-sd",
|
||||
@@ -3725,7 +3737,7 @@ dependencies = [
|
||||
|
||||
[[package]]
|
||||
name = "punktfunk-tray"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"anyhow",
|
||||
"ksni",
|
||||
@@ -3748,7 +3760,7 @@ checksum = "d55d956fa96f5ec02be2e13af0e20391a5aa83d6a074e3ad368959d0fab299ea"
|
||||
|
||||
[[package]]
|
||||
name = "pyrowave-sys"
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
dependencies = [
|
||||
"bindgen",
|
||||
"cmake",
|
||||
|
||||
@@ -4,6 +4,9 @@ members = [
|
||||
"crates/punktfunk-core",
|
||||
"crates/punktfunk-host",
|
||||
"crates/punktfunk-host/vendor/usbip-sim",
|
||||
# The capability-carrying PyroWave encode worker. A SEPARATE binary by design — never a
|
||||
# hardlink of, or a subcommand of, punktfunk-host (design/gpu-priority-capability-worker.md).
|
||||
"crates/punktfunk-encode-worker",
|
||||
"crates/punktfunk-tray",
|
||||
"crates/pf-bitstream",
|
||||
"crates/pf-bitstream/vendor/cros-codecs",
|
||||
@@ -46,6 +49,11 @@ members = [
|
||||
exclude = [
|
||||
"packaging/linux/steam-deck-gadget/usbip-poc",
|
||||
"clients/android/native/vendor/ndk",
|
||||
# Bring-your-own-hardware measurement tools. `hid-descriptor-dump` pulls `hidapi`, a C library
|
||||
# wanting libudev on Linux; `win-input-matrix` is Windows-only and asks the live input stacks
|
||||
# what they can see. Neither belongs in `cargo build --workspace` or on a CI leg with no pad.
|
||||
"tools/hid-descriptor-dump",
|
||||
"tools/win-input-matrix",
|
||||
]
|
||||
|
||||
# ndk 0.9.0 verbatim from crates.io plus ONE visibility change (and two warning fixes — an
|
||||
@@ -57,7 +65,7 @@ exclude = [
|
||||
ndk = { path = "clients/android/native/vendor/ndk" }
|
||||
|
||||
[workspace.package]
|
||||
version = "0.26.0"
|
||||
version = "0.27.0"
|
||||
edition = "2021"
|
||||
rust-version = "1.82"
|
||||
license = "MIT OR Apache-2.0"
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
"name": "MIT OR Apache-2.0",
|
||||
"identifier": "MIT OR Apache-2.0"
|
||||
},
|
||||
"version": "0.25.0"
|
||||
"version": "0.26.0"
|
||||
},
|
||||
"paths": {
|
||||
"/api/v1/clients": {
|
||||
@@ -4489,6 +4489,13 @@
|
||||
],
|
||||
"description": "The provider's own stable key for this title — the reconcile diff key, so the\nhost-assigned `id` stays stable across reconciles. Present iff `provider` is."
|
||||
},
|
||||
"icon": {
|
||||
"type": [
|
||||
"string",
|
||||
"null"
|
||||
],
|
||||
"description": "Which brand mark a client should draw for this entry — see [`GameEntry::icon`]. A token\n(`steam`, `heroic`), never bytes and never a URL."
|
||||
},
|
||||
"id": {
|
||||
"type": "string",
|
||||
"description": "Host-assigned, stable for the life of the entry (the `{id}` in the CRUD path)."
|
||||
@@ -4555,6 +4562,13 @@
|
||||
"$ref": "#/components/schemas/DetectHint",
|
||||
"description": "How to recognize this title's process — see [`CustomEntry::detect`]."
|
||||
},
|
||||
"icon": {
|
||||
"type": [
|
||||
"string",
|
||||
"null"
|
||||
],
|
||||
"description": "Which brand mark to draw — see [`GameEntry::icon`]. Hand-settable for the same reason `role`\nis: an operator's own \"Steam\" tile should be able to look like one."
|
||||
},
|
||||
"launch": {
|
||||
"oneOf": [
|
||||
{
|
||||
@@ -5350,6 +5364,14 @@
|
||||
"art": {
|
||||
"$ref": "#/components/schemas/Artwork"
|
||||
},
|
||||
"icon": {
|
||||
"type": [
|
||||
"string",
|
||||
"null"
|
||||
],
|
||||
"description": "Which brand mark to draw for this entry, as a **token** — `steam`, `heroic`, `playnite` —\nnever image bytes and never a URL. See [`is_icon_token`].\n\nIt exists for launcher tiles, which by design ship no cover art: a launcher's own icon is\nsquare, every client cover-crops a 2:3 poster, and the crop turns a mark into a strip — so\nuntil now those tiles were the launcher's name on a flat accent face. The token lets a client\ndraw the real mark from art it already ships, at whatever size its tile happens to be.\n\nA token rather than art on the wire because the host's art proxy serves *raster* bytes only\n([`art::local_art_bytes`] sniffs the container and refuses anything else, SVG very much\nincluded — it is script-capable XML and the console renders art in a browser). Sending the\nname of a mark instead of the mark keeps that refusal intact, keeps the glyph vector at every\ntile size, and lets it take the tile's ink.\n\nOrdinary titles may carry one too — nothing here is launcher-specific — but nothing sets it\nfor them: a game has real cover art, which is strictly better than a brand mark.",
|
||||
"example": "steam"
|
||||
},
|
||||
"id": {
|
||||
"type": "string",
|
||||
"description": "Stable, store-qualified id: `steam:<appid>` or `custom:<id>`.",
|
||||
@@ -6869,6 +6891,13 @@
|
||||
"type": "string",
|
||||
"description": "The provider's stable id for this title (the reconcile diff key)."
|
||||
},
|
||||
"icon": {
|
||||
"type": [
|
||||
"string",
|
||||
"null"
|
||||
],
|
||||
"description": "Which brand mark to draw — see [`GameEntry::icon`]. This is the field a library plugin sets\non its `launchers(cfg)` tiles, and the whole reason the token exists."
|
||||
},
|
||||
"launch": {
|
||||
"oneOf": [
|
||||
{
|
||||
|
||||
@@ -0,0 +1,17 @@
|
||||
Font Awesome Free — brand icons (steam, xbox in assets/launcher-icons/) are from
|
||||
Font Awesome Free.
|
||||
|
||||
Copyright (c) Fonticons, Inc. (https://fontawesome.com)
|
||||
|
||||
Font Awesome Free icons are licensed under the Creative Commons Attribution 4.0
|
||||
International license (CC BY 4.0), https://creativecommons.org/licenses/by/4.0/.
|
||||
The icons are redistributed here as monochrome SVG path data with no
|
||||
modifications beyond color normalization (fill="currentColor").
|
||||
|
||||
Per the Font Awesome Free license (https://fontawesome.com/license/free):
|
||||
"Font Awesome Free is free, open source, and GPL friendly. You can use it for
|
||||
commercial projects, open source projects, or really almost whatever you want.
|
||||
Attribution is required by MIT, SIL OFL, and CC BY licenses."
|
||||
|
||||
Brand icons are trademarks of their respective owners and are used for
|
||||
identification purposes only; their use does not imply endorsement.
|
||||
@@ -0,0 +1,29 @@
|
||||
Playnite — the `playnite` mark in assets/launcher-icons/ is the Playnite logo from the
|
||||
Playnite source repository (media/playnite-logo-black.svg).
|
||||
|
||||
Copyright (c) 2020 Josef Nemec (https://github.com/JosefNemec/Playnite)
|
||||
|
||||
Licensed under the MIT License:
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of
|
||||
this software and associated documentation files (the "Software"), to deal in the
|
||||
Software without restriction, including without limitation the rights to use, copy,
|
||||
modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
|
||||
and to permit persons to whom the Software is furnished to do so, subject to the
|
||||
following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
|
||||
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
|
||||
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
|
||||
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
|
||||
Modifications: the colour was normalized to fill="currentColor"; the original viewBox
|
||||
(0 0 1024 1024) and path geometry are unchanged.
|
||||
|
||||
Brand icons are trademarks of their respective owners and are used for identification
|
||||
purposes only; their use does not imply endorsement.
|
||||
@@ -0,0 +1,13 @@
|
||||
Simple Icons — brand icons (lutris, heroic, epic, gog in assets/launcher-icons/) are
|
||||
from Simple Icons
|
||||
(https://simpleicons.org, https://github.com/simple-icons/simple-icons).
|
||||
|
||||
Upstream slugs: lutris, heroicgameslauncher, epicgames, gogdotcom.
|
||||
|
||||
The Simple Icons SVG path data is released under CC0 1.0 Universal (public domain
|
||||
dedication), https://creativecommons.org/publicdomain/zero/1.0/ — no attribution
|
||||
required; this notice is provided for provenance.
|
||||
|
||||
Brand icons are trademarks of their respective owners and are used for
|
||||
identification purposes only; their use does not imply endorsement. See
|
||||
https://github.com/simple-icons/simple-icons/blob/develop/DISCLAIMER.md.
|
||||
@@ -0,0 +1,62 @@
|
||||
# Launcher icon masters
|
||||
|
||||
The brand marks a **launcher tile** draws — the entries a library plugin publishes with
|
||||
`role: "launcher"` (design D4), which open Steam Big Picture or Heroic or Playnite rather
|
||||
than a game. One file per **icon token**, the value a plugin puts in an entry's `icon`
|
||||
field and every client resolves against the set it ships.
|
||||
|
||||
| token | mark | emitted by | source |
|
||||
|---|---|---|---|
|
||||
| `steam` | Steam | punktfunk-plugin-steam (Big Picture + desktop) | Font Awesome Free brands (CC BY 4.0) |
|
||||
| `lutris` | Lutris | punktfunk-plugin-lutris | Simple Icons (CC0 1.0) |
|
||||
| `heroic` | Heroic Games Launcher | punktfunk-plugin-heroic | Simple Icons (CC0 1.0, slug `heroicgameslauncher`) |
|
||||
| `playnite` | Playnite | punktfunk-plugin-playnite | JosefNemec/Playnite (MIT) |
|
||||
| `epic` | Epic Games | punktfunk-plugin-epic — **dormant** | Simple Icons (CC0 1.0, slug `epicgames`) |
|
||||
| `gog` | GOG.com | punktfunk-plugin-gog — **dormant** | Simple Icons (CC0 1.0, slug `gogdotcom`) |
|
||||
| `xbox` | Xbox | punktfunk-plugin-xbox — **dormant** | Font Awesome Free brands (CC BY 4.0) |
|
||||
|
||||
The last three are **dormant on purpose**: those plugins carry a `launcher` config switch that
|
||||
is off by default and whose `launcherEntries` returns nothing, because the host has no verified
|
||||
`launcher_ui` activation for them yet — a tile would be a card that does nothing. Their marks
|
||||
ship anyway so that turning one on stays the one-line plugin change those plugins promise,
|
||||
instead of also needing a release of all six clients.
|
||||
|
||||
`steam` is the same mark as `assets/os-icons/steam.svg`, generated from that file rather than
|
||||
re-sourced, so the SteamOS host badge and the Steam launcher tile can never drift apart.
|
||||
|
||||
## Why a token and not the icon itself
|
||||
|
||||
A plugin sends the **name** of a mark, never its bytes, and never a URL.
|
||||
|
||||
The obvious alternative — a plugin ships its own `icon.svg` and the host's art proxy serves it —
|
||||
is closed by construction, and deliberately: `local_art_bytes` serves what the bytes *are*
|
||||
(`sniff_image_type`, `crates/punktfunk-host/src/library/art.rs`), and SVG is not on that list
|
||||
because it is script-capable XML and the web console renders library art in a browser. Widening
|
||||
that sniff to admit SVG would trade a rendering nicety for a stored-XSS surface.
|
||||
|
||||
Sending a token instead keeps that refusal intact and buys three things a proxied image could
|
||||
not have given us anyway: the glyph stays vector at every tile size a client picks, it takes the
|
||||
tile's own ink instead of arriving pre-coloured, and it costs no fetch, no cache and no bytes on
|
||||
a reconcile that is already body-limited.
|
||||
|
||||
The cost is that a **third-party** plugin cannot ship a mark no client bundles. Its tile falls
|
||||
back to the launcher's name on an accent face — exactly what every launcher tile looked like
|
||||
before this existed — and the fix is a pull request adding the master here.
|
||||
|
||||
All files are monochrome (`fill="currentColor"`), original per-icon viewBoxes preserved. Those
|
||||
viewBoxes are not all square (`0 0 24 24`, `0 0 496 512`, `0 0 1024 1024`), so **a client must
|
||||
letterbox rather than stretch** — a mark drawn to a square box is a squashed mark.
|
||||
|
||||
## Regenerating the per-client derivatives
|
||||
|
||||
`bash scripts/gen-launcher-icons.sh [token ...]` turns a master into the three baked forms (GTK
|
||||
symbolic SVG, Windows PNG, Apple template PDF) and prints the path data for the three clients
|
||||
that inline it (web console, Android, the in-session console UI). Adding a **new** token also
|
||||
means adding it to each client's shipped-token list — the script prints that checklist too.
|
||||
|
||||
## Licensing
|
||||
|
||||
Attribution notices live in `LICENSES/` and are folded into `THIRD-PARTY-NOTICES.txt` by
|
||||
`scripts/gen-third-party-notices.py`. The marks are trademarks of their respective owners; they
|
||||
are used here nominatively — to *identify* the launcher a tile opens, the standard practice in
|
||||
this ecosystem — and imply no affiliation or endorsement.
|
||||
@@ -0,0 +1,2 @@
|
||||
<!-- epic — from Simple Icons (CC0 1.0), slug `epicgames`. See README.md. -->
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="currentColor"><path d="M3.537 0C2.165 0 1.66.506 1.66 1.879V18.44a4.262 4.262 0 00.02.433c.031.3.037.59.316.92.027.033.311.245.311.245.153.075.258.13.43.2l8.335 3.491c.433.199.614.276.928.27h.002c.314.006.495-.071.928-.27l8.335-3.492c.172-.07.277-.124.43-.2 0 0 .284-.211.311-.243.28-.33.285-.621.316-.92a4.261 4.261 0 00.02-.434V1.879c0-1.373-.506-1.88-1.878-1.88zm13.366 3.11h.68c1.138 0 1.688.553 1.688 1.696v1.88h-1.374v-1.8c0-.369-.17-.54-.523-.54h-.235c-.367 0-.537.17-.537.539v5.81c0 .369.17.54.537.54h.262c.353 0 .523-.171.523-.54V8.619h1.373v2.143c0 1.144-.562 1.71-1.7 1.71h-.694c-1.138 0-1.7-.566-1.7-1.71V4.82c0-1.144.562-1.709 1.7-1.709zm-12.186.08h3.114v1.274H6.117v2.603h1.648v1.275H6.117v2.774h1.74v1.275h-3.14zm3.816 0h2.198c1.138 0 1.7.564 1.7 1.708v2.445c0 1.144-.562 1.71-1.7 1.71h-.799v3.338h-1.4zm4.53 0h1.4v9.201h-1.4zm-3.13 1.235v3.392h.575c.354 0 .523-.171.523-.54V4.965c0-.368-.17-.54-.523-.54zm-3.74 10.147a1.708 1.708 0 01.591.108 1.745 1.745 0 01.49.299l-.452.546a1.247 1.247 0 00-.308-.195.91.91 0 00-.363-.068.658.658 0 00-.28.06.703.703 0 00-.224.163.783.783 0 00-.151.243.799.799 0 00-.056.299v.008a.852.852 0 00.056.31.7.7 0 00.157.245.736.736 0 00.238.16.774.774 0 00.303.058.79.79 0 00.445-.116v-.339h-.548v-.565H7.37v1.255a2.019 2.019 0 01-.524.307 1.789 1.789 0 01-.683.123 1.642 1.642 0 01-.602-.107 1.46 1.46 0 01-.478-.3 1.371 1.371 0 01-.318-.455 1.438 1.438 0 01-.115-.58v-.008a1.426 1.426 0 01.113-.57 1.449 1.449 0 01.312-.46 1.418 1.418 0 01.474-.309 1.58 1.58 0 01.598-.111 1.708 1.708 0 01.045 0zm11.963.008a2.006 2.006 0 01.612.094 1.61 1.61 0 01.507.277l-.386.546a1.562 1.562 0 00-.39-.205 1.178 1.178 0 00-.388-.07.347.347 0 00-.208.052.154.154 0 00-.07.127v.008a.158.158 0 00.022.084.198.198 0 00.076.066.831.831 0 00.147.06c.062.02.14.04.236.061a3.389 3.389 0 01.43.122 1.292 1.292 0 01.328.17.678.678 0 01.207.24.739.739 0 01.071.337v.008a.865.865 0 01-.081.382.82.82 0 01-.229.285 1.032 1.032 0 01-.353.18 1.606 1.606 0 01-.46.061 2.16 2.16 0 01-.71-.116 1.718 1.718 0 01-.593-.346l.43-.514c.277.223.578.335.9.335a.457.457 0 00.236-.05.157.157 0 00.082-.142v-.008a.15.15 0 00-.02-.077.204.204 0 00-.073-.066.753.753 0 00-.143-.062 2.45 2.45 0 00-.233-.062 5.036 5.036 0 01-.413-.113 1.26 1.26 0 01-.331-.16.72.72 0 01-.222-.243.73.73 0 01-.082-.36v-.008a.863.863 0 01.074-.359.794.794 0 01.214-.283 1.007 1.007 0 01.34-.185 1.423 1.423 0 01.448-.066 2.006 2.006 0 01.025 0zm-9.358.025h.742l1.183 2.81h-.825l-.203-.499H8.623l-.198.498h-.81zm2.197.02h.814l.663 1.08.663-1.08h.814v2.79h-.766v-1.602l-.711 1.091h-.016l-.707-1.083v1.593h-.754zm3.469 0h2.235v.658h-1.473v.422h1.334v.61h-1.334v.442h1.493v.658h-2.255zm-5.3.897l-.315.793h.624zm-1.145 5.19h8.014l-4.09 1.348z"/></svg>
|
||||
|
After Width: | Height: | Size: 2.8 KiB |
@@ -0,0 +1,2 @@
|
||||
<!-- gog — from Simple Icons (CC0 1.0), slug `gogdotcom`. See README.md. -->
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="currentColor"><path d="M7.15 15.24H4.36a.4.4 0 0 0-.4.4v2c0 .21.18.4.4.4h2.8v1.32h-3.5c-.56 0-1.02-.46-1.02-1.03v-3.39c0-.56.46-1.02 1.03-1.02h3.48v1.32zM8.16 11.54c0 .58-.47 1.05-1.05 1.05H2.63v-1.35h3.78a.4.4 0 0 0 .4-.4V6.39a.4.4 0 0 0-.4-.4H4.39a.4.4 0 0 0-.41.4v2.02c0 .23.18.4.4.4H6v1.35H3.68c-.58 0-1.05-.46-1.05-1.04V5.68c0-.57.47-1.04 1.05-1.04H7.1c.58 0 1.05.47 1.05 1.04v5.86zM21.36 19.36h-1.32v-4.12h-.93a.4.4 0 0 0-.4.4v3.72h-1.33v-4.12h-.93a.4.4 0 0 0-.4.4v3.72h-1.33v-4.42c0-.56.46-1.02 1.03-1.02h5.61v5.44zM21.37 11.54c0 .58-.47 1.05-1.05 1.05h-4.48v-1.35h3.78a.4.4 0 0 0 .4-.4V6.39a.4.4 0 0 0-.4-.4h-2.03a.4.4 0 0 0-.4.4v2.02c0 .23.18.4.4.4h1.62v1.35H16.9c-.58 0-1.05-.46-1.05-1.04V5.68c0-.57.47-1.04 1.05-1.04h3.43c.58 0 1.05.47 1.05 1.04v5.86zM13.72 4.64h-3.44c-.58 0-1.04.47-1.04 1.04v3.44c0 .58.46 1.04 1.04 1.04h3.44c.57 0 1.04-.46 1.04-1.04V5.68c0-.57-.47-1.04-1.04-1.04m-.3 1.75v2.02a.4.4 0 0 1-.4.4h-2.03a.4.4 0 0 1-.4-.4V6.4c0-.22.17-.4.4-.4H13c.23 0 .4.18.4.4zM12.63 13.92H9.24c-.57 0-1.03.46-1.03 1.02v3.39c0 .57.46 1.03 1.03 1.03h3.39c.57 0 1.03-.46 1.03-1.03v-3.39c0-.56-.46-1.02-1.03-1.02m-.3 1.72v2a.4.4 0 0 1-.4.4v-.01H9.94a.4.4 0 0 1-.4-.4v-1.99c0-.22.18-.4.4-.4h2c.22 0 .4.18.4.4zM23.49 1.1a1.74 1.74 0 0 0-1.24-.52H1.75A1.74 1.74 0 0 0 0 2.33v19.34a1.74 1.74 0 0 0 1.75 1.75h20.5A1.74 1.74 0 0 0 24 21.67V2.33c0-.48-.2-.92-.51-1.24m0 20.58a1.23 1.23 0 0 1-1.24 1.24H1.75A1.23 1.23 0 0 1 .5 21.67V2.33a1.23 1.23 0 0 1 1.24-1.24h20.5a1.24 1.24 0 0 1 1.24 1.24v19.34z"/></svg>
|
||||
|
After Width: | Height: | Size: 1.6 KiB |
@@ -0,0 +1,2 @@
|
||||
<!-- heroic — from Simple Icons (CC0 1.0), slug `heroicgameslauncher`. See README.md. -->
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="currentColor"><path d="M11.999 0 11.997 0a.891.891 0 0 0-.36.075C8.964 1.253 6.29 2.434 3.618 3.613A.893.893 0 0 0 3.1 4.619l3.146 14.646c.043.197.15.375.307.504l4.88 4.027a.895.895 0 0 0 1.131.006l5-4.031a.895.895 0 0 0 .315-.516L20.9 4.614a.895.895 0 0 0-.515-1L12.358.074A.892.892 0 0 0 12 0zm0 .35v.003c.114 0 .228.023.334.07l7.42 3.27a.827.827 0 0 1 .476.924l-2.793 13.535a.83.83 0 0 1-.289.478l-4.623 3.725a.826.826 0 0 1-1.045-.006l-4.513-3.723a.829.829 0 0 1-.281-.465L3.775 4.622a.83.83 0 0 1 .476-.931L11.665.42a.832.832 0 0 1 .334-.07zm-.045 1.954L10.28 5.202h-.002l1.211 11.301.512.409.512-.409 1.117-11.3zM9.003 16.261l-.584 1.068.584 1.07 2.295-.38.47-.69-.47-.671zm5.996 0-2.295.397-.47.671.47.69 2.295.38.584-1.07zm-2.998 1.488-.51.444-.281 2.168.789.55.793-.55-.295-2.168z"/></svg>
|
||||
|
After Width: | Height: | Size: 957 B |
@@ -0,0 +1,2 @@
|
||||
<!-- lutris — from Simple Icons (CC0 1.0), slug `lutris`. See README.md. -->
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24" fill="currentColor"><path d="m21.231 18.89.001-.002c-1.293 3.243-5.218 5.232-9.447 5.105C5.3 23.993 0 18.48 0 11.906S5.276.001 11.785.001c1.793 0 3.493.406 5.015 1.13.081-.177.271-.544.451-.557.238-.017.374.137.526.309.154.172.46.429.46.429s1.393-.481 2.955.377c1.563.858 1.783 1.116 2.09 1.716.152.301.195.829.2 1.282a.796.796 0 0 0-.07-.003c-.496 0-.96.455-.96 1.08 0 .263.082.496.215.678l-.01.007a1.505 1.505 0 0 0-.132.01 18.704 18.704 0 0 0-.389-.142 2.53 2.53 0 0 1-.82-.472 1.402 1.402 0 0 0-1.196-2.112c-.383 0-.73.156-.982.41-.472-.271-1.174-.482-2.527-.565l-.407-.011c-2.282.012-3.611.279-5.979 1.301-.603.283-1.206.615-1.785 1.001-.423.3-.639.67-.709 1.137a1.326 1.326 0 0 0 1.23 1.373h.042c1.27.06 2.039 1.99 2.063 2.497.004.05.004.023.003.08-.032.727-.37 1.267-1.088 1.246a1.231 1.231 0 0 1-.976-.494c-.063-.077-.103-.172-.159-.254-.666-1.081-1.732-1.36-2.771-1.523-.438-.068-1.073-.122-1.31.25a8.28 8.28 0 0 0-.577 3.063c-.02 5.036 4.041 9.118 9.026 9.118 2.575 0 5.349-.952 6.993-2.7l-.035.03c-1.772 1.473-4.66 1.941-6.027 1.941-4.302 0-7.818-3.232-7.818-7.578 0-1.276.288-2.396.814-3.36.495.183.947.483 1.28 1.022a.24.24 0 0 0 .013.021c.064.092.111.197.182.284.424.524.881.658 1.342.68h.01c.43.013.768-.12 1.024-.342.347-.3.55-.79.577-1.382v-.014c.002-.085 0-.053-.004-.112-.024-.376-.333-1.318-.906-2.027-.266-.331-.587-.607-.95-.774l.12-.074c.756-.457 2.364-.977 4.592-.638 1.13.173 2.055.419 3.483.879 1.657.534 2.579 1.279 3.854 1.427.15.017.301.018.45.003.41 1.129.634 2.35.634 3.621 0 2.068-.59 3.995-1.611 5.62zm1.947-12.274s-.115.201-.364.322c-.103.05-.282-.075-.45.1-.359.726.516 1.332.923 1.315.408-.017.73-.432.712-.793-.017-.558-.82-.944-.82-.944zm.234-1.432c.255 0 .462.26.462.58 0 .32-.207.58-.462.58-.254 0-.46-.26-.46-.58 0-.32.206-.58.46-.58zm-3.292-.951c.492 0 .89.403.89.9a.895.895 0 0 1-.89.898.895.895 0 0 1-.89-.899c0-.496.399-.899.89-.899z"/></svg>
|
||||
|
After Width: | Height: | Size: 2.0 KiB |
@@ -0,0 +1,2 @@
|
||||
<!-- playnite — from JosefNemec/Playnite media/playnite-logo-black.svg (MIT). See README.md. -->
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 1024 1024" fill="currentColor"><path d="M966.686,623.899c-9.773-81.666-29.323-161.25-54.514-239.447c-13.759-42.709-30.419-84.189-56.091-121.452 c-31.701-46.014-74.789-72.958-130.812-78.579c-29.631-2.973-57.785,4.118-85.677,12.35 c-61.172,18.056-123.359,25.124-186.493,14.903c-30.919-5.006-61.308-13.526-91.743-21.225 c-76.445-19.338-145.323,4.995-191.165,69.261c-11.441,16.04-21.194,33.543-29.78,51.312 c-25.091,51.925-40.443,107.249-54.53,162.924c-18.822,74.393-33.019,149.491-33.664,226.571c0,7.184-0.342,14.386,0.061,21.547 c1.557,27.727,4.354,55.289,16.045,80.97c15.334,33.68,45.905,46.725,79.471,31.198c18.291-8.461,36.293-19.857,50.766-33.743 c24.597-23.598,46.616-49.934,69.125-75.64c17.934-20.481,39.086-35.301,66.115-40.203c15.779-2.862,31.802-6.006,47.736-6.118 c87.888-0.62,175.783-0.602,263.673-0.278c51.4,0.189,93.314,19.382,124.091,62.134c12.518,17.388,27.83,32.889,42.78,48.371 c18.598,19.259,38.974,36.431,64.412,46.39c32.967,12.907,62.547,1.677,77.882-30.198c3.965-8.242,6.963-17.122,9.155-26.017 C976.198,727.534,972.874,675.607,966.686,623.899z M315.471,527.643c-44.289,0.213-80.733-36.32-80.847-81.045 c-0.115-45.048,35.472-81.194,80.197-81.458c44.521-0.263,80.718,35.897,80.884,80.801 C395.871,490.671,359.773,527.429,315.471,527.643z M708.857,319.301c21.859,0.06,39.486,17.884,39.471,39.91 c-0.015,22.133-17.489,39.677-39.523,39.682c-22.045,0.005-39.456-17.53-39.444-39.724 C669.372,337.125,687.089,319.241,708.857,319.301z M622.269,486.36c-21.542,0.085-39.7-18.08-39.808-39.822 c-0.108-21.888,17.617-39.622,39.62-39.641c22.066-0.018,39.759,17.552,39.718,39.442 C661.758,468.205,643.909,486.275,622.269,486.36z M708.967,573.333c-21.823,0.096-39.537-17.668-39.611-39.721 c-0.074-22.079,17.523-39.992,39.338-40.044c21.715-0.052,39.597,17.908,39.645,39.816 C748.386,555.477,730.883,573.237,708.967,573.333z M795.752,486.362c-21.764,0.155-39.671-17.882-39.651-39.938 c0.021-22.15,17.628-39.639,39.793-39.525c22.091,0.114,39.527,17.993,39.155,40.152 C834.686,468.733,817.216,486.209,795.752,486.362z"/></svg>
|
||||
|
After Width: | Height: | Size: 2.1 KiB |
@@ -0,0 +1,2 @@
|
||||
<!-- steam — from Font Awesome Free 5 brands (CC BY 4.0); the same mark as assets/os-icons/steam.svg. See README.md. -->
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 496 512" fill="currentColor"><path d="M496 256c0 137-111.2 248-248.4 248-113.8 0-209.6-76.3-239-180.4l95.2 39.3c6.4 32.1 34.9 56.4 68.9 56.4 39.2 0 71.9-32.4 70.2-73.5l84.5-60.2c52.1 1.3 95.8-40.9 95.8-93.5 0-51.6-42-93.5-93.7-93.5s-93.7 42-93.7 93.5v1.2L176.6 279c-15.5-.9-30.7 3.4-43.5 12.1L0 236.1C10.2 108.4 117.1 8 247.6 8 384.8 8 496 119 496 256zM155.7 384.3l-30.5-12.6a52.79 52.79 0 0 0 27.2 25.8c26.9 11.2 57.8-1.6 69-28.4 5.4-13 5.5-27.3.1-40.3-5.4-13-15.5-23.2-28.5-28.6-12.9-5.4-26.7-5.2-38.9-.6l31.5 13c19.8 8.2 29.2 30.9 20.9 50.7-8.3 19.9-31 29.2-50.8 21zm173.8-129.9c-34.4 0-62.4-28-62.4-62.3s28-62.3 62.4-62.3 62.4 28 62.4 62.3-27.9 62.3-62.4 62.3zm.1-15.6c25.9 0 46.9-21 46.9-46.8 0-25.9-21-46.8-46.9-46.8s-46.9 21-46.9 46.8c.1 25.8 21.1 46.8 46.9 46.8z"/></svg>
|
||||
|
After Width: | Height: | Size: 956 B |
@@ -0,0 +1,2 @@
|
||||
<!-- xbox — from Font Awesome Free 6 brands (CC BY 4.0), `fa-xbox`. See README.md. -->
|
||||
<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512" fill="currentColor"><path d="M369.9 318.2c44.3 54.3 64.7 98.8 54.4 118.7-7.9 15.1-56.7 44.6-92.6 55.9-29.6 9.3-68.4 13.3-100.4 10.2-38.2-3.7-76.9-17.4-110.1-39-27.9-18.2-34.2-25.7-34.2-40.6 0-29.9 32.9-82.3 89.2-142.1 32-33.9 76.5-73.7 81.4-72.6 9.4 2.1 84.3 75.1 112.3 109.5zM188.6 143.8c-29.7-26.9-58.1-53.9-86.4-63.4-15.2-5.1-16.3-4.8-28.7 8.1-29.2 30.4-53.5 79.7-60.3 122.4-5.4 34.2-6.1 43.8-4.2 60.5 5.6 50.5 17.3 85.4 40.5 120.9 9.5 14.6 12.1 17.3 9.3 9.9-4.2-11-.3-37.5 9.5-64 14.3-39 53.9-112.9 120.3-194.4zm311.6 63.5c-16.9-80-67.5-130.3-74.6-130.3-7.3 0-24.2 6.5-36 13.9-23.3 14.5-41 31.4-64.3 52.8 42.4 53.3 102.2 139.4 122.9 202.3 6.8 20.7 9.7 41.1 7.4 52.3-1.7 8.5-1.7 8.5 1.4 4.6 6.1-7.7 19.9-31.3 25.4-43.5 7.4-16.2 15-40.2 18.6-58.7 4.3-22.5 3.9-70.8-.8-93.4zM141.3 43c47.7-2.5 109.7 34.5 114.3 35.4 .7 .1 10.4-4.2 21.6-9.7 63.9-31.1 94-25.8 107.4-25.2-63.9-39.3-152.7-50-233.9-11.7-23.4 11.1-24 11.9-9.4 11.2z"/></svg>
|
||||
|
After Width: | Height: | Size: 1.1 KiB |
@@ -144,6 +144,10 @@ dependencies {
|
||||
testImplementation("androidx.compose.ui:ui-test-junit4")
|
||||
debugImplementation("androidx.compose.ui:ui-test-manifest") // the ComponentActivity test host
|
||||
testImplementation("junit:junit:4.13.2")
|
||||
// Real `org.json` for the shared-vectors test: the `org.json` inside `android.jar` is a stub
|
||||
// set whose every method throws "Stub!", so a plain JVM unit test cannot parse with it. Same
|
||||
// dependency, same reason, as the kit module's deeplink-vectors test.
|
||||
testImplementation("org.json:json:20250107")
|
||||
testImplementation("org.robolectric:robolectric:4.16.1")
|
||||
testImplementation("io.github.takahirom.roborazzi:roborazzi:1.64.0")
|
||||
testImplementation("io.github.takahirom.roborazzi:roborazzi-compose:1.64.0")
|
||||
|
||||
@@ -0,0 +1,350 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import android.os.Build
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.ColumnScope
|
||||
import androidx.compose.foundation.layout.Row
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.material3.AlertDialog
|
||||
import androidx.compose.material3.CircularProgressIndicator
|
||||
import androidx.compose.material3.MaterialTheme
|
||||
import androidx.compose.material3.Text
|
||||
import androidx.compose.material3.TextButton
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
import androidx.compose.ui.unit.dp
|
||||
import androidx.compose.ui.window.DialogProperties
|
||||
import io.unom.punktfunk.models.PendingTrust
|
||||
|
||||
// The prompts that say the SAME thing in both interfaces.
|
||||
//
|
||||
// Every one of these existed twice — a Material `AlertDialog` in ConnectDialogs.kt and a console
|
||||
// glass card in GamepadDialogs.kt — with the two copies maintained by hand. Predictably they
|
||||
// drifted, and always in the direction of the console losing something: "Pair with PIN…" lost its
|
||||
// ellipsis, "if no prompt appears when you tap Allow" became "after Allow", and the speed test
|
||||
// stopped telling console users which layer Apply would write to at all.
|
||||
//
|
||||
// What is shared here is the DESCRIPTION of a prompt — a title, a list of [DialogAction]s and a
|
||||
// body — and what stays per-interface is only how that description is drawn. That split is the
|
||||
// whole point: a copy change now lands in both places because there is only one place.
|
||||
//
|
||||
// ⚠ Deliberately NOT unified, and they belong apart: the PIN ceremony (a numeric keyboard field
|
||||
// and an editable device name on touch; four D-pad digit slots on the console — different input
|
||||
// models, not different skins), Add/Edit Host (a bottom sheet and a full screen with its own
|
||||
// on-screen keyboard), and the host action list (an anchored dropdown vs a modal stack, and the
|
||||
// touch one grows a row per profile).
|
||||
|
||||
/**
|
||||
* One prompt, drawn as whichever interface is running.
|
||||
*
|
||||
* [actions] is ordered PRIMARY FIRST — the console stacks them in that order with the cursor on
|
||||
* the first, and the touch renderer lifts that same first action into `confirmButton` and lays the
|
||||
* rest out beside it. One order, two idioms, no per-dialog bookkeeping.
|
||||
*
|
||||
* The two renderers cannot be one tree: an `AlertDialog` composes into its own platform window
|
||||
* while [ConsoleModal] is a plain Box in the calling tree — which is also why the console one
|
||||
* needs a `BackHandler` and the caller's `navActive` gate while the touch one needs neither.
|
||||
*/
|
||||
@Composable
|
||||
fun PunktfunkDialog(
|
||||
gamepadUi: Boolean,
|
||||
title: String,
|
||||
onDismiss: () -> Unit,
|
||||
actions: List<DialogAction>,
|
||||
/**
|
||||
* False pins the prompt open against a stray tap outside it — for a dialog sitting over work
|
||||
* in flight, where a mis-tap would abandon it. Console-side there is no outside to tap, so
|
||||
* this only reaches the touch renderer.
|
||||
*/
|
||||
dismissOnOutsideTap: Boolean = true,
|
||||
body: @Composable ColumnScope.() -> Unit,
|
||||
) {
|
||||
if (gamepadUi) {
|
||||
GamepadDialog(title = title, onDismiss = onDismiss, actions = actions, body = body)
|
||||
return
|
||||
}
|
||||
val primary = actions.firstOrNull { it.primary } ?: actions.firstOrNull()
|
||||
val rest = actions.filter { it !== primary }
|
||||
AlertDialog(
|
||||
onDismissRequest = onDismiss,
|
||||
properties = DialogProperties(dismissOnClickOutside = dismissOnOutsideTap),
|
||||
title = { Text(title) },
|
||||
text = { Column(verticalArrangement = Arrangement.spacedBy(10.dp)) { body() } },
|
||||
confirmButton = {
|
||||
primary?.let { a ->
|
||||
TextButton(onClick = a.onClick, enabled = a.enabled) { Text(a.label) }
|
||||
}
|
||||
},
|
||||
dismissButton = {
|
||||
if (rest.isNotEmpty()) {
|
||||
Row {
|
||||
rest.forEach { a ->
|
||||
TextButton(onClick = a.onClick, enabled = a.enabled) { Text(a.label) }
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/** A prompt's body paragraph, dimmed to sit under the title in either interface. */
|
||||
@Composable
|
||||
private fun PromptText(text: String, gamepadUi: Boolean) {
|
||||
val ink = LocalGamepadInk.current
|
||||
Text(
|
||||
text,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = if (gamepadUi) ink.fg(0.7f) else MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
}
|
||||
|
||||
/** First connection to a host that advertised pair=optional: offer TOFU, but pitch PIN pairing. */
|
||||
@Composable
|
||||
fun TrustNewHostPrompt(
|
||||
gamepadUi: Boolean,
|
||||
pt: PendingTrust,
|
||||
onTrust: () -> Unit,
|
||||
onPairInstead: () -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
PunktfunkDialog(
|
||||
gamepadUi = gamepadUi,
|
||||
title = "Trust this host?",
|
||||
onDismiss = onDismiss,
|
||||
actions = listOf(
|
||||
DialogAction("Trust (TOFU)", primary = true, onClick = onTrust),
|
||||
DialogAction("Pair with PIN…", onClick = onPairInstead),
|
||||
DialogAction("Cancel", onClick = onDismiss),
|
||||
),
|
||||
) {
|
||||
PromptText("First connection to ${pt.host}:${pt.port}.", gamepadUi)
|
||||
pt.advertisedFp?.let { PromptText("Fingerprint ${it.take(16)}…", gamepadUi) }
|
||||
PromptText(
|
||||
"This host allows trust-on-first-use, but that can't tell an impostor from the real " +
|
||||
"host. Pairing with a PIN is stronger — it proves both sides.",
|
||||
gamepadUi,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/** The pinned fingerprint no longer matches — force re-pairing (never a silent re-trust). */
|
||||
@Composable
|
||||
fun FingerprintChangedPrompt(
|
||||
gamepadUi: Boolean,
|
||||
pt: PendingTrust,
|
||||
onRepair: () -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
PunktfunkDialog(
|
||||
gamepadUi = gamepadUi,
|
||||
title = "Host identity changed",
|
||||
onDismiss = onDismiss,
|
||||
actions = listOf(
|
||||
DialogAction("Re-pair", primary = true, onClick = onRepair),
|
||||
DialogAction("Cancel", onClick = onDismiss),
|
||||
),
|
||||
) {
|
||||
PromptText(
|
||||
"The pinned fingerprint for ${pt.host} no longer matches what it now advertises. " +
|
||||
"This can mean a host reinstall — or an impostor. Re-pair with the host's PIN to " +
|
||||
"continue.",
|
||||
gamepadUi,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A fresh pair=required (or manual/unknown-policy) host: offer the two ways in. "Request access" is
|
||||
* the no-PIN path — connect and wait for the operator to click Approve in the host's console;
|
||||
* "Use a PIN…" switches to the SPAKE2 ceremony.
|
||||
*/
|
||||
@Composable
|
||||
fun RequestAccessPrompt(
|
||||
gamepadUi: Boolean,
|
||||
pt: PendingTrust,
|
||||
onRequestAccess: () -> Unit,
|
||||
onUsePin: () -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
PunktfunkDialog(
|
||||
gamepadUi = gamepadUi,
|
||||
title = "Pairing required",
|
||||
onDismiss = onDismiss,
|
||||
actions = listOf(
|
||||
DialogAction("Request access", primary = true, onClick = onRequestAccess),
|
||||
DialogAction("Use a PIN…", onClick = onUsePin),
|
||||
DialogAction("Cancel", onClick = onDismiss),
|
||||
),
|
||||
) {
|
||||
PromptText("${pt.host}:${pt.port} requires pairing before it will stream.", gamepadUi)
|
||||
PromptText(
|
||||
"Request access and approve this device in the host's console (or web UI) — no PIN " +
|
||||
"needed. Or pair with the 4-digit PIN the host displays.",
|
||||
gamepadUi,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The no-PIN "request access" wait: the connect is parked on the host until the operator approves
|
||||
* this device. Cancel returns the UI immediately — the caller trips the per-attempt flag so a late
|
||||
* approval is torn down silently (see ConnectScreen.requestAccess) and resumes discovery.
|
||||
*
|
||||
* Outside taps are ignored: a connect is parked on the host, and a stray tap beside the card is not
|
||||
* a decision to abandon it.
|
||||
*/
|
||||
@Composable
|
||||
fun AwaitingApprovalPrompt(gamepadUi: Boolean, hostLabel: String, onCancel: () -> Unit) {
|
||||
val ink = LocalGamepadInk.current
|
||||
PunktfunkDialog(
|
||||
gamepadUi = gamepadUi,
|
||||
title = "Waiting for approval",
|
||||
onDismiss = onCancel,
|
||||
actions = listOf(DialogAction("Cancel", primary = true, onClick = onCancel)),
|
||||
dismissOnOutsideTap = false,
|
||||
) {
|
||||
val deviceName = Build.MODEL ?: "this device"
|
||||
Row(
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(12.dp),
|
||||
) {
|
||||
CircularProgressIndicator(
|
||||
modifier = Modifier.size(20.dp),
|
||||
strokeWidth = 2.dp,
|
||||
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.primary,
|
||||
)
|
||||
Text(
|
||||
"Approve this device on $hostLabel.",
|
||||
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.onSurface,
|
||||
)
|
||||
}
|
||||
PromptText(
|
||||
"Open the host's console (or web UI) and approve “$deviceName”. It connects " +
|
||||
"automatically once you approve — no PIN needed.",
|
||||
gamepadUi,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Android 17+ Local Network Protection rationale: ACCESS_LOCAL_NETWORK was denied, so discovery and
|
||||
* every connect are dead — offer the system prompt again and a settings deep link (a permanently-
|
||||
* denied request returns instantly without ever showing the prompt, so "Allow" alone isn't enough).
|
||||
*/
|
||||
@Composable
|
||||
fun LocalNetworkPrompt(
|
||||
gamepadUi: Boolean,
|
||||
onAllow: () -> Unit,
|
||||
onSettings: () -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
PunktfunkDialog(
|
||||
gamepadUi = gamepadUi,
|
||||
title = "Allow local network access",
|
||||
onDismiss = onDismiss,
|
||||
actions = listOf(
|
||||
DialogAction("Allow", primary = true, onClick = onAllow),
|
||||
DialogAction("Open settings", onClick = onSettings),
|
||||
DialogAction("Not now", onClick = onDismiss),
|
||||
),
|
||||
) {
|
||||
PromptText(
|
||||
"Android blocks Punktfunk from talking to devices on your network, so it can't find " +
|
||||
"or reach any host until you allow it.",
|
||||
gamepadUi,
|
||||
)
|
||||
PromptText(
|
||||
"If no prompt appears after you allow it, enable “Nearby devices” for Punktfunk in " +
|
||||
"system settings.",
|
||||
gamepadUi,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The link measurement and what to do with the result. A TV box on a powerline adapter is exactly
|
||||
* the machine whose link is worth measuring, so this belongs on the couch surface too — and so
|
||||
* does [speedTestTargetNote], which the console used to omit, leaving a console user to guess
|
||||
* which layer Apply would write to.
|
||||
*/
|
||||
@Composable
|
||||
fun SpeedTestPrompt(
|
||||
gamepadUi: Boolean,
|
||||
hostName: String,
|
||||
target: SpeedTestTarget,
|
||||
phase: SpeedTestPhase,
|
||||
onApply: (toProfile: Boolean) -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val done = phase as? SpeedTestPhase.Done
|
||||
PunktfunkDialog(
|
||||
gamepadUi = gamepadUi,
|
||||
title = "Network speed test",
|
||||
onDismiss = onDismiss,
|
||||
// Measuring bursts traffic for two seconds; a tap outside must not abandon it midway.
|
||||
dismissOnOutsideTap = phase !is SpeedTestPhase.Measuring,
|
||||
actions = buildList {
|
||||
if (done != null) {
|
||||
add(
|
||||
DialogAction(
|
||||
when (target) {
|
||||
SpeedTestTarget.Global -> "Apply"
|
||||
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}”"
|
||||
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}”"
|
||||
},
|
||||
primary = true,
|
||||
) { onApply(true) },
|
||||
)
|
||||
if (target is SpeedTestTarget.Ask) {
|
||||
add(DialogAction("Set as default") { onApply(false) })
|
||||
}
|
||||
}
|
||||
add(DialogAction("Close", primary = done == null, onClick = onDismiss))
|
||||
},
|
||||
) {
|
||||
PromptText(hostName, gamepadUi)
|
||||
when (phase) {
|
||||
SpeedTestPhase.Connecting -> PromptText("Connecting…", gamepadUi)
|
||||
SpeedTestPhase.Measuring ->
|
||||
PromptText(
|
||||
"Measuring — the host is bursting test traffic for two seconds.",
|
||||
gamepadUi,
|
||||
)
|
||||
is SpeedTestPhase.Failed -> Text(
|
||||
phase.message,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = if (gamepadUi) ink.danger else MaterialTheme.colorScheme.error,
|
||||
)
|
||||
is SpeedTestPhase.Done -> {
|
||||
Text(
|
||||
"%.0f Mbit/s measured · %.1f %% loss".format(phase.measuredMbps, phase.lossPct),
|
||||
style = MaterialTheme.typography.bodyLarge,
|
||||
fontWeight = FontWeight.SemiBold,
|
||||
color = if (gamepadUi) ink.fg else MaterialTheme.colorScheme.onSurface,
|
||||
)
|
||||
PromptText(
|
||||
"Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps),
|
||||
gamepadUi,
|
||||
)
|
||||
PromptText(speedTestTargetNote(target), gamepadUi)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** One line saying which layer an Apply will write to, and why that one. */
|
||||
private fun speedTestTargetNote(target: SpeedTestTarget): String = when (target) {
|
||||
SpeedTestTarget.Global ->
|
||||
"This host uses the default settings, so the bitrate goes there."
|
||||
is SpeedTestTarget.Profile ->
|
||||
"This host streams with “${target.profile.name}”, which sets its own bitrate — " +
|
||||
"that override is what it actually reads."
|
||||
is SpeedTestTarget.Ask ->
|
||||
"This host streams with “${target.profile.name}”, which currently inherits the default " +
|
||||
"bitrate. Setting it in the profile affects only this host's profile; setting it as " +
|
||||
"the default affects everything that inherits it."
|
||||
}
|
||||
@@ -1,9 +1,6 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import androidx.compose.animation.AnimatedContent
|
||||
import androidx.compose.animation.AnimatedVisibility
|
||||
import androidx.compose.animation.Crossfade
|
||||
import androidx.compose.animation.ExperimentalAnimationApi
|
||||
import androidx.compose.animation.core.tween
|
||||
import androidx.compose.animation.fadeIn
|
||||
import androidx.compose.animation.fadeOut
|
||||
@@ -14,6 +11,9 @@ import androidx.compose.animation.slideInVertically
|
||||
import androidx.compose.animation.slideOutHorizontally
|
||||
import androidx.compose.animation.slideOutVertically
|
||||
import androidx.compose.animation.togetherWith
|
||||
import androidx.compose.foundation.ScrollState
|
||||
import androidx.compose.foundation.gestures.animateScrollBy
|
||||
import androidx.compose.foundation.gestures.scrollBy
|
||||
import androidx.compose.foundation.layout.Box
|
||||
import androidx.compose.foundation.layout.BoxWithConstraints
|
||||
import androidx.compose.foundation.layout.Row
|
||||
@@ -21,14 +21,17 @@ import androidx.compose.foundation.layout.Spacer
|
||||
import androidx.compose.foundation.layout.fillMaxHeight
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.systemBarsPadding
|
||||
import androidx.compose.material3.Icon
|
||||
import androidx.compose.material3.LocalContentColor
|
||||
import androidx.compose.material3.MaterialTheme
|
||||
import androidx.compose.material3.NavigationBar
|
||||
import androidx.compose.material3.NavigationBarItem
|
||||
import androidx.compose.material3.NavigationRail
|
||||
import androidx.compose.material3.NavigationRailItem
|
||||
import androidx.compose.material3.Scaffold
|
||||
import androidx.compose.material3.Text
|
||||
import androidx.compose.material3.darkColorScheme
|
||||
import androidx.compose.material3.lightColorScheme
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.CompositionLocalProvider
|
||||
import androidx.compose.runtime.compositionLocalOf
|
||||
@@ -37,8 +40,10 @@ import androidx.compose.runtime.LaunchedEffect
|
||||
import androidx.compose.runtime.getValue
|
||||
import androidx.compose.runtime.mutableStateOf
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.runtime.rememberCoroutineScope
|
||||
import androidx.compose.runtime.setValue
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
import androidx.compose.ui.platform.LocalDensity
|
||||
@@ -52,6 +57,8 @@ import io.unom.punktfunk.kit.SessionEndReason
|
||||
import io.unom.punktfunk.kit.security.KnownHostStore
|
||||
import io.unom.punktfunk.models.ActiveSession
|
||||
import io.unom.punktfunk.models.Tab
|
||||
import kotlin.math.roundToInt
|
||||
import kotlinx.coroutines.launch
|
||||
|
||||
@Composable
|
||||
fun App(forceGamepadUi: Boolean = false) {
|
||||
@@ -211,8 +218,9 @@ fun App(forceGamepadUi: Boolean = false) {
|
||||
Spacer(Modifier.weight(1f))
|
||||
}
|
||||
// The rail handles its own insets; the content pane insets itself (the screens
|
||||
// don't, since they used to rely on the Scaffold's padding).
|
||||
Box(Modifier.weight(1f).fillMaxHeight().systemBarsPadding()) { tabContent(true) }
|
||||
// don't, since they used to rely on the Scaffold's padding). Cutout included:
|
||||
// a tablet in landscape puts its punch on exactly this pane's leading edge.
|
||||
Box(Modifier.weight(1f).fillMaxHeight().consoleSafeArea()) { tabContent(true) }
|
||||
}
|
||||
} else {
|
||||
Scaffold(
|
||||
@@ -245,8 +253,21 @@ fun App(forceGamepadUi: Boolean = false) {
|
||||
*/
|
||||
val LocalGamepadPalette = compositionLocalOf { GamepadPalette.named("violet") }
|
||||
|
||||
/** Which console screen the gamepad shell is showing. */
|
||||
private enum class GamepadScreen { Home, Settings, Library }
|
||||
/**
|
||||
* Which console screen the gamepad shell is showing, and how deep it sits — Home is the root, and
|
||||
* everything reachable from it is one level in. The DEPTH is what decides whether a change is a
|
||||
* push or a pop, and therefore which way the screens travel.
|
||||
*/
|
||||
private enum class GamepadScreen(val depth: Int) {
|
||||
Home(0),
|
||||
Settings(1),
|
||||
Library(1),
|
||||
// Reached FROM Settings, not from Home, so they sit a level deeper again — which is precisely
|
||||
// what makes Settings → Controllers travel like a push and the way back like a pop. Give one of
|
||||
// these depth 1 and the transition would read as a sideways swap between two peers.
|
||||
Controllers(2),
|
||||
Licenses(2),
|
||||
}
|
||||
|
||||
/**
|
||||
* The console (gamepad) shell — the Android mirror of the Apple client's ContentView gamepad branch:
|
||||
@@ -270,6 +291,12 @@ fun GamepadShell(
|
||||
val context = LocalContext.current
|
||||
var screen by remember { mutableStateOf(GamepadScreen.Home) }
|
||||
var libraryHost by remember { mutableStateOf<io.unom.punktfunk.kit.security.KnownHost?>(null) }
|
||||
// Where the settings screen was when a sub-screen took over. The shell's AnimatedContent
|
||||
// discards a screen's `remember`s the moment it stops being the target, so a trip out to the
|
||||
// Controllers view and back would otherwise land on the Stream tab's first row — the couch
|
||||
// equivalent of a browser losing your scroll position on Back. Held here because this is the
|
||||
// only thing that outlives the screen.
|
||||
var settingsPlace by remember { mutableStateOf<GpSettingsPlace?>(null) }
|
||||
|
||||
// Consume the "come back to this library" intent once, on entry. Keyed on the id so a second
|
||||
// game exit re-fires it; the parent clears it immediately, so a manual Back stays backed out.
|
||||
@@ -297,12 +324,50 @@ fun GamepadShell(
|
||||
val fitDensity = screenWidthPx / CONSOLE_TV_MIN_WIDTH_DP
|
||||
val consoleDensity = if (isTv && fitDensity < baseDensity.density) fitDensity else baseDensity.density
|
||||
|
||||
// The console's screen transition, and the desktop console's contract rather than a plain
|
||||
// cross-fade (see ConsoleMotion for the numbers and where they come from): a PUSH slides the
|
||||
// incoming screen up out of a fade while the outgoing one recedes; a POP runs it backwards, the
|
||||
// leaving screen sliding down and the revealed one growing back. Direction comes from the
|
||||
// screens' nav DEPTH, so Settings → Home pops even though nothing tracks a stack.
|
||||
//
|
||||
// Each slot's controller nav is gated on being the CURRENT target (`s == screen`), so mid-
|
||||
// transition only the incoming screen drives the pad. All screens pin their legend at the same
|
||||
// ConsoleLegendInset, so it reads as fixed while the content behind it moves.
|
||||
val animated = animationsEnabled()
|
||||
CompositionLocalProvider(LocalDensity provides Density(consoleDensity, baseDensity.fontScale)) {
|
||||
// Cross-fade between console screens so switches are smooth. Each slot's controller nav is gated
|
||||
// on being the CURRENT target (`s == screen`), so during the fade only the incoming screen drives
|
||||
// the pad. All screens pin their legend at the same ConsoleLegendInset, so it reads as fixed while
|
||||
// the content behind it fades.
|
||||
Crossfade(targetState = screen, animationSpec = tween(240), label = "consoleScreen") { s ->
|
||||
// Measured INSIDE the console's own density, not the device's: on a TV the console UI runs at a
|
||||
// reduced density to shrink the 10-foot layout, and a slide sized in device pixels would travel
|
||||
// further than every other dp in the same animation.
|
||||
val slidePx = with(LocalDensity.current) { ConsoleMotion.PUSH_SLIDE.toPx() }.roundToInt()
|
||||
AnimatedContent(
|
||||
targetState = screen,
|
||||
transitionSpec = {
|
||||
if (!animated) {
|
||||
// Reduce-motion: no travel, no scale — just a fast cross-fade, the same courtesy
|
||||
// the frozen backdrop pays.
|
||||
fadeIn(tween(ConsoleMotion.REDUCED_MS)) togetherWith
|
||||
fadeOut(tween(ConsoleMotion.REDUCED_MS))
|
||||
} else if (targetState.depth > initialState.depth) {
|
||||
(
|
||||
fadeIn(ConsoleMotion.ease()) +
|
||||
slideInVertically(ConsoleMotion.ease()) { slidePx } +
|
||||
scaleIn(ConsoleMotion.ease(), initialScale = ConsoleMotion.ENTER_SCALE)
|
||||
) togetherWith (
|
||||
fadeOut(ConsoleMotion.ease()) +
|
||||
scaleOut(ConsoleMotion.ease(), targetScale = ConsoleMotion.EXIT_SCALE)
|
||||
)
|
||||
} else {
|
||||
(
|
||||
fadeIn(ConsoleMotion.ease(), initialAlpha = ConsoleMotion.REVEAL_ALPHA) +
|
||||
scaleIn(ConsoleMotion.ease(), initialScale = ConsoleMotion.EXIT_SCALE)
|
||||
) togetherWith (
|
||||
fadeOut(ConsoleMotion.ease()) +
|
||||
slideOutVertically(ConsoleMotion.ease()) { slidePx }
|
||||
)
|
||||
}
|
||||
},
|
||||
label = "consoleScreen",
|
||||
) { s ->
|
||||
when (s) {
|
||||
GamepadScreen.Home -> ConnectScreen(
|
||||
settings = settings,
|
||||
@@ -318,7 +383,23 @@ fun GamepadShell(
|
||||
GamepadScreen.Settings -> GamepadSettingsScreen(
|
||||
initial = settings,
|
||||
onChange = onSettingsChange,
|
||||
onBack = { screen = GamepadScreen.Home },
|
||||
// Leaving for HOME forgets the place: coming back in from the carousel should start
|
||||
// at the top of the first section, exactly as it always has. Only a sub-screen's
|
||||
// Back is a return.
|
||||
onBack = { screen = GamepadScreen.Home; settingsPlace = null },
|
||||
navActive = s == screen,
|
||||
resume = settingsPlace,
|
||||
onPlace = { settingsPlace = it },
|
||||
onOpenControllers = { screen = GamepadScreen.Controllers },
|
||||
onOpenLicenses = { screen = GamepadScreen.Licenses },
|
||||
)
|
||||
GamepadScreen.Controllers -> ConsoleControllersScreen(
|
||||
gamepadSetting = settings.gamepad,
|
||||
onBack = { screen = GamepadScreen.Settings },
|
||||
navActive = s == screen,
|
||||
)
|
||||
GamepadScreen.Licenses -> ConsoleLicensesScreen(
|
||||
onBack = { screen = GamepadScreen.Settings },
|
||||
navActive = s == screen,
|
||||
)
|
||||
GamepadScreen.Library -> libraryHost?.let { host ->
|
||||
@@ -337,3 +418,128 @@ fun GamepadShell(
|
||||
|
||||
/** Minimum effective dp width the console UI targets on a TV (bigger → the 10-foot UI shrinks). */
|
||||
private const val CONSOLE_TV_MIN_WIDTH_DP = 1180f
|
||||
|
||||
// --- Showing a TOUCH-written screen on the console's field -------------------------------------
|
||||
//
|
||||
// Two screens (Controllers, Licenses) exist once and are shown in both interfaces. They live beside
|
||||
// the shell rather than in `GamepadChrome.kt` because they are about the SHELL's job — putting a
|
||||
// screen that was written for one interface onto the other's field — rather than about the console's
|
||||
// own material.
|
||||
|
||||
/**
|
||||
* Re-inks a screen written against the TOUCH theme so it can be shown on the console's field.
|
||||
*
|
||||
* `ControllersScreen` alone pulls `MaterialTheme.colorScheme` at 27 explicit sites, plus implicitly
|
||||
* through every `OutlinedCard`, `Switch`, `OutlinedButton` and `LinearProgressIndicator` it draws.
|
||||
* Dropped into the shell those keep the touch palette — light-grey body text with no background of
|
||||
* its own, which over the six PALE console palettes (`GamepadPalette`, `light = true`) is grey on
|
||||
* pastel: technically painted, in practice unreadable. That is the same class of bug as the console
|
||||
* dialogs that spent a release rendering dark ink on a dark card.
|
||||
*
|
||||
* The fix is deliberately ONE derived colour scheme rather than 27 call-site branches:
|
||||
* * a call-site branch cannot reach the IMPLICIT pulls at all — a `Switch`'s track and an
|
||||
* `OutlinedCard`'s border are resolved inside Material, not here;
|
||||
* * two colours per site is exactly the shape that drifts, and it would leave the touch screen
|
||||
* carrying console vocabulary it has no use for.
|
||||
*
|
||||
* The alternative — give the console presentation an opaque backdrop and let the touch theme read on
|
||||
* its own ground — was rejected because it splits the screen's material in two: an opaque touch-grey
|
||||
* slab under a palette-inked header and legend, with a visible seam between them, on a field whose
|
||||
* whole point is that one look runs through it.
|
||||
*
|
||||
* The base scheme follows the field's lightness, so anything not overridden here (a container role
|
||||
* some Material component reaches for) still lands on the right side of the contrast line.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConsoleInkedTheme(content: @Composable () -> Unit) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val scheme = remember(ink) {
|
||||
val base = if (ink.isLight) lightColorScheme() else darkColorScheme()
|
||||
base.copy(
|
||||
primary = ink.accent,
|
||||
onPrimary = ink.onAccent,
|
||||
// A card becomes a PANE over the aurora rather than a slab on top of it: the console's
|
||||
// own glass fill, so an OutlinedCard here is cut from the material the settings rows are.
|
||||
surface = ink.glass,
|
||||
onSurface = ink.fg,
|
||||
surfaceVariant = ink.fg(0.12f),
|
||||
onSurfaceVariant = ink.fg(0.68f),
|
||||
outline = ink.fg(0.30f),
|
||||
outlineVariant = ink.fg(0.16f),
|
||||
// Nothing here paints a background — the aurora is the ground — but a component that
|
||||
// resolves `background` (or the content colour for it) must still land on the palette.
|
||||
background = Color.Transparent,
|
||||
onBackground = ink.fg,
|
||||
)
|
||||
}
|
||||
// The typography and shapes are the app's, not Material's defaults: this swaps the INK, not the
|
||||
// brand typeface. And `LocalContentColor` has to be provided by hand — outside a Surface or a
|
||||
// Scaffold it defaults to BLACK, which is how an unstyled `Text` would vanish into a dark field.
|
||||
MaterialTheme(
|
||||
colorScheme = scheme,
|
||||
typography = MaterialTheme.typography,
|
||||
shapes = MaterialTheme.shapes,
|
||||
) {
|
||||
CompositionLocalProvider(LocalContentColor provides ink.fg, content = content)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The console's scroll route for a screen that is a WALL of content rather than a list of focusable
|
||||
* rows.
|
||||
*
|
||||
* Compose only scrolls a container to keep a FOCUSED child visible, so a screen whose body holds no
|
||||
* focusable nodes (the licenses notices are one enormous `Text`) simply cannot be scrolled by a
|
||||
* controller: the D-pad has nothing to move to. These screens therefore drive the scroll state
|
||||
* directly — up/down steps, the shoulders page.
|
||||
*
|
||||
* Returned as a plain function so a screen's nav callbacks read `scroll(-1, page = false)` rather
|
||||
* than each screen minting its own coroutine + viewport arithmetic (which is how the two would end
|
||||
* up scrolling at different speeds).
|
||||
*/
|
||||
@Composable
|
||||
internal fun rememberConsoleScroller(scroll: ScrollState): (dir: Int, page: Boolean) -> Unit {
|
||||
val scope = rememberCoroutineScope()
|
||||
val animated = animationsEnabled()
|
||||
return remember(scroll, animated) {
|
||||
{ dir, page ->
|
||||
val delta = consoleScrollDelta(scroll.viewportSize.toFloat(), page, dir)
|
||||
if (delta != 0f) {
|
||||
scope.launch {
|
||||
// Auto-repeat fires every 150 ms while a direction is held, so each animation is
|
||||
// short enough to have landed (or nearly) before the next one cancels it —
|
||||
// otherwise a held D-pad crawls, each step restarting from where the last was
|
||||
// interrupted.
|
||||
if (animated) {
|
||||
scroll.animateScrollBy(
|
||||
delta,
|
||||
ConsoleMotion.ease(
|
||||
if (page) ConsoleMotion.TRANSITION_MS else ConsoleMotion.FOCUS_MS,
|
||||
),
|
||||
)
|
||||
} else {
|
||||
scroll.scrollBy(delta)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* How far one console scroll press travels: [dir] is -1 (up/left) or +1 (down/right), [page] picks
|
||||
* the shoulders' full page over a D-pad step. Zero while the viewport is unmeasured — a first press
|
||||
* that arrived before layout must do nothing rather than fling the content by zero-times-nothing.
|
||||
*/
|
||||
internal fun consoleScrollDelta(viewportPx: Float, page: Boolean, dir: Int): Float =
|
||||
if (viewportPx <= 0f) 0f else viewportPx * (if (page) CONSOLE_PAGE else CONSOLE_STEP) * dir
|
||||
|
||||
/**
|
||||
* A page keeps a band of what you were reading on screen rather than jumping a clean screenful — the
|
||||
* overlap every reader has used since the printed page, and the difference between "I moved down"
|
||||
* and "where was I".
|
||||
*/
|
||||
private const val CONSOLE_PAGE = 0.88f
|
||||
|
||||
/** A D-pad step is about a quarter screen, so holding the direction walks the wall rather than flicking it. */
|
||||
private const val CONSOLE_STEP = 0.28f
|
||||
|
||||
@@ -123,130 +123,6 @@ internal fun AddHostSheet(
|
||||
}
|
||||
}
|
||||
|
||||
/** First connection to a host that advertised pair=optional: offer TOFU, but pitch PIN pairing. */
|
||||
@Composable
|
||||
internal fun TrustNewHostDialog(
|
||||
pt: PendingTrust,
|
||||
onTrust: () -> Unit,
|
||||
onPairInstead: () -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
AlertDialog(
|
||||
onDismissRequest = onDismiss,
|
||||
title = { Text("Trust this host?") },
|
||||
text = {
|
||||
Column {
|
||||
Text("First connection to ${pt.host}:${pt.port}.")
|
||||
pt.advertisedFp?.let { Text("Fingerprint ${it.take(16)}…") }
|
||||
Text(
|
||||
"This host allows trust-on-first-use, but that can't tell an impostor " +
|
||||
"from the real host. Pairing with a PIN is stronger — it proves both sides.",
|
||||
)
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
TextButton(onClick = onTrust) { Text("Trust (TOFU)") }
|
||||
},
|
||||
dismissButton = {
|
||||
Row {
|
||||
TextButton(onClick = onPairInstead) { Text("Pair with PIN…") }
|
||||
TextButton(onClick = onDismiss) { Text("Cancel") }
|
||||
}
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Android 17+ Local Network Protection rationale: ACCESS_LOCAL_NETWORK was denied, so discovery and
|
||||
* every connect are dead — offer the system prompt again and a settings deep link (a permanently-
|
||||
* denied request returns instantly without ever showing the prompt, so "Allow" alone isn't enough).
|
||||
*/
|
||||
@Composable
|
||||
internal fun LocalNetworkDialog(onAllow: () -> Unit, onSettings: () -> Unit, onDismiss: () -> Unit) {
|
||||
AlertDialog(
|
||||
onDismissRequest = onDismiss,
|
||||
title = { Text("Allow local network access") },
|
||||
text = {
|
||||
Text(
|
||||
"Android blocks Punktfunk from talking to devices on your network, so it can't " +
|
||||
"find or reach any host until you allow it. If no prompt appears when you tap " +
|
||||
"Allow, enable “Nearby devices” for Punktfunk in system settings.",
|
||||
)
|
||||
},
|
||||
confirmButton = {
|
||||
TextButton(onClick = onAllow) { Text("Allow") }
|
||||
},
|
||||
dismissButton = {
|
||||
Row {
|
||||
TextButton(onClick = onSettings) { Text("Open settings") }
|
||||
TextButton(onClick = onDismiss) { Text("Not now") }
|
||||
}
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/** The pinned fingerprint no longer matches — force re-pairing (never a silent re-trust). */
|
||||
@Composable
|
||||
internal fun FingerprintChangedDialog(
|
||||
pt: PendingTrust,
|
||||
onRepair: () -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
AlertDialog(
|
||||
onDismissRequest = onDismiss,
|
||||
title = { Text("Host identity changed") },
|
||||
text = {
|
||||
Text(
|
||||
"The pinned fingerprint for ${pt.host} no longer matches what it now " +
|
||||
"advertises. This can mean a host reinstall — or an impostor. Re-pair " +
|
||||
"with the host's PIN to continue.",
|
||||
)
|
||||
},
|
||||
confirmButton = {
|
||||
TextButton(onClick = onRepair) { Text("Re-pair") }
|
||||
},
|
||||
dismissButton = {
|
||||
TextButton(onClick = onDismiss) { Text("Cancel") }
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* A fresh pair=required (or manual/unknown-policy) host: offer the two ways in. "Request access" is
|
||||
* the no-PIN path — connect and wait for the operator to click Approve in the host's console;
|
||||
* "Use a PIN…" switches to the SPAKE2 ceremony.
|
||||
*/
|
||||
@Composable
|
||||
internal fun RequestAccessDialog(
|
||||
pt: PendingTrust,
|
||||
onRequestAccess: () -> Unit,
|
||||
onUsePin: () -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
AlertDialog(
|
||||
onDismissRequest = onDismiss,
|
||||
title = { Text("Pairing required") },
|
||||
text = {
|
||||
Column {
|
||||
Text("${pt.host}:${pt.port} requires pairing before it will stream.")
|
||||
Text(
|
||||
"Request access and approve this device in the host's console (or web " +
|
||||
"UI) — no PIN needed. Or pair with the 4-digit PIN the host displays.",
|
||||
)
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
TextButton(onClick = onRequestAccess) { Text("Request access") }
|
||||
},
|
||||
dismissButton = {
|
||||
Row {
|
||||
TextButton(onClick = onUsePin) { Text("Use a PIN…") }
|
||||
TextButton(onClick = onDismiss) { Text("Cancel") }
|
||||
}
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* The SPAKE2 PIN ceremony dialog. Runs [NativeBridge.nativePair] off the UI thread itself (the
|
||||
* pin/name/error state is dialog-local); on success hands the host's verified fingerprint to
|
||||
@@ -318,41 +194,6 @@ internal fun PairPinDialog(
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* The no-PIN "request access" wait: the connect is parked on the host until the operator approves
|
||||
* this device. Cancel returns the UI immediately — the caller trips the per-attempt flag so a late
|
||||
* approval is torn down silently (see ConnectScreen.requestAccess) and resumes discovery.
|
||||
*/
|
||||
@Composable
|
||||
internal fun AwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
title = { Text("Waiting for approval") },
|
||||
text = {
|
||||
val deviceName = Build.MODEL ?: "this device"
|
||||
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
Row(
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(12.dp),
|
||||
) {
|
||||
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp)
|
||||
Text("Approve this device on $hostLabel.")
|
||||
}
|
||||
Text(
|
||||
"Open the host's console (or web UI) and approve “$deviceName”. It connects " +
|
||||
"automatically once you approve — no PIN needed.",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
dismissButton = {
|
||||
TextButton(onClick = onCancel) { Text("Cancel") }
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Edit a saved host: name, address, port, the Wake-on-LAN MAC, and the per-host settings the record
|
||||
* owns — shared clipboard (a trust decision about THIS machine, so it was never really a global).
|
||||
@@ -467,103 +308,3 @@ internal fun EditHostDialog(
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* The network speed test, as a dialog: it narrates while it measures, then offers to apply the
|
||||
* recommendation to the layer the tested host actually reads bitrate from — see [SpeedTestTarget]
|
||||
* for why that is the interesting part. The apply buttons name their destination, so the write is
|
||||
* never a surprise.
|
||||
*/
|
||||
@Composable
|
||||
internal fun SpeedTestDialog(
|
||||
hostName: String,
|
||||
target: SpeedTestTarget,
|
||||
phase: SpeedTestPhase,
|
||||
onApply: (toProfile: Boolean) -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
val done = phase as? SpeedTestPhase.Done
|
||||
AlertDialog(
|
||||
// Measuring can't be cancelled mid-burst (the host is already sending), so a stray tap
|
||||
// outside shouldn't look like it did something.
|
||||
onDismissRequest = { if (done != null || phase is SpeedTestPhase.Failed) onDismiss() },
|
||||
title = { Text("Network speed test") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
Text(hostName, style = MaterialTheme.typography.titleMedium)
|
||||
when (phase) {
|
||||
SpeedTestPhase.Connecting, SpeedTestPhase.Measuring -> Row(
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(12.dp),
|
||||
) {
|
||||
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp)
|
||||
Text(
|
||||
if (phase == SpeedTestPhase.Connecting) {
|
||||
"Connecting…"
|
||||
} else {
|
||||
"Measuring — the host is bursting test traffic for two seconds."
|
||||
},
|
||||
)
|
||||
}
|
||||
is SpeedTestPhase.Failed -> Text(
|
||||
phase.message,
|
||||
color = MaterialTheme.colorScheme.error,
|
||||
)
|
||||
is SpeedTestPhase.Done -> Column(verticalArrangement = Arrangement.spacedBy(4.dp)) {
|
||||
Text(
|
||||
"%.0f Mbit/s measured · %.1f %% loss".format(
|
||||
phase.measuredMbps,
|
||||
phase.lossPct,
|
||||
),
|
||||
style = MaterialTheme.typography.bodyLarge,
|
||||
)
|
||||
Text(
|
||||
"Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps),
|
||||
style = MaterialTheme.typography.bodyLarge,
|
||||
)
|
||||
Text(
|
||||
speedTestTargetNote(target),
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
if (done != null) {
|
||||
TextButton(onClick = { onApply(true) }) {
|
||||
Text(
|
||||
when (target) {
|
||||
SpeedTestTarget.Global -> "Apply"
|
||||
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}”"
|
||||
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}”"
|
||||
},
|
||||
)
|
||||
}
|
||||
}
|
||||
},
|
||||
dismissButton = {
|
||||
Row {
|
||||
// The both-are-defensible case: the user picks the layer, we don't guess.
|
||||
if (done != null && target is SpeedTestTarget.Ask) {
|
||||
TextButton(onClick = { onApply(false) }) { Text("Set as default") }
|
||||
}
|
||||
TextButton(onClick = onDismiss) { Text("Close") }
|
||||
}
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
/** One line saying which layer an Apply will write to, and why that one. */
|
||||
private fun speedTestTargetNote(target: SpeedTestTarget): String = when (target) {
|
||||
SpeedTestTarget.Global ->
|
||||
"This host uses the default settings, so the bitrate goes there."
|
||||
is SpeedTestTarget.Profile ->
|
||||
"This host streams with “${target.profile.name}”, which sets its own bitrate — " +
|
||||
"that override is what it actually reads."
|
||||
is SpeedTestTarget.Ask ->
|
||||
"This host streams with “${target.profile.name}”, which currently inherits the default " +
|
||||
"bitrate. Setting it in the profile affects only this host's profile; setting it as " +
|
||||
"the default affects everything that inherits it."
|
||||
}
|
||||
|
||||
@@ -0,0 +1,339 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
import androidx.compose.foundation.layout.Box
|
||||
import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.PaddingValues
|
||||
import androidx.compose.foundation.layout.Row
|
||||
import androidx.compose.foundation.layout.Spacer
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.fillMaxWidth
|
||||
import androidx.compose.foundation.layout.height
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.foundation.layout.width
|
||||
import androidx.compose.foundation.lazy.grid.GridCells
|
||||
import androidx.compose.foundation.lazy.grid.GridItemSpan
|
||||
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
|
||||
import androidx.compose.foundation.lazy.grid.items
|
||||
import androidx.compose.material.icons.Icons
|
||||
import androidx.compose.material.icons.filled.Add
|
||||
import androidx.compose.material3.CircularProgressIndicator
|
||||
import androidx.compose.material3.ExtendedFloatingActionButton
|
||||
import androidx.compose.material3.Icon
|
||||
import androidx.compose.material3.MaterialTheme
|
||||
import androidx.compose.material3.Surface
|
||||
import androidx.compose.material3.Text
|
||||
import androidx.compose.material3.TextButton
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.text.style.TextAlign
|
||||
import androidx.compose.ui.unit.dp
|
||||
import io.unom.punktfunk.components.EmptyHostsState
|
||||
import io.unom.punktfunk.components.HostCard
|
||||
import io.unom.punktfunk.components.HostMenuItem
|
||||
import io.unom.punktfunk.components.SectionLabel
|
||||
import io.unom.punktfunk.kit.discovery.DiscoveredHost
|
||||
import io.unom.punktfunk.kit.security.KnownHost
|
||||
import io.unom.punktfunk.models.HostStatus
|
||||
|
||||
/**
|
||||
* The touch home: the saved/discovered host grid with the Add-host FAB over it — everything
|
||||
* `ConnectScreen` draws when the console UI is off, and the counterpart of [buildHomeTiles] +
|
||||
* `GamepadHome` when it is on.
|
||||
*
|
||||
* Pure display: every action arrives as a callback, because they all end in state the screen owns
|
||||
* (a dial in flight, the trust prompt, the host store). What this file DOES own is the arrangement
|
||||
* — which sections exist, in what order, and which actions a given card offers — and the two rules
|
||||
* that are easy to get wrong from the outside: a pinned card is a shortcut and so withholds the
|
||||
* host's destructive actions, and every card in a section reserves the profile chip's space as soon
|
||||
* as one of them needs it.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConnectGrid(
|
||||
savedHosts: List<KnownHost>,
|
||||
/** Every live advert — the OS mark prefers it over the stored one, and "searching…" reads it. */
|
||||
discovered: List<DiscoveredHost>,
|
||||
/** Adverts with no saved record behind them, de-duped by the caller (it needs them too). */
|
||||
discoveredUnsaved: List<DiscoveredHost>,
|
||||
/** Saved hosts answering the QUIC probe, "address:port" — the routed half of "online". */
|
||||
reachable: Set<String>,
|
||||
profiles: List<StreamProfile>,
|
||||
pinsFor: (KnownHost) -> List<StreamProfile>,
|
||||
connecting: Boolean,
|
||||
/** A confirmation ("75 Mbit/s set in …"); [status] is the failure line. Never the same thing. */
|
||||
notice: String?,
|
||||
status: String?,
|
||||
lnpGranted: Boolean,
|
||||
/** Raise the local-network-permission prompt — the banner's "Allow…" and the wake guard. */
|
||||
onAskLocalNetwork: () -> Unit,
|
||||
/**
|
||||
* Dial a saved host. The second argument is `connect`'s one-off profile reference: null follows
|
||||
* the host's binding (a plain tap), a profile id forces that profile, and the empty string
|
||||
* forces the global defaults — a real, different action on a bound host, which is why it has to
|
||||
* survive as a value rather than collapsing into "unset".
|
||||
*/
|
||||
onConnect: (KnownHost, String?) -> Unit,
|
||||
onConnectDiscovered: (DiscoveredHost) -> Unit,
|
||||
onForget: (KnownHost) -> Unit,
|
||||
onEdit: (KnownHost) -> Unit,
|
||||
onWake: (KnownHost) -> Unit,
|
||||
onSpeedTest: (KnownHost) -> Unit,
|
||||
onCopyLink: (KnownHost, StreamProfile?) -> Unit,
|
||||
onTogglePin: (KnownHost, StreamProfile) -> Unit,
|
||||
onRescan: () -> Unit,
|
||||
onAddHost: () -> Unit,
|
||||
) {
|
||||
// The profile rows a card's overflow menu grows. With no profiles at all it stays empty — a
|
||||
// user who never wants this feature sees no new clutter anywhere but the settings scope chips.
|
||||
// "Connect with" is a ONE-OFF on every card: it never rebinds the host, which is why rebinding
|
||||
// lives in the Edit sheet instead.
|
||||
fun hostMenu(kh: KnownHost, pin: StreamProfile?): List<HostMenuItem> = buildList {
|
||||
if (pin == null) {
|
||||
add(HostMenuItem("Network speed test") { onSpeedTest(kh) })
|
||||
}
|
||||
add(HostMenuItem("Copy link") { onCopyLink(kh, pin) })
|
||||
if (profiles.isEmpty()) return@buildList
|
||||
if (pin != null) {
|
||||
add(HostMenuItem("Unpin card", startsSection = true) { onTogglePin(kh, pin) })
|
||||
}
|
||||
add(
|
||||
HostMenuItem("Connect with: Default settings", startsSection = true) {
|
||||
// The empty reference is "force the defaults", not "unset" — on a bound host that
|
||||
// is a real, different action from a plain tap.
|
||||
onConnect(kh, "")
|
||||
},
|
||||
)
|
||||
profiles.forEach { p ->
|
||||
add(HostMenuItem("Connect with: ${p.name}") { onConnect(kh, p.id) })
|
||||
}
|
||||
if (pin == null) {
|
||||
profiles.forEachIndexed { i, p ->
|
||||
val pinned = p.id in kh.pinnedProfileIds
|
||||
add(
|
||||
HostMenuItem(
|
||||
if (pinned) "Unpin card: ${p.name}" else "Pin as card: ${p.name}",
|
||||
startsSection = i == 0,
|
||||
) { onTogglePin(kh, p) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The saved-hosts grid: each host's own card, then one card per profile it has pinned, so a
|
||||
// pinned combination is a plain one-click connect instead of a trip through a menu.
|
||||
val savedCards = savedHosts.flatMap { kh ->
|
||||
listOf(HostCardEntry(kh, null)) + pinsFor(kh).map { HostCardEntry(kh, it) }
|
||||
}
|
||||
// Cards in one grid row must be the same height (the grid won't stretch them), so as soon as
|
||||
// ANY saved card carries a profile chip, they all reserve its space. Nobody who doesn't use
|
||||
// profiles ever sees the gap.
|
||||
val anyProfileChip = savedCards.any { it.pin != null || it.host.profileId != null }
|
||||
|
||||
Box(Modifier.fillMaxSize()) {
|
||||
LazyVerticalGrid(
|
||||
columns = GridCells.Adaptive(minSize = 160.dp),
|
||||
modifier = Modifier.fillMaxSize(),
|
||||
contentPadding = PaddingValues(horizontal = 16.dp, vertical = 16.dp),
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Column(horizontalAlignment = Alignment.CenterHorizontally) {
|
||||
Spacer(Modifier.height(8.dp))
|
||||
Text("Punktfunk", style = MaterialTheme.typography.headlineLarge)
|
||||
Text(
|
||||
"stream a remote desktop",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
Spacer(Modifier.height(24.dp))
|
||||
|
||||
notice?.let {
|
||||
Surface(
|
||||
color = MaterialTheme.colorScheme.secondaryContainer,
|
||||
shape = MaterialTheme.shapes.medium,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
Text(
|
||||
it,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSecondaryContainer,
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
|
||||
)
|
||||
}
|
||||
Spacer(Modifier.height(16.dp))
|
||||
}
|
||||
|
||||
status?.let {
|
||||
// In-flight progress (connecting / waking) is the full-screen ConnectOverlay's
|
||||
// job now, so `status` only ever carries a result/error here — a filled error
|
||||
// container reads as a real failure banner, not just red text lost in the layout.
|
||||
Surface(
|
||||
color = MaterialTheme.colorScheme.errorContainer,
|
||||
shape = MaterialTheme.shapes.medium,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
Text(
|
||||
it,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onErrorContainer,
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
|
||||
)
|
||||
}
|
||||
Spacer(Modifier.height(16.dp))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!lnpGranted) {
|
||||
// Local network access denied: discovery can't ever find anything and every connect
|
||||
// would time out — say so at the top, with the fix one tap away, instead of letting
|
||||
// the screen look idle/broken.
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Surface(
|
||||
color = MaterialTheme.colorScheme.errorContainer,
|
||||
shape = MaterialTheme.shapes.medium,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
Column(
|
||||
Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
|
||||
horizontalAlignment = Alignment.CenterHorizontally,
|
||||
) {
|
||||
Text(
|
||||
"Local network access is off",
|
||||
style = MaterialTheme.typography.titleSmall,
|
||||
color = MaterialTheme.colorScheme.onErrorContainer,
|
||||
)
|
||||
Text(
|
||||
"Android blocks Punktfunk from finding or reaching hosts until you allow it.",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onErrorContainer,
|
||||
textAlign = TextAlign.Center,
|
||||
)
|
||||
TextButton(onClick = onAskLocalNetwork) { Text("Allow…") }
|
||||
}
|
||||
}
|
||||
Spacer(Modifier.height(12.dp))
|
||||
}
|
||||
}
|
||||
|
||||
if (savedHosts.isEmpty() && discoveredUnsaved.isEmpty()) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
EmptyHostsState()
|
||||
}
|
||||
}
|
||||
|
||||
if (savedHosts.isNotEmpty()) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
SectionLabel("Saved hosts")
|
||||
}
|
||||
items(savedCards, key = { it.key }) { entry ->
|
||||
val kh = entry.host
|
||||
val pin = entry.pin
|
||||
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
|
||||
HostCard(
|
||||
name = kh.name,
|
||||
address = "${kh.address}:${kh.port}",
|
||||
status = if (kh.paired) HostStatus.PAIRED else HostStatus.TOFU,
|
||||
online = kh.isOnline(discovered, reachable),
|
||||
// Live advert preferred (the store lags a discovery tick), else stored.
|
||||
os = discovered.firstOrNull { kh.matches(it) && it.os.isNotEmpty() }?.os
|
||||
?: kh.os,
|
||||
enabled = !connecting,
|
||||
// A pinned card connects with ITS profile; the host's own card follows the
|
||||
// binding, which is exactly what its chip says it will do.
|
||||
onConnect = { onConnect(kh, pin?.id) },
|
||||
// Edit / Forget / Wake live on the host's own card only: a pinned card is a
|
||||
// shortcut, not a second host, and offering destructive host actions on it
|
||||
// would blur exactly that.
|
||||
onForget = if (pin != null) null else ({ onForget(kh) }),
|
||||
onEdit = if (pin != null) null else ({ onEdit(kh) }),
|
||||
// Explicit wake-only: offered when the host is offline and we have a MAC. The
|
||||
// screen runs it through the WakeController so it shows the "Waking…" overlay
|
||||
// and waits for the host to come online (matched by fingerprint, so a new DHCP
|
||||
// address on a cold boot still counts as "up") rather than firing a single
|
||||
// silent packet.
|
||||
onWake = if (pin == null && kh.mac.isNotEmpty() && !kh.isOnline(discovered, reachable)) {
|
||||
({ onWake(kh) })
|
||||
} else {
|
||||
null
|
||||
},
|
||||
profileLabel = pin?.name ?: bound?.name,
|
||||
profileProminent = pin != null,
|
||||
accent = accentColor(pin?.accent ?: bound?.accent),
|
||||
menuItems = hostMenu(kh, pin),
|
||||
reserveProfileSlot = anyProfileChip,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
if (discoveredUnsaved.isNotEmpty()) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Spacer(Modifier.height(12.dp))
|
||||
SectionLabel("Discovered on the network")
|
||||
}
|
||||
items(discoveredUnsaved, key = { "disc-${it.host}-${it.port}" }) { dh ->
|
||||
HostCard(
|
||||
name = dh.name,
|
||||
address = "${dh.host}:${dh.port}",
|
||||
status = if (dh.pairingRequired) HostStatus.PAIRING else HostStatus.TOFU,
|
||||
online = true, // in the discovered list ⇒ live on mDNS right now
|
||||
os = dh.os,
|
||||
enabled = !connecting,
|
||||
onConnect = { onConnectDiscovered(dh) },
|
||||
onForget = null,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// Active-discovery hint: discovery runs whenever this screen is up, so while it's
|
||||
// scanning but nothing's turned up yet (and we're not mid-connect), show it's working
|
||||
// rather than looking idle/empty. Suppressed while local network access is denied —
|
||||
// a spinner would be a lie there (the browse can't receive anything); the banner above
|
||||
// owns that state.
|
||||
// Scan again is offered whether or not anything turned up: the case that sends people
|
||||
// here is ONE expected host missing, not an empty list, and a browse that quietly went
|
||||
// deaf (blocked when it started, or backed off to its hour-long re-query) looks
|
||||
// exactly like a network without that host on it.
|
||||
if (lnpGranted && !connecting) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Row(
|
||||
modifier = Modifier.fillMaxWidth().padding(vertical = 12.dp),
|
||||
horizontalArrangement = Arrangement.Center,
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
if (discovered.isEmpty()) {
|
||||
CircularProgressIndicator(modifier = Modifier.size(16.dp), strokeWidth = 2.dp)
|
||||
Spacer(Modifier.width(8.dp))
|
||||
Text(
|
||||
"Searching the local network…",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
Spacer(Modifier.width(8.dp))
|
||||
}
|
||||
TextButton(onClick = onRescan) { Text("Scan again") }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Spacer(Modifier.height(96.dp))
|
||||
}
|
||||
}
|
||||
|
||||
ExtendedFloatingActionButton(
|
||||
onClick = onAddHost,
|
||||
icon = { Icon(Icons.Filled.Add, contentDescription = null) },
|
||||
text = { Text("Add host") },
|
||||
expanded = !connecting,
|
||||
modifier = Modifier
|
||||
.align(Alignment.BottomEnd)
|
||||
.padding(20.dp),
|
||||
)
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import android.content.res.Configuration
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.animation.core.LinearEasing
|
||||
import androidx.compose.animation.core.RepeatMode
|
||||
@@ -29,8 +30,8 @@ import androidx.compose.runtime.getValue
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.drawscope.Stroke
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.text.font.FontFamily
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
import androidx.compose.ui.text.style.TextAlign
|
||||
@@ -204,7 +205,10 @@ internal fun ConnectTakeover(
|
||||
) {
|
||||
GamepadAuroraBackground(Modifier.fillMaxSize())
|
||||
Column(
|
||||
Modifier.padding(horizontal = 40.dp).widthIn(max = 460.dp),
|
||||
// The backdrop runs full-bleed; the COPY keeps clear of the bars and the cutout. In
|
||||
// landscape a hole punch is a side inset deeper than this 40 dp gutter, so centred text
|
||||
// would otherwise sit under the camera.
|
||||
Modifier.consoleSafeArea().padding(horizontal = 40.dp).widthIn(max = 460.dp),
|
||||
horizontalAlignment = Alignment.CenterHorizontally,
|
||||
verticalArrangement = Arrangement.spacedBy(18.dp),
|
||||
) {
|
||||
@@ -239,7 +243,19 @@ internal fun ConnectTakeover(
|
||||
add(PadGlyph.hint('B', copy.cancelLabel, onClick = onCancel))
|
||||
if (timedOut) add(PadGlyph.hint('A', "Try Again", onClick = onRetry))
|
||||
}
|
||||
GamepadHintBar(hints, Modifier.align(Alignment.BottomCenter).padding(bottom = 28.dp))
|
||||
// The SAME bottom-start spot every console screen pins its legend at — this takeover sat
|
||||
// its pill at bottom-CENTRE, so pressing Connect made the one piece of chrome that is
|
||||
// supposed to read as fixed jump halfway across the screen (second on-glass verdict).
|
||||
val landscape =
|
||||
LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
|
||||
Box(
|
||||
Modifier
|
||||
.align(Alignment.BottomStart)
|
||||
.consoleLegendInsets(landscape)
|
||||
.padding(ConsoleLegendInset),
|
||||
) {
|
||||
GamepadHintBar(hints)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,195 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import androidx.compose.runtime.Composable
|
||||
import io.unom.punktfunk.kit.security.ClientIdentity
|
||||
import io.unom.punktfunk.kit.security.KnownHost
|
||||
import io.unom.punktfunk.models.PendingTrust
|
||||
|
||||
/**
|
||||
* Everything `ConnectScreen` puts ON TOP of whichever home it drew — the trust and pairing
|
||||
* ceremony, the parked "Waiting for approval…", the console's host options, the speed test, the
|
||||
* edit form, the local-network rationale, and finally the connect takeover.
|
||||
*
|
||||
* They live together because their ORDER is the contract: this is a stack of siblings in one tree,
|
||||
* so the last one drawn is the one on top, and [ConnectOverlay] is last on purpose — a dial can
|
||||
* start from any of the prompts above it, and its takeover has to cover the prompt that started it.
|
||||
*
|
||||
* Only the state each prompt reads comes in; every action goes back out as a callback, because they
|
||||
* all end in the connect/pair engine or in the host store, which the screen owns. Nothing in here
|
||||
* decides anything — it decides only what is visible.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConnectPrompts(
|
||||
gamepadUi: Boolean,
|
||||
/** The client identity — the PIN ceremony needs it to run SPAKE2; null while it is still minting. */
|
||||
identity: ClientIdentity?,
|
||||
profiles: List<StreamProfile>,
|
||||
isOnline: (KnownHost) -> Boolean,
|
||||
// ---- trust / pairing --------------------------------------------------------------------
|
||||
pendingTrust: PendingTrust?,
|
||||
/** Dismiss (null) or re-aim the SAME decision at another kind — "Pair with PIN…" does that. */
|
||||
onPendingTrustChange: (PendingTrust?) -> Unit,
|
||||
/** Trust-on-first-use accepted: dial with no pin. Offered only for a `pair=optional` host. */
|
||||
onTrustNew: (PendingTrust) -> Unit,
|
||||
/** The PIN ceremony completed with this host fingerprint — save as paired, then dial. */
|
||||
onPaired: (PendingTrust, String) -> Unit,
|
||||
onRequestAccess: (PendingTrust) -> Unit,
|
||||
// ---- the parked no-PIN request ----------------------------------------------------------
|
||||
/** Non-null while a "request access" connect sits parked on the host awaiting approval. */
|
||||
awaitingHostName: String?,
|
||||
onCancelApproval: () -> Unit,
|
||||
// ---- console host options (Up on a saved carousel tile) ---------------------------------
|
||||
optionsTarget: HostCardEntry?,
|
||||
onDismissOptions: () -> Unit,
|
||||
libraryEnabled: Boolean,
|
||||
onOpenLibrary: (KnownHost) -> Unit,
|
||||
onWake: (KnownHost) -> Unit,
|
||||
onSpeedTest: (KnownHost) -> Unit,
|
||||
onCopyLink: (KnownHost, StreamProfile?) -> Unit,
|
||||
onEditHost: (KnownHost) -> Unit,
|
||||
onForgetHost: (KnownHost) -> Unit,
|
||||
onTogglePin: (KnownHost, StreamProfile) -> Unit,
|
||||
// ---- speed test --------------------------------------------------------------------------
|
||||
speedTest: HostCardEntry?,
|
||||
/** Which layer Apply writes to. Resolved by the caller (it holds the store); set with [speedTest]. */
|
||||
speedTestTarget: SpeedTestTarget?,
|
||||
speedTestPhase: SpeedTestPhase,
|
||||
/** true = write the measured bitrate to the profile, false = to the global default. */
|
||||
onApplySpeedTest: (Boolean) -> Unit,
|
||||
onDismissSpeedTest: () -> Unit,
|
||||
// ---- edit host ---------------------------------------------------------------------------
|
||||
editTarget: KnownHost?,
|
||||
/** A MAC from the live advert, for a host whose own is not learned yet. */
|
||||
editSuggestedMacs: List<String>,
|
||||
onSaveHost: (KnownHost) -> Unit,
|
||||
onDismissEdit: () -> Unit,
|
||||
// ---- local network permission ------------------------------------------------------------
|
||||
lnpPrompt: Boolean,
|
||||
onAllowLocalNetwork: () -> Unit,
|
||||
onOpenSystemSettings: () -> Unit,
|
||||
onDismissLnpPrompt: () -> Unit,
|
||||
// ---- the connect takeover ----------------------------------------------------------------
|
||||
connectingHostName: String?,
|
||||
waker: WakeController,
|
||||
onCancelConnect: () -> Unit,
|
||||
) {
|
||||
pendingTrust?.let { pt ->
|
||||
// Same trust/pairing logic, console-styled + controller-navigable in gamepad mode.
|
||||
val onPair = { onPendingTrustChange(pt.copy(kind = PendingTrust.Kind.PAIR)) }
|
||||
// Three of the four say the same thing in both interfaces, so they are ONE prompt that
|
||||
// knows which one is running. Only the PIN ceremony genuinely differs — a keyboard field
|
||||
// against four D-pad digit slots is a different input model, not a different skin.
|
||||
when (pt.kind) {
|
||||
PendingTrust.Kind.TRUST_NEW -> TrustNewHostPrompt(
|
||||
gamepadUi, pt,
|
||||
onTrust = { onTrustNew(pt) },
|
||||
onPairInstead = onPair,
|
||||
onDismiss = { onPendingTrustChange(null) },
|
||||
)
|
||||
PendingTrust.Kind.FP_CHANGED ->
|
||||
FingerprintChangedPrompt(gamepadUi, pt, onPair) { onPendingTrustChange(null) }
|
||||
PendingTrust.Kind.REQUEST_ACCESS -> RequestAccessPrompt(
|
||||
gamepadUi, pt,
|
||||
onRequestAccess = { onRequestAccess(pt) },
|
||||
onUsePin = onPair,
|
||||
onDismiss = { onPendingTrustChange(null) },
|
||||
)
|
||||
PendingTrust.Kind.PAIR -> {
|
||||
val onSavePaired = { fp: String -> onPaired(pt, fp) }
|
||||
if (gamepadUi) {
|
||||
GamepadPairPinDialog(pt, identity, onSavePaired) { onPendingTrustChange(null) }
|
||||
} else {
|
||||
PairPinDialog(pt, identity, onSavePaired) { onPendingTrustChange(null) }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
awaitingHostName?.let { hostLabel ->
|
||||
AwaitingApprovalPrompt(gamepadUi, hostLabel = hostLabel, onCancel = onCancelApproval)
|
||||
}
|
||||
|
||||
// Console host options (Up on a saved carousel tile): Wake / Edit / Forget.
|
||||
optionsTarget?.let { entry ->
|
||||
val kh = entry.host
|
||||
val pin = entry.pin
|
||||
val offline = !isOnline(kh)
|
||||
GamepadHostOptionsDialog(
|
||||
hostName = kh.name,
|
||||
canWake = kh.mac.isNotEmpty() && offline,
|
||||
onWake = { onDismissOptions(); onWake(kh) },
|
||||
// A saved host always has a library (it's a knownHost) → offer it when the setting's on,
|
||||
// so a TV remote reaches the library here instead of via the Y face button.
|
||||
onLibrary = if (libraryEnabled && pin == null) {
|
||||
{ onDismissOptions(); onOpenLibrary(kh) }
|
||||
} else {
|
||||
null
|
||||
},
|
||||
onSpeedTest = if (pin == null) {
|
||||
{ onDismissOptions(); onSpeedTest(kh) }
|
||||
} else {
|
||||
null
|
||||
},
|
||||
onCopyLink = { onDismissOptions(); onCopyLink(kh, pin) },
|
||||
onEdit = { onDismissOptions(); onEditHost(kh) },
|
||||
onForget = { onForgetHost(kh); onDismissOptions() },
|
||||
onDismiss = onDismissOptions,
|
||||
// A pin's only action: unpinning touches neither the host nor the profile.
|
||||
onUnpin = pin?.let { p -> { onTogglePin(kh, p); onDismissOptions() } },
|
||||
profileName = pin?.name,
|
||||
)
|
||||
}
|
||||
|
||||
if (speedTest != null && speedTestTarget != null) {
|
||||
SpeedTestPrompt(
|
||||
gamepadUi, speedTest.host.name, speedTestTarget, speedTestPhase,
|
||||
onApplySpeedTest, onDismissSpeedTest,
|
||||
)
|
||||
}
|
||||
|
||||
editTarget?.let { kh ->
|
||||
if (gamepadUi) {
|
||||
// Console edit: the same field list + on-screen keyboard as Add-Host, seeded from the
|
||||
// host with an extra MAC row; the action SAVES instead of connecting.
|
||||
GamepadAddHostScreen(
|
||||
onAdd = { _, _, _ -> },
|
||||
onDismiss = onDismissEdit,
|
||||
editHost = kh,
|
||||
suggestedMacs = editSuggestedMacs,
|
||||
onSave = onSaveHost,
|
||||
// Shared clipboard and the profile binding — the two host decisions that used to
|
||||
// exist only in the touch edit sheet, which a TV box has no way to reach.
|
||||
profiles = profiles,
|
||||
)
|
||||
} else {
|
||||
EditHostDialog(
|
||||
target = kh,
|
||||
suggestedMacs = editSuggestedMacs,
|
||||
profiles = profiles,
|
||||
onSave = onSaveHost,
|
||||
onDismiss = onDismissEdit,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
if (lnpPrompt) {
|
||||
// Android 17+ local-network-permission rationale: re-request (a permanently-denied request
|
||||
// returns instantly without a system prompt — hence the settings deep link alongside).
|
||||
LocalNetworkPrompt(
|
||||
gamepadUi,
|
||||
onAllow = onAllowLocalNetwork,
|
||||
onSettings = onOpenSystemSettings,
|
||||
onDismiss = onDismissLnpPrompt,
|
||||
)
|
||||
}
|
||||
|
||||
// Topmost: the full-screen connect takeover — instant "Connecting…" feedback on any dial, flowing
|
||||
// seamlessly into the "Waking…" wait if the host turns out to be asleep. Rides over both the touch
|
||||
// grid and the console home.
|
||||
ConnectOverlay(
|
||||
connectingHostName = connectingHostName,
|
||||
waker = waker,
|
||||
gamepadUi = gamepadUi,
|
||||
onCancelConnect = onCancelConnect,
|
||||
)
|
||||
}
|
||||
@@ -11,31 +11,6 @@ import android.os.Build
|
||||
import android.widget.Toast
|
||||
import androidx.activity.compose.rememberLauncherForActivityResult
|
||||
import androidx.activity.result.contract.ActivityResultContracts
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
import androidx.compose.foundation.layout.Box
|
||||
import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.PaddingValues
|
||||
import androidx.compose.foundation.layout.Row
|
||||
import androidx.compose.foundation.layout.Spacer
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.fillMaxWidth
|
||||
import androidx.compose.foundation.layout.height
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.foundation.layout.width
|
||||
import androidx.compose.foundation.lazy.grid.GridCells
|
||||
import androidx.compose.foundation.lazy.grid.GridItemSpan
|
||||
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
|
||||
import androidx.compose.foundation.lazy.grid.items
|
||||
import androidx.compose.material.icons.Icons
|
||||
import androidx.compose.material.icons.filled.Add
|
||||
import androidx.compose.material3.CircularProgressIndicator
|
||||
import androidx.compose.material3.ExtendedFloatingActionButton
|
||||
import androidx.compose.material3.Icon
|
||||
import androidx.compose.material3.MaterialTheme
|
||||
import androidx.compose.material3.Surface
|
||||
import androidx.compose.material3.Text
|
||||
import androidx.compose.material3.TextButton
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.DisposableEffect
|
||||
import androidx.compose.runtime.LaunchedEffect
|
||||
@@ -45,19 +20,11 @@ import androidx.compose.runtime.remember
|
||||
import androidx.compose.runtime.rememberCoroutineScope
|
||||
import androidx.compose.runtime.rememberUpdatedState
|
||||
import androidx.compose.runtime.setValue
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
import androidx.compose.ui.text.style.TextAlign
|
||||
import androidx.compose.ui.unit.dp
|
||||
import androidx.core.content.ContextCompat
|
||||
import androidx.lifecycle.Lifecycle
|
||||
import androidx.lifecycle.LifecycleEventObserver
|
||||
import androidx.lifecycle.LifecycleOwner
|
||||
import io.unom.punktfunk.components.EmptyHostsState
|
||||
import io.unom.punktfunk.components.HostCard
|
||||
import io.unom.punktfunk.components.HostMenuItem
|
||||
import io.unom.punktfunk.components.SectionLabel
|
||||
import io.unom.punktfunk.kit.Gamepad
|
||||
import io.unom.punktfunk.kit.NativeBridge
|
||||
import io.unom.punktfunk.kit.discovery.DiscoveredHost
|
||||
@@ -73,7 +40,6 @@ import io.unom.punktfunk.kit.security.KnownHost
|
||||
import io.unom.punktfunk.kit.security.KnownHostStore
|
||||
import io.unom.punktfunk.kit.security.obtainIdentity
|
||||
import io.unom.punktfunk.models.ActiveSession
|
||||
import io.unom.punktfunk.models.HostStatus
|
||||
import io.unom.punktfunk.models.PendingTrust
|
||||
import java.util.concurrent.atomic.AtomicBoolean
|
||||
import kotlinx.coroutines.Dispatchers
|
||||
@@ -108,6 +74,20 @@ private class ConnectAttempt(val hostName: String) {
|
||||
val cancelled = AtomicBoolean(false)
|
||||
}
|
||||
|
||||
/**
|
||||
* The connect screen — discovery, trust and the dial itself, under either interface.
|
||||
*
|
||||
* What is left in this file is the STATE and the engine: the mDNS browse and the permission that
|
||||
* gates it, the identity, the host and profile stores, the trust decision, the dial and its wake
|
||||
* fallback, and the `punktfunk://` router. What was drawn from that state now lives beside it —
|
||||
* `buildHomeTiles` (the console carousel's contents), `ConnectGrid` (the touch home) and
|
||||
* `ConnectPrompts` (everything modal, plus the connect takeover). They hold no state of their own,
|
||||
* which is why they could leave: each one takes what it displays and hands back what was pressed.
|
||||
*
|
||||
* The engine did NOT leave, and shouldn't until it has somewhere to live: it closes over ~20 locals
|
||||
* that a dozen callbacks read and write, and hoisting it means inventing a state holder — a second
|
||||
* refactor, and a second thing to get wrong.
|
||||
*/
|
||||
@Composable
|
||||
fun ConnectScreen(
|
||||
settings: Settings,
|
||||
@@ -651,52 +631,6 @@ fun ConnectScreen(
|
||||
}
|
||||
}
|
||||
|
||||
// The profile rows a card's overflow menu grows. With no profiles at all it stays empty — a
|
||||
// user who never wants this feature sees no new clutter anywhere but the settings scope chips.
|
||||
// "Connect with" is a ONE-OFF on every card: it never rebinds the host, which is why rebinding
|
||||
// lives in the Edit sheet instead.
|
||||
fun hostMenu(kh: KnownHost, pin: StreamProfile?): List<HostMenuItem> = buildList {
|
||||
if (pin == null) {
|
||||
add(HostMenuItem("Network speed test") { startSpeedTest(HostCardEntry(kh, null)) })
|
||||
}
|
||||
add(HostMenuItem("Copy link") { copyLink(kh, pin) })
|
||||
if (profiles.isEmpty()) return@buildList
|
||||
if (pin != null) {
|
||||
add(HostMenuItem("Unpin card", startsSection = true) { togglePin(kh, pin) })
|
||||
}
|
||||
add(
|
||||
HostMenuItem("Connect with: Default settings", startsSection = true) {
|
||||
// The empty reference is "force the defaults", not "unset" — on a bound host that
|
||||
// is a real, different action from a plain tap.
|
||||
connect(kh.address, kh.port, oneOffProfile = "")
|
||||
},
|
||||
)
|
||||
profiles.forEach { p ->
|
||||
add(HostMenuItem("Connect with: ${p.name}") { connect(kh.address, kh.port, oneOffProfile = p.id) })
|
||||
}
|
||||
if (pin == null) {
|
||||
profiles.forEachIndexed { i, p ->
|
||||
val pinned = p.id in kh.pinnedProfileIds
|
||||
add(
|
||||
HostMenuItem(
|
||||
if (pinned) "Unpin card: ${p.name}" else "Pin as card: ${p.name}",
|
||||
startsSection = i == 0,
|
||||
) { togglePin(kh, p) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// The saved-hosts grid: each host's own card, then one card per profile it has pinned, so a
|
||||
// pinned combination is a plain one-click connect instead of a trip through a menu.
|
||||
val savedCards = savedHosts.flatMap { kh ->
|
||||
listOf(HostCardEntry(kh, null)) + profileStore.pinsFor(kh).map { HostCardEntry(kh, it) }
|
||||
}
|
||||
// Cards in one grid row must be the same height (the grid won't stretch them), so as soon as
|
||||
// ANY saved card carries a profile chip, they all reserve its space. Nobody who doesn't use
|
||||
// profiles ever sees the gap.
|
||||
val anyProfileChip = savedCards.any { it.pin != null || it.host.profileId != null }
|
||||
|
||||
// ---- punktfunk:// routing (design/client-deep-links.md §3) --------------------------------
|
||||
//
|
||||
// The invariant: a URL may only ever do what a click on an existing card could do, MINUS trust
|
||||
@@ -782,77 +716,61 @@ fun ConnectScreen(
|
||||
|
||||
var showManualSheet by remember { mutableStateOf(false) }
|
||||
|
||||
// Wake a saved host on demand — the touch card's Wake item and the console options dialog run
|
||||
// the same action. Through the WakeController, so it shows the "Waking…" overlay and waits for
|
||||
// the host to come back rather than firing one silent packet at it.
|
||||
fun wakeHost(kh: KnownHost) {
|
||||
// The magic packet is UDP broadcast — LNP-blocked like everything else.
|
||||
if (!lnpGranted) {
|
||||
lnpPrompt = true
|
||||
return
|
||||
}
|
||||
waker.start(
|
||||
hostName = kh.name,
|
||||
connectsAfter = false,
|
||||
macs = kh.mac,
|
||||
lastIp = kh.address,
|
||||
// "Back up" is mDNS presence ONLY — narrower than the [isOnline] that decides whether to
|
||||
// OFFER Wake, which also counts a QUIC probe answer. Matched through `matches`, so a
|
||||
// cold boot onto a new DHCP address still ends the wait.
|
||||
isOnline = { discovered.any { kh.matches(it) } },
|
||||
onOnline = {},
|
||||
)
|
||||
}
|
||||
|
||||
fun forgetHost(kh: KnownHost) {
|
||||
knownHostStore.remove(kh)
|
||||
savedHosts = knownHostStore.all()
|
||||
}
|
||||
|
||||
if (gamepadUi) {
|
||||
// Console mode: the host carousel (saved → discovered → Add Host), driven by the pad. Shares
|
||||
// every action above; the trailing Add Host tile opens the same manual-entry sheet.
|
||||
val tiles = buildList {
|
||||
savedHosts.forEach { kh ->
|
||||
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
|
||||
add(
|
||||
HomeTile(
|
||||
id = "saved-${kh.id}",
|
||||
title = kh.name,
|
||||
// The binding is what a press will actually do, so the tile says so — the
|
||||
// console can't edit profiles, but it must never lie about which one it uses.
|
||||
subtitle = bound?.let { "${kh.address}:${kh.port} · ${it.name}" }
|
||||
?: "${kh.address}:${kh.port}",
|
||||
filled = true,
|
||||
online = kh.isOnline(discovered, reachable),
|
||||
paired = kh.paired,
|
||||
knownHost = kh,
|
||||
activate = { connect(kh.address, kh.port) },
|
||||
),
|
||||
)
|
||||
// Pinned host+profile combinations, right after their host: one focus-and-press
|
||||
// each, which is the affordance a controller surface does well (menus are not).
|
||||
profileStore.pinsFor(kh).forEach { p ->
|
||||
add(
|
||||
HomeTile(
|
||||
id = "pin-${kh.id}-${p.id}",
|
||||
title = kh.name,
|
||||
subtitle = p.name,
|
||||
filled = true,
|
||||
online = kh.isOnline(discovered, reachable),
|
||||
paired = kh.paired,
|
||||
knownHost = kh,
|
||||
pinnedProfileId = p.id,
|
||||
activate = { connect(kh.address, kh.port, oneOffProfile = p.id) },
|
||||
),
|
||||
)
|
||||
}
|
||||
}
|
||||
discoveredUnsaved.forEach { dh ->
|
||||
add(
|
||||
HomeTile(
|
||||
id = "disc-${dh.host}:${dh.port}",
|
||||
title = dh.name,
|
||||
subtitle = "${dh.host}:${dh.port}",
|
||||
online = true,
|
||||
activate = { connect(dh.host, dh.port, dh) },
|
||||
),
|
||||
)
|
||||
}
|
||||
add(
|
||||
HomeTile(
|
||||
id = "add",
|
||||
title = "Add Host",
|
||||
subtitle = "Register a host by address",
|
||||
isAdd = true,
|
||||
activate = { showManualSheet = true },
|
||||
),
|
||||
)
|
||||
}
|
||||
GamepadHome(
|
||||
tiles = tiles,
|
||||
tiles = buildHomeTiles(
|
||||
savedHosts = savedHosts,
|
||||
profiles = profiles,
|
||||
pinsFor = profileStore::pinsFor,
|
||||
discoveredUnsaved = discoveredUnsaved,
|
||||
isOnline = { it.isOnline(discovered, reachable) },
|
||||
onConnect = { kh, oneOff -> connect(kh.address, kh.port, oneOffProfile = oneOff) },
|
||||
onConnectDiscovered = { dh -> connect(dh.host, dh.port, dh) },
|
||||
onAddHost = { showManualSheet = true },
|
||||
),
|
||||
libraryEnabled = settings.libraryEnabled,
|
||||
controllerName = io.unom.punktfunk.kit.Gamepad.firstPad()?.name,
|
||||
// Stop the carousel from consuming the pad while a sheet/dialog/overlay owns the screen,
|
||||
// while a connect is in flight (else a second A launches a concurrent connect that leaks a
|
||||
// handle — the touch grid guards the same way with enabled=!connecting), or while the whole
|
||||
// console home is cross-fading out.
|
||||
// ⚠ `speedTest` belongs in this list and was missing. It LOOKED covered by `!connecting`,
|
||||
// and is — right up until the measurement finishes: `startSpeedTest` clears `connecting`
|
||||
// before its Done/Failed card is dismissed, so from that moment the card AND the
|
||||
// carousel underneath both consumed the pad. One A then dismissed the card and started
|
||||
// a connect. Every other modal on this screen is named here for exactly this reason.
|
||||
navActive = navGate && !connecting && !showManualSheet && pendingTrust == null &&
|
||||
awaiting == null && editTarget == null && optionsTarget == null &&
|
||||
waker.waking == null && !lnpPrompt,
|
||||
speedTest == null && waker.waking == null && !lnpPrompt,
|
||||
onActivate = { it.activate() },
|
||||
onOpenLibrary = { it.knownHost?.let(onOpenLibrary) },
|
||||
onOpenSettings = onOpenSettings,
|
||||
@@ -863,239 +781,35 @@ fun ConnectScreen(
|
||||
},
|
||||
)
|
||||
} else {
|
||||
Box(Modifier.fillMaxSize()) {
|
||||
LazyVerticalGrid(
|
||||
columns = GridCells.Adaptive(minSize = 160.dp),
|
||||
modifier = Modifier.fillMaxSize(),
|
||||
contentPadding = PaddingValues(horizontal = 16.dp, vertical = 16.dp),
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Column(horizontalAlignment = Alignment.CenterHorizontally) {
|
||||
Spacer(Modifier.height(8.dp))
|
||||
Text("Punktfunk", style = MaterialTheme.typography.headlineLarge)
|
||||
Text(
|
||||
"stream a remote desktop",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
Spacer(Modifier.height(24.dp))
|
||||
|
||||
notice?.let {
|
||||
Surface(
|
||||
color = MaterialTheme.colorScheme.secondaryContainer,
|
||||
shape = MaterialTheme.shapes.medium,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
Text(
|
||||
it,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSecondaryContainer,
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
|
||||
)
|
||||
}
|
||||
Spacer(Modifier.height(16.dp))
|
||||
}
|
||||
|
||||
status?.let {
|
||||
// In-flight progress (connecting / waking) is the full-screen ConnectOverlay's
|
||||
// job now, so `status` only ever carries a result/error here — a filled error
|
||||
// container reads as a real failure banner, not just red text lost in the layout.
|
||||
Surface(
|
||||
color = MaterialTheme.colorScheme.errorContainer,
|
||||
shape = MaterialTheme.shapes.medium,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
Text(
|
||||
it,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onErrorContainer,
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
|
||||
)
|
||||
}
|
||||
Spacer(Modifier.height(16.dp))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!lnpGranted) {
|
||||
// Local network access denied: discovery can't ever find anything and every connect
|
||||
// would time out — say so at the top, with the fix one tap away, instead of letting
|
||||
// the screen look idle/broken.
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Surface(
|
||||
color = MaterialTheme.colorScheme.errorContainer,
|
||||
shape = MaterialTheme.shapes.medium,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
Column(
|
||||
Modifier.padding(horizontal = 16.dp, vertical = 12.dp),
|
||||
horizontalAlignment = Alignment.CenterHorizontally,
|
||||
) {
|
||||
Text(
|
||||
"Local network access is off",
|
||||
style = MaterialTheme.typography.titleSmall,
|
||||
color = MaterialTheme.colorScheme.onErrorContainer,
|
||||
)
|
||||
Text(
|
||||
"Android blocks Punktfunk from finding or reaching hosts until you allow it.",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onErrorContainer,
|
||||
textAlign = TextAlign.Center,
|
||||
)
|
||||
TextButton(onClick = { lnpPrompt = true }) { Text("Allow…") }
|
||||
}
|
||||
}
|
||||
Spacer(Modifier.height(12.dp))
|
||||
}
|
||||
}
|
||||
|
||||
if (savedHosts.isEmpty() && discoveredUnsaved.isEmpty()) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
EmptyHostsState()
|
||||
}
|
||||
}
|
||||
|
||||
if (savedHosts.isNotEmpty()) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
SectionLabel("Saved hosts")
|
||||
}
|
||||
items(savedCards, key = { it.key }) { entry ->
|
||||
val kh = entry.host
|
||||
val pin = entry.pin
|
||||
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
|
||||
HostCard(
|
||||
name = kh.name,
|
||||
address = "${kh.address}:${kh.port}",
|
||||
status = if (kh.paired) HostStatus.PAIRED else HostStatus.TOFU,
|
||||
online = kh.isOnline(discovered, reachable),
|
||||
// Live advert preferred (the store lags a discovery tick), else stored.
|
||||
os = discovered.firstOrNull { kh.matches(it) && it.os.isNotEmpty() }?.os
|
||||
?: kh.os,
|
||||
enabled = !connecting,
|
||||
// A pinned card connects with ITS profile; the host's own card follows the
|
||||
// binding, which is exactly what its chip says it will do.
|
||||
onConnect = {
|
||||
if (pin != null) {
|
||||
connect(kh.address, kh.port, oneOffProfile = pin.id)
|
||||
} else {
|
||||
connect(kh.address, kh.port)
|
||||
}
|
||||
},
|
||||
// Edit / Forget / Wake live on the host's own card only: a pinned card is a
|
||||
// shortcut, not a second host, and offering destructive host actions on it
|
||||
// would blur exactly that.
|
||||
onForget = if (pin != null) {
|
||||
null
|
||||
} else {
|
||||
{
|
||||
knownHostStore.remove(kh)
|
||||
savedHosts = knownHostStore.all()
|
||||
}
|
||||
},
|
||||
onEdit = if (pin != null) null else ({ editTarget = kh }),
|
||||
// Explicit wake-only: offered when the host is offline and we have a MAC. Runs
|
||||
// through the WakeController so it shows the "Waking…" overlay and waits for
|
||||
// the host to come online (matched by fingerprint, so a new DHCP address on a
|
||||
// cold boot still counts as "up") rather than firing a single silent packet.
|
||||
onWake = if (pin == null && kh.mac.isNotEmpty() && !kh.isOnline(discovered, reachable)) {
|
||||
{
|
||||
// The magic packet is UDP broadcast — LNP-blocked like everything else.
|
||||
if (!lnpGranted) {
|
||||
lnpPrompt = true
|
||||
} else {
|
||||
waker.start(
|
||||
hostName = kh.name,
|
||||
connectsAfter = false,
|
||||
macs = kh.mac,
|
||||
lastIp = kh.address,
|
||||
isOnline = { discovered.any { kh.matches(it) } },
|
||||
onOnline = {},
|
||||
)
|
||||
}
|
||||
}
|
||||
} else {
|
||||
null
|
||||
},
|
||||
profileLabel = pin?.name ?: bound?.name,
|
||||
profileProminent = pin != null,
|
||||
accent = accentColor(pin?.accent ?: bound?.accent),
|
||||
menuItems = hostMenu(kh, pin),
|
||||
reserveProfileSlot = anyProfileChip,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
if (discoveredUnsaved.isNotEmpty()) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Spacer(Modifier.height(12.dp))
|
||||
SectionLabel("Discovered on the network")
|
||||
}
|
||||
items(discoveredUnsaved, key = { "disc-${it.host}-${it.port}" }) { dh ->
|
||||
HostCard(
|
||||
name = dh.name,
|
||||
address = "${dh.host}:${dh.port}",
|
||||
status = if (dh.pairingRequired) HostStatus.PAIRING else HostStatus.TOFU,
|
||||
online = true, // in the discovered list ⇒ live on mDNS right now
|
||||
os = dh.os,
|
||||
enabled = !connecting,
|
||||
onConnect = { connect(dh.host, dh.port, dh) },
|
||||
onForget = null,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// Active-discovery hint: discovery runs whenever this screen is up, so while it's
|
||||
// scanning but nothing's turned up yet (and we're not mid-connect), show it's working
|
||||
// rather than looking idle/empty. Suppressed while local network access is denied —
|
||||
// a spinner would be a lie there (the browse can't receive anything); the banner above
|
||||
// owns that state.
|
||||
// Scan again is offered whether or not anything turned up: the case that sends people
|
||||
// here is ONE expected host missing, not an empty list, and a browse that quietly went
|
||||
// deaf (blocked when it started, or backed off to its hour-long re-query) looks
|
||||
// exactly like a network without that host on it.
|
||||
if (lnpGranted && !connecting) {
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Row(
|
||||
modifier = Modifier.fillMaxWidth().padding(vertical = 12.dp),
|
||||
horizontalArrangement = Arrangement.Center,
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
if (discovered.isEmpty()) {
|
||||
CircularProgressIndicator(modifier = Modifier.size(16.dp), strokeWidth = 2.dp)
|
||||
Spacer(Modifier.width(8.dp))
|
||||
Text(
|
||||
"Searching the local network…",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
Spacer(Modifier.width(8.dp))
|
||||
}
|
||||
TextButton(onClick = { discovery.restart() }) { Text("Scan again") }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
item(span = { GridItemSpan(maxLineSpan) }) {
|
||||
Spacer(Modifier.height(96.dp))
|
||||
}
|
||||
}
|
||||
|
||||
ExtendedFloatingActionButton(
|
||||
onClick = { showManualSheet = true },
|
||||
icon = { Icon(Icons.Filled.Add, contentDescription = null) },
|
||||
text = { Text("Add host") },
|
||||
expanded = !connecting,
|
||||
modifier = Modifier
|
||||
.align(Alignment.BottomEnd)
|
||||
.padding(20.dp),
|
||||
ConnectGrid(
|
||||
savedHosts = savedHosts,
|
||||
discovered = discovered,
|
||||
discoveredUnsaved = discoveredUnsaved,
|
||||
reachable = reachable,
|
||||
profiles = profiles,
|
||||
pinsFor = profileStore::pinsFor,
|
||||
connecting = connecting,
|
||||
notice = notice,
|
||||
status = status,
|
||||
lnpGranted = lnpGranted,
|
||||
onAskLocalNetwork = { lnpPrompt = true },
|
||||
onConnect = { kh, oneOff -> connect(kh.address, kh.port, oneOffProfile = oneOff) },
|
||||
onConnectDiscovered = { dh -> connect(dh.host, dh.port, dh) },
|
||||
onForget = { kh -> forgetHost(kh) },
|
||||
onEdit = { kh -> editTarget = kh },
|
||||
onWake = { kh -> wakeHost(kh) },
|
||||
onSpeedTest = { kh -> startSpeedTest(HostCardEntry(kh, null)) },
|
||||
onCopyLink = { kh, pin -> copyLink(kh, pin) },
|
||||
onTogglePin = { kh, p -> togglePin(kh, p) },
|
||||
onRescan = { discovery.restart() },
|
||||
onAddHost = { showManualSheet = true },
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// Add Host stayed behind while the other modals moved into ConnectPrompts: its form fields are
|
||||
// remembered HERE, on purpose, so a half-typed address survives the sheet being dismissed and
|
||||
// reopened. Moving the block without moving that state would quietly change what a dismiss
|
||||
// costs; moving both is a separate decision from this one.
|
||||
if (showManualSheet) {
|
||||
if (gamepadUi) {
|
||||
// Console add-host: field list + on-screen controller keyboard. "Add" connects (which
|
||||
@@ -1123,148 +837,81 @@ fun ConnectScreen(
|
||||
}
|
||||
}
|
||||
|
||||
pendingTrust?.let { pt ->
|
||||
// Same trust/pairing logic, console-styled + controller-navigable in gamepad mode.
|
||||
val onPair = { pendingTrust = pt.copy(kind = PendingTrust.Kind.PAIR) }
|
||||
val onSavePaired = { fp: String ->
|
||||
// Which layer a measurement would land in. Resolved here, not in the prompt: it is a question
|
||||
// for the profile store, and the Apply button and the caption above it must agree on the answer.
|
||||
val speedTestTarget = speedTest?.let { SpeedTestTarget.resolve(it.host, it.pin?.id, profileStore) }
|
||||
// Prefill a not-yet-learned MAC from the host's live advert, mirroring Apple's
|
||||
// `discovery.hosts.first { host.matches($0) }?.macAddresses`.
|
||||
val editSuggestedMacs =
|
||||
editTarget?.let { kh -> discovered.firstOrNull { kh.matches(it) }?.mac } ?: emptyList()
|
||||
|
||||
// Everything that floats above whichever home was drawn, in one place and in one order — see
|
||||
// ConnectPrompts.kt. It decides nothing: each action below lands right back in the engine above.
|
||||
ConnectPrompts(
|
||||
gamepadUi = gamepadUi,
|
||||
identity = identity,
|
||||
profiles = profiles,
|
||||
isOnline = { it.isOnline(discovered, reachable) },
|
||||
pendingTrust = pendingTrust,
|
||||
onPendingTrustChange = { pendingTrust = it },
|
||||
onTrustNew = { pt ->
|
||||
pendingTrust = null
|
||||
doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch)
|
||||
},
|
||||
onPaired = { pt, fp ->
|
||||
knownHostStore.trust(pt.host, pt.port, pt.name, fp, paired = true)
|
||||
savedHosts = knownHostStore.all()
|
||||
pendingTrust = null
|
||||
doConnect(pt.host, pt.port, pt.name, fp, pt.profile, pt.launch)
|
||||
}
|
||||
when (pt.kind) {
|
||||
PendingTrust.Kind.TRUST_NEW ->
|
||||
if (gamepadUi) GamepadTrustNewDialog(pt, { pendingTrust = null; doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch) }, onPair, { pendingTrust = null })
|
||||
else TrustNewHostDialog(pt, { pendingTrust = null; doConnect(pt.host, pt.port, pt.name, null, pt.profile, pt.launch) }, onPair, { pendingTrust = null })
|
||||
PendingTrust.Kind.FP_CHANGED ->
|
||||
if (gamepadUi) GamepadFingerprintChangedDialog(pt, onPair, { pendingTrust = null })
|
||||
else FingerprintChangedDialog(pt, onPair, { pendingTrust = null })
|
||||
PendingTrust.Kind.REQUEST_ACCESS ->
|
||||
if (gamepadUi) GamepadRequestAccessDialog(pt, { pendingTrust = null; requestAccess(pt) }, onPair, { pendingTrust = null })
|
||||
else RequestAccessDialog(pt, { pendingTrust = null; requestAccess(pt) }, onPair, { pendingTrust = null })
|
||||
PendingTrust.Kind.PAIR ->
|
||||
if (gamepadUi) GamepadPairPinDialog(pt, identity, onSavePaired, { pendingTrust = null })
|
||||
else PairPinDialog(pt, identity, onSavePaired, { pendingTrust = null })
|
||||
}
|
||||
}
|
||||
|
||||
awaiting?.let { req ->
|
||||
val onCancel = {
|
||||
req.cancelled.set(true)
|
||||
},
|
||||
onRequestAccess = { pt -> pendingTrust = null; requestAccess(pt) },
|
||||
awaitingHostName = awaiting?.target?.name,
|
||||
onCancelApproval = {
|
||||
awaiting?.cancelled?.set(true)
|
||||
awaiting = null
|
||||
connecting = false
|
||||
discovery.start() // the request may still be pending on the host; keep scanning
|
||||
}
|
||||
if (gamepadUi) GamepadAwaitingApprovalDialog(req.target.name, onCancel)
|
||||
else AwaitingApprovalDialog(hostLabel = req.target.name, onCancel = onCancel)
|
||||
}
|
||||
|
||||
// Console host options (Up on a saved carousel tile): Wake / Edit / Forget.
|
||||
optionsTarget?.let { entry ->
|
||||
val kh = entry.host
|
||||
val pin = entry.pin
|
||||
val offline = !kh.isOnline(discovered, reachable)
|
||||
GamepadHostOptionsDialog(
|
||||
hostName = kh.name,
|
||||
canWake = kh.mac.isNotEmpty() && offline,
|
||||
onWake = {
|
||||
optionsTarget = null
|
||||
// The magic packet is UDP broadcast — LNP-blocked like everything else.
|
||||
if (!lnpGranted) {
|
||||
lnpPrompt = true
|
||||
} else {
|
||||
waker.start(
|
||||
hostName = kh.name, connectsAfter = false, macs = kh.mac, lastIp = kh.address,
|
||||
isOnline = { discovered.any { kh.matches(it) } },
|
||||
onOnline = {},
|
||||
)
|
||||
}
|
||||
},
|
||||
// A saved host always has a library (it's a knownHost) → offer it when the setting's on,
|
||||
// so a TV remote reaches the library here instead of via the Y face button.
|
||||
onLibrary = if (settings.libraryEnabled && pin == null) {
|
||||
{ optionsTarget = null; onOpenLibrary(kh) }
|
||||
} else {
|
||||
null
|
||||
},
|
||||
onSpeedTest = if (pin == null) {
|
||||
{ optionsTarget = null; startSpeedTest(HostCardEntry(kh, null)) }
|
||||
} else {
|
||||
null
|
||||
},
|
||||
onCopyLink = { optionsTarget = null; copyLink(kh, pin) },
|
||||
onEdit = { optionsTarget = null; editTarget = kh },
|
||||
onForget = {
|
||||
knownHostStore.remove(kh)
|
||||
savedHosts = knownHostStore.all()
|
||||
optionsTarget = null
|
||||
},
|
||||
onDismiss = { optionsTarget = null },
|
||||
// A pin's only action: unpinning touches neither the host nor the profile.
|
||||
onUnpin = pin?.let { p -> { togglePin(kh, p); optionsTarget = null } },
|
||||
profileName = pin?.name,
|
||||
)
|
||||
}
|
||||
|
||||
speedTest?.let { entry ->
|
||||
val target = SpeedTestTarget.resolve(entry.host, entry.pin?.id, profileStore)
|
||||
val dismiss = { speedTest = null }
|
||||
val apply: (Boolean) -> Unit = { toProfile ->
|
||||
},
|
||||
optionsTarget = optionsTarget,
|
||||
onDismissOptions = { optionsTarget = null },
|
||||
libraryEnabled = settings.libraryEnabled,
|
||||
onOpenLibrary = onOpenLibrary,
|
||||
onWake = { kh -> wakeHost(kh) },
|
||||
onSpeedTest = { kh -> startSpeedTest(HostCardEntry(kh, null)) },
|
||||
onCopyLink = { kh, pin -> copyLink(kh, pin) },
|
||||
onEditHost = { kh -> editTarget = kh },
|
||||
onForgetHost = { kh -> forgetHost(kh) },
|
||||
onTogglePin = { kh, p -> togglePin(kh, p) },
|
||||
speedTest = speedTest,
|
||||
speedTestTarget = speedTestTarget,
|
||||
speedTestPhase = speedTestPhase,
|
||||
onApplySpeedTest = { toProfile ->
|
||||
val done = speedTestPhase as? SpeedTestPhase.Done
|
||||
if (done != null) {
|
||||
if (done != null && speedTestTarget != null) {
|
||||
val where = applySpeedTestResult(
|
||||
done.recommendedKbps, target, toProfile, profileStore, settings, onSettingsChange,
|
||||
done.recommendedKbps, speedTestTarget, toProfile, profileStore, settings,
|
||||
onSettingsChange,
|
||||
)
|
||||
profiles = profileStore.all()
|
||||
notice = "%.0f Mbit/s set in %s".format(done.recommendedMbps, where)
|
||||
}
|
||||
speedTest = null
|
||||
}
|
||||
if (gamepadUi) {
|
||||
GamepadSpeedTestDialog(entry.host.name, target, speedTestPhase, apply, dismiss)
|
||||
} else {
|
||||
SpeedTestDialog(entry.host.name, target, speedTestPhase, apply, dismiss)
|
||||
}
|
||||
}
|
||||
|
||||
editTarget?.let { kh ->
|
||||
// Prefill a not-yet-learned MAC from the host's live advert, mirroring Apple's
|
||||
// `discovery.hosts.first { host.matches($0) }?.macAddresses`.
|
||||
val suggested = discovered.firstOrNull { kh.matches(it) }?.mac ?: emptyList()
|
||||
val onSaveHost: (KnownHost) -> Unit = { updated ->
|
||||
},
|
||||
onDismissSpeedTest = { speedTest = null },
|
||||
editTarget = editTarget,
|
||||
editSuggestedMacs = editSuggestedMacs,
|
||||
onSaveHost = { updated ->
|
||||
knownHostStore.save(updated)
|
||||
savedHosts = knownHostStore.all()
|
||||
editTarget = null
|
||||
}
|
||||
if (gamepadUi) {
|
||||
// Console edit: the same field list + on-screen keyboard as Add-Host, seeded from the
|
||||
// host with an extra MAC row; the action SAVES instead of connecting.
|
||||
GamepadAddHostScreen(
|
||||
onAdd = { _, _, _ -> },
|
||||
onDismiss = { editTarget = null },
|
||||
editHost = kh,
|
||||
suggestedMacs = suggested,
|
||||
onSave = onSaveHost,
|
||||
)
|
||||
} else {
|
||||
EditHostDialog(
|
||||
target = kh,
|
||||
suggestedMacs = suggested,
|
||||
profiles = profiles,
|
||||
onSave = onSaveHost,
|
||||
onDismiss = { editTarget = null },
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
if (lnpPrompt) {
|
||||
// Android 17+ local-network-permission rationale: re-request (a permanently-denied request
|
||||
// returns instantly without a system prompt — hence the settings deep link alongside).
|
||||
val onAllow = {
|
||||
},
|
||||
onDismissEdit = { editTarget = null },
|
||||
lnpPrompt = lnpPrompt,
|
||||
onAllowLocalNetwork = {
|
||||
lnpPrompt = false
|
||||
localNetLauncher.launch(Manifest.permission.ACCESS_LOCAL_NETWORK)
|
||||
}
|
||||
val onSettings = {
|
||||
},
|
||||
onOpenSystemSettings = {
|
||||
lnpPrompt = false
|
||||
context.startActivity(
|
||||
Intent(
|
||||
@@ -1272,21 +919,10 @@ fun ConnectScreen(
|
||||
Uri.fromParts("package", context.packageName, null),
|
||||
),
|
||||
)
|
||||
}
|
||||
if (gamepadUi) {
|
||||
GamepadLocalNetworkDialog(onAllow = onAllow, onSettings = onSettings, onDismiss = { lnpPrompt = false })
|
||||
} else {
|
||||
LocalNetworkDialog(onAllow = onAllow, onSettings = onSettings, onDismiss = { lnpPrompt = false })
|
||||
}
|
||||
}
|
||||
|
||||
// Topmost: the full-screen connect takeover — instant "Connecting…" feedback on any dial, flowing
|
||||
// seamlessly into the "Waking…" wait if the host turns out to be asleep. Rides over both the touch
|
||||
// grid and the console home.
|
||||
ConnectOverlay(
|
||||
},
|
||||
onDismissLnpPrompt = { lnpPrompt = false },
|
||||
connectingHostName = attempt?.hostName,
|
||||
waker = waker,
|
||||
gamepadUi = gamepadUi,
|
||||
onCancelConnect = { cancelConnect() },
|
||||
)
|
||||
}
|
||||
@@ -1295,8 +931,11 @@ fun ConnectScreen(
|
||||
* One entry in the saved-hosts grid: a host's own card ([pin] null), or one of its pinned
|
||||
* host+profile cards. Pins are additive presentation state on the host record — never duplicated
|
||||
* host entries, which would fork pairing, trust and renames (design §5.2a).
|
||||
*
|
||||
* The console reuses it deliberately: its options dialog acts on a host-or-pin exactly as the touch
|
||||
* card's overflow menu does, and one currency for "which card is this" keeps the two from drifting.
|
||||
*/
|
||||
private data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?) {
|
||||
internal data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?) {
|
||||
val key: String get() = "card-${host.id}-${pin?.id ?: "primary"}"
|
||||
}
|
||||
|
||||
@@ -1305,7 +944,7 @@ private data class HostCardEntry(val host: KnownHost, val pin: StreamProfile?) {
|
||||
* as a multicast-reception hedge on OEMs that filter multicast without it, but discovery (raw mDNS via
|
||||
* the native core + MulticastLock) does not depend on it.
|
||||
*/
|
||||
fun hasNearbyPermission(context: Context): Boolean =
|
||||
internal fun hasNearbyPermission(context: Context): Boolean =
|
||||
Build.VERSION.SDK_INT < Build.VERSION_CODES.TIRAMISU ||
|
||||
ContextCompat.checkSelfPermission(context, Manifest.permission.NEARBY_WIFI_DEVICES) ==
|
||||
PackageManager.PERMISSION_GRANTED
|
||||
@@ -1317,7 +956,7 @@ fun hasNearbyPermission(context: Context): Boolean =
|
||||
* QUIC dial surfaces as a silent handshake timeout and the mDNS browse receives nothing. Unlike
|
||||
* [hasNearbyPermission] this is load-bearing — nothing on the connect screen works without it.
|
||||
*/
|
||||
fun hasLocalNetworkPermission(context: Context): Boolean =
|
||||
internal fun hasLocalNetworkPermission(context: Context): Boolean =
|
||||
Build.VERSION.SDK_INT < Build.VERSION_CODES.CINNAMON_BUN ||
|
||||
ContextCompat.checkSelfPermission(context, Manifest.permission.ACCESS_LOCAL_NETWORK) ==
|
||||
PackageManager.PERMISSION_GRANTED
|
||||
@@ -1327,7 +966,7 @@ fun hasLocalNetworkPermission(context: Context): Boolean =
|
||||
* fingerprint when both carry it (so it survives a DHCP address change), else by address:port.
|
||||
* Mirrors the Apple client's `StoredHost.matches`; de-dupes "Discovered" against "Saved hosts".
|
||||
*/
|
||||
private fun KnownHost.matches(dh: DiscoveredHost): Boolean {
|
||||
internal fun KnownHost.matches(dh: DiscoveredHost): Boolean {
|
||||
val advFp = dh.fingerprint?.lowercase()
|
||||
if (!advFp.isNullOrEmpty() && fpHex.isNotEmpty() && fpHex.lowercase() == advFp) return true
|
||||
return address == dh.host && port == dh.port
|
||||
@@ -1337,6 +976,9 @@ private fun KnownHost.matches(dh: DiscoveredHost): Boolean {
|
||||
* True when a saved host is reachable RIGHT NOW: advertising on mDNS OR answering the QUIC probe
|
||||
* (a host reached over a routed network — Tailscale/VPN — never advertises but is reachable). The
|
||||
* display-side companion to dial-first: presence no longer means "on this LAN".
|
||||
*
|
||||
* `internal`, not private: the touch grid draws the same pip in its own file now, and the console's
|
||||
* tile builder is handed this as a lambda so it never has to know what "reachable" is made of.
|
||||
*/
|
||||
private fun KnownHost.isOnline(discovered: List<DiscoveredHost>, reachable: Set<String>): Boolean =
|
||||
internal fun KnownHost.isOnline(discovered: List<DiscoveredHost>, reachable: Set<String>): Boolean =
|
||||
discovered.any { matches(it) } || reachable.contains("$address:$port")
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import android.content.Context
|
||||
import android.content.res.Configuration
|
||||
import android.hardware.input.InputManager
|
||||
import android.os.Build
|
||||
import android.os.CombinedVibration
|
||||
@@ -11,12 +12,15 @@ import android.view.InputDevice
|
||||
import android.view.KeyEvent
|
||||
import android.view.MotionEvent
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.foundation.ScrollState
|
||||
import androidx.compose.foundation.background
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
import androidx.compose.foundation.layout.Box
|
||||
import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.ColumnScope
|
||||
import androidx.compose.foundation.layout.ExperimentalLayoutApi
|
||||
import androidx.compose.foundation.layout.FlowRow
|
||||
import androidx.compose.foundation.layout.PaddingValues
|
||||
import androidx.compose.foundation.layout.Row
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.fillMaxWidth
|
||||
@@ -39,11 +43,15 @@ import androidx.compose.runtime.mutableIntStateOf
|
||||
import androidx.compose.runtime.mutableStateMapOf
|
||||
import androidx.compose.runtime.mutableStateOf
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.runtime.rememberUpdatedState
|
||||
import androidx.compose.runtime.setValue
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
import androidx.compose.ui.unit.dp
|
||||
import dev.chrisbanes.haze.HazeState
|
||||
import dev.chrisbanes.haze.hazeSource
|
||||
import io.unom.punktfunk.kit.DsDevice
|
||||
import io.unom.punktfunk.kit.Gamepad
|
||||
import io.unom.punktfunk.kit.Sc2Capture
|
||||
@@ -55,10 +63,145 @@ import kotlinx.coroutines.delay
|
||||
* case where a pad "doesn't work" — adapters and BT-to-USB dongles often enumerate with a different
|
||||
* identity than the physical pad, or not as a gamepad at all, and punktfunk only forwards devices
|
||||
* Android classifies as gamepad/joystick. This screen makes that visible on the device itself.
|
||||
*
|
||||
* This is the TOUCH entry point; [ConsoleControllersScreen] shows the same body on the console's
|
||||
* field. Both drive [ControllersBody] — the screen exists once, and the support answer it gives has
|
||||
* to be the same one whichever interface asked.
|
||||
*/
|
||||
@Composable
|
||||
fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
|
||||
BackHandler(onBack = onBack)
|
||||
var testing by remember { mutableStateOf(false) }
|
||||
ControllersBody(
|
||||
gamepadSetting = gamepadSetting,
|
||||
scroll = rememberScrollState(),
|
||||
testing = testing,
|
||||
onTestingChange = { testing = it },
|
||||
// The touch screen holds the probes for its whole life: events are OBSERVED (not consumed)
|
||||
// while the test is off, which is what keeps the "Last input" line live while browsing.
|
||||
// Nothing else here wants the pad, so there is no one to hand them to.
|
||||
observeInput = true,
|
||||
contentPadding = PaddingValues(horizontal = 20.dp, vertical = 24.dp),
|
||||
) {
|
||||
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The same screen on the console's field — the couch route to it, which a TV box has no other way to
|
||||
* reach (there is no touch interface to fall back to there, which is exactly why this matters).
|
||||
*
|
||||
* Navigation, and how the pad is shared with the test:
|
||||
* * up/down scrolls, the shoulders page — the body is cards and prose with no focusable rows, and
|
||||
* Compose only scrolls to keep a FOCUSED child visible (see [rememberConsoleScroller]);
|
||||
* * A starts the input test, which is the one thing on this screen a controller can act on;
|
||||
* * while the test runs it OWNS the pad — that is the whole point of it — so this screen's nav
|
||||
* drops out of the probe slots and B is a HOLD (below). Everything reverts the moment it ends.
|
||||
*/
|
||||
@Composable
|
||||
fun ConsoleControllersScreen(gamepadSetting: Int, onBack: () -> Unit, navActive: Boolean = true) {
|
||||
BackHandler(onBack = onBack)
|
||||
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
|
||||
val hazeState = remember { HazeState() }
|
||||
val scroll = rememberScrollState()
|
||||
val scrollBy = rememberConsoleScroller(scroll)
|
||||
var testing by remember { mutableStateOf(false) }
|
||||
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
|
||||
|
||||
GamepadNavEffect2D(
|
||||
// Off while the test runs: both want the same single probe slot, and the test is the one
|
||||
// the user just asked for. The identity check in each teardown (here and in the body) is
|
||||
// what makes the handover safe in either direction.
|
||||
active = navActive && !testing,
|
||||
onDirection = { dir ->
|
||||
when (dir) {
|
||||
NavDir.UP -> scrollBy(-1, false)
|
||||
NavDir.DOWN -> scrollBy(1, false)
|
||||
// Nothing on this screen steps sideways; paging is the shoulders' job.
|
||||
NavDir.LEFT, NavDir.RIGHT -> {}
|
||||
}
|
||||
},
|
||||
onActivate = { testing = true },
|
||||
onShoulder = { delta -> scrollBy(delta, true) },
|
||||
)
|
||||
|
||||
Box(Modifier.fillMaxSize()) {
|
||||
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
|
||||
// The calm backdrop, full-bleed under the bars and the cutout: this is a screen to READ,
|
||||
// and the aurora is ambience. Only the content takes the safe area.
|
||||
GamepadFormBackground(Modifier.fillMaxSize())
|
||||
// The body is written against the touch theme; on the console field it has to be inked
|
||||
// from the palette or it is grey-on-pastel over the six pale palettes.
|
||||
ConsoleInkedTheme {
|
||||
Column(Modifier.fillMaxSize().consoleSafeArea()) {
|
||||
ControllersBody(
|
||||
gamepadSetting = gamepadSetting,
|
||||
scroll = scroll,
|
||||
testing = testing,
|
||||
onTestingChange = { testing = it },
|
||||
// Only while testing: the rest of the time the screen's own nav holds the
|
||||
// probes, so the "Last input" line is a test-time readout here rather than
|
||||
// an always-on one. A pad that reaches this screen at all has already
|
||||
// proved it is seen — by moving the cursor here.
|
||||
observeInput = testing,
|
||||
contentPadding = PaddingValues(
|
||||
start = ConsoleEdgeInset,
|
||||
end = ConsoleEdgeInset,
|
||||
// Clears the floating legend zone, like every other console list.
|
||||
bottom = ConsoleLegendClearance,
|
||||
),
|
||||
) {
|
||||
ConsoleHeader("Connected controllers", horizontalInset = false)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Box(
|
||||
Modifier
|
||||
.align(Alignment.BottomStart)
|
||||
.consoleLegendInsets(landscape)
|
||||
.padding(ConsoleLegendInset),
|
||||
) {
|
||||
GamepadHintBar(
|
||||
if (testing) {
|
||||
// The rule, stated at the moment it applies: while the test runs, B is a BUTTON
|
||||
// UNDER TEST like any other — it lights its own chip — so only a hold ends the
|
||||
// test, after which B is the universal Back again. Tappable as the touch hatch.
|
||||
listOf(PadGlyph.hint('B', "Hold to finish") { testing = false })
|
||||
} else {
|
||||
listOfNotNull(
|
||||
GamepadHint('↕', PadGlyph.Arrow, "Scroll"),
|
||||
// Advertised only where they exist — a TV remote has no shoulders, and
|
||||
// claiming otherwise is both a lie and the reason a narrow legend overflows.
|
||||
GamepadHint('⇄', PadGlyph.Arrow, "Page").takeIf { padIsGamepad },
|
||||
PadGlyph.hint('A', "Test inputs") { testing = true },
|
||||
PadGlyph.hint('B', "Done", onClick = onBack),
|
||||
)
|
||||
},
|
||||
hazeState = hazeState,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The screen itself, shared by both interfaces. [contentPadding] and [heading] are where they
|
||||
* differ: the touch screen pads for a thumb and titles with the Material headline, the console pads
|
||||
* to the shared edge inset, clears its floating legend, and titles with [ConsoleHeader].
|
||||
*
|
||||
* [observeInput] decides whether this body installs the shared MainActivity probes at all — see the
|
||||
* two call sites, and [ConsoleControllersScreen] for why they cannot both be on at once.
|
||||
*/
|
||||
@Composable
|
||||
private fun ControllersBody(
|
||||
gamepadSetting: Int,
|
||||
scroll: ScrollState,
|
||||
testing: Boolean,
|
||||
onTestingChange: (Boolean) -> Unit,
|
||||
observeInput: Boolean,
|
||||
contentPadding: PaddingValues,
|
||||
heading: @Composable () -> Unit,
|
||||
) {
|
||||
val context = LocalContext.current
|
||||
val activity = context as? MainActivity
|
||||
|
||||
@@ -84,17 +227,31 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
|
||||
|
||||
// Live input test. While `testing`, the MainActivity probes consume pad events (so they show up
|
||||
// here instead of driving focus navigation); holding B releases, since the pad can no longer
|
||||
// reach the Switch. Events are observed (not consumed) even when the test is off, so the
|
||||
// "last input" line works while browsing.
|
||||
var testing by remember { mutableStateOf(false) }
|
||||
// reach the Switch.
|
||||
val held = remember { mutableStateMapOf<Int, Boolean>() }
|
||||
val axes = remember { mutableStateMapOf<String, Float>() }
|
||||
var lastInput by remember { mutableStateOf<String?>(null) }
|
||||
var bHeld by remember { mutableStateOf(false) }
|
||||
// The hold has lasted long enough; the test ends when B is let go (see the probe).
|
||||
var holdSatisfied by remember { mutableStateOf(false) }
|
||||
// The probes below are built ONCE per `observeInput` and then read these for the life of that
|
||||
// installation. `testing` and the callback arrive as parameters now, so capturing them plainly
|
||||
// would freeze the values they had when the probe was made — the test would consume nothing.
|
||||
val consuming by rememberUpdatedState(testing)
|
||||
// The console's refusal thud, on whatever actuator the driving pad or this device has.
|
||||
val haptics by rememberUpdatedState(rememberConsoleHaptics())
|
||||
|
||||
DisposableEffect(Unit) {
|
||||
activity?.padKeyProbe = probe@{ event ->
|
||||
DisposableEffect(observeInput) {
|
||||
// Stable probe refs, and a teardown that releases the slot only if WE still hold it — the
|
||||
// rule GamepadNavEffect2D follows. Without it this screen's dispose nulls whatever is in the
|
||||
// slot: during the console shell's push/pop BOTH screens are briefly composed, so leaving
|
||||
// here would kill the pad navigation the arriving screen had just installed. The same
|
||||
// teardown also runs when this screen hands the pad to its own input test and back.
|
||||
val keyProbe: (KeyEvent) -> Boolean = probe@{ event ->
|
||||
if (!Gamepad.isPad(event.device)) return@probe false
|
||||
// Read ONCE, up front: the test can end inside this very event, and the release that
|
||||
// ended it still has to be swallowed here — see the B branch below.
|
||||
val consume = consuming
|
||||
when (event.action) {
|
||||
KeyEvent.ACTION_DOWN -> {
|
||||
held[event.keyCode] = true
|
||||
@@ -102,13 +259,34 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
|
||||
}
|
||||
KeyEvent.ACTION_UP -> {
|
||||
held[event.keyCode] = false
|
||||
if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) bHeld = false
|
||||
if (event.keyCode == KeyEvent.KEYCODE_BUTTON_B) {
|
||||
bHeld = false
|
||||
if (consume) {
|
||||
if (event.eventTime - event.downTime >= HOLD_TO_FINISH_MS) {
|
||||
// The hold ends the test HERE, on the release, and NOT the moment
|
||||
// the 1.2 s elapsed: end it a moment earlier and this release falls
|
||||
// through unconsumed to the activity's B→BACK remap, which takes the
|
||||
// whole screen with it. Finishing the test and leaving the screen on
|
||||
// one press is not what "hold B to finish" says.
|
||||
onTestingChange(false)
|
||||
held.clear()
|
||||
} else {
|
||||
// A short B is not swallowed either. While the test owns the pad, B
|
||||
// is a BUTTON UNDER TEST — it lights its chip like every other — so
|
||||
// a tap can't also mean "leave", and in the console B is otherwise
|
||||
// the universal back. The press gets the boundary thud instead, the
|
||||
// same answer a refused step gets on the settings screen: heard, and
|
||||
// it means something else here.
|
||||
haptics.boundary()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
lastInput = "${event.device?.name}: ${KeyEvent.keyCodeToString(event.keyCode)}"
|
||||
testing
|
||||
consume
|
||||
}
|
||||
activity?.padMotionProbe = probe@{ event ->
|
||||
val motionProbe: (MotionEvent) -> Boolean = probe@{ event ->
|
||||
if (!Gamepad.isPad(event.device)) return@probe false
|
||||
axes["LX"] = event.getAxisValue(MotionEvent.AXIS_X)
|
||||
axes["LY"] = event.getAxisValue(MotionEvent.AXIS_Y)
|
||||
@@ -124,31 +302,43 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
|
||||
)
|
||||
axes["HX"] = event.getAxisValue(MotionEvent.AXIS_HAT_X)
|
||||
axes["HY"] = event.getAxisValue(MotionEvent.AXIS_HAT_Y)
|
||||
testing
|
||||
consuming
|
||||
}
|
||||
if (observeInput) {
|
||||
activity?.padKeyProbe = keyProbe
|
||||
activity?.padMotionProbe = motionProbe
|
||||
}
|
||||
onDispose {
|
||||
activity?.padKeyProbe = null
|
||||
activity?.padMotionProbe = null
|
||||
activity?.let { a ->
|
||||
if (a.padKeyProbe === keyProbe) a.padKeyProbe = null
|
||||
if (a.padMotionProbe === motionProbe) a.padMotionProbe = null
|
||||
}
|
||||
}
|
||||
}
|
||||
// Hold-B-to-exit: with events consumed, the pad can't reach the Switch — a 1.2 s hold ends the
|
||||
// test instead (touch still works). A short tap cancels the effect before the delay fires.
|
||||
LaunchedEffect(bHeld) {
|
||||
// test instead (touch still works). This half only ANSWERS the hold once it is long enough; the
|
||||
// release is what ends the test (see the probe). Letting go early cancels the effect before the
|
||||
// delay fires, so nothing is announced.
|
||||
LaunchedEffect(bHeld, testing) {
|
||||
if (bHeld && testing) {
|
||||
delay(1_200)
|
||||
testing = false
|
||||
held.clear()
|
||||
delay(HOLD_TO_FINISH_MS)
|
||||
holdSatisfied = true
|
||||
// A hold with no answer at the moment it lands is a hold you keep holding. Say it in
|
||||
// both channels a couch user has: a pulse in the hands, a changed line on the screen.
|
||||
haptics.confirm()
|
||||
} else {
|
||||
holdSatisfied = false
|
||||
}
|
||||
}
|
||||
|
||||
Column(
|
||||
modifier = Modifier
|
||||
.fillMaxSize()
|
||||
.verticalScroll(rememberScrollState())
|
||||
.padding(horizontal = 20.dp, vertical = 24.dp),
|
||||
.verticalScroll(scroll)
|
||||
.padding(contentPadding),
|
||||
verticalArrangement = Arrangement.spacedBy(24.dp),
|
||||
) {
|
||||
Text("Controllers", style = MaterialTheme.typography.headlineMedium)
|
||||
heading()
|
||||
|
||||
// Capture-side detection, re-checked on USB hot-plug. The SC2 is never an InputDevice
|
||||
// (lizard mode is kb/mouse; the capture claims even those away) so it's enumerated from
|
||||
@@ -212,13 +402,19 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
|
||||
Column(Modifier.weight(1f)) {
|
||||
Text("Test inputs", style = MaterialTheme.typography.bodyLarge)
|
||||
Text(
|
||||
if (testing) "Controller input stays on this screen — hold B to finish"
|
||||
else "Show button presses and stick motion live",
|
||||
when {
|
||||
holdSatisfied -> "Release B to finish"
|
||||
testing -> "Controller input stays on this screen — hold B to finish"
|
||||
else -> "Show button presses and stick motion live"
|
||||
},
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
}
|
||||
Switch(checked = testing, onCheckedChange = { testing = it; if (!it) held.clear() })
|
||||
Switch(
|
||||
checked = testing,
|
||||
onCheckedChange = { on -> onTestingChange(on); if (!on) held.clear() },
|
||||
)
|
||||
}
|
||||
if (testing) {
|
||||
ButtonGrid(held)
|
||||
@@ -680,3 +876,11 @@ private val TEST_BUTTONS = listOf(
|
||||
|
||||
/** Axis bars shown in the test view, in display order. */
|
||||
private val AXIS_LABELS = listOf("LX", "LY", "RX", "RY", "LT", "RT", "HX", "HY")
|
||||
|
||||
/**
|
||||
* How long B must be held to end the input test — and, below that, how long a press still counts as
|
||||
* a tap that gets answered rather than ignored. One constant, because a hold that ends at 1.2 s
|
||||
* while the "you tapped" answer stops at some other number leaves a window where a press does
|
||||
* nothing at all.
|
||||
*/
|
||||
private const val HOLD_TO_FINISH_MS = 1_200L
|
||||
|
||||
@@ -3,6 +3,7 @@ package io.unom.punktfunk
|
||||
import android.content.res.Configuration
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.animation.animateColorAsState
|
||||
import androidx.compose.animation.core.animateFloatAsState
|
||||
import androidx.compose.animation.core.tween
|
||||
import androidx.compose.foundation.background
|
||||
import androidx.compose.foundation.border
|
||||
@@ -18,10 +19,9 @@ import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.fillMaxWidth
|
||||
import androidx.compose.foundation.layout.height
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.systemBarsPadding
|
||||
import androidx.compose.foundation.layout.width
|
||||
import androidx.compose.foundation.layout.widthIn
|
||||
import androidx.compose.foundation.rememberScrollState
|
||||
import androidx.compose.foundation.shape.RoundedCornerShape
|
||||
import androidx.compose.foundation.text.KeyboardOptions
|
||||
import androidx.compose.foundation.verticalScroll
|
||||
import androidx.compose.material3.Button
|
||||
@@ -31,6 +31,12 @@ import androidx.compose.ui.focus.FocusRequester
|
||||
import androidx.compose.ui.focus.focusRequester
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
import androidx.compose.ui.semantics.Role
|
||||
import androidx.compose.ui.semantics.contentDescription
|
||||
import androidx.compose.ui.semantics.role
|
||||
import androidx.compose.ui.semantics.semantics
|
||||
import androidx.compose.ui.semantics.toggleableState
|
||||
import androidx.compose.ui.state.ToggleableState
|
||||
import androidx.compose.ui.text.input.KeyboardType
|
||||
import dev.chrisbanes.haze.HazeState
|
||||
import dev.chrisbanes.haze.hazeSource
|
||||
@@ -47,7 +53,6 @@ import androidx.compose.runtime.setValue
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.draw.clip
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.graphicsLayer
|
||||
import androidx.compose.ui.text.font.FontFamily
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
@@ -69,6 +74,20 @@ private const val KB_ROWS = 5
|
||||
|
||||
private class Field(val id: String, val label: String, val value: String, val placeholder: String)
|
||||
|
||||
/**
|
||||
* A non-text row of the EDIT form — a switch or a stepped choice, driven like a settings row rather
|
||||
* than opening the keyboard. Add-host mode has none: they all edit properties a host only has once
|
||||
* it is saved.
|
||||
*/
|
||||
private class ExtraRow(
|
||||
val label: String,
|
||||
val value: String,
|
||||
/** Non-null = draw a [ConsoleSwitch] instead of the value text. */
|
||||
val toggled: Boolean?,
|
||||
val adjust: (Int) -> Unit,
|
||||
val activate: () -> Unit,
|
||||
)
|
||||
|
||||
@Composable
|
||||
fun GamepadAddHostScreen(
|
||||
onAdd: (name: String, address: String, port: Int) -> Unit,
|
||||
@@ -78,6 +97,11 @@ fun GamepadAddHostScreen(
|
||||
editHost: KnownHost? = null,
|
||||
suggestedMacs: List<String> = emptyList(),
|
||||
onSave: ((KnownHost) -> Unit)? = null,
|
||||
/**
|
||||
* The profile catalog, for the edit form's binding row. Empty (the default) simply omits that
|
||||
* row — which is also what a device with no profiles yet gets.
|
||||
*/
|
||||
profiles: List<StreamProfile> = emptyList(),
|
||||
) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val context = LocalContext.current
|
||||
@@ -89,6 +113,15 @@ fun GamepadAddHostScreen(
|
||||
var address by remember { mutableStateOf(editHost?.address ?: "") }
|
||||
var port by remember { mutableStateOf(editHost?.port?.toString() ?: "9777") }
|
||||
var mac by remember { mutableStateOf(editHost?.mac?.ifEmpty { suggestedMacs }?.joinToString(", ") ?: "") }
|
||||
// The two host properties the console could not reach at all until now. `copy` preserved them,
|
||||
// so nothing was ever LOST — but a couch-only user (a TV box has no touch interface to fall
|
||||
// back to) could never decide either one, which the touch edit sheet has always offered.
|
||||
var clipboard by remember(editHost) { mutableStateOf(editHost?.clipboardSync ?: true) }
|
||||
// Filtered through the live catalog, so a binding to a since-deleted profile reads as unset
|
||||
// rather than as a name nothing can resolve — the same guard the touch sheet applies.
|
||||
var boundId by remember(editHost, profiles) {
|
||||
mutableStateOf(editHost?.profileId?.takeIf { id -> profiles.any { it.id == id } })
|
||||
}
|
||||
val canAdd = address.isNotBlank() && (port.toIntOrNull() ?: 0) > 0
|
||||
fun commit() {
|
||||
if (isEdit && editHost != null && onSave != null) {
|
||||
@@ -98,6 +131,8 @@ fun GamepadAddHostScreen(
|
||||
address = address.trim(),
|
||||
port = port.toIntOrNull() ?: editHost.port,
|
||||
mac = KnownHostStore.parseMacs(mac),
|
||||
clipboardSync = clipboard,
|
||||
profileId = boundId,
|
||||
),
|
||||
)
|
||||
} else {
|
||||
@@ -135,7 +170,43 @@ fun GamepadAddHostScreen(
|
||||
add(Field("port", "Port", port, "9777"))
|
||||
if (isEdit) add(Field("mac", "Wake MAC", mac, "auto-filled when the host is seen"))
|
||||
}
|
||||
val actionIndex = fields.size // the Save/Add action sits just after the last field
|
||||
// The switch/choice rows, between the text fields and the action. Only in EDIT mode: both edit
|
||||
// properties a host only has once it has been saved.
|
||||
val extras = buildList {
|
||||
if (isEdit) {
|
||||
add(
|
||||
ExtraRow(
|
||||
label = "Shared clipboard",
|
||||
value = if (clipboard) "On" else "Off",
|
||||
toggled = clipboard,
|
||||
// Directional = state-targeted, so holding a direction can't oscillate — the
|
||||
// same rule the settings toggles and the pin picker use.
|
||||
adjust = { d -> clipboard = d > 0 },
|
||||
activate = { clipboard = !clipboard },
|
||||
),
|
||||
)
|
||||
if (profiles.isNotEmpty()) {
|
||||
// "Default settings" is the absence of a binding, not a profile, so it leads the
|
||||
// ring as a null rather than being faked as an entry in the catalog.
|
||||
val options = listOf<StreamProfile?>(null) + profiles
|
||||
val idx = options.indexOfFirst { it?.id == boundId }.coerceAtLeast(0)
|
||||
fun stepTo(delta: Int) {
|
||||
val n = ((idx + delta) % options.size + options.size) % options.size
|
||||
boundId = options[n]?.id
|
||||
}
|
||||
add(
|
||||
ExtraRow(
|
||||
label = "Profile",
|
||||
value = options[idx]?.name ?: "Default settings",
|
||||
toggled = null,
|
||||
adjust = { d -> stepTo(d) },
|
||||
activate = { stepTo(1) },
|
||||
),
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
val actionIndex = fields.size + extras.size // the Save/Add action sits after everything
|
||||
|
||||
fun openKeyboard(id: String) { editing = id; kbRow = 1; kbCol = 0 }
|
||||
fun closeKeyboard() { editing = null }
|
||||
@@ -152,11 +223,13 @@ fun GamepadAddHostScreen(
|
||||
"address" -> c != ' '
|
||||
else -> true
|
||||
}
|
||||
/** The focused row's extra, or null when the cursor is on a text field or the action. */
|
||||
fun focusedExtra(): ExtraRow? = extras.getOrNull(focus - fields.size)
|
||||
fun activateField() {
|
||||
if (focus == actionIndex) {
|
||||
if (canAdd) commit() else { focus = 1; openKeyboard("address") }
|
||||
} else {
|
||||
openKeyboard(fields[focus].id)
|
||||
when {
|
||||
focus == actionIndex -> if (canAdd) commit() else { focus = 1; openKeyboard("address") }
|
||||
focus < fields.size -> openKeyboard(fields[focus].id)
|
||||
else -> focusedExtra()?.activate()
|
||||
}
|
||||
}
|
||||
fun pressKey() {
|
||||
@@ -179,7 +252,11 @@ fun GamepadAddHostScreen(
|
||||
when (dir) {
|
||||
NavDir.UP -> if (focus > 0) focus--
|
||||
NavDir.DOWN -> if (focus < actionIndex) focus++
|
||||
else -> {}
|
||||
// Left/right step the switch and the profile ring, exactly as they step a
|
||||
// settings row. On a text field or the action they still do nothing — there is
|
||||
// no value there to walk.
|
||||
NavDir.LEFT -> focusedExtra()?.adjust(-1)
|
||||
NavDir.RIGHT -> focusedExtra()?.adjust(1)
|
||||
}
|
||||
} else {
|
||||
when (dir) {
|
||||
@@ -214,15 +291,17 @@ fun GamepadAddHostScreen(
|
||||
// visible (stacked, the keyboard covered the whole short screen). The legend is NOT put
|
||||
// under the keyboard here — it floats at the same fixed bottom-left spot as everywhere.
|
||||
Row(
|
||||
Modifier.fillMaxSize().systemBarsPadding().padding(start = ConsoleEdgeInset, end = 20.dp, top = 8.dp, bottom = 8.dp),
|
||||
Modifier.fillMaxSize().consoleSafeArea().padding(start = ConsoleEdgeInset, end = 20.dp, top = 8.dp, bottom = 8.dp),
|
||||
horizontalArrangement = Arrangement.spacedBy(18.dp),
|
||||
) {
|
||||
Column(
|
||||
Modifier.weight(1f).fillMaxHeight().verticalScroll(rememberScrollState()),
|
||||
Modifier.weight(1f).fillMaxHeight().widthIn(max = 620.dp)
|
||||
.verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
ConsoleHeader(title, horizontalInset = false)
|
||||
fields.forEachIndexed { i, f -> FieldRow(f, focused = false, editing = editing == f.id) { onFieldClick(i) } }
|
||||
extras.forEachIndexed { i, e -> ExtraRowView(e, focused = false) { onFieldClick(fields.size + i) } }
|
||||
AddActionRow(actionLabel, enabled = canAdd, focused = false) { onAddClick() }
|
||||
Spacer(Modifier.height(64.dp)) // clear the floating legend at bottom-left
|
||||
}
|
||||
@@ -236,9 +315,11 @@ fun GamepadAddHostScreen(
|
||||
} else {
|
||||
// Portrait (or landscape not typing): the FORM SCROLLS so the Add button is never
|
||||
// compressed by the keyboard; the keyboard sits below it; the legend floats (fixed).
|
||||
Column(Modifier.fillMaxSize().systemBarsPadding().padding(horizontal = ConsoleEdgeInset)) {
|
||||
Column(Modifier.fillMaxSize().consoleSafeArea().padding(horizontal = ConsoleEdgeInset)) {
|
||||
Column(
|
||||
Modifier.weight(1f).fillMaxWidth().verticalScroll(rememberScrollState()),
|
||||
// Same 620 dp cap as the settings rows: a field stretched across a wide
|
||||
// landscape phone is a ribbon, not an input.
|
||||
Modifier.weight(1f).widthIn(max = 620.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
ConsoleHeader(title, horizontalInset = false)
|
||||
@@ -251,6 +332,11 @@ fun GamepadAddHostScreen(
|
||||
)
|
||||
}
|
||||
fields.forEachIndexed { i, f -> FieldRow(f, focused = focus == i && editing == null, editing = editing == f.id) { onFieldClick(i) } }
|
||||
extras.forEachIndexed { i, e ->
|
||||
ExtraRowView(e, focused = focus == fields.size + i && editing == null) {
|
||||
onFieldClick(fields.size + i)
|
||||
}
|
||||
}
|
||||
AddActionRow(actionLabel, enabled = canAdd, focused = focus == actionIndex && editing == null) { onAddClick() }
|
||||
Spacer(Modifier.height(72.dp)) // last field clears the floating legend when scrolled
|
||||
}
|
||||
@@ -268,7 +354,7 @@ fun GamepadAddHostScreen(
|
||||
// open or not), so opening the keyboard never relocates it below the keys. Backdrop-blurred.
|
||||
Box(
|
||||
Modifier.align(Alignment.BottomStart)
|
||||
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
|
||||
.consoleLegendInsets(landscape)
|
||||
.padding(ConsoleLegendInset),
|
||||
) {
|
||||
GamepadHintBar(
|
||||
@@ -315,7 +401,7 @@ private fun TvAddHostForm(
|
||||
Column(
|
||||
Modifier
|
||||
.fillMaxSize()
|
||||
.systemBarsPadding()
|
||||
.consoleSafeArea()
|
||||
.padding(horizontal = 56.dp, vertical = 36.dp)
|
||||
.widthIn(max = 720.dp)
|
||||
.verticalScroll(rememberScrollState()),
|
||||
@@ -366,14 +452,18 @@ private fun rowCols(row: Int): Int = if (row < KB_ACTIONS_ROW) KB_CHAR_ROWS[row]
|
||||
private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -> Unit) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val visuals = animateConsoleFocus(active = focused || editing, editing = editing)
|
||||
val shape = RoundedCornerShape(14.dp)
|
||||
// The caret keeps its slot and only fades, like the settings rows' chevrons. Appending it on
|
||||
// `editing` shoved the whole value left the instant the keyboard opened — the same
|
||||
// layout-moves-under-focus bug the settings detail line had, one screen over.
|
||||
val caretAlpha by animateFloatAsState(
|
||||
if (editing) 1f else 0f,
|
||||
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
|
||||
label = "caret",
|
||||
)
|
||||
Row(
|
||||
modifier = Modifier
|
||||
.fillMaxWidth()
|
||||
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
|
||||
.clip(shape)
|
||||
.background(visuals.background)
|
||||
.border(1.dp, visuals.border, shape)
|
||||
.consoleGlass(ConsoleShape.Row, visuals)
|
||||
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick)
|
||||
.padding(horizontal = 16.dp, vertical = 14.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
@@ -387,7 +477,61 @@ private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
)
|
||||
if (editing) Text(" |", color = ink.accent)
|
||||
Text(" |", color = ink.accent, modifier = Modifier.graphicsLayer { alpha = caretAlpha })
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A switch or stepped-choice row of the edit form. Deliberately the settings screen's row in
|
||||
* miniature — same glass, same end-aligned value slot, same `ConsoleSwitch` — because it IS a
|
||||
* settings row: it edits a stored property with left/right, and a user who has met one has met
|
||||
* both.
|
||||
*/
|
||||
@Composable
|
||||
private fun ExtraRowView(row: ExtraRow, focused: Boolean, onClick: () -> Unit) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val visuals = animateConsoleFocus(active = focused)
|
||||
Row(
|
||||
modifier = Modifier
|
||||
.fillMaxWidth()
|
||||
.consoleGlass(ConsoleShape.Row, visuals)
|
||||
.clickable(
|
||||
interactionSource = remember { MutableInteractionSource() },
|
||||
indication = null,
|
||||
onClick = onClick,
|
||||
)
|
||||
.semantics(mergeDescendants = true) {
|
||||
role = if (row.toggled != null) Role.Switch else Role.Button
|
||||
contentDescription = "${row.label}, ${row.value}"
|
||||
row.toggled?.let {
|
||||
toggleableState = if (it) ToggleableState.On else ToggleableState.Off
|
||||
}
|
||||
}
|
||||
.padding(horizontal = 16.dp, vertical = 14.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
Text(
|
||||
row.label,
|
||||
style = MaterialTheme.typography.bodyLarge,
|
||||
fontWeight = FontWeight.SemiBold,
|
||||
color = ink.fg,
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
modifier = Modifier.weight(1f),
|
||||
)
|
||||
Spacer(Modifier.width(8.dp))
|
||||
if (row.toggled != null) {
|
||||
ConsoleSwitch(on = row.toggled, focused = focused)
|
||||
} else {
|
||||
Text(
|
||||
row.value,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = ink.fg(if (focused) 1f else 0.6f),
|
||||
textAlign = TextAlign.End,
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -395,19 +539,15 @@ private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -
|
||||
private fun AddActionRow(label: String, enabled: Boolean, focused: Boolean, onClick: () -> Unit) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val visuals = animateConsoleFocus(active = focused)
|
||||
val shape = RoundedCornerShape(14.dp)
|
||||
val labelColor by animateColorAsState(
|
||||
if (enabled) ink.accent else ink.fg(0.35f),
|
||||
tween(160),
|
||||
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
|
||||
label = "addLabel",
|
||||
)
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.fillMaxWidth()
|
||||
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
|
||||
.clip(shape)
|
||||
.background(visuals.background)
|
||||
.border(1.dp, visuals.border, shape)
|
||||
.consoleGlass(ConsoleShape.Row, visuals)
|
||||
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick)
|
||||
.padding(vertical = 14.dp),
|
||||
contentAlignment = Alignment.Center,
|
||||
@@ -430,14 +570,16 @@ private fun KeyboardGrid(
|
||||
onKey: (Int, Int) -> Unit,
|
||||
) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val shape = RoundedCornerShape(20.dp)
|
||||
val shape = ConsoleShape.Keyboard
|
||||
val gap = if (compact) 5.dp else 7.dp
|
||||
Column(
|
||||
Modifier
|
||||
.fillMaxWidth()
|
||||
.widthIn(max = 640.dp)
|
||||
.clip(shape)
|
||||
.background(Color(0x1FFFFFFF))
|
||||
// Palette glass, lifted a touch above a row's: the keyboard is a slab the keys sit on,
|
||||
// and a hardcoded white wash was the one surface a pale palette couldn't recolour.
|
||||
.background(ink.glass.copy(alpha = (ink.glass.alpha * 1.5f).coerceAtMost(1f)))
|
||||
.border(1.dp, ink.fg(0.12f), shape)
|
||||
.padding(start = 12.dp, end = 12.dp, top = if (compact) 8.dp else 12.dp, bottom = 12.dp + bottomInset),
|
||||
verticalArrangement = Arrangement.spacedBy(gap),
|
||||
@@ -467,11 +609,13 @@ private fun Keycap(label: String, focused: Boolean, compact: Boolean, modifier:
|
||||
tween(90),
|
||||
label = "keyBg",
|
||||
)
|
||||
val fg by animateColorAsState(if (focused) Color.Black else ink.fg, tween(90), label = "keyFg")
|
||||
// `onAccent`, not black: a pale palette's accent can be light enough that black-on-it is the
|
||||
// unreadable combination, and the palette already resolved which way that goes.
|
||||
val fg by animateColorAsState(if (focused) ink.onAccent else ink.fg, tween(90), label = "keyFg")
|
||||
Box(
|
||||
modifier = modifier
|
||||
.height(if (compact) 34.dp else 44.dp)
|
||||
.clip(RoundedCornerShape(9.dp))
|
||||
.clip(ConsoleShape.Keycap)
|
||||
.background(bg)
|
||||
.clickable(interactionSource = remember { MutableInteractionSource() }, indication = null, onClick = onClick),
|
||||
contentAlignment = Alignment.Center,
|
||||
|
||||
@@ -0,0 +1,348 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import android.graphics.RuntimeShader
|
||||
import android.os.Build
|
||||
import androidx.annotation.RequiresApi
|
||||
import androidx.compose.animation.core.LinearEasing
|
||||
import androidx.compose.animation.core.RepeatMode
|
||||
import androidx.compose.animation.core.animateFloat
|
||||
import androidx.compose.animation.core.infiniteRepeatable
|
||||
import androidx.compose.animation.core.rememberInfiniteTransition
|
||||
import androidx.compose.animation.core.tween
|
||||
import androidx.compose.animation.core.withInfiniteAnimationFrameMillis
|
||||
import androidx.compose.foundation.Canvas
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.getValue
|
||||
import androidx.compose.runtime.produceState
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.geometry.Offset
|
||||
import androidx.compose.ui.graphics.BlendMode
|
||||
import androidx.compose.ui.graphics.Brush
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.ShaderBrush
|
||||
import java.util.Locale
|
||||
import kotlin.math.PI
|
||||
import kotlin.math.cos
|
||||
import kotlin.math.max
|
||||
import kotlin.math.sin
|
||||
|
||||
// The living console backdrop, in two renderings of ONE design.
|
||||
//
|
||||
// On API 33+ this is the desktop console's actual field: `pf-console-ui`'s `mesh_sksl`
|
||||
// (library.rs) ported to AGSL — a 4×4 bicubic colour mesh warped by four drifting interior points,
|
||||
// swayed ±8° in hue, vignetted and scrimmed. AGSL is the SkSL subset Android 13 ships, so the
|
||||
// shader body is very nearly the same source, and `GamepadPalette.meshColors` is literally the same
|
||||
// 16-cell table the Rust samples. Below 33 (`RuntimeShader` is 33+) the field falls back to four
|
||||
// drifting radial blobs sampled from the same palette ramp — an approximation of the same look, and
|
||||
// the honest one: emulating a mesh gradient with bitmaps would cost more than it bought.
|
||||
//
|
||||
// Either way it is AMBIENCE, never content: it runs full-bleed under the cutout and the system bars,
|
||||
// and every console screen's chrome floats over it.
|
||||
|
||||
/**
|
||||
* The console backdrop. [calm] is what the FORM screens (settings, add-host) wear: the pools dim
|
||||
* onto the ground so the glass rows keep real colour and luminance without the launcher's contrast.
|
||||
* Motion is identical either way on purpose — only the contrast differs, so moving between screens
|
||||
* can't make the field jump.
|
||||
*
|
||||
* Honours the system's "remove animations" accessibility setting by freezing at a fixed phase, the
|
||||
* same courtesy the Apple client pays Reduce Motion — which doubles as the deterministic mode the
|
||||
* screenshot harness captures in, since the phase is just a uniform.
|
||||
*/
|
||||
@Composable
|
||||
fun GamepadAuroraBackground(modifier: Modifier = Modifier, calm: Boolean = false) {
|
||||
val palette = LocalGamepadPalette.current
|
||||
val animated = animationsEnabled()
|
||||
// Compiled once per palette and cached process-wide: stepping the Background row recolours the
|
||||
// field under the very row being stepped, and a shader compile per D-pad press would be felt on
|
||||
// a TV box. A compile failure resolves null and takes the blob path — a vendor Skia that
|
||||
// rejects the source must not take the console UI down with it.
|
||||
val shader = if (Build.VERSION.SDK_INT >= 33) {
|
||||
remember(palette.id) { meshShaderFor(palette) }
|
||||
} else {
|
||||
null
|
||||
}
|
||||
if (shader != null) {
|
||||
MeshAurora(modifier, shader, calm, animated)
|
||||
} else {
|
||||
BlobAurora(modifier, palette, calm, animated)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The backdrop for the console FORM screens (settings, add-host) — the launcher's own living field
|
||||
* at `calm`, so no screen in the console UI is backed by a still image and the palette setting
|
||||
* reaches every one of them. Mirrors the Apple client's GamepadFormBackground and the desktop's
|
||||
* single `calm` uniform.
|
||||
*/
|
||||
@Composable
|
||||
fun GamepadFormBackground(modifier: Modifier = Modifier) {
|
||||
GamepadAuroraBackground(modifier, calm = true)
|
||||
}
|
||||
|
||||
// --- The mesh field (API 33+) ---------------------------------------------------------------
|
||||
|
||||
/** The phase a frozen (reduce-motion / screenshot) field is drawn at — the desktop's t = 0. */
|
||||
private const val FROZEN_PHASE = 0f
|
||||
|
||||
@RequiresApi(33)
|
||||
@Composable
|
||||
private fun MeshAurora(
|
||||
modifier: Modifier,
|
||||
shader: RuntimeShader,
|
||||
calm: Boolean,
|
||||
animated: Boolean,
|
||||
) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val palette = LocalGamepadPalette.current
|
||||
val brush = remember(shader) { ShaderBrush(shader) }
|
||||
// Real monotonic seconds, not a wrapping sweep: the four warp points and the hue sway run at
|
||||
// mutually irrational rates (periods ~90–130 s), so no loop length exists that would rejoin
|
||||
// them seamlessly — which is exactly why the desktop feeds its shader elapsed time too. Frozen
|
||||
// under reduce-motion, where it also makes the field deterministic for a screenshot.
|
||||
val time by produceState(FROZEN_PHASE, animated) {
|
||||
if (!animated) return@produceState
|
||||
while (true) {
|
||||
withInfiniteAnimationFrameMillis { value = it / 1000f }
|
||||
}
|
||||
}
|
||||
val (gr, gg, gb) = palette.ground
|
||||
Canvas(modifier) {
|
||||
// Uniforms are set per draw, not per recomposition: `time` is read HERE, inside the draw
|
||||
// scope, so a new frame invalidates the draw only — the composition never re-runs.
|
||||
shader.setFloatUniform("u_res", size.width, size.height)
|
||||
shader.setFloatUniform("u_tc", time, if (calm) 1f else 0f)
|
||||
// The calm lift: the palette's ground scaled to 0.4, what the field flattens toward.
|
||||
shader.setFloatUniform(
|
||||
"u_lift",
|
||||
(gr * 0.4).toFloat(), (gg * 0.4).toFloat(), (gb * 0.4).toFloat(), 0f,
|
||||
)
|
||||
// Where the vignette and scrims tend, and how hard — black at full strength on a dark
|
||||
// field, white at well under half on a pale one (mixing a pastel toward white at the dark
|
||||
// field's strength bleaches the chroma straight out of the gradient).
|
||||
shader.setFloatUniform(
|
||||
"u_scrim",
|
||||
ink.shade.red, ink.shade.green, ink.shade.blue, ink.shadeScale,
|
||||
)
|
||||
drawRect(brush)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Compiled mesh shaders by palette id — at most the 13 shipped palettes, so it is bounded by the
|
||||
* table rather than by use. Touched only from the composition (main) thread.
|
||||
*/
|
||||
private val meshShaders = HashMap<String, RuntimeShader?>()
|
||||
|
||||
@RequiresApi(33)
|
||||
private fun meshShaderFor(palette: GamepadPalette): RuntimeShader? =
|
||||
meshShaders.getOrPut(palette.id) {
|
||||
runCatching { RuntimeShader(meshAgsl(palette.meshColors)) }.getOrNull()
|
||||
}
|
||||
|
||||
/**
|
||||
* Format a shader constant. `Locale.ROOT` is not optional: `String.format` on a German-locale
|
||||
* device emits `0,075`, which is a syntax error in the shader source and would take the whole
|
||||
* backdrop out on exactly the devices it was authored on. `%f` also keeps a very small ramp value
|
||||
* out of exponent notation, which SkSL would still parse but nobody would enjoy reading.
|
||||
*/
|
||||
private fun n(v: Double): String = String.format(Locale.ROOT, "%.6f", v)
|
||||
|
||||
/**
|
||||
* The mesh gradient as AGSL, the palette baked into the source and resolution/time/calm/scrim left
|
||||
* as uniforms — the direct port of `pf-console-ui`'s `mesh_sksl`, kept structurally line-for-line
|
||||
* with it so the two can be diffed. A smooth bicubic blend of the 16 colours (a separable
|
||||
* cubic-Bézier basis in x then y, the fragment-shader analogue of SwiftUI's
|
||||
* `MeshGradient(smoothsColors: true)`), four interior points driving a bounded domain warp, then
|
||||
* the ±8° hue sway, an elliptical vignette and the vertical legibility scrim.
|
||||
*/
|
||||
private fun meshAgsl(colors: List<Triple<Double, Double, Double>>): String {
|
||||
fun c(i: Int): String {
|
||||
val (r, g, b) = colors[i]
|
||||
return "float3(${n(r)}, ${n(g)}, ${n(b)})"
|
||||
}
|
||||
// The four interior-point domain-warp accumulators. SIG (0.30) sets how far each point's pull
|
||||
// reaches; the warp is the weight-normalised average displacement, so |warp| ≤ max|amp|.
|
||||
val warp = buildString {
|
||||
for (p in GamepadPalette.MESH_INTERIOR) {
|
||||
append(" q = uv - float2(${n(p.x)}, ${n(p.y)});\n")
|
||||
append(" ww = exp(-dot(q, q) / (2.0 * 0.30 * 0.30));\n")
|
||||
append(" d = float2(${n(p.amp)} * sin(tt * ${n(p.sx)} + ${n(p.phase)}),\n")
|
||||
append(" ${n(p.amp)} * cos(tt * ${n(p.sy)} + ${n(p.phase)} * 1.3));\n")
|
||||
append(" wsum += d * ww; wtot += ww;\n")
|
||||
}
|
||||
}
|
||||
return """
|
||||
uniform float2 u_res;
|
||||
// x = seconds since this field started, y = the calm mix (0 launcher, 1 form).
|
||||
uniform float2 u_tc;
|
||||
// rgb = the palette's corner colour scaled for the calm lift; a is unused.
|
||||
uniform float4 u_lift;
|
||||
// rgb = what the vignette and scrims tend toward, a = how hard.
|
||||
uniform float4 u_scrim;
|
||||
|
||||
// Cubic-Bézier basis over four control values — the smooth 4-point blend per axis.
|
||||
float bz(float t, float a, float b, float c, float d) {
|
||||
float u = 1.0 - t;
|
||||
return u*u*u*a + 3.0*u*u*t*b + 3.0*u*t*t*c + t*t*t*d;
|
||||
}
|
||||
float3 bz3(float t, float3 a, float3 b, float3 c, float3 d) {
|
||||
return float3(bz(t, a.r, b.r, c.r, d.r), bz(t, a.g, b.g, c.g, d.g), bz(t, a.b, b.b, c.b, d.b));
|
||||
}
|
||||
// Hue rotation about the grey axis (Rodrigues) — the ±8° warm/cool sway. The desktop's `cross(k,
|
||||
// col)` is written out here: with k = (c, c, c) it collapses to c·(b-g, r-b, g-r), which needs no
|
||||
// builtin at all — AGSL's function set is a subset of SkSL's and not worth betting the field on.
|
||||
float3 hue(float3 col, float a) {
|
||||
float c = 0.5773503;
|
||||
float cs = cos(a); float sn = sin(a);
|
||||
float3 kx = c * float3(col.b - col.g, col.r - col.b, col.g - col.r);
|
||||
return col*cs + kx*sn + float3(c) * dot(float3(c), col) * (1.0 - cs);
|
||||
}
|
||||
|
||||
half4 main(float2 xy) {
|
||||
float tt = u_tc.x; float calm = u_tc.y;
|
||||
float2 uv = xy / u_res;
|
||||
// Interior control points wander → bounded domain warp (pools follow them).
|
||||
float2 wsum = float2(0.0); float wtot = 0.0; float2 q; float ww; float2 d;
|
||||
$warp
|
||||
uv = clamp(uv - wsum / (wtot + 0.0001), 0.0, 1.0);
|
||||
|
||||
// Bicubic blend of the 16 mesh colours: cubic-Bézier in x per row, then in y.
|
||||
float3 r0 = bz3(uv.x, ${c(0)}, ${c(1)}, ${c(2)}, ${c(3)});
|
||||
float3 r1 = bz3(uv.x, ${c(4)}, ${c(5)}, ${c(6)}, ${c(7)});
|
||||
float3 r2 = bz3(uv.x, ${c(8)}, ${c(9)}, ${c(10)}, ${c(11)});
|
||||
float3 r3 = bz3(uv.x, ${c(12)}, ${c(13)}, ${c(14)}, ${c(15)});
|
||||
float3 col = bz3(uv.y, r0, r1, r2, r3);
|
||||
|
||||
col = hue(col, sin(tt * 0.021) * 0.1396263);
|
||||
|
||||
// Calm: flatten the field toward its own corner colour — the pools dim and the corners lift,
|
||||
// so a form screen keeps real colour under its glass rows while losing the launcher's
|
||||
// contrast. Motion is untouched.
|
||||
col = mix(col, col * 0.60 + u_lift.rgb, calm);
|
||||
|
||||
// Elliptical vignette: clear at r=0.25 → scrim·0.42 at r=1.15. Halved under calm — a
|
||||
// launcher's cards sit in the pooled centre, but a form screen's rows run out toward the
|
||||
// edges, where crushing them just eats the list.
|
||||
float2 e = (xy / u_res - 0.5) * 2.0;
|
||||
float vig = clamp((length(e) - 0.25) / 0.90, 0.0, 1.0) * mix(0.42, 0.21, calm) * u_scrim.a;
|
||||
col = mix(col, u_scrim.rgb, vig);
|
||||
|
||||
// Vertical legibility scrim for the pinned heading + the floating legend.
|
||||
float v = xy.y / u_res.y;
|
||||
float s = v < 0.32 ? mix(0.38, 0.06, v / 0.32)
|
||||
: v < 0.68 ? mix(0.06, 0.08, (v - 0.32) / 0.36)
|
||||
: mix(0.08, 0.40, (v - 0.68) / 0.32);
|
||||
col = mix(col, u_scrim.rgb, s * u_scrim.a);
|
||||
|
||||
return half4(half3(col), 1.0);
|
||||
}
|
||||
"""
|
||||
}
|
||||
|
||||
// --- The blob field (API 28–32 fallback) -----------------------------------------------------
|
||||
|
||||
/**
|
||||
* One drifting blob of the fallback field: where it sits, how far it wanders, and how fast. Integer
|
||||
* [sx]/[sy] keep the loop seamless at wrap. The COLOUR is the palette's, taken from its ramp at
|
||||
* draw time, so the field always shows several of that palette's tones at once.
|
||||
*/
|
||||
private class AuroraBlob(
|
||||
val baseX: Float,
|
||||
val baseY: Float,
|
||||
val driftX: Float,
|
||||
val driftY: Float,
|
||||
val sx: Int,
|
||||
val sy: Int,
|
||||
val phase: Float,
|
||||
val radiusFrac: Float,
|
||||
val alpha: Float,
|
||||
)
|
||||
|
||||
private val auroraBlobs = listOf(
|
||||
AuroraBlob(0.30f, 0.26f, 0.16f, 0.10f, 1, 1, 0.0f, 0.62f, 0.55f),
|
||||
AuroraBlob(0.78f, 0.68f, 0.13f, 0.14f, 1, 2, 2.4f, 0.68f, 0.58f),
|
||||
AuroraBlob(0.16f, 0.82f, 0.12f, 0.09f, 2, 1, 4.1f, 0.52f, 0.42f),
|
||||
AuroraBlob(0.72f, 0.14f, 0.10f, 0.08f, 1, 3, 1.2f, 0.48f, 0.40f),
|
||||
)
|
||||
|
||||
/**
|
||||
* Soft blobs from the palette's ramp drifting over its ground on slow, seamless loops, finished
|
||||
* with a centre-pooling vignette and top/bottom legibility scrims. What API 28–32 sees in place of
|
||||
* the mesh: the same colour families, the same "ambience, never content" role, and the same
|
||||
* [GamepadPalette] setting recolours it.
|
||||
*/
|
||||
@Composable
|
||||
private fun BlobAurora(
|
||||
modifier: Modifier,
|
||||
palette: GamepadPalette,
|
||||
calm: Boolean,
|
||||
animated: Boolean,
|
||||
) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val transition = rememberInfiniteTransition(label = "aurora")
|
||||
// A full 0..2π sweep over ~96 s; integer per-blob multipliers make sin/cos continuous at the
|
||||
// wrap so the field never visibly jumps when the animation restarts.
|
||||
val swept by transition.animateFloat(
|
||||
initialValue = 0f,
|
||||
targetValue = (2 * PI).toFloat(),
|
||||
animationSpec = infiniteRepeatable(tween(96_000, easing = LinearEasing), RepeatMode.Restart),
|
||||
label = "angle",
|
||||
)
|
||||
val angle = if (animated) swept else 0f
|
||||
val tones = palette.blobColors
|
||||
val ground = palette.groundColor
|
||||
// Where the scrims tend, and how hard. Mixing a PALE field toward white at the dark field's
|
||||
// strength bleaches the chroma straight out of the gradient, so a pale palette gets under
|
||||
// half — the same scrim strength the desktop console's shader carries.
|
||||
val scrim = if (palette.light) ink.fg else Color.Black
|
||||
val strength = if (palette.light) 0.45f else 1f
|
||||
Canvas(modifier) {
|
||||
drawRect(ground)
|
||||
val span = max(size.width, size.height)
|
||||
for ((i, b) in auroraBlobs.withIndex()) {
|
||||
val cx = (b.baseX + b.driftX * sin(angle * b.sx + b.phase)) * size.width
|
||||
val cy = (b.baseY + b.driftY * cos(angle * b.sy + b.phase)) * size.height
|
||||
val r = span * b.radiusFrac
|
||||
// Calm scales each blob's contribution rather than dimming the whole canvas: the
|
||||
// ground stays put and only the pools come down to meet it, which is the same "lower
|
||||
// the contrast, keep the colour" the desktop console's `calm` uniform does.
|
||||
val alpha = if (calm) b.alpha * 0.62f else b.alpha
|
||||
drawCircle(
|
||||
brush = Brush.radialGradient(
|
||||
colors = listOf(tones[i].copy(alpha = alpha), Color.Transparent),
|
||||
center = Offset(cx, cy),
|
||||
radius = r,
|
||||
),
|
||||
center = Offset(cx, cy),
|
||||
radius = r,
|
||||
// Additive only works over a DARK ground; over a pale one every blob
|
||||
// saturates to white and the field turns grey. Pale palettes tint instead.
|
||||
blendMode = if (palette.light) BlendMode.SrcOver else BlendMode.Plus,
|
||||
)
|
||||
}
|
||||
// Cinematic vignette: pool light centre, settle the corners toward the scrim. Halved under
|
||||
// calm: a launcher's cards sit in the pooled centre, but a form screen's rows run out
|
||||
// toward the edges, where crushing them just eats the list.
|
||||
drawRect(
|
||||
Brush.radialGradient(
|
||||
colors = listOf(
|
||||
Color.Transparent,
|
||||
scrim.copy(alpha = (if (calm) 0.22f else 0.44f) * strength),
|
||||
),
|
||||
center = Offset(size.width / 2, size.height / 2),
|
||||
radius = span * 0.92f,
|
||||
),
|
||||
)
|
||||
// Top/bottom legibility scrim for the pinned title + hint bar.
|
||||
drawRect(
|
||||
Brush.verticalGradient(
|
||||
0.0f to scrim.copy(alpha = 0.40f * strength),
|
||||
0.30f to scrim.copy(alpha = 0.05f * strength),
|
||||
0.70f to scrim.copy(alpha = 0.06f * strength),
|
||||
1.0f to scrim.copy(alpha = 0.42f * strength),
|
||||
),
|
||||
)
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,6 @@ import androidx.compose.animation.animateColorAsState
|
||||
import androidx.compose.animation.core.Spring
|
||||
import androidx.compose.animation.core.animateFloatAsState
|
||||
import androidx.compose.animation.core.spring
|
||||
import androidx.compose.animation.core.tween
|
||||
import androidx.compose.foundation.ExperimentalFoundationApi
|
||||
import androidx.compose.foundation.background
|
||||
import androidx.compose.foundation.border
|
||||
@@ -18,7 +17,6 @@ import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.ColumnScope
|
||||
import androidx.compose.foundation.layout.Row
|
||||
import androidx.compose.foundation.layout.Spacer
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.fillMaxWidth
|
||||
import androidx.compose.foundation.layout.heightIn
|
||||
import androidx.compose.foundation.layout.padding
|
||||
@@ -45,7 +43,6 @@ import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.draw.clip
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.graphicsLayer
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.text.font.FontFamily
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
@@ -107,18 +104,13 @@ fun GamepadDialog(
|
||||
// the focused button pulls itself into view (see DialogButton), so D-pad navigation always shows
|
||||
// the current action even when the stack scrolls.
|
||||
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
|
||||
Box(
|
||||
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
ConsoleModal {
|
||||
Column(
|
||||
Modifier
|
||||
.padding(24.dp)
|
||||
.widthIn(max = 520.dp)
|
||||
.heightIn(max = maxCardHeight)
|
||||
.clip(RoundedCornerShape(24.dp))
|
||||
.background(Color(0xF01A1730))
|
||||
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
|
||||
.consoleCard()
|
||||
.padding(28.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(14.dp),
|
||||
) {
|
||||
@@ -150,7 +142,11 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
|
||||
// that's scrolled out of a short window, pull it into view (no-op when already visible).
|
||||
val intoView = remember { BringIntoViewRequester() }
|
||||
LaunchedEffect(focused) { if (focused) intoView.bringIntoView() }
|
||||
val shape = RoundedCornerShape(14.dp)
|
||||
val focus by animateFloatAsState(
|
||||
if (focused) 1f else 0f,
|
||||
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
|
||||
label = "btnFocus",
|
||||
)
|
||||
// Focus sweeps up/down the stack — cross-fade the fills so it glides instead of snapping.
|
||||
val bg by animateColorAsState(
|
||||
when {
|
||||
@@ -158,32 +154,30 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
|
||||
primary -> ink.accent(0.20f)
|
||||
else -> ink.glass
|
||||
},
|
||||
tween(160),
|
||||
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
|
||||
label = "btnBg",
|
||||
)
|
||||
val fg by animateColorAsState(
|
||||
when {
|
||||
!enabled -> ink.fg(0.35f)
|
||||
focused -> ink.fg
|
||||
// On the accent, not on the field — a pale palette's accent decides this, not the ink.
|
||||
focused -> ink.onAccent
|
||||
primary -> ink.accent
|
||||
else -> ink.fg(0.85f)
|
||||
},
|
||||
tween(160),
|
||||
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
|
||||
label = "btnFg",
|
||||
)
|
||||
val borderColor by animateColorAsState(
|
||||
Color.White.copy(alpha = if (focused) 0.3f else 0.08f),
|
||||
tween(160),
|
||||
ink.fg(if (focused) 0.3f else 0.08f),
|
||||
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
|
||||
label = "btnBorder",
|
||||
)
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.fillMaxWidth()
|
||||
.bringIntoViewRequester(intoView)
|
||||
.graphicsLayer { scaleX = scale; scaleY = scale }
|
||||
.clip(shape)
|
||||
.background(bg)
|
||||
.border(1.dp, borderColor, shape)
|
||||
.consoleGlass(ConsoleShape.Row, ConsoleFocusVisuals(scale, bg, borderColor, focus))
|
||||
.clickable(
|
||||
enabled = enabled,
|
||||
interactionSource = remember { MutableInteractionSource() },
|
||||
@@ -305,18 +299,13 @@ fun GamepadPinHostsDialog(
|
||||
},
|
||||
)
|
||||
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
|
||||
Box(
|
||||
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
ConsoleModal {
|
||||
Column(
|
||||
Modifier
|
||||
.padding(24.dp)
|
||||
.widthIn(max = 520.dp)
|
||||
.heightIn(max = maxCardHeight)
|
||||
.clip(RoundedCornerShape(24.dp))
|
||||
.background(Color(0xF01A1730))
|
||||
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
|
||||
.consoleCard()
|
||||
.padding(28.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(14.dp),
|
||||
) {
|
||||
@@ -368,15 +357,11 @@ private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: ()
|
||||
// landscape window pulls itself into view.
|
||||
val intoView = remember { BringIntoViewRequester() }
|
||||
LaunchedEffect(focused) { if (focused) intoView.bringIntoView() }
|
||||
val shape = RoundedCornerShape(14.dp)
|
||||
Row(
|
||||
Modifier
|
||||
.fillMaxWidth()
|
||||
.bringIntoViewRequester(intoView)
|
||||
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
|
||||
.clip(shape)
|
||||
.background(visuals.background)
|
||||
.border(1.dp, visuals.border, shape)
|
||||
.consoleGlass(ConsoleShape.Row, visuals)
|
||||
.clickable(
|
||||
interactionSource = remember { MutableInteractionSource() },
|
||||
indication = null,
|
||||
@@ -398,157 +383,6 @@ private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: ()
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Console counterpart of [SpeedTestDialog]. Same measurement, same targeting rule — a TV box on a
|
||||
* powerline adapter is exactly the machine whose link is worth measuring, so this belongs on the
|
||||
* couch surface too, even though profile EDITING doesn't.
|
||||
*/
|
||||
@Composable
|
||||
fun GamepadSpeedTestDialog(
|
||||
hostName: String,
|
||||
target: SpeedTestTarget,
|
||||
phase: SpeedTestPhase,
|
||||
onApply: (toProfile: Boolean) -> Unit,
|
||||
onDismiss: () -> Unit,
|
||||
) {
|
||||
val done = phase as? SpeedTestPhase.Done
|
||||
GamepadDialog(
|
||||
title = "Network speed test",
|
||||
onDismiss = onDismiss,
|
||||
actions = buildList {
|
||||
if (done != null) {
|
||||
add(
|
||||
DialogAction(
|
||||
when (target) {
|
||||
SpeedTestTarget.Global -> "Apply"
|
||||
is SpeedTestTarget.Profile -> "Apply to “${target.profile.name}”"
|
||||
is SpeedTestTarget.Ask -> "Set in “${target.profile.name}”"
|
||||
},
|
||||
primary = true,
|
||||
) { onApply(true) },
|
||||
)
|
||||
if (target is SpeedTestTarget.Ask) {
|
||||
add(DialogAction("Set as default") { onApply(false) })
|
||||
}
|
||||
}
|
||||
add(DialogAction("Close", primary = done == null, onClick = onDismiss))
|
||||
},
|
||||
) {
|
||||
DialogText(hostName)
|
||||
when (phase) {
|
||||
SpeedTestPhase.Connecting -> DialogText("Connecting…")
|
||||
SpeedTestPhase.Measuring ->
|
||||
DialogText("Measuring — the host is bursting test traffic for two seconds.")
|
||||
is SpeedTestPhase.Failed -> DialogText(phase.message)
|
||||
is SpeedTestPhase.Done -> {
|
||||
DialogText(
|
||||
"%.0f Mbit/s measured · %.1f %% loss".format(phase.measuredMbps, phase.lossPct),
|
||||
)
|
||||
DialogText("Recommended bitrate: %.0f Mbit/s".format(phase.recommendedMbps))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** Console counterpart of [LocalNetworkDialog] — the Android 17+ ACCESS_LOCAL_NETWORK rationale. */
|
||||
@Composable
|
||||
fun GamepadLocalNetworkDialog(onAllow: () -> Unit, onSettings: () -> Unit, onDismiss: () -> Unit) {
|
||||
GamepadDialog(
|
||||
title = "Allow local network access",
|
||||
onDismiss = onDismiss,
|
||||
actions = listOf(
|
||||
DialogAction("Allow", primary = true, onClick = onAllow),
|
||||
DialogAction("Open settings", onClick = onSettings),
|
||||
DialogAction("Not now", onClick = onDismiss),
|
||||
),
|
||||
) {
|
||||
DialogText(
|
||||
"Android blocks Punktfunk from talking to devices on your network, so it can't find " +
|
||||
"or reach any host until you allow it.",
|
||||
)
|
||||
DialogText(
|
||||
"If no prompt appears after Allow, enable “Nearby devices” for Punktfunk in " +
|
||||
"system settings.",
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
fun GamepadTrustNewDialog(pt: PendingTrust, onTrust: () -> Unit, onPairInstead: () -> Unit, onDismiss: () -> Unit) {
|
||||
GamepadDialog(
|
||||
title = "Trust this host?",
|
||||
onDismiss = onDismiss,
|
||||
actions = listOf(
|
||||
DialogAction("Cancel", onClick = onDismiss),
|
||||
DialogAction("Pair with PIN", onClick = onPairInstead),
|
||||
DialogAction("Trust (TOFU)", primary = true, onClick = onTrust),
|
||||
),
|
||||
) {
|
||||
DialogText("First connection to ${pt.host}:${pt.port}.")
|
||||
pt.advertisedFp?.let { DialogText("Fingerprint ${it.take(16)}…") }
|
||||
DialogText(
|
||||
"This host allows trust-on-first-use, but that can't tell an impostor from the real host. " +
|
||||
"Pairing with a PIN is stronger — it proves both sides.",
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
fun GamepadFingerprintChangedDialog(pt: PendingTrust, onRepair: () -> Unit, onDismiss: () -> Unit) {
|
||||
GamepadDialog(
|
||||
title = "Host identity changed",
|
||||
onDismiss = onDismiss,
|
||||
actions = listOf(
|
||||
DialogAction("Cancel", onClick = onDismiss),
|
||||
DialogAction("Re-pair", primary = true, onClick = onRepair),
|
||||
),
|
||||
) {
|
||||
DialogText(
|
||||
"The pinned fingerprint for ${pt.host} no longer matches what it now advertises. This can " +
|
||||
"mean a host reinstall — or an impostor. Re-pair with the host's PIN to continue.",
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
fun GamepadRequestAccessDialog(pt: PendingTrust, onRequestAccess: () -> Unit, onUsePin: () -> Unit, onDismiss: () -> Unit) {
|
||||
GamepadDialog(
|
||||
title = "Pairing required",
|
||||
onDismiss = onDismiss,
|
||||
actions = listOf(
|
||||
DialogAction("Cancel", onClick = onDismiss),
|
||||
DialogAction("Use a PIN", onClick = onUsePin),
|
||||
DialogAction("Request access", primary = true, onClick = onRequestAccess),
|
||||
),
|
||||
) {
|
||||
DialogText("${pt.host}:${pt.port} requires pairing before it will stream.")
|
||||
DialogText(
|
||||
"Request access and approve this device in the host's console (or web UI) — no PIN needed. " +
|
||||
"Or pair with the 4-digit PIN the host displays.",
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
|
||||
val ink = LocalGamepadInk.current
|
||||
GamepadDialog(
|
||||
title = "Waiting for approval",
|
||||
onDismiss = onCancel,
|
||||
actions = listOf(DialogAction("Cancel", primary = true, onClick = onCancel)),
|
||||
) {
|
||||
val deviceName = Build.MODEL ?: "this device"
|
||||
Row(verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp, color = ink.fg)
|
||||
Text("Approve this device on $hostLabel.", color = ink.fg)
|
||||
}
|
||||
DialogText(
|
||||
"Open the host's console (or web UI) and approve “$deviceName”. It connects automatically " +
|
||||
"once you approve — no PIN needed.",
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Console PIN pairing: four digit slots set with the D-pad (left/right selects a slot, up/down changes
|
||||
* 0–9), then Pair. Runs [NativeBridge.nativePair] off the UI thread; on success hands the verified
|
||||
@@ -598,11 +432,10 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
|
||||
)
|
||||
|
||||
val maxCardHeight = (LocalConfiguration.current.screenHeightDp * 0.92f).dp
|
||||
Box(Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.62f)), contentAlignment = Alignment.Center) {
|
||||
ConsoleModal {
|
||||
Column(
|
||||
Modifier.padding(24.dp).widthIn(max = 460.dp).heightIn(max = maxCardHeight)
|
||||
.clip(RoundedCornerShape(24.dp))
|
||||
.background(Color(0xF01A1730)).border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
|
||||
.consoleCard()
|
||||
.verticalScroll(rememberScrollState())
|
||||
.padding(28.dp),
|
||||
horizontalAlignment = Alignment.CenterHorizontally,
|
||||
@@ -616,7 +449,7 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
repeat(4) { i -> PinSlot(digits[i], focused = slot == i && !pairing) }
|
||||
}
|
||||
err?.let { Text(it, color = Color(0xFFE0736F), style = MaterialTheme.typography.bodyMedium) }
|
||||
err?.let { Text(it, color = ink.danger, style = MaterialTheme.typography.bodyMedium) }
|
||||
DialogButton(
|
||||
label = if (pairing) "Pairing…" else "Pair",
|
||||
focused = slot == 4 && !pairing,
|
||||
@@ -638,6 +471,12 @@ private fun PinSlot(value: Int, focused: Boolean) {
|
||||
.border(if (focused) 2.dp else 1.dp, if (focused) ink.accent else ink.fg(0.1f), shape),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
Text(value.toString(), fontSize = 30.sp, fontWeight = FontWeight.Bold, color = ink.fg, fontFamily = FontFamily.Monospace)
|
||||
Text(
|
||||
value.toString(),
|
||||
fontSize = 30.sp,
|
||||
fontWeight = FontWeight.Bold,
|
||||
color = ink.fg,
|
||||
fontFamily = FontFamily.Monospace,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,8 +1,10 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import android.content.res.Configuration
|
||||
import androidx.compose.animation.core.Animatable
|
||||
import androidx.compose.animation.core.Spring
|
||||
import androidx.compose.animation.core.spring
|
||||
import androidx.compose.foundation.background
|
||||
import androidx.compose.foundation.border
|
||||
import androidx.compose.foundation.clickable
|
||||
import androidx.compose.foundation.interaction.MutableInteractionSource
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
@@ -17,11 +19,11 @@ import androidx.compose.foundation.layout.fillMaxWidth
|
||||
import androidx.compose.foundation.layout.height
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.foundation.layout.systemBarsPadding
|
||||
import androidx.compose.foundation.layout.width
|
||||
import androidx.compose.foundation.pager.HorizontalPager
|
||||
import androidx.compose.foundation.pager.PageSize
|
||||
import androidx.compose.foundation.pager.rememberPagerState
|
||||
import androidx.compose.foundation.shape.CircleShape
|
||||
import androidx.compose.foundation.shape.RoundedCornerShape
|
||||
import androidx.compose.material.icons.Icons
|
||||
import androidx.compose.material.icons.filled.Add
|
||||
@@ -33,6 +35,7 @@ import androidx.compose.material3.Text
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.LaunchedEffect
|
||||
import androidx.compose.runtime.getValue
|
||||
import androidx.compose.runtime.mutableIntStateOf
|
||||
import androidx.compose.runtime.mutableStateOf
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.runtime.rememberCoroutineScope
|
||||
@@ -44,6 +47,7 @@ import androidx.compose.ui.draw.blur
|
||||
import androidx.compose.ui.draw.clip
|
||||
import androidx.compose.ui.graphics.Brush
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.TransformOrigin
|
||||
import androidx.compose.ui.graphics.graphicsLayer
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
@@ -55,6 +59,7 @@ import dev.chrisbanes.haze.HazeState
|
||||
import dev.chrisbanes.haze.hazeSource
|
||||
import io.unom.punktfunk.kit.security.KnownHost
|
||||
import kotlin.math.absoluteValue
|
||||
import kotlin.math.cos
|
||||
import kotlinx.coroutines.launch
|
||||
|
||||
// The gamepad-driven home — the Android mirror of the Apple client's GamepadHomeView: a distinct,
|
||||
@@ -62,6 +67,12 @@ import kotlinx.coroutines.launch
|
||||
// active. A center-snapping carousel of hosts (saved first, then discovered, then a trailing Add
|
||||
// Host tile), driven from the couch: A connects, X opens Settings, Y opens a saved host's library.
|
||||
|
||||
/**
|
||||
* How far a fully off-centre card turns away from the viewer, in radians (~48°). Never rendered as
|
||||
* a rotation — see the projection note at the call site.
|
||||
*/
|
||||
private const val CARD_TURN_RAD = 0.838f
|
||||
|
||||
/** One navigable launcher tile — a saved host, a discovered-but-unsaved host, or the Add Host action. */
|
||||
class HomeTile(
|
||||
val id: String,
|
||||
@@ -79,6 +90,15 @@ class HomeTile(
|
||||
* belong to the host's own tile, and this one offers only Unpin.
|
||||
*/
|
||||
val pinnedProfileId: String? = null,
|
||||
/**
|
||||
* The profile a press will actually connect with — the host's binding, or the pin's own
|
||||
* profile. Rendered as a chip on the card rather than appended to the subtitle: on a PIN card
|
||||
* the profile is the entire reason the card exists, and a card that only whispers it in grey
|
||||
* body text can't say that. Matches the Apple client's tile.
|
||||
*/
|
||||
val profileName: String? = null,
|
||||
/** The profile's `#RRGGBB` chip colour, if it set one. */
|
||||
val profileAccent: Color? = null,
|
||||
val activate: () -> Unit,
|
||||
) {
|
||||
// Any SAVED host offers the library (matches Apple) — the fetch itself returns a clear "pair
|
||||
@@ -118,6 +138,16 @@ fun GamepadHome(
|
||||
LaunchedEffect(pagerState.settledPage) { navTarget = pagerState.settledPage }
|
||||
val current = tiles.getOrNull(navTarget)
|
||||
|
||||
// Bumped on every confirm — the centred card dips under the press and springs back, so A reads
|
||||
// as a button being pushed rather than as a screen simply changing.
|
||||
var pressToken by remember { mutableIntStateOf(0) }
|
||||
val press = remember { Animatable(1f) }
|
||||
LaunchedEffect(pressToken) {
|
||||
if (pressToken == 0) return@LaunchedEffect
|
||||
press.animateTo(0.97f, ConsoleMotion.ease(70))
|
||||
press.animateTo(1f, spring(dampingRatio = 0.45f, stiffness = Spring.StiffnessMedium))
|
||||
}
|
||||
|
||||
GamepadNavEffect(
|
||||
active = navActive && tiles.isNotEmpty(),
|
||||
onMove = { dir ->
|
||||
@@ -127,7 +157,8 @@ fun GamepadHome(
|
||||
scope.launch { pagerState.animateScrollToPage(target) }
|
||||
}
|
||||
},
|
||||
onActivate = { tiles.getOrNull(navTarget)?.let(onActivate) }, // A / D-pad-center → Connect
|
||||
// A / D-pad-center → Connect
|
||||
onActivate = { pressToken++; tiles.getOrNull(navTarget)?.let(onActivate) },
|
||||
onSecondary = { // Y (gamepad) → Library
|
||||
tiles.getOrNull(navTarget)?.takeIf { libraryEnabled && it.hasLibrary }?.let(onOpenLibrary)
|
||||
},
|
||||
@@ -145,9 +176,9 @@ fun GamepadHome(
|
||||
// way. Each hint is also TAPPABLE (touch hatch).
|
||||
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: false
|
||||
val connectLabel = if (current?.isAdd == true) "Add Host" else "Connect"
|
||||
val connectAction: () -> Unit = { tiles.getOrNull(navTarget)?.let(onActivate) }
|
||||
val connectAction: () -> Unit = { pressToken++; tiles.getOrNull(navTarget)?.let(onActivate) }
|
||||
val optionsAction: () -> Unit = { current?.let(onOptions) }
|
||||
val arrowTint = Color(0xFF9A93C7)
|
||||
val arrowTint = PadGlyph.Arrow
|
||||
val hints = buildList {
|
||||
if (padIsGamepad) {
|
||||
add(PadGlyph.hint('A', connectLabel, onClick = connectAction))
|
||||
@@ -177,7 +208,12 @@ fun GamepadHome(
|
||||
val cardWidth = (maxWidth * 0.82f).coerceAtMost(360.dp)
|
||||
val cardHeight = (maxHeight * 0.56f).coerceAtMost(216.dp)
|
||||
val sidePad = ((maxWidth - cardWidth) / 2).coerceAtLeast(0.dp)
|
||||
Box(Modifier.fillMaxSize().systemBarsPadding()) {
|
||||
// The carousel deliberately IGNORES the safe area (first on-glass verdict): only the
|
||||
// CENTRED card matters, and it sits mid-screen; the fanned neighbours running under
|
||||
// the hole punch is ambience, while insetting the pager CLIPPED them at the cutout
|
||||
// edge — cards visibly cut off is worse than cards behind a camera. The title and the
|
||||
// legend keep their insets; they are content.
|
||||
Box(Modifier.fillMaxSize()) {
|
||||
HorizontalPager(
|
||||
state = pagerState,
|
||||
pageSize = PageSize.Fixed(cardWidth),
|
||||
@@ -189,17 +225,35 @@ fun GamepadHome(
|
||||
val tile = tiles[page]
|
||||
// Real distance-from-centered (page + fractional drag), so the pop tracks the
|
||||
// live scroll: centered tile at full scale/brightness, neighbours recede + blur.
|
||||
val offset = ((pagerState.currentPage - page) + pagerState.currentPageOffsetFraction)
|
||||
.absoluteValue.coerceIn(0f, 1f)
|
||||
// Signed, because which SIDE a card fans to decides which edge it turns on.
|
||||
val signed = (page - pagerState.currentPage) - pagerState.currentPageOffsetFraction
|
||||
val offset = signed.absoluteValue.coerceIn(0f, 1f)
|
||||
GamepadHostTile(
|
||||
tile = tile,
|
||||
centred = offset < 0.5f,
|
||||
modifier = Modifier
|
||||
.graphicsLayer {
|
||||
val s = lerp(1f, 0.86f, offset)
|
||||
// The press dip applies to the CENTRED card only — it is the one
|
||||
// the button acted on, and a whole carousel flinching would read
|
||||
// as the screen moving rather than a card being pressed.
|
||||
val s = lerp(1f, 0.86f, offset) * lerp(press.value, 1f, offset)
|
||||
scaleX = s
|
||||
scaleY = s
|
||||
alpha = lerp(1f, 0.5f, offset)
|
||||
}
|
||||
.graphicsLayer {
|
||||
// The neighbours TURN away, projected rather than rendered in 3D.
|
||||
// `cos(angle)` as a horizontal squeeze IS the orthographic
|
||||
// projection of a Y-axis rotation, and hinging it on the edge the
|
||||
// card fans from is what carries the direction the rotation's sign
|
||||
// would have. The Apple client arrived here the hard way (see
|
||||
// GamepadCarousel.swift): a real `rotation3DEffect` renders the
|
||||
// card through an offscreen pass and flashed as the strip settled.
|
||||
// Affine transforms don't.
|
||||
scaleX = cos(CARD_TURN_RAD * offset)
|
||||
transformOrigin =
|
||||
TransformOrigin(if (signed > 0f) 0f else 1f, 0.5f)
|
||||
}
|
||||
// Unbounded so the depth blur isn't hard-clipped at the card's rectangle
|
||||
// (the cut-off edge). No-op below API 31; a soft blur above.
|
||||
.blur(radius = (offset * 12f).dp, edgeTreatment = BlurredEdgeTreatment.Unbounded)
|
||||
@@ -209,6 +263,7 @@ fun GamepadHome(
|
||||
indication = null,
|
||||
) {
|
||||
if (page == navTarget) {
|
||||
pressToken++
|
||||
onActivate(tile)
|
||||
} else {
|
||||
navTarget = page
|
||||
@@ -223,20 +278,28 @@ fun GamepadHome(
|
||||
// Title floats over the top (out of the carousel's layout, so the cards stay centred). Uses
|
||||
// the shared ConsoleHeader so it lines up with every other screen's heading.
|
||||
Row(
|
||||
Modifier.align(Alignment.TopStart).fillMaxWidth().systemBarsPadding()
|
||||
Modifier.align(Alignment.TopStart).fillMaxWidth().consoleSafeArea()
|
||||
.padding(end = ConsoleEdgeInset),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.SpaceBetween,
|
||||
) {
|
||||
ConsoleHeader("Select a Host", modifier = Modifier.weight(1f))
|
||||
if (controllerName != null) ControllerStatusChip(controllerName)
|
||||
// The TITLE has priority (unweighted, so it is measured at its full width first) and the
|
||||
// chip takes what is left, ellipsizing its device name. The other way round — which is
|
||||
// what a weighted header gave — a talkative controller name ("Xbox Wireless Controller")
|
||||
// ate a 360 dp portrait phone's title down to "Selec…".
|
||||
ConsoleHeader("Select a Host")
|
||||
if (controllerName != null) {
|
||||
ControllerStatusChip(controllerName, Modifier.weight(1f, fill = false))
|
||||
}
|
||||
}
|
||||
|
||||
// Legend floats bottom-start with a real backdrop blur of the content behind it. In LANDSCAPE
|
||||
// it ignores the safe area (the nav-bar inset made the bottom gap look oversized).
|
||||
// it ignores the system bars (the nav-bar inset made the bottom gap look oversized) but never
|
||||
// the cutout — reverse-landscape parks the punch on this very corner.
|
||||
Box(
|
||||
Modifier
|
||||
.align(Alignment.BottomStart)
|
||||
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
|
||||
.consoleLegendInsets(landscape)
|
||||
.padding(ConsoleLegendInset),
|
||||
) {
|
||||
GamepadHintBar(hints, hazeState = hazeState)
|
||||
@@ -244,22 +307,31 @@ fun GamepadHome(
|
||||
}
|
||||
}
|
||||
|
||||
/** One dark-glass landscape console tile — bigger and bolder than the touch grid's HostCard. */
|
||||
/**
|
||||
* One glass landscape console tile — bigger and bolder than the touch grid's HostCard, and cut from
|
||||
* the same [Modifier.consoleGlass] every console surface is, so a card and a settings row catch the
|
||||
* light the same way. [centred] is the carousel's own focus: the tile the pad is pointing at, which
|
||||
* earns the lift and the accent bloom.
|
||||
*/
|
||||
@Composable
|
||||
private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
|
||||
private fun GamepadHostTile(tile: HomeTile, centred: Boolean, modifier: Modifier = Modifier) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val shape = RoundedCornerShape(26.dp)
|
||||
val wash = if (tile.filled) {
|
||||
Brush.verticalGradient(listOf(ink.accent(0.20f), Color(0x14100C2A)))
|
||||
} else {
|
||||
Brush.verticalGradient(listOf(Color(0x1AFFFFFF), Color(0x0DFFFFFF)))
|
||||
}
|
||||
val visuals = animateConsoleFocus(active = centred)
|
||||
// A SAVED host wears the palette's accent; a discovered one (or the Add tile) stays neutral
|
||||
// glass, so "already yours" reads before you get to the label.
|
||||
val fill = if (tile.filled) ink.accent(0.20f) else ink.glass
|
||||
Column(
|
||||
modifier = modifier
|
||||
.fillMaxWidth()
|
||||
.clip(shape)
|
||||
.background(wash)
|
||||
.border(1.dp, ink.fg(0.16f), shape)
|
||||
// The carousel already drives its own scale; the glass must not fight it with a second.
|
||||
.consoleGlass(
|
||||
ConsoleShape.Tile,
|
||||
ConsoleFocusVisuals(1f, fill, ink.fg(0.16f), visuals.focus),
|
||||
// A DASHED edge on anything not yet saved — a host found on the network, and the
|
||||
// Add tile. It is the touch grid's own convention and the Apple client's, and it
|
||||
// says "not yours yet" before the subtitle has to.
|
||||
dashed = !tile.filled,
|
||||
)
|
||||
.padding(22.dp),
|
||||
) {
|
||||
Row(Modifier.fillMaxWidth(), verticalAlignment = Alignment.Top) {
|
||||
@@ -291,12 +363,64 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
)
|
||||
if (tile.profileName != null) {
|
||||
ConsoleProfileChip(
|
||||
name = tile.profileName,
|
||||
accent = tile.profileAccent,
|
||||
// On a PIN card the profile is why the card exists; on a bound host's own card it
|
||||
// is a note about what a press will do. Same chip, two weights.
|
||||
prominent = tile.pinnedProfileId != null,
|
||||
modifier = Modifier.padding(top = 5.dp),
|
||||
)
|
||||
}
|
||||
Text(
|
||||
tile.subtitle,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = ink.fg(0.55f),
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
modifier = Modifier.padding(top = 2.dp),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The profile a card connects with, worn as a tinted capsule. The console counterpart of the touch
|
||||
* grid's own chip (`HostComponents.kt`) — same shape and the same quiet/prominent split, but inked
|
||||
* from the console palette rather than `MaterialTheme`, since it sits on the aurora.
|
||||
*
|
||||
* A profile that set no accent falls back to the palette's, not to the touch theme's primary: on a
|
||||
* moss or copper field the brand violet would be the one foreign colour on the card.
|
||||
*/
|
||||
@Composable
|
||||
private fun ConsoleProfileChip(
|
||||
name: String,
|
||||
accent: Color?,
|
||||
prominent: Boolean,
|
||||
modifier: Modifier = Modifier,
|
||||
) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val tint = accent ?: ink.accent
|
||||
Row(
|
||||
modifier = modifier
|
||||
.clip(ConsoleShape.Pill)
|
||||
.background(tint.copy(alpha = if (prominent) 0.24f else 0.12f))
|
||||
.padding(horizontal = 9.dp, vertical = 3.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
Box(Modifier.size(7.dp).clip(CircleShape).background(tint))
|
||||
Spacer(Modifier.width(6.dp))
|
||||
Text(
|
||||
name,
|
||||
style = if (prominent) {
|
||||
MaterialTheme.typography.labelLarge
|
||||
} else {
|
||||
MaterialTheme.typography.labelMedium
|
||||
},
|
||||
fontWeight = if (prominent) FontWeight.Bold else FontWeight.SemiBold,
|
||||
color = tint,
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
)
|
||||
}
|
||||
}
|
||||
@@ -305,10 +429,13 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
|
||||
private fun MonogramBadge(tile: HomeTile) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val shape = RoundedCornerShape(15.dp)
|
||||
// Lit from the top like every other console surface — and the unsaved badge takes the palette's
|
||||
// own accent at low opacity rather than the brand violet, which on a copper or moss field was
|
||||
// the one square of the wrong hue on the screen.
|
||||
val fill = if (tile.filled) {
|
||||
Brush.verticalGradient(listOf(ink.accent, ink.accent))
|
||||
Brush.verticalGradient(listOf(ink.accent.copy(alpha = 0.92f), ink.accent))
|
||||
} else {
|
||||
Brush.verticalGradient(listOf(Color(0x296656F2), Color(0x296656F2)))
|
||||
Brush.verticalGradient(listOf(ink.accent(0.20f), ink.accent(0.14f)))
|
||||
}
|
||||
Box(
|
||||
modifier = Modifier.size(52.dp).clip(shape).background(fill),
|
||||
|
||||
@@ -32,6 +32,31 @@ class GamepadInk(
|
||||
val shadeScale: Float,
|
||||
/** True when the field is pale, for the few places that branch rather than blend. */
|
||||
val isLight: Boolean,
|
||||
/**
|
||||
* The near-opaque ground a MODAL card sits on. A dialog can't be glass: it has to occlude the
|
||||
* screen it covers, and it carries [fg] text — which is why this must follow the palette. It
|
||||
* was a hardcoded near-black indigo, so on a pale palette the card's dark ink landed on a dark
|
||||
* card and the dialogs were unreadable.
|
||||
*/
|
||||
val card: Color,
|
||||
/**
|
||||
* What dims the screen BEHIND a modal. Always dark, whatever the field: a scrim's job is to
|
||||
* push the backdrop down, and a pale field lit with more white doesn't recede — it glares. A
|
||||
* pale one needs less of it, because it has further to fall.
|
||||
*/
|
||||
val modalScrim: Color,
|
||||
/**
|
||||
* The light a glass surface catches along its top edge. White either way — a highlight is a
|
||||
* specular, not a tint — but a pale field's frost is already bright, so it takes MORE to read
|
||||
* as an edge against the pastel showing through it.
|
||||
*/
|
||||
val highlight: Color,
|
||||
/**
|
||||
* What a failure says itself in — the pairing error, and anything else the console has to
|
||||
* refuse in words. Follows the palette because it lands on [card], not on the field: the salmon
|
||||
* that reads on a dark modal is washed out on a near-white one.
|
||||
*/
|
||||
val danger: Color,
|
||||
) {
|
||||
/** The foreground at [alpha]. */
|
||||
fun fg(alpha: Float): Color = fg.copy(alpha = alpha)
|
||||
@@ -50,6 +75,7 @@ class GamepadInk(
|
||||
val accentLuma =
|
||||
0.2126 * p.accent.first + 0.7152 * p.accent.second + 0.0722 * p.accent.third
|
||||
val onAccent = if (accentLuma > 0.55) Color.Black else Color.White
|
||||
val (gr, gg, gb) = p.ground
|
||||
if (!p.light) {
|
||||
return GamepadInk(
|
||||
fg = Color.White,
|
||||
@@ -59,9 +85,20 @@ class GamepadInk(
|
||||
shade = Color.Black,
|
||||
shadeScale = 1f,
|
||||
isLight = false,
|
||||
// The palette's own ground, lifted just off it so the card reads as a surface
|
||||
// ABOVE the field rather than a hole in it. For the brand violet that lands on
|
||||
// the #1A1730 the dialogs were hardcoded to, which is where the number came from.
|
||||
card = Color(
|
||||
(gr + 0.030).toFloat().coerceAtMost(1f),
|
||||
(gg + 0.030).toFloat().coerceAtMost(1f),
|
||||
(gb + 0.040).toFloat().coerceAtMost(1f),
|
||||
0.94f,
|
||||
),
|
||||
modalScrim = Color.Black.copy(alpha = 0.62f),
|
||||
highlight = Color.White.copy(alpha = 0.30f),
|
||||
danger = Color(0xFFE0736F),
|
||||
)
|
||||
}
|
||||
val (gr, gg, gb) = p.ground
|
||||
return GamepadInk(
|
||||
// Tinted toward the palette's own ground so it doesn't read as a foreign grey.
|
||||
fg = Color((gr * 0.16).toFloat(), (gg * 0.14).toFloat(), (gb * 0.20).toFloat()),
|
||||
@@ -73,6 +110,15 @@ class GamepadInk(
|
||||
shade = Color.White,
|
||||
shadeScale = 0.45f,
|
||||
isLight = true,
|
||||
// Near-white rather than near-black: the card carries this palette's DARK ink.
|
||||
card = Color.White.copy(alpha = 0.94f),
|
||||
// Lighter than the dark field's: a pastel backdrop is closer to the card already,
|
||||
// so the same 0.62 would read as a bruise rather than a recession.
|
||||
modalScrim = Color.Black.copy(alpha = 0.38f),
|
||||
highlight = Color.White.copy(alpha = 0.55f),
|
||||
// Deepened for the near-white card the pale palettes' modals use — the dark
|
||||
// field's salmon has nothing like enough contrast against it.
|
||||
danger = Color(0xFFB3352F),
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
@@ -65,6 +65,10 @@ fun GamepadNavEffect(
|
||||
) {
|
||||
val activity = LocalContext.current as? MainActivity ?: return
|
||||
val state = remember { NavInputState() }
|
||||
// Menu feel, inherited by every console screen that navigates through here rather than wired
|
||||
// per screen: a tick as the cursor steps, a pulse on confirm. Renders on the driving pad's own
|
||||
// motors, the phone body if it has none, and nothing at all on a TV.
|
||||
val haptics by rememberUpdatedState(rememberConsoleHaptics())
|
||||
// The effects below are keyed on `active` only (they must NOT restart on every recomposition), so
|
||||
// they'd otherwise capture the FIRST callbacks — closing over a stale `tiles` (fewer hosts than are
|
||||
// discovered later, which clamped navigation to that old count). rememberUpdatedState keeps the
|
||||
@@ -98,7 +102,10 @@ fun GamepadNavEffect(
|
||||
KeyEvent.KEYCODE_DPAD_UP -> { if (edge) currentOnUp(); true }
|
||||
KeyEvent.KEYCODE_DPAD_DOWN -> { if (edge) currentOnDown(); true }
|
||||
KeyEvent.KEYCODE_BUTTON_A, KeyEvent.KEYCODE_DPAD_CENTER,
|
||||
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> { if (edge) currentOnActivate(); true }
|
||||
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> {
|
||||
if (edge) { haptics.confirm(); currentOnActivate() }
|
||||
true
|
||||
}
|
||||
// The gamepad Select / View / Share button → context options (a remote uses Down).
|
||||
KeyEvent.KEYCODE_BUTTON_SELECT -> { if (edge) currentOnOptions(); true }
|
||||
KeyEvent.KEYCODE_BUTTON_X -> { if (edge) currentOnTertiary(); true }
|
||||
@@ -139,8 +146,10 @@ fun GamepadNavEffect(
|
||||
}
|
||||
when {
|
||||
dir == 0 -> committed = 0
|
||||
dir != committed -> { currentOnMove(dir); committed = dir; fireAt = now + INITIAL_DELAY_MS }
|
||||
now >= fireAt -> { currentOnMove(dir); fireAt = now + REPEAT_MS }
|
||||
dir != committed -> {
|
||||
haptics.tick(); currentOnMove(dir); committed = dir; fireAt = now + INITIAL_DELAY_MS
|
||||
}
|
||||
now >= fireAt -> { haptics.tick(); currentOnMove(dir); fireAt = now + REPEAT_MS }
|
||||
}
|
||||
delay(16)
|
||||
}
|
||||
@@ -167,6 +176,9 @@ fun GamepadNavEffect2D(
|
||||
) {
|
||||
val activity = LocalContext.current as? MainActivity ?: return
|
||||
val state = remember { NavInputState() }
|
||||
// See [GamepadNavEffect] — the same menu feel, so a form screen and a carousel answer a press
|
||||
// identically.
|
||||
val haptics by rememberUpdatedState(rememberConsoleHaptics())
|
||||
val currentOnDirection by rememberUpdatedState(onDirection)
|
||||
val currentOnActivate by rememberUpdatedState(onActivate)
|
||||
val currentOnTertiary by rememberUpdatedState(onTertiary)
|
||||
@@ -196,12 +208,15 @@ fun GamepadNavEffect2D(
|
||||
KeyEvent.KEYCODE_DPAD_UP -> { state.dpadY = if (down) -1 else 0; true }
|
||||
KeyEvent.KEYCODE_DPAD_DOWN -> { state.dpadY = if (down) 1 else 0; true }
|
||||
KeyEvent.KEYCODE_BUTTON_A, KeyEvent.KEYCODE_DPAD_CENTER,
|
||||
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> { if (edge) currentOnActivate(); true }
|
||||
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> {
|
||||
if (edge) { haptics.confirm(); currentOnActivate() }
|
||||
true
|
||||
}
|
||||
KeyEvent.KEYCODE_BUTTON_X -> { if (edge) currentOnTertiary(); true }
|
||||
KeyEvent.KEYCODE_BUTTON_Y -> { if (edge) currentOnSecondary(); true }
|
||||
// Edge-only, no auto-repeat: a held shoulder shouldn't spin through the tabs.
|
||||
KeyEvent.KEYCODE_BUTTON_L1 -> { if (edge) currentOnShoulder(-1); true }
|
||||
KeyEvent.KEYCODE_BUTTON_R1 -> { if (edge) currentOnShoulder(1); true }
|
||||
KeyEvent.KEYCODE_BUTTON_L1 -> { if (edge) { haptics.tick(); currentOnShoulder(-1) }; true }
|
||||
KeyEvent.KEYCODE_BUTTON_R1 -> { if (edge) { haptics.tick(); currentOnShoulder(1) }; true }
|
||||
else -> false // B → MainActivity (remapped to BACK → BackHandler)
|
||||
}
|
||||
}
|
||||
@@ -229,8 +244,10 @@ fun GamepadNavEffect2D(
|
||||
when {
|
||||
raw == null && nearCentre -> committed = null
|
||||
raw == null -> { /* in the hysteresis band → hold, don't fire */ }
|
||||
raw != committed -> { currentOnDirection(raw); committed = raw; fireAt = now + INITIAL_DELAY_MS }
|
||||
now >= fireAt -> { currentOnDirection(raw); fireAt = now + REPEAT_MS }
|
||||
raw != committed -> {
|
||||
haptics.tick(); currentOnDirection(raw); committed = raw; fireAt = now + INITIAL_DELAY_MS
|
||||
}
|
||||
now >= fireAt -> { haptics.tick(); currentOnDirection(raw); fireAt = now + REPEAT_MS }
|
||||
}
|
||||
delay(16)
|
||||
}
|
||||
|
||||
@@ -17,6 +17,21 @@ import androidx.compose.ui.graphics.Color
|
||||
// on every client. Keep the three copies in step: a palette added here without the others is a
|
||||
// value the other clients silently render as Violet.
|
||||
|
||||
/**
|
||||
* One wandering interior control point of the mesh: [x]/[y] its resting place in unit UV, [amp] how
|
||||
* far it strays, [sx]/[sy] its per-axis rates in rad·s⁻¹ and [phase] its offset. Its live
|
||||
* displacement `(amp·sin(t·sx+ph), amp·cos(t·sy+ph·1.3))` drives a bounded domain warp, so the
|
||||
* bright colour pools drift with it.
|
||||
*/
|
||||
class MeshWarpPoint(
|
||||
val x: Double,
|
||||
val y: Double,
|
||||
val amp: Double,
|
||||
val sx: Double,
|
||||
val sy: Double,
|
||||
val phase: Double,
|
||||
)
|
||||
|
||||
/** One background colour family. */
|
||||
class GamepadPalette(
|
||||
/** The stored `ui_palette` value ([Settings.uiPalette]). */
|
||||
@@ -47,11 +62,29 @@ class GamepadPalette(
|
||||
/** The accent as a Compose colour. */
|
||||
val accentColor: Color by lazy { color(accent) }
|
||||
|
||||
/**
|
||||
* The 16 mesh colours this palette's field is woven from: the ramp sampled per cell (see
|
||||
* [CELL_RAMP]), or [MESH_COLORS] verbatim for the brand default — the exact rule
|
||||
* `pf-console-ui`'s `Palette::mesh_colors` follows, so one `ui_palette` value is one field on
|
||||
* every client. Consumed by the AGSL backdrop on API 33+; the blob field
|
||||
* ([blobColors]) approximates the same table below that.
|
||||
*/
|
||||
val meshColors: List<Triple<Double, Double, Double>> by lazy {
|
||||
if (stops.isEmpty()) {
|
||||
MESH_COLORS
|
||||
} else {
|
||||
(0..15).map { i ->
|
||||
ramp(stops, 0.5 * ((i % 4) / 3.0 + (i / 4) / 3.0) + CELL_RAMP[i])
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
companion object {
|
||||
/**
|
||||
* Where each of the 16 mesh cells samples the ramp on the clients that draw a mesh. Kept
|
||||
* here so the three ports stay one table even though this client approximates the field
|
||||
* with blobs.
|
||||
* Where each of the 16 mesh cells samples the ramp. The base is the diagonal
|
||||
* `0.5·(x + y)` — top-left the ramp's dark end, bottom-right its bright one — and the
|
||||
* per-cell nudges break the banding a pure diagonal would show. Mirrored from
|
||||
* `pf-console-ui`'s `CELL_RAMP`.
|
||||
*/
|
||||
val CELL_RAMP = listOf(
|
||||
0.10, -0.06, 0.04, -0.12,
|
||||
@@ -60,6 +93,34 @@ class GamepadPalette(
|
||||
-0.10, 0.08, -0.06, 0.12,
|
||||
)
|
||||
|
||||
/**
|
||||
* The brand default's 16 mesh colours, used verbatim (rather than sampled from a ramp) so
|
||||
* `violet` stays bit-identical to what every install already sees. Mirrors
|
||||
* `pf-console-ui`'s `MESH_COLORS`.
|
||||
*/
|
||||
val MESH_COLORS = listOf(
|
||||
Triple(0.075, 0.060, 0.160), Triple(0.34, 0.27, 0.72),
|
||||
Triple(0.30, 0.26, 0.74), Triple(0.075, 0.060, 0.160),
|
||||
Triple(0.42, 0.20, 0.54), Triple(0.49, 0.39, 0.95),
|
||||
Triple(0.28, 0.31, 0.84), Triple(0.16, 0.26, 0.64),
|
||||
Triple(0.45, 0.23, 0.60), Triple(0.53, 0.31, 0.75),
|
||||
Triple(0.35, 0.35, 0.91), Triple(0.19, 0.28, 0.70),
|
||||
Triple(0.075, 0.060, 0.160), Triple(0.22, 0.18, 0.54),
|
||||
Triple(0.24, 0.20, 0.58), Triple(0.075, 0.060, 0.160),
|
||||
)
|
||||
|
||||
/**
|
||||
* The four interior points that wander; the 12 boundary points stay pinned to the frame (a
|
||||
* drifting edge point would shrink the field and expose the ground behind it). Periods
|
||||
* ~90–130 s, out of phase, so the field never visibly loops. Mirrors `MESH_INTERIOR`.
|
||||
*/
|
||||
val MESH_INTERIOR = listOf(
|
||||
MeshWarpPoint(0.333, 0.333, 0.11, 0.049, 0.063, 0.4),
|
||||
MeshWarpPoint(0.667, 0.333, 0.10, 0.055, 0.052, 2.1),
|
||||
MeshWarpPoint(0.333, 0.667, 0.10, 0.058, 0.049, 3.6),
|
||||
MeshWarpPoint(0.667, 0.667, 0.12, 0.047, 0.061, 5.0),
|
||||
)
|
||||
|
||||
/** The brand default's blob ramp — the colours the pre-palette field used. */
|
||||
private val VIOLET_BLOBS = listOf(
|
||||
Triple(0.53, 0.47, 0.96), Triple(0.24, 0.20, 0.72), Triple(0.62, 0.30, 0.80),
|
||||
@@ -84,7 +145,11 @@ class GamepadPalette(
|
||||
// pure black too: the calm mix on the form screens lifts toward nothing. What is
|
||||
// left is a faint indigo→violet ember in the bright corner. The accent stays the
|
||||
// brand violet — focus has to be findable on black.
|
||||
"oled", "OLED",
|
||||
// Named for the look, not the panel technology — black with a thin violet corona
|
||||
// belongs beside Nebula and Abyss. ⚠ The ID stays "oled": it is the stored
|
||||
// `ui_palette` value and the cross-client key, so renaming it would orphan saved
|
||||
// choices and desync the clients.
|
||||
"oled", "Eclipse",
|
||||
listOf(
|
||||
Triple(0.000, 0.000, 0.000), Triple(0.000, 0.000, 0.000),
|
||||
Triple(0.010, 0.020, 0.100), Triple(0.045, 0.016, 0.115),
|
||||
|
||||
@@ -3,20 +3,19 @@ package io.unom.punktfunk
|
||||
import android.content.res.Configuration
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.animation.AnimatedContent
|
||||
import androidx.compose.animation.AnimatedVisibility
|
||||
import androidx.compose.animation.SizeTransform
|
||||
import androidx.compose.animation.animateColorAsState
|
||||
import androidx.compose.animation.core.Animatable
|
||||
import androidx.compose.animation.core.Spring
|
||||
import androidx.compose.animation.core.animateFloatAsState
|
||||
import androidx.compose.animation.core.snap
|
||||
import androidx.compose.animation.core.spring
|
||||
import androidx.compose.animation.core.tween
|
||||
import androidx.compose.animation.expandVertically
|
||||
import androidx.compose.animation.fadeIn
|
||||
import androidx.compose.animation.fadeOut
|
||||
import androidx.compose.animation.shrinkVertically
|
||||
import androidx.compose.animation.slideInHorizontally
|
||||
import androidx.compose.animation.slideOutHorizontally
|
||||
import androidx.compose.animation.togetherWith
|
||||
import androidx.compose.foundation.background
|
||||
import androidx.compose.foundation.border
|
||||
import androidx.compose.foundation.clickable
|
||||
import androidx.compose.foundation.interaction.MutableInteractionSource
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
@@ -25,15 +24,28 @@ import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.PaddingValues
|
||||
import androidx.compose.foundation.layout.Row
|
||||
import androidx.compose.foundation.layout.Spacer
|
||||
import androidx.compose.foundation.layout.WindowInsets
|
||||
import androidx.compose.foundation.layout.WindowInsetsSides
|
||||
import androidx.compose.foundation.layout.displayCutout
|
||||
import androidx.compose.foundation.layout.fillMaxHeight
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.fillMaxWidth
|
||||
import androidx.compose.foundation.layout.offset
|
||||
import androidx.compose.foundation.layout.only
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.systemBarsPadding
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.foundation.layout.systemBars
|
||||
import androidx.compose.foundation.layout.union
|
||||
import androidx.compose.foundation.layout.width
|
||||
import androidx.compose.foundation.layout.widthIn
|
||||
import androidx.compose.foundation.layout.windowInsetsPadding
|
||||
import androidx.compose.foundation.lazy.LazyColumn
|
||||
import androidx.compose.foundation.lazy.itemsIndexed
|
||||
import androidx.compose.foundation.lazy.rememberLazyListState
|
||||
import androidx.compose.foundation.shape.RoundedCornerShape
|
||||
import androidx.compose.material.icons.Icons
|
||||
import androidx.compose.material.icons.filled.ChevronLeft
|
||||
import androidx.compose.material.icons.filled.ChevronRight
|
||||
import androidx.compose.material3.Icon
|
||||
import androidx.compose.material3.MaterialTheme
|
||||
import androidx.compose.material3.Text
|
||||
import androidx.compose.runtime.Composable
|
||||
@@ -46,13 +58,23 @@ import androidx.compose.runtime.setValue
|
||||
import androidx.compose.runtime.LaunchedEffect
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.draw.clip
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.graphicsLayer
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
import androidx.compose.ui.platform.LocalDensity
|
||||
import androidx.compose.ui.semantics.Role
|
||||
import androidx.compose.ui.semantics.contentDescription
|
||||
import androidx.compose.ui.semantics.disabled
|
||||
import androidx.compose.ui.semantics.hideFromAccessibility
|
||||
import androidx.compose.ui.semantics.role
|
||||
import androidx.compose.ui.semantics.semantics
|
||||
import androidx.compose.ui.semantics.toggleableState
|
||||
import androidx.compose.ui.state.ToggleableState
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
import androidx.compose.ui.text.style.TextAlign
|
||||
import androidx.compose.ui.text.style.TextOverflow
|
||||
import androidx.compose.ui.unit.Dp
|
||||
import androidx.compose.ui.unit.IntOffset
|
||||
import androidx.compose.ui.unit.dp
|
||||
import androidx.compose.ui.unit.sp
|
||||
import dev.chrisbanes.haze.HazeState
|
||||
@@ -103,6 +125,19 @@ internal class GpRow(
|
||||
val toggled: Boolean? = null, // non-null = a toggle row, drawn as a ConsoleSwitch (not text)
|
||||
val adjustable: Boolean = true, // false = the row navigates/acts instead of stepping — no chevrons
|
||||
val enabled: Boolean = true, // dimmed + inert when false (still focusable, for its detail)
|
||||
/**
|
||||
* What A does on a non-adjustable row, for the legend. It was the literal "Pin to hosts" in the
|
||||
* hint bar back when a profile row was the only kind of row that acted rather than stepped; a
|
||||
* row that opens the Controllers view was then advertised as pinning something.
|
||||
*/
|
||||
val actionHint: String = "Open",
|
||||
/**
|
||||
* A choice row's full option list + where [value] sits in it — what the [ConsoleOptionBand]
|
||||
* drum turns through. Null (with [selectedIndex] -1) on everything that is not a stepped
|
||||
* choice: toggles are a switch, and the flat rows keep the quiet text slip.
|
||||
*/
|
||||
val options: List<String>? = null,
|
||||
val selectedIndex: Int = -1,
|
||||
)
|
||||
|
||||
/**
|
||||
@@ -114,12 +149,28 @@ internal class GpRow(
|
||||
internal fun liveRow(rows: List<GpRow>, index: Int): GpRow? =
|
||||
rows.getOrNull(index)?.takeIf { it.enabled }
|
||||
|
||||
/**
|
||||
* Where the cursor was when a row opened a SUB-SCREEN. The shell holds it across the trip (this
|
||||
* screen's own state does not outlive it) and hands it back, so Back from the Controllers view lands
|
||||
* on the row that opened it rather than on the first row of the first section.
|
||||
*
|
||||
* The row is remembered by ID, not by index: a tab's length follows the hardware and the profile
|
||||
* catalog, and a remembered index is the stale-pointer bug the tab-switch clamp already exists for.
|
||||
*/
|
||||
data class GpSettingsPlace(val tab: GpTab, val rowId: String)
|
||||
|
||||
@Composable
|
||||
fun GamepadSettingsScreen(
|
||||
initial: Settings,
|
||||
onChange: (Settings) -> Unit,
|
||||
onBack: () -> Unit,
|
||||
navActive: Boolean = true, // false while this screen is cross-fading out, so it drops the pad
|
||||
/** Open the connected-controllers view / the open-source notices — the shell pushes them. */
|
||||
onOpenControllers: () -> Unit = {},
|
||||
onOpenLicenses: () -> Unit = {},
|
||||
/** Where a return from one of those lands; null = a fresh entry, which starts at the top. */
|
||||
resume: GpSettingsPlace? = null,
|
||||
onPlace: (GpSettingsPlace) -> Unit = {},
|
||||
) {
|
||||
var s by remember { mutableStateOf(initial) }
|
||||
fun update(next: Settings) { s = next; onChange(next) }
|
||||
@@ -162,24 +213,46 @@ 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 allRows = buildSettingsRows(s, hasBodyVibrator, hasGyroscope, av1Capable, ::update) +
|
||||
buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
|
||||
// The installed version, for the About row — the console is the ONLY interface on a TV box, so
|
||||
// the identity the touch About page states has to be reachable from here too.
|
||||
val appVersion = remember {
|
||||
runCatching {
|
||||
@Suppress("DEPRECATION")
|
||||
context.packageManager.getPackageInfo(context.packageName, 0).versionName
|
||||
}.getOrNull().orEmpty()
|
||||
}
|
||||
val allRows = buildSettingsRows(
|
||||
s, hasBodyVibrator, hasGyroscope, av1Capable,
|
||||
appVersion = appVersion,
|
||||
openControllers = onOpenControllers,
|
||||
openLicenses = onOpenLicenses,
|
||||
update = ::update,
|
||||
) + buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
|
||||
// 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) }
|
||||
var tab by remember { mutableStateOf(resume?.tab ?: 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) }
|
||||
// Entry focus: the row a sub-screen was opened from, if we are coming back from one. Resolved
|
||||
// ONCE, against the first row list — after that the cursor belongs to this screen.
|
||||
var focus by remember {
|
||||
mutableIntStateOf(rows.indexOfFirst { it.id == resume?.rowId }.coerceAtLeast(0))
|
||||
}
|
||||
if (focus > rows.lastIndex) focus = rows.lastIndex.coerceAtLeast(0)
|
||||
|
||||
// Which way the section last moved (+1 forward / -1 back) — the row list slides in from that
|
||||
// side, so stepping sections reads as travelling along a strip rather than teleporting.
|
||||
var tabDir by remember { mutableIntStateOf(1) }
|
||||
|
||||
// L1/R1 — one section along, wrapping (the strip is a ring, like A's value cycle).
|
||||
fun selectTab(next: GpTab) {
|
||||
if (next == tab) return
|
||||
tabFocus[tab] = focus
|
||||
tabDir = if (next.ordinal > tab.ordinal) 1 else -1
|
||||
tab = next
|
||||
// Clamp: a tab's length follows the hardware and the catalog, so a remembered index can
|
||||
// outlive the row it pointed at.
|
||||
@@ -188,15 +261,45 @@ fun GamepadSettingsScreen(
|
||||
}
|
||||
fun stepTab(delta: Int) {
|
||||
val all = GpTab.entries
|
||||
selectTab(all[((all.indexOf(tab) + delta) % all.size + all.size) % all.size])
|
||||
val next = all[((all.indexOf(tab) + delta) % all.size + all.size) % all.size]
|
||||
selectTab(next)
|
||||
// A wrap (last → first) is still a step in the direction you pressed, whatever the ordinals
|
||||
// say — selectTab's ordinal compare would read it backwards.
|
||||
tabDir = delta
|
||||
}
|
||||
// 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) }
|
||||
val listState = rememberLazyListState()
|
||||
// Bumped on every ACCEPTED step of the focused row (the chevron ticks) and every REFUSED one
|
||||
// (the value gives a little and springs back). A press always gets an answer, even "no".
|
||||
var stepToken by remember { mutableIntStateOf(0) }
|
||||
var refusalToken by remember { mutableIntStateOf(0) }
|
||||
val haptics = rememberConsoleHaptics()
|
||||
|
||||
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
|
||||
|
||||
// Act on a row, publishing where the cursor was FIRST. A row that opens a sub-screen unmounts
|
||||
// this one on the spot, so the place has to be out of here before its `activate` runs; every
|
||||
// activation route (pad, tap, the legend's own A cell) goes through this one door so none of
|
||||
// them can be the one that forgets.
|
||||
fun activate(row: GpRow) {
|
||||
onPlace(GpSettingsPlace(tab, row.id))
|
||||
adjustDir = 1
|
||||
row.activate()
|
||||
}
|
||||
|
||||
// Step the focused row's value, answering a refusal rather than swallowing it.
|
||||
fun step(delta: Int) {
|
||||
adjustDir = delta
|
||||
val row = liveRow(rows, focus)
|
||||
if (row != null && row.adjust(delta)) {
|
||||
stepToken++
|
||||
} else {
|
||||
refusalToken++
|
||||
haptics.boundary()
|
||||
}
|
||||
}
|
||||
|
||||
BackHandler(onBack = onBack)
|
||||
GamepadNavEffect2D(
|
||||
// The pin picker owns the pad while it's up (its own nav + BackHandler), so this screen
|
||||
@@ -209,89 +312,233 @@ fun GamepadSettingsScreen(
|
||||
// On the strip, left/right walks sections; on a row it steps the value. A disabled
|
||||
// row is INERT, not just dim — the step is refused instead of writing a setting
|
||||
// that has nothing to act on (see `liveRow`).
|
||||
NavDir.LEFT ->
|
||||
if (tabFocused) stepTab(-1) else { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
|
||||
NavDir.RIGHT ->
|
||||
if (tabFocused) stepTab(1) else { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
|
||||
NavDir.LEFT -> if (tabFocused) stepTab(-1) else step(-1)
|
||||
NavDir.RIGHT -> if (tabFocused) stepTab(1) else step(1)
|
||||
}
|
||||
},
|
||||
// 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() }
|
||||
if (tabFocused) tabFocused = false else liveRow(rows, focus)?.let { activate(it) }
|
||||
},
|
||||
// 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, tab) {
|
||||
runCatching {
|
||||
val itemIndex = focus + 1
|
||||
val info = listState.layoutInfo
|
||||
val item = info.visibleItemsInfo.firstOrNull { it.index == itemIndex }
|
||||
val offScreen = item == null ||
|
||||
item.offset < info.viewportStartOffset ||
|
||||
item.offset + item.size > info.viewportEndOffset - 96 // keep clear of the floating legend
|
||||
if (offScreen) listState.animateScrollToItem(itemIndex)
|
||||
}
|
||||
}
|
||||
|
||||
val animated = animationsEnabled()
|
||||
val hazeState = remember { HazeState() }
|
||||
val ink = LocalGamepadInk.current
|
||||
// The list runs to the PHYSICAL bottom edge (see the column's insets below), so the legend
|
||||
// zone's clearance has to carry the bottom bar inset itself. Landscape's zone is only the
|
||||
// pill — its detail lives in the side pane — so it clears less.
|
||||
val bottomInset = with(LocalDensity.current) {
|
||||
WindowInsets.systemBars.getBottom(this).toDp()
|
||||
}
|
||||
val legendClearance = (if (landscape) 92.dp else ConsoleLegendClearance) + bottomInset
|
||||
val legendClearancePx = with(LocalDensity.current) { legendClearance.roundToPx() }
|
||||
// The drum's fixed stage: a portrait phone is the one place the full width starves the row's
|
||||
// label, so it alone narrows it — the Apple band makes the same single exception. 132, not the
|
||||
// 156 of the first cut: at 156 the LABELS truncated ("Resoluti…"), and a clipped label loses
|
||||
// meaning where a drum value only loses its tail into the edge fade.
|
||||
val bandWidth = if (landscape) 220.dp else 132.dp
|
||||
|
||||
Box(Modifier.fillMaxSize()) {
|
||||
// Everything scrolls — including the heading — so nothing is pinned. Vital in landscape,
|
||||
// where a fixed title + a fixed detail/legend strip ate most of the (short) height.
|
||||
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
|
||||
GamepadFormBackground(Modifier.fillMaxSize())
|
||||
Column(Modifier.fillMaxSize().systemBarsPadding()) {
|
||||
// The strip is PINNED while the rows scroll under it: it is this screen's primary
|
||||
// navigation now, and a switcher you have to scroll back up to find isn't one. The
|
||||
// title stays in the scrolling list (landscape has no height to spare, and the
|
||||
// selected pill already says which section you are in).
|
||||
ConsoleTabStrip(
|
||||
titles = GpTab.entries.map { it.title },
|
||||
selected = GpTab.entries.indexOf(tab),
|
||||
onSelect = { tabFocused = false; selectTab(GpTab.entries[it]) },
|
||||
modifier = Modifier.fillMaxWidth().padding(top = 8.dp, bottom = 2.dp),
|
||||
focused = tabFocused,
|
||||
)
|
||||
LazyColumn(
|
||||
state = listState,
|
||||
modifier = Modifier.fillMaxSize(),
|
||||
contentPadding = PaddingValues(start = 24.dp, end = 24.dp, top = 8.dp, bottom = 104.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(6.dp),
|
||||
) {
|
||||
item(key = "__title") {
|
||||
// "Default settings", not "Settings": this screen edits the base layer only. The
|
||||
// console honours a host's profile but doesn't edit profiles (design §5.4), so a
|
||||
// bare "Settings" would quietly imply it changes whatever that host streams with.
|
||||
ConsoleHeader("Default settings", horizontalInset = false)
|
||||
/**
|
||||
* One section's rows as a scrolling pane. A composable local rather than inline because the
|
||||
* tab transition composes TWO of these at once (incoming and outgoing), and each needs its own
|
||||
* [LazyListState] — Compose refuses one state attached to two lists, which is why the previous
|
||||
* cut animated a single list's contents and read as the same fade in every direction.
|
||||
*/
|
||||
val tabPane: @Composable (GpTab, Modifier) -> Unit = { paneTab, paneModifier ->
|
||||
val paneRows = if (paneTab == tab) rows else allRows.filter { it.tab == paneTab }
|
||||
val paneFocus = if (paneTab == tab) focus else (tabFocus[paneTab] ?: 0)
|
||||
// Seeded at the restored cursor, so re-entering a section lands where it was left without
|
||||
// a visible catch-up scroll on the first frame.
|
||||
val paneListState = rememberLazyListState(
|
||||
initialFirstVisibleItemIndex = paneFocus.coerceIn(0, paneRows.lastIndex.coerceAtLeast(0)),
|
||||
)
|
||||
// Keep the focused row on screen, but only SCROLL when it's actually off-screen. Only the
|
||||
// LIVE pane tracks the cursor; the outgoing one is a photograph on its way out.
|
||||
if (paneTab == tab) {
|
||||
LaunchedEffect(focus) {
|
||||
runCatching {
|
||||
val info = paneListState.layoutInfo
|
||||
val item = info.visibleItemsInfo.firstOrNull { it.index == focus }
|
||||
val offScreen = item == null ||
|
||||
item.offset < info.viewportStartOffset ||
|
||||
// The SAME clearance the list pads its bottom with, rather than a literal
|
||||
// that has to be remembered when the legend zone grows.
|
||||
item.offset + item.size > info.viewportEndOffset - legendClearancePx
|
||||
if (offScreen) paneListState.animateScrollToItem(focus)
|
||||
}
|
||||
}
|
||||
itemsIndexed(rows, key = { _, r -> r.id }) { index, row ->
|
||||
}
|
||||
LazyColumn(
|
||||
state = paneListState,
|
||||
// Capped at the Apple client's 620 row width: a landscape phone is WIDER than it is
|
||||
// useful, and a settings row stretched across 900 dp reads as a ribbon, not a control.
|
||||
// Start-aligned (not centred) so the rows and the side detail pane split the screen
|
||||
// rather than both crowding the middle.
|
||||
modifier = paneModifier.widthIn(max = 620.dp + ConsoleEdgeInset * 2),
|
||||
contentPadding = PaddingValues(
|
||||
start = ConsoleEdgeInset,
|
||||
end = ConsoleEdgeInset,
|
||||
top = 8.dp,
|
||||
// Clears the whole floating legend ZONE, bottom bar included — the list itself
|
||||
// runs to the screen edge now.
|
||||
bottom = legendClearance,
|
||||
),
|
||||
verticalArrangement = Arrangement.spacedBy(6.dp),
|
||||
) {
|
||||
itemsIndexed(paneRows, key = { _, r -> r.id }) { index, row ->
|
||||
val rowFocused = paneTab == tab && index == focus && !tabFocused
|
||||
SettingRowView(
|
||||
row,
|
||||
focused = index == focus && !tabFocused,
|
||||
focused = rowFocused,
|
||||
adjustDir = adjustDir,
|
||||
// Only the focused row can be stepped, so only it needs to answer one.
|
||||
stepToken = if (rowFocused) stepToken else 0,
|
||||
refusalToken = if (rowFocused) refusalToken else 0,
|
||||
bandWidth = bandWidth,
|
||||
onClick = {
|
||||
// Same inertness as the pad path above — tapping a dimmed row focuses it
|
||||
// (so its detail explains itself) but never flips it.
|
||||
tabFocused = false
|
||||
if (focus != index) focus = index
|
||||
else if (row.enabled) { adjustDir = 1; row.activate() }
|
||||
else if (row.enabled) activate(row)
|
||||
},
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** The section switcher with its directional content — shared by both orientations below. */
|
||||
val tabbedContent: @Composable (Modifier) -> Unit = { contentModifier ->
|
||||
AnimatedContent(
|
||||
targetState = tab,
|
||||
modifier = contentModifier,
|
||||
transitionSpec = {
|
||||
if (!animated) {
|
||||
fadeIn(tween(ConsoleMotion.REDUCED_MS)) togetherWith
|
||||
fadeOut(tween(ConsoleMotion.REDUCED_MS))
|
||||
} else {
|
||||
// DIRECTION-driven, with a real exit: the incoming section slides in from the
|
||||
// side the press pointed at while the outgoing leaves the other way — paging
|
||||
// along a strip. The previous cut slid a single list's contents 24 dp under an
|
||||
// 85 % fade, which read as the same crossfade whichever shoulder was pressed.
|
||||
val dir = tabDir
|
||||
(
|
||||
slideInHorizontally(ConsoleMotion.ease(ConsoleMotion.TAB_MS)) { it / 6 * dir } +
|
||||
fadeIn(ConsoleMotion.ease(ConsoleMotion.TAB_MS))
|
||||
) togetherWith (
|
||||
slideOutHorizontally(ConsoleMotion.ease(ConsoleMotion.TAB_MS)) { -it / 6 * dir } +
|
||||
fadeOut(ConsoleMotion.ease(ConsoleMotion.TAB_MS))
|
||||
)
|
||||
}
|
||||
},
|
||||
label = "settingsTab",
|
||||
) { t ->
|
||||
tabPane(t, Modifier.fillMaxHeight())
|
||||
}
|
||||
}
|
||||
|
||||
Box(Modifier.fillMaxSize()) {
|
||||
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
|
||||
// The backdrop stays full-bleed — it is ambience. The CHROME (strip, rows' start
|
||||
// edge) takes the safe area on the sides and top only: the LIST deliberately runs to
|
||||
// the physical bottom of the screen, with the bottom inset folded into its
|
||||
// contentPadding, so scrolled rows glide off the edge instead of being guillotined at
|
||||
// an invisible inset line 24 px above it (third on-glass verdict).
|
||||
GamepadFormBackground(Modifier.fillMaxSize())
|
||||
Column(
|
||||
Modifier
|
||||
.fillMaxSize()
|
||||
.windowInsetsPadding(
|
||||
WindowInsets.systemBars.union(WindowInsets.displayCutout)
|
||||
.only(WindowInsetsSides.Horizontal + WindowInsetsSides.Top),
|
||||
),
|
||||
) {
|
||||
// The strip is PINNED while the rows scroll under it: it is this screen's primary
|
||||
// navigation, and a switcher you have to scroll back up to find isn't one.
|
||||
Row(
|
||||
Modifier.fillMaxWidth().padding(top = 8.dp, bottom = 2.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
ConsoleTabStrip(
|
||||
titles = GpTab.entries.map { it.title },
|
||||
selected = GpTab.entries.indexOf(tab),
|
||||
onSelect = { tabFocused = false; selectTab(GpTab.entries[it]) },
|
||||
modifier = Modifier.weight(1f),
|
||||
focused = tabFocused,
|
||||
)
|
||||
// The base-layer marker, where a full "Default settings" heading used to eat a
|
||||
// headline row on EVERY tab. The honesty it carried stays: this screen edits
|
||||
// the defaults only — the console honours a host's profile but doesn't edit
|
||||
// profiles (design §5.4) — and this quiet chip at the strip's end says so
|
||||
// without a second heading repeating the tab pill's own word.
|
||||
Text(
|
||||
"Defaults",
|
||||
style = MaterialTheme.typography.labelMedium,
|
||||
color = ink.fg(0.45f),
|
||||
maxLines = 1,
|
||||
modifier = Modifier.padding(start = 10.dp, end = ConsoleEdgeInset),
|
||||
)
|
||||
}
|
||||
if (landscape) {
|
||||
Row(Modifier.fillMaxSize()) {
|
||||
tabbedContent(Modifier.weight(0.6f))
|
||||
// The focused row's description, in the width a wide phone wastes — beside
|
||||
// the rows instead of floating over the list's tail (the portrait band).
|
||||
// Presentation only: the row already merges this text into its own
|
||||
// announcement, so the pane is hidden from a screen reader like the band.
|
||||
val focusedRow = rows.getOrNull(focus)
|
||||
AnimatedContent(
|
||||
targetState = if (tabFocused) null else focusedRow,
|
||||
transitionSpec = {
|
||||
fadeIn(ConsoleMotion.ease(ConsoleMotion.FOCUS_MS)) togetherWith
|
||||
fadeOut(ConsoleMotion.ease(ConsoleMotion.FOCUS_MS))
|
||||
},
|
||||
modifier = Modifier
|
||||
.weight(0.4f)
|
||||
.semantics { hideFromAccessibility() },
|
||||
label = "sideDetail",
|
||||
) { r ->
|
||||
Column(
|
||||
Modifier
|
||||
.fillMaxHeight()
|
||||
.padding(start = 6.dp, end = ConsoleEdgeInset, top = 22.dp),
|
||||
) {
|
||||
if (r != null && r.detail.isNotBlank()) {
|
||||
Text(
|
||||
r.label,
|
||||
style = MaterialTheme.typography.titleMedium,
|
||||
fontWeight = FontWeight.SemiBold,
|
||||
color = ink.fg(0.85f),
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
)
|
||||
Text(
|
||||
r.detail,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = ink.fg(0.6f),
|
||||
modifier = Modifier.padding(top = 6.dp),
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
tabbedContent(Modifier.fillMaxSize())
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Floating frosted legend — a real backdrop blur of the rows scrolling behind it (no dedicated
|
||||
// strip). In landscape it ignores the safe area so it hugs the corner instead of the nav-bar inset.
|
||||
// The floating legend ZONE: the focused row's description above, the controls pill below,
|
||||
// both frosted over whatever scrolls behind them. It is an OVERLAY, so nothing in it can
|
||||
// ever displace the list — which is the whole reason the detail moved here out of the row.
|
||||
// In landscape it ignores the system bars so it hugs the corner instead of the nav-bar
|
||||
// inset, but it still takes the display cutout (reverse-landscape parks the punch here).
|
||||
Box(
|
||||
Modifier
|
||||
.align(Alignment.BottomStart)
|
||||
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
|
||||
.consoleLegendInsets(landscape)
|
||||
.padding(ConsoleLegendInset),
|
||||
) {
|
||||
// The legend follows the focused row (the desktop console's hints() does the same):
|
||||
@@ -306,31 +553,49 @@ fun GamepadSettingsScreen(
|
||||
// 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) })
|
||||
GamepadHint('⇄', PadGlyph.Arrow, "Section", onClick = { stepTab(1) })
|
||||
.takeIf { padIsGamepad },
|
||||
)
|
||||
GamepadHintBar(
|
||||
if (tabFocused) listOf(
|
||||
GamepadHint('↔', Color(0xFF9A93C7), "Section"),
|
||||
PadGlyph.hint('A', "Open") { tabFocused = false },
|
||||
PadGlyph.hint('B', "Done", onClick = onBack),
|
||||
) else sections + when {
|
||||
focused != null && !focused.enabled -> listOf(
|
||||
PadGlyph.hint('B', "Done", onClick = onBack),
|
||||
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
// Portrait only: landscape's description lives in the side pane, where the wide
|
||||
// aspect has room for it — a band AND a pane would say the same thing twice.
|
||||
if (!landscape) {
|
||||
ConsoleDetailBand(
|
||||
// On the strip there is no row to describe, and the pills already name the
|
||||
// sections — a stale row's description there would describe the wrong thing.
|
||||
text = if (tabFocused) "" else focused?.detail.orEmpty(),
|
||||
key = if (tabFocused) "__strip" else focused?.id,
|
||||
hazeState = hazeState,
|
||||
)
|
||||
focused != null && !focused.adjustable -> listOf(
|
||||
PadGlyph.hint('A', "Pin to hosts") { focused.activate() },
|
||||
}
|
||||
GamepadHintBar(
|
||||
if (tabFocused) listOf(
|
||||
GamepadHint('↔', PadGlyph.Arrow, "Section"),
|
||||
PadGlyph.hint('A', "Open") { tabFocused = false },
|
||||
PadGlyph.hint('B', "Done", onClick = onBack),
|
||||
)
|
||||
else -> listOf(
|
||||
GamepadHint('↔', Color(0xFF9A93C7), "Adjust"),
|
||||
// Tappable too (touch escape hatch): Change cycles the focused row, Done leaves.
|
||||
PadGlyph.hint('A', "Change") { rows.getOrNull(focus)?.activate() },
|
||||
PadGlyph.hint('B', "Done", onClick = onBack),
|
||||
)
|
||||
},
|
||||
hazeState = hazeState,
|
||||
)
|
||||
) else sections + when {
|
||||
focused != null && !focused.enabled -> listOf(
|
||||
PadGlyph.hint('B', "Done", onClick = onBack),
|
||||
)
|
||||
// What A does here follows the ROW: it opens the pin picker on a profile,
|
||||
// the connected-controllers view on that one, the notices on the About row.
|
||||
// It was the literal "Pin to hosts" while profiles were the only such rows.
|
||||
focused != null && !focused.adjustable -> listOf(
|
||||
PadGlyph.hint('A', focused.actionHint) { activate(focused) },
|
||||
PadGlyph.hint('B', "Done", onClick = onBack),
|
||||
)
|
||||
else -> listOf(
|
||||
GamepadHint('↔', PadGlyph.Arrow, "Adjust"),
|
||||
// Tappable too (touch hatch): Change cycles the focused row, Done leaves.
|
||||
PadGlyph.hint('A', "Change") {
|
||||
rows.getOrNull(focus)?.let { activate(it) }
|
||||
},
|
||||
PadGlyph.hint('B', "Done", onClick = onBack),
|
||||
)
|
||||
},
|
||||
hazeState = hazeState,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// The pin-to-hosts picker for the activated profile row — the console counterpart of the
|
||||
@@ -347,24 +612,64 @@ fun GamepadSettingsScreen(
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* One settings row. Its geometry NEVER changes with focus — that is the whole design of it.
|
||||
*
|
||||
* It used to unfold its description in place, which meant every D-pad step shrank one row and grew
|
||||
* another, shifting the entire list under the cursor and moving the keep-focus-visible scroll's
|
||||
* target out from under it mid-animation. The description now lives in the screen's floating
|
||||
* [ConsoleDetailBand], which is an overlay and cannot displace anything. Focus changes colour,
|
||||
* lift and bloom here; it does not change size.
|
||||
*
|
||||
* The value gets the same treatment sideways: a fixed minimum slot, end-aligned, with the size
|
||||
* transform snapped so the slot's WIDTH never animates. Stepping a choice used to widen and narrow
|
||||
* that slot on every press, walking the ‹ chevron back and forth. Tabular figures finish the job —
|
||||
* without them `1920 × 1080 → 2560 × 1440` changes width on the digits alone.
|
||||
*/
|
||||
@Composable
|
||||
private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick: () -> Unit) {
|
||||
private fun SettingRowView(
|
||||
row: GpRow,
|
||||
focused: Boolean,
|
||||
adjustDir: Int,
|
||||
stepToken: Int,
|
||||
refusalToken: Int,
|
||||
/** The option drum's fixed stage — sized by the SCREEN (orientation decides how much a row can spare). */
|
||||
bandWidth: Dp,
|
||||
onClick: () -> Unit,
|
||||
) {
|
||||
val ink = LocalGamepadInk.current
|
||||
val visuals = animateConsoleFocus(active = focused)
|
||||
val shape = RoundedCornerShape(14.dp)
|
||||
// The chevrons keep their layout slot and only fade, so the value never jumps sideways when
|
||||
// focus arrives; the value colour cross-fades with them. A non-adjustable row (a profile row
|
||||
// navigates, the empty-catalog placeholder does nothing) never shows them at all.
|
||||
val chevronAlpha by animateFloatAsState(
|
||||
if (focused && row.adjustable) 0.6f else 0f,
|
||||
tween(160),
|
||||
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
|
||||
label = "chevrons",
|
||||
)
|
||||
val valueColor by animateColorAsState(
|
||||
ink.fg(if (focused) 1f else 0.6f),
|
||||
tween(160),
|
||||
ConsoleMotion.ease(ConsoleMotion.FOCUS_MS),
|
||||
label = "valueColor",
|
||||
)
|
||||
// A press always gets an answer. Accepted: the chevron on the pressed side ticks outward and
|
||||
// springs back. Refused: the whole value slot gives 4 dp toward the press and springs back —
|
||||
// the "door is locked" motion, so a limit reads as a limit instead of as a dropped input.
|
||||
val chevronKick = remember { Animatable(0f) }
|
||||
LaunchedEffect(stepToken) {
|
||||
if (stepToken == 0) return@LaunchedEffect
|
||||
chevronKick.snapTo(2f * adjustDir)
|
||||
chevronKick.animateTo(0f, spring(dampingRatio = 0.45f, stiffness = 900f))
|
||||
}
|
||||
val refusal = remember { Animatable(0f) }
|
||||
LaunchedEffect(refusalToken) {
|
||||
if (refusalToken == 0) return@LaunchedEffect
|
||||
refusal.animateTo(
|
||||
ConsoleMotion.REFUSAL_NUDGE.value * adjustDir,
|
||||
ConsoleMotion.ease(ConsoleMotion.REFUSAL_MS / 2),
|
||||
)
|
||||
refusal.animateTo(0f, spring(dampingRatio = 0.5f, stiffness = Spring.StiffnessMedium))
|
||||
}
|
||||
Column {
|
||||
if (row.header != null) {
|
||||
Text(
|
||||
@@ -375,74 +680,127 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
|
||||
modifier = Modifier.padding(start = 16.dp, top = 14.dp, bottom = 4.dp),
|
||||
)
|
||||
}
|
||||
Column(
|
||||
Row(
|
||||
modifier = Modifier
|
||||
.fillMaxWidth()
|
||||
.graphicsLayer { scaleX = visuals.scale; scaleY = visuals.scale }
|
||||
.clip(shape)
|
||||
.background(visuals.background)
|
||||
.border(1.dp, visuals.border, shape)
|
||||
.consoleGlass(ConsoleShape.Row, visuals)
|
||||
.clickable(
|
||||
interactionSource = remember { MutableInteractionSource() },
|
||||
indication = null,
|
||||
onClick = onClick,
|
||||
)
|
||||
// ONE announcement per row, not five leaves read in layout order. Three things had
|
||||
// to be gathered to make it true:
|
||||
// * the VALUE of a toggle row existed nowhere in the tree — the switch replaces
|
||||
// the value text (see below), so `row.value` ("On"/"Off") was drawn by nothing;
|
||||
// * the DESCRIPTION lives in the floating band at the far bottom of the screen,
|
||||
// which is the right place to LOOK and the wrong place to be read — so it is
|
||||
// merged here, where the row it explains is;
|
||||
// * `enabled` was a colour and nothing else.
|
||||
// A row therefore announces "Refresh rate, 120 Hz, Frame rate the host renders and
|
||||
// streams at" — which is what the screen already means, said once.
|
||||
.semantics(mergeDescendants = true) {
|
||||
role = if (row.toggled != null) Role.Switch else Role.Button
|
||||
contentDescription = listOfNotNull(
|
||||
row.label,
|
||||
row.value.takeIf { it.isNotBlank() },
|
||||
row.detail.takeIf { it.isNotBlank() },
|
||||
).joinToString(", ")
|
||||
row.toggled?.let {
|
||||
toggleableState = if (it) ToggleableState.On else ToggleableState.Off
|
||||
}
|
||||
if (!row.enabled) disabled()
|
||||
}
|
||||
.padding(horizontal = 16.dp, vertical = 13.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
Row(Modifier.fillMaxWidth(), verticalAlignment = Alignment.CenterVertically) {
|
||||
Text(
|
||||
row.label,
|
||||
style = MaterialTheme.typography.bodyLarge,
|
||||
fontWeight = FontWeight.SemiBold,
|
||||
// A disabled row (the "No profiles yet" placeholder) dims but stays focusable,
|
||||
// so its detail line can still explain what would go here.
|
||||
color = ink.fg(if (row.enabled) 1f else 0.45f),
|
||||
maxLines = 1,
|
||||
)
|
||||
Spacer(Modifier.weight(1f))
|
||||
Text(
|
||||
row.label,
|
||||
style = MaterialTheme.typography.bodyLarge,
|
||||
fontWeight = FontWeight.SemiBold,
|
||||
// A disabled row (the "No profiles yet" placeholder) dims but stays focusable, so
|
||||
// the detail band can still explain what would go here.
|
||||
color = ink.fg(if (row.enabled) 1f else 0.45f),
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
// Takes the slack rather than a Spacer doing it, so a long label ellipsizes into
|
||||
// the room it actually has instead of shoving the value slot off the row.
|
||||
modifier = Modifier.weight(1f),
|
||||
)
|
||||
Spacer(Modifier.width(8.dp))
|
||||
Row(
|
||||
modifier = Modifier.offset { IntOffset(refusal.value.dp.roundToPx(), 0) },
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
if (row.toggled != null) {
|
||||
// A toggle is a switch, not text — the sliding knob + tinting track IS the value.
|
||||
ConsoleSwitch(on = row.toggled, focused = focused)
|
||||
} else {
|
||||
Text("‹ ", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
|
||||
// The value slides in the direction it was stepped and its width animates, so
|
||||
// cycling a choice reads as motion through a list rather than a text swap.
|
||||
AnimatedContent(
|
||||
targetState = row.value,
|
||||
transitionSpec = {
|
||||
val dir = adjustDir
|
||||
(slideInHorizontally(tween(180)) { w -> w / 2 * dir } + fadeIn(tween(180))) togetherWith
|
||||
(slideOutHorizontally(tween(140)) { w -> -w / 2 * dir } + fadeOut(tween(100))) using
|
||||
SizeTransform(clip = false)
|
||||
},
|
||||
label = "value",
|
||||
) { value ->
|
||||
Text(
|
||||
value,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = valueColor,
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
Icon(
|
||||
Icons.Filled.ChevronLeft,
|
||||
// Decoration: it says "this value steps", which the row's Switch/Button
|
||||
// role already says. Left in the tree it is read out on every focused row.
|
||||
contentDescription = null,
|
||||
tint = ink.fg,
|
||||
modifier = Modifier
|
||||
.size(18.dp)
|
||||
.semantics { hideFromAccessibility() }
|
||||
.graphicsLayer { alpha = chevronAlpha }
|
||||
.offset { IntOffset(minOf(chevronKick.value, 0f).dp.roundToPx(), 0) },
|
||||
)
|
||||
if (row.options != null && row.selectedIndex in row.options.indices) {
|
||||
// The drum — see ConsoleOptionBand. Its width is FIXED by the row, so a
|
||||
// step can never reflow the chevrons, and the tabular-figures concern
|
||||
// dissolves with it: nothing about the row's layout depends on the label.
|
||||
ConsoleOptionBand(
|
||||
options = row.options,
|
||||
selection = row.selectedIndex,
|
||||
focused = focused,
|
||||
width = bandWidth,
|
||||
)
|
||||
} else {
|
||||
// The flat rows (profile pin counts, the empty-catalog placeholder) keep
|
||||
// the quiet slip: the changed string slides in following the motion.
|
||||
AnimatedContent(
|
||||
targetState = row.value,
|
||||
transitionSpec = {
|
||||
val dir = adjustDir
|
||||
(
|
||||
slideInHorizontally(
|
||||
ConsoleMotion.ease(ConsoleMotion.VALUE_MS),
|
||||
) { w -> w / 2 * dir } +
|
||||
fadeIn(ConsoleMotion.ease(ConsoleMotion.VALUE_MS))
|
||||
) togetherWith (
|
||||
slideOutHorizontally(
|
||||
ConsoleMotion.ease(ConsoleMotion.VALUE_OUT_MS),
|
||||
) { w -> -w / 2 * dir } +
|
||||
fadeOut(ConsoleMotion.ease(100))
|
||||
) using SizeTransform(clip = false) { _, _ -> snap() }
|
||||
},
|
||||
label = "value",
|
||||
) { value ->
|
||||
Text(
|
||||
value,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = valueColor,
|
||||
textAlign = TextAlign.End,
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
)
|
||||
}
|
||||
}
|
||||
Text(" ›", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
|
||||
Icon(
|
||||
Icons.Filled.ChevronRight,
|
||||
contentDescription = null,
|
||||
tint = ink.fg,
|
||||
modifier = Modifier
|
||||
.size(18.dp)
|
||||
.semantics { hideFromAccessibility() }
|
||||
.graphicsLayer { alpha = chevronAlpha }
|
||||
.offset { IntOffset(maxOf(chevronKick.value, 0f).dp.roundToPx(), 0) },
|
||||
)
|
||||
}
|
||||
}
|
||||
// The focused row carries its own one-line description — no dedicated (space-eating)
|
||||
// detail strip. It unfolds right where you're looking, and the row grows to fit.
|
||||
AnimatedVisibility(
|
||||
visible = focused && row.detail.isNotBlank(),
|
||||
enter = fadeIn(tween(180, delayMillis = 60)) + expandVertically(tween(180)),
|
||||
exit = fadeOut(tween(90)) + shrinkVertically(tween(150)),
|
||||
) {
|
||||
Text(
|
||||
row.detail,
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
color = ink.fg(0.6f),
|
||||
maxLines = 2,
|
||||
modifier = Modifier.padding(top = 6.dp),
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -450,12 +808,17 @@ 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 and [hasGyroscope] the "Gyro from this
|
||||
* phone" row (both absent on TVs); [av1Capable] gates the AV1 codec entry (see
|
||||
* `codecOptionsFor`). Every row declares its [GpTab]; the screen shows one tab at a time. */
|
||||
* `codecOptionsFor`). [appVersion] is the installed version the About row states, and
|
||||
* [openControllers] / [openLicenses] are the two rows that navigate rather than set anything.
|
||||
* Every row declares its [GpTab]; the screen shows one tab at a time. */
|
||||
internal fun buildSettingsRows(
|
||||
s: Settings,
|
||||
hasBodyVibrator: Boolean,
|
||||
hasGyroscope: Boolean,
|
||||
av1Capable: Boolean,
|
||||
appVersion: String = "",
|
||||
openControllers: () -> Unit = {},
|
||||
openLicenses: () -> Unit = {},
|
||||
update: (Settings) -> Unit,
|
||||
): List<GpRow> {
|
||||
fun <T> choice(
|
||||
@@ -480,6 +843,8 @@ internal fun buildSettingsRows(
|
||||
val i = if (idx < 0) 0 else (idx + 1) % options.size
|
||||
options.getOrNull(i)?.let { write(it.first) }
|
||||
},
|
||||
options = options.map { it.second },
|
||||
selectedIndex = idx,
|
||||
)
|
||||
}
|
||||
fun toggle(
|
||||
@@ -633,6 +998,28 @@ internal fun buildSettingsRows(
|
||||
"triggers, lightbar and gyro.",
|
||||
s.dsCapture, enabled = s.gamepadForwarding,
|
||||
) { update(s.copy(dsCapture = it)) },
|
||||
// The diagnostics view — same screen the touch settings reach, same words for it. It was
|
||||
// reachable from touch ONLY, which on a TV box means not at all: there is no touch interface
|
||||
// to fall back to there, and "my controller does nothing" is the support case it answers.
|
||||
//
|
||||
// Deliberately NOT gated on the master forwarding switch its neighbours all follow: this is
|
||||
// the row you reach for when forwarding looks broken, and a diagnostic that dims itself when
|
||||
// the thing it diagnoses is off is worse than none.
|
||||
//
|
||||
// No value: this row navigates, it doesn't hold a setting (a count read here would be a
|
||||
// snapshot, and a stale "none detected" is worse than no number at all — the screen it opens
|
||||
// watches hot-plug live).
|
||||
GpRow(
|
||||
id = "controllers",
|
||||
tab = GpTab.CONTROLLER,
|
||||
header = "Diagnostics",
|
||||
label = "Connected controllers",
|
||||
value = "",
|
||||
detail = "What the app detects, with a live input test.",
|
||||
adjust = { false },
|
||||
activate = openControllers,
|
||||
adjustable = false,
|
||||
),
|
||||
|
||||
// The palette leads Interface: it is the one row whose effect you can see while you step
|
||||
// it (the backdrop behind this very list recolours), so it wants to be the first thing
|
||||
@@ -647,7 +1034,7 @@ internal fun buildSettingsRows(
|
||||
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.",
|
||||
"Select + X on a pad, or a 3-finger tap, cycles the tiers live.",
|
||||
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
|
||||
) { update(s.copy(statsVerbosity = it)) },
|
||||
toggle(
|
||||
@@ -680,6 +1067,22 @@ internal fun buildSettingsRows(
|
||||
} else {
|
||||
null
|
||||
},
|
||||
) + listOf(
|
||||
// About closes the Interface section, the way the touch settings' last category does. The
|
||||
// notices are a licence obligation and were reachable from touch only — on a TV box that is
|
||||
// nowhere. The version rides in the VALUE slot rather than as a second, inert row: it is the
|
||||
// identity half of an About page, and the screen this opens states it again at the top.
|
||||
GpRow(
|
||||
id = "licenses",
|
||||
tab = GpTab.INTERFACE,
|
||||
header = "About",
|
||||
label = "Open-source licenses",
|
||||
value = appVersion,
|
||||
detail = "Third-party notices and credits.",
|
||||
adjust = { false },
|
||||
activate = openLicenses,
|
||||
adjustable = false,
|
||||
),
|
||||
)
|
||||
}
|
||||
|
||||
@@ -694,7 +1097,7 @@ internal fun buildSettingsRows(
|
||||
* Controller-optimized UI toggle a few rows up, which swaps the standard interface in
|
||||
* (d-pad-navigable; the profile editor lives there on every device, unlike tvOS where none exists).
|
||||
*/
|
||||
private fun buildProfileRows(
|
||||
internal fun buildProfileRows(
|
||||
profiles: List<StreamProfile>,
|
||||
savedHosts: List<KnownHost>,
|
||||
tv: Boolean,
|
||||
@@ -741,6 +1144,7 @@ private fun buildProfileRows(
|
||||
adjust = { false },
|
||||
activate = { openPinPicker(p) },
|
||||
adjustable = false,
|
||||
actionHint = "Pin to hosts",
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,100 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import io.unom.punktfunk.kit.discovery.DiscoveredHost
|
||||
import io.unom.punktfunk.kit.security.KnownHost
|
||||
|
||||
/**
|
||||
* The console home's tiles, in carousel order: every saved host with its pinned host+profile cards
|
||||
* immediately behind it, then the hosts seen on the network but not yet saved, then Add Host.
|
||||
*
|
||||
* Pure, and deliberately not a composable. The half of this that can be WRONG is the ordering and
|
||||
* what a tile claims — a pin drifting away from the host it belongs to, a discovered host offered a
|
||||
* second time next to the saved record it already is, a chip naming a profile the press won't
|
||||
* actually use. None of that needs a display to be checked, and `HomeTilesTest` checks it without
|
||||
* one; the console home itself needs the live JNI core to compose at all.
|
||||
*
|
||||
* [isOnline] and [pinsFor] arrive as lambdas rather than as the discovery lists and the profile
|
||||
* store behind them: "online" means advertising on mDNS OR answering a QUIC probe (the routed
|
||||
* Tailscale/VPN case), which is a rule belonging to the screen that does the probing, not to a list
|
||||
* builder.
|
||||
*/
|
||||
internal fun buildHomeTiles(
|
||||
savedHosts: List<KnownHost>,
|
||||
/** The live catalog — resolves each host's binding into the name and colour its chip wears. */
|
||||
profiles: List<StreamProfile>,
|
||||
pinsFor: (KnownHost) -> List<StreamProfile>,
|
||||
/** Already de-duped against [savedHosts] by the caller: a saved host is not also "discovered". */
|
||||
discoveredUnsaved: List<DiscoveredHost>,
|
||||
isOnline: (KnownHost) -> Boolean,
|
||||
/**
|
||||
* Dial a saved host. The second argument is `connect`'s one-off profile reference: null on a
|
||||
* host's own tile (follow whatever the host is bound to), the pinned profile's id on a pin tile.
|
||||
*/
|
||||
onConnect: (KnownHost, String?) -> Unit,
|
||||
onConnectDiscovered: (DiscoveredHost) -> Unit,
|
||||
onAddHost: () -> Unit,
|
||||
): List<HomeTile> = buildList {
|
||||
savedHosts.forEach { kh ->
|
||||
val bound = kh.profileId?.let { id -> profiles.firstOrNull { it.id == id } }
|
||||
add(
|
||||
HomeTile(
|
||||
id = "saved-${kh.id}",
|
||||
title = kh.name,
|
||||
subtitle = "${kh.address}:${kh.port}",
|
||||
filled = true,
|
||||
online = isOnline(kh),
|
||||
paired = kh.paired,
|
||||
knownHost = kh,
|
||||
// The binding is what a press will actually do, so the tile says so — the console
|
||||
// can't edit profiles, but it must never lie about which one it uses. It rides in
|
||||
// the card's own chip now rather than as a "· Name" tail on the address, which is
|
||||
// where it read as an afterthought.
|
||||
profileName = bound?.name,
|
||||
profileAccent = accentColor(bound?.accent),
|
||||
activate = { onConnect(kh, null) },
|
||||
),
|
||||
)
|
||||
// Pinned host+profile combinations, right after their host: one focus-and-press each,
|
||||
// which is the affordance a controller surface does well (menus are not).
|
||||
pinsFor(kh).forEach { p ->
|
||||
add(
|
||||
HomeTile(
|
||||
id = "pin-${kh.id}-${p.id}",
|
||||
title = kh.name,
|
||||
// The address, like every other card — the PROFILE is what makes this card
|
||||
// different, and it now says so in the chip instead of standing in for the
|
||||
// subtitle, which left a pin card unable to say where it pointed.
|
||||
subtitle = "${kh.address}:${kh.port}",
|
||||
filled = true,
|
||||
online = isOnline(kh),
|
||||
paired = kh.paired,
|
||||
knownHost = kh,
|
||||
pinnedProfileId = p.id,
|
||||
profileName = p.name,
|
||||
profileAccent = accentColor(p.accent),
|
||||
activate = { onConnect(kh, p.id) },
|
||||
),
|
||||
)
|
||||
}
|
||||
}
|
||||
discoveredUnsaved.forEach { dh ->
|
||||
add(
|
||||
HomeTile(
|
||||
id = "disc-${dh.host}:${dh.port}",
|
||||
title = dh.name,
|
||||
subtitle = "${dh.host}:${dh.port}",
|
||||
online = true,
|
||||
activate = { onConnectDiscovered(dh) },
|
||||
),
|
||||
)
|
||||
}
|
||||
add(
|
||||
HomeTile(
|
||||
id = "add",
|
||||
title = "Add Host",
|
||||
subtitle = "Register a host by address",
|
||||
isAdd = true,
|
||||
activate = onAddHost,
|
||||
),
|
||||
)
|
||||
}
|
||||
@@ -15,13 +15,12 @@ import androidx.compose.foundation.layout.fillMaxWidth
|
||||
import androidx.compose.foundation.layout.height
|
||||
import androidx.compose.foundation.layout.padding
|
||||
import androidx.compose.foundation.layout.size
|
||||
import androidx.compose.foundation.layout.systemBarsPadding
|
||||
import androidx.compose.foundation.layout.width
|
||||
import androidx.compose.foundation.pager.HorizontalPager
|
||||
import androidx.compose.foundation.pager.PageSize
|
||||
import androidx.compose.foundation.pager.rememberPagerState
|
||||
import androidx.compose.foundation.shape.RoundedCornerShape
|
||||
import androidx.compose.material3.CircularProgressIndicator
|
||||
import androidx.compose.material3.Icon
|
||||
import androidx.compose.material3.MaterialTheme
|
||||
import androidx.compose.material3.Text
|
||||
import androidx.compose.runtime.Composable
|
||||
@@ -42,6 +41,11 @@ import androidx.compose.ui.layout.ContentScale
|
||||
import android.content.res.Configuration
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
import androidx.compose.ui.semantics.contentDescription
|
||||
import androidx.compose.ui.semantics.liveRegion
|
||||
import androidx.compose.ui.semantics.LiveRegionMode
|
||||
import androidx.compose.ui.semantics.selected
|
||||
import androidx.compose.ui.semantics.semantics
|
||||
import androidx.compose.ui.zIndex
|
||||
import dev.chrisbanes.haze.HazeState
|
||||
import dev.chrisbanes.haze.hazeSource
|
||||
@@ -54,6 +58,7 @@ import androidx.compose.ui.unit.sp
|
||||
import coil.ImageLoader
|
||||
import coil.compose.AsyncImage
|
||||
import coil.request.ImageRequest
|
||||
import io.unom.punktfunk.components.launcherIcon
|
||||
import io.unom.punktfunk.kit.library.DEFAULT_MGMT_PORT
|
||||
import io.unom.punktfunk.kit.library.GameEntry
|
||||
import io.unom.punktfunk.kit.library.LibraryClient
|
||||
@@ -127,7 +132,7 @@ fun LibraryScreen(
|
||||
Box(Modifier.fillMaxSize()) {
|
||||
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
|
||||
GamepadAuroraBackground(Modifier.fillMaxSize())
|
||||
Column(Modifier.fillMaxSize().systemBarsPadding()) {
|
||||
Column(Modifier.fillMaxSize().consoleSafeArea()) {
|
||||
ConsoleHeader("${host.name} — Library")
|
||||
Box(Modifier.weight(1f).fillMaxWidth(), contentAlignment = Alignment.Center) {
|
||||
when (val s = state) {
|
||||
@@ -171,7 +176,7 @@ fun LibraryScreen(
|
||||
// Launching overlay — the connect + host-side game boot takes a moment; block the pad while it runs.
|
||||
if (launching) {
|
||||
Box(
|
||||
Modifier.fillMaxSize().background(Color.Black.copy(alpha = 0.6f)),
|
||||
Modifier.fillMaxSize().background(ink.modalScrim),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
Column(
|
||||
@@ -187,7 +192,7 @@ fun LibraryScreen(
|
||||
// screen (ignore the safe area in landscape, where the bottom edge isn't a tap target).
|
||||
Box(
|
||||
Modifier.align(Alignment.BottomStart)
|
||||
.then(if (landscape) Modifier else Modifier.systemBarsPadding())
|
||||
.consoleLegendInsets(landscape)
|
||||
.padding(ConsoleLegendInset),
|
||||
) {
|
||||
GamepadHintBar(
|
||||
@@ -262,10 +267,18 @@ private fun Coverflow(
|
||||
Text(
|
||||
if (current?.isLauncher == true) "LAUNCHERS" else "GAMES",
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
color = Color.White.copy(alpha = 0.45f),
|
||||
// The palette's ink, not white: on a pale field this heading was white on
|
||||
// near-white and simply wasn't there.
|
||||
color = ink.fg(0.45f),
|
||||
letterSpacing = 2.sp,
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.fillMaxWidth().padding(bottom = 8.dp),
|
||||
modifier = Modifier
|
||||
.fillMaxWidth()
|
||||
// A live region: this heading is the ONLY signal that the cursor has
|
||||
// crossed from the launchers into the games, and a coverflow gives a
|
||||
// reader no other way to notice — it is one strip, not two lists.
|
||||
.semantics { liveRegion = LiveRegionMode.Polite }
|
||||
.padding(bottom = 8.dp),
|
||||
)
|
||||
}
|
||||
HorizontalPager(
|
||||
@@ -287,10 +300,22 @@ private fun Coverflow(
|
||||
.width(coverWidth)
|
||||
.height(coverHeight)
|
||||
// Touch: tap the centred cover to launch it; tap a neighbour to bring it centre.
|
||||
.clickable {
|
||||
// The label says which of the two a press does, because from the poster
|
||||
// alone they are indistinguishable — and the CENTRED one is the only one A
|
||||
// acts on, which nothing else in the tree says.
|
||||
.clickable(
|
||||
onClickLabel = if (page == pagerState.currentPage) {
|
||||
"Launch ${games[page].title}"
|
||||
} else {
|
||||
"Bring ${games[page].title} to the centre"
|
||||
},
|
||||
) {
|
||||
if (page == pagerState.currentPage) onLaunch(games[page])
|
||||
else scope.launch { pagerState.animateScrollToPage(page) }
|
||||
}
|
||||
.semantics {
|
||||
if (page == pagerState.currentPage) selected = true
|
||||
}
|
||||
.graphicsLayer {
|
||||
// Centre at full size; EVERY neighbour settles to one size, so an even pitch
|
||||
// yields even VISUAL gaps. (A progressive shrink made the outer gaps grow —
|
||||
@@ -349,11 +374,14 @@ private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Mo
|
||||
val ink = LocalGamepadInk.current
|
||||
val candidates = game.art.posterCandidates
|
||||
var idx by remember(game.id) { mutableStateOf(0) }
|
||||
val shape = RoundedCornerShape(16.dp)
|
||||
val shape = ConsoleShape.Poster
|
||||
Box(
|
||||
modifier = modifier
|
||||
.clip(shape)
|
||||
.background(Color(0xFF241F3D))
|
||||
// The ground a cover sits on while its art loads (and the permanent one for a launcher
|
||||
// entry, which rarely has art). Palette-derived rather than a fixed indigo, so a poster
|
||||
// wall on a pale field isn't a grid of dark holes.
|
||||
.background(LocalGamepadPalette.current.groundColor)
|
||||
.border(1.dp, ink.fg(0.12f), shape),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
@@ -367,27 +395,53 @@ private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Mo
|
||||
onError = { idx++ }, // this candidate failed — try the next, or fall to the placeholder
|
||||
)
|
||||
} else {
|
||||
// A launcher rarely has poster art. Naming the launcher says "opens Steam"; the title
|
||||
// would read as "a game whose cover failed to load".
|
||||
Text(
|
||||
if (game.isLauncher) game.storeLabel else game.title,
|
||||
style = MaterialTheme.typography.titleMedium,
|
||||
fontWeight = FontWeight.SemiBold,
|
||||
color = ink.fg(0.75f),
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.padding(12.dp),
|
||||
)
|
||||
// A launcher ships no poster by design, so its brand mark IS the poster — drawn big and
|
||||
// centred, tinted like the text it replaces. Falling back to the launcher's name says
|
||||
// "opens Steam" for a mark we don't ship; the title would read as "a game whose cover
|
||||
// failed to load".
|
||||
val mark = launcherIcon(game.iconToken)
|
||||
if (mark != null) {
|
||||
Icon(
|
||||
imageVector = mark,
|
||||
contentDescription = game.title,
|
||||
tint = ink.fg(0.75f),
|
||||
modifier = Modifier.fillMaxSize(0.45f),
|
||||
)
|
||||
} else {
|
||||
Text(
|
||||
if (game.isLauncher) game.storeLabel else game.title,
|
||||
style = MaterialTheme.typography.titleMedium,
|
||||
fontWeight = FontWeight.SemiBold,
|
||||
color = ink.fg(0.75f),
|
||||
textAlign = TextAlign.Center,
|
||||
modifier = Modifier.padding(12.dp),
|
||||
)
|
||||
}
|
||||
}
|
||||
// Store badge, top-start — brand-filled for a launcher entry (design D4).
|
||||
Box(Modifier.fillMaxSize().padding(8.dp), contentAlignment = Alignment.TopStart) {
|
||||
Text(
|
||||
game.storeLabel,
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
color = ink.fg,
|
||||
// A launcher's badge is brand-filled, so it reads on the ACCENT; a game's sits on
|
||||
// a plain dark wash over its own art.
|
||||
color = if (game.isLauncher) ink.onAccent else Color.White,
|
||||
modifier = Modifier
|
||||
.clip(RoundedCornerShape(50))
|
||||
// A bare store name read out after the title says nothing about WHY it is
|
||||
// there; the poster's own description already carries the title.
|
||||
.semantics {
|
||||
contentDescription = if (game.isLauncher) {
|
||||
"Opens ${game.storeLabel}"
|
||||
} else {
|
||||
"From ${game.storeLabel}"
|
||||
}
|
||||
}
|
||||
.clip(ConsoleShape.Pill)
|
||||
.background(
|
||||
if (game.isLauncher) MaterialTheme.colorScheme.primary
|
||||
// The console's palette accent, not `MaterialTheme.colorScheme.primary` —
|
||||
// that is the TOUCH theme's colour (Material You, seeded from the user's
|
||||
// wallpaper), which had nothing to do with the field this poster sits on.
|
||||
if (game.isLauncher) ink.accent
|
||||
else Color.Black.copy(alpha = 0.5f),
|
||||
)
|
||||
.padding(horizontal = 8.dp, vertical = 3.dp),
|
||||
|
||||
@@ -1,8 +1,12 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import android.content.res.Configuration
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.foundation.ScrollState
|
||||
import androidx.compose.foundation.layout.Arrangement
|
||||
import androidx.compose.foundation.layout.Box
|
||||
import androidx.compose.foundation.layout.Column
|
||||
import androidx.compose.foundation.layout.PaddingValues
|
||||
import androidx.compose.foundation.layout.Row
|
||||
import androidx.compose.foundation.layout.fillMaxSize
|
||||
import androidx.compose.foundation.layout.fillMaxWidth
|
||||
@@ -19,20 +23,130 @@ import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.platform.LocalConfiguration
|
||||
import androidx.compose.ui.platform.LocalContext
|
||||
import androidx.compose.ui.text.font.FontFamily
|
||||
import androidx.compose.ui.unit.dp
|
||||
import dev.chrisbanes.haze.HazeState
|
||||
import dev.chrisbanes.haze.hazeSource
|
||||
|
||||
/**
|
||||
* Open-source licenses: punktfunk's own license (MIT OR Apache-2.0) plus the third-party software
|
||||
* notices, read from the bundled `THIRD-PARTY-NOTICES.txt` asset (generated by
|
||||
* scripts/gen-third-party-notices.sh). Reached from [SettingsScreen]; Back returns there.
|
||||
*
|
||||
* This is the TOUCH entry point; [ConsoleLicensesScreen] shows the same notices on the console's
|
||||
* field, where they need a scroll route a controller can actually drive.
|
||||
*/
|
||||
@Composable
|
||||
fun LicensesScreen(onBack: () -> Unit) {
|
||||
val context = LocalContext.current
|
||||
BackHandler(onBack = onBack)
|
||||
|
||||
Column(Modifier.fillMaxSize()) {
|
||||
// Pinned header with a visible Back affordance (Back-button/gesture still work via BackHandler).
|
||||
Row(
|
||||
modifier = Modifier.fillMaxWidth().padding(start = 4.dp, end = 12.dp, top = 8.dp, bottom = 4.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
IconButton(onClick = onBack) {
|
||||
Icon(Icons.AutoMirrored.Filled.ArrowBack, contentDescription = "Back")
|
||||
}
|
||||
Text("Open-source licenses", style = MaterialTheme.typography.headlineSmall)
|
||||
}
|
||||
LicensesBody(
|
||||
scroll = rememberScrollState(),
|
||||
contentPadding = PaddingValues(start = 20.dp, end = 20.dp, bottom = 24.dp),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The notices on the console's field. The reason this exists as its own screen rather than the touch
|
||||
* one dropped into the shell is the SCROLL: the body is a wall of text with exactly one focusable
|
||||
* node (the touch screen's back arrow), and Compose scrolls a container only to keep a FOCUSED child
|
||||
* visible — so a controller could reach the first screenful of `THIRD-PARTY-NOTICES.txt` and not one
|
||||
* line further. Here up/down steps and the shoulders page, driving the scroll state directly.
|
||||
*
|
||||
* B closes, as everywhere else; there is nothing on this screen to confirm, so A is not advertised.
|
||||
*/
|
||||
@Composable
|
||||
fun ConsoleLicensesScreen(onBack: () -> Unit, navActive: Boolean = true) {
|
||||
BackHandler(onBack = onBack)
|
||||
val landscape = LocalConfiguration.current.orientation == Configuration.ORIENTATION_LANDSCAPE
|
||||
val hazeState = remember { HazeState() }
|
||||
val scroll = rememberScrollState()
|
||||
val scrollBy = rememberConsoleScroller(scroll)
|
||||
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
|
||||
|
||||
GamepadNavEffect2D(
|
||||
active = navActive,
|
||||
onDirection = { dir ->
|
||||
when (dir) {
|
||||
NavDir.UP -> scrollBy(-1, false)
|
||||
NavDir.DOWN -> scrollBy(1, false)
|
||||
// Left/right are deliberately inert: there is nothing beside this text, and paging
|
||||
// sideways off a D-pad would be a second, undocumented way to do the shoulders' job.
|
||||
NavDir.LEFT, NavDir.RIGHT -> {}
|
||||
}
|
||||
},
|
||||
onActivate = {},
|
||||
onShoulder = { delta -> scrollBy(delta, true) },
|
||||
)
|
||||
|
||||
Box(Modifier.fillMaxSize()) {
|
||||
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
|
||||
// Calm: this is a screen to read, and a drifting field behind small monospace text is
|
||||
// the one place the aurora would be actively unhelpful. Full-bleed under the cutout —
|
||||
// only the content takes the safe area.
|
||||
GamepadFormBackground(Modifier.fillMaxSize())
|
||||
// Inked from the palette: the notices carry no colour of their own, so outside a Surface
|
||||
// they would render in Material's default BLACK content colour over the aurora.
|
||||
ConsoleInkedTheme {
|
||||
Column(Modifier.fillMaxSize().consoleSafeArea()) {
|
||||
LicensesBody(
|
||||
scroll = scroll,
|
||||
contentPadding = PaddingValues(
|
||||
start = ConsoleEdgeInset,
|
||||
end = ConsoleEdgeInset,
|
||||
bottom = ConsoleLegendClearance,
|
||||
),
|
||||
) {
|
||||
ConsoleHeader("Open-source licenses", horizontalInset = false)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Box(
|
||||
Modifier
|
||||
.align(Alignment.BottomStart)
|
||||
.consoleLegendInsets(landscape)
|
||||
.padding(ConsoleLegendInset),
|
||||
) {
|
||||
GamepadHintBar(
|
||||
listOfNotNull(
|
||||
GamepadHint('↕', PadGlyph.Arrow, "Scroll"),
|
||||
// A TV remote has no shoulders — its route is the D-pad, one step at a time.
|
||||
GamepadHint('⇄', PadGlyph.Arrow, "Page").takeIf { padIsGamepad },
|
||||
PadGlyph.hint('B', "Close", onClick = onBack),
|
||||
),
|
||||
hazeState = hazeState,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The notices themselves, shared by both interfaces — the licenses are a legal obligation, so the
|
||||
* two routes must show the same text rather than two copies that can drift. [heading] is empty for
|
||||
* the touch screen, which pins its own title row above the scroll.
|
||||
*/
|
||||
@Composable
|
||||
private fun LicensesBody(
|
||||
scroll: ScrollState,
|
||||
contentPadding: PaddingValues,
|
||||
heading: @Composable () -> Unit = {},
|
||||
) {
|
||||
val context = LocalContext.current
|
||||
val notices = remember {
|
||||
runCatching {
|
||||
context.assets.open("THIRD-PARTY-NOTICES.txt").bufferedReader().use { it.readText() }
|
||||
@@ -52,52 +166,40 @@ fun LicensesScreen(onBack: () -> Unit) {
|
||||
}.getOrNull()
|
||||
}
|
||||
|
||||
Column(Modifier.fillMaxSize()) {
|
||||
// Pinned header with a visible Back affordance (Back-button/gesture still work via BackHandler).
|
||||
Row(
|
||||
modifier = Modifier.fillMaxWidth().padding(start = 4.dp, end = 12.dp, top = 8.dp, bottom = 4.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
) {
|
||||
IconButton(onClick = onBack) {
|
||||
Icon(Icons.AutoMirrored.Filled.ArrowBack, contentDescription = "Back")
|
||||
}
|
||||
Text("Open-source licenses", style = MaterialTheme.typography.headlineSmall)
|
||||
}
|
||||
Column(
|
||||
modifier = Modifier
|
||||
.fillMaxSize()
|
||||
.verticalScroll(rememberScrollState())
|
||||
.padding(horizontal = 20.dp)
|
||||
.padding(bottom = 24.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(16.dp),
|
||||
) {
|
||||
if (version != null) {
|
||||
Text(
|
||||
"Punktfunk $version",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
}
|
||||
Column(
|
||||
modifier = Modifier
|
||||
.fillMaxSize()
|
||||
.verticalScroll(scroll)
|
||||
.padding(contentPadding),
|
||||
verticalArrangement = Arrangement.spacedBy(16.dp),
|
||||
) {
|
||||
heading()
|
||||
if (version != null) {
|
||||
Text(
|
||||
"Punktfunk is licensed under MIT OR Apache-2.0, at your option. It uses the open-source " +
|
||||
"components below, each under its own license.",
|
||||
"Punktfunk $version",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = MaterialTheme.colorScheme.onSurfaceVariant,
|
||||
)
|
||||
}
|
||||
Text(
|
||||
"Punktfunk is licensed under MIT OR Apache-2.0, at your option. It uses the open-source " +
|
||||
"components below, each under its own license.",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
)
|
||||
Text(
|
||||
notices,
|
||||
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
|
||||
)
|
||||
if (fontLicense != null) {
|
||||
Text("Bundled font", style = MaterialTheme.typography.titleMedium)
|
||||
Text(
|
||||
"The Geist typeface is licensed under the SIL Open Font License 1.1.",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
)
|
||||
Text(
|
||||
notices,
|
||||
fontLicense,
|
||||
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
|
||||
)
|
||||
if (fontLicense != null) {
|
||||
Text("Bundled font", style = MaterialTheme.typography.titleMedium)
|
||||
Text(
|
||||
"The Geist typeface is licensed under the SIL Open Font License 1.1.",
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
)
|
||||
Text(
|
||||
fontLicense,
|
||||
style = MaterialTheme.typography.bodySmall.copy(fontFamily = FontFamily.Monospace),
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -24,6 +24,7 @@ import androidx.compose.foundation.layout.systemBars
|
||||
import androidx.compose.material3.Surface
|
||||
import androidx.compose.runtime.Composable
|
||||
import androidx.compose.runtime.getValue
|
||||
import androidx.compose.runtime.mutableIntStateOf
|
||||
import androidx.compose.runtime.mutableStateOf
|
||||
import androidx.compose.runtime.remember
|
||||
import androidx.compose.runtime.setValue
|
||||
@@ -142,6 +143,16 @@ class MainActivity : ComponentActivity() {
|
||||
var lastPadStyle by mutableStateOf(Gamepad.PadStyle.GENERIC)
|
||||
private set
|
||||
|
||||
/**
|
||||
* The `InputDevice.id` of the controller driving the console UI, or 0 for none. Kept beside
|
||||
* [lastPadStyle] because the console's menu haptics render on the DRIVING pad's own motors when
|
||||
* it has any — a rumble that comes out of the device you are not holding is worse than none.
|
||||
* Falls back to the phone body (see `rememberConsoleHaptics`), and to silence on a TV, where
|
||||
* neither a remote nor the box has an actuator.
|
||||
*/
|
||||
var lastPadDeviceId by mutableIntStateOf(0)
|
||||
private set
|
||||
|
||||
/**
|
||||
* A `punktfunk://` URL waiting to be routed — set from the VIEW intent that started (or
|
||||
* re-entered) this activity, cleared by whoever handles it. Compose observes it.
|
||||
@@ -606,7 +617,10 @@ class MainActivity : ComponentActivity() {
|
||||
// pad, WHICH pad family, so the glyphs wear its lettering/shapes.
|
||||
if (event.action == KeyEvent.ACTION_DOWN && isConsoleNavKey(event.keyCode)) {
|
||||
lastPadIsGamepad = event.isFromSource(InputDevice.SOURCE_GAMEPAD)
|
||||
if (lastPadIsGamepad) lastPadStyle = Gamepad.styleFor(event.device)
|
||||
if (lastPadIsGamepad) {
|
||||
lastPadStyle = Gamepad.styleFor(event.device)
|
||||
lastPadDeviceId = event.deviceId
|
||||
}
|
||||
}
|
||||
// The Controllers debug screen sees pad events before the navigation remap below.
|
||||
padKeyProbe?.let { if (it(event)) return true }
|
||||
@@ -695,6 +709,7 @@ class MainActivity : ComponentActivity() {
|
||||
if (dir != 0) {
|
||||
lastPadIsGamepad = true // a stick/HAT push can only come from a real gamepad
|
||||
lastPadStyle = Gamepad.styleFor(event.device)
|
||||
lastPadDeviceId = event.deviceId
|
||||
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_DOWN, dir))
|
||||
super.dispatchKeyEvent(KeyEvent(KeyEvent.ACTION_UP, dir))
|
||||
return true
|
||||
|
||||
@@ -577,7 +577,7 @@ private fun GeneralSettings(s: Settings, update: (Settings) -> Unit) {
|
||||
selected = s.statsVerbosity,
|
||||
field = "stats_verbosity",
|
||||
caption = "Compact is one line; Detailed adds the decoder and latency breakdown. " +
|
||||
"A 3-finger tap cycles the tiers in-stream.",
|
||||
"A 3-finger tap, or Select + X on a pad, cycles the tiers in-stream.",
|
||||
) { v -> update(s.copy(statsVerbosity = v)) }
|
||||
}
|
||||
DeviceScopeOnly {
|
||||
|
||||
@@ -28,6 +28,9 @@ import android.view.inputmethod.InputConnection
|
||||
import android.view.inputmethod.InputMethodManager
|
||||
import android.widget.Toast
|
||||
import androidx.activity.compose.BackHandler
|
||||
import androidx.compose.animation.core.LinearEasing
|
||||
import androidx.compose.animation.core.animateFloatAsState
|
||||
import androidx.compose.animation.core.tween
|
||||
import androidx.compose.foundation.background
|
||||
import androidx.compose.foundation.clickable
|
||||
import androidx.compose.foundation.layout.Box
|
||||
@@ -53,6 +56,7 @@ import androidx.compose.runtime.remember
|
||||
import androidx.compose.runtime.setValue
|
||||
import androidx.compose.ui.Alignment
|
||||
import androidx.compose.ui.Modifier
|
||||
import androidx.compose.ui.draw.alpha
|
||||
import androidx.compose.ui.draw.clip
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.input.pointer.pointerInput
|
||||
@@ -152,6 +156,35 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
|
||||
motionHint = false
|
||||
}
|
||||
}
|
||||
// Whether this session has a controller — the start banner names pad chords only when there is
|
||||
// a pad to press them on. Seeded from the router the moment it is built (it opens a slot for
|
||||
// every already-connected controller) and latched true by a pad that arrives later; it never
|
||||
// goes back to false. A pad LEAVING inside the banner's six seconds is not worth the write:
|
||||
// teardown closes every slot, and poking Compose state from there is exactly what the nulled
|
||||
// callbacks in onDispose avoid. The latch is also what carries a pad through a USB capture
|
||||
// claiming it — its InputDevice slot closes and reopens as a capture-link one.
|
||||
var padPresent by remember(handle) { mutableStateOf(false) }
|
||||
// The start-of-stream banner: what this session's shortcuts ARE, said once. A stream takes the
|
||||
// whole screen and answers to none of the device's usual gestures, so it has to say how to get
|
||||
// back out — the desktop console draws the same pill for the same reason
|
||||
// (`pf-console-ui/src/skia_overlay.rs`, BANNER_S = 6 s with a BANNER_FADE_S = 0.6 s tail).
|
||||
// Two states because the fade and the removal are different moments: `bannerUp` composes the
|
||||
// pill at all, `bannerFading` runs its alpha down over the last 600 ms.
|
||||
var bannerUp by remember(handle) { mutableStateOf(true) }
|
||||
var bannerFading by remember(handle) { mutableStateOf(false) }
|
||||
val bannerAlpha by animateFloatAsState(
|
||||
targetValue = if (bannerFading) 0f else 1f,
|
||||
// Linear, like the desktop's (BANNER_S - age) / BANNER_FADE_S ramp — Compose's default
|
||||
// easing would hold near-opaque and then drop, which reads as a glitch rather than a fade.
|
||||
animationSpec = tween(600, easing = LinearEasing),
|
||||
label = "streamStartBanner",
|
||||
)
|
||||
LaunchedEffect(handle) {
|
||||
delay(5400) // 6 s − the 0.6 s tail: fully opaque until here, exactly as on the desktop
|
||||
bannerFading = true
|
||||
delay(600)
|
||||
bannerUp = false // stop composing it once it is invisible
|
||||
}
|
||||
// The one place mute is toggled — Compose state + the native flag, always together.
|
||||
val setMicMuted = { muted: Boolean ->
|
||||
micMuted = muted
|
||||
@@ -161,7 +194,8 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
|
||||
// Live decode stats for the HUD. `statsOn` (verbosity != OFF) gates the whole native pipeline:
|
||||
// the per-frame sampling (nativeSetVideoStatsEnabled — a hidden HUD costs one atomic load per
|
||||
// frame) AND the 1 s poll loop, which only runs while the overlay is visible. Enabling resets
|
||||
// the native window, so re-showing never renders stale data. A 3-finger tap cycles the
|
||||
// the native window, so re-showing never renders stale data. A 3-finger tap — or the Select + X
|
||||
// pad chord, which is the only route a TV or a passthrough-touch session has — cycles the
|
||||
// verbosity tier live (Off → Compact → Normal → Detailed → Off); the default comes from
|
||||
// Settings. The tier only changes how many lines `StatsOverlay` draws — switching between the
|
||||
// visible tiers keeps sampling running (the effect keys on `statsOn`, not the tier) so it never
|
||||
@@ -184,6 +218,11 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
|
||||
// TV form factor (leanback): the decoder actively switches the HDMI output mode to the stream
|
||||
// refresh; a phone/tablet gets the softer seamless frame-rate hint instead.
|
||||
val isTv = remember { context.packageManager.hasSystemFeature(PackageManager.FEATURE_LEANBACK) }
|
||||
// A screen with fingers on it — the start banner may only name the three-finger stats tap on a
|
||||
// device that can perform it. A TV box has no touchscreen at all, and its remote is not one.
|
||||
val hasTouch = remember {
|
||||
context.packageManager.hasSystemFeature(PackageManager.FEATURE_TOUCHSCREEN)
|
||||
}
|
||||
LaunchedEffect(handle, statsOn) {
|
||||
NativeBridge.nativeSetVideoStatsEnabled(handle, statsOn)
|
||||
if (statsOn) {
|
||||
@@ -362,6 +401,9 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
|
||||
initialSettings.systemButtonsForward(), initialSettings.guideGestureEnabled(),
|
||||
)
|
||||
activity?.gamepadRouter = router
|
||||
// Every controller that was already connected got a slot in the router's constructor, so
|
||||
// this is the session's pad answer at t=0 — what the start banner's words are chosen from.
|
||||
padPresent = router.forwardedDevices().isNotEmpty()
|
||||
// Select+Start+L1+R1 chord leaves the stream — a deliberate quit (signal it so the host skips
|
||||
// the keep-alive linger), unlike a host-ended / backgrounded drop. The router debounces it
|
||||
// (must be held ~1.5 s) and fires onExitChord on its main-thread timer, so leave the stream
|
||||
@@ -384,6 +426,11 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
|
||||
micHint = if (next) "Microphone muted" else "Microphone live"
|
||||
}
|
||||
}
|
||||
// Select + X steps the stats overlay one tier — the same live cycle the three-finger tap
|
||||
// performs, and the ONLY route to it on a TV or in a passthrough-touch session. Session-
|
||||
// local on purpose: this mirrors the tap exactly (`onCycleStats` below), and the settings
|
||||
// row calls it a live cycle — the stored default is what the next stream starts from.
|
||||
router.onStatsChord = { statsVerbosity = statsVerbosity.next() }
|
||||
// Physical mouse: uncaptured hover/click/wheel forwards as absolute pointing; captured
|
||||
// (setting or the Ctrl+Alt+Shift+Q chord) raw deltas forward as relative mouse-look.
|
||||
// The local cursor is hidden over the stream — the host's own cursor, composited into
|
||||
@@ -505,7 +552,12 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
|
||||
// The other edge: a controller that arrives (or first speaks) mid-session gets its sensors
|
||||
// read too. The pads already connected were swept by PadSensors.start() above — both run
|
||||
// on the main thread with nothing between them, so no controller falls through the gap.
|
||||
router.onSlotOpened = { deviceId -> padSensors?.onSlotOpened(deviceId) }
|
||||
router.onSlotOpened = { deviceId ->
|
||||
padSensors?.onSlotOpened(deviceId)
|
||||
// A pad that wakes up a second into the stream still deserves the chord banner — the
|
||||
// desktop rebuilds its banner text every frame for exactly this case.
|
||||
padPresent = true
|
||||
}
|
||||
// Steam Controller 2 as-is passthrough (opt-out): capture a wired/Puck USB pad — or an
|
||||
// already-paired BLE one — and forward its raw reports; the host mirrors a real
|
||||
// 28DE:1302 that its Steam drives directly, and Steam's rumble/settings writes come back
|
||||
@@ -645,6 +697,7 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
|
||||
ds?.stop() // rumble-stop on the physical pad + release the USB link + free the wire slot
|
||||
router.onExitArmed = null // don't poke Compose state from release()'s disarm while tearing down
|
||||
router.onMicChord = null // same: no mute toggle on buttons released during teardown
|
||||
router.onStatsChord = null // same: no tier cycle on buttons released during teardown
|
||||
router.onMotionUnreachable = null // same: no notice raised by a slot closing at teardown
|
||||
router.release() // flush every slot (nothing sticks host-side) + drop the hot-plug listener
|
||||
activity?.gamepadRouter = null
|
||||
@@ -847,6 +900,42 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
|
||||
if (remotePointerOn) {
|
||||
RemotePointerHint(Modifier.align(Alignment.TopCenter).padding(top = 16.dp))
|
||||
}
|
||||
// The start banner (desktop parity), naming ONLY the shortcuts this session actually has:
|
||||
// pad chords when a controller is here, the Back gesture and the three-finger tap when it
|
||||
// is not. Recomputed rather than captured, because both inputs change under it — a pad can
|
||||
// wake mid-banner, and `micRunning` only settles once the capture has actually opened.
|
||||
// Above the video and below the gesture layer: it teaches touches, it must never eat one.
|
||||
//
|
||||
// Bottom-centre is the desktop's placement and the only edge left — TopStart is the HUD,
|
||||
// TopEnd the mic badge, TopCentre the three transient cues — but MotionUnreachableHint
|
||||
// already owns it, and both of these can be up at t≈0. The banner YIELDS rather than
|
||||
// stacking or sliding off-centre: the notice reports something broken about THIS session
|
||||
// and names the setting that fixes it, while the banner repeats shortcuts that will be
|
||||
// there next stream too. Two pills sharing an edge for six seconds would cost the reader
|
||||
// both.
|
||||
if (bannerUp && !motionHint) {
|
||||
StreamStartBanner(
|
||||
text = buildList {
|
||||
if (padPresent) {
|
||||
add("Hold Select + Start + L1 + R1 to leave")
|
||||
// Only while a capture is actually running: the chord itself no-ops
|
||||
// without one, and offering a mute for a mic nobody has is the lie the
|
||||
// whole control exists to avoid.
|
||||
if (micRunning) add("Select + Y mic")
|
||||
add("Select + X stats")
|
||||
} else {
|
||||
// No pad: Back is the deliberate exit (gesture, key, or a TV remote's
|
||||
// button — all land on the same BackHandler).
|
||||
add("Back leaves the stream")
|
||||
// The tap lives in the pointer touch models only — passthrough gives every
|
||||
// finger to the host verbatim — and needs a screen to put three fingers on.
|
||||
if (hasTouch && touchMode != TouchMode.TOUCH) add("three-finger tap for stats")
|
||||
}
|
||||
}.joinToString(" · "),
|
||||
alpha = bannerAlpha,
|
||||
modifier = Modifier.align(Alignment.BottomCenter).padding(bottom = 24.dp),
|
||||
)
|
||||
}
|
||||
// Invisible 1-px focus anchor for the host-typing soft keyboard (three-finger swipe up
|
||||
// in the mouse modes) AND the pointer-capture grab target — it never draws or takes
|
||||
// touches, it just owns IME focus and receives captured-pointer events.
|
||||
@@ -1053,6 +1142,33 @@ private fun RemotePointerHint(modifier: Modifier = Modifier) {
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* The start-of-stream banner: the shortcuts this session actually has, in the same pill as every
|
||||
* other in-stream cue, shown once and then gone. The desktop console draws the identical thing
|
||||
* bottom-centre (`pf-console-ui/src/skia_overlay.rs` — six seconds with a 0.6 s fade), because a
|
||||
* stream owns the whole screen and answers to none of the device's usual gestures: without a line
|
||||
* saying how to get back out, the only discoverable exit is force-quitting the app.
|
||||
*
|
||||
* [text] and [alpha] are the caller's. Only it knows what this session HAS — a pad, a mic, a
|
||||
* touchscreen — and only it owns the timer, which is precisely what a screenshot wants to skip.
|
||||
* Purely visual: it sits below the gesture layer, takes no touches and is never clickable. Internal
|
||||
* so the screenshot scene can shoot the real pill instead of a copy of it that drifts.
|
||||
*/
|
||||
@Composable
|
||||
internal fun StreamStartBanner(text: String, alpha: Float, modifier: Modifier = Modifier) {
|
||||
Text(
|
||||
text,
|
||||
// Alpha FIRST: the fade has to take the pill's backdrop with it, and everything after this
|
||||
// in the chain draws inside the layer it opens.
|
||||
modifier = modifier
|
||||
.alpha(alpha)
|
||||
.background(Color.Black.copy(alpha = 0.55f), RoundedCornerShape(8.dp))
|
||||
.padding(horizontal = 14.dp, vertical = 8.dp),
|
||||
color = Color.White,
|
||||
fontSize = 15.sp,
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Invisible focus anchor for typing on the host: the three-finger swipe summons the device IME
|
||||
* onto this view. Two IME models, picked by the host's capabilities:
|
||||
|
||||
@@ -0,0 +1,99 @@
|
||||
package io.unom.punktfunk.components
|
||||
|
||||
// GENERATED by scripts/gen_launcher_icon_tables.py from the assets/launcher-icons masters.
|
||||
// Do not edit by hand — re-run `bash scripts/gen-launcher-icons.sh` instead.
|
||||
// Per-mark provenance and licensing: assets/launcher-icons/README.md.
|
||||
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.graphics.SolidColor
|
||||
import androidx.compose.ui.graphics.vector.ImageVector
|
||||
import androidx.compose.ui.graphics.vector.PathParser
|
||||
import androidx.compose.ui.unit.dp
|
||||
import kotlin.math.max
|
||||
|
||||
/**
|
||||
* The brand mark a `role: "launcher"` tile draws, resolved from the entry's `icon` token.
|
||||
* Material ships no brand icons, so this is a curated registry — the sibling of [OsIcons],
|
||||
* which does the equivalent job for the host cards.
|
||||
*
|
||||
* Held as raw SVG path strings rather than transcribed ImageVector DSL: [PathParser] builds
|
||||
* the vector once and [launcherIcon] caches it. Viewports are the masters' own and are NOT
|
||||
* all square, so the builder letterboxes — a mark forced into a square box is a squashed mark.
|
||||
*/
|
||||
private class LauncherGlyph(
|
||||
val viewportWidth: Float,
|
||||
val viewportHeight: Float,
|
||||
val d: String,
|
||||
)
|
||||
|
||||
private val GLYPHS: Map<String, LauncherGlyph> = mapOf(
|
||||
"steam" to LauncherGlyph(
|
||||
viewportWidth = 496f,
|
||||
viewportHeight = 512f,
|
||||
d = "M496 256c0 137-111.2 248-248.4 248-113.8 0-209.6-76.3-239-180.4l95.2 39.3c6.4 32.1 34.9 56.4 68.9 56.4 39.2 0 71.9-32.4 70.2-73.5l84.5-60.2c52.1 1.3 95.8-40.9 95.8-93.5 0-51.6-42-93.5-93.7-93.5s-93.7 42-93.7 93.5v1.2L176.6 279c-15.5-.9-30.7 3.4-43.5 12.1L0 236.1C10.2 108.4 117.1 8 247.6 8 384.8 8 496 119 496 256zM155.7 384.3l-30.5-12.6a52.79 52.79 0 0 0 27.2 25.8c26.9 11.2 57.8-1.6 69-28.4 5.4-13 5.5-27.3.1-40.3-5.4-13-15.5-23.2-28.5-28.6-12.9-5.4-26.7-5.2-38.9-.6l31.5 13c19.8 8.2 29.2 30.9 20.9 50.7-8.3 19.9-31 29.2-50.8 21zm173.8-129.9c-34.4 0-62.4-28-62.4-62.3s28-62.3 62.4-62.3 62.4 28 62.4 62.3-27.9 62.3-62.4 62.3zm.1-15.6c25.9 0 46.9-21 46.9-46.8 0-25.9-21-46.8-46.9-46.8s-46.9 21-46.9 46.8c.1 25.8 21.1 46.8 46.9 46.8z",
|
||||
),
|
||||
"lutris" to LauncherGlyph(
|
||||
viewportWidth = 24f,
|
||||
viewportHeight = 24f,
|
||||
d = "m21.231 18.89.001-.002c-1.293 3.243-5.218 5.232-9.447 5.105C5.3 23.993 0 18.48 0 11.906S5.276.001 11.785.001c1.793 0 3.493.406 5.015 1.13.081-.177.271-.544.451-.557.238-.017.374.137.526.309.154.172.46.429.46.429s1.393-.481 2.955.377c1.563.858 1.783 1.116 2.09 1.716.152.301.195.829.2 1.282a.796.796 0 0 0-.07-.003c-.496 0-.96.455-.96 1.08 0 .263.082.496.215.678l-.01.007a1.505 1.505 0 0 0-.132.01 18.704 18.704 0 0 0-.389-.142 2.53 2.53 0 0 1-.82-.472 1.402 1.402 0 0 0-1.196-2.112c-.383 0-.73.156-.982.41-.472-.271-1.174-.482-2.527-.565l-.407-.011c-2.282.012-3.611.279-5.979 1.301-.603.283-1.206.615-1.785 1.001-.423.3-.639.67-.709 1.137a1.326 1.326 0 0 0 1.23 1.373h.042c1.27.06 2.039 1.99 2.063 2.497.004.05.004.023.003.08-.032.727-.37 1.267-1.088 1.246a1.231 1.231 0 0 1-.976-.494c-.063-.077-.103-.172-.159-.254-.666-1.081-1.732-1.36-2.771-1.523-.438-.068-1.073-.122-1.31.25a8.28 8.28 0 0 0-.577 3.063c-.02 5.036 4.041 9.118 9.026 9.118 2.575 0 5.349-.952 6.993-2.7l-.035.03c-1.772 1.473-4.66 1.941-6.027 1.941-4.302 0-7.818-3.232-7.818-7.578 0-1.276.288-2.396.814-3.36.495.183.947.483 1.28 1.022a.24.24 0 0 0 .013.021c.064.092.111.197.182.284.424.524.881.658 1.342.68h.01c.43.013.768-.12 1.024-.342.347-.3.55-.79.577-1.382v-.014c.002-.085 0-.053-.004-.112-.024-.376-.333-1.318-.906-2.027-.266-.331-.587-.607-.95-.774l.12-.074c.756-.457 2.364-.977 4.592-.638 1.13.173 2.055.419 3.483.879 1.657.534 2.579 1.279 3.854 1.427.15.017.301.018.45.003.41 1.129.634 2.35.634 3.621 0 2.068-.59 3.995-1.611 5.62zm1.947-12.274s-.115.201-.364.322c-.103.05-.282-.075-.45.1-.359.726.516 1.332.923 1.315.408-.017.73-.432.712-.793-.017-.558-.82-.944-.82-.944zm.234-1.432c.255 0 .462.26.462.58 0 .32-.207.58-.462.58-.254 0-.46-.26-.46-.58 0-.32.206-.58.46-.58zm-3.292-.951c.492 0 .89.403.89.9a.895.895 0 0 1-.89.898.895.895 0 0 1-.89-.899c0-.496.399-.899.89-.899z",
|
||||
),
|
||||
"heroic" to LauncherGlyph(
|
||||
viewportWidth = 24f,
|
||||
viewportHeight = 24f,
|
||||
d = "M11.999 0 11.997 0a.891.891 0 0 0-.36.075C8.964 1.253 6.29 2.434 3.618 3.613A.893.893 0 0 0 3.1 4.619l3.146 14.646c.043.197.15.375.307.504l4.88 4.027a.895.895 0 0 0 1.131.006l5-4.031a.895.895 0 0 0 .315-.516L20.9 4.614a.895.895 0 0 0-.515-1L12.358.074A.892.892 0 0 0 12 0zm0 .35v.003c.114 0 .228.023.334.07l7.42 3.27a.827.827 0 0 1 .476.924l-2.793 13.535a.83.83 0 0 1-.289.478l-4.623 3.725a.826.826 0 0 1-1.045-.006l-4.513-3.723a.829.829 0 0 1-.281-.465L3.775 4.622a.83.83 0 0 1 .476-.931L11.665.42a.832.832 0 0 1 .334-.07zm-.045 1.954L10.28 5.202h-.002l1.211 11.301.512.409.512-.409 1.117-11.3zM9.003 16.261l-.584 1.068.584 1.07 2.295-.38.47-.69-.47-.671zm5.996 0-2.295.397-.47.671.47.69 2.295.38.584-1.07zm-2.998 1.488-.51.444-.281 2.168.789.55.793-.55-.295-2.168z",
|
||||
),
|
||||
"playnite" to LauncherGlyph(
|
||||
viewportWidth = 1024f,
|
||||
viewportHeight = 1024f,
|
||||
d = "M966.686,623.899c-9.773-81.666-29.323-161.25-54.514-239.447c-13.759-42.709-30.419-84.189-56.091-121.452 c-31.701-46.014-74.789-72.958-130.812-78.579c-29.631-2.973-57.785,4.118-85.677,12.35 c-61.172,18.056-123.359,25.124-186.493,14.903c-30.919-5.006-61.308-13.526-91.743-21.225 c-76.445-19.338-145.323,4.995-191.165,69.261c-11.441,16.04-21.194,33.543-29.78,51.312 c-25.091,51.925-40.443,107.249-54.53,162.924c-18.822,74.393-33.019,149.491-33.664,226.571c0,7.184-0.342,14.386,0.061,21.547 c1.557,27.727,4.354,55.289,16.045,80.97c15.334,33.68,45.905,46.725,79.471,31.198c18.291-8.461,36.293-19.857,50.766-33.743 c24.597-23.598,46.616-49.934,69.125-75.64c17.934-20.481,39.086-35.301,66.115-40.203c15.779-2.862,31.802-6.006,47.736-6.118 c87.888-0.62,175.783-0.602,263.673-0.278c51.4,0.189,93.314,19.382,124.091,62.134c12.518,17.388,27.83,32.889,42.78,48.371 c18.598,19.259,38.974,36.431,64.412,46.39c32.967,12.907,62.547,1.677,77.882-30.198c3.965-8.242,6.963-17.122,9.155-26.017 C976.198,727.534,972.874,675.607,966.686,623.899z M315.471,527.643c-44.289,0.213-80.733-36.32-80.847-81.045 c-0.115-45.048,35.472-81.194,80.197-81.458c44.521-0.263,80.718,35.897,80.884,80.801 C395.871,490.671,359.773,527.429,315.471,527.643z M708.857,319.301c21.859,0.06,39.486,17.884,39.471,39.91 c-0.015,22.133-17.489,39.677-39.523,39.682c-22.045,0.005-39.456-17.53-39.444-39.724 C669.372,337.125,687.089,319.241,708.857,319.301z M622.269,486.36c-21.542,0.085-39.7-18.08-39.808-39.822 c-0.108-21.888,17.617-39.622,39.62-39.641c22.066-0.018,39.759,17.552,39.718,39.442 C661.758,468.205,643.909,486.275,622.269,486.36z M708.967,573.333c-21.823,0.096-39.537-17.668-39.611-39.721 c-0.074-22.079,17.523-39.992,39.338-40.044c21.715-0.052,39.597,17.908,39.645,39.816 C748.386,555.477,730.883,573.237,708.967,573.333z M795.752,486.362c-21.764,0.155-39.671-17.882-39.651-39.938 c0.021-22.15,17.628-39.639,39.793-39.525c22.091,0.114,39.527,17.993,39.155,40.152 C834.686,468.733,817.216,486.209,795.752,486.362z",
|
||||
),
|
||||
"epic" to LauncherGlyph(
|
||||
viewportWidth = 24f,
|
||||
viewportHeight = 24f,
|
||||
d = "M3.537 0C2.165 0 1.66.506 1.66 1.879V18.44a4.262 4.262 0 00.02.433c.031.3.037.59.316.92.027.033.311.245.311.245.153.075.258.13.43.2l8.335 3.491c.433.199.614.276.928.27h.002c.314.006.495-.071.928-.27l8.335-3.492c.172-.07.277-.124.43-.2 0 0 .284-.211.311-.243.28-.33.285-.621.316-.92a4.261 4.261 0 00.02-.434V1.879c0-1.373-.506-1.88-1.878-1.88zm13.366 3.11h.68c1.138 0 1.688.553 1.688 1.696v1.88h-1.374v-1.8c0-.369-.17-.54-.523-.54h-.235c-.367 0-.537.17-.537.539v5.81c0 .369.17.54.537.54h.262c.353 0 .523-.171.523-.54V8.619h1.373v2.143c0 1.144-.562 1.71-1.7 1.71h-.694c-1.138 0-1.7-.566-1.7-1.71V4.82c0-1.144.562-1.709 1.7-1.709zm-12.186.08h3.114v1.274H6.117v2.603h1.648v1.275H6.117v2.774h1.74v1.275h-3.14zm3.816 0h2.198c1.138 0 1.7.564 1.7 1.708v2.445c0 1.144-.562 1.71-1.7 1.71h-.799v3.338h-1.4zm4.53 0h1.4v9.201h-1.4zm-3.13 1.235v3.392h.575c.354 0 .523-.171.523-.54V4.965c0-.368-.17-.54-.523-.54zm-3.74 10.147a1.708 1.708 0 01.591.108 1.745 1.745 0 01.49.299l-.452.546a1.247 1.247 0 00-.308-.195.91.91 0 00-.363-.068.658.658 0 00-.28.06.703.703 0 00-.224.163.783.783 0 00-.151.243.799.799 0 00-.056.299v.008a.852.852 0 00.056.31.7.7 0 00.157.245.736.736 0 00.238.16.774.774 0 00.303.058.79.79 0 00.445-.116v-.339h-.548v-.565H7.37v1.255a2.019 2.019 0 01-.524.307 1.789 1.789 0 01-.683.123 1.642 1.642 0 01-.602-.107 1.46 1.46 0 01-.478-.3 1.371 1.371 0 01-.318-.455 1.438 1.438 0 01-.115-.58v-.008a1.426 1.426 0 01.113-.57 1.449 1.449 0 01.312-.46 1.418 1.418 0 01.474-.309 1.58 1.58 0 01.598-.111 1.708 1.708 0 01.045 0zm11.963.008a2.006 2.006 0 01.612.094 1.61 1.61 0 01.507.277l-.386.546a1.562 1.562 0 00-.39-.205 1.178 1.178 0 00-.388-.07.347.347 0 00-.208.052.154.154 0 00-.07.127v.008a.158.158 0 00.022.084.198.198 0 00.076.066.831.831 0 00.147.06c.062.02.14.04.236.061a3.389 3.389 0 01.43.122 1.292 1.292 0 01.328.17.678.678 0 01.207.24.739.739 0 01.071.337v.008a.865.865 0 01-.081.382.82.82 0 01-.229.285 1.032 1.032 0 01-.353.18 1.606 1.606 0 01-.46.061 2.16 2.16 0 01-.71-.116 1.718 1.718 0 01-.593-.346l.43-.514c.277.223.578.335.9.335a.457.457 0 00.236-.05.157.157 0 00.082-.142v-.008a.15.15 0 00-.02-.077.204.204 0 00-.073-.066.753.753 0 00-.143-.062 2.45 2.45 0 00-.233-.062 5.036 5.036 0 01-.413-.113 1.26 1.26 0 01-.331-.16.72.72 0 01-.222-.243.73.73 0 01-.082-.36v-.008a.863.863 0 01.074-.359.794.794 0 01.214-.283 1.007 1.007 0 01.34-.185 1.423 1.423 0 01.448-.066 2.006 2.006 0 01.025 0zm-9.358.025h.742l1.183 2.81h-.825l-.203-.499H8.623l-.198.498h-.81zm2.197.02h.814l.663 1.08.663-1.08h.814v2.79h-.766v-1.602l-.711 1.091h-.016l-.707-1.083v1.593h-.754zm3.469 0h2.235v.658h-1.473v.422h1.334v.61h-1.334v.442h1.493v.658h-2.255zm-5.3.897l-.315.793h.624zm-1.145 5.19h8.014l-4.09 1.348z",
|
||||
),
|
||||
"gog" to LauncherGlyph(
|
||||
viewportWidth = 24f,
|
||||
viewportHeight = 24f,
|
||||
d = "M7.15 15.24H4.36a.4.4 0 0 0-.4.4v2c0 .21.18.4.4.4h2.8v1.32h-3.5c-.56 0-1.02-.46-1.02-1.03v-3.39c0-.56.46-1.02 1.03-1.02h3.48v1.32zM8.16 11.54c0 .58-.47 1.05-1.05 1.05H2.63v-1.35h3.78a.4.4 0 0 0 .4-.4V6.39a.4.4 0 0 0-.4-.4H4.39a.4.4 0 0 0-.41.4v2.02c0 .23.18.4.4.4H6v1.35H3.68c-.58 0-1.05-.46-1.05-1.04V5.68c0-.57.47-1.04 1.05-1.04H7.1c.58 0 1.05.47 1.05 1.04v5.86zM21.36 19.36h-1.32v-4.12h-.93a.4.4 0 0 0-.4.4v3.72h-1.33v-4.12h-.93a.4.4 0 0 0-.4.4v3.72h-1.33v-4.42c0-.56.46-1.02 1.03-1.02h5.61v5.44zM21.37 11.54c0 .58-.47 1.05-1.05 1.05h-4.48v-1.35h3.78a.4.4 0 0 0 .4-.4V6.39a.4.4 0 0 0-.4-.4h-2.03a.4.4 0 0 0-.4.4v2.02c0 .23.18.4.4.4h1.62v1.35H16.9c-.58 0-1.05-.46-1.05-1.04V5.68c0-.57.47-1.04 1.05-1.04h3.43c.58 0 1.05.47 1.05 1.04v5.86zM13.72 4.64h-3.44c-.58 0-1.04.47-1.04 1.04v3.44c0 .58.46 1.04 1.04 1.04h3.44c.57 0 1.04-.46 1.04-1.04V5.68c0-.57-.47-1.04-1.04-1.04m-.3 1.75v2.02a.4.4 0 0 1-.4.4h-2.03a.4.4 0 0 1-.4-.4V6.4c0-.22.17-.4.4-.4H13c.23 0 .4.18.4.4zM12.63 13.92H9.24c-.57 0-1.03.46-1.03 1.02v3.39c0 .57.46 1.03 1.03 1.03h3.39c.57 0 1.03-.46 1.03-1.03v-3.39c0-.56-.46-1.02-1.03-1.02m-.3 1.72v2a.4.4 0 0 1-.4.4v-.01H9.94a.4.4 0 0 1-.4-.4v-1.99c0-.22.18-.4.4-.4h2c.22 0 .4.18.4.4zM23.49 1.1a1.74 1.74 0 0 0-1.24-.52H1.75A1.74 1.74 0 0 0 0 2.33v19.34a1.74 1.74 0 0 0 1.75 1.75h20.5A1.74 1.74 0 0 0 24 21.67V2.33c0-.48-.2-.92-.51-1.24m0 20.58a1.23 1.23 0 0 1-1.24 1.24H1.75A1.23 1.23 0 0 1 .5 21.67V2.33a1.23 1.23 0 0 1 1.24-1.24h20.5a1.24 1.24 0 0 1 1.24 1.24v19.34z",
|
||||
),
|
||||
"xbox" to LauncherGlyph(
|
||||
viewportWidth = 512f,
|
||||
viewportHeight = 512f,
|
||||
d = "M369.9 318.2c44.3 54.3 64.7 98.8 54.4 118.7-7.9 15.1-56.7 44.6-92.6 55.9-29.6 9.3-68.4 13.3-100.4 10.2-38.2-3.7-76.9-17.4-110.1-39-27.9-18.2-34.2-25.7-34.2-40.6 0-29.9 32.9-82.3 89.2-142.1 32-33.9 76.5-73.7 81.4-72.6 9.4 2.1 84.3 75.1 112.3 109.5zM188.6 143.8c-29.7-26.9-58.1-53.9-86.4-63.4-15.2-5.1-16.3-4.8-28.7 8.1-29.2 30.4-53.5 79.7-60.3 122.4-5.4 34.2-6.1 43.8-4.2 60.5 5.6 50.5 17.3 85.4 40.5 120.9 9.5 14.6 12.1 17.3 9.3 9.9-4.2-11-.3-37.5 9.5-64 14.3-39 53.9-112.9 120.3-194.4zm311.6 63.5c-16.9-80-67.5-130.3-74.6-130.3-7.3 0-24.2 6.5-36 13.9-23.3 14.5-41 31.4-64.3 52.8 42.4 53.3 102.2 139.4 122.9 202.3 6.8 20.7 9.7 41.1 7.4 52.3-1.7 8.5-1.7 8.5 1.4 4.6 6.1-7.7 19.9-31.3 25.4-43.5 7.4-16.2 15-40.2 18.6-58.7 4.3-22.5 3.9-70.8-.8-93.4zM141.3 43c47.7-2.5 109.7 34.5 114.3 35.4 .7 .1 10.4-4.2 21.6-9.7 63.9-31.1 94-25.8 107.4-25.2-63.9-39.3-152.7-50-233.9-11.7-23.4 11.1-24 11.9-9.4 11.2z",
|
||||
),
|
||||
)
|
||||
|
||||
private val CACHE = HashMap<String, ImageVector>()
|
||||
|
||||
/**
|
||||
* The [ImageVector] for an `icon` token, or null when the entry carries none or names a mark
|
||||
* this build ships no art for — the caller then falls back to naming the launcher, which is
|
||||
* what every launcher tile looked like before the token existed.
|
||||
*
|
||||
* Tinted by the caller via `tint`, so one mark serves every palette.
|
||||
*/
|
||||
fun launcherIcon(token: String?): ImageVector? {
|
||||
val glyph = GLYPHS[token ?: return null] ?: return null
|
||||
return CACHE.getOrPut(token) {
|
||||
// Square the box and centre the mark in it, so a wide or tall master keeps its aspect
|
||||
// ratio instead of being stretched to the tile.
|
||||
val side = max(glyph.viewportWidth, glyph.viewportHeight)
|
||||
val dx = (side - glyph.viewportWidth) / 2f
|
||||
val dy = (side - glyph.viewportHeight) / 2f
|
||||
ImageVector.Builder(
|
||||
name = "launcher_$token",
|
||||
defaultWidth = 24.dp,
|
||||
defaultHeight = 24.dp,
|
||||
viewportWidth = side,
|
||||
viewportHeight = side,
|
||||
).apply {
|
||||
addGroup(translationX = dx, translationY = dy)
|
||||
addPath(
|
||||
pathData = PathParser().parsePathString(glyph.d).toNodes(),
|
||||
fill = SolidColor(Color.White),
|
||||
)
|
||||
clearGroup()
|
||||
}.build()
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,107 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import androidx.activity.ComponentActivity
|
||||
import androidx.compose.ui.test.assertIsDisplayed
|
||||
import androidx.compose.ui.test.junit4.createAndroidComposeRule
|
||||
import androidx.compose.ui.test.onNodeWithText
|
||||
import androidx.compose.ui.test.performClick
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Rule
|
||||
import org.junit.Test
|
||||
import org.junit.runner.RunWith
|
||||
import org.robolectric.RobolectricTestRunner
|
||||
import org.robolectric.annotation.Config
|
||||
import org.robolectric.annotation.GraphicsMode
|
||||
|
||||
/**
|
||||
* The console route to the two sub-screens, driven through the REAL settings screen — the rows
|
||||
* themselves are pinned by `ConsoleSubScreenRowsTest`; what needs the Compose runtime is the trip:
|
||||
* that a press on the row reaches the shell, and that coming back lands where you left rather than
|
||||
* at the top of the first section (the shell's `AnimatedContent` discards a screen's state the
|
||||
* moment it stops being the target, so the place has to travel out and back).
|
||||
*
|
||||
* Rows are activated by TAP for the same reason `GamepadSettingsLayoutTest` does it: the pad path
|
||||
* needs a `MainActivity` for its probes, and both routes end in the same `activate`.
|
||||
*
|
||||
* `sdk = [36]` for the reason every Robolectric test here pins it: android-all jars stop at 36 while
|
||||
* the app compiles against 37.
|
||||
*/
|
||||
@RunWith(RobolectricTestRunner::class)
|
||||
@GraphicsMode(GraphicsMode.Mode.NATIVE)
|
||||
@Config(sdk = [36], qualifiers = "w360dp-h800dp-xxhdpi")
|
||||
class ConsoleSubScreenRoutesTest {
|
||||
@get:Rule
|
||||
val compose = createAndroidComposeRule<ComponentActivity>()
|
||||
|
||||
@Test
|
||||
fun openingTheControllersRowNavigatesAndReportsWhereItWas() {
|
||||
var opened = 0
|
||||
var place: GpSettingsPlace? = null
|
||||
compose.setContent {
|
||||
GamepadSettingsScreen(
|
||||
initial = Settings(),
|
||||
onChange = {},
|
||||
onBack = {},
|
||||
onOpenControllers = { opened++ },
|
||||
// Entering as if we had just come back from it, which is also what puts the cursor
|
||||
// on the row — so a single tap ACTIVATES rather than merely focusing.
|
||||
resume = GpSettingsPlace(GpTab.CONTROLLER, "controllers"),
|
||||
onPlace = { place = it },
|
||||
)
|
||||
}
|
||||
compose.waitForIdle()
|
||||
|
||||
compose.onNodeWithText("Connected controllers").performClick()
|
||||
compose.waitForIdle()
|
||||
|
||||
assertEquals("the console never reached the diagnostics screen", 1, opened)
|
||||
assertEquals(
|
||||
"the place has to leave before the row does — this screen is gone the next frame",
|
||||
GpSettingsPlace(GpTab.CONTROLLER, "controllers"),
|
||||
place,
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* Back from a sub-screen lands on the section it was opened from, with the row on screen. The
|
||||
* cursor is restored by row ID rather than index, so it survives a section whose length follows
|
||||
* the hardware.
|
||||
*/
|
||||
@Test
|
||||
fun comingBackFromTheNoticesLandsOnTheRowThatOpenedThem() {
|
||||
compose.setContent {
|
||||
GamepadSettingsScreen(
|
||||
initial = Settings(),
|
||||
onChange = {},
|
||||
onBack = {},
|
||||
resume = GpSettingsPlace(GpTab.INTERFACE, "licenses"),
|
||||
)
|
||||
}
|
||||
compose.waitForIdle()
|
||||
|
||||
compose.onNodeWithText("Open-source licenses").assertIsDisplayed()
|
||||
// Not back at the top of the first section — "Resolution" leads the Stream tab, which is
|
||||
// where a screen that forgot its place would be.
|
||||
compose.onNodeWithText("Resolution").assertDoesNotExist()
|
||||
// And the legend describes THIS row's A. It said the literal "Pin to hosts" on every
|
||||
// non-adjustable row back when profiles were the only ones.
|
||||
compose.onNodeWithText("Open").assertIsDisplayed()
|
||||
compose.onNodeWithText("Pin to hosts").assertDoesNotExist()
|
||||
}
|
||||
|
||||
/**
|
||||
* The notices screen stands on its own on the console's field: no Scaffold or Surface above it
|
||||
* (the shell has neither), its own backdrop, and a legend that says how to leave. Composing it
|
||||
* is most of the assertion — a screen that only ever ran inside the touch Scaffold takes its
|
||||
* content colour from one.
|
||||
*/
|
||||
@Test
|
||||
fun theConsoleNoticesScreenStandsOnItsOwn() {
|
||||
compose.setContent { ConsoleLicensesScreen(onBack = {}) }
|
||||
compose.waitForIdle()
|
||||
|
||||
compose.onNodeWithText("Open-source licenses").assertIsDisplayed()
|
||||
compose.onNodeWithText("Scroll").assertIsDisplayed()
|
||||
compose.onNodeWithText("Close").assertIsDisplayed()
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,117 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertFalse
|
||||
import org.junit.Assert.assertNotNull
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
|
||||
/**
|
||||
* The console's route to the two screens that were reachable from touch only — the
|
||||
* connected-controllers diagnostics and the open-source notices.
|
||||
*
|
||||
* "Touch only" reads as a minor gap on a phone and is a dead end on a TV box, where the console IS
|
||||
* the interface: there is no touch UI to fall back to, so a screen with no console row could not be
|
||||
* opened at all. These pin the rows themselves; `ConsoleSubScreenRoutesTest` drives the real screen.
|
||||
*/
|
||||
class ConsoleSubScreenRowsTest {
|
||||
|
||||
private fun rows(
|
||||
forwarding: Boolean = true,
|
||||
version: String = "1.2.3",
|
||||
controllers: () -> Unit = {},
|
||||
licenses: () -> Unit = {},
|
||||
): List<GpRow> = buildSettingsRows(
|
||||
Settings(gamepadForwarding = forwarding),
|
||||
hasBodyVibrator = true,
|
||||
hasGyroscope = true,
|
||||
av1Capable = true,
|
||||
appVersion = version,
|
||||
openControllers = controllers,
|
||||
openLicenses = licenses,
|
||||
) {}
|
||||
|
||||
private fun row(rows: List<GpRow>, id: String): GpRow = rows.first { it.id == id }
|
||||
|
||||
@Test
|
||||
fun `the controllers row opens the diagnostics view from the controller section`() {
|
||||
var opened = 0
|
||||
val r = row(rows(controllers = { opened++ }), "controllers")
|
||||
assertEquals(GpTab.CONTROLLER, r.tab)
|
||||
assertEquals("Connected controllers", r.label)
|
||||
r.activate()
|
||||
assertEquals(1, opened)
|
||||
}
|
||||
|
||||
/**
|
||||
* It must NOT follow the master forwarding switch, unlike every other row in its section: the
|
||||
* screen it opens is what you reach for precisely when forwarding looks broken, and a diagnostic
|
||||
* that dims itself when the thing it diagnoses is off is worse than no diagnostic.
|
||||
*/
|
||||
@Test
|
||||
fun `the controllers row stays live with forwarding off`() {
|
||||
val off = rows(forwarding = false)
|
||||
assertTrue(row(off, "controllers").enabled)
|
||||
assertNotNull(liveRow(off, off.indexOfFirst { it.id == "controllers" }))
|
||||
// Its neighbours in the section still dim, so this is a deliberate exemption and not a
|
||||
// forgotten `enabled =`.
|
||||
assertFalse(row(off, "sc2").enabled)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `the about row opens the notices and states the installed version`() {
|
||||
var opened = 0
|
||||
val r = row(rows(version = "0.27.0", licenses = { opened++ }), "licenses")
|
||||
assertEquals(GpTab.INTERFACE, r.tab)
|
||||
assertEquals("About", r.header)
|
||||
// The version rides in the value slot — on a TV this row is the whole About page.
|
||||
assertEquals("0.27.0", r.value)
|
||||
r.activate()
|
||||
assertEquals(1, opened)
|
||||
}
|
||||
|
||||
/** Both navigate; neither holds a value, so left/right must be refused rather than silently eaten. */
|
||||
@Test
|
||||
fun `neither row steps a value`() {
|
||||
val all = rows()
|
||||
for (id in listOf("controllers", "licenses")) {
|
||||
val r = row(all, id)
|
||||
assertFalse("$id should draw no chevrons", r.adjustable)
|
||||
assertFalse("$id must refuse a step", r.adjust(1))
|
||||
assertFalse("$id must refuse a step", r.adjust(-1))
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The legend follows the ROW. It used to say the literal "Pin to hosts" on every non-adjustable
|
||||
* row, because a profile row was the only kind there was — so the moment another one existed,
|
||||
* A on it was advertised as pinning something.
|
||||
*/
|
||||
@Test
|
||||
fun `an action row advertises what A actually does`() {
|
||||
val all = rows()
|
||||
assertEquals("Open", row(all, "controllers").actionHint)
|
||||
assertEquals("Open", row(all, "licenses").actionHint)
|
||||
val profiles = buildProfileRows(listOf(newProfile("Work")), emptyList(), tv = false) {}
|
||||
assertEquals("Pin to hosts", profiles.first().actionHint)
|
||||
}
|
||||
|
||||
/**
|
||||
* The scroll geometry both console sub-screens share. A wall of text has no focusable rows for
|
||||
* Compose to keep visible, so these screens move the scroll state themselves — and how far one
|
||||
* press travels is the whole of their feel.
|
||||
*/
|
||||
@Test
|
||||
fun `a page overlaps what you were reading and a step is shorter still`() {
|
||||
val viewport = 1000f
|
||||
val page = consoleScrollDelta(viewport, page = true, dir = 1)
|
||||
val step = consoleScrollDelta(viewport, page = false, dir = 1)
|
||||
assertTrue("a page that skips a whole screenful loses your place", page < viewport)
|
||||
assertTrue("a page has to be worth pressing", page > viewport / 2f)
|
||||
assertTrue("a D-pad step must be shorter than a shoulder page", step > 0f && step < page)
|
||||
assertEquals("the other direction is the other way", -page, consoleScrollDelta(viewport, true, -1), 0.001f)
|
||||
// Before the first layout there is no viewport: a press then moves nothing, rather than
|
||||
// scrolling by a fraction of zero and reading as a dead button on the way in.
|
||||
assertEquals(0f, consoleScrollDelta(0f, page = true, dir = 1), 0f)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,168 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import java.io.File
|
||||
import org.json.JSONObject
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
|
||||
/**
|
||||
* The console UI's cross-client contract, against `clients/shared/console-vectors.json`.
|
||||
*
|
||||
* The background palettes, the settings section names and the screen-transition motion each exist
|
||||
* in three hand-written copies — this client, `pf-console-ui` (Rust) and the Apple client — and
|
||||
* until this file they were held together by nothing but a comment asking the next person to keep
|
||||
* them in step. Two of the three had already drifted.
|
||||
*
|
||||
* Read straight off disk with a relative path rather than copied into test resources, for the
|
||||
* reason the deeplink vectors state: a copy would be a fourth contract, free to go stale. Gradle
|
||||
* runs a unit test with the MODULE directory as its working directory, so `../../shared/` from
|
||||
* `clients/android/app` lands on `clients/shared`.
|
||||
*
|
||||
* What this pins that the older [GamepadPaletteTest] could not: the DERIVED 16-cell mesh and the
|
||||
* 4 blob colours per palette. Those are what actually reach the screen — the mesh through the AGSL
|
||||
* shader on API 33+, the blobs through the fallback field below it — and the existing tests only
|
||||
* ever measured the `stops` they are computed from.
|
||||
*/
|
||||
class ConsoleVectorsTest {
|
||||
private companion object {
|
||||
/** One step of Compose's 8-bit-per-component sRGB packing — see the blob comparison. */
|
||||
const val EIGHT_BIT_STEP = 1.0 / 255.0
|
||||
}
|
||||
|
||||
private val vectors: JSONObject by lazy {
|
||||
val file = File("../../shared/console-vectors.json")
|
||||
assertTrue(
|
||||
"the shared vector file must be reachable at ${file.absolutePath}",
|
||||
file.isFile,
|
||||
)
|
||||
JSONObject(file.readText())
|
||||
}
|
||||
|
||||
private fun JSONObject.doubles(key: String): List<Double> =
|
||||
getJSONArray(key).let { a -> (0 until a.length()).map { a.getDouble(it) } }
|
||||
|
||||
private fun close(what: String, got: Double, want: Double, tol: Double = 1e-6) {
|
||||
assertTrue(
|
||||
"$what: vectors say $want, this client computes $got",
|
||||
kotlin.math.abs(got - want) <= tol,
|
||||
)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun cellRampAndMeshInteriorMatch() {
|
||||
assertEquals("CELL_RAMP", vectors.doubles("cell_ramp"), GamepadPalette.CELL_RAMP)
|
||||
|
||||
val interior = vectors.getJSONArray("mesh_interior")
|
||||
assertEquals("mesh interior count", GamepadPalette.MESH_INTERIOR.size, interior.length())
|
||||
GamepadPalette.MESH_INTERIOR.forEachIndexed { i, p ->
|
||||
val w = interior.getJSONArray(i)
|
||||
val got = listOf(p.x, p.y, p.amp, p.sx, p.sy, p.phase)
|
||||
got.forEachIndexed { k, v -> close("mesh_interior[$i][$k]", v, w.getDouble(k)) }
|
||||
}
|
||||
}
|
||||
|
||||
/** Every palette, field by field — and then the two tables derived from it. */
|
||||
@Test
|
||||
fun everyPaletteMatchesTheSharedVectors() {
|
||||
val want = vectors.getJSONArray("palettes")
|
||||
assertEquals("palette count", want.length(), GamepadPalette.ALL.size)
|
||||
GamepadPalette.ALL.forEachIndexed { i, p ->
|
||||
val w = want.getJSONObject(i)
|
||||
val id = w.getString("id")
|
||||
assertEquals("palette order", id, p.id)
|
||||
assertEquals("$id name", w.getString("name"), p.name)
|
||||
assertEquals("$id light", w.getBoolean("light"), p.light)
|
||||
|
||||
val stops = w.getJSONArray("stops")
|
||||
assertEquals("$id stop count", stops.length(), p.stops.size)
|
||||
p.stops.forEachIndexed { s, t ->
|
||||
val ws = stops.getJSONArray(s)
|
||||
close("$id stops[$s].r", t.first, ws.getDouble(0))
|
||||
close("$id stops[$s].g", t.second, ws.getDouble(1))
|
||||
close("$id stops[$s].b", t.third, ws.getDouble(2))
|
||||
}
|
||||
|
||||
val ground = w.doubles("ground")
|
||||
close("$id ground.r", p.ground.first, ground[0])
|
||||
close("$id ground.g", p.ground.second, ground[1])
|
||||
close("$id ground.b", p.ground.third, ground[2])
|
||||
val accent = w.doubles("accent")
|
||||
close("$id accent.r", p.accent.first, accent[0])
|
||||
close("$id accent.g", p.accent.second, accent[1])
|
||||
close("$id accent.b", p.accent.third, accent[2])
|
||||
|
||||
// The mesh the shader is built from — 16 cells, sampled off the ramp per CELL_RAMP.
|
||||
val mesh = w.getJSONArray("mesh")
|
||||
assertEquals("$id mesh cells", mesh.length(), p.meshColors.size)
|
||||
p.meshColors.forEachIndexed { c, t ->
|
||||
val wc = mesh.getJSONArray(c)
|
||||
close("$id mesh[$c].r", t.first, wc.getDouble(0))
|
||||
close("$id mesh[$c].g", t.second, wc.getDouble(1))
|
||||
close("$id mesh[$c].b", t.third, wc.getDouble(2))
|
||||
}
|
||||
|
||||
// The four blobs the API 28–32 fallback field drifts. These come back as Compose
|
||||
// `Color`s, which pack an sRGB colour at 8 bits per component — so the table
|
||||
// round-trips through 1/255 quantisation and the tolerance below IS that quantisation,
|
||||
// not slack. Anything the contract actually cares about (a mistyped stop, a shifted
|
||||
// sample point) moves these by far more than one 8-bit step.
|
||||
val blobs = w.getJSONArray("blobs")
|
||||
assertEquals("$id blob count", blobs.length(), p.blobColors.size)
|
||||
p.blobColors.forEachIndexed { b, colour ->
|
||||
val wb = blobs.getJSONArray(b)
|
||||
close("$id blob[$b].r", colour.red.toDouble(), wb.getDouble(0), EIGHT_BIT_STEP)
|
||||
close("$id blob[$b].g", colour.green.toDouble(), wb.getDouble(1), EIGHT_BIT_STEP)
|
||||
close("$id blob[$b].b", colour.blue.toDouble(), wb.getDouble(2), EIGHT_BIT_STEP)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The section names, in order. The desktop console carries one tab this client does not —
|
||||
* Input, which holds touch mode, mouse, invert-scroll and shortcuts: desktop-host settings
|
||||
* with nothing to set on a phone or a TV. The vectors flag it `desktop_only` rather than
|
||||
* leaving it out, so neither side has to red the other to be right.
|
||||
*/
|
||||
@Test
|
||||
fun tabNamesMatchTheSharedVectors() {
|
||||
val tabs = vectors.getJSONArray("tabs")
|
||||
val want = (0 until tabs.length())
|
||||
.map { tabs.getJSONObject(it) }
|
||||
.filterNot { it.optBoolean("desktop_only", false) }
|
||||
.map { it.getString("name") }
|
||||
assertEquals("console settings tabs", want, GpTab.entries.map { it.title })
|
||||
}
|
||||
|
||||
/**
|
||||
* The screen-transition contract. The easing is sampled rather than compared as Bézier
|
||||
* control points: this client evaluates the desktop's analytic `1 − (1−t)³` directly, while
|
||||
* SwiftUI can only approximate it — samples with a tolerance are the one form all three can
|
||||
* meet. It is also the assertion that would have caught the curve this client shipped with
|
||||
* first, a "cubic-bezier(0.215, 0.61, 0.355, 1)" that is a full 0.08 slack at the midpoint.
|
||||
*/
|
||||
@Test
|
||||
fun motionMatchesTheSharedVectors() {
|
||||
val motion = vectors.getJSONObject("motion")
|
||||
close("transition", ConsoleMotion.TRANSITION_MS / 1000.0, motion.getDouble("transition_s"))
|
||||
close("push slide", ConsoleMotion.PUSH_SLIDE.value.toDouble(), motion.getDouble("push_slide_dp"))
|
||||
close("enter scale", ConsoleMotion.ENTER_SCALE.toDouble(), motion.getDouble("enter_scale"), 1e-5)
|
||||
close("exit scale", ConsoleMotion.EXIT_SCALE.toDouble(), motion.getDouble("exit_scale"), 1e-5)
|
||||
close("reveal alpha", ConsoleMotion.REVEAL_ALPHA.toDouble(), motion.getDouble("reveal_alpha"), 1e-5)
|
||||
|
||||
val curve = motion.getJSONObject("ease_out_cubic")
|
||||
val tol = curve.getDouble("tolerance")
|
||||
val samples = curve.getJSONArray("samples")
|
||||
assertTrue("the curve needs enough samples to pin it", samples.length() >= 5)
|
||||
for (i in 0 until samples.length()) {
|
||||
val s = samples.getJSONObject(i)
|
||||
val t = s.getDouble("t")
|
||||
close(
|
||||
"ease_out_cubic($t)",
|
||||
ConsoleMotion.EaseOutCubic.transform(t.toFloat()).toDouble(),
|
||||
s.getDouble("p"),
|
||||
tol,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,111 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import androidx.activity.ComponentActivity
|
||||
import androidx.compose.ui.test.getBoundsInRoot
|
||||
import androidx.compose.ui.test.junit4.createAndroidComposeRule
|
||||
import androidx.compose.ui.test.onNodeWithText
|
||||
import androidx.compose.ui.test.performClick
|
||||
import androidx.compose.ui.unit.Dp
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Rule
|
||||
import org.junit.Test
|
||||
import org.junit.runner.RunWith
|
||||
import org.robolectric.RobolectricTestRunner
|
||||
import org.robolectric.annotation.Config
|
||||
import org.robolectric.annotation.GraphicsMode
|
||||
|
||||
/**
|
||||
* The console settings list must not MOVE under the cursor. This is the regression net for the
|
||||
* layout instability the visual refresh fixed, and it needs the real Compose runtime because the
|
||||
* bug was entirely a layout one — every value the model held was correct throughout.
|
||||
*
|
||||
* What used to happen: the focused row unfolded its description in place
|
||||
* (`AnimatedVisibility` + `expandVertically`), so every step of the cursor shrank one row and grew
|
||||
* another and shifted every row below the focus point — on a list that is simultaneously being
|
||||
* scrolled to keep the focused row visible, whose target therefore moved mid-animation. The
|
||||
* description now renders in the screen's floating `ConsoleDetailBand`, which is an overlay and
|
||||
* cannot displace anything. Sideways, the value's `AnimatedContent` animated its own WIDTH on every
|
||||
* step, walking the ‹ chevron and the label's right edge back and forth.
|
||||
*
|
||||
* Focus is moved by TAP here rather than by pad: the pad path needs a `MainActivity` for its input
|
||||
* probes, and the screen routes both to the same `focus` state — the geometry under test is the
|
||||
* same either way.
|
||||
*
|
||||
* `sdk = [36]` for the reason every Robolectric test here pins it: android-all jars stop at 36
|
||||
* while the app compiles against 37.
|
||||
*/
|
||||
@RunWith(RobolectricTestRunner::class)
|
||||
@GraphicsMode(GraphicsMode.Mode.NATIVE)
|
||||
@Config(sdk = [36], qualifiers = "w360dp-h800dp-xxhdpi")
|
||||
class GamepadSettingsLayoutTest {
|
||||
@get:Rule
|
||||
val compose = createAndroidComposeRule<ComponentActivity>()
|
||||
|
||||
private fun settings() {
|
||||
compose.setContent {
|
||||
GamepadSettingsScreen(initial = Settings(), onChange = {}, onBack = {})
|
||||
}
|
||||
}
|
||||
|
||||
/** A Dp compared at hairline tolerance — a rounding difference is not a layout shift. */
|
||||
private fun assertSame(what: String, expected: Dp, actual: Dp) {
|
||||
assertEquals(what, expected.value.toDouble(), actual.value.toDouble(), 0.5)
|
||||
}
|
||||
|
||||
/**
|
||||
* Moving the cursor down the list leaves every OTHER row exactly where it was. The rows below
|
||||
* the new focus are the ones the old in-row detail pushed around, so they are the assertion
|
||||
* that matters; the row above proves the shrink half.
|
||||
*/
|
||||
@Test
|
||||
fun focusingARowMovesNoOtherRow() {
|
||||
settings()
|
||||
// Entry focus is the first row (Resolution), so "Refresh rate" starts unfocused and
|
||||
// "Compositor" sits below both candidates.
|
||||
val refreshBefore = compose.onNodeWithText("Refresh rate").getBoundsInRoot()
|
||||
val compositorBefore = compose.onNodeWithText("Compositor").getBoundsInRoot()
|
||||
|
||||
// One tap on an unfocused row focuses it (a second would activate it — see the screen).
|
||||
compose.onNodeWithText("Bitrate").performClick()
|
||||
compose.waitForIdle()
|
||||
|
||||
val refreshAfter = compose.onNodeWithText("Refresh rate").getBoundsInRoot()
|
||||
val compositorAfter = compose.onNodeWithText("Compositor").getBoundsInRoot()
|
||||
assertSame("row above the cursor moved", refreshBefore.top, refreshAfter.top)
|
||||
assertSame("row below the cursor moved", compositorBefore.top, compositorAfter.top)
|
||||
}
|
||||
|
||||
/**
|
||||
* Stepping a value leaves the row's own geometry alone. The label's right edge is the probe:
|
||||
* it is what the widening value slot used to shove, and it is stable for any value that fits
|
||||
* the slot (which every shipped Bitrate label does).
|
||||
*/
|
||||
@Test
|
||||
fun steppingAValueMovesNoLabel() {
|
||||
settings()
|
||||
compose.onNodeWithText("Bitrate").performClick() // focus it
|
||||
compose.waitForIdle()
|
||||
val labelBefore = compose.onNodeWithText("Bitrate").getBoundsInRoot()
|
||||
|
||||
compose.onNodeWithText("Bitrate").performClick() // now activates → cycles the value
|
||||
compose.waitForIdle()
|
||||
|
||||
val labelAfter = compose.onNodeWithText("Bitrate").getBoundsInRoot()
|
||||
assertSame("label moved sideways under a value step", labelBefore.left, labelAfter.left)
|
||||
assertSame("label moved sideways under a value step", labelBefore.right, labelAfter.right)
|
||||
assertSame("row changed height under a value step", labelBefore.top, labelAfter.top)
|
||||
}
|
||||
|
||||
/**
|
||||
* The focused row's description is on screen — in the floating band, not inside the row. Proves
|
||||
* the detail did not simply get dropped when it left the row: it is still what the cursor
|
||||
* explains itself with.
|
||||
*/
|
||||
@Test
|
||||
fun theFocusedRowsDetailIsShown() {
|
||||
settings()
|
||||
compose.onNodeWithText("Refresh rate").performClick()
|
||||
compose.waitForIdle()
|
||||
compose.onNodeWithText("Frame rate the host renders and streams at.").assertExists()
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,210 @@
|
||||
package io.unom.punktfunk
|
||||
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import io.unom.punktfunk.kit.discovery.DiscoveredHost
|
||||
import io.unom.punktfunk.kit.security.KnownHost
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertFalse
|
||||
import org.junit.Assert.assertNotNull
|
||||
import org.junit.Assert.assertNull
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
|
||||
/**
|
||||
* The console home's tile list ([buildHomeTiles]). Pure JVM — the carousel itself needs the live
|
||||
* JNI core to compose, so its ORDER and what each tile claims had no cover at all until now, and
|
||||
* both are exactly the kind of thing that survives a refactor looking fine and behaving wrong.
|
||||
*
|
||||
* Run: `./gradlew :app:testDebugUnitTest --tests 'io.unom.punktfunk.HomeTilesTest'`.
|
||||
*/
|
||||
class HomeTilesTest {
|
||||
private fun host(
|
||||
name: String,
|
||||
address: String,
|
||||
fp: String = "",
|
||||
profileId: String? = null,
|
||||
pins: List<String> = emptyList(),
|
||||
) = KnownHost(
|
||||
address = address,
|
||||
port = 9777,
|
||||
name = name,
|
||||
fpHex = fp,
|
||||
paired = true,
|
||||
id = "id-$name",
|
||||
profileId = profileId,
|
||||
pinnedProfileIds = pins,
|
||||
)
|
||||
|
||||
private fun advert(name: String, address: String, fp: String? = null) = DiscoveredHost(
|
||||
key = "$address:9777",
|
||||
name = name,
|
||||
host = address,
|
||||
port = 9777,
|
||||
fingerprint = fp,
|
||||
)
|
||||
|
||||
private val work = StreamProfile(id = "p-work", name = "Work", accent = "#3B82F6")
|
||||
private val travel = StreamProfile(id = "p-travel", name = "Travel")
|
||||
|
||||
/** The builder with nothing plugged in — every list empty, every callback a no-op. */
|
||||
private fun tiles(
|
||||
savedHosts: List<KnownHost> = emptyList(),
|
||||
profiles: List<StreamProfile> = emptyList(),
|
||||
pins: Map<String, List<StreamProfile>> = emptyMap(),
|
||||
discoveredUnsaved: List<DiscoveredHost> = emptyList(),
|
||||
online: Set<String> = emptySet(),
|
||||
onConnect: (KnownHost, String?) -> Unit = { _, _ -> },
|
||||
onConnectDiscovered: (DiscoveredHost) -> Unit = {},
|
||||
onAddHost: () -> Unit = {},
|
||||
) = buildHomeTiles(
|
||||
savedHosts = savedHosts,
|
||||
profiles = profiles,
|
||||
pinsFor = { kh -> pins[kh.id].orEmpty() },
|
||||
discoveredUnsaved = discoveredUnsaved,
|
||||
isOnline = { it.name in online },
|
||||
onConnect = onConnect,
|
||||
onConnectDiscovered = onConnectDiscovered,
|
||||
onAddHost = onAddHost,
|
||||
)
|
||||
|
||||
/**
|
||||
* A pin belongs to the host above it. Ordering is the whole affordance: on a controller a pin is
|
||||
* reached by walking one tile past its host, and a builder that grouped all the pins at the end
|
||||
* would still LOOK right in a screenshot of any single tile.
|
||||
*/
|
||||
@Test
|
||||
fun pinnedCardsFollowTheirOwnHost() {
|
||||
val living = host("living", "192.168.1.42", pins = listOf(work.id, travel.id))
|
||||
val studio = host("studio", "192.168.1.61", pins = listOf(work.id))
|
||||
val ids = tiles(
|
||||
savedHosts = listOf(living, studio),
|
||||
profiles = listOf(work, travel),
|
||||
pins = mapOf(living.id to listOf(work, travel), studio.id to listOf(work)),
|
||||
).map { it.id }
|
||||
assertEquals(
|
||||
listOf(
|
||||
"saved-id-living",
|
||||
"pin-id-living-p-work",
|
||||
"pin-id-living-p-travel",
|
||||
"saved-id-studio",
|
||||
"pin-id-studio-p-work",
|
||||
"add",
|
||||
),
|
||||
ids,
|
||||
)
|
||||
}
|
||||
|
||||
/** Add Host is the last tile, always — including on a device with nothing saved or seen. */
|
||||
@Test
|
||||
fun theAddTileIsAlwaysLast() {
|
||||
val empty = tiles()
|
||||
assertEquals(listOf("add"), empty.map { it.id })
|
||||
assertTrue(empty.single().isAdd)
|
||||
|
||||
val populated = tiles(
|
||||
savedHosts = listOf(host("living", "192.168.1.42")),
|
||||
discoveredUnsaved = listOf(advert("studio", "192.168.1.61")),
|
||||
)
|
||||
assertEquals(listOf("saved-id-living", "disc-192.168.1.61:9777", "add"), populated.map { it.id })
|
||||
assertTrue(populated.last().isAdd)
|
||||
// The Add tile is not a host: no library, no options menu, nothing to wake.
|
||||
assertNull(populated.last().knownHost)
|
||||
}
|
||||
|
||||
/**
|
||||
* A host that is both saved and advertising appears ONCE. The de-dupe is the caller's
|
||||
* ([KnownHost.matches], which the screen applies before handing the list over) — checked here
|
||||
* because the rule that matters is the fingerprint one: a host that came back on a new DHCP
|
||||
* address is the same machine, and matching on address alone would offer it a second time as a
|
||||
* stranger, next to the record that already holds its trust.
|
||||
*/
|
||||
@Test
|
||||
fun aSavedHostSeenOnTheNetworkIsNotListedTwice() {
|
||||
val fp = "ab12cd34"
|
||||
val living = host("living", "192.168.1.42", fp = fp)
|
||||
// Same host, new address after a cold boot, plus a genuine stranger.
|
||||
val adverts = listOf(advert("living", "192.168.1.77", fp = fp), advert("stranger", "192.168.1.99"))
|
||||
val unsaved = adverts.filter { dh -> listOf(living).none { it.matches(dh) } }
|
||||
val ids = tiles(savedHosts = listOf(living), discoveredUnsaved = unsaved).map { it.id }
|
||||
assertEquals(listOf("saved-id-living", "disc-192.168.1.99:9777", "add"), ids)
|
||||
}
|
||||
|
||||
/**
|
||||
* The chip says which profile a press will connect with — the host's binding on its own tile,
|
||||
* the pinned profile on a pin tile. The console cannot EDIT profiles, so this claim is the only
|
||||
* thing standing between a user and a stream with settings they didn't choose.
|
||||
*/
|
||||
@Test
|
||||
fun theChipNamesTheProfileThePressWillUse() {
|
||||
val living = host("living", "192.168.1.42", profileId = work.id, pins = listOf(travel.id))
|
||||
val result = tiles(
|
||||
savedHosts = listOf(living),
|
||||
profiles = listOf(work, travel),
|
||||
pins = mapOf(living.id to listOf(travel)),
|
||||
)
|
||||
val own = result[0]
|
||||
assertEquals("Work", own.profileName)
|
||||
assertEquals(Color(0xFF3B82F6), own.profileAccent)
|
||||
assertNull(own.pinnedProfileId)
|
||||
|
||||
val pin = result[1]
|
||||
assertEquals("Travel", pin.profileName)
|
||||
assertEquals(travel.id, pin.pinnedProfileId)
|
||||
// Travel set no accent: a chip with no colour, not a crash and not a stray default.
|
||||
assertNull(pin.profileAccent)
|
||||
|
||||
// A binding whose profile was deleted resolves to nothing — the tile stays silent rather
|
||||
// than naming an id that resolves to nobody.
|
||||
val dangling = tiles(savedHosts = listOf(host("ghost", "10.0.0.5", profileId = "p-gone")))
|
||||
assertNull(dangling[0].profileName)
|
||||
}
|
||||
|
||||
/** Both address and the subtitle: a pin card says where it points, like every other card. */
|
||||
@Test
|
||||
fun everySavedTileSaysWhereItPoints() {
|
||||
val living = host("living", "192.168.1.42", pins = listOf(work.id))
|
||||
val result = tiles(
|
||||
savedHosts = listOf(living),
|
||||
profiles = listOf(work),
|
||||
pins = mapOf(living.id to listOf(work)),
|
||||
online = setOf("living"),
|
||||
)
|
||||
result.take(2).forEach {
|
||||
assertEquals("192.168.1.42:9777", it.subtitle)
|
||||
assertEquals("living", it.title)
|
||||
assertTrue(it.filled)
|
||||
assertTrue(it.online)
|
||||
assertTrue(it.paired)
|
||||
assertNotNull(it.knownHost)
|
||||
}
|
||||
// Host tile → library (Y); pin tile → none, because a pin is a shortcut, not a second host.
|
||||
assertTrue(result[0].hasLibrary)
|
||||
assertFalse(result[1].hasLibrary)
|
||||
}
|
||||
|
||||
/**
|
||||
* What a press DOES. A host's own tile dials with no one-off reference so the host's binding is
|
||||
* followed; a pin tile forces its own profile. Passing the pin's id as the binding (or the
|
||||
* other way round) is invisible until someone streams at the wrong bitrate.
|
||||
*/
|
||||
@Test
|
||||
fun activationCarriesTheRightProfileReference() {
|
||||
val living = host("living", "192.168.1.42", pins = listOf(work.id))
|
||||
val dialled = mutableListOf<Pair<String, String?>>()
|
||||
val discovered = mutableListOf<String>()
|
||||
var addOpened = false
|
||||
val result = tiles(
|
||||
savedHosts = listOf(living),
|
||||
profiles = listOf(work),
|
||||
pins = mapOf(living.id to listOf(work)),
|
||||
discoveredUnsaved = listOf(advert("stranger", "192.168.1.99")),
|
||||
onConnect = { kh, oneOff -> dialled += kh.name to oneOff },
|
||||
onConnectDiscovered = { dh -> discovered += dh.host },
|
||||
onAddHost = { addOpened = true },
|
||||
)
|
||||
result.forEach { it.activate() }
|
||||
assertEquals(listOf("living" to null, "living" to work.id), dialled)
|
||||
assertEquals(listOf("192.168.1.99"), discovered)
|
||||
assertTrue(addOpened)
|
||||
}
|
||||
}
|
||||
@@ -83,6 +83,16 @@ class ScreenshotTest {
|
||||
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
|
||||
fun streamNormal() = shootRoot("stream-normal") { StreamScene(io.unom.punktfunk.StatsVerbosity.NORMAL) }
|
||||
|
||||
// Both banner texts, in the stream's own landscape geometry — it is bottom-centre, so the
|
||||
// aspect is load-bearing.
|
||||
@Test
|
||||
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
|
||||
fun streamBannerPad() = shootRoot("stream-banner-pad") { StreamBannerScene(pad = true) }
|
||||
|
||||
@Test
|
||||
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
|
||||
fun streamBannerTouch() = shootRoot("stream-banner-touch") { StreamBannerScene(pad = false) }
|
||||
|
||||
// The touch flow is a Material dialog over the host grid (a separate window → shootScreen).
|
||||
@Test
|
||||
fun connecting() = shootScreen("connecting") {
|
||||
@@ -114,6 +124,59 @@ class ScreenshotTest {
|
||||
fun consoleSettingsLight() =
|
||||
shootRoot("console-settings-light") { ConsoleSettingsScene(paletteId = "holo") }
|
||||
|
||||
/**
|
||||
* Landscape — the orientation the console actually runs in, and a DIFFERENT layout since the
|
||||
* on-glass review: rows capped and left-aligned, the focused row's description in a side pane
|
||||
* on the right instead of the floating band.
|
||||
*/
|
||||
@Test
|
||||
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
|
||||
fun consoleSettingsLandscape() =
|
||||
shootRoot("console-settings-landscape") { ConsoleSettingsScene() }
|
||||
|
||||
// The console home, the screen the living backdrop is most of. The default sdk (36) draws the
|
||||
// real AGSL MESH field; the paired API-31 shot below draws the blob fallback, so the two
|
||||
// renderings of the same palette can be compared rather than assumed equivalent.
|
||||
@Test
|
||||
fun consoleHome() = shootRoot("console-home") { ConsoleHomeScene() }
|
||||
|
||||
@Test
|
||||
fun consoleHomeLight() = shootRoot("console-home-light") { ConsoleHomeScene(paletteId = "holo") }
|
||||
|
||||
/**
|
||||
* Landscape — the orientation the console UI actually runs in, and the only one wide enough to
|
||||
* show the carousel's NEIGHBOURS, which is where the projected turn (`CARD_TURN_RAD`) lives.
|
||||
*/
|
||||
@Test
|
||||
@Config(sdk = [36], qualifiers = "w800dp-h360dp-xxhdpi")
|
||||
fun consoleHomeLandscape() = shootRoot("console-home-landscape") { ConsoleHomeScene() }
|
||||
|
||||
/**
|
||||
* The API 31/32 field. `RuntimeShader` is API 33+, so everything below it keeps the four
|
||||
* drifting blobs — an honest approximation rather than an emulation, and the thing this shot
|
||||
* exists to keep honest.
|
||||
*/
|
||||
@Test
|
||||
@Config(sdk = [31], qualifiers = "w360dp-h800dp-xxhdpi")
|
||||
fun consoleHomeBlobFallback() = shootRoot("console-home-blobs") { ConsoleHomeScene() }
|
||||
|
||||
// The two screens the console reached for the first time in WP8.3. Each is shot on a dark AND a
|
||||
// pale palette, because the console draws them through a ColorScheme derived from the palette's
|
||||
// ink — and the pale one is the only place a grey-on-pastel slip can show up.
|
||||
@Test
|
||||
fun consoleLicenses() = shootRoot("console-licenses") { ConsoleLicensesScene() }
|
||||
|
||||
@Test
|
||||
fun consoleLicensesLight() =
|
||||
shootRoot("console-licenses-light") { ConsoleLicensesScene(paletteId = "holo") }
|
||||
|
||||
@Test
|
||||
fun consoleControllers() = shootRoot("console-controllers") { ConsoleControllersScene() }
|
||||
|
||||
@Test
|
||||
fun consoleControllersLight() =
|
||||
shootRoot("console-controllers-light") { ConsoleControllersScene(paletteId = "holo") }
|
||||
|
||||
@Test
|
||||
fun trust() = shootScreen("trust") {
|
||||
HostsScene()
|
||||
|
||||
@@ -32,9 +32,13 @@ import io.unom.punktfunk.ConnectModal
|
||||
import io.unom.punktfunk.ConnectPhase
|
||||
import io.unom.punktfunk.ConnectTakeover
|
||||
import androidx.compose.runtime.CompositionLocalProvider
|
||||
import io.unom.punktfunk.GamepadHome
|
||||
import io.unom.punktfunk.GamepadInk
|
||||
import io.unom.punktfunk.GamepadPalette
|
||||
import io.unom.punktfunk.ConsoleControllersScreen
|
||||
import io.unom.punktfunk.ConsoleLicensesScreen
|
||||
import io.unom.punktfunk.GamepadSettingsScreen
|
||||
import io.unom.punktfunk.HomeTile
|
||||
import io.unom.punktfunk.LocalGamepadInk
|
||||
import io.unom.punktfunk.LocalGamepadPalette
|
||||
import io.unom.punktfunk.Settings
|
||||
@@ -43,10 +47,11 @@ import io.unom.punktfunk.SettingsCategory
|
||||
import io.unom.punktfunk.SettingsScreen
|
||||
import io.unom.punktfunk.StatsOverlay
|
||||
import io.unom.punktfunk.StatsVerbosity
|
||||
import io.unom.punktfunk.StreamStartBanner
|
||||
import io.unom.punktfunk.ProfileEditorFields
|
||||
import io.unom.punktfunk.ProfileStore
|
||||
import io.unom.punktfunk.SettingsOverlay
|
||||
import io.unom.punktfunk.SpeedTestDialog
|
||||
import io.unom.punktfunk.SpeedTestPrompt
|
||||
import io.unom.punktfunk.SpeedTestPhase
|
||||
import io.unom.punktfunk.SpeedTestTarget
|
||||
import io.unom.punktfunk.components.HostCard
|
||||
@@ -242,7 +247,8 @@ internal fun SettingsProfileScene() {
|
||||
*/
|
||||
@Composable
|
||||
internal fun SpeedTestScene() {
|
||||
SpeedTestDialog(
|
||||
SpeedTestPrompt(
|
||||
gamepadUi = false,
|
||||
hostName = "Living Room PC",
|
||||
target = SpeedTestTarget.Ask(newProfile("Game")),
|
||||
phase = SpeedTestPhase.Done(throughputKbps = 412_000, lossPct = 0.3, recommendedKbps = 288_400),
|
||||
@@ -427,6 +433,111 @@ internal fun ConnectConsoleScene() =
|
||||
* stand in for it: this is a different screen with different navigation, and the strip is the part
|
||||
* a layout regression would eat first.
|
||||
*/
|
||||
/**
|
||||
* The start-of-stream banner over the same synthetic "streamed frame" — the real
|
||||
* [StreamStartBanner] at full opacity, since the caller owns the 6 s timer and a shot must not race
|
||||
* it. Two variants because the WORDS are the point: the banner names pad chords or touch gestures
|
||||
* depending on what the session actually has, and a screenshot is the only place the two can be
|
||||
* compared side by side.
|
||||
*/
|
||||
@Composable
|
||||
internal fun StreamBannerScene(pad: Boolean) {
|
||||
Box(
|
||||
Modifier
|
||||
.fillMaxSize()
|
||||
.background(
|
||||
Brush.linearGradient(
|
||||
listOf(Color(0xFF2A1E5C), Color(0xFF0E1B3D), Color(0xFF06122B)),
|
||||
),
|
||||
),
|
||||
) {
|
||||
StreamStartBanner(
|
||||
text = if (pad) {
|
||||
"Hold Select + Start + L1 + R1 to leave · Select + Y mic · Select + X stats"
|
||||
} else {
|
||||
"Back leaves the stream · three-finger tap for stats"
|
||||
},
|
||||
alpha = 1f,
|
||||
modifier = Modifier.align(Alignment.BottomCenter).padding(bottom = 24.dp),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The console HOME — the host carousel over the living backdrop, which is the screen the aurora is
|
||||
* most of. Worth its own shot for exactly that reason: on API 33+ the field is the real bicubic
|
||||
* MESH (`GamepadAurora`'s AGSL port of the desktop console's shader) and below it the four-blob
|
||||
* fallback, and the two are only comparable side by side. The scene composes [GamepadHome]
|
||||
* directly with mock tiles — it needs no JNI core and no session, unlike the ConnectScreen that
|
||||
* normally feeds it.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConsoleHomeScene(paletteId: String = "violet") {
|
||||
val palette = GamepadPalette.named(paletteId)
|
||||
val tiles = listOf(
|
||||
HomeTile(
|
||||
id = "living", title = "Living Room PC", subtitle = "192.168.1.42 · Paired",
|
||||
filled = true, online = true, paired = true, activate = {},
|
||||
),
|
||||
HomeTile(
|
||||
id = "studio", title = "studio-deck", subtitle = "192.168.1.61 · Discovered",
|
||||
online = true, activate = {},
|
||||
),
|
||||
HomeTile(id = "add", title = "Add Host", subtitle = "By address", isAdd = true, activate = {}),
|
||||
)
|
||||
CompositionLocalProvider(
|
||||
LocalGamepadPalette provides palette,
|
||||
LocalGamepadInk provides GamepadInk.of(palette),
|
||||
) {
|
||||
GamepadHome(
|
||||
tiles = tiles,
|
||||
libraryEnabled = true,
|
||||
controllerName = "Xbox Wireless Controller",
|
||||
navActive = false,
|
||||
onActivate = {},
|
||||
onOpenLibrary = {},
|
||||
onOpenSettings = {},
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The two screens the console could not reach at all until WP8.3 — the open-source notices and the
|
||||
* connected-controllers view — in their console presentation.
|
||||
*
|
||||
* Worth a shot each, and worth a PALE one: both are ordinary Material screens underneath, and the
|
||||
* console shows them through a `ColorScheme` derived from the palette's ink. That derivation is the
|
||||
* whole risk. Their touch presentation is inked by the app theme, which is always dark, so nothing
|
||||
* before this could catch light-grey body text stranded on a pastel field.
|
||||
*
|
||||
* Robolectric enumerates no input devices, so the controllers scene renders its deterministic
|
||||
* "nothing connected" state.
|
||||
*/
|
||||
@Composable
|
||||
internal fun ConsoleLicensesScene(paletteId: String = "violet") =
|
||||
ConsolePalette(paletteId) { ConsoleLicensesScreen(onBack = {}, navActive = false) }
|
||||
|
||||
@Composable
|
||||
internal fun ConsoleControllersScene(paletteId: String = "violet") =
|
||||
ConsolePalette(paletteId) {
|
||||
ConsoleControllersScreen(gamepadSetting = 0, onBack = {}, navActive = false)
|
||||
}
|
||||
|
||||
/**
|
||||
* Publish the palette locals `App` would normally provide. A scene that calls a console screen
|
||||
* directly gets the DEFAULT dark ink without this, and a pale-palette shot would then silently
|
||||
* prove nothing at all.
|
||||
*/
|
||||
@Composable
|
||||
private fun ConsolePalette(paletteId: String, content: @Composable () -> Unit) {
|
||||
val palette = GamepadPalette.named(paletteId)
|
||||
CompositionLocalProvider(
|
||||
LocalGamepadPalette provides palette,
|
||||
LocalGamepadInk provides GamepadInk.of(palette),
|
||||
content = content,
|
||||
)
|
||||
}
|
||||
|
||||
@Composable
|
||||
internal fun ConsoleSettingsScene(paletteId: String = "violet") {
|
||||
// The scene calls the screen directly, so it has to publish the palette locals `App` would
|
||||
|
||||
@@ -46,8 +46,8 @@ class GamepadRouter(
|
||||
* as well would give the host two pads for one pair of hands.
|
||||
*
|
||||
* Off still opens slots and tracks held state; it only stops the wire sends. That is
|
||||
* deliberate: the exit and mic chords are read off the same slots, and a couch that lost its
|
||||
* quit shortcut because a forwarding preference was off would be the worse bug. Nothing is
|
||||
* deliberate: the exit, mic and stats chords are read off the same slots, and a couch that lost
|
||||
* its quit shortcut because a forwarding preference was off would be the worse bug. Nothing is
|
||||
* claimed by keeping a slot — the Android input stack shares controllers — unlike the USB
|
||||
* capture links, which `StreamScreen` does not start at all while this is off.
|
||||
*/
|
||||
@@ -149,6 +149,20 @@ class GamepadRouter(
|
||||
*/
|
||||
var onMicChord: (() -> Unit)? = null
|
||||
|
||||
/**
|
||||
* Invoked (main thread) each time the stats chord ([STATS_CHORD], Select + X) is COMPLETED on a
|
||||
* pad — one verbosity tier of the in-stream statistics overlay per completion. It exists
|
||||
* because a controller in both hands has no other way to the numbers: the three-finger tap
|
||||
* needs a touchscreen AND one of the pointer touch models, so a TV or a gamepad-only session
|
||||
* has none. `StreamScreen` wires it to the live tier cycle.
|
||||
*
|
||||
* Fires immediately and once per chord like [onMicChord], and like it the buttons still go to
|
||||
* the host — the chord adds a local meaning to them rather than swallowing them. The Apple
|
||||
* client's `GamepadCapture.statsChord` is the same two buttons; a shortcut that differs per
|
||||
* platform is worse than no shortcut.
|
||||
*/
|
||||
var onStatsChord: (() -> Unit)? = null
|
||||
|
||||
/**
|
||||
* Invoked (main thread) once per pad when a captured controller WITH a gyro turns out to be in
|
||||
* a session whose virtual pad has no motion plane — its motion is not being sent, because every
|
||||
@@ -204,7 +218,7 @@ class GamepadRouter(
|
||||
/**
|
||||
* One button transition on [slot] — the shared body behind [onButton] and an [ExternalPad]'s
|
||||
* transitions: forward the wire event, track held state, arm/disarm the exit chord, and fire
|
||||
* the mic-mute chord ([MIC_CHORD]).
|
||||
* the instant chords ([MIC_CHORD], [STATS_CHORD]).
|
||||
*/
|
||||
private fun slotButton(slot: Slot, bit: Int, down: Boolean, send: Boolean) {
|
||||
// Raw system buttons stay local under the "local" policy — no wire send and no held
|
||||
@@ -232,13 +246,11 @@ class GamepadRouter(
|
||||
slot.held = slot.held or bit
|
||||
// Full chord now held on this pad → start the hold countdown (idempotent while held).
|
||||
if (slot.held and EXIT_CHORD == EXIT_CHORD) armExit()
|
||||
// Mic mute, edge-triggered on the button that COMPLETES the chord: a genuine press
|
||||
// (`wasHeld` lacks the bit, so an auto-repeat DOWN can't re-fire it) of a chord member
|
||||
// that leaves the whole chord held. Any other button pressed while Select + Y are down
|
||||
// fails the middle test, so the toggle happens once per chord, not once per press.
|
||||
if (wasHeld and bit == 0 && bit and MIC_CHORD != 0 && slot.held and MIC_CHORD == MIC_CHORD) {
|
||||
onMicChord?.invoke()
|
||||
}
|
||||
// Mic mute and the stats-tier cycle, each edge-triggered on the button that COMPLETES
|
||||
// its chord (see [completesChord]) — the two meanings this client gives Select plus a
|
||||
// face button. Both leave the press on the wire: the game still gets its buttons.
|
||||
if (completesChord(wasHeld, bit, MIC_CHORD)) onMicChord?.invoke()
|
||||
if (completesChord(wasHeld, bit, STATS_CHORD)) onStatsChord?.invoke()
|
||||
} else {
|
||||
val owned = guideGesture && bit == Gamepad.BTN_BACK && consumeSelectRelease(slot)
|
||||
if (!owned && send && forwarding) {
|
||||
@@ -628,7 +640,11 @@ class GamepadRouter(
|
||||
return null
|
||||
}
|
||||
|
||||
private companion object {
|
||||
// `internal` rather than private: the chord masks and [completesChord] are the only part of
|
||||
// this router a JVM unit test can reach — everything else needs an InputManager, a main Looper
|
||||
// and live InputDevices behind it — and until `GamepadChordTest` there was nothing pinning the
|
||||
// chords at all. Still invisible to :app, which is what private bought.
|
||||
internal companion object {
|
||||
/** Mirror of `punktfunk-core::input::MAX_PADS` — wire pad indices 0..15. */
|
||||
const val MAX_PADS = 16
|
||||
|
||||
@@ -650,6 +666,28 @@ class GamepadRouter(
|
||||
*/
|
||||
const val MIC_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_Y
|
||||
|
||||
/**
|
||||
* Stats-overlay chord: Select + X, one verbosity tier per completion. X keeps both
|
||||
* properties [MIC_CHORD]'s Y has — it is none of [EXIT_CHORD]'s four buttons, so no way of
|
||||
* reaching the exit chord passes through this one on the way (and vice versa), and Select
|
||||
* is a menu button rather than a twitch action. Byte-for-byte the Apple client's
|
||||
* `GamepadCapture.statsChord`, which was modelled on [MIC_CHORD] in the first place and
|
||||
* leaves Y free for the mic chord to land there in turn — the two clients converge on one
|
||||
* pad vocabulary from both ends.
|
||||
*/
|
||||
const val STATS_CHORD = Gamepad.BTN_BACK or Gamepad.BTN_X
|
||||
|
||||
/**
|
||||
* Whether pressing [bit] on a pad that held [wasHeld] beforehand COMPLETED [chord]: a
|
||||
* genuine press (`wasHeld` lacks the bit, so an auto-repeat DOWN can't re-fire it) of a
|
||||
* chord member that leaves the whole chord held (`wasHeld or bit` is the slot's held set
|
||||
* the instant after the press). Any other button pressed while the chord is already down
|
||||
* fails the middle test, so a chord fires once per chord, not once per press — and lifting
|
||||
* any member re-arms it, since the next press of that member is a fresh completion.
|
||||
*/
|
||||
internal fun completesChord(wasHeld: Int, bit: Int, chord: Int): Boolean =
|
||||
wasHeld and bit == 0 && bit and chord != 0 && (wasHeld or bit) and chord == chord
|
||||
|
||||
/** Synthetic slot-key base for [ExternalPad]s — below every real (positive) InputDevice id. */
|
||||
const val EXTERNAL_ID_BASE = -1000
|
||||
|
||||
|
||||
@@ -44,6 +44,9 @@ data class Artwork(val portrait: String?, val header: String?, val hero: String?
|
||||
* opens the launcher itself (Steam Big Picture, Heroic) rather than a title. Kept a plain nullable
|
||||
* String on purpose: the host owns the vocabulary, and an unknown future value must degrade to a
|
||||
* game rather than break the decode (design D4).
|
||||
*
|
||||
* [icon] is the token for the entry's brand mark (`"steam"`, `"heroic"`) — never art, never a URL.
|
||||
* Null on every older host and on every ordinary title.
|
||||
*/
|
||||
data class GameEntry(
|
||||
val id: String,
|
||||
@@ -51,12 +54,25 @@ data class GameEntry(
|
||||
val title: String,
|
||||
val art: Artwork,
|
||||
val role: String? = null,
|
||||
val icon: String? = null,
|
||||
) {
|
||||
val isCustom: Boolean get() = store == "custom"
|
||||
|
||||
/** Whether this entry opens a launcher rather than a game. */
|
||||
val isLauncher: Boolean get() = role == "launcher"
|
||||
|
||||
/**
|
||||
* The brand-icon token, re-validated rather than taken on trust.
|
||||
*
|
||||
* The host checks the shape on the way in, so this only fires for a host older than that
|
||||
* check or one that isn't ours. It costs a scan of a short string and means no consumer has
|
||||
* to wonder what it is about to look up.
|
||||
*/
|
||||
val iconToken: String? get() = icon?.takeIf { t ->
|
||||
t.isNotEmpty() && t.length <= 32 && t[0] in 'a'..'z' &&
|
||||
t.all { it in 'a'..'z' || it in '0'..'9' || it == '-' }
|
||||
}
|
||||
|
||||
/**
|
||||
* Display name for the store badge — the same table the other clients use
|
||||
* (`pf-console-ui::library::store_label`). Before this the UI said "Steam" for every non-custom
|
||||
@@ -151,6 +167,7 @@ object LibraryClient {
|
||||
hero = resolveArt(str(art, "hero"), base),
|
||||
),
|
||||
role = str(o, "role"),
|
||||
icon = str(o, "icon"),
|
||||
),
|
||||
)
|
||||
}
|
||||
|
||||
@@ -0,0 +1,183 @@
|
||||
package io.unom.punktfunk.kit
|
||||
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertNotEquals
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
|
||||
/**
|
||||
* The router's instant button chords — mic mute (Select + Y) and the stats-tier cycle
|
||||
* (Select + X) — pinned at the one place a JVM test can reach them: [GamepadRouter.completesChord],
|
||||
* the shared edge rule both fire on. A [GamepadRouter] itself needs an InputManager, a main Looper
|
||||
* and live InputDevices behind it, so driving real KeyEvents through it is not a unit test; the
|
||||
* rule below is the whole of what those two `if`s decide.
|
||||
*
|
||||
* The Apple client pins the same chords from its own side (`GamepadStatsChordTests`), and the two
|
||||
* suites exist for the same reason: a chord that stops completing fails INVISIBLY — the buttons
|
||||
* still reach the game, nothing logs, and the couch simply finds that a shortcut it was told about
|
||||
* does nothing. On a TV the stats chord is the only route to the overlay at all.
|
||||
*/
|
||||
class GamepadChordTest {
|
||||
|
||||
/** The two chords `slotButton` tests on every press, in the order it tests them. */
|
||||
private val instantChords = listOf(GamepadRouter.MIC_CHORD, GamepadRouter.STATS_CHORD)
|
||||
|
||||
/**
|
||||
* One pad's held-button set, driven exactly the way `slotButton` drives a slot's: the chord
|
||||
* test reads the state from BEFORE the press, then the bit joins `held`. [press] returns the
|
||||
* chords that completed on it — an empty list means the press was silent.
|
||||
*/
|
||||
private inner class Pad {
|
||||
var held = 0
|
||||
private set
|
||||
|
||||
fun press(bit: Int): List<Int> {
|
||||
val wasHeld = held
|
||||
held = held or bit
|
||||
return instantChords.filter { GamepadRouter.completesChord(wasHeld, bit, it) }
|
||||
}
|
||||
|
||||
/** An auto-repeat DOWN: Android re-delivers a held button, so `wasHeld` already has it. */
|
||||
fun repeat(bit: Int): List<Int> = press(bit)
|
||||
|
||||
fun release(bit: Int) {
|
||||
held = held and bit.inv()
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Select + X, the same pair as the Apple client's `GamepadCapture.statsChord`
|
||||
* (`GamepadWire.back | GamepadWire.x`). A per-platform shortcut is worse than none, so the
|
||||
* literal bits are spelled out here rather than derived from the constant under test.
|
||||
*/
|
||||
@Test
|
||||
fun `the stats chord is Select plus X`() {
|
||||
assertEquals(0x0020 or 0x4000, GamepadRouter.STATS_CHORD)
|
||||
assertEquals(Gamepad.BTN_BACK or Gamepad.BTN_X, GamepadRouter.STATS_CHORD)
|
||||
assertEquals(Gamepad.BTN_BACK or Gamepad.BTN_Y, GamepadRouter.MIC_CHORD)
|
||||
}
|
||||
|
||||
/**
|
||||
* The three chords must not be reachable through one another: pressing toward the exit chord
|
||||
* may not cycle the overlay or mute the mic on the way, and neither instant chord may arm a
|
||||
* disconnect. Select is the one button they share by design — everything else is disjoint, and
|
||||
* no chord is a subset of another (a subset would complete whenever its superset did).
|
||||
*/
|
||||
@Test
|
||||
fun `the chords meet only on Select`() {
|
||||
val chords = mapOf(
|
||||
"exit" to GamepadRouter.EXIT_CHORD,
|
||||
"mic" to GamepadRouter.MIC_CHORD,
|
||||
"stats" to GamepadRouter.STATS_CHORD,
|
||||
)
|
||||
for ((aName, a) in chords) {
|
||||
for ((bName, b) in chords) {
|
||||
if (aName == bName) continue
|
||||
assertEquals("$aName and $bName share a button other than Select", Gamepad.BTN_BACK, a and b)
|
||||
assertNotEquals("$aName is a subset of $bName", a and b, a)
|
||||
assertNotEquals("$bName is a subset of $aName", a and b, b)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* One cycle per chord, not one per press: the completing button fires it, an auto-repeat of
|
||||
* that same button does not, and a third button pressed on top of the held chord finds the mask
|
||||
* already complete.
|
||||
*/
|
||||
@Test
|
||||
fun `the chord fires once, on the button that completes it`() {
|
||||
val pad = Pad()
|
||||
assertEquals("Select alone is not a chord", emptyList<Int>(), pad.press(Gamepad.BTN_BACK))
|
||||
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
|
||||
assertEquals("auto-repeat re-fired the chord", emptyList<Int>(), pad.repeat(Gamepad.BTN_X))
|
||||
assertEquals("a press on top re-fired the chord", emptyList<Int>(), pad.press(Gamepad.BTN_A))
|
||||
assertEquals(emptyList<Int>(), pad.press(Gamepad.BTN_B))
|
||||
}
|
||||
|
||||
/**
|
||||
* Lifting either member re-arms the chord — pressing it again is a fresh completion. Both
|
||||
* directions matter: a couch user cycling tiers taps X with Select still down, and one who
|
||||
* lifted Select instead taps Select again with X still down.
|
||||
*/
|
||||
@Test
|
||||
fun `either member re-arms the chord when released`() {
|
||||
val pad = Pad()
|
||||
pad.press(Gamepad.BTN_BACK)
|
||||
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
|
||||
pad.release(Gamepad.BTN_X)
|
||||
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_X))
|
||||
pad.release(Gamepad.BTN_BACK)
|
||||
assertEquals(listOf(GamepadRouter.STATS_CHORD), pad.press(Gamepad.BTN_BACK))
|
||||
}
|
||||
|
||||
/** A partial mask fires nothing — either member alone, or with a non-member alongside it. */
|
||||
@Test
|
||||
fun `a partial chord never fires`() {
|
||||
for (opening in listOf(Gamepad.BTN_BACK, Gamepad.BTN_X, Gamepad.BTN_Y)) {
|
||||
val pad = Pad()
|
||||
assertEquals(emptyList<Int>(), pad.press(opening))
|
||||
for (other in listOf(Gamepad.BTN_A, Gamepad.BTN_B, Gamepad.BTN_LB, Gamepad.BTN_DPAD_UP)) {
|
||||
assertEquals(emptyList<Int>(), pad.press(other))
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Walking into the exit chord (Select + Start + L1 + R1, in any order) must pass through
|
||||
* neither instant chord: the disconnect hold is the one gesture where a stray mute or a
|
||||
* changed overlay would land while the user is looking at the "hold to quit" hint.
|
||||
*/
|
||||
@Test
|
||||
fun `reaching the exit chord fires nothing on the way`() {
|
||||
val exit = listOf(Gamepad.BTN_BACK, Gamepad.BTN_START, Gamepad.BTN_LB, Gamepad.BTN_RB)
|
||||
for (order in exit.permutations()) {
|
||||
val pad = Pad()
|
||||
for (bit in order) {
|
||||
assertEquals("$order fired a chord at $bit", emptyList<Int>(), pad.press(bit))
|
||||
}
|
||||
assertEquals(GamepadRouter.EXIT_CHORD, pad.held)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* X and Y held, then Select: ONE press completes BOTH chords. That is the honest reading of
|
||||
* "the button that completes the mask", it is what the Apple client does too, and the
|
||||
* alternative — first match wins — would make the same press mean different things depending
|
||||
* on which chord the router happened to test first. Pinned so the behaviour is a decision
|
||||
* rather than a surprise; both outcomes are visible and reversible on screen.
|
||||
*/
|
||||
@Test
|
||||
fun `a shared Select can complete both chords at once`() {
|
||||
val pad = Pad()
|
||||
pad.press(Gamepad.BTN_X)
|
||||
pad.press(Gamepad.BTN_Y)
|
||||
assertEquals(instantChords, pad.press(Gamepad.BTN_BACK))
|
||||
}
|
||||
|
||||
/** The chord bits are the wire's, so they must stay inside the 32-bit button mask. */
|
||||
@Test
|
||||
fun `chord masks are wire button bits`() {
|
||||
for (chord in instantChords + GamepadRouter.EXIT_CHORD) {
|
||||
assertTrue("chord $chord has no bits", chord != 0)
|
||||
assertEquals("a chord bit is not a known BTN_*", chord, chord and ALL_BUTTONS)
|
||||
}
|
||||
}
|
||||
|
||||
private companion object {
|
||||
/** Every button bit `Gamepad` defines — the universe a chord may draw from. */
|
||||
val ALL_BUTTONS = listOf(
|
||||
Gamepad.BTN_DPAD_UP, Gamepad.BTN_DPAD_DOWN, Gamepad.BTN_DPAD_LEFT, Gamepad.BTN_DPAD_RIGHT,
|
||||
Gamepad.BTN_START, Gamepad.BTN_BACK, Gamepad.BTN_LS_CLICK, Gamepad.BTN_RS_CLICK,
|
||||
Gamepad.BTN_LB, Gamepad.BTN_RB, Gamepad.BTN_GUIDE,
|
||||
Gamepad.BTN_A, Gamepad.BTN_B, Gamepad.BTN_X, Gamepad.BTN_Y,
|
||||
Gamepad.BTN_PADDLE1, Gamepad.BTN_PADDLE2, Gamepad.BTN_PADDLE3, Gamepad.BTN_PADDLE4,
|
||||
Gamepad.BTN_TOUCHPAD, Gamepad.BTN_MISC1,
|
||||
).fold(0) { acc, bit -> acc or bit }
|
||||
|
||||
/** Every ordering of a chord's buttons — presses arrive in whatever order the hands do. */
|
||||
fun <T> List<T>.permutations(): List<List<T>> =
|
||||
if (size <= 1) listOf(this)
|
||||
else flatMap { head -> (this - head).permutations().map { listOf(head) + it } }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,13 @@
|
||||
{
|
||||
"pins" : [
|
||||
{
|
||||
"identity" : "glur",
|
||||
"kind" : "remoteSourceControl",
|
||||
"location" : "https://github.com/joogps/Glur.git",
|
||||
"state" : {
|
||||
"revision" : "ba4f05d3c9a608ec773b9305f2af6089390de68a"
|
||||
}
|
||||
}
|
||||
],
|
||||
"version" : 2
|
||||
}
|
||||
@@ -16,6 +16,17 @@ let package = Package(
|
||||
.library(name: "PunktfunkShared", targets: ["PunktfunkShared"]),
|
||||
.executable(name: "PunktfunkClient", targets: ["PunktfunkClient"]),
|
||||
],
|
||||
dependencies: [
|
||||
// Progressive (gradient) backdrop blur for the form screens' trays — a real blur with no
|
||||
// material tint stage (see GamepadTrayBlur). Pinned by REVISION, not `from:`: the
|
||||
// GlurBackdrop product exists only on main — no release carries it (the newest tag,
|
||||
// `1.1`, predates it, and is not three-component semver anyway, so version-based
|
||||
// resolution stops at 1.0.4). The revision is main's head at adoption time; a revision
|
||||
// pin stays reproducible when the branch moves.
|
||||
.package(
|
||||
url: "https://github.com/joogps/Glur.git",
|
||||
revision: "ba4f05d3c9a608ec773b9305f2af6089390de68a"),
|
||||
],
|
||||
targets: [
|
||||
.binaryTarget(name: "PunktfunkCore", path: "PunktfunkCore.xcframework"),
|
||||
// No dependencies by design — an extension process links this alone.
|
||||
@@ -39,6 +50,10 @@ let package = Package(
|
||||
// licensing in that README). `.process` compiles the catalog; loaded via
|
||||
// OsIcon.swift.
|
||||
.process("Resources/OsIcons.xcassets"),
|
||||
// The launcher tiles' brand marks (template vector imagesets generated from the
|
||||
// assets/launcher-icons masters by scripts/gen-launcher-icons.sh — per-mark
|
||||
// provenance and licensing in that README). Loaded via LauncherIcon.swift.
|
||||
.process("Resources/LauncherIcons.xcassets"),
|
||||
],
|
||||
linkerSettings: [
|
||||
// Rust staticlib system deps.
|
||||
@@ -51,7 +66,12 @@ let package = Package(
|
||||
// (The tvOS slide-transition package is referenced by the Xcode PROJECT only —
|
||||
// its manifest breaks SwiftPM whole-graph validation on macOS, and only the
|
||||
// Punktfunk-tvOS target links it; the #if os(tvOS) import never compiles here.)
|
||||
.executableTarget(name: "PunktfunkClient", dependencies: ["PunktfunkKit"]),
|
||||
.executableTarget(
|
||||
name: "PunktfunkClient",
|
||||
dependencies: [
|
||||
"PunktfunkKit",
|
||||
.product(name: "GlurBackdrop", package: "Glur"),
|
||||
]),
|
||||
// PunktfunkCore is a direct dep too so the wire tests can name the C ABI's
|
||||
// `PunktfunkInputEvent` / `PUNKTFUNK_INPUT_KIND_*` when asserting the gamepad byte layout.
|
||||
.testTarget(
|
||||
|
||||
@@ -11,6 +11,12 @@
|
||||
BB0000000000000000000005 /* PunktfunkKit in Frameworks */ = {isa = PBXBuildFile; productRef = BB0000000000000000000006 /* PunktfunkKit */; };
|
||||
CC0000000000000000000005 /* PunktfunkKit in Frameworks */ = {isa = PBXBuildFile; productRef = CC0000000000000000000006 /* PunktfunkKit */; };
|
||||
DD0000000000000000000003 /* SwiftUINavigationTransitions in Frameworks */ = {isa = PBXBuildFile; productRef = DD0000000000000000000002 /* SwiftUINavigationTransitions */; };
|
||||
EE0000000000000000000012 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000002 /* Glur */; };
|
||||
EE0000000000000000000013 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000003 /* GlurBackdrop */; };
|
||||
EE0000000000000000000014 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000004 /* Glur */; };
|
||||
EE0000000000000000000015 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000005 /* GlurBackdrop */; };
|
||||
EE0000000000000000000016 /* Glur in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000006 /* Glur */; };
|
||||
EE0000000000000000000017 /* GlurBackdrop in Frameworks */ = {isa = PBXBuildFile; productRef = EE0000000000000000000007 /* GlurBackdrop */; };
|
||||
E295569A300948B9009F939C /* WidgetKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = E2955699300948B9009F939C /* WidgetKit.framework */; };
|
||||
E295569C300948B9009F939C /* SwiftUI.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = E295569B300948B9009F939C /* SwiftUI.framework */; };
|
||||
E29556A9300948BA009F939C /* PunktfunkWidgetsExtension.appex in Embed Foundation Extensions */ = {isa = PBXBuildFile; fileRef = E2955697300948B9009F939C /* PunktfunkWidgetsExtension.appex */; settings = {ATTRIBUTES = (RemoveHeadersOnCopy, ); }; };
|
||||
@@ -88,6 +94,8 @@
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
AA0000000000000000000005 /* PunktfunkKit in Frameworks */,
|
||||
EE0000000000000000000012 /* Glur in Frameworks */,
|
||||
EE0000000000000000000013 /* GlurBackdrop in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
@@ -96,6 +104,8 @@
|
||||
buildActionMask = 2147483647;
|
||||
files = (
|
||||
BB0000000000000000000005 /* PunktfunkKit in Frameworks */,
|
||||
EE0000000000000000000014 /* Glur in Frameworks */,
|
||||
EE0000000000000000000015 /* GlurBackdrop in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
@@ -105,6 +115,8 @@
|
||||
files = (
|
||||
CC0000000000000000000005 /* PunktfunkKit in Frameworks */,
|
||||
DD0000000000000000000003 /* SwiftUINavigationTransitions in Frameworks */,
|
||||
EE0000000000000000000016 /* Glur in Frameworks */,
|
||||
EE0000000000000000000017 /* GlurBackdrop in Frameworks */,
|
||||
);
|
||||
runOnlyForDeploymentPostprocessing = 0;
|
||||
};
|
||||
@@ -175,6 +187,8 @@
|
||||
name = Punktfunk;
|
||||
packageProductDependencies = (
|
||||
AA0000000000000000000006 /* PunktfunkKit */,
|
||||
EE0000000000000000000002 /* Glur */,
|
||||
EE0000000000000000000003 /* GlurBackdrop */,
|
||||
);
|
||||
productName = Punktfunk;
|
||||
productReference = AA0000000000000000000001 /* Punktfunk.app */;
|
||||
@@ -201,6 +215,8 @@
|
||||
name = "Punktfunk-iOS";
|
||||
packageProductDependencies = (
|
||||
BB0000000000000000000006 /* PunktfunkKit */,
|
||||
EE0000000000000000000004 /* Glur */,
|
||||
EE0000000000000000000005 /* GlurBackdrop */,
|
||||
);
|
||||
productName = "Punktfunk-iOS";
|
||||
productReference = BB0000000000000000000001 /* Punktfunk-iOS.app */;
|
||||
@@ -226,6 +242,8 @@
|
||||
packageProductDependencies = (
|
||||
CC0000000000000000000006 /* PunktfunkKit */,
|
||||
DD0000000000000000000002 /* SwiftUINavigationTransitions */,
|
||||
EE0000000000000000000006 /* Glur */,
|
||||
EE0000000000000000000007 /* GlurBackdrop */,
|
||||
);
|
||||
productName = "Punktfunk-tvOS";
|
||||
productReference = CC0000000000000000000001 /* Punktfunk-tvOS.app */;
|
||||
@@ -283,6 +301,7 @@
|
||||
packageReferences = (
|
||||
AA000000000000000000000F /* XCLocalSwiftPackageReference "." */,
|
||||
DD0000000000000000000001 /* XCRemoteSwiftPackageReference "swiftui-navigation-transitions" */,
|
||||
EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */,
|
||||
);
|
||||
preferredProjectObjectVersion = 77;
|
||||
productRefGroup = AA0000000000000000000008 /* Products */;
|
||||
@@ -848,6 +867,14 @@
|
||||
minimumVersion = 0.18.0;
|
||||
};
|
||||
};
|
||||
EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */ = {
|
||||
isa = XCRemoteSwiftPackageReference;
|
||||
repositoryURL = "https://github.com/joogps/Glur.git";
|
||||
requirement = {
|
||||
kind = revision;
|
||||
revision = ba4f05d3c9a608ec773b9305f2af6089390de68a;
|
||||
};
|
||||
};
|
||||
/* End XCRemoteSwiftPackageReference section */
|
||||
|
||||
/* Begin XCSwiftPackageProductDependency section */
|
||||
@@ -868,6 +895,36 @@
|
||||
package = DD0000000000000000000001 /* XCRemoteSwiftPackageReference "swiftui-navigation-transitions" */;
|
||||
productName = SwiftUINavigationTransitions;
|
||||
};
|
||||
EE0000000000000000000002 /* Glur */ = {
|
||||
isa = XCSwiftPackageProductDependency;
|
||||
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
|
||||
productName = Glur;
|
||||
};
|
||||
EE0000000000000000000003 /* GlurBackdrop */ = {
|
||||
isa = XCSwiftPackageProductDependency;
|
||||
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
|
||||
productName = GlurBackdrop;
|
||||
};
|
||||
EE0000000000000000000004 /* Glur */ = {
|
||||
isa = XCSwiftPackageProductDependency;
|
||||
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
|
||||
productName = Glur;
|
||||
};
|
||||
EE0000000000000000000005 /* GlurBackdrop */ = {
|
||||
isa = XCSwiftPackageProductDependency;
|
||||
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
|
||||
productName = GlurBackdrop;
|
||||
};
|
||||
EE0000000000000000000006 /* Glur */ = {
|
||||
isa = XCSwiftPackageProductDependency;
|
||||
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
|
||||
productName = Glur;
|
||||
};
|
||||
EE0000000000000000000007 /* GlurBackdrop */ = {
|
||||
isa = XCSwiftPackageProductDependency;
|
||||
package = EE0000000000000000000001 /* XCRemoteSwiftPackageReference "Glur" */;
|
||||
productName = GlurBackdrop;
|
||||
};
|
||||
E2CAFE000000000000000002 /* PunktfunkShared */ = {
|
||||
isa = XCSwiftPackageProductDependency;
|
||||
productName = PunktfunkShared;
|
||||
|
||||
@@ -1,6 +1,14 @@
|
||||
{
|
||||
"originHash" : "5d17a752eb57d190a90cbd663718ff44034b24fe0ae1baafea7677db2d49da6f",
|
||||
"originHash" : "bb1ce9bc6042f166bd0aad78a15081e673781d3a90fa52fd8ec8a08875878ef6",
|
||||
"pins" : [
|
||||
{
|
||||
"identity" : "glur",
|
||||
"kind" : "remoteSourceControl",
|
||||
"location" : "https://github.com/joogps/Glur.git",
|
||||
"state" : {
|
||||
"revision" : "ba4f05d3c9a608ec773b9305f2af6089390de68a"
|
||||
}
|
||||
},
|
||||
{
|
||||
"identity" : "objc-runtime-tools",
|
||||
"kind" : "remoteSourceControl",
|
||||
|
||||
@@ -0,0 +1,202 @@
|
||||
// Configurable Home-Screen / Lock-Screen library widget (kind "PunktfunkLibrary"). The user picks
|
||||
// a saved host in the widget's configuration (long-press → Edit Widget — the picker is
|
||||
// `HostEntity`'s query over the shared App-Group store, running in this extension process); a tap
|
||||
// deep-links into that host's game library via `punktfunk://browse/<uuid>` — the app's onOpenURL
|
||||
// routes it to the same library presentation every internal surface drives. No session starts
|
||||
// until a title is picked there.
|
||||
//
|
||||
// Unconfigured, it follows the most recently connected host (the same order the hosts widget
|
||||
// leads with). A configured host that no longer exists shows the empty state rather than silently
|
||||
// following a different host — a widget that says "Studio" must never open someone else's library.
|
||||
//
|
||||
// Timeline is a single `.never` entry — the app pushes reloads on store changes (HostStore →
|
||||
// WidgetCenter.reloadTimelines), exactly like the hosts widget.
|
||||
|
||||
import AppIntents
|
||||
import SwiftUI
|
||||
import WidgetKit
|
||||
|
||||
import PunktfunkShared
|
||||
|
||||
// MARK: - Configuration intent
|
||||
|
||||
/// The widget's per-instance configuration. Executes in the EXTENSION process — which is why
|
||||
/// `HostEntity` and its query live in PunktfunkShared, not the app.
|
||||
struct LibraryWidgetConfigIntent: WidgetConfigurationIntent {
|
||||
static let title: LocalizedStringResource = "Choose Host"
|
||||
static let description = IntentDescription("Pick whose game library this widget opens.")
|
||||
|
||||
@Parameter(title: "Host", description: "Leave empty to follow your most recent host.")
|
||||
var host: HostEntity?
|
||||
}
|
||||
|
||||
// MARK: - Timeline
|
||||
|
||||
struct LibraryEntry: TimelineEntry {
|
||||
let date: Date
|
||||
/// The resolved target: the configured host if it still exists, the most recent one when
|
||||
/// unconfigured, nil when there's nothing to open (empty store, or a removed configured host).
|
||||
let host: StoredHost?
|
||||
}
|
||||
|
||||
struct LibraryProvider: AppIntentTimelineProvider {
|
||||
func placeholder(in context: Context) -> LibraryEntry {
|
||||
LibraryEntry(date: .now, host: nil)
|
||||
}
|
||||
|
||||
func snapshot(for configuration: LibraryWidgetConfigIntent, in context: Context) async
|
||||
-> LibraryEntry {
|
||||
LibraryEntry(date: .now, host: Self.resolve(configuration.host))
|
||||
}
|
||||
|
||||
func timeline(for configuration: LibraryWidgetConfigIntent, in context: Context) async
|
||||
-> Timeline<LibraryEntry> {
|
||||
// Single entry, never auto-refresh: the app reloads this timeline on every store change.
|
||||
Timeline(entries: [LibraryEntry(date: .now, host: Self.resolve(configuration.host))],
|
||||
policy: .never)
|
||||
}
|
||||
|
||||
/// The configured host by id — nil (NOT a fallback) when it's gone; most-recent when nothing
|
||||
/// was configured.
|
||||
static func resolve(_ configured: HostEntity?) -> StoredHost? {
|
||||
let hosts = HostsProvider.loadHosts() // shared-suite JSON, most-recent first
|
||||
guard let configured else { return hosts.first }
|
||||
return hosts.first { $0.id == configured.id }
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Widget
|
||||
|
||||
struct LibraryWidget: Widget {
|
||||
var body: some WidgetConfiguration {
|
||||
AppIntentConfiguration(
|
||||
kind: "PunktfunkLibrary", intent: LibraryWidgetConfigIntent.self,
|
||||
provider: LibraryProvider()
|
||||
) { entry in
|
||||
LibraryWidgetView(entry: entry)
|
||||
.containerBackground(.fill.tertiary, for: .widget)
|
||||
}
|
||||
.configurationDisplayName("Game Library")
|
||||
.description("Jump straight into a host's game library.")
|
||||
.supportedFamilies([.systemSmall, .accessoryCircular, .accessoryRectangular])
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Views
|
||||
|
||||
/// Deep link that opens a stored host's library.
|
||||
private func browseURL(_ host: StoredHost) -> URL {
|
||||
DeepLink.browse(host: host.id).url
|
||||
}
|
||||
|
||||
struct LibraryWidgetView: View {
|
||||
@Environment(\.widgetFamily) private var family
|
||||
let entry: LibraryEntry
|
||||
|
||||
var body: some View {
|
||||
switch family {
|
||||
case .accessoryCircular:
|
||||
CircularLibraryView(host: entry.host)
|
||||
case .accessoryRectangular:
|
||||
RectangularLibraryView(host: entry.host)
|
||||
default: // systemSmall + fallback
|
||||
SmallLibraryView(host: entry.host)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private struct SmallLibraryView: View {
|
||||
let host: StoredHost?
|
||||
var body: some View {
|
||||
if let host {
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
Image(systemName: "square.grid.2x2.fill")
|
||||
.font(.title2)
|
||||
.foregroundStyle(Color.brand)
|
||||
Spacer(minLength: 0)
|
||||
Text(host.displayName)
|
||||
.font(.headline)
|
||||
.lineLimit(2)
|
||||
Text("Game Library")
|
||||
.font(.caption2)
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .topLeading)
|
||||
.widgetURL(browseURL(host))
|
||||
} else {
|
||||
EmptyLibraryView()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private struct CircularLibraryView: View {
|
||||
let host: StoredHost?
|
||||
var body: some View {
|
||||
ZStack {
|
||||
AccessoryWidgetBackground()
|
||||
Image(systemName: "square.grid.2x2.fill")
|
||||
}
|
||||
.widgetURL(host.map(browseURL))
|
||||
}
|
||||
}
|
||||
|
||||
private struct RectangularLibraryView: View {
|
||||
let host: StoredHost?
|
||||
var body: some View {
|
||||
HStack {
|
||||
Image(systemName: "square.grid.2x2.fill")
|
||||
VStack(alignment: .leading) {
|
||||
Text(host?.displayName ?? "Punktfunk")
|
||||
.lineLimit(1)
|
||||
Text("Library")
|
||||
.font(.caption2)
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
}
|
||||
.widgetURL(host.map(browseURL))
|
||||
}
|
||||
}
|
||||
|
||||
private struct EmptyLibraryView: View {
|
||||
var body: some View {
|
||||
VStack(spacing: 6) {
|
||||
Image(systemName: "square.grid.2x2")
|
||||
.font(.title2)
|
||||
.foregroundStyle(.secondary)
|
||||
Text("Open Punktfunk to pick a host.")
|
||||
.font(.caption)
|
||||
.multilineTextAlignment(.center)
|
||||
.foregroundStyle(.secondary)
|
||||
}
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Previews (Xcode canvas)
|
||||
//
|
||||
// Same pattern as the hosts widget: `#Preview(as:widget:timeline:)` feeds sample entries directly,
|
||||
// so the canvas works without a paired device or saved hosts. The small preview's second entry
|
||||
// shows the empty state one timeline click away.
|
||||
|
||||
private let previewHost = StoredHost(
|
||||
name: "Studio", address: "192.168.1.20",
|
||||
lastConnected: .now.addingTimeInterval(-40 * 60))
|
||||
|
||||
#Preview("Small", as: .systemSmall) {
|
||||
LibraryWidget()
|
||||
} timeline: {
|
||||
LibraryEntry(date: .now, host: previewHost)
|
||||
LibraryEntry(date: .now, host: nil)
|
||||
}
|
||||
|
||||
#Preview("Lock Screen circular", as: .accessoryCircular) {
|
||||
LibraryWidget()
|
||||
} timeline: {
|
||||
LibraryEntry(date: .now, host: previewHost)
|
||||
}
|
||||
|
||||
#Preview("Lock Screen rectangular", as: .accessoryRectangular) {
|
||||
LibraryWidget()
|
||||
} timeline: {
|
||||
LibraryEntry(date: .now, host: previewHost)
|
||||
}
|
||||
@@ -15,6 +15,7 @@ import WidgetKit
|
||||
struct PunktfunkWidgetBundle: WidgetBundle {
|
||||
var body: some Widget {
|
||||
HostsWidget()
|
||||
LibraryWidget()
|
||||
PunktfunkSessionLiveActivity()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -56,6 +56,12 @@ struct ContentView: View {
|
||||
/// Owns the Live Activity for the running session (Lock Screen / Dynamic Island). Driven from
|
||||
/// the session model's published state below; iPhone/iPad only.
|
||||
@State private var liveActivity = SessionActivityController()
|
||||
/// The window's bottom safe-area inset (the home-indicator strip), reported by
|
||||
/// DisplayBottomInsetProbe from UIKit's own callbacks and published as
|
||||
/// `\.displayBottomInset` for the screens that pin a legend to the display's corner. Held
|
||||
/// HERE and read through the environment because asking UIKit for it during a body severs
|
||||
/// the asking view's updates on device (see the probe).
|
||||
@State private var displayBottomInset: CGFloat = 0
|
||||
#endif
|
||||
@State private var pairingTarget: StoredHost?
|
||||
/// A fresh `pair=required`/unknown host the user tapped: drives the choice between no-PIN
|
||||
@@ -115,6 +121,23 @@ struct ContentView: View {
|
||||
/// scenePhase drives the keep-alive: use THIS, not the willResignActive observers — resign-active
|
||||
/// also fires for Control Center / app-switcher peeks, where the disconnect timer must not start.
|
||||
@Environment(\.scenePhase) private var scenePhase
|
||||
#if os(iOS)
|
||||
@Environment(\.horizontalSizeClass) private var hSizeClass
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
#endif
|
||||
|
||||
/// The gamepad UI's form-metric tier for this window, published from HERE — the app's root.
|
||||
/// A screen that applies `gamepadPaletteInk` itself sits ABOVE its own copy of the environment,
|
||||
/// so its `@Environment` resolves against its parent; publishing at the root is what makes
|
||||
/// every one of them (including the ones presented as sheets and covers, which inherit the
|
||||
/// environment) read its own window's tier instead of the bare default.
|
||||
private var gamepadMetrics: GamepadFormMetrics {
|
||||
#if os(iOS)
|
||||
.forWindow(h: hSizeClass, v: vSizeClass)
|
||||
#else
|
||||
.platformDefault
|
||||
#endif
|
||||
}
|
||||
private var gamepadUIActive: Bool {
|
||||
GamepadUIEnvironment.isActive(
|
||||
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled,
|
||||
@@ -181,6 +204,36 @@ struct ContentView: View {
|
||||
}
|
||||
|
||||
private var driven: some View {
|
||||
drivenBase
|
||||
.environment(\.gamepadMetrics, gamepadMetrics)
|
||||
#if os(iOS)
|
||||
.environment(\.displayBottomInset, displayBottomInset)
|
||||
// The probe is UIKit's, not any screen's: mounted once here as a background so the
|
||||
// legend-pinning screens can READ the inset from the environment without ever asking
|
||||
// UIKit during their own body (which severs their updates — see the probe).
|
||||
.background {
|
||||
DisplayBottomInsetProbe { displayBottomInset = $0 }
|
||||
}
|
||||
#endif
|
||||
#if os(iOS) || os(macOS)
|
||||
// The console's own modal, over WHICHEVER screen is up. Not attached to `home`, which
|
||||
// renders only while `model.connection == nil`: a connection exists through the
|
||||
// pair-required and approval handshakes, which is precisely when these prompts fire.
|
||||
// It sits above the connect takeover too — the delegated-approval wait is raised
|
||||
// DURING a dial and owns the only Cancel for it. (The takeover draws nothing in that
|
||||
// state: `connectingOverlayName` is nil while `awaitingApproval` is set, so the two
|
||||
// never poll the pad at once.)
|
||||
.overlay {
|
||||
if let prompt = consolePrompt {
|
||||
GamepadPromptView(prompt: prompt)
|
||||
.gamepadPaletteInk()
|
||||
.transition(.opacity)
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private var drivenBase: some View {
|
||||
Group {
|
||||
// The stream view's structural identity MUST be stable across the
|
||||
// awaiting-trust → streaming transition: recreating it restarts the pump,
|
||||
@@ -368,8 +421,21 @@ struct ContentView: View {
|
||||
// (the "Pair with PIN instead" path disconnects first — the host's accept loop
|
||||
// is sequential, a pairing connection would queue behind the live session).
|
||||
#if !os(tvOS)
|
||||
.sheet(item: $pairingTarget) { host in
|
||||
// macOS presents BOTH pairing UIs from here, picking by mode (the console UI's screen is
|
||||
// gamepad-navigable; PairSheet's Form is not). iOS hides this sheet in gamepad mode
|
||||
// instead — there the pair screen is one of the shell's in-place layers, exactly like
|
||||
// settings and add-host (see `touchPairingTarget`).
|
||||
.sheet(item: touchPairingTarget) { host in
|
||||
#if os(macOS)
|
||||
if gamepadUIActive {
|
||||
GamepadPairView(host: host, onPaired: { handlePaired(host, fingerprint: $0) })
|
||||
.frame(width: 660, height: 620)
|
||||
} else {
|
||||
PairSheet(host: host) { fingerprint in handlePaired(host, fingerprint: fingerprint) }
|
||||
}
|
||||
#else
|
||||
PairSheet(host: host) { fingerprint in handlePaired(host, fingerprint: fingerprint) }
|
||||
#endif
|
||||
}
|
||||
.sheet(item: $speedTestTarget) { host in
|
||||
SpeedTestSheet(host: host)
|
||||
@@ -409,9 +475,102 @@ struct ContentView: View {
|
||||
// budget (inline, they tip SwiftUI's per-expression limit — see the split sections idiom).
|
||||
|
||||
private var deepLinkNoticePresented: Binding<Bool> {
|
||||
Binding(get: { deepLinkNotice != nil }, set: { if !$0 { deepLinkNotice = nil } })
|
||||
Binding(
|
||||
get: { deepLinkNotice != nil && !consolePromptShowing },
|
||||
set: { if !$0 { deepLinkNotice = nil } })
|
||||
}
|
||||
|
||||
/// True while the console prompt owns the modal state (see `consolePrompt`). Always false on
|
||||
/// tvOS, whose alerts the focus engine drives natively.
|
||||
private var consolePromptShowing: Bool {
|
||||
#if os(iOS) || os(macOS)
|
||||
consolePrompt != nil
|
||||
#else
|
||||
false
|
||||
#endif
|
||||
}
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
/// The modal state the console UI should present ITSELF, as a pad-navigable prompt, instead of
|
||||
/// letting a system alert take it. `.alert`/`.confirmationDialog` are UIKit/AppKit surfaces a
|
||||
/// controller cannot navigate, and these are not incidental prompts: "Pairing required" is the
|
||||
/// FIRST thing an unpaired host shows, "Connection failed" strands the console UI behind a
|
||||
/// modal only a finger can dismiss, and "Waiting for approval" owns the only Cancel for a
|
||||
/// connect that may never complete. One at a time, most-urgent first — a system alert stack
|
||||
/// would layer these, but a console shows one screen.
|
||||
///
|
||||
/// Gated on not STREAMING, not on `model.connection == nil`: a connection object exists well
|
||||
/// before a stream does, through exactly the handshakes these prompts belong to. Streaming is
|
||||
/// the one case that must stay with the system alert — there the pad belongs to
|
||||
/// `GamepadCapture` and is being forwarded to the host.
|
||||
private var consolePrompt: GamepadPrompt? {
|
||||
guard gamepadUIActive, model.phase != .streaming else { return nil }
|
||||
if let req = approvalChoice {
|
||||
return GamepadPrompt(
|
||||
id: "pairing-required",
|
||||
title: "Pairing required",
|
||||
message: "\(req.host.displayName) requires pairing. Request access and approve "
|
||||
+ "this device in the host's web console (port 47992 → Pairing) — no PIN "
|
||||
+ "needed. Or pair with the 4-digit PIN it can display.",
|
||||
actions: [
|
||||
// The follow-on presentation is deferred a tick exactly as the system dialog
|
||||
// does it, so this prompt is fully torn down before the next screen mounts —
|
||||
// two controller pollers overlapping for a frame is how one A press reaches
|
||||
// both.
|
||||
GamepadPromptAction(id: "request", title: "Request Access", isPrimary: true) {
|
||||
approvalChoice = nil
|
||||
DispatchQueue.main.async { requestAccess(req) }
|
||||
},
|
||||
GamepadPromptAction(id: "pin", title: "Pair with PIN…") {
|
||||
approvalChoice = nil
|
||||
DispatchQueue.main.async { pairingTarget = req.host }
|
||||
},
|
||||
GamepadPromptAction(id: "cancel", title: "Cancel", isCancel: true) {
|
||||
approvalChoice = nil
|
||||
},
|
||||
])
|
||||
}
|
||||
if let req = awaitingApproval {
|
||||
return GamepadPrompt(
|
||||
id: "awaiting-approval",
|
||||
title: "Waiting for approval",
|
||||
message: "Approve \u{201C}\(localDeviceName)\u{201D} in \(req.host.displayName)'s "
|
||||
+ "web console (port 47992 → Pairing). This device connects automatically "
|
||||
+ "once you approve it — no need to reconnect.",
|
||||
actions: [
|
||||
GamepadPromptAction(id: "cancel", title: "Cancel", isCancel: true) {
|
||||
awaitingApproval = nil
|
||||
model.disconnect()
|
||||
},
|
||||
],
|
||||
busy: true)
|
||||
}
|
||||
if connectionErrorReady {
|
||||
return GamepadPrompt(
|
||||
id: "connection-failed",
|
||||
title: "Connection failed",
|
||||
message: model.errorMessage ?? "",
|
||||
actions: [
|
||||
GamepadPromptAction(id: "ok", title: "OK", isCancel: true) {
|
||||
model.errorMessage = nil
|
||||
},
|
||||
])
|
||||
}
|
||||
if let notice = deepLinkNotice {
|
||||
return GamepadPrompt(
|
||||
id: "cant-open",
|
||||
title: "Can't open",
|
||||
message: notice,
|
||||
actions: [
|
||||
GamepadPromptAction(id: "ok", title: "OK", isCancel: true) {
|
||||
deepLinkNotice = nil
|
||||
},
|
||||
])
|
||||
}
|
||||
return nil
|
||||
}
|
||||
#endif
|
||||
|
||||
/// The iOS library cover's item: `libraryTarget`, hidden while the gamepad shell presents
|
||||
/// the library in place (see the cover's comment).
|
||||
private var touchLibraryTarget: Binding<StoredHost?> {
|
||||
@@ -420,19 +579,37 @@ struct ContentView: View {
|
||||
set: { libraryTarget = $0 })
|
||||
}
|
||||
|
||||
/// The pairing sheet's item. On iOS it hides while the gamepad shell presents the pair screen
|
||||
/// in place — the same proxy the library uses, and for the same reason: every writer keeps
|
||||
/// writing `pairingTarget`, and whichever presentation the current mode owns picks it up.
|
||||
/// macOS has no shell, so the sheet stays and switches its CONTENT by mode instead.
|
||||
private var touchPairingTarget: Binding<StoredHost?> {
|
||||
#if os(macOS)
|
||||
Binding(get: { pairingTarget }, set: { pairingTarget = $0 })
|
||||
#else
|
||||
Binding(
|
||||
get: { gamepadUIActive ? nil : pairingTarget },
|
||||
set: { pairingTarget = $0 })
|
||||
#endif
|
||||
}
|
||||
|
||||
private var approvalChoicePresented: Binding<Bool> {
|
||||
Binding(get: { approvalChoice != nil }, set: { if !$0 { approvalChoice = nil } })
|
||||
Binding(
|
||||
get: { approvalChoice != nil && !consolePromptShowing },
|
||||
set: { if !$0 { approvalChoice = nil } })
|
||||
}
|
||||
|
||||
private var awaitingApprovalPresented: Binding<Bool> {
|
||||
Binding(get: { awaitingApproval != nil }, set: { if !$0 { awaitingApproval = nil } })
|
||||
Binding(
|
||||
get: { awaitingApproval != nil && !consolePromptShowing },
|
||||
set: { if !$0 { awaitingApproval = nil } })
|
||||
}
|
||||
|
||||
private var connectionErrorPresented: Binding<Bool> {
|
||||
Binding(
|
||||
get: {
|
||||
guard model.errorMessage != nil else { return false }
|
||||
#if os(macOS)
|
||||
/// Whether the "Connection failed" state is ready to be shown at all — shared by the system
|
||||
/// alert and the console prompt so the two can never disagree about the macOS deferral below.
|
||||
private var connectionErrorReady: Bool {
|
||||
guard model.errorMessage != nil else { return false }
|
||||
#if os(macOS)
|
||||
// Defer the alert while a forced-fullscreen exit is still pending: a sheet
|
||||
// attached to a fullscreen window makes AppKit drop `-toggleFullScreen:`, so
|
||||
// presenting it now strands the window fullscreen on the home screen after a
|
||||
@@ -441,10 +618,14 @@ struct ContentView: View {
|
||||
// once the window leaves fullscreen and `isFullscreen` flips, the alert shows
|
||||
// over the windowed home UI. Not gated when fullscreen is the user's own manual
|
||||
// choice (opt-out setting) — nothing is auto-exiting there to conflict with.
|
||||
if fullscreenForSession && isFullscreen { return false }
|
||||
#endif
|
||||
return true
|
||||
},
|
||||
if fullscreenForSession && isFullscreen { return false }
|
||||
#endif
|
||||
return true
|
||||
}
|
||||
|
||||
private var connectionErrorPresented: Binding<Bool> {
|
||||
Binding(
|
||||
get: { connectionErrorReady && !consolePromptShowing },
|
||||
set: { if !$0 { model.errorMessage = nil } })
|
||||
}
|
||||
|
||||
@@ -487,10 +668,20 @@ struct ContentView: View {
|
||||
?? "That link is malformed and was ignored."
|
||||
return
|
||||
}
|
||||
guard link.route == .connect else {
|
||||
// `wake` and `browse` are reserved in the grammar and parse today; this build routes
|
||||
// neither, and saying so beats silently connecting instead.
|
||||
deepLinkNotice = "Punktfunk links can't do “\(link.route.rawValue)” yet."
|
||||
switch link.route {
|
||||
case .connect:
|
||||
break
|
||||
case .browse:
|
||||
// The reserved library route, now real: open the host's game library without starting
|
||||
// a session. `launch=`/`profile=` are meaningless on a browse (nothing streams until a
|
||||
// title is picked, and that connect resolves its own profile) — ignored, not refused,
|
||||
// per the unknown-parameter rule.
|
||||
openLibrary(from: link)
|
||||
return
|
||||
case .wake:
|
||||
// Still reserved: saying so beats silently connecting instead. (Shortcuts users have
|
||||
// the Wake Host intent, which never round-trips through a URL.)
|
||||
deepLinkNotice = "Punktfunk links can't do “wake” yet."
|
||||
return
|
||||
}
|
||||
// Resolve the one-off profile BEFORE anything happens: an unknown or ambiguous reference
|
||||
@@ -544,6 +735,38 @@ struct ContentView: View {
|
||||
}
|
||||
}
|
||||
|
||||
/// `punktfunk://browse/<host-ref>` — jump into a host's game library. Drives the SAME
|
||||
/// `libraryTarget` every internal surface writes, so the link lands in whichever presentation
|
||||
/// the current mode owns: the gamepad console's in-place library screen, the touch cover, the
|
||||
/// macOS sheet, or tvOS's cover. Connect's posture minus the connect itself: a pin conflict
|
||||
/// refuses, a live session is never preempted, and an unsaved host can't be browsed — the
|
||||
/// library fetch rides the paired mTLS identity, so there is nothing to show before the host
|
||||
/// is saved (the notice says what to do instead).
|
||||
private func openLibrary(from link: DeepLink) {
|
||||
switch link.resolveHost(in: store.hosts) {
|
||||
case .known(let host):
|
||||
guard !link.pinConflict(with: host) else {
|
||||
deepLinkNotice = "That link's fingerprint doesn't match the identity saved for "
|
||||
+ "\(host.displayName). It's out of date, or it isn't pointing where it says."
|
||||
return
|
||||
}
|
||||
guard model.phase == .idle else {
|
||||
let current = model.activeHost?.displayName ?? "a host"
|
||||
deepLinkNotice = "Already streaming \(current). End that session first."
|
||||
return
|
||||
}
|
||||
libraryTarget = host
|
||||
case .unknown(let address, _, let name, _):
|
||||
deepLinkNotice = "\(name ?? address) isn't saved on this device yet. "
|
||||
+ "Add it with the + button first — a library can only be browsed on a saved host."
|
||||
case .ambiguous:
|
||||
deepLinkNotice = "More than one saved host is called “\(link.hostRef)”. "
|
||||
+ "Rename one, or link to it by its address."
|
||||
case .unresolvable:
|
||||
deepLinkNotice = "That host isn't saved on this device."
|
||||
}
|
||||
}
|
||||
|
||||
private var home: some View {
|
||||
// The full-screen connect takeover rides over BOTH home UIs (and the pre-connect window is
|
||||
// still `home`, so it covers the whole dial → wake → online → connect sequence): instant
|
||||
@@ -576,9 +799,11 @@ struct ContentView: View {
|
||||
if gamepadUIActive {
|
||||
GamepadHomeView(
|
||||
store: store, model: model, discovery: discovery,
|
||||
libraryTarget: $libraryTarget, waker: waker,
|
||||
libraryTarget: $libraryTarget, pairingTarget: $pairingTarget,
|
||||
onPaired: handlePaired, waker: waker,
|
||||
connect: { connect($0, profile: $1) }, connectDiscovered: connectDiscovered,
|
||||
launchTitle: launchTitle)
|
||||
launchTitle: launchTitle,
|
||||
promptActive: consolePromptShowing)
|
||||
} else {
|
||||
HomeView(
|
||||
store: store, model: model, discovery: discovery,
|
||||
@@ -593,9 +818,11 @@ struct ContentView: View {
|
||||
if gamepadUIActive {
|
||||
GamepadHomeView(
|
||||
store: store, model: model, discovery: discovery,
|
||||
libraryTarget: $libraryTarget, waker: waker,
|
||||
libraryTarget: $libraryTarget, pairingTarget: $pairingTarget,
|
||||
onPaired: handlePaired, waker: waker,
|
||||
connect: { connect($0, profile: $1) }, connectDiscovered: connectDiscovered,
|
||||
launchTitle: launchTitle)
|
||||
launchTitle: launchTitle,
|
||||
promptActive: consolePromptShowing)
|
||||
// On tvOS pairing/library normally present from HomeView's navigationDestinations
|
||||
// — which aren't mounted while the gamepad launcher is up. Give the launcher its
|
||||
// own presenters (exactly one of the two homes is mounted at a time, so these can
|
||||
|
||||
@@ -13,6 +13,8 @@ import SwiftUI
|
||||
|
||||
struct GamepadAddHostView: View {
|
||||
@Environment(\.gamepadInk) private var ink
|
||||
@Environment(\.gamepadMetrics) private var metrics
|
||||
@Environment(\.displayBottomInset) private var displayBottomInset
|
||||
@Environment(\.dismiss) private var dismiss
|
||||
@Environment(\.gamepadHostedInShell) private var hostedInShell
|
||||
let onAdd: (StoredHost) -> Void
|
||||
@@ -48,7 +50,7 @@ struct GamepadAddHostView: View {
|
||||
isActive: controllerActive && editing == nil
|
||||
) { row, focused in
|
||||
rowView(row, focused: focused)
|
||||
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
|
||||
.frame(maxWidth: metrics.rowMaxWidth)
|
||||
.padding(.horizontal, 24)
|
||||
}
|
||||
.frame(maxWidth: .infinity)
|
||||
@@ -61,25 +63,28 @@ struct GamepadAddHostView: View {
|
||||
if !compact {
|
||||
Text("Hosts on this network appear automatically — add one by address "
|
||||
+ "for everything else.")
|
||||
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
|
||||
.font(.geist(metrics.detailFont, relativeTo: .caption))
|
||||
.foregroundStyle(ink.fg(0.55))
|
||||
.multilineTextAlignment(.leading)
|
||||
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth * 0.72, alignment: .leading)
|
||||
.frame(maxWidth: metrics.rowMaxWidth * 0.72, alignment: .leading)
|
||||
}
|
||||
}
|
||||
.padding(.horizontal, 24)
|
||||
.padding(.top, gamepadTitleTopPadding(compact: compact))
|
||||
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
.background { GamepadTrayScrim(edge: .top) }
|
||||
.background { GamepadTrayBlur(edge: .top) }
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, spacing: 0) {
|
||||
bottomTray
|
||||
// Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView).
|
||||
.padding(.horizontal, compact ? 12 : 18)
|
||||
.padding(.bottom, compact ? 12 : 18)
|
||||
.padding(
|
||||
.bottom,
|
||||
gamepadLegendBottomPadding(
|
||||
compact ? 12 : 18, tier: metrics.tier, displayBottom: displayBottomInset))
|
||||
.padding(.top, compact ? 6 : 10)
|
||||
.background { GamepadTrayScrim(edge: .bottom) }
|
||||
.background { GamepadTrayBlur(edge: .bottom) }
|
||||
}
|
||||
// No aurora — the same clean Liquid-Glass-over-dark base as the gamepad settings screen.
|
||||
// Hosted in the shell, the field is the shell's (see GamepadSettingsView's twin).
|
||||
@@ -148,17 +153,28 @@ struct GamepadAddHostView: View {
|
||||
// binding on appear — new identity forces a rewire to the new field.
|
||||
.id(editing)
|
||||
GamepadHintBar(hints: [
|
||||
// "Type" names what A does to the key under the keyboard's cursor. There is
|
||||
// no tap equivalent — a touch user types by tapping the keycap itself — so
|
||||
// this one cell stays a label.
|
||||
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Type"),
|
||||
.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Delete"),
|
||||
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Delete",
|
||||
action: { backspace(editing) }),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done",
|
||||
action: { closeKeyboard() }),
|
||||
])
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
}
|
||||
.transition(.move(edge: .bottom).combined(with: .opacity))
|
||||
} else {
|
||||
GamepadHintBar(hints: [
|
||||
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select"),
|
||||
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel"),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select",
|
||||
action: { if let focusID { activate(id: focusID) } }),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel",
|
||||
action: { performClose() }),
|
||||
])
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
}
|
||||
@@ -191,7 +207,7 @@ struct GamepadAddHostView: View {
|
||||
}
|
||||
|
||||
private func rowView(_ row: Row, focused: Bool) -> some View {
|
||||
let m = GamepadFormMetrics.self
|
||||
let m = metrics
|
||||
return HStack(spacing: 14) {
|
||||
if row.isAction {
|
||||
Label("Add Host", systemImage: "plus.circle.fill")
|
||||
@@ -268,6 +284,15 @@ struct GamepadAddHostView: View {
|
||||
withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = nil }
|
||||
}
|
||||
|
||||
/// The legend's Delete cell (iOS/macOS). Applied to the field's binding rather than routed
|
||||
/// into `GamepadKeyboard`: the keyboard's X does exactly this to the same binding, and
|
||||
/// reaching into its state to trigger it would need a whole callback channel for one edit.
|
||||
private func backspace(_ id: String) {
|
||||
let binding = editingBinding(id)
|
||||
guard !binding.wrappedValue.isEmpty else { return }
|
||||
binding.wrappedValue.removeLast()
|
||||
}
|
||||
|
||||
private func editingBinding(_ id: String) -> Binding<String> {
|
||||
switch id {
|
||||
case "name": return $name
|
||||
|
||||
@@ -191,6 +191,16 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
.sensoryFeedback(.selection, trigger: cursor)
|
||||
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
|
||||
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
|
||||
#if os(iOS) || os(macOS)
|
||||
// A hardware keyboard drives the same cursor as the pad — arrows step, Return activates,
|
||||
// Esc backs out (iPad on a Magic Keyboard, couch Mac). tvOS routes arrows through the
|
||||
// focus engine instead, which owns navigation there.
|
||||
.gamepadKeyNavigation(
|
||||
active: isActive,
|
||||
onMove: { move($0) },
|
||||
onConfirm: { activate() },
|
||||
onBack: onBack)
|
||||
#endif
|
||||
.onAppear {
|
||||
reconcile()
|
||||
wire()
|
||||
@@ -432,8 +442,8 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
/// one, so the strip FANS OPEN from the cursor rather than sweeping past it; the anchor card
|
||||
/// itself only grows, since it is already facing you. Each card carries its own delay (see
|
||||
/// `entrance(_:)`) — that stagger is what makes the strip read as one gesture instead of a
|
||||
/// simultaneous flash, and it is the same hinge/perspective language the coverflow's own recede
|
||||
/// speaks, so the arrival and the scrolling feel like one object.
|
||||
/// simultaneous flash, and it is the same hinge language the coverflow's own recede speaks, so the
|
||||
/// arrival and the scrolling feel like one object.
|
||||
///
|
||||
/// ⚠️ APPLY THIS UNDERNEATH THE CARD'S OWN `.scrollTransition`, never around it. A scroll
|
||||
/// transition derives its phase from the geometry of the view it wraps, so an entrance layered
|
||||
@@ -442,6 +452,23 @@ struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hash
|
||||
/// collapsed into its focused look as the entrance ended — arriving as a jump. Underneath, the
|
||||
/// transition measures a card that never moves and simply composes its own scale/rotation on top.
|
||||
///
|
||||
/// ⚠️ NO `rotation3DEffect` HERE, however much the drum language invites one. It was the cause of
|
||||
/// the strip's "flash as the cards settle": a real 3D transform renders the card through an
|
||||
/// offscreen layer, and a card carries translucent glass, which resolves differently in there —
|
||||
/// so every card sat at the wrong fill for as long as the master animation ran and then snapped
|
||||
/// to its true one in a SINGLE frame the moment SwiftUI dropped that layer.
|
||||
///
|
||||
/// Measured on an iPad Pro 13": the centred tile held #4a3d87 for twelve frames in which nothing
|
||||
/// moved, then stepped to #423970 (−23 blue) in one. It is the ANIMATION ending, not the motion:
|
||||
/// stretching the timeline from 1.02 s to 2.82 s moved the step from 0.70 s to 2.50 s after the
|
||||
/// launcher appeared — the same 0.32 s before the end both times. Removing the rotation removed
|
||||
/// the step outright; `compositingGroup()` above or below the transforms did nothing.
|
||||
///
|
||||
/// So the turn is PROJECTED instead: `cos(angle)` as a horizontal squeeze is exactly the
|
||||
/// orthographic projection of a Y-axis rotation, hinged on the edge the card fans from. Affine,
|
||||
/// so no offscreen pass and no layer to drop — and it reads as the same gesture, losing only the
|
||||
/// perspective trapezoid, which at these card sizes was never what sold the motion.
|
||||
///
|
||||
/// Transforms only — nothing here touches layout, so the scroll view's snapping and the tvOS
|
||||
/// focus engine are untouched either. Reduce Motion drops every bit of travel for a plain,
|
||||
/// unstaggered cross-fade.
|
||||
@@ -485,14 +512,15 @@ struct CardEntrance: ViewModifier, Animatable {
|
||||
// leading edge), so the arrival deepens the turn the card wears at rest and unwinds into
|
||||
// it instead of swinging the opposite way.
|
||||
let away = reduceMotion ? 0 : 1 - travel
|
||||
// The turn, projected rather than rendered in 3D — see the type's note on the flash.
|
||||
// `cos` of the angle IS the orthographic projection of a Y-axis rotation, and hinging it
|
||||
// on the edge the card fans from restores the direction that the rotation's sign carried
|
||||
// (cos is even, so the sign alone would read the same both ways).
|
||||
let turn = cos(Angle.degrees(64 * away).radians)
|
||||
return content
|
||||
.opacity(reduceMotion ? raw : fade)
|
||||
.scaleEffect(1 - 0.26 * away)
|
||||
.rotation3DEffect(
|
||||
.degrees(side * -64 * away),
|
||||
axis: (x: 0, y: 1, z: 0),
|
||||
anchor: .center,
|
||||
perspective: 0.65)
|
||||
.scaleEffect(x: turn, y: 1, anchor: side < 0 ? .trailing : .leading)
|
||||
.offset(y: 34 * away)
|
||||
}
|
||||
|
||||
|
||||
@@ -5,20 +5,36 @@
|
||||
// iOS/iPadOS, macOS (the couch Mac-mini case), and tvOS — where the same screens are driven by
|
||||
// the native focus engine instead of the controller poll (see GamepadCarousel/GamepadMenuList).
|
||||
|
||||
import Glur
|
||||
import GlurBackdrop
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
import GameController
|
||||
|
||||
/// The active controller's real glyph for a button (Xbox "A", DualSense ✕, …) via
|
||||
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
|
||||
/// The glyph a button wears in a legend: the ACTIVE controller's own (Xbox "A", DualSense ✕, …)
|
||||
/// via `sfSymbolsName` while one is attached, else the glyph of the last pad this device ever saw
|
||||
/// (`GamepadManager.lastKnownKind` → `GamepadGlyphs`), else the caller's generic fallback.
|
||||
///
|
||||
/// The middle rung is the whole point. `active` is nil whenever the pad sleeps, disconnects or
|
||||
/// runs flat — and permanently under `gamepadUIMode == "always"`, which puts the console UI up
|
||||
/// with no pad by design — and the fallbacks are letter glyphs, so a DualSense user's ✕/◯ legends
|
||||
/// used to turn into A/B the moment the controller dozed off. The remembered kind keeps the
|
||||
/// legends speaking the pad the user actually owns. The `fallback` still covers the genuinely
|
||||
/// unknown case: a fresh install that has never seen a controller, and any button outside the six
|
||||
/// `GamepadButtonRole` names.
|
||||
///
|
||||
/// @MainActor: GamepadManager is main-actor-bound (inside a View body this was implicit).
|
||||
@MainActor
|
||||
func buttonGlyph(
|
||||
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
|
||||
) -> String {
|
||||
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
|
||||
?? fallback
|
||||
let manager = GamepadManager.shared
|
||||
if let live = manager.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName {
|
||||
return live
|
||||
}
|
||||
guard let role = GamepadButtonRole(keyPath: button) else { return fallback }
|
||||
return GamepadGlyphs.symbol(role, for: manager.lastKnownKind)
|
||||
}
|
||||
|
||||
/// Top padding for a gamepad screen's pinned title. macOS gets extra clearance — the launcher
|
||||
@@ -68,43 +84,251 @@ func gamepadTitleSize(compact: Bool) -> CGFloat {
|
||||
}
|
||||
|
||||
/// Metrics shared by the gamepad form screens' glass rows (GamepadSettingsView,
|
||||
/// GamepadAddHostView) — one set of numbers so the two screens read as the same surface,
|
||||
/// sized for the couch on tvOS and for the hand elsewhere.
|
||||
enum GamepadFormMetrics {
|
||||
#if os(tvOS)
|
||||
static let headerFont: CGFloat = 17
|
||||
static let labelFont: CGFloat = 23
|
||||
static let valueFont: CGFloat = 21
|
||||
static let iconFont: CGFloat = 24
|
||||
static let iconWidth: CGFloat = 40
|
||||
static let chevronFont: CGFloat = 16
|
||||
static let rowHPad: CGFloat = 24
|
||||
static let rowVPad: CGFloat = 19
|
||||
static let rowCorner: CGFloat = 18
|
||||
static let rowMaxWidth: CGFloat = 920
|
||||
static let detailFont: CGFloat = 19
|
||||
static let bandWidth: CGFloat = 380
|
||||
#else
|
||||
static let headerFont: CGFloat = 12
|
||||
static let labelFont: CGFloat = 16
|
||||
static let valueFont: CGFloat = 15
|
||||
static let iconFont: CGFloat = 17
|
||||
static let iconWidth: CGFloat = 28
|
||||
static let chevronFont: CGFloat = 12
|
||||
static let rowHPad: CGFloat = 16
|
||||
static let rowVPad: CGFloat = 13
|
||||
static let rowCorner: CGFloat = 14
|
||||
static let rowMaxWidth: CGFloat = 620
|
||||
static let detailFont: CGFloat = 13
|
||||
/// GamepadAddHostView) — one set of numbers so the screens read as the same surface, at the size
|
||||
/// the screen they are on calls for.
|
||||
///
|
||||
/// Three tiers, not two. The phone numbers used to serve every non-TV device, so an iPad Pro drew
|
||||
/// a settings list at iPhone scale in the middle of a 13" display — the field verdict was that the
|
||||
/// sizing "does not adapt to larger screens". `pad` sits between the in-hand and 10-foot sets.
|
||||
///
|
||||
/// Chosen from the SIZE CLASSES rather than the device idiom, so an iPad running a narrow Stage
|
||||
/// Manager or Split View window correctly gets the in-hand numbers — the window is what the user
|
||||
/// is reading, not the panel it sits on.
|
||||
struct GamepadFormMetrics {
|
||||
/// Which set this is, for the few things that are a KIND of layout rather than a number.
|
||||
enum Tier { case phone, pad, tv }
|
||||
|
||||
let tier: Tier
|
||||
let headerFont: CGFloat
|
||||
let labelFont: CGFloat
|
||||
let valueFont: CGFloat
|
||||
let iconFont: CGFloat
|
||||
let iconWidth: CGFloat
|
||||
let chevronFont: CGFloat
|
||||
let rowHPad: CGFloat
|
||||
let rowVPad: CGFloat
|
||||
let rowCorner: CGFloat
|
||||
let rowMaxWidth: CGFloat
|
||||
let detailFont: CGFloat
|
||||
/// The option band's (GamepadOptionBand) fixed stage inside a choice row.
|
||||
static let bandWidth: CGFloat = 240
|
||||
let bandWidth: CGFloat
|
||||
/// The settings screen's section-tab pills.
|
||||
let tabFont: CGFloat
|
||||
/// The pinned controls legend (GamepadHintBar).
|
||||
let hintGlyphFont: CGFloat
|
||||
let hintTextFont: CGFloat
|
||||
let hintPad: CGFloat
|
||||
|
||||
/// In-hand: a phone, or any window narrow enough to read like one.
|
||||
static let phone = GamepadFormMetrics(
|
||||
tier: .phone,
|
||||
headerFont: 12, labelFont: 16, valueFont: 15, iconFont: 17, iconWidth: 28,
|
||||
chevronFont: 12, rowHPad: 16, rowVPad: 13, rowCorner: 14, rowMaxWidth: 620,
|
||||
detailFont: 13, bandWidth: 240,
|
||||
tabFont: 13, hintGlyphFont: 19, hintTextFont: 14, hintPad: 13)
|
||||
|
||||
/// A tablet-sized window — an arm's length away rather than in the palm.
|
||||
static let pad = GamepadFormMetrics(
|
||||
tier: .pad,
|
||||
headerFont: 14, labelFont: 20, valueFont: 19, iconFont: 21, iconWidth: 34,
|
||||
chevronFont: 14, rowHPad: 20, rowVPad: 16, rowCorner: 16, rowMaxWidth: 820,
|
||||
detailFont: 16, bandWidth: 320,
|
||||
tabFont: 16, hintGlyphFont: 23, hintTextFont: 17, hintPad: 15)
|
||||
|
||||
/// 10-foot.
|
||||
static let tv = GamepadFormMetrics(
|
||||
tier: .tv,
|
||||
headerFont: 17, labelFont: 23, valueFont: 21, iconFont: 24, iconWidth: 40,
|
||||
chevronFont: 16, rowHPad: 24, rowVPad: 19, rowCorner: 18, rowMaxWidth: 920,
|
||||
detailFont: 19, bandWidth: 380,
|
||||
tabFont: 17, hintGlyphFont: 27, hintTextFont: 20, hintPad: 18)
|
||||
|
||||
/// What a screen gets before anything publishes a tier — and the only tier tvOS and macOS ever
|
||||
/// use (an Apple TV is always 10-foot; a Mac window is read at desk distance).
|
||||
static var platformDefault: GamepadFormMetrics {
|
||||
#if os(tvOS)
|
||||
tv
|
||||
#else
|
||||
phone
|
||||
#endif
|
||||
}
|
||||
|
||||
#if os(iOS)
|
||||
/// The tier a window's size classes call for. REGULAR on both axes is the tablet case.
|
||||
static func forWindow(
|
||||
h: UserInterfaceSizeClass?, v: UserInterfaceSizeClass?
|
||||
) -> GamepadFormMetrics {
|
||||
h == .regular && v == .regular ? .pad : .phone
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private struct GamepadMetricsKey: EnvironmentKey {
|
||||
static let defaultValue = GamepadFormMetrics.platformDefault
|
||||
}
|
||||
|
||||
extension EnvironmentValues {
|
||||
/// The form metrics for the screen currently drawing. Published from ContentView — the app
|
||||
/// ROOT — rather than only from `gamepadPaletteInk`, because a screen that applies that
|
||||
/// modifier itself sits ABOVE its own copy: its `@Environment` resolves against its parent, so
|
||||
/// it would read the bare default instead of its own window's tier.
|
||||
var gamepadMetrics: GamepadFormMetrics {
|
||||
get { self[GamepadMetricsKey.self] }
|
||||
set { self[GamepadMetricsKey.self] = newValue }
|
||||
}
|
||||
}
|
||||
|
||||
private struct DisplayBottomInsetKey: EnvironmentKey {
|
||||
static let defaultValue: CGFloat = 0
|
||||
}
|
||||
|
||||
extension EnvironmentValues {
|
||||
/// The display's bottom safe-area inset — the home-indicator strip — measured by
|
||||
/// `DisplayBottomInsetProbe` and published from ContentView. 0 until UIKit's first callback
|
||||
/// lands (the legend keeps its plain margin for that first frame) and always 0 on
|
||||
/// macOS/tvOS, where nothing publishes it.
|
||||
var displayBottomInset: CGFloat {
|
||||
get { self[DisplayBottomInsetKey.self] }
|
||||
set { self[DisplayBottomInsetKey.self] = newValue }
|
||||
}
|
||||
}
|
||||
|
||||
#if os(iOS)
|
||||
/// Reports the hosting window's bottom safe-area inset from UIKit's OWN callbacks — never
|
||||
/// during a SwiftUI render.
|
||||
///
|
||||
/// This number has a history of wrong spellings, each failing silently:
|
||||
/// - a `GeometryReader` carrying `.ignoresSafeArea()` — a proxy reports NO insets for an edge it
|
||||
/// has been told to ignore, so that spelling can only ever answer 0;
|
||||
/// - `.ignoresSafeArea(.container, edges: .bottom)` on `safeAreaInset` CONTENT, which does not
|
||||
/// move content the inset mechanism itself placed; and
|
||||
/// - asking UIKit for the key window (`UIApplication.shared.connectedScenes…`) DURING body,
|
||||
/// which answered correctly and then KILLED the calling view: on an iPad (never the
|
||||
/// simulator) the walk re-enters UIKit layout mid-render and the view's update graph is
|
||||
/// silently severed — every later `@State` write lands in storage without ever re-running
|
||||
/// `body` again, which is how Settings and Add Host stopped opening while their triggers
|
||||
/// kept firing. No AttributeGraph warning, no log line; found by bisecting builds on glass.
|
||||
/// So: UIKit tells THIS view when the window or its insets change, on UIKit's schedule, and the
|
||||
/// answer hops out of the current update before anyone in SwiftUI reads it.
|
||||
struct DisplayBottomInsetProbe: UIViewRepresentable {
|
||||
let onChange: (CGFloat) -> Void
|
||||
|
||||
func makeUIView(context: Context) -> ProbeView {
|
||||
let view = ProbeView()
|
||||
view.onChange = onChange
|
||||
// Mounted as a full-size `.background`; it must never eat a touch meant for the UI.
|
||||
view.isUserInteractionEnabled = false
|
||||
return view
|
||||
}
|
||||
|
||||
func updateUIView(_ view: ProbeView, context: Context) {
|
||||
view.onChange = onChange
|
||||
}
|
||||
|
||||
final class ProbeView: UIView {
|
||||
var onChange: ((CGFloat) -> Void)?
|
||||
private var last: CGFloat?
|
||||
|
||||
override func didMoveToWindow() {
|
||||
super.didMoveToWindow()
|
||||
report()
|
||||
}
|
||||
|
||||
override func safeAreaInsetsDidChange() {
|
||||
super.safeAreaInsetsDidChange()
|
||||
report()
|
||||
}
|
||||
|
||||
// Rotation reshuffles the window's insets without necessarily touching this view's own.
|
||||
override func layoutSubviews() {
|
||||
super.layoutSubviews()
|
||||
report()
|
||||
}
|
||||
|
||||
private func report() {
|
||||
// The WINDOW's inset, not this view's: the probe sits inside the safe area, so its
|
||||
// own inset is 0 — the number the legend needs is the strip the window reserves.
|
||||
guard let bottom = window?.safeAreaInsets.bottom, bottom != last else { return }
|
||||
last = bottom
|
||||
let onChange = onChange
|
||||
// Out of the current UIKit/SwiftUI update before any state write.
|
||||
DispatchQueue.main.async { onChange?(bottom) }
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// The bottom padding that puts a pinned legend the same distance from the bottom of the DISPLAY
|
||||
/// as it sits from the leading edge — so it lands on the diagonal of the display's rounded corner,
|
||||
/// which is what the corner asks for.
|
||||
///
|
||||
/// A `safeAreaInset` places its content INSIDE the safe area, so a plain margin stacks on top of
|
||||
/// the device's own bottom inset and the pill ends up two to three times further from the bottom
|
||||
/// than from the left. On a tablet this therefore goes NEGATIVE, pulling the pill back down
|
||||
/// through the home-indicator strip; the pill is left-aligned and an iPad's indicator is a short
|
||||
/// bar in the middle, so the two never meet.
|
||||
///
|
||||
/// Phones keep the plain margin. Their inset is the taller indicator bar and their legend runs
|
||||
/// most of the width, so sitting it that low would cross the indicator rather than tuck beside it.
|
||||
///
|
||||
/// `displayBottom` is `\.displayBottomInset` — measured by `DisplayBottomInsetProbe`, NEVER asked
|
||||
/// of UIKit here: this runs during body, and a key-window walk mid-render severs the calling
|
||||
/// view's updates (see the probe's comment). Pure arithmetic only.
|
||||
func gamepadLegendBottomPadding(
|
||||
_ margin: CGFloat, tier: GamepadFormMetrics.Tier, displayBottom: CGFloat
|
||||
) -> CGFloat {
|
||||
guard tier == .pad else { return margin }
|
||||
// Floored at -inset: at worst the pill sits flush with the physical edge, never past it.
|
||||
return max(-displayBottom, margin - displayBottom)
|
||||
}
|
||||
|
||||
/// The tray gradient blur, back — as a real progressive BACKDROP blur this time.
|
||||
///
|
||||
/// GamepadTrayScrim did this with `.ultraThinMaterial`, and a material by definition lifts and
|
||||
/// tints whatever it blurs: it read grey over the aurora, and washed with the palette's ground it
|
||||
/// read coloured, which is why 2590238b deleted it. Glur's `GlurView` blurs the backdrop through
|
||||
/// a gradient with NO material stage on top, so the rows soften as they slide under the pinned
|
||||
/// title and legend and nothing carries a colour. It is the library's PRIVATE-API product
|
||||
/// (`GlurBackdrop`) — the public `.glur()` modifier is a shader on a view's own content and
|
||||
/// silently no-ops over platform-backed views like ScrollView, so it cannot reach a backdrop at
|
||||
/// all. Hit testing is disabled inside GlurView; the band never eats a touch.
|
||||
///
|
||||
/// Mounted exactly where the scrim was: `.background` of each form screen's safe-area tray.
|
||||
struct GamepadTrayBlur: View {
|
||||
let edge: VerticalEdge
|
||||
|
||||
var body: some View {
|
||||
// offset 0 puts the ramp's LITERAL ZERO exactly at the band's content edge, so nothing
|
||||
// in the open field is touched — which is why, unlike the scrim, this band takes NO
|
||||
// content-side overhang. The scrim's -44/-72 runway existed because a material carries
|
||||
// body at every alpha and had to dissolve OUTSIDE the tray; carrying those numbers over
|
||||
// here blurred fully-visible rows at rest (field verdict on the first cut). Full
|
||||
// strength lands at 60% of the band, so the tray's own text always sits on the strong
|
||||
// region while the ramp still reads as a gradient, not an edge.
|
||||
GlurView(
|
||||
radius: 14, offset: 0, interpolation: 0.6,
|
||||
direction: edge == .top ? .up : .down)
|
||||
// Full-bleed by LAYOUT, not `.ignoresSafeArea()`: safe-area expansion resolves a
|
||||
// beat after insertion (outside any geometry group and outside this view's own
|
||||
// transaction), which reads as a visible pop. 80 pt clears every inset on every
|
||||
// device, and backgrounds never clip — the overhang simply draws.
|
||||
.padding(edge == .top ? .top : .bottom, -80)
|
||||
.padding(.horizontal, -80)
|
||||
// And the shape must NEVER animate: mounted inside a pushed shell layer, any late
|
||||
// geometry would ride the push's transaction and visibly grow into place. The
|
||||
// layer's own fade/slide still carries the band; only its SHAPE is pinned.
|
||||
.transaction { $0.animation = nil }
|
||||
}
|
||||
}
|
||||
|
||||
/// One glyph + label cell in a hint bar.
|
||||
struct GamepadHint: Identifiable {
|
||||
let glyph: String
|
||||
let text: String
|
||||
/// What tapping/clicking this cell does — the same thing its button does. Optional because a
|
||||
/// few legend cells NAME an input rather than an action ("↔ Adjust" is the stick itself;
|
||||
/// there is no single thing a tap on it could mean), and those stay inert labels.
|
||||
var action: (() -> Void)? = nil
|
||||
var id: String { glyph + text }
|
||||
}
|
||||
|
||||
@@ -114,39 +338,75 @@ struct GamepadHint: Identifiable {
|
||||
/// the backdrop instead of dissolving into it.
|
||||
struct GamepadHintBar: View {
|
||||
@Environment(\.gamepadInk) private var ink
|
||||
/// Sized with the screen it pins to — a legend at phone scale on a 13" iPad is the same
|
||||
/// mismatch the form rows had (see GamepadFormMetrics).
|
||||
@Environment(\.gamepadMetrics) private var metrics
|
||||
let hints: [GamepadHint]
|
||||
|
||||
// 10-foot legend on tvOS, in-hand sizes elsewhere.
|
||||
#if os(tvOS)
|
||||
private static let glyphFont: CGFloat = 27
|
||||
private static let textFont: CGFloat = 20
|
||||
private static let pad: CGFloat = 18
|
||||
#else
|
||||
private static let glyphFont: CGFloat = 19
|
||||
private static let textFont: CGFloat = 14
|
||||
private static let pad: CGFloat = 13
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
HStack(spacing: 18) {
|
||||
ForEach(hints) { hint in
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: hint.glyph)
|
||||
.font(.system(size: Self.glyphFont))
|
||||
.foregroundStyle(ink.fg)
|
||||
Text(hint.text)
|
||||
}
|
||||
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
|
||||
cell(hint)
|
||||
}
|
||||
}
|
||||
.font(.geist(Self.textFont, .semibold, relativeTo: .subheadline))
|
||||
.font(.geist(metrics.hintTextFont, .semibold, relativeTo: .subheadline))
|
||||
.foregroundStyle(ink.fg(0.85))
|
||||
.padding(Self.pad)
|
||||
.padding(metrics.hintPad)
|
||||
.consoleGlass(Capsule())
|
||||
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1))
|
||||
// The hairline is DECORATION and sits on top of the cells, so it must never take a touch.
|
||||
// Spelled out rather than left to defaults, because a swallowed touch in this bar is
|
||||
// invisible — the legend simply stops doing anything.
|
||||
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1).allowsHitTesting(false))
|
||||
}
|
||||
|
||||
/// A cell is a button where it has somewhere to go, and a plain label otherwise (see the type
|
||||
/// comment for why tvOS is always the latter).
|
||||
@ViewBuilder private func cell(_ hint: GamepadHint) -> some View {
|
||||
#if os(tvOS)
|
||||
label(hint)
|
||||
#else
|
||||
if let action = hint.action {
|
||||
Button(action: action) { label(hint) }
|
||||
.buttonStyle(HintCellStyle())
|
||||
.accessibilityLabel(hint.text)
|
||||
} else {
|
||||
label(hint)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
private func label(_ hint: GamepadHint) -> some View {
|
||||
HStack(spacing: 7) {
|
||||
Image(systemName: hint.glyph)
|
||||
.font(.system(size: metrics.hintGlyphFont))
|
||||
.foregroundStyle(ink.fg)
|
||||
Text(hint.text)
|
||||
}
|
||||
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
|
||||
// The tappable area covers the gap between glyph and label, not just their painted
|
||||
// pixels — a legend cell is small enough already.
|
||||
.contentShape(Rectangle())
|
||||
}
|
||||
}
|
||||
|
||||
#if !os(tvOS)
|
||||
/// Press feedback for a legend cell. Deliberately quiet — the bar is chrome, and a cell that lit
|
||||
/// up like a primary button would pull the eye off the content it describes.
|
||||
///
|
||||
/// `contentShape` sits BELOW the scale so the hit region stays the unscaled layout bounds: a press
|
||||
/// animation that shrinks the artwork must never move the target out from under a resting finger,
|
||||
/// or the touch-up lands outside and SwiftUI discards the tap.
|
||||
private struct HintCellStyle: ButtonStyle {
|
||||
func makeBody(configuration: Configuration) -> some View {
|
||||
configuration.label
|
||||
.opacity(configuration.isPressed ? 0.55 : 1)
|
||||
.scaleEffect(configuration.isPressed ? 0.94 : 1)
|
||||
.animation(.smooth(duration: 0.14), value: configuration.isPressed)
|
||||
.contentShape(Rectangle())
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/// 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
|
||||
@@ -220,14 +480,20 @@ struct GamepadScreenBackground: View {
|
||||
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 + ground·0.4: over the ground, `.opacity` IS the multiply…
|
||||
// Calm = col·0.6 + ground·0.4. Over the OPAQUE ground beneath, `.opacity` already
|
||||
// lerps toward it, so this layer alone IS the whole calm mix.
|
||||
.opacity(1 - 0.4 * calmMix)
|
||||
// …and a plusLighter wash of the palette's own ground IS the add. Chosen so the
|
||||
// ground lands exactly where it was and the bright pools come down to meet it.
|
||||
// Mounted unconditionally — at opacity 0 a plusLighter layer contributes nothing,
|
||||
// and an always-present layer is what lets the mix animate instead of popping.
|
||||
// A further plusLighter wash of the ground, which lets a DARK palette's bright pools
|
||||
// come down to meet its ground rather than merely fading toward it.
|
||||
//
|
||||
// Suppressed on a pale palette (the factor goes to 0), because there it was destroying
|
||||
// the setting: a pale ground is near-white, so ADDING 0.4 of it on top of a field
|
||||
// already mixed 0.4 toward that same ground saturated the form screens to flat white —
|
||||
// the field ask was "in bright mode the sub-screens are basically just white". Written
|
||||
// as a factor rather than an `if` so the layer stays mounted and the calm chase keeps
|
||||
// animating instead of popping when a screen is pushed.
|
||||
Self.color(palette.ground)
|
||||
.opacity(0.4 * calmMix)
|
||||
.opacity(0.4 * calmMix * (palette.light ? 0 : 1))
|
||||
.blendMode(.plusLighter)
|
||||
// Cinematic vignette: the edges settle toward the scrim so the cards sit in the
|
||||
// pooled light. Soft (extends past the frame) so the corners deepen rather than
|
||||
@@ -363,59 +629,6 @@ private struct LegacyBlobField: View {
|
||||
}
|
||||
}
|
||||
|
||||
/// A blur gradient behind a pinned tray (a screen title, the hints/detail bar, the keyboard tray):
|
||||
/// scrollable rows pass beneath those insets, so without this the tray text and the row underneath
|
||||
/// render interleaved. Pure blur — a dark material faded out by a gradient mask, no dark tint — so
|
||||
/// the tray's text sits on a softly blurred backdrop that dissolves into the rows.
|
||||
struct GamepadTrayScrim: View {
|
||||
let edge: VerticalEdge
|
||||
@Environment(\.gamepadInk) private var ink
|
||||
|
||||
var body: some View {
|
||||
let fromEdge: UnitPoint = edge == .top ? .top : .bottom
|
||||
let toContent: UnitPoint = edge == .top ? .bottom : .top
|
||||
Rectangle()
|
||||
.fill(.ultraThinMaterial)
|
||||
// Force the frost to match the PALETTE, not the system appearance: the tray exists
|
||||
// to keep the pinned title legible, so it has to frost dark under white ink and
|
||||
// light under dark ink.
|
||||
.environment(\.colorScheme, ink.isLight ? .light : .dark)
|
||||
// Sink the material's grey luminance lift toward the palette's shade (black on a
|
||||
// dark field — field ask: the frost read GREY over the aurora). Inside the mask, so
|
||||
// the tint dissolves with the blur.
|
||||
.overlay(ink.shade(0.35))
|
||||
// Fade the whole blur out toward the content so it dissolves rather than ending on a
|
||||
// line. The strong region sits deep (0.65) because the first stretch of the gradient
|
||||
// now runs over the fixed 80 pt outer overhang below.
|
||||
.mask {
|
||||
LinearGradient(
|
||||
stops: [
|
||||
.init(color: .black, location: 0),
|
||||
.init(color: .black.opacity(0.92), location: 0.65),
|
||||
.init(color: .clear, location: 1),
|
||||
],
|
||||
startPoint: fromEdge, endPoint: toContent)
|
||||
}
|
||||
// Grow past the tray so the fade-to-clear happens OUTSIDE its bounds — the tray's own
|
||||
// text always sits on the strong part, rows blur out before they reach it. The bottom
|
||||
// gets the longer runway: its tray sits over SCROLLING rows plus the detail line, and
|
||||
// the field verdict on the short reach was rows colliding visibly with the legend.
|
||||
.padding(edge == .top ? .bottom : .top, edge == .top ? -44 : -72)
|
||||
// Full-bleed by LAYOUT, not by `.ignoresSafeArea()`: safe-area expansion resolves a
|
||||
// beat after insertion (outside any geometry group and outside this view's own
|
||||
// transaction), which is exactly the pop the field kept seeing — vertically first,
|
||||
// then, once the vertical runway became padding, on the X axis alone (the landscape
|
||||
// side insets). 80 pt clears every inset on every device; backgrounds never clip,
|
||||
// so the overhang simply draws.
|
||||
.padding(edge == .top ? .top : .bottom, -80)
|
||||
.padding(.horizontal, -80)
|
||||
// And the shape must NEVER animate: mounted inside a pushed shell layer, any late
|
||||
// geometry would ride the push's transaction and visibly grow into place. The
|
||||
// layer's own fade/slide still carries the scrim; only its SHAPE is pinned.
|
||||
.transaction { $0.animation = nil }
|
||||
}
|
||||
}
|
||||
|
||||
/// 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
|
||||
|
||||
@@ -65,10 +65,24 @@ private struct HomeTile: Identifiable {
|
||||
|
||||
struct GamepadHomeView: View {
|
||||
@Environment(\.gamepadInk) private var ink
|
||||
/// Published by ContentView at the app ROOT, so this reads its own window's tier — this screen
|
||||
/// applies `gamepadPaletteInk` itself and so sits above its own copy of the environment.
|
||||
@Environment(\.gamepadMetrics) private var metrics
|
||||
/// The home-indicator strip's height, measured by DisplayBottomInsetProbe and published from
|
||||
/// ContentView — an environment READ is safe in body; asking UIKit for it here is not (see
|
||||
/// the probe's comment: a key-window walk mid-render severed this very view's updates).
|
||||
@Environment(\.displayBottomInset) private var displayBottomInset
|
||||
@ObservedObject var store: HostStore
|
||||
@ObservedObject var model: SessionModel
|
||||
@ObservedObject var discovery: HostDiscovery
|
||||
@Binding var libraryTarget: StoredHost?
|
||||
/// The host awaiting a PIN ceremony, if any. Owned by ContentView (a connect attempt sets it,
|
||||
/// as does the trust card's "Pair with PIN instead"), presented here as a shell screen —
|
||||
/// PairSheet's `Form` is unreachable with a controller on iOS/macOS, which made pairing the
|
||||
/// one thing a console-UI user simply could not do. See GamepadPairView.
|
||||
@Binding var pairingTarget: StoredHost?
|
||||
/// Pin the verified fingerprint and connect — ContentView's `handlePaired`.
|
||||
let onPaired: (StoredHost, Data) -> Void
|
||||
/// Wake-and-wait driver — gates the carousel while its overlay is up, and the carousel's
|
||||
/// activate routes an offline+wakeable host through it (see ContentView.startSession).
|
||||
@ObservedObject var waker: HostWaker
|
||||
@@ -77,6 +91,11 @@ struct GamepadHomeView: View {
|
||||
/// Launch a library title on a host — the in-place library layer's activate path (iOS; the
|
||||
/// cover/sheet presentations wire ContentView's `launchTitle` into LibraryView themselves).
|
||||
let launchTitle: (StoredHost, String) -> Void
|
||||
/// A console prompt (GamepadPromptView) is up over the home — it polls the same controller, so
|
||||
/// this screen must stand down for as long as it is. Same handoff contract as the connect
|
||||
/// takeover and the shell's own layers; without it the carousel keeps scrolling underneath the
|
||||
/// modal and a single A press reaches both.
|
||||
var promptActive = false
|
||||
|
||||
/// The profile catalog — pinned host+profile combos render as their own tiles here, which is
|
||||
/// how a controller picks a profile: one focus-and-press instead of a menu (design §5.4).
|
||||
@@ -213,19 +232,35 @@ struct GamepadHomeView: View {
|
||||
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
||||
GamepadHintBar(hints: hints)
|
||||
// Equal distance from the left and bottom edges — the pill's corner inset was the
|
||||
// real asymmetry (leading 22 vs bottom 10), not its internal padding.
|
||||
.padding(.leading, compact ? 12 : 18)
|
||||
.padding(.bottom, compact ? 12 : 18)
|
||||
.padding(.top, compact ? 4 : 8)
|
||||
legend
|
||||
}
|
||||
}
|
||||
|
||||
/// The pinned controls legend, sitting the SAME distance from the leading and bottom edges of
|
||||
/// the DISPLAY — see `gamepadLegendBottomPadding` for why the bottom number is not simply the
|
||||
/// margin, and why measuring the inset (rather than trying to opt out of it) is what finally
|
||||
/// worked.
|
||||
private var legend: some View {
|
||||
GamepadHintBar(hints: hints)
|
||||
.padding(.leading, legendMargin)
|
||||
.padding(
|
||||
.bottom,
|
||||
gamepadLegendBottomPadding(
|
||||
legendMargin, tier: metrics.tier, displayBottom: displayBottomInset))
|
||||
.padding(.top, compact ? 4 : 8)
|
||||
}
|
||||
|
||||
/// The legend pill's distance from the screen's leading and bottom edges.
|
||||
private var legendMargin: CGFloat { compact ? 12 : 18 }
|
||||
|
||||
#if os(iOS)
|
||||
/// The screen the shell shows over the launcher — derived from the same triggers every
|
||||
/// platform sets, so `returnToLibrary`, the tiles, X and Y all keep writing what they wrote.
|
||||
private var topScreen: GamepadScreen? {
|
||||
// Pairing leads: it is a ceremony blocking a connect the user already asked for, and it
|
||||
// can be raised from ON TOP of the library (launching a title on an unpaired host), where
|
||||
// it has to win. Backing out of it reveals whatever it interrupted.
|
||||
if let host = pairingTarget { return .pair(host) }
|
||||
if showSettings { return .settings }
|
||||
if showAddHost { return .addHost }
|
||||
if let host = libraryTarget { return .library(host) }
|
||||
@@ -248,6 +283,12 @@ struct GamepadHomeView: View {
|
||||
onAdd: { store.add($0) },
|
||||
close: { if !transitioning { showAddHost = false } },
|
||||
controllerActive: active)
|
||||
case .pair(let host):
|
||||
GamepadPairView(
|
||||
host: host,
|
||||
onPaired: { onPaired(host, $0) },
|
||||
close: { if !transitioning { pairingTarget = nil } },
|
||||
controllerActive: active)
|
||||
case .library(let host):
|
||||
GamepadLibraryScreen(
|
||||
store: store, host: host,
|
||||
@@ -294,11 +335,14 @@ struct GamepadHomeView: View {
|
||||
/// transition's input drop, during which NOBODY polls.
|
||||
private var homeOwnsController: Bool {
|
||||
#if os(iOS)
|
||||
topScreen == nil && !transitioning
|
||||
topScreen == nil && !transitioning && !promptActive
|
||||
&& waker.waking == nil && model.phase != .connecting
|
||||
#else
|
||||
libraryTarget == nil && !showSettings && !showAddHost
|
||||
&& waker.waking == nil && model.phase != .connecting
|
||||
// `pairingTarget` too: macOS presents the pair screen as a sheet and tvOS as a cover, and
|
||||
// either way the launcher underneath must stop consuming the pad — the pair screen's own
|
||||
// list is polling the same controller.
|
||||
libraryTarget == nil && pairingTarget == nil && !showSettings && !showAddHost
|
||||
&& !promptActive && waker.waking == nil && model.phase != .connecting
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -412,13 +456,22 @@ struct GamepadHomeView: View {
|
||||
case .rescan: "Rescan"
|
||||
default: nil
|
||||
}
|
||||
// Every cell's action re-resolves the selection when it FIRES rather than closing over the
|
||||
// one this render saw: the legend is rebuilt on selection changes, but a tap landing in
|
||||
// the same frame as a carousel move would otherwise activate the tile that was selected a
|
||||
// moment ago — the one failure mode a launcher cannot afford.
|
||||
var hints = [GamepadHint(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
|
||||
text: action ?? (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
|
||||
text: action ?? (selected?.canWake == true ? "Wake & Connect" : "Connect"),
|
||||
action: { tiles.first { $0.id == selection }?.activate() })]
|
||||
if libraryEnabled, selected?.hasLibrary == true {
|
||||
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
|
||||
hints.append(.init(
|
||||
glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library",
|
||||
action: { openLibraryForSelected() }))
|
||||
}
|
||||
hints.append(.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Settings"))
|
||||
hints.append(.init(
|
||||
glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Settings",
|
||||
action: { showSettings = true }))
|
||||
return hints
|
||||
}
|
||||
|
||||
@@ -573,11 +626,21 @@ private struct GamepadHostTile: View {
|
||||
}
|
||||
.padding(Self.pad)
|
||||
.frame(width: size.width, height: size.height, alignment: .leading)
|
||||
// Liquid Glass console tile — a brand wash marks a saved host as primary; discovered /
|
||||
// Add-Host tiles stay neutral glass with a dashed edge. Glass clips to the shape itself.
|
||||
// Console tile — a brand wash marks a saved host as primary; discovered / Add-Host tiles
|
||||
// stay neutral with a dashed edge. The surface clips to the shape itself.
|
||||
//
|
||||
// `forceMaterial`: these tiles are the one console surface that gets TRANSFORMED while it
|
||||
// animates — `CardEntrance` swings each card in on a `rotation3DEffect` under an opacity
|
||||
// ramp, and the carousel's `.scrollTransition` keeps scaling and rotating the neighbours
|
||||
// forever after. Liquid Glass samples the backdrop through its own layer and cannot do
|
||||
// that under a 3D transform, so it drew one way through the swing and snapped to another
|
||||
// as the card landed — on glass it read as the tiles being swapped out for different ones
|
||||
// at the end of their entrance. A material composites flat, so the card looks the same at
|
||||
// every frame of the travel. (tvOS already takes this path for its own reasons.)
|
||||
.consoleGlass(
|
||||
RoundedRectangle(cornerRadius: Self.corner, style: .continuous),
|
||||
tint: tile.filled ? ink.accent(0.20) : nil)
|
||||
tint: tile.filled ? ink.accent(0.20) : nil,
|
||||
forceMaterial: true)
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: Self.corner, style: .continuous)
|
||||
.strokeBorder(
|
||||
|
||||
@@ -0,0 +1,79 @@
|
||||
// Hardware-keyboard navigation for the gamepad UI (iOS/iPadOS/macOS): arrows move, Return/Space
|
||||
// activate, Esc backs out.
|
||||
//
|
||||
// Asked for by a field user on an iPad ("select games with keyboard arrows, enter to launch"). An
|
||||
// iPad on a Magic Keyboard and a couch Mac are the same situation the console layout was built
|
||||
// for — a screen driven from a distance with a fixed set of directional inputs — and the whole
|
||||
// navigation model (a cursor, a confirm, a back) already exists here for the controller. A
|
||||
// keyboard is just a third input onto it, alongside the pad poll and touch.
|
||||
//
|
||||
// tvOS is excluded: the focus engine already routes hardware-keyboard arrows into focus moves
|
||||
// there, and these screens hand it navigation authority on purpose.
|
||||
//
|
||||
// The view must be FOCUSED to receive key presses, so this takes focus on appear. That is safe on
|
||||
// exactly these screens because the gamepad UI has no system text fields to steal it from —
|
||||
// GamepadKeyboard is a custom grid of keycaps, not a `TextField`.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
|
||||
extension View {
|
||||
/// Route arrows / Return / Esc into the same handlers the controller poll drives.
|
||||
///
|
||||
/// `active` mirrors the caller's `isActive` controller gate: a screen that has handed the pad
|
||||
/// to something on top must not keep eating key presses either, or a covered launcher
|
||||
/// navigates behind the screen in front of it.
|
||||
func gamepadKeyNavigation(
|
||||
active: Bool = true,
|
||||
onMove: @escaping (GamepadMenuInput.Direction) -> Void,
|
||||
onConfirm: @escaping () -> Void,
|
||||
onBack: (() -> Void)? = nil
|
||||
) -> some View {
|
||||
modifier(GamepadKeyNav(active: active, onMove: onMove, onConfirm: onConfirm, onBack: onBack))
|
||||
}
|
||||
}
|
||||
|
||||
private struct GamepadKeyNav: ViewModifier {
|
||||
let active: Bool
|
||||
let onMove: (GamepadMenuInput.Direction) -> Void
|
||||
let onConfirm: () -> Void
|
||||
let onBack: (() -> Void)?
|
||||
|
||||
@FocusState private var focused: Bool
|
||||
|
||||
func body(content: Content) -> some View {
|
||||
content
|
||||
.focusable(active)
|
||||
// No focus ring: these screens draw their own cursor (the centred card, the focused
|
||||
// row), and a system ring around the whole scroll view on top of it reads as a bug.
|
||||
.focusEffectDisabled()
|
||||
.focused($focused)
|
||||
// Claim focus on appear, and re-claim it whenever this screen becomes the active one
|
||||
// again — a pushed screen popping off leaves the one underneath unfocused.
|
||||
.onAppear { focused = active }
|
||||
.onChange(of: active) { _, nowActive in
|
||||
if nowActive { focused = true }
|
||||
}
|
||||
.onKeyPress(.upArrow) { handle { onMove(.up) } }
|
||||
.onKeyPress(.downArrow) { handle { onMove(.down) } }
|
||||
.onKeyPress(.leftArrow) { handle { onMove(.left) } }
|
||||
.onKeyPress(.rightArrow) { handle { onMove(.right) } }
|
||||
.onKeyPress(.return) { handle(onConfirm) }
|
||||
.onKeyPress(.space) { handle(onConfirm) }
|
||||
.onKeyPress(.escape) {
|
||||
guard let onBack else { return .ignored }
|
||||
return handle(onBack)
|
||||
}
|
||||
}
|
||||
|
||||
/// Run a handler only while this screen owns input, and report back whether the press was
|
||||
/// consumed. `.ignored` matters: an unhandled Esc still has to reach the `.cancelAction`
|
||||
/// shortcut that closes a macOS sheet (see GamepadAddHostView's hidden Cancel button).
|
||||
private func handle(_ action: () -> Void) -> KeyPress.Result {
|
||||
guard active else { return .ignored }
|
||||
action()
|
||||
return .handled
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -38,7 +38,7 @@ struct GamepadLibraryScreen: View {
|
||||
.padding(.horizontal, 24)
|
||||
.padding(.top, gamepadTitleTopPadding(compact: compact))
|
||||
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
|
||||
.background { GamepadTrayScrim(edge: .top) }
|
||||
.background { GamepadTrayBlur(edge: .top) }
|
||||
}
|
||||
// A hardware keyboard's Esc still closes, without chrome.
|
||||
.background {
|
||||
|
||||
@@ -119,6 +119,22 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
|
||||
.sensoryFeedback(.selection, trigger: adjustTick)
|
||||
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
|
||||
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
|
||||
#if os(iOS) || os(macOS)
|
||||
// Hardware keyboard: up/down step the focus bar, left/right adjust the focused row's
|
||||
// value (exactly what the stick does), Return activates, Esc backs out.
|
||||
.gamepadKeyNavigation(
|
||||
active: isActive,
|
||||
onMove: { direction in
|
||||
switch direction {
|
||||
case .up: step(by: -1)
|
||||
case .down: step(by: 1)
|
||||
case .left: adjust(by: -1)
|
||||
case .right: adjust(by: 1)
|
||||
}
|
||||
},
|
||||
onConfirm: { activate() },
|
||||
onBack: onBack)
|
||||
#endif
|
||||
.onAppear {
|
||||
reconcile()
|
||||
wire()
|
||||
|
||||
@@ -0,0 +1,230 @@
|
||||
// The gamepad UI's answer to a system alert / confirmation dialog (iOS/iPadOS/macOS).
|
||||
//
|
||||
// `.alert` and `.confirmationDialog` are UIKit/AppKit surfaces. A game controller cannot move
|
||||
// through their buttons or press one — so on iOS/macOS every prompt in the connect path was a dead
|
||||
// end for a pad-only user, and they are not incidental prompts:
|
||||
//
|
||||
// - "Pairing required" (Request Access / Pair with PIN…) is the FIRST thing an unpaired host
|
||||
// shows. Pairing was unreachable before it even got to the PIN.
|
||||
// - "Connection failed" strands the console UI behind a modal only a finger can dismiss.
|
||||
// - "Waiting for approval" owns the only Cancel for a connect that may never complete.
|
||||
//
|
||||
// tvOS keeps the system alerts: the focus engine drives them natively there, which is the whole
|
||||
// reason this gap was tvOS-invisible.
|
||||
//
|
||||
// Deliberately NOT built on GamepadMenuList: that is a ScrollView (right for a settings screen of
|
||||
// unknown length, wrong for two buttons in a card, where it would need an invented height and
|
||||
// could clip). A prompt has two or three actions, so it owns a plain VStack and a cursor.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
|
||||
/// One choice in a console prompt.
|
||||
struct GamepadPromptAction: Identifiable {
|
||||
let id: String
|
||||
let title: String
|
||||
/// This is the action B (and Esc) performs, and the one the cursor opens on. Exactly one
|
||||
/// action should carry it — `GamepadPrompt` falls back to the LAST action when none does,
|
||||
/// which matches how a system alert treats its cancel role.
|
||||
var isCancel = false
|
||||
/// Drawn as the primary, accent-tinted row. At most one.
|
||||
var isPrimary = false
|
||||
let run: () -> Void
|
||||
}
|
||||
|
||||
/// A prompt to show over the console UI: what happened, and what can be done about it.
|
||||
struct GamepadPrompt: Identifiable {
|
||||
let id: String
|
||||
let title: String
|
||||
let message: String
|
||||
let actions: [GamepadPromptAction]
|
||||
/// A wait with no outcome yet (the delegated-approval hold) shows a spinner beside the title —
|
||||
/// the prompt is the UI for something still in flight, not a report that it finished.
|
||||
var busy = false
|
||||
}
|
||||
|
||||
/// The prompt, worn as the console's own modal: a dimmed field, a glass card, a focus list of
|
||||
/// actions, and the same legend every other gamepad screen carries.
|
||||
struct GamepadPromptView: View {
|
||||
@Environment(\.gamepadInk) private var ink
|
||||
@Environment(\.gamepadMetrics) private var metrics
|
||||
let prompt: GamepadPrompt
|
||||
|
||||
@State private var cursor = 0
|
||||
@State private var input = GamepadMenuInput(manager: .shared)
|
||||
@State private var haptics = MenuHaptics(manager: .shared)
|
||||
/// `.sensoryFeedback` counters — device ticks for confirm and for a refused move at an end.
|
||||
@State private var activateTick = 0
|
||||
@State private var boundaryTick = 0
|
||||
|
||||
#if os(iOS)
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
|
||||
private var compact: Bool { vSizeClass == .compact }
|
||||
#else
|
||||
private let compact = false
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
ZStack {
|
||||
// Swallows touch to the launcher behind it, which is also gated out of the controller
|
||||
// poll for as long as this is up (ContentView's `promptActive`).
|
||||
Rectangle()
|
||||
.fill(.black.opacity(0.55))
|
||||
.ignoresSafeArea()
|
||||
.contentShape(Rectangle())
|
||||
.onTapGesture {}
|
||||
card
|
||||
}
|
||||
.sensoryFeedback(.selection, trigger: cursor)
|
||||
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
|
||||
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
|
||||
// A prompt is exactly where a keyboard user gets stuck, so it takes arrows/Return/Esc too.
|
||||
.gamepadKeyNavigation(
|
||||
onMove: { direction in
|
||||
switch direction {
|
||||
case .up: step(by: -1)
|
||||
case .down: step(by: 1)
|
||||
case .left, .right: break
|
||||
}
|
||||
},
|
||||
onConfirm: { activate() },
|
||||
onBack: { back() })
|
||||
.onAppear {
|
||||
cursor = prompt.actions.firstIndex(where: \.isCancel) ?? max(prompt.actions.count - 1, 0)
|
||||
wire()
|
||||
input.start()
|
||||
}
|
||||
// The prompt's identity is stable across a message change (same `id`), so re-wire rather
|
||||
// than rely on a remount: the stored closures captured the OLD actions array.
|
||||
.onChange(of: prompt.actions.map(\.id)) { _, _ in
|
||||
cursor = min(cursor, max(prompt.actions.count - 1, 0))
|
||||
wire()
|
||||
}
|
||||
.onDisappear {
|
||||
input.stop()
|
||||
haptics.stop()
|
||||
}
|
||||
}
|
||||
|
||||
private var card: some View {
|
||||
VStack(alignment: .leading, spacing: 14) {
|
||||
HStack(spacing: 10) {
|
||||
if prompt.busy {
|
||||
ProgressView().controlSize(.small).tint(ink.fg(0.8))
|
||||
}
|
||||
Text(prompt.title)
|
||||
.font(.geist(compact ? 19 : 22, .bold, relativeTo: .title3))
|
||||
.foregroundStyle(ink.fg)
|
||||
}
|
||||
Text(prompt.message)
|
||||
.font(.geist(metrics.detailFont, relativeTo: .callout))
|
||||
.foregroundStyle(ink.fg(0.62))
|
||||
.fixedSize(horizontal: false, vertical: true)
|
||||
VStack(spacing: 6) {
|
||||
ForEach(Array(prompt.actions.enumerated()), id: \.element.id) { idx, action in
|
||||
actionRow(action, focused: idx == cursor)
|
||||
.contentShape(Rectangle())
|
||||
.onTapGesture { tap(idx) }
|
||||
}
|
||||
}
|
||||
.padding(.top, 2)
|
||||
GamepadHintBar(hints: hints)
|
||||
}
|
||||
.padding(compact ? 20 : 26)
|
||||
.frame(maxWidth: 460)
|
||||
.consoleGlass(RoundedRectangle(cornerRadius: 24, style: .continuous))
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: 24, style: .continuous)
|
||||
.strokeBorder(ink.fg(0.12), lineWidth: 1)
|
||||
}
|
||||
.padding(24)
|
||||
}
|
||||
|
||||
private func actionRow(_ action: GamepadPromptAction, focused: Bool) -> some View {
|
||||
let m = metrics
|
||||
return Text(action.title)
|
||||
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
|
||||
.foregroundStyle(action.isPrimary ? ink.accent : ink.fg)
|
||||
.frame(maxWidth: .infinity)
|
||||
.padding(.horizontal, m.rowHPad)
|
||||
.padding(.vertical, m.rowVPad)
|
||||
.consoleGlass(
|
||||
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
|
||||
tint: focused ? ink.accent(0.30) : nil,
|
||||
interactive: focused)
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
|
||||
.strokeBorder(ink.fg(focused ? 0.28 : 0.06), lineWidth: 1)
|
||||
}
|
||||
.scaleEffect(focused ? 1.0 : 0.98)
|
||||
.animation(.smooth(duration: 0.18), value: focused)
|
||||
}
|
||||
|
||||
private var hints: [GamepadHint] {
|
||||
var hints: [GamepadHint] = [.init(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select",
|
||||
action: { activate() })]
|
||||
// Only where B has somewhere to go: a one-action prompt ("OK") is dismissed by that
|
||||
// action, and B does it too — naming it twice would just be noise.
|
||||
if prompt.actions.count > 1, let cancel = prompt.actions.first(where: \.isCancel) {
|
||||
hints.append(.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: cancel.title,
|
||||
action: { back() }))
|
||||
}
|
||||
return hints
|
||||
}
|
||||
|
||||
// MARK: - Input
|
||||
|
||||
private func wire() {
|
||||
input.onMove = { direction in
|
||||
switch direction {
|
||||
case .up: step(by: -1)
|
||||
case .down: step(by: 1)
|
||||
// A prompt's actions are a vertical list; left/right have nothing to mean here, and
|
||||
// silently treating them as up/down would make a nudged stick pick a different button.
|
||||
case .left, .right: break
|
||||
}
|
||||
}
|
||||
input.onConfirm = { activate() }
|
||||
input.onBack = { back() }
|
||||
}
|
||||
|
||||
private func step(by delta: Int) {
|
||||
let target = cursor + delta
|
||||
guard target >= 0, target < prompt.actions.count else {
|
||||
boundaryTick &+= 1
|
||||
haptics.boundary()
|
||||
return
|
||||
}
|
||||
cursor = target
|
||||
haptics.move()
|
||||
}
|
||||
|
||||
private func activate() {
|
||||
guard cursor >= 0, cursor < prompt.actions.count else { return }
|
||||
activateTick &+= 1
|
||||
haptics.confirm()
|
||||
prompt.actions[cursor].run()
|
||||
}
|
||||
|
||||
/// B: the cancel action, else the last one — the same fallback a system alert applies when
|
||||
/// nothing carries the cancel role, so B always has a way out rather than doing nothing.
|
||||
private func back() {
|
||||
guard let action = prompt.actions.first(where: \.isCancel) ?? prompt.actions.last
|
||||
else { return }
|
||||
activateTick &+= 1
|
||||
haptics.confirm()
|
||||
action.run()
|
||||
}
|
||||
|
||||
/// Touch fallback matching the rest of the gamepad UI: a tap focuses AND activates.
|
||||
private func tap(_ idx: Int) {
|
||||
guard idx >= 0, idx < prompt.actions.count else { return }
|
||||
cursor = idx
|
||||
activate()
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -21,12 +21,14 @@ import SwiftUI
|
||||
enum GamepadScreen: Identifiable {
|
||||
case settings
|
||||
case addHost
|
||||
case pair(StoredHost)
|
||||
case library(StoredHost)
|
||||
|
||||
var id: String {
|
||||
switch self {
|
||||
case .settings: return "settings"
|
||||
case .addHost: return "addHost"
|
||||
case .pair(let host): return "pair-\(host.id.uuidString)"
|
||||
case .library(let host): return "library-\(host.id.uuidString)"
|
||||
}
|
||||
}
|
||||
@@ -35,7 +37,7 @@ enum GamepadScreen: Identifiable {
|
||||
/// (`Bg::Form` in the console); the library keeps the launcher's full aurora.
|
||||
var isForm: Bool {
|
||||
switch self {
|
||||
case .settings, .addHost: return true
|
||||
case .settings, .addHost, .pair: return true
|
||||
case .library: return false
|
||||
}
|
||||
}
|
||||
|
||||
@@ -125,7 +125,7 @@ struct LibraryCoverflowView: View {
|
||||
) -> some View {
|
||||
PosterImage(
|
||||
candidates: game.art.posterCandidates, title: game.title, loader: artLoader,
|
||||
onLoaded: { artSettled += 1 })
|
||||
icon: game.iconToken, onLoaded: { artSettled += 1 })
|
||||
.frame(width: width, height: height)
|
||||
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
|
||||
.overlay(alignment: .topLeading) {
|
||||
@@ -204,13 +204,19 @@ struct LibraryCoverflowView: View {
|
||||
|
||||
private var hints: [GamepadHint] {
|
||||
var hints: [GamepadHint] = []
|
||||
if onLaunch != nil {
|
||||
if let onLaunch {
|
||||
// You *open* a launcher and *launch* a game — the hint follows the focused entry.
|
||||
let opens = games.first { $0.id == selection }?.isLauncher == true
|
||||
hints.append(
|
||||
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: opens ? "Open" : "Launch"))
|
||||
hints.append(.init(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: opens ? "Open" : "Launch",
|
||||
// Reads `selection` when it fires, not when the legend was built (see the
|
||||
// launcher's twin) — and does nothing with no title centred, which is exactly
|
||||
// what A does.
|
||||
action: { if let id = selection { onLaunch(id) } }))
|
||||
}
|
||||
hints.append(.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close"))
|
||||
hints.append(.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close",
|
||||
action: { onDismiss?() }))
|
||||
return hints
|
||||
}
|
||||
}
|
||||
|
||||
@@ -27,6 +27,13 @@ struct LibraryView: View {
|
||||
/// Cover-art loader (the same paired identity + host pinning as the list fetch, reused across
|
||||
/// every poster in the grid). Built alongside `games` in `load()`; dropped on disappear.
|
||||
@State private var artLoader: LibraryArtLoader?
|
||||
#if os(iOS) || os(macOS)
|
||||
/// The plain grid's hardware-keyboard cursor (a game id), and the grid width the column count
|
||||
/// is derived from. nil until the first arrow press, so a touch user never sees a selection
|
||||
/// they didn't ask for.
|
||||
@State private var keyCursor: String?
|
||||
@State private var gridWidth: CGFloat = 0
|
||||
#endif
|
||||
#if os(iOS) || os(macOS) || os(tvOS)
|
||||
// Gamepad-driven browsing — see ContentView's identical gate. With no controller (or the
|
||||
// setting off) every platform keeps the plain-grid presentation of this same view.
|
||||
@@ -120,34 +127,103 @@ struct LibraryView: View {
|
||||
let launchers = games.filter(\.isLauncher)
|
||||
let titles = games.filter { !$0.isLauncher }
|
||||
let both = !launchers.isEmpty && !titles.isEmpty
|
||||
return ScrollView {
|
||||
VStack(alignment: .leading, spacing: 18) {
|
||||
if !launchers.isEmpty {
|
||||
if both { sectionHeader("Launchers") }
|
||||
tiles(launchers)
|
||||
return ScrollViewReader { proxy in
|
||||
ScrollView {
|
||||
VStack(alignment: .leading, spacing: 18) {
|
||||
if !launchers.isEmpty {
|
||||
if both { sectionHeader("Launchers") }
|
||||
tiles(launchers)
|
||||
}
|
||||
if !titles.isEmpty {
|
||||
if both { sectionHeader("Games") }
|
||||
tiles(titles)
|
||||
}
|
||||
}
|
||||
if !titles.isEmpty {
|
||||
if both { sectionHeader("Games") }
|
||||
tiles(titles)
|
||||
.padding()
|
||||
#if os(iOS) || os(macOS)
|
||||
// The grid's own width, reported without affecting layout — a GeometryReader
|
||||
// SIBLING inside a ScrollView would claim the whole viewport. It's what tells the
|
||||
// keyboard cursor how many columns `.adaptive` actually produced, so it is only
|
||||
// measured where that cursor exists.
|
||||
.background {
|
||||
GeometryReader { geo in
|
||||
Color.clear
|
||||
.onAppear { gridWidth = geo.size.width }
|
||||
.onChange(of: geo.size.width) { _, w in gridWidth = w }
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
.padding()
|
||||
#if os(iOS) || os(macOS)
|
||||
// Hardware keyboard: arrows pick a title, Return launches it — a field ask from an
|
||||
// iPad user on a Magic Keyboard. The gamepad UI's coverflow has had this via the
|
||||
// controller all along; this is the same thing for the plain grid, which is what an
|
||||
// iPad with a keyboard and NO pad actually sees.
|
||||
.gamepadKeyNavigation(
|
||||
active: onLaunch != nil,
|
||||
onMove: { direction in
|
||||
guard let next = gridNav(launchers: launchers, titles: titles)
|
||||
.move(from: keyCursor, direction) else { return }
|
||||
keyCursor = next
|
||||
withAnimation(.easeOut(duration: 0.18)) { proxy.scrollTo(next, anchor: .center) }
|
||||
},
|
||||
onConfirm: {
|
||||
guard let onLaunch, let id = keyCursor else { return }
|
||||
onLaunch(id)
|
||||
})
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
/// The keyboard cursor's model over the two grid sections. Rebuilt per press from the live
|
||||
/// sections so it can never point into a stale list.
|
||||
private func gridNav(launchers: [GameEntry], titles: [GameEntry]) -> LibraryGridNav {
|
||||
LibraryGridNav(
|
||||
sections: [launchers, titles].filter { !$0.isEmpty }.map { $0.map(\.id) },
|
||||
columns: columnCount)
|
||||
}
|
||||
|
||||
/// How many columns `.adaptive(minimum:spacing:)` fits into the measured width — the same
|
||||
/// arithmetic the layout does, so up/down move exactly one visual row rather than a guess.
|
||||
/// Falls back to one column before the first measurement lands.
|
||||
private var columnCount: Int {
|
||||
let minimum: CGFloat = 130 // matches `columns` below on iOS/macOS
|
||||
let spacing: CGFloat = 18
|
||||
// The VStack's `.padding()` is inside the measured width, so take it back off.
|
||||
let usable = gridWidth - 32
|
||||
guard usable > 0 else { return 1 }
|
||||
return max(1, Int((usable + spacing) / (minimum + spacing)))
|
||||
}
|
||||
#endif
|
||||
|
||||
private func tiles(_ entries: [GameEntry]) -> some View {
|
||||
LazyVGrid(columns: columns, spacing: 18) {
|
||||
ForEach(entries) { game in
|
||||
if let onLaunch {
|
||||
Button { onLaunch(game.id) } label: { GameCard(game: game, artLoader: artLoader) }
|
||||
.buttonStyle(.plain)
|
||||
Button { onLaunch(game.id) } label: {
|
||||
GameCard(game: game, artLoader: artLoader, selected: isKeyCursor(game))
|
||||
}
|
||||
.buttonStyle(.plain)
|
||||
.id(game.id)
|
||||
} else {
|
||||
GameCard(game: game, artLoader: artLoader)
|
||||
GameCard(game: game, artLoader: artLoader, selected: isKeyCursor(game))
|
||||
.id(game.id)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Whether the keyboard cursor is on this tile (always false where there is no keyboard
|
||||
/// navigation to have moved it).
|
||||
private func isKeyCursor(_ game: GameEntry) -> Bool {
|
||||
#if os(iOS) || os(macOS)
|
||||
keyCursor == game.id
|
||||
#else
|
||||
false
|
||||
#endif
|
||||
}
|
||||
|
||||
private func sectionHeader(_ text: String) -> some View {
|
||||
Text(text)
|
||||
.font(.geist(12, .semibold, relativeTo: .caption))
|
||||
@@ -264,13 +340,24 @@ private struct LibraryBackCatcher: View {
|
||||
private struct GameCard: View {
|
||||
let game: GameEntry
|
||||
let artLoader: LibraryArtLoader?
|
||||
/// The hardware-keyboard cursor is on this tile — drawn as an accent ring, since the plain
|
||||
/// grid has no other way to say "Return launches THIS one".
|
||||
var selected = false
|
||||
|
||||
var body: some View {
|
||||
VStack(alignment: .leading, spacing: 6) {
|
||||
PosterImage(candidates: game.art.posterCandidates, title: game.title, loader: artLoader)
|
||||
PosterImage(
|
||||
candidates: game.art.posterCandidates, title: game.title, loader: artLoader,
|
||||
icon: game.iconToken)
|
||||
.aspectRatio(2.0 / 3.0, contentMode: .fit)
|
||||
.frame(maxWidth: .infinity)
|
||||
.clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous))
|
||||
.overlay {
|
||||
if selected {
|
||||
RoundedRectangle(cornerRadius: 10, style: .continuous)
|
||||
.strokeBorder(.tint, lineWidth: 3)
|
||||
}
|
||||
}
|
||||
.overlay(alignment: .topLeading) {
|
||||
StoreBadge(label: game.storeLabel, isLauncher: game.isLauncher)
|
||||
}
|
||||
|
||||
@@ -71,6 +71,9 @@ struct PosterImage: View {
|
||||
let candidates: [URL]
|
||||
let title: String
|
||||
let loader: LibraryArtLoader?
|
||||
/// The entry's brand-mark token (`GameEntry.iconToken`), when it has one. A launcher tile ships
|
||||
/// no cover art by design, so for those the mark IS the poster — see `placeholder`.
|
||||
var icon: String?
|
||||
/// Fires once this poster has settled — art loaded, or every candidate exhausted and the
|
||||
/// placeholder is what it will be. The gamepad coverflow waits on a few of these before
|
||||
/// playing its entrance, so the cards swing in carrying artwork rather than grey rectangles.
|
||||
@@ -121,11 +124,26 @@ struct PosterImage: View {
|
||||
private var placeholder: some View {
|
||||
ZStack {
|
||||
Rectangle().fill(.quaternary)
|
||||
Text(title)
|
||||
.font(.geist(17, .semibold, relativeTo: .headline))
|
||||
.multilineTextAlignment(.center)
|
||||
.foregroundStyle(.secondary)
|
||||
.padding(8)
|
||||
// A launcher's brand mark, drawn at poster size and tinted like the text it replaces.
|
||||
// `scaledToFit` inside a fraction of the card keeps a non-square master (the Steam mark
|
||||
// is 496×512, Playnite's 1024×1024) in its own aspect ratio rather than stretched.
|
||||
// Falling back to the title is the pre-icon design, so an unshipped mark loses nothing.
|
||||
if let mark = launcherIconImage(for: icon) {
|
||||
GeometryReader { geo in
|
||||
mark
|
||||
.resizable()
|
||||
.scaledToFit()
|
||||
.foregroundStyle(.secondary)
|
||||
.frame(width: geo.size.width * 0.44, height: geo.size.height * 0.44)
|
||||
.frame(width: geo.size.width, height: geo.size.height)
|
||||
}
|
||||
} else {
|
||||
Text(title)
|
||||
.font(.geist(17, .semibold, relativeTo: .headline))
|
||||
.multilineTextAlignment(.center)
|
||||
.foregroundStyle(.secondary)
|
||||
.padding(8)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,8 @@
|
||||
// Siri / Shortcuts / Spotlight surface (design §M4, extended by client-deep-links.md §6).
|
||||
// Deliberately thin: every action already has an internal entry point — the deep-link router
|
||||
// (connect / connect-and-launch / connect-with-a-profile), the in-process end-session hook, and
|
||||
// the existing Wake-on-LAN path — so these intents only wrap them.
|
||||
// (connect / connect-and-launch / connect-with-a-profile, and the `browse` route into a host's
|
||||
// library), the in-process end-session hook, and the existing Wake-on-LAN path — so these
|
||||
// intents only wrap them.
|
||||
//
|
||||
// Connect and Wake compile on macOS and tvOS too: AppIntents is genuinely available there
|
||||
// (macOS 13+ / tvOS 16+), and "Stream Desktop with Work" from Spotlight on a Mac is part of the
|
||||
@@ -51,6 +52,28 @@ struct ConnectToHostIntent: AppIntent {
|
||||
}
|
||||
}
|
||||
|
||||
/// Jump straight into a host's game library — no session. Foregrounds the app and routes the
|
||||
/// `browse` route through the same `.onOpenURL` path a widget tap uses, which drives the one
|
||||
/// `libraryTarget` every surface shares — so the shortcut lands in whichever library presentation
|
||||
/// the current mode owns: the gamepad console's library screen when the gamepad UI is active, the
|
||||
/// touch/desktop library otherwise. A session starts only when a title is picked there.
|
||||
struct OpenLibraryIntent: AppIntent {
|
||||
static let title: LocalizedStringResource = "Open Game Library"
|
||||
static let description = IntentDescription(
|
||||
"Open a host's game library in Punktfunk, without starting a stream.")
|
||||
static let openAppWhenRun = true
|
||||
|
||||
@Parameter(title: "Host") var host: HostEntity
|
||||
|
||||
func perform() async throws -> some IntentResult {
|
||||
let url = DeepLink.browse(host: host.id).url
|
||||
await MainActor.run {
|
||||
NotificationCenter.default.post(name: .punktfunkOpenDeepLink, object: url)
|
||||
}
|
||||
return .result()
|
||||
}
|
||||
}
|
||||
|
||||
/// Wake a sleeping host (magic packet). No `openAppWhenRun` — usable in automations ("when I get
|
||||
/// home, wake the tower") without foregrounding the app.
|
||||
struct WakeHostIntent: AppIntent {
|
||||
@@ -97,6 +120,13 @@ struct PunktfunkShortcuts: AppShortcutsProvider {
|
||||
"Stream \(\.$host) with \(.applicationName)",
|
||||
],
|
||||
shortTitle: "Connect", systemImageName: "play.tv.fill")
|
||||
AppShortcut(
|
||||
intent: OpenLibraryIntent(),
|
||||
phrases: [
|
||||
"Open \(\.$host) library in \(.applicationName)",
|
||||
"Show \(\.$host) games in \(.applicationName)",
|
||||
],
|
||||
shortTitle: "Game Library", systemImageName: "square.grid.2x2.fill")
|
||||
AppShortcut(
|
||||
intent: WakeHostIntent(),
|
||||
phrases: [
|
||||
|
||||
@@ -43,10 +43,27 @@ enum ScreenshotMode {
|
||||
/// readiness ping for the capture script.
|
||||
struct ScreenshotHostView: View {
|
||||
let scene: ShotScene
|
||||
#if os(iOS)
|
||||
@Environment(\.horizontalSizeClass) private var hSizeClass
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
#endif
|
||||
|
||||
/// The gamepad UI's form-metric tier, published here for the same reason ContentView does it:
|
||||
/// this harness mounts those screens DIRECTLY, with no ContentView in the tree, so without it
|
||||
/// an iPad capture renders every gamepad screen at iPhone scale — a capture that doesn't look
|
||||
/// like the app.
|
||||
private var gamepadMetrics: GamepadFormMetrics {
|
||||
#if os(iOS)
|
||||
.forWindow(h: hSizeClass, v: vSizeClass)
|
||||
#else
|
||||
.platformDefault
|
||||
#endif
|
||||
}
|
||||
|
||||
var body: some View {
|
||||
scene.make()
|
||||
.environment(\.colorScheme, scene.colorScheme)
|
||||
.environment(\.gamepadMetrics, gamepadMetrics)
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
// Black fills the display, but the SCENE keeps its safe area. Ignoring it wholesale
|
||||
// here pushed the stream hero's HUD under the Dynamic Island (the resolution/bitrate
|
||||
|
||||
@@ -242,7 +242,8 @@ private struct ShotGamepadHome: View {
|
||||
var body: some View {
|
||||
GamepadHomeView(
|
||||
store: store, model: model, discovery: discovery,
|
||||
libraryTarget: .constant(nil), waker: waker,
|
||||
libraryTarget: .constant(nil), pairingTarget: .constant(nil),
|
||||
onPaired: { _, _ in }, waker: waker,
|
||||
connect: { _, _ in }, connectDiscovered: { _ in }, launchTitle: { _, _ in })
|
||||
}
|
||||
}
|
||||
@@ -300,7 +301,8 @@ private struct ShotConnect: View {
|
||||
if gamepadUI {
|
||||
GamepadHomeView(
|
||||
store: store, model: model, discovery: discovery,
|
||||
libraryTarget: .constant(nil), waker: waker,
|
||||
libraryTarget: .constant(nil), pairingTarget: .constant(nil),
|
||||
onPaired: { _, _ in }, waker: waker,
|
||||
connect: { _, _ in }, connectDiscovered: { _ in }, launchTitle: { _, _ in })
|
||||
} else {
|
||||
ShotHome()
|
||||
|
||||
@@ -54,6 +54,15 @@ struct AcknowledgementsView: View {
|
||||
|
||||
Divider()
|
||||
|
||||
Text("Swift packages")
|
||||
.font(.geist(Self.headlineFont, .semibold, relativeTo: .headline))
|
||||
Text("Punktfunk uses Glur (progressive backdrop blur), "
|
||||
+ "© 2023 João Gabriel, under the MIT License.")
|
||||
.font(.geist(Self.captionFont, relativeTo: .caption))
|
||||
.foregroundStyle(.secondary)
|
||||
|
||||
Divider()
|
||||
|
||||
Text("Third-party software")
|
||||
.font(.geist(Self.headlineFont, .semibold, relativeTo: .headline))
|
||||
Text(
|
||||
|
||||
@@ -66,22 +66,20 @@ struct GamepadOptionBand: View {
|
||||
rotation: drumPosition,
|
||||
target: drumPosition,
|
||||
// Puts the ±1 neighbour ~40 % of the band off-centre, curling to the edge.
|
||||
radius: width * 0.72)
|
||||
radius: width * 0.72,
|
||||
width: width)
|
||||
}
|
||||
}
|
||||
.frame(width: width)
|
||||
.clipped()
|
||||
// Soft edges: the drum dissolves before it reaches the chevrons instead of ending on a cut.
|
||||
.mask {
|
||||
LinearGradient(
|
||||
stops: [
|
||||
.init(color: .clear, location: 0),
|
||||
.init(color: .black, location: 0.12),
|
||||
.init(color: .black, location: 0.88),
|
||||
.init(color: .clear, location: 1),
|
||||
],
|
||||
startPoint: .leading, endPoint: .trailing)
|
||||
}
|
||||
// NO `.mask` here. The soft edges used to be a gradient mask over the whole band, and a
|
||||
// mask RASTERISES what it covers — which flattens `rotation3DEffect`'s perspective, so the
|
||||
// drum was being composited as a flat sideways slide rather than a turning cylinder. That
|
||||
// is the "3D effect isn't what it should be" the field kept seeing: the geometry was
|
||||
// always right, and the mask was throwing the projection away every frame.
|
||||
//
|
||||
// The same soft edge is folded into each option's own opacity instead (see `Drum.option`),
|
||||
// which costs nothing and leaves the projection intact.
|
||||
.onChange(of: selection) { old, new in step(from: old, to: new) }
|
||||
// The options list itself can mutate under the drum (a custom resolution appears, a
|
||||
// controller connects, the buffer options re-derive from a new refresh rate) — re-seat
|
||||
@@ -131,6 +129,9 @@ private struct Drum: View, Animatable {
|
||||
let target: Double
|
||||
/// Drum radius in points (from the band width — see the caller).
|
||||
let radius: Double
|
||||
/// The band's own width — the stage the options turn on, and what the edge fade is measured
|
||||
/// against now that the container no longer carries a mask.
|
||||
let width: Double
|
||||
|
||||
var animatableData: Double {
|
||||
get { rotation }
|
||||
@@ -140,6 +141,17 @@ private struct Drum: View, Animatable {
|
||||
/// Angular pitch between adjacent options on the drum.
|
||||
private static let stepAngle = 34.0 * .pi / 180.0
|
||||
|
||||
// Neighbours exist only while the drum is MOVING, and that is not a compromise — it is the
|
||||
// documented field fix this file was written around. Showing them at rest was tried (to make a
|
||||
// settled row look more like a cylinder) and immediately reproduced the original defect: on the
|
||||
// simulator, "This device · 2752 × 2064" rendered with "280 ×" sitting on top of it, and
|
||||
// "Automatic" with "10 Mbps" through it. A long value and its neighbour occupy the same
|
||||
// pixels, and no opacity low enough to fix that is high enough to be worth drawing.
|
||||
//
|
||||
// The cylinder is meant to be READ WHILE IT TURNS. What was actually broken is fixed above:
|
||||
// the band used to mask itself, and the mask rasterised the drum and threw its perspective
|
||||
// away every frame, so the turn never looked like a turn.
|
||||
|
||||
var body: some View {
|
||||
let flight = min(1, abs(rotation - target) * 3)
|
||||
let content = ZStack {
|
||||
@@ -147,14 +159,18 @@ private struct Drum: View, Animatable {
|
||||
// Plain signed distance — the band is linear, so option i has ONE home and the
|
||||
// ends are the ends (nothing waits beyond the last option).
|
||||
let d = Double(i) - rotation
|
||||
// Only the facing option at rest; its neighbours join it for the travel (see the
|
||||
// note on `restingNeighbour`'s removal above).
|
||||
if abs(d) < 0.5 || (flight > 0.001 && abs(d) <= 2.5) {
|
||||
option(i, distance: d, gate: flight)
|
||||
}
|
||||
}
|
||||
}
|
||||
#if os(tvOS)
|
||||
// Flatten the transform stack while travelling — the 10-foot GPU already made these
|
||||
// rows drop Liquid Glass, and five projected texts per step is the same class of cost.
|
||||
// Flatten the transform stack — the 10-foot GPU already made these rows drop Liquid
|
||||
// Glass, and several projected texts per step is the same class of cost. It costs the
|
||||
// projection (a rasterised layer has no perspective), which is the trade tvOS already
|
||||
// makes elsewhere on this screen.
|
||||
content.drawingGroup()
|
||||
#else
|
||||
content
|
||||
@@ -164,17 +180,30 @@ private struct Drum: View, Animatable {
|
||||
@ViewBuilder private func option(_ i: Int, distance d: Double, gate: Double) -> some View {
|
||||
let angle = d * Self.stepAngle
|
||||
let depth = cos(angle)
|
||||
let x = radius * sin(angle)
|
||||
// The facing option never gates: a resting row still shows its value.
|
||||
let alpha = pow(max(depth, 0), 3) * (abs(d) < 0.5 ? 1 : gate)
|
||||
let alpha = pow(max(depth, 0), 3) * (abs(d) < 0.5 ? 1 : gate) * edgeFade(x)
|
||||
Text(options[i])
|
||||
.lineLimit(1)
|
||||
.fixedSize() // never let a turning label re-wrap to the band's width mid-flight
|
||||
.scaleEffect(0.70 + 0.30 * depth)
|
||||
// Foreshorten the label as it turns away — this is what sells the cylinder.
|
||||
.rotation3DEffect(.radians(angle), axis: (x: 0, y: 1, z: 0), perspective: 0.4)
|
||||
.offset(x: radius * sin(angle))
|
||||
.rotation3DEffect(.radians(angle), axis: (x: 0, y: 1, z: 0), perspective: 0.55)
|
||||
.offset(x: x)
|
||||
.opacity(alpha)
|
||||
.zIndex(depth)
|
||||
}
|
||||
|
||||
/// The soft edge, per option, replacing the container mask that used to flatten the
|
||||
/// projection: full strength through the middle of the band, dissolving to nothing by the
|
||||
/// time an option reaches its rim, so the drum never ends on a cut.
|
||||
private func edgeFade(_ x: Double) -> Double {
|
||||
let halfWidth = width / 2
|
||||
guard halfWidth > 0 else { return 1 }
|
||||
let fadeStart = halfWidth * 0.55
|
||||
guard abs(x) > fadeStart else { return 1 }
|
||||
return max(0, min(1, (halfWidth - abs(x)) / (halfWidth - fadeStart)))
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
@@ -46,6 +46,8 @@ enum GpSettingsTab: String, CaseIterable, Hashable {
|
||||
|
||||
struct GamepadSettingsView: View {
|
||||
@Environment(\.gamepadInk) private var ink
|
||||
@Environment(\.gamepadMetrics) private var metrics
|
||||
@Environment(\.displayBottomInset) private var displayBottomInset
|
||||
@Environment(\.dismiss) private var dismiss
|
||||
@Environment(\.gamepadHostedInShell) private var hostedInShell
|
||||
/// The saved-host store — the pin picker writes `setPinned` through it and the profile rows
|
||||
@@ -142,7 +144,7 @@ struct GamepadSettingsView: View {
|
||||
isActive: controllerActive
|
||||
) { row, focused in
|
||||
rowView(row, focused: focused)
|
||||
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
|
||||
.frame(maxWidth: metrics.rowMaxWidth)
|
||||
.padding(.horizontal, 24)
|
||||
}
|
||||
.frame(maxWidth: .infinity)
|
||||
@@ -161,12 +163,12 @@ struct GamepadSettingsView: View {
|
||||
}
|
||||
.padding(.top, gamepadTitleTopPadding(compact: compact))
|
||||
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
|
||||
.background { GamepadTrayScrim(edge: .top) }
|
||||
.background { GamepadTrayBlur(edge: .top) }
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
||||
VStack(alignment: .leading, spacing: 8) {
|
||||
Text(focusedDetail)
|
||||
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
|
||||
.font(.geist(metrics.detailFont, relativeTo: .caption))
|
||||
.foregroundStyle(ink.fg(0.55))
|
||||
.lineLimit(2, reservesSpace: true)
|
||||
.animation(.smooth(duration: 0.2), value: focusID)
|
||||
@@ -175,10 +177,13 @@ struct GamepadSettingsView: View {
|
||||
// Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView).
|
||||
.padding(.leading, compact ? 12 : 18)
|
||||
.padding(.trailing, 22)
|
||||
.padding(.bottom, compact ? 12 : 18)
|
||||
.padding(
|
||||
.bottom,
|
||||
gamepadLegendBottomPadding(
|
||||
compact ? 12 : 18, tier: metrics.tier, displayBottom: displayBottomInset))
|
||||
.padding(.top, compact ? 6 : 10)
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
.background { GamepadTrayScrim(edge: .bottom) }
|
||||
.background { GamepadTrayBlur(edge: .bottom) }
|
||||
}
|
||||
// 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
|
||||
@@ -254,10 +259,18 @@ struct GamepadSettingsView: View {
|
||||
private func pill(_ t: GpSettingsTab) -> some View {
|
||||
let selected = t == tab
|
||||
return Text(t.rawValue)
|
||||
.font(.geist(compact ? 12 : 13, .semibold, relativeTo: .footnote))
|
||||
.foregroundStyle(selected ? ink.fg : ink.fg(0.55))
|
||||
.padding(.horizontal, 13)
|
||||
.padding(.vertical, 7)
|
||||
.font(.geist(compact ? 12 : metrics.tabFont, .semibold, relativeTo: .footnote))
|
||||
// `onAccent`, not `fg` — the selected pill is FILLED with the palette accent, and
|
||||
// `onAccent` is the colour picked (by the accent's own luminance) to read on top of
|
||||
// it; its doc calls out "a filled pill's label" for exactly this surface. Using the
|
||||
// foreground meant white-on-white wherever a palette's accent is pale: Graphite's is
|
||||
// a light grey (luma ≈ 0.80), so its selected tab was unreadable.
|
||||
.foregroundStyle(selected ? ink.onAccent : ink.fg(0.55))
|
||||
// Proportional to the row metrics rather than fixed, so the strip grows with the
|
||||
// fields under it — a tab bar at phone scale above iPad-scale rows was half the
|
||||
// "does not adapt to larger screens" complaint.
|
||||
.padding(.horizontal, metrics.rowHPad * 0.8)
|
||||
.padding(.vertical, metrics.rowVPad * 0.55)
|
||||
.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. A Liquid Glass
|
||||
@@ -328,26 +341,39 @@ struct GamepadSettingsView: View {
|
||||
// shoulders exist at all (see `showsSectionHint`).
|
||||
let sections: [GamepadHint] = showsSectionHint
|
||||
? [.init(glyph: buttonGlyph(\.leftShoulder, fallback: "l1.rectangle.roundedbottom"),
|
||||
text: "Section")]
|
||||
text: "Section", action: { step(tabBy: 1) })]
|
||||
: []
|
||||
// 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 sections
|
||||
+ [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done")]
|
||||
+ [.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done",
|
||||
action: { back() })]
|
||||
}
|
||||
return sections + [
|
||||
// The stick itself, not an action — nothing to tap (see GamepadHint.action).
|
||||
.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"),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Change",
|
||||
action: { if let focusID { activate(id: focusID) } }),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done",
|
||||
action: { back() }),
|
||||
]
|
||||
}
|
||||
guard !store.hosts.isEmpty else {
|
||||
return [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back")]
|
||||
return [.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back",
|
||||
action: { back() })]
|
||||
}
|
||||
return [
|
||||
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Pin / Unpin"),
|
||||
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back"),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Pin / Unpin",
|
||||
action: { if let focusID { activate(id: focusID) } }),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Back",
|
||||
action: { back() }),
|
||||
]
|
||||
}
|
||||
|
||||
@@ -365,7 +391,7 @@ struct GamepadSettingsView: View {
|
||||
// MARK: - Row rendering
|
||||
|
||||
private func rowView(_ row: Row, focused: Bool) -> some View {
|
||||
let m = GamepadFormMetrics.self
|
||||
let m = metrics
|
||||
// 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) {
|
||||
@@ -443,9 +469,9 @@ struct GamepadSettingsView: View {
|
||||
/// narrows the stage.
|
||||
private var bandWidth: CGFloat {
|
||||
#if os(iOS)
|
||||
hSizeClass == .compact && vSizeClass == .regular ? 170 : GamepadFormMetrics.bandWidth
|
||||
hSizeClass == .compact && vSizeClass == .regular ? 170 : metrics.bandWidth
|
||||
#else
|
||||
GamepadFormMetrics.bandWidth
|
||||
metrics.bandWidth
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -200,15 +200,16 @@ final class HostStore: ObservableObject {
|
||||
if let data = try? JSONEncoder().encode(hosts) {
|
||||
defaults.set(data, forKey: Self.key)
|
||||
}
|
||||
reloadHostsWidget() // the widget reads this store; any change refreshes its timeline
|
||||
reloadHostsWidget() // the widgets read this store; any change refreshes their timelines
|
||||
}
|
||||
|
||||
/// Ask WidgetKit to rebuild the hosts widget's timeline after any store change (add/remove/pin/
|
||||
/// last-connected). iOS-only and a no-op where WidgetKit is absent; the widget uses
|
||||
/// `.never`-refresh entries and relies on this push.
|
||||
/// Ask WidgetKit to rebuild the launcher widgets' timelines after any store change (add/remove/
|
||||
/// pin/last-connected). iOS-only and a no-op where WidgetKit is absent; both widgets use
|
||||
/// `.never`-refresh entries and rely on this push.
|
||||
private func reloadHostsWidget() {
|
||||
#if canImport(WidgetKit) && os(iOS)
|
||||
WidgetCenter.shared.reloadTimelines(ofKind: "PunktfunkHosts")
|
||||
WidgetCenter.shared.reloadTimelines(ofKind: "PunktfunkLibrary")
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -85,6 +85,12 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
|
||||
let shape: S
|
||||
var tint: Color?
|
||||
var interactive = false
|
||||
/// Take the MATERIAL path even where real Liquid Glass is available. For surfaces that get
|
||||
/// transformed while they animate: glass samples the backdrop through its own layer, and under
|
||||
/// a `rotation3DEffect` / `opacity` it cannot, so it renders one way mid-animation and snaps to
|
||||
/// another the instant the transform ends — on glass that reads as the tile being SWAPPED for a
|
||||
/// different one as it lands. A material is a flat composite and looks identical throughout.
|
||||
var forceMaterial = false
|
||||
/// The console surface follows the background palette: a PALE field needs the material to
|
||||
/// frost light and the glass to read as white, or the dark ink on top of it disappears.
|
||||
/// Defaults to the dark ink, so every non-gamepad caller is unchanged.
|
||||
@@ -117,8 +123,18 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
|
||||
}
|
||||
.environment(\.colorScheme, scheme)
|
||||
#else
|
||||
if #available(iOS 26, macOS 26, *) {
|
||||
content.glassEffect(glass, in: shape).environment(\.colorScheme, scheme)
|
||||
if #available(iOS 26, macOS 26, *), !forceMaterial {
|
||||
content
|
||||
// The caller's tint rides HERE, not in `Glass.tint`, so it can ANIMATE. A Glass
|
||||
// value is opaque to SwiftUI's animation system: changing its tint swaps one
|
||||
// effect for another, which is why a focused row's accent used to appear (and,
|
||||
// worse, disappear a beat late) as a hard jump while the row's scale animated
|
||||
// smoothly beside it. A plain fill interpolates, so `.animation(value: focused)`
|
||||
// at the call site now covers the whole row. Sits between the glass and the
|
||||
// content: `.background` is behind the label, `glassEffect` behind both.
|
||||
.background { shape.fill(tint ?? .clear) }
|
||||
.glassEffect(glass, in: shape)
|
||||
.environment(\.colorScheme, scheme)
|
||||
} else {
|
||||
content
|
||||
.background {
|
||||
@@ -137,13 +153,21 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
|
||||
#if !os(tvOS)
|
||||
@available(iOS 26, macOS 26, *)
|
||||
private var glass: Glass {
|
||||
// Liquid Glass has ONE tint channel, so the palette wash and the caller's tint share
|
||||
// it: mixed 60 % toward the caller's (the focused row must still read accented on
|
||||
// every palette) over the palette base. If device QA finds the mixed focus wash too
|
||||
// weak, the escape hatch is `tint ?? wash` — today's focused look, bit for bit.
|
||||
let wash = ink.glass(ink.isLight ? 0.60 : 0.45)
|
||||
var g: Glass = .regular.tint(
|
||||
tint.map { wash.mix(with: $0, by: 0.6) } ?? wash)
|
||||
// The glass carries the PALETTE wash only — the caller's focus tint is an animatable fill
|
||||
// above it now (see `body`).
|
||||
//
|
||||
// A pale palette gets `.clear` glass, not `.regular`. Its `ink.glass` is literal white, so
|
||||
// over `.regular` — which is already a bright, high-body material — even a light white
|
||||
// wash lands as a flat white slab: the refraction and the blurred field behind stop
|
||||
// reading entirely, which is the "opaque fully white bg" on every row, pill and legend.
|
||||
// Lowering the tint alone did NOT fix it, because the opacity was coming from the glass
|
||||
// BODY rather than from the tint. `.clear` is the variant meant for exactly this — a
|
||||
// surface over content that must stay visible through it — and a small white wash on top
|
||||
// of it is enough to keep the dark ink legible without closing the surface up.
|
||||
let wash = ink.glass(ink.isLight ? 0.18 : 0.45)
|
||||
// Spelled out rather than `.clear`/`.regular`: a ternary between two leading-dot members
|
||||
// gives the compiler no base type to infer from.
|
||||
var g: Glass = (ink.isLight ? Glass.clear : Glass.regular).tint(wash)
|
||||
if interactive { g = g.interactive() }
|
||||
return g
|
||||
}
|
||||
@@ -154,8 +178,13 @@ extension View {
|
||||
/// Liquid Glass for a console surface (a host tile / settings row), or `.ultraThinMaterial`
|
||||
/// pre-26 — both washed with the palette's own glass colour, both frosting to the palette's
|
||||
/// scheme. Pass the surface's shape explicitly — glass defaults to a Capsule.
|
||||
func consoleGlass<S: Shape>(_ shape: S, tint: Color? = nil, interactive: Bool = false) -> some View {
|
||||
modifier(ConsoleGlass(shape: shape, tint: tint, interactive: interactive))
|
||||
///
|
||||
/// `forceMaterial` opts a TRANSFORMED surface out of live glass; see the property.
|
||||
func consoleGlass<S: Shape>(
|
||||
_ shape: S, tint: Color? = nil, interactive: Bool = false, forceMaterial: Bool = false
|
||||
) -> some View {
|
||||
modifier(ConsoleGlass(
|
||||
shape: shape, tint: tint, interactive: interactive, forceMaterial: forceMaterial))
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,328 @@
|
||||
// The gamepad-driven PIN pairing screen (iOS/iPadOS/macOS) — the controller counterpart of
|
||||
// PairSheet, and the reason a console-UI user can pair at all.
|
||||
//
|
||||
// PairSheet is a `Form` with two `TextField`s. On tvOS the focus engine drives those natively, but
|
||||
// on iOS/macOS a controller cannot reach a text field, type into it, or press the button
|
||||
// underneath — so for anyone in the console UI, pairing (the ONE thing standing between a fresh
|
||||
// install and a first stream) ended at "now touch the screen". This screen is the same ceremony
|
||||
// wearing the gamepad UI's own vocabulary: the vertical focus list from the settings/add-host
|
||||
// screens, A on a field to open GamepadKeyboard in a bottom tray, B to peel one layer.
|
||||
//
|
||||
// Structure deliberately mirrors GamepadAddHostView field for field — the two screens are the same
|
||||
// interaction (a short form, typed with a pad, committed by an action row) and a user who has
|
||||
// added a host should recognise this immediately. The ceremony itself is shared with PairSheet
|
||||
// (`PairCeremony`), so the two presentations can never disagree about what a wrong PIN means.
|
||||
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
#if os(iOS) || os(macOS)
|
||||
|
||||
struct GamepadPairView: View {
|
||||
@Environment(\.gamepadInk) private var ink
|
||||
@Environment(\.gamepadMetrics) private var metrics
|
||||
@Environment(\.displayBottomInset) private var displayBottomInset
|
||||
@Environment(\.dismiss) private var dismiss
|
||||
@Environment(\.gamepadHostedInShell) private var hostedInShell
|
||||
let host: StoredHost
|
||||
/// Called with the verified host fingerprint after a successful ceremony — the caller pins it
|
||||
/// and connects (ContentView's `handlePaired`).
|
||||
let onPaired: (Data) -> Void
|
||||
/// How the in-place shell (iOS) closes this screen; nil (the macOS sheet) falls back to the
|
||||
/// environment dismiss.
|
||||
var close: (() -> Void)?
|
||||
/// Whether this screen owns the controller — false while the shell is mid-transition or the
|
||||
/// connect takeover is up (see GamepadAddHostView's twin).
|
||||
var controllerActive = true
|
||||
|
||||
#if os(iOS)
|
||||
/// `.compact` in a landscape phone window — tighter chrome so the keyboard tray still fits.
|
||||
@Environment(\.verticalSizeClass) private var vSizeClass
|
||||
|
||||
private var compact: Bool { vSizeClass == .compact }
|
||||
#else
|
||||
private let compact = false // no size classes on macOS; the sheet is sized to fit the tray
|
||||
#endif
|
||||
|
||||
@StateObject private var ceremony = PairCeremony()
|
||||
@State private var pin = ""
|
||||
#if os(macOS)
|
||||
@State private var clientName = Host.current().localizedName ?? "Mac"
|
||||
#else
|
||||
@State private var clientName = UIDevice.current.name
|
||||
#endif
|
||||
@State private var focusID: String?
|
||||
/// The field row the keyboard tray is editing; nil ⇒ the row list owns the controller.
|
||||
@State private var editing: String?
|
||||
|
||||
var body: some View {
|
||||
GamepadMenuList(
|
||||
items: rows,
|
||||
focusID: $focusID,
|
||||
onActivate: { activate(id: $0.id) },
|
||||
onBack: { performClose() },
|
||||
// A ceremony in flight also takes the list out of the loop: `pair()` blocks on a
|
||||
// background thread and its result rewrites this screen, so letting B peel a layer
|
||||
// or A fire a second ceremony underneath it would race the completion.
|
||||
isActive: controllerActive && editing == nil && !ceremony.busy
|
||||
) { row, focused in
|
||||
rowView(row, focused: focused)
|
||||
.frame(maxWidth: metrics.rowMaxWidth)
|
||||
.padding(.horizontal, 24)
|
||||
}
|
||||
.frame(maxWidth: .infinity)
|
||||
.safeAreaInset(edge: .top, spacing: 0) {
|
||||
header
|
||||
.padding(.horizontal, 24)
|
||||
.padding(.top, gamepadTitleTopPadding(compact: compact))
|
||||
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
.background { GamepadTrayBlur(edge: .top) }
|
||||
}
|
||||
.safeAreaInset(edge: .bottom, spacing: 0) {
|
||||
bottomTray
|
||||
// Equal distance from the left and bottom edges for the legend pill (see
|
||||
// GamepadHomeView).
|
||||
.padding(.horizontal, compact ? 12 : 18)
|
||||
.padding(
|
||||
.bottom,
|
||||
gamepadLegendBottomPadding(
|
||||
compact ? 12 : 18, tier: metrics.tier, displayBottom: displayBottomInset))
|
||||
.padding(.top, compact ? 6 : 10)
|
||||
.background { GamepadTrayBlur(edge: .bottom) }
|
||||
}
|
||||
// Hosted in the shell, the field is the shell's own (see GamepadAddHostView's twin).
|
||||
.background {
|
||||
if !hostedInShell { GamepadFormBackground() }
|
||||
}
|
||||
// Publish the palette's ink to this screen (text, glass, accent, scrims) — a
|
||||
// pale palette flips all of them, and no leaf should have to read the setting.
|
||||
.gamepadPaletteInk()
|
||||
// A PIN is short; cap it so the row can't grow absurd on a stuck key.
|
||||
.onChange(of: pin) { _, value in
|
||||
if value.count > Self.maxPINLength { pin = String(value.prefix(Self.maxPINLength)) }
|
||||
}
|
||||
// Any dismissal path abandons an in-flight ceremony — a late success must not pin and
|
||||
// connect to a host the user backed out of.
|
||||
.onDisappear { ceremony.abandon() }
|
||||
// The visible close ✕ is gone (a gamepad UI exits with B) — this keeps a hardware
|
||||
// keyboard's Esc and the macOS sheet's cancel working without chrome.
|
||||
.background {
|
||||
Button("Cancel") { performClose() }
|
||||
.keyboardShortcut(.cancelAction)
|
||||
.buttonStyle(.plain)
|
||||
.frame(width: 0, height: 0)
|
||||
.opacity(0)
|
||||
.accessibilityHidden(true)
|
||||
}
|
||||
}
|
||||
|
||||
/// Generous next to the host's 4 digits: the PIN length is the HOST's business (a future one
|
||||
/// may well be longer), so this is a runaway guard, not a validator. Rejecting a correct PIN
|
||||
/// locally would be a far worse failure than sending a wrong one, which the host just refuses.
|
||||
private static let maxPINLength = 12
|
||||
|
||||
private var header: some View {
|
||||
VStack(alignment: .leading, spacing: gamepadHeaderSpacing(compact: compact)) {
|
||||
// Leading, like every gamepad heading — and no close chrome (B is the exit).
|
||||
Text("Pair with \(host.displayName)")
|
||||
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
|
||||
.foregroundStyle(ink.fg)
|
||||
.lineLimit(1)
|
||||
.minimumScaleFactor(0.7)
|
||||
if !compact {
|
||||
Text("The PIN is shown in the host's web console (port 47992 → Pairing). "
|
||||
+ "Pairing verifies both sides at once — no fingerprint comparison needed.")
|
||||
.font(.geist(metrics.detailFont, relativeTo: .caption))
|
||||
.foregroundStyle(ink.fg(0.55))
|
||||
.multilineTextAlignment(.leading)
|
||||
.frame(maxWidth: metrics.rowMaxWidth * 0.72, alignment: .leading)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The keyboard tray while editing, the status line + controls legend otherwise.
|
||||
@ViewBuilder private var bottomTray: some View {
|
||||
if let editing {
|
||||
VStack(spacing: 10) {
|
||||
GamepadKeyboard(
|
||||
text: editingBinding(editing),
|
||||
allowed: allowedCharacters(editing),
|
||||
onDone: { closeKeyboard() })
|
||||
// Fresh keyboard per field (see GamepadAddHostView) — the tray's input wiring
|
||||
// captured the previous binding on appear.
|
||||
.id(editing)
|
||||
GamepadHintBar(hints: [
|
||||
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Type"),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Delete",
|
||||
action: { backspace(editing) }),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done",
|
||||
action: { closeKeyboard() }),
|
||||
])
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
}
|
||||
.transition(.move(edge: .bottom).combined(with: .opacity))
|
||||
} else {
|
||||
VStack(alignment: .leading, spacing: 8) {
|
||||
statusLine
|
||||
GamepadHintBar(hints: [
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Select",
|
||||
action: { if let focusID { activate(id: focusID) } }),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel",
|
||||
action: { performClose() }),
|
||||
])
|
||||
}
|
||||
.frame(maxWidth: .infinity, alignment: .leading)
|
||||
}
|
||||
}
|
||||
|
||||
/// What the ceremony is doing, in the slot the settings screen gives its detail line. Reserves
|
||||
/// its space so the legend never jumps when a failure arrives.
|
||||
@ViewBuilder private var statusLine: some View {
|
||||
Group {
|
||||
if ceremony.busy {
|
||||
HStack(spacing: 8) {
|
||||
ProgressView().controlSize(.small).tint(ink.fg(0.7))
|
||||
Text("Pairing with \(host.displayName)…").foregroundStyle(ink.fg(0.7))
|
||||
}
|
||||
} else if let error = ceremony.errorText {
|
||||
Text(error).foregroundStyle(.red)
|
||||
} else {
|
||||
// Placeholder keeps the reserved height honest under `lineLimit(2)`.
|
||||
Text(" ").foregroundStyle(.clear)
|
||||
}
|
||||
}
|
||||
.font(.geist(metrics.detailFont, relativeTo: .caption))
|
||||
.lineLimit(2, reservesSpace: true)
|
||||
.multilineTextAlignment(.leading)
|
||||
.frame(maxWidth: metrics.rowMaxWidth, alignment: .leading)
|
||||
.animation(.smooth(duration: 0.2), value: ceremony.errorText)
|
||||
}
|
||||
|
||||
/// Close this screen through whichever mechanism presents it: the shell's layer pop on iOS,
|
||||
/// the environment dismiss under a macOS sheet.
|
||||
private func performClose() {
|
||||
ceremony.abandon()
|
||||
if let close { close() } else { dismiss() }
|
||||
}
|
||||
|
||||
// MARK: - Rows
|
||||
|
||||
private struct Row: Identifiable {
|
||||
let id: String
|
||||
let label: String
|
||||
var value = ""
|
||||
var placeholder = ""
|
||||
var isAction = false
|
||||
}
|
||||
|
||||
private var rows: [Row] {
|
||||
[
|
||||
Row(id: "pin", label: "PIN", value: pin, placeholder: "Shown in the web console"),
|
||||
Row(
|
||||
id: "name", label: "Device name", value: clientName,
|
||||
placeholder: "How the host lists this device"),
|
||||
Row(id: "pair", label: "Pair & Connect", isAction: true),
|
||||
]
|
||||
}
|
||||
|
||||
private func rowView(_ row: Row, focused: Bool) -> some View {
|
||||
let m = metrics
|
||||
return HStack(spacing: 14) {
|
||||
if row.isAction {
|
||||
Label("Pair & Connect", systemImage: "lock.shield")
|
||||
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
|
||||
.foregroundStyle(canPair ? ink.accent : ink.fg(0.35))
|
||||
.frame(maxWidth: .infinity)
|
||||
} else {
|
||||
Text(row.label)
|
||||
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
|
||||
.foregroundStyle(ink.fg)
|
||||
Spacer(minLength: 12)
|
||||
Text(row.value.isEmpty ? row.placeholder : row.value)
|
||||
.font(.geistFixed(m.valueFont, .medium))
|
||||
.foregroundStyle(row.value.isEmpty ? ink.fg(0.35) : ink.fg)
|
||||
.lineLimit(1)
|
||||
.truncationMode(.head) // keep the end of a long name visible while typing
|
||||
if editing == row.id {
|
||||
// The live-edit caret: this row is what the keyboard tray is typing into.
|
||||
Rectangle()
|
||||
.fill(ink.accent)
|
||||
.frame(width: 2, height: m.labelFont + 2)
|
||||
}
|
||||
}
|
||||
}
|
||||
.padding(.horizontal, m.rowHPad)
|
||||
.padding(.vertical, m.rowVPad)
|
||||
.consoleGlass(
|
||||
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
|
||||
tint: (focused || editing == row.id) ? ink.accent(0.30) : nil,
|
||||
interactive: focused)
|
||||
.overlay {
|
||||
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
|
||||
.strokeBorder(
|
||||
editing == row.id ? ink.accent(0.7) : ink.fg(focused ? 0.28 : 0.06),
|
||||
lineWidth: 1)
|
||||
}
|
||||
.scaleEffect(focused ? 1.0 : 0.98)
|
||||
.animation(.smooth(duration: 0.18), value: focused)
|
||||
}
|
||||
|
||||
// MARK: - Actions
|
||||
|
||||
private func activate(id: String) {
|
||||
guard !ceremony.busy else { return }
|
||||
switch id {
|
||||
case "pair":
|
||||
guard canPair else {
|
||||
// Not pairable yet — jump straight to what's missing instead of a dead press,
|
||||
// matching the add-host screen's Add row.
|
||||
focusID = "pin"
|
||||
openKeyboard("pin")
|
||||
return
|
||||
}
|
||||
ceremony.run(host: host.address, port: host.port, pin: pin, clientName: clientName) {
|
||||
fingerprint in
|
||||
onPaired(fingerprint)
|
||||
// NOT `performClose()`: that abandons the ceremony, and this IS the ceremony's
|
||||
// success. Closing is all that's left to do.
|
||||
if let close { close() } else { dismiss() }
|
||||
}
|
||||
default:
|
||||
openKeyboard(id)
|
||||
}
|
||||
}
|
||||
|
||||
private var canPair: Bool {
|
||||
!pin.trimmingCharacters(in: .whitespaces).isEmpty && !ceremony.busy
|
||||
}
|
||||
|
||||
private func openKeyboard(_ id: String) {
|
||||
withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = id }
|
||||
}
|
||||
|
||||
private func closeKeyboard() {
|
||||
withAnimation(.spring(response: 0.32, dampingFraction: 0.86)) { editing = nil }
|
||||
}
|
||||
|
||||
private func editingBinding(_ id: String) -> Binding<String> {
|
||||
id == "pin" ? $pin : $clientName
|
||||
}
|
||||
|
||||
/// The legend's Delete cell — see GamepadAddHostView's twin for why this edits the binding
|
||||
/// rather than reaching into the keyboard.
|
||||
private func backspace(_ id: String) {
|
||||
let binding = editingBinding(id)
|
||||
guard !binding.wrappedValue.isEmpty else { return }
|
||||
binding.wrappedValue.removeLast()
|
||||
}
|
||||
|
||||
/// What the keyboard may type per field: a PIN is digits; a device name is free-form.
|
||||
private func allowedCharacters(_ id: String) -> CharacterSet? {
|
||||
id == "pin" ? CharacterSet(charactersIn: "0123456789") : nil
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,86 @@
|
||||
// The SPAKE2 PIN ceremony itself, with no opinion about how it's presented. Two screens run it:
|
||||
// `PairSheet` (the touch/desktop Form, and tvOS's focus-engine layout) and `GamepadPairView` (the
|
||||
// controller-driven console screen). The ceremony is the part that must not diverge between them —
|
||||
// it decides what counts as a wrong PIN, what a rejection means, and which failures are worth
|
||||
// telling the user apart — so it lives here once rather than being copied into the second caller.
|
||||
//
|
||||
// Threading: `pair()` and the identity load both BLOCK, so they run off the main actor; every
|
||||
// published mutation lands back on it.
|
||||
|
||||
import Foundation
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
@MainActor
|
||||
final class PairCeremony: ObservableObject {
|
||||
/// A ceremony is in flight — callers disable their commit action and show a spinner.
|
||||
@Published private(set) var busy = false
|
||||
/// The last failure, in user-facing terms; cleared when a new attempt starts.
|
||||
@Published var errorText: String?
|
||||
|
||||
/// Dismissing the presenting screen must abandon an in-flight ceremony: the blocking `pair()`
|
||||
/// call can't be interrupted, so its completion checks this token and self-discards — a late
|
||||
/// success must NOT pin and auto-connect to a host the user cancelled out of. A fresh token
|
||||
/// per attempt, so abandoning one attempt can't silence the next.
|
||||
private var token = Token()
|
||||
|
||||
private final class Token: @unchecked Sendable {
|
||||
var cancelled = false
|
||||
}
|
||||
|
||||
/// Run the ceremony. `onPaired` receives the host's now-VERIFIED fingerprint — the caller pins
|
||||
/// it and connects; no manual fingerprint comparison is needed, because the host proved itself
|
||||
/// with the same PIN.
|
||||
func run(
|
||||
host address: String, port: UInt16, pin rawPIN: String, clientName rawName: String,
|
||||
onPaired: @escaping (Data) -> Void
|
||||
) {
|
||||
busy = true
|
||||
errorText = nil
|
||||
let pin = rawPIN.trimmingCharacters(in: .whitespaces)
|
||||
let name = rawName.trimmingCharacters(in: .whitespaces)
|
||||
token = Token()
|
||||
let token = token
|
||||
Task.detached(priority: .userInitiated) {
|
||||
// Identity load + the ceremony both block — keep them off the main actor.
|
||||
// loadForPairing is the strict variant: the host durably trusts this
|
||||
// identity, so it must have made it into the Keychain.
|
||||
let result = Result {
|
||||
let identity = try ClientIdentityStore.shared.loadForPairing()
|
||||
return try PunktfunkKit.pair(
|
||||
host: address, port: port, identity: identity,
|
||||
pin: pin, name: name.isEmpty ? "Mac" : name)
|
||||
}
|
||||
await MainActor.run {
|
||||
guard !token.cancelled else { return } // screen dismissed mid-ceremony
|
||||
self.busy = false
|
||||
switch result {
|
||||
case .success(let fingerprint):
|
||||
onPaired(fingerprint)
|
||||
case .failure(PunktfunkClientError.wrongPIN):
|
||||
self.errorText = "Wrong PIN — check the host's web console (port 47992) "
|
||||
+ "and try again."
|
||||
case .failure(PunktfunkClientError.rejected(let rejection)):
|
||||
// The host answered and said why (not armed / rate-limited / armed for
|
||||
// another device) — show that instead of the guessing-game fallback.
|
||||
self.errorText = rejection.userMessage
|
||||
case .failure(is ClientIdentityStore.IdentityError):
|
||||
self.errorText = "Can't store this Mac's identity in the Keychain, so the "
|
||||
+ "pairing would not survive a relaunch. Unlock the login "
|
||||
+ "keychain and try again."
|
||||
case .failure:
|
||||
self.errorText = "Pairing failed — the host didn't answer. Is it running, "
|
||||
+ "and is this device on the same network (no VPN, no guest-Wi-Fi "
|
||||
+ "isolation)?"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The presenting screen went away — discard whatever is still in flight. Called from every
|
||||
/// dismissal path (an explicit Cancel, a swipe, B on a controller), which is why it is safe to
|
||||
/// call when nothing is running.
|
||||
func abandon() {
|
||||
token.cancelled = true
|
||||
}
|
||||
}
|
||||
@@ -5,19 +5,15 @@
|
||||
// host rate-limits ceremonies to one per 2 s). Success returns the host's now-VERIFIED
|
||||
// fingerprint: the caller pins it, no manual comparison needed, and the host stores this
|
||||
// client's identity in return.
|
||||
//
|
||||
// This is the TOUCH/desktop presentation (and tvOS's, where the focus engine drives the same
|
||||
// fields). A controller can't reach a `Form`'s text fields on iOS/macOS, so the console UI
|
||||
// presents `GamepadPairView` instead — same ceremony, via the shared `PairCeremony`.
|
||||
|
||||
import Foundation
|
||||
import PunktfunkKit
|
||||
import SwiftUI
|
||||
|
||||
/// Dismissing the sheet must abandon an in-flight ceremony: the blocking pair() call
|
||||
/// can't be interrupted, so its completion checks this flag and self-discards — a late
|
||||
/// success must NOT pin and auto-connect to a host the user cancelled out of. Only
|
||||
/// touched on the main actor.
|
||||
private final class CeremonyToken: @unchecked Sendable {
|
||||
var cancelled = false
|
||||
}
|
||||
|
||||
struct PairSheet: View {
|
||||
@Environment(\.dismiss) private var dismiss
|
||||
let host: StoredHost
|
||||
@@ -30,9 +26,10 @@ struct PairSheet: View {
|
||||
#else
|
||||
@State private var clientName = UIDevice.current.name
|
||||
#endif
|
||||
@State private var busy = false
|
||||
@State private var errorText: String?
|
||||
@State private var token = CeremonyToken()
|
||||
@StateObject private var ceremony = PairCeremony()
|
||||
|
||||
private var busy: Bool { ceremony.busy }
|
||||
private var errorText: String? { ceremony.errorText }
|
||||
#if os(tvOS)
|
||||
private enum EditField: String, Identifiable {
|
||||
case pin, clientName
|
||||
@@ -64,7 +61,7 @@ struct PairSheet: View {
|
||||
}
|
||||
HStack(spacing: 32) {
|
||||
Button("Cancel", role: .cancel) {
|
||||
token.cancelled = true
|
||||
ceremony.abandon()
|
||||
dismiss()
|
||||
}
|
||||
if busy {
|
||||
@@ -78,7 +75,7 @@ struct PairSheet: View {
|
||||
.frame(maxWidth: 1000)
|
||||
.padding(60)
|
||||
.navigationTitle("Pair with \(host.displayName)")
|
||||
.onDisappear { token.cancelled = true }
|
||||
.onDisappear { ceremony.abandon() }
|
||||
.fullScreenCover(item: $editing) { field in
|
||||
switch field {
|
||||
case .pin:
|
||||
@@ -142,7 +139,7 @@ struct PairSheet: View {
|
||||
#endif
|
||||
HStack {
|
||||
Button("Cancel", role: .cancel) {
|
||||
token.cancelled = true
|
||||
ceremony.abandon()
|
||||
dismiss()
|
||||
}
|
||||
#if !os(tvOS)
|
||||
@@ -180,7 +177,7 @@ struct PairSheet: View {
|
||||
.presentationDragIndicator(busy ? .hidden : .visible)
|
||||
#endif
|
||||
.interactiveDismissDisabled(busy)
|
||||
.onDisappear { token.cancelled = true } // any other dismissal path
|
||||
.onDisappear { ceremony.abandon() } // any other dismissal path
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -195,47 +192,11 @@ struct PairSheet: View {
|
||||
}
|
||||
|
||||
private func runCeremony() {
|
||||
busy = true
|
||||
errorText = nil
|
||||
let pin = pin.trimmingCharacters(in: .whitespaces)
|
||||
let name = clientName.trimmingCharacters(in: .whitespaces)
|
||||
let address = host.address
|
||||
let port = host.port
|
||||
let token = token
|
||||
Task.detached(priority: .userInitiated) {
|
||||
// Identity load + the ceremony both block — keep them off the main actor.
|
||||
// loadForPairing is the strict variant: the host durably trusts this
|
||||
// identity, so it must have made it into the Keychain.
|
||||
let result = Result {
|
||||
let identity = try ClientIdentityStore.shared.loadForPairing()
|
||||
return try PunktfunkKit.pair(
|
||||
host: address, port: port, identity: identity,
|
||||
pin: pin, name: name.isEmpty ? "Mac" : name)
|
||||
}
|
||||
await MainActor.run {
|
||||
guard !token.cancelled else { return } // sheet dismissed mid-ceremony
|
||||
busy = false
|
||||
switch result {
|
||||
case .success(let fingerprint):
|
||||
onPaired(fingerprint)
|
||||
dismiss()
|
||||
case .failure(PunktfunkClientError.wrongPIN):
|
||||
errorText = "Wrong PIN — check the host's web console (port 47992) "
|
||||
+ "and try again."
|
||||
case .failure(PunktfunkClientError.rejected(let rejection)):
|
||||
// The host answered and said why (not armed / rate-limited / armed for
|
||||
// another device) — show that instead of the guessing-game fallback.
|
||||
errorText = rejection.userMessage
|
||||
case .failure(is ClientIdentityStore.IdentityError):
|
||||
errorText = "Can't store this Mac's identity in the Keychain, so the "
|
||||
+ "pairing would not survive a relaunch. Unlock the login "
|
||||
+ "keychain and try again."
|
||||
case .failure:
|
||||
errorText = "Pairing failed — the host didn't answer. Is it running, "
|
||||
+ "and is this device on the same network (no VPN, no guest-Wi-Fi "
|
||||
+ "isolation)?"
|
||||
}
|
||||
}
|
||||
ceremony.run(
|
||||
host: host.address, port: host.port, pin: pin, clientName: clientName
|
||||
) { fingerprint in
|
||||
onPaired(fingerprint)
|
||||
dismiss()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,6 +1,12 @@
|
||||
// Trust-on-first-use prompt: shown over the live-but-blurred stream when connecting to an
|
||||
// unpinned host. The user compares the fingerprint with the one the host logged at startup,
|
||||
// or drops this and runs the PIN pairing ceremony instead.
|
||||
//
|
||||
// Controller-drivable on iOS/macOS (A trust, B cancel, X pair instead). It had no controller
|
||||
// wiring at all, which made it a dead end for a pad-only user at the worst possible moment: the
|
||||
// card appears mid-connect with capture disabled (ContentView blurs the stream and stops
|
||||
// forwarding), so the pad in their hands genuinely did nothing and the only way past was to reach
|
||||
// for the screen. tvOS needs none of this — the focus engine drives the buttons natively.
|
||||
|
||||
import Foundation
|
||||
import PunktfunkKit
|
||||
@@ -13,6 +19,12 @@ struct TrustCardView: View {
|
||||
let onTrust: () -> Void
|
||||
let onPairInstead: () -> Void
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
/// Observed so the legend appears the moment a pad wakes up mid-prompt — and so it stays
|
||||
/// absent for the mouse/touch users this card is otherwise for.
|
||||
@ObservedObject private var gamepads = GamepadManager.shared
|
||||
#endif
|
||||
|
||||
var body: some View {
|
||||
VStack(spacing: 14) {
|
||||
Image(systemName: "lock.shield")
|
||||
@@ -60,12 +72,35 @@ struct TrustCardView: View {
|
||||
.buttonStyle(.borderless)
|
||||
#endif
|
||||
.font(.geist(16, relativeTo: .callout))
|
||||
#if os(iOS) || os(macOS)
|
||||
// Only with a pad attached: controller glyphs in front of a trackpad user would be
|
||||
// naming buttons they don't have.
|
||||
if gamepads.active != nil {
|
||||
GamepadHintBar(hints: [
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Trust",
|
||||
action: onTrust),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Pair with PIN",
|
||||
action: onPairInstead),
|
||||
.init(
|
||||
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Cancel",
|
||||
action: onCancel),
|
||||
])
|
||||
.padding(.top, 2)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
.padding(28)
|
||||
.frame(maxWidth: 440)
|
||||
// Floating trust card over the blurred stream — Liquid Glass on 26+, .regularMaterial
|
||||
// fallback below. The inner fingerprint box stays .quaternary (content, not glass).
|
||||
.glassBackground(RoundedRectangle(cornerRadius: 18))
|
||||
#if os(iOS) || os(macOS)
|
||||
.background {
|
||||
TrustControllerInput(onTrust: onTrust, onCancel: onCancel, onPairInstead: onPairInstead)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/// 64 hex chars → four groups per line, two lines — easy to eyeball against the log.
|
||||
@@ -80,6 +115,35 @@ struct TrustCardView: View {
|
||||
}
|
||||
}
|
||||
|
||||
#if os(iOS) || os(macOS)
|
||||
/// Controller binding for the trust prompt: A trusts, B cancels, X runs the PIN ceremony instead.
|
||||
/// The same zero-size-backing-view shape as `ConnectOverlay`'s `ConnectControllerInput` — mounted
|
||||
/// for exactly as long as the card is up, and `GamepadMenuInput`'s snapshot-on-start swallows
|
||||
/// whatever button was still held when it appeared (the A press that started the connect is
|
||||
/// usually still down).
|
||||
///
|
||||
/// Nothing else is polling the pad here: capture is off for the duration of the prompt, and the
|
||||
/// home screens are unmounted behind the session view.
|
||||
private struct TrustControllerInput: View {
|
||||
let onTrust: () -> Void
|
||||
let onCancel: () -> Void
|
||||
let onPairInstead: () -> Void
|
||||
@State private var input = GamepadMenuInput(manager: .shared)
|
||||
|
||||
var body: some View {
|
||||
Color.clear
|
||||
.frame(width: 0, height: 0)
|
||||
.onAppear {
|
||||
input.onConfirm = onTrust
|
||||
input.onBack = onCancel
|
||||
input.onTertiary = onPairInstead
|
||||
input.start()
|
||||
}
|
||||
.onDisappear { input.stop() }
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
private extension Array {
|
||||
func chunks(of size: Int) -> [[Element]] {
|
||||
stride(from: 0, to: count, by: size).map { Array(self[$0..<Swift.min($0 + size, count)]) }
|
||||
|
||||
@@ -0,0 +1,129 @@
|
||||
// "The audio output moved under us" — the one signal `SessionAudio` needs to survive a device
|
||||
// change, and the one piece of it that can be tested without a stream.
|
||||
//
|
||||
// Split out of SessionAudio deliberately. An end-to-end test of the recovery needs a live session,
|
||||
// which needs a host, and punktfunk-host does not build on macOS — so the wiring that matters most
|
||||
// (is the observer actually installed? does the identity check let the notification through?) would
|
||||
// otherwise ship unverified, and a silent failure in it costs the session ALL of its audio. On its
|
||||
// own this can be pointed at the real hardware from a unit test: see AudioDeviceWatcherTests.
|
||||
//
|
||||
// What it does NOT own: anything with session semantics. The iOS route-change steer and the
|
||||
// media-services-reset re-activation stay in SessionAudio, next to the AVAudioSession they act on.
|
||||
|
||||
import AVFoundation
|
||||
import os
|
||||
#if os(macOS)
|
||||
import CoreAudio
|
||||
#endif
|
||||
|
||||
private let log = Logger(subsystem: "io.unom.punktfunk", category: "audio")
|
||||
|
||||
final class AudioDeviceWatcher {
|
||||
/// Why the owner is being told. Only for the log line — every reason leads to the same
|
||||
/// question, "is playback still on the device it should be on".
|
||||
enum Reason: String {
|
||||
/// An engine stopped itself because its IO hardware changed underneath it.
|
||||
case engineConfiguration = "the audio hardware configuration changed"
|
||||
/// The system's default output device moved (macOS).
|
||||
case defaultOutputDevice = "the default output device changed"
|
||||
}
|
||||
|
||||
/// Does this configuration change belong to an engine the session still owns? A retired engine
|
||||
/// posts one last change as it is torn down, and other AVAudioEngines in the process are not
|
||||
/// ours to restart.
|
||||
private let isOurs: (AnyObject?) -> Bool
|
||||
/// Delivered on the main queue.
|
||||
private let onChange: (Reason) -> Void
|
||||
|
||||
private let lock = NSLock()
|
||||
private var configObserver: NSObjectProtocol?
|
||||
#if os(macOS)
|
||||
private var defaultOutputListener: AudioObjectPropertyListenerBlock?
|
||||
#endif
|
||||
|
||||
init(isOurs: @escaping (AnyObject?) -> Bool, onChange: @escaping (Reason) -> Void) {
|
||||
self.isOurs = isOurs
|
||||
self.onChange = onChange
|
||||
}
|
||||
|
||||
deinit { stop() }
|
||||
|
||||
/// Idempotent.
|
||||
func start() {
|
||||
lock.lock()
|
||||
let already = configObserver != nil
|
||||
lock.unlock()
|
||||
guard !already else { return }
|
||||
|
||||
let token = NotificationCenter.default.addObserver(
|
||||
forName: .AVAudioEngineConfigurationChange, object: nil, queue: nil
|
||||
) { [weak self] note in
|
||||
// Posted from whatever thread the IO unit noticed on. The engine is the notification's
|
||||
// object; it is only ever compared by identity, never resurrected.
|
||||
let posted = note.object as AnyObject?
|
||||
DispatchQueue.main.async {
|
||||
guard let self, self.isOurs(posted) else { return }
|
||||
self.onChange(.engineConfiguration)
|
||||
}
|
||||
}
|
||||
lock.lock()
|
||||
configObserver = token
|
||||
lock.unlock()
|
||||
|
||||
#if os(macOS)
|
||||
// The engine notification is the direct signal, but it is delivered BY an engine — useless
|
||||
// in the two places it is needed most: after a rebuild that could not start (no engine left
|
||||
// to notify anyone) and on an engine topology whose notification behaviour is unverified
|
||||
// (the voice-processing engine, which is the DEFAULT macOS configuration and which no Mac
|
||||
// here can even initialize). The HAL is told either way.
|
||||
let block: AudioObjectPropertyListenerBlock = { [weak self] _, _ in
|
||||
self?.onChange(.defaultOutputDevice) // on the main queue — registered against it below
|
||||
}
|
||||
var address = Self.defaultOutputAddress()
|
||||
let status = AudioObjectAddPropertyListenerBlock(
|
||||
AudioObjectID(kAudioObjectSystemObject), &address, DispatchQueue.main, block)
|
||||
guard status == noErr else {
|
||||
log.warning("""
|
||||
could not watch the default output device (\(status)) — an output device change \
|
||||
mid-stream may need a reconnect
|
||||
""")
|
||||
return
|
||||
}
|
||||
lock.lock()
|
||||
defaultOutputListener = block
|
||||
lock.unlock()
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Idempotent, and safe from any thread. After it returns, no further `onChange` is delivered
|
||||
/// except one already in flight on the main queue — which the owner's own stopped-flag catches.
|
||||
func stop() {
|
||||
lock.lock()
|
||||
let token = configObserver
|
||||
configObserver = nil
|
||||
#if os(macOS)
|
||||
let listener = defaultOutputListener
|
||||
defaultOutputListener = nil
|
||||
#endif
|
||||
lock.unlock()
|
||||
if let token { NotificationCenter.default.removeObserver(token) }
|
||||
#if os(macOS)
|
||||
guard let listener else { return }
|
||||
var address = Self.defaultOutputAddress()
|
||||
AudioObjectRemovePropertyListenerBlock(
|
||||
AudioObjectID(kAudioObjectSystemObject), &address, DispatchQueue.main, listener)
|
||||
#endif
|
||||
}
|
||||
|
||||
#if os(macOS)
|
||||
/// Freshly built per call rather than held in a mutable static: the HAL takes the address
|
||||
/// `inout` and copies it, so there is nothing to share and a shared one would only be a
|
||||
/// mutable global.
|
||||
private static func defaultOutputAddress() -> AudioObjectPropertyAddress {
|
||||
AudioObjectPropertyAddress(
|
||||
mSelector: kAudioHardwarePropertyDefaultOutputDevice,
|
||||
mScope: kAudioObjectPropertyScopeGlobal,
|
||||
mElement: kAudioObjectPropertyElementMain)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -43,8 +43,21 @@ public enum AudioDevices {
|
||||
}
|
||||
|
||||
private static func defaultInputDevice() -> AudioDeviceID? {
|
||||
systemDevice(kAudioHardwarePropertyDefaultInputDevice)
|
||||
}
|
||||
|
||||
/// The device the system is currently playing to — what an engine with no pinned speaker UID
|
||||
/// follows, and so what `SessionAudio` compares its live output device against when the
|
||||
/// default moves (AirPods in or out, a headset unplugged).
|
||||
static func defaultOutputDevice() -> AudioDeviceID? {
|
||||
systemDevice(kAudioHardwarePropertyDefaultOutputDevice)
|
||||
}
|
||||
|
||||
private static func systemDevice(
|
||||
_ selector: AudioObjectPropertySelector
|
||||
) -> AudioDeviceID? {
|
||||
var address = AudioObjectPropertyAddress(
|
||||
mSelector: kAudioHardwarePropertyDefaultInputDevice,
|
||||
mSelector: selector,
|
||||
mScope: kAudioObjectPropertyScopeGlobal,
|
||||
mElement: kAudioObjectPropertyElementMain)
|
||||
var dev = AudioDeviceID(0)
|
||||
|
||||
@@ -21,6 +21,10 @@
|
||||
//
|
||||
// Devices are chosen by UID ("" = system default: the engine is then never pinned to a
|
||||
// concrete device and follows default-device changes).
|
||||
//
|
||||
// Surviving the hardware. An AVAudioEngine does NOT follow the audio hardware: when the output
|
||||
// device changes underneath a running engine, the engine stops itself and stays stopped. The
|
||||
// session therefore watches for that and rebuilds its engines — see "Device changes" below.
|
||||
|
||||
import AVFoundation
|
||||
import os
|
||||
@@ -79,14 +83,53 @@ public final class SessionAudio {
|
||||
/// session's activate.
|
||||
private static let sessionQueue = DispatchQueue(label: "io.unom.punktfunk.audio.session")
|
||||
#endif
|
||||
#if os(iOS)
|
||||
/// Live only for a `.playAndRecord` session: the token for the route-change observer that
|
||||
/// keeps the BUILT-IN output on the speaker rather than the earpiece (see
|
||||
/// `steerBuiltInOutputToSpeaker`). A `.playback` session already prefers the speaker and
|
||||
/// never needs steering, so the mic-off path installs nothing. Guarded by `stateLock`.
|
||||
#if !os(macOS)
|
||||
/// Token for the route-change observer: it revives an engine the route change stopped, and on
|
||||
/// iOS re-applies the earpiece steer (see `installRouteObserver`). Guarded by `stateLock`.
|
||||
private var routeObserver: NSObjectProtocol?
|
||||
/// Token for the media-services-reset observer — the audio server restarting takes the
|
||||
/// session's configuration and every engine with it. Guarded by `stateLock`.
|
||||
private var mediaResetObserver: NSObjectProtocol?
|
||||
/// Token for the interruption observer — a phone call or a non-mixable app stops the engines,
|
||||
/// and ending the interruption restarts nothing by itself (see
|
||||
/// `installInterruptionObserver`). Guarded by `stateLock`.
|
||||
private var interruptionObserver: NSObjectProtocol?
|
||||
#endif
|
||||
|
||||
// MARK: - Device changes (see `installDeviceChangeRecovery`)
|
||||
|
||||
/// What `start()` was asked for, so a rebuild can put back the SAME topology the session was
|
||||
/// started with. Main-thread confined, like the start paths that read it.
|
||||
private var startConfig: StartConfig?
|
||||
private struct StartConfig {
|
||||
let speakerUID: String
|
||||
let micUID: String
|
||||
let micChannel: Int
|
||||
let micEnabled: Bool
|
||||
let echoCancel: Bool
|
||||
}
|
||||
/// Watches the hardware for us (see `AudioDeviceWatcher`). Guarded by `stateLock`.
|
||||
private var deviceWatcher: AudioDeviceWatcher?
|
||||
/// Whether the engines have been built at least once. Distinguishes "not started yet" (iOS
|
||||
/// starts asynchronously) from "started and dead", which is what the recovery may act on.
|
||||
/// Main-thread confined.
|
||||
private var enginesAttempted = false
|
||||
/// A rebuild is already on the main queue — one device switch produces a burst of triggers
|
||||
/// and they must collapse into one restart. Main-thread confined.
|
||||
private var rebuildQueued = false
|
||||
/// `systemUptime` of the last rebuild, so a device that renegotiates in a loop cannot spin
|
||||
/// the session. Main-thread confined.
|
||||
private var lastRebuildAt: TimeInterval = 0
|
||||
/// Let the burst of triggers from one switch land before rebuilding.
|
||||
private static let rebuildDebounce: TimeInterval = 0.15
|
||||
/// Floor between two rebuilds.
|
||||
private static let rebuildFloor: TimeInterval = 0.5
|
||||
/// Retries when a rebuild's `start()` loses the race with a device that is still going away
|
||||
/// (0.3 s, 0.6 s, 1.2 s). A failed rebuild leaves no engine to post the next notification,
|
||||
/// so this ladder — and, on macOS, the HAL listener — is all that stands between a mistimed
|
||||
/// switch and a silent session.
|
||||
private static let rebuildAttempts = 3
|
||||
|
||||
public init(connection: PunktfunkConnection) {
|
||||
self.connection = connection
|
||||
}
|
||||
@@ -96,10 +139,14 @@ public final class SessionAudio {
|
||||
/// Engine teardown still belongs to stop().
|
||||
deinit {
|
||||
flag.stop()
|
||||
#if os(iOS)
|
||||
// The observer only holds self weakly, so we can be deinited with it still registered;
|
||||
// drop the token here too rather than leaking it when an owner skips stop().
|
||||
// The observers only hold self weakly, so we can be deinited with them still registered;
|
||||
// drop them here too rather than leaking them when an owner skips stop().
|
||||
deviceWatcher?.stop()
|
||||
#if !os(macOS)
|
||||
if let routeObserver { NotificationCenter.default.removeObserver(routeObserver) }
|
||||
if let mediaResetObserver {
|
||||
NotificationCenter.default.removeObserver(mediaResetObserver)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
@@ -120,6 +167,12 @@ public final class SessionAudio {
|
||||
videoLatency: LatencyMeter? = nil
|
||||
) {
|
||||
self.videoLatency = videoLatency
|
||||
// Before any engine exists: the recovery watches the hardware, not the engines, and the
|
||||
// config it rebuilds from has to be recorded whether or not this start succeeds.
|
||||
startConfig = StartConfig(
|
||||
speakerUID: speakerUID, micUID: micUID, micChannel: micChannel,
|
||||
micEnabled: micEnabled, echoCancel: echoCancel)
|
||||
installDeviceChangeRecovery(micEnabled: micEnabled)
|
||||
#if os(macOS)
|
||||
// No AVAudioSession on macOS — start the engines directly (caller's thread, as before).
|
||||
startEngines(
|
||||
@@ -170,9 +223,17 @@ public final class SessionAudio {
|
||||
// make a headset's MIC usable, but it buys that by dragging the whole route onto
|
||||
// HFP/SCO and collapsing game audio to narrowband. High-quality A2DP output plus
|
||||
// the built-in mic is the better trade for a game-streaming client.
|
||||
// `.mixWithOthers`, both branches: without it this session is EXCLUSIVE — merely
|
||||
// activating it paused the user's Music at connect, and Music's RESUME took the
|
||||
// session right back, which read as "stream audio stops when I resume Music"
|
||||
// (field report; the interruption observer below is the other half of that fix).
|
||||
// A game stream mixing over someone's playlist is the behavior a console has,
|
||||
// and what this client's peers do. The trade is real but right: a mixable
|
||||
// session is nobody's Now Playing app, so the lock screen shows the music, not
|
||||
// the stream — which is exactly how it should read.
|
||||
try session.setCategory(
|
||||
.playAndRecord, mode: .default,
|
||||
options: [.allowBluetoothA2DP])
|
||||
options: [.allowBluetoothA2DP, .mixWithOthers])
|
||||
// Uplink latency: ask for 5 ms IO quanta at the wire rate (the default ~10-23 ms
|
||||
// quantum is most of the mic path's burst latency). Best-effort — the hardware
|
||||
// has the final word (a Bluetooth route will ignore both), and whatever quantum
|
||||
@@ -180,19 +241,19 @@ public final class SessionAudio {
|
||||
try? session.setPreferredIOBufferDuration(0.005)
|
||||
try? session.setPreferredSampleRate(48_000)
|
||||
} else {
|
||||
try session.setCategory(.playback, mode: .default)
|
||||
try session.setCategory(.playback, mode: .default, options: [.mixWithOthers])
|
||||
}
|
||||
#else // tvOS — no app-accessible mic
|
||||
try session.setCategory(.playback, mode: .default)
|
||||
try session.setCategory(.playback, mode: .default, options: [.mixWithOthers])
|
||||
#endif
|
||||
try session.setActive(true)
|
||||
#if os(iOS)
|
||||
// Only the `.playAndRecord` session can land on the earpiece, and only it accepts an
|
||||
// output override — so the mic-off (`.playback`) path deliberately does neither.
|
||||
if micEnabled {
|
||||
steerBuiltInOutputToSpeaker(session)
|
||||
installRouteObserver()
|
||||
}
|
||||
// (The route OBSERVER that re-applies this per route is installed by
|
||||
// `installDeviceChangeRecovery`, for every session — a `.playback` session steers
|
||||
// nothing but still has engines a route change can stop.)
|
||||
if micEnabled { steerBuiltInOutputToSpeaker(session) }
|
||||
#endif
|
||||
} catch {
|
||||
log.warning("AVAudioSession setup failed: \(error.localizedDescription)")
|
||||
@@ -220,11 +281,20 @@ public final class SessionAudio {
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if !os(macOS)
|
||||
/// Routes change under a live session: a headset connects mid-stream, or disconnects and hands
|
||||
/// the stream back to the built-in output. iOS drops an output override whenever the route
|
||||
/// changes — which is what lets a newly-connected headset win — so the earpiece steer is a
|
||||
/// property of the CURRENT route and has to be re-applied per route. Without this, dropping
|
||||
/// Bluetooth mid-stream would land the game on the earpiece.
|
||||
/// the stream back to the built-in output. Two things follow from that.
|
||||
///
|
||||
/// iOS drops an output override whenever the route changes — which is what lets a newly-
|
||||
/// connected headset win — so the earpiece steer is a property of the CURRENT route and has to
|
||||
/// be re-applied per route. Without it, dropping Bluetooth mid-stream lands the game on the
|
||||
/// earpiece.
|
||||
///
|
||||
/// And on every platform a route change can take the engines down with it (see
|
||||
/// `installDeviceChangeRecovery`), which is why this is installed for `.playback` sessions and
|
||||
/// on tvOS too, where there is no earpiece to steer away from.
|
||||
private func installRouteObserver() {
|
||||
let observer = NotificationCenter.default.addObserver(
|
||||
forName: AVAudioSession.routeChangeNotification,
|
||||
@@ -235,7 +305,10 @@ public final class SessionAudio {
|
||||
// other call into it.
|
||||
SessionAudio.sessionQueue.async {
|
||||
guard let self, !self.flag.isStopped else { return }
|
||||
#if os(iOS)
|
||||
self.steerBuiltInOutputToSpeaker(AVAudioSession.sharedInstance())
|
||||
#endif
|
||||
DispatchQueue.main.async { self.reviveStoppedEngines("the audio route changed") }
|
||||
}
|
||||
}
|
||||
stateLock.lock()
|
||||
@@ -252,6 +325,7 @@ public final class SessionAudio {
|
||||
private func startEngines(
|
||||
speakerUID: String, micUID: String, micChannel: Int, micEnabled: Bool, echoCancel: Bool
|
||||
) {
|
||||
enginesAttempted = true // even if every path below fails — see `reviveStoppedEngines`
|
||||
#if os(tvOS)
|
||||
// No app-accessible microphone input on tvOS — playback only.
|
||||
startPlayback(speakerUID: speakerUID)
|
||||
@@ -325,35 +399,34 @@ public final class SessionAudio {
|
||||
public func stop() {
|
||||
flag.stop() // before taking the engines — see stateLock's comment
|
||||
stateLock.lock()
|
||||
let capture = captureEngine
|
||||
captureEngine = nil
|
||||
let playback = playbackEngine
|
||||
playbackEngine = nil
|
||||
let combined = combinedEngine
|
||||
combinedEngine = nil
|
||||
let wasDraining = drainStarted
|
||||
drainStarted = false
|
||||
#if os(iOS)
|
||||
let watcher = deviceWatcher
|
||||
deviceWatcher = nil
|
||||
#if !os(macOS)
|
||||
let route = routeObserver
|
||||
routeObserver = nil
|
||||
let mediaReset = mediaResetObserver
|
||||
mediaResetObserver = nil
|
||||
let interruption = interruptionObserver
|
||||
interruptionObserver = nil
|
||||
#endif
|
||||
stateLock.unlock()
|
||||
#if os(iOS)
|
||||
// Before the deactivate below, so a route change during teardown can't re-steer a session
|
||||
// we are in the middle of releasing.
|
||||
if let route { NotificationCenter.default.removeObserver(route) }
|
||||
#endif
|
||||
if let capture {
|
||||
capture.inputNode.removeTap(onBus: 0)
|
||||
capture.stop()
|
||||
}
|
||||
playback?.stop()
|
||||
if let combined {
|
||||
combined.inputNode.removeTap(onBus: 0)
|
||||
combined.stop()
|
||||
}
|
||||
// Every watcher goes before the engines do: a device change landing during teardown must
|
||||
// not schedule a rebuild of a session we are in the middle of releasing. (`flag` already
|
||||
// guards that, but not arming the trigger is better than catching it.) On iOS this is
|
||||
// also ahead of the deactivate below, so a route change cannot re-steer a dying session.
|
||||
watcher?.stop()
|
||||
#if !os(macOS)
|
||||
// Release the session so audio we interrupted (Music, podcasts) gets its resume cue. Like
|
||||
if let route { NotificationCenter.default.removeObserver(route) }
|
||||
if let mediaReset { NotificationCenter.default.removeObserver(mediaReset) }
|
||||
if let interruption { NotificationCenter.default.removeObserver(interruption) }
|
||||
#endif
|
||||
tearDownEngines()
|
||||
#if !os(macOS)
|
||||
// Release the session. (A mixable session interrupts nobody, so the resume cue below is
|
||||
// now a courtesy for the edge where an OLD non-mixable install interrupted something —
|
||||
// harmless either way, and deactivating promptly is still what orders a reconnect.) Like
|
||||
// activation, setActive is synchronous/blocking — run it on the shared serial session queue
|
||||
// (off the main thread). Enqueued HERE — engines already stopped, and BEFORE the drain wait
|
||||
// below — so across a reconnect it lands ahead of the next session's activate on the shared
|
||||
@@ -372,6 +445,267 @@ public final class SessionAudio {
|
||||
}
|
||||
}
|
||||
|
||||
/// Stop and release every engine we own, leaving the ring, the drain thread, the observers and
|
||||
/// the audio session alone — the teardown half shared by `stop()` and a rebuild. Safe from any
|
||||
/// thread; the engines are taken under the lock before any of them is touched.
|
||||
private func tearDownEngines() {
|
||||
stateLock.lock()
|
||||
let capture = captureEngine
|
||||
captureEngine = nil
|
||||
let playback = playbackEngine
|
||||
playbackEngine = nil
|
||||
let combined = combinedEngine
|
||||
combinedEngine = nil
|
||||
stateLock.unlock()
|
||||
if let capture {
|
||||
capture.inputNode.removeTap(onBus: 0)
|
||||
capture.stop()
|
||||
}
|
||||
playback?.stop()
|
||||
if let combined {
|
||||
combined.inputNode.removeTap(onBus: 0)
|
||||
combined.stop()
|
||||
}
|
||||
}
|
||||
|
||||
// MARK: - Device changes
|
||||
|
||||
/// An AVAudioEngine does not follow the audio hardware. When the output device changes under a
|
||||
/// running engine — AirPods taken out of an ear, a headset unplugged, the default switched in
|
||||
/// System Settings — the engine's IO unit sees the new hardware, THE ENGINE STOPS ITSELF, and
|
||||
/// it posts `AVAudioEngineConfigurationChange`. It stays stopped until somebody starts it
|
||||
/// again. Nothing here ever did, so from that moment the session rendered silence: no audio on
|
||||
/// the speakers the stream had just moved to, and none in the AirPods when they went back in
|
||||
/// (that is a second stop, not a recovery), until the whole stream was restarted. Measured on
|
||||
/// this exact topology: render callbacks go from ~94/s to zero the instant the default output
|
||||
/// device changes, and both restarting the same engine and building a fresh one resume them.
|
||||
///
|
||||
/// Three triggers feed one rebuild, because no single one of them covers the ground:
|
||||
///
|
||||
/// - the engine notification, everywhere — the direct signal, but only an engine that still
|
||||
/// EXISTS can post it, so it cannot report a rebuild that failed to start;
|
||||
/// - the HAL default-output-device listener, macOS — independent of any engine and of the
|
||||
/// engine's topology. It is what makes the recovery work for the voice-processing engine
|
||||
/// (mic + echo cancellation, the DEFAULT macOS configuration) without having to assume that
|
||||
/// a VPIO engine posts the notification the plain one demonstrably does;
|
||||
/// - the route-change and media-services-reset notifications, iOS/tvOS, where the session and
|
||||
/// not the device is what moves.
|
||||
///
|
||||
/// `micEnabled` only decides whether the mic-bearing session observers are worth installing.
|
||||
/// Main thread.
|
||||
private func installDeviceChangeRecovery(micEnabled: Bool) {
|
||||
stateLock.lock()
|
||||
let already = deviceWatcher != nil
|
||||
stateLock.unlock()
|
||||
guard !already else { return } // a second start() on one SessionAudio: keep the first set
|
||||
|
||||
let watcher = AudioDeviceWatcher(
|
||||
isOurs: { [weak self] posted in self?.ownsEngine(posted) ?? false },
|
||||
onChange: { [weak self] reason in self?.hardwareMoved(reason) })
|
||||
stateLock.lock()
|
||||
deviceWatcher = watcher
|
||||
stateLock.unlock()
|
||||
watcher.start()
|
||||
|
||||
#if !os(macOS)
|
||||
installRouteObserver()
|
||||
installMediaResetObserver(micEnabled: micEnabled)
|
||||
installInterruptionObserver(micEnabled: micEnabled)
|
||||
#endif
|
||||
}
|
||||
|
||||
/// Is `posted` one of the engines this session currently owns? A retired engine posts one last
|
||||
/// configuration change as it is torn down, and another AVAudioEngine in the process is none of
|
||||
/// our business — identity only, the object is never resurrected.
|
||||
private func ownsEngine(_ posted: AnyObject?) -> Bool {
|
||||
stateLock.lock()
|
||||
defer { stateLock.unlock() }
|
||||
return posted === playbackEngine || posted === captureEngine || posted === combinedEngine
|
||||
}
|
||||
|
||||
/// The hardware moved (main queue, from `AudioDeviceWatcher`). Both reasons ask the same
|
||||
/// question — is playback still where it should be — but they answer it differently: an engine
|
||||
/// that told us it stopped is definitive, while the default device moving might not concern us
|
||||
/// at all.
|
||||
private func hardwareMoved(_ reason: AudioDeviceWatcher.Reason) {
|
||||
guard !flag.isStopped else { return }
|
||||
switch reason {
|
||||
case .engineConfiguration:
|
||||
scheduleEngineRebuild(reason: reason.rawValue)
|
||||
case .defaultOutputDevice:
|
||||
#if os(macOS)
|
||||
defaultOutputChanged()
|
||||
#else
|
||||
break // the watcher only raises this one on macOS
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
/// Restart the engines if — and only if — playback is down. The conservative trigger: it is
|
||||
/// what a route change (iOS/tvOS) and the macOS backstop get to do, since a HEALTHY engine
|
||||
/// that followed the change on its own must not be interrupted for it.
|
||||
///
|
||||
/// Gated on a start having been ATTEMPTED rather than on an engine existing, which is the
|
||||
/// difference between recovering a session whose very first `startPlayback` failed — no
|
||||
/// output device at the moment it connected — and leaving it silent for good. On iOS the same
|
||||
/// flag keeps this from racing the asynchronous start, where no engine yet is normal.
|
||||
private func reviveStoppedEngines(_ reason: String) {
|
||||
guard !flag.isStopped, enginesAttempted, !playbackIsLive else { return }
|
||||
scheduleEngineRebuild(reason: "playback is stopped and \(reason)")
|
||||
}
|
||||
|
||||
/// Is the render side actually running? Both engines can carry it (`combinedEngine` when the
|
||||
/// voice processor is engaged, `playbackEngine` otherwise). Taken out from under `stateLock`
|
||||
/// before asking AVAudioEngine anything — the lock guards our handles, not the framework.
|
||||
private var playbackIsLive: Bool {
|
||||
stateLock.lock()
|
||||
let playback = playbackEngine
|
||||
let combined = combinedEngine
|
||||
stateLock.unlock()
|
||||
return (playback?.isRunning ?? false) || (combined?.isRunning ?? false)
|
||||
}
|
||||
|
||||
/// Coalesce: one device switch produces a burst — the old device leaving, the default moving,
|
||||
/// the new device settling, and each engine we own posting its own change — and one rebuild
|
||||
/// serves all of it. The floor between rebuilds keeps a device that renegotiates in a loop
|
||||
/// from spinning the session. Main thread.
|
||||
private func scheduleEngineRebuild(reason: String) {
|
||||
guard !rebuildQueued else { return }
|
||||
rebuildQueued = true
|
||||
let since = ProcessInfo.processInfo.systemUptime - lastRebuildAt
|
||||
let delay = max(Self.rebuildDebounce, Self.rebuildFloor - since)
|
||||
log.info("\(reason) — restarting the audio engines in \(Int(delay * 1000)) ms")
|
||||
DispatchQueue.main.asyncAfter(deadline: .now() + delay) { [weak self] in
|
||||
self?.rebuildEngines(attempt: 0)
|
||||
}
|
||||
}
|
||||
|
||||
/// Put back the topology this session was started with, on whatever hardware is there now.
|
||||
///
|
||||
/// A full rebuild rather than a `start()` on the stopped engine, because the mic side has to
|
||||
/// follow too: `installMicTap` reads the input's live format, and the voice processor
|
||||
/// renegotiates its own. The RING is deliberately not touched — it is the one thing carried
|
||||
/// across (`makePlaybackChain` reuses it, `startDrain` is idempotent), so the drain thread
|
||||
/// keeps decoding right through the switch and its overflow policy has already dropped
|
||||
/// everything that went stale while the engine was down.
|
||||
private func rebuildEngines(attempt: Int) {
|
||||
rebuildQueued = false
|
||||
guard !flag.isStopped, let config = startConfig else { return }
|
||||
lastRebuildAt = ProcessInfo.processInfo.systemUptime
|
||||
tearDownEngines()
|
||||
startEngines(
|
||||
speakerUID: config.speakerUID, micUID: config.micUID, micChannel: config.micChannel,
|
||||
micEnabled: config.micEnabled, echoCancel: config.echoCancel)
|
||||
|
||||
// Did playback actually come back? A device caught mid-transition can refuse to start, and
|
||||
// a rebuild that fails leaves no engine to post the next notification — so this is the one
|
||||
// path that must not just give up. (`startEngines` has logged the reason already.)
|
||||
if playbackIsLive {
|
||||
log.info("audio engines restarted on the current device")
|
||||
return
|
||||
}
|
||||
guard attempt < Self.rebuildAttempts else {
|
||||
#if os(macOS)
|
||||
log.error("""
|
||||
audio did not come back after the device change — the default-output watcher will \
|
||||
try again when a device appears
|
||||
""")
|
||||
#else
|
||||
log.error("audio did not come back after the route change")
|
||||
#endif
|
||||
return
|
||||
}
|
||||
rebuildQueued = true // holds off a trigger that would only race this ladder
|
||||
let delay = Self.rebuildDebounce * Double(1 << (attempt + 1))
|
||||
DispatchQueue.main.asyncAfter(deadline: .now() + delay) { [weak self] in
|
||||
self?.rebuildEngines(attempt: attempt + 1)
|
||||
}
|
||||
}
|
||||
|
||||
#if os(macOS)
|
||||
/// The system's output device moved. Rebuild only when it actually concerns this session: the
|
||||
/// engine is gone or stopped, or it is playing to a device that is no longer the one we should
|
||||
/// be on. Somebody changing the default while we are pinned to a named speaker is none of our
|
||||
/// business, and rebuilding for it would cost an audible gap for nothing. Main queue (the
|
||||
/// listener block is registered against it).
|
||||
private func defaultOutputChanged() {
|
||||
guard !flag.isStopped, let config = startConfig else { return }
|
||||
stateLock.lock()
|
||||
let engine = combinedEngine ?? playbackEngine
|
||||
stateLock.unlock()
|
||||
guard let engine, engine.isRunning, let unit = engine.outputNode.audioUnit,
|
||||
let playingOn = Self.currentDevice(of: unit)
|
||||
else {
|
||||
// Nothing is playing. If an engine was expected at all, this is the backstop firing.
|
||||
reviveStoppedEngines("the default output device moved")
|
||||
return
|
||||
}
|
||||
// Empty UID = follow the system default; a pinned UID only moves if that device itself
|
||||
// came or went, which `deviceID(forUID:)` reports by resolving to a different ID or none.
|
||||
let shouldBeOn = config.speakerUID.isEmpty
|
||||
? AudioDevices.defaultOutputDevice()
|
||||
: AudioDevices.deviceID(forUID: config.speakerUID)
|
||||
guard let shouldBeOn, shouldBeOn != playingOn else { return }
|
||||
scheduleEngineRebuild(reason: "the output device changed under the session")
|
||||
}
|
||||
#endif
|
||||
|
||||
#if !os(macOS)
|
||||
/// The audio server can die and restart. It takes the session's configuration and every engine
|
||||
/// with it, and the documented recovery is to build all of it again — the same rebuild a route
|
||||
/// change uses, with the session activation back in front of it.
|
||||
private func installMediaResetObserver(micEnabled: Bool) {
|
||||
let observer = NotificationCenter.default.addObserver(
|
||||
forName: AVAudioSession.mediaServicesWereResetNotification, object: nil, queue: nil
|
||||
) { [weak self] _ in
|
||||
SessionAudio.sessionQueue.async {
|
||||
guard let self, !self.flag.isStopped else { return }
|
||||
self.activateAudioSession(micEnabled: micEnabled)
|
||||
DispatchQueue.main.async {
|
||||
self.scheduleEngineRebuild(reason: "the audio services were reset")
|
||||
}
|
||||
}
|
||||
}
|
||||
stateLock.lock()
|
||||
let stale = mediaResetObserver
|
||||
mediaResetObserver = observer
|
||||
stateLock.unlock()
|
||||
if let stale { NotificationCenter.default.removeObserver(stale) }
|
||||
}
|
||||
|
||||
/// Interruptions still happen to a mixable session — a phone call, Siri, an app that claims
|
||||
/// a NON-mixable session of its own. iOS stops the engines, and when the interruption ends it
|
||||
/// restarts NOTHING by itself; before this observer the stream just stayed silent (under the
|
||||
/// old exclusive category, Music itself was such an interrupter, which is how "resume Music,
|
||||
/// lose the stream" was ever possible). Reactivate and revive on `.ended` — unconditionally,
|
||||
/// not only when iOS hints `.shouldResume`: a live stream is the one case where the user's
|
||||
/// intent to keep hearing it is not in doubt, and `reviveStoppedEngines` already declines
|
||||
/// when playback never went down.
|
||||
private func installInterruptionObserver(micEnabled: Bool) {
|
||||
let observer = NotificationCenter.default.addObserver(
|
||||
forName: AVAudioSession.interruptionNotification,
|
||||
object: AVAudioSession.sharedInstance(), queue: nil
|
||||
) { [weak self] note in
|
||||
guard let raw = note.userInfo?[AVAudioSessionInterruptionTypeKey] as? UInt,
|
||||
AVAudioSession.InterruptionType(rawValue: raw) == .ended else { return }
|
||||
SessionAudio.sessionQueue.async {
|
||||
guard let self, !self.flag.isStopped else { return }
|
||||
// The full activation, not a bare `setActive`: an interruption can drop the
|
||||
// category configuration too, and on iOS the earpiece steer is per-route.
|
||||
self.activateAudioSession(micEnabled: micEnabled)
|
||||
DispatchQueue.main.async {
|
||||
self.reviveStoppedEngines("an audio interruption ended")
|
||||
}
|
||||
}
|
||||
}
|
||||
stateLock.lock()
|
||||
let stale = interruptionObserver
|
||||
interruptionObserver = observer
|
||||
stateLock.unlock()
|
||||
if let stale { NotificationCenter.default.removeObserver(stale) }
|
||||
}
|
||||
#endif
|
||||
|
||||
/// Silence the mic uplink (no room audio leaves the device) or restore it. THE one muting
|
||||
/// mechanism: the owner composes its reasons — the user's in-stream mute and the background
|
||||
/// keep-alive's privacy mute — into one effective state and passes that here, so neither can
|
||||
@@ -437,6 +771,21 @@ public final class SessionAudio {
|
||||
return Stats(bufferMS: s.bufferedMS, avOffsetMS: s.avOffsetMS)
|
||||
}
|
||||
|
||||
#if os(macOS)
|
||||
/// Whether playback is rendering, and the device it is rendering to. The device-change
|
||||
/// recovery has exactly one observable signature from outside — "running again, on the device
|
||||
/// the system just moved to" — and nothing else here could tell the two halves apart: a
|
||||
/// stopped engine can still name the old device, and a retargeted one can still be stopped.
|
||||
/// Used by `AudioDeviceSwitchTests`.
|
||||
var playbackState: (running: Bool, device: AudioDeviceID?) {
|
||||
stateLock.lock()
|
||||
let engine = combinedEngine ?? playbackEngine
|
||||
stateLock.unlock()
|
||||
guard let engine else { return (false, nil) }
|
||||
return (engine.isRunning, engine.outputNode.audioUnit.flatMap(Self.currentDevice(of:)))
|
||||
}
|
||||
#endif
|
||||
|
||||
// MARK: - Playback (host → speaker)
|
||||
|
||||
/// The playback jitter ring + the source node draining it — shared by the plain playback
|
||||
|
||||
@@ -47,12 +47,28 @@ public struct GameEntry: Codable, Hashable, Identifiable, Sendable {
|
||||
/// optional String: the host owns the vocabulary, and an unknown future value must never fail
|
||||
/// the whole library decode. Anything that isn't `"launcher"` is a game (design D4).
|
||||
public var role: String?
|
||||
/// The token for this entry's brand mark (`"steam"`, `"heroic"`) — never art, never a URL.
|
||||
/// `nil` on every older host and on every ordinary title. See `launcherIconImage`.
|
||||
public var icon: String?
|
||||
|
||||
public var isCustom: Bool { store == "custom" }
|
||||
|
||||
/// Whether this entry opens a launcher rather than a game.
|
||||
public var isLauncher: Bool { role == "launcher" }
|
||||
|
||||
/// The brand-icon token, re-validated rather than taken on trust.
|
||||
///
|
||||
/// The host checks the shape on the way in, so this can only fire for a host older than that
|
||||
/// check or one that isn't ours. The value reaches `Image(named:)`, and "the peer promised" is
|
||||
/// not the standard a name lookup deserves.
|
||||
public var iconToken: String? {
|
||||
guard let t = icon, !t.isEmpty, t.count <= 32,
|
||||
let first = t.first, first.isASCII, first.isLowercase,
|
||||
t.allSatisfy({ $0.isASCII && ($0.isLowercase || $0.isNumber || $0 == "-") })
|
||||
else { return nil }
|
||||
return t
|
||||
}
|
||||
|
||||
/// Display name for the store badge — the same table the Rust clients use
|
||||
/// (`pf-console-ui::library::store_label`). Before this existed the badge said "Steam" for
|
||||
/// every non-custom entry, which a Lutris or GOG title made a lie.
|
||||
|
||||
@@ -1002,22 +1002,34 @@ public final class PunktfunkConnection {
|
||||
/// Pull the next EFFECTIVE rumble command from the core's shared rumble policy engine — the
|
||||
/// uniform replacement for per-platform rumble policy. The engine owns every decision
|
||||
/// (v2 lease expiry, legacy-host staleness at a uniform 1 s, connection-close drain zeros),
|
||||
/// so apply commands verbatim: `(0, 0)` = stop now, non-zero = run at this level.
|
||||
/// so apply commands verbatim: all-zero = stop now, non-zero = run at this level.
|
||||
/// `backstopMs` is a safety-net duration for duration-parameterized platform APIs — the
|
||||
/// CoreHaptics renderer ignores it (its finite segment ceiling is the equivalent net).
|
||||
/// Drain from the (single) feedback thread, alongside `nextHidOutput`.
|
||||
///
|
||||
/// A command carries FOUR motor levels: the two handles plus the two Xbox impulse-trigger
|
||||
/// motors (`leftTrigger`/`rightTrigger`, same 0...0xFFFF scale), which arrive on the 0xCA
|
||||
/// plane's v3 tail. This calls the core's `_cmd2` entry point — `_cmd` is the frozen
|
||||
/// two-handle form kept for out-of-tree embedders, and there is no reason for this client to
|
||||
/// stay on it: a pad that reports no `GCHapticsLocality.leftTrigger`/`.rightTrigger` simply
|
||||
/// has no engine for those levels and they go nowhere, which is the normal case.
|
||||
public func nextRumbleCommand(timeoutMs: UInt32 = 0) throws
|
||||
-> (pad: UInt16, low: UInt16, high: UInt16, backstopMs: UInt32)?
|
||||
-> (
|
||||
pad: UInt16, low: UInt16, high: UInt16, leftTrigger: UInt16, rightTrigger: UInt16,
|
||||
backstopMs: UInt32
|
||||
)?
|
||||
{
|
||||
feedbackLock.lock()
|
||||
defer { feedbackLock.unlock() }
|
||||
guard let h = liveHandle() else { throw PunktfunkClientError.closed }
|
||||
|
||||
var pad: UInt16 = 0, low: UInt16 = 0, high: UInt16 = 0, backstop: UInt32 = 0
|
||||
let rc = punktfunk_connection_next_rumble_cmd(h, &pad, &low, &high, &backstop, timeoutMs)
|
||||
var lt: UInt16 = 0, rt: UInt16 = 0
|
||||
let rc = punktfunk_connection_next_rumble_cmd2(
|
||||
h, &pad, &low, &high, <, &rt, &backstop, timeoutMs)
|
||||
switch rc {
|
||||
case statusOK:
|
||||
return (pad, low, high, backstop)
|
||||
return (pad, low, high, lt, rt, backstop)
|
||||
case statusNoFrame:
|
||||
return nil
|
||||
case statusClosed:
|
||||
|
||||
@@ -172,7 +172,8 @@ public final class GamepadFeedback {
|
||||
while rumbleBurst < 64, !flag.isStopped,
|
||||
let c = try connection.nextRumbleCommand(timeoutMs: 0) {
|
||||
self?.routeRumble(
|
||||
pad: UInt8(truncatingIfNeeded: c.pad), low: c.low, high: c.high)
|
||||
pad: UInt8(truncatingIfNeeded: c.pad), low: c.low, high: c.high,
|
||||
leftTrigger: c.leftTrigger, rightTrigger: c.rightTrigger)
|
||||
rumbleBurst += 1
|
||||
}
|
||||
// Drain a BOUNDED burst of hidout events so sustained 0xCD traffic (a game writing
|
||||
@@ -225,12 +226,21 @@ public final class GamepadFeedback {
|
||||
|
||||
/// Route one engine command to its pad's renderer (drain thread). A command for a pad with no
|
||||
/// live renderer — one that just left the forwarded set — is dropped.
|
||||
private func routeRumble(pad: UInt8, low: UInt16, high: UInt16) {
|
||||
private func routeRumble(
|
||||
pad: UInt8, low: UInt16, high: UInt16, leftTrigger: UInt16, rightTrigger: UInt16
|
||||
) {
|
||||
let renderer = withRouting { rumbleByPad[pad] }
|
||||
renderer?.apply(low: low, high: high)
|
||||
renderer?.apply(low: low, high: high, leftTrigger: leftTrigger, rightTrigger: rightTrigger)
|
||||
// The opt-in device mirror follows controller 1 unconditionally — the pads it exists for
|
||||
// have no motors (their renderer above no-ops), and mirroring deliberately isn't gated on
|
||||
// that: capability probing can't see a motor-less MFi pad, and the user opted in.
|
||||
//
|
||||
// HANDLES ONLY, deliberately. A phone body is one actuator with no trigger analogue, so
|
||||
// the trigger levels would have to be folded to arrive at all — and folding continuous
|
||||
// impulse-trigger content (a racing title's engine RPM / tyre slip) onto the one motor
|
||||
// this mirror has would buzz the phone flat-out for the whole race at a level the game
|
||||
// never requested. Dropping them matches the core engine's policy for every pad without
|
||||
// trigger motors.
|
||||
if pad == 0 { deviceRumble?.apply(low: low, high: high) }
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,109 @@
|
||||
// Button glyphs for the gamepad UI's legends, for a controller that ISN'T currently attached.
|
||||
//
|
||||
// While a pad is connected the truth is GameController's own `sfSymbolsName` on the live element —
|
||||
// nothing here competes with that. The problem this file solves is the other half of the time: the
|
||||
// instant `GamepadManager.active` goes nil (the pad slept, its battery died, it was unplugged, or
|
||||
// `gamepadUIMode == "always"` put the console UI up with no pad at all) there is no element left to
|
||||
// ask, and every legend fell back to the generic letter glyphs — which read as an Xbox pad. A
|
||||
// DualSense user watched their ✕/◯ legends turn into A/B the moment the controller dozed off.
|
||||
//
|
||||
// So: `GamepadManager` remembers the KIND of the last controller that was actually attached
|
||||
// (`DefaultsKey.lastGamepadKind`, never cleared on disconnect) and the legends resolve through this
|
||||
// table instead. Deliberately NOT a user-facing setting — a "glyph style" picker is one more row in
|
||||
// a settings screen to answer a question the app can answer itself, and the remembered pad is right
|
||||
// essentially always: people own the controller they last plugged in.
|
||||
//
|
||||
// Positional, not nominal. `GCExtendedGamepad`'s buttonA/B/X/Y are POSITIONS (A = bottom, B =
|
||||
// right, X = left, Y = top), so each family maps its own labels onto those positions — which is why
|
||||
// the Nintendo column looks transposed: a Switch pad's bottom button is B and its right one is A.
|
||||
|
||||
import Foundation
|
||||
import GameController
|
||||
|
||||
/// A face/shoulder button by POSITION, which is what `GCExtendedGamepad` exposes and what a legend
|
||||
/// actually means ("press the bottom button"). The label drawn for it is the family's business.
|
||||
public enum GamepadButtonRole: Sendable {
|
||||
/// Bottom face button — Xbox A, PlayStation ✕, Nintendo B.
|
||||
case a
|
||||
/// Right face button — Xbox B, PlayStation ◯, Nintendo A.
|
||||
case b
|
||||
/// Left face button — Xbox X, PlayStation □, Nintendo Y.
|
||||
case x
|
||||
/// Top face button — Xbox Y, PlayStation △, Nintendo X.
|
||||
case y
|
||||
case leftShoulder
|
||||
case rightShoulder
|
||||
|
||||
/// The role a `GCExtendedGamepad` key path names, so a caller that already spells its buttons
|
||||
/// as key paths (every legend in the gamepad UI does — it reads `sfSymbolsName` off the live
|
||||
/// element through one) can reach this table without restating itself. nil for any other
|
||||
/// button: the legends only ever name these six, and a role invented for, say, the menu button
|
||||
/// would have no honest glyph on half the families.
|
||||
///
|
||||
/// Compared with `==` rather than matched with `switch`: key paths are reference-typed and
|
||||
/// their pattern-matching goes through the generic `Equatable` `~=`, which is easy to send to
|
||||
/// an unintended overload. This spelling has exactly one meaning.
|
||||
public init?(keyPath: KeyPath<GCExtendedGamepad, GCControllerButtonInput>) {
|
||||
if keyPath == \GCExtendedGamepad.buttonA { self = .a }
|
||||
else if keyPath == \GCExtendedGamepad.buttonB { self = .b }
|
||||
else if keyPath == \GCExtendedGamepad.buttonX { self = .x }
|
||||
else if keyPath == \GCExtendedGamepad.buttonY { self = .y }
|
||||
else if keyPath == \GCExtendedGamepad.leftShoulder { self = .leftShoulder }
|
||||
else if keyPath == \GCExtendedGamepad.rightShoulder { self = .rightShoulder }
|
||||
else { return nil }
|
||||
}
|
||||
}
|
||||
|
||||
public enum GamepadGlyphs {
|
||||
/// The SF Symbol a `role` wears on a `kind` of pad. Every name here is asserted to resolve on
|
||||
/// the running OS by `GamepadGlyphTests` — a symbol name that doesn't exist renders as NOTHING
|
||||
/// (SwiftUI draws an empty image rather than failing), so a typo would silently blank a legend
|
||||
/// on real hardware and never show up in a build.
|
||||
public static func symbol(_ role: GamepadButtonRole, for kind: PunktfunkConnection.GamepadType)
|
||||
-> String {
|
||||
switch role {
|
||||
case .leftShoulder: return "l1.rectangle.roundedbottom"
|
||||
case .rightShoulder: return "r1.rectangle.roundedbottom"
|
||||
case .a, .b, .x, .y: return faceSymbol(role, for: kind)
|
||||
}
|
||||
}
|
||||
|
||||
private static func faceSymbol(
|
||||
_ role: GamepadButtonRole, for kind: PunktfunkConnection.GamepadType
|
||||
) -> String {
|
||||
switch kind {
|
||||
// PlayStation shapes. ✕ is the BOTTOM button, so it belongs to role `.a` — the mapping
|
||||
// people mean when they say "the PlayStation glyphs".
|
||||
case .dualSense, .dualSenseEdge, .dualShock4:
|
||||
switch role {
|
||||
case .a: return "xmark.circle"
|
||||
case .b: return "circle.circle"
|
||||
case .x: return "square.circle"
|
||||
case .y: return "triangle.circle"
|
||||
default: return "circle.circle"
|
||||
}
|
||||
// Nintendo's labels sit transposed on the same positions (bottom = B, right = A,
|
||||
// left = Y, top = X) — printing Xbox letters on a Switch pad would name the wrong
|
||||
// physical button, which is worse than a generic glyph.
|
||||
case .switchPro:
|
||||
switch role {
|
||||
case .a: return "b.circle"
|
||||
case .b: return "a.circle"
|
||||
case .x: return "y.circle"
|
||||
case .y: return "x.circle"
|
||||
default: return "a.circle"
|
||||
}
|
||||
// Xbox, the Steam pads (Deck included — its ABXY is the Xbox layout), and `.auto`, which
|
||||
// is what a client with no remembered pad has. Xbox letters double as the neutral default
|
||||
// because they ARE the positional names in `GCExtendedGamepad`.
|
||||
case .auto, .xbox360, .xboxOne, .steamController, .steamDeck, .steamController2:
|
||||
switch role {
|
||||
case .a: return "a.circle"
|
||||
case .b: return "b.circle"
|
||||
case .x: return "x.circle"
|
||||
case .y: return "y.circle"
|
||||
default: return "a.circle"
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -87,6 +87,17 @@ public final class GamepadManager: ObservableObject {
|
||||
/// `lowest_free_index`). Recomputed by `assignPadIndices` whenever `forwarded` changes.
|
||||
private var padIndexByController: [ObjectIdentifier: UInt8] = [:]
|
||||
|
||||
/// The kind of the last controller that was actually attached — persisted under
|
||||
/// `DefaultsKey.lastGamepadKind` and deliberately NEVER cleared on disconnect. The gamepad
|
||||
/// UI's legends read it (through `GamepadGlyphs`) whenever `active` is nil, so a DualSense
|
||||
/// user's ✕/◯ hints don't turn into A/B the moment the pad sleeps, and so the legends are
|
||||
/// right at all under `gamepadUIMode == "always"`, which puts the console UI up with no pad
|
||||
/// attached by design. `.auto` = nothing has ever been seen on this device (⇒ neutral glyphs).
|
||||
///
|
||||
/// @Published so the legends re-render when a pad of a different family arrives; the screens
|
||||
/// already observe this object for `active`.
|
||||
@Published public private(set) var lastKnownKind: PunktfunkConnection.GamepadType
|
||||
|
||||
/// The user's pinned controller fingerprint ("" = automatic). Persisted; updating it
|
||||
/// reselects immediately, so a Settings Picker can bind straight to this.
|
||||
@Published public var preferredID: String {
|
||||
@@ -97,12 +108,19 @@ public final class GamepadManager: ObservableObject {
|
||||
}
|
||||
|
||||
private static let preferredKey = DefaultsKey.gamepadID
|
||||
private static let lastKindKey = DefaultsKey.lastGamepadKind
|
||||
/// Connect order (identity-keyed) — drives both twin de-dup suffixes and auto-pick.
|
||||
private var connectOrder: [ObjectIdentifier] = []
|
||||
private var observers: [NSObjectProtocol] = []
|
||||
|
||||
private init() {
|
||||
preferredID = UserDefaults.standard.string(forKey: Self.preferredKey) ?? ""
|
||||
// Stored as an Int (what UserDefaults round-trips losslessly) and validated back into a
|
||||
// real case: a value written by a NEWER client — a pad family this build has no case for
|
||||
// — must fall back to the neutral glyphs, not trap on an invalid raw value.
|
||||
lastKnownKind = (UserDefaults.standard.object(forKey: Self.lastKindKey) as? Int)
|
||||
.flatMap { UInt32(exactly: $0) }
|
||||
.flatMap(PunktfunkConnection.GamepadType.init(rawValue:)) ?? .auto
|
||||
observers.append(NotificationCenter.default.addObserver(
|
||||
forName: .GCControllerDidConnect, object: nil, queue: .main
|
||||
) { [weak self] n in
|
||||
@@ -212,6 +230,13 @@ public final class GamepadManager: ObservableObject {
|
||||
// (list is in connect order). A stale pin falls back to automatic.
|
||||
let pinned = candidates.last { $0.id == preferredID }
|
||||
active = pinned ?? candidates.last
|
||||
// Remember the family for the legends (see `lastKnownKind`). Only ever WRITTEN, never
|
||||
// cleared: `active` going nil is precisely the moment the memory has to survive, and a
|
||||
// pad whose `kind` is genuinely unknown never becomes active in the first place.
|
||||
if let active, active.kind != lastKnownKind {
|
||||
lastKnownKind = active.kind
|
||||
UserDefaults.standard.set(Int(active.kind.rawValue), forKey: Self.lastKindKey)
|
||||
}
|
||||
// Forwarded set (pf-client-core's `forwarded_ids`): a pin forwards ONLY the pinned pad
|
||||
// (explicit single-player); Automatic forwards every extended controller in connect order
|
||||
// (oldest→newest), so a game's player numbers are stable across hot-plug churn.
|
||||
|
||||
@@ -0,0 +1,74 @@
|
||||
// Where the arrow keys go in the library's plain poster grid (LibraryView's touch layout on
|
||||
// iOS/iPadOS/macOS) — the model behind "select games with keyboard arrows, enter to launch".
|
||||
//
|
||||
// The grid is up to TWO sections (launcher entries above titles), each rendered as its own
|
||||
// `LazyVGrid`. A single flat index across both would step by the wrong amount at the boundary
|
||||
// whenever the first section's last row is partial — up from the second section's first row would
|
||||
// land in the middle of the first section rather than on the row above. So moves happen WITHIN a
|
||||
// section, with an explicit hand-off at its edges that preserves the column.
|
||||
//
|
||||
// Lives in PunktfunkKit rather than beside the view because this is arithmetic with edge cases —
|
||||
// partial rows, section hand-offs, empty sections — and PunktfunkKit is the target the tests can
|
||||
// reach (the app is an executable target). Pure values in, pure value out: no SwiftUI.
|
||||
|
||||
import Foundation
|
||||
|
||||
public struct LibraryGridNav {
|
||||
/// Game ids per RENDERED section, in display order. Callers drop empty sections before
|
||||
/// constructing this, so `sections` never contains one.
|
||||
public let sections: [[String]]
|
||||
/// How many columns the grid actually laid out — the caller derives it from the measured
|
||||
/// width using `.adaptive`'s own fitting rule, so a vertical move is exactly one visual row.
|
||||
public let columns: Int
|
||||
|
||||
public init(sections: [[String]], columns: Int) {
|
||||
self.sections = sections
|
||||
// A zero or negative count would divide by zero below; one column is the degenerate grid.
|
||||
self.columns = max(1, columns)
|
||||
}
|
||||
|
||||
/// The id `direction` leads to from `current`, or nil when there is nowhere to go (so the
|
||||
/// caller leaves the cursor where it is). A nil `current` — nothing selected yet — lands on
|
||||
/// the very first tile, so the first arrow press always produces a visible cursor rather than
|
||||
/// appearing to do nothing.
|
||||
public func move(from current: String?, _ direction: GamepadMenuInput.Direction) -> String? {
|
||||
guard !sections.isEmpty else { return nil }
|
||||
guard let (s, i) = locate(current) else { return sections[0].first }
|
||||
switch direction {
|
||||
case .left:
|
||||
if i > 0 { return sections[s][i - 1] }
|
||||
return s > 0 ? sections[s - 1].last : nil
|
||||
case .right:
|
||||
if i + 1 < sections[s].count { return sections[s][i + 1] }
|
||||
return s + 1 < sections.count ? sections[s + 1].first : nil
|
||||
case .up:
|
||||
if i >= columns { return sections[s][i - columns] }
|
||||
// Off the top of this section: the section above, same column, its LAST row —
|
||||
// clamped, because that row may be partial.
|
||||
guard s > 0 else { return nil }
|
||||
let above = sections[s - 1]
|
||||
let lastRowStart = ((above.count - 1) / columns) * columns
|
||||
return above[min(lastRowStart + (i % columns), above.count - 1)]
|
||||
case .down:
|
||||
if i + columns < sections[s].count { return sections[s][i + columns] }
|
||||
// Off the bottom: the section below, same column, its first row.
|
||||
if s + 1 < sections.count {
|
||||
let below = sections[s + 1]
|
||||
return below[min(i % columns, below.count - 1)]
|
||||
}
|
||||
// Nothing below. A press from a full row above the last (partial) one still settles
|
||||
// on the final tile rather than refusing — the row IS down from here, just short.
|
||||
let lastRowStart = ((sections[s].count - 1) / columns) * columns
|
||||
return i < lastRowStart ? sections[s].last : nil
|
||||
}
|
||||
}
|
||||
|
||||
/// (section, index within it) for an id, or nil when it isn't in the grid any more.
|
||||
private func locate(_ id: String?) -> (Int, Int)? {
|
||||
guard let id else { return nil }
|
||||
for (s, section) in sections.enumerated() {
|
||||
if let i = section.firstIndex(of: id) { return (s, i) }
|
||||
}
|
||||
return nil
|
||||
}
|
||||
}
|
||||
@@ -36,7 +36,9 @@ enum RumbleTuning {
|
||||
/// classic Xbox ERM rotor ignores it. On split-handle pads the wire's two motors render at
|
||||
/// distinct frequencies mirroring the real hardware they emulate — low/left ≈ the heavy
|
||||
/// low-frequency rotor, high/right ≈ the light buzzer; a single combined actuator keeps the
|
||||
/// proven mid value.
|
||||
/// proven mid value. The impulse-trigger motors are small and light — the same character as
|
||||
/// the high/right buzzer — so they reuse `sharpnessHigh` rather than introduce a number
|
||||
/// nobody has measured on real trigger hardware.
|
||||
static let sharpnessLow: Float = 0.3
|
||||
static let sharpnessHigh: Float = 0.7
|
||||
static let sharpnessCombined: Float = 0.5
|
||||
@@ -140,9 +142,21 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
private var controller: GCController?
|
||||
private var low: Motor?
|
||||
private var high: Motor?
|
||||
/// Wire-truth target (raw wire units) — the engine command's level, applied verbatim; the
|
||||
/// core policy engine owns when it ends (explicit zero commands), so no deadline lives here.
|
||||
private var target: (low: UInt16, high: UInt16) = (0, 0)
|
||||
/// The two Xbox impulse-trigger motors, when the pad offers
|
||||
/// `GCHapticsLocality.leftTrigger`/`.rightTrigger`. **Nil is the normal case** — every pad but
|
||||
/// an Xbox One/Series/Elite has no such actuator, and the tree has already observed Xbox pads
|
||||
/// on Apple exposing no haptics engine at all — so their absence is never logged and never
|
||||
/// counts as a setup failure. Independent of the handle split: a pad may offer trigger
|
||||
/// localities with or without split handles, and losing one does not implicate the other.
|
||||
private var leftTrigger: Motor?
|
||||
private var rightTrigger: Motor?
|
||||
/// Wire-truth target (raw wire units) — the engine command's four levels, applied verbatim;
|
||||
/// the core policy engine owns when it ends (explicit zero commands), so no deadline lives
|
||||
/// here. The trigger levels are only ever non-zero against a Windows HID Xbox host pad; every
|
||||
/// other backend on every OS lacks the channel entirely (XInput's `XINPUT_VIBRATION` and
|
||||
/// evdev's `FF_RUMBLE` each carry exactly two magnitudes).
|
||||
private var target: (low: UInt16, high: UInt16, leftTrigger: UInt16, rightTrigger: UInt16) =
|
||||
(0, 0, 0, 0)
|
||||
/// Runs while anything is (or should be) audible: staleness watchdog, segment re-arm,
|
||||
/// throttled-level catch-up, engine rebuild after a reset, HID keepalive. Nil while silent,
|
||||
/// so an idle controller costs no timer wakeups and no radio traffic.
|
||||
@@ -216,22 +230,28 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
}
|
||||
}
|
||||
|
||||
/// Set the wire-truth target. Called with every 0xCA state the host sends — level changes AND
|
||||
/// renewals (v2) / 500 ms refreshes (legacy); both stamp liveness and, for v2, refresh the
|
||||
/// self-termination deadline. `ttlMs` is the envelope lease in ms, or [`RumbleTuning.noTTL`]
|
||||
/// against a legacy host (no lease → the staleness watchdog is the backstop). Renewals at an
|
||||
/// unchanged level extend the deadline before the idempotence guard, so a held rumble never
|
||||
/// lapses mid-effect.
|
||||
func apply(low lowAmp: UInt16, high highAmp: UInt16) {
|
||||
/// Set the wire-truth target: one policy-engine command's four motor levels, applied verbatim.
|
||||
/// Called with every 0xCA state the host sends — level changes AND renewals — and the core
|
||||
/// engine owns when a level ends (it emits explicit zero commands), so nothing here decides.
|
||||
///
|
||||
/// `leftTrigger`/`rightTrigger` are the Xbox impulse-trigger motors. They default to zero so
|
||||
/// handle-only callers (the debug test panel, the tuning tests) read unchanged, which is also
|
||||
/// the wire's own rule: on a level-triggered plane an absent level is off, never "keep what
|
||||
/// you had".
|
||||
func apply(
|
||||
low lowAmp: UInt16, high highAmp: UInt16, leftTrigger ltAmp: UInt16 = 0,
|
||||
rightTrigger rtAmp: UInt16 = 0
|
||||
) {
|
||||
queue.async {
|
||||
let active = lowAmp != 0 || highAmp != 0
|
||||
let next = (lowAmp, highAmp, ltAmp, rtAmp)
|
||||
let active = next != (0, 0, 0, 0)
|
||||
if active != self.wasActive {
|
||||
self.wasActive = active
|
||||
log.debug(
|
||||
"rumble: \(active ? "active" : "stop", privacy: .public) low=\(lowAmp, privacy: .public) high=\(highAmp, privacy: .public)")
|
||||
"rumble: \(active ? "active" : "stop", privacy: .public) low=\(lowAmp, privacy: .public) high=\(highAmp, privacy: .public) lt=\(ltAmp, privacy: .public) rt=\(rtAmp, privacy: .public)")
|
||||
}
|
||||
guard (lowAmp, highAmp) != self.target else { return }
|
||||
self.target = (lowAmp, highAmp)
|
||||
guard next != self.target else { return }
|
||||
self.target = next
|
||||
self.render()
|
||||
}
|
||||
}
|
||||
@@ -241,7 +261,7 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
queue.sync {
|
||||
self.ticker?.cancel()
|
||||
self.ticker = nil
|
||||
self.target = (0, 0)
|
||||
self.target = (0, 0, 0, 0)
|
||||
self.wasActive = false
|
||||
self.teardown()
|
||||
self.closeHID()
|
||||
@@ -256,7 +276,7 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
defer { updateTicker() }
|
||||
if renderHID() { return }
|
||||
guard !broken else { return }
|
||||
let audible = target.low != 0 || target.high != 0
|
||||
let audible = target != (0, 0, 0, 0)
|
||||
if audible, low == nil, high == nil, DispatchTime.now() >= retryAfter {
|
||||
setup()
|
||||
}
|
||||
@@ -274,6 +294,18 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
let mixed = RumbleTuning.combined(low: target.low, high: target.high)
|
||||
ok = reconcile(&low, to: RumbleTuning.amplitude(mixed))
|
||||
}
|
||||
// Impulse triggers: rendered ONLY where the hardware has the actuators, never folded into
|
||||
// the handles. `reconcile` on a nil slot is a no-op returning true, so a pad without them
|
||||
// silently drops the levels — which is the correct degrade and the common case.
|
||||
//
|
||||
// Their outcome is deliberately kept OUT of `ok`: a trigger engine erroring must not tear
|
||||
// down the handle engines (which are what the pad's rumble mostly is) nor flip
|
||||
// `preferCombined`, which is a statement about the handle split and nothing else. Nothing
|
||||
// is orphaned by that — a failed reconcile leaves the slot's Motor in place, so the next
|
||||
// tick simply retries it, and an engine that is genuinely dead fires its
|
||||
// stopped/reset handler, which tears down all four slots for a lazy rebuild.
|
||||
_ = reconcile(&leftTrigger, to: RumbleTuning.amplitude(target.leftTrigger))
|
||||
_ = reconcile(&rightTrigger, to: RumbleTuning.amplitude(target.rightTrigger))
|
||||
if !ok {
|
||||
let wasSplit = high != nil
|
||||
teardown()
|
||||
@@ -410,9 +442,11 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
/// The ticker runs only while something needs tending — any nonzero target (watchdog,
|
||||
/// throttle catch-up, HID keepalive, post-reset engine rebuild) or segments still alive.
|
||||
private func updateTicker() {
|
||||
let needed = target != (0, 0)
|
||||
let needed = target != (0, 0, 0, 0)
|
||||
|| low?.current != nil || low?.retiring != nil
|
||||
|| high?.current != nil || high?.retiring != nil
|
||||
|| leftTrigger?.current != nil || leftTrigger?.retiring != nil
|
||||
|| rightTrigger?.current != nil || rightTrigger?.retiring != nil
|
||||
if needed, ticker == nil {
|
||||
let t = DispatchSource.makeTimerSource(queue: queue)
|
||||
t.schedule(
|
||||
@@ -477,6 +511,26 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
preferCombined = true
|
||||
log.info("rumble: split-handle engines failing — will retry with one combined engine")
|
||||
}
|
||||
// Return before the trigger engines: the retry path re-enters setup() on the same
|
||||
// `low == nil, high == nil` condition, so building them here would leak a fresh pair
|
||||
// on every attempt (teardown() only runs on the failure paths above, and this is not
|
||||
// one of them).
|
||||
return
|
||||
}
|
||||
// Impulse-trigger motors, built last and best-effort. Independent of the handle split —
|
||||
// the localities are separate and a pad can offer either, both or neither — and NOT part
|
||||
// of the failure test above: nil here is the ordinary state of every pad that is not an
|
||||
// Xbox One/Series/Elite, so it must not read as "engine setup failed", back off the handle
|
||||
// engines, or produce a log line on a path that runs per controller attach.
|
||||
//
|
||||
// Whether a given pad + OS pair actually reports these localities is UNVERIFIED on glass.
|
||||
// The degrade needs no code: `createEngine(withLocality:)` returns nil, the slots stay nil,
|
||||
// and `reconcile` no-ops on them.
|
||||
if localities.contains(.leftTrigger) {
|
||||
leftTrigger = makeMotor(haptics, .leftTrigger, sharpness: RumbleTuning.sharpnessHigh)
|
||||
}
|
||||
if localities.contains(.rightTrigger) {
|
||||
rightTrigger = makeMotor(haptics, .rightTrigger, sharpness: RumbleTuning.sharpnessHigh)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -563,7 +617,7 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
}
|
||||
|
||||
private func teardown() {
|
||||
for m in [low, high].compactMap({ $0 }) {
|
||||
for m in [low, high, leftTrigger, rightTrigger].compactMap({ $0 }) {
|
||||
// Disarm the handlers before stopping so stop() can't re-enter teardown via them.
|
||||
// (Both properties are non-optional closures on this SDK, so assign no-ops, not nil.)
|
||||
m.engine.stoppedHandler = { _ in }
|
||||
@@ -577,6 +631,8 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
}
|
||||
low = nil
|
||||
high = nil
|
||||
leftTrigger = nil
|
||||
rightTrigger = nil
|
||||
}
|
||||
|
||||
private func seconds(since t: DispatchTime) -> TimeInterval {
|
||||
@@ -624,6 +680,16 @@ final class RumbleRenderer: @unchecked Sendable {
|
||||
/// Write the target to the DualSense over HID if that's the active backend; false → not a
|
||||
/// HID pad, so the caller renders via CoreHaptics. Deduped on the pad's 0...255 resolution,
|
||||
/// with a periodic keepalive re-write while nonzero (the ticker calls back in here).
|
||||
///
|
||||
/// **The impulse-trigger levels are deliberately dropped here, and there is no mapping to
|
||||
/// invent.** A DualSense has *adaptive* triggers — force resistance on a trigger you press,
|
||||
/// driven by the separate 0xCD `HidOutput.Trigger` plane — and no trigger *motors*. The two
|
||||
/// features are unrelated hardware that only share a word: an Xbox Series pad has trigger
|
||||
/// motors and no adaptive triggers, a DualSense has the reverse. Routing wire trigger rumble
|
||||
/// into either the DS5 rumble bytes (which are the two handles) or the adaptive-trigger
|
||||
/// parameter block would fabricate feedback the game never asked for. This path returning
|
||||
/// `true` also means a macOS DualSense never reaches the CoreHaptics trigger localities above,
|
||||
/// which is correct for the same reason.
|
||||
private func renderHID() -> Bool {
|
||||
#if os(macOS)
|
||||
guard let hid = dualSenseHID else { return false }
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
// The launcher tiles' brand marks: template vector imagesets in Resources/LauncherIcons.xcassets
|
||||
// (generated from the repo's assets/launcher-icons masters by scripts/gen-launcher-icons.sh —
|
||||
// per-mark provenance and licensing in that directory's README), resolved from a library entry's
|
||||
// `icon` token. Template rendering means they tint with `foregroundStyle` like an SF Symbol.
|
||||
//
|
||||
// The sibling of OsIcon.swift, which does the equivalent job for the host cards' OS marks. SF
|
||||
// Symbols ships no third-party brand glyphs, so a curated registry is the only route.
|
||||
|
||||
import SwiftUI
|
||||
|
||||
/// The icon tokens this client ships art for. A token outside this set draws nothing and the tile
|
||||
/// falls back to naming its launcher — which is what every launcher tile looked like before icons
|
||||
/// existed, so an unknown mark degrades to the old design rather than to a hole.
|
||||
///
|
||||
/// Checked against rather than interpolated: `Image(named:)` is a name lookup, and the set is the
|
||||
/// only thing that decides which names it can ever see.
|
||||
private let launcherIconTokensShipped: Set<String> = [
|
||||
"steam", "lutris", "heroic", "playnite", "epic", "gog", "xbox",
|
||||
]
|
||||
|
||||
/// The brand mark for a library entry's `icon` token, or nil — no view at all — when the entry
|
||||
/// carries no token or names one this client ships no art for.
|
||||
public func launcherIconImage(for token: String?) -> Image? {
|
||||
guard let token, launcherIconTokensShipped.contains(token) else { return nil }
|
||||
return Image("launcher-\(token)", bundle: .module)
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
{
|
||||
"images" : [
|
||||
{ "filename" : "epic.pdf", "idiom" : "universal" }
|
||||
],
|
||||
"info" : { "author" : "xcode", "version" : 1 },
|
||||
"properties" : {
|
||||
"preserves-vector-representation" : true,
|
||||
"template-rendering-intent" : "template"
|
||||
}
|
||||
}
|
||||