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Author SHA1 Message Date
enricobuehler 75d07a7e5d feat(tools/display-disturb): adl-emul — AMD connector-emulation probe (software HPD dummy)
ci / web (pull_request) Successful in 1m4s
ci / docs-site (pull_request) Successful in 1m14s
ci / rust-arm64 (pull_request) Successful in 3m28s
ci / rust (pull_request) Failing after 8m55s
The standby-sink stall program's §3 dead-end list marked ADL EmulationMode
'likely Pro-gated' on field hearsay, with 'probe once, log rc' as the owed
falsification — never run. Three RX 9070 XT field cases later (ASUS
VG32VQ1B/DP, Odyssey G60SD/DP, LG UltraGear 32GS95UE/HDMI), this is that
probe, shippable to reporters: read-only caps/board-layout/connection-state
walk by default, --lock pins the live EDID + ADL_EMUL_MODE_ALWAYS on
occupied connectors (the software HPD-holding dummy), --unlock restores.
Every call prints the bench's epoch_ms correlation line with the decoded
ADL rc — ADL_ERR_NOT_SUPPORTED(-8) vs ADL_OK on consumer Adrenalin is the
Pro-gating answer, and a --lock run during a stream with the sink asleep
is the direct A/B for the metronomic stall class.

atiadlxx.dll is bound dynamically (absent = clean exit 2), structs mirror
adl_structures.h verbatim, and the probe touches only connectors the
board-layout walk enumerated. Gates: check/clippy -D warnings (msvc
cross-target) + fmt clean; native stub unaffected.
2026-08-04 23:30:51 +02:00
570 changed files with 19532 additions and 146998 deletions
-68
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@@ -1,68 +0,0 @@
#!/usr/bin/env bash
# Assert that a builder image's :latest is the SAME manifest as its content key, and
# re-point it when it isn't.
#
# This is what we do instead of pinning consumers by @sha256: digest
# (security-review-2026-08-05, H-6 — see the reasoning at the top of docker.yml). The
# content key is a hash of the ci/ tree, so "which image should :latest be?" has an
# answer derivable from the commit alone. Checking it on every run turns :latest from a
# tag someone remembered to move into a function of the tree.
#
# Two different things make them diverge and neither is distinguishable from here:
#
# - Someone overwrote :latest out of band. Post-fix that needs the push credential,
# but it is exactly the H-6 attack and it must not pass silently.
# - ci/ was reverted. The older key is already a cache hit, so nothing rebuilds and
# nothing re-points :latest — it stays on the newer build forever while every
# consumer pulls a builder that does not match the tree it is building. That bug
# predates this script.
#
# Both are repaired identically, so: repair, and shout. Failing the build instead would
# turn a legitimate revert into a red main with no way forward.
#
# Reads go to the anonymous port, the single write to the authenticated one.
set -euo pipefail
IMAGE="${1:?usage: reconcile-latest.sh <image> <content-key>}"
KEY="${2:?usage: reconcile-latest.sh <image> <content-key>}"
: "${CI_REGISTRY:?CI_REGISTRY not set}"
: "${CI_REGISTRY_PUSH:?CI_REGISTRY_PUSH not set}"
: "${CI_REGISTRY_PASSWORD:?CI_REGISTRY_PASSWORD not set}"
ACCEPT='Accept: application/vnd.docker.distribution.manifest.v2+json, application/vnd.oci.image.manifest.v1+json, application/vnd.oci.image.index.v1+json, application/vnd.docker.distribution.manifest.list.v2+json'
# Digest of a tag, or empty if the tag does not exist. Never fails the script itself —
# "missing" is a state this has to reason about, not an error to abort on.
digest_of() {
curl -sfI -H "$ACCEPT" "http://$CI_REGISTRY/v2/$IMAGE/manifests/$1" 2>/dev/null \
| tr -d '\r' | sed -n 's/^[Dd]ocker-[Cc]ontent-[Dd]igest: //p' || true
}
key_digest=$(digest_of "$KEY")
latest_digest=$(digest_of latest)
if [ -z "$key_digest" ]; then
echo "::error::$IMAGE:$KEY has no manifest — the build or push above did not land"
exit 1
fi
if [ "$key_digest" = "$latest_digest" ]; then
echo "$IMAGE:latest == :$KEY ($key_digest)"
exit 0
fi
echo "::warning::$IMAGE:latest did not match its content key :$KEY — re-pointing it. If ci/ was not just reverted, someone overwrote this tag out of band: check the registry access log on home-ci-core."
echo " was: ${latest_digest:-<no :latest tag>}"
echo " wanted: $key_digest (:$KEY)"
tmp=$(mktemp)
trap 'rm -f "$tmp"' EXIT
media_type=$(curl -sfI -H "$ACCEPT" "http://$CI_REGISTRY/v2/$IMAGE/manifests/$KEY" \
| tr -d '\r' | sed -n 's/^[Cc]ontent-[Tt]ype: //p')
curl -sf -H "$ACCEPT" -o "$tmp" "http://$CI_REGISTRY/v2/$IMAGE/manifests/$KEY"
curl -sf -u "ci:$CI_REGISTRY_PASSWORD" -X PUT -H "Content-Type: $media_type" \
--data-binary @"$tmp" "http://$CI_REGISTRY_PUSH/v2/$IMAGE/manifests/latest"
now=$(digest_of latest)
[ "$now" = "$key_digest" ] || { echo "::error::re-point failed: :latest is $now"; exit 1; }
echo "$IMAGE:latest re-pointed to $key_digest"
+2 -19
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@@ -41,23 +41,9 @@ jobs:
env:
REGISTRY_TOKEN: ${{ secrets.REGISTRY_TOKEN }}
UPDATE_MANIFEST_KEY: ${{ secrets.UPDATE_MANIFEST_KEY }}
# Through the ENVIRONMENT, never interpolated into the script body. A `${{ }}` expansion
# is a raw textual substitution performed BEFORE the shell sees the line, so a
# workflow_dispatch input containing shell syntax executes as this step — and this is the
# step holding UPDATE_MANIFEST_KEY, the Ed25519 key every host pins to decide whether an
# update is real (2026-08-05 review H-6). As `$INPUT_TAG` it is only ever data.
INPUT_TAG: ${{ inputs.tag }}
run: |
set -euo pipefail
TAG="$INPUT_TAG"
# Shape-check before the value reaches a URL or a filename: tags are `vX.Y.Z[-suffix]`.
case "$TAG" in
v[0-9]*) ;;
*) echo "refusing to publish for a tag that is not vX.Y.Z: $TAG" >&2; exit 1 ;;
esac
case "$TAG" in
*[!A-Za-z0-9.+_-]*) echo "tag has characters no release tag has: $TAG" >&2; exit 1 ;;
esac
TAG="${{ inputs.tag }}"
case "$TAG" in
*-*) echo "pre-release tag $TAG — not publishing to the stable update feed"; exit 0 ;;
esac
@@ -81,7 +67,4 @@ jobs:
GITEA_TOKEN: ${{ secrets.REGISTRY_TOKEN }}
DISCORD_RELEASE_WEBHOOK: ${{ secrets.DISCORD_RELEASE_WEBHOOK }}
ALLOW_PRERELEASE: ${{ inputs.allow_prerelease }}
# Same reasoning as the publish step above: the input is data in the environment, never
# text spliced into the command line.
INPUT_TAG: ${{ inputs.tag }}
run: bash scripts/ci/discord-announce.sh "$INPUT_TAG"
run: bash scripts/ci/discord-announce.sh "${{ inputs.tag }}"
+1 -6
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@@ -29,9 +29,4 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Tier-3 GPU stream benchmark
# Through the environment, not interpolated into the command line: a `${{ }}` expansion is
# substituted before the shell parses the line, so an input carrying shell syntax would run
# as this step (2026-08-05 review H-6).
env:
BENCH_MODE: ${{ inputs.mode || '1920x1080x120' }}
run: bash scripts/bench/gpu-stream.sh "$BENCH_MODE" 12
run: bash scripts/bench/gpu-stream.sh "${{ inputs.mode || '1920x1080x120' }}" 12
-33
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@@ -252,11 +252,6 @@ jobs:
run: bun run build
- name: Typecheck
run: bun run lint
# Scoped to server/: the console's browser code has no test runner, but the gate that keeps a
# plugin's origin apart from the console's does — and its failure mode is a well-formed header
# that only a browser rejects, which nothing else here would catch.
- name: Test
run: bun run test
docs-site:
runs-on: ubuntu-24.04
@@ -280,31 +275,3 @@ jobs:
run: bun run build
- name: Typecheck
run: bun run lint
# web/bun.nix and sdk/bun.nix are GENERATED from their bun.lock (bun2nix) and committed; the Nix
# build fetches node_modules from nothing else. They regenerate only on a local `bun install` that
# runs lifecycle scripts — never under CI's `--ignore-scripts`, and never on a merge or rebase,
# which happily carries a lockfile change past a bun.nix generated before it. That is not
# theoretical: web/bun.nix sat stale on main for 553 commits (2026-07-27 → 2026-08-05) with
# `nix build .#punktfunk-web` broken, and was repaired only by accident when an advisory bump
# happened to rerun a real `bun install`.
#
# Deliberately UNFILTERED and in ci.yml rather than nix.yml: it needs no Nix, takes well under a
# minute, and the whole point is that the drift arrives through commits that look unrelated to
# Nix. The Nix-toolchain gates (flake eval + building the bun packages) live in nix.yml.
bun-nix:
runs-on: ubuntu-24.04
container:
image: oven/bun:1
timeout-minutes: 15
steps:
# oven/bun ships neither git nor a real node, and the slim base has no CA bundle —
# actions/checkout needs all three (see the web job).
- name: Install git + node + CA certs
run: apt-get update && apt-get install -y --no-install-recommends ca-certificates git nodejs
- uses: actions/checkout@v4
# Regenerates each bun.nix from its committed bun.lock and diffs, and checks that the
# bun2nix version pin agrees across flake.nix and both package.json files (bun.nix has no
# schema stability across bun2nix releases). Fix with: scripts/ci/check-bun-nix.sh --fix
- name: bun.nix drift gate
run: sh scripts/ci/check-bun-nix.sh
+3 -8
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@@ -119,15 +119,10 @@ jobs:
run: |
apt-get update
# python3 is used by scripts/ci/gitea-release.sh for the stable-tag release attach.
# No libvulkan-dev: nothing here compiles or links against Vulkan (ash dlopens
# libvulkan and pf-vkdecode binds nothing at build time), so neither the compile nor
# dpkg-shlibdeps — which resolves DT_NEEDED sonames only — ever asks for it. The
# client's `Depends: libvulkan1` is added by hand in packaging/debian/build-client-deb.sh
# precisely because a dlopen is invisible to shlibdeps.
# No libav*-dev: the client links no FFmpeg since M10 (§6 of
# design/client-native-decode.md).
# libvulkan-dev: /usr/include/vulkan/vulkan.h for the client's pf-ffvk bindgen
# (FFmpeg's hwcontext_vulkan.h includes it).
apt-get install -y --no-install-recommends dpkg-dev python3 \
libgtk-4-dev libadwaita-1-dev libsdl3-dev
libgtk-4-dev libadwaita-1-dev libsdl3-dev libvulkan-dev
# Share ci.yml's cache keys so the release build reuses its registry + target artifacts.
- name: Cache keys
+1 -4
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@@ -46,10 +46,7 @@ env:
REGISTRY: git.unom.io
OWNER: unom
PACKAGE: punktfunk-decky # generic-registry package name
# The plugin's ON-DISK dir == the zip's top-level dir. Deliberately NOT plugin.json "name"
# (that is the brand-cased label Decky lists, and it locates a plugin by matching it, not by
# the folder) — see clients/decky/scripts/package.sh.
PLUGIN: punktfunk
PLUGIN: punktfunk # plugin.json "name" == zip top-level dir
jobs:
build-publish:
+21 -114
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@@ -3,18 +3,13 @@
# Two very different image families now:
#
# BUILDER images (punktfunk-rust-ci{,-noble,-arm64cross}, punktfunk-fedora{,44}-rpm)
# live on the LAN registry (home-ci-core — unom/infra runners/ci-core/) and are
# CONTENT-KEYED: the tag is a hash of what they are built from (the ci/ tree, +
# rust-toolchain.toml for the cross image), and a build only happens when that key
# has no manifest yet. A push that doesn't touch ci/ costs one curl per image
# (~seconds), pushes nothing over the WAN, and mints no per-SHA tag debris on the
# runners — the failure mode that filled the fleet's disks. `:latest` is re-pushed
# alongside every new key and is what the consuming workflows pin.
#
# READS come from :5010 and need no credential. WRITES go to :5011 and need
# CI_REGISTRY_PASSWORD. Same store behind both — a registry keys by repository name,
# not by the host:port the client used — so an image pushed to :5011 is the same
# image every consumer pulls from :5010.
# live on the LAN registry (home-ci-core, 192.168.1.58:5010 — unom/infra
# runners/ci-core/) and are CONTENT-KEYED: the tag is a hash of what they are built
# from (the ci/ tree, + rust-toolchain.toml for the cross image), and a build only
# happens when that key has no manifest yet. A push that doesn't touch ci/ costs one
# curl per image (~seconds), pushes nothing over the WAN, and mints no per-SHA tag
# debris on the runners — the failure mode that filled the fleet's disks. `:latest`
# is re-pushed alongside every new key and is what the consuming workflows pin.
#
# APP images (punktfunk-web, punktfunk-docs) are deployables: they keep going to the
# Gitea registry (git.unom.io) with :latest + :sha-<8> (+ :vX.Y.Z on tags), because
@@ -22,38 +17,8 @@
#
# Host and clients are intentionally NOT containerized (see CLAUDE.md "What's left").
#
# REGISTRY_TOKEN: repo Actions secret, a PAT with write:package scope (app images).
# CI_REGISTRY_PASSWORD: repo Actions secret, the LAN registry's push credential for user
# `ci`. Generated on ci-core into /srv/ci/stack/registry-secret; rotate in both places.
#
# --- security-review-2026-08-05 H-6, FIXED 2026-08-05 -------------------------------
# The registry used to accept anonymous pushes from any LAN peer, and every
# secret-bearing job in this repo runs INSIDE an image pulled from it. Attacker
# position #1 of the project's own threat model did not need to break any signing
# logic: push one tag, and the next android.yml run executes their code in the same job
# that does `echo "$RELEASE_KEYSTORE_BASE64" | base64 -d > release.jks`. Same shape for
# rpm.yml (RPM_GPG_PRIVATE_KEY) and android-promote.yml (SERVICE_ACCOUNT_JSON).
#
# The infra half is done (unom/infra runners/ci-core/): :5010 serves GET/HEAD only and
# refuses everything else with 405, :5011 demands basic auth on every request. The half
# in this file is done below: pushes and release-tag manifest PUTs authenticate.
#
# ⚠ On the second half as the review originally worded it — "pin consumers by @sha256:
# digest". We deliberately do something else, because after authentication the digest
# pin no longer buys what it was meant to buy. The set of people who can overwrite a tag
# is now exactly the set who can push to main and edit a pinned digest in this very
# file: a pin defends against nobody it did not already trust, while costing a
# two-commit dance on every ci/ change (~3x a month) during which consumers silently run
# a builder image that predates the ci/ change they are testing.
#
# What actually closes the residual gap — a tag quietly overwritten out of band — is
# making :latest a CHECKED function of the tree instead of a tag someone remembered to
# move. The "Reconcile :latest" step below asserts on every run that :latest and
# :ck-$KEY are the same digest, repairs it when they are not, and says so loudly. That
# catches an out-of-band overwrite on the next push to main, needs no churn, and fixes
# a real pre-existing bug on the side: reverting ci/ used to leave :latest pointing at
# the newer build forever. Revisit inline digest pins if the push credential ever leaves
# the maintainer trust set.
# REGISTRY_TOKEN: repo Actions secret, a PAT with write:package scope (app images only —
# the LAN registry is unauthenticated inside the LAN).
#
# Bootstrap note: consuming workflows pull <LAN>/punktfunk-rust-ci:latest, so the LAN
# registry must hold a seeded :latest once (done 2026-07-29 from the last Gitea-registry
@@ -77,10 +42,7 @@ on:
env:
REGISTRY: git.unom.io
OWNER: unom
# Read port (anonymous, GET/HEAD only) and write port (basic auth). Two doors onto
# one store; see the header.
CI_REGISTRY: 192.168.1.58:5010
CI_REGISTRY_PUSH: 192.168.1.58:5011
jobs:
builders:
@@ -136,45 +98,21 @@ jobs:
echo "hit=false" >> "$GITHUB_OUTPUT"
fi
# Tagged for the WRITE port: :5010 refuses a push outright, so a tag that names it
# can only fail. Consumers still pull the identical image from :5010.
- name: Build
if: steps.exists.outputs.hit == 'false'
# --pull is cheap now: base images come through the ci-core pull-through mirror.
run: |
docker build --pull ${{ matrix.buildargs }} \
-f "${{ matrix.dockerfile }}" \
-t "$CI_REGISTRY_PUSH/${{ matrix.image }}:$KEY" \
-t "$CI_REGISTRY_PUSH/${{ matrix.image }}:latest" \
-t "$CI_REGISTRY/${{ matrix.image }}:$KEY" \
-t "$CI_REGISTRY/${{ matrix.image }}:latest" \
ci
# Gated like Build/Push: only the docker CLI needs this login (Reconcile and Tag-for-release
# authenticate via curl -u), so a cache-hit job with nothing to push must not be able to fail
# on a login it never uses — proven on run 16013, where a host with a misconfigured daemon
# failed exactly here on a hit=true leg.
- name: Log in to the LAN registry
if: steps.exists.outputs.hit == 'false'
run: |
echo "$CI_REGISTRY_PASSWORD" | docker login "$CI_REGISTRY_PUSH" -u ci --password-stdin
env:
CI_REGISTRY_PASSWORD: ${{ secrets.CI_REGISTRY_PASSWORD }}
- name: Push
if: steps.exists.outputs.hit == 'false'
run: |
docker push "$CI_REGISTRY_PUSH/${{ matrix.image }}:$KEY"
docker push "$CI_REGISTRY_PUSH/${{ matrix.image }}:latest"
# :latest must be whatever ci/ says it is, on every run — not only on the runs that
# happened to build. Two things break that: an out-of-band overwrite (the H-6
# attack, now only reachable by someone holding the push credential), and a plain
# revert of ci/, which leaves :latest on the newer build because the older key is
# already a cache hit and nothing re-points it. Both look identical from here and
# both are repaired the same way, so repair and shout rather than fail the build.
- name: Reconcile :latest with the content key
run: .gitea/scripts/reconcile-latest.sh "${{ matrix.image }}" "$KEY"
env:
CI_REGISTRY_PASSWORD: ${{ secrets.CI_REGISTRY_PASSWORD }}
docker push "$CI_REGISTRY/${{ matrix.image }}:$KEY"
docker push "$CI_REGISTRY/${{ matrix.image }}:latest"
# A release pins reproducible builder images without any rebuild: copy the key's
# manifest to a vX.Y.Z tag via the registry API (no image bytes move).
@@ -186,19 +124,8 @@ jobs:
| tr -d '\r' | sed -n 's/^[Cc]ontent-[Tt]ype: //p')
curl -sf -H "$ACCEPT" -o /tmp/manifest.json \
"http://$CI_REGISTRY/v2/${{ matrix.image }}/manifests/$KEY"
curl -sf -u "ci:$CI_REGISTRY_PASSWORD" -X PUT -H "Content-Type: $MT" \
--data-binary @/tmp/manifest.json \
"http://$CI_REGISTRY_PUSH/v2/${{ matrix.image }}/manifests/$GITHUB_REF_NAME"
env:
CI_REGISTRY_PASSWORD: ${{ secrets.CI_REGISTRY_PASSWORD }}
# Today the job container is ephemeral (the ubuntu-24.04 label is a docker://
# image), so the credential docker login wrote would die with it anyway. Don't
# make that a load-bearing assumption about a runner label somebody may change to
# a host runner later.
- name: Log out of the LAN registry
if: always()
run: docker logout "$CI_REGISTRY_PUSH" || true
curl -sf -X PUT -H "Content-Type: $MT" --data-binary @/tmp/manifest.json \
"http://$CI_REGISTRY/v2/${{ matrix.image }}/manifests/$GITHUB_REF_NAME"
# The aarch64 CROSS builder — a SEPARATE job because it is `FROM punktfunk-rust-ci:latest`
# (the LAN copy) and so must not race the matrix entry that publishes that base. Consumed
@@ -237,28 +164,15 @@ jobs:
run: |
docker build --pull \
-f ci/rust-ci-arm64cross.Dockerfile \
-t "$CI_REGISTRY_PUSH/$IMAGE:$KEY" \
-t "$CI_REGISTRY_PUSH/$IMAGE:latest" \
-t "$CI_REGISTRY/$IMAGE:$KEY" \
-t "$CI_REGISTRY/$IMAGE:latest" \
.
# Same gate as the builders job above: the login only serves Push.
- name: Log in to the LAN registry
if: steps.exists.outputs.hit == 'false'
run: |
echo "$CI_REGISTRY_PASSWORD" | docker login "$CI_REGISTRY_PUSH" -u ci --password-stdin
env:
CI_REGISTRY_PASSWORD: ${{ secrets.CI_REGISTRY_PASSWORD }}
- name: Push
if: steps.exists.outputs.hit == 'false'
run: |
docker push "$CI_REGISTRY_PUSH/$IMAGE:$KEY"
docker push "$CI_REGISTRY_PUSH/$IMAGE:latest"
- name: Reconcile :latest with the content key
run: .gitea/scripts/reconcile-latest.sh "$IMAGE" "$KEY"
env:
CI_REGISTRY_PASSWORD: ${{ secrets.CI_REGISTRY_PASSWORD }}
docker push "$CI_REGISTRY/$IMAGE:$KEY"
docker push "$CI_REGISTRY/$IMAGE:latest"
- name: Tag for release
if: startsWith(github.ref, 'refs/tags/v')
@@ -268,15 +182,8 @@ jobs:
| tr -d '\r' | sed -n 's/^[Cc]ontent-[Tt]ype: //p')
curl -sf -H "$ACCEPT" -o /tmp/manifest.json \
"http://$CI_REGISTRY/v2/$IMAGE/manifests/$KEY"
curl -sf -u "ci:$CI_REGISTRY_PASSWORD" -X PUT -H "Content-Type: $MT" \
--data-binary @/tmp/manifest.json \
"http://$CI_REGISTRY_PUSH/v2/$IMAGE/manifests/$GITHUB_REF_NAME"
env:
CI_REGISTRY_PASSWORD: ${{ secrets.CI_REGISTRY_PASSWORD }}
- name: Log out of the LAN registry
if: always()
run: docker logout "$CI_REGISTRY_PUSH" || true
curl -sf -X PUT -H "Content-Type: $MT" --data-binary @/tmp/manifest.json \
"http://$CI_REGISTRY/v2/$IMAGE/manifests/$GITHUB_REF_NAME"
# Deployable app images — unchanged flow, Gitea registry, per-SHA + release tags.
apps:
+4 -11
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@@ -34,10 +34,7 @@ on:
# The flatpak is the CLIENT — only rebuild when the client/core/manifest change, not on every
# design/host push (this is a heavy flatpak-builder run). Tags (v*, the client release) build too.
# The bundle ships BOTH client binaries (shell + Vulkan session), so every crate in either
# binary's dependency closure must be listed here — including the native decode rungs, or a
# commit that only touches the decoder never rebuilds the bundle and the Deck canary quietly
# stops tracking it. pf-dxvadec is absent on purpose: it is `cfg(windows)` in pf-client-core
# and never enters the Linux closure (windows.yml / windows-msix.yml carry it instead).
# binary's dependency closure must be listed here.
paths:
- 'clients/linux/**'
- 'clients/session/**'
@@ -45,9 +42,6 @@ on:
- 'crates/pf-client-core/**'
- 'crates/pf-presenter/**'
- 'crates/pf-console-ui/**'
- 'crates/pf-bitstream/**'
- 'crates/pf-vkdecode/**'
- 'crates/pf-vaadec/**'
- 'packaging/flatpak/**'
- 'Cargo.lock'
- '.gitea/workflows/flatpak.yml'
@@ -134,7 +128,7 @@ jobs:
# authselect trigger fires — so this line alone was never the fix for the failures
# below. See the retry.sh bump for the real cause.
sed -i 's/resolve \[!UNAVAIL=return\] //' /etc/nsswitch.conf
# Flathub provides the GNOME runtime/SDK + the rust-stable and llvm20 extensions.
# Flathub provides the GNOME runtime/SDK + the rust-stable + ffmpeg-full extensions.
#
# ROOT CAUSE (confirmed 2026-07-11 by watching a live run on home-runner-1): this is
# NOT a deterministic nsswitch/DNS-config bug. gitea-runner-fleet on home-runner-1 is
@@ -153,7 +147,7 @@ jobs:
git config --global --add safe.directory "$PWD"
# This job was the fleet's single heaviest network consumer: every run re-downloaded
# the GNOME runtime + SDK + llvm/rust extensions (multi-GB from Flathub) and
# the GNOME runtime + SDK + llvm/rust/ffmpeg extensions (multi-GB from Flathub) and
# every crate source. Both live in well-defined directories, both are idempotently
# verified/extended by the steps below, and the central cache server restores them
# at LAN speed — so cache them. Keyed on what actually pins them: the manifest tree
@@ -257,8 +251,7 @@ jobs:
# or TCP dial costs a backoff-retry instead of the whole (long) compile:
# 1) --install-deps-only pulls everything the manifest declares from Flathub: the
# GNOME 50 runtime/SDK + the rust-stable (//25.08, rustc 1.96) and llvm20 SDK
# extensions. (No codec extension: the client links no FFmpeg — see the
# manifest header.)
# extensions, plus the runtime's auto codecs-extra (HEVC libavcodec).
# 2) --download-only fetches every source (all crates in cargo-sources.json) into
# the .flatpak-builder state dir. Both are resumable/idempotent, so re-running
# after a partial failure is safe and cheap.
-167
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@@ -1,167 +0,0 @@
# Nix packaging gate. Until this existed, NOTHING in CI ever evaluated flake.nix: the word "nix"
# appeared in exactly one workflow file, and only in a comment about bun2nix breaking a Windows
# step. Every Nix regression therefore reached main invisibly and was found by hand on a Nix box —
# `nix build .#punktfunk-web` was broken for 553 commits before anyone noticed (see the bun-nix job
# in ci.yml for that story).
#
# Two tiers, because a full `nix flake check` builds the whole Rust workspace with crane and would
# run for an hour on every push:
#
# * eval — `nix flake check --no-build`: instantiates every package, app, check, devShell and
# the NixOS module without building them. Catches the failures that actually happen to
# this flake — a renamed file, a callPackage argument that no longer exists, a syntax
# error, a package attribute dropped from packages.nix.
# * bun — actually BUILDS punktfunk-web + punktfunk-scripting. These are the two derivations
# whose inputs churn constantly (every dependency bump moves a lockfile) and they cost
# minutes, not hours, because neither compiles Rust. This is the end-to-end proof that
# the generated bun.nix really does materialise a working node_modules offline — it
# covers what the ci.yml drift gate cannot, e.g. a tarball the registry no longer
# serves, or the codegen going quietly message-less (see packages.nix's inlang note).
#
# The Rust packages (punktfunk-host, punktfunk-client) and punktfunk-gamescope are NOT built here.
# They are the expensive ones and their inputs are already gated by the `rust` job in ci.yml; build
# them by hand on a Nix box, or with the `build-rust` dispatch input below.
#
# ⚠ pull_request is deliberately present. flatpak.yml shipped with push-only triggers and manifest
# breakage reached main invisibly for weeks — do not "simplify" this workflow by dropping it.
# ⚠ The two path lists are duplicated on purpose: a YAML anchor would be tidier, but Gitea's
# workflow parser is not a place to bet on anchor support. Keep them in step by hand.
name: nix
concurrency:
group: ${{ github.workflow }}-${{ github.ref }}
cancel-in-progress: true
on:
push:
branches: [main]
paths:
- "flake.nix"
- "flake.lock"
- "packaging/nix/**"
- "**/bun.lock"
- "**/bun.nix"
- "**/package.json"
- "Cargo.lock"
- "Cargo.toml"
- "rust-toolchain.toml"
- ".gitea/workflows/nix.yml"
- "scripts/ci/check-bun-nix.sh"
pull_request:
paths:
- "flake.nix"
- "flake.lock"
- "packaging/nix/**"
- "**/bun.lock"
- "**/bun.nix"
- "**/package.json"
- "Cargo.lock"
- "Cargo.toml"
- "rust-toolchain.toml"
- ".gitea/workflows/nix.yml"
- "scripts/ci/check-bun-nix.sh"
workflow_dispatch:
inputs:
build-rust:
description: "Also build punktfunk-host + punktfunk-client (slow: full Rust workspace)"
type: boolean
default: false
jobs:
flake:
runs-on: ubuntu-24.04
container:
# NOT nixos/nix. That image contains nix and essentially nothing else — in particular no
# /bin/sleep, and Gitea's act_runner starts every job container with
# `entrypoint=["/bin/sleep","10800"]`. The container therefore never starts:
# failed to create shim task: OCI runtime create failed: unable to start container
# process: exec: "/bin/sleep": stat /bin/sleep: no such file or directory
# and — the part that makes this expensive to debug — every step is then reported as
# `cancelled` rather than failed, which reads exactly like a superseded run.
#
# node:22-bookworm instead: a full Debian with coreutils (so the entrypoint exists) and a
# real node (so actions/checkout works with no pre-checkout install dance), and audit.yml
# already pulls it on this fleet, so it is proven to resolve here. Nix is installed below.
image: node:22-bookworm
timeout-minutes: 90
env:
# The flake needs both experimental features. Also baked into the installer's --extra-conf
# below; this covers any step that shells out before that config is read.
NIX_CONFIG: "experimental-features = nix-command flakes"
# Absolute path rather than $GITHUB_PATH: one less runner behaviour to assume.
NIX: /nix/var/nix/profiles/default/bin/nix
# `--init none` installs Nix with NO daemon running, but the installer still writes a profile
# script that exports NIX_REMOTE=daemon. Anything that sources it (any `-l` login shell) then
# dies on `cannot connect to socket at '/nix/var/nix/daemon-socket/socket'` — which is exactly
# how the installer's own self-test fails during this step, harmlessly, and would be a
# confusing first thing to read in the log. The steps below never source that profile, but pin
# the empty value so a future step cannot reintroduce it. Empty = talk to the local store
# directly, which works because the job runs as root (MEASURED: "Store URL: local, Trusted: 1",
# and a real `nix build` of a trivial derivation succeeds).
NIX_REMOTE: ""
steps:
- uses: actions/checkout@v4
# The Determinate installer needs curl + xz; git so nix can read the flake from the checkout.
# (node:22-bookworm is the full image and already has all three — this is belt-and-braces
# against a future slim-image swap, and costs one cached apt call.)
- name: Installer prerequisites
run: apt-get update && apt-get install -y --no-install-recommends ca-certificates curl xz-utils git
# `--init none` is the container mode: no systemd, no daemon. Running as root, nix then talks
# to the store directly. Determinate Nix is also what the Nix box (.21) runs, so CI and the
# hand-verification box stay on the same distribution.
- name: Install Nix
run: |
curl -fsSL https://install.determinate.systems/nix -o /tmp/nix-installer.sh
sh /tmp/nix-installer.sh install linux --init none --no-confirm \
--extra-conf "experimental-features = nix-command flakes"
"$NIX" --version
# Nix reads the flake through libgit2 and refuses a checkout owned by another uid
# ("detected dubious ownership"), which is the normal case for a container job.
- name: Trust the checkout
run: git config --global --add safe.directory "$PWD"
# Diagnostics. This fleet ran a runner out of disk on 2026-08-06 (the ci.yml `web` job died
# with "no space left on device" mid-`bun install`), and a Nix build is the heaviest thing
# here — so record the headroom, or a future failure is a guess.
- name: Environment
run: df -h / /nix /tmp || true
# Evaluates + instantiates every flake output without building any of it.
- name: nix flake check (eval only)
run: |
"$NIX" flake check --no-build --show-trace
# The bun packages, built for real. This is the leg that would have caught the stale
# web/bun.nix end to end: the derivation's offline `bun install` runs against a store cache
# built strictly from bun.nix, so a lockfile that cache does not cover fails here.
# Path-filtered, so it runs only when the packaging or a lockfile actually moves. If it ever
# starts going red on runner disk rather than on real defects, demote it to the dispatch
# opt-in below rather than leaving an infra-red gate on the board.
- name: Build the bun packages
run: |
"$NIX" build --print-build-logs .#punktfunk-web .#punktfunk-scripting
# Both launchers exec pkgs.bun from the store; confirm they were produced and are real entry
# points rather than dangling wrappers.
- name: Smoke the built launchers
run: |
set -eu
web=$("$NIX" path-info .#punktfunk-web)
scripting=$("$NIX" path-info .#punktfunk-scripting)
test -x "$web/bin/punktfunk-web-server" || { echo "no punktfunk-web-server in $web" >&2; exit 1; }
test -x "$scripting/bin/punktfunk-scripting" || { echo "no punktfunk-scripting in $scripting" >&2; exit 1; }
# The console must be the bun bundle, not a node one — the same assertion packages.nix
# makes at build time, re-checked on the installed output.
grep -q 'Bun\.serve' "$web/share/punktfunk-web/.output/server/index.mjs" \
|| { echo "installed console is not a bun bundle" >&2; exit 1; }
echo "bun packages OK: $web $scripting"
# Opt-in only: the full Rust workspace through crane, which is the hour-long leg.
# `github.event.inputs.*` (string) rather than `inputs.*` — the portable spelling.
- name: Build the Rust packages (dispatch opt-in)
if: ${{ github.event.inputs.build-rust == 'true' }}
run: |
"$NIX" build --print-build-logs .#punktfunk-host .#punktfunk-client
+3 -6
View File
@@ -96,12 +96,9 @@ jobs:
- name: Prep
run: |
git config --global --add safe.directory "$PWD"
# No vulkan-headers: nothing in the workspace compiles against the system Vulkan headers.
# The host's Vulkan encode hand-rolls its structs, pyrowave-sys bindgens its own vendored
# copy, and both host and client reach Vulkan through ash, which dlopens the loader. (The
# HDR gamescope leg further down does need them, and pulls them itself via `dnf builddep
# gamescope`.) Matches packaging/rpm/punktfunk.spec, which dropped its BuildRequires too.
dnf -y install gtk4-devel libadwaita-devel SDL3-devel
# vulkan-headers: the client's pf-ffvk crate runs bindgen over FFmpeg's
# libavutil/hwcontext_vulkan.h (#include <vulkan/vulkan.h>).
dnf -y install gtk4-devel libadwaita-devel SDL3-devel vulkan-headers
# sysext build (packaging/bazzite/build-sysext.sh): squashfs + SELinux labeling.
dnf -y install squashfs-tools cpio libselinux-utils selinux-policy-targeted
# Fedora's own gamescope, for its RUNTIME libraries only — never shipped, never run. The
+2 -10
View File
@@ -38,18 +38,10 @@ jobs:
with:
fetch-depth: 0
# Pinned syft (keep in sync with the version validated against this repo; bump deliberately).
#
# The BINARY version was pinned; the INSTALLER was not — it was fetched from `main` and piped
# into a shell, so whatever that branch happened to say at job time ran here, with the job's
# environment (2026-08-05 review H-6). Pinning the script to the same tag as the binary makes
# the whole step reproducible: bump the tag in both places together.
- name: Install syft
env:
SYFT_VERSION: v1.49.0
run: |
set -euo pipefail
curl -sSfL "https://raw.githubusercontent.com/anchore/syft/${SYFT_VERSION}/install.sh" \
| sh -s -- -b /usr/local/bin "$SYFT_VERSION"
curl -sSfL https://raw.githubusercontent.com/anchore/syft/main/install.sh \
| sh -s -- -b /usr/local/bin v1.49.0
- name: Generate SBOM
run: |
git config --global --add safe.directory "$PWD"
+2 -4
View File
@@ -141,10 +141,8 @@ jobs:
# observed on a clean build on this very runner (2026-07-17). No-op for compliant
# projects (libvpl-sys pins 3.13+).
"CMAKE_POLICY_VERSION_MINIMUM=3.5" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
# FFMPEG_DIR: the BtbN lgpl-shared x64 tree, provisioned by
# scripts/ci/provision-windows-punktfunk-extras.ps1. The CLIENT used to link it too; since M10
# it links no libav* at all (windows.yml sets no FFMPEG_DIR), so this tree is the HOST's alone
# and the provisioning step keeps fetching it for that reason. The host's AMD/Intel AMF/QSV encode backend
# FFMPEG_DIR: the same BtbN lgpl-shared x64 tree the Windows CLIENT links against (provisioned
# by scripts/ci/provision-windows-punktfunk-extras.ps1). The host's AMD/Intel AMF/QSV encode backend
# (--features amf-qsv) link-imports avcodec/avutil/swscale from it; pack-host-installer.ps1
# then bundles its bin\*.dll into the installer. LIBCLANG_PATH is in the runner daemon env.
if (-not $env:FFMPEG_DIR) {
+12 -13
View File
@@ -1,17 +1,13 @@
# Build the punktfunk Windows client as signed MSIX packages (x64 + ARM64) and publish them to
# Gitea's generic package registry, so Windows boxes can download + install a real package (Start
# tile, clean install/uninstall) instead of a loose exe. Runs on a self-hosted windows-amd64
# runner (host mode; the MSVC/WinUI toolchain comes from unom/infra's windows-runner/, the rest
# runner (host mode; the MSVC/WinUI toolchain comes from unom/infra's windows-runner/, FFmpeg
# self-provisions via the "Ensure Windows toolchain" step below, same as windows.yml) — the
# Windows SDK's makeappx/signtool are baked into the runner's daemon env.
#
# Both arches come off the ONE x64 runner: x86_64 natively, aarch64 cross-compiled (the x64 MSVC
# toolset has the ARM64 cross compiler). See windows.yml for the cross-build rationale + the
# BOM/MAX_PATH runner gotchas.
#
# NO FFmpeg since M10 (design/client-native-decode.md §6): the client decodes natively, so the
# package carries no libav* DLLs and this workflow sets no FFMPEG_DIR. The host installer
# (windows-host.yml) is unchanged.
# toolset has the ARM64 cross compiler; the matrix points FFMPEG_DIR at the ARM64 FFmpeg tree). See
# windows.yml for the cross-build rationale + the BOM/MAX_PATH runner gotchas.
#
# Registry (public, unom org): https://git.unom.io/unom/-/packages (generic group)
# Packaging internals: clients/windows/packaging/README.md.
@@ -53,9 +49,7 @@ on:
- 'crates/pf-client-core/**'
- 'crates/pf-presenter/**'
- 'crates/pf-console-ui/**'
- 'crates/pf-bitstream/**'
- 'crates/pf-vkdecode/**'
- 'crates/pf-dxvadec/**'
- 'crates/pf-ffvk/**'
- 'Cargo.lock'
- 'Cargo.toml'
- '.gitea/workflows/windows-msix.yml'
@@ -86,10 +80,12 @@ jobs:
include:
- arch: x64
target: x86_64-pc-windows-msvc
ffmpeg: C:\Users\Public\ffmpeg
td: C:\t
session_flags: ''
- arch: arm64
target: aarch64-pc-windows-msvc
ffmpeg: C:\Users\Public\ffmpeg-arm64
td: C:\t-a64
# No skia-binaries prebuilt for aarch64-pc-windows-msvc: the session ships
# without the Skia console UI on ARM64 (streaming unaffected) — flip when
@@ -98,7 +94,7 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Ensure Windows toolchain (WDK, Inno Setup, ARM64 target)
- name: Ensure Windows toolchain (WDK, FFmpeg, Inno Setup, ARM64 target)
shell: pwsh
run: ./scripts/ci/ensure-windows-toolchain.ps1
@@ -106,9 +102,12 @@ jobs:
shell: pwsh
run: |
# CARGO_TARGET_DIR (per-arch, short) dodges the MAX_PATH wall in the CMake-from-source
# crates (see windows.yml). No FFMPEG_DIR: nothing in this package links libav* (M10),
# and pack-msix.ps1 no longer copies runtime DLLs from one.
# crates (see windows.yml). FFMPEG_DIR selects the arch's import libs + is read by
# pack-msix.ps1 for the runtime DLLs. All via GITHUB_ENV.
"CARGO_TARGET_DIR=${{ matrix.td }}" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
"FFMPEG_DIR=${{ matrix.ffmpeg }}" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
# pf-ffvk's bindgen needs Vulkan headers (arch-independent; provisioned alongside FFmpeg).
"PF_FFVK_VULKAN_INCLUDE=C:\Users\Public\vulkan-headers\include" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
rustup target add ${{ matrix.target }}
$pf = & "$env:GITHUB_WORKSPACE/scripts/ci/pf-version.ps1" # single source of truth: base is one minor ahead of the latest stable tag
$parts = if ($env:GITHUB_REF -like 'refs/tags/v*') {
+31 -32
View File
@@ -1,29 +1,26 @@
# Windows client CI — runs on a self-hosted windows-amd64 runner (host mode; the generic runner +
# toolchain come from unom/infra's windows-runner/; punktfunk's own extras - WDK, Inno Setup,
# the ARM64 rustup target - self-provision via the "Ensure Windows toolchain" step below, a fast
# no-op once already present, so any runner with that label works with no manual dispatch step
# first). Build + clippy + fmt + test BOTH client binaries: the WinUI 3 shell
# (windows-reactor + WASAPI + SDL3) and the punktfunk-session Vulkan client
# (pf-presenter/pf-client-core/pf-console-ui — every stream runs in it, spawned by the
# toolchain come from unom/infra's windows-runner/; punktfunk's own extras - FFmpeg,
# Vulkan-Headers, WDK, Inno Setup, the ARM64 rustup target - self-provision via the "Ensure
# Windows toolchain" step below, a fast no-op once already present, so any runner with that label
# works with no manual dispatch step first). Build + clippy + fmt + test BOTH client binaries:
# the WinUI 3 shell (windows-reactor + WASAPI + SDL3) and the punktfunk-session Vulkan client
# (pf-presenter/pf-client-core/pf-console-ui/pf-ffvk — every stream runs in it, spawned by the
# shell). ARM64 note: rust-skia publishes no aarch64-pc-windows-msvc prebuilt binaries, so the
# session builds --no-default-features there (no Skia console UI; streaming is unaffected) —
# flip when skia-binaries adds the target.
#
# NO FFmpeg here since M10 (design/client-native-decode.md §6): the client decodes with
# pf-vkdecode / pf-dxvadec / openh264+rav1d and links no libav* at all, so this workflow sets
# no FFMPEG_DIR, no PF_FFVK_VULKAN_INCLUDE and prepends nothing to PATH. The provisioning
# script still fetches the FFmpeg trees because the HOST keeps FFmpeg — windows-host.yml's
# `amf-qsv` leg link-imports them.
#
# Two architectures from ONE x64 runner: x86_64-pc-windows-msvc natively and
# aarch64-pc-windows-msvc by cross-compiling. The x64 MSVC toolset ships an ARM64 cross compiler
# (VC\Tools\MSVC\<ver>\bin\Hostx64\arm64\cl.exe) and aarch64-pc-windows-msvc is a tier-2 Rust
# target with host tools, so no ARM64 runner is needed — the cc/cmake crates pick the ARM64
# compiler from the target triple (SDL3 + libopus build-from-source cross-compile fine). The one
# thing the aarch64 build can't do is *run* on the x64 host, so fmt + test run only for x64.
# arch-specific external dep is FFmpeg's import libs: the runner keeps an x64 tree at
# C:\Users\Public\ffmpeg and an ARM64 tree at C:\Users\Public\ffmpeg-arm64 (both FFmpeg 7.x /
# avcodec-61); the matrix points FFMPEG_DIR at the right one. aarch64 can't *run* on the x64 host,
# so fmt + test run only for x64.
#
# The MSVC/WinUI toolchain (cargo/rustup on ASCII paths, NASM, CMake, LLVM, CARGO_HOME,
# CMAKE_POLICY_VERSION_MINIMUM, …) is baked into the runner's daemon env. Per-checkout
# The MSVC/WinUI/FFmpeg toolchain (cargo/rustup on ASCII paths, NASM, CMake, LLVM, the x64 FFmpeg,
# CARGO_HOME, CMAKE_POLICY_VERSION_MINIMUM, …) is baked into the runner's daemon env. Per-checkout
# / per-arch vars are set in a step:
# - CARGO_TARGET_DIR=C:\t… the runner's host workdir is buried deep under
# C:\Windows\System32\config\systemprofile\.cache\act\<hash>\hostexecutor\,
@@ -32,6 +29,7 @@
# can't create its .tlog (DirectoryNotFoundException -> MSB6003). A short
# root keeps every nested path well under the limit (per-arch so the two
# matrix legs don't share a target dir).
# - FFMPEG_DIR per-arch FFmpeg import libs (x64 vs arm64 tree).
#
# Steps use `shell: pwsh` (PowerShell 7) deliberately: Windows PowerShell 5.1's
# `Out-File -Encoding utf8` prepends a UTF-8 BOM that corrupts the first GITHUB_ENV line (that
@@ -57,9 +55,7 @@ on:
- 'crates/pf-client-core/**'
- 'crates/pf-presenter/**'
- 'crates/pf-console-ui/**'
- 'crates/pf-bitstream/**'
- 'crates/pf-vkdecode/**'
- 'crates/pf-dxvadec/**'
- 'crates/pf-ffvk/**'
- 'Cargo.lock'
- 'Cargo.toml'
- '.gitea/workflows/windows.yml'
@@ -71,9 +67,7 @@ on:
- 'crates/pf-client-core/**'
- 'crates/pf-presenter/**'
- 'crates/pf-console-ui/**'
- 'crates/pf-bitstream/**'
- 'crates/pf-vkdecode/**'
- 'crates/pf-dxvadec/**'
- 'crates/pf-ffvk/**'
- 'Cargo.lock'
- 'Cargo.toml'
- '.gitea/workflows/windows.yml'
@@ -116,7 +110,7 @@ jobs:
steps:
- uses: actions/checkout@v4
- name: Ensure Windows toolchain (WDK, Inno Setup, ARM64 target)
- name: Ensure Windows toolchain (WDK, FFmpeg, Inno Setup, ARM64 target)
shell: pwsh
run: ./scripts/ci/ensure-windows-toolchain.ps1
@@ -126,13 +120,21 @@ jobs:
# Per-arch short target root (dodges MAX_PATH; keeps the two legs from sharing target\).
$td = if ('${{ matrix.target }}' -eq 'aarch64-pc-windows-msvc') { 'C:\t-a64' } else { 'C:\t' }
"CARGO_TARGET_DIR=$td" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
# No FFMPEG_DIR / PF_FFVK_VULKAN_INCLUDE / PATH prepend: the client links no libav*
# since M10 (see this file's header), so nothing here needs import libs or runtime DLLs.
# The HOST still does — windows-host.yml sets them for its amf-qsv leg.
# Per-arch FFmpeg import libs (provision-windows-punktfunk-extras.ps1 fetches both).
$ff = if ('${{ matrix.target }}' -eq 'aarch64-pc-windows-msvc') { 'C:\Users\Public\ffmpeg-arm64' } else { 'C:\Users\Public\ffmpeg' }
"FFMPEG_DIR=$ff" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
# pf-ffvk's bindgen needs Vulkan headers (arch-independent; provisioned alongside FFmpeg).
"PF_FFVK_VULKAN_INCLUDE=C:\Users\Public\vulkan-headers\include" | Out-File -FilePath $env:GITHUB_ENV -Append -Encoding utf8
# $ff\bin on PATH too (not just FFMPEG_DIR, which only satisfies the linker): the test
# binary needs the actual DLLs to load at runtime. Set here rather than relying on the
# daemon's own env (project-env.ps1) - on a freshly cloned/registered runner the daemon
# starts before this job's "Ensure Windows toolchain" step ever writes that file, so its
# PATH doesn't include this yet on a first run (confirmed live: STATUS_DLL_NOT_FOUND).
"$ff\bin" | Out-File -FilePath $env:GITHUB_PATH -Append -Encoding utf8
rustup target add ${{ matrix.target }}
rustc --version
cargo --version
Write-Output "target ${{ matrix.target }} target-dir $td"
Write-Output "target ${{ matrix.target }} target-dir $td ffmpeg $ff"
# Both client binaries. ARM64: no skia-binaries prebuilt for the target, so the session
# drops its `ui` feature there (pf-console-ui excluded; --no-default-features is a no-op
@@ -150,10 +152,7 @@ jobs:
- name: Clippy (-D warnings)
shell: pwsh
run: |
# Every crate in the `paths:` trigger above is named here: `cargo clippy -p X` BUILDS a
# dependency but only LINTS the packages it is given, so a decode crate that starts the
# run but is missing from this list would be gated by nothing.
$pkgs = @('-p','punktfunk-client-windows','-p','punktfunk-client-session','-p','punktfunk-cli','-p','pf-client-core','-p','pf-presenter','-p','pf-bitstream','-p','pf-vkdecode','-p','pf-dxvadec')
$pkgs = @('-p','punktfunk-client-windows','-p','punktfunk-client-session','-p','punktfunk-cli','-p','pf-client-core','-p','pf-presenter','-p','pf-ffvk')
$sf = @()
if ('${{ matrix.target }}' -eq 'aarch64-pc-windows-msvc') { $sf = @('--no-default-features') } else { $pkgs += @('-p','pf-console-ui') }
cargo clippy @pkgs --all-targets @sf --target ${{ matrix.target }} -- -D warnings
@@ -161,9 +160,9 @@ jobs:
- name: Rustfmt check
if: matrix.target == 'x86_64-pc-windows-msvc'
shell: pwsh
run: cargo fmt -p punktfunk-client-windows -p punktfunk-client-session -p punktfunk-cli -p pf-client-core -p pf-presenter -p pf-console-ui -p pf-dxvadec -- --check
run: cargo fmt -p punktfunk-client-windows -p punktfunk-client-session -p punktfunk-cli -p pf-client-core -p pf-presenter -p pf-console-ui -p pf-ffvk -- --check
- name: Test
if: matrix.target == 'x86_64-pc-windows-msvc'
shell: pwsh
run: cargo test -p punktfunk-client-windows -p punktfunk-client-session -p punktfunk-cli -p pf-client-core -p pf-presenter -p pf-console-ui -p pf-dxvadec --target ${{ matrix.target }}
run: cargo test -p punktfunk-client-windows -p punktfunk-client-session -p punktfunk-cli -p pf-client-core -p pf-presenter -p pf-console-ui -p pf-ffvk --target ${{ matrix.target }}
+3 -5
View File
@@ -46,11 +46,9 @@ sudo apt install build-essential clang libclang-dev pkg-config cmake \
libvulkan-dev
```
(The last two groups are the Linux client shell and the Vulkan session presenter; skip them only
if you never build those crates. `libvulkan-dev` is for the LOADER's pkg-config/soname — ash
dlopens it, and the client links no FFmpeg at all, so no libav*-dev appears here.
`scripts/bootstrap-ubuntu.sh` sets up an Ubuntu **capture-test host** — NVIDIA, Sway, PipeWire —
and is not a substitute for the list above.)
(The last two groups are the Linux client shell and `pf-ffvk`; skip them only if you never build
those crates. `scripts/bootstrap-ubuntu.sh` sets up an Ubuntu **capture-test host** — NVIDIA, Sway,
PipeWire — and is not a substitute for the list above.)
## Before you push
Generated
+41 -326
View File
@@ -65,7 +65,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
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@@ -5570,7 +5306,7 @@ version = "0.3.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6e9567599ef23e09b8dad6e429e5738d4509dfc46b3b21f32841a304d16b29c8"
dependencies = [
"bitflags 2.13.0",
"bitflags",
"wayland-backend",
"wayland-client",
"wayland-protocols",
@@ -5583,7 +5319,7 @@ version = "0.3.12"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "eb04e52f7836d7c7976c78ca0250d61e33873c34156a2a1fc9474828ec268234"
dependencies = [
"bitflags 2.13.0",
"bitflags",
"wayland-backend",
"wayland-client",
"wayland-protocols",
@@ -5935,7 +5671,7 @@ version = "0.7.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d24d6bcc7f734a4091ecf8d7a64c5f7d7066f45585c1861eba06449909609c8a"
dependencies = [
"bitflags 2.13.0",
"bitflags",
"widestring",
"windows-sys 0.52.0",
]
@@ -6427,34 +6163,13 @@ dependencies = [
"zvariant",
]
[[package]]
name = "zerocopy"
version = "0.7.35"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1b9b4fd18abc82b8136838da5d50bae7bdea537c574d8dc1a34ed098d6c166f0"
dependencies = [
"byteorder",
"zerocopy-derive 0.7.35",
]
[[package]]
name = "zerocopy"
version = "0.8.52"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ce1022995ff5ff5d841ad7d994facc23098cd40152f2c1d11cd607c6f530653f"
dependencies = [
"zerocopy-derive 0.8.52",
]
[[package]]
name = "zerocopy-derive"
version = "0.7.35"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "fa4f8080344d4671fb4e831a13ad1e68092748387dfc4f55e356242fae12ce3e"
dependencies = [
"proc-macro2",
"quote",
"syn",
"zerocopy-derive",
]
[[package]]
+1 -5
View File
@@ -5,12 +5,11 @@ members = [
"crates/punktfunk-host",
"crates/punktfunk-host/vendor/usbip-sim",
"crates/punktfunk-tray",
"crates/pf-bitstream",
"crates/pf-bitstream/vendor/cros-codecs",
"crates/pf-client-core",
"crates/pf-clipboard",
"crates/pf-presenter",
"crates/pf-console-ui",
"crates/pf-ffvk",
"crates/pf-driver-proto",
"crates/pf-paths",
"crates/pf-update",
@@ -24,9 +23,6 @@ members = [
"crates/pf-capture",
"crates/pf-inject",
"crates/pf-vdisplay",
"crates/pf-vkdecode",
"crates/pf-dxvadec",
"crates/pf-vaadec",
"crates/pyrowave-sys",
"crates/libvpl-sys",
"clients/probe",
+1 -1
View File
@@ -186,7 +186,7 @@
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright 2026 unom - Enrico Bühler
Copyright 2026 unom
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
+1 -1
View File
@@ -1,6 +1,6 @@
MIT License
Copyright (c) 2026 unom - Enrico Bühler
Copyright (c) 2026 unom
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
+6 -12
View File
@@ -84,9 +84,7 @@ mid-stream mode renegotiation and a wall-clock skew handshake so latency stays v
Both run from **one process**: bare `punktfunk-host serve` is the **secure native-only default**
(`punktfunk/1` + the management API/web console), and `serve --gamestream` additionally enables the
GameStream/Moonlight-compat planes (opt-in, trusted-LAN only — GameStream has inherent on-path
weaknesses). The host is managed through a REST API and web console. The **host** builds against
FFmpeg 7 or 8; the **clients** link no FFmpeg at all — they decode natively (Vulkan Video, DXVA,
VAAPI, VideoToolbox, MediaCodec, openh264 + rav1d).
weaknesses). The host is managed through a REST API and web console. Builds against FFmpeg 7 or 8.
What works where: **[the support matrix](https://docs.punktfunk.unom.io/docs/support-matrix)** ·
where it's heading: **[the roadmap](https://docs.punktfunk.unom.io/docs/roadmap)**.
@@ -189,13 +187,10 @@ and the [docs site](https://docs.punktfunk.unom.io).
crates/
punktfunk-core/ protocol · FEC · pacing · crypto · QUIC control plane — the C ABI (lib + cdylib + staticlib)
punktfunk-host/ the host (Linux + Windows): virtual displays · capture · encode · input · GameStream · punktfunk/1 · mgmt
pf-client-core/ shared client plumbing (Linux + Windows): session pump · native decode ladder · audio · SDL3 gamepads · trust · discovery
pf-client-core/ shared client plumbing (Linux + Windows): session pump · FFmpeg decode · audio · SDL3 gamepads · trust · discovery
pf-presenter/ Vulkan session presenter: SDL3 window · ash swapchain · frame present · input capture
pf-console-ui/ Skia console UI for the session client: gamepad shell · stats OSD · pairing · on-screen keyboard
pf-bitstream/ H.264 / H.265 / AV1 bitstream parsing + per-AU decode plans — the one parser every native rung submits from
pf-vkdecode/ native Vulkan Video decode (H.264 / H.265 / AV1) on the presenter's own device
pf-dxvadec/ native DXVA buffer layouts + AuPlan → picparams conversion (the Windows D3D11VA rung)
pf-vaadec/ native libva buffer layouts + AuPlan → picparams conversion (the Linux VAAPI rung)
pf-ffvk/ FFmpeg Vulkan hwcontext bindings (AVVkFrame) for Vulkan Video decode on the presenter's device
pf-driver-proto/ host ↔ pf-vdisplay driver contract: control IOCTLs + IDD-push frame transport (no_std)
punktfunk-tray/ host tray icon (Windows notification area / Linux StatusNotifierItem)
clients/
@@ -250,10 +245,9 @@ additional terms or conditions. See [CONTRIBUTING.md](CONTRIBUTING.md).
Punktfunk's own source is MIT/Apache-2.0. Shipped binaries additionally link third-party components
under their own (permissive) licenses — see [`THIRD-PARTY-NOTICES.txt`](THIRD-PARTY-NOTICES.txt)
(regenerate with `scripts/gen-third-party-notices.sh`). The Windows **host** build also
bundles FFmpeg under the **LGPL v2.1+** (dynamically linked, replaceable DLLs; the license text and
notice ship in the installed `licenses/` folder). The **clients** bundle no FFmpeg — they link
none.
(regenerate with `scripts/gen-third-party-notices.sh`). The Windows host and client builds also
bundle FFmpeg under the **LGPL v2.1+** (dynamically linked, replaceable DLLs; the license text and
notice ship in the installed `licenses/` folder).
### Trademarks
+223 -566
View File
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -1,7 +1,7 @@
THIRD-PARTY SOFTWARE NOTICES
============================================================================
Punktfunk (https://git.unom.io/unom/punktfunk) is licensed under MIT OR Apache-2.0.
punktfunk (https://git.unom.io/unom/punktfunk) is licensed under MIT OR Apache-2.0.
The binaries it ships statically/dynamically link the third-party Rust crates below.
Each is distributed under its own permissive license; full texts follow.
Generated by `cargo about generate about.hbs` (see about.toml) — do not edit by hand.
+2 -14
View File
@@ -4,22 +4,10 @@
# cargo about generate about.hbs > THIRD-PARTY-NOTICES.txt # (or use scripts/gen-third-party-notices.sh)
#
# `accepted` is the allow-list of SPDX licenses permitted in the dependency tree. CI fails if a crate
# carries anything not listed here — the regression guard against a copyleft dependency silently
# entering the linked set. All entries
# carries anything not listed here — which is exactly the regression guard we want against a copyleft
# dependency silently entering the linked set. All entries
# below are permissive / attribution-only; deliberately NO GPL/LGPL/AGPL/MPL-link/SSPL/EPL.
#
# ⚠ KNOW THE LIMIT OF THIS GATE. cargo-about walks the CARGO graph, so it sees CRATES. A native
# library linked through a permissively-licensed `-sys` crate is INVISIBLE to it, licence and all.
# FFmpeg is precisely that shape: `ffmpeg-sys-next` is WTFPL and passes cleanly, while the LGPL
# libavcodec/libavutil/swscale it link-imports — and which the Windows host installer bundles as
# DLLs — never appear in the harvest at all. This gate did not catch FFmpeg entering the tree and
# would not catch the next such library. Copyleft arriving as C behind a -sys crate is a REVIEW
# question, not a CI one; the LGPL obligations we do carry are discharged by hand (the notice files
# and the replaceable-DLL linkage, see packaging/windows/punktfunk-host.iss).
#
# Since M10 this is a HOST-only concern: the client links no FFmpeg, so for every client artifact
# the crate graph and the linked set finally coincide and the gate means what it appears to mean.
#
# The dependency-free fallback is scripts/gen-third-party-notices.py (reads the cargo registry cache),
# which is what produced the committed baseline when cargo-about is unavailable offline.
+9 -157
View File
@@ -10,7 +10,7 @@
"name": "MIT OR Apache-2.0",
"identifier": "MIT OR Apache-2.0"
},
"version": "0.24.0"
"version": "0.23.0"
},
"paths": {
"/api/v1/clients": {
@@ -1052,7 +1052,7 @@
"library"
],
"summary": "Fetch one cover-art image for a library entry",
"description": "Resolves `kind` (`portrait` | `hero` | `logo` | `header`) for the given library id and streams\nthe image bytes. Any id stored in the host's catalog (manual entries, provider-synced entries,\nand a library plugin's claimed-store entries) serves its local art file. A Steam title falls back\nto the in-host scanner's resolver: the host's own local Steam cache first (exact — it's what the\nuser's Steam client already shows for it), the public Steam CDN's flat URL convention second\n(newer titles' CDN assets can live at a per-asset-hash path the host can't predict, in which case\nthis 404s and the client falls through to its next art candidate).",
"description": "Resolves `kind` (`portrait` | `hero` | `logo` | `header`) for the given library id and streams\nthe image bytes. For a Steam title, the host's own local Steam cache is tried first (exact —\nit's what the user's Steam client already shows for it), the public Steam CDN's flat URL\nconvention as a fallback (newer titles' CDN assets can live at a per-asset-hash path the host\ncan't predict, in which case this 404s and the client falls through to its next art candidate).\nOnly Steam ids are backed today; any other store 404s.",
"operationId": "getLibraryArt",
"parameters": [
{
@@ -1307,7 +1307,7 @@
"library"
],
"summary": "Replace a provider's library entries (declarative reconcile)",
"description": "Atomically replaces the full entry set owned by `{provider}` (RFC §8): the payload is the\nprovider's desired list, keyed by its own stable `external_id` — the host diffs, keeps each\nsurviving title's host id stable across reconciles, drops orphans, and never touches manual\nentries or other providers'. An empty array removes everything the provider owns. Emits\n`library.changed` with the provider as `source`.\n\n`?store=` additionally **claims** that store for the provider: its entries then surface with\ndeterministic `<store>:<external_id>` ids and the store's own badge, instead of opaque\n`custom:<id>` ones — which is what lets a library plugin reproduce the entries an in-host scanner\nused to produce, right down to the GameStream app ids and client-side art caches. One provider\nper store; a second claimant gets 409. While a claim is held the matching built-in scanner is\nsuppressed, so the two never double-list. The claim is released by `DELETE`, not by an empty\nreconcile (a store can legitimately have zero installed titles).",
"description": "Atomically replaces the full entry set owned by `{provider}` (RFC §8): the payload is the\nprovider's desired list, keyed by its own stable `external_id` — the host diffs, keeps each\nsurviving title's host id stable across reconciles, drops orphans, and never touches manual\nentries or other providers'. An empty array removes everything the provider owns. Emits\n`library.changed` with the provider as `source`.",
"operationId": "reconcileProviderEntries",
"parameters": [
{
@@ -1318,15 +1318,6 @@
"schema": {
"type": "string"
}
},
{
"name": "store",
"in": "query",
"description": "Claim this store for the provider ([a-z0-9_-], `custom`/`manual` reserved)",
"required": false,
"schema": {
"type": "string"
}
}
],
"requestBody": {
@@ -1357,7 +1348,7 @@
}
},
"400": {
"description": "Invalid provider id, store id, or payload",
"description": "Invalid provider id or payload",
"content": {
"application/json": {
"schema": {
@@ -1376,16 +1367,6 @@
}
}
},
"409": {
"description": "That store is already claimed by another provider",
"content": {
"application/json": {
"schema": {
"$ref": "#/components/schemas/ApiError"
}
}
}
},
"500": {
"description": "Could not persist the catalog",
"content": {
@@ -4178,8 +4159,7 @@
"tier",
"platforms",
"compatible",
"update_available",
"categories"
"update_available"
],
"properties": {
"author": {
@@ -4192,13 +4172,6 @@
],
"description": "A revocation covering the catalogued version — do not offer this without shouting."
},
"categories": {
"type": "array",
"items": {
"type": "string"
},
"description": "What kind of plugin this is — the console filters Browse by these, and the Game sources\nsurface's \"Add a source\" rail shows exactly the `library` ones (design D5/D6)."
},
"compatible": {
"type": "boolean",
"description": "Can this host install it?"
@@ -4206,13 +4179,6 @@
"description": {
"type": "string"
},
"detected": {
"type": [
"boolean",
"null"
],
"description": "Whether the launcher this plugin scans looks **installed on this host** (design D8), from the\nindex's own existence probes. `null` = the entry declares no probes for this platform, which\nthe console renders as \"unknown\" rather than \"not installed\"."
},
"homepage": {
"type": [
"string",
@@ -4399,17 +4365,6 @@
],
"description": "The external provider owning this entry (RFC §8), set ONLY by the provider reconcile\nAPI — `None` = a manual entry, which no provider operation ever touches, and which the\nmanual CRUD alone may edit (the converse holds too: manual CRUD refuses provider-owned\nentries, so ownership is never ambiguous)."
},
"role": {
"$ref": "#/components/schemas/GameRole",
"description": "Whether this entry is a game or the launcher itself — see [`GameRole`]."
},
"store": {
"type": [
"string",
"null"
],
"description": "The **store this entry was claimed under** (D2), stamped by a `?store=`-qualified reconcile.\n`None` = an unclaimed provider entry or a manual one, both of which surface as `custom`.\n\nMaterialized onto the entry rather than looked up in [`Catalog::claims`] on every read so an\nentry is self-describing: its id and its `store` badge derive from the entry alone, and stay\ncorrect even while the claim map is being rewritten."
},
"title": {
"type": "string"
}
@@ -4454,10 +4409,6 @@
},
"description": "Per-title prep/undo steps — commands run as the host user; operator-privileged config."
},
"role": {
"$ref": "#/components/schemas/GameRole",
"description": "Whether this entry is a game or the launcher itself — see [`GameRole`]. A hand-added launcher\nentry is legal (an operator may want a \"Steam\" tile without installing the steam plugin)."
},
"title": {
"type": "string"
}
@@ -4516,17 +4467,6 @@
"type": "object",
"description": "What an operator (or a provider plugin) can tell the host about recognizing a title — the wire\nhalf of [`DetectSpec`], and the only part of it that is ever accepted from outside.\n\nDeliberately a **subset**: the store-derived signals (a Steam appid, a launcher's environment\nmarker) are things the host discovers for itself and would be meaningless — or dangerous — to take\non someone's word. What is left is what a provider genuinely knows and the host cannot guess: where\nthe title is installed, which executable is the game, what the process is called. All three are\noptional; supplying none is the same as supplying no hint at all.\n\nNever returned by the catalog API — see the module docs on why detect data does not cross the wire\noutbound.",
"properties": {
"env_marker": {
"oneOf": [
{
"type": "null"
},
{
"$ref": "#/components/schemas/EnvMarker",
"description": "A launcher-stamped environment marker (D3) — see [`EnvMarker`]."
}
]
},
"exe": {
"type": [
"string",
@@ -4547,15 +4487,6 @@
"null"
],
"description": "The executable's file name (`Hades.exe`), when its location isn't fixed. Weakest of the three\n— see [`DetectSpec::process_name`]."
},
"steam_appid": {
"type": [
"integer",
"null"
],
"format": "int32",
"description": "The Steam appid, for a title Steam itself installed (D3). On Linux this is the **sharpest**\nsignal that exists — Steam wraps every launch, native or Proton, in\n`reaper SteamLaunch AppId=<appid>`, whose lifetime is exactly the game's — so without it a\nsteam plugin's lease tracking would degrade from reaper-exact to install-dir prefix matching.",
"minimum": 0
}
}
},
@@ -4784,27 +4715,6 @@
}
}
},
"EnvMarker": {
"type": "object",
"description": "An environment variable a launcher stamps onto the game's process, identifying it.\n\nSerializable because it is now half of the inbound [`DetectHint`] too (D3) — a library plugin\nthat knows its launcher's marker (Heroic's `HEROIC_APP_NAME`, load-bearing under Proton) has to\nbe able to say so, since after extraction the host no longer reads that launcher's files itself.",
"required": [
"key"
],
"properties": {
"key": {
"type": "string",
"description": "The variable name (e.g. `HEROIC_GAME_ID`).",
"example": "HEROIC_APP_NAME"
},
"value": {
"type": [
"string",
"null"
],
"description": "The exact value to require, when the launcher's value identifies *this* title. `None` matches\nthe key's mere presence — only safe for launchers that run one game at a time."
}
}
},
"EventKind": {
"oneOf": [
{
@@ -5255,10 +5165,6 @@
],
"description": "The external provider owning this entry (custom-store entries synced by a provider\nplugin, RFC §8) — `None` for installed-store titles and manual custom entries. The\nconsole uses it for attribution; `GET /library?provider=` filters on it."
},
"role": {
"$ref": "#/components/schemas/GameRole",
"description": "Whether this entry is a game or the launcher itself — see [`GameRole`]."
},
"store": {
"type": "string",
"description": "Which store surfaced it: `\"steam\"` or `\"custom\"`.",
@@ -5390,14 +5296,6 @@
}
}
},
"GameRole": {
"type": "string",
"description": "What a library entry *is* — an ordinary title, or the launcher application itself (Steam Big\nPicture, Heroic, Playnite fullscreen). Purely a presentation hint: a launcher entry launches,\nleases and lists exactly like a game (design D4), and clients that don't know the field render it\nas a plain tile. Serde-default `game` and skip-serialized when default, so the wire is unchanged\nfor every entry that doesn't opt in.",
"enum": [
"game",
"launcher"
]
},
"GameSession": {
"type": "string",
"description": "How a session that **launches a game** (a library id on the Hello / apps.json / Decky pin) is\nserved (`design/gamemode-and-dedicated-sessions.md` §5.2). Orthogonal to the preset/lifecycle axes\n— a top-level [`DisplayPolicy`] field, NOT part of [`EffectivePolicy`], so a preset never clobbers\nit. Linux-only in effect (a launching Windows session opens into the one desktop).",
@@ -6436,13 +6334,6 @@
"title"
],
"properties": {
"category": {
"type": [
"string",
"null"
],
"description": "What KIND of plugin this is (`^[a-z][a-z0-9-]{0,31}$`), top-level rather than under `ui`\nbecause it describes the plugin, not its surface. The console knows one value today —\n`library` — which it filters **out of the nav**: six installed scanner plugins would otherwise\nflood the sidebar, and their real entry point is the Game sources surface (design D5). A\nlibrary plugin that genuinely wants its own page (rom-manager, which is much more than a\nscanner) simply omits the category."
},
"title": {
"type": "string",
"description": "Human-readable title for the console nav entry (164 chars; control chars stripped)."
@@ -6475,13 +6366,6 @@
"title"
],
"properties": {
"category": {
"type": [
"string",
"null"
],
"description": "The plugin's kind — see [`PluginRegistration::category`]."
},
"id": {
"type": "string"
},
@@ -6720,10 +6604,6 @@
},
"description": "Per-title prep/undo steps — commands run as the host user; operator-privileged config."
},
"role": {
"$ref": "#/components/schemas/GameRole",
"description": "Whether this entry is a game or the launcher itself — see [`GameRole`]. A library plugin\nemits its `launchers(cfg)` entries with `role: \"launcher\"`."
},
"title": {
"type": "string"
}
@@ -6900,46 +6780,26 @@
},
"ScannerInfo": {
"type": "object",
"description": "One **game source** on this host, with its enable state — the unit the console renders a toggle\nfor. A source is either a scanner compiled into this build or a plugin that reconciles entries in\n(WP2.6); the console treats them identically, which is what makes the extraction invisible.",
"description": "One installed-store scanner this host build supports, with its enable state — the unit the\nconsole renders a toggle for. The list is platform-gated at compile time (the scanners are),\nso the console never shows a toggle that cannot do anything on this host.",
"required": [
"id",
"label",
"enabled",
"origin"
"enabled"
],
"properties": {
"enabled": {
"type": "boolean",
"description": "Whether this host runs the source (default true)."
},
"entries": {
"type": [
"integer",
"null"
],
"description": "How many entries this source currently contributes. `None` for a built-in scanner, whose\ncount would mean walking every launcher's files just to render a toggle.",
"minimum": 0
"description": "Whether this host runs the scanner (default true)."
},
"id": {
"type": "string",
"description": "Stable source id — the same string this source's entries carry in their `store` field. For a\nplugin source it is also its provider id and its store claim: one string, by construction, so\na user's disabled state survives a built-in scanner being replaced by its plugin.",
"description": "Stable scanner id — the same string the scanner's entries carry in their `store` field.",
"example": "steam"
},
"label": {
"type": "string",
"description": "Human-facing name for the console toggle.",
"example": "Steam"
},
"origin": {
"$ref": "#/components/schemas/SourceOrigin",
"description": "Where the source comes from: `builtin` (a scanner in this host build) or `plugin`."
},
"provider": {
"type": [
"string",
"null"
],
"description": "The provider id backing a `plugin` source — absent for a built-in scanner."
}
}
},
@@ -7102,14 +6962,6 @@
}
}
},
"SourceOrigin": {
"type": "string",
"description": "Where a [`ScannerInfo`] comes from.",
"enum": [
"builtin",
"plugin"
]
},
"SourceView": {
"type": "object",
"description": "A configured catalog source and how its last refresh went.",
-5
View File
@@ -15,11 +15,6 @@ FROM docker.io/library/archlinux:base-devel
# One transaction: the main build/runtime deps (first list) + the gamescope companion's
# deps (second list) — both copied verbatim from what arch.yml installed in-job, where
# they now no-op as `--needed` guards.
# vulkan-headers rides the first list only because arch.yml's copy does; the package it actually
# serves is the gamescope companion (packaging/gamescope/PKGBUILD makedepends). punktfunk itself
# needs no system Vulkan headers — pyrowave-sys bindgens its own vendored copy and ash dlopens the
# loader — but arch.yml builds gamescope with `makepkg -d`, so an absent makedepend would not be
# reported as a missing dependency, only as a compile failure. Keep it.
RUN pacman -Syu --noconfirm --needed \
git nodejs rust clang cmake ninja nasm pkgconf python vulkan-headers \
gtk4 libadwaita sdl3 ffmpeg pipewire wayland libxkbcommon opus libei \
+2 -4
View File
@@ -27,10 +27,8 @@ RUN dnf -y install \
mesa-libGL-devel mesa-libgbm-devel \
# punktfunk-client link deps (GTK4 shell + SDL3 gamepads)
gtk4-devel libadwaita-devel SDL3-devel \
# No vulkan-headers: nothing in the workspace compiles against the system Vulkan headers
# (pyrowave-sys bindgens its own vendored copy; host and client both reach Vulkan through
# ash, which dlopens the loader), and packaging/rpm/punktfunk.spec BuildRequires none.
# rpm.yml's HDR gamescope leg needs them and pulls them with `dnf builddep gamescope`.
# pf-ffvk bindgen over libavutil/hwcontext_vulkan.h needs <vulkan/vulkan.h>
vulkan-headers \
&& dnf clean all
# bun — both the BUILD tool and the RUNTIME for the punktfunk-web console (`bun run build` -> the
+3 -4
View File
@@ -29,16 +29,15 @@ RUN sed -i 's|^Types: deb$|Types: deb\nArchitectures: amd64|' /etc/apt/sources.l
&& dpkg --add-architecture arm64
# 2. The cross toolchain + every arm64 dev lib the client links. Mirrors the client half of
# rust-ci.Dockerfile's list (FFmpeg, PipeWire, Opus, SDL3, GTK4/libadwaita, xkbcommon). No
# Vulkan dev package: nothing compiles or links against Vulkan — ash dlopens the loader, and
# pyrowave-sys bindgens its own vendored headers.
# rust-ci.Dockerfile's list (FFmpeg, PipeWire, Opus, SDL3, GTK4/libadwaita, xkbcommon,
# Vulkan headers for pf-ffvk's bindgen over hwcontext_vulkan.h).
RUN apt-get update && apt-get install -y --no-install-recommends \
crossbuild-essential-arm64 \
libavcodec-dev:arm64 libavformat-dev:arm64 libavutil-dev:arm64 libswscale-dev:arm64 \
libavfilter-dev:arm64 libavdevice-dev:arm64 \
libpipewire-0.3-dev:arm64 libopus-dev:arm64 \
libsdl3-dev:arm64 libgtk-4-dev:arm64 libadwaita-1-dev:arm64 \
libwayland-dev:arm64 libxkbcommon-dev:arm64 \
libwayland-dev:arm64 libxkbcommon-dev:arm64 libvulkan-dev:arm64 \
&& rm -rf /var/lib/apt/lists/*
# 3. The Rust target — installed against the toolchain the WORKSPACE pins, not the image's
+2 -3
View File
@@ -22,9 +22,8 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
libgl-dev libegl-dev libgbm-dev \
# punktfunk-client-linux (GTK4/libadwaita shell, SDL3 gamepads)
libgtk-4-dev libadwaita-1-dev libsdl3-dev \
# No libvulkan-dev: nothing in the workspace compiles or links against Vulkan (pyrowave-sys
# bindgens its own vendored headers, and both host and client reach Vulkan through ash, which
# dlopens the loader), so neither the build nor deb.yml's dpkg-shlibdeps ever asks for it.
# pf-ffvk (bindgen over libavutil/hwcontext_vulkan.h needs <vulkan/vulkan.h>)
libvulkan-dev \
&& rm -rf /var/lib/apt/lists/*
# bun — builds the punktfunk-web console in deb.yml (which runs the web build in THIS image).
File diff suppressed because it is too large Load Diff
@@ -31,7 +31,6 @@ import androidx.compose.material3.Scaffold
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.CompositionLocalProvider
import androidx.compose.runtime.compositionLocalOf
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
@@ -48,7 +47,6 @@ import android.widget.Toast
import io.unom.punktfunk.kit.link.DeepLinkResult
import io.unom.punktfunk.kit.link.DeepLinks
import io.unom.punktfunk.kit.link.HostResolution
import io.unom.punktfunk.kit.SessionEndReason
import io.unom.punktfunk.kit.security.KnownHostStore
import io.unom.punktfunk.models.ActiveSession
import io.unom.punktfunk.models.Tab
@@ -63,11 +61,6 @@ fun App(forceGamepadUi: Boolean = false) {
// so the stream screen never re-reads the store behind its own connect's back.
var session by remember { mutableStateOf<ActiveSession?>(null) }
var tab by remember { mutableStateOf(Tab.Connect) }
// Set when a session ends because its game exited and it began as a library launch: the host
// whose library the console shell should come back to. Held HERE because the shell's own
// navigation state does not outlive the stream. Cleared once the shell has consumed it, so a
// later manual Back out of the library is not undone by a stale value.
var reopenLibraryHostId by remember { mutableStateOf<String?>(null) }
// Console (gamepad) mode mirrors the Apple client: the setting AND (a pad is attached OR this is
// a TV OR the dev force flag). Flips live as controllers connect/disconnect.
@@ -105,15 +98,6 @@ fun App(forceGamepadUi: Boolean = false) {
}
}
// The console backdrop's colour family, published once from the live settings rather than
// threaded through every screen that draws a backdrop. Because it is read from the SAME
// `settings` state the gamepad settings screen writes, stepping the Background row recolours
// the field behind that very row.
val palette = GamepadPalette.named(settings.uiPalette)
CompositionLocalProvider(
LocalGamepadPalette provides palette,
LocalGamepadInk provides GamepadInk.of(palette),
) {
AnimatedContent(
targetState = session,
transitionSpec = {
@@ -123,20 +107,7 @@ fun App(forceGamepadUi: Boolean = false) {
) { active ->
if (active != null) {
// Immersive: the stream takes the whole screen, no bottom bar.
StreamScreen(active) { reason ->
// A game launched from a library exiting is a normal finish, and the player is
// almost certainly after the next title — so send them back to that library rather
// than all the way out to host selection. The console shell's own screen state does
// not survive the stream (StreamScreen replaces it in the composition, discarding
// its `remember`s), so the intent is hoisted here and handed back on the way in.
reopenLibraryHostId =
if (reason == SessionEndReason.GAME_EXITED && active.launchedFromLibrary) {
active.hostId
} else {
null
}
session = null
}
StreamScreen(active, onDisconnect = { session = null })
} else if (gamepadUi) {
GamepadShell(
settings = settings,
@@ -144,8 +115,6 @@ fun App(forceGamepadUi: Boolean = false) {
onConnected = { session = it },
deepLink = pendingLink,
onDeepLinkHandled = { activity?.pendingDeepLink = null },
reopenLibraryHostId = reopenLibraryHostId,
onReopenLibraryHandled = { reopenLibraryHostId = null },
)
} else {
// Adaptive nav: a bottom bar on phones; on tablets / large windows a side NavigationRail
@@ -232,16 +201,8 @@ fun App(forceGamepadUi: Boolean = false) {
}
}
}
}
}
/**
* The console backdrop's colour family for everything under [App] — provided from the live
* settings so a change on the gamepad settings screen recolours every backdrop at once. Defaults
* to the brand violet, which is also what a preview or a test composition gets.
*/
val LocalGamepadPalette = compositionLocalOf { GamepadPalette.named("violet") }
/** Which console screen the gamepad shell is showing. */
private enum class GamepadScreen { Home, Settings, Library }
@@ -257,32 +218,11 @@ fun GamepadShell(
onConnected: (ActiveSession) -> Unit,
deepLink: String? = null,
onDeepLinkHandled: () -> Unit = {},
/**
* Open this saved host's library instead of Home on the way in — set when a game launched from
* it has just exited. Null (the default) starts on Home exactly as before.
*/
reopenLibraryHostId: String? = null,
onReopenLibraryHandled: () -> Unit = {},
) {
val context = LocalContext.current
var screen by remember { mutableStateOf(GamepadScreen.Home) }
var libraryHost by remember { mutableStateOf<io.unom.punktfunk.kit.security.KnownHost?>(null) }
// Consume the "come back to this library" intent once, on entry. Keyed on the id so a second
// game exit re-fires it; the parent clears it immediately, so a manual Back stays backed out.
// A host that has since been forgotten simply leaves us on Home rather than failing.
LaunchedEffect(reopenLibraryHostId) {
val id = reopenLibraryHostId ?: return@LaunchedEffect
// Navigate BEFORE acknowledging: acknowledging clears the parent's state, which re-keys
// this effect and cancels the coroutine running it. Nothing suspends in between today, so
// either order happens to work — but this one cannot be broken by a later edit that adds a
// suspending call. A host that has since been forgotten just leaves us on Home.
KnownHostStore(context).all()
.firstOrNull { it.id == id }
?.let { libraryHost = it; screen = GamepadScreen.Library }
onReopenLibraryHandled()
}
// On a TV, shrink the 10-foot UI so its elements aren't oversized. Density-aware: expand the
// effective dp footprint to at least CONSOLE_TV_MIN_WIDTH_DP (→ smaller elements) ONLY when the
// panel reports fewer dp than that; a low-density TV that's already spacious, and every phone /
@@ -168,9 +168,9 @@ internal fun LocalNetworkDialog(onAllow: () -> Unit, onSettings: () -> Unit, onD
title = { Text("Allow local network access") },
text = {
Text(
"Android blocks Punktfunk from talking to devices on your network, so it can't " +
"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.",
"Allow, enable “Nearby devices” for punktfunk in system settings.",
)
},
confirmButton = {
@@ -191,7 +191,6 @@ internal fun ConnectTakeover(
onCancel: () -> Unit,
onRetry: () -> Unit,
) {
val ink = LocalGamepadInk.current
val copy = connectCopy(phase)
val timedOut = phase is ConnectPhase.WakeTimedOut
@@ -213,7 +212,7 @@ internal fun ConnectTakeover(
Icon(
Icons.Filled.Bedtime,
contentDescription = null,
tint = ink.fg(0.9f),
tint = Color.White.copy(alpha = 0.9f),
modifier = Modifier.size(46.dp),
)
}
@@ -222,14 +221,14 @@ internal fun ConnectTakeover(
}
Text(
copy.title,
color = ink.fg,
color = Color.White,
fontWeight = FontWeight.Bold,
fontSize = 24.sp,
textAlign = TextAlign.Center,
)
Text(
copy.subtitle,
color = ink.fg(0.65f),
color = Color.White.copy(alpha = 0.65f),
fontSize = 14.sp,
textAlign = TextAlign.Center,
fontFamily = if (copy.monoSubtitle) FontFamily.Monospace else FontFamily.Default,
@@ -250,7 +249,6 @@ internal fun ConnectTakeover(
*/
@Composable
private fun PulsingSpinner() {
val ink = LocalGamepadInk.current
val transition = rememberInfiniteTransition(label = "connectPulse")
val pulse by transition.animateFloat(
initialValue = 0f,
@@ -264,14 +262,14 @@ private fun PulsingSpinner() {
for (i in 0..1) {
val p = (pulse + i * 0.5f) % 1f
drawCircle(
color = ink.accent.copy(alpha = (1f - p) * 0.35f),
color = Color(0xFF8678F5).copy(alpha = (1f - p) * 0.35f),
radius = maxR * (0.42f + p * 0.58f),
style = Stroke(width = 2.dp.toPx()),
)
}
}
CircularProgressIndicator(
color = ink.fg,
color = Color.White,
strokeWidth = 3.dp,
modifier = Modifier.size(54.dp),
)
@@ -1,14 +1,11 @@
package io.unom.punktfunk
import android.Manifest
import android.content.ClipData
import android.content.ClipboardManager
import android.content.Context
import android.content.Intent
import android.content.pm.PackageManager
import android.net.Uri
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
@@ -171,7 +168,8 @@ fun ConnectScreen(
lnpPrompt = false
// The browse started while blocked (its sockets failed or received nothing) — restart it
// now that the grant makes them work.
discovery.restart()
discovery.stop()
discovery.start()
} else {
lnpPrompt = true // rationale + "Open settings" (a permanently-denied request returns instantly)
}
@@ -193,27 +191,12 @@ fun ConnectScreen(
// or otherwise notify the app — this observer is what turns the grant into a live discovery.
DisposableEffect(Unit) {
val lifecycle = (context as? LifecycleOwner)?.lifecycle
// Whether we've actually been away. ON_RESUME also fires on first entry, right after the
// effect below starts the browse — restarting it there would be pure churn.
var wasPaused = false
val obs = LifecycleEventObserver { _, event ->
when (event) {
Lifecycle.Event.ON_PAUSE -> wasPaused = true
Lifecycle.Event.ON_RESUME -> {
if (!lnpGranted && hasLocalNetworkPermission(context)) {
lnpGranted = true
lnpPrompt = false
discovery.restart()
} else if (wasPaused) {
// Coming back from the background: the browse may have been sitting idle
// (or had its multicast socket torn out from under it) while we were away,
// and its own re-query interval has kept doubling. Re-arm and ask again,
// so returning to the screen is enough — no app restart.
discovery.restart()
}
wasPaused = false
}
else -> {}
if (event == Lifecycle.Event.ON_RESUME && !lnpGranted && hasLocalNetworkPermission(context)) {
lnpGranted = true
lnpPrompt = false
discovery.stop()
discovery.start()
}
}
lifecycle?.addObserver(obs)
@@ -625,32 +608,6 @@ fun ConnectScreen(
savedHosts = knownHostStore.all()
}
// "Copy link" — the self-emitted form every other client already hands out
// (design/client-deep-links.md §4): the host's STABLE id first, with `host=` and `fp=` alongside,
// so a link written today still lands on the right box after the host changes address or this
// client is reinstalled. A PINNED card copies its own profile with it, because that combination
// is the thing being copied; a host card copies no profile at all and so keeps honouring the
// host's binding, exactly like a tap on it does.
fun copyLink(kh: KnownHost, pin: StreamProfile?) {
val url = DeepLinks.forHost(kh, profile = pin?.id).toUrl()
val clipboard = context.getSystemService(Context.CLIPBOARD_SERVICE) as? ClipboardManager
val copied = clipboard != null && runCatching {
clipboard.setPrimaryClip(ClipData.newPlainText("Punktfunk link", url))
}.isSuccess
// Android 13 draws its own clipboard confirmation, and stacking a second one on top of it is
// the platform's own documented anti-pattern. Below it nothing visible happens at all unless
// we say so — a silent menu item reads as a broken one.
if (copied && Build.VERSION.SDK_INT >= Build.VERSION_CODES.TIRAMISU) return
val message = if (copied) "Link copied." else "Couldn't copy the link to the clipboard."
// The console home renders neither the notice nor the status banner, so there it has to be a
// toast; the touch grid has both, and a success dressed as an error banner is a small lie.
when {
gamepadUi -> Toast.makeText(context, message, Toast.LENGTH_SHORT).show()
copied -> notice = message
else -> status = message
}
}
// 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
@@ -659,7 +616,6 @@ fun ConnectScreen(
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) })
@@ -941,7 +897,7 @@ fun ConnectScreen(
color = MaterialTheme.colorScheme.onErrorContainer,
)
Text(
"Android blocks Punktfunk from finding or reaching hosts until you allow it.",
"Android blocks punktfunk from finding or reaching hosts until you allow it.",
style = MaterialTheme.typography.bodyMedium,
color = MaterialTheme.colorScheme.onErrorContainer,
textAlign = TextAlign.Center,
@@ -1053,28 +1009,20 @@ fun ConnectScreen(
// rather than looking idle/empty. Suppressed while local network access is denied —
// a spinner would be a lie there (the browse can't receive anything); the banner above
// owns that state.
// 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) {
if (lnpGranted && !connecting && discovered.isEmpty()) {
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") }
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,
)
}
}
}
@@ -1192,7 +1140,6 @@ fun ConnectScreen(
} else {
null
},
onCopyLink = { optionsTarget = null; copyLink(kh, pin) },
onEdit = { optionsTarget = null; editTarget = kh },
onForget = {
knownHostStore.remove(kh)
@@ -191,7 +191,7 @@ fun ControllersScreen(gamepadSetting: Int, onBack: () -> Unit) {
dsUsb?.let { DsRow(it) }
if (pads.isEmpty() && !sc2Present) {
Text(
"No controller detected. Punktfunk can only forward devices Android " +
"No controller detected. punktfunk can only forward devices Android " +
"classifies as a gamepad or joystick — a pad connected through an adapter " +
"or hub may show up under \"Other input devices\" below with the adapter's " +
"identity, or not at all.",
@@ -410,68 +410,17 @@ private fun DsRow(usbDev: android.hardware.usb.UsbDevice) {
Text("Grant USB access")
}
}
else -> {
Text(
if (model == DsDevice.Model.DUALSHOCK4) {
"Ready — captured at stream start: rumble, lightbar and gyro are " +
"driven directly."
} else {
"Ready — captured at stream start: rumble, adaptive triggers, lightbar " +
"and gyro are driven directly."
},
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
// Pad-audio self test. Deliberately reachable WITHOUT a stream: it exists to
// answer "can this phone drive this pad's audio endpoint at all", and gating
// that behind a live session would make it depend on the very thing one wants
// to rule out when a session misbehaves. DualSense only — the DS4 has no
// 4-channel haptics device.
if (model != DsDevice.Model.DUALSHOCK4) {
var testing by remember { mutableStateOf(false) }
var result by remember { mutableStateOf<String?>(null) }
result?.let {
Text(
it,
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
OutlinedButton(
enabled = !testing,
onClick = {
testing = true
result = null
Thread({
// Its OWN connection: the renderer's descriptor must never be
// shared with another transfer engine, and that applies to
// this test as much as to the real path.
val conn = runCatching { usbManager.openDevice(usbDev) }.getOrNull()
val fd = conn?.fileDescriptor ?: -1
val r = if (fd >= 0) {
io.unom.punktfunk.kit.NativeBridge.nativePadAudioSelfTest(fd, 3, 60)
} else {
-1
}
conn?.close()
val msg = when {
r > 0 -> "Haptics test passed — $r frames to the pad."
r == -1 -> "Could not open the pad's audio interface. " +
"Some kernels refuse it; the pad still works normally."
r == -2 -> "The audio stream stopped part-way."
else -> "The stream opened but no audio reached the pad."
}
android.os.Handler(android.os.Looper.getMainLooper()).post {
result = msg
testing = false
}
}, "pf-pad-selftest-ui").start()
},
) {
Text(if (testing) "Testing…" else "Test haptics")
}
}
}
else -> Text(
if (model == DsDevice.Model.DUALSHOCK4) {
"Ready — captured at stream start: rumble, lightbar and gyro are " +
"driven directly."
} else {
"Ready — captured at stream start: rumble, adaptive triggers, lightbar " +
"and gyro are driven directly."
},
style = MaterialTheme.typography.bodySmall,
color = MaterialTheme.colorScheme.onSurfaceVariant,
)
}
}
}
@@ -79,7 +79,6 @@ fun GamepadAddHostScreen(
suggestedMacs: List<String> = emptyList(),
onSave: ((KnownHost) -> Unit)? = null,
) {
val ink = LocalGamepadInk.current
val context = LocalContext.current
val isTv = remember { isTvDevice(context) }
val isEdit = editHost != null
@@ -246,7 +245,7 @@ fun GamepadAddHostScreen(
Text(
"Hosts on this network appear automatically — add one by address for everything else.",
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(0.55f),
color = Color.White.copy(alpha = 0.55f),
modifier = Modifier.widthIn(max = 520.dp).padding(bottom = 8.dp),
)
}
@@ -307,7 +306,6 @@ private fun TvAddHostForm(
onAdd: () -> Unit,
onDismiss: () -> Unit,
) {
val ink = LocalGamepadInk.current
BackHandler(onBack = onDismiss)
val firstFocus = remember { FocusRequester() }
Box(Modifier.fillMaxSize()) {
@@ -321,11 +319,11 @@ private fun TvAddHostForm(
.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(16.dp),
) {
Text(title, style = MaterialTheme.typography.headlineMedium, fontWeight = FontWeight.Bold, color = ink.fg)
Text(title, style = MaterialTheme.typography.headlineMedium, fontWeight = FontWeight.Bold, color = Color.White)
Text(
"Hosts on this network appear automatically — add one by address for everything else.",
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(0.55f),
color = Color.White.copy(alpha = 0.55f),
)
OutlinedTextField(
value = name, onValueChange = onName, singleLine = true,
@@ -364,7 +362,6 @@ private fun rowCols(row: Int): Int = if (row < KB_ACTIONS_ROW) KB_CHAR_ROWS[row]
@Composable
private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused || editing, editing = editing)
val shape = RoundedCornerShape(14.dp)
Row(
@@ -378,26 +375,25 @@ private fun FieldRow(f: Field, focused: Boolean, editing: Boolean, onClick: () -
.padding(horizontal = 16.dp, vertical = 14.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Text(f.label, style = MaterialTheme.typography.bodyLarge, fontWeight = FontWeight.SemiBold, color = ink.fg)
Text(f.label, style = MaterialTheme.typography.bodyLarge, fontWeight = FontWeight.SemiBold, color = Color.White)
Spacer(Modifier.weight(1f))
Text(
f.value.ifEmpty { f.placeholder },
style = MaterialTheme.typography.bodyMedium.copy(fontFamily = FontFamily.Monospace),
color = if (f.value.isEmpty()) ink.fg(0.35f) else ink.fg,
color = if (f.value.isEmpty()) Color.White.copy(alpha = 0.35f) else Color.White,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
if (editing) Text(" |", color = ink.accent)
if (editing) Text(" |", color = Color(0xFF8678F5))
}
}
@Composable
private fun AddActionRow(label: String, enabled: Boolean, focused: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
val shape = RoundedCornerShape(14.dp)
val labelColor by animateColorAsState(
if (enabled) ink.accent else ink.fg(0.35f),
if (enabled) Color(0xFF8678F5) else Color.White.copy(alpha = 0.35f),
tween(160),
label = "addLabel",
)
@@ -429,7 +425,6 @@ private fun KeyboardGrid(
bottomInset: Dp = 0.dp, // empty frame at the bottom of the glass for the floating legend to sit over
onKey: (Int, Int) -> Unit,
) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(20.dp)
val gap = if (compact) 5.dp else 7.dp
Column(
@@ -438,7 +433,7 @@ private fun KeyboardGrid(
.widthIn(max = 640.dp)
.clip(shape)
.background(Color(0x1FFFFFFF))
.border(1.dp, ink.fg(0.12f), shape)
.border(1.dp, Color.White.copy(alpha = 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),
) {
@@ -459,15 +454,14 @@ private fun KeyboardGrid(
@Composable
private fun Keycap(label: String, focused: Boolean, compact: Boolean, modifier: Modifier = Modifier, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
// Fast tweens: the keyboard cursor hops many keys per second under hold-to-repeat, so the
// trailing key must have faded before the cursor is two keys away — quick, but no longer a snap.
val bg by animateColorAsState(
if (focused) ink.accent else ink.glass,
if (focused) Color(0xFF8678F5) else Color(0x14FFFFFF),
tween(90),
label = "keyBg",
)
val fg by animateColorAsState(if (focused) Color.Black else ink.fg, tween(90), label = "keyFg")
val fg by animateColorAsState(if (focused) Color.Black else Color.White, tween(90), label = "keyFg")
Box(
modifier = modifier
.height(if (compact) 34.dp else 44.dp)
@@ -14,8 +14,6 @@ import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.PaddingValues
@@ -25,9 +23,6 @@ import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.lazy.LazyRow
import androidx.compose.foundation.lazy.itemsIndexed
import androidx.compose.foundation.lazy.rememberLazyListState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material.icons.Icons
@@ -36,9 +31,7 @@ import androidx.compose.material3.Icon
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.remember
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
@@ -72,12 +65,9 @@ import kotlin.math.sin
// connected-controller status chip. One look across every screen is what makes the console UI read
// as a coherent mode rather than a set of themed pages.
/**
* One drifting blob of the aurora field: where it sits, how far it wanders, and how fast. Integer
* [sx]/[sy] keep the loop seamless at wrap. The COLOUR is the palette's, taken from its ramp at
* draw time, so the field always shows several of that palette's tones at once.
*/
/** One drifting colour blob of the aurora field. Integer [sx]/[sy] keep the loop seamless at wrap. */
private class AuroraBlob(
val color: Color,
val baseX: Float,
val baseY: Float,
val driftX: Float,
@@ -90,80 +80,50 @@ private class AuroraBlob(
)
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),
AuroraBlob(Color(0xFF877AF5), 0.30f, 0.26f, 0.16f, 0.10f, 1, 1, 0.0f, 0.62f, 0.55f), // brand violet
AuroraBlob(Color(0xFF3E33B8), 0.78f, 0.68f, 0.13f, 0.14f, 1, 2, 2.4f, 0.68f, 0.58f), // deep indigo
AuroraBlob(Color(0xFF9E4CCC), 0.16f, 0.82f, 0.12f, 0.09f, 2, 1, 4.1f, 0.52f, 0.42f), // plum
AuroraBlob(Color(0xFF3862DB), 0.72f, 0.14f, 0.10f, 0.08f, 1, 3, 1.2f, 0.48f, 0.40f), // cool blue
)
/**
* The living console backdrop: soft blobs from the palette's ramp drifting over its ground on
* slow, seamless loops, finished with a centre-pooling vignette and top/bottom legibility scrims.
* A Compose approximation of the Apple client's MeshGradient aurora — same colour families, same
* "ambience, never content" role, and the same [GamepadPalette] setting recolours both.
*
* [calm] is what the FORM screens wear: the pools dim onto the ground so the glass rows keep real
* colour and luminance without the launcher's contrast. Motion is identical either way on purpose
* — only the contrast differs, so moving between screens can't make the field jump.
*
* Honours the system's "remove animations" accessibility setting by freezing at a fixed phase, the
* same courtesy the Apple client pays Reduce Motion.
* The living console backdrop: soft violet-family blobs drifting over black on slow, seamless loops,
* finished with a centre-pooling vignette and top/bottom legibility scrims. A Compose approximation
* of the Apple client's MeshGradient aurora — same brand family, same "ambience, never content" role.
*/
@Composable
fun GamepadAuroraBackground(modifier: Modifier = Modifier, calm: Boolean = false) {
val ink = LocalGamepadInk.current
val palette = LocalGamepadPalette.current
val animated = animationsEnabled()
fun GamepadAuroraBackground(modifier: Modifier = Modifier) {
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(
// A full 0..2π sweep over ~96 s; integer per-blob multipliers make sin/cos continuous at the wrap
// so the field never visibly jumps when the animation restarts.
val angle by transition.animateFloat(
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)
drawRect(Color.Black)
val span = max(size.width, size.height)
for ((i, b) in auroraBlobs.withIndex()) {
for (b in auroraBlobs) {
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),
colors = listOf(b.color.copy(alpha = b.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,
blendMode = 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.
// Cinematic vignette: pool light centre, sink the corners.
drawRect(
Brush.radialGradient(
colors = listOf(
Color.Transparent,
scrim.copy(alpha = (if (calm) 0.22f else 0.44f) * strength),
),
colors = listOf(Color.Transparent, Color.Black.copy(alpha = 0.44f)),
center = Offset(size.width / 2, size.height / 2),
radius = span * 0.92f,
),
@@ -171,108 +131,43 @@ fun GamepadAuroraBackground(modifier: Modifier = Modifier, calm: Boolean = false
// 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),
0.0f to Color.Black.copy(alpha = 0.40f),
0.30f to Color.Black.copy(alpha = 0.05f),
0.70f to Color.Black.copy(alpha = 0.06f),
1.0f to Color.Black.copy(alpha = 0.42f),
),
)
}
}
/**
* `false` when the user has turned animations off system-wide (Developer options' animator duration
* scale, or the accessibility "Remove animations" switch, which sets the same global). Read once
* per composition — it needs a settings trip to the system, and it changes about never.
*/
@Composable
private fun animationsEnabled(): Boolean {
val context = LocalContext.current
return remember {
runCatching {
android.provider.Settings.Global.getFloat(
context.contentResolver,
android.provider.Settings.Global.ANIMATOR_DURATION_SCALE,
1f,
) != 0f
}.getOrDefault(true)
}
}
/**
* The backdrop for the console FORM screens (settings, add-host). It used to be a STILL deep-indigo
* base with two soft glows; it is now the launcher's own living field at `calm`, which keeps that
* colour and luminance under the glass rows, honours the palette setting on every screen rather
* than only the launcher, and leaves nothing in the console UI backed by a static image. Mirrors
* the Apple client's GamepadFormBackground, which made the same substitution.
* The calm backdrop for the console FORM screens (settings, add-host) — deliberately still and quiet
* (unlike the launcher's drifting aurora), a deep indigo base with two soft brand glows so the glass
* rows have some colour + luminance to sit on. Mirrors the Apple client's GamepadFormBackground.
*/
@Composable
fun GamepadFormBackground(modifier: Modifier = Modifier) {
GamepadAuroraBackground(modifier, calm = true)
}
/**
* The horizontal section switcher above a console list. Purely presentational — the SCREEN owns
* which tab is selected and what the shoulders do. Scrollable so a narrow phone in landscape never
* has to squeeze the pills, and the selected one is always brought into view whether it was reached
* by shoulder button or tap.
*/
@Composable
fun ConsoleTabStrip(
titles: List<String>,
selected: Int,
onSelect: (Int) -> Unit,
modifier: Modifier = Modifier,
/**
* The strip itself holds the cursor (the caller moved focus UP out of its list). Draws a ring
* on the selected pill so it's clear left/right now walks sections rather than values — the
* route a D-pad remote, which has no shoulder buttons, needs.
*/
focused: Boolean = false,
) {
val ink = LocalGamepadInk.current
val listState = rememberLazyListState()
LaunchedEffect(selected) {
runCatching { listState.animateScrollToItem(selected.coerceAtLeast(0)) }
}
LazyRow(
state = listState,
modifier = modifier,
contentPadding = PaddingValues(horizontal = ConsoleEdgeInset),
horizontalArrangement = Arrangement.spacedBy(6.dp),
) {
itemsIndexed(titles) { i, title ->
val active = i == selected
val background by animateColorAsState(
if (active) ink.accent(0.85f) else ink.glass,
tween(180),
label = "tabBg",
)
// Not `ink` — that name is the palette's, and shadowing it here cost a compile.
val labelColor by animateColorAsState(
if (active) ink.onAccent else ink.fg(0.55f),
tween(180),
label = "tabInk",
)
val ring by animateColorAsState(
ink.fg(if (active && focused) 0.85f else 0f),
tween(180),
label = "tabRing",
)
Text(
title,
style = MaterialTheme.typography.labelLarge,
fontWeight = FontWeight.SemiBold,
color = labelColor,
maxLines = 1,
modifier = Modifier
.clip(RoundedCornerShape(50))
.background(background)
.border(1.5.dp, ring, RoundedCornerShape(50))
.clickable { onSelect(i) }
.padding(horizontal = 14.dp, vertical = 7.dp),
)
}
Canvas(modifier) {
val span = max(size.width, size.height)
drawRect(Color(0xFF131126))
drawCircle(
brush = Brush.radialGradient(
colors = listOf(Color(0xE6635AAE), Color.Transparent),
center = Offset(size.width * 0.24f, size.height * 0.12f),
radius = span * 0.7f,
),
center = Offset(size.width * 0.24f, size.height * 0.12f),
radius = span * 0.7f,
)
drawCircle(
brush = Brush.radialGradient(
colors = listOf(Color(0xBF343E96), Color.Transparent),
center = Offset(size.width * 0.82f, size.height * 0.9f),
radius = span * 0.7f,
),
center = Offset(size.width * 0.82f, size.height * 0.9f),
radius = span * 0.7f,
)
}
}
@@ -281,7 +176,7 @@ fun ConsoleTabStrip(
* sits in the SAME spot across Home / Settings / Add-Host and appears pinned while the content behind
* it cross-fades between screens.
*/
val ConsoleLegendInset = PaddingValues(start = 24.dp, end = 24.dp, bottom = 24.dp)
val ConsoleLegendInset = PaddingValues(start = 24.dp, bottom = 24.dp)
/** The shared horizontal inset for a console screen's heading (matches the legend's left edge). */
val ConsoleEdgeInset = 24.dp
@@ -292,7 +187,6 @@ val ConsoleEdgeInset = 24.dp
*/
@Composable
fun ConsoleHeader(title: String, modifier: Modifier = Modifier, horizontalInset: Boolean = true) {
val ink = LocalGamepadInk.current
// `horizontalInset = false` when the caller's container already pads to ConsoleEdgeInset (e.g. a
// LazyColumn contentPadding) — so the heading lands at the SAME 24dp on every screen either way.
val h = if (horizontalInset) ConsoleEdgeInset else 0.dp
@@ -300,7 +194,7 @@ fun ConsoleHeader(title: String, modifier: Modifier = Modifier, horizontalInset:
title,
style = MaterialTheme.typography.headlineMedium,
fontWeight = FontWeight.Bold,
color = ink.fg,
color = Color.White,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
modifier = modifier.padding(start = h, end = h, top = 18.dp, bottom = 10.dp),
@@ -357,22 +251,21 @@ class ConsoleFocusVisuals(val scale: Float, val background: Color, val border: C
*/
@Composable
fun animateConsoleFocus(active: Boolean, editing: Boolean = false): ConsoleFocusVisuals {
val ink = LocalGamepadInk.current
val scale by animateFloatAsState(
targetValue = if (active) 1f else 0.98f,
animationSpec = spring(dampingRatio = 0.7f, stiffness = Spring.StiffnessMediumLow),
label = "consoleScale",
)
val background by animateColorAsState(
if (active) ink.accent(0.20f) else ink.glass,
if (active) Color(0x336656F2) else Color(0x14FFFFFF),
tween(160),
label = "consoleBg",
)
val border by animateColorAsState(
when {
editing -> ink.accent(0.70f)
active -> ink.fg(0.28f)
else -> ink.fg(0.06f)
editing -> Color(0xB38678F5)
active -> Color.White.copy(alpha = 0.28f)
else -> Color.White.copy(alpha = 0.06f)
},
tween(160),
label = "consoleBorder",
@@ -387,19 +280,18 @@ fun animateConsoleFocus(active: Boolean, editing: Boolean = false): ConsoleFocus
*/
@Composable
fun ConsoleSwitch(on: Boolean, focused: Boolean, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
val travel by animateFloatAsState(
targetValue = if (on) 1f else 0f,
animationSpec = spring(dampingRatio = 0.8f, stiffness = 600f),
label = "switchKnob",
)
val track by animateColorAsState(
if (on) ink.accent else Color(0x26FFFFFF),
if (on) Color(0xFF6656F2) else Color(0x26FFFFFF),
tween(200),
label = "switchTrack",
)
val outline by animateColorAsState(
ink.fg(if (focused) 0.45f else 0.15f),
Color.White.copy(alpha = if (focused) 0.45f else 0.15f),
tween(160),
label = "switchOutline",
)
@@ -421,7 +313,7 @@ fun ConsoleSwitch(on: Boolean, focused: Boolean, modifier: Modifier = Modifier)
.offset { IntOffset(((trackW - knob - pad * 2).toPx() * travel).roundToInt(), 0) }
.size(knob)
.clip(CircleShape)
.background(ink.fg),
.background(Color.White),
)
}
}
@@ -429,7 +321,6 @@ fun ConsoleSwitch(on: Boolean, focused: Boolean, modifier: Modifier = Modifier)
/** A round face-button badge: a coloured disc with the button letter, like a controller's face. */
@Composable
fun GamepadButtonGlyph(glyph: Char, color: Color, size: androidx.compose.ui.unit.Dp = 26.dp) {
val ink = LocalGamepadInk.current
Box(
modifier = Modifier
.size(size)
@@ -439,7 +330,7 @@ fun GamepadButtonGlyph(glyph: Char, color: Color, size: androidx.compose.ui.unit
) {
Text(
glyph.toString(),
color = ink.fg,
color = Color.White,
fontWeight = FontWeight.Bold,
fontSize = (size.value * 0.52f).sp,
textAlign = TextAlign.Center,
@@ -450,12 +341,11 @@ fun GamepadButtonGlyph(glyph: Char, color: Color, size: androidx.compose.ui.unit
/** The D-pad-centre "select" button — a green (confirm) disc with a ring; the TV-remote glyph for A. */
@Composable
private fun SelectGlyph(size: androidx.compose.ui.unit.Dp = 26.dp) {
val ink = LocalGamepadInk.current
Box(
modifier = Modifier.size(size).clip(CircleShape).background(PadGlyph.A),
contentAlignment = Alignment.Center,
) {
Box(Modifier.size(size * 0.46f).clip(CircleShape).border(2.dp, ink.fg, CircleShape))
Box(Modifier.size(size * 0.46f).clip(CircleShape).border(2.dp, Color.White, CircleShape))
}
}
@@ -520,7 +410,6 @@ internal fun PsFaceGlyph(glyph: Char, size: androidx.compose.ui.unit.Dp = 26.dp)
*/
@Composable
internal fun SelectButtonGlyph(style: Gamepad.PadStyle, size: androidx.compose.ui.unit.Dp = 26.dp) {
val ink = LocalGamepadInk.current
Box(
Modifier.size(size).clip(CircleShape).background(PadButtonFace),
contentAlignment = Alignment.Center,
@@ -532,17 +421,17 @@ internal fun SelectButtonGlyph(style: Gamepad.PadStyle, size: androidx.compose.u
val corner = RoundedCornerShape(2.dp)
Box(
Modifier.size(size * 0.32f).align(Alignment.TopEnd)
.border(1.4.dp, ink.fg(0.9f), corner),
.border(1.4.dp, Color.White.copy(alpha = 0.9f), corner),
)
Box(
Modifier.size(size * 0.32f).align(Alignment.BottomStart)
.clip(corner).background(PadButtonFace)
.border(1.4.dp, ink.fg(0.9f), corner),
.border(1.4.dp, Color.White.copy(alpha = 0.9f), corner),
)
}
Gamepad.PadStyle.NINTENDO -> Text(
"",
color = ink.fg,
color = Color.White,
fontWeight = FontWeight.Bold,
fontSize = (size.value * 0.62f).sp,
textAlign = TextAlign.Center,
@@ -551,7 +440,7 @@ internal fun SelectButtonGlyph(style: Gamepad.PadStyle, size: androidx.compose.u
Modifier
.size(width = size * 0.58f, height = size * 0.30f)
.clip(RoundedCornerShape(50))
.border(1.6.dp, ink.fg(0.9f), RoundedCornerShape(50)),
.border(1.6.dp, Color.White.copy(alpha = 0.9f), RoundedCornerShape(50)),
)
}
}
@@ -563,7 +452,6 @@ internal fun SelectButtonGlyph(style: Gamepad.PadStyle, size: androidx.compose.u
*/
@Composable
fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, hazeState: HazeState? = null) {
val ink = LocalGamepadInk.current
// On a TV D-pad remote (no A/B/X/Y), auto-swap the two universal pad glyphs every screen uses:
// A (confirm) → the select ring, B (back/cancel) → a back glyph. Screen-specific glyphs like the
// home's Up/Down handle themselves. A real pad instead picks its glyph FAMILY (Xbox letters /
@@ -576,19 +464,14 @@ fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, haze
// With a haze source, blur the content behind the pill (real backdrop blur, API 31+; a translucent
// scrim below) + a light tint; otherwise fall back to a solid frosted fill.
val frosted = if (hazeState != null) {
modifier.clip(shape).hazeEffect(hazeState).background(ink.shade(0.25f))
modifier.clip(shape).hazeEffect(hazeState).background(Color(0x4014122A))
} else {
modifier.clip(shape).background(ink.shade(0.55f))
modifier.clip(shape).background(Color(0x8C14122A))
}
Row(
modifier = frosted
.border(1.dp, ink.fg(0.14f), shape)
.padding(horizontal = 16.dp, vertical = 10.dp)
// The pill still hugs its content when it fits; when it doesn't (a narrow phone, or a
// screen whose legend grew a cell) it scrolls rather than running off the edge and
// silently eating the last hint — which is exactly what the settings screen's new
// Section cell did on a 360 dp phone.
.horizontalScroll(rememberScrollState()),
.border(1.dp, Color.White.copy(alpha = 0.14f), shape)
.padding(horizontal = 16.dp, vertical = 10.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(11.dp),
) {
@@ -614,7 +497,7 @@ fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, haze
Text(
h.text,
style = MaterialTheme.typography.labelLarge,
color = ink.fg(0.9f),
color = Color.White.copy(alpha = 0.9f),
maxLines = 1,
softWrap = false, // never char-wrap a label when several hints crowd a narrow pill
)
@@ -626,25 +509,24 @@ fun GamepadHintBar(hints: List<GamepadHint>, modifier: Modifier = Modifier, haze
/** "Which pad is driving this UI" — a quiet chip in the console top bar with the controller's name. */
@Composable
fun ControllerStatusChip(name: String, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
Row(
modifier = modifier
.clip(RoundedCornerShape(50))
.background(ink.fg(0.08f))
.background(Color.White.copy(alpha = 0.08f))
.padding(horizontal = 12.dp, vertical = 7.dp),
verticalAlignment = Alignment.CenterVertically,
) {
Icon(
Icons.Filled.SportsEsports,
contentDescription = null,
tint = ink.fg(0.75f),
tint = Color.White.copy(alpha = 0.75f),
modifier = Modifier.size(16.dp),
)
Spacer(Modifier.width(7.dp))
Text(
name,
style = MaterialTheme.typography.labelMedium,
color = ink.fg(0.75f),
color = Color.White.copy(alpha = 0.75f),
maxLines = 1,
)
}
@@ -85,7 +85,6 @@ fun GamepadDialog(
actions: List<DialogAction>,
body: @Composable ColumnScope.() -> Unit,
) {
val ink = LocalGamepadInk.current
// Focus the primary action; buttons are stacked full-width, navigated up/down (fits long labels
// like "Request access" without the cramped-row wrapping a horizontal layout caused).
var focus by remember { mutableIntStateOf(actions.indexOfFirst { it.primary }.coerceAtLeast(0)) }
@@ -118,11 +117,11 @@ fun GamepadDialog(
.heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(24.dp))
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
Text(title, style = MaterialTheme.typography.headlineSmall, fontWeight = FontWeight.Bold, color = ink.fg)
Text(title, style = MaterialTheme.typography.headlineSmall, fontWeight = FontWeight.Bold, color = Color.White)
Column(
Modifier.weight(1f, fill = false).verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
@@ -140,7 +139,6 @@ fun GamepadDialog(
@OptIn(ExperimentalFoundationApi::class)
@Composable
private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enabled: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val scale by animateFloatAsState(
if (focused) 1.02f else 1f,
spring(dampingRatio = 0.7f, stiffness = Spring.StiffnessMediumLow),
@@ -154,19 +152,19 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
// Focus sweeps up/down the stack — cross-fade the fills so it glides instead of snapping.
val bg by animateColorAsState(
when {
focused -> ink.accent
primary -> ink.accent(0.20f)
else -> ink.glass
focused -> Color(0xFF6656F2)
primary -> Color(0x336656F2)
else -> Color(0x14FFFFFF)
},
tween(160),
label = "btnBg",
)
val fg by animateColorAsState(
when {
!enabled -> ink.fg(0.35f)
focused -> ink.fg
primary -> ink.accent
else -> ink.fg(0.85f)
!enabled -> Color.White.copy(alpha = 0.35f)
focused -> Color.White
primary -> Color(0xFF8678F5)
else -> Color.White.copy(alpha = 0.85f)
},
tween(160),
label = "btnFg",
@@ -200,14 +198,13 @@ private fun DialogButton(label: String, focused: Boolean, primary: Boolean, enab
/** Body text helper — a dimmed paragraph. */
@Composable
private fun DialogText(text: String) {
val ink = LocalGamepadInk.current
Text(text, style = MaterialTheme.typography.bodyMedium, color = ink.fg(0.7f))
Text(text, style = MaterialTheme.typography.bodyMedium, color = Color.White.copy(alpha = 0.7f))
}
/**
* Console host options for a saved tile — Wake (offered only when offline + a MAC is known), Copy
* link, Edit, Forget. Reached by pressing Up on a focused saved host in the carousel; the console
* counterpart of the touch host card's overflow menu.
* Console host options for a saved tile — Wake (offered only when offline + a MAC is known), Edit,
* Forget. Reached by pressing Up on a focused saved host in the carousel; the console counterpart of
* the touch host card's overflow menu.
*/
@Composable
fun GamepadHostOptionsDialog(
@@ -217,12 +214,6 @@ fun GamepadHostOptionsDialog(
onLibrary: (() -> Unit)?, // non-null when the game library is enabled → reachable without Y
onEdit: () -> Unit,
onForget: () -> Unit,
/**
* Copy this tile's `punktfunk://` link. Offered on a pinned tile too — unlike the host's other
* actions it says nothing about the host, it hands out the shortcut this very tile already is
* (profile included), which is exactly what a pin is for.
*/
onCopyLink: () -> Unit,
onDismiss: () -> Unit,
onSpeedTest: (() -> Unit)? = null,
/**
@@ -239,14 +230,12 @@ fun GamepadHostOptionsDialog(
actions = buildList {
if (onUnpin != null) {
add(DialogAction("Unpin card", primary = true, onClick = onUnpin))
add(DialogAction("Copy link", onClick = onCopyLink))
add(DialogAction("Cancel", onClick = onDismiss))
return@buildList
}
if (onLibrary != null) add(DialogAction("Library", primary = true, onClick = onLibrary))
if (canWake) add(DialogAction("Wake host", onClick = onWake))
if (onSpeedTest != null) add(DialogAction("Network speed test", onClick = onSpeedTest))
add(DialogAction("Copy link", onClick = onCopyLink))
add(DialogAction("Edit…", primary = onLibrary == null, onClick = onEdit))
add(DialogAction("Forget", onClick = onForget))
add(DialogAction("Cancel", onClick = onDismiss))
@@ -282,7 +271,6 @@ fun GamepadPinHostsDialog(
onToggle: (KnownHost) -> Unit,
onDismiss: () -> Unit,
) {
val ink = LocalGamepadInk.current
// 0..hosts.lastIndex = host rows, hosts.size = the Done button (with no hosts, index 0 IS
// Done, so it starts focused).
var focus by remember { mutableIntStateOf(0) }
@@ -316,7 +304,7 @@ fun GamepadPinHostsDialog(
.heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730))
.border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(24.dp))
.padding(28.dp),
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
@@ -324,7 +312,7 @@ fun GamepadPinHostsDialog(
"Pin “$profileName",
style = MaterialTheme.typography.headlineSmall,
fontWeight = FontWeight.Bold,
color = ink.fg,
color = Color.White,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
@@ -362,7 +350,6 @@ fun GamepadPinHostsDialog(
@OptIn(ExperimentalFoundationApi::class)
@Composable
private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
// Inside the dialog's scroll region, like DialogButton: a focused row scrolled out of a short
// landscape window pulls itself into view.
@@ -389,7 +376,7 @@ private fun PinHostRow(label: String, on: Boolean, focused: Boolean, onClick: ()
label,
style = MaterialTheme.typography.bodyLarge,
fontWeight = FontWeight.SemiBold,
color = ink.fg,
color = Color.White,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
@@ -463,11 +450,11 @@ fun GamepadLocalNetworkDialog(onAllow: () -> Unit, onSettings: () -> Unit, onDis
),
) {
DialogText(
"Android blocks Punktfunk from talking to devices on your network, so it can't find " +
"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 " +
"If no prompt appears after Allow, enable “Nearby devices” for punktfunk in " +
"system settings.",
)
}
@@ -531,7 +518,6 @@ fun GamepadRequestAccessDialog(pt: PendingTrust, onRequestAccess: () -> Unit, on
@Composable
fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
val ink = LocalGamepadInk.current
GamepadDialog(
title = "Waiting for approval",
onDismiss = onCancel,
@@ -539,8 +525,8 @@ fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
) {
val deviceName = Build.MODEL ?: "this device"
Row(verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.spacedBy(12.dp)) {
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp, color = ink.fg)
Text("Approve this device on $hostLabel.", color = ink.fg)
CircularProgressIndicator(modifier = Modifier.size(20.dp), strokeWidth = 2.dp, color = Color.White)
Text("Approve this device on $hostLabel.", color = Color.White)
}
DialogText(
"Open the host's console (or web UI) and approve “$deviceName”. It connects automatically " +
@@ -556,7 +542,6 @@ fun GamepadAwaitingApprovalDialog(hostLabel: String, onCancel: () -> Unit) {
*/
@Composable
fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired: (String) -> Unit, onDismiss: () -> Unit) {
val ink = LocalGamepadInk.current
val scope = rememberCoroutineScope()
val digits = remember(pt) { mutableStateListOf(0, 0, 0, 0) }
var slot by remember(pt) { mutableIntStateOf(0) } // 0..3 = digit slots, 4 = Pair button
@@ -602,16 +587,16 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
Column(
Modifier.padding(24.dp).widthIn(max = 460.dp).heightIn(max = maxCardHeight)
.clip(RoundedCornerShape(24.dp))
.background(Color(0xF01A1730)).border(1.dp, ink.fg(0.12f), RoundedCornerShape(24.dp))
.background(Color(0xF01A1730)).border(1.dp, Color.White.copy(alpha = 0.12f), RoundedCornerShape(24.dp))
.verticalScroll(rememberScrollState())
.padding(28.dp),
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.spacedBy(18.dp),
) {
Text("Pair with PIN", style = MaterialTheme.typography.headlineSmall, fontWeight = FontWeight.Bold, color = ink.fg)
Text("Pair with PIN", style = MaterialTheme.typography.headlineSmall, fontWeight = FontWeight.Bold, color = Color.White)
Text(
"Enter the 4-digit PIN shown on the host — D-pad ↑↓ sets a digit, ←→ moves.",
style = MaterialTheme.typography.bodyMedium, color = ink.fg(0.7f), textAlign = TextAlign.Center,
style = MaterialTheme.typography.bodyMedium, color = Color.White.copy(alpha = 0.7f), textAlign = TextAlign.Center,
)
Row(horizontalArrangement = Arrangement.spacedBy(12.dp)) {
repeat(4) { i -> PinSlot(digits[i], focused = slot == i && !pairing) }
@@ -630,14 +615,13 @@ fun GamepadPairPinDialog(pt: PendingTrust, identity: ClientIdentity?, onPaired:
@Composable
private fun PinSlot(value: Int, focused: Boolean) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(12.dp)
Box(
Modifier.size(54.dp, 66.dp).clip(shape)
.background(if (focused) ink.accent(0.20f) else ink.glass)
.border(if (focused) 2.dp else 1.dp, if (focused) ink.accent else ink.fg(0.1f), shape),
.background(if (focused) Color(0x336656F2) else Color(0x14FFFFFF))
.border(if (focused) 2.dp else 1.dp, if (focused) Color(0xFF8678F5) else Color.White.copy(alpha = 0.1f), shape),
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 = Color.White, fontFamily = FontFamily.Monospace)
}
}
@@ -247,10 +247,9 @@ fun GamepadHome(
/** One dark-glass landscape console tile — bigger and bolder than the touch grid's HostCard. */
@Composable
private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(26.dp)
val wash = if (tile.filled) {
Brush.verticalGradient(listOf(ink.accent(0.20f), Color(0x14100C2A)))
Brush.verticalGradient(listOf(Color(0x336656F2), Color(0x14100C2A)))
} else {
Brush.verticalGradient(listOf(Color(0x1AFFFFFF), Color(0x0DFFFFFF)))
}
@@ -259,7 +258,7 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
.fillMaxWidth()
.clip(shape)
.background(wash)
.border(1.dp, ink.fg(0.16f), shape)
.border(1.dp, Color.White.copy(alpha = 0.16f), shape)
.padding(22.dp),
) {
Row(Modifier.fillMaxWidth(), verticalAlignment = Alignment.Top) {
@@ -270,7 +269,7 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
Icon(
Icons.Filled.Lock,
contentDescription = "Paired",
tint = ink.fg(0.7f),
tint = Color.White.copy(alpha = 0.7f),
modifier = Modifier.padding(end = 6.dp).size(15.dp),
)
}
@@ -287,14 +286,14 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
tile.title,
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = ink.fg,
color = Color.White,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
Text(
tile.subtitle,
style = MaterialTheme.typography.bodyMedium,
color = ink.fg(0.55f),
color = Color.White.copy(alpha = 0.55f),
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
@@ -303,10 +302,9 @@ private fun GamepadHostTile(tile: HomeTile, modifier: Modifier = Modifier) {
@Composable
private fun MonogramBadge(tile: HomeTile) {
val ink = LocalGamepadInk.current
val shape = RoundedCornerShape(15.dp)
val fill = if (tile.filled) {
Brush.verticalGradient(listOf(ink.accent, ink.accent))
Brush.verticalGradient(listOf(Color(0xFF6656F2), Color(0xFF8678F5)))
} else {
Brush.verticalGradient(listOf(Color(0x296656F2), Color(0x296656F2)))
}
@@ -318,18 +316,18 @@ private fun MonogramBadge(tile: HomeTile) {
tile.connecting -> CircularProgressIndicator(
modifier = Modifier.size(24.dp),
strokeWidth = 2.dp,
color = ink.fg,
color = Color.White,
)
tile.isAdd -> Icon(
Icons.Filled.Add,
contentDescription = null,
tint = if (tile.filled) ink.fg else ink.accent,
tint = if (tile.filled) Color.White else Color(0xFF8678F5),
)
else -> Text(
tile.title.trim().firstOrNull()?.uppercaseChar()?.toString() ?: "",
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = if (tile.filled) ink.fg else ink.accent,
color = if (tile.filled) Color.White else Color(0xFF8678F5),
)
}
}
@@ -1,89 +0,0 @@
package io.unom.punktfunk
import androidx.compose.runtime.compositionLocalOf
import androidx.compose.ui.graphics.Color
// The ink the console (gamepad) UI draws with under the chosen background palette.
//
// The console screens were white-on-dark throughout with the brand violet hardcoded as the accent.
// Both had to become palette-derived at once: a pale field needs dark text or it is unreadable,
// and a violet focus wash on a copper field is exactly the clash this exists to fix.
//
// Published as a CompositionLocal rather than passed down, so a leaf (a row, a hint pill, a card)
// can ask for the right colour without every caller in between knowing about palettes. The Apple
// client uses an environment value and `pf-console-ui` a thread-local for the same reason.
/** Everything about the console's look that follows the chosen palette. */
class GamepadInk(
/** Primary text/glyph colour. */
val fg: Color,
/** Focus wash, selected tab pill, switch track — the palette's own accent. */
val accent: Color,
/** What reads ON the accent (a filled pill's label, a switch knob). */
val onAccent: Color,
/** The base fill every glass surface starts from, at its resting opacity. */
val glass: Color,
/** What a wash laid UNDER text tends toward: black on a dark field, white on a pale one. */
val shade: Color,
/**
* How hard those washes go. A pale field needs far less mixing toward white at the dark
* field's strength bleaches the chroma straight out of the gradient.
*/
val shadeScale: Float,
/** True when the field is pale, for the few places that branch rather than blend. */
val isLight: Boolean,
) {
/** The foreground at [alpha]. */
fun fg(alpha: Float): Color = fg.copy(alpha = alpha)
/** The accent at [alpha]. */
fun accent(alpha: Float): Color = accent.copy(alpha = alpha)
/** A wash under text: [alpha] is the dark-field strength, scaled for a pale one. */
fun shade(alpha: Float): Color = shade.copy(alpha = alpha * shadeScale)
companion object {
fun of(p: GamepadPalette): GamepadInk {
val accent = p.accentColor
// Chosen by luminance, not by `light`: an accent is picked for contrast against the
// GLASS, not against the field.
val accentLuma =
0.2126 * p.accent.first + 0.7152 * p.accent.second + 0.0722 * p.accent.third
val onAccent = if (accentLuma > 0.55) Color.Black else Color.White
if (!p.light) {
return GamepadInk(
fg = Color.White,
accent = accent,
onAccent = onAccent,
glass = Color.White.copy(alpha = 0.08f),
shade = Color.Black,
shadeScale = 1f,
isLight = false,
)
}
val (gr, gg, gb) = p.ground
return GamepadInk(
// Tinted toward the palette's own ground so it doesn't read as a foreign grey.
fg = Color((gr * 0.16).toFloat(), (gg * 0.14).toFloat(), (gb * 0.20).toFloat()),
accent = accent,
onAccent = onAccent,
// More body than the dark glass carries: white frost over a bright gradient has
// far less separating it from its backdrop than dark glass over a dark one.
glass = Color.White.copy(alpha = 0.55f),
shade = Color.White,
shadeScale = 0.45f,
isLight = true,
)
}
/** The shipped dark look — what a preview or a test composition gets. */
val DARK = of(GamepadPalette.named("violet"))
}
}
/**
* The ink of the palette currently drawing, for everything under [App]. Provided from the live
* settings alongside [LocalGamepadPalette], so a change on the gamepad settings screen re-inks
* every console surface at once.
*/
val LocalGamepadInk = compositionLocalOf { GamepadInk.DARK }
@@ -152,9 +152,8 @@ fun GamepadNavEffect(
* keyboard). Same hysteresis + hold-to-repeat as [GamepadNavEffect] but on both axes the dominant
* stick axis (or the pressed D-pad/HAT) commits a [NavDir], and it re-arms only after the stick
* returns near centre (so a flick is one step). [onActivate] is A / center, [onTertiary] is X,
* [onSecondary] is Y, and [onShoulder] is L1 (-1) / R1 (+1) a step SIDEWAYS out of the list, which
* the settings screen uses for its section tabs. B is left to MainActivity's BACK remap the
* screen's BackHandler (so B "peels one layer": close the keyboard, then the screen).
* [onSecondary] is Y. B is left to MainActivity's BACK remap the screen's BackHandler (so B "peels
* one layer": close the keyboard, then the screen).
*/
@Composable
fun GamepadNavEffect2D(
@@ -163,7 +162,6 @@ fun GamepadNavEffect2D(
onActivate: () -> Unit,
onTertiary: () -> Unit = {},
onSecondary: () -> Unit = {},
onShoulder: (Int) -> Unit = {},
) {
val activity = LocalContext.current as? MainActivity ?: return
val state = remember { NavInputState() }
@@ -171,7 +169,6 @@ fun GamepadNavEffect2D(
val currentOnActivate by rememberUpdatedState(onActivate)
val currentOnTertiary by rememberUpdatedState(onTertiary)
val currentOnSecondary by rememberUpdatedState(onSecondary)
val currentOnShoulder by rememberUpdatedState(onShoulder)
DisposableEffect(active) {
// Stable probe refs so onDispose only releases the slot if WE still own it — during a
@@ -199,10 +196,7 @@ fun GamepadNavEffect2D(
KeyEvent.KEYCODE_ENTER, KeyEvent.KEYCODE_NUMPAD_ENTER -> { if (edge) currentOnActivate(); true }
KeyEvent.KEYCODE_BUTTON_X -> { if (edge) currentOnTertiary(); true }
KeyEvent.KEYCODE_BUTTON_Y -> { if (edge) currentOnSecondary(); true }
// Edge-only, no auto-repeat: a held shoulder shouldn't spin through the tabs.
KeyEvent.KEYCODE_BUTTON_L1 -> { if (edge) currentOnShoulder(-1); true }
KeyEvent.KEYCODE_BUTTON_R1 -> { if (edge) currentOnShoulder(1); true }
else -> false // B → MainActivity (remapped to BACK → BackHandler)
else -> false // B / shoulders → MainActivity (B remaps to BACK → BackHandler)
}
}
if (active) {
@@ -1,218 +0,0 @@
package io.unom.punktfunk
import androidx.compose.ui.graphics.Color
// The console (gamepad) UI's background colour families, and the ink each one calls for.
//
// A palette is a short ordered ramp of DISTINCT hues, not one hue at several brightnesses. The
// field samples that ramp so several tones show at once and pool into each other, the way a real
// gradient poster does. An earlier version rotated ONE field's hue per palette, which is why every
// non-default palette read flat and monotone.
//
// A palette also owns the UI sitting on it: [accent] is the focus wash / selected pill / switch
// colour, and [light] flips the ink so a pale field gets dark text instead of white.
//
// The table, [ramp] and [CELL_RAMP] are mirrored in `pf-console-ui`'s `library.rs` (Rust) and the
// Apple client's `GamepadPalette.swift` under the same ids, so one `ui_palette` value is one look
// on every client. Keep the three copies in step: a palette added here without the others is a
// value the other clients silently render as Violet.
/** One background colour family. */
class GamepadPalette(
/** The stored `ui_palette` value ([Settings.uiPalette]). */
val id: String,
/** What the settings row shows. */
val name: String,
/**
* The colour ramp, dark end first. Empty = the brand default's explicit field, kept
* bit-identical to what every install already sees.
*/
val stops: List<Triple<Double, Double, Double>>,
/** The field's ground — what it settles onto and what the calm mix lifts toward. */
val ground: Triple<Double, Double, Double>,
/** The UI accent: focus wash, selected tab pill, switch track. */
val accent: Triple<Double, Double, Double>,
/** A pale field: the UI flips to dark ink and the legibility scrims go white. */
val light: Boolean,
) {
/** Four drifting blob colours, spread across the ramp so the field shows several hues. */
val blobColors: List<Color> by lazy {
val s = stops.ifEmpty { VIOLET_BLOBS }
(0..3).map { color(ramp(s, 0.15 + 0.25 * it)) }
}
/** The field's ground as a Compose colour. */
val groundColor: Color by lazy { color(ground) }
/** The accent as a Compose colour. */
val accentColor: Color by lazy { color(accent) }
companion object {
/**
* Where each of the 16 mesh cells samples the ramp on the clients that draw a mesh. Kept
* here so the three ports stay one table even though this client approximates the field
* with blobs.
*/
val CELL_RAMP = listOf(
0.10, -0.06, 0.04, -0.12,
-0.08, 0.14, -0.10, 0.06,
0.06, -0.12, 0.16, -0.04,
-0.10, 0.08, -0.06, 0.12,
)
/** The brand default's blob ramp — the colours the pre-palette field used. */
private val VIOLET_BLOBS = listOf(
Triple(0.53, 0.47, 0.96), Triple(0.24, 0.20, 0.72), Triple(0.62, 0.30, 0.80),
Triple(0.22, 0.38, 0.86), Triple(0.53, 0.47, 0.96),
)
/**
* The twelve shipped palettes: the brand default, five more dark fields, then six pale
* ones. Cycling order runs dark light, so stepping the row walks the range one way.
*/
val ALL = listOf(
// --- dark fields (white ink) ---
GamepadPalette(
"violet", "Violet", emptyList(),
ground = Triple(0.075, 0.060, 0.160),
accent = Triple(0.525, 0.471, 0.961), light = false,
),
GamepadPalette(
// Deep indigo climbing through violet into a hot magenta.
"nebula", "Nebula",
listOf(
Triple(0.07, 0.05, 0.20), Triple(0.26, 0.14, 0.54), Triple(0.52, 0.20, 0.72),
Triple(0.82, 0.26, 0.62), Triple(0.98, 0.46, 0.68),
),
ground = Triple(0.055, 0.040, 0.135),
accent = Triple(0.95, 0.42, 0.72), light = false,
),
GamepadPalette(
// Ink-blue water: teal → cerulean → a violet undertow.
"abyss", "Abyss",
listOf(
Triple(0.02, 0.10, 0.17), Triple(0.04, 0.28, 0.42), Triple(0.07, 0.46, 0.63),
Triple(0.16, 0.38, 0.78), Triple(0.26, 0.22, 0.58),
),
ground = Triple(0.018, 0.070, 0.130),
accent = Triple(0.26, 0.76, 0.92), light = false,
),
GamepadPalette(
// Banked coals: plum embers → crimson → burnt orange → gold.
"ember", "Ember",
listOf(
Triple(0.16, 0.03, 0.10), Triple(0.45, 0.06, 0.12), Triple(0.72, 0.18, 0.06),
Triple(0.90, 0.42, 0.08), Triple(0.95, 0.68, 0.18),
),
ground = Triple(0.090, 0.035, 0.040),
accent = Triple(0.98, 0.62, 0.26), light = false,
),
GamepadPalette(
// Forest floor into moss and a lime break.
"moss", "Moss",
listOf(
Triple(0.03, 0.11, 0.09), Triple(0.06, 0.27, 0.20), Triple(0.09, 0.45, 0.31),
Triple(0.28, 0.61, 0.28), Triple(0.58, 0.77, 0.31),
),
ground = Triple(0.025, 0.085, 0.070),
accent = Triple(0.48, 0.86, 0.46), light = false,
),
GamepadPalette(
// Neutral, but never flat: barely-there saturation that still travels from a cool
// charcoal to a warm stone.
"graphite", "Graphite",
listOf(
Triple(0.06, 0.07, 0.11), Triple(0.15, 0.18, 0.25), Triple(0.30, 0.31, 0.35),
Triple(0.45, 0.42, 0.38), Triple(0.60, 0.56, 0.49),
),
ground = Triple(0.055, 0.055, 0.070),
accent = Triple(0.78, 0.80, 0.86), light = false,
),
// --- pale fields (dark ink) ---
GamepadPalette(
// The holographic foil: rose → lilac → periwinkle → aqua, with a white bloom.
"holo", "Holo",
listOf(
Triple(0.99, 0.72, 0.90), Triple(0.80, 0.60, 0.98), Triple(0.58, 0.62, 0.99),
Triple(0.55, 0.86, 0.98), Triple(0.94, 0.98, 1.00),
),
ground = Triple(0.96, 0.92, 0.99),
accent = Triple(0.42, 0.28, 0.86), light = true,
),
GamepadPalette(
// The poster sunset: periwinkle → magenta → scarlet → tangerine → gold.
"sunset", "Sunset",
listOf(
Triple(0.55, 0.45, 0.92), Triple(0.86, 0.31, 0.66), Triple(0.97, 0.26, 0.34),
Triple(0.99, 0.51, 0.18), Triple(1.00, 0.80, 0.22),
),
ground = Triple(0.98, 0.74, 0.34),
accent = Triple(0.64, 0.13, 0.44), light = true,
),
GamepadPalette(
// Peach into blush and lilac — the softest of the set.
"bloom", "Bloom",
listOf(
Triple(1.00, 0.86, 0.72), Triple(0.99, 0.73, 0.79), Triple(0.95, 0.65, 0.89),
Triple(0.82, 0.68, 0.96), Triple(0.73, 0.79, 0.99),
),
ground = Triple(0.99, 0.90, 0.89),
accent = Triple(0.72, 0.24, 0.55), light = true,
),
GamepadPalette(
// First light: pale gold → coral → lilac.
"dawn", "Dawn",
listOf(
Triple(1.00, 0.92, 0.70), Triple(1.00, 0.80, 0.62), Triple(0.99, 0.66, 0.62),
Triple(0.90, 0.62, 0.78), Triple(0.77, 0.69, 0.95),
),
ground = Triple(1.00, 0.93, 0.82),
accent = Triple(0.82, 0.33, 0.28), light = true,
),
GamepadPalette(
// Sea glass: mint → aqua → a pale sky.
"mint", "Mint",
listOf(
Triple(0.82, 0.98, 0.90), Triple(0.62, 0.94, 0.88), Triple(0.55, 0.88, 0.95),
Triple(0.63, 0.82, 0.99), Triple(0.82, 0.87, 1.00),
),
ground = Triple(0.90, 0.98, 0.96),
accent = Triple(0.04, 0.42, 0.40), light = true,
),
GamepadPalette(
// Near-white, but iridescent rather than flat — rose, sky, mint and cream in turn.
"opal", "Opal",
listOf(
Triple(0.98, 0.92, 0.96), Triple(0.87, 0.93, 0.99), Triple(0.91, 0.99, 0.95),
Triple(0.99, 0.96, 0.88), Triple(0.94, 0.90, 0.99),
),
ground = Triple(0.97, 0.96, 0.99),
accent = Triple(0.36, 0.32, 0.44), light = true,
),
)
/**
* The palette stored under [id], falling back to the brand default an unknown name is a
* palette a newer client shipped, not a reason to draw nothing.
*/
fun named(id: String): GamepadPalette = ALL.firstOrNull { it.id == id } ?: ALL[0]
/** Sample an ordered colour ramp at [t] ∈ [0, 1] (linear between neighbouring stops). */
fun ramp(
stops: List<Triple<Double, Double, Double>>,
t: Double,
): Triple<Double, Double, Double> {
if (stops.isEmpty()) return Triple(0.0, 0.0, 0.0)
if (stops.size == 1) return stops[0]
val x = t.coerceIn(0.0, 1.0) * (stops.size - 1)
val i = x.toInt().coerceAtMost(stops.size - 2)
val f = x - i
val (ar, ag, ab) = stops[i]
val (br, bg, bb) = stops[i + 1]
return Triple(ar + (br - ar) * f, ag + (bg - ag) * f, ab + (bb - ab) * f)
}
fun color(c: Triple<Double, Double, Double>): Color =
Color(c.first.toFloat(), c.second.toFloat(), c.third.toFloat())
}
}
@@ -39,7 +39,6 @@ import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.mutableStateMapOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
@@ -64,35 +63,10 @@ import io.unom.punktfunk.kit.security.KnownHostStore
// The gamepad-driven settings screen — the Android mirror of the Apple client's GamepadSettingsView:
// the couch-relevant subset of the touch settings restyled as a console page and fully navigable with
// a controller: up/down moves the focus bar, left/right steps the focused value, A cycles/toggles it,
// L1/R1 change SECTION, B closes. Both write the same SharedPreferences, so values round-trip with
// the touch settings.
//
// The rows are split across SECTION TABS ([GpTab]) — a shoulder press on a pad, a tap on a phone.
// They used to be one long scroll with inline `Group · Subgroup` headers, which on a TV meant
// walking past Display and Audio to reach the controller settings. The tab names match the desktop
// console's and the Apple client's, so a setting is found under the same word wherever you look.
/**
* The settings screen's sections. Order IS the strip order and the L1/R1 cycle order; the names
* match `pf-console-ui`'s `TABS` and the Apple client's `GpSettingsTab`.
*/
enum class GpTab(val title: String) {
STREAM("Stream"),
VIDEO("Video"),
AUDIO("Audio"),
CONTROLLER("Controller"),
INTERFACE("Interface"),
PROFILES("Profiles"),
}
// B closes. Both write the same SharedPreferences, so values round-trip with the touch settings.
internal class GpRow(
val id: String,
val tab: GpTab,
/**
* A sub-heading above this row, for the few tabs that hold more than one group. Most rows have
* none: the tab pill already names the section, and repeating it would be a second label
* saying the same word.
*/
val header: String?,
val label: String,
val value: String,
@@ -159,34 +133,10 @@ 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, av1Capable, ::update) +
val rows = buildSettingsRows(s, hasBodyVibrator, av1Capable, ::update) +
buildProfileRows(profiles, savedHosts, tv) { pinProfile = it }
// Which section is showing, and where each one's focus was when it was last left — a detour
// into another tab shouldn't lose your place.
var tab by remember { mutableStateOf(GpTab.STREAM) }
// True while the STRIP holds the cursor rather than the list. Up from the first row moves
// here and Down goes back — the only route to the sections on a D-pad remote, which has no
// shoulder buttons at all (and is exactly what a TV box ships with).
var tabFocused by remember { mutableStateOf(false) }
val tabFocus = remember { mutableStateMapOf<GpTab, Int>() }
val rows = allRows.filter { it.tab == tab }
var focus by remember { mutableIntStateOf(0) }
if (focus > rows.lastIndex) focus = rows.lastIndex.coerceAtLeast(0)
// L1/R1 — one section along, wrapping (the strip is a ring, like A's value cycle).
fun selectTab(next: GpTab) {
if (next == tab) return
tabFocus[tab] = focus
tab = next
// Clamp: a tab's length follows the hardware and the catalog, so a remembered index can
// outlive the row it pointed at.
focus = (tabFocus[next] ?: 0)
.coerceIn(0, (allRows.count { it.tab == next } - 1).coerceAtLeast(0))
}
fun stepTab(delta: Int) {
val all = GpTab.entries
selectTab(all[((all.indexOf(tab) + delta) % all.size + all.size) % all.size])
}
if (focus > rows.lastIndex) focus = rows.lastIndex
// 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) }
@@ -201,28 +151,20 @@ fun GamepadSettingsScreen(
active = navActive && pinProfile == null,
onDirection = { dir ->
when (dir) {
NavDir.UP -> if (focus > 0) focus-- else tabFocused = true
NavDir.DOWN -> if (tabFocused) tabFocused = false else if (focus < rows.lastIndex) focus++
// On the strip, left/right walks sections; on a row it steps the value. A disabled
// row is INERT, not just dim — the step is refused instead of writing a setting
// that has nothing to act on (see `liveRow`).
NavDir.LEFT ->
if (tabFocused) stepTab(-1) else { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT ->
if (tabFocused) stepTab(1) else { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
NavDir.UP -> if (focus > 0) focus--
NavDir.DOWN -> if (focus < rows.lastIndex) focus++
// A disabled row is INERT, not just dim — the step is refused instead of writing a
// setting that has nothing to act on (see `liveRow`).
NavDir.LEFT -> { adjustDir = -1; liveRow(rows, focus)?.adjust(-1) }
NavDir.RIGHT -> { adjustDir = 1; liveRow(rows, focus)?.adjust(1) }
}
},
// A on the strip drops into the section you picked, which is what "confirm" means there.
onActivate = {
if (tabFocused) tabFocused = false else { adjustDir = 1; liveRow(rows, focus)?.activate() }
},
// The shoulders work from either place — a real pad never has to visit the strip.
onShoulder = { delta -> stepTab(delta) },
onActivate = { adjustDir = 1; liveRow(rows, focus)?.activate() },
)
// 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) {
LaunchedEffect(focus) {
runCatching {
val itemIndex = focus + 1
val info = listState.layoutInfo
@@ -241,21 +183,9 @@ fun GamepadSettingsScreen(
// where a fixed title + a fixed detail/legend strip ate most of the (short) height.
Box(Modifier.fillMaxSize().hazeSource(hazeState)) {
GamepadFormBackground(Modifier.fillMaxSize())
Column(Modifier.fillMaxSize().systemBarsPadding()) {
// The strip is PINNED while the rows scroll under it: it is this screen's primary
// navigation now, and a switcher you have to scroll back up to find isn't one. The
// title stays in the scrolling list (landscape has no height to spare, and the
// selected pill already says which section you are in).
ConsoleTabStrip(
titles = GpTab.entries.map { it.title },
selected = GpTab.entries.indexOf(tab),
onSelect = { tabFocused = false; selectTab(GpTab.entries[it]) },
modifier = Modifier.fillMaxWidth().padding(top = 8.dp, bottom = 2.dp),
focused = tabFocused,
)
LazyColumn(
state = listState,
modifier = Modifier.fillMaxSize(),
modifier = Modifier.fillMaxSize().systemBarsPadding(),
contentPadding = PaddingValues(start = 24.dp, end = 24.dp, top = 8.dp, bottom = 104.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
@@ -266,19 +196,12 @@ fun GamepadSettingsScreen(
ConsoleHeader("Default settings", horizontalInset = false)
}
itemsIndexed(rows, key = { _, r -> r.id }) { index, row ->
SettingRowView(
row,
focused = index == focus && !tabFocused,
adjustDir = adjustDir,
onClick = {
// Same inertness as the pad path above — tapping a dimmed row focuses it
// (so its detail explains itself) but never flips it.
tabFocused = false
if (focus != index) focus = index
else if (row.enabled) { adjustDir = 1; row.activate() }
},
)
}
SettingRowView(row, focused = index == focus, adjustDir = adjustDir, onClick = {
// Same inertness as the pad path above — tapping a dimmed row focuses it (so
// its detail explains itself) but never flips it.
if (focus != index) focus = index
else if (row.enabled) { adjustDir = 1; row.activate() }
})
}
}
}
@@ -295,23 +218,8 @@ fun GamepadSettingsScreen(
// a profile row doesn't adjust, it opens the pin picker, and the "No profiles yet"
// placeholder does nothing at all — advertising ↔/A on those would be a lie.
val focused = rows.getOrNull(focus)
// The shoulders always change section, so that cell leads on every row. Tappable too,
// like the others — a user without a working pad can still reach every tab.
// Advertise the shoulders only where they EXIST: a TV remote has none (its route is Up
// into the strip) and a touch user taps a pill, so on those the cell would be both a
// lie and the reason a 360 dp legend runs out of room. Defaults to the pad case off an
// Activity (preview/tests), like GamepadHintBar's own glyph choice.
val padIsGamepad = (LocalContext.current as? MainActivity)?.lastPadIsGamepad ?: true
val sections = listOfNotNull(
GamepadHint('⇄', Color(0xFF9A93C7), "Section", onClick = { stepTab(1) })
.takeIf { padIsGamepad },
)
GamepadHintBar(
if (tabFocused) listOf(
GamepadHint('↔', Color(0xFF9A93C7), "Section"),
PadGlyph.hint('A', "Open") { tabFocused = false },
PadGlyph.hint('B', "Done", onClick = onBack),
) else sections + when {
when {
focused != null && !focused.enabled -> listOf(
PadGlyph.hint('B', "Done", onClick = onBack),
)
@@ -346,7 +254,6 @@ fun GamepadSettingsScreen(
@Composable
private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick: () -> Unit) {
val ink = LocalGamepadInk.current
val visuals = animateConsoleFocus(active = focused)
val shape = RoundedCornerShape(14.dp)
// The chevrons keep their layout slot and only fade, so the value never jumps sideways when
@@ -358,7 +265,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
label = "chevrons",
)
val valueColor by animateColorAsState(
ink.fg(if (focused) 1f else 0.6f),
Color.White.copy(alpha = if (focused) 1f else 0.6f),
tween(160),
label = "valueColor",
)
@@ -367,7 +274,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
Text(
row.header.uppercase(),
style = MaterialTheme.typography.labelMedium,
color = ink.fg(0.45f),
color = Color.White.copy(alpha = 0.45f),
letterSpacing = 1.4.sp,
modifier = Modifier.padding(start = 16.dp, top = 14.dp, bottom = 4.dp),
)
@@ -393,7 +300,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
fontWeight = FontWeight.SemiBold,
// A disabled row (the "No profiles yet" placeholder) dims but stays focusable,
// so its detail line can still explain what would go here.
color = ink.fg(if (row.enabled) 1f else 0.45f),
color = Color.White.copy(alpha = if (row.enabled) 1f else 0.45f),
maxLines = 1,
)
Spacer(Modifier.weight(1f))
@@ -401,7 +308,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
// A toggle is a switch, not text — the sliding knob + tinting track IS the value.
ConsoleSwitch(on = row.toggled, focused = focused)
} else {
Text(" ", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
Text(" ", color = Color.White, 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(
@@ -422,7 +329,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
overflow = TextOverflow.Ellipsis,
)
}
Text(" ", color = ink.fg, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
Text(" ", color = Color.White, modifier = Modifier.graphicsLayer { alpha = chevronAlpha })
}
}
// The focused row carries its own one-line description — no dedicated (space-eating)
@@ -435,7 +342,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
Text(
row.detail,
style = MaterialTheme.typography.bodySmall,
color = ink.fg(0.6f),
color = Color.White.copy(alpha = 0.6f),
maxLines = 2,
modifier = Modifier.padding(top = 6.dp),
)
@@ -446,8 +353,7 @@ private fun SettingRowView(row: GpRow, focused: Boolean, adjustDir: Int, onClick
/** Build the console settings rows from the current [Settings], writing through [update].
* [hasBodyVibrator] gates the "Rumble on this phone" row (absent on TVs); [av1Capable] gates the
* AV1 codec entry (see `codecOptionsFor`). Every row declares its [GpTab]; the screen shows one
* tab at a time. */
* AV1 codec entry (see `codecOptionsFor`). */
internal fun buildSettingsRows(
s: Settings,
hasBodyVibrator: Boolean,
@@ -455,12 +361,12 @@ internal fun buildSettingsRows(
update: (Settings) -> Unit,
): List<GpRow> {
fun <T> choice(
id: String, tab: GpTab, header: String?, label: String, detail: String,
id: String, header: String?, label: String, detail: String,
options: List<Pair<T, String>>, current: T, enabled: Boolean = true, write: (T) -> Unit,
): GpRow {
val idx = options.indexOfFirst { it.first == current }
return GpRow(
id, tab, header, label,
id, header, label,
value = options.getOrNull(idx)?.second ?: "",
detail = detail,
enabled = enabled,
@@ -479,10 +385,10 @@ internal fun buildSettingsRows(
)
}
fun toggle(
id: String, tab: GpTab, header: String?, label: String, detail: String,
id: String, header: String?, label: String, detail: String,
value: Boolean, enabled: Boolean = true, write: (Boolean) -> Unit,
): GpRow = GpRow(
id, tab, header, label,
id, header, label,
value = if (value) "On" else "Off",
detail = detail,
enabled = enabled,
@@ -491,13 +397,36 @@ internal fun buildSettingsRows(
toggled = value,
)
// Grouped by the cross-client tab map (Stream / Video / Audio / Controller / Interface /
// Profiles), so a setting sits under the same word whichever client you found it on. The ROWS
// stay the couch-relevant subset: a pad can't drive a touch-input picker, and adding one for
// the sake of symmetry would be parity in name only.
// Grouped and ordered by the cross-client category map (General / Display / Audio /
// Controllers), with the same sub-section names the touch settings and the desktop clients use,
// so a setting sits in the same place whichever surface you found it on. The ROWS stay the
// couch-relevant subset: a pad can't drive a touch-input picker, and adding one for the sake of
// symmetry would be parity in name only.
return listOf(
choice(
"resolution", GpTab.STREAM, null, "Resolution",
"hud", "General · Statistics", "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
"A 3-finger tap cycles the tiers live.",
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
) { update(s.copy(statsVerbosity = it)) },
toggle(
"autoWake", "General · Session", "Auto-wake on connect",
"Wake a saved host with Wake-on-LAN when it isn't seen on the network, then connect.",
s.autoWakeEnabled,
) { update(s.copy(autoWakeEnabled = it)) },
toggle(
"library", "General · Library", "Game library",
"Browse a paired host's games with Y (experimental).",
s.libraryEnabled,
) { update(s.copy(libraryEnabled = it)) },
toggle(
"gamepadUI", "General · Interface", "Controller-optimized UI",
"Turn off to use the touch interface even with a controller connected.",
s.gamepadUiEnabled,
) { update(s.copy(gamepadUiEnabled = it)) },
choice(
"resolution", "Display · Resolution", "Resolution",
"The host creates a virtual display at exactly this size — no scaling. " +
"Custom sizes are typed in the touch settings.",
// A custom size (typed in the touch settings) leads the list so it stays visible and
@@ -511,56 +440,55 @@ internal fun buildSettingsRows(
s.width to s.height,
) { (w, h) -> update(s.copy(width = w, height = h)) },
choice(
"refresh", GpTab.STREAM, null, "Refresh rate",
"Frame rate the host renders and streams at.",
"refresh", null, "Refresh rate", "Frame rate the host renders and streams at.",
REFRESH_OPTIONS, s.hz,
) { update(s.copy(hz = it)) },
choice(
"bitrate", GpTab.STREAM, null, "Bitrate",
"bitrate", "Display · Quality", "Bitrate",
"Automatic uses the host's default. A host's options (Up on its tile) can measure the " +
"link and set an informed value.",
BITRATE_OPTIONS, s.bitrateKbps,
) { update(s.copy(bitrateKbps = it)) },
choice(
"compositor", GpTab.STREAM, "Host output", "Compositor",
"Which compositor drives the virtual output — honored only if available on the host.",
COMPOSITOR_OPTIONS.mapIndexed { i, lbl -> i to lbl }, s.compositor,
) { update(s.copy(compositor = it)) },
choice(
"codec", GpTab.VIDEO, null, "Video codec",
"codec", null, "Video codec",
"A preference — the host falls back if it can't encode this one.",
codecOptionsFor(s.codec, av1Capable), s.codec,
) { update(s.copy(codec = it)) },
toggle(
"hdr", GpTab.VIDEO, null, "10-bit HDR",
"hdr", null, "10-bit HDR",
"HDR10 — engages when the host sends HDR content and this display supports it.",
s.hdrEnabled,
) { update(s.copy(hdrEnabled = it)) },
toggle(
"lowLatency", GpTab.VIDEO, "Decoding", "Low-latency mode",
"lowLatency", "Display · Decoding", "Low-latency mode",
"The fast pipeline (async decode + system tuning). On by default — turn off to fall back if the stream stutters or glitches.",
s.lowLatencyMode,
) { update(s.copy(lowLatencyMode = it)) },
choice(
"audio", GpTab.AUDIO, null, "Audio channels",
"The speaker layout requested from the host.",
"compositor", "Display · Host output", "Compositor",
"Which compositor drives the virtual output — honored only if available on the host.",
COMPOSITOR_OPTIONS.mapIndexed { i, lbl -> i to lbl }, s.compositor,
) { update(s.copy(compositor = it)) },
choice(
"audio", "Audio", "Audio channels", "The speaker layout requested from the host.",
AUDIO_CHANNEL_OPTIONS, s.audioChannels,
) { update(s.copy(audioChannels = it)) },
toggle(
"mic", GpTab.AUDIO, null, "Microphone",
"Send this device's microphone to the host's virtual mic.",
"mic", null, "Microphone", "Send this device's microphone to the host's virtual mic.",
s.micEnabled,
) { update(s.copy(micEnabled = it)) },
toggle(
"echoCancel", GpTab.AUDIO, null, "Echo cancellation",
"echoCancel", null, "Echo cancellation",
"Filter the stream's own audio out of the mic pickup. Applies while the microphone is on.",
s.echoCancel,
) { update(s.copy(echoCancel = it)) },
toggle(
"padForward", GpTab.CONTROLLER, null, "Forward controllers",
"padForward", "Controllers", "Forward controllers",
"Send this device's controllers to the host. Turn it off when your controller " +
"already reaches the host another way — USB passthrough such as VirtualHere — " +
"so games don't see two of them.",
@@ -571,18 +499,18 @@ internal fun buildSettingsRows(
// had the capability (`GpRow.enabled`) and used it only for the profiles placeholder, so
// the pad rows kept stepping settings that had nothing to act on.
choice(
"padType", GpTab.CONTROLLER, null, "Controller type",
"padType", null, "Controller type",
"The virtual pad the host creates — Automatic matches this controller.",
GAMEPAD_OPTIONS, s.gamepad, enabled = s.gamepadForwarding,
) { update(s.copy(gamepad = it)) },
choice(
"systemButtons", GpTab.CONTROLLER, null, "Guide button",
"systemButtons", null, "Guide button",
"Where the guide (Xbox/PS) and share presses go while streaming — Automatic " +
"sends them to the host whenever this device delivers them.",
SYSTEM_BUTTON_OPTIONS, s.systemButtons, enabled = s.gamepadForwarding,
) { update(s.copy(systemButtons = it)) },
choice(
"guideGesture", GpTab.CONTROLLER, null, "Hold Select for guide",
"guideGesture", null, "Hold Select for guide",
"Hold Select alone to press the host's guide button — keep holding for a " +
"Gaming-Mode host's quick-access menu. A Select tap still goes through.",
GUIDE_GESTURE_OPTIONS, s.guideGesture, enabled = s.gamepadForwarding,
@@ -590,7 +518,7 @@ internal fun buildSettingsRows(
) + listOfNotNull(
if (hasBodyVibrator) {
toggle(
"phoneRumble", GpTab.CONTROLLER, null, "Rumble on this phone",
"phoneRumble", null, "Rumble on this phone",
"Also play controller 1's rumble on this phone's own vibration motor — " +
"for clip-on pads without rumble motors.",
s.rumbleOnPhone,
@@ -602,7 +530,7 @@ internal fun buildSettingsRows(
// NOT gated on the vibrator (the bug A2 fixed in the touch settings): an SC2 capture has
// nothing to do with this device's motor, and a TV box is where it matters most.
toggle(
"sc2", GpTab.CONTROLLER, "Passthrough", "Steam Controller 2 passthrough",
"sc2", null, "Steam Controller 2 passthrough",
"Capture a Steam Controller 2 (wired, Puck dongle, or paired Bluetooth) and stream " +
"it as-is — Steam on the host drives it like the physical pad.",
s.sc2Capture, enabled = s.gamepadForwarding,
@@ -612,53 +540,20 @@ internal fun buildSettingsRows(
// back to — could turn on SC2 passthrough but not the Sony one. Same no-vibrator-gate
// reasoning: this capture renders feedback on the CONTROLLER's motors, not this device's.
toggle(
"dsCapture", GpTab.CONTROLLER, null, "DualSense / DualShock passthrough (USB)",
"dsCapture", null, "DualSense / DualShock passthrough (USB)",
"Drive a USB-connected Sony pad directly — rumble on any phone, plus adaptive " +
"triggers, lightbar and gyro.",
s.dsCapture, enabled = s.gamepadForwarding,
) { update(s.copy(dsCapture = it)) },
// The palette leads Interface: it is the one row whose effect you can see while you step
// it (the backdrop behind this very list recolours), so it wants to be the first thing
// found in the section.
choice(
"palette", GpTab.INTERFACE, null, "Background",
"The colour family this backdrop drifts through — it changes as you step, so pick by " +
"looking. Appearance only.",
GamepadPalette.ALL.map { it.id to it.name },
GamepadPalette.named(s.uiPalette).id,
) { update(s.copy(uiPalette = it)) },
choice(
"hud", GpTab.INTERFACE, null, "Statistics overlay",
"How much the overlay shows: Compact (one line) → Normal → Detailed (full HUD). " +
"A 3-finger tap cycles the tiers live.",
STATS_VERBOSITY_OPTIONS, s.statsVerbosity,
) { update(s.copy(statsVerbosity = it)) },
toggle(
"autoWake", GpTab.INTERFACE, null, "Auto-wake on connect",
"Wake a saved host with Wake-on-LAN when it isn't seen on the network, then connect.",
s.autoWakeEnabled,
) { update(s.copy(autoWakeEnabled = it)) },
toggle(
"library", GpTab.INTERFACE, null, "Game library",
"Browse a paired host's games with Y (experimental).",
s.libraryEnabled,
) { update(s.copy(libraryEnabled = it)) },
toggle(
"gamepadUI", GpTab.INTERFACE, null, "Controller-optimized UI",
"Turn off to use the touch interface even with a controller connected.",
s.gamepadUiEnabled,
) { update(s.copy(gamepadUiEnabled = it)) },
)
}
/**
* The trailing Profiles section the Android mirror of the desktop console's (design §5.2a, §5.4):
* one row per catalog profile, valued with how many saved hosts pin it, activating into the
* pin-to-hosts picker. Read-only beyond pinning: profiles are created and edited in the standard
* interface, so an empty catalog shows one dimmed placeholder explaining where they come from
* instead of a dead-looking empty tab. On a TV that phrasing changes: "touch interface" points
* instead of a dead-looking empty header. On a TV that phrasing changes: "touch interface" points
* nowhere useful on a touchless device, so the strings name the actual route the
* Controller-optimized UI toggle a few rows up, which swaps the standard interface in
* (d-pad-navigable; the profile editor lives there on every device, unlike tvOS where none exists).
@@ -679,8 +574,7 @@ private fun buildProfileRows(
return listOf(
GpRow(
id = "noProfiles",
tab = GpTab.PROFILES,
header = null,
header = "Profiles",
label = "No profiles yet",
value = "",
detail = "Profiles bundle stream settings for different uses — pinned ones become " +
@@ -692,13 +586,12 @@ private fun buildProfileRows(
),
)
}
return profiles.map { p ->
return profiles.mapIndexed { i, p ->
// Counted straight off the host records, so it agrees with what the carousel renders.
val pins = savedHosts.count { p.id in it.pinnedProfileIds }
GpRow(
id = "profile:${p.id}",
tab = GpTab.PROFILES,
header = null,
header = if (i == 0) "Profiles" else null,
label = p.name,
value = when (pins) {
0 -> "Not pinned"
@@ -84,9 +84,6 @@ suspend fun connectToHost(
// The host's approval-list / trust-store label for this device — the same
// Build.MODEL convention the pairing dialogs use for nativePair.
Build.MODEL ?: "Android",
// Tier-A pad audio: ask for the 0xD1 plane only when a setting would render it, so a
// user with it off does not make the host provision endpoints it will never feed.
settings.padHaptics || settings.padSpeaker,
)
}
}
@@ -90,7 +90,6 @@ fun LibraryScreen(
onBack: () -> Unit,
navActive: Boolean = true,
) {
val ink = LocalGamepadInk.current
BackHandler(onBack = onBack)
val context = LocalContext.current
val scope = rememberCoroutineScope()
@@ -146,14 +145,7 @@ fun LibraryScreen(
launching = false
if (handle != 0L) {
onLaunched(
ActiveSession(
handle,
settings,
host.clipboardSync,
hostId = host.id,
// Where to come back to when this game exits.
launchedFromLibrary = true,
),
ActiveSession(handle, settings, host.clipboardSync),
)
}
else Toast.makeText(
@@ -178,8 +170,8 @@ fun LibraryScreen(
horizontalAlignment = Alignment.CenterHorizontally,
verticalArrangement = Arrangement.spacedBy(14.dp),
) {
CircularProgressIndicator(color = ink.fg)
Text("Launching…", color = ink.fg, style = MaterialTheme.typography.bodyLarge)
CircularProgressIndicator(color = Color.White)
Text("Launching…", color = Color.White, style = MaterialTheme.typography.bodyLarge)
}
}
}
@@ -203,19 +195,17 @@ fun LibraryScreen(
@Composable
private fun LoadingState() {
val ink = LocalGamepadInk.current
Column(horizontalAlignment = Alignment.CenterHorizontally, verticalArrangement = Arrangement.spacedBy(14.dp)) {
CircularProgressIndicator(color = ink.fg)
Text("Loading library…", color = ink.fg(0.7f), style = MaterialTheme.typography.bodyLarge)
CircularProgressIndicator(color = Color.White)
Text("Loading library…", color = Color.White.copy(alpha = 0.7f), style = MaterialTheme.typography.bodyLarge)
}
}
@Composable
private fun MessageState(text: String) {
val ink = LocalGamepadInk.current
Text(
text,
color = ink.fg(0.75f),
color = Color.White.copy(alpha = 0.75f),
style = MaterialTheme.typography.bodyLarge,
textAlign = TextAlign.Center,
modifier = Modifier.padding(horizontal = 24.dp),
@@ -229,7 +219,6 @@ private fun Coverflow(
navActive: Boolean,
onLaunch: (GameEntry) -> Unit,
) {
val ink = LocalGamepadInk.current
BoxWithConstraints(Modifier.fillMaxSize()) {
// Fit a 2:3 poster into the height the detail line leaves; clamp so it never dwarfs the screen.
val coverHeight = (maxHeight * 0.72f).coerceAtMost(360.dp)
@@ -252,22 +241,7 @@ private fun Coverflow(
onActivate = { games.getOrNull(navTarget)?.let(onLaunch) },
)
// Design D4: the launcher entries lead the strip (the client groups them at parse time).
// A coverflow is one-dimensional, so instead of a second focus rail the heading names the
// group the cursor is in and changes as it crosses the boundary. Only drawn when the
// library actually has both groups — otherwise the screen is exactly what it was.
val bothGroups = games.any { it.isLauncher } && games.any { !it.isLauncher }
Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.Center) {
if (bothGroups) {
Text(
if (current?.isLauncher == true) "LAUNCHERS" else "GAMES",
style = MaterialTheme.typography.labelSmall,
color = Color.White.copy(alpha = 0.45f),
letterSpacing = 2.sp,
textAlign = TextAlign.Center,
modifier = Modifier.fillMaxWidth().padding(bottom = 8.dp),
)
}
HorizontalPager(
state = pagerState,
pageSize = PageSize.Fixed(coverWidth),
@@ -325,16 +299,15 @@ private fun Coverflow(
current?.title ?: " ",
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = ink.fg,
color = Color.White,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
if (current != null) {
Text(
if (current.isLauncher) "${current.storeLabel.uppercase()} \u00B7 LAUNCHER"
else current.storeLabel.uppercase(),
if (current.isCustom) "CUSTOM" else "STEAM",
style = MaterialTheme.typography.labelMedium,
color = ink.fg(0.5f),
color = Color.White.copy(alpha = 0.5f),
letterSpacing = 2.sp,
)
}
@@ -346,7 +319,6 @@ private fun Coverflow(
/** One cover: walks the art candidates (portrait → header → hero) then a text placeholder. */
@Composable
private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Modifier) {
val ink = LocalGamepadInk.current
val candidates = game.art.posterCandidates
var idx by remember(game.id) { mutableStateOf(0) }
val shape = RoundedCornerShape(16.dp)
@@ -354,7 +326,7 @@ private fun Poster(game: GameEntry, loader: ImageLoader, modifier: Modifier = Mo
modifier = modifier
.clip(shape)
.background(Color(0xFF241F3D))
.border(1.dp, ink.fg(0.12f), shape),
.border(1.dp, Color.White.copy(alpha = 0.12f), shape),
contentAlignment = Alignment.Center,
) {
if (idx < candidates.size) {
@@ -367,29 +339,24 @@ 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,
game.title,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.SemiBold,
color = ink.fg(0.75f),
color = Color.White.copy(alpha = 0.75f),
textAlign = TextAlign.Center,
modifier = Modifier.padding(12.dp),
)
}
// Store badge, top-start — brand-filled for a launcher entry (design D4).
// Store badge, top-start.
Box(Modifier.fillMaxSize().padding(8.dp), contentAlignment = Alignment.TopStart) {
Text(
game.storeLabel,
if (game.isCustom) "Custom" else "Steam",
style = MaterialTheme.typography.labelSmall,
color = ink.fg,
color = Color.White,
modifier = Modifier
.clip(RoundedCornerShape(50))
.background(
if (game.isLauncher) MaterialTheme.colorScheme.primary
else Color.Black.copy(alpha = 0.5f),
)
.background(Color.Black.copy(alpha = 0.5f))
.padding(horizontal = 8.dp, vertical = 3.dp),
)
}
@@ -105,16 +105,6 @@ data class Settings(
* client's `libraryEnabled`.
*/
val libraryEnabled: Boolean = true,
/**
* Which colour family the console (gamepad) UI's living backdrop drifts through the
* cross-client `ui_palette` key: `"violet"` (the brand default), `"tide"`, `"forest"`,
* `"ember"`, `"rose"`, `"graphite"`. See [GamepadPalette], whose table and maths mirror the
* desktop console's and the Apple client's under the same names. Presentation only: nothing
* about a stream depends on it, so it is a device preference and never part of a profile.
* An unknown value reads as the default rather than failing a newer client may have shipped
* a palette this build doesn't know.
*/
val uiPalette: String = "violet",
/**
* "Low-latency mode" the master switch over the latency pipeline: the async decode loop
* (native; burst-feed + present-newest-per-vsync, the Apple client's discipline), decoder ranking
@@ -180,26 +170,6 @@ data class Settings(
*/
val dsCapture: Boolean = true,
/**
* Render the host's DualSense **voice-coil haptics** on a captured USB pad (tier A).
*
* The pad's own 4-channel audio device carries them, driven directly over usbfs Android's
* audio framework denylists that device by VID/PID, so there is no supported route to it. The
* two kinds are arbitrated rather than mixed, and on evidence: wire rumble is suppressed only
* while haptics frames are actually arriving, so a title that drives classic rumble and sends
* no haptics audio keeps rumbling. Off, or on an uncaptured/Bluetooth pad, the pad stays on
* ordinary rumble (tier C), which on this client already drives the same actuators.
*/
val padHaptics: Boolean = true,
/**
* Render the pad's **built-in speaker** on a captured USB pad. Independent of [padHaptics]
* the host sends the two as separate streams and either can play alone. Off by default: the
* speaker is a small, easily-startling loudspeaker in the user's hands, and unlike haptics it
* duplicates audio they are already hearing.
*/
val padSpeaker: Boolean = false,
/**
* How a physical mouse drives the host the cross-client mouse model (see [MouseMode]).
* [MouseMode.DESKTOP] (default here) points absolutely; [MouseMode.CAPTURE] locks the pointer
@@ -294,7 +264,6 @@ class SettingsStore(context: Context) {
?: if (prefs.getBoolean(K_TRACKPAD, true)) TouchMode.TRACKPAD else TouchMode.POINTER,
gamepadUiEnabled = prefs.getBoolean(K_GAMEPAD_UI, true),
libraryEnabled = prefs.getBoolean(K_LIBRARY, true),
uiPalette = prefs.getString(K_UI_PALETTE, "violet") ?: "violet",
lowLatencyMode = prefs.getBoolean(K_LOW_LATENCY, true),
presentPriority = prefs.getString(K_PRESENT_PRIORITY, "latency") ?: "latency",
smoothBuffer = prefs.getInt(K_SMOOTH_BUFFER, 0),
@@ -302,8 +271,6 @@ class SettingsStore(context: Context) {
rumbleOnPhone = prefs.getBoolean(K_RUMBLE_ON_PHONE, false),
sc2Capture = prefs.getBoolean(K_SC2_CAPTURE, true),
dsCapture = prefs.getBoolean(K_DS_CAPTURE, true),
padHaptics = prefs.getBoolean(K_PAD_HAPTICS, true),
padSpeaker = prefs.getBoolean(K_PAD_SPEAKER, false),
mouseMode = prefs.getString(K_MOUSE_MODE, null)
?.let { name -> MouseMode.entries.firstOrNull { it.storedName == name } }
// Migration: the pre-enum Boolean "pointer_capture" (true = lock the pointer). Its
@@ -334,7 +301,6 @@ class SettingsStore(context: Context) {
.putString(K_TOUCH_MODE, s.touchMode.name)
.putBoolean(K_GAMEPAD_UI, s.gamepadUiEnabled)
.putBoolean(K_LIBRARY, s.libraryEnabled)
.putString(K_UI_PALETTE, s.uiPalette)
.putBoolean(K_LOW_LATENCY, s.lowLatencyMode)
.putString(K_PRESENT_PRIORITY, s.presentPriority)
.putInt(K_SMOOTH_BUFFER, s.smoothBuffer)
@@ -342,8 +308,6 @@ class SettingsStore(context: Context) {
.putBoolean(K_RUMBLE_ON_PHONE, s.rumbleOnPhone)
.putBoolean(K_SC2_CAPTURE, s.sc2Capture)
.putBoolean(K_DS_CAPTURE, s.dsCapture)
.putBoolean(K_PAD_HAPTICS, s.padHaptics)
.putBoolean(K_PAD_SPEAKER, s.padSpeaker)
.putString(K_MOUSE_MODE, s.mouseMode.storedName)
.putBoolean(K_INVERT_SCROLL, s.invertScroll)
.apply()
@@ -373,7 +337,6 @@ class SettingsStore(context: Context) {
const val K_TOUCH_MODE = "touch_mode"
const val K_GAMEPAD_UI = "gamepad_ui_enabled"
const val K_LIBRARY = "library_enabled"
const val K_UI_PALETTE = "ui_palette"
/**
* Bumped AGAIN to restart every install at the new default (ON). History: the original
@@ -392,8 +355,6 @@ class SettingsStore(context: Context) {
const val K_RUMBLE_ON_PHONE = "rumble_on_phone"
const val K_SC2_CAPTURE = "sc2_capture"
const val K_DS_CAPTURE = "ds_capture"
const val K_PAD_HAPTICS = "pad_haptics"
const val K_PAD_SPEAKER = "pad_speaker"
const val K_MOUSE_MODE = "mouse_mode"
/** Legacy Boolean the [K_MOUSE_MODE] enum replaced — read once for migration, never written. */
@@ -437,96 +398,6 @@ fun nativeDisplayMode(context: Context): Triple<Int, Int, Int> {
return Triple(maxOf(w, h), minOf(w, h), hz)
}
/**
* Sentinel [Settings.width]/[Settings.height] meaning "the native mode, narrowed so the picture
* clears the display cutout and the rounded corners" — resolved at connect by [safeDisplayMode],
* exactly as `0` is resolved by [nativeDisplayMode]. Negative, so it can never collide with a real
* size; distinct from the UI's `-1` "Custom…" sentinel.
*/
const val SAFE_AREA_MODE = -2
/**
* Safe-area stream geometry the pure part, so it is unit-testable without a Display.
*
* The phone clips the picture in HARDWARE: the cutout (notch / punch-hole) and the four rounded
* corners eat whatever the stream draws under them. [StreamScreen] deliberately draws edge-to-edge
* (`LAYOUT_IN_DISPLAY_CUTOUT_MODE_ALWAYS`) and centres the video at its own aspect ratio
* (`Modifier.aspectRatio`), so which pixels survive is decided purely by the mode's aspect:
*
* * A 16:9 mode on a 20:9 phone pillarboxes, and those black bars land exactly on the unsafe
* regions which is why the presets have always "just worked".
* * The NATIVE mode has the panel's own aspect, so it fills every pixel, cutout and corners
* included. That is the mode that loses its corners.
*
* So asking the host for a mode narrower by the unsafe inset is the entire fix: the existing
* aspect-fit centres it inside the safe region, and pointer mapping follows for free (MouseInput
* derives the picture rect from the live video size, not from the window).
*/
object SafeArea {
/** The host rejects odd dimensions and anything under 320 px wide (`validate_dimensions`). */
const val MIN_WIDTH = 320
/**
* [nativeWidth] reduced by [perSideInsetPx] on each side, even-floored and clamped to the
* host's floor. Height is deliberately untouched: under aspect-fit only one axis can bind, and
* on a landscape phone that axis is always the horizontal one insetting height as well would
* shrink the picture without uncovering anything.
*/
fun insetWidth(nativeWidth: Int, perSideInsetPx: Int): Int {
val inset = perSideInsetPx.coerceAtLeast(0)
return (nativeWidth - inset * 2).coerceAtLeast(MIN_WIDTH) / 2 * 2
}
}
/**
* The per-side inset, in pixels, that the **landscape** stream must clear on this display.
*
* Two contributions, and the larger wins:
* * **The cutout.** [DisplayCutout] is rotation-aware, so in landscape the housing shows up on
* `left`/`right`. The settings screen may be portrait though, where the very same housing is
* reported on `top`/`bottom` and the horizontal insets read zero which would compute "no inset
* needed" for exactly the devices that need one. The stream is always landscape, so a vertical
* inset now becomes a horizontal one then: fall back to it.
* * **The rounded corners.** These are NOT part of the cutout insets. For a FULL-HEIGHT picture the
* horizontal clearance a corner of radius `r` needs is exactly `r`: at the topmost row the
* display boundary sits at `x = r`, so anything left of that is clipped. Not conservative it is
* the precise requirement for a picture that spans the full height.
*
* `0` when the display has neither, which makes the safe mode identical to the native one.
*/
private fun displaySideInsetPx(context: Context): Int {
val display = probeDisplay(context) ?: return 0
var inset = 0
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.Q) {
display.cutout?.let { cut ->
val horizontal = maxOf(cut.safeInsetLeft, cut.safeInsetRight)
val vertical = maxOf(cut.safeInsetTop, cut.safeInsetBottom)
inset = maxOf(inset, if (horizontal > 0) horizontal else vertical)
}
}
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.S) {
for (position in intArrayOf(
android.view.RoundedCorner.POSITION_TOP_LEFT,
android.view.RoundedCorner.POSITION_TOP_RIGHT,
android.view.RoundedCorner.POSITION_BOTTOM_LEFT,
android.view.RoundedCorner.POSITION_BOTTOM_RIGHT,
)) {
display.getRoundedCorner(position)?.let { inset = maxOf(inset, it.radius) }
}
}
return inset
}
/**
* The native mode narrowed to clear the cutout and the rounded corners the [SAFE_AREA_MODE]
* resolution, as a landscape `(width, height, hz)`. Same height and refresh as [nativeDisplayMode];
* only the width moves.
*/
fun safeDisplayMode(context: Context): Triple<Int, Int, Int> {
val (w, h, hz) = nativeDisplayMode(context)
return Triple(SafeArea.insetWidth(w, displaySideInsetPx(context)), h, hz)
}
/**
* True when this device's display can actually present HDR10, so we should advertise HDR to the
* host. On an SDR panel we advertise `0` instead the host then sends a proper 8-bit BT.709 stream
@@ -561,21 +432,12 @@ fun displaySupportsHdr(context: Context): Boolean {
return supported
}
/**
* Resolve [Settings] (with its `0`=native and [SAFE_AREA_MODE] placeholders) to the concrete mode to
* request. The safe-area sentinel is checked first because it resolves BOTH axes together it is one
* mode, not an independent width and height, and mixing half of it with a native height would ask
* for a size neither sentinel means.
*/
/** Resolve [Settings] (with its 0=native placeholders) to the concrete mode to request. */
fun Settings.effectiveMode(context: Context): Triple<Int, Int, Int> {
val base = if (width == SAFE_AREA_MODE && height == SAFE_AREA_MODE) {
safeDisplayMode(context)
} else {
nativeDisplayMode(context)
}
val w = if (width > 0) width else base.first
val h = if (height > 0) height else base.second
val hz = if (hz > 0) hz else base.third
val native = nativeDisplayMode(context)
val w = if (width > 0) width else native.first
val h = if (height > 0) height else native.second
val hz = if (hz > 0) hz else native.third
return Triple(w, h, hz)
}
@@ -629,10 +491,9 @@ val RENDER_SCALE_OPTIONS = RenderScale.PRESETS.map { it to RenderScale.label(it)
// ---- UI option tables (value, label). The first entry is always the "auto/native" default. ----
/** (width, height, label). `(0,0)` = native display; [SAFE_AREA_MODE] = native minus the cutout. */
/** (width, height, label). `(0,0)` = native display. */
val RESOLUTION_OPTIONS = listOf(
Triple(0, 0, "Native display"),
Triple(SAFE_AREA_MODE, SAFE_AREA_MODE, "Native display (safe area)"),
Triple(1280, 720, "1280 × 720"),
Triple(1920, 1080, "1920 × 1080"),
Triple(2560, 1440, "2560 × 1440"),
@@ -603,10 +603,6 @@ private fun GeneralSettings(s: Settings, update: (Settings) -> Unit) {
@Composable
private fun DisplaySettings(s: Settings, update: (Settings) -> Unit, context: android.content.Context) {
val (nw, nh, nhz) = nativeDisplayMode(context)
// The safe-area row carries its resolved size the same way the native row does. On a display with
// no cutout and square corners this equals the native mode — the row stays, honestly showing that
// it changes nothing here, rather than silently vanishing on some devices and not others.
val (sw, sh, _) = safeDisplayMode(context)
// "Custom…" picked while the stored size is still a preset — keeps the size fields visible
// until an edit actually makes it custom (or a preset is re-picked). Custom itself is detected
// from the stored size, never flagged (see [isCustomResolution]), so nothing new persists.
@@ -615,13 +611,7 @@ private fun DisplaySettings(s: Settings, update: (Settings) -> Unit, context: an
SettingsGroup("Resolution") {
SettingDropdown(
label = "Resolution",
options = RESOLUTION_OPTIONS.map { (w, h, lbl) ->
(w to h) to when (w) {
0 -> "$lbl ($nw × $nh)"
SAFE_AREA_MODE -> "$lbl ($sw × $sh)"
else -> lbl
}
} +
options = RESOLUTION_OPTIONS.map { (w, h, lbl) -> (w to h) to (if (w == 0) "$lbl ($nw × $nh)" else lbl) } +
// The (-1, -1) sentinel can't collide with a real size; once a custom size is
// stored its label carries the live value, like the native row carries ($nw × $nh).
((-1 to -1) to if (s.isCustomResolution()) "Custom (${s.width} × ${s.height})" else "Custom…"),
@@ -630,10 +620,7 @@ private fun DisplaySettings(s: Settings, update: (Settings) -> Unit, context: an
caption = "The host makes a display exactly this size — no scaling. Native follows " +
"this device's panel.",
) { (w, h) ->
// ONLY -1 is "Custom…". The other negative value is the safe-area sentinel, which is a
// stored mode like any preset — a blanket `w < 0` here would open the custom fields for it
// and overwrite it with a concrete size.
if (w == -1) {
if (w < 0) {
// Seed from the current *effective* size so the fields start from something
// sensible (the resolved native mode, not the 0 × 0 placeholder).
customPicked = true
@@ -909,22 +896,6 @@ private fun ControllerSettings(s: Settings, update: (Settings) -> Unit, onOpenCo
enabled = s.gamepadForwarding,
onCheckedChange = { on -> update(s.copy(dsCapture = on)) },
)
// Both only ever apply to a captured pad, so they follow that row and gate on it.
ToggleRow(
title = "Controller haptics",
subtitle = "Play the host's fine-grained DualSense haptics on the pad itself — " +
"the pad keeps ordinary rumble for games that don't send them",
checked = s.padHaptics,
enabled = s.gamepadForwarding && s.dsCapture,
onCheckedChange = { on -> update(s.copy(padHaptics = on)) },
)
ToggleRow(
title = "Controller speaker",
subtitle = "Play audio the game sends to the controller's own speaker",
checked = s.padSpeaker,
enabled = s.gamepadForwarding && s.dsCapture,
onCheckedChange = { on -> update(s.copy(padSpeaker = on)) },
)
}
}
}
@@ -26,25 +26,13 @@ import kotlin.math.roundToInt
* presentsWindow, presenterActive, feedP50Ms, codecP50Ms, skippedOverflowWindow]`. Every read
* is length-guarded, so an older native lib simply omits the lines it can't feed.
*
* The shown `display` and `end-to-end` numbers EXCLUDE the OS present floor (see [osFloorMs]) at
* every tier, and the detailed tier names what was excluded on its own line. The principle is the
* Apple client's: metrics report what Punktfunk controls, so the compositor's own latch and scanout
* which no client can pace under is reported rather than charged. It also stops the HUD reading
* worse than it is: the usual Android streaming overlays stop measuring at decode-complete, so a
* headline that carried the compositor's wait was compared against numbers that never contained it.
*
* The RAW figures are not lost the native 1 Hz `pf.present` logcat line keeps `paceMs`, `latchMs`
* and `e2eMs` unshaved, so a HUD-off A/B and any cross-session comparison still work off the
* untouched numbers.
*
* [verbosity] selects how many lines render (each tier a superset of the last see
* [StatsVerbosity]):
* - [StatsVerbosity.COMPACT] one line, `fps · end-to-end ms · Mb/s` (+ a loss flag).
* - [StatsVerbosity.NORMAL] the res/fps/Mb·s line, the end-to-end p50/p95 headline, and the
* reliability counters (1821) when nonzero.
* - [StatsVerbosity.DETAILED] also the decoder label, the video-feed descriptor (1013), the
* stage equation (14/15, split into `host + network` when the Phase-2 terms at 16/17 are nonzero),
* and the excluded-floor line when one was measured.
* - [StatsVerbosity.DETAILED] also the decoder label, the video-feed descriptor (1013), and the
* stage equation (14/15, split into `host + network` when the Phase-2 terms at 16/17 are nonzero).
* [StatsVerbosity.OFF] renders nothing. Older native layouts simply omit the lines they lack (the
* counter line falls back to the cumulative `lostTotal` at index 9 on a pre-window lib).
*/
@@ -107,15 +95,9 @@ internal fun StatsOverlay(
// equation gains its `display` term; otherwise (older lib / no callbacks) the endpoint
// honestly stays capture→decoded — the equation always tiles the headline interval.
val dispValid = s.size >= 26 && s[22] != 0.0
// The OS present floor this window (see [osFloorMs]) is excluded from every shown
// display / end-to-end number, at every tier — it is pipeline depth no client can pace
// under, so charging it to Punktfunk made our HUD read worse than clients that simply
// never measure it. 0.0 when unmeasured, which leaves the numbers exactly as raw as
// they were.
val floorMs = osFloorMs(s)
val tag = if (skew) "" else " (same-host clock)"
val (p50, p95, endpoint) = if (dispValid) {
Triple(shave(s[24], floorMs), shave(s[25], floorMs), "capture→displayed")
Triple(s[24], s[25], "capture→displayed")
} else {
Triple(s[2], s[3], "capture→decoded")
}
@@ -138,11 +120,6 @@ internal fun StatsOverlay(
// dropping/serializing, an fps deficit is upstream.
val split = s.size >= 30 && s[29] != 0.0 && (s[26] > 0 || s[27] > 0)
val displayTerm = when {
// Floor excluded: what remains of the `display` term is the half Punktfunk
// owns (the presenter's pace wait), and the excluded line below carries the
// latch — printing the split too would report the same milliseconds twice.
dispValid && floorMs > 0 ->
" + display ${"%.1f".format(shave(s[23], floorMs))}"
dispValid && split ->
" + display ${"%.1f".format(s[23])} " +
"(pace ${"%.1f".format(s[26])} + latch ${"%.1f".format(s[27])})"
@@ -166,14 +143,16 @@ internal fun StatsOverlay(
"= $hostTerms + $decodeTerm$displayTerm$presents",
Color.White,
)
// What the numbers above leave out, named — the Apple client's
// `os present +N excluded` line, same wording so the two HUDs read alike.
// (This replaces the old "≈ Apple-HUD equiv" twin: both clients now shave, and
// Android's shave is measured rather than assumed at 2 refresh periods.)
if (floorMs > 0) {
// Metric fairness: the Apple client's HUD shaves ~2 refresh periods of OS
// pipeline floor off its shown display/end-to-end; Android shows raw. This twin
// applies the same shave so iPhone↔Android HUD numbers compare directly.
if (dispValid && hz > 0) {
val shave = 2000.0 / hz
statLine(
"os present +${"%.1f".format(floorMs)} excluded (display pipeline minimum)",
Color(0xFF9AA6B8),
"≈ Apple-HUD equiv: end-to-end " +
"${"%.1f".format((s[24] - shave).coerceAtLeast(0.0))} · display " +
"${"%.1f".format((s[23] - shave).coerceAtLeast(0.0))} (2 refresh)",
Color(0xFFA8D8B8),
)
}
}
@@ -188,37 +167,6 @@ private fun statLine(text: String, color: Color) {
Text(text, color = color, fontFamily = FontFamily.Monospace, fontSize = 12.sp)
}
/**
* The OS present floor to exclude from the shown `display` / `end-to-end` numbers, ms the
* measured `latch` p50 at index 27, i.e. release`OnFrameRendered`: SurfaceFlinger's own latch and
* scanout. That is compositor pipeline depth no client can pace under, so it is reported as
* excluded rather than charged to Punktfunk the Apple client's policy since its presentation
* rebuild, where the same floor is measured from the display link's vend lead.
*
* Measured, not assumed: the previous Android treatment used a fixed `2000/hz` twin, but the latch
* varies with panel rate, tunnelled playback and the vendor's low-latency mode (~21 ms p50 observed
* where the ~2-interval model predicts less), and this term self-adapts to all three. It is also
* available on every render path the presenter's and both legacy release-immediately ones since
* the release stamp it starts from is parked on every render, so it does not depend on
* `presenterActive` (29).
*
* `0.0` means unmeasured no display stage this window (an older native lib, API < 33, or a
* platform that refused the callback), or no latch sample paired and every caller then leaves its
* number raw, which is the honest fallback: we exclude only what we actually measured.
*/
private fun osFloorMs(s: DoubleArray): Double {
val dispValid = s.size >= 26 && s[22] != 0.0
if (!dispValid || s.size < 28) return 0.0
return s[27].coerceAtLeast(0.0)
}
/**
* Subtract the excluded [floorMs] from a shown latency [ms], clamped at zero the percentiles are
* drawn from different sample sets (a p50 latch against a p50/p95 end-to-end), so the difference can
* legitimately go slightly negative on a well-paced window without anything being wrong.
*/
private fun shave(ms: Double, floorMs: Double): Double = (ms - floorMs).coerceAtLeast(0.0)
/**
* The single [StatsVerbosity.COMPACT] line: `238 fps · 1.3 ms · 921 Mb/s`. The end-to-end p50 term
* is dropped when no in-range latency sample landed (`latValid` false), and a loss flag
@@ -226,9 +174,8 @@ private fun shave(ms: Double, floorMs: Double): Double = (ms - floorMs).coerceAt
* one reliability signal worth surfacing even at the tersest tier.
*/
private fun compactLine(s: DoubleArray, latValid: Boolean): String {
// Prefer the capture→displayed end-to-end (s[24]) when a render timestamp landed this window,
// less the excluded OS present floor — the same number the richer tiers headline.
val e2eP50 = if (s.size >= 26 && s[22] != 0.0) shave(s[24], osFloorMs(s)) else s[2]
// Prefer the capture→displayed end-to-end (s[24]) when a render timestamp landed this window.
val e2eP50 = if (s.size >= 26 && s[22] != 0.0) s[24] else s[2]
val parts = buildList {
add("${s[0].roundToInt()} fps")
if (latValid) add("${"%.1f".format(e2eP50)} ms")
@@ -73,7 +73,6 @@ import io.unom.punktfunk.kit.GamepadRouter
import io.unom.punktfunk.kit.deviceBodyVibrator
import io.unom.punktfunk.kit.NativeBridge
import io.unom.punktfunk.kit.Sc2Capture
import io.unom.punktfunk.kit.SessionEndReason
import io.unom.punktfunk.kit.VideoDecoders
import io.unom.punktfunk.models.ActiveSession
import java.util.concurrent.atomic.AtomicBoolean
@@ -87,7 +86,7 @@ import kotlinx.coroutines.delay
* the connect that produced this handle.
*/
@Composable
fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> Unit) {
fun StreamScreen(session: ActiveSession, onDisconnect: () -> Unit) {
val handle = session.handle
val initialSettings = session.settings
val micEnabled = initialSettings.micEnabled
@@ -201,32 +200,12 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
while (true) {
delay(1000)
if (NativeBridge.nativeSessionEnded(handle)) {
// WHY it ended decides what the user is told. This used to show the "host may be
// asleep" line for EVERY ending — including a game the player had just quit and a
// session the host ended on purposewhich reads as a failure report for
// something nobody did wrong. Only a connection that actually died says that now.
val reason = SessionEndReason.fromNative(NativeBridge.nativeEndReason(handle))
when (reason) {
SessionEndReason.LOST ->
Toast.makeText(
context,
"Connection lost — the host may be asleep. Wake it to reconnect.",
Toast.LENGTH_LONG,
).show()
SessionEndReason.HOST_ERROR ->
Toast.makeText(
context,
"The host ended the session with an error.",
Toast.LENGTH_LONG,
).show()
// Deliberate endings — the player quit the game, the host was stopped, or we
// closed it. Leaving the stream IS the feedback; a toast would only add noise.
SessionEndReason.GAME_EXITED,
SessionEndReason.HOST_ENDED,
SessionEndReason.LOCAL,
SessionEndReason.NONE -> {}
}
onSessionEnded(reason)
Toast.makeText(
context,
"Connection lostthe host may be asleep. Wake it to reconnect.",
Toast.LENGTH_LONG,
).show()
onDisconnect()
return@LaunchedEffect
}
}
@@ -351,7 +330,7 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
// the keep-alive linger), unlike a host-ended / backgrounded drop. The router debounces it
// (must be held ~1.5 s) and fires onExitChord on its main-thread timer, so leave the stream
// the same way the Back gesture does.
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onSessionEnded(SessionEndReason.LOCAL) }
activity?.requestStreamExit = { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
router.onExitChord = { activity?.requestStreamExit?.invoke() }
// Show a "hold to quit" hint the moment the chord completes (the router debounces the actual
// exit); it clears when the buttons release early or the hold elapses. Runs on the main thread.
@@ -528,28 +507,6 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
var dsUsbReceiver: BroadcastReceiver? = null
if (ds != null) {
feedback.sink = ds
// Tier-A pad audio: render the host's 0xD1 streams on the pad's own 4-channel USB
// audio device. Bound here rather than inside DsCapture because the session handle
// lives at this layer; DsCapture decides WHEN (it knows the wire index and the link
// lifetime), this decides WHETHER.
if (initialSettings.padHaptics || initialSettings.padSpeaker) {
ds.padAudio = object : DsCapture.PadAudioHook {
override fun start(pad: Int, fd: Int) {
val ok = NativeBridge.nativeStartPadAudio(
handle,
pad,
fd,
initialSettings.padHaptics,
initialSettings.padSpeaker,
)
Log.i("punktfunk", "pad audio on pad $pad: ${if (ok) "started" else "unavailable"}")
}
// Returns only once the render thread is joined — DsCapture calls this before
// closing the connection whose descriptor that thread borrows.
override fun stop(pad: Int) = NativeBridge.nativeStopPadAudio(handle, pad)
}
}
val usbManager = context.getSystemService(Context.USB_SERVICE) as UsbManager
val usbDev = ds.findUsbDevice()
when {
@@ -638,7 +595,7 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
}
// Back gesture = a deliberate exit → signal the quit so the host tears down now (no linger).
BackHandler { NativeBridge.nativeDisconnectQuit(handle); onSessionEnded(SessionEndReason.LOCAL) }
BackHandler { NativeBridge.nativeDisconnectQuit(handle); onDisconnect() }
// Leaving the app (Home, task switch, screen off) MUST end the session. Android does not
// suspend a process for going to background, so without this the native worker kept running and
@@ -646,14 +603,14 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
// host still saw a live client and held the session (and its display + encoder) open until the
// OS eventually reclaimed the process, which on a TV box is effectively never.
//
// Route it through `onSessionEnded()` so the composable's `onDispose` above runs the one real
// Route it through `onDisconnect()` so the composable's `onDispose` above runs the one real
// teardown path. Deliberately NOT a `nativeDisconnectQuit`: backgrounding isn't a user "quit",
// so the host should linger the display and make coming straight back a fast reconnect.
DisposableEffect(handle) {
val lifecycle = (context as? LifecycleOwner)?.lifecycle
val obs = LifecycleEventObserver { _, event ->
if (event == Lifecycle.Event.ON_STOP) {
onSessionEnded(SessionEndReason.LOCAL)
onDisconnect()
}
}
lifecycle?.addObserver(obs)
@@ -61,16 +61,6 @@ data class ActiveSession(
* from "a different host" (a notice; a URL may never preempt a live session).
*/
val hostId: String? = null,
/**
* This session was started by launching a title from [hostId]'s library, rather than by
* connecting to the host's desktop.
*
* Decides where the client goes when the session ENDS: a title launched out of a library
* belongs back in that library when its game exits one press from the next one not on the
* host-selection screen. Only meaningful together with a
* [io.unom.punktfunk.kit.SessionEndReason.GAME_EXITED] ending.
*/
val launchedFromLibrary: Boolean = false,
)
/** Trust state of a host, shown as a colored pill on its card. */
@@ -1,158 +0,0 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
// The console UI's background palettes. These assertions are the CONTRACT the Rust
// (`pf-console-ui::library`) and Swift (`GamepadPalette.swift`) ports reproduce — the same ids in
// the same order, the same light/dark split, the same ramp — so one `ui_palette` value is one look
// on every client.
class GamepadPaletteTest {
private fun luma(c: Triple<Double, Double, Double>) =
0.2126 * c.first + 0.7152 * c.second + 0.0722 * c.third
/** Hue angle in degrees, or null for something too grey to have one. */
private fun hue(c: Triple<Double, Double, Double>): Double? {
val (r, g, b) = c
val max = maxOf(r, g, b)
val min = minOf(r, g, b)
val d = max - min
if (d < 0.04) return null
val h = when (max) {
r -> 60.0 * (((g - b) / d) % 6.0)
g -> 60.0 * ((b - r) / d + 2.0)
else -> 60.0 * ((r - g) / d + 4.0)
}
return (h + 360.0) % 360.0
}
/** Ids, order and the light/dark split are the cross-client contract. */
@Test
fun tableMatchesTheOtherClients() {
assertEquals(
listOf(
"violet", "nebula", "abyss", "ember", "moss", "graphite",
"holo", "sunset", "bloom", "dawn", "mint", "opal",
),
GamepadPalette.ALL.map { it.id },
)
// Dark fields lead, pale ones follow, so stepping the row walks one direction.
val firstLight = GamepadPalette.ALL.indexOfFirst { it.light }
assertEquals(6, firstLight)
assertTrue(GamepadPalette.ALL.drop(firstLight).all { it.light })
// An unknown name is a newer client's palette, not an error.
assertEquals("violet", GamepadPalette.named("chartreuse").id)
assertEquals("violet", GamepadPalette.named("").id)
// The brand default keeps the shipped field rather than a generated ramp.
assertTrue(GamepadPalette.named("violet").stops.isEmpty())
}
/**
* A palette must read as SEVERAL hues, not one hue at several brightnesses that was exactly
* the complaint about the hue-rotation model this replaced.
*/
@Test
fun everyPaletteIsMultiTone() {
for (p in GamepadPalette.ALL) {
val stops = p.stops.ifEmpty { continue }
val hues = stops.mapNotNull { hue(it) }
assertTrue("${p.id}: too few coloured stops", hues.size >= 3)
var spread = 0.0
for (a in hues) {
for (b in hues) {
val d = Math.abs(a - b) % 360.0
spread = maxOf(spread, minOf(d, 360.0 - d))
}
}
// Graphite and Opal are deliberately near-neutral; the rest must travel.
val floor = if (p.id == "graphite" || p.id == "opal") 20.0 else 45.0
assertTrue("${p.id} spans only $spread° of hue", spread >= floor)
}
}
/** A pale palette really is pale — its ink flips, so a mislabelled one is unreadable. */
@Test
fun palettesAreHonestAboutLightness() {
for (p in GamepadPalette.ALL) {
if (p.light) {
assertTrue("${p.id}'s ground is dark", luma(p.ground) > 0.6)
assertTrue("${p.id}'s accent is too pale", luma(p.accent) < 0.45)
} else {
assertTrue("${p.id}'s ground is light", luma(p.ground) < 0.2)
assertTrue("${p.id}'s accent is too dark", luma(p.accent) > 0.25)
}
}
}
/** The ramp is the shared sampling rule the Rust and Swift ports reproduce. */
@Test
fun rampInterpolatesBetweenStops() {
val stops = listOf(
Triple(0.0, 0.0, 0.0), Triple(1.0, 0.0, 0.0), Triple(1.0, 1.0, 1.0),
)
assertEquals(Triple(0.0, 0.0, 0.0), GamepadPalette.ramp(stops, 0.0))
assertEquals(Triple(1.0, 1.0, 1.0), GamepadPalette.ramp(stops, 1.0))
assertEquals(Triple(1.0, 0.0, 0.0), GamepadPalette.ramp(stops, 0.5))
assertEquals(0.5, GamepadPalette.ramp(stops, 0.25).first, 1e-9)
// Out of range clamps rather than throwing.
assertEquals(Triple(0.0, 0.0, 0.0), GamepadPalette.ramp(stops, -3.0))
assertEquals(Triple(1.0, 1.0, 1.0), GamepadPalette.ramp(stops, 9.0))
assertEquals(Triple(0.0, 0.0, 0.0), GamepadPalette.ramp(emptyList(), 0.5))
}
/** The ink a palette calls for: white on a dark field, near-black on a pale one. */
@Test
fun inkFollowsTheField() {
val dark = GamepadInk.of(GamepadPalette.named("violet"))
assertTrue(!dark.isLight)
assertEquals(1f, dark.fg.red, 1e-6f)
assertEquals(1f, dark.shadeScale, 1e-6f)
val light = GamepadInk.of(GamepadPalette.named("holo"))
assertTrue(light.isLight)
assertTrue("pale fields need dark ink", light.fg.red < 0.3f)
// A pale field's scrims must pull far less, or they bleach the gradient.
assertTrue(light.shadeScale < 0.5f)
}
/**
* Every settings row lands in exactly one tab a row missing from the tab map is a setting
* that became unreachable on a TV, which is precisely what this screen exists to prevent.
*/
@Test
fun everySettingsRowHasATab() {
val rows = buildSettingsRows(Settings(), hasBodyVibrator = true, av1Capable = true) {}
assertTrue(rows.isNotEmpty())
assertEquals(rows.size, rows.map { it.id }.toSet().size)
// Profiles is built separately (from the catalog), so no settings row claims it.
assertTrue(rows.none { it.tab == GpTab.PROFILES })
for (t in listOf(GpTab.STREAM, GpTab.VIDEO, GpTab.AUDIO, GpTab.CONTROLLER, GpTab.INTERFACE)) {
assertTrue("$t is empty", rows.any { it.tab == t })
}
}
/** The Background row steps the shared `ui_palette` key and wraps on A, like every choice row. */
@Test
fun backgroundRowStepsTheSharedKey() {
var s = Settings()
fun rows() = buildSettingsRows(s, hasBodyVibrator = false, av1Capable = false) { s = it }
fun palette() = rows().first { it.id == "palette" }
assertEquals("violet", s.uiPalette)
assertEquals("Violet", palette().value)
assertTrue("already the first = thud", !palette().adjust(-1))
assertTrue(palette().adjust(1))
assertEquals(GamepadPalette.ALL[1].id, s.uiPalette)
// A from the last entry wraps home.
s = s.copy(uiPalette = GamepadPalette.ALL.last().id)
palette().activate()
assertEquals("violet", s.uiPalette)
// A store written by a newer client shows the palette that is actually drawing.
s = s.copy(uiPalette = "chartreuse")
assertEquals("Violet", palette().value)
}
}
@@ -1,48 +0,0 @@
package io.unom.punktfunk
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
/**
* Pure JVM test of the safe-area stream geometry ([SafeArea]) and the sentinel that selects it
* the width-only inset that keeps the picture clear of the cutout and the rounded corners.
* Run: `./gradlew :app:testDebugUnitTest`.
*/
class SafeAreaTest {
@Test
fun insetsBothSidesAndStaysHostValid() {
// A punch-hole phone: 2400 px wide, 96 px of unsafe edge per side → 2208.
assertEquals(2400 - 96 * 2, SafeArea.insetWidth(2400, 96))
// Odd results even-floor — the host rejects odd dimensions outright, and an inset
// subtraction lands odd about half the time.
assertEquals(0, SafeArea.insetWidth(2401, 95) % 2)
// No cutout and square corners → the native width, unchanged.
assertEquals(2400, SafeArea.insetWidth(2400, 0))
}
@Test
fun absurdInsetsCannotDriveTheModeUnderTheHostFloor() {
assertEquals(SafeArea.MIN_WIDTH, SafeArea.insetWidth(1280, 5000))
// A negative reading is treated as no inset rather than widening past the panel.
assertEquals(1280, SafeArea.insetWidth(1280, -40))
}
@Test
fun safeModeIsNarrowerThanNativeWheneverThereIsAnInset() {
val native = 2556
assertTrue(SafeArea.insetWidth(native, 60) < native)
}
@Test
fun theSentinelIsAPresetAndNeverReadsAsCustom() {
// The safe-area mode is a stored preset, not a typed size: `isCustomResolution` must be
// false for it, or the touch settings would open the custom width/height fields on it and
// the gamepad screen would prepend a bogus "Custom · -2 × -2" row.
val s = Settings(width = SAFE_AREA_MODE, height = SAFE_AREA_MODE)
assertTrue(!s.isCustomResolution())
// And it must be distinct from the UI's own "Custom…" sentinel (-1).
assertTrue(SAFE_AREA_MODE != -1)
assertTrue(RESOLUTION_OPTIONS.any { it.first == SAFE_AREA_MODE && it.second == SAFE_AREA_MODE })
}
}
@@ -106,14 +106,6 @@ class ScreenshotTest {
@Test
fun connectingConsole() = shootRoot("connecting-console") { ConnectConsoleScene() }
@Test
fun consoleSettings() = shootRoot("console-settings") { ConsoleSettingsScene() }
/** A PALE palette: the whole UI flips to dark ink on white frost, which only a shot proves. */
@Test
fun consoleSettingsLight() =
shootRoot("console-settings-light") { ConsoleSettingsScene(paletteId = "holo") }
@Test
fun trust() = shootScreen("trust") {
HostsScene()
@@ -31,12 +31,6 @@ import io.unom.punktfunk.BrandDark
import io.unom.punktfunk.ConnectModal
import io.unom.punktfunk.ConnectPhase
import io.unom.punktfunk.ConnectTakeover
import androidx.compose.runtime.CompositionLocalProvider
import io.unom.punktfunk.GamepadInk
import io.unom.punktfunk.GamepadPalette
import io.unom.punktfunk.GamepadSettingsScreen
import io.unom.punktfunk.LocalGamepadInk
import io.unom.punktfunk.LocalGamepadPalette
import io.unom.punktfunk.Settings
import io.unom.punktfunk.TouchMode
import io.unom.punktfunk.SettingsCategory
@@ -361,11 +355,9 @@ internal fun StreamScene(verbosity: StatsVerbosity = StatsVerbosity.DETAILED) {
// dispValid, displayP50, e2eDispP50, e2eDispP95].
// 10/9/16/1 = a 10-bit BT.2020 PQ (HDR) 4:2:0 feed so the DETAILED HUD renders its
// video-feed line; the display stage is valid (dispValid 1) so the headline is the
// directly-measured capture→displayed pair, less the excluded OS present floor (the 0.3
// latch p50) — 1.5/2.3 shown from 1.8/2.6 raw — and the Phase-2 stage terms
// (host 0.6 + network 0.3 + decode 0.4 + display 0.2) tile the shaved headline, with the
// `os present +0.3 excluded` line naming what came off; the decoder label shows the ranked
// low-latency decoder. Light per-window loss
// directly-measured capture→displayed pair (1.8/2.6) and the Phase-2 stage terms
// (host 0.6 + network 0.3 + decode 0.4 + display 0.5) tile it, rendering the full split
// equation; the decoder label shows the ranked low-latency decoder. Light per-window loss
// (lost 2 · skipped 1 · FEC 5 of 238) so the reliability line (NORMAL/DETAILED) and the
// compact loss flag both render.
StatsOverlay(
@@ -412,25 +404,3 @@ internal fun WakeTimedOutScene() =
@Composable
internal fun ConnectConsoleScene() =
ConnectTakeover(ConnectPhase.Connecting("Living Room PC"), onCancel = {}, onRetry = {})
/**
* The real console settings screen the section tab strip, the glass rows, the focused row's
* unfolded detail, and the living (calmed) backdrop behind them. The touch [SettingsScene] can't
* stand in for it: this is a different screen with different navigation, and the strip is the part
* a layout regression would eat first.
*/
@Composable
internal fun ConsoleSettingsScene(paletteId: String = "violet") {
// The scene calls the screen directly, so it has to publish the palette locals `App` would
// normally provide — without them a light palette would render with the default DARK ink and
// the shot would silently prove nothing.
val palette = GamepadPalette.named(paletteId)
CompositionLocalProvider(
LocalGamepadPalette provides palette,
LocalGamepadInk provides GamepadInk.of(palette),
) {
GamepadSettingsScreen(
initial = SHOT_SETTINGS.copy(uiPalette = paletteId), onChange = {}, onBack = {},
)
}
}
@@ -23,9 +23,8 @@ import android.view.InputDevice
* Input: parse ([DsDevice.parseState]) typed mirror on an [GamepadRouter.ExternalPad] (buttons
* diffed, axes on-change the exit chord participates like any pad) + the rich plane (touch
* normalized to the wire's 0..65535 screen space on-change; motion forwarded per report in raw
* device units, the wire's contract). The wire slot is claimed when the capture engages, with the
* first parsed report as the fallback for a claim that found no free index, and freed on
* unplug/[stop], so indices never leak.
* device units, the wire's contract). The wire slot is claimed lazily on the FIRST parsed report
* and freed on unplug/[stop], so indices never leak.
*
* Feedback: implements [GamepadFeedback.PadFeedbackSink] rumble / trigger / lightbar / player
* LED events addressed to this pad's wire index become USB output reports on the physical pad
@@ -79,33 +78,6 @@ class DsCapture(
@Volatile
var onActiveChanged: ((active: Boolean) -> Unit)? = null
/**
* Tier-A pad audio, bound by the app layer (which owns the session handle).
*
* [start] is called once the router has assigned this pad a wire index, which the host uses to
* address the `0xD1` stream. [stop] is called **before** the USB link closes on [stop] and on
* unplug alike and must not return until nothing is still writing to the descriptor.
*/
interface PadAudioHook {
fun start(pad: Int, fd: Int)
fun stop(pad: Int)
}
@Volatile
var padAudio: PadAudioHook? = null
/** True once [PadAudioHook.start] has run for the current capture, so it fires exactly once. */
@Volatile private var padAudioStarted = false
/**
* The renderer's OWN connection to the pad.
*
* It must not share [usb]'s descriptor: two transfer engines on one usbfs descriptor reap each
* other's completions (see [HidUsbLink.openAuxConnection]), which strands both the HID reader
* and the audio ring. Closed only after the hook's stop has returned.
*/
@Volatile private var padAudioConn: android.hardware.usb.UsbDeviceConnection? = null
val isActive: Boolean get() = model != null
/** First attached Sony USB pad, for the permission flow. Needs no permission to enumerate. */
@@ -133,17 +105,12 @@ class DsCapture(
// (the same init hid-playstation/SDL send on open).
if (m != DsDevice.Model.DUALSHOCK4) usb.writeRaw(0, DsDevice.ds5InitReport(m))
Log.i(TAG, "Sony pad captured over USB: PID=0x%04x model=%s".format(dev.productId, m))
ensureSlot(m)
onActiveChanged?.invoke(true)
return true
}
/** Stop the link and free the wire slot (host tears the virtual pad down). Idempotent. */
fun stop() {
// Before anything touches the link: the pad-audio renderer borrows this connection's
// descriptor, and `usb.stop()` closes it. The hook does not return until its thread is
// joined, so ordering this first is what makes the borrow sound.
stopPadAudio()
val m = model
if (m != null) {
// The interfaces are about to release with the kernel driver still detached — a
@@ -169,112 +136,16 @@ class DsCapture(
private fun onReport(report: ByteArray, len: Int) {
val m = model ?: return
if (!DsDevice.parseState(m, report, len, state)) return
// Normally claimed already, at capture time; this is the retry for a capture that engaged
// while every wire index was taken.
val p = pad ?: ensureSlot(m) ?: return // all 16 taken — drop until one frees
val p = pad ?: router.openExternal(m.pref)?.also {
pad = it
Log.i(TAG, "captured $m → wire pad ${it.index}")
} ?: return // all 16 wire indices taken — drop until one frees
mirrorTyped(p)
mirrorRich(p, m)
}
/**
* Claim this capture's wire slot and start pad audio on it. Idempotent; null when all 16
* indices are taken.
*
* Claimed when the capture engages rather than on the first report, because a pad that reports
* nothing is still a pad: with the lazy claim, a captured-but-silent pad left the host with no
* arrival, hence no virtual pad, no pad-audio capability and so no `0xD1` a renderer sitting
* at zero frames, indistinguishable from a broken pipeline (it took a physical replug to
* clear). Callable from the main thread (capture start) and the link thread (the fallback).
*/
@Synchronized
private fun ensureSlot(m: DsDevice.Model): GamepadRouter.ExternalPad? {
pad?.let { return it }
val p = router.openExternal(m.pref) ?: return null
pad = p
Log.i(TAG, "captured $m → wire pad ${p.index}")
// The wire index exists from here on, and the host addresses pad audio by it.
startPadAudio(p.index)
return p
}
/** Hand the renderer its own descriptor. Caller holds the monitor; fires once per capture. */
private fun startPadAudio(index: Int) {
val hook = padAudio ?: return
if (padAudioStarted) return
// A dedicated connection, NOT usb.fileDescriptor — see padAudioConn.
val conn = usb.openAuxConnection()
val fd = conn?.fileDescriptor ?: -1
if (fd < 0) {
conn?.close()
Log.w(TAG, "pad audio: could not open a second USB connection")
return
}
padAudioConn = conn
padAudioStarted = true
// Real-world self test, opt-in: `adb shell setprop debug.punktfunk.pad_audio_selftest 3`
// drives the voice coils for N seconds through the actual client path before the renderer
// takes over — the one check that proves the descriptor, the interface claim and the write
// path all work on THIS device, without needing a host to be streaming. Same convention as
// debug.punktfunk.force_parts.
val secs = runCatching {
Class.forName("android.os.SystemProperties")
.getMethod("get", String::class.java, String::class.java)
.invoke(null, "debug.punktfunk.pad_audio_selftest", "0") as String
}.getOrNull()?.toIntOrNull() ?: 0
if (secs > 0) {
// Diagnostic mode: the self test OWNS this descriptor for the capture, and the renderer
// must not also drive it — two engines on one usbfs descriptor reap each other's
// completions, which is precisely the fault this test exists to expose.
Thread({
val r = NativeBridge.nativePadAudioSelfTest(fd, secs, 60)
Log.i(TAG, "pad audio self-test → ${if (r > 0) "PASS ($r frames)" else "FAIL ($r)"}")
}, "pf-pad-selftest").start()
} else {
// B6: hand the coils back before the first haptics frame. Any rumble earlier in this
// session asserted HAPTICS_SELECT, which firmware-mutes them, and nothing else ever
// clears it — so without this the stream renders into a muted actuator and looks for
// all the world like the host is sending nothing.
restoreAudioHaptics()
hook.start(index, fd)
}
}
/**
* B6: clear the rumble/haptics-select bits so the pad's voice coils answer the audio-haptics
* path again. EP0-direct, like the other out-of-band writes here: this has to land even when
* the interrupt-OUT queue is busy or draining, and it is idempotent.
*/
private fun restoreAudioHaptics() {
val m = model ?: return
if (m == DsDevice.Model.DUALSHOCK4) return // no voice coils, no audio-haptics path
if (!usb.writeControl(DsDevice.ds5AudioHapticsReport(m))) {
Log.w(TAG, "pad audio: could not hand the coils back to audio haptics")
}
}
/**
* Stop the renderer, then close the connection whose descriptor it borrows in that order.
*
* Runs on [stop] and on unplug alike. Skipping it on unplug left the render thread writing to a
* descriptor whose device was gone, leaked the connection, and because the started flag stayed
* set and the native tier-A registry stayed armed for that index cost the pad both its pad
* audio and its wire rumble on the way back in.
*/
@Synchronized
private fun stopPadAudio() {
if (!padAudioStarted) return
padAudioStarted = false
// The hook's stop joins the render thread, so nothing is using the descriptor once it
// returns — only then is it safe to close the connection that owns it.
pad?.let { padAudio?.stop(it.index) }
padAudioConn?.close()
padAudioConn = null
}
private fun onLinkClosed() {
Log.i(TAG, "Sony USB link closed (unplug)")
// Before releaseSlot(), which forgets the wire index the renderer is addressed by.
stopPadAudio()
disarmBackstop()
val wasActive = model != null
model = null
@@ -367,10 +238,6 @@ class DsCapture(
// write — as this used to — meant a discarded stop left the motors running with
// nothing scheduled to try again; a USB pad holds its last level until told zero.
if (sent) disarmBackstop() else armBackstop(STOP_RETRY_MS)
// B6: the stop report just re-asserted HAPTICS_SELECT on its way past, so if a
// haptics stream is live the coils it drives were muted by the very write that
// silenced the motors. Give them back.
if (sent && padAudioStarted) restoreAudioHaptics()
}
}
@@ -276,21 +276,6 @@ object DsDevice {
* the classic compat-vibration path AND `VIBRATION2` (firmware 2.24's full-range replot;
* older firmware ignores the unknown flag2 bit) the host parser accepts either.
*/
/**
* B6: hand the voice coils back to the audio-haptics path.
*
* Every [ds5RumbleReport] asserts `HAPTICS_SELECT` (flag0 bit1), which is SDL's
* "disable audio haptics" bit the firmware mutes the coils the 0xD1 haptics stream drives.
* Until now NOTHING ever cleared it again, so a single rumble anywhere in a session left tier-A
* haptics silent for the rest of that pad's life, with no error and nothing in a log.
*
* The undo is a report whose flag0 has BOTH bits clear (SDL's own comment: "Leaving emulated
* rumble bits off will restore audio haptics"). No other valid flag is set, so nothing else
* about the pad's state is touched. Mirrors `Ds5Feedback::audio_haptics_packet` on the desktop
* client, which is the same packet one transport over.
*/
fun ds5AudioHapticsReport(model: Model): ByteArray = newDs5(model)
fun ds5RumbleReport(model: Model, low: Int, high: Int): ByteArray = newDs5(model).also {
it[1] = (DS5_FLAG0_COMPAT_VIBRATION or DS5_FLAG0_HAPTICS_SELECT).toByte()
it[39] = DS5_FLAG2_VIBRATION2.toByte()
@@ -98,40 +98,6 @@ class HidUsbLink(
/** First attached matching device, or null. Does not need USB permission to enumerate. */
fun findDevice(): UsbDevice? = usb.deviceList.values.firstOrNull(config.deviceMatch)
/**
* Open a SECOND connection to the same device, for a consumer that needs its own descriptor.
*
* **Not a convenience a correctness requirement.** `UsbDeviceConnection.requestWait()`
* returns *any* completed request on that connection, and the same is true of the usbfs reap
* ioctl underneath it: two independent transfer engines sharing one descriptor steal each
* other's completions. This link's reader owns its connection exclusively (see the note on
* [outQueue]), so anything else driving transfers on this device the isochronous audio
* renderer must open its own.
*
* usbfs allows the same device to be opened many times, and claims are per (descriptor,
* interface), so a claim made on this connection does not conflict with one made on that.
*
* The caller owns the returned connection and must close it.
*/
fun openAuxConnection(): UsbDeviceConnection? {
val dev = device ?: return null
return usb.openDevice(dev)
}
/**
* The open connection's usbfs file descriptor, or -1 when the link is not running.
*
* Handed to native code that drives interfaces this link deliberately does NOT claim the
* pad's isochronous audio endpoint (see `pad_audio` on the native side), which Android's own
* USB API cannot reach because `UsbRequest` rejects anything that is not bulk or interrupt.
* usbfs claims are per interface, so a native claim of the audio interface leaves this link's
* HID claim untouched.
*
* **The borrower must stop using it before [stop] runs**: closing the connection while a
* transfer is in flight pulls the descriptor out from under the kernel.
*/
val fileDescriptor: Int get() = connection?.fileDescriptor ?: -1
/**
* Claim [dev]'s controller interface(s) and start the read loop. The caller has already
* obtained USB permission. Returns false when nothing could be claimed.
@@ -69,10 +69,6 @@ object NativeBridge {
* list and trust store show for it, same convention as [nativePair]'s `name`. `null`/blank
* the host falls back to a fingerprint-derived "device abcd1234" label. */
deviceName: String?,
/** Advertise `CLIENT_CAP_PAD_AUDIO` the SESSION-level negotiation for the 0xD1 per-pad
* DualSense plane. Without it the host never sets `HOST_CAP_PAD_AUDIO` and emits nothing,
* so a captured pad's own render capabilities would have nothing to gate. */
padAudioOk: Boolean,
): Long
/** 64-hex SHA-256 of the cert the host presented on [handle]; valid after a successful connect. */
@@ -87,18 +83,6 @@ object NativeBridge {
*/
external fun nativeSessionEnded(handle: Long): Boolean
/**
* WHY the session ended, as a [SessionEndReason] ordinal decode with
* [SessionEndReason.fromNative]. `0` (NONE) before it ends, or on a `0` handle.
*
* The companion to [nativeSessionEnded], which only says THAT it ended. Both are needed: the
* flag to leave a dead stream, this to decide what to tell the user. A player quitting their
* game and a host falling off the network both end the session, and with no way to separate
* them the watchdog said "the host may be asleep" for all of them wrong for every deliberate
* ending. Cheap (one atomic load); UI-safe.
*/
external fun nativeEndReason(handle: Long): Int
/**
* Run the SPAKE2 PIN ceremony, presenting [certPem]/[keyPem]. Returns the host's verified
* fingerprint (64-hex) to persist + pin, or `""` on failure (wrong PIN / MITM / unreachable).
@@ -348,46 +332,6 @@ object NativeBridge {
*/
external fun nativeSetMicMuted(handle: Long, muted: Boolean)
/**
* Start tier-A DualSense pad audio: render the host's `0xD1` streams on the pad's own
* 4-channel USB audio device.
*
* [fd] is an open [android.hardware.usb.UsbDeviceConnection]'s file descriptor. Native code
* **borrows** it it claims the pad's audio interface through usbfs (which leaves any HID
* claim on the same device alone) and never closes the descriptor. The caller must keep the
* connection open until [nativeStopPadAudio] returns.
*
* This also declares the pad's render capability to the host; without it no `0xD1` is sent.
*
* Returns false when there is nothing to render. A kernel that refuses the interface claim is
* NOT reported here the renderer discovers that on its own thread and the session simply
* carries on without tier A, because some OEM kernels refuse and no app-side fix exists.
*/
external fun nativeStartPadAudio(
handle: Long,
pad: Int,
fd: Int,
haptics: Boolean,
speaker: Boolean,
): Boolean
/**
* Stop tier-A pad audio and join its render thread, and hand the pad back to wire rumble.
*
* Returns only once the thread is joined so the `UsbDeviceConnection` may be closed as soon
* as this returns, and not before.
*/
external fun nativeStopPadAudio(handle: Long, pad: Int)
/**
* Drive the pad with a test tone through the real render path no host, no session.
*
* [fd] must come from a connection **nothing else is driving transfers on**: two engines on
* one usbfs descriptor reap each other's completions. Blocks for roughly [seconds]; run it off
* the main thread. Returns sample frames written, or negative on failure.
*/
external fun nativePadAudioSelfTest(fd: Int, seconds: Int, hz: Int): Int
/**
* Is a mic capture actually RUNNING i.e. did [nativeStartMic] open a stream, and has
* [nativeStopMic] not been called since? Offer the in-stream mute control on THIS rather than
@@ -1,56 +0,0 @@
package io.unom.punktfunk.kit
/**
* Why a stream session ended the Kotlin mirror of `punktfunk_core::client::PunktfunkEndReason`,
* read via [NativeBridge.nativeEndReason].
*
* The distinction that matters to a UI is **normal vs alarming**, and it is not a spectrum: a
* player quitting their game and a host falling off the network both arrive as "the session
* ended". With no way to tell them apart this client showed one message for all of them — and it
* was the alarming one ("Connection lost — the host may be asleep"), in front of players who had
* just quit their own game.
*
* Ordinals are an ABI contract with the Rust side: append only, never renumber.
*/
enum class SessionEndReason {
/** Not ended, or ended before a reason could be observed. Also the fallback for an unknown value. */
NONE,
/** This client closed the session — the user pressed back or stop. Nothing to report. */
LOCAL,
/**
* The host's launched game exited. A normal finish, and the one reason worth acting on: go back
* to the library the title was launched from, so the next one is a tap away.
*/
GAME_EXITED,
/** The host ended the session deliberately (an operator "End", or it simply finished). Normal. */
HOST_ENDED,
/** The host closed reporting a failure of its own. Worth showing; the host's log has the detail. */
HOST_ERROR,
/**
* The connection died rather than being closed: idle timeout, reset, the network going away.
* This and only this is the "the host may be asleep, wake it" case.
*/
LOST;
/**
* Is this an ordinary outcome rather than something to alarm the user about?
*
* The question nearly every caller actually asks. [LOCAL], [GAME_EXITED] and [HOST_ENDED] were
* all meant to happen. [NONE] counts as normal no evidence of trouble is not evidence of it.
*/
val isNormal: Boolean
get() = this != HOST_ERROR && this != LOST
companion object {
/**
* Decode the JNI byte. An unrecognized value becomes [NONE] rather than throwing: this
* crosses an ABI where the native side may be newer than this code.
*/
fun fromNative(v: Int): SessionEndReason = entries.getOrNull(v) ?: NONE
}
}
@@ -132,27 +132,6 @@ class HostDiscovery(context: Context) {
handler.post(poll)
}
/**
* Tear the browse down and start a fresh one. This is the manual rescan, and the recovery path
* for a browse that started while blocked (permission not yet granted, multicast filtered) or
* that never started at all ([start] gives up when `nativeDiscoveryStart` returns 0, and
* nothing else would ever retry it).
*
* It also puts a query back on the wire: `mdns-sd` re-queries on a doubling backoff that caps
* at an hour, so a long-lived browse is effectively passive a host that appeared since, or
* whose announcement was lost to multicast, may never be asked for again.
*
* The currently-shown host set is left alone across the swap (rather than blinking empty via
* [stop]'s notification); the first poll of the new browse publishes the fresh set.
*/
fun restart() {
val keep = onChange
onChange = null
stop()
onChange = keep
start()
}
fun stop() {
if (!running && nativeHandle == 0L) return
running = false
@@ -37,51 +37,9 @@ data class Artwork(val portrait: String?, val header: String?, val hero: String?
val posterCandidates: List<String> get() = listOfNotNull(portrait, header, hero)
}
/**
* One title in the unified library. [id] is store-qualified (`steam:<appid>` / `custom:<id>`).
*
* [role] is `"game"` (the default, and what an older host omits) or `"launcher"` an entry that
* opens the launcher itself (Steam Big Picture, Heroic) rather than a title. Kept a plain nullable
* String on purpose: the host owns the vocabulary, and an unknown future value must degrade to a
* game rather than break the decode (design D4).
*/
data class GameEntry(
val id: String,
val store: String,
val title: String,
val art: Artwork,
val role: String? = null,
) {
/** One title in the unified library. [id] is store-qualified (`steam:<appid>` / `custom:<id>`). */
data class GameEntry(val id: String, val store: String, val title: String, val art: Artwork) {
val isCustom: Boolean get() = store == "custom"
/** Whether this entry opens a launcher rather than a game. */
val isLauncher: Boolean get() = role == "launcher"
/**
* Display name for the store badge the same table the other clients use
* (`pf-console-ui::library::store_label`). Before this the UI said "Steam" for every non-custom
* entry, which a Lutris or GOG title made a lie.
*/
val storeLabel: String get() = when (store) {
"steam" -> "Steam"
"custom" -> "Custom"
"heroic" -> "Heroic"
"lutris" -> "Lutris"
"epic" -> "Epic"
"gog" -> "GOG"
"xbox" -> "Xbox"
else -> "Game"
}
}
/**
* Design D4: launcher entries lead the shelf, keeping the host's title order within each group.
* Applied once where the library is fetched, so no screen has to remember the rule and a library
* without launcher entries comes back untouched.
*/
fun List<GameEntry>.launchersFirst(): List<GameEntry> {
val launchers = filter { it.isLauncher }
return if (launchers.isEmpty()) this else launchers + filterNot { it.isLauncher }
}
/** Fetch outcome — three states so the UI can guide setup (the common case is "not paired yet"). */
@@ -150,11 +108,10 @@ object LibraryClient {
header = resolveArt(str(art, "header"), base),
hero = resolveArt(str(art, "hero"), base),
),
role = str(o, "role"),
),
)
}
return out.launchersFirst()
return out
}
/** A present, non-null, non-blank JSON string field, else null. */
@@ -170,14 +127,8 @@ object LibraryClient {
* An OkHttpClient that presents the paired client cert and pins the host's self-signed cert by
* SHA-256(DER) reused for BOTH the library fetch and the cover-art loads (so a paired client
* reaches the host's own art proxy). The pinning trust manager trusts the host by fingerprint and
* defers to normal public trust for any other origin (an external CDN URL).
*
* The two checks are only sound TOGETHER, and the composition is the point: the trust manager
* cannot fail closed on its own (it has no hostname, so it must let a CDN chain through), so the
* hostname verifier is what makes the pinned host pin-only. Loosen either and a publicly-trusted
* certificate for any name is accepted for the host which is exactly what 2026-08-05 review M-2
* found. The host's own cert is self-signed with no matching SAN, so it can never satisfy the
* default verifier; the pin is its only credential, on purpose.
* defers to normal public trust for any other origin (an external CDN URL); the hostname verifier
* accepts the pinned host (whose self-signed cert has no matching SAN) and defers otherwise.
*/
fun mtlsHttpClient(certPem: String, keyPem: String, host: String, fpHex: String): OkHttpClient {
val clientCert = CertificateFactory.getInstance("X.509")
@@ -211,26 +162,7 @@ fun mtlsHttpClient(certPem: String, keyPem: String, host: String, fpHex: String)
val defaultVerifier = HttpsURLConnection.getDefaultHostnameVerifier()
val verifier = HostnameVerifier { hostname, session ->
if (hostname == host) {
// The PINNED host fails closed: only the pinned leaf is acceptable for this name.
//
// This used to be a bare `hostname == host`, which composed with the trust manager's
// system-CA fall-through into "any publicly-trusted certificate, for any name, is
// accepted for the pinned host" — the pin was decorative (2026-08-05 review M-2). A
// MITM with any free CA-issued cert intercepted the connection, received the client's
// mTLS IDENTITY certificate, and served attacker-chosen library JSON and art URLs.
// The Rust (`pf-client-core`) and Apple (`ClientTLS`) paths already fail closed here;
// only Android did not.
try {
sha256Hex((session.peerCertificates.firstOrNull() as? X509Certificate)?.encoded ?: return@HostnameVerifier false) == pinned
} catch (_: Exception) {
false
}
} else {
// Any other origin (an external CDN art URL) is ordinary public trust: the system
// trust manager validated the chain, and this checks the name against it.
defaultVerifier.verify(hostname, session)
}
hostname == host || defaultVerifier.verify(hostname, session)
}
return OkHttpClient.Builder()
-8
View File
@@ -64,14 +64,6 @@ libc = "0.2"
# host + Linux client use. audiopus_sys vendors libopus (pure C) and builds it static via cmake —
# the cargo-ndk build sets LIBOPUS_STATIC=1/LIBOPUS_NO_PKG=1 so it links the bundled lib, not the host's.
opus = "0.3"
# Tier-A pad audio (WP9). Android's audio framework denylists the DualSense's output by VID/PID,
# so the pad's isochronous endpoint is driven directly on the fd `UsbDeviceConnection` hands over.
# Our own crates, developed openly because the hole they fill — isochronous USB in Rust — is an
# ecosystem-wide one: https://github.com/unom-io/usbfs-iso
# Pinned by revision rather than floating: this is a transport under a real-time deadline and it
# should move when we choose to. Becomes a plain version dependency once the crates are published.
uac-host = { git = "https://github.com/unom-io/usbfs-iso", rev = "f3de1fd62cec271d07f45664dc464f23e423e721" }
usbfs-iso = { git = "https://github.com/unom-io/usbfs-iso", rev = "f3de1fd62cec271d07f45664dc464f23e423e721" }
[lints]
workspace = true
-13
View File
@@ -77,14 +77,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextRumble(
// handle.
let h = unsafe { &*(handle as *const SessionHandle) };
match h.client.next_rumble_command(PULL_TIMEOUT) {
// A pad whose coils are ACTIVELY being driven by the 0xD1 haptics stream must not see
// wire rumble: `DsDevice` sets `valid_flag0` bit 1 (`HAPTICS_SELECT`) on every rumble
// write, and that bit disables the audio-haptics path — so one replayed command would
// mute the coils the stream is driving. Gating on *arrival of haptics frames* rather
// than on "a stream is open" is what keeps a rumble-only title working: it renders no
// haptics audio, so the host emits nothing on 0xD1 and the pad keeps its rumble.
// Dropping it here rather than in Kotlin keeps the rule next to the reason.
Ok(cmd) if crate::pad_audio::haptics_owns_coils((cmd.pad & 0xF) as u8) => -1,
Ok(cmd) => pack_rumble(cmd.pad, cmd.low, cmd.high, cmd.backstop_ms),
Err(_) => -1, // NoFrame (timeout) or Closed — Kotlin loops on its running flag
}
@@ -182,11 +174,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeNextHidout(
out[3..n].copy_from_slice(&data);
n
}
HidOutput::AudioCtl { .. } => {
// DS5 pad-audio routing/volumes — no Android replay path yet (the 0xD1 sample
// plane isn't rendered here either); drop it like TrackpadHaptic.
return -1;
}
};
n as jint
})
-2
View File
@@ -37,8 +37,6 @@ mod discovery;
mod feedback;
#[cfg(target_os = "android")]
mod mic;
/// Tier-A DualSense pad audio: the 0xD1 plane rendered on the pad's own USB endpoint.
mod pad_audio;
mod session;
mod stats;
// Ungated like `discovery`: pure `jni` + `punktfunk_core::wol` (no Android framework), so it links
File diff suppressed because it is too large Load Diff
+1 -38
View File
@@ -145,7 +145,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
timeout_ms: jint,
launch: JString<'local>,
device_name: JString<'local>,
pad_audio_ok: jboolean,
) -> jlong {
let host: String = match env.get_string(&host) {
Ok(s) => s.into(),
@@ -269,16 +268,7 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
// CLIENT_CAP_PHASE_LOCK is honest: the async decode loop's presenter feeds
// report_phase (advisory in v1 — the host arms on report receipt — but the Hello
// should say what the client does).
// CLIENT_CAP_PAD_AUDIO is the SESSION-level negotiation, separate from the per-pad
// arrival bits: without it the host never sets HOST_CAP_PAD_AUDIO and never emits 0xD1,
// so declaring a pad's render caps later would have nothing to gate. Gated on the
// settings so a user with pad audio off does not make the host provision endpoints.
punktfunk_core::quic::CLIENT_CAP_PHASE_LOCK
| if pad_audio_ok != 0 {
punktfunk_core::quic::CLIENT_CAP_PAD_AUDIO
} else {
0
},
punktfunk_core::quic::CLIENT_CAP_PHASE_LOCK,
// Slice-progressive delivery, by decoder truth (Kotlin probes FEATURE_PartialFrame on
// every decoder this device would use; `debug.punktfunk.force_parts` overrides for the
// on-glass experiment): AU prefixes then arrive as `Frame::part` pieces and the decode
@@ -301,8 +291,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeConnect<'lo
audio: Mutex::new(None),
#[cfg(target_os = "android")]
mic: Mutex::new(None),
#[cfg(target_os = "android")]
pad_audio: Mutex::new(None),
// A fresh session is never muted (mute is per-session UI state, not a setting).
mic_muted: Arc::new(std::sync::atomic::AtomicBool::new(false)),
};
@@ -404,31 +392,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeSessionEnde
})
}
/// `NativeBridge.nativeEndReason(handle): Int` — WHY the session ended, as a
/// `punktfunk_core::client::PunktfunkEndReason` byte (Kotlin mirrors it in `SessionEndReason`).
///
/// Companion to `nativeSessionEnded`, which only says THAT it ended. Kotlin's watchdog needs both:
/// the flag to leave a dead stream, and this to decide what — if anything — to tell the user. A
/// player quitting their game and a host dropping off the network both end the session, and until
/// this existed the watchdog worded them identically ("the host may be asleep"), which is wrong for
/// every deliberate ending. `0` (NONE) on a `0` handle or before the session ends. Cheap (one
/// atomic load); safe on the UI thread.
#[no_mangle]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeEndReason(
_env: JNIEnv,
_this: JObject,
handle: jlong,
) -> jint {
jni_guard(0, || {
if handle == 0 {
return 0;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.client.end_reason() as jint
})
}
/// `NativeBridge.nativePair(host, port, certPem, keyPem, pin, name): String` — run the SPAKE2 PIN
/// ceremony, presenting our persistent identity. On success returns the host's verified fingerprint
/// (64-hex) to persist + pin; on any failure (wrong PIN / MITM / host reject / unreachable) returns
-15
View File
@@ -61,11 +61,6 @@ pub(crate) struct SessionHandle {
audio: Mutex<Option<crate::audio::AudioPlayback>>,
#[cfg(target_os = "android")]
mic: Mutex<Option<crate::mic::MicCapture>>,
/// Tier-A DualSense pad audio (the 0xD1 plane), started by `nativeStartPadAudio` once Kotlin
/// has claimed the pad's audio interface and handed its descriptor over. Session-lifetime and
/// `Option` because a session may have no wired DualSense at all, which is the common case.
#[cfg(target_os = "android")]
pub(crate) pad_audio: Mutex<Option<crate::pad_audio::PadAudio>>,
/// In-stream mic mute, set via `nativeSetMicMuted` and read per 10 ms frame by the mic's
/// encode loop ([`crate::mic`]). Session-lifetime rather than per-[`crate::mic::MicCapture`]
/// for the same reason the stats gate is: the mic stops and restarts across a surface
@@ -104,14 +99,6 @@ impl SessionHandle {
fn stop_mic(&self) {
let _ = self.mic.lock().unwrap().take();
}
/// Stop pad audio. Dropping the [`crate::pad_audio::PadAudio`] joins its render thread, which
/// is what guarantees nothing is still writing to the descriptor when Kotlin closes the
/// `UsbDeviceConnection`. Idempotent.
#[cfg(target_os = "android")]
pub(crate) fn stop_pad_audio(&self) {
let _ = self.pad_audio.lock().unwrap().take();
}
}
impl Drop for SessionHandle {
@@ -121,8 +108,6 @@ impl Drop for SessionHandle {
self.stop_audio();
#[cfg(target_os = "android")]
self.stop_mic();
#[cfg(target_os = "android")]
self.stop_pad_audio();
}
}
@@ -460,111 +460,6 @@ pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopMic(
})
}
/// `NativeBridge.nativeStartPadAudio(handle, pad, fd, haptics, speaker): Boolean` — start tier-A
/// DualSense pad audio on a descriptor Kotlin has already obtained.
///
/// `fd` comes from `UsbDeviceConnection.getFileDescriptor()` **after** claiming the pad's audio
/// streaming interface. Kotlin owns that connection and **must keep it open until
/// `nativeStopPadAudio` returns**: the renderer borrows the descriptor and never closes it, so
/// closing early would pull it out from under an in-flight isochronous transfer.
///
/// Returns `false` when there is nothing to render (both kinds disabled) or the thread would not
/// start. A kernel that refuses the interface claim is NOT reported here — the renderer discovers
/// that on its own thread and degrades to tier C, because some OEM kernels refuse and there is no
/// app-side fix worth blocking a session on.
#[no_mangle]
#[cfg(target_os = "android")]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStartPadAudio(
_env: JNIEnv,
_this: JObject,
handle: jlong,
pad: jni::sys::jint,
fd: jni::sys::jint,
haptics: jboolean,
speaker: jboolean,
) -> jboolean {
jni_guard(0, || {
if handle == 0 || fd < 0 || !(0..16).contains(&pad) {
return 0;
}
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
// Replace any previous renderer first: dropping it joins the old thread, so two of them
// can never hold the same descriptor at once.
h.stop_pad_audio();
// The capability declaration and the rumble suppression are NOT done here: the renderer
// makes both only once its USB stream actually opens (see `pad_audio::render`). Doing them
// at spawn time would, on a kernel that refuses the interface claim, take the pad off wire
// rumble and give it nothing in return — no haptics of any kind.
match crate::pad_audio::start(
std::sync::Arc::clone(&h.client),
pad as u8,
fd,
haptics != 0,
speaker != 0,
) {
Some(p) => {
*h.pad_audio.lock().unwrap() = Some(p);
1
}
None => 0,
}
})
}
/// `NativeBridge.nativePadAudioSelfTest(fd, seconds, hz): Int` — drive the pad directly with a
/// tone through the real client render path, with no host and no session involved.
///
/// The check a standalone harness cannot make: it owns its descriptor by construction, so it can
/// never reveal that the client handed the renderer a descriptor something else was already
/// driving. Returns sample frames written, or negative on failure (see `pad_audio::SelfTest`).
#[no_mangle]
#[cfg(target_os = "android")]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativePadAudioSelfTest(
_env: JNIEnv,
_this: JObject,
fd: jni::sys::jint,
seconds: jni::sys::jint,
hz: jni::sys::jint,
) -> jni::sys::jint {
jni_guard(-1, || {
if fd < 0 {
return -1;
}
// SAFETY: Kotlin holds the owning UsbDeviceConnection open across this call and drives no
// other transfers on it (it opens a dedicated connection for exactly this).
unsafe { crate::pad_audio::self_test(fd, seconds, hz) }
})
}
/// `NativeBridge.nativeStopPadAudio(handle, pad)` — stop tier-A pad audio and join its thread.
///
/// Returns only once the render thread is joined, which is the point: Kotlin may close the
/// `UsbDeviceConnection` as soon as this returns and not before.
#[no_mangle]
#[cfg(target_os = "android")]
pub extern "system" fn Java_io_unom_punktfunk_kit_NativeBridge_nativeStopPadAudio(
_env: JNIEnv,
_this: JObject,
handle: jlong,
pad: jni::sys::jint,
) {
jni_guard((), || {
if handle != 0 {
// SAFETY: live handle per the nativeConnect/nativeClose contract.
let h = unsafe { &*(handle as *const SessionHandle) };
h.stop_pad_audio();
if (0..16).contains(&pad) {
// Withdraw the capability and hand the pad back to wire rumble, in that order:
// the host stops sending 0xD1 before tier C resumes, so the two never overlap.
h.client.set_pad_audio_caps(pad as u8, 0);
crate::pad_audio::set_tier_a(pad as u8, false);
crate::pad_audio::clear_haptics_liveness(pad as u8);
}
}
})
}
/// `NativeBridge.nativeSetMicMuted(handle, muted)` — mute/unmute the mic uplink mid-stream.
///
/// Muting deliberately does NOT stop the capture: the AAudio input stream, the input-preset rung
@@ -206,20 +206,6 @@ struct ContentView: View {
model.setStatsVerbosity(StatsVerbosity(rawValue: raw) ?? .normal)
}
#if os(iOS) || os(tvOS)
// Coming back to the app re-arms the LAN browse. The home's `onAppear`/`onDisappear` do
// NOT fire across background/foreground, and a browse the system suspended while we were
// away does not resume on its own so the host grid came back empty and stayed empty
// until the app was relaunched. No-op unless the browse is already running (mid-session
// the home has deliberately torn it down).
//
// Mobile only: macOS never suspends the process, and its `scenePhase` flips on every
// window focus change re-arming there would rebuild the browser each time you alt-tab.
// A Mac browse that genuinely breaks is caught by `HostDiscovery`'s own sweep instead.
.onChange(of: scenePhase) { _, phase in
if phase == .active { discovery.refreshIfRunning() }
}
#endif
#if os(iOS) || os(tvOS)
// Backgrounding driver. Only .background/.active matter; .inactive (a transient peek) is
// ignored so neither branch fires for a Control-Center pull.
//
@@ -349,16 +335,6 @@ struct ContentView: View {
active: fullscreenForSession && model.connection != nil,
isFullscreen: $isFullscreen))
#endif
// A game launched from the library just exited, so the session ended on purpose: put the
// player back in that host's library rather than on host selection. Set on the outer Group
// (like the sheets below) so it survives the streaming home transition the disconnect
// drives, and consumed here the model hands the host over once and we clear it, so a
// later manual dismiss of the library can't be undone by a stale value.
.onChange(of: model.returnToLibrary) { _, host in
guard let host else { return }
model.returnToLibrary = nil
libraryTarget = host
}
// On the outer Group so the sheet survives the trust-prompt home transition
// (the "Pair with PIN instead" path disconnects first the host's accept loop
// is sequential, a pairing connection would queue behind the live session).
@@ -536,9 +512,6 @@ struct ContentView: View {
waker: waker,
gamepadUI: gamepadUIActive,
onCancelConnect: { model.disconnect() })
// The takeover mounts OUTSIDE the gamepad screens (it covers the whole home), so
// it publishes the palette's ink itself rather than inheriting it.
.gamepadPaletteInk()
}
}
@@ -47,16 +47,12 @@ struct ConnectOverlay: View {
return nil
}
@Environment(\.gamepadInk) private var ink
var body: some View {
if let phase {
ZStack {
if gamepadUI {
// Console: an opaque, living aurora over everything, in the chosen palette.
// The takeover's own text rides `ink`, so a pale palette flips it here too
// without that this is the one console screen that stays white-on-white.
ink.isLight ? Color.white.ignoresSafeArea() : Color.black.ignoresSafeArea()
// Console: an opaque, living aurora over everything.
Color.black.ignoresSafeArea()
GamepadScreenBackground().ignoresSafeArea()
Color.clear.contentShape(Rectangle()).onTapGesture {}
content(phase).padding(40).frame(maxWidth: 460)
@@ -74,8 +70,7 @@ struct ConnectOverlay: View {
.padding(40)
}
}
// The console takeover follows the palette; the default UI's modal stays dark.
.environment(\.colorScheme, gamepadUI && ink.isLight ? .light : .dark)
.environment(\.colorScheme, .dark)
.transition(.opacity)
#if os(iOS) || os(macOS)
.background { ConnectControllerInput(waker: waker, onCancelConnect: onCancelConnect) }
@@ -12,7 +12,6 @@ import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
struct GamepadAddHostView: View {
@Environment(\.gamepadInk) private var ink
@Environment(\.dismiss) private var dismiss
let onAdd: (StoredHost) -> Void
@@ -48,12 +47,12 @@ struct GamepadAddHostView: View {
VStack(spacing: 4) {
Text("Add Host")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
if !compact {
Text("Hosts on this network appear automatically — add one by address "
+ "for everything else.")
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
.foregroundStyle(ink.fg(0.55))
.foregroundStyle(.white.opacity(0.55))
.multilineTextAlignment(.center)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth * 0.72)
}
@@ -74,9 +73,6 @@ struct GamepadAddHostView: View {
}
// No aurora the same clean Liquid-Glass-over-dark base as the gamepad settings screen.
.background { GamepadFormBackground() }
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
// A port can't exceed 5 digits cap while typing so the row can't grow absurd.
.onChange(of: port) { _, value in
if value.count > 5 { port = String(value.prefix(5)) }
@@ -147,7 +143,7 @@ struct GamepadAddHostView: View {
Button { dismiss() } label: {
Image(systemName: "xmark")
.font(.system(size: GamepadFormMetrics.closeFont, weight: .semibold))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
.frame(width: GamepadFormMetrics.closeSide, height: GamepadFormMetrics.closeSide)
.glassBackground(Circle(), interactive: true)
.contentShape(Circle())
@@ -184,22 +180,22 @@ struct GamepadAddHostView: View {
if row.isAction {
Label("Add Host", systemImage: "plus.circle.fill")
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(canAdd ? ink.accent : ink.fg(0.35))
.foregroundStyle(canAdd ? Color.brand : .white.opacity(0.35))
.frame(maxWidth: .infinity)
} else {
Text(row.label)
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
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)
.foregroundStyle(row.value.isEmpty ? .white.opacity(0.35) : .white)
.lineLimit(1)
.truncationMode(.head) // keep the end of a long address visible while typing
if editing == row.id {
// The live-edit caret: this row is what the keyboard tray is typing into.
Rectangle()
.fill(ink.accent)
.fill(Color.brand)
.frame(width: 2, height: m.labelFont + 2)
}
}
@@ -210,12 +206,12 @@ struct GamepadAddHostView: View {
// takes the brand wash, and the edited row keeps its brand caret border.
.consoleGlass(
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
tint: (focused || editing == row.id) ? ink.accent(0.30) : nil,
tint: (focused || editing == row.id) ? Color.brand.opacity(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),
editing == row.id ? Color.brand.opacity(0.7) : .white.opacity(focused ? 0.28 : 0.06),
lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
@@ -89,7 +89,6 @@ struct GamepadHint: Identifiable {
/// worn as a self-contained Liquid Glass pill (like the top-bar controller chip) so it floats over
/// the backdrop instead of dissolving into it.
struct GamepadHintBar: View {
@Environment(\.gamepadInk) private var ink
let hints: [GamepadHint]
// 10-foot legend on tvOS, in-hand sizes elsewhere.
@@ -109,35 +108,26 @@ struct GamepadHintBar: View {
HStack(spacing: 7) {
Image(systemName: hint.glyph)
.font(.system(size: Self.glyphFont))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
Text(hint.text)
}
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
}
}
.font(.geist(Self.textFont, .semibold, relativeTo: .subheadline))
.foregroundStyle(ink.fg(0.85))
.foregroundStyle(.white.opacity(0.85))
.padding(Self.pad)
.consoleGlass(Capsule())
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1))
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
}
}
/// The console backdrop: a living aurora drifting slowly over black so it reads as ambience behind
/// the cards, never as content. On iOS 18 / macOS 15+ it's an animated `MeshGradient` a continuous
/// silk of colour whose control points wander on slow, out-of-phase sinusoids finished with an
/// elliptical vignette (pools light in the centre, sinks the corners) and a top/bottom legibility
/// scrim. Older OSes fall back to the original drifting radial-blob field, unchanged, so nothing
/// regresses.
///
/// `calm` is what the FORM screens (settings, add-host) wear: the same living field with its pools
/// dimmed onto its own corner colour, so those screens keep real colour under their Liquid Glass
/// rows without the launcher's contrast. They used to sit on a still gradient; nothing in the
/// gamepad UI is backed by a static image now. Motion is identical in both modes on purpose only
/// the contrast differs, so a screen change can't make the field jump.
///
/// `GamepadPalette` recolours the whole thing (the shared `ui_palette` setting) by transforming the
/// COLOURS, not by stacking a filter see GamepadPalette.swift for why.
/// The console backdrop: a living aurora in the brand's violet family, drifting slowly over black
/// so it reads as ambience behind the cards, never as content. On iOS 18 / macOS 15+ it's an
/// animated `MeshGradient` a continuous silk of colour whose control points wander on slow,
/// out-of-phase sinusoids finished with an elliptical vignette (pools light in the centre, sinks
/// the corners) and a top/bottom legibility scrim. Older OSes fall back to the original drifting
/// radial-blob field, unchanged, so nothing regresses.
///
/// Deliberately pure SwiftUI, no `.metal`: these sources build under both SwiftPM (`swift run`/
/// tests) and the Xcode project's synchronized folders, and a compiled metallib is only reliably
@@ -146,90 +136,77 @@ struct GamepadHintBar: View {
/// can't inflate the caller's layout past the safe area (see the layout note in GamepadHomeView's
/// header). Honors Reduce Motion by freezing the field at a fixed phase.
struct GamepadScreenBackground: View {
@Environment(\.gamepadInk) private var ink
/// Quiet the field for a form screen (see the type comment).
var calm = false
@Environment(\.accessibilityReduceMotion) private var reduceMotion
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
var body: some View {
let palette = GamepadPalette.named(paletteID)
Group {
if reduceMotion {
composite(at: 0, palette: palette)
composite(at: 0)
} else {
// 30 Hz is plenty for a field that drifts centimetres per minute, and halves the
// redraw cost of a battery-fed couch device vs. the display's native rate.
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
composite(at: context.date.timeIntervalSinceReferenceDate, palette: palette)
composite(at: context.date.timeIntervalSinceReferenceDate)
}
}
}
.ignoresSafeArea()
}
/// The colour field under a very slow warm/cool hue sway, the calm flattening, an elliptical
/// vignette, and the title/hints legibility scrim in that order, matching the console
/// shader's `composite` so the two platforms' backdrops stay the same picture.
private func composite(at t: TimeInterval, palette: GamepadPalette) -> some View {
// Where the scrims tend, and how hard. Mixing a PALE field toward white at the dark
// field's strength bleaches the chroma straight out of the gradient, so a pale palette
// gets under half the same `u_scrim.a` the console shader carries.
let scrim: Color = palette.light ? ink.fg : .black
let strength = palette.light ? 0.45 : 1.0
return ZStack {
Self.color(palette.ground)
colorField(at: t, palette: palette)
/// The colour field under a very slow warm/cool hue sway, an elliptical vignette, and the
/// title/hints legibility scrim.
private func composite(at t: TimeInterval) -> some View {
ZStack {
Color.black
colorField(at: t)
// ±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
.opacity(calm ? 0.6 : 1)
if calm {
// and a plusLighter wash of the palette's own ground IS the add. Chosen so the
// ground lands exactly where it was and the bright pools come down to meet it.
Self.color(palette.ground)
.opacity(0.4)
.blendMode(.plusLighter)
}
// Cinematic vignette: the edges settle toward the scrim so the cards sit in the
// pooled light. Soft (extends past the frame) so the corners deepen rather than
// crush. Halved under calm: a launcher's cards sit in the pooled centre, but a form
// screen's rows run out toward the edges, where crushing them just eats the list.
// Cinematic vignette: darker toward the edges so the cards sit in the pooled light.
// Soft (extends past the frame) so the corners deepen rather than crush to black.
EllipticalGradient(
colors: [.clear, scrim.opacity((calm ? 0.21 : 0.42) * strength)],
colors: [.clear, .black.opacity(0.42)],
center: .center, startRadiusFraction: 0.25, endRadiusFraction: 1.15)
// Legibility grounding for the pinned title (top) and hint pill (bottom). This one
// works on the field itself (it's the backdrop's bottom layer nothing behind it to
// blur), so it stays a gradient, just a light one.
// darkens the aurora itself (it's the backdrop's bottom layer nothing behind it to
// blur), so it stays a gradient, just a light one now.
LinearGradient(
stops: [
.init(color: scrim.opacity(0.38 * strength), location: 0),
.init(color: scrim.opacity(0.06 * strength), location: 0.32),
.init(color: scrim.opacity(0.08 * strength), location: 0.68),
.init(color: scrim.opacity(0.40 * strength), location: 1),
.init(color: .black.opacity(0.38), location: 0),
.init(color: .black.opacity(0.06), location: 0.32),
.init(color: .black.opacity(0.08), location: 0.68),
.init(color: .black.opacity(0.40), location: 1),
],
startPoint: .top, endPoint: .bottom)
}
}
@ViewBuilder private func colorField(at t: TimeInterval, palette: GamepadPalette) -> some View {
@ViewBuilder private func colorField(at t: TimeInterval) -> some View {
if #available(iOS 18, macOS 15, tvOS 18, *) {
MeshGradient(
width: 4, height: 4,
points: Self.meshPoints(at: t),
colors: palette.meshColors.map(Self.color),
colors: Self.meshColors,
smoothsColors: true)
} else {
LegacyBlobField(t: t, palette: palette)
LegacyBlobField(t: t)
}
}
// MARK: - MeshGradient aurora (iOS 18 / macOS 15+)
static func color(_ c: SIMD3<Double>) -> Color {
Color(red: c.x, green: c.y, blue: c.z)
}
/// Sixteen mesh colours (row-major, 4×4): dark-violet corners sink the frame, the edges carry
/// mid-tone violets, and the four interior points hold the bright brand family a violet and a
/// blue-violet up top, a magenta-violet and a violet below so warm pools on the left, cool on
/// the right, and the silk shifts temperature as those interior points drift.
private static let meshColors: [Color] = {
let corner = Color(red: 0.075, green: 0.060, blue: 0.160)
return [
corner, Color(red: 0.34, green: 0.27, blue: 0.72), Color(red: 0.30, green: 0.26, blue: 0.74), corner,
Color(red: 0.42, green: 0.20, blue: 0.54), Color(red: 0.49, green: 0.39, blue: 0.95), Color(red: 0.28, green: 0.31, blue: 0.84), Color(red: 0.16, green: 0.26, blue: 0.64),
Color(red: 0.45, green: 0.23, blue: 0.60), Color(red: 0.53, green: 0.31, blue: 0.75), Color(red: 0.35, green: 0.35, blue: 0.91), Color(red: 0.19, green: 0.28, blue: 0.70),
corner, Color(red: 0.22, green: 0.18, blue: 0.54), Color(red: 0.24, green: 0.20, blue: 0.58), corner,
]
}()
/// The 4×4 control points at time `t`: every boundary point is PINNED to the frame (so the mesh
/// always fills edge-to-edge a drifting edge point would shrink the mesh and expose the black
@@ -256,18 +233,15 @@ struct GamepadScreenBackground: View {
}
/// Pre-18/15 fallback for `GamepadScreenBackground`: the original drifting radial-blob field four
/// soft colour blobs on slow Lissajous paths, additively blended. Geometry and motion are verbatim
/// so older OSes see exactly the aurora they shipped with (the mesh path is the upgrade for OS
/// 18/15+); only the blob COLOURS now pass through the palette, so an older device honours the
/// setting too instead of being stuck on violet.
/// soft colour blobs on slow Lissajous paths, additively blended. Kept verbatim so older OSes see
/// exactly the aurora they shipped with (the mesh path is the upgrade for OS 18/15+).
private struct LegacyBlobField: View {
let t: TimeInterval
let palette: GamepadPalette
/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular speeds
/// (rad/s periods of 3090 s), and a radius that slowly breathes. The COLOUR comes from the
/// palette's ramp at draw time (see `blobColors`), so an older OS honours the setting too.
/// (rad/s periods of 3090 s), and a radius that slowly breathes.
private struct Blob {
let color: Color
let center: CGPoint
let drift: CGSize
let speed: (x: Double, y: Double)
@@ -278,16 +252,20 @@ private struct LegacyBlobField: View {
}
private static let blobs: [Blob] = [
Blob(center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet
center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
speed: (0.111, 0.083), phase: (0.0, 1.9),
radius: 0.52, breathe: (0.07, 0.061), opacity: 0.52),
Blob(center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
Blob(color: Color(red: 0.24, green: 0.20, blue: 0.72), // deep indigo
center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
speed: (0.071, 0.096), phase: (2.4, 0.7),
radius: 0.58, breathe: (0.08, 0.049), opacity: 0.55),
Blob(center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
Blob(color: Color(red: 0.62, green: 0.30, blue: 0.80), // plum
center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
speed: (0.089, 0.067), phase: (4.1, 3.2),
radius: 0.44, breathe: (0.09, 0.078), opacity: 0.42),
Blob(center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
Blob(color: Color(red: 0.22, green: 0.38, blue: 0.86), // cool blue
center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
speed: (0.059, 0.104), phase: (1.2, 5.0),
radius: 0.40, breathe: (0.06, 0.055), opacity: 0.38),
]
@@ -297,31 +275,26 @@ private struct LegacyBlobField: View {
let side = max(geo.size.width, geo.size.height)
ZStack {
ForEach(Self.blobs.indices, id: \.self) { i in
blobView(Self.blobs[i], tone: palette.blobColors[i], in: geo.size, side: side)
blobView(Self.blobs[i], in: geo.size, side: side)
}
}
.drawingGroup()
}
}
private func blobView(
_ blob: Blob, tone: SIMD3<Double>, in size: CGSize, side: CGFloat
) -> some View {
private func blobView(_ blob: Blob, in size: CGSize, side: CGFloat) -> some View {
let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x))
let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y))
let r = side * blob.radius
* (1 + blob.breathe.amount * CGFloat(sin(t * blob.breathe.speed + blob.phase.x)))
let color = GamepadScreenBackground.color(tone)
return Circle()
.fill(RadialGradient(
colors: [color, color.opacity(0)],
colors: [blob.color, blob.color.opacity(0)],
center: .center, startRadius: 0, endRadius: r / 2))
.frame(width: r, height: r)
.position(x: x * size.width, y: y * size.height)
.opacity(blob.opacity)
// Additive only works over a DARK ground; over a pale one every blob saturates to
// white and the field turns grey. Pale palettes tint instead.
.blendMode(palette.light ? .normal : .plusLighter)
.blendMode(.plusLighter)
}
}
@@ -331,17 +304,15 @@ private struct LegacyBlobField: View {
/// the tray's text sits on a softly blurred backdrop that dissolves into the rows.
struct GamepadTrayScrim: View {
let edge: VerticalEdge
@Environment(\.gamepadInk) private var ink
var body: some View {
let fromEdge: UnitPoint = edge == .top ? .top : .bottom
let toContent: UnitPoint = edge == .top ? .bottom : .top
Rectangle()
.fill(.ultraThinMaterial)
// 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)
// These trays always sit on the dark console UI; force dark so the material frosts dark
// (white text stays legible) regardless of the system appearance.
.environment(\.colorScheme, .dark)
// Fade the whole blur out toward the content so it dissolves rather than ending on a line.
.mask {
LinearGradient(
@@ -359,16 +330,27 @@ struct GamepadTrayScrim: View {
}
}
/// The backdrop for the gamepad UI's form screens (settings, add-host). It used to be a STILL pair
/// of glows over a deep indigo base deliberately not near-black, because Liquid Glass refracts
/// whatever sits behind it and over black the rows turn invisible. It is now the launcher's own
/// living field at `calm`, which keeps that luminance under the glass, keeps the palette setting
/// honoured on every screen rather than only the launcher, and leaves nothing in the gamepad UI
/// backed by a static image. Kept as its own type because that is what the form screens ask for by
/// name; the console (`pf-console-ui`) made the same substitution behind its `Bg::Form`.
/// The calm backdrop for the gamepad UI's form screens (settings, add-host) NOT the launcher's
/// drifting aurora (this stays still and quiet), but deliberately NOT near-black either: Liquid
/// Glass refracts whatever sits behind it, so over black the rows turn invisible. A deep indigo
/// base plus two soft, static violet/indigo glows give the glass real colour and luminance to lens,
/// so the rows read as glass while the screen stays restful.
struct GamepadFormBackground: View {
var body: some View {
GamepadScreenBackground(calm: true)
ZStack {
Color(red: 0.075, green: 0.062, blue: 0.150)
// Violet lift top-leading, cooler indigo bottom-trailing resolution-independent
// (fraction radii) so the glow scale tracks the window on any screen.
EllipticalGradient(
colors: [Color(red: 0.40, green: 0.31, blue: 0.68).opacity(0.9), .clear],
center: UnitPoint(x: 0.26, y: 0.14),
startRadiusFraction: 0, endRadiusFraction: 0.78)
EllipticalGradient(
colors: [Color(red: 0.20, green: 0.24, blue: 0.58).opacity(0.75), .clear],
center: UnitPoint(x: 0.82, y: 0.9),
startRadiusFraction: 0, endRadiusFraction: 0.78)
}
.ignoresSafeArea()
}
}
@@ -391,7 +373,6 @@ struct ConsoleBareButtonStyle: ButtonStyle {
/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
/// when the pad or its battery state changes.
struct ControllerStatusChip: View {
@Environment(\.gamepadInk) private var ink
let controller: GamepadManager.DiscoveredController
// Legible from the couch on tvOS, quiet in hand elsewhere.
@@ -416,15 +397,15 @@ struct ControllerStatusChip: View {
Image(systemName: batterySymbol(level))
.font(.system(size: Self.font))
.foregroundStyle(level <= 0.2 && !controller.isCharging
? AnyShapeStyle(.red) : AnyShapeStyle(ink.fg(0.7)))
? AnyShapeStyle(.red) : AnyShapeStyle(.white.opacity(0.7)))
}
}
.font(.geist(Self.font, .medium, relativeTo: .caption))
.foregroundStyle(ink.fg(0.7))
.foregroundStyle(.white.opacity(0.7))
.padding(.horizontal, Self.hPad)
.padding(.vertical, Self.vPad)
.background(Capsule().fill(ink.fg(0.08)))
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1))
.background(Capsule().fill(.white.opacity(0.08)))
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
}
private func batterySymbol(_ level: Float) -> String {
@@ -23,15 +23,14 @@ import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
/// One navigable tile: a saved host, a discovered-but-unsaved one, or one of the trailing
/// actions. Hashable so it can be the carousel's scroll-position identity.
/// One navigable tile: a saved host, a discovered-but-unsaved one, or the trailing Add Host
/// action. Hashable so it can be the carousel's scroll-position identity.
private enum GamepadHomeTarget: Hashable {
/// A saved host's own tile, or one of its pinned host+profile cards (§5.2a) which on a
/// controller-first surface are THE profile affordance: focus and press, no menus.
case saved(UUID, profile: String?)
case discovered(String)
case addHost
case rescan
}
/// A fully-resolved launcher tile display fields + the activate action, built fresh each render
@@ -64,7 +63,6 @@ private struct HomeTile: Identifiable {
}
struct GamepadHomeView: View {
@Environment(\.gamepadInk) private var ink
@ObservedObject var store: HostStore
@ObservedObject var model: SessionModel
@ObservedObject var discovery: HostDiscovery
@@ -116,9 +114,6 @@ struct GamepadHomeView: View {
.padding(.top, compact ? 4 : 8)
}
.background { GamepadScreenBackground() }
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
.onAppear { discovery.start() }
.onDisappear { discovery.stop() }
// Reachability sweep (mDNS-independent) so routed/VPN hosts that never advertise still show
@@ -190,7 +185,7 @@ struct GamepadHomeView: View {
statusChip(hidden: true)
Text("Select a Host")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.75)
.frame(maxWidth: .infinity)
@@ -267,14 +262,10 @@ struct GamepadHomeView: View {
private var hints: [GamepadHint] {
let selected = tiles.first { $0.id == selection }
let action: String? = switch selected?.id {
case .addHost: "Add Host"
case .rescan: "Rescan"
default: nil
}
var hints = [GamepadHint(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
text: action ?? (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
text: selected?.id == .addHost ? "Add Host"
: (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
if libraryEnabled, selected?.hasLibrary == true {
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
}
@@ -334,15 +325,7 @@ struct GamepadHomeView: View {
subtitle: "Register a host by address",
icon: "plus",
activate: { showAddHost = true })
// A controller surface has no toolbar and no pull-to-refresh, so the rescan the field
// asked for is a tile like any other one press from wherever the stick already is.
let rescan = HomeTile(
id: .rescan,
title: "Rescan",
subtitle: discovery.isScanning ? "Scanning…" : "Look for hosts on this network",
icon: "arrow.clockwise",
activate: { discovery.refresh() })
return saved + discovered + [add, rescan]
return saved + discovered + [add]
}
/// Only saved hosts have a library matches the touch grid, where "Browse Library" is a
@@ -359,7 +342,6 @@ struct GamepadHomeView: View {
/// touch grid's `HostCardView`. Renders only its base look; the centered-tile pop is layered on by
/// the caller's `.scrollTransition` so it always tracks the real scroll position.
private struct GamepadHostTile: View {
@Environment(\.gamepadInk) private var ink
let tile: HomeTile
let size: CGSize
@@ -399,7 +381,7 @@ private struct GamepadHostTile: View {
if tile.isPaired {
Image(systemName: "lock.fill")
.font(.system(size: Self.statusFont, weight: .semibold))
.foregroundStyle(ink.fg(0.5))
.foregroundStyle(.white.opacity(0.5))
}
if tile.isOnline {
Circle()
@@ -412,7 +394,7 @@ private struct GamepadHostTile: View {
Spacer(minLength: 0)
Text(tile.title)
.font(.geist(Self.titleFont, .bold, relativeTo: .title2))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.7)
if let profile = tile.profile {
@@ -422,7 +404,7 @@ private struct GamepadHostTile: View {
}
Text(tile.subtitle)
.font(.geist(Self.subtitleFont, relativeTo: .caption))
.foregroundStyle(ink.fg(0.55))
.foregroundStyle(.white.opacity(0.55))
.lineLimit(1)
.padding(.top, 2)
}
@@ -432,12 +414,12 @@ private struct GamepadHostTile: View {
// Add-Host tiles stay neutral glass with a dashed edge. Glass clips to the shape itself.
.consoleGlass(
RoundedRectangle(cornerRadius: Self.corner, style: .continuous),
tint: tile.filled ? ink.accent(0.20) : nil)
tint: tile.filled ? Color.brand.opacity(0.20) : nil)
.overlay {
RoundedRectangle(cornerRadius: Self.corner, style: .continuous)
.strokeBorder(
LinearGradient(
colors: [ink.fg(0.22), ink.fg(0.04)],
colors: [.white.opacity(0.22), .white.opacity(0.04)],
startPoint: .top, endPoint: .bottom),
style: StrokeStyle(lineWidth: 1, dash: tile.filled ? [] : [6, 5]))
}
@@ -449,15 +431,15 @@ private struct GamepadHostTile: View {
return ZStack {
shape.fill(tile.filled
? AnyShapeStyle(LinearGradient(
colors: [ink.accent, ink.accent(0.68)],
colors: [Color.brand, Color.brand.opacity(0.68)],
startPoint: .top, endPoint: .bottom))
: AnyShapeStyle(ink.accent(0.16)))
: AnyShapeStyle(Color.brand.opacity(0.16)))
if tile.isConnecting {
ProgressView().tint(ink.fg)
ProgressView().tint(.white)
} else if let icon = tile.icon {
Image(systemName: icon)
.font(.system(size: Self.iconFont, weight: .semibold))
.foregroundStyle(ink.accent)
.foregroundStyle(Color.brand)
} else if let mark = osIconImage(for: tile.osChain) {
// The OS mark stands in for the initial (template asset tints like the text it
// replaces), and carries the label, since nothing else on the tile names the OS.
@@ -465,18 +447,18 @@ private struct GamepadHostTile: View {
.resizable()
.scaledToFit()
.frame(width: Self.monogramFont, height: Self.monogramFont)
.foregroundStyle(tile.filled ? ink.fg : ink.accent)
.foregroundStyle(tile.filled ? .white : Color.brand)
.accessibilityLabel(tile.osChain ?? "")
} else {
Text(monogram(tile.title))
.font(.geistFixed(Self.monogramFont, .bold))
.foregroundStyle(tile.filled ? ink.fg : ink.accent)
.foregroundStyle(tile.filled ? .white : Color.brand)
}
}
.frame(width: Self.badgeSide, height: Self.badgeSide)
.overlay {
if !tile.filled {
shape.strokeBorder(ink.accent(0.5), lineWidth: 1)
shape.strokeBorder(Color.brand.opacity(0.5), lineWidth: 1)
}
}
}
@@ -1,91 +0,0 @@
// The ink the gamepad UI draws with under the chosen background palette.
//
// The console screens were white-on-dark throughout with the brand violet hardcoded as the
// accent. Both had to become palette-derived at once: a pale field needs dark text or it is
// unreadable, and a violet focus wash on a copper field is exactly the clash this exists to fix.
//
// Handed down the view tree as an environment value rather than passed to each screen, so a
// leaf (a row, a hint pill, a card) can ask for the right colour without every caller in between
// knowing about palettes. `pf-console-ui` does the same thing with a thread-local `Ink`.
import PunktfunkShared
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
struct GamepadInk: Equatable, Sendable {
/// Primary text/glyph colour.
let fg: Color
/// Focus wash, selected tab pill, switch track, caret the palette's own accent.
let accent: Color
/// What reads ON the accent (a filled pill's label).
let onAccent: Color
/// The base fill every glass surface starts from.
let glass: Color
/// What a wash laid UNDER text tends toward: black on a dark field, white on a pale one.
let shade: Color
/// How hard those washes go. A pale field needs far less mixing toward white at the dark
/// field's strength bleaches the chroma straight out of the gradient.
let shadeScale: Double
/// True when the field is pale, for the few places that need to branch rather than blend
/// (a material's `colorScheme`, a shadow's presence).
let isLight: Bool
/// The foreground at `alpha`.
func fg(_ alpha: Double) -> Color { fg.opacity(alpha) }
/// The accent at `alpha`.
func accent(_ alpha: Double) -> Color { accent.opacity(alpha) }
/// A wash under text: `alpha` is the dark-field strength, scaled for a pale one.
func shade(_ alpha: Double) -> Color { shade.opacity(alpha * shadeScale) }
static func of(_ p: GamepadPalette) -> GamepadInk {
let accent = Color(red: p.accent.x, green: p.accent.y, blue: p.accent.z)
let accentLuma = 0.2126 * p.accent.x + 0.7152 * p.accent.y + 0.0722 * p.accent.z
// Chosen by luminance, not by `light`: an accent is picked for contrast against the
// GLASS, not against the field.
let onAccent: Color = accentLuma > 0.55 ? .black : .white
guard p.light else {
return GamepadInk(
fg: .white, accent: accent, onAccent: onAccent,
glass: Color(red: 0.086, green: 0.086, blue: 0.125),
shade: .black, shadeScale: 1, isLight: false)
}
return GamepadInk(
// Tinted toward the palette's own ground so it doesn't read as a foreign grey.
fg: Color(red: p.ground.x * 0.16, green: p.ground.y * 0.14, blue: p.ground.z * 0.20),
accent: accent, onAccent: onAccent,
glass: .white,
shade: .white, shadeScale: 0.45, isLight: true)
}
/// The shipped dark look what a preview or a test composition gets.
static let dark = GamepadInk.of(GamepadPalette.named("violet"))
}
private struct GamepadInkKey: EnvironmentKey {
static let defaultValue = GamepadInk.dark
}
extension EnvironmentValues {
/// The ink of the palette currently drawing. Set once, high up (see `GamepadInkModifier`).
var gamepadInk: GamepadInk {
get { self[GamepadInkKey.self] }
set { self[GamepadInkKey.self] = newValue }
}
}
extension View {
/// Resolve the stored `ui_palette` and publish its ink to everything below. Applied by the
/// gamepad screens' common root so no individual view has to read the setting.
func gamepadPaletteInk() -> some View { modifier(GamepadInkModifier()) }
}
private struct GamepadInkModifier: ViewModifier {
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
func body(content: Content) -> some View {
content.environment(\.gamepadInk, GamepadInk.of(GamepadPalette.named(paletteID)))
}
}
#endif
@@ -14,7 +14,6 @@ import SwiftUI
#if os(iOS) || os(macOS)
struct GamepadKeyboard: View {
@Environment(\.gamepadInk) private var ink
@Binding var text: String
/// Restricts typed characters (e.g. digits for a port field); backspace always works.
var allowed: CharacterSet?
@@ -80,7 +79,7 @@ struct GamepadKeyboard: View {
}
.overlay {
RoundedRectangle(cornerRadius: 22, style: .continuous)
.strokeBorder(ink.fg(0.12), lineWidth: 1)
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
}
.sensoryFeedback(.selection, trigger: cursor)
.sensoryFeedback(.impact(weight: .light), trigger: pressTick)
@@ -111,11 +110,11 @@ struct GamepadKeyboard: View {
.font(.geist(15, .semibold, relativeTo: .callout))
}
}
.foregroundStyle(focused ? Color.black : ink.fg)
.foregroundStyle(focused ? Color.black : .white)
.frame(maxWidth: .infinity, minHeight: compact ? 34 : 42)
.background {
RoundedRectangle(cornerRadius: 9, style: .continuous)
.fill(focused ? AnyShapeStyle(ink.accent) : AnyShapeStyle(ink.fg(0.08)))
.fill(focused ? AnyShapeStyle(Color.brand) : AnyShapeStyle(.white.opacity(0.08)))
}
.animation(.smooth(duration: 0.12), value: focused)
.contentShape(Rectangle())
@@ -35,10 +35,6 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
let onActivate: (Item) -> Void
/// B back/dismiss; nil disables it.
var onBack: (() -> Void)?
/// L1 (`-1`) / R1 (`+1`) a step SIDEWAYS out of the list: the settings screen's section
/// tabs. Wired on tvOS too, where the focus engine owns up/down but leaves the shoulders
/// to the poll. nil the shoulders do nothing.
var onShoulder: ((Int) -> Void)?
/// Whether this list currently owns controller input same handoff contract as
/// GamepadCarousel's `isActive` (a covered screen must stop polling the shared pad).
var isActive: Bool = true
@@ -163,7 +159,6 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
case .up, .down: break
}
}
input.onShoulder = { forward in onShoulder?(forward ? 1 : -1) }
#else
input.onMove = { direction in
switch direction {
@@ -175,7 +170,6 @@ struct GamepadMenuList<Item: Identifiable, Row: View>: View where Item.ID: Hasha
}
input.onConfirm = { activate() }
input.onBack = onBack
input.onShoulder = { forward in onShoulder?(forward ? 1 : -1) }
#endif
}
@@ -53,18 +53,7 @@ struct HomeView: View {
NavigationStack {
Group {
if store.hosts.isEmpty && discoveredUnsaved.isEmpty {
#if os(tvOS)
emptyState // no pull-to-refresh on a remote; the action row carries Refresh
#else
// Inside a ScrollView purely so the pull gesture works on the ONE screen
// where a rescan matters most: the one that found nothing.
ScrollView {
emptyState
.frame(maxWidth: .infinity)
.containerRelativeFrame(.vertical)
}
.refreshable { await discovery.rescan() }
#endif
emptyState
} else {
ScrollView {
if !store.hosts.isEmpty {
@@ -105,7 +94,6 @@ struct HomeView: View {
} label: {
Label("Settings", systemImage: "gearshape")
}
refreshButton
}
.padding(.top, 24)
// One FULL-WIDTH focus target for any downward move out of the grid.
@@ -118,9 +106,6 @@ struct HomeView: View {
.focusSection()
#endif
}
#if !os(tvOS)
.refreshable { await discovery.rescan() }
#endif
}
}
.navigationTitle("Punktfunk")
@@ -166,7 +151,6 @@ struct HomeView: View {
if showsArrangeMenu {
ToolbarItem(placement: .topBarTrailing) { arrangeMenu }
}
ToolbarItem(placement: .topBarTrailing) { refreshButton }
ToolbarItem(placement: .topBarTrailing) { addHostButton }
#else
if showsArrangeMenu {
@@ -175,10 +159,6 @@ struct HomeView: View {
.help("Sort and group the host list")
}
}
ToolbarItem(placement: .primaryAction) {
refreshButton
.help("Scan the network for hosts again")
}
ToolbarItem(placement: .primaryAction) {
addHostButton
.help("Add a host")
@@ -344,20 +324,13 @@ struct HomeView: View {
ContentUnavailableView {
Label("No Hosts", systemImage: "rectangle.connected.to.line.below")
} description: {
Text("Add your Punktfunk host with the + button, or scan the network again.")
Text("Add your punktfunk host with the + button.")
} actions: {
Button("Add Host") { showAddHost = true }
.glassProminentButtonStyle()
#if os(iOS)
.controlSize(.large)
#endif
// The screen a host SHOULD have appeared on is where a rescan is worth offering
// outright rather than hiding behind a pull gesture.
Button("Scan Again") { discovery.refresh() }
.disabled(discovery.isScanning)
#if os(iOS)
.controlSize(.large)
#endif
#if os(tvOS)
Button("Settings") { showSettings = true }
#endif
@@ -372,18 +345,6 @@ struct HomeView: View {
}
}
/// Re-run mDNS discovery from scratch. Discovery heals itself now (`HostDiscovery`'s sweep),
/// so this is the fallback the field asked for and the fastest way past the iOS
/// local-network permission gate, which only a NEW browser can clear.
private var refreshButton: some View {
Button {
discovery.refresh()
} label: {
Label("Refresh", systemImage: "arrow.clockwise")
}
.disabled(discovery.isScanning)
}
#if !os(tvOS)
/// One host has no order and nothing to divide, so the control stays out of the way until
/// there is a list to arrange.
@@ -19,7 +19,6 @@ import SwiftUI
import GameController
struct LibraryCoverflowView: View {
@Environment(\.gamepadInk) private var ink
let games: [GameEntry]
let imageSession: URLSession?
var onLaunch: ((String) -> Void)?
@@ -47,24 +46,18 @@ struct LibraryCoverflowView: View {
.padding(.vertical, compact ? 6 : 10)
}
.background { GamepadScreenBackground() }
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
}
@ViewBuilder private func content(for size: CGSize) -> some View {
// Fit the tallest poster into the height the detail line + paddings leave (the hints are a
// safe-area inset, already out of this budget) capped so it never dwarfs a large iPad and
// clamped by width on a narrow screen.
let reserved: CGFloat = (compact ? 72 : 96) + (showsGroupHeading ? 26 : 0)
let reserved: CGFloat = compact ? 72 : 96 // detail line + spacers
let coverHeight = min(360, min(max(140, size.height - reserved), size.width * 0.9))
let coverWidth = coverHeight * 2 / 3
VStack(spacing: 0) {
Spacer(minLength: 4)
if showsGroupHeading {
groupHeading.padding(.bottom, 6)
}
carousel(coverWidth: coverWidth, coverHeight: coverHeight)
detailPanel
.padding(.top, 12)
@@ -96,12 +89,10 @@ struct LibraryCoverflowView: View {
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
.frame(width: width, height: height)
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
.overlay(alignment: .topLeading) {
StoreBadge(label: game.storeLabel, isLauncher: game.isLauncher)
}
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
.overlay {
RoundedRectangle(cornerRadius: 16, style: .continuous)
.strokeBorder(ink.fg(0.12), lineWidth: 1)
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
}
.shadow(color: .black.opacity(0.5), radius: 16, y: 12)
.scrollTransition { content, phase in
@@ -121,42 +112,21 @@ struct LibraryCoverflowView: View {
}
}
/// Does this library have both groups? Only then does the heading earn its row a
/// launcher-less library gets exactly the layout it had before design D4.
private var showsGroupHeading: Bool {
games.contains(where: \.isLauncher) && games.contains { !$0.isLauncher }
}
/// Which group the cursor is in. A coverflow is one-dimensional, so instead of a second focus
/// rail (a whole new up/down nav model for two or three tiles) the heading names the group and
/// changes as the selection crosses the boundary the launcher entries lead the strip.
private var groupHeading: some View {
let selected = games.first { $0.id == selection }
return Text(selected?.isLauncher == true ? "LAUNCHERS" : "GAMES")
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.4)
.foregroundStyle(ink.fg(0.45))
}
/// The centered title + store tag empty (not hidden) so the layout doesn't jump.
@ViewBuilder private var detailPanel: some View {
let game = games.first { $0.id == selection }
VStack(spacing: 6) {
Text(game?.title ?? " ")
.font(.geist(compact ? 22 : 25, .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
.lineLimit(1)
.minimumScaleFactor(0.75)
.multilineTextAlignment(.center)
if let game {
// main's richer store label, in the palette's ink.
Text(
game.isLauncher
? "\(game.storeLabel.uppercased()) · LAUNCHER" : game.storeLabel.uppercased()
)
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.2)
.foregroundStyle(ink.fg(0.5))
Text(game.isCustom ? "CUSTOM" : "STEAM")
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.2)
.foregroundStyle(.white.opacity(0.5))
}
}
.frame(maxWidth: .infinity)
@@ -169,10 +139,7 @@ struct LibraryCoverflowView: View {
private var hints: [GamepadHint] {
var hints: [GamepadHint] = []
if onLaunch != nil {
// 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: "Launch"))
}
hints.append(.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close"))
return hints
@@ -80,47 +80,21 @@ struct LibraryView: View {
}
private var grid: some View {
// Design D4: launcher entries get their own section above the titles, never interleaved.
// Both headers appear only when both groups exist, so a library without launcher entries
// renders exactly as it did before.
let launchers = games.filter(\.isLauncher)
let titles = games.filter { !$0.isLauncher }
let both = !launchers.isEmpty && !titles.isEmpty
return ScrollView {
VStack(alignment: .leading, spacing: 18) {
if !launchers.isEmpty {
if both { sectionHeader("Launchers") }
tiles(launchers)
}
if !titles.isEmpty {
if both { sectionHeader("Games") }
tiles(titles)
ScrollView {
LazyVGrid(columns: columns, spacing: 18) {
ForEach(games) { game in
if let onLaunch {
Button { onLaunch(game.id) } label: { GameCard(game: game, imageSession: imageSession) }
.buttonStyle(.plain)
} else {
GameCard(game: game, imageSession: imageSession)
}
}
}
.padding()
}
}
private func tiles(_ entries: [GameEntry]) -> some View {
LazyVGrid(columns: columns, spacing: 18) {
ForEach(entries) { game in
if let onLaunch {
Button { onLaunch(game.id) } label: { GameCard(game: game, imageSession: imageSession) }
.buttonStyle(.plain)
} else {
GameCard(game: game, imageSession: imageSession)
}
}
}
}
private func sectionHeader(_ text: String) -> some View {
Text(text)
.font(.geist(12, .semibold, relativeTo: .caption))
.tracking(1.1)
.foregroundStyle(.secondary)
}
private var columns: [GridItem] {
#if os(tvOS)
let minW: CGFloat = 220
@@ -178,15 +152,12 @@ struct LibraryView: View {
return
}
do {
// `launchersFirst` groups launcher entries ahead of titles once, here, so the grid and
// the gamepad coverflow both inherit the D4 ordering.
games = try await LibraryClient.fetch(
address: current.address,
port: current.effectiveMgmtPort,
certPEM: identity.certPEM,
keyPEM: identity.keyPEM,
hostFingerprint: current.pinnedSHA256
).launchersFirst
hostFingerprint: current.pinnedSHA256)
imageSession?.finishTasksAndInvalidate()
imageSession = try LibraryImageLoader.session(
address: current.address,
@@ -214,9 +185,7 @@ private struct GameCard: View {
.aspectRatio(2.0 / 3.0, contentMode: .fit)
.frame(maxWidth: .infinity)
.clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous))
.overlay(alignment: .topLeading) {
StoreBadge(label: game.storeLabel, isLauncher: game.isLauncher)
}
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
Text(game.title)
.font(.geist(12, relativeTo: .caption))
.lineLimit(2)
@@ -12,21 +12,14 @@ import AppKit
/// The store-provenance badge (Steam vs. a user-curated custom entry) overlaid on a poster
/// shared by the touch grid's `GameCard` and the gamepad coverflow's cover cell.
struct StoreBadge: View {
/// Which store surfaced the entry, already resolved to a display name (`GameEntry.storeLabel`).
let label: String
/// A launcher entry (design D4) gets the brand fill, so "opens Steam" is legible at poster size
/// without reading the title.
var isLauncher: Bool = false
let isCustom: Bool
var body: some View {
Text(label)
Text(isCustom ? "Custom" : "Steam")
.font(.geist(11, .semibold, relativeTo: .caption2))
.foregroundStyle(isLauncher ? AnyShapeStyle(.white) : AnyShapeStyle(.primary))
.padding(.horizontal, 6)
.padding(.vertical, 3)
.background(
isLauncher ? AnyShapeStyle(Color.brand) : AnyShapeStyle(.ultraThinMaterial),
in: Capsule())
.background(.ultraThinMaterial, in: Capsule())
.padding(6)
}
}
@@ -65,14 +65,6 @@ final class SessionModel: ObservableObject {
@Published private(set) var connection: PunktfunkConnection?
/// The host this session is for (a value copy; identity = id).
@Published private(set) var activeHost: StoredHost?
/// The library entry this session was launched with (`connect(launchID:)`), or nil if the user
/// just connected to the host's desktop. Kept because where the client should go when the
/// session ends depends on where it came FROM: a title launched out of the library belongs back
/// in that library when its game exits, not on the host-selection screen.
private var launchedTitleID: String?
/// Set when a session ended because its game exited and it began as a library launch: the host
/// whose library to reopen. The view layer consumes it and sets it back to nil.
@Published var returnToLibrary: StoredHost?
/// The settings THIS session runs on the globals with its profile overlaid, resolved once at
/// connect (design/client-settings-profiles.md §4.2). Also mirrored into `SessionSettings` for
/// the readers that live in PunktfunkKit and can't see this model.
@@ -257,7 +249,6 @@ final class SessionModel: ObservableObject {
guard phase == .idle else { return }
phase = .connecting
activeHost = host
launchedTitleID = launchID
errorMessage = nil
settings = effective
statsVerbosity = StatsVerbosity(rawValue: effective.statsVerbosity) ?? .normal
@@ -616,8 +607,6 @@ final class SessionModel: ObservableObject {
}
connection = nil
activeHost = nil
// Read by `sessionEnded` BEFORE it calls us, so clearing here can't rob it of the answer.
launchedTitleID = nil
phase = .idle
fps = 0
mbps = 0
@@ -637,36 +626,10 @@ final class SessionModel: ObservableObject {
/// Called (via the main actor) when the pump hits end-of-session.
func sessionEnded() {
guard let conn = connection else { return }
guard connection != nil else { return }
let name = activeHost?.displayName ?? "host"
// WHY it ended, asked while the connection is still up `disconnect` tears it down.
let reason = conn.sessionEndReason
// Where a game exit sends us: back into the library this title was launched from, so the
// next one is a tap away. Only for a launch that CAME from the library a game exiting in
// a plain desktop session has no library to return to.
let host = activeHost
let cameFromLibrary = launchedTitleID != nil
disconnect(deliberate: false) // host/network ended it keep the linger for a reconnect
switch reason {
case .gameExited:
// The player quit their own game. Not a failure, and they are probably after the next
// title so no banner, and back to the library it came from.
if cameFromLibrary, let host {
returnToLibrary = host
}
case .hostEnded, .local:
// Someone asked for this: an operator "End" on the host, or our own close racing in.
// Say it plainly, without the error framing.
errorMessage = "\(name) ended the session."
case .hostError:
errorMessage = "\(name) ended the session with an error."
case .lost:
errorMessage = "Lost the connection to \(name)."
case .none:
// No verdict (an older core, or the close raced the read): keep the wording this path
// has always used rather than inventing one.
errorMessage = "Session ended by \(name)."
}
errorMessage = "Session ended by \(name)."
}
/// Resize overlay START (main actor from the Match-window follower's `onResizeTarget`): the
@@ -58,8 +58,8 @@ struct AcknowledgementsView: View {
.font(.geist(Self.headlineFont, .semibold, relativeTo: .headline))
Text(
"Punktfunk uses the open-source components below, each under its own license. "
+ "Video decoding uses the system's own VideoToolbox framework, so nothing "
+ "is bundled for it — and no Punktfunk client bundles FFmpeg on any platform."
+ "On some platforms FFmpeg is additionally bundled under the LGPL v2.1+ "
+ "(dynamically linked, replaceable)."
)
.font(.geist(Self.captionFont, relativeTo: .caption))
.foregroundStyle(.secondary)
@@ -11,13 +11,7 @@
// the thumb it's the last option); A always cycles forward, wrapping, so every option is reachable
// with one button. Toggles read left = off, right = on refusing a no-op with the same thud.
//
// The rows are split across SECTION TABS (`GpSettingsTab`) L1/R1 on a pad, a tap elsewhere. They
// used to be one long scroll with inline group headers, which meant thumbing past Video and Audio
// to reach the controller settings; a tab is one shoulder press, and each tab remembers where its
// focus was. The tab names match the desktop console's and the Android client's, so a setting is
// found under the same word wherever you look for it.
//
// The trailing Profiles tab (design/client-settings-profiles.md §5.2a/§5.4) is the pin manager
// The trailing Profiles section (design/client-settings-profiles.md §5.2a/§5.4) is the pin manager
// for this controller-first surface: a row per catalog profile opens the pin-to-hosts picker an
// in-place swap of the row list (B peels back, the "one layer" rule GamepadAddHostView set) with
// one toggle row per saved host, writing `StoredHost.pinnedProfileIDs` via HostStore.setPinned.
@@ -33,19 +27,7 @@ import GameController
import CoreHaptics
#endif
/// The settings screen's sections. Order IS the strip order and the L1/R1 cycle order; the names
/// match `pf-console-ui`'s `TABS` and the Android client's `GpTab`.
enum GpSettingsTab: String, CaseIterable, Hashable {
case stream = "Stream"
case video = "Video"
case audio = "Audio"
case controller = "Controller"
case interface = "Interface"
case profiles = "Profiles"
}
struct GamepadSettingsView: View {
@Environment(\.gamepadInk) private var ink
@Environment(\.dismiss) private var dismiss
/// The saved-host store the pin picker writes `setPinned` through it and the profile rows
/// count pins from its live hosts. Threaded in from GamepadHomeView like the home screen
@@ -73,9 +55,6 @@ struct GamepadSettingsView: View {
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
/// The gamepad UI's background colour family the backdrop BEHIND this screen re-colours as
/// the row steps, which is why the picker lives here and not in a sheet.
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
@AppStorage(DefaultsKey.presentPriority) private var presentPriority =
SettingsOptions.presentPriorityDefault
@@ -95,23 +74,12 @@ struct GamepadSettingsView: View {
#if os(iOS)
/// `.compact` in a landscape phone window tighter chrome so more rows fit.
@Environment(\.verticalSizeClass) private var vSizeClass
/// `.regular` only on an iPad-class window see `showsSectionHint`.
@Environment(\.horizontalSizeClass) private var hSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the sheet is sized generously
#endif
@State private var focusID: String?
/// The section showing. The pin picker ignores it that layer replaces the whole list.
@State private var tab: GpSettingsTab = .stream
/// Where each tab's focus was when it was last left, so a detour doesn't lose your place.
@State private var tabFocus: [GpSettingsTab: String] = [:]
@Namespace private var tabHighlight
#if os(tvOS)
/// Real focus on the strip the tvOS route to the sections (see `tabStrip`).
@FocusState private var focusedTab: GpSettingsTab?
#endif
/// The pin-to-hosts picker's profile non-nil swaps the row list for one toggle row per
/// saved host (§5.2a); B (Menu on tvOS) peels back to the settings rows.
@State private var pinTarget: StreamProfile?
@@ -125,8 +93,7 @@ struct GamepadSettingsView: View {
focusID: $focusID,
onAdjust: { row, delta in adjust(id: row.id, by: delta) },
onActivate: { activate(id: $0.id) },
onBack: { back() },
onShoulder: { step(tabBy: $0) }
onBack: { back() }
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
@@ -134,25 +101,20 @@ struct GamepadSettingsView: View {
}
.frame(maxWidth: .infinity)
.safeAreaInset(edge: .top, spacing: 0) {
VStack(spacing: compact ? 4 : 8) {
Text(title)
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.frame(maxWidth: .infinity)
.overlay(alignment: .trailing) { closeButton.padding(.trailing, 20) }
// The picker is one layer deeper its rows aren't sections of anything, so the
// strip would be a control that does nothing while it's up.
if pinTarget == nil { tabStrip }
}
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
.background { GamepadTrayScrim(edge: .top) }
Text(title)
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(.white)
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
.frame(maxWidth: .infinity)
.overlay(alignment: .trailing) { closeButton.padding(.trailing, 20) }
.background { GamepadTrayScrim(edge: .top) }
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
VStack(alignment: .leading, spacing: 8) {
Text(focusedDetail)
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
.foregroundStyle(ink.fg(0.55))
.foregroundStyle(.white.opacity(0.55))
.lineLimit(2, reservesSpace: true)
.animation(.smooth(duration: 0.2), value: focusID)
GamepadHintBar(hints: hints)
@@ -165,13 +127,9 @@ struct GamepadSettingsView: View {
.frame(maxWidth: .infinity, alignment: .leading)
.background { GamepadTrayScrim(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
// applies here too, so this screen previews the row you're stepping.
// No aurora here the settings read as clean Liquid Glass over a quiet dark base, so the
// glass rows are the only material on the screen.
.background { GamepadFormBackground() }
// Publish the palette's ink to this screen (text, glass, accent, scrims) a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
@@ -179,108 +137,13 @@ struct GamepadSettingsView: View {
.onDisappear { gamepads.stopDiscovery() }
}
/// The section switcher. Horizontally scrollable so a narrow phone in landscape never has to
/// squeeze six pills the selected one is always scrolled into view, whether it was reached
/// by shoulder button, tap, or (tvOS) the focus engine.
private var tabStrip: some View {
ScrollViewReader { proxy in
ScrollView(.horizontal) {
HStack(spacing: 6) {
ForEach(GpSettingsTab.allCases, id: \.self) { t in
#if os(tvOS)
// Focusable, because L1/R1 is NOT a route here: a Siri Remote has no
// extended gamepad profile, so it never reaches GamepadMenuList's poll.
// As focusable Buttons the pills are simply above the rows, and moving
// focus up onto one switches section the standard tvOS tab bar.
Button { select(tab: t) } label: { pill(t) }
.buttonStyle(ConsoleBareButtonStyle())
.focused($focusedTab, equals: t)
.id(t)
#else
pill(t)
.contentShape(Capsule())
.onTapGesture { select(tab: t) }
.id(t)
#endif
}
}
.padding(.horizontal, 24)
}
.scrollIndicators(.never)
.animation(.smooth(duration: 0.22), value: tab)
.onChange(of: tab) { _, t in
withAnimation(.easeOut(duration: 0.2)) { proxy.scrollTo(t) }
}
#if os(tvOS)
.onChange(of: focusedTab) { _, t in
// Focus IS selection on a tab bar; nil means focus dropped back into the rows.
if let t { select(tab: t) }
}
#endif
}
}
private func pill(_ t: GpSettingsTab) -> some View {
let selected = t == tab
return Text(t.rawValue)
.font(.geist(compact ? 12 : 13, .semibold, relativeTo: .footnote))
.foregroundStyle(selected ? ink.fg : ink.fg(0.55))
.padding(.horizontal, 13)
.padding(.vertical, 7)
.background {
// One shared capsule that MOVES between pills, rather than one per pill fading
// in and out the highlight travels the way the press did.
if selected {
Capsule()
.fill(ink.accent(0.85))
.matchedGeometryEffect(id: "tab", in: tabHighlight)
}
}
}
/// Whether the legend advertises the shoulder shortcut. Held back on an iPhone, whose legend
/// is already at its width and would push "Done" off the edge the strip is visible and
/// tappable there anyway. Never on tvOS: a Siri Remote has no shoulders, and its route to the
/// sections is the focus engine (see `tabStrip`).
private var showsSectionHint: Bool {
#if os(tvOS)
false
#elseif os(iOS)
hSizeClass == .regular
#else
true
#endif
}
/// L1/R1 one section along, wrapping (the strip is a ring, like A's value cycle).
private func step(tabBy delta: Int) {
guard pinTarget == nil else { return }
let all = GpSettingsTab.allCases
guard let i = all.firstIndex(of: tab) else { return }
let n = all.count
select(tab: all[((i + delta) % n + n) % n])
}
private func select(tab next: GpSettingsTab) {
guard next != tab else { return }
tabFocus[tab] = focusID
// Restore where this tab was, if that row is still in it (a row can come and go with the
// hardware it depends on); otherwise the focus list seeds its first row. Resolved against
// `allRows` rather than `rows` so it doesn't depend on `tab`'s write being visible yet.
let landing = tabFocus[next].flatMap { id in
allRows.contains { $0.tab == next && $0.id == id } ? id : nil
}
tab = next
focusID = landing
}
/// Touch/click fallback for closing the controller path is B, a hardware keyboard's Esc
/// rides the cancel action.
private var closeButton: some View {
Button { dismiss() } label: {
Image(systemName: "xmark")
.font(.system(size: GamepadFormMetrics.closeFont, weight: .semibold))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
.frame(width: GamepadFormMetrics.closeSide, height: GamepadFormMetrics.closeSide)
.glassBackground(Circle(), interactive: true)
.contentShape(Circle())
@@ -303,19 +166,12 @@ struct GamepadSettingsView: View {
/// layer" rule), and a hostless picker has nothing to pin, so only Back remains.
private var hints: [GamepadHint] {
guard pinTarget != nil else {
// The shoulders change section, so that cell leads where it fits and where the
// shoulders exist at all (see `showsSectionHint`).
let sections: [GamepadHint] = showsSectionHint
? [.init(glyph: buttonGlyph(\.leftShoulder, fallback: "l1.rectangle.roundedbottom"),
text: "Section")]
: []
// A dimmed row takes neither, so offering them would be the same lie the row itself
// used to tell only Done remains, and the detail line says what to turn on first.
guard rows.first(where: { $0.id == focusID })?.enabled ?? true else {
return sections
+ [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done")]
return [.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done")]
}
return sections + [
return [
.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"),
@@ -345,24 +201,30 @@ struct GamepadSettingsView: View {
private func rowView(_ row: Row, focused: Bool) -> some View {
let m = GamepadFormMetrics.self
// No section header: the tab strip names the section now, and repeating it above the
// first row of every tab was just a second label saying the same word.
return VStack(alignment: .leading, spacing: 6) {
if let header = row.header {
Text(header)
.font(.geist(m.headerFont, .semibold, relativeTo: .caption))
.tracking(1.4)
.foregroundStyle(.white.opacity(0.45))
.padding(.leading, m.rowHPad)
.padding(.top, 14)
}
HStack(spacing: 14) {
Image(systemName: row.icon)
.font(.system(size: m.iconFont))
.foregroundStyle(focused ? ink.accent : ink.fg(0.55))
.foregroundStyle(focused ? Color.brand : .white.opacity(0.55))
.frame(width: m.iconWidth)
Text(row.label)
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(ink.fg)
.foregroundStyle(.white)
.lineLimit(1)
Spacer(minLength: 12)
HStack(spacing: 9) {
Image(systemName: "chevron.left")
.font(.system(size: m.chevronFont, weight: .semibold))
.foregroundStyle(
ink.fg(focused && row.adjustable && row.enabled ? 0.6 : 0))
.white.opacity(focused && row.adjustable && row.enabled ? 0.6 : 0))
// Keyed by the value so a change slides the new option in instead of
// hard-swapping the string a QUIET horizontal slip following the user's
// motion (a right-step enters from the right), crossfading over ~14 pt.
@@ -373,7 +235,7 @@ struct GamepadSettingsView: View {
ZStack {
Text(row.value)
.font(.geist(m.valueFont, .medium, relativeTo: .callout))
.foregroundStyle(focused ? ink.fg : ink.fg(0.6))
.foregroundStyle(focused ? .white : .white.opacity(0.6))
.lineLimit(1)
.id(row.value)
.transition(.asymmetric(
@@ -384,7 +246,7 @@ struct GamepadSettingsView: View {
Image(systemName: "chevron.right")
.font(.system(size: m.chevronFont, weight: .semibold))
.foregroundStyle(
ink.fg(focused && row.adjustable && row.enabled ? 0.6 : 0))
.white.opacity(focused && row.adjustable && row.enabled ? 0.6 : 0))
}
}
// Contents only the glass and border below stay at full strength, so a dimmed row
@@ -395,11 +257,11 @@ struct GamepadSettingsView: View {
// Every row is Liquid Glass; the focused one takes a brand wash and reacts to press.
.consoleGlass(
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
tint: focused ? ink.accent(0.30) : nil,
tint: focused ? Color.brand.opacity(0.30) : nil,
interactive: focused)
.overlay {
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
.strokeBorder(ink.fg(focused ? 0.28 : 0.06), lineWidth: 1)
.strokeBorder(.white.opacity(focused ? 0.28 : 0.06), lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
.animation(.smooth(duration: 0.18), value: focused)
@@ -414,9 +276,8 @@ struct GamepadSettingsView: View {
private struct Row: Identifiable {
let id: String
/// Which section tab this row belongs to. Every row has exactly one, and `rows` shows
/// only the current tab's see `allRows`.
var tab: GpSettingsTab = .stream
/// Section header drawn above this row (the first row of each group carries it).
var header: String?
let icon: String
let label: String
let value: String
@@ -452,17 +313,10 @@ struct GamepadSettingsView: View {
row.activate()
}
/// What the focus list actually shows: the current tab's rows or the pin picker's, which
/// replaces the whole list while it's up (same screen, one layer deeper, so the focus list's
/// controller wiring and the tvOS focus engine carry over as is).
private var rows: [Row] {
// The pin picker replaces the whole list while it's up same screen, one layer deeper,
// so the focus list's controller wiring (and the tvOS focus engine) carries over as is.
if let profile = pinTarget { return pinRows(for: profile) }
return allRows.filter { $0.tab == tab }
}
/// Every row on the screen, tagged with its section. Built as one list (not per tab) so the
/// platform-conditional insertions below can still place a row RELATIVE to another by id.
private var allRows: [Row] {
let resolution = resolutionOptions
let refresh = SettingsOptions.refreshRates(including: hz)
.map { (label: "\($0) Hz", tag: $0) }
@@ -470,7 +324,7 @@ struct GamepadSettingsView: View {
let controllers = SettingsOptions.controllerOptions(gamepads)
var list: [Row] = [
choiceRow(
id: "resolution", tab: .stream, icon: "aspectratio",
id: "resolution", header: "Stream", icon: "aspectratio",
label: "Resolution",
detail: "The host creates a virtual display at exactly this size — no scaling.",
options: resolution, current: "\(width)x\(height)"
@@ -481,48 +335,53 @@ struct GamepadSettingsView: View {
height = parts[1]
},
choiceRow(
id: "refresh", tab: .stream, icon: "gauge.with.needle", label: "Refresh rate",
id: "refresh", icon: "gauge.with.needle", label: "Refresh rate",
detail: "Rates this display can actually show.",
options: refresh, current: hz
) { hz = $0 },
choiceRow(
id: "bitrate", tab: .stream, icon: "speedometer", label: "Bitrate",
id: "bitrate", icon: "speedometer", label: "Bitrate",
detail: "Automatic uses the host's default (20 Mbps). "
+ "Run a speed test from the touch UI for an informed value.",
options: bitrate, current: bitrateKbps
) { bitrateKbps = $0 },
choiceRow(
id: "compositor", tab: .stream, icon: "macwindow", label: "Compositor",
id: "compositor", icon: "macwindow", label: "Compositor",
detail: "Which compositor drives the virtual output — honored only if "
+ "available on the host.",
options: SettingsOptions.compositors, current: compositor
) { compositor = $0 },
toggleRow(
id: "autoWake", icon: "power", label: "Auto-wake on connect",
detail: "Send Wake-on-LAN to a sleeping saved host and wait for it before "
+ "streaming. Off connects straight through.",
value: $autoWakeEnabled),
choiceRow(
id: "codec", tab: .video, icon: "film", label: "Video codec",
id: "codec", header: "Video", icon: "film", label: "Video codec",
detail: "A preference — the host falls back if it can't encode this one "
+ "(10-bit and 4:4:4 are HEVC-only).",
options: SettingsOptions.codecs, current: codec
) { codec = $0 },
toggleRow(
id: "hdr", tab: .video, icon: "sun.max", label: "10-bit HDR",
id: "hdr", icon: "sun.max", label: "10-bit HDR",
detail: "HDR10 — engages when the host sends HDR content and this display "
+ "supports it.",
value: $hdrEnabled),
toggleRow(
id: "chroma", tab: .video, icon: "textformat", label: "Full chroma (4:4:4)",
id: "chroma", icon: "textformat", label: "Full chroma (4:4:4)",
detail: "Sharper text and UI at more bandwidth — needs host opt-in and "
+ "hardware decode.",
value: $enable444),
choiceRow(
id: "presentPriority", tab: .video, icon: "rectangle.stack", label: "Prioritize",
id: "presentPriority", icon: "rectangle.stack", label: "Prioritize",
detail: "Lowest latency shows each frame the moment the display can take it; "
+ "Smoothness buffers a few frames to even out network hiccups. Applies "
+ "from the next session.",
options: SettingsOptions.presentPriorities, current: presentPriority
) { presentPriority = $0 },
choiceRow(
id: "smoothBuffer", tab: .video, icon: "square.stack.3d.up",
label: "Smoothness buffer",
id: "smoothBuffer", icon: "square.stack.3d.up", label: "Smoothness buffer",
detail: "How many frames Smoothness holds — each adds about a refresh of "
+ "display latency and absorbs about a refresh of jitter. Only applies "
+ "when prioritizing smoothness.",
@@ -530,22 +389,22 @@ struct GamepadSettingsView: View {
) { smoothBuffer = $0 },
choiceRow(
id: "audio", tab: .audio, icon: "speaker.wave.2", label: "Audio channels",
id: "audio", header: "Audio", icon: "speaker.wave.2", label: "Audio channels",
detail: "The speaker layout requested from the host.",
options: SettingsOptions.audioChannels, current: audioChannels
) { audioChannels = $0 },
toggleRow(
id: "mic", tab: .audio, icon: "mic", label: "Microphone",
id: "mic", icon: "mic", label: "Microphone",
detail: "Send this device's microphone to the host's virtual mic.",
value: $micEnabled),
toggleRow(
id: "echoCancel", tab: .audio, icon: "waveform", label: "Echo cancellation",
id: "echoCancel", icon: "waveform", label: "Echo cancellation",
detail: "Cancel the audio this device plays out of the mic signal — stops "
+ "speaker setups feeding the game back to the host.",
value: $echoCancel),
toggleRow(
id: "padForward", tab: .controller, icon: "gamecontroller",
id: "padForward", header: "Controller", icon: "gamecontroller",
label: "Forward controllers",
detail: "Send this device's controllers to the host. Turn it off when your "
+ "controller already reaches the host another way — USB passthrough such "
@@ -556,28 +415,26 @@ struct GamepadSettingsView: View {
// `.disabled(!effective.gamepadForwarding)`. This screen could not express it until
// `Row.enabled` existed, so it alone left them live and steppable.
choiceRow(
id: "pad", tab: .controller, icon: "gamecontroller", label: "Use controller",
id: "pad", icon: "gamecontroller", label: "Use controller",
detail: "Which pad is forwarded to the host, as player 1.",
options: controllers, current: gamepads.preferredID,
enabled: gamepadForwarding
) { gamepads.preferredID = $0 },
choiceRow(
id: "padType", tab: .controller, icon: "dpad", label: "Controller type",
id: "padType", icon: "dpad", label: "Controller type",
detail: "The virtual pad the host creates — Automatic matches this controller.",
options: SettingsOptions.padTypes, current: gamepadType,
enabled: gamepadForwarding
) { gamepadType = $0 },
choiceRow(
id: "systemButtons", tab: .controller, icon: "house.circle",
label: "Guide button",
id: "systemButtons", icon: "house.circle", label: "Guide button",
detail: "Where the guide (Xbox/PS) and share presses go while streaming — "
+ "Automatic sends them to the host whenever this device delivers them.",
options: SettingsOptions.systemButtons, current: systemButtons,
enabled: gamepadForwarding
) { systemButtons = $0 },
choiceRow(
id: "guideGesture", tab: .controller, icon: "hand.point.up.left",
label: "Hold Select for guide",
id: "guideGesture", icon: "hand.point.up.left", label: "Hold Select for guide",
detail: "Hold Select alone to press the host's guide button — keep holding "
+ "for a Gaming-Mode host's quick-access menu. A tap still goes through.",
options: SettingsOptions.guideGestures, current: guideGesture,
@@ -585,47 +442,33 @@ struct GamepadSettingsView: View {
) { guideGesture = $0 },
choiceRow(
id: "palette", tab: .interface, icon: "paintpalette", label: "Background",
detail: "The colour family this backdrop drifts through — it changes as you "
+ "step, so pick by looking. Appearance only.",
options: GamepadPalette.all.map { (label: $0.name, tag: $0.id) },
current: GamepadPalette.named(paletteID).id
) { paletteID = $0 },
toggleRow(
id: "autoWake", tab: .interface, icon: "power", label: "Auto-wake on connect",
detail: "Send Wake-on-LAN to a sleeping saved host and wait for it before "
+ "streaming. Off connects straight through.",
value: $autoWakeEnabled),
choiceRow(
id: "hud", tab: .interface, icon: "chart.bar", label: "Statistics overlay",
id: "hud", header: "Interface", icon: "chart.bar", label: "Statistics overlay",
detail: "How much to show while streaming — Compact is a one-line pill, "
+ "Detailed adds the latency stage breakdown.",
options: SettingsOptions.statsVerbosities, current: statsVerbosityRaw
) { statsVerbosityRaw = $0 },
choiceRow(
id: "hudPlacement", tab: .interface, icon: "rectangle.inset.topright.filled",
label: "Overlay position",
id: "hudPlacement", icon: "rectangle.inset.topright.filled", label: "Overlay position",
detail: "Which corner the statistics overlay sits in.",
options: SettingsOptions.hudPlacements, current: hudPlacement
) { hudPlacement = $0 },
toggleRow(
id: "library", tab: .interface, icon: "square.grid.2x2", label: "Game library",
id: "library", icon: "square.grid.2x2", label: "Game library",
detail: "Browse and launch the host's games with \(buttonName(\.buttonY, "Y")).",
value: $libraryEnabled),
toggleRow(
id: "gamepadUI", tab: .interface, icon: "hand.tap",
label: "Controller-optimized UI",
id: "gamepadUI", icon: "hand.tap", label: "Controller-optimized UI",
detail: "Turn off to use the touch interface even with a controller connected.",
value: $gamepadUIEnabled),
]
#if os(macOS)
// The windowed safe-present toggle slots in after "Smoothness buffer" (staying inside
// the Video tab) macOS only, mirroring the touch SettingsView's Presentation row
// the Video group) macOS only, mirroring the touch SettingsView's Presentation row
// (the DCP swapID-panic mitigation; see DefaultsKey.windowedSafePresent).
if let at = list.firstIndex(where: { $0.id == "smoothBuffer" }) {
list.insert(
toggleRow(
id: "windowedSafePresent", tab: .video, icon: "macwindow.badge.plus",
id: "windowedSafePresent", icon: "macwindow.badge.plus",
label: "Safe windowed presentation",
detail: "Windowed streams present in step with the compositor — avoids a "
+ "macOS display-driver crash on high-refresh displays, at a small "
@@ -635,14 +478,14 @@ struct GamepadSettingsView: View {
}
#endif
#if os(iOS)
// The device-rumble mirror slots in after "Controller type", inside the Controller tab.
// iPhone only in practice: hidden where the device itself can't play haptics (iPad).
// The device-rumble mirror slots in after "Controller type" (staying inside the
// Controller group the next row carries the "Interface" header). iPhone only in
// practice: hidden where the device itself can't play haptics (iPad).
if CHHapticEngine.capabilitiesForHardware().supportsHaptics,
let at = list.firstIndex(where: { $0.id == "padType" }) {
list.insert(
toggleRow(
id: "deviceRumble", tab: .controller,
icon: "iphone.radiowaves.left.and.right",
id: "deviceRumble", icon: "iphone.radiowaves.left.and.right",
label: "Rumble on this iPhone",
detail: "Also play player 1's rumble on the phone's own Taptic Engine — "
+ "for clip-on pads without rumble motors.",
@@ -662,17 +505,17 @@ struct GamepadSettingsView: View {
private var profileRows: [Row] {
guard !profiles.profiles.isEmpty else {
return [Row(
id: "noProfiles", tab: .profiles, icon: "slider.horizontal.3",
id: "noProfiles", header: "Profiles", icon: "slider.horizontal.3",
label: "No profiles yet", value: "",
detail: emptyCatalogDetail,
adjustable: false,
adjust: { _ in false }, activate: {})]
}
return profiles.profiles.map { profile in
return profiles.profiles.enumerated().map { i, profile in
let pins = store.hosts
.filter { ($0.pinnedProfileIDs ?? []).contains(profile.id) }.count
return Row(
id: "profile-\(profile.id)", tab: .profiles,
id: "profile-\(profile.id)", header: i == 0 ? "Profiles" : nil,
icon: "slider.horizontal.3", label: profile.name,
value: pins == 0 ? "Not pinned" : "Pinned to \(pins) host\(pins == 1 ? "" : "s")",
detail: profileDetail,
@@ -694,8 +537,7 @@ struct GamepadSettingsView: View {
private func pinRows(for profile: StreamProfile) -> [Row] {
guard !store.hosts.isEmpty else {
return [Row(
id: "noHosts", tab: .profiles, icon: "desktopcomputer",
label: "No saved hosts yet",
id: "noHosts", icon: "desktopcomputer", label: "No saved hosts yet",
value: "",
detail: "Pair with a host first, then pin this profile to it.",
adjustable: false,
@@ -705,7 +547,7 @@ struct GamepadSettingsView: View {
let hostID = host.id
let pinned = (host.pinnedProfileIDs ?? []).contains(profile.id)
return Row(
id: "pinHost-\(hostID.uuidString)", tab: .profiles, icon: "desktopcomputer",
id: "pinHost-\(hostID.uuidString)", icon: "desktopcomputer",
label: host.displayName,
value: pinned ? "Pinned" : "Off",
detail: "A pinned profile appears as its own card on the host — one press "
@@ -767,13 +609,13 @@ struct GamepadSettingsView: View {
// MARK: - Row builders
private func choiceRow<T: Equatable>(
id: String, tab: GpSettingsTab, icon: String, label: String, detail: String,
id: String, header: String? = nil, icon: String, label: String, detail: String,
options: [(label: String, tag: T)], current: T, enabled: Bool = true,
write: @escaping (T) -> Void
) -> Row {
let index = options.firstIndex { $0.tag == current }
return Row(
id: id, tab: tab, icon: icon, label: label,
id: id, header: header, icon: icon, label: label,
value: index.map { options[$0].label } ?? "",
detail: detail,
enabled: enabled,
@@ -796,11 +638,11 @@ struct GamepadSettingsView: View {
}
private func toggleRow(
id: String, tab: GpSettingsTab, icon: String, label: String, detail: String,
id: String, header: String? = nil, icon: String, label: String, detail: String,
value: Binding<Bool>, enabled: Bool = true
) -> Row {
Row(
id: id, tab: tab, icon: icon, label: label,
id: id, header: header, icon: icon, label: label,
value: value.wrappedValue ? "On" : "Off",
detail: detail,
enabled: enabled,
@@ -171,26 +171,14 @@ enum SettingsOptions {
/// This device's native mode first, then the presets, deduped by dimensions (native wins a
/// tie).
///
/// On iOS the native row is followed by its **safe-area** variant, which is the same mode
/// narrowed so the picture clears the sensor housing and the rounded corners see
/// [`SafeDisplay`] for why a narrower mode is the whole fix. It is emitted unconditionally and
/// left to the dedup below: on a device with no housing the two modes are identical, the
/// duplicate is dropped, and no pointless row appears.
@MainActor
static func resolutionModes() -> [(name: String, w: Int, h: Int)] {
var native: [(name: String, w: Int, h: Int)] = []
#if os(iOS) || os(tvOS)
let bounds = UIScreen.main.nativeBounds // portrait-oriented pixels (tvOS: the TV mode)
let nativeW = Int(max(bounds.width, bounds.height))
let nativeH = Int(min(bounds.width, bounds.height))
native = [("This device", nativeW, nativeH)]
#if os(iOS)
let safe = SafeDisplay.mode(
nativeWidth: nativeW, nativeHeight: nativeH,
sideInsetPoints: mainWindowSideInset(), scale: UIScreen.main.nativeScale)
native.append(("This device (safe area)", safe.width, safe.height))
#endif
native = [("This device",
Int(max(bounds.width, bounds.height)),
Int(min(bounds.width, bounds.height)))]
#else
if let screen = NSScreen.main {
let scale = screen.backingScaleFactor
@@ -203,26 +191,6 @@ enum SettingsOptions {
return (native + resolutionPresets).filter { seen.insert("\($0.w)x\($0.h)").inserted }
}
#if os(iOS)
/// The key window's per-side safe-area inset in points, resolved for the LANDSCAPE stream even
/// when this settings screen is currently portrait (see `SafeDisplay.sideInsetPoints`).
///
/// Zero when no window is up yet the safe mode then equals the native one and `resolutionModes`
/// dedups the row away, which is the right answer for a device we can't measure.
@MainActor
private static func mainWindowSideInset() -> Double {
let insets = UIApplication.shared.connectedScenes
.compactMap { $0 as? UIWindowScene }
.flatMap(\.windows)
.first { $0.isKeyWindow }?
.safeAreaInsets
guard let insets else { return 0 }
return SafeDisplay.sideInsetPoints(
left: Double(insets.left), right: Double(insets.right), top: Double(insets.top),
isPhone: UIDevice.current.userInterfaceIdiom == .phone)
}
#endif
/// Refresh rates the device can actually display (no point asking the host to render frames
/// the screen can't show), plus any stored custom value so it stays selectable.
@MainActor
@@ -80,12 +80,6 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
let shape: S
var tint: Color?
var interactive = false
/// The console surface follows the background palette: a PALE field needs the material to
/// frost light and the glass to read as white, or the dark ink on top of it disappears.
/// Defaults to the dark ink, so every non-gamepad caller is unchanged.
@Environment(\.gamepadInk) private var ink
private var scheme: ColorScheme { ink.isLight ? .light : .dark }
func body(content: Content) -> some View {
#if os(tvOS)
@@ -95,16 +89,16 @@ private struct ConsoleGlass<S: Shape>: ViewModifier {
// the 10-foot platform). The tint rides an overlay so the focused row keeps its wash.
content.background {
shape.fill(.ultraThinMaterial)
.environment(\.colorScheme, scheme)
.environment(\.colorScheme, .dark)
.overlay {
if let tint { shape.fill(tint) }
}
}
#else
if #available(iOS 26, macOS 26, *) {
content.glassEffect(glass, in: shape).environment(\.colorScheme, scheme)
content.glassEffect(glass, in: shape)
} else {
content.background { shape.fill(.ultraThinMaterial).environment(\.colorScheme, scheme) }
content.background { shape.fill(.ultraThinMaterial).environment(\.colorScheme, .dark) }
}
#endif
}
@@ -15,16 +15,10 @@ import os
/// audible blip". It is now the same two-stage scheme the Rust clients share
/// (`punktfunk_core::audio::JitterPolicy`): a slow depth average that sits above target for a
/// sustained window sheds ONE 5 ms frame with a crossfade, and the hard cap is only a backstop.
///
/// **Adaptive depth.** The target is a floor, not a constant: repeated genuine underruns grow it
/// a step at a time (`noteRead`, mirroring `JitterPolicy::note_read`) up to `maxTargetMS`, and a
/// long quiet spell relaxes it back toward the base so a session on Wi-Fi that bunches arrivals
/// deepens until it stops crackling, while a clean LAN keeps the tight base latency. Keep the
/// constants here in step with `JitterTuning.COREAUDIO`.
/// Keep the constants here in step with `JitterTuning.COREAUDIO`.
final class AudioRing: @unchecked Sendable {
/// Mirrors `JitterTuning::COREAUDIO` see that type for the rationale.
private static let targetMS = 20
private static let maxTargetMS = 70
private static let headroomMS = 30
private static let hardCapMS = 90
private static let deprimeAfter = 4
@@ -39,15 +33,6 @@ final class AudioRing: @unchecked Sendable {
private static let crossfadeMS = 2
/// Time constant of the depth average.
private static let ewmaTauMS = 1_000
/// Adaptive target floor, mirroring `JitterPolicy::note_read`: this many genuine underruns
/// inside one window grow the live target a step (up to `maxTargetMS`), and a long quiet
/// spell relaxes it a step back toward the base so only the sessions that actually starve
/// (Wi-Fi power-save bunching is the classic) pay for extra depth, and only while they need
/// it. All spans are measured in consumed samples, like the Rust policy.
private static let growUnderruns = 3
private static let growWindowMS = 5_000
private static let growStepMS = 10
private static let shrinkQuietMS = 30_000
private var buf: [Float]
private var readIdx = 0
@@ -57,14 +42,6 @@ final class AudioRing: @unchecked Sendable {
private var emptyReads = 0
private var depthAvg: Double = 0
private var overRun = 0
/// The live target in interleaved samples `targetMS` grown by underrun pressure
/// (`noteRead`), never below the base. Set in `init` (needs `perMS`).
private var targetLive = 0
/// Underruns seen in the current growth window, and the window's consumed-sample count.
private var underrunsInWindow = 0
private var windowRun = 0
/// Consumed samples since the last underrun (drives the relax-back-down step).
private var quietRun = 0
/// Reported, not acted on: short reads that actually starved the callback, and smooth drift
/// corrections. A rising underrun count means the ring is being starved (network or CPU),
/// which is a different problem from the depth being wrong.
@@ -80,14 +57,12 @@ final class AudioRing: @unchecked Sendable {
buf = [Float](repeating: 0, count: capacity)
self.channels = channels
perMS = 48 * channels
targetLive = Self.targetMS * perMS
}
/// Effective target depth in interleaved samples: the (adaptively grown) live target, lifted
/// so it can always serve one device quantum plus a packet (a large-buffer device cannot
/// sustain a target below its own quantum).
/// Live target depth in interleaved samples, lifted so it can always serve one device quantum
/// plus a packet (a large-buffer device cannot sustain a target below its own quantum).
private var target: Int {
max(targetLive, renderQuantum + Self.frameMS * perMS)
max(Self.targetMS * perMS, renderQuantum + Self.frameMS * perMS)
}
func write(_ samples: UnsafePointer<Float>, count: Int) {
@@ -105,13 +80,8 @@ final class AudioRing: @unchecked Sendable {
buf[(writeIdx + i) % capacity] = samples[i]
}
writeIdx += count
// Backstop only: the smooth shed in `read` is what normally holds the depth down. The
// hard cap must always leave room for one device quantum past the target (mirrors the
// Rust policy's `.max(target + want)`) or a large-quantum device would trim itself into
// a permanent underrun.
let cap = max(
min(target + Self.headroomMS * perMS, Self.hardCapMS * perMS),
target + renderQuantum)
// Backstop only: the smooth shed in `read` is what normally holds the depth down.
let cap = min(target + Self.headroomMS * perMS, Self.hardCapMS * perMS)
if writeIdx - readIdx > cap {
readIdx = writeIdx - cap
depthAvg = Double(cap)
@@ -163,43 +133,13 @@ final class AudioRing: @unchecked Sendable {
readIdx += n
if n < count {
for i in n..<count { out[i] = 0 }
}
noteRead(ranShort: n < count, count: count)
}
/// The outcome accounting of one primed read the Swift mirror of
/// `JitterPolicy::note_read`. A short read drives both the de-prime hysteresis (a single
/// transient drain must not manufacture a whole target's worth of fresh silence) and the
/// adaptive target floor: a device that genuinely keeps starving gets more slack, one step
/// per window, capped and gives it back after a long quiet spell, so one bad minute
/// doesn't cost latency for the rest of the session. Caller holds the lock.
private func noteRead(ranShort: Bool, count: Int) {
windowRun += count
if windowRun >= Self.growWindowMS * perMS {
windowRun = 0
underrunsInWindow = 0
}
if ranShort {
quietRun = 0
// De-prime only after a RUN of short reads: a single transient drain must not
// manufacture a whole target's worth of fresh silence.
emptyReads += 1
underrunCount += 1
if emptyReads >= Self.deprimeAfter {
primed = false
emptyReads = 0
}
underrunsInWindow += 1
if underrunsInWindow >= Self.growUnderruns {
underrunsInWindow = 0
windowRun = 0
targetLive = min(targetLive + Self.growStepMS * perMS, Self.maxTargetMS * perMS)
}
if emptyReads >= Self.deprimeAfter { primed = false }
} else {
emptyReads = 0
quietRun += count
if quietRun >= Self.shrinkQuietMS * perMS {
quietRun = 0
targetLive = max(targetLive - Self.growStepMS * perMS, Self.targetMS * perMS)
}
}
}
@@ -9,25 +9,6 @@
//
// iOS/tvOS gate Bonjour browsing on Info.plist `NSBonjourServices` listing `_punktfunk._udp`
// (Config/Info.plist) without it the system blocks the browse and nothing is returned.
//
// SELF-HEALING is what the bookkeeping below is for. Neither Network.framework primitive
// recovers on its own, and all three failure modes read as "the host isn't there":
//
// - `browseResultsChangedHandler` fires only when the result SET changes. A service that is
// found but whose resolve fails is never re-offered from the browser's point of view
// nothing changed so one unlucky resolve hid that host for the life of the process.
// - `NWConnection` has no timeout. A resolve that cannot complete (v6-only advert against our
// IPv4 pin, Wi-Fi still associating, host mid-reboot) parks in `.preparing`/`.waiting`
// forever instead of failing, so the retry path above was never even reached.
// - `NWBrowser` parks in `.waiting` when the browse is blocked. On iOS that is where the LOCAL
// NETWORK PRIVACY gate lands the first launch after install: the browse starts, the system
// puts up its "find and connect to devices on your local network" prompt, and the browser
// waits. Granting permission does NOT revive that browser only a new one sees the grant.
//
// Every one of those presented as "restarting the app fixes it", which is what field reports
// described. A 1 Hz `sweep` therefore times out stuck resolves, retries failed ones on a backoff
// and re-arms a browser that stopped working; `refresh()` forces the same recovery immediately,
// behind the UI's pull-to-refresh and Refresh button.
#if canImport(Network)
import Foundation
@@ -67,50 +48,12 @@ public struct DiscoveredHost: Identifiable, Sendable, Equatable {
public final class HostDiscovery: ObservableObject {
/// Currently-visible hosts, deduped by `id`, sorted by name. Main-actor.
@Published public private(set) var hosts: [DiscoveredHost] = []
/// True for a moment after a rescan is kicked off, so a Refresh control can show that it did
/// something on the surfaces with no pull-to-refresh spinner of their own (macOS, tvOS).
@Published public private(set) var isScanning = false
private var browser: NWBrowser?
/// Every service the browser currently reports, keyed by the endpoint's description (a stable,
/// Sendable handle we can capture into the resolve callbacks without smuggling non-Sendable
/// Network types across hops). Held not just diffed so a retry can re-resolve a service
/// the browser will never report again (see the file header).
private var services: [String: NWBrowser.Result] = [:]
/// The transport address a completed resolve produced, per service key. The rest of a
/// `DiscoveredHost` comes from the advert's TXT, which is re-read on every browse report.
private var addresses: [String: (host: String, port: UInt16)] = [:]
/// Keyed by the service endpoint's description (a stable, Sendable handle we can capture
/// into the resolve callbacks without smuggling non-Sendable Network types across hops).
private var resolved: [String: DiscoveredHost] = [:]
private var connections: [String: NWConnection] = [:]
/// Deadline for each in-flight resolve `NWConnection` has none of its own.
private var deadlines: [String: Date] = [:]
/// Consecutive failed resolves per service, and when the next attempt is allowed.
private var failures: [String: Int] = [:]
private var retryAt: [String: Date] = [:]
/// Services whose address should be re-resolved even though we already have one set by
/// `refresh()`. The old address keeps showing until the new one lands, so a rescan never
/// blinks the list empty; without this a manual Refresh silently skipped every host it had
/// already resolved, which is exactly the host whose address may have moved.
private var staleAddresses: Set<String> = []
/// Consecutive non-ready browser states, and when to tear it down and re-arm. nil = healthy.
private var browserFailures = 0
private var browserRearmAt: Date?
/// Bumped on every re-arm so callbacks from a superseded browser and from the resolves it
/// started are ignored instead of clobbering the current generation's bookkeeping.
private var generation = 0
/// The 1 Hz maintenance tick. Nothing else re-drives a stuck resolve or a sick browser.
private var sweep: Task<Void, Never>?
private var scanningUntil: Date?
/// A LAN resolve answers in milliseconds; this only has to outlast a slow Wi-Fi wake.
private static let resolveTimeout: TimeInterval = 6
/// How long `isScanning` holds and `rescan()` waits after a manual refresh.
private static let scanSettle: TimeInterval = 1.5
/// 1s, 2s, 4s, 8s capped at 30s, for the resolve retry and the browser re-arm alike. Long
/// enough that a genuinely-down network doesn't spin the main queue, short enough that a host
/// coming back is picked up while the user is still looking at the screen.
private static func backoff(_ failures: Int) -> TimeInterval {
min(pow(2, Double(max(0, failures - 1))), 30)
}
public init() {}
@@ -120,73 +63,34 @@ public final class HostDiscovery: ObservableObject {
guard !debugPinned else { return } // a seeded advert set outranks the live LAN
#endif
guard browser == nil else { return }
armBrowser()
startSweep()
let browser = NWBrowser(
for: .bonjourWithTXTRecord(type: "_punktfunk._udp", domain: nil),
using: NWParameters())
browser.browseResultsChangedHandler = { results, _ in
MainActor.assumeIsolated { [weak self] in self?.reconcile(results) }
}
browser.stateUpdateHandler = { state in
// A failed browser never recovers on its own; tear down and re-arm so transient
// network changes (Wi-Fi flip, VPN) don't leave discovery silently dead.
MainActor.assumeIsolated { [weak self] in
if case .failed = state { self?.restart() }
}
}
self.browser = browser
browser.start(queue: .main)
}
/// Stop browsing and drop all discovered state.
public func stop() {
sweep?.cancel()
sweep = nil
generation &+= 1
browser?.cancel()
browser = nil
for conn in connections.values { conn.cancel() }
connections.removeAll()
deadlines.removeAll()
services.removeAll()
addresses.removeAll()
failures.removeAll()
retryAt.removeAll()
staleAddresses.removeAll()
browserFailures = 0
browserRearmAt = nil
scanningUntil = nil
if isScanning { isScanning = false }
resolved.removeAll()
if !hosts.isEmpty { hosts = [] }
}
/// Force a rescan now: re-arm the browser and retry every service whose resolve had failed,
/// clearing the backoffs so nothing is left waiting. This is the manual escape hatch for the
/// failure modes in the file header and the only thing that clears the iOS local-network
/// permission gate without an app restart, since only a NEW browser sees a permission the
/// user granted after the old one started.
///
/// Also starts discovery if it wasn't running, so a Refresh button does the obvious thing.
public func refresh() {
#if DEBUG
guard !debugPinned else { return } // as in `start()` the harness's set is the truth
#endif
isScanning = true
scanningUntil = Date().addingTimeInterval(Self.scanSettle)
failures.removeAll()
retryAt.removeAll()
staleAddresses = Set(services.keys)
browserFailures = 0
armBrowser()
startSweep()
pump()
}
/// `refresh()` for a `.refreshable` gesture: holds briefly so the control's spinner reflects a
/// browse that had time to answer instead of blinking out instantly.
public func rescan() async {
refresh()
try? await Task.sleep(nanoseconds: UInt64(Self.scanSettle * 1_000_000_000))
}
/// `refresh()`, but only when discovery is already running the app-foreground hook. iOS
/// suspends a backgrounded process's browse and `onAppear`/`onDisappear` don't fire across
/// background/foreground, so a browse that died while suspended stayed dead on return; this
/// re-arms it without starting a browse on a screen that deliberately isn't browsing
/// (mid-session, where the home tore discovery down).
public func refreshIfRunning() {
guard browser != nil else { return }
refresh()
}
deinit {
sweep?.cancel()
browser?.cancel()
for conn in connections.values { conn.cancel() }
}
@@ -220,103 +124,48 @@ public final class HostDiscovery: ObservableObject {
}
#endif
// MARK: - Browser
/// Build and start a fresh browser, retiring the previous one and every resolve it started.
/// Those resolves' callbacks are gated on `generation`, so they must not be left holding map
/// entries `pump()` restarts them against the new generation.
private func armBrowser() {
generation &+= 1
browser?.cancel()
for conn in connections.values { conn.cancel() }
connections.removeAll()
deadlines.removeAll()
browserRearmAt = nil
let generation = self.generation
let browser = NWBrowser(
for: .bonjourWithTXTRecord(type: "_punktfunk._udp", domain: nil),
using: NWParameters())
browser.browseResultsChangedHandler = { results, _ in
MainActor.assumeIsolated { [weak self] in
guard let self, generation == self.generation else { return }
self.reconcile(results)
}
}
browser.stateUpdateHandler = { state in
MainActor.assumeIsolated { [weak self] in
guard let self, generation == self.generation else { return }
self.browserStateChanged(state)
}
}
self.browser = browser
browser.start(queue: .main)
private func restart() {
stop()
start()
}
/// A browser that stops working never recovers on its own, and it has two ways to stop:
/// `.failed` (dead) and `.waiting` (blocked a network change, or the iOS local-network
/// permission gate described in the file header). Schedule a re-arm for both, on a backoff:
/// re-arming synchronously on `.failed` alone both missed the permission case entirely and
/// could spin the main queue on a browser that fails instantly every time.
private func browserStateChanged(_ state: NWBrowser.State) {
switch state {
case .ready:
browserFailures = 0
browserRearmAt = nil
case .failed, .waiting:
guard browserRearmAt == nil else { return } // one re-arm already scheduled
browserFailures += 1
browserRearmAt = Date().addingTimeInterval(Self.backoff(browserFailures))
default:
break // .setup / .cancelled nothing to heal
}
}
/// Diff the browser's current result set against what we're tracking: drop departed services,
/// record the rest re-reading the advert every time, so a host that re-keys, moves or flips
/// its pairing policy republishes under the same name and the card follows it then resolve
/// whatever still needs an address.
/// Diff the browser's current result set against what we're tracking: drop departed
/// services, resolve newly-seen ones.
private func reconcile(_ results: Set<NWBrowser.Result>) {
var live: Set<String> = []
let live = Set(results.map { Self.key($0) })
for key in resolved.keys where !live.contains(key) { resolved[key] = nil }
for key in connections.keys where !live.contains(key) {
connections[key]?.cancel()
connections[key] = nil
}
for result in results {
let key = Self.key(result)
live.insert(key)
services[key] = result
if resolved[key] == nil, connections[key] == nil { resolve(result) }
}
for key in Array(services.keys) where !live.contains(key) { forget(key) }
publish()
pump()
}
private func forget(_ key: String) {
connections[key]?.cancel()
connections[key] = nil
deadlines[key] = nil
services[key] = nil
addresses[key] = nil
failures[key] = nil
retryAt[key] = nil
staleAddresses.remove(key)
}
// MARK: - Resolve
/// Start the resolves that are due: every live service with no address yet, nothing in flight,
/// and past its retry time.
private func pump() {
let now = Date()
for (key, result) in services {
guard addresses[key] == nil || staleAddresses.contains(key) else { continue }
guard connections[key] == nil else { continue }
if let at = retryAt[key], at > now { continue }
resolve(key, result)
}
}
/// Resolve one service to IP:port via a short UDP connection (it reaches `.ready` once the
/// path is established no data is sent). The TXT is NOT read here: it comes from the browse
/// result at publish time, so a re-advertised host doesn't need a fresh resolve to be re-read.
private func resolve(_ key: String, _ result: NWBrowser.Result) {
/// path is established no data is sent), reading the TXT up front so the callback only
/// captures Sendable values + the endpoint key.
private func resolve(_ result: NWBrowser.Result) {
let key = Self.key(result)
let name = Self.instanceName(result.endpoint)
var fp: String?
var pair: String?
var id: String?
var macs: [String] = []
var osChain = ""
if case let .bonjour(txt) = result.metadata {
fp = Self.entry(txt, "fp")
pair = Self.entry(txt, "pair")
id = Self.entry(txt, "id")
macs = (Self.entry(txt, "mac") ?? "")
.split(separator: ",")
.map { $0.trimmingCharacters(in: .whitespaces) }
.filter { !$0.isEmpty }
osChain = sanitizeOsChain(Self.entry(txt, "os") ?? "")
}
// Resolve over IPv4 only: Network.framework prefers IPv6 (RFC 6724), and the host's OS
// mDNS responder often answers AAAA for its hostname even though the punktfunk host stack
// (control QUIC + data UDP) binds IPv4 sockets exclusively a v6-resolved address would
@@ -328,132 +177,51 @@ public final class HostDiscovery: ObservableObject {
}
let conn = NWConnection(to: result.endpoint, using: params)
connections[key] = conn
deadlines[key] = Date().addingTimeInterval(Self.resolveTimeout)
let generation = self.generation
conn.stateUpdateHandler = { state in
MainActor.assumeIsolated { [weak self] in
// Look the connection back up rather than capturing it capturing it here would
// retain the connection through its own handler.
guard let self, generation == self.generation,
let conn = self.connections[key] else { return }
guard let self, let conn = self.connections[key] else { return }
switch state {
case .ready:
let endpoint = conn.currentPath?.remoteEndpoint
self.connections[key] = nil
self.deadlines[key] = nil
conn.cancel()
if case let .hostPort(host, port)? = endpoint,
if case let .hostPort(host, port)? = conn.currentPath?.remoteEndpoint,
let address = Self.hostString(host) {
self.addresses[key] = (address, port.rawValue)
self.failures[key] = nil
self.retryAt[key] = nil
self.staleAddresses.remove(key)
self.resolved[key] = DiscoveredHost(
id: (id?.isEmpty == false) ? id! : name,
name: name, host: address, port: port.rawValue,
fingerprintHex: fp, requiresPairing: pair == "required",
allowsTofu: pair == "optional", macAddresses: macs,
osChain: osChain)
self.publish()
} else {
// Ready but no usable remote a failed attempt, not a finished one.
self.resolveFailed(key)
}
conn.cancel()
self.connections[key] = nil
case .failed, .cancelled:
self.connections[key] = nil
self.deadlines[key] = nil
self.resolveFailed(key)
default:
break // .preparing / .waiting the sweep's deadline is what ends these
break
}
}
}
conn.start(queue: .main)
}
private func resolveFailed(_ key: String) {
let count = (failures[key] ?? 0) + 1
failures[key] = count
retryAt[key] = Date().addingTimeInterval(Self.backoff(count))
}
// MARK: - Sweep
private func startSweep() {
sweep?.cancel()
sweep = Task { [weak self] in
while !Task.isCancelled {
try? await Task.sleep(nanoseconds: 1_000_000_000)
guard !Task.isCancelled, let self else { return }
self.tick()
}
}
}
private func tick() {
let now = Date()
// Time out the resolves that parked. Without this they never end, and `pump()` skips a
// service that has a connection in flight so that host stayed invisible indefinitely.
for key in deadlines.filter({ $0.value <= now }).keys {
connections[key]?.cancel()
connections[key] = nil
deadlines[key] = nil
resolveFailed(key)
}
if let at = browserRearmAt, at <= now { armBrowser() }
pump()
if let until = scanningUntil, until <= now {
scanningUntil = nil
isScanning = false
}
}
// MARK: - Publish
/// Publish the live adverts that have an address, deduped by `id` (a host on several
/// interfaces / re-advertising collapses to one row), sorted by name.
/// Publish the resolved set, deduped by `id` (a host on several interfaces / re-advertising
/// collapses to one row), sorted by name.
private func publish() {
var byID: [String: DiscoveredHost] = [:]
for key in services.keys.sorted() {
guard let result = services[key], let address = addresses[key] else { continue }
let host = Self.host(from: result, address: address.host, port: address.port)
byID[host.id] = host
}
for host in resolved.values { byID[host.id] = host }
let next = byID.values.sorted {
$0.name.localizedCaseInsensitiveCompare($1.name) == .orderedAscending
}
if next != hosts { hosts = next }
}
/// Join a browse result's advert (instance name + TXT) to a resolved address.
private static func host(
from result: NWBrowser.Result, address: String, port: UInt16
) -> DiscoveredHost {
let name = instanceName(result.endpoint)
var fp: String?
var pair: String?
var id: String?
var macs: [String] = []
var osChain = ""
if case let .bonjour(txt) = result.metadata {
fp = entry(txt, "fp")
pair = entry(txt, "pair")
id = entry(txt, "id")
macs = (entry(txt, "mac") ?? "")
.split(separator: ",")
.map { $0.trimmingCharacters(in: .whitespaces) }
.filter { !$0.isEmpty }
osChain = sanitizeOsChain(entry(txt, "os") ?? "")
}
return DiscoveredHost(
id: (id?.isEmpty == false) ? id! : name,
name: name, host: address, port: port,
fingerprintHex: fp, requiresPairing: pair == "required",
allowsTofu: pair == "optional", macAddresses: macs,
osChain: osChain)
}
private static func key(_ result: NWBrowser.Result) -> String {
"\(result.endpoint)"
}
private static func instanceName(_ endpoint: NWEndpoint) -> String {
if case let .service(name, _, _, _) = endpoint { return name }
return "Punktfunk host"
return "punktfunk host"
}
private static func entry(_ txt: NWTXTRecord, _ field: String) -> String? {
@@ -38,46 +38,12 @@ public struct LaunchSpec: Codable, Hashable, Sendable {
/// One title in the unified library. `id` is store-qualified: `steam:<appid>` / `custom:<id>`.
public struct GameEntry: Codable, Hashable, Identifiable, Sendable {
public var id: String
public var store: String // "steam" | "custom" | "lutris" | "heroic" | "epic" | "gog" | "xbox"
public var store: String // "steam" | "custom"
public var title: String
public var art: Artwork
public var launch: LaunchSpec?
/// `"game"` (the default, and what an older host omits) or `"launcher"` an entry that opens
/// the launcher itself (Steam Big Picture, Heroic) rather than a title. Deliberately a plain
/// optional String: the host owns the vocabulary, and an unknown future value must never fail
/// the whole library decode. Anything that isn't `"launcher"` is a game (design D4).
public var role: String?
public var isCustom: Bool { store == "custom" }
/// Whether this entry opens a launcher rather than a game.
public var isLauncher: Bool { role == "launcher" }
/// Display name for the store badge the same table the Rust clients use
/// (`pf-console-ui::library::store_label`). Before this existed the badge said "Steam" for
/// every non-custom entry, which a Lutris or GOG title made a lie.
public var storeLabel: String {
switch store {
case "steam": return "Steam"
case "custom": return "Custom"
case "heroic": return "Heroic"
case "lutris": return "Lutris"
case "epic": return "Epic"
case "gog": return "GOG"
case "xbox": return "Xbox"
default: return "Game"
}
}
}
public extension Array where Element == GameEntry {
/// Design D4: launcher entries lead the shelf, and the host's title order survives within each
/// group. Applied once where the library is fetched, so no individual view has to remember
/// the rule and a library without launcher entries comes back untouched.
var launchersFirst: [GameEntry] {
let launchers = filter(\.isLauncher)
return launchers.isEmpty ? self : launchers + filter { !$0.isLauncher }
}
}
/// Errors surfaced to the UI so it can guide setup (the common case is "not paired yet").
@@ -1430,49 +1430,6 @@ public final class PunktfunkConnection {
}
}
/// Why a stream session ended the Swift mirror of `PunktfunkEndReason` (ABI v17).
///
/// The distinction that matters to a UI is normal vs alarming, and it is not a spectrum: a
/// player quitting their game and a host falling off the network both arrive as "the session
/// ended". Without this every client wrote one message for all of them, and every client chose
/// an error.
public enum SessionEndReason: UInt8, Sendable {
/// Not ended, or ended before a reason could be observed. Also the fallback for an
/// unrecognized value the core may be newer than this code.
case none = 0
/// This client closed the session. Nothing to report: the UI initiated it.
case local = 1
/// The host's launched game exited. A normal finish, and the one reason worth acting on:
/// go back to the library the title was launched from.
case gameExited = 2
/// The host ended the session deliberately (an operator "End", or it simply finished).
case hostEnded = 3
/// The host closed reporting a failure of its own.
case hostError = 4
/// The connection died rather than being closed: idle timeout, reset, network gone. This
/// and only this is the "the host may be asleep" case.
case lost = 5
/// Is this an ordinary outcome rather than something to alarm the user about? `.none`
/// counts as normal: no evidence of trouble is not evidence of it.
public var isNormal: Bool { self != .hostError && self != .lost }
}
/// Why this session ended. Only meaningful once it HAS ended (a plane threw `.closed`, or
/// `onSessionEnd` fired) before that it is `.none`.
///
/// Read it before tearing the connection down: once `close()` has been requested this reports
/// `.none`, which is the safe direction (the caller falls back to its normal handling).
public var sessionEndReason: SessionEndReason {
guard let h = liveHandle() else { return .none }
var out: UInt8 = 0
guard punktfunk_connection_end_reason(h, &out) == statusOK else { return .none }
return SessionEndReason(rawValue: out) ?? .none
}
/// Shorthand for the single most actionable reason: the host's launched game exited.
public var endedBecauseGameExited: Bool { sessionEndReason == .gameExited }
deinit { close() }
/// Snapshot the handle unless close is pending (callers hold their plane lock).
@@ -186,7 +186,7 @@
same "printed page" as the copyright notice for easier
identification within third-party archives.
Copyright 2026 unom - Enrico Bühler
Copyright 2026 unom
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
@@ -1,6 +1,6 @@
MIT License
Copyright (c) 2026 unom - Enrico Bühler
Copyright (c) 2026 unom
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
File diff suppressed because it is too large Load Diff
@@ -538,25 +538,14 @@ public final class StreamLayerView: NSView {
}
}
/// Tell the host who renders the pointer (the §8 mid-stream render flip). The host may
/// composite one into the video ONLY while we are holding a grabbed, hidden pointer the
/// capture model, engaged. That is the one state with no local cursor on screen.
///
/// Every other state leaves a normal OS cursor visible over the video: the desktop model
/// draws it wearing the host's shape, and a RELEASED view shows the plain arrow. A
/// host-composited pointer then appears *underneath* it as a second cursor and, because a
/// released view forwards no motion, one that never moves. On glass that reads as a frozen
/// duplicate stuck wherever the host pointer was last left (verified: `client_draws=false
/// blended=true live=(-1, 622)` parked on the streamed output's left edge while the user
/// moved their own cursor around freely).
///
/// So "released" counts as WE draw it: the host stops compositing, the client keeps
/// receiving shape/state over the channel (the forwarder only ticks on this side of the
/// flip), and re-engaging is seamless. One edge-detected reconciler, called from every
/// Tell the host who renders the pointer (the §8 mid-stream render flip): we draw it only
/// while the DESKTOP model is engaged (the local OS cursor wears the host shape); under
/// the capture model and while released the host composites it into the video (full
/// fidelity, the pre-channel look). One edge-detected reconciler, called from every
/// transition (chord, engage/release, session start).
private func reconcileCursorRender() {
guard cursorChannelActive, let connection else { return }
let clientDraws = !captured || desktopMouse
let clientDraws = captured && desktopMouse
guard sentClientDraws != clientDraws else { return }
sentClientDraws = clientDraws
connection.setCursorRender(clientDraws: clientDraws)
@@ -225,15 +225,6 @@ public final class StreamViewController: StreamViewControllerBase {
/// How long an escalated attempt reports `prefersPointerLocked == false` before flipping back,
/// so the system observes a real transition instead of coalescing the flip away.
private static let pointerLockForcedOffHold: TimeInterval = 0.05
/// Attempts spent in the QUIET tail (see `scheduleQuietRelock()`), reset with the burst.
private var pointerRelockQuietAttempt = 0
/// When the quiet tail re-asks, measured from the drop. The visible burst above spends its whole
/// budget inside ~0.6 s and the pointer-lock cooldown the platform applies right after its own
/// Escape gesture is about a second, so every one of those attempts asks while the answer can
/// only be no. These land AFTER it. They are "quiet" because unlike the burst they do not hide
/// the cursor or mute motion: the pointer behaves exactly as it does today while they run, so
/// stretching the recovery costs the user nothing if it also fails.
private static let pointerRelockQuietDelays: [TimeInterval] = [1.2, 2.4]
#endif
/// Reads whether the scene's pointer is actually locked right now; nil = state
@@ -349,80 +340,12 @@ public final class StreamViewController: StreamViewControllerBase {
// SwiftUI places us in the hierarchy AFTER start()'s setCaptured(true), and may reparent us
// later re-anchor the chain here so a lock requested before we had a parent still lands.
updatePointerLockChain()
anchorKeyResponder()
}
public override func didMove(toParent parent: UIViewController?) {
super.didMove(toParent: parent)
updatePointerLockChain() // chain shape changed re-anchor (or no-op if not yet in a window)
}
/// Put THIS controller on the responder chain for hardware key presses.
///
/// Nothing of ours is otherwise a first responder during a normal stream: keys arrive on the
/// GameController (`GCKeyboard`) path, which is a parallel HID feed that does not consume the
/// UIKit event, and `StreamLayerUIView` only becomes first responder to summon the SOFT
/// keyboard (it is `UIKeyInput`, so making it one for any other reason would raise the on-screen
/// keyboard mid-game). With no responder of ours in the chain, every hardware key press reaches
/// UIKit unclaimed and an unclaimed press is what lets the system apply its own default for
/// that key. `pressesBegan` below is where we claim Escape; this is what gets it delivered.
///
/// A controller is not `UIKeyInput`, so being first responder raises no keyboard. Deferred to
/// the soft keyboard whenever the view has taken over, so the three-finger-swipe keyboard is
/// unaffected.
///
/// Only while captured the whole claim is scoped to "the stream owns the keyboard", and
/// holding the chain outside that would sit in front of SwiftUI's focus for no reason. Safe to
/// call from anywhere: `start()` engages capture BEFORE SwiftUI puts us in a window (where
/// `becomeFirstResponder` cannot succeed), so `viewDidAppear` calls it again to catch up.
private func anchorKeyResponder() {
guard captured, !streamView.isFirstResponder, !isFirstResponder else { return }
becomeFirstResponder()
}
public override var canBecomeFirstResponder: Bool { true }
/// Claim Escape while the stream owns the keyboard, so the SYSTEM never gets to act on it.
///
/// This is the fix for "Escape hands the mouse back to iPadOS": the platform releases the
/// scene's pointer lock on an Escape that nothing claimed the same "let me out" the web
/// Pointer Lock API mandates. Every recovery attempt before this one fought that release AFTER
/// the fact (a re-lock burst, then a click), and the platform's post-Escape cooldown means the
/// burst is refused by construction. Claiming the press means there is nothing to recover from.
///
/// Escape is forwarded to the host on the GCKeyboard path, which is untouched by this that
/// path never sees the UIKit responder chain, so the host still receives the keystroke and
/// in-game menus still open. Only the system's own interpretation is suppressed.
///
/// Strictly scoped: only while `captured` (the stream owns input), and only Escape. Anything
/// else including every key while the pointer is released goes to `super` untouched, so
/// Escape still dismisses sheets, exits full screen and does everything else it should whenever
/// we are not holding the keyboard. The deliberate ways out are unaffected: and Q are
/// recognized on the GCKeyboard path and clear `captured` themselves.
public override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
let unclaimed = presses.filter { !claimsPress($0) }
if !unclaimed.isEmpty || presses.isEmpty {
super.pressesBegan(unclaimed, with: event)
}
}
public override func pressesEnded(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
let unclaimed = presses.filter { !claimsPress($0) }
if !unclaimed.isEmpty || presses.isEmpty {
super.pressesEnded(unclaimed, with: event)
}
}
public override func pressesCancelled(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
// Never swallowed: a cancelled press is the system taking the key away from us, and
// dropping it here would strand UIKit's own bookkeeping for a press we did claim.
super.pressesCancelled(presses, with: event)
}
/// Is this press one the stream owns outright (Escape while captured)?
private func claimsPress(_ press: UIPress) -> Bool {
captured && press.key?.keyCode == .keyboardEscape
}
#endif
#if os(tvOS)
@@ -555,7 +478,6 @@ public final class StreamViewController: StreamViewControllerBase {
if !down, self.wantsPointerLock, self.pointerLockWasEngaged,
!self.pointerRelockPending, self.pointerLockEngaged() != true {
self.pointerRelockAttempt = 0
self.pointerRelockQuietAttempt = 0 // a real gesture buys a fresh tail too
self.updatePointerLockChain() // a reparent since the drop would break the walk to us
self.requestPointerRelock()
}
@@ -827,16 +749,10 @@ public final class StreamViewController: StreamViewControllerBase {
guard captureEnabled, !captured, connection != nil else { return }
inputCapture?.setForwarding(true, suppressClick: fromClick)
captured = true
// Claim the responder chain for as long as we own the keyboard `pressesBegan` has to
// be delivered to us before it can keep Escape away from the system.
anchorKeyResponder()
} else {
guard captured else { return }
inputCapture?.setForwarding(false)
captured = false
// Hand the chain back: released means Escape is the system's again, and staying first
// responder for a stream that no longer owns input would sit in front of SwiftUI focus.
if isFirstResponder { resignFirstResponder() }
}
setNeedsUpdateOfPrefersPointerLocked()
updatePointerLockChain() // (re)anchor the SwiftUI ancestors so the lock actually resolves
@@ -866,7 +782,6 @@ public final class StreamViewController: StreamViewControllerBase {
pointerLockWasEngaged = true
pointerRelockPending = false
pointerRelockAttempt = 0
pointerRelockQuietAttempt = 0 // granted any scheduled tail finds nothing to do
} else if wantsPointerLock, pointerLockWasEngaged {
requestPointerRelock()
} else {
@@ -875,7 +790,6 @@ public final class StreamViewController: StreamViewControllerBase {
if !wantsPointerLock { pointerLockWasEngaged = false }
pointerRelockPending = false
pointerRelockAttempt = 0
pointerRelockQuietAttempt = 0
}
let useGCMouse = captured && locked
// Lock dropped (or capture ended) while the GCMouse path held a button down: once
@@ -916,12 +830,10 @@ public final class StreamViewController: StreamViewControllerBase {
pointerRelockAttempt = 0
}
guard pointerRelockAttempt < Self.pointerRelockAttemptLimit else {
// Out of VISIBLE budget: give the cursor straight back (the caller invalidates the
// interaction, so it can never stay hidden on a lock the system won't grant) and hand
// off to the quiet tail, which keeps asking after the platform's post-Escape cooldown
// without costing the user anything while it does.
// Out of budget: fall back to exactly today's behavior the iPadOS cursor comes back
// and a click into the video re-captures. The caller invalidates the interaction, so
// the cursor can never stay hidden on a lock the system won't grant.
pointerRelockPending = false
scheduleQuietRelock()
return
}
pointerRelockAttempt += 1
@@ -969,43 +881,6 @@ public final class StreamViewController: StreamViewControllerBase {
}
}
}
/// Keep asking for the lock after the visible burst has given up past the cooldown the
/// platform applies to its own Escape gesture, which is the window the burst spends entirely.
///
/// Deliberately NOT a longer burst. `pointerRelockPending` hides the cursor and mutes absolute
/// motion, which is only tolerable for the couple of frames a fast re-grab takes; holding that
/// for seconds would trade a released pointer for a frozen one. These attempts leave the
/// pointer fully usable if they all fail the user sees exactly today's behaviour, and a click
/// is still the immediate way back.
///
/// Each attempt presents a real falsetrue transition (the same escalation the burst uses on
/// its later tries) because re-asserting a value the system already holds is what didn't take.
/// A grant arrives as a `didChange` `syncPointerLock`, which resets the counters, so a
/// successful attempt silently ends the tail.
private func scheduleQuietRelock() {
guard pointerRelockQuietAttempt < Self.pointerRelockQuietDelays.count else { return }
let delay = Self.pointerRelockQuietDelays[pointerRelockQuietAttempt]
pointerRelockQuietAttempt += 1
DispatchQueue.main.asyncAfter(deadline: .now() + delay) { [weak self] in
guard let self else { return }
// Still wanted, still ours to want, and still not held otherwise the tail is moot.
guard self.wantsPointerLock, self.pointerLockWasEngaged,
self.pointerLockEngaged() != true,
self.view.window?.windowScene?.activationState == .foregroundActive
else { return }
self.pointerLockForcedOff = true
self.setNeedsUpdateOfPrefersPointerLocked()
self.updatePointerLockChain()
DispatchQueue.main.asyncAfter(deadline: .now() + Self.pointerLockForcedOffHold) {
[weak self] in
guard let self else { return }
self.pointerLockForcedOff = false
self.setNeedsUpdateOfPrefersPointerLocked()
self.scheduleQuietRelock() // no-op once the delays are spent, or once granted
}
}
}
#endif
deinit {
@@ -179,14 +179,6 @@ public enum DefaultsKey {
/// layout (the console launcher, gamepad-navigable settings, a coverflow-style library)
/// whenever a gamepad is connected. On by default; see `GamepadUIEnvironment.isActive`.
public static let gamepadUIEnabled = "punktfunk.gamepadUIEnabled"
/// Which colour family the gamepad UI's living backdrop drifts through a
/// `GamepadPalette` id ("violet" = the brand default, then "tide"/"forest"/"ember"/
/// "rose"/"graphite"). The cross-client `ui_palette` key: the desktop console and the
/// Android client carry the same table under the same names. Presentation only, so it is
/// a device preference and never part of a stream profile. An unknown value reads as the
/// default rather than failing a newer client may have shipped a palette this build
/// doesn't know.
public static let uiPalette = "punktfunk.uiPalette"
/// iPhone: ALSO play the rumble the host addresses to controller 1 (wire pad 0) on this
/// device's own Taptic Engine for phone-clip pads that ship without rumble motors, where
/// the phone body is the only actuator in the player's hands. Off by default (opt-in); read
@@ -1,177 +0,0 @@
// The gamepad UI's background colour families, and the ink each one calls for.
//
// A palette is a short ordered ramp of DISTINCT hues, not one hue at several brightnesses. The
// 4×4 mesh samples that ramp diagonally with a per-cell offset (`cellRamp`), so neighbouring
// cells land on different parts of it and the colours pool and swirl the way a real gradient
// poster does; the mesh's existing control-point drift then moves those pools around. An earlier
// version rotated ONE field's hue per palette, which is why every non-default palette read flat.
//
// A palette also owns the UI sitting on it: `accent` is the focus wash / selected pill / switch
// colour, and `light` flips the ink so a pale field gets dark text instead of white.
//
// The table, `ramp` and `cellRamp` are mirrored in `pf-console-ui`'s `library.rs` (Rust) and the
// Android client's `GamepadPalette.kt` (Kotlin) under the same ids, so one `ui_palette` value is
// one look on every client. Keep the three copies in step: a palette added here without the
// others is a value the other clients silently render as Violet.
//
// It lives in PunktfunkShared rather than next to the views because that is the target the tests
// can reach the arithmetic below is the part that has to agree across three languages.
import Foundation
import simd
public struct GamepadPalette: Identifiable, Equatable, Sendable {
/// The stored `ui_palette` value (`DefaultsKey.uiPalette`).
public let id: String
/// What the settings row shows.
public let name: String
/// The colour ramp, dark end first. Empty = use `violetMesh` verbatim (the brand default,
/// kept bit-identical to what every install already sees).
public let stops: [SIMD3<Double>]
/// The field's ground what the corners settle onto and what the calm mix lifts toward.
public let ground: SIMD3<Double>
/// The UI accent: focus wash, selected tab pill, switch track, caret.
public let accent: SIMD3<Double>
/// A pale field: the UI flips to dark ink and the legibility scrims go white.
public let light: Bool
/// Where each of the 16 mesh cells samples the ramp. The base is the diagonal
/// `0.5·(x + y)` top-left is the ramp's dark end, bottom-right its bright one and the
/// per-cell nudges break the banding a pure diagonal would give, so hues pool instead of
/// striping.
static let cellRamp: [Double] = [
0.10, -0.06, 0.04, -0.12,
-0.08, 0.14, -0.10, 0.06,
0.06, -0.12, 0.16, -0.04,
-0.10, 0.08, -0.06, 0.12,
]
/// The brand default's 16 mesh colours, row-major 4×4: dark-violet corners sink the frame,
/// the edges carry mid-tone violets, and the interior holds the bright brand family.
public static let violetMesh: [SIMD3<Double>] = {
let corner = SIMD3(0.075, 0.060, 0.160)
return [
corner, SIMD3(0.34, 0.27, 0.72), SIMD3(0.30, 0.26, 0.74), corner,
SIMD3(0.42, 0.20, 0.54), SIMD3(0.49, 0.39, 0.95), SIMD3(0.28, 0.31, 0.84), SIMD3(0.16, 0.26, 0.64),
SIMD3(0.45, 0.23, 0.60), SIMD3(0.53, 0.31, 0.75), SIMD3(0.35, 0.35, 0.91), SIMD3(0.19, 0.28, 0.70),
corner, SIMD3(0.22, 0.18, 0.54), SIMD3(0.24, 0.20, 0.58), corner,
]
}()
/// The brand default's blob ramp the four colours the pre-18/15 legacy field used, kept so
/// `violet` is unchanged on older OSes too.
static let violetBlobs: [SIMD3<Double>] = [
SIMD3(0.53, 0.47, 0.96), SIMD3(0.24, 0.20, 0.72), SIMD3(0.62, 0.30, 0.80),
SIMD3(0.22, 0.38, 0.86), SIMD3(0.53, 0.47, 0.96),
]
/// The twelve shipped palettes: the brand default, five more dark fields, then six pale
/// ones. Cycling order runs dark light, so stepping the row walks the whole range one way.
public static let all: [GamepadPalette] = [
// --- dark fields (white ink) ---
GamepadPalette(
id: "violet", name: "Violet", stops: [],
ground: SIMD3(0.075, 0.060, 0.160), accent: SIMD3(0.525, 0.471, 0.961), light: false),
GamepadPalette(
// Deep indigo climbing through violet into a hot magenta.
id: "nebula", name: "Nebula",
stops: [SIMD3(0.07, 0.05, 0.20), SIMD3(0.26, 0.14, 0.54), SIMD3(0.52, 0.20, 0.72),
SIMD3(0.82, 0.26, 0.62), SIMD3(0.98, 0.46, 0.68)],
ground: SIMD3(0.055, 0.040, 0.135), accent: SIMD3(0.95, 0.42, 0.72), light: false),
GamepadPalette(
// Ink-blue water: teal cerulean a violet undertow.
id: "abyss", name: "Abyss",
stops: [SIMD3(0.02, 0.10, 0.17), SIMD3(0.04, 0.28, 0.42), SIMD3(0.07, 0.46, 0.63),
SIMD3(0.16, 0.38, 0.78), SIMD3(0.26, 0.22, 0.58)],
ground: SIMD3(0.018, 0.070, 0.130), accent: SIMD3(0.26, 0.76, 0.92), light: false),
GamepadPalette(
// Banked coals: plum embers crimson burnt orange gold.
id: "ember", name: "Ember",
stops: [SIMD3(0.16, 0.03, 0.10), SIMD3(0.45, 0.06, 0.12), SIMD3(0.72, 0.18, 0.06),
SIMD3(0.90, 0.42, 0.08), SIMD3(0.95, 0.68, 0.18)],
ground: SIMD3(0.090, 0.035, 0.040), accent: SIMD3(0.98, 0.62, 0.26), light: false),
GamepadPalette(
// Forest floor into moss and a lime break.
id: "moss", name: "Moss",
stops: [SIMD3(0.03, 0.11, 0.09), SIMD3(0.06, 0.27, 0.20), SIMD3(0.09, 0.45, 0.31),
SIMD3(0.28, 0.61, 0.28), SIMD3(0.58, 0.77, 0.31)],
ground: SIMD3(0.025, 0.085, 0.070), accent: SIMD3(0.48, 0.86, 0.46), light: false),
GamepadPalette(
// Neutral, but never flat: barely-there saturation that still travels from a cool
// charcoal to a warm stone.
id: "graphite", name: "Graphite",
stops: [SIMD3(0.06, 0.07, 0.11), SIMD3(0.15, 0.18, 0.25), SIMD3(0.30, 0.31, 0.35),
SIMD3(0.45, 0.42, 0.38), SIMD3(0.60, 0.56, 0.49)],
ground: SIMD3(0.055, 0.055, 0.070), accent: SIMD3(0.78, 0.80, 0.86), light: false),
// --- pale fields (dark ink) ---
GamepadPalette(
// The holographic foil: rose lilac periwinkle aqua, with a white bloom.
id: "holo", name: "Holo",
stops: [SIMD3(0.99, 0.72, 0.90), SIMD3(0.80, 0.60, 0.98), SIMD3(0.58, 0.62, 0.99),
SIMD3(0.55, 0.86, 0.98), SIMD3(0.94, 0.98, 1.00)],
ground: SIMD3(0.96, 0.92, 0.99), accent: SIMD3(0.42, 0.28, 0.86), light: true),
GamepadPalette(
// The poster sunset: periwinkle magenta scarlet tangerine gold.
id: "sunset", name: "Sunset",
stops: [SIMD3(0.55, 0.45, 0.92), SIMD3(0.86, 0.31, 0.66), SIMD3(0.97, 0.26, 0.34),
SIMD3(0.99, 0.51, 0.18), SIMD3(1.00, 0.80, 0.22)],
ground: SIMD3(0.98, 0.74, 0.34), accent: SIMD3(0.64, 0.13, 0.44), light: true),
GamepadPalette(
// Peach into blush and lilac the softest of the set.
id: "bloom", name: "Bloom",
stops: [SIMD3(1.00, 0.86, 0.72), SIMD3(0.99, 0.73, 0.79), SIMD3(0.95, 0.65, 0.89),
SIMD3(0.82, 0.68, 0.96), SIMD3(0.73, 0.79, 0.99)],
ground: SIMD3(0.99, 0.90, 0.89), accent: SIMD3(0.72, 0.24, 0.55), light: true),
GamepadPalette(
// First light: pale gold coral lilac.
id: "dawn", name: "Dawn",
stops: [SIMD3(1.00, 0.92, 0.70), SIMD3(1.00, 0.80, 0.62), SIMD3(0.99, 0.66, 0.62),
SIMD3(0.90, 0.62, 0.78), SIMD3(0.77, 0.69, 0.95)],
ground: SIMD3(1.00, 0.93, 0.82), accent: SIMD3(0.82, 0.33, 0.28), light: true),
GamepadPalette(
// Sea glass: mint aqua a pale sky.
id: "mint", name: "Mint",
stops: [SIMD3(0.82, 0.98, 0.90), SIMD3(0.62, 0.94, 0.88), SIMD3(0.55, 0.88, 0.95),
SIMD3(0.63, 0.82, 0.99), SIMD3(0.82, 0.87, 1.00)],
ground: SIMD3(0.90, 0.98, 0.96), accent: SIMD3(0.04, 0.42, 0.40), light: true),
GamepadPalette(
// Near-white, but iridescent rather than flat rose, sky, mint and cream in turn.
id: "opal", name: "Opal",
stops: [SIMD3(0.98, 0.92, 0.96), SIMD3(0.87, 0.93, 0.99), SIMD3(0.91, 0.99, 0.95),
SIMD3(0.99, 0.96, 0.88), SIMD3(0.94, 0.90, 0.99)],
ground: SIMD3(0.97, 0.96, 0.99), accent: SIMD3(0.36, 0.32, 0.44), light: true),
]
/// The palette stored under `id`, falling back to the brand default an unknown name is a
/// palette a newer client shipped, not a reason to draw nothing.
public static func named(_ id: String) -> GamepadPalette {
all.first { $0.id == id } ?? all[0]
}
/// Sample an ordered colour ramp at `t` [0, 1] (linear between neighbouring stops).
public static func ramp(_ stops: [SIMD3<Double>], _ t: Double) -> SIMD3<Double> {
guard let first = stops.first else { return SIMD3(0, 0, 0) }
guard stops.count > 1 else { return first }
let x = min(max(t, 0), 1) * Double(stops.count - 1)
let i = min(Int(x.rounded(.down)), stops.count - 2)
let f = x - Double(i)
return stops[i] + (stops[i + 1] - stops[i]) * f
}
/// The 16 mesh colours for this palette: the ramp sampled per cell, or `violetMesh` verbatim
/// for the brand default.
public var meshColors: [SIMD3<Double>] {
guard !stops.isEmpty else { return Self.violetMesh }
return (0..<16).map { i in
let (x, y) = (Double(i % 4) / 3.0, Double(i / 4) / 3.0)
return Self.ramp(stops, 0.5 * (x + y) + Self.cellRamp[i])
}
}
/// Four drifting blob colours for the pre-18/15 legacy field. Spread across the ramp so it
/// still shows several hues at once.
public var blobColors: [SIMD3<Double>] {
let s = stops.isEmpty ? Self.violetBlobs : stops
return (0..<4).map { Self.ramp(s, 0.15 + 0.25 * Double($0)) }
}
}
@@ -1,86 +0,0 @@
// Safe-area stream sizing the pure geometry behind the "safe area" resolution row.
//
// An iPhone clips the picture in HARDWARE: the sensor housing (notch / Dynamic Island) and the four
// rounded corners eat whatever the stream draws underneath them. The session view is deliberately
// edge-to-edge (ContentView's `.ignoresSafeArea()` on iOS) and the presenter aspect-FITS the host
// mode into it, so which pixels survive is decided entirely by the mode's aspect ratio:
//
// * A 16:9 mode on a 19.5:9 phone pillarboxes, and those black bars land exactly on the unsafe
// regions. That is why 1080p has always "just worked" and never needed a setting.
// * The device's NATIVE mode has the screen's own aspect ratio, so it fills every pixel
// including the ones behind the housing and under the corner radii. That is the mode that
// loses its corners, and the reason this file exists.
//
// So the fix needs no layout change and no input change: ask the host for a mode that is narrower
// by the safe-area insets, and the existing aspect-fit centres it inside the safe region. Pointer
// input keeps mapping correctly for free, because `hostPoint(from:)` derives the video rect from
// the live host mode (`AVMakeRect(aspectRatio:insideRect:)`) instead of assuming full-bleed.
//
// The formula is Moonlight's (its settings' resolution table carries the same row): full native
// height, width reduced by the left+right safe-area insets. Width-only is not a simplification
// under aspect-fit only one axis can bind, and on a landscape phone that axis is always the
// horizontal one. Insetting the height too would shrink the picture without uncovering anything.
import Foundation
public enum SafeDisplay {
/// The host rejects odd dimensions and anything under 320×200 (`validate_dimensions` in
/// `pf-encode`), so the computed mode is even-floored and clamped exactly like `RenderScale`.
public static let minWidth = 320
public static let minHeight = 200
/// A portrait top inset at or above this many points means a sensor housing rather than a
/// status bar. Notched and Dynamic Island iPhones report 4459 pt; a plain status bar (older
/// iPhones, every iPad) reports 2024 pt. Used only by [`sideInsetPoints`] and only when the
/// horizontal insets are unavailable see there for why that case exists at all.
public static let housingTopInsetThreshold: Double = 40
/// The per-side inset, in points, that the **landscape** stream will be subject to which is
/// not necessarily the inset the caller can read right now.
///
/// The stream is always landscape, but the settings screen the resolution row is rendered in may
/// be portrait, and `safeAreaInsets` only ever describes the CURRENT orientation. In portrait a
/// notched iPhone reports its housing on `top` and reports `left`/`right` as zero, so reading
/// the horizontal insets there would compute "no inset needed" for exactly the devices that
/// need one.
///
/// - In landscape, `max(left, right)` is the answer directly. (iOS symmetrizes the two so
/// content stays centred, so they normally agree; `max` is simply the safe reduction.)
/// - In portrait, the housing's portrait TOP inset equals its landscape SIDE inset on every
/// notched/Dynamic Island iPhone the same physical intrusion, measured on the axis that
/// happens to be vertical at the time so `top` is the correct stand-in. It is accepted only
/// on phones and only past [`housingTopInsetThreshold`], so an iPad's status bar (or an older
/// iPhone's) never fabricates an inset for a device with nothing to avoid.
///
/// Returns 0 when there is no housing to route around, which makes the safe mode identical to
/// the native one and the caller's dedup then drops the duplicate row on its own.
public static func sideInsetPoints(
left: Double, right: Double, top: Double, isPhone: Bool
) -> Double {
let horizontal = max(left, right)
if horizontal > 0 { return horizontal }
if isPhone, top >= housingTopInsetThreshold { return top }
return 0
}
/// The landscape safe-area mode in PIXELS: full native height, width reduced by
/// `sideInsetPoints` on each side.
///
/// `nativeWidth`/`nativeHeight` are the device's native landscape pixels (the long edge first
/// `UIScreen.main.nativeBounds` is portrait-oriented, so the caller swaps). `scale` converts the
/// point-valued insets into those same pixels and must therefore be `nativeScale`, not `scale`:
/// with Display Zoom on, the two differ and only the former matches `nativeBounds`.
///
/// Even-floored and clamped so the result is directly host-valid an odd width is rejected
/// outright by the encoder, and an inset subtraction lands odd about half the time.
public static func mode(
nativeWidth: Int, nativeHeight: Int, sideInsetPoints: Double, scale: Double
) -> (width: Int, height: Int) {
let insetPixels = max(0, sideInsetPoints) * max(scale, 1) * 2 // both sides
let width = Double(nativeWidth) - insetPixels
let evenFloor: (Double, Int) -> Int = { value, minimum in
max(Int(value.rounded(.down)), minimum) / 2 * 2
}
return (evenFloor(width, minWidth), evenFloor(Double(nativeHeight), minHeight))
}
}
@@ -91,112 +91,5 @@ final class AudioRingDriftTests: XCTestCase {
scratch.contains { $0 != 0 },
"a single short read must not force a full re-prime")
}
/// Mirror of the Rust `target_grows_on_underruns_and_relaxes_when_quiet`: clustered genuine
/// underruns raise the target floor (that session needs the slack), a long quiet spell gives
/// it back and the floor never dips below the base.
func testTargetGrowsOnUnderrunsAndRelaxesWhenQuiet() {
let ring = AudioRing(capacity: 48_000 * channels, channels: channels)
let want = 5 * perMS
var scratch = [Float](repeating: 0, count: want)
let feed = [Float](repeating: 0.5, count: 25 * perMS)
func write(ms: Int) {
feed.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: ms * perMS) }
}
func read() {
scratch.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: want) }
}
XCTAssertEqual(ring.stats.targetMS, 20, "base target must match JitterTuning.COREAUDIO")
// Prime, drain dry, then alternate starve/refill: each dry read is a genuine underrun,
// each full read in between keeps the de-prime hysteresis from tripping.
write(ms: 25)
for _ in 0..<5 { read() } // drains to zero
read() // short underrun 1
write(ms: 5); read() // full hysteresis reset
read() // short underrun 2
write(ms: 5); read() // full
read() // short underrun 3 the floor grows one step
XCTAssertEqual(ring.stats.targetMS, 30, "3 clustered underruns must grow the target 10 ms")
XCTAssertEqual(ring.stats.underruns, 3)
// A long clean run (30 s of consumed audio) relaxes the growth back to the base
for _ in 0..<(30_000 / 5 + 10) {
write(ms: 5)
read()
}
XCTAssertEqual(ring.stats.targetMS, 20, "a quiet spell must give the growth back")
// and stays there: quiet forever never dips below the base.
for _ in 0..<(30_000 / 5 + 10) {
write(ms: 5)
read()
}
XCTAssertEqual(ring.stats.targetMS, 20, "the floor must never go below the base target")
}
/// Growth is capped at `maxTargetMS`, exactly like `JitterPolicy` respects
/// `JitterTuning.max_target_ms`.
func testTargetGrowthRespectsTheCap() {
let ring = AudioRing(capacity: 48_000 * channels, channels: channels)
let want = 5 * perMS
var scratch = [Float](repeating: 0, count: want)
let feed = [Float](repeating: 0.5, count: 25 * perMS)
feed.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: 25 * perMS) }
// Starve it far past what six growth steps (20 70) would need.
for _ in 0..<40 {
for _ in 0..<5 {
scratch.withUnsafeMutableBufferPointer {
ring.read(into: $0.baseAddress!, count: want)
}
}
feed.withUnsafeBufferPointer { ring.write($0.baseAddress!, count: 25 * perMS) }
}
XCTAssertLessThanOrEqual(ring.stats.targetMS, 70, "growth must respect maxTargetMS")
}
/// THE field scenario: Wi-Fi power-save bunches arrivals audio is produced steadily but
/// delivered in bursts, some of them late. A fixed 20 ms target crackles on every late burst
/// forever; the adaptive floor must deepen until the bunching rides through, and the tail of
/// the session must be silence-free.
func testWifiBunchingConvergesToSilenceFree() {
let ring = AudioRing(capacity: 48_000 * channels, channels: channels)
let want = 5 * perMS
var scratch = [Float](repeating: 0, count: want)
var pending = 0 // ms produced by the host but still "in flight"
var burst = 0
var silentTail = 0
let steps = 4000 // 20 s in 5 ms callbacks
let feed = [Float](repeating: 0.5, count: 200 * perMS)
for step in 0..<steps {
pending += 5 // the host encodes 5 ms per 5 ms of wall clock, stall or not
// Delivery bunches into ~60 ms bursts; every 4th burst arrives a further 30 ms late.
if step % 12 == 11 {
if burst % 4 == 3 {
// Hold this burst 30 ms: it is flushed 6 callbacks later instead.
burst += 1
} else {
feed.withUnsafeBufferPointer {
ring.write($0.baseAddress!, count: pending * perMS)
}
pending = 0
burst += 1
}
} else if step % 12 == 5, pending >= 60 {
// The held burst lands, together with everything produced since.
feed.withUnsafeBufferPointer {
ring.write($0.baseAddress!, count: pending * perMS)
}
pending = 0
}
scratch.withUnsafeMutableBufferPointer { ring.read(into: $0.baseAddress!, count: want) }
if step >= steps - 600, scratch.allSatisfy({ $0 == 0 }) { silentTail += 1 }
}
XCTAssertGreaterThanOrEqual(
ring.stats.targetMS, 30,
"bunched delivery must have grown the target floor")
XCTAssertEqual(
silentTail, 0,
"after adapting, the last 3 s must play through the bunching without a dropout")
}
}
#endif
@@ -1,110 +0,0 @@
// The gamepad UI's background palettes. These assertions are the CONTRACT the Rust
// (`pf-console-ui::library`) and Kotlin (`GamepadPalette.kt`) ports reproduce the same ids in
// the same order, the same light/dark split, the same ramp so one `ui_palette` value is one look
// on every client.
import XCTest
import simd
@testable import PunktfunkShared
final class GamepadPaletteTests: XCTestCase {
private func luma(_ c: SIMD3<Double>) -> Double {
0.2126 * c.x + 0.7152 * c.y + 0.0722 * c.z
}
/// Hue angle in degrees, or nil for something too grey to have one.
private func hue(_ c: SIMD3<Double>) -> Double? {
let maxV = max(c.x, c.y, c.z)
let minV = min(c.x, c.y, c.z)
let d = maxV - minV
guard d >= 0.04 else { return nil }
let h: Double
if maxV == c.x {
h = 60 * (((c.y - c.z) / d).truncatingRemainder(dividingBy: 6))
} else if maxV == c.y {
h = 60 * ((c.z - c.x) / d + 2)
} else {
h = 60 * ((c.x - c.y) / d + 4)
}
return (h + 360).truncatingRemainder(dividingBy: 360)
}
/// The brand default must still be the SHIPPED field, colour for colour. Every install
/// already sees it, and a palette table that quietly restyled the default would be a
/// regression dressed as a feature.
func testVioletIsTheUntouchedShippedField() {
let violet = GamepadPalette.named("violet")
XCTAssertEqual(GamepadPalette.all.first?.id, "violet")
XCTAssertTrue(violet.stops.isEmpty, "the default is the explicit grid")
XCTAssertEqual(violet.meshColors, GamepadPalette.violetMesh)
// An unknown name is a newer client's palette, not an error.
XCTAssertEqual(GamepadPalette.named("chartreuse").id, "violet")
XCTAssertEqual(GamepadPalette.named("").id, "violet")
}
/// Ids, order and the light/dark split are the cross-client contract.
func testTableMatchesTheOtherClients() {
XCTAssertEqual(
GamepadPalette.all.map(\.id),
["violet", "nebula", "abyss", "ember", "moss", "graphite",
"holo", "sunset", "bloom", "dawn", "mint", "opal"])
// Dark fields lead, pale ones follow, so stepping the row walks one direction.
let firstLight = GamepadPalette.all.firstIndex { $0.light }
XCTAssertEqual(firstLight, 6)
XCTAssertTrue(GamepadPalette.all.dropFirst(6).allSatisfy(\.light))
}
/// A palette must read as SEVERAL hues, not one hue at several brightnesses that was
/// exactly the complaint about the hue-rotation model this replaced.
func testEveryPaletteIsMultiTone() {
for p in GamepadPalette.all {
let hues = p.meshColors.compactMap(hue)
XCTAssertGreaterThanOrEqual(hues.count, 8, "\(p.id): too few coloured cells")
var spread = 0.0
for a in hues {
for b in hues {
let d = abs(a - b).truncatingRemainder(dividingBy: 360)
spread = max(spread, min(d, 360 - d))
}
}
// Graphite and Opal are deliberately near-neutral; the rest must travel.
let floor = (p.id == "graphite" || p.id == "opal") ? 20.0 : 45.0
XCTAssertGreaterThanOrEqual(spread, floor, "\(p.id) spans only \(spread)° of hue")
}
}
/// Every colour stays in gamut, and a pale palette really is pale its ink flips, so a
/// mislabelled one would put dark text on a dark field.
func testPalettesAreInGamutAndHonestAboutLightness() {
for p in GamepadPalette.all {
for c in p.meshColors + p.blobColors {
for v in [c.x, c.y, c.z] {
XCTAssertTrue((0...1).contains(v), "\(p.id) \(c)")
}
}
let mean = p.meshColors.map(luma).reduce(0, +) / Double(p.meshColors.count)
if p.light {
XCTAssertGreaterThan(mean, 0.5, "\(p.id) is flagged light")
XCTAssertGreaterThan(luma(p.ground), 0.6, "\(p.id)'s ground is dark")
XCTAssertLessThan(luma(p.accent), 0.45, "\(p.id)'s accent is too pale")
} else {
XCTAssertLessThan(mean, 0.45, "\(p.id) is flagged dark")
XCTAssertLessThan(luma(p.ground), 0.2, "\(p.id)'s ground is light")
XCTAssertGreaterThan(luma(p.accent), 0.25, "\(p.id)'s accent is too dark")
}
}
}
/// The ramp is the shared sampling rule the Rust and Kotlin ports reproduce.
func testRampInterpolatesBetweenStops() {
let stops = [SIMD3(0.0, 0.0, 0.0), SIMD3(1.0, 0.0, 0.0), SIMD3(1.0, 1.0, 1.0)]
XCTAssertEqual(GamepadPalette.ramp(stops, 0), SIMD3(0.0, 0.0, 0.0))
XCTAssertEqual(GamepadPalette.ramp(stops, 1), SIMD3(1.0, 1.0, 1.0))
XCTAssertEqual(GamepadPalette.ramp(stops, 0.5), SIMD3(1.0, 0.0, 0.0))
XCTAssertEqual(GamepadPalette.ramp(stops, 0.25).x, 0.5, accuracy: 1e-9)
// Out of range clamps rather than trapping.
XCTAssertEqual(GamepadPalette.ramp(stops, -3), SIMD3(0.0, 0.0, 0.0))
XCTAssertEqual(GamepadPalette.ramp(stops, 9), SIMD3(1.0, 1.0, 1.0))
XCTAssertEqual(GamepadPalette.ramp([], 0.5), SIMD3(0.0, 0.0, 0.0))
}
}
@@ -50,21 +50,5 @@ final class HostDiscoveryTests: XCTestCase {
XCTAssertEqual(host.fingerprintHex, String(repeating: "ab", count: 32))
XCTAssertFalse(host.host.isEmpty, "a resolved address is required to connect")
XCTAssertGreaterThan(host.port, 0, "a resolved port is required to connect")
// A rescan tears the browser down and re-arms it (the only way past the iOS local-network
// permission gate without relaunching). The host must come BACK `refresh()` cancels every
// in-flight resolve and invalidates the previous generation's callbacks, so a re-arm that
// failed to re-drive them would leave the list permanently empty.
await discovery.rescan()
var reappeared = false
let rescanDeadline = Date().addingTimeInterval(10)
while Date() < rescanDeadline {
if await discovery.hosts.contains(where: { $0.id == uniqueid }) {
reappeared = true
break
}
try await Task.sleep(nanoseconds: 200_000_000)
}
XCTAssertTrue(reappeared, "a rescan must re-find a host that is still advertising")
}
}
@@ -1,74 +0,0 @@
// The safe-area stream mode (SafeDisplay), as pure geometry: Moonlight's formula full native
// height, width reduced by the left+right safe insets plus the host's dimension rules (even, and
// never under 320×200) and the landscape-inset resolution that makes the row correct even when the
// settings screen it is rendered on is currently portrait.
import XCTest
import PunktfunkShared
@testable import PunktfunkKit
final class SafeDisplayTests: XCTestCase {
func testLandscapeUsesTheHorizontalInsets() {
// Landscape: the housing is on a side and iOS symmetrizes the two, so either one is the
// per-side inset.
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 59, right: 59, top: 0, isPhone: true), 59)
// Asymmetric (or mid-rotation) readings reduce to the larger never under-inset.
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 0, right: 44, top: 0, isPhone: true), 44)
}
func testPortraitFallsBackToTheHousingTopInset() {
// Portrait on a notched phone: left/right are zero and the housing sits on `top`. Reading
// the horizontal insets here would compute "no inset" for exactly the devices that need one,
// so the portrait top inset stands in it is the same physical intrusion.
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 0, right: 0, top: 59, isPhone: true), 59)
// A plain status bar is not a housing: an iPad (or a pre-notch iPhone) must not fabricate an
// inset for a device with nothing to route around.
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 0, right: 0, top: 24, isPhone: true), 0)
XCTAssertEqual(
SafeDisplay.sideInsetPoints(left: 0, right: 0, top: 59, isPhone: false), 0)
}
func testModeInsetsWidthOnlyAndKeepsFullHeight() {
// A Dynamic Island phone: 2556×1179 native, 59 pt per side at nativeScale 3 177 px per
// side, 354 px total. Height is untouched under aspect-fit only the horizontal axis binds.
let m = SafeDisplay.mode(
nativeWidth: 2556, nativeHeight: 1179, sideInsetPoints: 59, scale: 3)
XCTAssertEqual(m.width, 2202, "2556 2×177")
XCTAssertEqual(m.height, 1178, "odd native heights even-floor")
// The safe mode must be NARROWER than native, or it would still fill the housing.
XCTAssertLessThan(m.width, 2556)
}
func testNoHousingYieldsTheNativeModeSoTheRowDedups() {
// Zero inset identical to native (bar the even-floor). `resolutionModes` dedups by
// dimensions, so this is what makes the extra row vanish on a device that has no housing
// rather than showing a pointless duplicate.
let m = SafeDisplay.mode(
nativeWidth: 2360, nativeHeight: 1640, sideInsetPoints: 0, scale: 2)
XCTAssertEqual(m.width, 2360)
XCTAssertEqual(m.height, 1640)
}
func testResultIsAlwaysHostValid() {
// Odd widths even-floor: `validate_dimensions` rejects odd outright, and an inset
// subtraction lands odd about half the time.
let odd = SafeDisplay.mode(
nativeWidth: 2001, nativeHeight: 1001, sideInsetPoints: 0, scale: 1)
XCTAssertEqual(odd.width % 2, 0)
XCTAssertEqual(odd.height % 2, 0)
// An absurd inset can't drive the mode under the host's floor.
let tiny = SafeDisplay.mode(
nativeWidth: 1280, nativeHeight: 720, sideInsetPoints: 5000, scale: 3)
XCTAssertEqual(tiny.width, SafeDisplay.minWidth)
XCTAssertEqual(tiny.height, 720)
// A negative inset is treated as none rather than widening past the panel.
let neg = SafeDisplay.mode(
nativeWidth: 1280, nativeHeight: 720, sideInsetPoints: -40, scale: 3)
XCTAssertEqual(neg.width, 1280)
}
}

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