feat(android): drop the in-stream mic control from the stream overlay #197
@@ -32,20 +32,12 @@ import androidx.compose.animation.core.LinearEasing
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import androidx.compose.animation.core.animateFloatAsState
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import androidx.compose.animation.core.tween
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import androidx.compose.foundation.background
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import androidx.compose.foundation.clickable
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import androidx.compose.foundation.layout.Box
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import androidx.compose.foundation.layout.Row
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import androidx.compose.foundation.layout.Spacer
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import androidx.compose.foundation.layout.aspectRatio
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import androidx.compose.foundation.layout.fillMaxSize
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import androidx.compose.foundation.layout.padding
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import androidx.compose.foundation.layout.size
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import androidx.compose.foundation.layout.width
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import androidx.compose.foundation.shape.RoundedCornerShape
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import androidx.compose.material.icons.Icons
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import androidx.compose.material.icons.filled.Mic
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import androidx.compose.material.icons.filled.MicOff
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import androidx.compose.material3.Icon
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import androidx.compose.material3.Text
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import androidx.compose.runtime.Composable
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import androidx.compose.runtime.DisposableEffect
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@@ -57,7 +49,6 @@ import androidx.compose.runtime.setValue
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import androidx.compose.ui.Alignment
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import androidx.compose.ui.Modifier
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import androidx.compose.ui.draw.alpha
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import androidx.compose.ui.draw.clip
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import androidx.compose.ui.graphics.Color
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import androidx.compose.ui.input.pointer.pointerInput
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import androidx.compose.ui.platform.LocalContext
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@@ -130,12 +121,12 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
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// it, and survives the same recreate because the composition outlives the surface.
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var micMuted by remember(handle) { mutableStateOf(false) }
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// Whether a capture is actually RUNNING, not merely wanted — set from surfaceCreated on what
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// nativeMicActive reports. A device that refused every AAudio input rung gets no mute control
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// rather than one that lies about a mic being heard.
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// nativeMicActive reports. A device that refused every AAudio input rung gets no mute chord and
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// no chord line in the start banner, rather than an offer to mute a mic nobody is hearing.
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var micRunning by remember(handle) { mutableStateOf(false) }
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// Transient confirmation of a mic-chord toggle (null = nothing showing). Only the gamepad path
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// needs it: the touch button confirms itself by changing under the finger, but a chord has no
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// on-screen state of its own, and "did that register?" is exactly the doubt to answer.
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// Transient confirmation of a mic-chord toggle (null = nothing showing). With no standing mic
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// element on screen, this is mute's only feedback: a chord has no on-screen state of its own,
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// and "did that register?" is exactly the doubt to answer.
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var micHint by remember { mutableStateOf<String?>(null) }
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LaunchedEffect(micHint) {
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if (micHint != null) {
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@@ -413,9 +404,9 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
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// Show a "hold to quit" hint the moment the chord completes (the router debounces the actual
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// exit); it clears when the buttons release early or the hold elapses. Runs on the main thread.
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router.onExitArmed = { armed -> exitArming = armed }
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// Select + Y toggles the mic — the couch reach for the on-screen mute button, which a
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// gamepad/TV user has no pointer for. Ignored when no capture is running (there is nothing
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// to mute, and claiming otherwise would be the lie the control exists to avoid).
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// Select + Y toggles the mic — with no on-screen mute element, this chord is the whole of
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// the control. Ignored when no capture is running (there is nothing to mute, and a hint
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// saying "Microphone muted" over a mic nobody opened would be a lie).
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// A captured Sony pad whose motion this session cannot carry. Fires once per pad, at the
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// moment it is claimed, on the main thread.
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router.onMotionUnreachable = { motionHint = true }
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@@ -981,19 +972,12 @@ fun StreamScreen(session: ActiveSession, onSessionEnded: (SessionEndReason) -> U
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}
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},
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)
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// Mic mute, LAST in the stack — the one in-stream control, so unlike the purely visual
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// overlays above it has to sit on top of the gesture layer to receive its own taps (it
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// costs the stream that small corner of touch area, which is why it exists only while a
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// capture actually runs). On TV it is the indicator alone: the Select + Y chord is the
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// control there, and a focusable button would fight the game for the D-pad.
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if (micRunning && (micMuted || !isTv)) {
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MicMuteControl(
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muted = micMuted,
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onToggle = if (isTv) null else ({ setMicMuted(!micMuted) }),
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modifier = Modifier.align(Alignment.TopEnd).padding(12.dp),
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)
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}
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// Chord confirmation (gamepad/TV) — the counterpart to the button changing under a finger.
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// No standing mic element here: the in-stream mute control is deliberately absent until the
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// on-screen overlay UI lands and can carry it as one of its controls. Mute itself is intact
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// — the Select + Y chord toggles it, and the hint below is what confirms the toggle.
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// Chord confirmation (gamepad/TV) — mute has no standing indicator, so this is the whole
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// of its feedback: a toggle that showed nothing at all would be indistinguishable from one
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// that never registered.
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micHint?.let { MicChordHint(it, Modifier.align(Alignment.TopCenter).padding(top = 16.dp)) }
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// Bottom, not top: this can coincide with a mic-chord confirmation or the exit cue, and a
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// notice landing on top of one of those would cost the user both.
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@@ -1030,47 +1014,8 @@ private fun releaseMicEffects(effects: MutableList<AudioEffect>) {
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}
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/**
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* The in-stream mic control and its muted indicator, in one element: a dim mic glyph while the
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* uplink is live, a red **Muted** badge while it isn't — so the state that matters is the loud one,
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* readable at couch distance and impossible to mistake for the stream's own picture.
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*
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* [onToggle] `null` makes it a pure indicator (the TV/gamepad surface, where the Select + Y chord
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* is the control); non-null makes the badge itself the touch target. Rendering it at all is the
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* caller's decision — it means a capture is genuinely running.
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*/
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@Composable
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private fun MicMuteControl(muted: Boolean, onToggle: (() -> Unit)?, modifier: Modifier = Modifier) {
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val shape = RoundedCornerShape(10.dp)
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Row(
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modifier = modifier
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.clip(shape)
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.background(if (muted) Color(0xE0B3261E) else Color.Black.copy(alpha = 0.45f))
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.then(if (onToggle != null) Modifier.clickable(onClick = onToggle) else Modifier)
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.padding(horizontal = 12.dp, vertical = 10.dp),
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verticalAlignment = Alignment.CenterVertically,
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) {
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Icon(
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imageVector = if (muted) Icons.Filled.MicOff else Icons.Filled.Mic,
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// Spoken state first, then the action — a talkback user needs to know they are muted
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// before they need to know how to stop being muted.
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contentDescription = if (muted) {
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"Microphone muted. Activate to unmute."
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} else {
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"Microphone live. Activate to mute."
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},
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tint = Color.White,
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modifier = Modifier.size(20.dp),
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)
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if (muted) {
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Spacer(Modifier.width(6.dp))
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Text("Muted", color = Color.White, fontSize = 14.sp)
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}
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}
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}
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/**
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* Transient confirmation that the mic chord (Select + Y) registered. The badge above already says
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* *muted*, but nothing on screen says *un*muted — and "did that press do anything?" is the whole
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* Transient confirmation that the mic chord (Select + Y) registered. Nothing else on screen says
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* *muted* or *un*muted, so this pill carries both — "did that press do anything?" is the whole
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* doubt a chord with no button under the finger creates. Same pill vocabulary as the other
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* in-stream cues; the caller clears it after a beat.
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*/
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