// Whether the iOS/iPadOS/macOS UI should be in its controller-friendly mode (the console-style // host launcher, gamepad settings, and the coverflow library browser instead of the touch/desktop // layouts). A pure function, not a singleton: the reactivity comes from callers already observing // `GamepadManager.shared` and the `DefaultsKey.gamepadUIEnabled` @AppStorage themselves (the same // local-read pattern SettingsView already uses for GamepadManager), so this stays the single place // the two combine without adding a second ObservableObject or an environment key nobody else needs. import Foundation public enum GamepadUIEnvironment { /// `enabledSetting` is the user's Settings toggle (`DefaultsKey.gamepadUIEnabled`); /// `gamepadConnected` is `GamepadManager.shared.active != nil` — active only once a usable /// controller is actually attached (a non-extended-profile device leaves `active` nil, which /// keeps the touch UI). A `Bool` rather than the `DiscoveredController` itself: this function's /// whole job is the AND, so there's nothing else to inspect, and it keeps the helper testable /// without a real `GCController` (which XCTest can't construct). public static func isActive(gamepadConnected: Bool, enabledSetting: Bool) -> Bool { enabledSetting && (gamepadConnected || forced) } /// Dev-only escape hatch (like ContentView's `PUNKTFUNK_AUTOCONNECT`): pretend a controller is /// attached so the gamepad UI can be exercised/screenshotted without physical hardware — /// essential on a headless CI Mac and for `swift run` UI work. Never set in production. private static let forced = ProcessInfo.processInfo.environment["PUNKTFUNK_FORCE_GAMEPAD_UI"] == "1" }