// 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 inputs combine without adding a second ObservableObject or an environment key nobody else needs. import Foundation import PunktfunkShared public enum GamepadUIEnvironment { /// `DefaultsKey.gamepadUIMode`: take over only while a controller is attached. The default, /// and what the switch meant when it was a lone Bool. public static let modeWhenConnected = "connected" /// `DefaultsKey.gamepadUIMode`: take over whenever the switch is on, pad or no pad — asked /// for by people driving a TV-connected iPad or a couch Mac, where the console layout is the /// one they want and the pad is not always awake. public static let modeAlways = "always" /// `enabledSetting` is the user's Settings switch (`DefaultsKey.gamepadUIEnabled`) — off means /// the touch/desktop UI, full stop. `mode` is `DefaultsKey.gamepadUIMode`, and only matters /// once the switch is on: `modeAlways` takes over unconditionally, anything else (including a /// value a newer client wrote) waits for a controller. /// /// `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 /// has nothing else to inspect, and it keeps the helper testable without a real `GCController` /// (which XCTest can't construct). /// `mode` carries no default on purpose: a call site that forgot it would silently strand /// everyone who picked Always back on "only with a controller", which is exactly the bug /// this parameter exists to make impossible. public static func isActive( gamepadConnected: Bool, enabledSetting: Bool, mode: String ) -> Bool { guard enabledSetting else { return false } return mode == modeAlways || 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" }