// The one piece of gamepad-menu machinery shared by the host launcher (GamepadHomeView) and the // library coverflow (LibraryCoverflowView): a horizontal, center-snapping carousel driven entirely // by a controller (iOS/iPadOS only). // // The scrolling is pure native SwiftUI — `.scrollTargetLayout()` + `.scrollTargetBehavior(.viewAligned)` // snap exactly one item to center, and symmetric `.safeAreaPadding(.horizontal)` (sized off the live // container width, so it's correct in an iPad split view too) lets the first and last item reach the // middle. The CALLER owns each card's look, including its own `.scrollTransition` — this component // deliberately applies none, so a screen can chain the VisualEffect-only transition modifiers without // the generic wrapper here pushing the type-checker onto an overload it can't satisfy. // // Navigation authority: an internal `cursor` (an index), NOT the scroll-position binding, is the // source of truth for where the gamepad is. `.scrollPosition(id:)` is a two-way binding and the // scroll view WRITES intermediate ids into it while a programmatic animation is in flight — so // reading the "current" item back out of it to compute the next one desyncs badly on a fast held // stick (each move reads a lagging value and the cursor stalls before the last item). Instead a move // advances `cursor` synchronously and points the scroll view at `items[cursor]`; scroll read-back is // only allowed to move the cursor when the gamepad hasn't driven recently (i.e. a touch drag). // // Feedback is dual-channel by design: `.sensoryFeedback` ticks the DEVICE Taptic engine (for a // handheld/touch user) and `MenuHaptics` ticks the CONTROLLER (for a couch user holding the pad). // Both fire on a move, on confirm, and — for a non-wrapping list — a duller bump plus a short visual // recoil when a move is refused at either end. import PunktfunkKit import SwiftUI #if os(iOS) import UIKit struct GamepadCarousel: View where Item.ID: Hashable { let items: [Item] /// Output only: the carousel WRITES the focused item's id here for the caller's detail panel. /// It is deliberately not what drives the scroll (see the file header). @Binding var selection: Item.ID? /// Every card is laid out at this fixed width so `.viewAligned` snapping + symmetric side /// insets center exactly one at a time. let itemWidth: CGFloat let spacing: CGFloat /// A → activate the centered item. let onActivate: (Item) -> Void /// Y → the screen's secondary action (e.g. open a host's library); nil disables it. var onSecondary: (() -> Void)? /// B → back/dismiss; nil disables it (e.g. the root launcher has nowhere to go back to). var onBack: (() -> Void)? /// L1/R1 → jump this many items at once (clamped to the ends); 0 disables the shoulders. var shoulderJump: Int = 0 /// Whether this carousel currently owns controller input. A presenting screen (e.g. the host /// launcher) stays mounted behind a presented one (e.g. the library), and both carousels would /// otherwise poll the SAME controller at once — driving both. The parent sets this false while /// something is presented on top so only the front-most carousel consumes the gamepad. var isActive: Bool = true @ViewBuilder let card: (Item) -> Card @State private var input = GamepadMenuInput(manager: .shared) @State private var haptics = MenuHaptics(manager: .shared) /// Authoritative gamepad cursor (index into `items`). Never assigned from scroll read-back /// while the gamepad is driving — that's the whole desync fix. @State private var cursor = 0 /// The id the scroll view is aligned to — its own two-way `.scrollPosition` state. @State private var scrolledID: Item.ID? /// When the gamepad last moved the cursor; gates scroll read-back so a mid-animation write can't /// drag the cursor backward during a fast held direction. @State private var lastNav = Date.distantPast /// True while a programmatic scroll animation is in flight. `.scrollPosition(id:)` DROPS a new /// write that lands mid-animation — the scroll view stays stuck on the old item even though the /// binding updated — so we never issue one until the previous animation reports complete, then /// `commitScroll` re-targets the current cursor (coalescing a fast burst; see `commitScroll`). @State private var isScrolling = false /// A short horizontal recoil when a move is refused at a list end. @State private var bumpOffset: CGFloat = 0 /// `.sensoryFeedback` fires on a change of its trigger; counters request a device tick for the /// confirm and end-stop events (moves trigger on `cursor`). @State private var activateTick = 0 @State private var boundaryTick = 0 /// Read-back from a touch drag is honoured only once the gamepad has been quiet this long /// (longer than a move animation, so overlapping held-stick moves never let it through). private let navSettle: TimeInterval = 0.4 var body: some View { GeometryReader { geo in let inset = max(0, (geo.size.width - itemWidth) / 2) ScrollView(.horizontal) { HStack(spacing: spacing) { ForEach(items) { item in card(item) .frame(width: itemWidth) .contentShape(Rectangle()) .onTapGesture { tap(item) } } } .frame(height: geo.size.height) // fill so shorter cards center vertically .scrollTargetLayout() } .scrollPosition(id: $scrolledID) .scrollTargetBehavior(.viewAligned) .scrollIndicators(.hidden) .scrollClipDisabled() // let the focused card scale up past the strip bounds .safeAreaPadding(.horizontal, inset) .offset(x: bumpOffset) } .sensoryFeedback(.selection, trigger: cursor) .sensoryFeedback(.impact(weight: .medium), trigger: activateTick) .sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick) .onAppear { reconcile() wire() if isActive { input.start() } } .onDisappear { input.stop() haptics.stop() } // Hand controller input to/from a screen presented on top (see `isActive`): a covered // carousel stops polling so it can't navigate behind the front-most one. .onChange(of: isActive) { _, active in if active { wire() input.start() } else { input.stop() haptics.stop() } } // A touch drag settles the scroll onto a new id: adopt it as the cursor. Ignored while a // programmatic scroll is animating (its own intermediate id write-backs would regress the // cursor) and briefly after a gamepad move (the same reason), so only a genuine touch drag // — which never sets `isScrolling` — moves the cursor here. .onChange(of: scrolledID) { _, newValue in guard !isScrolling, Date().timeIntervalSince(lastNav) > navSettle else { return } guard let idx = index(of: newValue), idx != cursor else { return } cursor = idx selection = newValue } // Re-seed a dropped/changed selection AND re-wire the input callbacks so they capture the // current `items` value (a plain array — unlike an observed object it would otherwise go // stale in the closures stored on `input`). .onChange(of: items.map(\.id)) { _, _ in reconcile() wire() } } // MARK: - Input wiring private func wire() { input.onMove = { move($0) } input.onConfirm = { activate() } input.onSecondary = onSecondary input.onBack = onBack input.onShoulder = shoulderJump > 0 ? { shoulder(right: $0) } : nil } private func move(_ direction: GamepadMenuInput.Direction) { let forward = direction == .right || direction == .down step(by: forward ? 1 : -1, clampAtEnds: false) } private func shoulder(right: Bool) { step(by: right ? shoulderJump : -shoulderJump, clampAtEnds: true) } /// Advance the cursor by `delta`. A single move (`clampAtEnds: false`) that would leave the list /// recoils + bumps; a shoulder jump (`clampAtEnds: true`) lands on the end item, bumping only if /// already there. The cursor is the authority — the scroll view is pointed at it, never read for it. private func step(by delta: Int, clampAtEnds: Bool) { guard !items.isEmpty else { return } var target = cursor + delta if target < 0 || target >= items.count { guard clampAtEnds else { return boundaryBump(forward: delta > 0) } target = min(max(target, 0), items.count - 1) } guard target != cursor else { return boundaryBump(forward: delta > 0) } cursor = target lastNav = Date() haptics.move() selection = items[target].id // text/detail updates immediately; the scroll chases commitScroll() } private let scrollAnim: TimeInterval = 0.24 /// A hair past `scrollAnim` — long enough that the scroll has actually settled before the next /// write, short enough to stay responsive. private var scrollSettle: TimeInterval { scrollAnim + 0.05 } /// Drive the scroll toward the current cursor, one honoured write at a time. `.scrollPosition(id:)` /// DROPS a write that lands while a scroll is still animating, so we issue at most one at a time and /// re-target the LATEST cursor once it settles — coalescing a fast burst (hold OR quick flicks) and /// always converging on the final item, instead of getting stuck on the old card. /// /// The settle is timed by a plain timer rather than `withAnimation`'s completion: `scrolledID` is a /// discrete id, not an animatable value, so `withAnimation` has no tracked animation to fire a /// reliable completion against (it can fire early — which is exactly what let quick flicks slip a /// write through mid-scroll and stick). `asyncAfter` always fires, so `isScrolling` can never latch. private func commitScroll() { guard !isScrolling, cursor >= 0, cursor < items.count else { return } let id = items[cursor].id guard scrolledID != id else { return } isScrolling = true withAnimation(.easeOut(duration: scrollAnim)) { scrolledID = id } DispatchQueue.main.asyncAfter(deadline: .now() + scrollSettle) { MainActor.assumeIsolated { isScrolling = false commitScroll() // the cursor may have advanced while this scroll ran — chase it } } } private func activate() { guard cursor >= 0, cursor < items.count else { return } activateTick &+= 1 haptics.confirm() onActivate(items[cursor]) } /// Touch fallback matching the rest of the app: tapping the centered card activates it, tapping /// any other re-centers on it. private func tap(_ item: Item) { if let idx = index(of: item.id), idx == cursor { activate() } else if let idx = index(of: item.id) { cursor = idx lastNav = Date() haptics.move() selection = item.id commitScroll() } } // MARK: - Selection housekeeping private func index(of id: Item.ID?) -> Int? { guard let id else { return nil } return items.firstIndex { $0.id == id } } /// Keep `cursor`/`scrolledID`/`selection` consistent with `items`: seed on appear, and on a list /// change keep the same focused item when it survives, else clamp the cursor into range. private func reconcile() { guard !items.isEmpty else { cursor = 0 if scrolledID != nil { scrolledID = nil } if selection != nil { selection = nil } return } if let sid = scrolledID, let idx = index(of: sid) { cursor = idx if selection != sid { selection = sid } } else { let idx = min(max(cursor, 0), items.count - 1) cursor = idx let id = items[idx].id scrolledID = id selection = id } } private func boundaryBump(forward: Bool) { boundaryTick &+= 1 haptics.boundary() let recoil: CGFloat = forward ? -16 : 16 withAnimation(.spring(response: 0.16, dampingFraction: 0.42)) { bumpOffset = recoil } withAnimation(.spring(response: 0.34, dampingFraction: 0.7).delay(0.1)) { bumpOffset = 0 } } } #endif