The form screens' pinned title and legend lost their gradient blur when
GamepadTrayScrim went (2590238b): the scrim was `.ultraThinMaterial`, and a
material by definition lifts and tints whatever it blurs — it read grey over
the aurora, and washed with the palette's ground it read coloured. There is
no public way to blur a backdrop without that tint, so the layer was deleted
rather than re-tuned, and the rows have scrolled to a raw edge since.
Glur's GlurView blurs the backdrop through a gradient with NO material stage
on top — the rows soften as they slide under the pinned trays and nothing
carries a colour. Three things about the adoption are deliberate:
- It is the library's GlurBackdrop product, which uses a private API
(a variable-blur CAFilter on UIKit/AppKit). The public `.glur()`
modifier is a Metal shader on a view's OWN content and silently no-ops
over platform-backed views like ScrollView, so it cannot reach a
backdrop at all. GlurBackdrop ships as a separate module precisely so
adopters can weigh the App Store exposure; it disables hit testing
itself, so the band never eats a touch.
- The dependency is pinned by REVISION: GlurBackdrop exists only on main —
no release carries it (the newest tag, `1.1`, predates it and is not
three-component semver anyway, so `from:` resolution stops at 1.0.4,
which doesn't have the product). Wired into BOTH manifests — the
package for `swift build`, and the xcodeproj (remote package reference
+ per-target product deps) for the app targets, which compile these
sources themselves and know nothing of Package.swift's dependencies.
- The band takes NO content-side overhang, unlike the scrim it replaces —
and dropping the scrim's hard-won -44/-72 runway is the point, not an
oversight. That runway existed because a material carries body at every
alpha and had to dissolve OUTSIDE the tray; carried over here it blurred
fully-visible rows at rest (first on-glass verdict). Glur's ramp reaches
literal zero, so the band ends exactly at the tray's layout edge: open
content untouched, rows soften only where they actually slide under.
The 80 pt outer bleed and the pinned shape
(`transaction { $0.animation = nil }`) are kept — full-bleed by LAYOUT
rather than `.ignoresSafeArea()`, so a push never shows the band
growing into place.
Mounted exactly where the scrim was: settings, add-host and pair trays
(top + bottom) and the library title (top). Glur is attributed on the
Acknowledgements screen alongside the bundled font — it is a Swift package,
so the Rust-closure notices generator rightly knows nothing about it.
macOS build, tvOS typecheck; band placement and the blur itself verified on
the iPad on glass.
56 lines
2.5 KiB
Swift
56 lines
2.5 KiB
Swift
// The library as one of the gamepad shell's in-place layers (iOS): console chrome — a pinned
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// title and a close ✕ styled like the settings screen's — around the shared LibraryView, whose
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// gamepad branch renders the coverflow. The cover presentation used to get its title and Close
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// from the wrapping NavigationStack's bar; a shell layer has no bar, so this restores both in
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// the console's own grammar. Everything data-shaped (the fetch, the loading/error/empty states,
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// the image session lifecycle) stays LibraryView's.
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import PunktfunkKit
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import SwiftUI
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#if os(iOS)
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struct GamepadLibraryScreen: View {
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@Environment(\.gamepadInk) private var ink
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@ObservedObject var store: HostStore
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let host: StoredHost
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let onLaunch: (String) -> Void
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let close: () -> Void
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var controllerActive = true
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/// `.compact` in a landscape phone window — tighter chrome, like every gamepad screen.
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@Environment(\.verticalSizeClass) private var vSizeClass
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private var compact: Bool { vSizeClass == .compact }
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var body: some View {
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LibraryView(
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store: store, host: host, onLaunch: onLaunch,
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onClose: close, controllerActive: controllerActive)
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.safeAreaInset(edge: .top, spacing: 0) {
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// Leading, like every gamepad heading — no close chrome, B is the exit (the
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// coverflow's, or LibraryView's own back-catcher before the coverflow exists).
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Text("\(host.displayName) — Library")
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.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
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.foregroundStyle(ink.fg)
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.lineLimit(1)
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.minimumScaleFactor(0.75)
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.frame(maxWidth: .infinity, alignment: .leading)
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.padding(.horizontal, 24)
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.padding(.top, gamepadTitleTopPadding(compact: compact))
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.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
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.background { GamepadTrayBlur(edge: .top) }
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}
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// A hardware keyboard's Esc still closes, without chrome.
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.background {
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Button("Close") { close() }
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.keyboardShortcut(.cancelAction)
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.buttonStyle(.plain)
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.frame(width: 0, height: 0)
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.opacity(0)
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.accessibilityHidden(true)
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}
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.gamepadPaletteInk()
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}
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}
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#endif
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