Files
punktfunk/clients/apple/Sources/PunktfunkClient/Home/LibraryCoverflowView.swift
enricobuehler 5db3b3c4fd feat(apple): the controls legend is clickable
Every hint cell that names an action is a real button on iOS/iPadOS/macOS.
The legend already lists every action a screen has, in one fixed place, so a
user without a pad in their hands — an iPad on a stand, a Mac driven by
trackpad, anyone running `gamepadUIMode == "always"` — was reading a complete
menu they could not press.

tvOS keeps them inert deliberately. There is no pointer there, so a tappable
cell would have to be FOCUSABLE, and that puts six new stops in the path of a
focus engine whose flow on these screens is load-bearing and hard-won — while
every action in the legend already has a native route (select, Menu,
Play/Pause, the focusable tab pills).

Cells that name an INPUT rather than an action stay labels: "↔ Adjust" is the
stick itself, and "A Type" over the on-screen keyboard has no tap equivalent
because a touch user types by tapping the keycap.

Two details that are load-bearing rather than tidy: the decorative hairline
gets `allowsHitTesting(false)` (it sits on top of the cells), and the press
style's `contentShape` sits below its `scaleEffect` so shrinking the artwork
cannot move the target out from under a resting finger and lose the touch-up.

macOS + tvOS typecheck; 272 tests pass; console UI verified opening Settings
in the iPad simulator.
2026-08-10 08:05:14 +02:00

224 lines
11 KiB
Swift

// The gamepad-driven presentation of the game library (iOS/iPadOS/macOS/tvOS — see LibraryView's
// `gamepadUIActive` branch): a classic coverflow instead of the touch grid. All the
// scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the coverflow card
// (poster + the 3D recede treatment via `.scrollTransition`), the "now focused" detail panel, and
// the controller-glyph hints. A steps through covers, A launches the centered title, B closes, and
// the shoulders (L1/R1) jump a handful at a time through a long library.
//
// Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
// `.background` modifier — NOT a ZStack sibling — because an `.ignoresSafeArea()` sibling expands the
// stack to full-screen and hands the GeometryReader the full height, laying content out under the
// status bar / home indicator. As a background it draws behind without affecting layout, so the
// GeometryReader is sized to the safe area, and the controller-glyph hints are pinned inside it with
// `.safeAreaInset(.bottom, alignment: .leading)`. Cover size is then derived from the height that
// remains, so a tall 2:3 poster + the detail line always fit.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
struct LibraryCoverflowView: View {
@Environment(\.gamepadInk) private var ink
let games: [GameEntry]
let artLoader: LibraryArtLoader?
var onLaunch: ((String) -> Void)?
/// Button B (back) — dismisses the library screen. No touch equivalent needed here (the toolbar
/// Close button already covers that); this is what makes gamepad-only exit possible.
var onDismiss: (() -> Void)?
/// Whether the carousel owns the controller — the in-place shell gates it (mid-transition,
/// and under the connect takeover after A launches a title, where this coverflow used to
/// keep polling underneath). Cover/sheet presentations keep the default.
var controllerActive = true
@Environment(\.gamepadHostedInShell) private var hostedInShell
#if os(iOS)
/// `.compact` in a landscape phone window — drives a tighter poster so everything still fits.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS
#endif
@State private var selection: String?
/// How many covers have settled (art loaded, or every candidate exhausted).
@State private var artSettled = 0
/// The backstop below has fired: play the entrance regardless of what the art is doing.
@State private var artWaitOver = false
/// Whether the strip may play its entrance yet. Cards swinging in as grey placeholders and
/// then filling with artwork afterwards is the whole effect wasted, so the entrance waits for
/// the first few covers — every poster is fetched in parallel, so those land together and
/// cover the visible strip. The wait is capped: a slow or artless library still animates.
private var contentReady: Bool {
artWaitOver || artSettled >= min(4, games.count)
}
var body: some View {
GeometryReader { geo in
content(for: geo.size)
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints)
.padding(.leading, 22)
.padding(.vertical, compact ? 6 : 10)
}
// Hosted in the shell, the field is the shell's own persistent aurora (the library is
// an aurora screen — the calm mix simply stays 0, so nothing even chases).
.background {
if !hostedInShell { GamepadScreenBackground() }
}
// Publish the palette's ink to this screen (text, glass, accent, scrims) — a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
// The entrance's backstop (see `contentReady`).
.task {
try? await Task.sleep(for: .milliseconds(700))
artWaitOver = true
}
}
@ViewBuilder private func content(for size: CGSize) -> some View {
// Fit the tallest poster into the height the detail line + paddings leave (the hints are a
// safe-area inset, already out of this budget) — capped so it never dwarfs a large iPad and
// clamped by width on a narrow screen.
let reserved: CGFloat = (compact ? 72 : 96) + (showsGroupHeading ? 26 : 0)
let coverHeight = min(360, min(max(140, size.height - reserved), size.width * 0.9))
let coverWidth = coverHeight * 2 / 3
VStack(spacing: 0) {
Spacer(minLength: 4)
if showsGroupHeading {
groupHeading.padding(.bottom, 6)
}
carousel(coverWidth: coverWidth, coverHeight: coverHeight)
detailPanel
.padding(.top, 12)
Spacer(minLength: 4)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
private func carousel(coverWidth: CGFloat, coverHeight: CGFloat) -> some View {
GamepadCarousel(
items: games,
selection: $selection,
itemWidth: coverWidth,
spacing: 34,
onActivate: { onLaunch?($0.id) },
onBack: { onDismiss?() },
shoulderJump: 5,
isActive: controllerActive,
contentReady: contentReady
) { game, entrance in
cover(game, width: coverWidth, height: coverHeight, entrance: entrance)
}
.frame(height: coverHeight + 44)
}
/// One cover + the coverflow recede. Every continuous visual reads the scroll view's own
/// per-frame `phase` (real distance-from-centered), so the tilt tracks what's actually on screen
/// mid-scroll. `.shadow` isn't a `VisualEffect`, so it's baked constant into the card; the
/// scale/rotation/opacity ramp already makes the centered cover prominent.
private func cover(
_ game: GameEntry, width: CGFloat, height: CGFloat, entrance: CardEntrance
) -> some View {
PosterImage(
candidates: game.art.posterCandidates, title: game.title, loader: artLoader,
onLoaded: { artSettled += 1 })
.frame(width: width, height: height)
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
.overlay(alignment: .topLeading) {
// `solid`: a frosted chip can't sample a backdrop through this card's own
// composited transform, so it would only show up on the centred card.
StoreBadge(label: game.storeLabel, isLauncher: game.isLauncher, solid: true)
}
.overlay {
RoundedRectangle(cornerRadius: 16, style: .continuous)
.strokeBorder(ink.fg(0.12), lineWidth: 1)
}
.shadow(color: ink.shadow(0.5), radius: 16, y: 12)
// Beneath the scroll transition, never around it — see CardEntrance.
.modifier(entrance)
.scrollTransition { content, phase in
let v = phase.value
let d = CGFloat(min(abs(v), 1))
let scale = 1 - d * 0.24
let rot = v * -38
let anchor: UnitPoint = v < 0 ? .trailing : .leading
let bright = Double(-d * 0.22)
let fade = Double(1 - d * 0.38)
return content
.scaleEffect(scale)
.rotation3DEffect(
.degrees(rot), axis: (x: 0, y: 1, z: 0), anchor: anchor, perspective: 0.55)
.brightness(bright)
.opacity(fade)
}
}
/// Does this library have both groups? Only then does the heading earn its row — a
/// launcher-less library gets exactly the layout it had before design D4.
private var showsGroupHeading: Bool {
games.contains(where: \.isLauncher) && games.contains { !$0.isLauncher }
}
/// Which group the cursor is in. A coverflow is one-dimensional, so instead of a second focus
/// rail (a whole new up/down nav model for two or three tiles) the heading names the group and
/// changes as the selection crosses the boundary — the launcher entries lead the strip.
private var groupHeading: some View {
let selected = games.first { $0.id == selection }
return Text(selected?.isLauncher == true ? "LAUNCHERS" : "GAMES")
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.4)
.foregroundStyle(ink.fg(0.45))
}
/// The centered title + store tag — empty (not hidden) so the layout doesn't jump.
@ViewBuilder private var detailPanel: some View {
let game = games.first { $0.id == selection }
VStack(spacing: 6) {
Text(game?.title ?? " ")
.font(.geist(compact ? 22 : 25, .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.lineLimit(1)
.minimumScaleFactor(0.75)
.multilineTextAlignment(.center)
if let game {
// main's richer store label, in the palette's ink.
Text(
game.isLauncher
? "\(game.storeLabel.uppercased()) · LAUNCHER" : game.storeLabel.uppercased()
)
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.2)
.foregroundStyle(ink.fg(0.5))
}
}
.frame(maxWidth: .infinity)
.padding(.horizontal, 24)
.animation(.smooth(duration: 0.25), value: selection)
}
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
private var hints: [GamepadHint] {
var hints: [GamepadHint] = []
if let onLaunch {
// You *open* a launcher and *launch* a game — the hint follows the focused entry.
let opens = games.first { $0.id == selection }?.isLauncher == true
hints.append(.init(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: opens ? "Open" : "Launch",
// Reads `selection` when it fires, not when the legend was built (see the
// launcher's twin) — and does nothing with no title centred, which is exactly
// what A does.
action: { if let id = selection { onLaunch(id) } }))
}
hints.append(.init(
glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close",
action: { onDismiss?() }))
return hints
}
}
#endif