09a5957c6d
One stat model everywhere (design/stats-unification.md): four measurement points (capture/received/decoded/displayed), three stages that tile the interval exactly, and a HUD that shows the addition explicitly — end-to-end 14.2 ms p50 · 19.8 p95 · capture→on-glass = host+network 9.8 + decode 2.1 + display 2.3 replacing each client's ad-hoc mix of overlapping absolutes (the Apple HUD's three arrow lines that looked sequential but weren't), mean-vs-median decode times (Windows/Linux), missing same-host-clock flags (Windows/Linux), and three different names for the same capture→received measurement (probe's "reassembled", Apple/Android's "client", Windows/Linux's post-decode "lat"). Per client: Apple threads receivedNs through the VT decode via the frame refcon bit pattern so the decode stage exists at all (stage-1 fallback honestly degrades to a capture→received headline); Windows carries FrameTimes through the existing frame channel to the render thread and adds e2e p50/p95 post-Present; Linux stamps received at AU pop and rides decoded_ns on DecodedFrame to the paintable-set site; Android pairs receipt stamps with MediaCodec output buffers via the codec's pts round-trip (JNI stats array 14→16 doubles, indexes 0-13 unchanged). fps now uniformly counts received AUs; lost/(received+lost) per window, hidden at zero. docs-site gains "Understanding the Stats Overlay": what each line means, why the equation only approximately sums (percentiles), and a line-by-line Moonlight/Sunshine matrix — including that Moonlight has no end-to-end number and its "network latency" is an ENet control RTT, so punktfunk's headline must not be compared against any single Moonlight line. Verified here: linux client + probe + core check/clippy/fmt green, android native cargo-ndk arm64 check green. Pending: Windows CI + on-glass, swift test on the mac, on-device Android. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
288 lines
12 KiB
Swift
288 lines
12 KiB
Swift
// App Store screenshot scenes — the actual screens we render, each wired with mock data so it
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// looks populated without a live host. Every scene is built from the REAL app views (HomeView,
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// SettingsView, PairSheet, TrustCardView) so the screenshots track the shipping UI; only the
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// live stream is faked (StreamView needs a real punktfunk/1 connection — see ShotStreamHero).
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#if DEBUG
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import PunktfunkKit
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import SwiftUI
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/// One screen to capture: a name (→ file suffix), the canvas orientation, a color scheme, and a
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/// factory that builds the populated view on the main actor.
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struct ShotScene {
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let name: String
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let orientation: ShotOrientation
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let colorScheme: ColorScheme
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let make: @MainActor () -> AnyView
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}
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@MainActor
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enum ShotScenes {
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static let all: [ShotScene] = [
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ShotScene(name: "01-stream", orientation: .landscape, colorScheme: .dark) {
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AnyView(ShotStreamHero())
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},
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ShotScene(name: "02-hosts", orientation: .natural, colorScheme: .dark) {
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AnyView(ShotHome())
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},
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ShotScene(name: "03-pair", orientation: .natural, colorScheme: .dark) {
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AnyView(ShotPair())
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},
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ShotScene(name: "04-trust", orientation: .landscape, colorScheme: .dark) {
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AnyView(ShotTrust())
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},
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ShotScene(name: "05-settings", orientation: .natural, colorScheme: .dark) {
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AnyView(ShotSettings())
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},
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]
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}
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// MARK: - Mock data
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@MainActor
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enum ShotMock {
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/// A populated saved-host grid: a pinned recent host, a couple more, mixed online state.
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static func hostStore() -> HostStore {
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let store = HostStore()
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store.hosts = [
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StoredHost(name: "Battlestation", address: "192.168.1.20", port: 9777,
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pinnedSHA256: fingerprint, lastConnected: Date().addingTimeInterval(-420)),
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StoredHost(name: "Living Room PC", address: "192.168.1.41", port: 9777,
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pinnedSHA256: fingerprint),
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StoredHost(name: "Workshop", address: "10.0.0.7", port: 9777),
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]
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return store
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}
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static let host = StoredHost(name: "Battlestation", address: "192.168.1.20", port: 9777,
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pinnedSHA256: fingerprint)
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/// A plausible-looking 32-byte SHA-256 for the trust card / pin lock glyphs.
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static let fingerprint = Data((0..<32).map { UInt8(($0 &* 37 &+ 0x1d) & 0xff) })
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}
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// MARK: - Home
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private struct ShotHome: View {
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@StateObject private var store = ShotMock.hostStore()
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@StateObject private var model = SessionModel()
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@StateObject private var discovery = HostDiscovery()
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var body: some View {
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#if os(macOS)
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HomeView(
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store: store, model: model, discovery: discovery,
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showAddHost: .constant(false), pairingTarget: .constant(nil),
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speedTestTarget: .constant(nil), libraryTarget: .constant(nil),
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connect: { _ in }, connectDiscovered: { _ in },
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onPaired: { _, _ in }, onLaunchTitle: { _, _ in })
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#else
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HomeView(
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store: store, model: model, discovery: discovery,
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showAddHost: .constant(false), pairingTarget: .constant(nil),
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speedTestTarget: .constant(nil), libraryTarget: .constant(nil),
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showSettings: .constant(false),
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connect: { _ in }, connectDiscovered: { _ in },
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onPaired: { _, _ in }, onLaunchTitle: { _, _ in })
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#endif
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}
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}
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// MARK: - Settings
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private struct ShotSettings: View {
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var body: some View {
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#if os(macOS)
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// The mac Settings window is a fixed-size tabbed panel — float it over a dimmed host
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// grid so the shot reads as the preferences window over the running app.
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ZStack {
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ShotHome().blur(radius: 24).overlay(Color.black.opacity(0.45))
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SettingsView()
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.fixedSize()
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.clipShape(RoundedRectangle(cornerRadius: 12))
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.shadow(radius: 40, y: 16)
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}
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#elseif os(iOS)
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// SettingsView owns its NavigationSplitView (sidebar + detail) and Done button, so it is
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// rendered directly — a wrapping NavigationStack would nest a split view in a stack. Open
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// on General so the shot lands on real controls (iPad: sidebar + General detail; iPhone:
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// the General page) instead of the bare category list.
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SettingsView(initialCategory: .general)
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#else
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NavigationStack { SettingsView() }
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#endif
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}
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}
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// MARK: - Pair (PIN ceremony)
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private struct ShotPair: View {
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var body: some View {
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ZStack {
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ShotHome().blur(radius: 28).overlay(Color.black.opacity(0.5))
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PairSheet(host: ShotMock.host, onPaired: { _ in })
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.frame(maxWidth: 460)
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.background(.regularMaterial, in: RoundedRectangle(cornerRadius: 18))
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.clipShape(RoundedRectangle(cornerRadius: 18))
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.shadow(radius: 40, y: 16)
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.padding(40)
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}
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}
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}
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// MARK: - Trust (TOFU card over the blurred live stream)
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private struct ShotTrust: View {
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var body: some View {
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ZStack {
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ShotDesktopFrame()
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.blur(radius: 32)
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.overlay(Color.black.opacity(0.45))
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TrustCardView(
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fingerprint: ShotMock.fingerprint, hostName: "Battlestation",
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onCancel: {}, onTrust: {}, onPairInstead: {})
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}
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}
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}
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// MARK: - Stream hero
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/// The marketing hero: a stand-in streamed frame with the real glass HUD chip on top.
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/// StreamView can't render here (it needs a live punktfunk/1 connection), so the frame is
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/// synthetic — set `PUNKTFUNK_SHOT_HERO=/path/to/frame.png` to drop in a real captured frame.
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private struct ShotStreamHero: View {
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var body: some View {
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ZStack(alignment: .topTrailing) {
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ShotDesktopFrame()
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ShotHUD()
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}
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.background(Color.black)
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}
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}
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/// A faithful copy of StreamHUDView's overlay (which needs a live PunktfunkConnection for the
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/// mode line) with representative numbers, reusing the app's real `.glassBackground`.
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private struct ShotHUD: View {
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var body: some View {
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VStack(alignment: .trailing, spacing: 4) {
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HStack(spacing: 6) {
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Circle().fill(Color.accentColor).frame(width: 7, height: 7)
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Text("5120×1440@240 240 fps 812.4 Mb/s")
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.font(.system(.caption, design: .monospaced))
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}
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Text("end-to-end 2.9 ms p50 · 3.8 p95 · capture→on-glass")
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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Text("= host+network 1.3 + decode 0.7 + display 0.9")
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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#if os(macOS)
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Text("⌘⎋ releases the mouse")
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.font(.geist(11, relativeTo: .caption2)).foregroundStyle(.secondary)
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#elseif os(tvOS)
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Text("Press Menu to disconnect")
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.font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
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#endif
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}
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.padding(10)
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.glassBackground(RoundedRectangle(cornerRadius: 10))
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.padding(10)
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}
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}
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/// A synthetic "streamed frame" — a synthwave scene that reads as game content without shipping
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/// any real art. Replaced wholesale when `PUNKTFUNK_SHOT_HERO` points at a real PNG.
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private struct ShotDesktopFrame: View {
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var body: some View {
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if let image = Self.overrideImage {
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image.resizable().scaledToFill()
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} else {
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synthetic
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}
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}
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private var synthetic: some View {
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ZStack {
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LinearGradient(
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colors: [
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Color(red: 0.05, green: 0.02, blue: 0.16),
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Color(red: 0.35, green: 0.05, blue: 0.42),
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Color(red: 0.95, green: 0.30, blue: 0.35),
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Color(red: 0.99, green: 0.62, blue: 0.32),
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],
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startPoint: .top, endPoint: .bottom)
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Canvas { ctx, size in
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let horizon = size.height * 0.52
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// Sun.
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let sunR = size.height * 0.20
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let sun = CGRect(x: size.width / 2 - sunR, y: horizon - sunR * 1.6,
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width: sunR * 2, height: sunR * 2)
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ctx.fill(Path(ellipseIn: sun),
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with: .linearGradient(
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Gradient(colors: [Color(red: 1, green: 0.95, blue: 0.5),
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Color(red: 1, green: 0.35, blue: 0.45)]),
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startPoint: CGPoint(x: sun.midX, y: sun.minY),
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endPoint: CGPoint(x: sun.midX, y: sun.maxY)))
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// Sun scanlines — clip a copy so the base context stays unclipped (GraphicsContext
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// is a value type; there is no resetClip).
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var sunCtx = ctx
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sunCtx.clip(to: Path(ellipseIn: sun))
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for i in 0..<7 {
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let y = sun.minY + sun.height * (0.55 + Double(i) * 0.07)
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let bar = CGRect(x: sun.minX, y: y, width: sun.width,
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height: sun.height * (0.012 + Double(i) * 0.006))
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sunCtx.fill(Path(bar), with: .color(.black.opacity(0.85)))
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}
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// Perspective grid below the horizon.
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ctx.opacity = 0.55
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let cx = size.width / 2
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for col in -10...10 {
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var p = Path()
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p.move(to: CGPoint(x: cx, y: horizon))
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p.addLine(to: CGPoint(x: cx + Double(col) * size.width * 0.11,
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y: size.height))
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ctx.stroke(p, with: .color(Color(red: 0.6, green: 0.95, blue: 1)),
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lineWidth: 1.5)
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}
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var row = horizon
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var step = size.height * 0.012
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while row < size.height {
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var p = Path()
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p.move(to: CGPoint(x: 0, y: row))
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p.addLine(to: CGPoint(x: size.width, y: row))
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ctx.stroke(p, with: .color(Color(red: 0.6, green: 0.95, blue: 1)),
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lineWidth: 1.5)
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step *= 1.32
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row += step
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}
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}
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}
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.overlay(alignment: .bottomLeading) {
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// A small "now playing" chip so the frame reads as live content, not a wallpaper.
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HStack(spacing: 8) {
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Image(systemName: "gamecontroller.fill")
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Text("Streaming from Battlestation")
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.font(.geist(16, .semibold, relativeTo: .callout))
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}
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.padding(.horizontal, 14).padding(.vertical, 9)
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.glassBackground(Capsule())
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.padding(18)
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}
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.ignoresSafeArea()
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}
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/// `PUNKTFUNK_SHOT_HERO=/abs/path.png` → use a real captured frame as the hero background.
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static var overrideImage: Image? {
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guard let path = ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_HERO"],
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!path.isEmpty, FileManager.default.fileExists(atPath: path) else { return nil }
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#if os(macOS)
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guard let ns = NSImage(contentsOfFile: path) else { return nil }
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return Image(nsImage: ns)
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#else
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guard let ui = UIImage(contentsOfFile: path) else { return nil }
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return Image(uiImage: ui)
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#endif
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}
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}
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#endif
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