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punktfunk/clients/apple/Sources/PunktfunkClient/Settings/GamepadOptionBand.swift
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enricobuehler 2590238b8f fix(apple): the console sub-screens' backdrop, glass and option band
Four things the field reported on glass, all in the console's visual layer.

The tray scrim is GONE, not re-tuned. It laid `.ultraThinMaterial` across the
top and bottom of every form screen, and a material by definition lifts and
tints whatever it blurs — so it read grey, and washing it with the palette's
ground only made it read coloured. There is no public way to blur a backdrop
without that tint, so the layer had to go. The darkening it also provided was
never its to provide: the backdrop's own legibility scrim
(0.38/0.06/0.08/0.40 — the same gradient pf-console-ui bakes into its shader)
has always been one layer down, which is why the console has no tray band.

Pale palettes rendered every row, pill and card as a flat white slab, and
lowering the tint did nothing, because the opacity came from the glass BODY:
`.regular` is a bright, high-body material and a pale palette's `ink.glass` is
literal white. Pale palettes take `Glass.clear` now, with a light wash to keep
dark ink legible.

A focused settings row changed colour in a hard jump, a beat late, while its
scale animated smoothly beside it — the focus tint rode `Glass.tint`, and a
Glass value is opaque to SwiftUI's animation system. It is a plain fill
between the glass and the label now, so the existing animation covers it.

The host cards appeared to be swapped for different ones as their entrance
landed: `CardEntrance` swings each tile in on a rotation3DEffect, and Liquid
Glass samples the backdrop through its own layer, which it cannot do under a
3D transform. Those tiles take the material path (`forceMaterial`).

And the option band never turned like a cylinder because the band MASKED
itself: a mask rasterises what it covers, flattening `rotation3DEffect`'s
perspective, so the projection was computed and discarded every frame. The
soft edge is folded into each option's own opacity instead. Its ±1 neighbours
stay hidden at rest — showing them reproduced the documented overlap defect
("2752 × 2064" with "280 ×" through it), which is why they were dropped.

Also fixes pale palettes washing out: the calm mix added a plusLighter wash of
a near-white ground on top of a field already mixed toward it, saturating the
form screens to white.

macOS + tvOS typecheck; console UI verified opening Settings in the simulator,
with no tray band.
2026-08-10 07:33:11 +02:00

210 lines
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Swift
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// The gamepad settings' "select" value as a REAL band: the options sit side by side on a drum
// segment curving about a vertical axis — the current one faces you flat, and a step rotates the
// next one in with perspective. The old presentation animated a single Text keyed by its value
// (an old-out/new-in crossfade that merely implied motion), which fell apart under fast repeated
// steps: each press restarted the fade. Here the drum's position is one continuous value driven
// by a spring, and SwiftUI's spring retargeting preserves velocity — rapid presses accumulate
// into one accelerating travel instead of five restarted crossfades.
//
// The band is LINEAR, not a ring (field verdict on the first cut): a ring showed the first
// option waiting to the right of the last one, which left/right can't reach (adjust clamps) —
// a promise the navigation doesn't keep. And on a 2-option ring the unselected option flipped
// sides with every step. So positions are fixed: option i sits i steps from the start, the ends
// are the ends, and A's wrap from the last option travels BACK across the list to the first.
// Options other than the facing one exist only while the drum is actually moving — at rest a row
// shows exactly its value (a resting neighbour under a long label rendered as overlapping,
// unreadable text).
//
// The band is purely presentational: stepping semantics (left/right clamps with a boundary thud,
// A cycles forward wrapping, disabled rows refuse input) stay in GamepadSettingsView's row
// closures. Font and ink come from the environment — the row applies the same value font/colour
// it always did, and the drum's own opacity ramp multiplies on top.
import Foundation
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
struct GamepadOptionBand: View {
let options: [String]
/// The committed selection — the caller's clamp/wrap already applied.
let selection: Int
let focused: Bool
/// The band's footprint, FIXED by the row: a step must never reflow the row (the old
/// free-width value shifted the chevrons with every label), and the drum needs its stage
/// even when the facing label is short.
let width: CGFloat
@Environment(\.accessibilityReduceMotion) private var reduceMotion
/// Where the drum rests, in option steps — always chasing `Double(selection)`; only the
/// spring's interpolation ever puts it between integers.
@State private var drumPosition: Double
init(options: [String], selection: Int, focused: Bool, width: CGFloat) {
self.options = options
self.selection = selection
self.focused = focused
self.width = width
_drumPosition = State(initialValue: Double(selection))
}
var body: some View {
Group {
if reduceMotion {
// No drum, no travel: today's quiet crossfade, minus even the 14 pt slip.
ZStack {
Text(current)
.lineLimit(1)
.id(selection)
.transition(.opacity)
}
.animation(.smooth(duration: 0.2), value: selection)
} else {
Drum(
options: options,
rotation: drumPosition,
target: drumPosition,
// Puts the ±1 neighbour ~40 % of the band off-centre, curling to the edge.
radius: width * 0.72,
width: width)
}
}
.frame(width: width)
.clipped()
// NO `.mask` here. The soft edges used to be a gradient mask over the whole band, and a
// mask RASTERISES what it covers — which flattens `rotation3DEffect`'s perspective, so the
// drum was being composited as a flat sideways slide rather than a turning cylinder. That
// is the "3D effect isn't what it should be" the field kept seeing: the geometry was
// always right, and the mask was throwing the projection away every frame.
//
// The same soft edge is folded into each option's own opacity instead (see `Drum.option`),
// which costs nothing and leaves the projection intact.
.onChange(of: selection) { old, new in step(from: old, to: new) }
// The options list itself can mutate under the drum (a custom resolution appears, a
// controller connects, the buffer options re-derive from a new refresh rate) — re-seat
// without a travel.
.onChange(of: options.count) { _, _ in snap() }
// One element to VoiceOver — the neighbour texts are rendering, not content.
.accessibilityElement(children: .ignore)
.accessibilityLabel(current)
}
private var current: String {
options.indices.contains(selection) ? options[selection] : ""
}
/// A step (or A's wrap — which on a linear band is a fast travel back to the start) springs
/// the drum; anything else (an external write from the touch settings, a re-derived options
/// list) re-seats it — a travel to a value the user didn't step to would read as the UI
/// acting on its own.
private func step(from old: Int, to new: Int) {
let wrapped = options.count > 1 && old == options.count - 1 && new == 0
guard (abs(new - old) == 1 || wrapped), !reduceMotion else { return snap() }
withAnimation(.spring(response: 0.32, dampingFraction: 0.78)) {
drumPosition = Double(new)
}
}
private func snap() {
var tx = Transaction()
tx.disablesAnimations = true
withTransaction(tx) { drumPosition = Double(selection) }
}
}
/// The rotating drum itself. `Animatable` so SwiftUI re-evaluates the body with the INTERPOLATED
/// rotation every frame of the spring — each option's offset/scale/opacity follows the real arc,
/// and options along the travel genuinely enter and leave mid-flight. (A plain `.animation` on
/// independent modifiers can't do that: each modifier would lerp its own endpoints and the
/// in-between options would never appear.)
private struct Drum: View, Animatable {
let options: [String]
/// The interpolated drum position, in option steps.
var rotation: Double
/// Where the spring is headed (jumps instantly on a step; only `rotation` chases it). The
/// distance between them is "how mid-flight are we" — the neighbours exist exactly as long
/// as the drum is moving, fading continuously as it lands, so a resting row is one flat
/// Text and a long label never sits under a resting neighbour.
let target: Double
/// Drum radius in points (from the band width — see the caller).
let radius: Double
/// The band's own width — the stage the options turn on, and what the edge fade is measured
/// against now that the container no longer carries a mask.
let width: Double
var animatableData: Double {
get { rotation }
set { rotation = newValue }
}
/// Angular pitch between adjacent options on the drum.
private static let stepAngle = 34.0 * .pi / 180.0
// Neighbours exist only while the drum is MOVING, and that is not a compromise — it is the
// documented field fix this file was written around. Showing them at rest was tried (to make a
// settled row look more like a cylinder) and immediately reproduced the original defect: on the
// simulator, "This device · 2752 × 2064" rendered with "280 ×" sitting on top of it, and
// "Automatic" with "10 Mbps" through it. A long value and its neighbour occupy the same
// pixels, and no opacity low enough to fix that is high enough to be worth drawing.
//
// The cylinder is meant to be READ WHILE IT TURNS. What was actually broken is fixed above:
// the band used to mask itself, and the mask rasterised the drum and threw its perspective
// away every frame, so the turn never looked like a turn.
var body: some View {
let flight = min(1, abs(rotation - target) * 3)
let content = ZStack {
ForEach(0..<options.count, id: \.self) { i in
// Plain signed distance — the band is linear, so option i has ONE home and the
// ends are the ends (nothing waits beyond the last option).
let d = Double(i) - rotation
// Only the facing option at rest; its neighbours join it for the travel (see the
// note on `restingNeighbour`'s removal above).
if abs(d) < 0.5 || (flight > 0.001 && abs(d) <= 2.5) {
option(i, distance: d, gate: flight)
}
}
}
#if os(tvOS)
// Flatten the transform stack — the 10-foot GPU already made these rows drop Liquid
// Glass, and several projected texts per step is the same class of cost. It costs the
// projection (a rasterised layer has no perspective), which is the trade tvOS already
// makes elsewhere on this screen.
content.drawingGroup()
#else
content
#endif
}
@ViewBuilder private func option(_ i: Int, distance d: Double, gate: Double) -> some View {
let angle = d * Self.stepAngle
let depth = cos(angle)
let x = radius * sin(angle)
// The facing option never gates: a resting row still shows its value.
let alpha = pow(max(depth, 0), 3) * (abs(d) < 0.5 ? 1 : gate) * edgeFade(x)
Text(options[i])
.lineLimit(1)
.fixedSize() // never let a turning label re-wrap to the band's width mid-flight
.scaleEffect(0.70 + 0.30 * depth)
// Foreshorten the label as it turns away — this is what sells the cylinder.
.rotation3DEffect(.radians(angle), axis: (x: 0, y: 1, z: 0), perspective: 0.55)
.offset(x: x)
.opacity(alpha)
.zIndex(depth)
}
/// The soft edge, per option, replacing the container mask that used to flatten the
/// projection: full strength through the middle of the band, dissolving to nothing by the
/// time an option reaches its rim, so the drum never ends on a cut.
private func edgeFade(_ x: Double) -> Double {
let halfWidth = width / 2
guard halfWidth > 0 else { return 1 }
let fadeStart = halfWidth * 0.55
guard abs(x) > fadeStart else { return 1 }
return max(0, min(1, (halfWidth - abs(x)) / (halfWidth - fadeStart)))
}
}
#endif