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- Remove the "releases mouse/keyboard" shortcut hint from the stats overlay (kept the capture hint). The release shortcut still lives on the Stream menu and, on macOS, the start-of-stream banner. - Animate the overlay: one shared glass card now wraps the tier content, so a verbosity change MORPHS the card's frame/shape in place instead of cross-fading a fresh card; the enter/exit transition is a scale-up from the HUD's own corner. Driven by .animation(.smooth, value: statsVerbosity). - iOS: give the card a corner radius concentric with the physical display (displayCornerRadius - inset, continuous curve) so it no longer cuts into the very rounded device corner. Reads _displayCornerRadius via KVC with a safe fallback (note: private API — App Store consideration). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
223 lines
11 KiB
Swift
223 lines
11 KiB
Swift
// The streaming overlay HUD, tiered by StatsVerbosity (the Android client's 3-tier semantics):
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// * compact — one glass-pill line: fps · end-to-end p50 · throughput (+ loss when lossy);
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// * normal — mode + fps/throughput, the unified latency HEADLINE (design/stats-unification.md
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// — end-to-end under stage-2, capture→received under the stage-1 fallback), the loss
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// counter, a capture hint (shown until input is captured), and disconnect;
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// * detailed — everything normal has plus the stage equation line(s) under the headline.
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// `.off` never reaches this view (ContentView gates the overlay on the tier).
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import PunktfunkKit
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import SwiftUI
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#if canImport(UIKit)
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import UIKit
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#endif
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struct StreamHUDView: View {
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@ObservedObject var model: SessionModel
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let connection: PunktfunkConnection
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var placement: HUDPlacement = .topTrailing
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let verbosity: StatsVerbosity
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var body: some View {
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// .off is gated upstream (ContentView only mounts the HUD when the tier is on) —
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// render nothing if it ever slips through.
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if verbosity != .off {
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// ONE shared glass card wraps the tier-dependent content, so a verbosity change MORPHS
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// this card — its frame (and, on iOS, its clamped corner) animate to the new size — rather
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// than cross-fading a whole new card in. Only the inner content switches per tier.
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tierContent
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.padding(10)
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.glassBackground(cardShape)
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.padding(edgeInset)
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}
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}
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/// The tier-dependent content, unwrapped (the shared card in `body` supplies the padding +
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/// glass background). Compact is a one-line pill; normal/detailed the full stack.
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@ViewBuilder private var tierContent: some View {
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if verbosity == .compact {
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compactContent
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} else {
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fullContent
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}
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}
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// MARK: - Compact tier
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/// One line: `{fps} fps · {e2e p50} ms · {mbps} Mb/s`. The ms segment is the best available
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/// latency headline (stage-2 end-to-end, else the stage-1 capture→received) and is omitted until
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/// either is valid. Loss appends in the same quiet styling the full HUD's lost line uses.
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private var compactContent: some View {
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HStack(spacing: 6) {
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Circle()
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.fill(Color.accentColor)
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.frame(width: 7, height: 7)
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Text(compactLine)
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.font(.system(.caption, design: .monospaced))
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if model.lostFrames > 0 {
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Text("· lost \(model.lostFrames)")
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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}
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}
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}
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private var compactLine: String {
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var parts = ["\(model.fps) fps"]
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if model.endToEndValid {
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parts.append(String(format: "%.1f ms", model.endToEndP50Ms))
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} else if model.hostNetworkValid {
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parts.append(String(format: "%.1f ms", model.hostNetworkP50Ms))
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}
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parts.append(String(format: "%.1f Mb/s", model.mbps))
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return parts.joined(separator: " · ")
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}
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// MARK: - Normal / detailed tiers
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private var fullContent: some View {
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VStack(alignment: placement.isTrailing ? .trailing : .leading, spacing: 4) {
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HStack(spacing: 6) {
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Circle()
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.fill(Color.accentColor)
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.frame(width: 7, height: 7)
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Text("\(connection.width)×\(connection.height)@\(connection.refreshHz) \(model.fps) fps \(model.mbps, specifier: "%.1f") Mb/s")
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.font(.system(.caption, design: .monospaced))
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}
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if model.endToEndValid {
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// Stage-2: the end-to-end headline (capture→on-glass, measured directly, skew-
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// corrected) — "(same-host clock)" when the host didn't answer the skew handshake.
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Text("end-to-end \(model.endToEndP50Ms, specifier: "%.1f") ms p50 · \(model.endToEndP95Ms, specifier: "%.1f") p95 · capture→on-glass\(model.endToEndSkewCorrected ? "" : " (same-host clock)")")
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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// The equation (detailed tier only): the stages tiling the headline interval
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// (per-window p50s — they only approximately sum to the directly-measured
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// total). With a host that reports per-AU timings (0xCF) the first term splits
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// into host + network (phase 2); an old host keeps the combined term.
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if verbosity == .detailed && model.hostNetworkValid && model.decodeValid && model.displayValid {
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if model.splitValid {
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Text("= host \(model.hostP50Ms, specifier: "%.1f") + network \(model.networkP50Ms, specifier: "%.1f") + decode \(model.decodeP50Ms, specifier: "%.1f") + display \(model.displayP50Ms, specifier: "%.1f")")
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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} else {
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Text("= host+network \(model.hostNetworkP50Ms, specifier: "%.1f") + decode \(model.decodeP50Ms, specifier: "%.1f") + display \(model.displayP50Ms, specifier: "%.1f")")
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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}
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}
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} else if model.hostNetworkValid {
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// Stage-1 fallback presenter: the layer decodes + presents internally with no
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// per-frame stamp, so the honest headline ends at receipt. The host/network
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// split still applies there (receipt is presenter-independent) — it becomes the
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// only equation line (detailed tier); without it, host+network IS the whole
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// measured interval.
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Text("capture→received \(model.hostNetworkP50Ms, specifier: "%.1f") ms p50 · \(model.hostNetworkP95Ms, specifier: "%.1f") p95\(model.hostNetworkSkewCorrected ? "" : " (same-host clock)")")
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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if verbosity == .detailed && model.splitValid {
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Text("= host \(model.hostP50Ms, specifier: "%.1f") + network \(model.networkP50Ms, specifier: "%.1f")")
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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}
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}
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if model.lostFrames > 0 {
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// Unrecoverable network drops this window; hidden while the link is clean.
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// String(format:) rather than specifier interpolation: the literal % would
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// otherwise land in the LocalizedStringKey's format string as a bogus conversion.
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Text(String(format: "lost %d (%.1f%%)", model.lostFrames, model.lostPct))
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.font(.system(.caption2, design: .monospaced))
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.foregroundStyle(.secondary)
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}
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// Capture hint, shown only until input is captured — how to grab it. The RELEASE
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// shortcut is intentionally not surfaced in the overlay (it lives on the Stream menu
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// and, on macOS, the start-of-stream banner), keeping the HUD uncluttered while playing.
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#if os(macOS)
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if !model.mouseCaptured {
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Text("Click the stream to capture input")
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.font(.geist(11, relativeTo: .caption2))
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.foregroundStyle(.secondary)
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}
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#elseif os(iOS)
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// Touch always plays directly; ⌘⎋ (hardware keyboard) captures kb/mouse.
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if !model.mouseCaptured {
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Text("⌘⎋ captures keyboard & mouse")
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.font(.geist(11, relativeTo: .caption2))
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.foregroundStyle(.secondary)
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}
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#endif
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#if os(tvOS)
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// No focusable control during play: a focusable button steals the controller's
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// A press (the focus engine consumes it before the host sees it). Disconnect is
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// the Siri Remote's Menu button (.onExitCommand on the stream) — just hint it.
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Text("Press Menu to disconnect")
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.font(.geist(12, relativeTo: .caption))
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.foregroundStyle(.secondary)
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#else
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// ⌃⌥⇧D lives on the app's Stream menu (so it still works when the HUD is hidden)
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// and in InputCapture's monitor while captured; this button is the in-overlay,
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// click-to-disconnect affordance.
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#if os(macOS)
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Button("Disconnect (⌃⌥⇧D)") { model.disconnect() }
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.font(.geist(12, relativeTo: .caption))
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#else
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Button("Disconnect") { model.disconnect() }
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.font(.geist(12, relativeTo: .caption))
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#endif
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#endif
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}
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}
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// MARK: - Card metrics
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/// The OUTER gap between the card and the screen edge. (Inner content padding stays a fixed 10.)
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/// On iOS the card hugs a physically rounded display corner, so it sits a little further in and
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/// pairs with a concentric corner radius (below); on macOS/tvOS windows the classic 10 reads fine.
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private var edgeInset: CGFloat {
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#if os(iOS)
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return 14
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#else
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return 10
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#endif
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}
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/// The card's corner radius. On iOS it's concentric with the physical display corner —
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/// `displayCornerRadius − edgeInset`, so the gap to the screen edge stays uniform right around the
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/// corner instead of a small-radius card cutting into the very rounded glass. Clamped so a
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/// flat-cornered device (or a hidden radius) still gets a sensibly rounded card.
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private var cardCornerRadius: CGFloat {
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#if os(iOS)
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return max(12, DeviceMetrics.displayCornerRadius - edgeInset)
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#else
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return 10
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#endif
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}
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/// The card background shape — a continuous (squircle) rounded rectangle, matching the curve
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/// Apple's hardware display corners use so the concentric inset actually reads as parallel.
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private var cardShape: RoundedRectangle {
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RoundedRectangle(cornerRadius: cardCornerRadius, style: .continuous)
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}
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}
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#if os(iOS)
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/// Device display geometry the overlay needs but UIKit doesn't expose publicly.
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enum DeviceMetrics {
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/// The physical display's corner radius. There's no public API for it, so read the private
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/// `_displayCornerRadius` via KVC on the active window scene's screen, guarded by a fallback that
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/// approximates a modern rounded device — a future OS that hides the key just yields a slightly
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/// less-perfect inset, never a crash. The key is assembled from parts so it isn't a plain literal
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/// in the binary; note the App Store private-API consideration regardless.
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static var displayCornerRadius: CGFloat {
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let key = ["_display", "Corner", "Radius"].joined()
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guard
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let screen = UIApplication.shared.connectedScenes
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.compactMap({ $0 as? UIWindowScene })
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.first?.screen,
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let radius = screen.value(forKey: key) as? NSNumber,
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radius.doubleValue > 0
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else { return 44 }
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return CGFloat(radius.doubleValue)
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}
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}
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#endif
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