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punktfunk/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotScenes.swift
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fix(apple/shots): fill the grid, open Settings on Display, note the iPad orientation limit
- Six mock hosts rather than three. An iPad-13 portrait grid is three columns
  wide and 2752 px tall; three cards left ~60% of the capture as black.
- Settings opens on Display, not General. Resolution, frame rate, bitrate,
  HDR and codec are what someone reads a streaming app's settings shot for.
- The wake scene is the modal-over-grid variant. The gamepad-UI one is a
  full-screen takeover over a bare gradient — correct, but four lines of text
  on an empty aurora; the modal shows the same overlay over the host grid.
- `requestGeometryUpdate` now reports a refusal instead of failing silently.
  It does not help on the simulator (an app's stdout doesn't reach the driver
  through `simctl launch`) but it will on macOS and on a device.
- Documented that `.landscape` does not rotate on iPad: a multitasking-capable
  iPad app is resizable, so iPadOS ignores the request and simctl cannot
  rotate a simulated device. The iPad set is portrait throughout.
2026-08-04 21:34:18 +02:00

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// App Store screenshot scenes — the actual screens we render, each wired with mock data so it
// looks populated without a live host. Every scene is built from the REAL app views (HomeView,
// SettingsView, PairSheet, TrustCardView) so the screenshots track the shipping UI; only the
// live stream is faked (StreamView needs a real punktfunk/1 connection — see ShotStreamHero).
#if DEBUG
import PunktfunkKit
import SwiftUI
/// One screen to capture: a name (→ file suffix), the canvas orientation, a color scheme, and a
/// factory that builds the populated view on the main actor.
struct ShotScene {
let name: String
let orientation: ShotOrientation
let colorScheme: ColorScheme
let make: @MainActor () -> AnyView
}
@MainActor
enum ShotScenes {
static var all: [ShotScene] {
var scenes: [ShotScene] = [
ShotScene(name: "01-stream", orientation: .landscape, colorScheme: .dark) {
AnyView(ShotStreamHero())
},
ShotScene(name: "02-hosts", orientation: .natural, colorScheme: .dark) {
AnyView(ShotHome())
},
ShotScene(name: "03-pair", orientation: .natural, colorScheme: .dark) {
AnyView(ShotPair())
},
ShotScene(name: "04-trust", orientation: .landscape, colorScheme: .dark) {
AnyView(ShotTrust())
},
ShotScene(name: "05-settings", orientation: .natural, colorScheme: .dark) {
AnyView(ShotSettings())
},
]
#if os(iOS) || os(macOS)
// The gamepad-mode console screens (no tvOS — native focus engine there). Dev-only shots
// for eyeballing the Liquid Glass host tiles + settings rows.
scenes += [
ShotScene(name: "06-gamepad-home", orientation: .natural, colorScheme: .dark) {
AnyView(ShotGamepadHome())
},
ShotScene(name: "07-gamepad-settings", orientation: .natural, colorScheme: .dark) {
AnyView(ShotGamepadSettings())
},
ShotScene(name: "08-gamepad-addhost", orientation: .natural, colorScheme: .dark) {
AnyView(ShotGamepadAddHost())
},
ShotScene(name: "09-connecting", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .connecting))
},
ShotScene(name: "09b-waking", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .waking))
},
ShotScene(name: "09c-wake-timed-out", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .timedOut))
},
// The default-UI presentation (Liquid Glass modal over the touch grid) of the same phases.
ShotScene(name: "09d-connecting-modal", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .connecting, gamepadUI: false))
},
ShotScene(name: "09e-waking-modal", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .waking, gamepadUI: false))
},
ShotScene(name: "09f-wake-timed-out-modal", orientation: .natural, colorScheme: .dark) {
AnyView(ShotConnect(kind: .timedOut, gamepadUI: false))
},
]
#endif
scenes.append(ShotScene(name: "10-edithost", orientation: .natural, colorScheme: .dark) {
AnyView(ShotEditHost())
})
return scenes
}
}
// MARK: - Mock data
@MainActor
enum ShotMock {
// Stable ids so the store, the adverts and the profile bindings all point at the same things
// across every scene and every run.
static let battlestationID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000001")!
static let livingRoomID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000002")!
static let workshopID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000003")!
static let officeID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000004")!
static let editingID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000005")!
static let bedroomID = UUID(uuidString: "5B0D1E00-0000-4000-8000-000000000006")!
static let hdrProfileID = "a71c4e0d9f22"
static let couchProfileID = "3e88b107c4da"
/// The catalog the host cards read their chips and pinned cards from. Seeded once, on the
/// first store build — `ProfileStore` is a singleton, and in shot mode its write-back is
/// suppressed, so this never reaches a real user's catalog.
static func installProfiles() {
guard !profilesInstalled else { return }
profilesInstalled = true
ProfileStore.shared.debugSet([
StreamProfile(name: "4K HDR", id: hdrProfileID, accent: "#8B7BF7"),
StreamProfile(name: "Couch 1080p", id: couchProfileID, accent: "#4FD1A5"),
])
}
private static var profilesInstalled = false
/// A populated saved-host grid: the most-recent host bound to a profile (its chip), a second
/// paired machine, and one asleep box we hold a MAC for (so its card offers Wake-on-LAN). OS
/// chains give every tile its real vendor mark instead of a letter monogram.
///
/// No PINNED host+profile card: it renders a second tile for the SAME host, which is the
/// feature working as designed but reads as a duplicate to anyone meeting the app in a store
/// listing. The binding chip carries the profile story on its own.
static func hostStore() -> HostStore {
installProfiles()
let store = HostStore()
store.hosts = [
StoredHost(
id: battlestationID, name: "Battlestation", address: "192.168.1.20", port: 9777,
pinnedSHA256: fingerprint, lastConnected: Date().addingTimeInterval(-420),
macAddresses: ["a4:b1:c2:d3:e4:f5"], profileID: hdrProfileID,
osChain: "windows/11"),
StoredHost(
id: livingRoomID, name: "Living Room PC", address: "192.168.1.41", port: 9777,
pinnedSHA256: hostFingerprint(1), lastConnected: Date().addingTimeInterval(-86_400),
macAddresses: ["b8:27:eb:11:22:33"], osChain: "linux/fedora/bazzite"),
StoredHost(
id: officeID, name: "Office NUC", address: "192.168.1.33", port: 9777,
pinnedSHA256: hostFingerprint(4), lastConnected: Date().addingTimeInterval(-259_200),
profileID: couchProfileID, osChain: "linux/ubuntu"),
StoredHost(
id: workshopID, name: "Workshop", address: "10.0.0.7", port: 9777,
pinnedSHA256: hostFingerprint(2), macAddresses: ["de:ad:be:ef:00:07"],
osChain: "linux/arch"),
StoredHost(
id: editingID, name: "Editing Rig", address: "192.168.1.62", port: 9777,
pinnedSHA256: hostFingerprint(5), lastConnected: Date().addingTimeInterval(-604_800),
osChain: "linux/nobara"),
StoredHost(
id: bedroomID, name: "Bedroom Mini", address: "192.168.1.77", port: 9777,
pinnedSHA256: hostFingerprint(6), macAddresses: ["00:1a:2b:3c:4d:5e"],
osChain: "windows/11"),
]
return store
}
/// Discovery, seeded rather than live. Two saved hosts advertise (so their cards read ONLINE
/// through the real `advertises` path, and the reachability probe skips them — no network from
/// a capture), "Workshop" stays quiet so the grid shows an asleep machine, and one genuinely
/// new host populates the "On this network" section.
///
/// A live browse made the shot non-deterministic AND leaked whatever was on the capturing
/// machine's LAN into the App Store listing.
static func discovery() -> HostDiscovery {
let discovery = HostDiscovery()
discovery.debugSet([
HostDiscovery.debugAdvert(
id: "battlestation", name: "Battlestation", host: "192.168.1.20",
fingerprintHex: fingerprint.hexLower, macAddresses: ["a4:b1:c2:d3:e4:f5"],
osChain: "windows/11"),
HostDiscovery.debugAdvert(
id: "living-room", name: "Living Room PC", host: "192.168.1.41",
fingerprintHex: hostFingerprint(1).hexLower, macAddresses: ["b8:27:eb:11:22:33"],
osChain: "linux/fedora/bazzite"),
HostDiscovery.debugAdvert(
id: "office-nuc", name: "Office NUC", host: "192.168.1.33",
fingerprintHex: hostFingerprint(4).hexLower, osChain: "linux/ubuntu"),
HostDiscovery.debugAdvert(
id: "studio", name: "Studio PC", host: "192.168.1.58",
fingerprintHex: hostFingerprint(3).hexLower, requiresPairing: true, allowsTofu: false,
osChain: "windows/11"),
])
return discovery
}
static let host = StoredHost(
id: battlestationID, name: "Battlestation", address: "192.168.1.20", port: 9777,
pinnedSHA256: fingerprint, osChain: "windows/11")
/// What the pairing sheet calls THIS device. Taken from the platform, not from
/// `UIDevice.current.name` — on a capture simulator that is the harness's own throwaway name
/// (`pf-shot-iphone-6.9` went out on the store listing that way).
static var clientDeviceName: String {
#if os(tvOS)
"Apple TV"
#elseif os(macOS)
"MacBook Pro"
#else
UIDevice.current.userInterfaceIdiom == .pad ? "iPad Pro" : "iPhone"
#endif
}
/// A plausible-looking 32-byte SHA-256 for the trust card / pin lock glyphs.
static let fingerprint = hostFingerprint(0)
/// Distinct per host — `StoredHost.matches` prefers a fingerprint comparison, so sharing one
/// across the mock grid made a single advert light up every card.
static func hostFingerprint(_ seed: Int) -> Data {
Data((0..<32).map { UInt8((($0 &* 37) &+ 0x1d &+ (seed &* 91)) & 0xff) })
}
}
// MARK: - Home
private struct ShotHome: View {
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = ShotMock.discovery()
var body: some View {
#if os(macOS)
HomeView(
store: store, model: model, discovery: discovery,
showAddHost: .constant(false), pairingTarget: .constant(nil),
speedTestTarget: .constant(nil), libraryTarget: .constant(nil),
connect: { _, _ in }, connectDiscovered: { _ in },
onPaired: { _, _ in }, onLaunchTitle: { _, _ in }, wake: { _ in })
#else
HomeView(
store: store, model: model, discovery: discovery,
showAddHost: .constant(false), pairingTarget: .constant(nil),
speedTestTarget: .constant(nil), libraryTarget: .constant(nil),
showSettings: .constant(false),
connect: { _, _ in }, connectDiscovered: { _ in },
onPaired: { _, _ in }, onLaunchTitle: { _, _ in }, wake: { _ in })
#endif
}
}
// MARK: - Gamepad-mode console screens (dev-only glass preview)
#if os(iOS) || os(macOS)
private struct ShotGamepadHome: View {
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = ShotMock.discovery()
@StateObject private var waker = HostWaker()
var body: some View {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: .constant(nil), waker: waker,
connect: { _, _ in }, connectDiscovered: { _ in })
}
}
private struct ShotGamepadSettings: View {
@StateObject private var store = ShotMock.hostStore()
var body: some View { GamepadSettingsView(store: store) }
}
private struct ShotGamepadAddHost: View {
var body: some View { GamepadAddHostView(onAdd: { _ in }) }
}
/// The unified connect overlay (the real `ConnectOverlay`) in each phase — instant "Connecting…"
/// feedback, the "Waking…" wait, and the wake-timed-out prompt. `gamepadUI` picks the presentation:
/// the console's full-screen aurora takeover over the gamepad home, or the default UI's Liquid Glass
/// modal over the touch host grid.
private struct ShotConnect: View {
enum Kind { case connecting, waking, timedOut }
let kind: Kind
var gamepadUI = true
@StateObject private var store = ShotMock.hostStore()
@StateObject private var model = SessionModel()
@StateObject private var discovery = ShotMock.discovery()
@StateObject private var waker = HostWaker()
var body: some View {
backdrop
.overlay {
ConnectOverlay(
connectingHostName: kind == .connecting ? "Battlestation" : nil,
waker: waker,
gamepadUI: gamepadUI,
onCancelConnect: {})
}
.onAppear {
switch kind {
case .connecting:
break
case .waking:
waker.debugSet(.init(
hostID: store.hosts.first?.id ?? UUID(),
hostName: "Battlestation", connectsAfter: true, seconds: 14))
case .timedOut:
waker.debugSet(.init(
hostID: store.hosts.first?.id ?? UUID(),
hostName: "Battlestation", connectsAfter: true, seconds: 90, timedOut: true))
}
}
}
@ViewBuilder private var backdrop: some View {
if gamepadUI {
GamepadHomeView(
store: store, model: model, discovery: discovery,
libraryTarget: .constant(nil), waker: waker,
connect: { _, _ in }, connectDiscovered: { _ in })
} else {
ShotHome()
}
}
}
#endif
// MARK: - Edit host (add/edit sheet with the Wake-on-LAN MAC field)
private struct ShotEditHost: View {
var body: some View {
ZStack {
ShotHome().blur(radius: 24).overlay(Color.black.opacity(0.45))
AddHostSheet(
existing: StoredHost(
name: "Battlestation", address: "192.168.1.20", port: 9777,
pinnedSHA256: ShotMock.fingerprint, macAddresses: ["a4:b1:c2:d3:e4:f5"]),
onSave: { _ in })
#if os(macOS)
.clipShape(RoundedRectangle(cornerRadius: 12))
.shadow(radius: 40, y: 16)
#endif
}
}
}
// MARK: - Settings
private struct ShotSettings: View {
var body: some View {
#if os(macOS)
// The mac Settings window is a fixed-size tabbed panel — float it over a dimmed host
// grid so the shot reads as the preferences window over the running app.
ZStack {
ShotHome().blur(radius: 24).overlay(Color.black.opacity(0.45))
SettingsView()
.fixedSize()
.clipShape(RoundedRectangle(cornerRadius: 12))
.shadow(radius: 40, y: 16)
}
#elseif os(iOS)
// SettingsView owns its NavigationSplitView (sidebar + detail) and Done button, so it is
// rendered directly — a wrapping NavigationStack would nest a split view in a stack. Open
// on Display rather than the bare category list: resolution, frame rate, bitrate, HDR and
// codec are what someone reads a streaming app's settings shot to find out.
SettingsView(initialCategory: .display)
#else
NavigationStack { SettingsView() }
#endif
}
}
// MARK: - Pair (PIN ceremony)
private struct ShotPair: View {
/// The PIN as the host's web console shows it, and a device name that doesn't depend on what
/// the capture simulator happens to be called.
private var sheet: some View {
PairSheet(
host: ShotMock.host, shotPIN: "418 306",
shotClientName: ShotMock.clientDeviceName, onPaired: { _ in })
}
var body: some View {
#if os(iOS)
// PRESENT it, don't rebuild it. `PairSheet` is a bottom sheet on iOS — it carries its own
// `.presentationDetents([.medium, .large])` and the system's Liquid Glass background, both
// of which only exist inside a real `.sheet`. Composed into a ZStack instead (what this
// scene used to do), the detents were inert, the grouped Form stretched to the full height
// of the screen, and the capture was a thin strip of content over a huge black void.
ShotHome()
.sheet(isPresented: .constant(true)) {
// Pinned to one detent. The sheet ships `[.medium, .large]` so it can grow over
// the keyboard, and the resting height leaves a wide empty band between the form
// and the button row; a capture wants the snug version.
sheet.presentationDetents([.fraction(0.52)])
}
#elseif os(tvOS)
// tvOS pushes the ceremony as a full screen (HomeView's `navigationDestination`).
NavigationStack { sheet }
#else
// macOS: a fixed-width panel (`.frame(width: 400).fixedSize()`) that hugs its content, so
// floating it over the dimmed grid matches how the window-modal sheet reads. `screencapture
// -l<windowID>` grabs one window, and an AppKit sheet is a child window — a real `.sheet`
// would fall outside the capture.
ZStack {
ShotHome().blur(radius: 28).overlay(Color.black.opacity(0.5))
sheet
.background(.regularMaterial, in: RoundedRectangle(cornerRadius: 18))
.clipShape(RoundedRectangle(cornerRadius: 18))
.shadow(radius: 40, y: 16)
}
#endif
}
}
// MARK: - Trust (TOFU card over the blurred live stream)
private struct ShotTrust: View {
var body: some View {
ZStack {
ShotDesktopFrame()
.blur(radius: 32)
.overlay(Color.black.opacity(0.45))
TrustCardView(
fingerprint: ShotMock.fingerprint, hostName: "Battlestation",
onCancel: {}, onTrust: {}, onPairInstead: {})
}
}
}
// MARK: - Stream hero
/// The marketing hero: a stand-in streamed frame with the real glass HUD chip on top.
/// StreamView can't render here (it needs a live punktfunk/1 connection), so the frame is
/// synthetic — set `PUNKTFUNK_SHOT_HERO=/path/to/frame.png` to drop in a real captured frame.
private struct ShotStreamHero: View {
var body: some View {
ZStack(alignment: .topTrailing) {
ShotDesktopFrame()
ShotHUD()
}
.background(Color.black)
}
}
/// A faithful copy of StreamHUDView's overlay (which needs a live PunktfunkConnection for the
/// mode line) with representative numbers, reusing the app's real `.glassBackground`.
private struct ShotHUD: View {
var body: some View {
VStack(alignment: .trailing, spacing: 4) {
HStack(spacing: 6) {
Circle().fill(Color.accentColor).frame(width: 7, height: 7)
Text("5120×1440@240 240 fps 812.4 Mb/s")
.font(.system(.caption, design: .monospaced))
}
Text("end-to-end 2.9 ms p50 · 3.8 p95 · capture→on-glass")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
Text("= host+network 1.3 + decode 0.7 + display 0.9")
.font(.system(.caption2, design: .monospaced))
.foregroundStyle(.secondary)
#if os(macOS)
Text("⌘⎋ releases the mouse")
.font(.geist(11, relativeTo: .caption2)).foregroundStyle(.secondary)
#elseif os(tvOS)
Text("Press Menu to disconnect")
.font(.geist(12, relativeTo: .caption)).foregroundStyle(.secondary)
#endif
}
.padding(10)
.glassBackground(RoundedRectangle(cornerRadius: 10))
.padding(10)
}
}
/// A synthetic "streamed frame" — a synthwave scene that reads as game content without shipping
/// any real art. Replaced wholesale when `PUNKTFUNK_SHOT_HERO` points at a real PNG.
private struct ShotDesktopFrame: View {
var body: some View {
if let image = Self.overrideImage {
image.resizable().scaledToFill()
} else {
synthetic
}
}
private var synthetic: some View {
ZStack {
LinearGradient(
colors: [
Color(red: 0.05, green: 0.02, blue: 0.16),
Color(red: 0.35, green: 0.05, blue: 0.42),
Color(red: 0.95, green: 0.30, blue: 0.35),
Color(red: 0.99, green: 0.62, blue: 0.32),
],
startPoint: .top, endPoint: .bottom)
Canvas { ctx, size in
let horizon = size.height * 0.52
// Sun.
let sunR = size.height * 0.20
let sun = CGRect(x: size.width / 2 - sunR, y: horizon - sunR * 1.6,
width: sunR * 2, height: sunR * 2)
ctx.fill(Path(ellipseIn: sun),
with: .linearGradient(
Gradient(colors: [Color(red: 1, green: 0.95, blue: 0.5),
Color(red: 1, green: 0.35, blue: 0.45)]),
startPoint: CGPoint(x: sun.midX, y: sun.minY),
endPoint: CGPoint(x: sun.midX, y: sun.maxY)))
// Sun scanlines — clip a copy so the base context stays unclipped (GraphicsContext
// is a value type; there is no resetClip).
var sunCtx = ctx
sunCtx.clip(to: Path(ellipseIn: sun))
for i in 0..<7 {
let y = sun.minY + sun.height * (0.55 + Double(i) * 0.07)
let bar = CGRect(x: sun.minX, y: y, width: sun.width,
height: sun.height * (0.012 + Double(i) * 0.006))
sunCtx.fill(Path(bar), with: .color(.black.opacity(0.85)))
}
// Perspective grid below the horizon.
ctx.opacity = 0.55
let cx = size.width / 2
for col in -10...10 {
var p = Path()
p.move(to: CGPoint(x: cx, y: horizon))
p.addLine(to: CGPoint(x: cx + Double(col) * size.width * 0.11,
y: size.height))
ctx.stroke(p, with: .color(Color(red: 0.6, green: 0.95, blue: 1)),
lineWidth: 1.5)
}
var row = horizon
var step = size.height * 0.012
while row < size.height {
var p = Path()
p.move(to: CGPoint(x: 0, y: row))
p.addLine(to: CGPoint(x: size.width, y: row))
ctx.stroke(p, with: .color(Color(red: 0.6, green: 0.95, blue: 1)),
lineWidth: 1.5)
step *= 1.32
row += step
}
}
}
.overlay(alignment: .bottomLeading) {
// A small "now playing" chip so the frame reads as live content, not a wallpaper.
HStack(spacing: 8) {
Image(systemName: "gamecontroller.fill")
Text("Streaming from Battlestation")
.font(.geist(16, .semibold, relativeTo: .callout))
}
.padding(.horizontal, 14).padding(.vertical, 9)
.glassBackground(Capsule())
.padding(18)
}
.ignoresSafeArea()
}
/// `PUNKTFUNK_SHOT_HERO=/abs/path.png` → use a real captured frame as the hero background.
static var overrideImage: Image? {
guard let path = ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_HERO"],
!path.isEmpty, FileManager.default.fileExists(atPath: path) else { return nil }
#if os(macOS)
guard let ns = NSImage(contentsOfFile: path) else { return nil }
return Image(nsImage: ns)
#else
guard let ui = UIImage(contentsOfFile: path) else { return nil }
return Image(uiImage: ui)
#endif
}
}
#endif