WP8 and WP9 of `punktfunk-planning/design/android-console-ui-visual-refresh.md`, in part. **WP9.3 — shared parity vectors.** The console's background palettes, its settings section names and its screen-transition motion each existed in three hand-written copies (`pf-console-ui`, this client, the Apple client) held together by a comment asking the next person to keep them in step. `clients/shared/console-vectors.json` now holds them, read the way `deeplink-vectors.json` already is: `include_str!` in Rust, a relative path in Kotlin, `#filePath` in Swift — never a copy, because a copy is a fourth contract free to go stale. It carries the DERIVED tables too, the 16-cell mesh and the 4 blob colours per palette, which is the half that reaches the screen and the half Android never checked: `GamepadPaletteTest` only ever measured the `stops` they are computed from. Two drifts it immediately caught, both now closed: * **The easing was the wrong curve.** `ConsoleMotion.EaseOutCubic` shipped as `cubic-bezier(0.215, 0.61, 0.355, 1)` while claiming to be the desktop's `ease_out_cubic`. It is not: that is the Penner/Ceaser table's curve, ~0.80 at the midpoint where `1 − (1−t)³` is 0.875 — visibly slacker over a 260 ms transition. Compose's `Easing` is a plain function, so it now evaluates the real thing analytically rather than approximating it at all. (Apple approximates with a different bezier only because SwiftUI's `timingCurve` cannot take a closure; the vectors sample the curve with a tolerance so all three can meet it.) * **The desktop has a seventh tab.** Input — touch mode, mouse, invert-scroll, shortcuts — with nothing to set on a phone or a TV. `settings.rs` claims in prose that a setting is found under the same word on every client; that was true modulo an omission nobody could see. The vectors model it with `desktop_only` rather than picking a side, so neither client has to be wrong. Rust reads it from three tests placed in the files that own the constants, so nothing had to be made `pub` to be checkable. Verified green under Linux (the crate is `cfg(linux|windows)` throughout — `cargo test` on a Mac compiles nothing and passes vacuously): 77 passed, 0 failed. Android's side gates in CI as a FILTERED task; a plain `:app:testDebugUnitTest` would drag the ~20 Roborazzi screenshot scenes into every push, and those are a release-artifact job. **WP8.1 — a pad route to the stats overlay.** The tier could only be cycled by a three-finger tap, which does not exist on a TV, on a gamepad-only session, or under touch passthrough — while the settings row promised a live cycle. `Select + X` now cycles it, byte-identical to the Apple client's `GamepadWire.back | GamepadWire.x`, implemented as the mic chord's twin in `GamepadRouter` and edge-triggered on the button that completes the mask. The buttons still reach the game, as both existing chords do. `GamepadChordTest` pins eight cases the kit had no cover for at all, including that the three chords intersect only on Select and that none is reachable through another. **WP8.5 — a start-of-stream banner.** The desktop's `skia_overlay` banner, ported with its timing (opaque 5.4 s, then a 0.6 s fade) and its rule of naming only shortcuts that exist: pad chords when a pad is present, the touch gesture when there is a touchscreen and the mode can use it. Nothing `Ctrl+Alt+Shift` is advertised, because Android has none of it. It yields to the motion-unreachable notice rather than stacking with it — that one reports something broken about *this* session. **WP8.6 — the home card says which profile it connects with.** `HomeTile` carried a `pinnedProfileId` the card never drew, so a pinned host+profile card was distinguishable from the host's own only by a subtitle that had been quietly repurposed to hold the profile name. Both now show the address like every other card and wear a tinted profile chip — the touch grid's own convention and the Apple client's, inked from the console palette. Unsaved tiles (discovered, Add Host) take a dashed edge, which is what the other two surfaces already use to say "not yours yet". ⚠ Not a detail panel: the Apple client REMOVED its own and moved the status onto the card, which is where the lock and the online pip already were here. **WP8.7 — accessibility, in part.** The console screens carried three `contentDescription`s and no `semantics`, `Role` or `stateDescription` at all. A settings row now announces once, merged — label, value, and the description that lives in the floating band far from it — with `Role.Switch` and a real toggle state, because a toggle row's on/off string was drawn by nothing at all: the switch replaces the value text, and the switch was two undescribed `Box`es. Decoration is silenced rather than labelled (the chevrons were read aloud as punctuation on every focused row). The hint bar's glyphs, the tab strip and the home tiles are done; `GamepadAddHostScreen` and `LibraryScreen` are not yet.
45 lines
1.9 KiB
TOML
45 lines
1.9 KiB
TOML
[package]
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name = "pf-console-ui"
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description = "The Skia console UI for the Vulkan session binary — stats OSD, capture HUD, and (next) the gamepad library; renders on the presenter's device via the Overlay contract"
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version.workspace = true
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edition.workspace = true
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rust-version.workspace = true
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license.workspace = true
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authors.workspace = true
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repository.workspace = true
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# Same Linux+Windows gating as the rest of the client stack.
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[target.'cfg(any(target_os = "linux", windows))'.dependencies]
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pf-presenter = { path = "../pf-presenter" }
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# MenuEvent/MenuPulse (the gamepad service's menu mode drives the library).
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pf-client-core = { path = "../pf-client-core" }
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# Skia on the presenter's VkDevice (`vulkan`); `textlayout` = skparagraph/harfbuzz for
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# the typography the console library needs (~15 MB stripped, prebuilt binaries exist for
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# this feature set on x86_64-unknown-linux-gnu AND x86_64-pc-windows-msvc — a source
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# build is never triggered on either).
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skia-safe = { version = "0.87", features = ["vulkan", "textlayout"] }
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ash = { version = "0.38", features = ["loaded"] }
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anyhow = "1"
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tracing = "0.1"
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# `config::GamepadPref` keys the button-glyph style (PlayStation shapes vs ABXY).
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punktfunk-core = { path = "../punktfunk-core" }
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# Linux links the system SDL3; Windows builds it from source (same choice as the rest
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# of the workspace's Windows SDL consumers).
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[target.'cfg(target_os = "linux")'.dependencies]
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sdl3 = { version = "0.18", features = ["hidapi", "ash"] }
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[target.'cfg(windows)'.dependencies]
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sdl3 = { version = "0.18", features = ["hidapi", "ash", "build-from-source"] }
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# The shared console parity vectors (`clients/shared/console-vectors.json`) are read by three
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# tests here — the palette table, the tab names and the transition motion. Dev-only: nothing in the
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# shipping crate parses JSON. `pf-client-core` reads its own deeplink vectors the same way.
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[dev-dependencies]
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serde_json = "1"
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[lints]
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workspace = true
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