133e25849d
Sources reorganized (client: Home/Session/Settings/Stores/Support/Trust; kit: Audio/Connection/Gamepad/Input/Support/Video/Views) with the big files split along the same seams. The gamepad mode is couch-complete, and now on macOS too (the living-room Mac case), not just iOS/iPadOS: - GamepadSettingsView: a console-style, fully controller-navigable settings screen (X from the launcher) — up/down moves focus, left/right steps values (clamped, boundary thud), A cycles/toggles, B closes; the focused row shows a one-line description. Backed by GamepadMenuList, the vertical sibling of GamepadCarousel, and SettingsOptions — the option lists hoisted out of SettingsView statics and shared by the touch, tvOS and gamepad settings. - GamepadAddHostView + GamepadKeyboard: register a host end to end with a pad — field rows open an on-screen controller keyboard (dpad grid, A types, X backspaces, B done); the launcher carousel ends in an Add Host tile, so the dead-end "add one with touch first" empty state is gone. - Launcher polish: contextual hint bar with the pad's real button glyphs, controller name + battery chip, one shared console chrome. - GamepadScreenBackground: an animated aurora (TimelineView-driven drifting blobs in the brand's violet family, breathing radii, slow hue shift, legibility scrim; freezes under Reduce Motion). Pure SwiftUI on purpose — a .metal library only bundles reliably in one of the two build systems (SPM vs the xcodeproj's synced folders) these sources compile under. - macOS port: settings/add-host/library present as sized sheets (a macOS sheet takes its content's IDEAL size, and the GeometryReader-driven screens collapsed to nothing), NSScreen-based mode lists, scroll indicators .never (the "always show scroll bars" setting overrides .hidden), tray scrims so scrolled rows dim under the pinned title/hints, extra title clearance, and a PUNKTFUNK_FORCE_GAMEPAD_UI=1 dev hook — launcher/settings/add-host/keyboard/ library render-verified live on a real Mac + LAN hosts. - GamepadMenuInput: X button support, and (re)start now snapshots held buttons so a controller handoff press never fires twice (the B that closed the keyboard no longer also cancels the screen underneath). - Cleanups: one "Connection failed" alert in ContentView instead of one per home screen; HostDiscovery.advertises/unsaved shared by both home screens. - host: can_encode_444 stub for the non-Linux/Windows host build (the macOS synthetic-source loopback used by the Swift tests). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
89 lines
3.4 KiB
Swift
89 lines
3.4 KiB
Swift
// CoreAudio HAL device enumeration for the Settings pickers. Devices are persisted by
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// UID (stable across reboots/replugs — AudioDeviceIDs are not); the empty UID means
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// "system default", which additionally tracks default-device changes because we then
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// never pin the engine to a concrete device.
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#if os(macOS)
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import CoreAudio
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import Foundation
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public struct AudioDevice: Hashable, Identifiable, Sendable {
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public let uid: String
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public let name: String
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public var id: String { uid }
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}
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public enum AudioDevices {
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/// Output-capable devices (speakers, headphones, multi-output…).
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public static func outputs() -> [AudioDevice] {
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all().filter { hasStreams($0, scope: kAudioObjectPropertyScopeOutput) }
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.compactMap(describe)
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}
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/// Input-capable devices (microphones, interfaces…).
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public static func inputs() -> [AudioDevice] {
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all().filter { hasStreams($0, scope: kAudioObjectPropertyScopeInput) }
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.compactMap(describe)
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}
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/// Resolve a persisted UID to the current AudioDeviceID — nil when unplugged.
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static func deviceID(forUID uid: String) -> AudioDeviceID? {
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all().first { id in
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stringProperty(id, kAudioDevicePropertyDeviceUID) == uid
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}
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}
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private static func all() -> [AudioDeviceID] {
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var address = AudioObjectPropertyAddress(
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mSelector: kAudioHardwarePropertyDevices,
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mScope: kAudioObjectPropertyScopeGlobal,
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mElement: kAudioObjectPropertyElementMain)
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var size: UInt32 = 0
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guard AudioObjectGetPropertyDataSize(
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AudioObjectID(kAudioObjectSystemObject), &address, 0, nil, &size) == noErr,
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size > 0
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else { return [] }
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var ids = [AudioDeviceID](
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repeating: 0, count: Int(size) / MemoryLayout<AudioDeviceID>.size)
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guard AudioObjectGetPropertyData(
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AudioObjectID(kAudioObjectSystemObject), &address, 0, nil, &size, &ids) == noErr
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else { return [] }
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return ids
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}
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private static func hasStreams(
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_ id: AudioDeviceID, scope: AudioObjectPropertyScope
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) -> Bool {
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var address = AudioObjectPropertyAddress(
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mSelector: kAudioDevicePropertyStreams,
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mScope: scope,
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mElement: kAudioObjectPropertyElementMain)
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var size: UInt32 = 0
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return AudioObjectGetPropertyDataSize(id, &address, 0, nil, &size) == noErr && size > 0
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}
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private static func describe(_ id: AudioDeviceID) -> AudioDevice? {
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guard let uid = stringProperty(id, kAudioDevicePropertyDeviceUID),
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let name = stringProperty(id, kAudioObjectPropertyName)
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else { return nil }
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return AudioDevice(uid: uid, name: name)
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}
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private static func stringProperty(
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_ id: AudioDeviceID, _ selector: AudioObjectPropertySelector
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) -> String? {
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var address = AudioObjectPropertyAddress(
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mSelector: selector,
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mScope: kAudioObjectPropertyScopeGlobal,
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mElement: kAudioObjectPropertyElementMain)
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var ref: CFString?
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var size = UInt32(MemoryLayout<CFString?>.size)
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let status = withUnsafeMutablePointer(to: &ref) { p in
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AudioObjectGetPropertyData(id, &address, 0, nil, &size, p)
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}
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guard status == noErr, let ref else { return nil }
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return ref as String
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}
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}
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#endif
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