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punktfunk/clients/apple/Sources/PunktfunkClient/Home/GamepadChrome.swift
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feat(apple): the gamepad UI comes to tvOS - focus-driven, with real session controls
The console UI now runs on tvOS through the NATIVE focus engine: carousel
cards and settings rows are focusable Buttons (Siri Remote and pads both
navigate; imperative scrollTo replaces the drop-prone scrollPosition binding),
while iOS/macOS keep the 60 Hz poll untouched - on tvOS it carries only what
focus has no concept of: X/Y screen actions and left/right value adjust with
the poll's dominant-axis feel (onMoveCommand proved input-source-dependent:
keyboard intercepted, pad dpad not -> double steps). Text entry uses the
system fullscreen keyboard (TVTextEntry); pairing + library present as covers
under the launcher; the game library defaults ON; settings values slide a
quiet 14 pt in the step's direction.

Session controls: controller/remote input routes EXCLUSIVELY through
GameController during a stream (GCEventViewController, interaction disabled) -
a pad's B no longer doubles as a UIKit menu press that ended sessions
mid-game. Deliberate exits only: the cross-client escape chord (hold
L1+R1+Start+Select 1.5 s - pf-client-core's contract, now implemented on all
Apple platforms) and holding the remote's Back >= 1 s; the start-of-stream
banner (now also on tvOS) teaches both. The Siri Remote's touch surface
drives the host pointer - press = left click, Play/Pause = right click,
release-tail jumps gated so motion stays truly relative.

tvOS 26 regressions fixed at the root: the app-wide brand tint rendered every
unfocused control as a blank pill (tint dropped on tvOS) and the 17 pt root
font shrank the whole platform (29 pt there), plus 10-foot sizing across host
cards, the gamepad screens, and the stats HUD (whose misleading "Press Menu"
hint is gone). Acknowledgements scrolls by focus-sized chunks and Menu pops
instead of suspending; full-width focusSections make the home actions
reachable from any column. The presenter defaults to stage-3 glass pacing on
tvOS (a 60 Hz panel fed a 60 fps stream is the sticky-FIFO worst case behind
the 50 ms display stage) and is pickable from the gamepad settings; HDR
capability advertises from AVPlayer.eligibleForHDRPlayback instead of the
current mode's EDR headroom, so an SDR home screen no longer hides an HDR TV.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 16:59:01 +02:00

423 lines
19 KiB
Swift
Raw Blame History

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// Chrome shared by the gamepad-driven screens (GamepadHomeView, GamepadSettingsView,
// GamepadAddHostView, LibraryCoverflowView): the full-bleed console backdrop, the
// controller-glyph hint bar, and the connected-controller status chip. One look across every
// screen is what makes the gamepad UI read as a coherent mode rather than a set of themed pages.
// iOS/iPadOS, macOS (the couch Mac-mini case), and tvOS — where the same screens are driven by
// the native focus engine instead of the controller poll (see GamepadCarousel/GamepadMenuList).
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
/// The active controller's real glyph for a button (Xbox "A", DualSense ✕, …) via
/// `sfSymbolsName`; a generic fallback before a controller profile resolves.
/// @MainActor: GamepadManager is main-actor-bound (inside a View body this was implicit).
@MainActor
func buttonGlyph(
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
) -> String {
GamepadManager.shared.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName
?? fallback
}
/// Top padding for a gamepad screen's pinned title. macOS gets extra clearance — the launcher
/// title sits right under the window titlebar and the settings/add-host sheets have no titlebar
/// at all, so the iOS value hugs the top edge there.
func gamepadTitleTopPadding(compact: Bool) -> CGFloat {
#if os(macOS)
26
#else
compact ? 4 : 10
#endif
}
/// Point size for a gamepad screen's pinned title: TV-large on tvOS (read from the couch), the
/// in-hand compact-aware sizes elsewhere.
func gamepadTitleSize(compact: Bool) -> CGFloat {
#if os(tvOS)
44
#else
compact ? 20 : 30
#endif
}
/// Metrics shared by the gamepad form screens' glass rows (GamepadSettingsView,
/// GamepadAddHostView) — one set of numbers so the two screens read as the same surface,
/// sized for the couch on tvOS and for the hand elsewhere.
enum GamepadFormMetrics {
#if os(tvOS)
static let headerFont: CGFloat = 17
static let labelFont: CGFloat = 23
static let valueFont: CGFloat = 21
static let iconFont: CGFloat = 24
static let iconWidth: CGFloat = 40
static let chevronFont: CGFloat = 16
static let rowHPad: CGFloat = 24
static let rowVPad: CGFloat = 19
static let rowCorner: CGFloat = 18
static let rowMaxWidth: CGFloat = 920
static let detailFont: CGFloat = 19
static let closeFont: CGFloat = 20
static let closeSide: CGFloat = 48
#else
static let headerFont: CGFloat = 12
static let labelFont: CGFloat = 16
static let valueFont: CGFloat = 15
static let iconFont: CGFloat = 17
static let iconWidth: CGFloat = 28
static let chevronFont: CGFloat = 12
static let rowHPad: CGFloat = 16
static let rowVPad: CGFloat = 13
static let rowCorner: CGFloat = 14
static let rowMaxWidth: CGFloat = 620
static let detailFont: CGFloat = 13
static let closeFont: CGFloat = 14
static let closeSide: CGFloat = 34
#endif
}
/// One glyph + label cell in a hint bar.
struct GamepadHint: Identifiable {
let glyph: String
let text: String
var id: String { glyph + text }
}
/// The pinned controls legend every gamepad screen shows bottom-leading (via `.safeAreaInset`).
/// Same font/spacing everywhere so the legend reads as system chrome, not per-screen decoration —
/// worn as a self-contained Liquid Glass pill (like the top-bar controller chip) so it floats over
/// the backdrop instead of dissolving into it.
struct GamepadHintBar: View {
let hints: [GamepadHint]
// 10-foot legend on tvOS, in-hand sizes elsewhere.
#if os(tvOS)
private static let glyphFont: CGFloat = 27
private static let textFont: CGFloat = 20
private static let pad: CGFloat = 18
#else
private static let glyphFont: CGFloat = 19
private static let textFont: CGFloat = 14
private static let pad: CGFloat = 13
#endif
var body: some View {
HStack(spacing: 18) {
ForEach(hints) { hint in
HStack(spacing: 7) {
Image(systemName: hint.glyph)
.font(.system(size: Self.glyphFont))
.foregroundStyle(.white)
Text(hint.text)
}
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
}
}
.font(.geist(Self.textFont, .semibold, relativeTo: .subheadline))
.foregroundStyle(.white.opacity(0.85))
.padding(Self.pad)
.consoleGlass(Capsule())
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
}
}
/// The console backdrop: a living aurora in the brand's violet family, drifting slowly over black
/// so it reads as ambience behind the cards, never as content. On iOS 18 / macOS 15+ it's an
/// animated `MeshGradient` — a continuous silk of colour whose control points wander on slow,
/// out-of-phase sinusoids — finished with an elliptical vignette (pools light in the centre, sinks
/// the corners) and a top/bottom legibility scrim. Older OSes fall back to the original drifting
/// radial-blob field, unchanged, so nothing regresses.
///
/// Deliberately pure SwiftUI, no `.metal`: these sources build under both SwiftPM (`swift run`/
/// tests) and the Xcode project's synchronized folders, and a compiled metallib is only reliably
/// bundled in one of the two. MeshGradient + TimelineView give the silky look with none of that
/// risk. Applied via `.background { }` — NOT a ZStack sibling — so the `.ignoresSafeArea()` here
/// can't inflate the caller's layout past the safe area (see the layout note in GamepadHomeView's
/// header). Honors Reduce Motion by freezing the field at a fixed phase.
struct GamepadScreenBackground: View {
@Environment(\.accessibilityReduceMotion) private var reduceMotion
var body: some View {
Group {
if reduceMotion {
composite(at: 0)
} else {
// 30 Hz is plenty for a field that drifts centimetres per minute, and halves the
// redraw cost of a battery-fed couch device vs. the display's native rate.
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
composite(at: context.date.timeIntervalSinceReferenceDate)
}
}
}
.ignoresSafeArea()
}
/// The colour field under a very slow warm/cool hue sway, an elliptical vignette, and the
/// title/hints legibility scrim.
private func composite(at t: TimeInterval) -> some View {
ZStack {
Color.black
colorField(at: t)
// ±8° over ~5 min — the whole field very slowly warms and cools.
.hueRotation(.degrees(sin(t * 0.021) * 8))
// Cinematic vignette: darker toward the edges so the cards sit in the pooled light.
// Soft (extends past the frame) so the corners deepen rather than crush to black.
EllipticalGradient(
colors: [.clear, .black.opacity(0.42)],
center: .center, startRadiusFraction: 0.25, endRadiusFraction: 1.15)
// Legibility grounding for the pinned title (top) and hint pill (bottom). This one
// darkens the aurora itself (it's the backdrop's bottom layer — nothing behind it to
// blur), so it stays a gradient, just a light one now.
LinearGradient(
stops: [
.init(color: .black.opacity(0.38), location: 0),
.init(color: .black.opacity(0.06), location: 0.32),
.init(color: .black.opacity(0.08), location: 0.68),
.init(color: .black.opacity(0.40), location: 1),
],
startPoint: .top, endPoint: .bottom)
}
}
@ViewBuilder private func colorField(at t: TimeInterval) -> some View {
if #available(iOS 18, macOS 15, tvOS 18, *) {
MeshGradient(
width: 4, height: 4,
points: Self.meshPoints(at: t),
colors: Self.meshColors,
smoothsColors: true)
} else {
LegacyBlobField(t: t)
}
}
// MARK: - MeshGradient aurora (iOS 18 / macOS 15+)
/// Sixteen mesh colours (row-major, 4×4): dark-violet corners sink the frame, the edges carry
/// mid-tone violets, and the four interior points hold the bright brand family — a violet and a
/// blue-violet up top, a magenta-violet and a violet below — so warm pools on the left, cool on
/// the right, and the silk shifts temperature as those interior points drift.
private static let meshColors: [Color] = {
let corner = Color(red: 0.075, green: 0.060, blue: 0.160)
return [
corner, Color(red: 0.34, green: 0.27, blue: 0.72), Color(red: 0.30, green: 0.26, blue: 0.74), corner,
Color(red: 0.42, green: 0.20, blue: 0.54), Color(red: 0.49, green: 0.39, blue: 0.95), Color(red: 0.28, green: 0.31, blue: 0.84), Color(red: 0.16, green: 0.26, blue: 0.64),
Color(red: 0.45, green: 0.23, blue: 0.60), Color(red: 0.53, green: 0.31, blue: 0.75), Color(red: 0.35, green: 0.35, blue: 0.91), Color(red: 0.19, green: 0.28, blue: 0.70),
corner, Color(red: 0.22, green: 0.18, blue: 0.54), Color(red: 0.24, green: 0.20, blue: 0.58), corner,
]
}()
/// The 4×4 control points at time `t`: every boundary point is PINNED to the frame (so the mesh
/// always fills edge-to-edge — a drifting edge point would shrink the mesh and expose the black
/// behind it), while only the four interior points wander on slow, out-of-phase sinusoids
/// (periods ~90130 s) so the bright colour pools breathe without ever looking like they loop.
private static func meshPoints(at t: TimeInterval) -> [SIMD2<Float>] {
func wob(_ bx: Float, _ by: Float, _ a: Float,
_ sx: Double, _ sy: Double, _ ph: Double) -> SIMD2<Float> {
SIMD2(bx + a * Float(sin(t * sx + ph)), by + a * Float(cos(t * sy + ph * 1.3)))
}
return [
SIMD2(0, 0), SIMD2(0.333, 0), SIMD2(0.667, 0), SIMD2(1, 0),
SIMD2(0, 0.333),
wob(0.333, 0.333, 0.11, 0.049, 0.063, 0.4),
wob(0.667, 0.333, 0.10, 0.055, 0.052, 2.1),
SIMD2(1, 0.333),
SIMD2(0, 0.667),
wob(0.333, 0.667, 0.10, 0.058, 0.049, 3.6),
wob(0.667, 0.667, 0.12, 0.047, 0.061, 5.0),
SIMD2(1, 0.667),
SIMD2(0, 1), SIMD2(0.333, 1), SIMD2(0.667, 1), SIMD2(1, 1),
]
}
}
/// Pre-18/15 fallback for `GamepadScreenBackground`: the original drifting radial-blob field — four
/// soft colour blobs on slow Lissajous paths, additively blended. Kept verbatim so older OSes see
/// exactly the aurora they shipped with (the mesh path is the upgrade for OS 18/15+).
private struct LegacyBlobField: View {
let t: TimeInterval
/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular speeds
/// (rad/s — periods of 3090 s), and a radius that slowly breathes.
private struct Blob {
let color: Color
let center: CGPoint
let drift: CGSize
let speed: (x: Double, y: Double)
let phase: (x: Double, y: Double)
let radius: CGFloat
let breathe: (amount: CGFloat, speed: Double)
let opacity: Double
}
private static let blobs: [Blob] = [
Blob(color: Color(red: 0.53, green: 0.47, blue: 0.96), // brand violet
center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
speed: (0.111, 0.083), phase: (0.0, 1.9),
radius: 0.52, breathe: (0.07, 0.061), opacity: 0.52),
Blob(color: Color(red: 0.24, green: 0.20, blue: 0.72), // deep indigo
center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
speed: (0.071, 0.096), phase: (2.4, 0.7),
radius: 0.58, breathe: (0.08, 0.049), opacity: 0.55),
Blob(color: Color(red: 0.62, green: 0.30, blue: 0.80), // plum
center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
speed: (0.089, 0.067), phase: (4.1, 3.2),
radius: 0.44, breathe: (0.09, 0.078), opacity: 0.42),
Blob(color: Color(red: 0.22, green: 0.38, blue: 0.86), // cool blue
center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
speed: (0.059, 0.104), phase: (1.2, 5.0),
radius: 0.40, breathe: (0.06, 0.055), opacity: 0.38),
]
var body: some View {
GeometryReader { geo in
let side = max(geo.size.width, geo.size.height)
ZStack {
ForEach(Self.blobs.indices, id: \.self) { i in
blobView(Self.blobs[i], in: geo.size, side: side)
}
}
.drawingGroup()
}
}
private func blobView(_ blob: Blob, in size: CGSize, side: CGFloat) -> some View {
let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x))
let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y))
let r = side * blob.radius
* (1 + blob.breathe.amount * CGFloat(sin(t * blob.breathe.speed + blob.phase.x)))
return Circle()
.fill(RadialGradient(
colors: [blob.color, blob.color.opacity(0)],
center: .center, startRadius: 0, endRadius: r / 2))
.frame(width: r, height: r)
.position(x: x * size.width, y: y * size.height)
.opacity(blob.opacity)
.blendMode(.plusLighter)
}
}
/// A blur gradient behind a pinned tray (a screen title, the hints/detail bar, the keyboard tray):
/// scrollable rows pass beneath those insets, so without this the tray text and the row underneath
/// render interleaved. Pure blur — a dark material faded out by a gradient mask, no dark tint — so
/// the tray's text sits on a softly blurred backdrop that dissolves into the rows.
struct GamepadTrayScrim: View {
let edge: VerticalEdge
var body: some View {
let fromEdge: UnitPoint = edge == .top ? .top : .bottom
let toContent: UnitPoint = edge == .top ? .bottom : .top
Rectangle()
.fill(.ultraThinMaterial)
// These trays always sit on the dark console UI; force dark so the material frosts dark
// (white text stays legible) regardless of the system appearance.
.environment(\.colorScheme, .dark)
// Fade the whole blur out toward the content so it dissolves rather than ending on a line.
.mask {
LinearGradient(
stops: [
.init(color: .black, location: 0),
.init(color: .black.opacity(0.9), location: 0.5),
.init(color: .clear, location: 1),
],
startPoint: fromEdge, endPoint: toContent)
}
// Grow past the tray so the fade-to-clear happens OUTSIDE its bounds — the tray's own
// text always sits on the strong part, rows blur out before they reach it.
.padding(edge == .top ? .bottom : .top, -32)
.ignoresSafeArea()
}
}
/// The calm backdrop for the gamepad UI's form screens (settings, add-host) — NOT the launcher's
/// drifting aurora (this stays still and quiet), but deliberately NOT near-black either: Liquid
/// Glass refracts whatever sits behind it, so over black the rows turn invisible. A deep indigo
/// base plus two soft, static violet/indigo glows give the glass real colour and luminance to lens,
/// so the rows read as glass while the screen stays restful.
struct GamepadFormBackground: View {
var body: some View {
ZStack {
Color(red: 0.075, green: 0.062, blue: 0.150)
// Violet lift top-leading, cooler indigo bottom-trailing — resolution-independent
// (fraction radii) so the glow scale tracks the window on any screen.
EllipticalGradient(
colors: [Color(red: 0.40, green: 0.31, blue: 0.68).opacity(0.9), .clear],
center: UnitPoint(x: 0.26, y: 0.14),
startRadiusFraction: 0, endRadiusFraction: 0.78)
EllipticalGradient(
colors: [Color(red: 0.20, green: 0.24, blue: 0.58).opacity(0.75), .clear],
center: UnitPoint(x: 0.82, y: 0.9),
startRadiusFraction: 0, endRadiusFraction: 0.78)
}
.ignoresSafeArea()
}
}
#if os(tvOS)
/// Bare chrome for the focusable console Buttons (carousel cards, menu-list rows) on tvOS: the
/// tile/row draws its own look and the screen's own focus treatment marks the focused element
/// (the carousel's `.scrollTransition` center pop, the list row's `focused` styling), so the
/// system's lift/halo would double up on it. Press feedback is a small dip, matching the
/// interactive-glass feel elsewhere.
struct ConsoleBareButtonStyle: ButtonStyle {
func makeBody(configuration: Configuration) -> some View {
configuration.label
.scaleEffect(configuration.isPressed ? 0.97 : 1)
.animation(.smooth(duration: 0.15), value: configuration.isPressed)
}
}
#endif
/// "Which pad is driving this UI" — the active controller's name and battery, worn as a quiet
/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
/// when the pad or its battery state changes.
struct ControllerStatusChip: View {
let controller: GamepadManager.DiscoveredController
// Legible from the couch on tvOS, quiet in hand elsewhere.
#if os(tvOS)
private static let font: CGFloat = 17
private static let hPad: CGFloat = 16
private static let vPad: CGFloat = 10
#else
private static let font: CGFloat = 12
private static let hPad: CGFloat = 12
private static let vPad: CGFloat = 7
#endif
var body: some View {
HStack(spacing: 7) {
Image(systemName: controller.hasTouchpadAndMotion
? "playstation.logo" : "gamecontroller.fill")
.font(.system(size: Self.font))
Text(controller.name)
.lineLimit(1)
if let level = controller.batteryLevel {
Image(systemName: batterySymbol(level))
.font(.system(size: Self.font))
.foregroundStyle(level <= 0.2 && !controller.isCharging
? AnyShapeStyle(.red) : AnyShapeStyle(.white.opacity(0.7)))
}
}
.font(.geist(Self.font, .medium, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.7))
.padding(.horizontal, Self.hPad)
.padding(.vertical, Self.vPad)
.background(Capsule().fill(.white.opacity(0.08)))
.overlay(Capsule().strokeBorder(.white.opacity(0.12), lineWidth: 1))
}
private func batterySymbol(_ level: Float) -> String {
if controller.isCharging { return "battery.100.bolt" }
switch level {
case ..<0.125: return "battery.0"
case ..<0.375: return "battery.25"
case ..<0.625: return "battery.50"
case ..<0.875: return "battery.75"
default: return "battery.100"
}
}
}
#endif