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punktfunk/clients/apple/Sources/PunktfunkClient/Home/LibraryView.swift
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enricobuehler 3ba19f28a2
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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

196 lines
7.6 KiB
Swift

// Experimental game-library browser (plan step 3, gated behind DefaultsKey.libraryEnabled).
// Renders a poster grid of the host's library fetched over the management API. Read-only:
// launching a chosen title is a later step. Reached from a host card's "Browse Library…"
// context-menu action, which only appears when the feature flag is on.
import PunktfunkKit
import SwiftUI
struct LibraryView: View {
@ObservedObject var store: HostStore
let host: StoredHost
/// Tapping a title starts a session that asks the host to launch it (the library id is passed
/// through). `nil` ⇒ browse-only (cards aren't tappable).
var onLaunch: ((String) -> Void)? = nil
@Environment(\.dismiss) private var dismiss
@State private var games: [GameEntry] = []
@State private var loading = false
@State private var errorText: String?
/// Authenticated session for cover-art fetches (the same paired identity + host pinning as the
/// list fetch, reused across every poster in the grid). Built alongside `games` in `load()`;
/// torn down on disappear since it isn't one-shot like `LibraryClient.fetch`'s own session.
@State private var imageSession: URLSession?
#if os(iOS) || os(macOS) || os(tvOS)
// Gamepad-driven browsing — see ContentView's identical gate. With no controller (or the
// setting off) every platform keeps the plain-grid presentation of this same view.
@ObservedObject private var gamepadManager = GamepadManager.shared
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
private var gamepadUIActive: Bool {
GamepadUIEnvironment.isActive(
gamepadConnected: gamepadManager.active != nil, enabledSetting: gamepadUIEnabled)
}
#endif
var body: some View {
content
.navigationTitle("\(host.displayName) — Library")
#if os(iOS)
.navigationBarTitleDisplayMode(.inline)
#endif
.toolbar {
#if os(macOS)
ToolbarItemGroup { reloadButton }
#else
ToolbarItem(placement: .primaryAction) { reloadButton }
#endif
// A gamepad-only user can't swipe-to-dismiss the sheet this view is presented in
// (ContentView's `.sheet(item: $libraryTarget)`) — give it a focusable, dpad-reachable
// Close action. tvOS already has its own pushed-navigation back (Menu button).
#if !os(tvOS)
ToolbarItem(placement: .cancellationAction) {
Button("Close") { dismiss() }
}
#endif
}
.task { await load() }
.onDisappear {
imageSession?.finishTasksAndInvalidate()
imageSession = nil
}
}
@ViewBuilder private var content: some View {
if loading && games.isEmpty {
ProgressView("Loading library…")
.frame(maxWidth: .infinity, maxHeight: .infinity)
} else if let errorText, games.isEmpty {
errorState(errorText)
} else if games.isEmpty {
emptyState
} else {
if gamepadUIActive {
LibraryCoverflowView(
games: games, imageSession: imageSession, onLaunch: onLaunch,
onDismiss: { dismiss() })
} else {
grid
}
}
}
private var grid: some View {
ScrollView {
LazyVGrid(columns: columns, spacing: 18) {
ForEach(games) { game in
if let onLaunch {
Button { onLaunch(game.id) } label: { GameCard(game: game, imageSession: imageSession) }
.buttonStyle(.plain)
} else {
GameCard(game: game, imageSession: imageSession)
}
}
}
.padding()
}
}
private var columns: [GridItem] {
#if os(tvOS)
let minW: CGFloat = 220
#else
let minW: CGFloat = 130
#endif
return [GridItem(.adaptive(minimum: minW), spacing: 18)]
}
private func errorState(_ text: String) -> some View {
VStack(spacing: 16) {
Image(systemName: "exclamationmark.triangle")
.font(.largeTitle)
.foregroundStyle(.secondary)
Text(text)
.multilineTextAlignment(.center)
.foregroundStyle(.secondary)
.frame(maxWidth: 420)
Button("Retry") { Task { await load() } }
.glassProminentButtonStyle()
}
.padding()
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
private var emptyState: some View {
VStack(spacing: 12) {
Image(systemName: "square.grid.2x2")
.font(.largeTitle)
.foregroundStyle(.secondary)
Text("No games found on this host.")
.foregroundStyle(.secondary)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
private var reloadButton: some View {
Button { Task { await load() } } label: {
Label("Reload", systemImage: "arrow.clockwise")
}
.disabled(loading)
}
private func load() async {
loading = true
errorText = nil
let current = store.hosts.first { $0.id == host.id } ?? host
// mTLS uses this client's persistent identity (the host paired it over QUIC). No identity
// yet → the user hasn't connected/paired, which is also when there's nothing to browse.
guard let identity = (try? ClientIdentityStore.shared.load())?.identity else {
games = []
errorText = "Connect to this host once first — the library uses the identity created "
+ "on pairing to authenticate."
loading = false
return
}
do {
games = try await LibraryClient.fetch(
address: current.address,
port: current.effectiveMgmtPort,
certPEM: identity.certPEM,
keyPEM: identity.keyPEM,
hostFingerprint: current.pinnedSHA256)
imageSession?.finishTasksAndInvalidate()
imageSession = try LibraryImageLoader.session(
address: current.address,
port: current.effectiveMgmtPort,
certPEM: identity.certPEM,
keyPEM: identity.keyPEM,
hostFingerprint: current.pinnedSHA256)
} catch {
games = []
errorText = (error as? LibraryError)?.errorDescription ?? error.localizedDescription
}
loading = false
}
}
/// One poster tile. Steam vs custom is marked with a badge; the art walks the candidate URLs
/// (portrait → header → hero) and finally a text placeholder.
private struct GameCard: View {
let game: GameEntry
let imageSession: URLSession?
var body: some View {
VStack(alignment: .leading, spacing: 6) {
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
.aspectRatio(2.0 / 3.0, contentMode: .fit)
.frame(maxWidth: .infinity)
.clipShape(RoundedRectangle(cornerRadius: 10, style: .continuous))
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
Text(game.title)
.font(.geist(12, relativeTo: .caption))
.lineLimit(2)
.foregroundStyle(.secondary)
}
}
}