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punktfunk/clients/apple/Sources/PunktfunkClient/Settings/GamepadSettingsView.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

396 lines
19 KiB
Swift
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// The gamepad-driven settings screen (iOS/iPadOS/macOS/tvOS): the couch-relevant subset of SettingsView,
// restyled as a console settings page and fully navigable with a controller — up/down moves the
// focus bar, left/right steps the focused value, A cycles/toggles it, B closes. Shown from the
// gamepad home launcher (X); the touch SettingsView remains the full-fidelity editor (custom
// resolutions, the log bitrate slider, debug tools), and both write the same DefaultsKey storage,
// so values round-trip freely between the two.
//
// Rows are rebuilt from live @AppStorage on every render; the focus list dispatches adjust/
// activate back here BY ROW ID (see `adjust`/`activate`), so a stored input callback can never act
// on stale captured state. Left/right CLAMPS at a choice list's ends (the dull boundary thud tells
// the thumb it's the last option); A always cycles forward, wrapping, so every option is reachable
// with one button. Toggles read left = off, right = on — refusing a no-op with the same thud.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
struct GamepadSettingsView: View {
@Environment(\.dismiss) private var dismiss
@AppStorage(DefaultsKey.streamWidth) private var width = 1920
@AppStorage(DefaultsKey.streamHeight) private var height = 1080
@AppStorage(DefaultsKey.streamHz) private var hz = 60
@AppStorage(DefaultsKey.compositor) private var compositor = 0
@AppStorage(DefaultsKey.gamepadType) private var gamepadType = 0
@AppStorage(DefaultsKey.bitrateKbps) private var bitrateKbps = 0
@AppStorage(DefaultsKey.audioChannels) private var audioChannels = 2
@AppStorage(DefaultsKey.hdrEnabled) private var hdrEnabled = true
@AppStorage(DefaultsKey.enable444) private var enable444 = true
@AppStorage(DefaultsKey.codec) private var codec = "auto"
@AppStorage(DefaultsKey.micEnabled) private var micEnabled = true
// The overlay tier's raw string (rows tag by rawValue); the absent-key default runs the
// legacy-hudEnabled migration (same pattern as ContentView/SettingsView).
@AppStorage(DefaultsKey.statsVerbosity) private var statsVerbosityRaw
= StatsVerbosity.current.rawValue
@AppStorage(DefaultsKey.hudPlacement) private var hudPlacement = HUDPlacement.topTrailing.rawValue
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
@AppStorage(DefaultsKey.gamepadUIEnabled) private var gamepadUIEnabled = true
@AppStorage(DefaultsKey.presenter) private var presenter = SettingsOptions.presenterDefault
@ObservedObject private var gamepads = GamepadManager.shared
#if os(iOS)
/// `.compact` in a landscape phone window — tighter chrome so more rows fit.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS; the sheet is sized generously
#endif
@State private var focusID: String?
/// The direction of the last value step (+1 right/forward, -1 left) — picks which edge the
/// changed value slides in from, so the animation follows the user's motion.
@State private var lastAdjustDelta = 1
var body: some View {
GamepadMenuList(
items: rows,
focusID: $focusID,
onAdjust: { row, delta in adjust(id: row.id, by: delta) },
onActivate: { activate(id: $0.id) },
onBack: { dismiss() }
) { row, focused in
rowView(row, focused: focused)
.frame(maxWidth: GamepadFormMetrics.rowMaxWidth)
.padding(.horizontal, 24)
}
.frame(maxWidth: .infinity)
.safeAreaInset(edge: .top, spacing: 0) {
Text("Settings")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(.white)
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, compact ? 4 : 8)
.frame(maxWidth: .infinity)
.overlay(alignment: .trailing) { closeButton.padding(.trailing, 20) }
.background { GamepadTrayScrim(edge: .top) }
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
VStack(alignment: .leading, spacing: 8) {
Text(focusedDetail)
.font(.geist(GamepadFormMetrics.detailFont, relativeTo: .caption))
.foregroundStyle(.white.opacity(0.55))
.lineLimit(2, reservesSpace: true)
.animation(.smooth(duration: 0.2), value: focusID)
GamepadHintBar(hints: [
.init(glyph: "arrow.left.and.right", text: "Adjust"),
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Change"),
.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Done"),
])
}
// Equal distance from the left and bottom edges for the legend pill (see GamepadHomeView).
.padding(.leading, compact ? 12 : 18)
.padding(.trailing, 22)
.padding(.bottom, compact ? 12 : 18)
.padding(.top, compact ? 6 : 10)
.frame(maxWidth: .infinity, alignment: .leading)
.background { GamepadTrayScrim(edge: .bottom) }
}
// No aurora here — the settings read as clean Liquid Glass over a quiet dark base, so the
// glass rows are the only material on the screen.
.background { GamepadFormBackground() }
.onAppear {
gamepads.refresh()
gamepads.startDiscovery()
}
.onDisappear { gamepads.stopDiscovery() }
}
/// Touch/click fallback for closing — the controller path is B, a hardware keyboard's Esc
/// rides the cancel action.
private var closeButton: some View {
Button { dismiss() } label: {
Image(systemName: "xmark")
.font(.system(size: GamepadFormMetrics.closeFont, weight: .semibold))
.foregroundStyle(.white)
.frame(width: GamepadFormMetrics.closeSide, height: GamepadFormMetrics.closeSide)
.glassBackground(Circle(), interactive: true)
.contentShape(Circle())
}
.buttonStyle(.plain)
#if !os(tvOS)
.keyboardShortcut(.cancelAction) // unavailable on tvOS (Menu is the cancel there)
#endif
.accessibilityLabel("Close settings")
}
// MARK: - Row rendering
private func rowView(_ row: Row, focused: Bool) -> some View {
let m = GamepadFormMetrics.self
return VStack(alignment: .leading, spacing: 6) {
if let header = row.header {
Text(header)
.font(.geist(m.headerFont, .semibold, relativeTo: .caption))
.tracking(1.4)
.foregroundStyle(.white.opacity(0.45))
.padding(.leading, m.rowHPad)
.padding(.top, 14)
}
HStack(spacing: 14) {
Image(systemName: row.icon)
.font(.system(size: m.iconFont))
.foregroundStyle(focused ? Color.brand : .white.opacity(0.55))
.frame(width: m.iconWidth)
Text(row.label)
.font(.geist(m.labelFont, .semibold, relativeTo: .body))
.foregroundStyle(.white)
.lineLimit(1)
Spacer(minLength: 12)
HStack(spacing: 9) {
Image(systemName: "chevron.left")
.font(.system(size: m.chevronFont, weight: .semibold))
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
// Keyed by the value so a change slides the new option in instead of
// hard-swapping the string — a QUIET horizontal slip following the user's
// motion (a right-step enters from the right), crossfading over ~14 pt.
// Deliberately not `.push`: that travels the whole container width, loud
// and visibly outside the row. The ZStack is the stable home the
// removed/inserted texts transition within.
let slide: CGFloat = lastAdjustDelta >= 0 ? 14 : -14
ZStack {
Text(row.value)
.font(.geist(m.valueFont, .medium, relativeTo: .callout))
.foregroundStyle(focused ? .white : .white.opacity(0.6))
.lineLimit(1)
.id(row.value)
.transition(.asymmetric(
insertion: .offset(x: slide).combined(with: .opacity),
removal: .offset(x: -slide).combined(with: .opacity)))
}
.animation(.smooth(duration: 0.22), value: row.value)
Image(systemName: "chevron.right")
.font(.system(size: m.chevronFont, weight: .semibold))
.foregroundStyle(.white.opacity(focused ? 0.6 : 0))
}
}
.padding(.horizontal, m.rowHPad)
.padding(.vertical, m.rowVPad)
// Every row is Liquid Glass; the focused one takes a brand wash and reacts to press.
.consoleGlass(
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous),
tint: focused ? Color.brand.opacity(0.30) : nil,
interactive: focused)
.overlay {
RoundedRectangle(cornerRadius: m.rowCorner, style: .continuous)
.strokeBorder(.white.opacity(focused ? 0.28 : 0.06), lineWidth: 1)
}
.scaleEffect(focused ? 1.0 : 0.98)
.animation(.smooth(duration: 0.18), value: focused)
}
}
private var focusedDetail: String {
rows.first { $0.id == focusID }?.detail ?? " "
}
// MARK: - Row model
private struct Row: Identifiable {
let id: String
/// Section header drawn above this row (the first row of each group carries it).
var header: String?
let icon: String
let label: String
let value: String
/// One-line explanation shown near the hint bar while this row is focused.
let detail: String
/// Left/right step; returns whether the value actually changed (false ⇒ boundary thud).
let adjust: (Int) -> Bool
/// A — cycle forward (wrapping) / flip.
let activate: () -> Void
}
/// Dispatch by id so the focus list's stored input callbacks always act on freshly built rows
/// (never on state captured at wire time).
private func adjust(id: String, by delta: Int) -> Bool {
lastAdjustDelta = delta
return rows.first { $0.id == id }?.adjust(delta) ?? false
}
private func activate(id: String) {
lastAdjustDelta = 1 // A always cycles forward
rows.first { $0.id == id }?.activate()
}
private var rows: [Row] {
let resolution = resolutionOptions
let refresh = SettingsOptions.refreshRates(including: hz)
.map { (label: "\($0) Hz", tag: $0) }
let bitrate = SettingsOptions.bitrateOptions(current: bitrateKbps)
let controllers = SettingsOptions.controllerOptions(gamepads)
return [
choiceRow(
id: "resolution", header: "Stream", icon: "aspectratio",
label: "Resolution",
detail: "The host creates a virtual display at exactly this size — no scaling.",
options: resolution, current: "\(width)x\(height)"
) { tag in
let parts = tag.split(separator: "x").compactMap { Int($0) }
guard parts.count == 2 else { return }
width = parts[0]
height = parts[1]
},
choiceRow(
id: "refresh", icon: "gauge.with.needle", label: "Refresh rate",
detail: "Rates this display can actually show.",
options: refresh, current: hz
) { hz = $0 },
choiceRow(
id: "bitrate", icon: "speedometer", label: "Bitrate",
detail: "Automatic uses the host's default (20 Mbps). "
+ "Run a speed test from the touch UI for an informed value.",
options: bitrate, current: bitrateKbps
) { bitrateKbps = $0 },
choiceRow(
id: "compositor", icon: "macwindow", label: "Compositor",
detail: "Which compositor drives the virtual output — honored only if "
+ "available on the host.",
options: SettingsOptions.compositors, current: compositor
) { compositor = $0 },
choiceRow(
id: "codec", header: "Video", icon: "film", label: "Video codec",
detail: "A preference — the host falls back if it can't encode this one "
+ "(10-bit and 4:4:4 are HEVC-only).",
options: SettingsOptions.codecs, current: codec
) { codec = $0 },
toggleRow(
id: "hdr", icon: "sun.max", label: "10-bit HDR",
detail: "HDR10 — engages when the host sends HDR content and this display "
+ "supports it.",
value: $hdrEnabled),
toggleRow(
id: "chroma", icon: "textformat", label: "Full chroma (4:4:4)",
detail: "Sharper text and UI at more bandwidth — needs host opt-in and "
+ "hardware decode.",
value: $enable444),
choiceRow(
id: "presenter", icon: "rectangle.stack", label: "Presenter",
detail: "Stage 3 paces presents to the display — lowest display latency. "
+ "Stage 2 shows each frame on arrival. Applies from the next session.",
options: SettingsOptions.presenters, current: presenter
) { presenter = $0 },
choiceRow(
id: "audio", header: "Audio", icon: "speaker.wave.2", label: "Audio channels",
detail: "The speaker layout requested from the host.",
options: SettingsOptions.audioChannels, current: audioChannels
) { audioChannels = $0 },
toggleRow(
id: "mic", icon: "mic", label: "Microphone",
detail: "Send this device's microphone to the host's virtual mic.",
value: $micEnabled),
choiceRow(
id: "pad", header: "Controller", icon: "gamecontroller", label: "Use controller",
detail: "Which pad is forwarded to the host, as player 1.",
options: controllers, current: gamepads.preferredID
) { gamepads.preferredID = $0 },
choiceRow(
id: "padType", icon: "dpad", label: "Controller type",
detail: "The virtual pad the host creates — Automatic matches this controller.",
options: SettingsOptions.padTypes, current: gamepadType
) { gamepadType = $0 },
choiceRow(
id: "hud", header: "Interface", icon: "chart.bar", label: "Statistics overlay",
detail: "How much to show while streaming — Compact is a one-line pill, "
+ "Detailed adds the latency stage breakdown.",
options: SettingsOptions.statsVerbosities, current: statsVerbosityRaw
) { statsVerbosityRaw = $0 },
choiceRow(
id: "hudPlacement", icon: "rectangle.inset.topright.filled", label: "Overlay position",
detail: "Which corner the statistics overlay sits in.",
options: SettingsOptions.hudPlacements, current: hudPlacement
) { hudPlacement = $0 },
toggleRow(
id: "library", icon: "square.grid.2x2", label: "Game library",
detail: "Browse and launch the host's games with \(buttonName(\.buttonY, "Y")).",
value: $libraryEnabled),
toggleRow(
id: "gamepadUI", icon: "hand.tap", label: "Controller-optimized UI",
detail: "Turn off to use the touch interface even with a controller connected.",
value: $gamepadUIEnabled),
]
}
/// Resolution choices as "WxH" tags — the current size is inserted when it's a custom mode
/// (set via the touch settings), so cycling starts from it instead of jumping.
private var resolutionOptions: [(label: String, tag: String)] {
var options = SettingsOptions.resolutionModes()
.map { (label: "\($0.name) · \($0.w) × \($0.h)", tag: "\($0.w)x\($0.h)") }
let current = "\(width)x\(height)"
if !options.contains(where: { $0.tag == current }) {
options.insert((label: "Custom · \(width) × \(height)", tag: current), at: 0)
}
return options
}
/// The active controller's user-facing name for a button (for detail strings).
private func buttonName(
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, _ fallback: String
) -> String {
gamepads.active?.controller.extendedGamepad?[keyPath: button].localizedName ?? fallback
}
// MARK: - Row builders
private func choiceRow<T: Equatable>(
id: String, header: String? = nil, icon: String, label: String, detail: String,
options: [(label: String, tag: T)], current: T, write: @escaping (T) -> Void
) -> Row {
let index = options.firstIndex { $0.tag == current }
return Row(
id: id, header: header, icon: icon, label: label,
value: index.map { options[$0].label } ?? "—",
detail: detail,
adjust: { delta in
// Unknown current value: snap to the first option on any step.
guard let index else {
guard let first = options.first else { return false }
write(first.tag)
return true
}
let target = index + delta
guard target >= 0, target < options.count else { return false }
write(options[target].tag)
return true
},
activate: {
guard let index else { return write(options.first?.tag ?? current) }
write(options[(index + 1) % options.count].tag)
})
}
private func toggleRow(
id: String, header: String? = nil, icon: String, label: String, detail: String,
value: Binding<Bool>
) -> Row {
Row(
id: id, header: header, icon: icon, label: label,
value: value.wrappedValue ? "On" : "Off",
detail: detail,
adjust: { delta in
// Directional semantics: left = off, right = on; a no-op reads as a boundary.
let target = delta > 0
guard value.wrappedValue != target else { return false }
value.wrappedValue = target
return true
},
activate: { value.wrappedValue.toggle() })
}
}
#endif