Files
punktfunk/clients/apple/Sources/PunktfunkClient/Support/GlassStyle.swift
T
enricobuehler 2590238b8f fix(apple): the console sub-screens' backdrop, glass and option band
Four things the field reported on glass, all in the console's visual layer.

The tray scrim is GONE, not re-tuned. It laid `.ultraThinMaterial` across the
top and bottom of every form screen, and a material by definition lifts and
tints whatever it blurs — so it read grey, and washing it with the palette's
ground only made it read coloured. There is no public way to blur a backdrop
without that tint, so the layer had to go. The darkening it also provided was
never its to provide: the backdrop's own legibility scrim
(0.38/0.06/0.08/0.40 — the same gradient pf-console-ui bakes into its shader)
has always been one layer down, which is why the console has no tray band.

Pale palettes rendered every row, pill and card as a flat white slab, and
lowering the tint did nothing, because the opacity came from the glass BODY:
`.regular` is a bright, high-body material and a pale palette's `ink.glass` is
literal white. Pale palettes take `Glass.clear` now, with a light wash to keep
dark ink legible.

A focused settings row changed colour in a hard jump, a beat late, while its
scale animated smoothly beside it — the focus tint rode `Glass.tint`, and a
Glass value is opaque to SwiftUI's animation system. It is a plain fill
between the glass and the label now, so the existing animation covers it.

The host cards appeared to be swapped for different ones as their entrance
landed: `CardEntrance` swings each tile in on a rotation3DEffect, and Liquid
Glass samples the backdrop through its own layer, which it cannot do under a
3D transform. Those tiles take the material path (`forceMaterial`).

And the option band never turned like a cylinder because the band MASKED
itself: a mask rasterises what it covers, flattening `rotation3DEffect`'s
perspective, so the projection was computed and discarded every frame. The
soft edge is folded into each option's own opacity instead. Its ±1 neighbours
stay hidden at rest — showing them reproduced the documented overlap defect
("2752 × 2064" with "280 ×" through it), which is why they were dropped.

Also fixes pale palettes washing out: the calm mix added a plusLighter wash of
a near-white ground on top of a field already mixed toward it, saturating the
form screens to white.

macOS + tvOS typecheck; console UI verified opening Settings in the simulator,
with no tray band.
2026-08-10 07:33:11 +02:00

234 lines
12 KiB
Swift

// GlassStyle.swift — the app's single, availability-gated entry point to Apple's "Liquid
// Glass" (iOS / macOS / tvOS 26). Every Liquid Glass symbol (glassEffect, Glass, the
// .glassProminent button style …) is HARD-gated to OS 26: referencing one with our
// deployment targets (macOS 14 / iOS 17 / tvOS 17) is a COMPILE error, not a silent no-op,
// unless it sits behind `if #available`. So all glass in the app routes through the two
// helpers below, each of which falls back to the EXACT look the app shipped before
// (.regularMaterial / .borderedProminent) — nothing regresses on older OSes, and the gating
// lives in exactly one file.
import SwiftUI
// MARK: - Glass background
/// Liquid Glass behind a floating / overlay surface, with the pre-26 `.regularMaterial`
/// look as the fallback. Use ONLY on the floating control / overlay layer (the streaming
/// HUD, the trust card, the touch exit chip) — never on content tiles or dense forms (HIG).
///
/// `glassEffect()`'s own default shape is a Capsule, so panels MUST pass an explicit shape
/// (a RoundedRectangle / Circle) or they render as a pill. `interactive` makes the glass
/// react to press — only meaningful when the glass itself is the tap target.
private struct GlassBackground<S: Shape>: ViewModifier {
let shape: S
var interactive = false
func body(content: Content) -> some View {
if #available(iOS 26, macOS 26, tvOS 26, *) {
content.glassEffect(interactive ? .regular.interactive() : .regular, in: shape)
} else {
content.background(.regularMaterial, in: shape)
}
}
}
extension View {
/// Liquid Glass (26+) or the existing `.regularMaterial` (pre-26) behind a floating
/// surface. Pass the surface's shape explicitly — glass defaults to a Capsule otherwise.
func glassBackground<S: Shape>(_ shape: S, interactive: Bool = false) -> some View {
modifier(GlassBackground(shape: shape, interactive: interactive))
}
}
// MARK: - Glass primary button
/// The single prominent action on a floating / overlay or sheet surface: the Liquid-Glass
/// prominent button style on 26+, falling back to `.borderedProminent` (the app's current
/// primary style) below. Apply directly to a `Button`; role / keyboardShortcut / disabled
/// chain after it as usual. tvOS stays `.borderedProminent` always — glass chrome fights the
/// focus engine, and keeping it preserves today's tvOS look exactly.
private struct GlassProminentButton: ViewModifier {
func body(content: Content) -> some View {
#if os(tvOS)
content.buttonStyle(.borderedProminent)
#else
if #available(iOS 26, macOS 26, *) {
content.buttonStyle(.glassProminent)
} else {
content.buttonStyle(.borderedProminent)
}
#endif
}
}
extension View {
/// Liquid-Glass prominent style (26+, non-tvOS) or `.borderedProminent`. Drop-in for the
/// `.buttonStyle(.borderedProminent)` on a surface's primary action.
func glassProminentButtonStyle() -> some View {
modifier(GlassProminentButton())
}
}
// MARK: - Console glass (gamepad host tiles + settings rows)
/// Liquid Glass tuned for the gamepad UI's "console" surfaces — the host-carousel tiles and
/// the settings rows. Unlike `glassBackground` (floating-overlay only, per HIG), this deliberately
/// clads content tiles / dense rows: a chosen part of the 10-foot console look. `tint` washes the
/// glass toward a color (the palette accent on the focused / primary surface); `interactive` makes
/// it flex on press.
///
/// Every tier is WASHED with the palette's `ink.glass` — the same surface colour the console
/// fills its panels with — so switching the background palette recolours the surfaces, not just
/// the text on them. The wash alphas are tune-on-device values with one fixed direction: the
/// pale palettes' white frost needs MORE body than the dark glass (the console's 0.66-vs-0.62
/// pair), because a thin white wash over a colourful field reads as haze, not as a surface.
private struct ConsoleGlass<S: Shape>: ViewModifier {
let shape: S
var tint: Color?
var interactive = false
/// Take the MATERIAL path even where real Liquid Glass is available. For surfaces that get
/// transformed while they animate: glass samples the backdrop through its own layer, and under
/// a `rotation3DEffect` / `opacity` it cannot, so it renders one way mid-animation and snaps to
/// another the instant the transform ends — on glass that reads as the tile being SWAPPED for a
/// different one as it lands. A material is a flat composite and looks identical throughout.
var forceMaterial = false
/// The console surface follows the background palette: a PALE field needs the material to
/// frost light and the glass to read as white, or the dark ink on top of it disappears.
/// Defaults to the dark ink, so every non-gamepad caller is unchanged.
@Environment(\.gamepadInk) private var ink
private var scheme: ColorScheme { ink.isLight ? .light : .dark }
/// The palette wash over the material tiers (the material itself supplies the blur body).
private var materialWash: Color { ink.glass(ink.isLight ? 0.55 : 0.40) }
func body(content: Content) -> some View {
// The scheme goes on the WHOLE modified view, not just the fill inside `.background {}`.
// Scoped to the fill it frosts the material correctly and stops there, so a system colour
// in the row's own content (a `.secondary` label, a `.bordered` button) still resolved
// against the device appearance — which is how the pale palettes came out light-on-light
// on tvOS, whose appearance is always Dark. The 26 branch had it right all along; the
// tvOS and pre-26 branches were the odd ones out.
#if os(tvOS)
// ALWAYS the material fallback on tvOS: the gamepad settings list is 15+ of these
// surfaces, and live Liquid Glass per row made the whole screen visibly laggy on the
// Apple TV's GPU (same class of call GlassProminentButton already makes — glass fights
// the 10-foot platform). The wash and tint ride overlays — two flat fills, no GPU cost.
content
.background {
shape.fill(.ultraThinMaterial)
.environment(\.colorScheme, scheme)
.overlay { shape.fill(materialWash) }
.overlay {
if let tint { shape.fill(tint) }
}
}
.environment(\.colorScheme, scheme)
#else
if #available(iOS 26, macOS 26, *), !forceMaterial {
content
// The caller's tint rides HERE, not in `Glass.tint`, so it can ANIMATE. A Glass
// value is opaque to SwiftUI's animation system: changing its tint swaps one
// effect for another, which is why a focused row's accent used to appear (and,
// worse, disappear a beat late) as a hard jump while the row's scale animated
// smoothly beside it. A plain fill interpolates, so `.animation(value: focused)`
// at the call site now covers the whole row. Sits between the glass and the
// content: `.background` is behind the label, `glassEffect` behind both.
.background { shape.fill(tint ?? .clear) }
.glassEffect(glass, in: shape)
.environment(\.colorScheme, scheme)
} else {
content
.background {
shape.fill(.ultraThinMaterial)
.environment(\.colorScheme, scheme)
.overlay { shape.fill(materialWash) }
.overlay {
if let tint { shape.fill(tint) }
}
}
.environment(\.colorScheme, scheme)
}
#endif
}
#if !os(tvOS)
@available(iOS 26, macOS 26, *)
private var glass: Glass {
// The glass carries the PALETTE wash only — the caller's focus tint is an animatable fill
// above it now (see `body`).
//
// A pale palette gets `.clear` glass, not `.regular`. Its `ink.glass` is literal white, so
// over `.regular` — which is already a bright, high-body material — even a light white
// wash lands as a flat white slab: the refraction and the blurred field behind stop
// reading entirely, which is the "opaque fully white bg" on every row, pill and legend.
// Lowering the tint alone did NOT fix it, because the opacity was coming from the glass
// BODY rather than from the tint. `.clear` is the variant meant for exactly this — a
// surface over content that must stay visible through it — and a small white wash on top
// of it is enough to keep the dark ink legible without closing the surface up.
let wash = ink.glass(ink.isLight ? 0.18 : 0.45)
// Spelled out rather than `.clear`/`.regular`: a ternary between two leading-dot members
// gives the compiler no base type to infer from.
var g: Glass = (ink.isLight ? Glass.clear : Glass.regular).tint(wash)
if interactive { g = g.interactive() }
return g
}
#endif
}
extension View {
/// Liquid Glass for a console surface (a host tile / settings row), or `.ultraThinMaterial`
/// pre-26 — both washed with the palette's own glass colour, both frosting to the palette's
/// scheme. Pass the surface's shape explicitly — glass defaults to a Capsule.
///
/// `forceMaterial` opts a TRANSFORMED surface out of live glass; see the property.
func consoleGlass<S: Shape>(
_ shape: S, tint: Color? = nil, interactive: Bool = false, forceMaterial: Bool = false
) -> some View {
modifier(ConsoleGlass(
shape: shape, tint: tint, interactive: interactive, forceMaterial: forceMaterial))
}
}
// MARK: - Console floating glass (the gamepad screens' close buttons)
/// `glassBackground` for a floating control INSIDE the gamepad UI (the close ✕): same shape
/// contract, but washed with the palette's ink and frosted to the palette's scheme — plain
/// `glassBackground` follows the SYSTEM appearance, which leaves the frost dark under dark ink
/// when a pale palette is up. The non-gamepad floating surfaces (the HUD, the trust card, the
/// touch connect modal) keep plain `glassBackground`: they sit over video or the touch UI,
/// where the palette means nothing.
private struct ConsoleGlassBackground<S: Shape>: ViewModifier {
let shape: S
var interactive = false
@Environment(\.gamepadInk) private var ink
private var scheme: ColorScheme { ink.isLight ? .light : .dark }
func body(content: Content) -> some View {
if #available(iOS 26, macOS 26, tvOS 26, *) {
content
.glassEffect(
(interactive ? Glass.regular.interactive() : .regular)
.tint(ink.glass(ink.isLight ? 0.60 : 0.45)),
in: shape)
.environment(\.colorScheme, scheme)
} else {
// Same hoist as ConsoleGlass: the content needs the scheme too, not only the frost.
content
.background {
shape.fill(.regularMaterial)
.environment(\.colorScheme, scheme)
.overlay { shape.fill(ink.glass(ink.isLight ? 0.55 : 0.40)) }
}
.environment(\.colorScheme, scheme)
}
}
}
extension View {
/// Palette-washed floating glass for the gamepad screens' own controls. Same fallback story
/// as `glassBackground` (`.regularMaterial` pre-26), plus the ink wash and scheme flip.
func consoleGlassBackground<S: Shape>(_ shape: S, interactive: Bool = false) -> some View {
modifier(ConsoleGlassBackground(shape: shape, interactive: interactive))
}
}