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>
149 lines
6.6 KiB
Swift
149 lines
6.6 KiB
Swift
// The gamepad-driven presentation of the game library (iOS/iPadOS/macOS — see LibraryView's
|
|
// `gamepadUIActive` branch): a classic coverflow instead of the touch grid. All the
|
|
// scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the coverflow card
|
|
// (poster + the 3D recede treatment via `.scrollTransition`), the "now focused" detail panel, and
|
|
// the controller-glyph hints. A steps through covers, A launches the centered title, B closes, and
|
|
// the shoulders (L1/R1) jump a handful at a time through a long library.
|
|
//
|
|
// Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
|
|
// `.background` modifier — NOT a ZStack sibling — because an `.ignoresSafeArea()` sibling expands the
|
|
// stack to full-screen and hands the GeometryReader the full height, laying content out under the
|
|
// status bar / home indicator. As a background it draws behind without affecting layout, so the
|
|
// GeometryReader is sized to the safe area, and the controller-glyph hints are pinned inside it with
|
|
// `.safeAreaInset(.bottom, alignment: .leading)`. Cover size is then derived from the height that
|
|
// remains, so a tall 2:3 poster + the detail line always fit.
|
|
|
|
import PunktfunkKit
|
|
import SwiftUI
|
|
#if os(iOS) || os(macOS)
|
|
import GameController
|
|
|
|
struct LibraryCoverflowView: View {
|
|
let games: [GameEntry]
|
|
let imageSession: URLSession?
|
|
var onLaunch: ((String) -> Void)?
|
|
/// Button B (back) — dismisses the library screen. No touch equivalent needed here (the toolbar
|
|
/// Close button already covers that); this is what makes gamepad-only exit possible.
|
|
var onDismiss: (() -> Void)?
|
|
|
|
#if os(iOS)
|
|
/// `.compact` in a landscape phone window — drives a tighter poster so everything still fits.
|
|
@Environment(\.verticalSizeClass) private var vSizeClass
|
|
|
|
private var compact: Bool { vSizeClass == .compact }
|
|
#else
|
|
private let compact = false // no size classes on macOS
|
|
#endif
|
|
@State private var selection: String?
|
|
|
|
var body: some View {
|
|
GeometryReader { geo in
|
|
content(for: geo.size)
|
|
}
|
|
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
|
|
GamepadHintBar(hints: hints)
|
|
.padding(.leading, 22)
|
|
.padding(.vertical, compact ? 6 : 10)
|
|
}
|
|
.background { GamepadScreenBackground() }
|
|
}
|
|
|
|
@ViewBuilder private func content(for size: CGSize) -> some View {
|
|
// Fit the tallest poster into the height the detail line + paddings leave (the hints are a
|
|
// safe-area inset, already out of this budget) — capped so it never dwarfs a large iPad and
|
|
// clamped by width on a narrow screen.
|
|
let reserved: CGFloat = compact ? 72 : 96 // detail line + spacers
|
|
let coverHeight = min(360, min(max(140, size.height - reserved), size.width * 0.9))
|
|
let coverWidth = coverHeight * 2 / 3
|
|
|
|
VStack(spacing: 0) {
|
|
Spacer(minLength: 4)
|
|
carousel(coverWidth: coverWidth, coverHeight: coverHeight)
|
|
detailPanel
|
|
.padding(.top, 12)
|
|
Spacer(minLength: 4)
|
|
}
|
|
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
|
}
|
|
|
|
private func carousel(coverWidth: CGFloat, coverHeight: CGFloat) -> some View {
|
|
GamepadCarousel(
|
|
items: games,
|
|
selection: $selection,
|
|
itemWidth: coverWidth,
|
|
spacing: 34,
|
|
onActivate: { onLaunch?($0.id) },
|
|
onBack: { onDismiss?() },
|
|
shoulderJump: 5
|
|
) { game in
|
|
cover(game, width: coverWidth, height: coverHeight)
|
|
}
|
|
.frame(height: coverHeight + 44)
|
|
}
|
|
|
|
/// One cover + the coverflow recede. Every continuous visual reads the scroll view's own
|
|
/// per-frame `phase` (real distance-from-centered), so the tilt tracks what's actually on screen
|
|
/// mid-scroll. `.shadow` isn't a `VisualEffect`, so it's baked constant into the card; the
|
|
/// scale/rotation/opacity ramp already makes the centered cover prominent.
|
|
private func cover(_ game: GameEntry, width: CGFloat, height: CGFloat) -> some View {
|
|
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
|
|
.frame(width: width, height: height)
|
|
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
|
|
.overlay(alignment: .topLeading) { StoreBadge(isCustom: game.isCustom) }
|
|
.overlay {
|
|
RoundedRectangle(cornerRadius: 16, style: .continuous)
|
|
.strokeBorder(.white.opacity(0.12), lineWidth: 1)
|
|
}
|
|
.shadow(color: .black.opacity(0.5), radius: 16, y: 12)
|
|
.scrollTransition { content, phase in
|
|
let v = phase.value
|
|
let d = CGFloat(min(abs(v), 1))
|
|
let scale = 1 - d * 0.24
|
|
let rot = v * -38
|
|
let anchor: UnitPoint = v < 0 ? .trailing : .leading
|
|
let bright = Double(-d * 0.22)
|
|
let fade = Double(1 - d * 0.38)
|
|
return content
|
|
.scaleEffect(scale)
|
|
.rotation3DEffect(
|
|
.degrees(rot), axis: (x: 0, y: 1, z: 0), anchor: anchor, perspective: 0.55)
|
|
.brightness(bright)
|
|
.opacity(fade)
|
|
}
|
|
}
|
|
|
|
/// The centered title + store tag — empty (not hidden) so the layout doesn't jump.
|
|
@ViewBuilder private var detailPanel: some View {
|
|
let game = games.first { $0.id == selection }
|
|
VStack(spacing: 6) {
|
|
Text(game?.title ?? " ")
|
|
.font(.geist(compact ? 22 : 25, .bold, relativeTo: .title))
|
|
.foregroundStyle(.white)
|
|
.lineLimit(1)
|
|
.minimumScaleFactor(0.75)
|
|
.multilineTextAlignment(.center)
|
|
if let game {
|
|
Text(game.isCustom ? "CUSTOM" : "STEAM")
|
|
.font(.geist(11, .semibold, relativeTo: .caption2))
|
|
.tracking(1.2)
|
|
.foregroundStyle(.white.opacity(0.5))
|
|
}
|
|
}
|
|
.frame(maxWidth: .infinity)
|
|
.padding(.horizontal, 24)
|
|
.animation(.smooth(duration: 0.25), value: selection)
|
|
}
|
|
|
|
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
|
|
|
|
private var hints: [GamepadHint] {
|
|
var hints: [GamepadHint] = []
|
|
if onLaunch != nil {
|
|
hints.append(.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: "Launch"))
|
|
}
|
|
hints.append(.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close"))
|
|
return hints
|
|
}
|
|
}
|
|
#endif
|