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A DEBUG-only "shot mode" renders one mock-populated screen full-bleed (PUNKTFUNK_SHOT_SCENE=<name> -> ScreenshotHostView instead of ContentView), so the OS can screenshot the REAL, fully-rendered UI. tools/screenshots.sh drives it: screencapture for the mac window, `simctl io booted screenshot` for the iOS/iPad/tvOS Simulators, at exactly the App Store Connect sizes. ImageRenderer was tried first and rejected: it can't rasterize this app's chrome (NavigationStack, Form/TabView, Liquid-Glass/NSVisualEffect all render black or the "can't render" placeholder). Capturing the live window/Simulator avoids that. Only the stream hero is synthetic (StreamView needs a live connection) - a synthwave frame + the real glass HUD, overridable via PUNKTFUNK_SHOT_HERO. CI: a new `screenshots` job in apple.yml builds the iOS (+ tvOS best-effort) xcframework slices, runs the harness per platform best-effort, and attaches the result as a single zip artifact (punktfunk-appstore-screenshots). It is isolated from the build/test job and skipped on PRs, so a capture gap (missing Simulator runtime, or no Screen Recording grant for the mac window capture) never reds the core signal. Generated PNGs (clients/apple/screenshots/) are gitignored. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
148 lines
6.5 KiB
Swift
148 lines
6.5 KiB
Swift
// App Store screenshot harness — the in-app "shot mode" root.
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//
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// Launched with PUNKTFUNK_SHOT_SCENE=<name> (one of ShotScenes.all), the app shows that single
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// mock-populated scene full-bleed instead of ContentView, so the OS can screenshot the REAL,
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// fully-rendered UI (materials, NavigationStack, glass — all the things ImageRenderer can't
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// rasterize offscreen). tools/screenshots.sh drives one launch per scene per device.
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//
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// Capture per platform:
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// • iOS / tvOS simulator → `xcrun simctl io booted screenshot` (native pixels = exact size).
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// • macOS → `screencapture -l<windowID>` of the borderless capture window (the configurator
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// prints `PF_SHOT_WINDOW=<id>`), or the no-permission self-capture fallback
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// (PUNKTFUNK_SHOT_SELFCAPTURE=<dir> → cacheDisplay; renders the real hierarchy but, like all
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// non-window-server capture, omits material blur).
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//
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// Every screen prints `PF_SHOT_READY scene=<name>` to stdout once it has settled, so the driver
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// can wait for layout instead of guessing with a fixed sleep.
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#if DEBUG
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import SwiftUI
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#if os(macOS)
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import AppKit
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import ImageIO
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#endif
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@MainActor
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enum ScreenshotMode {
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/// The scene requested via PUNKTFUNK_SHOT_SCENE, or nil for a normal launch.
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static var requestedScene: ShotScene? {
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let name = ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SCENE"] ?? ""
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guard !name.isEmpty else { return nil }
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return ShotScenes.all.first { $0.name == name }
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}
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}
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/// Full-bleed host for a single scene, with per-platform window sizing / orientation and a
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/// readiness ping for the capture script.
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struct ScreenshotHostView: View {
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let scene: ShotScene
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var body: some View {
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scene.make()
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.environment(\.colorScheme, scene.colorScheme)
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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.background(Color.black)
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.ignoresSafeArea()
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#if os(macOS)
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.background(MacShotWindowConfigurator(scene: scene))
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#elseif os(iOS)
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.background(IOSOrientationConfigurator(orientation: scene.orientation))
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#endif
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.task {
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// Let layout + materials settle, then signal the driver.
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try? await Task.sleep(nanoseconds: 900_000_000)
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announceReady()
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}
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}
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private func announceReady() {
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print("PF_SHOT_READY scene=\(scene.name)")
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fflush(stdout)
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#if os(macOS)
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MacSelfCapture.captureIfRequested(scene: scene)
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#endif
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}
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}
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#if os(macOS)
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/// Sizes the hosting window to the mac canvas, strips the title bar to a clean full-bleed
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/// surface, and prints the CGWindowID for `screencapture -l`.
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private struct MacShotWindowConfigurator: NSViewRepresentable {
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let scene: ShotScene
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func makeNSView(context: Context) -> NSView { NSView() }
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func updateNSView(_ view: NSView, context: Context) {
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DispatchQueue.main.async {
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guard let window = view.window, !context.coordinator.configured else { return }
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context.coordinator.configured = true
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// NavigationStack / Form / material chrome follow the WINDOW's appearance, not the
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// SwiftUI colorScheme — without this the dark scenes render on a light window (white
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// background, washed-out materials).
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window.appearance = NSAppearance(named: scene.colorScheme == .dark ? .darkAqua : .aqua)
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let size = ShotDevice.mac.points(scene.orientation)
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window.styleMask = [.titled, .fullSizeContentView]
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window.titlebarAppearsTransparent = true
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window.titleVisibility = .hidden
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window.isMovable = false
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for button in [NSWindow.ButtonType.closeButton, .miniaturizeButton, .zoomButton] {
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window.standardWindowButton(button)?.isHidden = true
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}
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window.setContentSize(size)
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window.center()
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window.makeKeyAndOrderFront(nil)
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NSApp.activate(ignoringOtherApps: true)
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print("PF_SHOT_WINDOW=\(window.windowNumber) scene=\(scene.name) "
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+ "size=\(Int(size.width))x\(Int(size.height))pt")
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fflush(stdout)
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}
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}
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func makeCoordinator() -> Coordinator { Coordinator() }
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final class Coordinator { var configured = false }
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}
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/// No-permission fallback: capture the window's view tree via cacheDisplay. Renders the real
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/// hierarchy (NavigationStack/Form/cards — unlike ImageRenderer) but omits material blur, which
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/// only the window server (screencapture) composites. Used when PUNKTFUNK_SHOT_SELFCAPTURE is set.
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enum MacSelfCapture {
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static func captureIfRequested(scene: ShotScene) {
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guard let dir = ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SELFCAPTURE"],
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!dir.isEmpty,
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let window = NSApp.windows.first(where: { $0.isVisible }),
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let content = window.contentView else { return }
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let outDir = URL(fileURLWithPath: (dir as NSString).expandingTildeInPath, isDirectory: true)
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try? FileManager.default.createDirectory(at: outDir, withIntermediateDirectories: true)
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guard let rep = content.bitmapImageRepForCachingDisplay(in: content.bounds) else { return }
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content.cacheDisplay(in: content.bounds, to: rep)
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let url = outDir.appendingPathComponent("\(ShotDevice.mac.id)-\(scene.name).png")
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if let dest = CGImageDestinationCreateWithURL(
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url as CFURL, "public.png" as CFString, 1, nil), let cg = rep.cgImage {
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CGImageDestinationAddImage(dest, cg, nil)
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CGImageDestinationFinalize(dest)
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print("PF_SHOT_SAVED \(url.path) \(rep.pixelsWide)x\(rep.pixelsHigh)px")
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}
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fflush(stdout)
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exit(0)
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}
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}
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#endif
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#if os(iOS)
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/// Best-effort orientation lock for the requested scene (landscape for the stream hero, portrait
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/// for chrome). Requires the app to allow those orientations in Info.plist.
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private struct IOSOrientationConfigurator: UIViewControllerRepresentable {
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let orientation: ShotOrientation
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func makeUIViewController(context: Context) -> UIViewController { UIViewController() }
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func updateUIViewController(_ vc: UIViewController, context: Context) {
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guard let scene = vc.view.window?.windowScene else { return }
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let mask: UIInterfaceOrientationMask = orientation == .landscape ? .landscapeRight : .portrait
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scene.requestGeometryUpdate(.iOS(interfaceOrientations: mask))
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vc.setNeedsUpdateOfSupportedInterfaceOrientations()
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}
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}
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#endif
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#endif
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