Files
punktfunk/clients/apple/Sources/PunktfunkClient/Screenshots/ScreenshotHost.swift
T
enricobuehler ffb1ecfebe feat(apple): size the console UI for the iPad
GamepadFormMetrics had exactly two tiers, tvOS and everything-else, so a 13"
iPad Pro drew its settings rows, section tabs and legend at iPhone scale in
the middle of a very large display — the field verdict was that the sizing
"does not adapt to larger screens". There is a third tier now, between the
in-hand and 10-foot sets.

Chosen from the SIZE CLASSES, not the device idiom: an iPad in a narrow Stage
Manager or Split View window keeps the in-hand numbers, because what is being
read is the window, not the panel behind it. Phone sizing is untouched.

Published from ContentView — the app root — rather than only from
`gamepadPaletteInk`. A screen that applies that modifier itself sits ABOVE its
own copy of the environment, so its `@Environment` resolves against its parent
and would read the bare phone default no matter what the modifier published.
The screenshot harness publishes it too, for the same reason: it mounts these
screens with no ContentView above them, so an iPad capture used to render the
whole gamepad UI at iPhone scale.

macOS + tvOS typecheck; the console UI verified in the iPad simulator opening
Settings at the tablet tier.
2026-08-10 07:44:36 +02:00

221 lines
9.8 KiB
Swift

// App Store screenshot harness — the in-app "shot mode" root.
//
// Launched with PUNKTFUNK_SHOT_SCENE=<name> (one of ShotScenes.all), the app shows that single
// mock-populated scene full-bleed instead of ContentView, so the OS can screenshot the REAL,
// fully-rendered UI (materials, NavigationStack, glass — all the things ImageRenderer can't
// rasterize offscreen). tools/screenshots.sh drives one launch per scene per device.
//
// Capture per platform:
// • iOS / tvOS simulator → `xcrun simctl io booted screenshot` (native pixels = exact size).
// • macOS → `screencapture -l<windowID>` of the borderless capture window (the configurator
// prints `PF_SHOT_WINDOW=<id>`), or the no-permission self-capture fallback
// (PUNKTFUNK_SHOT_SELFCAPTURE=<dir> → cacheDisplay; renders the real hierarchy but, like all
// non-window-server capture, omits material blur).
//
// Every screen prints `PF_SHOT_READY scene=<name>` to stdout once it has settled, so the driver
// can wait for layout instead of guessing with a fixed sleep.
#if DEBUG
import SwiftUI
#if os(macOS)
import AppKit
import ImageIO
#endif
@MainActor
enum ScreenshotMode {
/// This process was launched to capture a screenshot. Cheap enough to consult from the
/// stores' persistence paths (`HostStore` / `ProfileStore`), which must NOT write their
/// mock contents back into a real user's App Group when the harness runs on a dev Mac.
static var isActive: Bool {
!(ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SCENE"] ?? "").isEmpty
}
/// The scene requested via PUNKTFUNK_SHOT_SCENE, or nil for a normal launch.
static var requestedScene: ShotScene? {
let name = ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SCENE"] ?? ""
guard !name.isEmpty else { return nil }
return ShotScenes.all.first { $0.name == name }
}
}
/// Full-bleed host for a single scene, with per-platform window sizing / orientation and a
/// readiness ping for the capture script.
struct ScreenshotHostView: View {
let scene: ShotScene
#if os(iOS)
@Environment(\.horizontalSizeClass) private var hSizeClass
@Environment(\.verticalSizeClass) private var vSizeClass
#endif
/// The gamepad UI's form-metric tier, published here for the same reason ContentView does it:
/// this harness mounts those screens DIRECTLY, with no ContentView in the tree, so without it
/// an iPad capture renders every gamepad screen at iPhone scale — a capture that doesn't look
/// like the app.
private var gamepadMetrics: GamepadFormMetrics {
#if os(iOS)
.forWindow(h: hSizeClass, v: vSizeClass)
#else
.platformDefault
#endif
}
var body: some View {
scene.make()
.environment(\.colorScheme, scene.colorScheme)
.environment(\.gamepadMetrics, gamepadMetrics)
.frame(maxWidth: .infinity, maxHeight: .infinity)
// Black fills the display, but the SCENE keeps its safe area. Ignoring it wholesale
// here pushed the stream hero's HUD under the Dynamic Island (the resolution/bitrate
// line was unreadable in every 6.9" capture); scenes that genuinely want full bleed —
// the streamed frame itself — ignore it themselves.
.background(Color.black.ignoresSafeArea())
#if os(macOS)
.background(MacShotWindowConfigurator(scene: scene))
#elseif os(iOS)
.background(IOSOrientationConfigurator(orientation: scene.orientation))
#endif
.task {
// Let layout + materials settle, then signal the driver.
try? await Task.sleep(nanoseconds: 900_000_000)
announceReady()
}
}
private func announceReady() {
print("PF_SHOT_READY scene=\(scene.name)")
fflush(stdout)
#if os(macOS)
MacSelfCapture.captureIfRequested(scene: scene)
#endif
}
}
#if os(macOS)
/// Sizes the hosting window to the mac canvas, strips the title bar to a clean full-bleed
/// surface, and prints the CGWindowID for `screencapture -l`.
private struct MacShotWindowConfigurator: NSViewRepresentable {
let scene: ShotScene
func makeNSView(context: Context) -> NSView { NSView() }
func updateNSView(_ view: NSView, context: Context) {
DispatchQueue.main.async {
guard let window = view.window, !context.coordinator.configured else { return }
context.coordinator.configured = true
// NavigationStack / Form / material chrome follow the WINDOW's appearance, not the
// SwiftUI colorScheme — without this the dark scenes render on a light window (white
// background, washed-out materials).
window.appearance = NSAppearance(named: scene.colorScheme == .dark ? .darkAqua : .aqua)
let size = ShotDevice.mac.points(scene.orientation)
window.styleMask = [.titled, .fullSizeContentView]
window.titlebarAppearsTransparent = true
window.titleVisibility = .hidden
window.isMovable = false
for button in [NSWindow.ButtonType.closeButton, .miniaturizeButton, .zoomButton] {
window.standardWindowButton(button)?.isHidden = true
}
window.setContentSize(size)
window.center()
window.makeKeyAndOrderFront(nil)
NSApp.activate(ignoringOtherApps: true)
print("PF_SHOT_WINDOW=\(window.windowNumber) scene=\(scene.name) "
+ "size=\(Int(size.width))x\(Int(size.height))pt")
fflush(stdout)
}
}
func makeCoordinator() -> Coordinator { Coordinator() }
final class Coordinator { var configured = false }
}
/// No-permission fallback: capture the window's view tree via cacheDisplay. Renders the real
/// hierarchy (NavigationStack/Form/cards — unlike ImageRenderer) but omits material blur, which
/// only the window server (screencapture) composites. Used when PUNKTFUNK_SHOT_SELFCAPTURE is set.
enum MacSelfCapture {
static func captureIfRequested(scene: ShotScene) {
guard let dir = ProcessInfo.processInfo.environment["PUNKTFUNK_SHOT_SELFCAPTURE"],
!dir.isEmpty,
let window = NSApp.windows.first(where: { $0.isVisible }),
let content = window.contentView else { return }
let outDir = URL(fileURLWithPath: (dir as NSString).expandingTildeInPath, isDirectory: true)
try? FileManager.default.createDirectory(at: outDir, withIntermediateDirectories: true)
guard let rep = content.bitmapImageRepForCachingDisplay(in: content.bounds) else { return }
content.cacheDisplay(in: content.bounds, to: rep)
let url = outDir.appendingPathComponent("\(ShotDevice.mac.id)-\(scene.name).png")
if let dest = CGImageDestinationCreateWithURL(
url as CFURL, "public.png" as CFString, 1, nil), let cg = rep.cgImage {
CGImageDestinationAddImage(dest, cg, nil)
CGImageDestinationFinalize(dest)
print("PF_SHOT_SAVED \(url.path) \(rep.pixelsWide)x\(rep.pixelsHigh)px")
}
fflush(stdout)
exit(0)
}
}
#endif
#if os(iOS)
/// Orientation lock for the requested scene (landscape for the stream hero, portrait for chrome).
/// Requires the app to allow those orientations in Info.plist — it does, for both.
private struct IOSOrientationConfigurator: UIViewControllerRepresentable {
let orientation: ShotOrientation
func makeUIViewController(context: Context) -> ShotOrientationController {
ShotOrientationController(mask: mask)
}
func updateUIViewController(_ vc: ShotOrientationController, context: Context) {
vc.mask = mask
vc.applyGeometry()
}
private var mask: UIInterfaceOrientationMask {
orientation == .landscape ? .landscapeRight : .portrait
}
}
/// Asks the window scene to rotate, from a place where there IS a window.
///
/// The previous version made the request inside `updateUIViewController`, where `view.window` is
/// still nil: SwiftUI makes exactly one update pass for a representable mounted as a `.background`,
/// before the hierarchy is in a window, so the `guard` fell through and nothing ever asked again.
/// Every scene declared `.landscape` — the stream hero and the trust card — was therefore captured
/// in PORTRAIT at the portrait App Store size. Overriding `supportedInterfaceOrientations` as well
/// keeps the scene from rotating back if the simulator reports a device orientation change.
final class ShotOrientationController: UIViewController {
var mask: UIInterfaceOrientationMask
init(mask: UIInterfaceOrientationMask) {
self.mask = mask
super.init(nibName: nil, bundle: nil)
}
@available(*, unavailable)
required init?(coder: NSCoder) { fatalError("not from a nib") }
override var supportedInterfaceOrientations: UIInterfaceOrientationMask { mask }
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
applyGeometry()
}
func applyGeometry() {
// `view.window` once mounted; the connected-scene lookup covers the first update pass,
// which still runs before this controller is in a window.
let scene = view.window?.windowScene
?? UIApplication.shared.connectedScenes.compactMap { $0 as? UIWindowScene }.first
guard let scene else { return }
// Report a refusal instead of silently shipping the wrong orientation — that is exactly
// how every landscape scene went out as a portrait PNG for as long as it did.
scene.requestGeometryUpdate(.iOS(interfaceOrientations: mask)) { error in
print("PF_SHOT_ORIENTATION_REFUSED \(error.localizedDescription)")
fflush(stdout)
}
setNeedsUpdateOfSupportedInterfaceOrientations()
}
}
#endif
#endif