Files
punktfunk/clients/apple/Sources/PunktfunkClient/Home/GamepadChrome.swift
T
enricobuehler a14b000c9b feat(apple): the tray gradient blur is back — as a real blur this time
The form screens' pinned title and legend lost their gradient blur when
GamepadTrayScrim went (2590238b): the scrim was `.ultraThinMaterial`, and a
material by definition lifts and tints whatever it blurs — it read grey over
the aurora, and washed with the palette's ground it read coloured. There is
no public way to blur a backdrop without that tint, so the layer was deleted
rather than re-tuned, and the rows have scrolled to a raw edge since.

Glur's GlurView blurs the backdrop through a gradient with NO material stage
on top — the rows soften as they slide under the pinned trays and nothing
carries a colour. Three things about the adoption are deliberate:

  - It is the library's GlurBackdrop product, which uses a private API
    (a variable-blur CAFilter on UIKit/AppKit). The public `.glur()`
    modifier is a Metal shader on a view's OWN content and silently no-ops
    over platform-backed views like ScrollView, so it cannot reach a
    backdrop at all. GlurBackdrop ships as a separate module precisely so
    adopters can weigh the App Store exposure; it disables hit testing
    itself, so the band never eats a touch.

  - The dependency is pinned by REVISION: GlurBackdrop exists only on main —
    no release carries it (the newest tag, `1.1`, predates it and is not
    three-component semver anyway, so `from:` resolution stops at 1.0.4,
    which doesn't have the product). Wired into BOTH manifests — the
    package for `swift build`, and the xcodeproj (remote package reference
    + per-target product deps) for the app targets, which compile these
    sources themselves and know nothing of Package.swift's dependencies.

  - The band takes NO content-side overhang, unlike the scrim it replaces —
    and dropping the scrim's hard-won -44/-72 runway is the point, not an
    oversight. That runway existed because a material carries body at every
    alpha and had to dissolve OUTSIDE the tray; carried over here it blurred
    fully-visible rows at rest (first on-glass verdict). Glur's ramp reaches
    literal zero, so the band ends exactly at the tray's layout edge: open
    content untouched, rows soften only where they actually slide under.
    The 80 pt outer bleed and the pinned shape
    (`transaction { $0.animation = nil }`) are kept — full-bleed by LAYOUT
    rather than `.ignoresSafeArea()`, so a push never shows the band
    growing into place.

Mounted exactly where the scrim was: settings, add-host and pair trays
(top + bottom) and the library title (top). Glur is attributed on the
Acknowledgements screen alongside the bundled font — it is a Swift package,
so the Rust-closure notices generator rightly knows nothing about it.

macOS build, tvOS typecheck; band placement and the blur itself verified on
the iPad on glass.
2026-08-10 12:46:45 +02:00

712 lines
34 KiB
Swift
Raw Blame History

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// Chrome shared by the gamepad-driven screens (GamepadHomeView, GamepadSettingsView,
// GamepadAddHostView, LibraryCoverflowView): the full-bleed console backdrop, the
// controller-glyph hint bar, and the connected-controller status chip. One look across every
// screen is what makes the gamepad UI read as a coherent mode rather than a set of themed pages.
// iOS/iPadOS, macOS (the couch Mac-mini case), and tvOS — where the same screens are driven by
// the native focus engine instead of the controller poll (see GamepadCarousel/GamepadMenuList).
import Glur
import GlurBackdrop
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
/// The glyph a button wears in a legend: the ACTIVE controller's own (Xbox "A", DualSense ✕, …)
/// via `sfSymbolsName` while one is attached, else the glyph of the last pad this device ever saw
/// (`GamepadManager.lastKnownKind` → `GamepadGlyphs`), else the caller's generic fallback.
///
/// The middle rung is the whole point. `active` is nil whenever the pad sleeps, disconnects or
/// runs flat — and permanently under `gamepadUIMode == "always"`, which puts the console UI up
/// with no pad by design — and the fallbacks are letter glyphs, so a DualSense user's ✕/◯ legends
/// used to turn into A/B the moment the controller dozed off. The remembered kind keeps the
/// legends speaking the pad the user actually owns. The `fallback` still covers the genuinely
/// unknown case: a fresh install that has never seen a controller, and any button outside the six
/// `GamepadButtonRole` names.
///
/// @MainActor: GamepadManager is main-actor-bound (inside a View body this was implicit).
@MainActor
func buttonGlyph(
_ button: KeyPath<GCExtendedGamepad, GCControllerButtonInput>, fallback: String
) -> String {
let manager = GamepadManager.shared
if let live = manager.active?.controller.extendedGamepad?[keyPath: button].sfSymbolsName {
return live
}
guard let role = GamepadButtonRole(keyPath: button) else { return fallback }
return GamepadGlyphs.symbol(role, for: manager.lastKnownKind)
}
/// Top padding for a gamepad screen's pinned title. macOS gets extra clearance — the launcher
/// title sits right under the window titlebar and the settings/add-host sheets have no titlebar
/// at all. The other values follow the console shell's rhythm (title top = 18 design units,
/// k-floored to 10 for a landscape phone): the title needs air to the screen edge or the whole
/// header reads pressed against the bezel, which the tab strip's extra band made obvious.
func gamepadTitleTopPadding(compact: Bool) -> CGFloat {
#if os(macOS)
26
#elseif os(tvOS)
24
#else
compact ? 18 : 28
#endif
}
/// Padding under a gamepad screen's pinned header block (title, and the tab strip where there is
/// one) before the content: the console leaves ~14 units of air under its tab pills, and without
/// it the first row sits shoulder-to-shoulder with the header.
func gamepadTitleBottomPadding(compact: Bool) -> CGFloat {
#if os(tvOS)
16
#else
compact ? 8 : 12
#endif
}
/// Spacing between a header's stacked elements (title over tab strip / subtitle).
func gamepadHeaderSpacing(compact: Bool) -> CGFloat {
#if os(tvOS)
13
#else
compact ? 6 : 10
#endif
}
/// Point size for a gamepad screen's pinned title: TV-large on tvOS (read from the couch), the
/// in-hand compact-aware sizes elsewhere. Sized as a proper screen heading — the field verdict
/// on the smaller first cut was "way too small" once the title moved off-centre.
func gamepadTitleSize(compact: Bool) -> CGFloat {
#if os(tvOS)
44
#else
compact ? 24 : 34
#endif
}
/// Metrics shared by the gamepad form screens' glass rows (GamepadSettingsView,
/// GamepadAddHostView) — one set of numbers so the screens read as the same surface, at the size
/// the screen they are on calls for.
///
/// Three tiers, not two. The phone numbers used to serve every non-TV device, so an iPad Pro drew
/// a settings list at iPhone scale in the middle of a 13" display — the field verdict was that the
/// sizing "does not adapt to larger screens". `pad` sits between the in-hand and 10-foot sets.
///
/// Chosen from the SIZE CLASSES rather than the device idiom, so an iPad running a narrow Stage
/// Manager or Split View window correctly gets the in-hand numbers — the window is what the user
/// is reading, not the panel it sits on.
struct GamepadFormMetrics {
/// Which set this is, for the few things that are a KIND of layout rather than a number.
enum Tier { case phone, pad, tv }
let tier: Tier
let headerFont: CGFloat
let labelFont: CGFloat
let valueFont: CGFloat
let iconFont: CGFloat
let iconWidth: CGFloat
let chevronFont: CGFloat
let rowHPad: CGFloat
let rowVPad: CGFloat
let rowCorner: CGFloat
let rowMaxWidth: CGFloat
let detailFont: CGFloat
/// The option band's (GamepadOptionBand) fixed stage inside a choice row.
let bandWidth: CGFloat
/// The settings screen's section-tab pills.
let tabFont: CGFloat
/// The pinned controls legend (GamepadHintBar).
let hintGlyphFont: CGFloat
let hintTextFont: CGFloat
let hintPad: CGFloat
/// In-hand: a phone, or any window narrow enough to read like one.
static let phone = GamepadFormMetrics(
tier: .phone,
headerFont: 12, labelFont: 16, valueFont: 15, iconFont: 17, iconWidth: 28,
chevronFont: 12, rowHPad: 16, rowVPad: 13, rowCorner: 14, rowMaxWidth: 620,
detailFont: 13, bandWidth: 240,
tabFont: 13, hintGlyphFont: 19, hintTextFont: 14, hintPad: 13)
/// A tablet-sized window — an arm's length away rather than in the palm.
static let pad = GamepadFormMetrics(
tier: .pad,
headerFont: 14, labelFont: 20, valueFont: 19, iconFont: 21, iconWidth: 34,
chevronFont: 14, rowHPad: 20, rowVPad: 16, rowCorner: 16, rowMaxWidth: 820,
detailFont: 16, bandWidth: 320,
tabFont: 16, hintGlyphFont: 23, hintTextFont: 17, hintPad: 15)
/// 10-foot.
static let tv = GamepadFormMetrics(
tier: .tv,
headerFont: 17, labelFont: 23, valueFont: 21, iconFont: 24, iconWidth: 40,
chevronFont: 16, rowHPad: 24, rowVPad: 19, rowCorner: 18, rowMaxWidth: 920,
detailFont: 19, bandWidth: 380,
tabFont: 17, hintGlyphFont: 27, hintTextFont: 20, hintPad: 18)
/// What a screen gets before anything publishes a tier — and the only tier tvOS and macOS ever
/// use (an Apple TV is always 10-foot; a Mac window is read at desk distance).
static var platformDefault: GamepadFormMetrics {
#if os(tvOS)
tv
#else
phone
#endif
}
#if os(iOS)
/// The tier a window's size classes call for. REGULAR on both axes is the tablet case.
static func forWindow(
h: UserInterfaceSizeClass?, v: UserInterfaceSizeClass?
) -> GamepadFormMetrics {
h == .regular && v == .regular ? .pad : .phone
}
#endif
}
private struct GamepadMetricsKey: EnvironmentKey {
static let defaultValue = GamepadFormMetrics.platformDefault
}
extension EnvironmentValues {
/// The form metrics for the screen currently drawing. Published from ContentView — the app
/// ROOT — rather than only from `gamepadPaletteInk`, because a screen that applies that
/// modifier itself sits ABOVE its own copy: its `@Environment` resolves against its parent, so
/// it would read the bare default instead of its own window's tier.
var gamepadMetrics: GamepadFormMetrics {
get { self[GamepadMetricsKey.self] }
set { self[GamepadMetricsKey.self] = newValue }
}
}
private struct DisplayBottomInsetKey: EnvironmentKey {
static let defaultValue: CGFloat = 0
}
extension EnvironmentValues {
/// The display's bottom safe-area inset — the home-indicator strip — measured by
/// `DisplayBottomInsetProbe` and published from ContentView. 0 until UIKit's first callback
/// lands (the legend keeps its plain margin for that first frame) and always 0 on
/// macOS/tvOS, where nothing publishes it.
var displayBottomInset: CGFloat {
get { self[DisplayBottomInsetKey.self] }
set { self[DisplayBottomInsetKey.self] = newValue }
}
}
#if os(iOS)
/// Reports the hosting window's bottom safe-area inset from UIKit's OWN callbacks — never
/// during a SwiftUI render.
///
/// This number has a history of wrong spellings, each failing silently:
/// - a `GeometryReader` carrying `.ignoresSafeArea()` — a proxy reports NO insets for an edge it
/// has been told to ignore, so that spelling can only ever answer 0;
/// - `.ignoresSafeArea(.container, edges: .bottom)` on `safeAreaInset` CONTENT, which does not
/// move content the inset mechanism itself placed; and
/// - asking UIKit for the key window (`UIApplication.shared.connectedScenes…`) DURING body,
/// which answered correctly and then KILLED the calling view: on an iPad (never the
/// simulator) the walk re-enters UIKit layout mid-render and the view's update graph is
/// silently severed — every later `@State` write lands in storage without ever re-running
/// `body` again, which is how Settings and Add Host stopped opening while their triggers
/// kept firing. No AttributeGraph warning, no log line; found by bisecting builds on glass.
/// So: UIKit tells THIS view when the window or its insets change, on UIKit's schedule, and the
/// answer hops out of the current update before anyone in SwiftUI reads it.
struct DisplayBottomInsetProbe: UIViewRepresentable {
let onChange: (CGFloat) -> Void
func makeUIView(context: Context) -> ProbeView {
let view = ProbeView()
view.onChange = onChange
// Mounted as a full-size `.background`; it must never eat a touch meant for the UI.
view.isUserInteractionEnabled = false
return view
}
func updateUIView(_ view: ProbeView, context: Context) {
view.onChange = onChange
}
final class ProbeView: UIView {
var onChange: ((CGFloat) -> Void)?
private var last: CGFloat?
override func didMoveToWindow() {
super.didMoveToWindow()
report()
}
override func safeAreaInsetsDidChange() {
super.safeAreaInsetsDidChange()
report()
}
// Rotation reshuffles the window's insets without necessarily touching this view's own.
override func layoutSubviews() {
super.layoutSubviews()
report()
}
private func report() {
// The WINDOW's inset, not this view's: the probe sits inside the safe area, so its
// own inset is 0 — the number the legend needs is the strip the window reserves.
guard let bottom = window?.safeAreaInsets.bottom, bottom != last else { return }
last = bottom
let onChange = onChange
// Out of the current UIKit/SwiftUI update before any state write.
DispatchQueue.main.async { onChange?(bottom) }
}
}
}
#endif
/// The bottom padding that puts a pinned legend the same distance from the bottom of the DISPLAY
/// as it sits from the leading edge — so it lands on the diagonal of the display's rounded corner,
/// which is what the corner asks for.
///
/// A `safeAreaInset` places its content INSIDE the safe area, so a plain margin stacks on top of
/// the device's own bottom inset and the pill ends up two to three times further from the bottom
/// than from the left. On a tablet this therefore goes NEGATIVE, pulling the pill back down
/// through the home-indicator strip; the pill is left-aligned and an iPad's indicator is a short
/// bar in the middle, so the two never meet.
///
/// Phones keep the plain margin. Their inset is the taller indicator bar and their legend runs
/// most of the width, so sitting it that low would cross the indicator rather than tuck beside it.
///
/// `displayBottom` is `\.displayBottomInset` — measured by `DisplayBottomInsetProbe`, NEVER asked
/// of UIKit here: this runs during body, and a key-window walk mid-render severs the calling
/// view's updates (see the probe's comment). Pure arithmetic only.
func gamepadLegendBottomPadding(
_ margin: CGFloat, tier: GamepadFormMetrics.Tier, displayBottom: CGFloat
) -> CGFloat {
guard tier == .pad else { return margin }
// Floored at -inset: at worst the pill sits flush with the physical edge, never past it.
return max(-displayBottom, margin - displayBottom)
}
/// The tray gradient blur, back — as a real progressive BACKDROP blur this time.
///
/// GamepadTrayScrim did this with `.ultraThinMaterial`, and a material by definition lifts and
/// tints whatever it blurs: it read grey over the aurora, and washed with the palette's ground it
/// read coloured, which is why 2590238b deleted it. Glur's `GlurView` blurs the backdrop through
/// a gradient with NO material stage on top, so the rows soften as they slide under the pinned
/// title and legend and nothing carries a colour. It is the library's PRIVATE-API product
/// (`GlurBackdrop`) — the public `.glur()` modifier is a shader on a view's own content and
/// silently no-ops over platform-backed views like ScrollView, so it cannot reach a backdrop at
/// all. Hit testing is disabled inside GlurView; the band never eats a touch.
///
/// Mounted exactly where the scrim was: `.background` of each form screen's safe-area tray.
struct GamepadTrayBlur: View {
let edge: VerticalEdge
var body: some View {
// offset 0 puts the ramp's LITERAL ZERO exactly at the band's content edge, so nothing
// in the open field is touched — which is why, unlike the scrim, this band takes NO
// content-side overhang. The scrim's -44/-72 runway existed because a material carries
// body at every alpha and had to dissolve OUTSIDE the tray; carrying those numbers over
// here blurred fully-visible rows at rest (field verdict on the first cut). Full
// strength lands at 60% of the band, so the tray's own text always sits on the strong
// region while the ramp still reads as a gradient, not an edge.
GlurView(
radius: 14, offset: 0, interpolation: 0.6,
direction: edge == .top ? .up : .down)
// Full-bleed by LAYOUT, not `.ignoresSafeArea()`: safe-area expansion resolves a
// beat after insertion (outside any geometry group and outside this view's own
// transaction), which reads as a visible pop. 80 pt clears every inset on every
// device, and backgrounds never clip — the overhang simply draws.
.padding(edge == .top ? .top : .bottom, -80)
.padding(.horizontal, -80)
// And the shape must NEVER animate: mounted inside a pushed shell layer, any late
// geometry would ride the push's transaction and visibly grow into place. The
// layer's own fade/slide still carries the band; only its SHAPE is pinned.
.transaction { $0.animation = nil }
}
}
/// One glyph + label cell in a hint bar.
struct GamepadHint: Identifiable {
let glyph: String
let text: String
/// What tapping/clicking this cell does — the same thing its button does. Optional because a
/// few legend cells NAME an input rather than an action ("↔ Adjust" is the stick itself;
/// there is no single thing a tap on it could mean), and those stay inert labels.
var action: (() -> Void)? = nil
var id: String { glyph + text }
}
/// The pinned controls legend every gamepad screen shows bottom-leading (via `.safeAreaInset`).
/// Same font/spacing everywhere so the legend reads as system chrome, not per-screen decoration —
/// worn as a self-contained Liquid Glass pill (like the top-bar controller chip) so it floats over
/// the backdrop instead of dissolving into it.
struct GamepadHintBar: View {
@Environment(\.gamepadInk) private var ink
/// Sized with the screen it pins to — a legend at phone scale on a 13" iPad is the same
/// mismatch the form rows had (see GamepadFormMetrics).
@Environment(\.gamepadMetrics) private var metrics
let hints: [GamepadHint]
var body: some View {
HStack(spacing: 18) {
ForEach(hints) { hint in
cell(hint)
}
}
.font(.geist(metrics.hintTextFont, .semibold, relativeTo: .subheadline))
.foregroundStyle(ink.fg(0.85))
.padding(metrics.hintPad)
.consoleGlass(Capsule())
// The hairline is DECORATION and sits on top of the cells, so it must never take a touch.
// Spelled out rather than left to defaults, because a swallowed touch in this bar is
// invisible — the legend simply stops doing anything.
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1).allowsHitTesting(false))
}
/// A cell is a button where it has somewhere to go, and a plain label otherwise (see the type
/// comment for why tvOS is always the latter).
@ViewBuilder private func cell(_ hint: GamepadHint) -> some View {
#if os(tvOS)
label(hint)
#else
if let action = hint.action {
Button(action: action) { label(hint) }
.buttonStyle(HintCellStyle())
.accessibilityLabel(hint.text)
} else {
label(hint)
}
#endif
}
private func label(_ hint: GamepadHint) -> some View {
HStack(spacing: 7) {
Image(systemName: hint.glyph)
.font(.system(size: metrics.hintGlyphFont))
.foregroundStyle(ink.fg)
Text(hint.text)
}
.fixedSize() // keep glyph + label together; never truncate a hint mid-word
// The tappable area covers the gap between glyph and label, not just their painted
// pixels — a legend cell is small enough already.
.contentShape(Rectangle())
}
}
#if !os(tvOS)
/// Press feedback for a legend cell. Deliberately quiet — the bar is chrome, and a cell that lit
/// up like a primary button would pull the eye off the content it describes.
///
/// `contentShape` sits BELOW the scale so the hit region stays the unscaled layout bounds: a press
/// animation that shrinks the artwork must never move the target out from under a resting finger,
/// or the touch-up lands outside and SwiftUI discards the tap.
private struct HintCellStyle: ButtonStyle {
func makeBody(configuration: Configuration) -> some View {
configuration.label
.opacity(configuration.isPressed ? 0.55 : 1)
.scaleEffect(configuration.isPressed ? 0.94 : 1)
.animation(.smooth(duration: 0.14), value: configuration.isPressed)
.contentShape(Rectangle())
}
}
#endif
/// The console backdrop: a living aurora drifting slowly over black so it reads as ambience behind
/// the cards, never as content. On iOS 18 / macOS 15+ it's an animated `MeshGradient` — a continuous
/// silk of colour whose control points wander on slow, out-of-phase sinusoids — finished with an
/// elliptical vignette (pools light in the centre, sinks the corners) and a top/bottom legibility
/// scrim. Older OSes fall back to the original drifting radial-blob field, unchanged, so nothing
/// regresses.
///
/// `calm` is what the FORM screens (settings, add-host) wear: the same living field with its pools
/// dimmed onto its own corner colour, so those screens keep real colour under their Liquid Glass
/// rows without the launcher's contrast. They used to sit on a still gradient; nothing in the
/// gamepad UI is backed by a static image now. Motion is identical in both modes on purpose — only
/// the contrast differs, so a screen change can't make the field jump.
///
/// `GamepadPalette` recolours the whole thing (the shared `ui_palette` setting) by transforming the
/// COLOURS, not by stacking a filter — see GamepadPalette.swift for why.
///
/// Deliberately pure SwiftUI, no `.metal`: these sources build under both SwiftPM (`swift run`/
/// tests) and the Xcode project's synchronized folders, and a compiled metallib is only reliably
/// bundled in one of the two. MeshGradient + TimelineView give the silky look with none of that
/// risk. Applied via `.background { }` — NOT a ZStack sibling — so the `.ignoresSafeArea()` here
/// can't inflate the caller's layout past the safe area (see the layout note in GamepadHomeView's
/// header). Honors Reduce Motion by freezing the field at a fixed phase.
struct GamepadScreenBackground: View {
@Environment(\.gamepadInk) private var ink
/// How far toward the form screens' quiet the field sits: 0 = the launcher's full aurora,
/// 1 = calm, fractional mid-chase. Continuous (not a Bool) so the in-place shell can CHASE
/// it during a push/pop — the console does the same with its `bg_mix` — and every
/// calm-dependent factor below rides an `.opacity` modifier, which animates reliably where
/// re-built gradient stops do not.
var calmMix: Double
/// The Bool spelling every non-shell call site uses (see the type comment for `calm`).
init(calm: Bool = false) {
calmMix = calm ? 1 : 0
}
init(calmMix: Double) {
self.calmMix = calmMix
}
@Environment(\.accessibilityReduceMotion) private var reduceMotion
@AppStorage(DefaultsKey.uiPalette) private var paletteID = "violet"
var body: some View {
let palette = GamepadPalette.named(paletteID)
Group {
if reduceMotion {
composite(at: 0, palette: palette)
} else {
// 30 Hz is plenty for a field that drifts centimetres per minute, and halves the
// redraw cost of a battery-fed couch device vs. the display's native rate.
TimelineView(.animation(minimumInterval: 1.0 / 30.0)) { context in
composite(at: context.date.timeIntervalSinceReferenceDate, palette: palette)
}
}
}
.ignoresSafeArea()
}
/// The colour field under a very slow warm/cool hue sway, the calm flattening, an elliptical
/// vignette, and the title/hints legibility scrim — in that order, matching the console
/// shader's `composite` so the two platforms' backdrops stay the same picture.
private func composite(at t: TimeInterval, palette: GamepadPalette) -> some View {
// Where the scrims tend, and how hard. Mixing a PALE field toward white at the dark
// field's strength bleaches the chroma straight out of the gradient, so a pale palette
// gets under half — the same `u_scrim.a` the console shader carries.
let scrim: Color = palette.light ? ink.fg : .black
let strength = palette.light ? 0.45 : 1.0
return ZStack {
Self.color(palette.ground)
colorField(at: t, palette: palette)
// ±8° over ~5 min — the whole field very slowly warms and cools.
.hueRotation(.degrees(sin(t * 0.021) * 8))
// Calm = col·0.6 + ground·0.4. Over the OPAQUE ground beneath, `.opacity` already
// lerps toward it, so this layer alone IS the whole calm mix.
.opacity(1 - 0.4 * calmMix)
// A further plusLighter wash of the ground, which lets a DARK palette's bright pools
// come down to meet its ground rather than merely fading toward it.
//
// Suppressed on a pale palette (the factor goes to 0), because there it was destroying
// the setting: a pale ground is near-white, so ADDING 0.4 of it on top of a field
// already mixed 0.4 toward that same ground saturated the form screens to flat white —
// the field ask was "in bright mode the sub-screens are basically just white". Written
// as a factor rather than an `if` so the layer stays mounted and the calm chase keeps
// animating instead of popping when a screen is pushed.
Self.color(palette.ground)
.opacity(0.4 * calmMix * (palette.light ? 0 : 1))
.blendMode(.plusLighter)
// Cinematic vignette: the edges settle toward the scrim so the cards sit in the
// pooled light. Soft (extends past the frame) so the corners deepen rather than
// crush. Halved under calm: a launcher's cards sit in the pooled centre, but a form
// screen's rows run out toward the edges, where crushing them just eats the list.
EllipticalGradient(
colors: [.clear, scrim.opacity(0.42 * strength)],
center: .center, startRadiusFraction: 0.25, endRadiusFraction: 1.15)
.opacity(1 - 0.5 * calmMix)
// Legibility grounding for the pinned title (top) and hint pill (bottom). This one
// works on the field itself (it's the backdrop's bottom layer — nothing behind it to
// blur), so it stays a gradient, just a light one.
LinearGradient(
stops: [
.init(color: scrim.opacity(0.38 * strength), location: 0),
.init(color: scrim.opacity(0.06 * strength), location: 0.32),
.init(color: scrim.opacity(0.08 * strength), location: 0.68),
.init(color: scrim.opacity(0.40 * strength), location: 1),
],
startPoint: .top, endPoint: .bottom)
}
}
@ViewBuilder private func colorField(at t: TimeInterval, palette: GamepadPalette) -> some View {
if #available(iOS 18, macOS 15, tvOS 18, *) {
MeshGradient(
width: 4, height: 4,
points: Self.meshPoints(at: t),
colors: palette.meshColors.map(Self.color),
smoothsColors: true)
} else {
LegacyBlobField(t: t, palette: palette)
}
}
// MARK: - MeshGradient aurora (iOS 18 / macOS 15+)
static func color(_ c: SIMD3<Double>) -> Color {
Color(red: c.x, green: c.y, blue: c.z)
}
/// The 4×4 control points at time `t`: every boundary point is PINNED to the frame (so the mesh
/// always fills edge-to-edge — a drifting edge point would shrink the mesh and expose the black
/// behind it), while only the four interior points wander on slow, out-of-phase sinusoids
/// (periods ~90130 s) so the bright colour pools breathe without ever looking like they loop.
private static func meshPoints(at t: TimeInterval) -> [SIMD2<Float>] {
func wob(_ bx: Float, _ by: Float, _ a: Float,
_ sx: Double, _ sy: Double, _ ph: Double) -> SIMD2<Float> {
SIMD2(bx + a * Float(sin(t * sx + ph)), by + a * Float(cos(t * sy + ph * 1.3)))
}
return [
SIMD2(0, 0), SIMD2(0.333, 0), SIMD2(0.667, 0), SIMD2(1, 0),
SIMD2(0, 0.333),
wob(0.333, 0.333, 0.11, 0.049, 0.063, 0.4),
wob(0.667, 0.333, 0.10, 0.055, 0.052, 2.1),
SIMD2(1, 0.333),
SIMD2(0, 0.667),
wob(0.333, 0.667, 0.10, 0.058, 0.049, 3.6),
wob(0.667, 0.667, 0.12, 0.047, 0.061, 5.0),
SIMD2(1, 0.667),
SIMD2(0, 1), SIMD2(0.333, 1), SIMD2(0.667, 1), SIMD2(1, 1),
]
}
}
/// Pre-18/15 fallback for `GamepadScreenBackground`: the original drifting radial-blob field — four
/// soft colour blobs on slow Lissajous paths, additively blended. Geometry and motion are verbatim
/// so older OSes see exactly the aurora they shipped with (the mesh path is the upgrade for OS
/// 18/15+); only the blob COLOURS now pass through the palette, so an older device honours the
/// setting too instead of being stuck on violet.
private struct LegacyBlobField: View {
let t: TimeInterval
let palette: GamepadPalette
/// One drifting color blob: a base position + drift ellipse (unit coordinates), angular speeds
/// (rad/s — periods of 3090 s), and a radius that slowly breathes. The COLOUR comes from the
/// palette's ramp at draw time (see `blobColors`), so an older OS honours the setting too.
private struct Blob {
let center: CGPoint
let drift: CGSize
let speed: (x: Double, y: Double)
let phase: (x: Double, y: Double)
let radius: CGFloat
let breathe: (amount: CGFloat, speed: Double)
let opacity: Double
}
private static let blobs: [Blob] = [
Blob(center: CGPoint(x: 0.30, y: 0.24), drift: CGSize(width: 0.16, height: 0.10),
speed: (0.111, 0.083), phase: (0.0, 1.9),
radius: 0.52, breathe: (0.07, 0.061), opacity: 0.52),
Blob(center: CGPoint(x: 0.78, y: 0.66), drift: CGSize(width: 0.13, height: 0.14),
speed: (0.071, 0.096), phase: (2.4, 0.7),
radius: 0.58, breathe: (0.08, 0.049), opacity: 0.55),
Blob(center: CGPoint(x: 0.16, y: 0.82), drift: CGSize(width: 0.12, height: 0.09),
speed: (0.089, 0.067), phase: (4.1, 3.2),
radius: 0.44, breathe: (0.09, 0.078), opacity: 0.42),
Blob(center: CGPoint(x: 0.70, y: 0.12), drift: CGSize(width: 0.10, height: 0.08),
speed: (0.059, 0.104), phase: (1.2, 5.0),
radius: 0.40, breathe: (0.06, 0.055), opacity: 0.38),
]
var body: some View {
GeometryReader { geo in
let side = max(geo.size.width, geo.size.height)
ZStack {
ForEach(Self.blobs.indices, id: \.self) { i in
blobView(Self.blobs[i], tone: palette.blobColors[i], in: geo.size, side: side)
}
}
.drawingGroup()
}
}
private func blobView(
_ blob: Blob, tone: SIMD3<Double>, in size: CGSize, side: CGFloat
) -> some View {
let x = blob.center.x + blob.drift.width * CGFloat(sin(t * blob.speed.x + blob.phase.x))
let y = blob.center.y + blob.drift.height * CGFloat(cos(t * blob.speed.y + blob.phase.y))
let r = side * blob.radius
* (1 + blob.breathe.amount * CGFloat(sin(t * blob.breathe.speed + blob.phase.x)))
let color = GamepadScreenBackground.color(tone)
return Circle()
.fill(RadialGradient(
colors: [color, color.opacity(0)],
center: .center, startRadius: 0, endRadius: r / 2))
.frame(width: r, height: r)
.position(x: x * size.width, y: y * size.height)
.opacity(blob.opacity)
// Additive only works over a DARK ground; over a pale one every blob saturates to
// white and the field turns grey. Pale palettes tint instead.
.blendMode(palette.light ? .normal : .plusLighter)
}
}
/// The backdrop for the gamepad UI's form screens (settings, add-host). It used to be a STILL pair
/// of glows over a deep indigo base — deliberately not near-black, because Liquid Glass refracts
/// whatever sits behind it and over black the rows turn invisible. It is now the launcher's own
/// living field at `calm`, which keeps that luminance under the glass, keeps the palette setting
/// honoured on every screen rather than only the launcher, and leaves nothing in the gamepad UI
/// backed by a static image. Kept as its own type because that is what the form screens ask for by
/// name; the console (`pf-console-ui`) made the same substitution behind its `Bg::Form`.
struct GamepadFormBackground: View {
var body: some View {
GamepadScreenBackground(calm: true)
}
}
#if os(tvOS)
/// Bare chrome for the focusable console Buttons (carousel cards, menu-list rows) on tvOS: the
/// tile/row draws its own look and the screen's own focus treatment marks the focused element
/// (the carousel's `.scrollTransition` center pop, the list row's `focused` styling), so the
/// system's lift/halo would double up on it. Press feedback is a small dip, matching the
/// interactive-glass feel elsewhere.
struct ConsoleBareButtonStyle: ButtonStyle {
func makeBody(configuration: Configuration) -> some View {
configuration.label
.scaleEffect(configuration.isPressed ? 0.97 : 1)
.animation(.smooth(duration: 0.15), value: configuration.isPressed)
}
}
#endif
/// "Which pad is driving this UI" — the active controller's name and battery, worn as a quiet
/// chip in the launcher's top bar. Callers observe GamepadManager already, so this re-renders
/// when the pad or its battery state changes.
struct ControllerStatusChip: View {
@Environment(\.gamepadInk) private var ink
let controller: GamepadManager.DiscoveredController
// Legible from the couch on tvOS, quiet in hand elsewhere.
#if os(tvOS)
private static let font: CGFloat = 17
private static let hPad: CGFloat = 16
private static let vPad: CGFloat = 10
#else
private static let font: CGFloat = 12
private static let hPad: CGFloat = 12
private static let vPad: CGFloat = 7
#endif
var body: some View {
HStack(spacing: 7) {
Image(systemName: controller.hasTouchpadAndMotion
? "playstation.logo" : "gamecontroller.fill")
.font(.system(size: Self.font))
Text(controller.name)
.lineLimit(1)
if let level = controller.batteryLevel {
Image(systemName: batterySymbol(level))
.font(.system(size: Self.font))
.foregroundStyle(level <= 0.2 && !controller.isCharging
? AnyShapeStyle(.red) : AnyShapeStyle(ink.fg(0.7)))
}
}
.font(.geist(Self.font, .medium, relativeTo: .caption))
.foregroundStyle(ink.fg(0.7))
.padding(.horizontal, Self.hPad)
.padding(.vertical, Self.vPad)
.background(Capsule().fill(ink.fg(0.08)))
.overlay(Capsule().strokeBorder(ink.fg(0.12), lineWidth: 1))
}
private func batterySymbol(_ level: Float) -> String {
if controller.isCharging { return "battery.100.bolt" }
switch level {
case ..<0.125: return "battery.0"
case ..<0.375: return "battery.25"
case ..<0.625: return "battery.50"
case ..<0.875: return "battery.75"
default: return "battery.100"
}
}
}
#endif