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punktfunk/crates/pf-console-ui/src/screens.rs
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feat(console): full gamepad shell — hosts, PIN pairing, settings, OSK, screen transitions
The Skia console UI grows from the single library coverflow into a complete
couch shell (Apple gamepad-UI parity), so a Deck/gamescope session is
self-sufficient end to end:

- Home: host carousel (saved + discovered + Add Host tile) with presence
  pips, paired locks, wake & connect; A/Y/X/B per the Apple launcher.
- In-console SPAKE2 PIN pairing (previously needed the Decky plugin or a
  desktop), add-host with a controller keyboard, couch settings over the
  shared Settings store, wake-on-LAN overlay with retry, cancelable dials.
- Shell chrome: screen stack with push/pop entrance/exit choreography
  (slide + fade + recede; aurora↔form backdrop crossfade), per-pad button
  glyphs (PS shapes vs ABXY, keycaps with no pad), menu haptics, toasts,
  embedded Geist typography, in-stream start banner.
- Steam Deck: our OSK never draws — fields start SDL text input (the new
  Overlay::text_input_active hook) and Steam's keyboard types; a hint chip
  points at STEAM + X. Other Linux gets the full gamepad keyboard tray.
- punktfunk-session: bare --browse opens Home; --browse host opens that
  host's library with Home behind it (Decky launches keep working, B now
  pops instead of quitting). Service threads run discovery, 10 s probes,
  pairing, wake loops, fetches, and known-hosts persistence.
- Presenter contract: Launch actions carry the host, CancelConnect never
  engages a won race, pad kind/list ride FrameCtx, menu events flow while
  dialing so B can cancel.

Every screen renders to PNG on CPU raster for review
(PF_CONSOLE_DUMP=<dir> cargo test -p pf-console-ui -- --ignored dump).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 08:46:49 +02:00

185 lines
5.9 KiB
Rust

//! The console's screens and their shared contract. Each screen owns its focus state
//! and rendering; the [`crate::shell::Shell`] owns the stack, the transitions, the
//! chrome, and the overlays — a screen never draws its own background or hint bar, so
//! every screen animates and reads identically.
pub(crate) mod add_host;
pub(crate) mod home;
pub(crate) mod library;
pub(crate) mod pair;
pub(crate) mod settings;
use crate::glyphs::Hint;
use crate::library::LibraryShared;
use crate::model::{ConsoleCmd, HostRow};
use crate::theme::Fonts;
use pf_client_core::gamepad::{MenuEvent, MenuPulse};
use pf_client_core::{gamepad::PadInfo, trust};
use skia_safe::{Canvas, Rect};
/// What a screen draws over (the shell crossfades between them on push/pop).
#[derive(Clone, Copy, PartialEq, Eq)]
pub(crate) enum Bg {
/// The living mesh aurora (home, library).
Aurora,
/// The quiet indigo form backdrop (settings, add-host, pair).
Form,
}
/// Everything a screen may read while handling input or rendering. Settings are
/// mutable — the settings screen edits and persists them in place.
pub(crate) struct Ctx<'a> {
pub hosts: &'a [HostRow],
/// The one live library model slot (the screen on top of the stack owns it).
pub library: &'a LibraryShared,
pub settings: &'a mut trust::Settings,
pub pads: &'a [PadInfo],
/// Steam Deck: never draw our keyboard — Steam's types via SDL text input.
pub deck: bool,
/// The name the HOST stores this client under when pairing (the machine's
/// hostname, resolved by the binary).
pub device_name: &'a str,
/// The shell clock, seconds (spinners, pulses).
pub t: f64,
}
/// A host a screen wants to start a session on (the shell turns this into an
/// `OverlayAction::Launch` + the connecting overlay).
pub(crate) struct ConnectIntent {
pub addr: String,
pub port: u16,
pub fp_hex: String,
/// Library title id (`None` streams the desktop).
pub launch: Option<String>,
/// What the connecting card says (host or game title).
pub title: String,
}
pub(crate) enum Nav {
Push(Box<Screen>),
/// Pop this screen; popping the root quits the console.
Pop,
}
/// Everything a screen's input handling may ask of the shell, collected per event and
/// applied AFTER the dispatch (no re-entrant stack mutation).
#[derive(Default)]
pub(crate) struct Outbox {
pub nav: Option<Nav>,
pub connect: Option<ConnectIntent>,
pub cmds: Vec<ConsoleCmd>,
pub toast: Option<String>,
}
impl Outbox {
pub(crate) fn push(&mut self, screen: Screen) {
self.nav = Some(Nav::Push(Box::new(screen)));
}
pub(crate) fn pop(&mut self) {
self.nav = Some(Nav::Pop);
}
}
pub(crate) enum Screen {
Home(home::HomeScreen),
Library(library::LibraryScreen),
Settings(settings::SettingsScreen),
AddHost(add_host::AddHostScreen),
Pair(pair::PairScreen),
}
impl Screen {
pub(crate) fn menu(
&mut self,
ev: MenuEvent,
ctx: &mut Ctx,
fx: &mut Outbox,
) -> Option<MenuPulse> {
match self {
Screen::Home(s) => s.menu(ev, ctx, fx),
Screen::Library(s) => s.menu(ev, ctx, fx),
Screen::Settings(s) => s.menu(ev, ctx, fx),
Screen::AddHost(s) => s.menu(ev, ctx, fx),
Screen::Pair(s) => s.menu(ev, ctx, fx),
}
}
/// Committed text (SDL `TextInput` — hardware keyboards everywhere, Steam's
/// keyboard under gamescope). Only the editing screens consume it.
pub(crate) fn text_input(&mut self, text: &str) {
match self {
Screen::AddHost(s) => s.text_input(text),
Screen::Pair(s) => s.text_input(text),
_ => {}
}
}
/// Raw key edits while a field is editing (Backspace repeats, Return = done).
/// Returns true when consumed.
pub(crate) fn edit_key(&mut self, sc: sdl3::keyboard::Scancode) -> bool {
match self {
Screen::AddHost(s) => s.edit_key(sc),
Screen::Pair(s) => s.edit_key(sc),
_ => false,
}
}
/// A text field is being edited — the run loop keeps SDL text input started.
pub(crate) fn editing(&self) -> bool {
match self {
Screen::AddHost(s) => s.editing(),
Screen::Pair(s) => s.editing(),
_ => false,
}
}
pub(crate) fn background(&self) -> Bg {
match self {
Screen::Home(_) | Screen::Library(_) => Bg::Aurora,
_ => Bg::Form,
}
}
pub(crate) fn title(&self, _ctx: &Ctx) -> String {
match self {
Screen::Home(_) => "Select a Host".into(),
Screen::Library(s) => s.host_name().to_string(),
Screen::Settings(_) => "Settings".into(),
Screen::AddHost(_) => "Add Host".into(),
Screen::Pair(s) => format!("Pair with {}", s.host_name()),
}
}
pub(crate) fn hints(&self, ctx: &Ctx) -> Vec<Hint> {
match self {
Screen::Home(s) => s.hints(ctx),
Screen::Library(s) => s.hints(ctx),
Screen::Settings(s) => s.hints(ctx),
Screen::AddHost(s) => s.hints(ctx),
Screen::Pair(s) => s.hints(ctx),
}
}
/// Render the screen's content into `rect` (between the title bar and hint bar).
/// Backgrounds and chrome are the shell's.
#[allow(clippy::too_many_arguments)]
pub(crate) fn render(
&mut self,
canvas: &Canvas,
rect: Rect,
k: f64,
dt: f64,
fonts: &Fonts,
ctx: &mut Ctx,
) {
match self {
Screen::Home(s) => s.render(canvas, rect, k, dt, fonts, ctx),
Screen::Library(s) => s.render(canvas, rect, k, dt, fonts, ctx),
Screen::Settings(s) => s.render(canvas, rect, k, dt, fonts, ctx),
Screen::AddHost(s) => s.render(canvas, rect, k, dt, fonts, ctx),
Screen::Pair(s) => s.render(canvas, rect, k, dt, fonts, ctx),
}
}
}