Files
punktfunk/clients/apple/Sources/PunktfunkKit/Gamepad/ControllerTester.swift
T
enricobuehler 133e25849d feat(apple): gamepad UI v2 — controller settings + add host, aurora, macOS
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>
2026-07-02 11:24:44 +02:00

74 lines
3.2 KiB
Swift

#if DEBUG
import Combine
import GameController
/// Local feedback driver for the Settings Controllers "Test Controller" panel (DEBUG builds
/// only). It drives the SAME CoreHaptics rumble renderer and `DualSenseTriggerEffect` path a
/// live session uses just aimed at the physically-connected controller instead of the
/// hostclient feedback planes so rumble, the adaptive triggers, the lightbar and the player
/// LEDs can be confirmed on-device without a host. Reusing the real renderers is the point:
/// a passing test exercises the exact code a session runs.
@MainActor
public final class ControllerTester: ObservableObject {
private let renderer = RumbleRenderer()
private weak var controller: GCController?
/// The rumble backend now in use "DualSense HID · USB/Bluetooth", "CoreHaptics", or ""
/// for the test panel to display so it's obvious which path a given pad takes.
@Published public private(set) var rumbleBackend = ""
public init() {}
/// Aim the feedback at a controller (nil releases it). Idempotent safe to call on every
/// active-controller change.
public func target(_ c: GCController?) {
guard c !== controller else { return }
controller = c
renderer.retarget(c) { [weak self] note in
Task { @MainActor in self?.rumbleBackend = note }
}
}
/// Drive both motors at 0...1 amplitudes low = left/heavy, high = right/light mapped to
/// the 0...0xFFFF wire range the session carries, through the real `RumbleRenderer`.
public func rumble(low: Float, high: Float) {
func u16(_ v: Float) -> UInt16 { UInt16((min(max(v, 0), 1) * 65535).rounded()) }
renderer.apply(low: u16(low), high: u16(high))
}
public func stopRumble() { renderer.apply(low: 0, high: 0) }
/// Replay an adaptive-trigger effect on a DualSense via the real `DualSenseTriggerEffect`
/// renderer. `right == false` L2, `true` R2. No-op on a non-DualSense pad.
public func applyTrigger(_ effect: DualSenseTriggerEffect, right: Bool) {
guard let ds = controller?.extendedGamepad as? GCDualSenseGamepad else { return }
effect.apply(to: right ? ds.rightTrigger : ds.leftTrigger)
}
public func resetTriggers() {
guard let ds = controller?.extendedGamepad as? GCDualSenseGamepad else { return }
ds.leftTrigger.setModeOff()
ds.rightTrigger.setModeOff()
}
/// Lightbar colour (DualSense / DualShock 4); nil turns it off. No-op without a light.
public func setLight(_ color: GCColor?) {
controller?.light?.color = color ?? GCColor(red: 0, green: 0, blue: 0)
}
/// Player-indicator LEDs (`.index1`...`.index4`, or `.indexUnset` to clear).
public func setPlayerIndex(_ index: GCControllerPlayerIndex) {
controller?.playerIndex = index
}
/// Silence every channel and release the controller call on the panel's disappear.
public func stop() {
resetTriggers()
setPlayerIndex(.indexUnset)
setLight(nil)
renderer.retarget(nil) // async teardown: stops the motors + drops the controller ref
controller = nil
}
}
#endif