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punktfunk/clients/apple/Sources/PunktfunkClient/Home/LibraryCoverflowView.swift
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feat(client/apple): the gamepad UI moves and colours like the console it mirrors
Four reworks from the first palette-era on-glass review, all iOS-facing:

- Surfaces carry the palette now, not just the text on them: ConsoleGlass
  washes every tier (Liquid Glass tint, pre-26 material, tvOS material)
  with ink.glass — the same colour the desktop console fills its panels
  with — and the close buttons move to an ink-aware consoleGlassBackground.
  The pre-26 branch also gains the focus tint it had silently dropped.
  Stray literals follow: ConnectOverlay text rides ink in the console
  takeover, card shadows soften on pale fields, the focused keycap reads
  onAccent. The online pip stays status-green on purpose.

- The header breathes: title top padding 4/10 -> 10/18 plus shared
  header-spacing and title-bottom helpers mapped from the console shell's
  rhythm, applied to the launcher, settings and add-host alike, with the
  add-host close X re-anchored to the title row.

- Settings, Add Host and the Library present IN PLACE on iOS: one
  persistent aurora whose calm is chased (the console's bg_mix), screens
  as transparent layers with the console's 0.26 s ease-out-cubic push/pop,
  an input drop for the transition, and the controller handed off through
  isActive — no more opaque bottom-up covers, no backdrop teardown.
  macOS keeps its sheets, tvOS its focus-engine covers.

- The settings select is a real band: choice rows mount GamepadOptionBand,
  a spring-driven drum (Animatable body, ring-distance wrap, neighbours
  gated by focus and flight) whose retargeting spring accumulates rapid
  steps into one continuous spin. Reduce Motion falls back to a plain
  crossfade; toggles keep the quiet 14 pt slip.

Verified: swift build (macOS), swift build --triple arm64-apple-ios17.0,
swift test 208 passed / 0 failed. On-glass QA still owed: palette sweep on
a pale palette, transition compositing over materials, drum feel on device.
2026-08-07 13:59:40 +02:00

192 lines
8.9 KiB
Swift

// The gamepad-driven presentation of the game library (iOS/iPadOS/macOS/tvOS — see LibraryView's
// `gamepadUIActive` branch): a classic coverflow instead of the touch grid. All the
// scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the coverflow card
// (poster + the 3D recede treatment via `.scrollTransition`), the "now focused" detail panel, and
// the controller-glyph hints. A steps through covers, A launches the centered title, B closes, and
// the shoulders (L1/R1) jump a handful at a time through a long library.
//
// Layout discipline (so nothing is EVER clipped, portrait or landscape): the gradient is a
// `.background` modifier — NOT a ZStack sibling — because an `.ignoresSafeArea()` sibling expands the
// stack to full-screen and hands the GeometryReader the full height, laying content out under the
// status bar / home indicator. As a background it draws behind without affecting layout, so the
// GeometryReader is sized to the safe area, and the controller-glyph hints are pinned inside it with
// `.safeAreaInset(.bottom, alignment: .leading)`. Cover size is then derived from the height that
// remains, so a tall 2:3 poster + the detail line always fit.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
struct LibraryCoverflowView: View {
@Environment(\.gamepadInk) private var ink
let games: [GameEntry]
let imageSession: URLSession?
var onLaunch: ((String) -> Void)?
/// Button B (back) — dismisses the library screen. No touch equivalent needed here (the toolbar
/// Close button already covers that); this is what makes gamepad-only exit possible.
var onDismiss: (() -> Void)?
/// Whether the carousel owns the controller — the in-place shell gates it (mid-transition,
/// and under the connect takeover after A launches a title, where this coverflow used to
/// keep polling underneath). Cover/sheet presentations keep the default.
var controllerActive = true
@Environment(\.gamepadHostedInShell) private var hostedInShell
#if os(iOS)
/// `.compact` in a landscape phone window — drives a tighter poster so everything still fits.
@Environment(\.verticalSizeClass) private var vSizeClass
private var compact: Bool { vSizeClass == .compact }
#else
private let compact = false // no size classes on macOS
#endif
@State private var selection: String?
var body: some View {
GeometryReader { geo in
content(for: geo.size)
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints)
.padding(.leading, 22)
.padding(.vertical, compact ? 6 : 10)
}
// Hosted in the shell, the field is the shell's own persistent aurora (the library is
// an aurora screen — the calm mix simply stays 0, so nothing even chases).
.background {
if !hostedInShell { GamepadScreenBackground() }
}
// Publish the palette's ink to this screen (text, glass, accent, scrims) — a
// pale palette flips all of them, and no leaf should have to read the setting.
.gamepadPaletteInk()
}
@ViewBuilder private func content(for size: CGSize) -> some View {
// Fit the tallest poster into the height the detail line + paddings leave (the hints are a
// safe-area inset, already out of this budget) — capped so it never dwarfs a large iPad and
// clamped by width on a narrow screen.
let reserved: CGFloat = (compact ? 72 : 96) + (showsGroupHeading ? 26 : 0)
let coverHeight = min(360, min(max(140, size.height - reserved), size.width * 0.9))
let coverWidth = coverHeight * 2 / 3
VStack(spacing: 0) {
Spacer(minLength: 4)
if showsGroupHeading {
groupHeading.padding(.bottom, 6)
}
carousel(coverWidth: coverWidth, coverHeight: coverHeight)
detailPanel
.padding(.top, 12)
Spacer(minLength: 4)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
private func carousel(coverWidth: CGFloat, coverHeight: CGFloat) -> some View {
GamepadCarousel(
items: games,
selection: $selection,
itemWidth: coverWidth,
spacing: 34,
onActivate: { onLaunch?($0.id) },
onBack: { onDismiss?() },
shoulderJump: 5,
isActive: controllerActive
) { game in
cover(game, width: coverWidth, height: coverHeight)
}
.frame(height: coverHeight + 44)
}
/// One cover + the coverflow recede. Every continuous visual reads the scroll view's own
/// per-frame `phase` (real distance-from-centered), so the tilt tracks what's actually on screen
/// mid-scroll. `.shadow` isn't a `VisualEffect`, so it's baked constant into the card; the
/// scale/rotation/opacity ramp already makes the centered cover prominent.
private func cover(_ game: GameEntry, width: CGFloat, height: CGFloat) -> some View {
PosterImage(candidates: game.art.posterCandidates, title: game.title, session: imageSession)
.frame(width: width, height: height)
.clipShape(RoundedRectangle(cornerRadius: 16, style: .continuous))
.overlay(alignment: .topLeading) {
StoreBadge(label: game.storeLabel, isLauncher: game.isLauncher)
}
.overlay {
RoundedRectangle(cornerRadius: 16, style: .continuous)
.strokeBorder(ink.fg(0.12), lineWidth: 1)
}
.shadow(color: ink.shadow(0.5), radius: 16, y: 12)
.scrollTransition { content, phase in
let v = phase.value
let d = CGFloat(min(abs(v), 1))
let scale = 1 - d * 0.24
let rot = v * -38
let anchor: UnitPoint = v < 0 ? .trailing : .leading
let bright = Double(-d * 0.22)
let fade = Double(1 - d * 0.38)
return content
.scaleEffect(scale)
.rotation3DEffect(
.degrees(rot), axis: (x: 0, y: 1, z: 0), anchor: anchor, perspective: 0.55)
.brightness(bright)
.opacity(fade)
}
}
/// Does this library have both groups? Only then does the heading earn its row — a
/// launcher-less library gets exactly the layout it had before design D4.
private var showsGroupHeading: Bool {
games.contains(where: \.isLauncher) && games.contains { !$0.isLauncher }
}
/// Which group the cursor is in. A coverflow is one-dimensional, so instead of a second focus
/// rail (a whole new up/down nav model for two or three tiles) the heading names the group and
/// changes as the selection crosses the boundary — the launcher entries lead the strip.
private var groupHeading: some View {
let selected = games.first { $0.id == selection }
return Text(selected?.isLauncher == true ? "LAUNCHERS" : "GAMES")
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.4)
.foregroundStyle(ink.fg(0.45))
}
/// The centered title + store tag — empty (not hidden) so the layout doesn't jump.
@ViewBuilder private var detailPanel: some View {
let game = games.first { $0.id == selection }
VStack(spacing: 6) {
Text(game?.title ?? " ")
.font(.geist(compact ? 22 : 25, .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.lineLimit(1)
.minimumScaleFactor(0.75)
.multilineTextAlignment(.center)
if let game {
// main's richer store label, in the palette's ink.
Text(
game.isLauncher
? "\(game.storeLabel.uppercased()) · LAUNCHER" : game.storeLabel.uppercased()
)
.font(.geist(11, .semibold, relativeTo: .caption2))
.tracking(1.2)
.foregroundStyle(ink.fg(0.5))
}
}
.frame(maxWidth: .infinity)
.padding(.horizontal, 24)
.animation(.smooth(duration: 0.25), value: selection)
}
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
private var hints: [GamepadHint] {
var hints: [GamepadHint] = []
if onLaunch != nil {
// You *open* a launcher and *launch* a game — the hint follows the focused entry.
let opens = games.first { $0.id == selection }?.isLauncher == true
hints.append(
.init(glyph: buttonGlyph(\.buttonA, fallback: "a.circle"), text: opens ? "Open" : "Launch"))
}
hints.append(.init(glyph: buttonGlyph(\.buttonB, fallback: "b.circle"), text: "Close"))
return hints
}
}
#endif