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punktfunk/clients/apple/Sources/PunktfunkClient/Home/ConnectOverlay.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

160 lines
8.3 KiB
Swift

// The unified "getting you connected" overlay — one look for BOTH phases of reaching a host, so the
// user gets feedback the instant they pick one and it flows seamlessly into a wake if the host turns
// out to be asleep. The Apple mirror of the Android client's `ConnectOverlay` and the shared console
// UI's connect/wake takeover; it replaces the old centered-card `WakeOverlay`.
//
// - Connecting (`connectingHostName` non-nil): the dial is in flight. Shown immediately on activate
// so a host that takes a beat to answer no longer looks like nothing happened.
// - Waking (`waker.waking` non-nil): the dial failed on a sleeping host, so we're firing
// Wake-on-LAN and waiting for it to advertise again, escalating to a retry/cancel prompt on
// timeout.
//
// Presentation is mode-aware: the gamepad ("console") UI gets a full-screen aurora takeover — the
// same living backdrop the console home wears, so it reads as a deliberate 10-foot moment; the
// default touch/desktop UI gets a Liquid Glass modal over a dim scrim, which sits right at home among
// the app's other floating surfaces (the trust card, the HUD) instead of a full-screen aurora that
// looked out of place there.
//
// The two phases hand off within a single view update (HostWaker clears `waking` and starts the
// connect in the same MainActor step), so the overlay never blinks between them. It swallows input to
// the screen behind it, and on iOS/macOS the pad drives it (B cancels, A retries once timed out).
import PunktfunkKit
import SwiftUI
struct ConnectOverlay: View {
/// Non-nil while a plain dial is in flight (the delegated-approval wait has its own prompt, so it
/// passes nil here). Drives the "Connecting…" phase.
let connectingHostName: String?
@ObservedObject var waker: HostWaker
/// The console launcher is up → full-screen aurora takeover; otherwise the default UI's Liquid
/// Glass modal.
var gamepadUI: Bool
/// Cancel a dial in flight — tears down the (uncancelable) connect and returns the UI; the late
/// result is discarded by SessionModel's connect guard.
var onCancelConnect: () -> Void
private enum Phase {
case connecting(name: String)
case waking(HostWaker.Waking)
}
/// Waking takes precedence — it only ever exists after a dial has already failed, so a stray
/// overlap can't strand the "Connecting…" phase over a wake in progress.
private var phase: Phase? {
if let w = waker.waking { return .waking(w) }
if let name = connectingHostName { return .connecting(name: name) }
return nil
}
@Environment(\.gamepadInk) private var ink
var body: some View {
if let phase {
ZStack {
if gamepadUI {
// Console: an opaque, living aurora over everything, in the chosen palette.
// The takeover's own text rides `ink`, so a pale palette flips it here too —
// without that this is the one console screen that stays white-on-white.
ink.isLight ? Color.white.ignoresSafeArea() : Color.black.ignoresSafeArea()
GamepadScreenBackground().ignoresSafeArea()
Color.clear.contentShape(Rectangle()).onTapGesture {}
content(phase).padding(40).frame(maxWidth: 460)
} else {
// Default UI: a Liquid Glass modal over a dim scrim.
Rectangle().fill(.black.opacity(0.5)).ignoresSafeArea()
.contentShape(Rectangle()).onTapGesture {}
content(phase)
.padding(28)
.frame(maxWidth: 380)
.glassBackground(RoundedRectangle(cornerRadius: 26, style: .continuous))
.overlay(
RoundedRectangle(cornerRadius: 26, style: .continuous)
.strokeBorder(.white.opacity(0.12), lineWidth: 1))
.padding(40)
}
}
// The console takeover follows the palette; the default UI's modal stays dark.
.environment(\.colorScheme, gamepadUI && ink.isLight ? .light : .dark)
.transition(.opacity)
#if os(iOS) || os(macOS)
.background { ConnectControllerInput(waker: waker, onCancelConnect: onCancelConnect) }
#endif
}
}
/// The overlay's text/glyph colour: the palette's ink in the console takeover — over a pale
/// aurora, literal white was the one console surface that stayed white-on-white — and white
/// in the touch modal, whose branch is deliberately forced dark over a black scrim.
private var overlayFG: Color { gamepadUI ? ink.fg : .white }
@ViewBuilder private func content(_ phase: Phase) -> some View {
// The takeover carries larger type than the compact modal.
let titleSize: CGFloat = gamepadUI ? 24 : 19
let bodySize: CGFloat = gamepadUI ? 14 : 13
VStack(spacing: gamepadUI ? 16 : 14) {
switch phase {
case .connecting(let name):
ProgressView().controlSize(.large).tint(overlayFG)
Text("Connecting to \(name)")
.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(overlayFG)
.multilineTextAlignment(.center)
Text("Establishing a secure connection…")
.font(.geist(bodySize, relativeTo: .caption))
.foregroundStyle(overlayFG.opacity(0.6))
Button("Cancel") { onCancelConnect() }.buttonStyle(.bordered).padding(.top, 6)
case .waking(let w) where w.timedOut:
Image(systemName: "moon.zzz.fill")
.font(.system(size: gamepadUI ? 40 : 34))
.foregroundStyle(overlayFG.opacity(0.9))
Text("\(w.hostName) didn't wake")
.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(overlayFG)
.multilineTextAlignment(.center)
Text("It may still be booting, or it's powered off / off this network.")
.font(.geist(bodySize, relativeTo: .caption))
.foregroundStyle(overlayFG.opacity(0.6))
.multilineTextAlignment(.center)
HStack(spacing: 12) {
Button("Cancel") { waker.cancel() }.buttonStyle(.bordered)
Button("Try Again") { waker.retry() }.glassProminentButtonStyle()
}
.padding(.top, 6)
case .waking(let w):
ProgressView().controlSize(.large).tint(overlayFG)
Text("Waking \(w.hostName)…")
.font(.geist(titleSize, .bold, relativeTo: .title3)).foregroundStyle(overlayFG)
.multilineTextAlignment(.center)
Text("Waiting for it to come online · \(w.seconds)s")
.font(.geistFixed(bodySize)).foregroundStyle(overlayFG.opacity(0.6))
.monospacedDigit()
// A wake-only wait (no dial after) offers "Stop Waiting"; a wake-&-connect is "Cancel".
Button(w.connectsAfter ? "Cancel" : "Stop Waiting") { waker.cancel() }
.buttonStyle(.bordered).padding(.top, 6)
}
}
}
}
#if os(iOS) || os(macOS)
/// Controller binding for the overlay: B cancels whatever's in flight (a dial or the wake wait); A
/// retries once a wake has timed out. The closures read the live state on each press, so they stay
/// correct across the Connecting ↔ Waking handoff without the view re-mounting. A zero-size backing
/// view owning a `GamepadMenuInput` for the overlay's lifetime (the home is gated inactive while the
/// overlay is up, so nothing else is consuming the pad).
private struct ConnectControllerInput: View {
@ObservedObject var waker: HostWaker
var onCancelConnect: () -> Void
@State private var input = GamepadMenuInput(manager: .shared)
var body: some View {
Color.clear
.onAppear {
input.onBack = { if waker.waking != nil { waker.cancel() } else { onCancelConnect() } }
input.onConfirm = { if waker.waking?.timedOut == true { waker.retry() } }
input.start()
}
.onDisappear { input.stop() }
}
}
#endif