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punktfunk/clients/apple/Sources/PunktfunkClient/Home/GamepadHomeView.swift
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enricobuehler 9582da07b4
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fix(client/apple): the entrance goes underneath the scroll transition
Structural, because tuning the transform values was treating a symptom.
A scroll transition derives its phase from the geometry of the view it
wraps, and the entrance was wrapping each card on the OUTSIDE - so it
moved the very thing the transition measures. Every card read as far
from centre for the whole travel, phase pinned at fully receded, and the
centred card only collapsed into its focused look as the entrance ended.
That collapse was the jump; shrinking the offset last round only made it
smaller.

The card builder now hands each caller its own CardEntrance and both the
launcher and the coverflow apply it BENEATH their .scrollTransition. The
transition measures a card that never moves and composes its scale and
rotation on top of the entrance's, so the two can no longer fight - and
the fuller travel is back (34 pt rise) now that the geometry constraint
that forced it down to 16 is gone.
2026-08-07 15:38:38 +02:00

635 lines
30 KiB
Swift

// The gamepad-driven home screen: a distinct, "10-foot" console-style host
// launcher shown INSTEAD of HomeView while GamepadUIEnvironment is active — a separate screen built
// around a center-snapping carousel of hosts, driven from the couch with a controller. No touch is
// required anywhere: A connects, Y opens a saved host's library (when the flag is on), X opens the
// gamepad settings screen, and the carousel always ends in an Add Host tile that opens the
// controller-keyboard add flow. (A tap still works as a fallback for all of it.)
//
// All the scrolling/snapping/navigation/haptics live in GamepadCarousel; this file is the launcher's
// chrome. 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. The title and the controller-glyph hints are pinned with
// `.safeAreaInset` (top / bottom-leading) — guaranteed inside the safe area and out of the carousel's
// vertical budget — and the card is sized off the remaining height. macOS mounts it too (the
// couch Mac-mini case) — same screen, with the settings/add-host covers presented as sheets
// (macOS has no fullScreenCover). tvOS mounts it as well, driven by the native focus engine
// (see GamepadCarousel's tvOS mode) so the Siri Remote works alongside the pad; Play/Pause
// mirrors X for Settings since the focus engine has no concept of that button.
import PunktfunkKit
import SwiftUI
#if os(iOS) || os(macOS) || os(tvOS)
import GameController
/// One navigable tile: a saved host, a discovered-but-unsaved one, or one of the trailing
/// actions. Hashable so it can be the carousel's scroll-position identity.
private enum GamepadHomeTarget: Hashable {
/// A saved host's own tile, or one of its pinned host+profile cards (§5.2a) — which on a
/// controller-first surface are THE profile affordance: focus and press, no menus.
case saved(UUID, profile: String?)
case discovered(String)
case addHost
case rescan
}
/// A fully-resolved launcher tile — display fields + the activate action, built fresh each render
/// from the live stores so nothing goes stale.
private struct HomeTile: Identifiable {
let id: GamepadHomeTarget
let title: String
let subtitle: String
/// The profile this tile connects with — shown as a tinted chip. Set on a pinned card; nil on
/// a plain host tile unless the host is bound to one (then it answers "what will A do?").
var profile: StreamProfile?
/// This tile IS a pinned host+profile card, not a host wearing its binding's chip — the chip
/// reads loud on the former (it is the reason the tile exists) and quiet on the latter.
var isPinnedCard = false
var isOnline = false
var isPaired = false
var isConnecting = false
/// Saved (solid monogram) vs. discovered-but-unsaved / action (tinted outline).
var filled = false
/// Only saved hosts have a library (matches the touch grid's context-menu gate).
var hasLibrary = false
/// Shows this SF symbol in the badge instead of the title monogram (the Add Host tile).
var icon: String?
/// The host's OS-identity chain. When we ship art for it, the badge wears the OS mark instead
/// of the title's initial — the same substitution the touch cards make.
var osChain: String?
/// Offline saved host we hold a MAC for (and WoL is available) — activating it wakes first.
var canWake = false
let activate: () -> Void
}
struct GamepadHomeView: View {
@Environment(\.gamepadInk) private var ink
@ObservedObject var store: HostStore
@ObservedObject var model: SessionModel
@ObservedObject var discovery: HostDiscovery
@Binding var libraryTarget: StoredHost?
/// Wake-and-wait driver — gates the carousel while its overlay is up, and the carousel's
/// activate routes an offline+wakeable host through it (see ContentView.startSession).
@ObservedObject var waker: HostWaker
let connect: (StoredHost, ProfileSelection) -> Void
let connectDiscovered: (DiscoveredHost) -> Void
/// Launch a library title on a host — the in-place library layer's activate path (iOS; the
/// cover/sheet presentations wire ContentView's `launchTitle` into LibraryView themselves).
let launchTitle: (StoredHost, String) -> Void
/// The profile catalog — pinned host+profile combos render as their own tiles here, which is
/// how a controller picks a profile: one focus-and-press instead of a menu (design §5.4).
@ObservedObject private var profiles = ProfileStore.shared
/// Same gate the touch grid's "Browse Library…" context-menu item uses (default ON; the
/// Settings "Game library" toggle opts out).
@AppStorage(DefaultsKey.libraryEnabled) private var libraryEnabled = true
/// Auto-wake on connect (default ON) — when off, activating an offline host just dials (no wake),
/// so the tile drops its "Wake & Connect" affordance for a plain "Connect".
@AppStorage(DefaultsKey.autoWake) private var autoWakeEnabled = true
#if os(iOS)
/// `.compact` in a landscape phone window — drives tighter chrome 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; the window minimum keeps room
#endif
@ObservedObject private var gamepads = GamepadManager.shared
@Environment(\.accessibilityReduceMotion) private var reduceMotion
@State private var selection: GamepadHomeTarget?
@State private var showSettings = false
@State private var showAddHost = false
/// The console's input drop: true for the transition's 0.26 s, during which NO layer polls
/// the controller — a double-tapped A can't push two screens, and the held button that
/// caused the change is long released before the next poller starts (whose own
/// `needsSnapshot` seed swallows it if not).
@State private var transitioning = false
/// Guards the gate's release against an interrupted transition: only the newest hold clears.
@State private var transitionEpoch = 0
var body: some View {
// The in-place shell (see GamepadShell.swift): the launcher is the base layer, the
// current sub-screen a transparent layer over it, both over ONE persistent backdrop
// that never unmounts — a push slides the screen up out of a fade while the launcher
// recedes underneath, the console's own choreography. On macOS/tvOS `topScreen` is
// constantly nil and this ZStack degenerates to the plain launcher, presented over by
// the sheets/covers below exactly as before.
ZStack {
homeLayer
.opacity(covered ? 0 : 1)
.scaleEffect(covered ? GamepadShellMotion.underScale : 1)
// The covers used to swallow touch; the recessed layer must too.
.allowsHitTesting(!covered)
#if os(iOS)
if let screen = topScreen {
screenLayer(screen)
// Settle the screen's internal layout before the insertion animates, so
// descendants never lerp from a half-resolved first frame. (Not sufficient
// for the tray blurs on its own — safe-area expansion resolves outside a
// geometry group; GamepadTrayScrim pins its own geometry too.)
.geometryGroup()
.zIndex(1)
.id(screen.id)
.transition(.gamepadScreen(slide: GamepadShellMotion.slide(compact: compact)))
}
#endif
}
// Value-keyed rather than `withAnimation` at the triggers: pushes originate outside
// this view too (`model.returnToLibrary` writes `libraryTarget`), and keying on the
// derived id catches every writer. Reduce Motion snaps.
.animation(reduceMotion ? nil : GamepadShellMotion.screen, value: topScreenID)
// ONE living field for every layer, still a `.background` (the layout rule in this
// file's header). Its calm is CHASED between the launcher's aurora and the form
// screens' quiet, never crossfaded per screen — the console's `bg_mix`.
.background {
GamepadScreenBackground(calmMix: calmTarget)
.animation(reduceMotion ? nil : GamepadShellMotion.calm, value: calmTarget)
}
// 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()
.onAppear { discovery.start() }
.onDisappear { discovery.stop() }
// Reachability sweep (mDNS-independent) so routed/VPN hosts that never advertise still show
// Online — the console mirror of HomeView's `.task`; cancelled on disappear.
.task {
while !Task.isCancelled {
await store.refreshReachability(discovery: discovery)
try? await Task.sleep(for: .seconds(10))
}
}
#if os(iOS)
.onChange(of: topScreenID) { _, _ in
transitionEpoch += 1
let epoch = transitionEpoch
transitioning = true
let hold = reduceMotion ? 0.05 : GamepadShellMotion.duration + 0.02
DispatchQueue.main.asyncAfter(deadline: .now() + hold) {
if epoch == transitionEpoch { transitioning = false }
}
}
#endif
// The remote's Play/Pause mirrors the pad's X (Settings): the focus engine never surfaces
// X, and historically tvOS maps a pad's X to this same press — the poll and this command
// double-firing just sets the same Bool twice.
#if os(tvOS)
.onPlayPauseCommand { showSettings = true }
#endif
// The settings / add-host screens take over the controller (the carousel's `isActive`
// gate above). macOS has no fullScreenCover — they are generously sized sheets over the
// dimmed launcher; tvOS keeps its focus-engine covers. iOS needs nothing here: the
// shell's layers above ARE the presentation.
#if os(macOS)
.sheet(isPresented: $showSettings) {
GamepadSettingsView(store: store)
.frame(width: 720, height: 640)
}
.sheet(isPresented: $showAddHost) {
GamepadAddHostView { store.add($0) }
.frame(width: 660, height: 620)
}
.frame(minWidth: 640, minHeight: 420)
#elseif os(tvOS)
.fullScreenCover(isPresented: $showSettings) { GamepadSettingsView(store: store) }
.fullScreenCover(isPresented: $showAddHost) {
GamepadAddHostView { store.add($0) }
}
#endif
}
// MARK: - The shell's layers (see GamepadShell.swift)
/// The launcher itself — everything the pre-shell body was, minus the backdrop (hoisted to
/// the shell) and the presentation modifiers (below).
private var homeLayer: some View {
GeometryReader { geo in
hero(for: geo.size)
}
// Pinned inside the safe area, out of the carousel's vertical budget — never clipped.
.safeAreaInset(edge: .top, spacing: 0) {
titleBar
.padding(.top, gamepadTitleTopPadding(compact: compact))
.padding(.bottom, gamepadTitleBottomPadding(compact: compact))
}
.safeAreaInset(edge: .bottom, alignment: .leading, spacing: 0) {
GamepadHintBar(hints: hints)
// Equal distance from the left and bottom edges — the pill's corner inset was the
// real asymmetry (leading 22 vs bottom 10), not its internal padding.
.padding(.leading, compact ? 12 : 18)
.padding(.bottom, compact ? 12 : 18)
.padding(.top, compact ? 4 : 8)
}
}
#if os(iOS)
/// The screen the shell shows over the launcher — derived from the same triggers every
/// platform sets, so `returnToLibrary`, the tiles, X and Y all keep writing what they wrote.
private var topScreen: GamepadScreen? {
if showSettings { return .settings }
if showAddHost { return .addHost }
if let host = libraryTarget { return .library(host) }
return nil
}
@ViewBuilder private func screenLayer(_ screen: GamepadScreen) -> some View {
// The layer owns the controller only once the push settles and nothing rides over the
// shell (the connect/wake takeover is an overlay in ContentView, above these layers).
let active = !transitioning && waker.waking == nil && model.phase != .connecting
Group {
switch screen {
case .settings:
GamepadSettingsView(
store: store,
close: { if !transitioning { showSettings = false } },
controllerActive: active)
case .addHost:
GamepadAddHostView(
onAdd: { store.add($0) },
close: { if !transitioning { showAddHost = false } },
controllerActive: active)
case .library(let host):
GamepadLibraryScreen(
store: store, host: host,
onLaunch: { launchTitle(host, $0) },
close: { if !transitioning { libraryTarget = nil } },
controllerActive: active)
}
}
.environment(\.gamepadHostedInShell, true)
}
#endif
private var covered: Bool {
#if os(iOS)
topScreen != nil
#else
false
#endif
}
private var topScreenID: String? {
#if os(iOS)
topScreen?.id
#else
nil
#endif
}
/// The backdrop's calm target: 1 under a form screen, 0 under the launcher/library. The
/// macOS sheets / tvOS covers mount their own calmed field, so the launcher behind them
/// keeps its aurora — exactly what shipped.
private var calmTarget: Double {
#if os(iOS)
topScreen?.isForm == true ? 1 : 0
#else
0
#endif
}
/// Stop consuming the controller while another screen (or the connect/wake takeover) is on
/// top — otherwise the launcher navigates behind it (invisibly on iPhone, visibly on iPad),
/// and a second A during a dial would launch a concurrent connect. `.connecting` covers the
/// takeover's Connecting phase; `waker.waking` its Waking phase. On iOS the shell adds the
/// transition's input drop, during which NOBODY polls.
private var homeOwnsController: Bool {
#if os(iOS)
topScreen == nil && !transitioning
&& waker.waking == nil && model.phase != .connecting
#else
libraryTarget == nil && !showSettings && !showAddHost
&& waker.waking == nil && model.phase != .connecting
#endif
}
// MARK: - Hero (carousel + detail), sized to fit the space between the pinned title and hints
@ViewBuilder private func hero(for size: CGSize) -> some View {
#if os(tvOS)
// 10-foot scale: the phone-sized card reads like a postage stamp from the couch.
let cardWidth = min(560, size.width * 0.34)
let cardHeight = min(350, max(240, size.height - 260))
#else
let cardWidth = min(340, size.width * 0.84)
// 48 ≈ the carousel's own vertical breathing (+40) plus a small margin; clamp so the strip
// always fits the region the pinned title / hints safe-area insets leave. (The old detail
// line below the strip is gone — it only re-printed what the centered card already shows.)
let cardHeight = min(compact ? 176 : 224, max(118, size.height - 48))
#endif
VStack(spacing: compact ? 8 : 10) {
Spacer(minLength: 0)
carousel(cardWidth: cardWidth, cardHeight: cardHeight)
Spacer(minLength: 0)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
// MARK: - Chrome
private var titleBar: some View {
// Leading title (a console heading, not a floating label — field ask), chip trailing.
// The old hidden-mirror trick existed only to keep a CENTRED title clear of the chip;
// a leading title needs none of it — the flexible frame keeps the two apart, and the
// title shrinks a little before it would ever truncate.
HStack(spacing: 12) {
Text("Select a Host")
.font(.geist(gamepadTitleSize(compact: compact), .bold, relativeTo: .title))
.foregroundStyle(ink.fg)
.lineLimit(1)
.minimumScaleFactor(0.75)
.frame(maxWidth: .infinity, alignment: .leading)
statusChip
}
.padding(.horizontal, 24)
}
/// Which pad is driving this UI (name + battery) — quiet, and only where there's room; a
/// compact-height phone gives the pixels to the carousel instead.
@ViewBuilder private var statusChip: some View {
if !compact, let active = gamepads.active {
ControllerStatusChip(controller: active)
}
}
private var cardSpacing: CGFloat {
#if os(tvOS)
44
#else
30
#endif
}
// MARK: - Carousel
private func carousel(cardWidth: CGFloat, cardHeight: CGFloat) -> some View {
GamepadCarousel(
items: tiles,
selection: $selection,
itemWidth: cardWidth,
spacing: cardSpacing,
onActivate: { $0.activate() },
onSecondary: { openLibraryForSelected() },
onTertiary: { showSettings = true },
isActive: homeOwnsController
) { tile, entrance in
hostCard(tile, size: CGSize(width: cardWidth, height: cardHeight), entrance: entrance)
}
.frame(height: cardHeight + 40)
}
/// The host tile plus its focus treatment. Every continuous visual reads the scroll view's own
/// per-frame `phase` (real distance-from-centered), so the look always matches what's on screen
/// mid-scroll. `.shadow`/`.overlay` aren't part of `VisualEffect`, so the focus pop is scale +
/// brightness/saturation + a depth blur on the recessed neighbors.
private func hostCard(
_ tile: HomeTile, size: CGSize, entrance: CardEntrance
) -> some View {
GamepadHostTile(tile: tile, size: size)
// Beneath the scroll transition, never around it — see CardEntrance.
.modifier(entrance)
.scrollTransition { content, phase in
let d = CGFloat(min(abs(phase.value), 1))
let scale = 1 - d * 0.12
let bright = Double(-d * 0.24)
let sat = Double(1 - d * 0.42)
let soft = d * 3
let fade = Double(1 - d * 0.22)
return content
.scaleEffect(scale)
.brightness(bright)
.saturation(sat)
.blur(radius: soft)
.opacity(fade)
}
}
// MARK: - Hint bar (pinned bottom-leading via safeAreaInset)
private var hints: [GamepadHint] {
let selected = tiles.first { $0.id == selection }
let action: String? = switch selected?.id {
case .addHost: "Add Host"
case .rescan: "Rescan"
default: nil
}
var hints = [GamepadHint(
glyph: buttonGlyph(\.buttonA, fallback: "a.circle"),
text: action ?? (selected?.canWake == true ? "Wake & Connect" : "Connect"))]
if libraryEnabled, selected?.hasLibrary == true {
hints.append(.init(glyph: buttonGlyph(\.buttonY, fallback: "y.circle"), text: "Library"))
}
hints.append(.init(glyph: buttonGlyph(\.buttonX, fallback: "x.circle"), text: "Settings"))
return hints
}
// MARK: - Data + actions
/// Built fresh each render from the live stores (no stale value capture) — saved hosts first,
/// then discovered-but-unsaved ones, then the Add Host action tile (so the strip is never
/// empty and manual entry is always one press away).
private var tiles: [HomeTile] {
var saved: [HomeTile] = []
for host in store.hosts {
// Online = advertising on mDNS OR proven reachable by the probe (a routed/VPN host
// never advertises); the wake item is offered only when neither holds.
let online = discovery.advertises(host) || store.probedOnline.contains(host.id)
let bound = profiles.binding(for: host)
let connecting = model.phase == .connecting && model.activeHost?.id == host.id
// The host's own tile, then one per pinned profile — the same order the touch grid
// uses, so a pin reads as belonging to its host on both surfaces.
for profile in [StreamProfile?.none] + profiles.pinned(for: host).map(Optional.some) {
saved.append(HomeTile(
id: .saved(host.id, profile: profile?.id),
title: host.displayName,
subtitle: "\(host.address):\(String(host.port))",
profile: profile ?? bound,
isPinnedCard: profile != nil,
isOnline: online,
isPaired: host.pinnedSHA256 != nil,
isConnecting: connecting,
filled: true,
// A pinned card is a shortcut, not a second host — Y (library) stays on the
// host's own tile, where the host-level actions live.
hasLibrary: profile == nil,
osChain: host.osChain,
canWake: autoWakeEnabled && PunktfunkConnection.wakeOnLANAvailable
&& !online && !host.wakeMacs.isEmpty,
activate: {
connect(host, profile.map { .profile($0.id) } ?? .inherit)
}))
}
}
let discovered = discovery.unsaved(among: store.hosts).map { d in
HomeTile(
id: .discovered(d.id),
title: d.name,
subtitle: "\(d.host):\(String(d.port))",
isOnline: true,
osChain: d.osChain,
activate: { connectDiscovered(d) })
}
let add = HomeTile(
id: .addHost,
title: "Add Host",
subtitle: "Register a host by address",
icon: "plus",
activate: { showAddHost = true })
// A controller surface has no toolbar and no pull-to-refresh, so the rescan the field
// asked for is a tile like any other — one press from wherever the stick already is.
let rescan = HomeTile(
id: .rescan,
title: "Rescan",
subtitle: discovery.isScanning ? "Scanning…" : "Look for hosts on this network",
icon: "arrow.clockwise",
activate: { discovery.refresh() })
return saved + discovered + [add, rescan]
}
/// Only saved hosts have a library — matches the touch grid, where "Browse Library…" is a
/// `HostCardView`-only action never offered on `DiscoveredCardView`.
private func openLibraryForSelected() {
guard libraryEnabled, case .saved(let id, let profile) = selection, profile == nil,
let host = store.hosts.first(where: { $0.id == id })
else { return }
libraryTarget = host
}
}
/// One "console tile" in the host carousel — a dark-glass landscape card, bigger and bolder than the
/// touch grid's `HostCardView`. Renders only its base look; the centered-tile pop is layered on by
/// the caller's `.scrollTransition` so it always tracks the real scroll position.
private struct GamepadHostTile: View {
@Environment(\.gamepadInk) private var ink
let tile: HomeTile
let size: CGSize
// 10-foot metrics on tvOS, in-hand metrics elsewhere — one tile, two viewing distances.
#if os(tvOS)
private static let titleFont: CGFloat = 33
private static let subtitleFont: CGFloat = 19
private static let statusFont: CGFloat = 15
private static let pipSide: CGFloat = 12
private static let badgeSide: CGFloat = 70
private static let badgeCorner: CGFloat = 19
private static let monogramFont: CGFloat = 34
private static let iconFont: CGFloat = 32
private static let pad: CGFloat = 28
private static let corner: CGFloat = 30
#else
private static let titleFont: CGFloat = 23
private static let subtitleFont: CGFloat = 13
private static let statusFont: CGFloat = 11
private static let pipSide: CGFloat = 9
private static let badgeSide: CGFloat = 52
private static let badgeCorner: CGFloat = 15
private static let monogramFont: CGFloat = 25
private static let iconFont: CGFloat = 24
private static let pad: CGFloat = 20
private static let corner: CGFloat = 26
#endif
var body: some View {
VStack(alignment: .leading, spacing: 0) {
HStack(alignment: .top, spacing: 8) {
monogramBadge
Spacer(minLength: 0)
// The status the removed detail panel used to spell out, now on the card itself: a
// lock for a paired (pinned-identity) host + a green pip when it's live on the LAN.
HStack(spacing: 7) {
if tile.isPaired {
Image(systemName: "lock.fill")
.font(.system(size: Self.statusFont, weight: .semibold))
.foregroundStyle(ink.fg(0.5))
}
if tile.isOnline {
// Status colours stay palette-independent (a pip must not change meaning
// with the wallpaper) — only the glow softens on a pale field, where it
// reads as a smudge at full strength.
Circle()
.fill(GamepadInk.onlineGreen)
.frame(width: Self.pipSide, height: Self.pipSide)
.shadow(
color: GamepadInk.onlineGreen.opacity(ink.isLight ? 0.45 : 0.7),
radius: 5)
}
}
}
Spacer(minLength: 0)
Text(tile.title)
.font(.geist(Self.titleFont, .bold, relativeTo: .title2))
.foregroundStyle(ink.fg)
.lineLimit(1)
.minimumScaleFactor(0.7)
if let profile = tile.profile {
ProfileChip(
profile: profile, size: Self.statusFont, prominent: tile.isPinnedCard)
.padding(.top, 4)
}
Text(tile.subtitle)
.font(.geist(Self.subtitleFont, relativeTo: .caption))
.foregroundStyle(ink.fg(0.55))
.lineLimit(1)
.padding(.top, 2)
}
.padding(Self.pad)
.frame(width: size.width, height: size.height, alignment: .leading)
// Liquid Glass console tile — a brand wash marks a saved host as primary; discovered /
// Add-Host tiles stay neutral glass with a dashed edge. Glass clips to the shape itself.
.consoleGlass(
RoundedRectangle(cornerRadius: Self.corner, style: .continuous),
tint: tile.filled ? ink.accent(0.20) : nil)
.overlay {
RoundedRectangle(cornerRadius: Self.corner, style: .continuous)
.strokeBorder(
LinearGradient(
colors: [ink.fg(0.22), ink.fg(0.04)],
startPoint: .top, endPoint: .bottom),
style: StrokeStyle(lineWidth: 1, dash: tile.filled ? [] : [6, 5]))
}
.shadow(color: ink.shadow(0.45), radius: 20, y: 14)
}
private var monogramBadge: some View {
let shape = RoundedRectangle(cornerRadius: Self.badgeCorner, style: .continuous)
return ZStack {
shape.fill(tile.filled
? AnyShapeStyle(LinearGradient(
colors: [ink.accent, ink.accent(0.68)],
startPoint: .top, endPoint: .bottom))
: AnyShapeStyle(ink.accent(0.16)))
if tile.isConnecting {
ProgressView().tint(ink.fg)
} else if let icon = tile.icon {
Image(systemName: icon)
.font(.system(size: Self.iconFont, weight: .semibold))
.foregroundStyle(ink.accent)
} else if let mark = osIconImage(for: tile.osChain) {
// The OS mark stands in for the initial (template asset — tints like the text it
// replaces), and carries the label, since nothing else on the tile names the OS.
mark
.resizable()
.scaledToFit()
.frame(width: Self.monogramFont, height: Self.monogramFont)
.foregroundStyle(tile.filled ? ink.fg : ink.accent)
.accessibilityLabel(tile.osChain ?? "")
} else {
Text(monogram(tile.title))
.font(.geistFixed(Self.monogramFont, .bold))
.foregroundStyle(tile.filled ? ink.fg : ink.accent)
}
}
.frame(width: Self.badgeSide, height: Self.badgeSide)
.overlay {
if !tile.filled {
shape.strokeBorder(ink.accent(0.5), lineWidth: 1)
}
}
}
private func monogram(_ name: String) -> String {
guard let first = name.trimmingCharacters(in: .whitespacesAndNewlines).first else { return "•" }
return String(first).uppercased()
}
}
#endif