Implements P1–P3 (WP1–WP7) of `punktfunk-planning/design/android-console-ui-visual-refresh.md`.
**The two named bugs.**
Settings rows GREW ON FOCUS. The focused row unfolded its description in place
(`AnimatedVisibility` + `expandVertically`), so every D-pad step shrank one row and grew another
and shifted every row below the cursor — on a list simultaneously being scrolled to keep the
focused row visible, whose target therefore moved out from under it mid-animation. Sideways, the
value's `AnimatedContent` animated its own WIDTH on every step, walking the ‹ chevron back and
forth. Rows are now fixed: the description renders in a floating `ConsoleDetailBand` above the
legend pill — the desktop console's reserved detail band (`screens/settings.rs`) achieved by FLOAT
rather than by subtraction, so an overlay can never displace the list. Apple's per-row
`reservesSpace` was rejected for density. The value slot gets a fixed minimum, end alignment, a
snapped `SizeTransform` and tabular figures, so `1920 × 1080 → 2560 × 1440` changes nothing but
the glyphs. `GamepadSettingsLayoutTest` is the regression net — it drives the real screen and
asserts the neighbouring rows' bounds and the focused label's bounds do not move.
The NP3's HOLE PUNCH sat over settings and add-host content. All twelve console call sites padded
with `systemBarsPadding()`, which EXCLUDES `WindowInsets.displayCutout`; in landscape a punch is a
left/right edge inset with no bar behind it. New `Modifier.consoleSafeArea()` is
`systemBars ∪ displayCutout` (the rule Material3's own components lay out against) and the
floating legends' landscape branch keeps ignoring the bars while still taking the cutout —
`SENSOR_LANDSCAPE` parks the punch on exactly that corner. The backdrop stays full-bleed; it is
ambience, and running under the camera is what ambience should do.
**The premium-feel levers.**
The screen transition is now the desktop console's contract instead of `Crossfade(240)`: push
slides the incoming screen up 36 dp out of a fade at 0.985→1 while the outgoing recedes to 0.96;
pop runs it backwards. Direction comes from a nav depth on `GamepadScreen`. `ConsoleMotion` is the
single motion vocabulary (`shell.rs:29`'s `TRANSITION_S`, `render.rs:120-151`'s geometry, plus the
focus/value/tab tweens that were scattered literals) and `ConsoleShape` the corner radii that were
four literals in as many files. Reduce-motion collapses push/pop to a 90 ms cross-fade.
The backdrop is the desktop's actual field: `mesh_sksl` (`library.rs:433-525`) ported to AGSL —
4×4 bicubic colour mesh, four drifting interior warp points, ±8° hue sway, vignette, scrim, `calm`
— compiled per palette and cached, gated on API 33+ (`RuntimeShader`). `GamepadPalette` already
carried `CELL_RAMP`; it grows `MESH_COLORS`, `MESH_INTERIOR` and `meshColors`, so the 16-cell
table is now literally shared with the Rust. API 28–32 keeps the four-blob field, and a shader
that fails to compile falls back to it rather than taking the console down. The `cross()` builtin
is written out by hand — AGSL's function set is a subset of SkSL's and not worth betting on.
Constants are formatted through `Locale.ROOT`: on a German-locale device `String.format` emits
`0,075`, which is a syntax error in shader source.
`Modifier.consoleGlass` gives every row, field, card and tile a vertical luminance gradient, a
1 px top-edge highlight fading into the border, and — with focus — a drop shadow plus an accent
bloom drawn outside the clip, so focus reads as a lens rather than a recolour. Modals get
`consoleCard()`, which fixes a real bug: the cards were a hardcoded near-black indigo while their
text came from the palette, so on any of the six PALE palettes a dialog rendered dark ink on a
dark card and was unreadable. `GamepadInk` grows `card`, `modalScrim`, `highlight` and `danger`.
Micro-interactions: menu haptics (tick on move, thud on a refused press, pulse on confirm) on the
driving pad's own motors, else the phone body, else silence — a TV has neither; a refused value
step nudges 4 dp toward the press and springs back; the pressed-side chevron ticks 2 dp; the
switch knob squashes at mid-travel; one indicator pill GLIDES between the section tabs instead of
six fills cross-fading; the home carousel dips 0.97 under A and its neighbours turn away on the
Apple client's projected `cos` fan (never `rotation3DEffect` — see its note on the settle flash).
Palette leaks closed: the library's group heading was hardcoded white (invisible on a pale field),
the poster ground a fixed indigo, and the launcher badge read `MaterialTheme.colorScheme.primary`
— the TOUCH theme's wallpaper-seeded colour, nothing to do with the field it sat on. The add-host
caret and the keyboard's fill went the same way. The home header now outranks the controller chip,
which was eating "Select a Host" down to "Selec…" on a 360 dp phone.
Screenshot scenes gain the console home on the mesh (API 36), the same home on the blob fallback
(API 31), a landscape home where the carousel's fan is visible, and a pale-palette pass of each.
Not in this change: WP8 (functional parity gaps) and WP9 (structural) — the plan's own P4/P5, and
the dialog cards' backdrop frost, which would need a `HazeState` plumbed through `ConnectScreen`
to be worth anything behind a 94 %-opaque surface.