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punktfunk/clients/apple/Sources/PunktfunkClient/GamepadCarousel.swift
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feat(apple): gamepad ui
2026-07-01 15:14:19 +02:00

267 lines
13 KiB
Swift

// The one piece of gamepad-menu machinery shared by the host launcher (GamepadHomeView) and the
// library coverflow (LibraryCoverflowView): a horizontal, center-snapping carousel driven entirely
// by a controller (iOS/iPadOS only).
//
// The scrolling is pure native SwiftUI `.scrollTargetLayout()` + `.scrollTargetBehavior(.viewAligned)`
// snap exactly one item to center, and symmetric `.safeAreaPadding(.horizontal)` (sized off the live
// container width, so it's correct in an iPad split view too) lets the first and last item reach the
// middle. The CALLER owns each card's look, including its own `.scrollTransition` this component
// deliberately applies none, so a screen can chain the VisualEffect-only transition modifiers without
// the generic wrapper here pushing the type-checker onto an overload it can't satisfy.
//
// Navigation authority: an internal `cursor` (an index), NOT the scroll-position binding, is the
// source of truth for where the gamepad is. `.scrollPosition(id:)` is a two-way binding and the
// scroll view WRITES intermediate ids into it while a programmatic animation is in flight so
// reading the "current" item back out of it to compute the next one desyncs badly on a fast held
// stick (each move reads a lagging value and the cursor stalls before the last item). Instead a move
// advances `cursor` synchronously and points the scroll view at `items[cursor]`; scroll read-back is
// only allowed to move the cursor when the gamepad hasn't driven recently (i.e. a touch drag).
//
// Feedback is dual-channel by design: `.sensoryFeedback` ticks the DEVICE Taptic engine (for a
// handheld/touch user) and `MenuHaptics` ticks the CONTROLLER (for a couch user holding the pad).
// Both fire on a move, on confirm, and for a non-wrapping list a duller bump plus a short visual
// recoil when a move is refused at either end.
import PunktfunkKit
import SwiftUI
#if os(iOS)
import UIKit
struct GamepadCarousel<Item: Identifiable, Card: View>: View where Item.ID: Hashable {
let items: [Item]
/// Output only: the carousel WRITES the focused item's id here for the caller's detail panel.
/// It is deliberately not what drives the scroll (see the file header).
@Binding var selection: Item.ID?
/// Every card is laid out at this fixed width so `.viewAligned` snapping + symmetric side
/// insets center exactly one at a time.
let itemWidth: CGFloat
let spacing: CGFloat
/// A activate the centered item.
let onActivate: (Item) -> Void
/// Y the screen's secondary action (e.g. open a host's library); nil disables it.
var onSecondary: (() -> Void)?
/// B back/dismiss; nil disables it (e.g. the root launcher has nowhere to go back to).
var onBack: (() -> Void)?
/// L1/R1 jump this many items at once (clamped to the ends); 0 disables the shoulders.
var shoulderJump: Int = 0
/// Whether this carousel currently owns controller input. A presenting screen (e.g. the host
/// launcher) stays mounted behind a presented one (e.g. the library), and both carousels would
/// otherwise poll the SAME controller at once driving both. The parent sets this false while
/// something is presented on top so only the front-most carousel consumes the gamepad.
var isActive: Bool = true
@ViewBuilder let card: (Item) -> Card
@State private var input = GamepadMenuInput(manager: .shared)
@State private var haptics = MenuHaptics(manager: .shared)
/// Authoritative gamepad cursor (index into `items`). Never assigned from scroll read-back
/// while the gamepad is driving that's the whole desync fix.
@State private var cursor = 0
/// The id the scroll view is aligned to its own two-way `.scrollPosition` state.
@State private var scrolledID: Item.ID?
/// When the gamepad last moved the cursor; gates scroll read-back so a mid-animation write can't
/// drag the cursor backward during a fast held direction.
@State private var lastNav = Date.distantPast
/// True while a programmatic scroll animation is in flight. `.scrollPosition(id:)` DROPS a new
/// write that lands mid-animation the scroll view stays stuck on the old item even though the
/// binding updated so we never issue one until the previous animation reports complete, then
/// `commitScroll` re-targets the current cursor (coalescing a fast burst; see `commitScroll`).
@State private var isScrolling = false
/// A short horizontal recoil when a move is refused at a list end.
@State private var bumpOffset: CGFloat = 0
/// `.sensoryFeedback` fires on a change of its trigger; counters request a device tick for the
/// confirm and end-stop events (moves trigger on `cursor`).
@State private var activateTick = 0
@State private var boundaryTick = 0
/// Read-back from a touch drag is honoured only once the gamepad has been quiet this long
/// (longer than a move animation, so overlapping held-stick moves never let it through).
private let navSettle: TimeInterval = 0.4
var body: some View {
GeometryReader { geo in
let inset = max(0, (geo.size.width - itemWidth) / 2)
ScrollView(.horizontal) {
HStack(spacing: spacing) {
ForEach(items) { item in
card(item)
.frame(width: itemWidth)
.contentShape(Rectangle())
.onTapGesture { tap(item) }
}
}
.frame(height: geo.size.height) // fill so shorter cards center vertically
.scrollTargetLayout()
}
.scrollPosition(id: $scrolledID)
.scrollTargetBehavior(.viewAligned)
.scrollIndicators(.hidden)
.scrollClipDisabled() // let the focused card scale up past the strip bounds
.safeAreaPadding(.horizontal, inset)
.offset(x: bumpOffset)
}
.sensoryFeedback(.selection, trigger: cursor)
.sensoryFeedback(.impact(weight: .medium), trigger: activateTick)
.sensoryFeedback(.impact(flexibility: .rigid, intensity: 0.7), trigger: boundaryTick)
.onAppear {
reconcile()
wire()
if isActive { input.start() }
}
.onDisappear {
input.stop()
haptics.stop()
}
// Hand controller input to/from a screen presented on top (see `isActive`): a covered
// carousel stops polling so it can't navigate behind the front-most one.
.onChange(of: isActive) { _, active in
if active {
wire()
input.start()
} else {
input.stop()
haptics.stop()
}
}
// A touch drag settles the scroll onto a new id: adopt it as the cursor. Ignored while a
// programmatic scroll is animating (its own intermediate id write-backs would regress the
// cursor) and briefly after a gamepad move (the same reason), so only a genuine touch drag
// which never sets `isScrolling` moves the cursor here.
.onChange(of: scrolledID) { _, newValue in
guard !isScrolling, Date().timeIntervalSince(lastNav) > navSettle else { return }
guard let idx = index(of: newValue), idx != cursor else { return }
cursor = idx
selection = newValue
}
// Re-seed a dropped/changed selection AND re-wire the input callbacks so they capture the
// current `items` value (a plain array unlike an observed object it would otherwise go
// stale in the closures stored on `input`).
.onChange(of: items.map(\.id)) { _, _ in
reconcile()
wire()
}
}
// MARK: - Input wiring
private func wire() {
input.onMove = { move($0) }
input.onConfirm = { activate() }
input.onSecondary = onSecondary
input.onBack = onBack
input.onShoulder = shoulderJump > 0 ? { shoulder(right: $0) } : nil
}
private func move(_ direction: GamepadMenuInput.Direction) {
let forward = direction == .right || direction == .down
step(by: forward ? 1 : -1, clampAtEnds: false)
}
private func shoulder(right: Bool) {
step(by: right ? shoulderJump : -shoulderJump, clampAtEnds: true)
}
/// Advance the cursor by `delta`. A single move (`clampAtEnds: false`) that would leave the list
/// recoils + bumps; a shoulder jump (`clampAtEnds: true`) lands on the end item, bumping only if
/// already there. The cursor is the authority the scroll view is pointed at it, never read for it.
private func step(by delta: Int, clampAtEnds: Bool) {
guard !items.isEmpty else { return }
var target = cursor + delta
if target < 0 || target >= items.count {
guard clampAtEnds else { return boundaryBump(forward: delta > 0) }
target = min(max(target, 0), items.count - 1)
}
guard target != cursor else { return boundaryBump(forward: delta > 0) }
cursor = target
lastNav = Date()
haptics.move()
selection = items[target].id // text/detail updates immediately; the scroll chases
commitScroll()
}
private let scrollAnim: TimeInterval = 0.24
/// A hair past `scrollAnim` long enough that the scroll has actually settled before the next
/// write, short enough to stay responsive.
private var scrollSettle: TimeInterval { scrollAnim + 0.05 }
/// Drive the scroll toward the current cursor, one honoured write at a time. `.scrollPosition(id:)`
/// DROPS a write that lands while a scroll is still animating, so we issue at most one at a time and
/// re-target the LATEST cursor once it settles coalescing a fast burst (hold OR quick flicks) and
/// always converging on the final item, instead of getting stuck on the old card.
///
/// The settle is timed by a plain timer rather than `withAnimation`'s completion: `scrolledID` is a
/// discrete id, not an animatable value, so `withAnimation` has no tracked animation to fire a
/// reliable completion against (it can fire early which is exactly what let quick flicks slip a
/// write through mid-scroll and stick). `asyncAfter` always fires, so `isScrolling` can never latch.
private func commitScroll() {
guard !isScrolling, cursor >= 0, cursor < items.count else { return }
let id = items[cursor].id
guard scrolledID != id else { return }
isScrolling = true
withAnimation(.easeOut(duration: scrollAnim)) { scrolledID = id }
DispatchQueue.main.asyncAfter(deadline: .now() + scrollSettle) {
MainActor.assumeIsolated {
isScrolling = false
commitScroll() // the cursor may have advanced while this scroll ran chase it
}
}
}
private func activate() {
guard cursor >= 0, cursor < items.count else { return }
activateTick &+= 1
haptics.confirm()
onActivate(items[cursor])
}
/// Touch fallback matching the rest of the app: tapping the centered card activates it, tapping
/// any other re-centers on it.
private func tap(_ item: Item) {
if let idx = index(of: item.id), idx == cursor {
activate()
} else if let idx = index(of: item.id) {
cursor = idx
lastNav = Date()
haptics.move()
selection = item.id
commitScroll()
}
}
// MARK: - Selection housekeeping
private func index(of id: Item.ID?) -> Int? {
guard let id else { return nil }
return items.firstIndex { $0.id == id }
}
/// Keep `cursor`/`scrolledID`/`selection` consistent with `items`: seed on appear, and on a list
/// change keep the same focused item when it survives, else clamp the cursor into range.
private func reconcile() {
guard !items.isEmpty else {
cursor = 0
if scrolledID != nil { scrolledID = nil }
if selection != nil { selection = nil }
return
}
if let sid = scrolledID, let idx = index(of: sid) {
cursor = idx
if selection != sid { selection = sid }
} else {
let idx = min(max(cursor, 0), items.count - 1)
cursor = idx
let id = items[idx].id
scrolledID = id
selection = id
}
}
private func boundaryBump(forward: Bool) {
boundaryTick &+= 1
haptics.boundary()
let recoil: CGFloat = forward ? -16 : 16
withAnimation(.spring(response: 0.16, dampingFraction: 0.42)) { bumpOffset = recoil }
withAnimation(.spring(response: 0.34, dampingFraction: 0.7).delay(0.1)) { bumpOffset = 0 }
}
}
#endif