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