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Stream reliability - Default to the stage-2 presenter (VTDecompressionSession + CAMetalLayer): it detects and recovers a wedged decoder, where stage-1's AVSampleBufferDisplayLayer freezes hard on a lost HEVC reference frame with no app-side recovery (confirmed Apple limitation). Stage 1 is now a DEBUG-only presenter toggle, plus the automatic no-Metal fallback. - Stage-2 pixel-perfect: render the drawable at the decoded size (shader stays 1:1 = identity) and let the layer's contentsGravity scale via the system compositor — the same path stage-1's videoGravity used — instead of scaling in-shader. - Loss recovery in both pumps is now a persistent awaitingIDR want, retried until an IDR actually lands, so a keyframe request swallowed by the throttle can't strand a frozen frame; 100 ms keyframe throttle to match the Android path. - Fix "Publishing changes from within view updates": defer the HostStore writes out of the .onChange(of: model.phase) callback. - Move AVAudioSession setActive/setCategory off the main thread (async on a shared serial queue) to stop the UI-stall warning. Controllers - Rumble: capped-exponential backoff when the gamecontrollerd.haptics XPC breaks (-4811) so a transient server interruption self-heals instead of cascading; playsHapticsOnly so a controller engine doesn't join the always-active streaming audio session. - Host cards: iPad pointer "magnet" hover effect; iPhone press scale + light haptic. UI / design - Ship Geist (SIL OFL 1.1) as the app font (bundled OTFs + registration), with the license surfaced in Acknowledgements. - Restructure iOS/iPadOS Settings into a category NavigationSplitView; resolution wheel with custom-resolution entry; 10-bit HDR toggle in Display. - Industrial host-card redesign (left-aligned, bold, brand monogram tiles). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
76 lines
2.8 KiB
Swift
76 lines
2.8 KiB
Swift
// PunktfunkClient — the macOS client app (also runs unbundled via swift run).
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// Hosts grid → trust-on-first-use → StreamView (AVSampleBufferDisplayLayer HEVC) + input.
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#if os(macOS)
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import AppKit
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#endif
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import SwiftUI
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@main
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struct PunktfunkClientApp: App {
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#if os(macOS)
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@NSApplicationDelegateAdaptor(AppDelegate.self) private var appDelegate
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#endif
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init() {
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#if os(iOS)
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// Put Geist on the navigation titles before any bar is built.
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BrandTheme.apply()
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#endif
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}
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var body: some Scene {
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WindowGroup("Punktfunk") {
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// Pin the whole app's tint to the brand purple explicitly — the asset-catalog accent
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// resolution is environment/timing-sensitive and can fall back to system blue. Wraps the
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// screenshot harness too, so captured screens are on-brand.
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Group {
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#if DEBUG
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// PUNKTFUNK_SHOT_SCENE=<name> → show that single mock-populated screen full-bleed for
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// the App Store screenshot capture (tools/screenshots.sh). Normal launch otherwise;
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// the whole path is absent from Release builds.
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if let scene = ScreenshotMode.requestedScene {
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ScreenshotHostView(scene: scene)
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} else {
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ContentView()
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}
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#else
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ContentView()
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#endif
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}
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.tint(.brand)
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// Geist Sans is the app's typeface. This sets the default for unstyled text and the
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// form row labels; views that pick an explicit size/weight use `.geist(…)` directly.
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.font(.geist(17, relativeTo: .body))
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}
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// The Stream menu (Disconnect ⌘D, Show/Hide Statistics ⌘⇧S) — a real menu bar on
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// macOS, hardware-keyboard shortcuts on iPad. tvOS has neither.
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#if !os(tvOS)
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.commands { StreamCommands() }
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#endif
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#if os(macOS)
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Settings {
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// A separate scene — `.tint` does not cross scene boundaries, so re-apply the brand
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// tint here or the Preferences window falls back to the (unreliable) asset accent.
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SettingsView()
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.tint(.brand)
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}
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#endif
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}
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}
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#if os(macOS)
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final class AppDelegate: NSObject, NSApplicationDelegate {
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func applicationDidFinishLaunching(_ notification: Notification) {
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// `swift run` launches an unbundled binary; promote it to a regular app so the
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// window fronts and receives keyboard/mouse focus (GameController needs focus).
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NSApp.setActivationPolicy(.regular)
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NSApp.activate(ignoringOtherApps: true)
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}
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func applicationShouldTerminateAfterLastWindowClosed(_ sender: NSApplication) -> Bool {
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true
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}
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}
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#endif
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