Commit Graph
2 Commits
Author SHA1 Message Date
edde746 f357be4077 fix(tvos): match Siri Remote navigation to measured native focus-engine physics
Siri Remote navigation felt sluggish and then over-sensitive next to
native tvOS apps (issue #2006): swipes were priced at a fixed travel
per step, a single flick could glide into a second focus step, hard
lifts coasted several extrapolated steps, and rail scrolls snapped in
65-250ms where native glides.

Retuned the whole path against two hardware instrumentation passes on
an Apple TV 4K: committed-move telemetry through an experimental
UIFocusItem bridge (branch feat/tvos-native-focus-bridge), then a
dedicated native probe app logging every touch sample, pan velocity,
engine hint, focus step, and scroll tick across 101 swipe sessions on
160/230/300pt tiles. What the data showed, now encoded:

- step pricing follows geometry: one step costs the focused item's
  extent along the swipe axis plus ~155pt (measured 314/391/410pt on
  160/230/300pt tiles), not a fixed distance. Thresholds derive per
  axis from the primary focus rect, normalized so a wide-flat control
  steps vertically once the finger covers its height. Locked-focus
  rows (hub rows, the TV browse rail) vend their selected card's rect
  through the new LockedFocusRowNode so the row-wide focus node's
  screen-sized rect never prices the step. Scopes, the player's
  catch-all surfaces, and unbuilt cards fall back to a fixed 400pt.
- a lift never coasts more than one step: sessions with lift
  velocities up to ~11400pt/s never produced a second coast step. The
  glide is gated on a sustained drag (two consecutive same-direction
  steps), cancelled by reversal pivots and new touches, so a discrete
  flick moves exactly one item.
- the native 'inertia' feel is the scroll animation, not focus
  physics: the engine's scrollable containers settle over ~450-900ms
  of ease-out. TV rail and hub-row navigation scrolls now retarget a
  500ms easeOutCubic animation per step, so drags and hold-repeats
  chain into one continuous glide that catches up on release.
2026-08-24 13:41:44 +02:00
edde746 e3703892b3 fix(player): keep a keyboard Enter out of focus navigation
Pressing Enter over the player put the whole app into keyboard mode and
dropped focus onto Play/Pause, even with Video Player Navigation off. Two
independent paths did it. InputModeTracker promoted on any key satisfying
isNavigationKey, a set that unioned activation, dismissal and the menu key
with the arrows and consulted no setting at all; separately the surface's
Select handler always asked the chrome for focus. Escape had the same effect,
which on desktop reads as the mouse cursor vanishing mid-playback.

Both now ask one predicate. eventRequestsFocusNavigation decides whether the
app switches to keyboard mode and whether a key may hand focus to the chrome,
so the two cannot disagree and focus can never land on a control while focus
chrome is still suppressed. Activation and dismissal act on what already has
focus, so they answer no; Tab, the menu key, a remote's OK or BACK, and an
arrow that will really traverse answer yes. The one input the predicate cannot
read off the event, whether the focused feature owns arrow keys, rides on the
node as DirectionalShortcutFocusNode instead of on a subtree, so every sheet,
prompt and OSD button stays an ordinary traversal target with nothing to
re-enable.

playerDirectionalNavigationEnabled and videoPlayerNavigationPreference replace
five hand-copied pref-or-isTV expressions and a screen-level cache that
disagreed with the live getter after a toggle. Services whose input is
synthesized past HardwareKeyboard announce themselves through
InputModeTracker.reportNonPointerInput rather than two static callbacks and
three copies of a highlight-strategy write. That registration is now
identity-guarded: the bootstrap-to-app tree swap disposed the outgoing tracker
after the incoming one initialised and cleared both callbacks, so gamepad and
companion remote input had stopped switching to keyboard mode entirely.

Falling out of the same rule: a companion heartbeat no longer flips an idle
desktop host into keyboard mode, analog-stick drift promotes only past the
deadzone that actually navigates, Enter keeps toggling playback once the
chrome is up, Tab both reaches and traverses the OSD, and the player surface
claims the remote from mount rather than only when the chrome starts hidden,
so the first key on a desktop route is a playback shortcut instead of the
screen node's chrome-raising self-heal.

isNavigationKey becomes isReservedControlKey, since its real meaning is a
shell key rather than a text character and the old name is what invited the
conflation. The unreachable PlayerChromeFocusTarget.timeline goes with it.
2026-08-07 13:23:53 +02:00