Replace UIScreen.main with scene-local context

- List row hairlines read displayScale from the SwiftUI environment
- MPV render views take contentScaleFactor from traitCollection and
  re-apply it on UITraitDisplayScale changes
- ExpandedPlayerWindow scales against the presenting view's own height
- MPVPiPBridge sizes the PiP layer from the container view's window
  scene screen (UIScreen.main kept only as a nil-window fallback)
- WideScreenPlayerLayout falls back to the offered geometry size
- Remote control fullscreen state comes from the player sheet's layout
  pass via NavigationCoordinator.isWideScreenLayoutActive instead of
  screen bounds aspect
- Orientation TODOs for Dynamic Island side detection and
  prefersInterfaceOrientationLocked
This commit is contained in:
Arkadiusz Fal
2026-09-30 19:15:45 +02:00
parent 3395847763
commit 39041e4b39
11 changed files with 49 additions and 20 deletions

View File

@@ -16,6 +16,8 @@ struct SourceListRow<Content: View>: View {
@ViewBuilder let content: () -> Content
@Environment(\.displayScale) private var displayScale
/// Horizontal padding for row content.
#if os(macOS)
private let horizontalPadding: CGFloat = 12
@@ -64,7 +66,7 @@ struct SourceListRow<Content: View>: View {
#if os(iOS)
Rectangle()
.fill(Color(uiColor: .separator))
.frame(height: 1 / UIScreen.main.scale)
.frame(height: 1 / displayScale)
.padding(.leading, dividerLeadingPadding)
#elseif os(macOS)
Rectangle()

View File

@@ -56,6 +56,8 @@ struct VideoListRow<Content: View>: View {
@ViewBuilder let content: () -> Content
@Environment(\.displayScale) private var displayScale
/// Horizontal padding for row content.
private let horizontalPadding: CGFloat = 16
@@ -91,7 +93,7 @@ struct VideoListRow<Content: View>: View {
#if os(iOS)
Rectangle()
.fill(Color(uiColor: .separator))
.frame(height: 1 / UIScreen.main.scale)
.frame(height: 1 / displayScale)
.padding(.leading, dividerLeadingPadding)
#elseif os(macOS)
Rectangle()

View File

@@ -367,6 +367,9 @@ struct ExpandedPlayerSheet: View {
navigationCoordinator?.isCornerLayoutActive = newValue
}
#endif
.onChange(of: wideScreen, initial: true) { _, newValue in
navigationCoordinator?.isWideScreenLayoutActive = newValue
}
.onChange(of: wideScreen) { _, newValue in
isInWideScreenLayout = newValue
#if os(iOS)

View File

@@ -622,11 +622,6 @@ final class ExpandedPlayerWindowManager {
mainWindow?.subviews.first
}
/// Current window height for calculating transforms
private var windowHeight: CGFloat {
mainWindow?.bounds.height ?? UIScreen.main.bounds.height
}
/// Applies scale and corner radius to main window based on progress (0 = normal, 1 = fully scaled)
func scaleMainWindow(progress: CGFloat) {
// Capture the presenting view reference on first call
@@ -648,7 +643,7 @@ final class ExpandedPlayerWindowManager {
let scale = 1 - scaleAmount
// Offset to keep the view centered vertically after scaling
let offsetY = (windowHeight * scaleAmount) / 2
let offsetY = (presentingView.bounds.height * scaleAmount) / 2
// Apply corner radius proportional to progress
presentingView.layer.cornerRadius = clampedProgress * scaledCornerRadius
@@ -667,7 +662,7 @@ final class ExpandedPlayerWindowManager {
let clampedProgress = max(0, min(1, progress))
let scaleAmount = clampedProgress * maxScaleProgress
let scale = 1 - scaleAmount
let offsetY = (windowHeight * scaleAmount) / 2
let offsetY = (presentingView.bounds.height * scaleAmount) / 2
let cornerRadius = clampedProgress * scaledCornerRadius
UIView.animate(withDuration: duration, delay: 0, usingSpringWithDamping: damping, initialSpringVelocity: 0, options: []) {

View File

@@ -139,12 +139,11 @@ struct WideScreenPlayerLayout<PlayerContent: View>: View {
/// Get full screen bounds from window scene (ignores safe area constraints from parent)
/// On macOS, this is not used - geometry reader size is used directly
private var windowSceneBounds: CGSize {
private func windowSceneBounds(fallback: CGSize) -> CGSize {
#if os(iOS)
guard let window = foregroundWindow else {
// Fallback to screen bounds
let screen = UIScreen.main.bounds
return CGSize(width: max(screen.width, screen.height), height: min(screen.width, screen.height))
// Fallback to the space this view was actually offered
return fallback
}
// Window frame gives actual size including orientation
return window.frame.size
@@ -158,7 +157,7 @@ struct WideScreenPlayerLayout<PlayerContent: View>: View {
// On iOS: Use window bounds to get full size (avoids safe area constraint from parent)
// On macOS: Use geometry reader size directly (no safe area concerns, window is the source of truth)
#if os(iOS)
let windowBounds = windowSceneBounds
let windowBounds = windowSceneBounds(fallback: geometry.size)
let availableWidth = windowBounds.width
let availableHeight = windowBounds.height
let safeAreaLeft = windowSafeAreaInsets.leading
@@ -181,6 +180,13 @@ struct WideScreenPlayerLayout<PlayerContent: View>: View {
// Detect which side has Dynamic Island based on interface orientation
// Note: Can't use safe area comparison because both sides have similar values (~62px each)
#if os(iOS)
// TODO: Modernization - This distinguishes landscapeLeft from landscapeRight to locate
// the Dynamic Island, which window bounds/size classes cannot express. Read the
// orientation from the hosting scene's `effectiveGeometry.interfaceOrientation`
// (iOS 26+) instead of the deprecated `UIWindowScene.interfaceOrientation` once the
// deployment target allows, and consider `traitCollection.verticalBarEdge` (iOS 27.1)
// for the bar-edge question. Global scene lookup should be replaced by the hosting
// window (e.g. via a UIViewRepresentable reading `view.window?.windowScene`).
let interfaceOrientation = UIApplication.shared.connectedScenes
.compactMap { $0 as? UIWindowScene }
.first?