Files
OSGKeyboard/OSGKeyboardExt/Views/GlobeInputModeButton.swift
T
rockyandClaude Opus 5 0023741455 feat(app): add crash visibility, memory relief, and clipboard reply work
Squashes the working tree that had accumulated on cloud-agent. Two
strands of work, kept in one commit at the maintainer's request.

Crash and stability (this session):

- Subscribe to MetricKit so crash, hang, CPU, and disk-write diagnostics
  are recorded on device. Keyboard-extension memory kills are the most
  likely way a user loses the keyboard mid-sentence and iOS does not
  classify them as crashes, so they never reach App Store Connect.
- Upload those reports to POST /v1/analytics/diagnostics from internal
  builds only (local Debug and TestFlight), reusing the analytics
  installation identifier and skipping entirely when analytics are off.
  App Store builds keep everything on device.
- Shed the Chinese engine, English lexicon, and in-flight pipeline work
  at the 40 MiB and 48 MiB budget thresholds instead of waiting for a
  system memory warning that jetsam often preempts.
- Install audio taps with the input node's live format through one
  shared adaptive resampler, so an audio-route change mid-recording no
  longer raises an uncatchable format-mismatch exception. Covers the
  dictation preview and the Mac recorder, which still used the pattern
  the Flow capture path had already moved away from.
- Harden the librime bridge: never pass a nil string across a nonnull
  boundary when a user dictionary holds malformed UTF-8, null-check the
  engine API vector, and distrust a candidate count without its array.
- Guard the expanded candidate grid against a list that shrinks while
  the collection view is still laying out against the previous count.
- Resolve localized text without the App Group so the screen shown when
  that container is missing renders its message instead of crashing on
  launch, which is the one situation it exists to handle.
- Gate CI on the App Group and Keychain wiring that the keyboard
  extension hard-depends on, with a self-test proving the check fails.

Clipboard, reply, and semantics (pre-existing working tree):

- Unify the reply center, refresh keyboard AI features, and add native
  event and reminder exporters.
- Expand clipboard semantic routing with authored corpora and a
  product-blind holdout, plus the scripts that build and validate them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-18 17:31:29 -07:00

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// GlobeInputModeButton.swift
// OSGKeyboard · Keyboard Extension
//
// System "next keyboard" (🌐) control. Registering
// `handleInputModeList(from:with:)` for all touch events lets UIKit provide
// native tap-to-advance and long-press input-mode selection without retaining
// a transient `UIEvent`. SwiftUI draws the shared native key chrome while a
// transparent `UIButton` owns touch delivery.
import OSGKeyboardShared
import SwiftUI
import UIKit
struct GlobeInputModeButton: UIViewRepresentable {
@ObservedObject var state: KeyboardState
@Binding var isPressed: Bool
func makeUIView(context: Context) -> GlobeInputModeButtonView {
let view = GlobeInputModeButtonView()
view.onHighlightChanged = { isPressed = $0 }
view.setInputModeController(state.inputModeController)
return view
}
func updateUIView(_ uiView: GlobeInputModeButtonView, context: Context) {
uiView.onHighlightChanged = { isPressed = $0 }
uiView.setInputModeController(state.inputModeController)
}
static func dismantleUIView(_ uiView: GlobeInputModeButtonView, coordinator: Void) {
uiView.onHighlightChanged = nil
uiView.setInputModeController(nil)
}
}
/// SwiftUI wrapper that frames the UIKit globe button and wires it to the
/// shared `KeyboardState` action hooks. Used on both iPad voice and typing
/// surfaces; iPhone relies on the system-provided switch below the keyboard.
/// Default 44×30 remains available for previews; bottom action rows pass an
/// explicit width / height so the key shares their complete geometry.
struct SystemGlobeKey: View {
@Environment(\.colorScheme) private var colorScheme
@Environment(\.themePalette) private var palette
@ObservedObject var state: KeyboardState
@State private var isPressed = false
var width: CGFloat = 44
var height: CGFloat = 30
var body: some View {
ZStack {
NativeKeyboardKeySurface(
isPressed: isPressed,
fill: NativeKeyboardKeyColors.fill(for: colorScheme),
pressedFill: NativeKeyboardKeyColors.pressedFill(for: colorScheme),
border: palette.divider,
cornerRadius: KeyboardChromeLayout.actionKeyCornerRadius
) {
Image(systemName: "globe")
.font(TypeStyle.headline.weight(.medium))
.foregroundStyle(NativeKeyboardKeyColors.text(for: colorScheme))
.accessibilityHidden(true)
}
GlobeInputModeButton(state: state, isPressed: $isPressed)
.accessibilityLabel(ExtL10n.text("keyboard.nextKeyboardA11y"))
.accessibilityHint(ExtL10n.text("keyboard.nextKeyboardA11yHint"))
}
.frame(width: width, height: height)
}
}
final class GlobeInputModeButtonView: UIButton {
var onHighlightChanged: ((Bool) -> Void)?
/// UIKit controls do not retain action targets, but keeping this explicitly
/// weak documents and enforces the keyboard controller ownership boundary.
private weak var inputModeController: UIInputViewController?
private let inputModeAction = #selector(UIInputViewController.handleInputModeList(from:with:))
override var isHighlighted: Bool {
didSet {
guard oldValue != isHighlighted else { return }
onHighlightChanged?(isHighlighted)
}
}
override init(frame: CGRect) {
super.init(frame: frame)
configure()
}
@available(*, unavailable)
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
private func configure() {
// SwiftUI renders the icon, fill, border, shadow, and pressed state.
// This UIKit layer stays transparent and handles only system gestures.
backgroundColor = .clear
isExclusiveTouch = true
accessibilityTraits = .keyboardKey
}
func setInputModeController(_ controller: UIInputViewController?) {
guard inputModeController !== controller else { return }
if let inputModeController {
removeTarget(
inputModeController,
action: inputModeAction,
for: .allTouchEvents
)
}
inputModeController = controller
if let controller {
addTarget(
controller,
action: inputModeAction,
for: .allTouchEvents
)
}
}
}