Add the exercise reference library, animated exercise figures, and exercise categories

Exercise Library/ holds per-exercise reference docs (setup, cues,
mistakes, progressions) with SVG visuals and a Python-rendered motion
pipeline; Workouts/ExerciseFigure renders the bundled *.motion.json
rigs as animated stick figures on the exercise screen. Exercises gain
a warm-up/main-circuit category, timed exercises display hold time via
planSummary, and a completed exercise reopens to a check screen instead
of its timers.
This commit is contained in:
2026-07-06 01:15:52 -04:00
parent ddd5631ef2
commit 7274f155e9
79 changed files with 2521 additions and 11 deletions
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//
// ExerciseFigureView.swift
// Workouts
//
// Copyright 2026 Rouslan Zenetl. All Rights Reserved.
//
import SwiftUI
/// The looping animated stick-figure for the run screen's bottom half, rendered with
/// `Canvas` + `TimelineView(.animation)` from the bundled rig data (see
/// `Exercise Library/SYSTEM.md` for the visual language).
///
/// Draw order matters: left limbs behind, spine, right limbs, then the head filled
/// opaque with the background color so overhead arms pass behind the face plus the
/// nose tick (gaze) and the small R/L legend that makes opposite-limb moves readable.
/// Everything the renderer needs for one exercise, resolved once from the bundle.
struct FigureAnimation {
let timeline: MotionTimeline
/// Parts drawn in the working accent color (`arm_r`, `leg_l`, `spine`, ).
let working: Set<String>
/// Limbs fully occluded in this view never drawn.
let hide: Set<String>
let bodyProfile: ExerciseBodyProfile
init?(exerciseName: String) {
guard
let resources = ExerciseMotionLibrary.resources(for: exerciseName),
let timeline = MotionTimeline(motion: resources.motion, body: resources.body)
else { return nil }
self.timeline = timeline
self.working = Set(resources.motion.working ?? [])
self.hide = Set(resources.motion.hide ?? [])
self.bodyProfile = resources.body
}
func geometry(at time: Double) -> FigureGeometry {
MotionSolver.geometry(of: timeline.pose(at: time), body: bodyProfile, hide: hide)
}
}
/// Bottom-half slot for the run screen: the looping figure when a bundled motion
/// matches the exercise name, or empty space (the pre-figure layout) when none does.
struct ExerciseFigureSlot: View {
let exerciseName: String
@State private var figure: FigureAnimation?
var body: some View {
ZStack {
if let figure {
ExerciseFigureView(figure: figure)
} else {
Color.clear
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
.task(id: exerciseName) {
figure = FigureAnimation(exerciseName: exerciseName)
}
}
}
/// Draws one `FigureAnimation`, looping forever. The 320×180 design canvas is scaled
/// uniformly to fit the available space (stroke widths scale with it).
struct ExerciseFigureView: View {
let figure: FigureAnimation
/// Design-canvas metrics, shared with the reference renderer.
private static let designSize = CGSize(width: 320, height: 180)
private static let groundY: CGFloat = 152
var body: some View {
TimelineView(.animation) { context in
Canvas { graphics, size in
var ctx = graphics
draw(&ctx, size: size, time: context.date.timeIntervalSinceReferenceDate)
}
}
.accessibilityLabel("Animated form guide")
.accessibilityHidden(false)
}
private func draw(_ ctx: inout GraphicsContext, size: CGSize, time: Double) {
let scale = min(size.width / Self.designSize.width, size.height / Self.designSize.height)
guard scale > 0 else { return }
ctx.translateBy(x: (size.width - Self.designSize.width * scale) / 2,
y: (size.height - Self.designSize.height * scale) / 2)
ctx.scaleBy(x: scale, y: scale)
let geo = figure.geometry(at: time)
// Ground line.
stroke(&ctx, [CGPoint(x: 16, y: Self.groundY + 4),
CGPoint(x: Self.designSize.width - 16, y: Self.groundY + 4)],
color: .figureGround, width: 3)
// Left limbs (behind), spine, right limbs.
drawLimb(&ctx, geo, .armL)
drawLimb(&ctx, geo, .legL)
drawSpine(&ctx, geo)
drawLimb(&ctx, geo, .armR)
drawLimb(&ctx, geo, .legR)
// Head last, filled with the background color so limbs pass behind the face.
let r = geo.headRadius
let headRect = CGRect(x: geo.headCenter.x - r, y: geo.headCenter.y - r,
width: 2 * r, height: 2 * r)
let headPath = Path(ellipseIn: headRect)
ctx.fill(headPath, with: .color(.figureHeadFill))
ctx.stroke(headPath, with: .color(.figureRight), lineWidth: 6)
stroke(&ctx, [geo.noseStart, geo.noseEnd], color: .figureRight, width: 4)
drawLegend(&ctx)
}
private func drawLimb(_ ctx: inout GraphicsContext, _ geo: FigureGeometry, _ limb: FigureLimb) {
guard let points = geo.limbs[limb] else { return }
stroke(&ctx, points, color: color(for: limb.rawValue, isLeft: limb.isLeft),
width: limb.isLeft ? 5 : 6)
}
private func drawSpine(_ ctx: inout GraphicsContext, _ geo: FigureGeometry) {
var path = Path()
path.move(to: geo.spineStart)
path.addQuadCurve(to: geo.spineEnd, control: geo.spineControl)
ctx.stroke(path, with: .color(color(for: "spine", isLeft: false)),
style: StrokeStyle(lineWidth: 6, lineCap: .round, lineJoin: .round))
}
/// Small `R / L ` legend in the top-right corner, so opposite-limb moves are
/// visibly opposite.
private func drawLegend(_ ctx: inout GraphicsContext) {
let lx = Self.designSize.width - 78
stroke(&ctx, [CGPoint(x: lx, y: 16), CGPoint(x: lx + 16, y: 16)],
color: .figureRight, width: 4)
stroke(&ctx, [CGPoint(x: lx + 40, y: 16), CGPoint(x: lx + 56, y: 16)],
color: .figureLeft, width: 4)
let legendFont = Font.system(size: 11)
ctx.draw(Text("R").font(legendFont).foregroundStyle(.secondary),
at: CGPoint(x: lx + 22, y: 16), anchor: .leading)
ctx.draw(Text("L").font(legendFont).foregroundStyle(.secondary),
at: CGPoint(x: lx + 62, y: 16), anchor: .leading)
}
private func color(for part: String, isLeft: Bool) -> Color {
if figure.working.contains(part) {
return isLeft ? .figureLeftWorking : .figureRightWorking
}
return isLeft ? .figureLeft : .figureRight
}
private func stroke(_ ctx: inout GraphicsContext, _ points: [CGPoint], color: Color, width: CGFloat) {
var path = Path()
path.addLines(points)
ctx.stroke(path, with: .color(color),
style: StrokeStyle(lineWidth: width, lineCap: .round, lineJoin: .round))
}
}
// MARK: - Figure Palette
/// The reference palette (`render.py`), made dark-mode adaptive: the prominent right
/// side stays strong (near-black light gray), the recessive left side stays muted,
/// and the working teals brighten/desaturate so they read on black.
private extension Color {
/// Right-side limbs, head, nose the prominent stroke (`#3a3f4b`).
static let figureRight = Color(UIColor { traits in
traits.userInterfaceStyle == .dark
? UIColor(red: 0.76, green: 0.79, blue: 0.83, alpha: 1)
: UIColor(red: 0.23, green: 0.25, blue: 0.29, alpha: 1)
})
/// Left-side limbs, drawn behind the recessive stroke (`#a9afba`).
static let figureLeft = Color(UIColor { traits in
traits.userInterfaceStyle == .dark
? UIColor(red: 0.36, green: 0.39, blue: 0.43, alpha: 1)
: UIColor(red: 0.66, green: 0.69, blue: 0.73, alpha: 1)
})
/// Working right-side parts teal accent (`#0d9488`).
static let figureRightWorking = Color(UIColor { traits in
traits.userInterfaceStyle == .dark
? UIColor(red: 0.18, green: 0.83, blue: 0.75, alpha: 1)
: UIColor(red: 0.05, green: 0.58, blue: 0.53, alpha: 1)
})
/// Working left-side parts light teal (`#86cfc5`), kept more muted than the
/// right so the R/L hierarchy holds in both modes.
static let figureLeftWorking = Color(UIColor { traits in
traits.userInterfaceStyle == .dark
? UIColor(red: 0.31, green: 0.56, blue: 0.52, alpha: 1)
: UIColor(red: 0.53, green: 0.81, blue: 0.77, alpha: 1)
})
/// Ground line (`#b9bec9`).
static let figureGround = Color(UIColor { traits in
traits.userInterfaceStyle == .dark
? UIColor(red: 0.29, green: 0.31, blue: 0.36, alpha: 1)
: UIColor(red: 0.73, green: 0.75, blue: 0.79, alpha: 1)
})
/// Opaque head fill the screen background, so limbs pass behind the face.
static let figureHeadFill = Color(.systemBackground)
}
@@ -0,0 +1,101 @@
//
// ExerciseMotion.swift
// Workouts
//
// Copyright 2026 Rouslan Zenetl. All Rights Reserved.
//
import Foundation
/// Codable mirror of the Exercise Library's rig data (see `Exercise Library/SYSTEM.md`).
///
/// A **body profile** is a table of bone lengths; a **motion script** is key frames of
/// absolute joint angles (degrees, y-up: 0 = right, 90 = up, 90 = down), a pelvis
/// `root` in 320×180 canvas coordinates, optional IK pins for planted hands/feet, and
/// hold/tween timings. The app bundles verbatim copies exported by
/// `render.py --export` into `Resources/ExerciseMotions/` `body.json` plus one
/// `<Exercise Name>.motion.json` per library entry.
/// Bone lengths for one figure profile (`neutral` is the default).
struct ExerciseBodyProfile: Codable {
let headR: Double
let neck: Double
let spine1: Double
let spine2: Double
let upperArm: Double
let foreArm: Double
let thigh: Double
let shin: Double
/// Offset separating left-limb attachments visually: `[dx, dy]` in canvas points.
let leftOffset: [Double]
}
/// One exercise's motion script: key frames plus the parts drawn in the accent color.
struct ExerciseMotion: Codable {
let name: String
/// 1-based frame used for the static visual (unused by the animated renderer).
let primary: Int?
/// Parts (`arm_r`, `leg_l`, `spine`, ) drawn in the working accent color.
let working: [String]?
/// Limbs fully occluded in this view never drawn.
let hide: [String]?
let frames: [MotionKeyFrame]
}
/// A key frame of absolute joint angles. Limbs listed in the motion's `hide` may be
/// absent entirely; a two-element array is `[upper, lower]` bone angles.
struct MotionKeyFrame: Codable {
/// Seconds held at this key frame (default 0.5).
let hold: Double?
/// Seconds animating to the *next* frame (default 0.6); the last frame tweens
/// back to the first, looping.
let tween: Double?
/// Pelvis position, canvas coordinates `[x, y]`.
let root: [Double]
/// Pelvismid and midneck angles.
let spine: [Double]
/// Head direction from the neck joint.
let neck: Double
/// Nose-tick direction (the belly is on that side).
let gaze: Double
let armR: [Double]?
let armL: [Double]?
let legR: [Double]?
let legL: [Double]?
/// IK targets for planted extremities, keyed `hand_r`/`hand_l`/`foot_r`/`foot_l`.
/// A pin present in two consecutive key frames stays planted through the tween.
let pins: [String: [Double]]?
enum CodingKeys: String, CodingKey {
case hold, tween, root, spine, neck, gaze, pins
case armR = "arm_r"
case armL = "arm_l"
case legR = "leg_r"
case legL = "leg_l"
}
}
/// Finds and decodes the bundled rig resources for an exercise, by exact name match
/// against the exported `<Exercise Name>.motion.json` files.
enum ExerciseMotionLibrary {
struct Resources {
let motion: ExerciseMotion
let body: ExerciseBodyProfile
}
/// The motion script plus the neutral body profile for `exerciseName`, or `nil`
/// when no bundled motion matches (most exercises have none the caller keeps
/// its space empty).
static func resources(for exerciseName: String) -> Resources? {
guard
let motionURL = Bundle.main.url(forResource: exerciseName, withExtension: "motion.json"),
let bodyURL = Bundle.main.url(forResource: "body", withExtension: "json"),
let motionData = try? Data(contentsOf: motionURL),
let bodyData = try? Data(contentsOf: bodyURL),
let motion = try? JSONDecoder().decode(ExerciseMotion.self, from: motionData),
let profiles = try? JSONDecoder().decode([String: ExerciseBodyProfile].self, from: bodyData),
let body = profiles["neutral"]
else { return nil }
return Resources(motion: motion, body: body)
}
}
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//
// MotionSolver.swift
// Workouts
//
// Copyright 2026 Rouslan Zenetl. All Rights Reserved.
//
import CoreGraphics
import Foundation
/// Swift port of the Exercise Library's reference solver (`Exercise Library/render.py`):
/// forward kinematics, analytic 2-bone IK, and angle-space tweening with shortest-path
/// lerp and ease-in-out. The math is kept 1:1 with the Python so both renderers produce
/// the same figure from the same data change them in lockstep.
///
/// Angles are absolute world angles in degrees, y-up (0 = right, 90 = up, 90 = down);
/// points are y-down 320×180 canvas coordinates, so dir(θ) = (cos θ, sin θ).
/// The four two-bone limbs, keyed by their motion-script names.
enum FigureLimb: String, CaseIterable {
case armR = "arm_r"
case armL = "arm_l"
case legR = "leg_r"
case legL = "leg_l"
var isLeft: Bool { self == .armL || self == .legL }
/// The key a planted extremity uses in a key frame's `pins`.
var pinKey: String {
switch self {
case .armR: "hand_r"
case .armL: "hand_l"
case .legR: "foot_r"
case .legL: "foot_l"
}
}
/// `[upper, lower]` bone lengths for this limb.
func boneLengths(_ body: ExerciseBodyProfile) -> [Double] {
switch self {
case .armR, .armL: [body.upperArm, body.foreArm]
case .legR, .legL: [body.thigh, body.shin]
}
}
/// The authored `[upper, lower]` angles for this limb, if present in the frame.
func angles(in frame: MotionKeyFrame) -> [Double]? {
switch self {
case .armR: frame.armR
case .armL: frame.armL
case .legR: frame.legR
case .legL: frame.legL
}
}
}
/// A key frame resolved to pure angles (pinned limbs replaced by their IK solution),
/// so poses interpolate cleanly in angle space.
struct FigurePose {
var root: CGPoint
var spine: [Double]
var neck: Double
var gaze: Double
var limbs: [FigureLimb: [Double]]
var pins: [String: CGPoint]
var hold: Double
var tween: Double
}
/// Trunk FK: pelvis, spine mid, neck joint, and the offset left-limb attachments.
struct FigureAttachments {
let pelvis: CGPoint
let mid: CGPoint
let neck: CGPoint
let shoulderL: CGPoint
let hipL: CGPoint
func point(for limb: FigureLimb) -> CGPoint {
switch limb {
case .armR: neck
case .armL: shoulderL
case .legR: pelvis
case .legL: hipL
}
}
}
/// A pose resolved to drawable points.
struct FigureGeometry {
var headCenter: CGPoint
var headRadius: Double
var noseStart: CGPoint
var noseEnd: CGPoint
/// Quadratic Bézier through pelvis mid neck (control = 2·mid (pelvis+neck)/2).
var spineStart: CGPoint
var spineControl: CGPoint
var spineEnd: CGPoint
/// Attachment elbow/knee extremity, per drawn limb.
var limbs: [FigureLimb: [CGPoint]]
}
enum MotionSolver {
/// Unit vector for a y-up angle, in y-down canvas coordinates.
static func direction(_ degrees: Double) -> CGVector {
let r = degrees * .pi / 180
return CGVector(dx: cos(r), dy: -sin(r))
}
/// Chain FK: `[start, joint1, joint2, ]` for per-bone absolute angles.
static func walk(from start: CGPoint, angles: [Double], lengths: [Double]) -> [CGPoint] {
var points = [start]
var current = start
for (angle, length) in zip(angles, lengths) {
let d = direction(angle)
current = CGPoint(x: current.x + d.dx * length, y: current.y + d.dy * length)
points.append(current)
}
return points
}
/// Y-up world angle (degrees) of the segment ab.
static func angle(from a: CGPoint, to b: CGPoint) -> Double {
atan2(-(b.y - a.y), b.x - a.x) * 180 / .pi
}
/// Analytic 2-bone IK: `[upper, lower]` angles reaching from `start` toward
/// `target`, choosing the elbow/knee solution nearest the authored guess.
static func ik2(start: CGPoint, target: CGPoint, upper a: Double, lower b: Double, guess: [Double]) -> [Double] {
let dx = target.x - start.x
let dyUp = -(target.y - start.y)
// Clamp the reach inside the chain's annulus so acos stays defined.
let d = max(abs(a - b) + 0.5, min(a + b - 0.01, hypot(dx, dyUp)))
let base = atan2(dyUp, dx) * 180 / .pi
let alpha = acos((a * a + d * d - b * b) / (2 * a * d)) * 180 / .pi
let guessElbow = walk(from: start, angles: guess, lengths: [a, b])[1]
var best: (distance: Double, angles: [Double])?
for sign in [1.0, -1.0] {
let upperAngle = base + sign * alpha
let elbow = walk(from: start, angles: [upperAngle], lengths: [a])[1]
let distance = Double(hypot(elbow.x - guessElbow.x, elbow.y - guessElbow.y))
if best == nil || distance < best!.distance {
best = (distance, [upperAngle, angle(from: elbow, to: target)])
}
}
return best!.angles
}
static func attachments(root: CGPoint, spine: [Double], body: ExerciseBodyProfile) -> FigureAttachments {
let mid = walk(from: root, angles: [spine[0]], lengths: [body.spine1])[1]
let neck = walk(from: mid, angles: [spine[1]], lengths: [body.spine2])[1]
let ox = body.leftOffset.count > 0 ? body.leftOffset[0] : 6
let oy = body.leftOffset.count > 1 ? body.leftOffset[1] : 2
return FigureAttachments(
pelvis: root, mid: mid, neck: neck,
shoulderL: CGPoint(x: neck.x + ox, y: neck.y + oy),
hipL: CGPoint(x: root.x + ox, y: root.y + oy)
)
}
/// Resolve a key frame to pure angles: replace each pinned limb's authored angles
/// with its IK solution (the authored angles only pick the bend direction).
static func normalize(_ kf: MotionKeyFrame, body: ExerciseBodyProfile) -> FigurePose {
let root = CGPoint(x: kf.root[0], y: kf.root[1])
var pins: [String: CGPoint] = [:]
for (key, xy) in kf.pins ?? [:] where xy.count == 2 {
pins[key] = CGPoint(x: xy[0], y: xy[1])
}
let at = attachments(root: root, spine: kf.spine, body: body)
var limbs: [FigureLimb: [Double]] = [:]
for limb in FigureLimb.allCases {
guard let authored = limb.angles(in: kf) else { continue }
if let pin = pins[limb.pinKey] {
let lengths = limb.boneLengths(body)
limbs[limb] = ik2(start: at.point(for: limb), target: pin,
upper: lengths[0], lower: lengths[1], guess: authored)
} else {
limbs[limb] = authored
}
}
return FigurePose(root: root, spine: kf.spine, neck: kf.neck, gaze: kf.gaze,
limbs: limbs, pins: pins,
hold: kf.hold ?? 0.5, tween: kf.tween ?? 0.6)
}
/// Ease-in-out: 3t² 2t³.
static func ease(_ t: Double) -> Double {
3 * t * t - 2 * t * t * t
}
/// Shortest-path angular interpolation, so limbs swing in natural arcs.
static func lerpAngle(_ a: Double, _ b: Double, _ t: Double) -> Double {
var delta = (b - a + 180).truncatingRemainder(dividingBy: 360)
if delta < 0 { delta += 360 }
return a + (delta - 180) * t
}
/// Interpolate two normalized poses. A pin survives the tween only if planted in
/// BOTH neighboring key frames (so planted limbs hold exactly and releasing pins
/// release naturally); a limb absent from either side is dropped for the tween.
static func lerp(_ a: FigurePose, _ b: FigurePose, _ t: Double) -> FigurePose {
var limbs: [FigureLimb: [Double]] = [:]
for (limb, va) in a.limbs {
guard let vb = b.limbs[limb] else { continue }
limbs[limb] = zip(va, vb).map { lerpAngle($0, $1, t) }
}
var pins: [String: CGPoint] = [:]
for (key, pa) in a.pins {
guard let pb = b.pins[key] else { continue }
pins[key] = CGPoint(x: pa.x + (pb.x - pa.x) * t, y: pa.y + (pb.y - pa.y) * t)
}
return FigurePose(
root: CGPoint(x: a.root.x + (b.root.x - a.root.x) * t,
y: a.root.y + (b.root.y - a.root.y) * t),
spine: zip(a.spine, b.spine).map { lerpAngle($0, $1, t) },
neck: lerpAngle(a.neck, b.neck, t),
gaze: lerpAngle(a.gaze, b.gaze, t),
limbs: limbs, pins: pins, hold: a.hold, tween: a.tween
)
}
/// Normalized pose drawable points. Limbs with an active pin are re-solved so
/// planted hands/feet hold that point exactly through tweens.
static func geometry(of pose: FigurePose, body: ExerciseBodyProfile, hide: Set<String>) -> FigureGeometry {
let at = attachments(root: pose.root, spine: pose.spine, body: body)
let head = walk(from: at.neck, angles: [pose.neck], lengths: [body.neck])[1]
let noseTip = walk(from: head, angles: [pose.gaze], lengths: [body.headR + 7])[1]
// Nose tick: 7pt outward from the head rim along the gaze direction.
let d = max(hypot(noseTip.x - head.x, noseTip.y - head.y), 1)
let ux = (noseTip.x - head.x) / d
let uy = (noseTip.y - head.y) / d
let r = body.headR
var limbs: [FigureLimb: [CGPoint]] = [:]
for (limb, authored) in pose.limbs where !hide.contains(limb.rawValue) {
let lengths = limb.boneLengths(body)
var angles = authored
if let pin = pose.pins[limb.pinKey] {
angles = ik2(start: at.point(for: limb), target: pin,
upper: lengths[0], lower: lengths[1], guess: angles)
}
limbs[limb] = walk(from: at.point(for: limb), angles: angles, lengths: lengths)
}
return FigureGeometry(
headCenter: head,
headRadius: r,
noseStart: CGPoint(x: head.x + ux * r, y: head.y + uy * r),
noseEnd: CGPoint(x: head.x + ux * (r + 7), y: head.y + uy * (r + 7)),
spineStart: at.pelvis,
spineControl: CGPoint(x: 2 * at.mid.x - (at.pelvis.x + at.neck.x) / 2,
y: 2 * at.mid.y - (at.pelvis.y + at.neck.y) / 2),
spineEnd: at.neck,
limbs: limbs
)
}
}
/// The full looping animation for one motion: normalized key poses plus
/// continuous-time sampling hold at each key frame, then an eased angle-space tween
/// to the next; the last frame tweens back to the first.
struct MotionTimeline {
let poses: [FigurePose]
let duration: Double
init?(motion: ExerciseMotion, body: ExerciseBodyProfile) {
let poses = motion.frames.map { MotionSolver.normalize($0, body: body) }
let duration = poses.reduce(0) { $0 + $1.hold + $1.tween }
guard !poses.isEmpty, duration > 0 else { return nil }
self.poses = poses
self.duration = duration
}
/// The pose at wall-clock `time`, looping every `duration` seconds.
func pose(at time: Double) -> FigurePose {
var t = time.truncatingRemainder(dividingBy: duration)
if t < 0 { t += duration }
for (i, pose) in poses.enumerated() {
if t < pose.hold { return pose }
t -= pose.hold
if t < pose.tween {
let next = poses[(i + 1) % poses.count]
return MotionSolver.lerp(pose, next, MotionSolver.ease(t / pose.tween))
}
t -= pose.tween
}
return poses[0]
}
}
@@ -0,0 +1,23 @@
{
"name": "Bird Dog",
"primary": 2,
"working": ["arm_r", "leg_l"],
"frames": [
{
"hold": 0.5, "tween": 0.8,
"root": [190, 106],
"spine": [171, 171], "neck": 187, "gaze": 205,
"arm_r": [-90, -90], "arm_l": [-90, -90],
"leg_r": [-83, 0], "leg_l": [-83, 0],
"pins": {"hand_r": [105, 152], "hand_l": [111, 154]}
},
{
"hold": 1.4, "tween": 0.8,
"root": [190, 106],
"spine": [171, 171], "neck": 187, "gaze": 195,
"arm_r": [161, 161], "arm_l": [-90, -90],
"leg_r": [-83, 0], "leg_l": [15, 15],
"pins": {"hand_l": [111, 154]}
}
]
}
@@ -0,0 +1,23 @@
{
"name": "Cat-Cow",
"primary": 1,
"working": ["spine"],
"frames": [
{
"hold": 0.8, "tween": 0.9,
"root": [190, 106],
"spine": [188, 155], "neck": 185, "gaze": 164,
"arm_r": [-90, -90], "arm_l": [-90, -90],
"leg_r": [-83, 0], "leg_l": [-83, 0],
"pins": {"hand_r": [105, 152], "hand_l": [111, 154]}
},
{
"hold": 0.8, "tween": 0.9,
"root": [190, 106],
"spine": [155, 192], "neck": 215, "gaze": 225,
"arm_r": [-90, -90], "arm_l": [-90, -90],
"leg_r": [-83, 0], "leg_l": [-83, 0],
"pins": {"hand_r": [105, 152], "hand_l": [111, 154]}
}
]
}
@@ -0,0 +1,21 @@
{
"name": "Dead Bug",
"primary": 2,
"working": ["arm_r", "leg_l"],
"frames": [
{
"hold": 0.5, "tween": 0.8,
"root": [185, 148],
"spine": [180, 180], "neck": 168, "gaze": 90,
"arm_r": [90, 90], "arm_l": [90, 90],
"leg_r": [64, -10], "leg_l": [64, -10]
},
{
"hold": 0.9, "tween": 0.8,
"root": [185, 148],
"spine": [180, 180], "neck": 168, "gaze": 90,
"arm_r": [135, 135], "arm_l": [90, 90],
"leg_r": [64, -10], "leg_l": [16, 16]
}
]
}
@@ -0,0 +1,22 @@
{
"name": "Hollow Body Hold",
"primary": 2,
"working": ["spine"],
"hide": ["arm_l"],
"frames": [
{
"hold": 0.4, "tween": 0.8,
"root": [185, 148],
"spine": [180, 180], "neck": 168, "gaze": 90,
"arm_r": [180, 180],
"leg_r": [0, 0], "leg_l": [0, 0]
},
{
"hold": 1.8, "tween": 0.8,
"root": [185, 148],
"spine": [174, 160], "neck": 140, "gaze": 50,
"arm_r": [155, 155],
"leg_r": [12, 12], "leg_l": [12, 12]
}
]
}
@@ -0,0 +1,22 @@
{
"name": "Leg Raises",
"primary": 1,
"working": ["leg_r", "leg_l"],
"hide": ["arm_r"],
"frames": [
{
"hold": 0.5, "tween": 1.4,
"root": [185, 148],
"spine": [180, 180], "neck": 168, "gaze": 90,
"arm_l": [-2, -2],
"leg_r": [60, 60], "leg_l": [60, 60]
},
{
"hold": 0.3, "tween": 0.6,
"root": [185, 148],
"spine": [180, 180], "neck": 168, "gaze": 90,
"arm_l": [-2, -2],
"leg_r": [8, 8], "leg_l": [8, 8]
}
]
}
@@ -0,0 +1,21 @@
{
"name": "Plank",
"primary": 2,
"working": ["spine"],
"frames": [
{
"hold": 0.4, "tween": 0.7,
"root": [172, 114],
"spine": [185, 185], "neck": 185, "gaze": 210,
"arm_r": [-90, 180], "arm_l": [-90, 180],
"leg_r": [-55, 0], "leg_l": [-55, 0]
},
{
"hold": 1.8, "tween": 0.7,
"root": [168, 137],
"spine": [170, 170], "neck": 170, "gaze": 210,
"arm_r": [-90, 180], "arm_l": [-90, 180],
"leg_r": [-10, -10], "leg_l": [-10, -10]
}
]
}
@@ -0,0 +1,22 @@
{
"name": "Reverse Crunch",
"primary": 2,
"working": ["spine"],
"hide": ["arm_r"],
"frames": [
{
"hold": 0.5, "tween": 0.7,
"root": [172, 148],
"spine": [180, 180], "neck": 168, "gaze": 90,
"arm_l": [-2, -2],
"leg_r": [100, -20], "leg_l": [100, -20]
},
{
"hold": 0.8, "tween": 0.9,
"root": [166, 136],
"spine": [195, 175], "neck": 182, "gaze": 90,
"arm_l": [-2, -2],
"leg_r": [115, -10], "leg_l": [115, -10]
}
]
}
@@ -0,0 +1,23 @@
{
"name": "Side Plank",
"primary": 2,
"working": ["spine"],
"frames": [
{
"hold": 0.4, "tween": 0.8,
"root": [174, 150],
"spine": [162, 162], "neck": 162, "gaze": 175,
"arm_r": [-90, 180], "arm_l": [-20, -15],
"leg_r": [-1, -1], "leg_l": [-1, -1],
"pins": {"hand_r": [60, 152]}
},
{
"hold": 1.8, "tween": 0.8,
"root": [174, 137],
"spine": [170, 170], "neck": 170, "gaze": 180,
"arm_r": [-90, 180], "arm_l": [80, 80],
"leg_r": [-10, -10], "leg_l": [-10, -10],
"pins": {"hand_r": [60, 152]}
}
]
}
@@ -0,0 +1,24 @@
{
"neutral": {
"headR": 10,
"neck": 20,
"spine1": 43,
"spine2": 42,
"upperArm": 30,
"foreArm": 30,
"thigh": 46,
"shin": 40,
"leftOffset": [6, 2]
},
"female": {
"headR": 9,
"neck": 19,
"spine1": 40,
"spine2": 39,
"upperArm": 27,
"foreArm": 27,
"thigh": 47,
"shin": 41,
"leftOffset": [6, 2]
}
}
@@ -20,6 +20,7 @@ struct ScreenshotRootView: View {
content
.environment(services)
.environment(services.syncEngine)
.environment(services.liveRunState)
.modelContainer(services.container)
}
@@ -33,6 +33,7 @@ struct ExerciseAddEditView: View {
@State private var sets: Int
@State private var weightReminderWeeks: Int
@State private var weightLastUpdated: Date?
@State private var category: ExerciseCategory
@AppStorage("weightUnit") private var weightUnit: WeightUnit = .lb
init(exercise: Exercise, split: Split) {
@@ -51,6 +52,7 @@ struct ExerciseAddEditView: View {
_sets = State(initialValue: exercise.sets)
_weightReminderWeeks = State(initialValue: exercise.weightReminderTimeIntervalWeeks)
_weightLastUpdated = State(initialValue: exercise.weightLastUpdated)
_category = State(initialValue: exercise.categoryEnum)
}
var body: some View {
@@ -98,6 +100,19 @@ struct ExerciseAddEditView: View {
}
}
Section(
header: Text("Category"),
footer: Text("The split screen groups its exercises by category, with the warm-up listed first.")
) {
Picker("", selection: $category) {
ForEach(ExerciseCategory.displayOrder, id: \.self) { cat in
Text(cat.displayName)
.tag(cat)
}
}
.pickerStyle(.segmented)
}
Section(
header: Text("Load Type"),
footer: Text("For bodyweight exercises choose None. For resistance or weight training select Weight. For exercises that are time oriented (like plank or meditation) select Time.")
@@ -204,6 +219,7 @@ struct ExerciseAddEditView: View {
doc.exercises[idx].durationSeconds = durationSecs
doc.exercises[idx].weightLastUpdated = updatedWeightDate
doc.exercises[idx].weightReminderWeeks = weightReminderWeeks
doc.exercises[idx].category = category.rawValue
}
doc.updatedAt = Date()
Task { await sync.save(split: doc) }
@@ -22,8 +22,9 @@ import UIKit
/// reaches a **Finish** page offering **One More** (append a bonus set) and **Done**
/// (which also auto-fires after a configurable countdown, completing the exercise).
///
/// The paged flow occupies the **top half** of the screen; the bottom half is reserved
/// blank for a later iteration. A row of phase dots tracks progress: purple for work,
/// The paged flow occupies the **top half** of the screen; the bottom half shows the
/// animated form-guide figure when the exercise has a bundled motion
/// (`ExerciseFigureSlot`). A row of phase dots tracks progress: purple for work,
/// teal for rest, with the current phase drawn as a wider dash.
struct ExerciseProgressView: View {
@Environment(\.dismiss) private var dismiss
@@ -85,6 +86,11 @@ struct ExerciseProgressView: View {
/// the transient TabView snap-to-0, so it isn't reset on open.
@State private var startsResumed: Bool
/// True when the exercise was already completed when this screen opened it shows a
/// static Completed page instead of dropping back into the timer flow. Fixed at init
/// so completing the exercise from inside the flow doesn't swap the page mid-dismiss.
@State private var startsCompleted: Bool
init(doc: Binding<WorkoutDocument>, logID: String, onChange: @escaping () -> Void, onLive: @escaping (LiveProgress) -> Void = { _ in }, onLiveEnded: @escaping () -> Void = {}, incomingFrame: LiveProgress? = nil) {
self._doc = doc
self.logID = logID
@@ -102,6 +108,7 @@ struct ExerciseProgressView: View {
// the TabView's snap-to-0 on first layout.
let notStarted = (log?.status ?? WorkoutStatus.notStarted.rawValue) == WorkoutStatus.notStarted.rawValue
_startsResumed = State(initialValue: !notStarted)
_startsCompleted = State(initialValue: log?.status == WorkoutStatus.completed.rawValue)
let base = 1
// Resume on the first unfinished set's work page (clamped to the last set).
@@ -181,6 +188,16 @@ struct ExerciseProgressView: View {
}
var body: some View {
if startsCompleted {
CompletedPhaseView()
.navigationTitle(log?.exerciseName ?? "")
.navigationBarTitleDisplayMode(.inline)
} else {
flowBody
}
}
private var flowBody: some View {
VStack(spacing: 0) {
// Paged flow top half.
TabView(selection: $currentPage) {
@@ -198,9 +215,9 @@ struct ExerciseProgressView: View {
}
}
// Reserved space for a later iteration (set log, history, chart, ).
Color.clear
.frame(maxWidth: .infinity, maxHeight: .infinity)
// Bottom half: the looping form-guide figure when a bundled motion
// matches this exercise; empty space otherwise.
ExerciseFigureSlot(exerciseName: log?.exerciseName ?? "")
}
.navigationTitle(log?.exerciseName ?? "")
.navigationBarTitleDisplayMode(.inline)
@@ -677,6 +694,22 @@ private extension View {
}
}
// MARK: - Completed Phase
/// Shown instead of the run flow when the exercise was already completed on open.
private struct CompletedPhaseView: View {
var body: some View {
VStack(spacing: 14) {
Image(systemName: "checkmark.circle.fill")
.font(.system(size: 96))
.foregroundStyle(.green)
Text("Completed")
.font(.system(.title, design: .rounded, weight: .heavy))
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
// MARK: - Ready Phase
private struct ReadyPhaseView: View {
@@ -387,7 +387,7 @@ struct SplitExercisePickerSheet: View {
VStack(alignment: .leading) {
Text(exercise.name)
.foregroundColor(.primary)
Text("\(exercise.sets) × \(exercise.reps) × \(weightUnit.format(exercise.weight))")
Text(exercise.planSummary(weightUnit: weightUnit))
.font(.caption)
.foregroundColor(.secondary)
}