Rework the Apple Watch progress flow
Watch root lists every in-progress workout; picking an exercise runs a paged Ready -> work/rest -> Finish flow (One More + auto-firing Done), with a phase-dot row and brand-tinted count-up/down timers. Includes the configurable rest and auto-finish settings synced over WatchConnectivity and the wrist-down timer fix.
This commit is contained in:
@@ -8,16 +8,22 @@
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import SwiftUI
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import WatchKit
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/// Runs a single exercise as a horizontally-paged HIIT cycle:
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/// Runs a single exercise as a horizontally-paged flow:
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///
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/// Work₁ → Rest₁ → Work₂ → Rest₂ → … → Rest₍ₙ₋₁₎ → Workₙ
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/// [Ready] → Work₁ → Rest₁ → Work₂ → … → Workₙ → Finish
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///
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/// The **work** phase counts *up* (a stopwatch for the current set); the user swipes
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/// left when they're done. The **rest** phase counts *down* from the configurable rest
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/// time, beeps once per second in the final three seconds, and then auto-advances to
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/// the next work phase. The final work phase has no rest after it — instead it offers
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/// **One More** (append a bonus set and keep going) and **Done** (mark the exercise
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/// complete and return to the list).
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/// A **Ready?** page leads in *only* when the exercise hasn't been started yet (a
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/// resumed exercise jumps straight to its first unfinished set). The **work** phase
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/// counts *up* (a stopwatch for the current set, tinted with the brand purple); the
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/// user swipes left when they're done. The **rest** phase counts *down* from the
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/// configurable rest time (light teal), beeps once per second in the final three
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/// seconds, then auto-advances to the next work phase. Every work phase — including
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/// the last — looks the same; sliding past the final set reaches a **Finish** page
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/// offering **One More** (append a bonus set and keep going) and **Done** (which also
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/// auto-fires after a configurable countdown, completing the exercise).
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///
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/// A row of phase dots tracks progress: purple for work, teal for rest, with the
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/// current phase drawn as a wider dash.
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struct ExerciseProgressView: View {
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@Environment(\.dismiss) private var dismiss
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@@ -35,8 +41,13 @@ struct ExerciseProgressView: View {
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@State private var showingCancelConfirm = false
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@State private var didRestorePage = false
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/// Forces the starting page (used only by the DEBUG screenshot host to land on a
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/// rest page). Always nil in normal use.
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/// True when this run opens on the lead-in **Ready?** page (the exercise hadn't
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/// been started). A resumed exercise — or the screenshot host — skips it. Constant
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/// for the lifetime of the view, so all the page-index math below is stable.
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private let showsReady: Bool
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/// Forces the starting page (used only by the DEBUG screenshot host). When set it
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/// also suppresses the Ready page so the index is a plain work/rest cycle offset.
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private let debugInitialPage: Int?
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init(doc: Binding<WorkoutDocument>, logID: String, onChange: @escaping () -> Void, debugInitialPage: Int? = nil) {
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@@ -48,23 +59,45 @@ struct ExerciseProgressView: View {
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let log = doc.wrappedValue.logs.first { $0.id == logID }
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let sets = max(1, log?.sets ?? 1)
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_setCount = State(initialValue: sets)
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let notStarted = (log?.status ?? WorkoutStatus.notStarted.rawValue) == WorkoutStatus.notStarted.rawValue
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let ready = debugInitialPage == nil && notStarted
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self.showsReady = ready
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let base = ready ? 1 : 0
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// Resume on the first unfinished set's work page (clamped to the last set).
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let completed = min(max(0, log?.currentStateIndex ?? 0), sets - 1)
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_currentPage = State(initialValue: debugInitialPage ?? (completed * 2))
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let resume = ready ? 0 : base + completed * 2
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_currentPage = State(initialValue: debugInitialPage ?? resume)
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}
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private var log: WorkoutLogDocument? {
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doc.logs.first { $0.id == logID }
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}
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/// Work₁, Rest₁, …, Workₙ ⇒ N sets + (N−1) rests = 2N − 1 pages.
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private var totalPages: Int { setCount * 2 - 1 }
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/// Offset of the work/rest cycle: `1` when a Ready page leads, else `0`.
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private var base: Int { showsReady ? 1 : 0 }
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/// The first unfinished set's work page (clamped to the last set). Resuming an
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/// exercise opens here, skipping any completed work/rest pairs.
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/// Work/rest pages: Work₁, Rest₁, …, Workₙ ⇒ N sets + (N−1) rests = 2N − 1.
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private var cycleCount: Int { setCount * 2 - 1 }
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/// Ready (`base`) + cycle (`2N − 1`) + Finish (`1`).
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private var totalPages: Int { base + cycleCount + 1 }
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/// The single Finish page sits just past the last work page.
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private var finishIndex: Int { base + cycleCount }
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/// The first unfinished set's work page (only used when resuming, so `base == 0`).
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private var resumePage: Int {
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let completed = min(max(0, log?.currentStateIndex ?? 0), setCount - 1)
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return completed * 2
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return base + completed * 2
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}
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/// Position within the work/rest cycle for the current page — `nil` on the Ready
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/// and Finish pages (which show no dots).
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private var currentCycleIndex: Int? {
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let c = currentPage - base
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return (0..<cycleCount).contains(c) ? c : nil
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}
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private var detail: String {
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@@ -75,6 +108,12 @@ struct ExerciseProgressView: View {
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return "\(log.reps) reps"
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}
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/// One-line plan summary for the Ready page, e.g. "4 sets × 8 reps".
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private var readySummary: String {
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let setsText = "\(setCount) set\(setCount == 1 ? "" : "s")"
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return detail.isEmpty ? setsText : "\(setsText) × \(detail)"
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}
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var body: some View {
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TabView(selection: $currentPage) {
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ForEach(0..<totalPages, id: \.self) { index in
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@@ -82,7 +121,13 @@ struct ExerciseProgressView: View {
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.tag(index)
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}
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}
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.tabViewStyle(.page)
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.tabViewStyle(.page(indexDisplayMode: .never))
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.overlay(alignment: .bottom) {
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if let cycleIndex = currentCycleIndex {
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PhaseProgressDots(count: cycleCount, currentIndex: cycleIndex)
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.padding(.bottom, 2)
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}
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}
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.toolbar {
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ToolbarItem(placement: .cancellationAction) {
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Button {
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@@ -101,11 +146,11 @@ struct ExerciseProgressView: View {
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}
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.onAppear {
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// Jump to the first unfinished set. A paged TabView can settle on page 0 on
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// first layout, so re-assert once more after this run loop. (The screenshot
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// host pins an explicit page, so skip the resume jump there.)
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// first layout, so re-assert once more after this run loop. (The Ready page
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// and the screenshot host both pin an explicit page, so skip the jump there.)
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guard !didRestorePage else { return }
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didRestorePage = true
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if debugInitialPage == nil {
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if !showsReady && debugInitialPage == nil {
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jumpToResumePage()
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Task { @MainActor in jumpToResumePage() }
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}
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@@ -125,27 +170,42 @@ struct ExerciseProgressView: View {
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@ViewBuilder
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private func page(for index: Int) -> some View {
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let isActive = index == currentPage
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if index.isMultiple(of: 2) {
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// Work phase. The last page (set N) finishes the exercise.
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WorkPhaseView(
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setNumber: index / 2 + 1,
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totalSets: setCount,
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detail: detail,
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isLast: index == totalPages - 1,
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isActive: isActive,
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onOneMore: addSet,
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onDone: { completeExercise(); dismiss() }
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)
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if showsReady && index == 0 {
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ReadyPhaseView(summary: readySummary, onStart: start)
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} else {
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// Rest phase. Auto-advances to the next work page when the timer hits zero.
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RestPhaseView(isActive: isActive) {
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withAnimation { advance(from: index) }
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let cycleIndex = index - base
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if cycleIndex == cycleCount {
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// Finish page — confirm Done (auto-fires) or add One More.
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FinishPhaseView(
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isActive: isActive,
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onDone: { completeExercise(); dismiss() },
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onOneMore: addSet
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)
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} else if cycleIndex.isMultiple(of: 2) {
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// Work phase.
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WorkPhaseView(
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setNumber: cycleIndex / 2 + 1,
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totalSets: setCount,
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detail: detail,
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isActive: isActive
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)
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} else {
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// Rest phase. Auto-advances to the next work page when the timer hits zero.
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RestPhaseView(isActive: isActive) {
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withAnimation { advance(from: index) }
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}
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}
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}
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}
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// MARK: - Mutations
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/// Leave the Ready page for the first work phase, marking the exercise started.
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private func start() {
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beginExercise()
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withAnimation { currentPage = base }
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}
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/// Programmatically move one page right (used by the rest auto-advance), guarding
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/// against overrun if the user swiped away in the meantime.
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private func advance(from index: Int) {
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@@ -153,15 +213,30 @@ struct ExerciseProgressView: View {
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currentPage = index + 1
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}
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/// Append a bonus set: grow the plan, record the just-finished set as done, and
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/// slide into the rest period that now follows the previously-final work page.
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/// Flip a not-yet-started exercise to in-progress the moment the user taps Start.
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private func beginExercise() {
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guard let i = doc.logs.firstIndex(where: { $0.id == logID }) else { return }
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guard doc.logs[i].status == WorkoutStatus.notStarted.rawValue else { return }
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doc.logs[i].status = WorkoutStatus.inProgress.rawValue
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recomputeWorkoutStatus()
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doc.updatedAt = Date()
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onChange()
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}
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/// Append a bonus set from the Finish page: mark every prior set done, grow the
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/// plan, and slide forward into the bonus set's work phase.
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///
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/// Growing `setCount` and advancing `currentPage` in one animated transaction makes
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/// the new work phase slide in from the right. (We land on work, not a rest, because
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/// the Finish page's own auto-finish countdown already served as the between-set
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/// breather — and the rest page would otherwise sit at the very index the Finish
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/// page occupied, which a paged TabView can't animate to.)
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private func addSet() {
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let restPage = currentPage + 1 // the rest page that becomes valid after the bump
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setCount += 1
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let newCount = setCount + 1
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if let i = doc.logs.firstIndex(where: { $0.id == logID }) {
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doc.logs[i].sets = setCount
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doc.logs[i].currentStateIndex = setCount - 1 // the old final set is complete
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doc.logs[i].sets = newCount
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doc.logs[i].currentStateIndex = newCount - 1 // every prior set is now complete
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doc.logs[i].status = WorkoutStatus.inProgress.rawValue
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doc.logs[i].completed = false
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recomputeWorkoutStatus()
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@@ -169,29 +244,29 @@ struct ExerciseProgressView: View {
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onChange()
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}
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withAnimation { currentPage = restPage }
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withAnimation {
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setCount = newCount
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currentPage += 1
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}
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}
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/// Page index → completed-set count: Work₁(0)→0, Rest₁(1)→1, Work₂(2)→1, … —
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/// i.e. `(pageIndex + 1) / 2`. Reaching set N as *completed* only happens via Done.
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/// Map a page to completed-set count and record forward progress.
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///
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/// Progress is **monotonic**: completing a work phase advances the count (and
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/// forwards it to the phone), but swiping back — or a transient TabView snap to
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/// page 0 — never un-counts a finished set.
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/// Paging tops out at `setCount − 1` completed sets — the final set is marked done
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/// only by an explicit **Done** (`completeExercise`). Progress is **monotonic**:
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/// completing a work phase advances the count (and forwards it to the phone), but
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/// swiping back — or a transient TabView snap to page 0 — never un-counts a set.
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private func recordProgress(for pageIndex: Int) {
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let reached = min((pageIndex + 1) / 2, setCount)
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if showsReady && pageIndex == 0 { return } // Ready page records nothing
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let cycleIndex = pageIndex - base
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let reached = min(max(0, (cycleIndex + 1) / 2), setCount - 1)
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guard let i = doc.logs.firstIndex(where: { $0.id == logID }) else { return }
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guard reached > doc.logs[i].currentStateIndex else { return }
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doc.logs[i].currentStateIndex = reached
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if reached >= setCount {
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doc.logs[i].status = WorkoutStatus.completed.rawValue
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doc.logs[i].completed = true
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} else {
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doc.logs[i].status = WorkoutStatus.inProgress.rawValue
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doc.logs[i].completed = false
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}
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doc.logs[i].status = WorkoutStatus.inProgress.rawValue
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doc.logs[i].completed = false
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recomputeWorkoutStatus()
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doc.updatedAt = Date()
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@@ -238,16 +313,66 @@ struct ExerciseProgressView: View {
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}
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}
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// MARK: - Phase Progress Dots
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/// Compact progress row for the work/rest cycle: purple dots for work, teal for rest,
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/// with the active phase drawn as a wider dash. Dots are deliberately a touch thick so
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/// the count of remaining sets reads at a glance.
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private struct PhaseProgressDots: View {
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let count: Int
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let currentIndex: Int
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var body: some View {
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HStack(spacing: 4) {
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ForEach(0..<count, id: \.self) { i in
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let isWork = i.isMultiple(of: 2)
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let isCurrent = i == currentIndex
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Capsule()
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.fill(isWork ? Color.workTint : Color.restTint)
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.frame(width: isCurrent ? 12 : 6, height: 6)
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.opacity(isCurrent ? 1 : 0.45)
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}
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}
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}
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}
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// MARK: - Ready Phase
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private struct ReadyPhaseView: View {
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let summary: String
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let onStart: () -> Void
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var body: some View {
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VStack(spacing: 10) {
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Text("Ready?")
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.font(.system(size: 30, weight: .bold, design: .rounded))
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if !summary.isEmpty {
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Text(summary)
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.font(.subheadline)
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.foregroundStyle(.secondary)
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}
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Button(action: onStart) {
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Label("Start", systemImage: "play.fill")
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.frame(maxWidth: .infinity)
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}
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.buttonStyle(.borderedProminent)
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.tint(.workTint)
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.padding(.top, 4)
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}
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.padding(.horizontal)
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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}
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}
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// MARK: - Work Phase
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private struct WorkPhaseView: View {
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let setNumber: Int
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let totalSets: Int
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let detail: String
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let isLast: Bool
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let isActive: Bool
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let onOneMore: () -> Void
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let onDone: () -> Void
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/// Wall-clock anchor for the count-up stopwatch. Driving the display from a fixed
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/// start date (rendered by SwiftUI's timer text) instead of incrementing a counter
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@@ -257,38 +382,18 @@ private struct WorkPhaseView: View {
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var body: some View {
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VStack(spacing: 6) {
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Text("Set \(setNumber) of \(totalSets)")
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Text("\(setNumber) of \(totalSets)")
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.font(.headline)
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.foregroundStyle(.secondary)
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Text(startDate, style: .timer)
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.font(.system(size: 48, weight: .bold, design: .rounded))
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.monospacedDigit()
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.foregroundStyle(.green)
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.foregroundStyle(Color.workTint)
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Text(detail)
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.font(.subheadline)
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.foregroundStyle(.secondary)
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if isLast {
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VStack(spacing: 6) {
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Button(action: onOneMore) {
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Label("One More", systemImage: "plus")
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.frame(maxWidth: .infinity)
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}
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.tint(.blue)
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Button(action: onDone) {
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Label("Done", systemImage: "checkmark")
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.frame(maxWidth: .infinity)
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}
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.tint(.green)
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}
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.buttonStyle(.borderedProminent)
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.padding(.top, 4)
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} else {
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Label("Swipe to rest", systemImage: "chevron.right")
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.font(.caption2)
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if !detail.isEmpty {
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Text(detail)
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.font(.subheadline)
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.foregroundStyle(.secondary)
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}
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}
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@@ -335,11 +440,7 @@ private struct RestPhaseView: View {
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Text(timerInterval: startDate...endDate, countsDown: true)
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.font(.system(size: 54, weight: .bold, design: .rounded))
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.monospacedDigit()
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.foregroundStyle(.orange)
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Label("Swipe to skip", systemImage: "chevron.right")
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.font(.caption2)
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.foregroundStyle(.secondary)
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.foregroundStyle(Color.restTint)
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}
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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.onAppear { if isActive { start() } }
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@@ -374,3 +475,71 @@ private struct RestPhaseView: View {
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}
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}
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}
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// MARK: - Finish Phase
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/// Terminal page after the last set. **Done** completes the exercise and dismisses —
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/// and fires automatically after a configurable countdown so the user doesn't have to
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/// tap with sweaty hands. **One More** appends a bonus set instead.
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private struct FinishPhaseView: View {
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let isActive: Bool
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let onDone: () -> Void
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let onOneMore: () -> Void
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@AppStorage("doneCountdownSeconds") private var doneCountdownSeconds: Int = 5
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/// Wall-clock deadline for the auto-Done (same Always-On rationale as the rest
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/// timer). `remaining` is what the Done button shows.
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@State private var endDate = Date()
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@State private var remaining = 0
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/// Fires the auto-Done exactly once, and latches off while the page isn't active.
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@State private var didFire = false
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private let ticker = Timer.publish(every: 0.25, on: .main, in: .common).autoconnect()
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var body: some View {
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VStack(spacing: 8) {
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Text("Finished!")
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.font(.headline)
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.foregroundStyle(.secondary)
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Button(action: fire) {
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Label(remaining > 0 ? "Done · \(remaining)" : "Done", systemImage: "checkmark")
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.frame(maxWidth: .infinity)
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}
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||||
.buttonStyle(.borderedProminent)
|
||||
.tint(Color.workTint)
|
||||
|
||||
Button(action: onOneMore) {
|
||||
Label("One More", systemImage: "plus")
|
||||
.frame(maxWidth: .infinity)
|
||||
}
|
||||
.buttonStyle(.bordered)
|
||||
}
|
||||
.padding(.horizontal)
|
||||
.frame(maxWidth: .infinity, maxHeight: .infinity)
|
||||
.onAppear { if isActive { start() } }
|
||||
.onChange(of: isActive) { _, active in active ? start() : (didFire = true) }
|
||||
.onReceive(ticker) { _ in tick() }
|
||||
}
|
||||
|
||||
private func start() {
|
||||
let total = max(1, doneCountdownSeconds)
|
||||
endDate = Date().addingTimeInterval(Double(total))
|
||||
remaining = total
|
||||
didFire = false
|
||||
}
|
||||
|
||||
private func tick() {
|
||||
guard isActive, !didFire else { return }
|
||||
let r = Int(ceil(endDate.timeIntervalSinceNow))
|
||||
remaining = max(0, r)
|
||||
if r <= 0 { fire() }
|
||||
}
|
||||
|
||||
private func fire() {
|
||||
guard !didFire else { return }
|
||||
didFire = true
|
||||
WKInterfaceDevice.current().play(.success)
|
||||
onDone()
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user