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workouts/Workouts/Views/WorkoutLogs/ExerciseProgressView.swift
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rzen 3bba78eab5 Open a paged progress run when tapping an iPhone exercise
Tapping an exercise now opens ExerciseProgressView -- the watch's Ready -> work/rest -> Finish flow on iPhone, with rep sets counting up, timed sets and rests counting down and auto-advancing, a work-set dot row (dash on the active set, gap widening at the current rest), and capsule Start/Done/One More buttons. The detail/edit screen moves behind a trailing Edit swipe (leading swipe still completes). Swiping back to the Ready page resets the run.
2026-06-20 14:15:43 -04:00

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//
// ExerciseProgressView.swift
// Workouts
//
// Copyright 2025 Rouslan Zenetl. All Rights Reserved.
//
import SwiftUI
import UIKit
/// Runs a single exercise as a horizontally-paged flow the iPhone counterpart to the
/// watch's `ExerciseProgressView`:
///
/// [Ready] Work Rest Work Work Finish
///
/// A **Ready?** page leads in *only* when the exercise hasn't been started yet (a
/// resumed exercise jumps straight to its first unfinished set). The **work** phase
/// counts *up* (a stopwatch for the current set, tinted with the brand purple); the
/// user swipes left when they're done. The **rest** phase counts *down* from the
/// configurable rest time (light teal), buzzes once per second in the final three
/// seconds, then auto-advances to the next work phase. Sliding past the final set
/// 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,
/// teal for rest, with the current phase drawn as a wider dash.
struct ExerciseProgressView: View {
@Environment(\.dismiss) private var dismiss
/// The shared working workout document owned by the parent list. We mutate the
/// matching log in place and ask the parent to persist each change driving the UI
/// from this doc (not the cache) avoids losing rapid edits to the read-after-write
/// race the cache update lags behind.
@Binding var doc: WorkoutDocument
let logID: String
let onChange: () -> Void
/// Rest length between sets, shared with the watch via the same defaults key.
@AppStorage("restSeconds") private var restSeconds: Int = 45
/// Planned set count for this run. `One More` bumps it (and the log's `sets`).
@State private var setCount: Int
@State private var currentPage: Int
@State private var didRestorePage = false
/// True when this run opens on the lead-in **Ready?** page (the exercise hadn't
/// been started yet). Held in `@State` so it stays fixed for the life of the screen:
/// the parent list rebuilds (re-inits) this view whenever the workout file changes,
/// and once Start marks the exercise in-progress a recomputed `let` would flip to
/// `false` mid-run dropping `base` from 1 to 0 and remapping the current page onto
/// the wrong phase. Frozen here, all the page-index math below stays stable.
@State private var showsReady: Bool
init(doc: Binding<WorkoutDocument>, logID: String, onChange: @escaping () -> Void) {
self._doc = doc
self.logID = logID
self.onChange = onChange
let log = doc.wrappedValue.logs.first { $0.id == logID }
let sets = max(1, log?.sets ?? 1)
_setCount = State(initialValue: sets)
let notStarted = (log?.status ?? WorkoutStatus.notStarted.rawValue) == WorkoutStatus.notStarted.rawValue
_showsReady = State(initialValue: notStarted)
let base = notStarted ? 1 : 0
// Resume on the first unfinished set's work page (clamped to the last set).
let completed = min(max(0, log?.currentStateIndex ?? 0), sets - 1)
let resume = notStarted ? 0 : base + completed * 2
_currentPage = State(initialValue: resume)
}
private var log: WorkoutLogDocument? {
doc.logs.first { $0.id == logID }
}
/// Offset of the work/rest cycle: `1` when a Ready page leads, else `0`.
private var base: Int { showsReady ? 1 : 0 }
/// Work/rest pages: Work, Rest, , Work N sets + (N1) rests = 2N 1.
private var cycleCount: Int { setCount * 2 - 1 }
/// Ready (`base`) + cycle (`2N 1`) + Finish (`1`).
private var totalPages: Int { base + cycleCount + 1 }
/// The first unfinished set's work page (only used when resuming, so `base == 0`).
private var resumePage: Int {
let completed = min(max(0, log?.currentStateIndex ?? 0), setCount - 1)
return base + completed * 2
}
/// Position within the work/rest cycle for the current page `nil` on the Ready
/// and Finish pages (which show no dots).
private var currentCycleIndex: Int? {
let c = currentPage - base
return (0..<cycleCount).contains(c) ? c : nil
}
/// Work-only progress model for the dot row: one marker per set, a dash on the set
/// being worked, and a doubled gap straddling the rest you're currently in.
private var workDots: WorkPhaseDots.Model? {
guard let c = currentCycleIndex else { return nil }
if c.isMultiple(of: 2) {
let set = c / 2
return .init(setCount: setCount, activeSet: set, restAfterSet: nil, completed: set)
} else {
let set = (c - 1) / 2
return .init(setCount: setCount, activeSet: nil, restAfterSet: set, completed: set + 1)
}
}
private var detail: String {
guard let log else { return "" }
if LoadType(rawValue: log.loadType) == .duration {
return Self.durationLabel(log.durationSeconds)
}
return "\(log.reps) reps"
}
/// Timed exercise: the work phase counts *down* from its duration (and auto-advances),
/// rather than counting *up* until the user swipes on.
private var isDuration: Bool {
guard let log else { return false }
return LoadType(rawValue: log.loadType) == .duration
}
/// Per-set work duration for a timed exercise.
private var workDurationSeconds: Int {
max(1, log?.durationSeconds ?? 1)
}
/// One-line plan summary for the Ready page, e.g. "4 sets × 8 reps".
private var readySummary: String {
let setsText = "\(setCount) set\(setCount == 1 ? "" : "s")"
return detail.isEmpty ? setsText : "\(setsText) × \(detail)"
}
var body: some View {
VStack(spacing: 0) {
// Paged flow top half.
TabView(selection: $currentPage) {
ForEach(0..<totalPages, id: \.self) { index in
page(for: index)
.tag(index)
}
}
.tabViewStyle(.page(indexDisplayMode: .never))
.frame(maxWidth: .infinity, maxHeight: .infinity)
.overlay(alignment: .bottom) {
if let dots = workDots {
WorkPhaseDots(model: dots)
.padding(.bottom, 8)
}
}
// Reserved space for a later iteration (set log, history, chart, ).
Color.clear
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
.navigationTitle(log?.exerciseName ?? "")
.navigationBarTitleDisplayMode(.inline)
.onChange(of: currentPage) { _, newPage in
// Swiping all the way back to the Ready page wipes the run; any other page
// records forward progress.
if showsReady && newPage == 0 {
resetExercise()
} else {
recordProgress(for: newPage)
}
}
.onAppear {
// Keep the screen lit while logging a mid-workout sleep is annoying.
UIApplication.shared.isIdleTimerDisabled = true
// Jump to the first unfinished set. A paged TabView can settle on page 0 on
// first layout, so re-assert once more after this run loop. (The Ready page
// pins page 0 itself, so skip the jump there.)
guard !didRestorePage else { return }
didRestorePage = true
if !showsReady {
jumpToResumePage()
Task { @MainActor in jumpToResumePage() }
}
}
.onDisappear {
UIApplication.shared.isIdleTimerDisabled = false
}
}
/// Move to the resume page without animation, only if we're not already there
/// (so a re-assert after a TabView snap-to-0 is a no-op in the common case).
private func jumpToResumePage() {
let target = resumePage
guard currentPage != target else { return }
var transaction = Transaction()
transaction.disablesAnimations = true
withTransaction(transaction) { currentPage = target }
}
@ViewBuilder
private func page(for index: Int) -> some View {
let isActive = index == currentPage
if showsReady && index == 0 {
ReadyPhaseView(summary: readySummary, onStart: start)
} else {
let cycleIndex = index - base
if cycleIndex == cycleCount {
// Finish page confirm Done (auto-fires) or add One More.
FinishPhaseView(
isActive: isActive,
onDone: { completeExercise(); dismiss() },
onOneMore: addSet
)
} else if cycleIndex.isMultiple(of: 2) {
let setNumber = cycleIndex / 2 + 1
if isDuration {
// Timed work set count down from the planned duration, then
// auto-advance (and buzz) the same way a rest does.
CountdownPhaseView(
header: "\(setNumber) of \(setCount)",
tint: .workTimer,
seconds: workDurationSeconds,
isActive: isActive
) {
withAnimation { advance(from: index) }
}
} else {
// Rep-based work set count up; the user swipes left when done.
WorkPhaseView(
setNumber: setNumber,
totalSets: setCount,
detail: detail,
isActive: isActive
)
}
} else {
// Rest phase. Auto-advances to the next work page when the timer hits zero.
CountdownPhaseView(
header: "Rest",
tint: .restTimer,
seconds: restSeconds,
isActive: isActive
) {
withAnimation { advance(from: index) }
}
}
}
}
// MARK: - Mutations
/// Leave the Ready page for the first work phase, marking the exercise started.
private func start() {
beginExercise()
withAnimation { currentPage = base }
}
/// Programmatically move one page right (used by the rest auto-advance), guarding
/// against overrun if the user swiped away in the meantime.
private func advance(from index: Int) {
guard currentPage == index, index + 1 < totalPages else { return }
currentPage = index + 1
}
/// Flip a not-yet-started exercise to in-progress the moment the user taps Start.
private func beginExercise() {
guard let i = doc.logs.firstIndex(where: { $0.id == logID }) else { return }
guard doc.logs[i].status == WorkoutStatus.notStarted.rawValue else { return }
doc.logs[i].status = WorkoutStatus.inProgress.rawValue
recomputeWorkoutStatus()
doc.updatedAt = Date()
onChange()
}
/// Append a bonus set from the Finish page: mark every prior set done, grow the
/// plan, and slide forward into the bonus set's work phase.
private func addSet() {
let newCount = setCount + 1
if let i = doc.logs.firstIndex(where: { $0.id == logID }) {
doc.logs[i].sets = newCount
doc.logs[i].currentStateIndex = newCount - 1 // every prior set is now complete
doc.logs[i].status = WorkoutStatus.inProgress.rawValue
doc.logs[i].completed = false
recomputeWorkoutStatus()
doc.updatedAt = Date()
onChange()
}
withAnimation {
setCount = newCount
currentPage += 1
}
}
/// Map a page to completed-set count and record forward progress.
///
/// Paging tops out at `setCount 1` completed sets the final set is marked done
/// only by an explicit **Done** (`completeExercise`). Progress is **monotonic**:
/// completing a work phase advances the count, but swiping back or a transient
/// TabView snap to page 0 never un-counts a set.
private func recordProgress(for pageIndex: Int) {
if showsReady && pageIndex == 0 { return } // Ready page records nothing
let cycleIndex = pageIndex - base
let reached = min(max(0, (cycleIndex + 1) / 2), setCount - 1)
guard let i = doc.logs.firstIndex(where: { $0.id == logID }) else { return }
guard reached > doc.logs[i].currentStateIndex else { return }
doc.logs[i].currentStateIndex = reached
doc.logs[i].status = WorkoutStatus.inProgress.rawValue
doc.logs[i].completed = false
recomputeWorkoutStatus()
doc.updatedAt = Date()
onChange()
}
/// Swiping back to the **Ready?** page starts the exercise over from scratch.
private func resetExercise() {
guard let i = doc.logs.firstIndex(where: { $0.id == logID }) else { return }
let log = doc.logs[i]
// Skip the write if it's already pristine (e.g. landing on Ready before any set).
guard log.currentStateIndex != 0
|| log.status != WorkoutStatus.notStarted.rawValue
|| log.completed else { return }
doc.logs[i].currentStateIndex = 0
doc.logs[i].status = WorkoutStatus.notStarted.rawValue
doc.logs[i].completed = false
recomputeWorkoutStatus()
doc.updatedAt = Date()
onChange()
}
private func completeExercise() {
guard let i = doc.logs.firstIndex(where: { $0.id == logID }) else { return }
doc.logs[i].currentStateIndex = setCount
doc.logs[i].status = WorkoutStatus.completed.rawValue
doc.logs[i].completed = true
recomputeWorkoutStatus()
doc.updatedAt = Date()
onChange()
}
private func recomputeWorkoutStatus() {
let statuses = doc.logs.map { WorkoutStatus(rawValue: $0.status) ?? .notStarted }
let allCompleted = !statuses.isEmpty && statuses.allSatisfy { $0 == .completed }
let anyInProgress = statuses.contains { $0 == .inProgress }
let allNotStarted = statuses.allSatisfy { $0 == .notStarted }
if allCompleted {
doc.status = WorkoutStatus.completed.rawValue
doc.end = Date()
} else if anyInProgress || !allNotStarted {
doc.status = WorkoutStatus.inProgress.rawValue
doc.end = nil
} else {
doc.status = WorkoutStatus.notStarted.rawValue
doc.end = nil
}
}
// MARK: - Formatting
static func durationLabel(_ seconds: Int) -> String {
let mins = seconds / 60
let secs = seconds % 60
if mins > 0 && secs > 0 { return "\(mins)m \(secs)s" }
if mins > 0 { return "\(mins) min" }
return "\(secs) sec"
}
}
// MARK: - Haptics
/// Maps the watch flow's haptic vocabulary onto UIKit feedback generators so the iPhone
/// flow buzzes at the same beats (set start, countdown ping, rest end, done).
private enum WorkoutHaptic {
case start, tick, stop, success
@MainActor
func play() {
switch self {
case .start:
UIImpactFeedbackGenerator(style: .medium).impactOccurred()
case .tick:
UIImpactFeedbackGenerator(style: .light).impactOccurred()
case .stop:
UIImpactFeedbackGenerator(style: .rigid).impactOccurred()
case .success:
UINotificationFeedbackGenerator().notificationOccurred(.success)
}
}
}
// MARK: - Phase Colors
private extension Color {
/// Count-up work tint brand purple, brightened in dark mode for contrast on
/// black and deepened in light mode for contrast on white.
static let workTimer = Color(UIColor { traits in
traits.userInterfaceStyle == .dark
? UIColor(red: 0.66, green: 0.45, blue: 0.96, alpha: 1)
: UIColor(red: 0.45, green: 0.18, blue: 0.78, alpha: 1)
})
/// Count-down rest tint a light gray that deepens in light mode so it stays
/// legible on a white background.
static let restTimer = Color(UIColor { traits in
traits.userInterfaceStyle == .dark
? UIColor(white: 0.74, alpha: 1)
: UIColor(white: 0.52, alpha: 1)
})
}
// MARK: - Phase Timer Layout
/// Shared skeleton for the work and rest pages so their timers use an identical font
/// and land at exactly the same spot: a header line, the big timer, then a footer line.
/// The footer reserves its height even when empty, keeping the timer centered the same
/// way on both pages.
private struct PhaseTimerLayout<Content: View>: View {
let header: String
let footer: String
let tint: Color
@ViewBuilder var timer: Content
var body: some View {
VStack(spacing: 10) {
Text(header)
.font(.title3)
.foregroundStyle(.secondary)
timer
.font(.system(size: 108, weight: .bold, design: .rounded))
.monospacedDigit()
.foregroundStyle(tint)
.lineLimit(1)
.minimumScaleFactor(0.5)
Text(footer.isEmpty ? " " : footer)
.font(.title3)
.foregroundStyle(.secondary)
}
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
// MARK: - Work Phase Dots
/// Progress row with one marker per work set. The set being worked is drawn as a wider
/// dash; during a rest every marker is a plain dot and the gap straddling that rest
/// grows to about double, hinting at the pause between the set that just ended and the
/// next one. Completed sets are full strength, upcoming ones dimmed.
private struct WorkPhaseDots: View {
struct Model: Equatable {
let setCount: Int
/// The set currently being worked drawn as a dash. `nil` during a rest.
let activeSet: Int?
/// The set just completed; the gap *after* its dot doubles. `nil` during work.
let restAfterSet: Int?
/// How many sets are fully done (for dimming the upcoming ones).
let completed: Int
}
let model: Model
// Geometry tune freely.
private let dotWidth: CGFloat = 8
private let dashWidth: CGFloat = 20
private let markerHeight: CGFloat = 8
private let gap: CGFloat = 8
private var restGap: CGFloat { gap * 2 }
var body: some View {
HStack(spacing: 0) {
ForEach(0..<model.setCount, id: \.self) { i in
marker(for: i)
if i < model.setCount - 1 {
Color.clear.frame(width: gapWidth(after: i), height: markerHeight)
}
}
}
.animation(.easeInOut(duration: 0.3), value: model)
}
private func marker(for i: Int) -> some View {
let isActive = model.activeSet == i
let isDone = i < model.completed
return Capsule()
.fill(Color.workTimer)
.frame(width: isActive ? dashWidth : dotWidth, height: markerHeight)
.opacity(isActive || isDone ? 1 : 0.45)
}
private func gapWidth(after i: Int) -> CGFloat {
model.restAfterSet == i ? restGap : gap
}
}
// MARK: - Phase Button Styling
private extension View {
/// Chunky, rounded, heavy treatment shared by the Start / Done / One More buttons:
/// a plump label (echoing the counter digits) over a taller full-width body.
func phaseButtonLabel() -> some View {
self
.font(.system(.title2, design: .rounded, weight: .heavy))
.frame(maxWidth: .infinity)
.padding(.vertical, 14)
}
}
// MARK: - Ready Phase
private struct ReadyPhaseView: View {
let summary: String
let onStart: () -> Void
var body: some View {
VStack(spacing: 14) {
Text("Ready?")
.font(.system(size: 44, weight: .bold, design: .rounded))
if !summary.isEmpty {
Text(summary)
.font(.title3)
.foregroundStyle(.secondary)
}
Button(action: onStart) {
Text("Start")
.phaseButtonLabel()
}
.buttonStyle(.borderedProminent)
.tint(.workTimer)
.buttonBorderShape(.capsule)
.padding(.top, 8)
.padding(.horizontal, 40)
}
.padding(.horizontal)
.frame(maxWidth: .infinity, maxHeight: .infinity)
}
}
// MARK: - Work Phase
private struct WorkPhaseView: View {
let setNumber: Int
let totalSets: Int
let detail: String
let isActive: Bool
/// Wall-clock anchor for the count-up stopwatch. Driving the display from a fixed
/// start date (rendered by SwiftUI's timer text) instead of incrementing a counter
/// keeps it advancing without a run-loop timer.
@State private var startDate = Date()
var body: some View {
PhaseTimerLayout(header: "\(setNumber) of \(totalSets)", footer: detail, tint: .workTimer) {
Text(startDate, style: .timer)
}
.onAppear { if isActive { restart() } }
.onChange(of: isActive) { _, active in if active { restart() } }
}
private func restart() {
startDate = Date()
WorkoutHaptic.start.play()
}
}
// MARK: - Countdown Phase
/// A count-down phase used for both rests and timed work sets: counts down from
/// `seconds`, pings once per second in the final three, then buzzes and auto-advances at
/// zero. The header/tint distinguish the two uses (purple "N of M" work vs. gray "Rest").
private struct CountdownPhaseView: View {
let header: String
var footer: String = ""
let tint: Color
let seconds: Int
let isActive: Bool
/// Invoked once the countdown reaches zero (auto-advance to the next page).
let onFinished: () -> Void
/// Wall-clock window for the countdown. SwiftUI renders the remaining time from this
/// range, and the haptics + auto-advance below are derived from `endDate` rather than
/// a decremented counter so they stay correct even if a tick is delayed.
@State private var startDate = Date()
@State private var endDate = Date()
/// Lowest remaining-second we've already pinged, so a burst of catch-up ticks doesn't
/// double-buzz.
@State private var lastPingSecond = Int.max
/// Guards the auto-advance so it fires exactly once even if ticks pile up.
@State private var didFinish = false
private let ticker = Timer.publish(every: 1.0, on: .main, in: .common).autoconnect()
var body: some View {
PhaseTimerLayout(header: header, footer: footer, tint: tint) {
Text(timerInterval: startDate...endDate, countsDown: true)
}
.onAppear { if isActive { start() } }
.onChange(of: isActive) { _, active in if active { start() } }
.onReceive(ticker) { _ in tick() }
}
private func start() {
startDate = Date()
endDate = startDate.addingTimeInterval(Double(max(1, seconds)))
lastPingSecond = Int.max
didFinish = false
WorkoutHaptic.start.play()
}
private func tick() {
guard isActive, !didFinish else { return }
// Round up so the final whole second still pings before we reach zero.
let remaining = Int(ceil(endDate.timeIntervalSinceNow))
if remaining <= 0 {
didFinish = true
WorkoutHaptic.stop.play()
onFinished()
} else if remaining <= 3 && remaining < lastPingSecond {
// Once-per-second countdown ping for the final three seconds.
lastPingSecond = remaining
WorkoutHaptic.tick.play()
}
}
}
// MARK: - Finish Phase
/// Terminal page after the last set. **Done** completes the exercise and fires
/// automatically after a configurable countdown so the user doesn't have to tap with
/// sweaty hands. **One More** appends a bonus set instead.
private struct FinishPhaseView: View {
let isActive: Bool
let onDone: () -> Void
let onOneMore: () -> Void
@AppStorage("doneCountdownSeconds") private var doneCountdownSeconds: Int = 5
/// Wall-clock deadline for the auto-Done. `remaining` is what the Done button shows.
@State private var endDate = Date()
@State private var remaining = 0
/// Fires the auto-Done exactly once, and latches off while the page isn't active.
@State private var didFire = false
private let ticker = Timer.publish(every: 0.25, on: .main, in: .common).autoconnect()
var body: some View {
VStack(spacing: 14) {
Button(action: fire) {
Label(remaining > 0 ? "Done · \(remaining)" : "Done", systemImage: "checkmark")
.phaseButtonLabel()
}
.buttonStyle(.borderedProminent)
.tint(Color.workTimer)
.buttonBorderShape(.capsule)
Button(action: onOneMore) {
Label("One More", systemImage: "plus")
.phaseButtonLabel()
}
.buttonStyle(.bordered)
.buttonBorderShape(.capsule)
}
.padding(.horizontal, 40)
.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
WorkoutHaptic.success.play()
onDone()
}
}