3bba78eab5
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.
698 lines
26 KiB
Swift
698 lines
26 KiB
Swift
//
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// ExerciseProgressView.swift
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// Workouts
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//
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// Copyright 2025 Rouslan Zenetl. All Rights Reserved.
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//
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import SwiftUI
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import UIKit
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/// Runs a single exercise as a horizontally-paged flow — the iPhone counterpart to the
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/// watch's `ExerciseProgressView`:
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///
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/// [Ready] → Work₁ → Rest₁ → Work₂ → … → Workₙ → Finish
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///
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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), buzzes once per second in the final three
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/// seconds, then auto-advances to the next work phase. Sliding past the final set
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/// reaches a **Finish** page offering **One More** (append a bonus set) and **Done**
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/// (which also auto-fires after a configurable countdown, completing the exercise).
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///
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/// The paged flow occupies the **top half** of the screen; the bottom half is reserved
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/// blank for a later iteration. A row of phase dots tracks progress: purple for work,
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/// teal for rest, with the 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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/// The shared working workout document owned by the parent list. We mutate the
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/// matching log in place and ask the parent to persist each change — driving the UI
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/// from this doc (not the cache) avoids losing rapid edits to the read-after-write
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/// race the cache update lags behind.
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@Binding var doc: WorkoutDocument
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let logID: String
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let onChange: () -> Void
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/// Rest length between sets, shared with the watch via the same defaults key.
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@AppStorage("restSeconds") private var restSeconds: Int = 45
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/// Planned set count for this run. `One More` bumps it (and the log's `sets`).
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@State private var setCount: Int
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@State private var currentPage: Int
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@State private var didRestorePage = false
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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 yet). Held in `@State` so it stays fixed for the life of the screen:
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/// the parent list rebuilds (re-inits) this view whenever the workout file changes,
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/// and once Start marks the exercise in-progress a recomputed `let` would flip to
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/// `false` mid-run — dropping `base` from 1 to 0 and remapping the current page onto
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/// the wrong phase. Frozen here, all the page-index math below stays stable.
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@State private var showsReady: Bool
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init(doc: Binding<WorkoutDocument>, logID: String, onChange: @escaping () -> Void) {
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self._doc = doc
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self.logID = logID
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self.onChange = onChange
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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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_showsReady = State(initialValue: notStarted)
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let base = notStarted ? 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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let resume = notStarted ? 0 : base + completed * 2
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_currentPage = State(initialValue: 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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/// 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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/// 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 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 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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/// Work-only progress model for the dot row: one marker per set, a dash on the set
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/// being worked, and a doubled gap straddling the rest you're currently in.
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private var workDots: WorkPhaseDots.Model? {
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guard let c = currentCycleIndex else { return nil }
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if c.isMultiple(of: 2) {
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let set = c / 2
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return .init(setCount: setCount, activeSet: set, restAfterSet: nil, completed: set)
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} else {
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let set = (c - 1) / 2
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return .init(setCount: setCount, activeSet: nil, restAfterSet: set, completed: set + 1)
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}
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}
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private var detail: String {
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guard let log else { return "" }
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if LoadType(rawValue: log.loadType) == .duration {
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return Self.durationLabel(log.durationSeconds)
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}
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return "\(log.reps) reps"
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}
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/// Timed exercise: the work phase counts *down* from its duration (and auto-advances),
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/// rather than counting *up* until the user swipes on.
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private var isDuration: Bool {
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guard let log else { return false }
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return LoadType(rawValue: log.loadType) == .duration
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}
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/// Per-set work duration for a timed exercise.
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private var workDurationSeconds: Int {
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max(1, log?.durationSeconds ?? 1)
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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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VStack(spacing: 0) {
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// Paged flow — top half.
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TabView(selection: $currentPage) {
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ForEach(0..<totalPages, id: \.self) { index in
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page(for: index)
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.tag(index)
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}
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}
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.tabViewStyle(.page(indexDisplayMode: .never))
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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.overlay(alignment: .bottom) {
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if let dots = workDots {
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WorkPhaseDots(model: dots)
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.padding(.bottom, 8)
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}
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}
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// Reserved space for a later iteration (set log, history, chart, …).
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Color.clear
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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}
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.navigationTitle(log?.exerciseName ?? "")
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.navigationBarTitleDisplayMode(.inline)
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.onChange(of: currentPage) { _, newPage in
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// Swiping all the way back to the Ready page wipes the run; any other page
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// records forward progress.
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if showsReady && newPage == 0 {
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resetExercise()
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} else {
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recordProgress(for: newPage)
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}
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}
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.onAppear {
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// Keep the screen lit while logging — a mid-workout sleep is annoying.
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UIApplication.shared.isIdleTimerDisabled = true
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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 Ready page
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// pins page 0 itself, so skip the jump there.)
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guard !didRestorePage else { return }
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didRestorePage = true
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if !showsReady {
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jumpToResumePage()
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Task { @MainActor in jumpToResumePage() }
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}
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}
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.onDisappear {
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UIApplication.shared.isIdleTimerDisabled = false
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}
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}
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/// Move to the resume page without animation, only if we're not already there
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/// (so a re-assert after a TabView snap-to-0 is a no-op in the common case).
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private func jumpToResumePage() {
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let target = resumePage
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guard currentPage != target else { return }
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var transaction = Transaction()
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transaction.disablesAnimations = true
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withTransaction(transaction) { currentPage = target }
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}
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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 showsReady && index == 0 {
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ReadyPhaseView(summary: readySummary, onStart: start)
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} else {
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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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let setNumber = cycleIndex / 2 + 1
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if isDuration {
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// Timed work set — count down from the planned duration, then
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// auto-advance (and buzz) the same way a rest does.
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CountdownPhaseView(
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header: "\(setNumber) of \(setCount)",
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tint: .workTimer,
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seconds: workDurationSeconds,
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isActive: isActive
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) {
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withAnimation { advance(from: index) }
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}
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} else {
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// Rep-based work set — count up; the user swipes left when done.
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WorkPhaseView(
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setNumber: setNumber,
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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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}
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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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CountdownPhaseView(
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header: "Rest",
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tint: .restTimer,
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seconds: restSeconds,
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isActive: isActive
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) {
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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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guard currentPage == index, index + 1 < totalPages else { return }
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currentPage = index + 1
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}
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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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private func addSet() {
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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 = 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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doc.updatedAt = Date()
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onChange()
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}
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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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/// Map a page to completed-set count and record forward progress.
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///
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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, but swiping back — or a transient
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/// TabView snap to page 0 — never un-counts a set.
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private func recordProgress(for pageIndex: Int) {
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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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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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onChange()
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}
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/// Swiping back to the **Ready?** page starts the exercise over from scratch.
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private func resetExercise() {
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guard let i = doc.logs.firstIndex(where: { $0.id == logID }) else { return }
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let log = doc.logs[i]
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// Skip the write if it's already pristine (e.g. landing on Ready before any set).
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guard log.currentStateIndex != 0
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|| log.status != WorkoutStatus.notStarted.rawValue
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|| log.completed else { return }
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doc.logs[i].currentStateIndex = 0
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doc.logs[i].status = WorkoutStatus.notStarted.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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onChange()
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}
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private func completeExercise() {
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guard let i = doc.logs.firstIndex(where: { $0.id == logID }) else { return }
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doc.logs[i].currentStateIndex = 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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recomputeWorkoutStatus()
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doc.updatedAt = Date()
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onChange()
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}
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private func recomputeWorkoutStatus() {
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let statuses = doc.logs.map { WorkoutStatus(rawValue: $0.status) ?? .notStarted }
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let allCompleted = !statuses.isEmpty && statuses.allSatisfy { $0 == .completed }
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let anyInProgress = statuses.contains { $0 == .inProgress }
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let allNotStarted = statuses.allSatisfy { $0 == .notStarted }
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if allCompleted {
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doc.status = WorkoutStatus.completed.rawValue
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doc.end = Date()
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} else if anyInProgress || !allNotStarted {
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doc.status = WorkoutStatus.inProgress.rawValue
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doc.end = nil
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} else {
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doc.status = WorkoutStatus.notStarted.rawValue
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doc.end = nil
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}
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}
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// MARK: - Formatting
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static func durationLabel(_ seconds: Int) -> String {
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let mins = seconds / 60
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let secs = seconds % 60
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if mins > 0 && secs > 0 { return "\(mins)m \(secs)s" }
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if mins > 0 { return "\(mins) min" }
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return "\(secs) sec"
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}
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}
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// MARK: - Haptics
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/// Maps the watch flow's haptic vocabulary onto UIKit feedback generators so the iPhone
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/// flow buzzes at the same beats (set start, countdown ping, rest end, done).
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private enum WorkoutHaptic {
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case start, tick, stop, success
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@MainActor
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func play() {
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switch self {
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case .start:
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UIImpactFeedbackGenerator(style: .medium).impactOccurred()
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case .tick:
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UIImpactFeedbackGenerator(style: .light).impactOccurred()
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case .stop:
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UIImpactFeedbackGenerator(style: .rigid).impactOccurred()
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case .success:
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UINotificationFeedbackGenerator().notificationOccurred(.success)
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}
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}
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}
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// MARK: - Phase Colors
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private extension Color {
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/// Count-up work tint — brand purple, brightened in dark mode for contrast on
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/// black and deepened in light mode for contrast on white.
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static let workTimer = Color(UIColor { traits in
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traits.userInterfaceStyle == .dark
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? UIColor(red: 0.66, green: 0.45, blue: 0.96, alpha: 1)
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: UIColor(red: 0.45, green: 0.18, blue: 0.78, alpha: 1)
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})
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/// Count-down rest tint — a light gray that deepens in light mode so it stays
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/// legible on a white background.
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static let restTimer = Color(UIColor { traits in
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traits.userInterfaceStyle == .dark
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? UIColor(white: 0.74, alpha: 1)
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: UIColor(white: 0.52, alpha: 1)
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})
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}
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// MARK: - Phase Timer Layout
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/// Shared skeleton for the work and rest pages so their timers use an identical font
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/// and land at exactly the same spot: a header line, the big timer, then a footer line.
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/// The footer reserves its height even when empty, keeping the timer centered the same
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/// way on both pages.
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private struct PhaseTimerLayout<Content: View>: View {
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let header: String
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let footer: String
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let tint: Color
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@ViewBuilder var timer: Content
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var body: some View {
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VStack(spacing: 10) {
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Text(header)
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.font(.title3)
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.foregroundStyle(.secondary)
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timer
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.font(.system(size: 108, weight: .bold, design: .rounded))
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.monospacedDigit()
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.foregroundStyle(tint)
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.lineLimit(1)
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.minimumScaleFactor(0.5)
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Text(footer.isEmpty ? " " : footer)
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.font(.title3)
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.foregroundStyle(.secondary)
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}
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.frame(maxWidth: .infinity, maxHeight: .infinity)
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}
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}
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// MARK: - Work Phase Dots
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/// Progress row with one marker per work set. The set being worked is drawn as a wider
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/// dash; during a rest every marker is a plain dot and the gap straddling that rest
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/// grows to about double, hinting at the pause between the set that just ended and the
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/// next one. Completed sets are full strength, upcoming ones dimmed.
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private struct WorkPhaseDots: View {
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struct Model: Equatable {
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let setCount: Int
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/// The set currently being worked — drawn as a dash. `nil` during a rest.
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let activeSet: Int?
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/// The set just completed; the gap *after* its dot doubles. `nil` during work.
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let restAfterSet: Int?
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/// How many sets are fully done (for dimming the upcoming ones).
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let completed: Int
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}
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let model: Model
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// Geometry — tune freely.
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private let dotWidth: CGFloat = 8
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private let dashWidth: CGFloat = 20
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private let markerHeight: CGFloat = 8
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private let gap: CGFloat = 8
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private var restGap: CGFloat { gap * 2 }
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var body: some View {
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HStack(spacing: 0) {
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ForEach(0..<model.setCount, id: \.self) { i in
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marker(for: i)
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if i < model.setCount - 1 {
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Color.clear.frame(width: gapWidth(after: i), height: markerHeight)
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}
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}
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}
|
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.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()
|
||
}
|
||
}
|