Files
clawdbot/apps/macos/Sources/Clawdis/CritterStatusLabel.swift
2025-12-19 22:08:17 +01:00

490 lines
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Swift
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import AppKit
import SwiftUI
struct CritterStatusLabel: View {
var isPaused: Bool
var isWorking: Bool
var earBoostActive: Bool
var blinkTick: Int
var sendCelebrationTick: Int
var gatewayStatus: GatewayProcessManager.Status
var animationsEnabled: Bool
var iconState: IconState
@State private var blinkAmount: CGFloat = 0
@State private var nextBlink = Date().addingTimeInterval(Double.random(in: 3.5...8.5))
@State private var wiggleAngle: Double = 0
@State private var wiggleOffset: CGFloat = 0
@State private var nextWiggle = Date().addingTimeInterval(Double.random(in: 6.5...14))
@State private var legWiggle: CGFloat = 0
@State private var nextLegWiggle = Date().addingTimeInterval(Double.random(in: 5.0...11.0))
@State private var earWiggle: CGFloat = 0
@State private var nextEarWiggle = Date().addingTimeInterval(Double.random(in: 7.0...14.0))
private var isWorkingNow: Bool {
self.iconState.isWorking || self.isWorking
}
var body: some View {
ZStack(alignment: .topTrailing) {
self.iconImage
.frame(width: 18, height: 18)
.rotationEffect(.degrees(self.wiggleAngle), anchor: .center)
.offset(x: self.wiggleOffset)
// Avoid Combine's TimerPublisher here: on macOS 26.2 we've seen crashes inside executor checks
// triggered by its callbacks. Drive periodic updates via a Swift-concurrency task instead.
.task(id: self.tickTaskID) {
guard self.animationsEnabled, !self.earBoostActive else {
await MainActor.run { self.resetMotion() }
return
}
while !Task.isCancelled {
let now = Date()
await MainActor.run { self.tick(now) }
try? await Task.sleep(nanoseconds: 350_000_000)
}
}
.onChange(of: self.isPaused) { _, _ in self.resetMotion() }
.onChange(of: self.blinkTick) { _, _ in
guard !self.earBoostActive else { return }
self.blink()
}
.onChange(of: self.sendCelebrationTick) { _, _ in
guard !self.earBoostActive else { return }
self.wiggleLegs()
}
.onChange(of: self.animationsEnabled) { _, enabled in
if enabled {
self.scheduleRandomTimers(from: Date())
} else {
self.resetMotion()
}
}
.onChange(of: self.earBoostActive) { _, active in
if active {
self.resetMotion()
} else if self.animationsEnabled {
self.scheduleRandomTimers(from: Date())
}
}
if self.gatewayNeedsAttention {
Circle()
.fill(self.gatewayBadgeColor)
.frame(width: 6, height: 6)
.padding(1)
}
}
.frame(width: 18, height: 18)
}
private var tickTaskID: Int {
// Ensure SwiftUI restarts (and cancels) the task when these change.
(self.animationsEnabled ? 1 : 0) | (self.earBoostActive ? 2 : 0)
}
private func tick(_ now: Date) {
guard self.animationsEnabled, !self.earBoostActive else {
self.resetMotion()
return
}
if now >= self.nextBlink {
self.blink()
self.nextBlink = now.addingTimeInterval(Double.random(in: 3.5...8.5))
}
if now >= self.nextWiggle {
self.wiggle()
self.nextWiggle = now.addingTimeInterval(Double.random(in: 6.5...14))
}
if now >= self.nextLegWiggle {
self.wiggleLegs()
self.nextLegWiggle = now.addingTimeInterval(Double.random(in: 5.0...11.0))
}
if now >= self.nextEarWiggle {
self.wiggleEars()
self.nextEarWiggle = now.addingTimeInterval(Double.random(in: 7.0...14.0))
}
if self.isWorkingNow {
self.scurry()
}
}
private var iconImage: Image {
let badge: CritterIconRenderer.Badge? = if let prominence = self.iconState.badgeProminence, !self.isPaused {
CritterIconRenderer.Badge(
symbolName: self.iconState.badgeSymbolName,
prominence: prominence)
} else {
nil
}
if self.isPaused {
return Image(nsImage: CritterIconRenderer.makeIcon(blink: 0, badge: nil))
}
return Image(nsImage: CritterIconRenderer.makeIcon(
blink: self.blinkAmount,
legWiggle: max(self.legWiggle, self.isWorkingNow ? 0.6 : 0),
earWiggle: self.earWiggle,
earScale: self.earBoostActive ? 1.9 : 1.0,
earHoles: self.earBoostActive,
badge: badge))
}
private func resetMotion() {
self.blinkAmount = 0
self.wiggleAngle = 0
self.wiggleOffset = 0
self.legWiggle = 0
self.earWiggle = 0
}
private func blink() {
withAnimation(.easeInOut(duration: 0.08)) { self.blinkAmount = 1 }
Task { @MainActor in
try? await Task.sleep(nanoseconds: 160_000_000)
withAnimation(.easeOut(duration: 0.12)) { self.blinkAmount = 0 }
}
}
private func wiggle() {
let targetAngle = Double.random(in: -4.5...4.5)
let targetOffset = CGFloat.random(in: -0.5...0.5)
withAnimation(.interpolatingSpring(stiffness: 220, damping: 18)) {
self.wiggleAngle = targetAngle
self.wiggleOffset = targetOffset
}
Task { @MainActor in
try? await Task.sleep(nanoseconds: 360_000_000)
withAnimation(.interpolatingSpring(stiffness: 220, damping: 18)) {
self.wiggleAngle = 0
self.wiggleOffset = 0
}
}
}
private func wiggleLegs() {
let target = CGFloat.random(in: 0.35...0.9)
withAnimation(.easeInOut(duration: 0.14)) {
self.legWiggle = target
}
Task { @MainActor in
try? await Task.sleep(nanoseconds: 220_000_000)
withAnimation(.easeOut(duration: 0.18)) { self.legWiggle = 0 }
}
}
private func scurry() {
let target = CGFloat.random(in: 0.7...1.0)
withAnimation(.easeInOut(duration: 0.12)) {
self.legWiggle = target
self.wiggleOffset = CGFloat.random(in: -0.6...0.6)
}
Task { @MainActor in
try? await Task.sleep(nanoseconds: 180_000_000)
withAnimation(.easeOut(duration: 0.16)) {
self.legWiggle = 0.25
self.wiggleOffset = 0
}
}
}
private func wiggleEars() {
let target = CGFloat.random(in: -1.2...1.2)
withAnimation(.interpolatingSpring(stiffness: 260, damping: 19)) {
self.earWiggle = target
}
Task { @MainActor in
try? await Task.sleep(nanoseconds: 320_000_000)
withAnimation(.interpolatingSpring(stiffness: 260, damping: 19)) {
self.earWiggle = 0
}
}
}
private func scheduleRandomTimers(from date: Date) {
self.nextBlink = date.addingTimeInterval(Double.random(in: 3.5...8.5))
self.nextWiggle = date.addingTimeInterval(Double.random(in: 6.5...14))
self.nextLegWiggle = date.addingTimeInterval(Double.random(in: 5.0...11.0))
self.nextEarWiggle = date.addingTimeInterval(Double.random(in: 7.0...14.0))
}
private var gatewayNeedsAttention: Bool {
switch self.gatewayStatus {
case .failed, .stopped:
!self.isPaused
case .starting, .running, .attachedExisting:
false
}
}
private var gatewayBadgeColor: Color {
switch self.gatewayStatus {
case .failed: .red
case .stopped: .orange
default: .clear
}
}
}
enum CritterIconRenderer {
private static let size = NSSize(width: 18, height: 18)
struct Badge {
let symbolName: String
let prominence: IconState.BadgeProminence
}
private struct Canvas {
let w: CGFloat
let h: CGFloat
let snapX: (CGFloat) -> CGFloat
let snapY: (CGFloat) -> CGFloat
let context: CGContext
}
static func makeIcon(
blink: CGFloat,
legWiggle: CGFloat = 0,
earWiggle: CGFloat = 0,
earScale: CGFloat = 1,
earHoles: Bool = false,
badge: Badge? = nil) -> NSImage
{
// Force a 36×36px backing store (2× for the 18pt logical canvas) so the menu bar icon stays crisp on Retina.
let pixelsWide = 36
let pixelsHigh = 36
guard let rep = NSBitmapImageRep(
bitmapDataPlanes: nil,
pixelsWide: pixelsWide,
pixelsHigh: pixelsHigh,
bitsPerSample: 8,
samplesPerPixel: 4,
hasAlpha: true,
isPlanar: false,
colorSpaceName: .deviceRGB,
bitmapFormat: [],
bytesPerRow: 0,
bitsPerPixel: 0)
else {
return NSImage(size: self.size)
}
rep.size = self.size
NSGraphicsContext.saveGraphicsState()
if let context = NSGraphicsContext(bitmapImageRep: rep) {
NSGraphicsContext.current = context
context.imageInterpolation = .none
context.cgContext.setShouldAntialias(false)
defer { NSGraphicsContext.restoreGraphicsState() }
let stepX = self.size.width / max(CGFloat(rep.pixelsWide), 1)
let stepY = self.size.height / max(CGFloat(rep.pixelsHigh), 1)
let snapX: (CGFloat) -> CGFloat = { ($0 / stepX).rounded() * stepX }
let snapY: (CGFloat) -> CGFloat = { ($0 / stepY).rounded() * stepY }
let w = snapX(size.width)
let h = snapY(size.height)
let bodyW = snapX(w * 0.78)
let bodyH = snapY(h * 0.58)
let bodyX = snapX((w - bodyW) / 2)
let bodyY = snapY(h * 0.36)
let bodyCorner = snapX(w * 0.09)
let earW = snapX(w * 0.22)
let earH = snapY(bodyH * 0.54 * earScale * (1 - 0.08 * abs(earWiggle)))
let earCorner = snapX(earW * 0.24)
let leftEarRect = CGRect(
x: snapX(bodyX - earW * 0.55 + earWiggle),
y: snapY(bodyY + bodyH * 0.08 + earWiggle * 0.4),
width: earW,
height: earH)
let rightEarRect = CGRect(
x: snapX(bodyX + bodyW - earW * 0.45 - earWiggle),
y: snapY(bodyY + bodyH * 0.08 - earWiggle * 0.4),
width: earW,
height: earH)
let legW = snapX(w * 0.11)
let legH = snapY(h * 0.26)
let legSpacing = snapX(w * 0.085)
let legsWidth = snapX(4 * legW + 3 * legSpacing)
let legStartX = snapX((w - legsWidth) / 2)
let legLift = snapY(legH * 0.35 * legWiggle)
let legYBase = snapY(bodyY - legH + h * 0.05)
let eyeOpen = max(0.05, 1 - blink)
let eyeW = snapX(bodyW * 0.2)
let eyeH = snapY(bodyH * 0.26 * eyeOpen)
let eyeY = snapY(bodyY + bodyH * 0.56)
let eyeOffset = snapX(bodyW * 0.24)
context.cgContext.setFillColor(NSColor.labelColor.cgColor)
context.cgContext.addPath(CGPath(
roundedRect: CGRect(x: bodyX, y: bodyY, width: bodyW, height: bodyH),
cornerWidth: bodyCorner,
cornerHeight: bodyCorner,
transform: nil))
context.cgContext.addPath(CGPath(
roundedRect: leftEarRect,
cornerWidth: earCorner,
cornerHeight: earCorner,
transform: nil))
context.cgContext.addPath(CGPath(
roundedRect: rightEarRect,
cornerWidth: earCorner,
cornerHeight: earCorner,
transform: nil))
for i in 0..<4 {
let x = legStartX + CGFloat(i) * (legW + legSpacing)
let lift = (i % 2 == 0 ? legLift : -legLift)
let rect = CGRect(
x: x,
y: legYBase + lift,
width: legW,
height: legH * (1 - 0.12 * legWiggle))
context.cgContext.addPath(CGPath(
roundedRect: rect,
cornerWidth: legW * 0.34,
cornerHeight: legW * 0.34,
transform: nil))
}
context.cgContext.fillPath()
context.cgContext.saveGState()
context.cgContext.setBlendMode(CGBlendMode.clear)
let leftCenter = CGPoint(x: snapX(w / 2 - eyeOffset), y: snapY(eyeY))
let rightCenter = CGPoint(x: snapX(w / 2 + eyeOffset), y: snapY(eyeY))
if earHoles || earScale > 1.05 {
let holeW = snapX(earW * 0.6)
let holeH = snapY(earH * 0.46)
let holeCorner = snapX(holeW * 0.34)
let leftHoleRect = CGRect(
x: snapX(leftEarRect.midX - holeW / 2),
y: snapY(leftEarRect.midY - holeH / 2 + earH * 0.04),
width: holeW,
height: holeH)
let rightHoleRect = CGRect(
x: snapX(rightEarRect.midX - holeW / 2),
y: snapY(rightEarRect.midY - holeH / 2 + earH * 0.04),
width: holeW,
height: holeH)
context.cgContext.addPath(CGPath(
roundedRect: leftHoleRect,
cornerWidth: holeCorner,
cornerHeight: holeCorner,
transform: nil))
context.cgContext.addPath(CGPath(
roundedRect: rightHoleRect,
cornerWidth: holeCorner,
cornerHeight: holeCorner,
transform: nil))
}
let left = CGMutablePath()
left.move(to: CGPoint(x: snapX(leftCenter.x - eyeW / 2), y: snapY(leftCenter.y - eyeH)))
left.addLine(to: CGPoint(x: snapX(leftCenter.x + eyeW / 2), y: snapY(leftCenter.y)))
left.addLine(to: CGPoint(x: snapX(leftCenter.x - eyeW / 2), y: snapY(leftCenter.y + eyeH)))
left.closeSubpath()
let right = CGMutablePath()
right.move(to: CGPoint(x: snapX(rightCenter.x + eyeW / 2), y: snapY(rightCenter.y - eyeH)))
right.addLine(to: CGPoint(x: snapX(rightCenter.x - eyeW / 2), y: snapY(rightCenter.y)))
right.addLine(to: CGPoint(x: snapX(rightCenter.x + eyeW / 2), y: snapY(rightCenter.y + eyeH)))
right.closeSubpath()
context.cgContext.addPath(left)
context.cgContext.addPath(right)
context.cgContext.fillPath()
context.cgContext.restoreGState()
if let badge {
self.drawBadge(
badge,
canvas: Canvas(w: w, h: h, snapX: snapX, snapY: snapY, context: context.cgContext))
}
} else {
NSGraphicsContext.restoreGraphicsState()
return NSImage(size: self.size)
}
let image = NSImage(size: size)
image.addRepresentation(rep)
image.isTemplate = true
return image
}
private static func drawBadge(_ badge: Badge, canvas: Canvas) {
let strength: CGFloat = switch badge.prominence {
case .primary: 1.0
case .secondary: 0.58
case .overridden: 0.85
}
// Bigger, higher-contrast badge:
// - Increase diameter so tool activity is noticeable.
// - Draw a filled "puck", then knock out the symbol shape (transparent hole).
// This reads better in template-rendered menu bar icons than tiny monochrome glyphs.
let diameter = canvas.snapX(canvas.w * 0.52 * (0.92 + 0.08 * strength)) // ~910pt on an 18pt canvas
let margin = canvas.snapX(max(0.45, canvas.w * 0.03))
let rect = CGRect(
x: canvas.snapX(canvas.w - diameter - margin),
y: canvas.snapY(margin),
width: diameter,
height: diameter)
canvas.context.saveGState()
canvas.context.setShouldAntialias(true)
// Clear the underlying pixels so the badge stays readable over the critter.
canvas.context.saveGState()
canvas.context.setBlendMode(.clear)
canvas.context.addEllipse(in: rect.insetBy(dx: -1.0, dy: -1.0))
canvas.context.fillPath()
canvas.context.restoreGState()
let fillAlpha: CGFloat = min(1.0, 0.36 + 0.24 * strength)
let strokeAlpha: CGFloat = min(1.0, 0.78 + 0.22 * strength)
canvas.context.setFillColor(NSColor.labelColor.withAlphaComponent(fillAlpha).cgColor)
canvas.context.addEllipse(in: rect)
canvas.context.fillPath()
canvas.context.setStrokeColor(NSColor.labelColor.withAlphaComponent(strokeAlpha).cgColor)
canvas.context.setLineWidth(max(1.25, canvas.snapX(canvas.w * 0.075)))
canvas.context.strokeEllipse(in: rect.insetBy(dx: 0.45, dy: 0.45))
if let base = NSImage(systemSymbolName: badge.symbolName, accessibilityDescription: nil) {
let pointSize = max(7.0, diameter * 0.82)
let config = NSImage.SymbolConfiguration(pointSize: pointSize, weight: .black)
let symbol = base.withSymbolConfiguration(config) ?? base
symbol.isTemplate = true
let symbolRect = rect.insetBy(dx: diameter * 0.17, dy: diameter * 0.17)
canvas.context.saveGState()
canvas.context.setBlendMode(.clear)
symbol.draw(
in: symbolRect,
from: .zero,
operation: .sourceOver,
fraction: 1,
respectFlipped: true,
hints: nil)
canvas.context.restoreGState()
}
canvas.context.restoreGState()
}
}