feat: consolidate iOS with API and web preserving history
Rebuild & Deploy / rebuild (push) Failing after 23s

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snowspeeder committed 2026-10-04 07:23:49 -04:00
commit d735ee72fa
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import SwiftUI
/// Hope's square LED presence, matching the web's 21 × 21 dot matrix.
/// One Canvas replaces hundreds of subviews. The adjacent status text is the
/// single accessible description; individual LEDs are never focusable.
struct LightwellView: View {
enum Phase: Equatable {
case idle, connecting, waiting, thinking, tearingDown, failed, readyNoInput
case listening(level: Double)
case speaking(level: Double)
}
let phase: Phase
var compact = false
@Environment(\.accessibilityReduceMotion) private var reduceMotion
@Environment(\.colorSchemeContrast) private var contrast
@Environment(\.scenePhase) private var scenePhase
@Environment(\.dynamicTypeSize) private var typeSize
private var side: CGFloat {
if compact { return typeSize.isAccessibilitySize ? 80 : 112 }
return typeSize.isAccessibilitySize ? 136 : 184
}
private var animated: Bool {
guard !reduceMotion, scenePhase == .active else { return false }
switch phase {
case .connecting, .waiting, .thinking, .listening, .speaking: return true
default: return false
}
}
var body: some View {
Group {
if animated {
TimelineView(.animation(minimumInterval: 1.0 / 20.0)) { timeline in
matrix(time: timeline.date.timeIntervalSinceReferenceDate)
}
} else {
matrix(time: 0)
}
}
.frame(width: side, height: side)
.background(Nearlight.personaSurface, in: RoundedRectangle(cornerRadius: Nearlight.radiusDock))
.overlay {
RoundedRectangle(cornerRadius: Nearlight.radiusDock)
.strokeBorder(contrast == .increased ? Nearlight.quiet : Nearlight.separator, lineWidth: 1)
}
.accessibilityHidden(true)
}
private var tint: Color {
switch phase {
case .failed: return Nearlight.alert
case .tearingDown: return Nearlight.quiet
default: return Nearlight.rosewood
}
}
private func matrix(time: Double) -> some View {
Canvas { context, size in
let spacing = (min(size.width, size.height) - 28) / 20
for row in 0..<21 {
for column in 0..<21 {
let dot = Self.dot(row: row, column: column, phase: phase,
time: time, reduceMotion: reduceMotion)
let diameter = max(1.6, spacing * 0.28) * dot.scale
let center = CGPoint(x: 14 + CGFloat(column) * spacing,
y: 14 + CGFloat(row) * spacing)
let rect = CGRect(x: center.x - diameter / 2, y: center.y - diameter / 2,
width: diameter, height: diameter)
// Increased contrast brightens the whole lattice; state is
// encoded in its pattern and adjacent text, never color alone.
let opacity = contrast == .increased ? min(1, dot.opacity * 1.25 + 0.16) : dot.opacity
context.fill(Path(ellipseIn: rect), with: .color(tint.opacity(opacity)))
}
}
}
}
struct Dot: Equatable {
let opacity: Double
let scale: Double
}
/// Deterministic sampling is shared with offline tests. Reduce Motion freezes
/// waves and signal-driven geometry, while keeping each state's pattern clear.
static func dot(row: Int, column: Int, phase: Phase, time: Double, reduceMotion: Bool) -> Dot {
let x = Double(column - 10) / 10.5
let y = Double(row - 10) / 10.5
let radius = sqrt(x * x + y * y)
let t = reduceMotion ? 0 : time
let baseline = max(0.08, 0.20 - radius * 0.075)
let offset = sin(Double(row) * 12.9898 + Double(column) * 78.233)
var brightness = baseline
var scale = 1.0
switch phase {
case .idle, .tearingDown:
break
case .readyNoInput:
brightness += 0.28 * exp(-radius * radius * 3)
case .failed:
// A stable diagonal cross rather than an animated alarm.
if abs(row - column) <= 1 || abs(row + column - 20) <= 1 { brightness = 0.65 }
case .connecting, .waiting:
let ring = exp(-pow((radius - 0.53) * 7, 2))
let sweep = reduceMotion ? 0.75 : 0.55 + 0.45 * cos(atan2(y, x) - t * 2)
brightness += ring * sweep * 0.65
case .thinking:
let bandCenter = reduceMotion ? 0 : sin(t * 1.8) * 0.5
let band = exp(-pow((y - bandCenter) * 4, 2)) * exp(-x * x * 2)
brightness += band * 0.65
case .listening(let raw), .speaking(let raw):
let level = reduceMotion ? 0.35 : (raw.isFinite ? min(max(raw, 0), 1) : 0)
let speaking: Bool
if case .speaking = phase { speaking = true } else { speaking = false }
let signal = min(1, level * 1.3)
let bloom = exp(-radius * radius * (3.0 - signal * 1.5))
let ripple = reduceMotion ? 1 : 0.85 + 0.15 * sin(t * 4 + offset)
brightness += bloom * (0.25 + signal * 0.7) * ripple * (speaking ? 1 : 0.65)
scale += max(0, 1 - radius) * (speaking ? 1.4 : 0.85) * signal
}
return Dot(opacity: min(max(brightness, 0.02), 1), scale: scale)
}
}