wip: Nearlight redesign implementation

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snowspeeder committed 2026-09-12 08:14:06 -04:00
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import SwiftUI
import UIKit
/// The Nearlight signature element: an upright, softly lit aperture.
///
/// Two capsules in a ZStack — no assets, shaders, blur, or particles. The
/// inner capsule carries a vertical Rosewood gradient; its geometry encodes
/// conversation state and audio level. Noninteractive and accessibility
/// hidden: the companion status text carries meaning.
struct LightwellView: View {
/// Lightwell presentation state, mapped from session/conversation models.
enum Phase: Equatable {
case idle
case connecting
case waiting
case listening(level: Double)
case thinking
case speaking(level: Double)
case tearingDown
case failed
/// Input never drives the light (muted or Type mode).
case readyNoInput
}
let phase: Phase
/// Compact (24×36) in the conversation status strip; full (64×96) on welcome.
var compact: Bool = false
@Environment(\.accessibilityReduceMotion) private var reduceMotion
/// Pending-state pulse driver, 0 → 1 → 0 over the 2.4s cycle.
@State private var pulse: Double = 0
/// Frame dimensions never animate; inner dimensions multiply by 0.375
/// in the compact frame.
private var frameSize: CGSize {
compact ? CGSize(width: 24, height: 36) : CGSize(width: 64, height: 96)
}
private var baseInner: CGSize {
let base = CGSize(width: 16, height: 40)
return compact
? CGSize(width: base.width * 0.375, height: base.height * 0.375)
: base
}
var body: some View {
let inner = innerSize
ZStack {
Capsule()
.fill(Nearlight.surface)
Capsule()
.fill(
LinearGradient(
stops: [
.init(color: Nearlight.rosewood.opacity(0.35), location: 0),
.init(color: Nearlight.rosewood.opacity(1), location: 0.5),
.init(color: Nearlight.rosewood.opacity(0.55), location: 1),
],
startPoint: .top, endPoint: .bottom
)
)
.frame(width: inner.width, height: inner.height)
.opacity(overallOpacity)
.animation(reduceMotion ? nil : Nearlight.quick, value: overallOpacity)
.animation(reduceMotion ? nil : Nearlight.settle, value: innerSize)
}
.frame(width: frameSize.width, height: frameSize.height)
.overlay(
Capsule().strokeBorder(Nearlight.quiet, lineWidth: 1)
)
.accessibilityHidden(true)
.task(id: pulseActive) {
guard pulseActive else {
pulse = 0
return
}
while !Task.isCancelled {
withAnimation(reduceMotion ? nil : Nearlight.cycle) { pulse = pulse == 0 ? 1 : 0 }
try? await Task.sleep(for: .seconds(2.4))
}
}
}
/// Whether the pulse loop should run for this phase.
private var pulseActive: Bool {
switch phase {
case .connecting, .waiting, .thinking: return !reduceMotion
default: return false
}
}
/// Inner capsule geometry per spec table. `a` is the smoothed level.
private var innerSize: CGSize {
let base = baseInner
switch phase {
case .listening(let a):
let level = min(max(a, 0), 1)
return CGSize(width: base.width + (compact ? 3 : 8) * level,
height: base.height + (compact ? 6 : 16) * level)
case .speaking(let a):
let level = min(max(a, 0), 1)
return CGSize(width: base.width + (compact ? 4.5 : 12) * level,
height: base.height + (compact ? 9 : 24) * level)
case .waiting, .thinking:
// Pulse drives opacity; height steps up one band.
return CGSize(width: base.width, height: base.height + (compact ? 3 : 8))
case .connecting, .idle, .failed, .tearingDown, .readyNoInput:
return base
}
}
private var overallOpacity: Double {
switch phase {
case .connecting, .waiting:
return 0.45 + 0.45 * pulse
case .thinking:
return 0.65 + 0.35 * pulse
case .idle, .failed, .tearingDown:
return 0.45
case .listening, .speaking, .readyNoInput:
return 1
}
}
}