mirror of
https://github.com/pepaskopec-blip/Graduately.git
synced 2026-10-27 15:14:35 +00:00
Bump typography, controls, path-map nodes, and window size so macOS no longer feels phone-scaled. Co-authored-by: Cursor <cursoragent@cursor.com>
353 lines
13 KiB
Swift
353 lines
13 KiB
Swift
import SwiftUI
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struct MapNode: Identifiable {
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let id: String
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let label: String
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let locked: Bool
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let done: Bool
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let current: Bool
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var finish: Bool = false
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var destination: Route?
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}
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private struct NodePos {
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var x: CGFloat
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var y: CGFloat
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var row: Int
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}
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private struct Serpentine {
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let points: [NodePos]
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let width: CGFloat
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let height: CGFloat
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let spacing: CGFloat
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}
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/// Keep enough room under/above each node for a two-line caption.
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#if os(macOS)
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private let labelBand: CGFloat = 56
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#else
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private let labelBand: CGFloat = 44
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#endif
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private func serpentine(
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count n: Int,
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avail: CGFloat,
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mx: CGFloat,
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my: CGFloat,
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spac: CGFloat,
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gap: CGFloat,
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wave: CGFloat,
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nodeSize: CGFloat,
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lift: CGFloat = 0
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) -> Serpentine {
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guard n > 0 else {
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return Serpentine(points: [], width: avail, height: my * 2, spacing: spac)
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}
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// Pick the fewest rows that fit the preferred spacing in the available width.
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// Do NOT pre-scale as if every node were on one row — that crushed tall maps.
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var rows = 1
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var cols = n
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while rows <= n {
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cols = max(1, (n + rows - 1) / rows)
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if 2 * mx + CGFloat(cols - 1) * spac <= avail + 1 { break }
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rows += 1
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}
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rows = min(rows, n)
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cols = max(1, (n + rows - 1) / rows)
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let needed = 2 * mx + CGFloat(cols - 1) * spac
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let scale = needed > avail ? max(0.72, avail / needed) : 1
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let smx = mx * scale
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let smy = max(my * scale, nodeSize / 2 + labelBand + 8)
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let sspac = max(spac * scale, nodeSize + 36)
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// Gap must clear labels that sit between rows (outward placement still
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// needs space when wave lifts nodes toward each other).
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let sgap = max(gap * scale, nodeSize + labelBand * 2 + 28)
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let swave = min(wave * scale, sgap * 0.12)
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let slift = lift * scale
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let cw = 2 * smx + CGFloat(cols - 1) * sspac
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let ch = 2 * smy + CGFloat(rows - 1) * sgap + slift + labelBand
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let phase = CGFloat(2 * Double.pi * 1.7 / Double(max(n - 1, 1)))
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var pts = Array(repeating: NodePos(x: 0, y: 0, row: 0), count: n)
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for r in 0..<rows {
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let base = r * cols
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let len = min(cols, n - base)
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let fwd = r % 2 == 0
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for c in 0..<len {
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let i = base + c
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let cc = fwd ? c : cols - 1 - c
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pts[i] = NodePos(
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x: smx + CGFloat(cc) * sspac,
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y: smy + slift + CGFloat(r) * sgap + swave * sin(CGFloat(i) * phase),
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row: r
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)
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}
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}
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return Serpentine(points: pts, width: cw, height: ch, spacing: sspac)
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}
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private func catmull(_ pts: [NodePos], _ t: CGFloat) -> NodePos {
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let n = pts.count
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guard n > 1 else { return pts.first ?? NodePos(x: 0, y: 0, row: 0) }
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var k = Int(t)
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var u = t - CGFloat(k)
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if k < 0 { k = 0; u = 0 }
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if k >= n - 1 { k = n - 2; u = 1 }
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let p1 = pts[k]
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let p2 = pts[k + 1]
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let p0 = k - 1 >= 0
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? pts[k - 1]
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: NodePos(x: p1.x - (p2.x - p1.x), y: p1.y - (p2.y - p1.y), row: p1.row)
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let p3 = k + 2 < n
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? pts[k + 2]
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: NodePos(x: p2.x + (p2.x - p1.x), y: p2.y + (p2.y - p1.y), row: p2.row)
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let u2 = u * u
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let u3 = u2 * u
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let x = 0.5 * (2 * p1.x + (-p0.x + p2.x) * u
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+ (2 * p0.x - 5 * p1.x + 4 * p2.x - p3.x) * u2
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+ (-p0.x + 3 * p1.x - 3 * p2.x + p3.x) * u3)
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let y = 0.5 * (2 * p1.y + (-p0.y + p2.y) * u
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+ (2 * p0.y - 5 * p1.y + 4 * p2.y - p3.y) * u2
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+ (-p0.y + 3 * p1.y - 3 * p2.y + p3.y) * u3)
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return NodePos(x: x, y: y, row: p1.row)
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}
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struct PathMap: View {
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let nodes: [MapNode]
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let palette: Palette
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var litUntil: CGFloat = 0
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var nodeSize: CGFloat = 64
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var mx: CGFloat = 90
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var my: CGFloat = 110
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var spac: CGFloat = 170
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var gap: CGFloat = 220
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var wave: CGFloat = 18
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var branch: (index: Int, node: MapNode)? = nil
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var body: some View {
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GeometryReader { geo in
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let layout = serpentine(
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count: nodes.count,
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avail: max(geo.size.width - 24, 480),
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mx: mx,
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my: my,
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spac: spac,
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gap: gap,
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wave: wave,
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nodeSize: nodeSize,
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lift: branch == nil ? 0 : 56
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)
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let labelWidth = min(140, max(88, layout.spacing - 16))
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let canvasH = layout.height + labelBand + 24
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ScrollView([.horizontal, .vertical]) {
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ZStack(alignment: .topLeading) {
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railCanvas(points: layout.points)
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.frame(width: layout.width, height: canvasH)
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ForEach(Array(nodes.enumerated()), id: \.element.id) { i, node in
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let pt = layout.points[i]
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let labelBelow = pt.row % 2 == 0
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nodeView(node, index: i)
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.position(x: pt.x, y: pt.y)
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Text(node.label)
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#if os(macOS)
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.font(.callout.weight(.semibold))
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#else
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.font(.caption2.weight(.semibold))
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#endif
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.foregroundStyle(node.locked ? palette.overlay : palette.text)
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.multilineTextAlignment(.center)
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.lineLimit(2)
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.minimumScaleFactor(0.85)
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.frame(width: labelWidth, height: labelBand, alignment: labelBelow ? .top : .bottom)
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.position(
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x: pt.x,
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y: labelBelow
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? pt.y + nodeSize / 2 + labelBand / 2 + 6
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: pt.y - nodeSize / 2 - labelBand / 2 - 6
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)
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}
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if let branch, branch.index < layout.points.count {
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let base = layout.points[branch.index]
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let tip = NodePos(x: base.x + 64, y: base.y - 128, row: base.row)
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Path { p in
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p.move(to: CGPoint(x: base.x, y: base.y - nodeSize / 2))
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p.addQuadCurve(
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to: CGPoint(x: tip.x, y: tip.y + nodeSize / 2),
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control: CGPoint(x: base.x + 14, y: tip.y + 28)
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)
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}
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.stroke(palette.rail, style: StrokeStyle(lineWidth: 10, lineCap: .round))
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nodeView(branch.node, index: nil)
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.position(x: tip.x, y: tip.y)
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Text(branch.node.label)
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#if os(macOS)
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.font(.callout.weight(.semibold))
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#else
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.font(.caption2.weight(.semibold))
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#endif
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.foregroundStyle(palette.text)
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.multilineTextAlignment(.center)
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.lineLimit(2)
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.frame(width: labelWidth, height: labelBand, alignment: .bottom)
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.position(x: tip.x, y: tip.y - nodeSize / 2 - labelBand / 2 - 6)
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}
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}
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.frame(
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width: max(layout.width + 24, geo.size.width),
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height: canvasH,
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alignment: .topLeading
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)
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.padding(.horizontal, 12)
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}
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}
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#if os(macOS)
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.frame(minHeight: 520)
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#else
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.frame(minHeight: 420)
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#endif
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}
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@ViewBuilder
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private func railCanvas(points: [NodePos]) -> some View {
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Canvas { ctx, _ in
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guard points.count >= 2 else { return }
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func stroke(_ t0: CGFloat, _ t1: CGFloat, color: Color, width: CGFloat, dashed: Bool = false) {
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var path = Path()
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let steps = max(1, Int((t1 - t0) * 48))
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let start = catmull(points, t0)
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path.move(to: CGPoint(x: start.x, y: start.y))
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for s in 1...steps {
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let t = t0 + (t1 - t0) * CGFloat(s) / CGFloat(steps)
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let pt = catmull(points, t)
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path.addLine(to: CGPoint(x: pt.x, y: pt.y))
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}
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var style = StrokeStyle(lineWidth: width, lineCap: .round, lineJoin: .round)
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if dashed { style.dash = [1, 18] }
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ctx.stroke(path, with: .color(color), style: style)
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}
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let end = CGFloat(points.count - 1)
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stroke(0, end, color: palette.rail, width: 10)
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if litUntil > 0 {
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stroke(0, min(litUntil, end), color: palette.accent, width: 10)
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}
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let mutedStart = litUntil > 0 ? litUntil : 0
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if mutedStart < end {
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stroke(mutedStart, end, color: palette.subtext.opacity(0.22), width: 10, dashed: true)
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}
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}
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}
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@ViewBuilder
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private func nodeView(_ node: MapNode, index: Int?) -> some View {
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let content = ZStack {
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Circle()
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.fill(nodeFill(node))
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.overlay {
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if node.locked {
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Circle().strokeBorder(palette.lockedBorder, lineWidth: 1)
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}
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}
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if node.finish {
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VStack(spacing: 2) {
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if let index {
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Text("\(index + 1)")
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#if os(macOS)
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.font(.title2.weight(.black))
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#else
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.font(.headline.weight(.black))
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#endif
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}
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FinishFlagBadge(palette: palette)
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}
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.foregroundStyle(palette.overlay)
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} else if node.locked {
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VStack(spacing: 2) {
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if let index {
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Text("\(index + 1)")
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#if os(macOS)
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.font(.title2.weight(.black))
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#else
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.font(.headline.weight(.black))
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#endif
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}
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Image(systemName: "lock.fill")
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#if os(macOS)
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.font(.caption.weight(.bold))
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#else
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.font(.caption2.weight(.bold))
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#endif
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}
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.foregroundStyle(palette.overlay)
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} else if node.done {
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VStack(spacing: 2) {
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if let index {
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Text("\(index + 1)")
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#if os(macOS)
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.font(.title2.weight(.black))
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#else
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.font(.headline.weight(.black))
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#endif
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}
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Image(systemName: "checkmark")
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#if os(macOS)
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.font(.caption.weight(.bold))
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#else
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.font(.caption2.weight(.bold))
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#endif
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}
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.foregroundStyle(palette.onAccent)
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} else if let index {
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Text("\(index + 1)")
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#if os(macOS)
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.font(.title2.weight(.black))
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#else
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.font(.headline.weight(.black))
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#endif
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.foregroundStyle(node.current ? palette.onAccent : palette.text)
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}
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}
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.frame(width: nodeSize, height: nodeSize)
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.shadow(color: .black.opacity(node.locked ? 0 : 0.12), radius: 6, y: 2)
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if let dest = node.destination, !node.locked {
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NavigationLink(value: dest) { content }
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.buttonStyle(.plain)
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} else {
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content.opacity(node.locked ? 0.55 : 1)
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}
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}
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private func nodeFill(_ node: MapNode) -> Color {
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if node.locked { return palette.lockedBg }
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if node.current || node.done { return palette.accent }
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return palette.node
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}
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}
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private struct FinishFlagBadge: View {
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let palette: Palette
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var body: some View {
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let cell: CGFloat = 4
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Canvas { ctx, _ in
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for iy in 0..<2 {
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for ix in 0..<3 {
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let dark = ((ix + iy) & 1) == 1
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let rect = CGRect(x: CGFloat(ix) * cell, y: CGFloat(iy) * cell, width: cell, height: cell)
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ctx.fill(
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Path(rect),
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with: .color(dark ? palette.finishLight : palette.finishStroke)
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)
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}
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}
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}
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.frame(width: cell * 3, height: cell * 2)
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}
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}
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