Graduately/ios/Maturita/UI/PathMap.swift
pepaskopec-blip 59c2479f7d Stop Mac path-map labels from overlapping between rows.
Co-authored-by: Cursor <cursoragent@cursor.com>
2026-09-22 08:48:47 +02:00

302 lines
11 KiB
Swift

import SwiftUI
struct MapNode: Identifiable {
let id: String
let label: String
let locked: Bool
let done: Bool
let current: Bool
var finish: Bool = false
var destination: Route?
}
private struct NodePos {
var x: CGFloat
var y: CGFloat
var row: Int
}
private struct Serpentine {
let points: [NodePos]
let width: CGFloat
let height: CGFloat
let spacing: CGFloat
}
/// Keep enough room under/above each node for a two-line caption.
private let labelBand: CGFloat = 44
private func serpentine(
count n: Int,
avail: CGFloat,
mx: CGFloat,
my: CGFloat,
spac: CGFloat,
gap: CGFloat,
wave: CGFloat,
nodeSize: CGFloat,
lift: CGFloat = 0
) -> Serpentine {
guard n > 0 else {
return Serpentine(points: [], width: avail, height: my * 2, spacing: spac)
}
// Pick the fewest rows that fit the preferred spacing in the available width.
// Do NOT pre-scale as if every node were on one row — that crushed tall maps.
var rows = 1
var cols = n
while rows <= n {
cols = max(1, (n + rows - 1) / rows)
if 2 * mx + CGFloat(cols - 1) * spac <= avail + 1 { break }
rows += 1
}
rows = min(rows, n)
cols = max(1, (n + rows - 1) / rows)
let needed = 2 * mx + CGFloat(cols - 1) * spac
let scale = needed > avail ? max(0.72, avail / needed) : 1
let smx = mx * scale
let smy = max(my * scale, nodeSize / 2 + labelBand + 8)
let sspac = max(spac * scale, nodeSize + 36)
// Gap must clear labels that sit between rows (outward placement still
// needs space when wave lifts nodes toward each other).
let sgap = max(gap * scale, nodeSize + labelBand * 2 + 28)
let swave = min(wave * scale, sgap * 0.12)
let slift = lift * scale
let cw = 2 * smx + CGFloat(cols - 1) * sspac
let ch = 2 * smy + CGFloat(rows - 1) * sgap + slift + labelBand
let phase = CGFloat(2 * Double.pi * 1.7 / Double(max(n - 1, 1)))
var pts = Array(repeating: NodePos(x: 0, y: 0, row: 0), count: n)
for r in 0..<rows {
let base = r * cols
let len = min(cols, n - base)
let fwd = r % 2 == 0
for c in 0..<len {
let i = base + c
let cc = fwd ? c : cols - 1 - c
pts[i] = NodePos(
x: smx + CGFloat(cc) * sspac,
y: smy + slift + CGFloat(r) * sgap + swave * sin(CGFloat(i) * phase),
row: r
)
}
}
return Serpentine(points: pts, width: cw, height: ch, spacing: sspac)
}
private func catmull(_ pts: [NodePos], _ t: CGFloat) -> NodePos {
let n = pts.count
guard n > 1 else { return pts.first ?? NodePos(x: 0, y: 0, row: 0) }
var k = Int(t)
var u = t - CGFloat(k)
if k < 0 { k = 0; u = 0 }
if k >= n - 1 { k = n - 2; u = 1 }
let p1 = pts[k]
let p2 = pts[k + 1]
let p0 = k - 1 >= 0
? pts[k - 1]
: NodePos(x: p1.x - (p2.x - p1.x), y: p1.y - (p2.y - p1.y), row: p1.row)
let p3 = k + 2 < n
? pts[k + 2]
: NodePos(x: p2.x + (p2.x - p1.x), y: p2.y + (p2.y - p1.y), row: p2.row)
let u2 = u * u
let u3 = u2 * u
let x = 0.5 * (2 * p1.x + (-p0.x + p2.x) * u
+ (2 * p0.x - 5 * p1.x + 4 * p2.x - p3.x) * u2
+ (-p0.x + 3 * p1.x - 3 * p2.x + p3.x) * u3)
let y = 0.5 * (2 * p1.y + (-p0.y + p2.y) * u
+ (2 * p0.y - 5 * p1.y + 4 * p2.y - p3.y) * u2
+ (-p0.y + 3 * p1.y - 3 * p2.y + p3.y) * u3)
return NodePos(x: x, y: y, row: p1.row)
}
struct PathMap: View {
let nodes: [MapNode]
let palette: Palette
var litUntil: CGFloat = 0
var nodeSize: CGFloat = 64
var mx: CGFloat = 90
var my: CGFloat = 110
var spac: CGFloat = 170
var gap: CGFloat = 220
var wave: CGFloat = 18
var branch: (index: Int, node: MapNode)? = nil
var body: some View {
GeometryReader { geo in
let layout = serpentine(
count: nodes.count,
avail: max(geo.size.width - 24, 480),
mx: mx,
my: my,
spac: spac,
gap: gap,
wave: wave,
nodeSize: nodeSize,
lift: branch == nil ? 0 : 56
)
let labelWidth = min(118, max(72, layout.spacing - 16))
let canvasH = layout.height + labelBand + 24
ScrollView([.horizontal, .vertical]) {
ZStack(alignment: .topLeading) {
railCanvas(points: layout.points)
.frame(width: layout.width, height: canvasH)
ForEach(Array(nodes.enumerated()), id: \.element.id) { i, node in
let pt = layout.points[i]
let labelBelow = pt.row % 2 == 0
nodeView(node, index: i)
.position(x: pt.x, y: pt.y)
Text(node.label)
.font(.caption2.weight(.semibold))
.foregroundStyle(node.locked ? palette.overlay : palette.text)
.multilineTextAlignment(.center)
.lineLimit(2)
.minimumScaleFactor(0.85)
.frame(width: labelWidth, height: labelBand, alignment: labelBelow ? .top : .bottom)
.position(
x: pt.x,
y: labelBelow
? pt.y + nodeSize / 2 + labelBand / 2 + 6
: pt.y - nodeSize / 2 - labelBand / 2 - 6
)
}
if let branch, branch.index < layout.points.count {
let base = layout.points[branch.index]
let tip = NodePos(x: base.x + 52, y: base.y - 110, row: base.row)
Path { p in
p.move(to: CGPoint(x: base.x, y: base.y - nodeSize / 2))
p.addQuadCurve(
to: CGPoint(x: tip.x, y: tip.y + nodeSize / 2),
control: CGPoint(x: base.x + 12, y: tip.y + 24)
)
}
.stroke(palette.rail, style: StrokeStyle(lineWidth: 8, lineCap: .round))
nodeView(branch.node, index: nil)
.position(x: tip.x, y: tip.y)
Text(branch.node.label)
.font(.caption2.weight(.semibold))
.foregroundStyle(palette.text)
.multilineTextAlignment(.center)
.lineLimit(2)
.frame(width: labelWidth, height: labelBand, alignment: .bottom)
.position(x: tip.x, y: tip.y - nodeSize / 2 - labelBand / 2 - 6)
}
}
.frame(
width: max(layout.width + 24, geo.size.width),
height: canvasH,
alignment: .topLeading
)
.padding(.horizontal, 12)
}
}
.frame(minHeight: 420)
}
@ViewBuilder
private func railCanvas(points: [NodePos]) -> some View {
Canvas { ctx, _ in
guard points.count >= 2 else { return }
func stroke(_ t0: CGFloat, _ t1: CGFloat, color: Color, width: CGFloat, dashed: Bool = false) {
var path = Path()
let steps = max(1, Int((t1 - t0) * 48))
let start = catmull(points, t0)
path.move(to: CGPoint(x: start.x, y: start.y))
for s in 1...steps {
let t = t0 + (t1 - t0) * CGFloat(s) / CGFloat(steps)
let pt = catmull(points, t)
path.addLine(to: CGPoint(x: pt.x, y: pt.y))
}
var style = StrokeStyle(lineWidth: width, lineCap: .round, lineJoin: .round)
if dashed { style.dash = [1, 18] }
ctx.stroke(path, with: .color(color), style: style)
}
let end = CGFloat(points.count - 1)
stroke(0, end, color: palette.rail, width: 10)
if litUntil > 0 {
stroke(0, min(litUntil, end), color: palette.accent, width: 10)
}
let mutedStart = litUntil > 0 ? litUntil : 0
if mutedStart < end {
stroke(mutedStart, end, color: palette.subtext.opacity(0.22), width: 10, dashed: true)
}
}
}
@ViewBuilder
private func nodeView(_ node: MapNode, index: Int?) -> some View {
let content = ZStack {
Circle()
.fill(nodeFill(node))
.overlay {
if node.locked {
Circle().strokeBorder(palette.lockedBorder, lineWidth: 1)
}
}
if node.finish {
VStack(spacing: 2) {
if let index { Text("\(index + 1)").font(.headline.weight(.black)) }
FinishFlagBadge(palette: palette)
}
.foregroundStyle(palette.overlay)
} else if node.locked {
VStack(spacing: 2) {
if let index { Text("\(index + 1)").font(.headline.weight(.black)) }
Image(systemName: "lock.fill").font(.caption2.weight(.bold))
}
.foregroundStyle(palette.overlay)
} else if node.done {
VStack(spacing: 2) {
if let index { Text("\(index + 1)").font(.headline.weight(.black)) }
Image(systemName: "checkmark").font(.caption2.weight(.bold))
}
.foregroundStyle(palette.onAccent)
} else if let index {
Text("\(index + 1)")
.font(.headline.weight(.black))
.foregroundStyle(node.current ? palette.onAccent : palette.text)
}
}
.frame(width: nodeSize, height: nodeSize)
.shadow(color: .black.opacity(node.locked ? 0 : 0.12), radius: 6, y: 2)
if let dest = node.destination, !node.locked {
NavigationLink(value: dest) { content }
.buttonStyle(.plain)
} else {
content.opacity(node.locked ? 0.55 : 1)
}
}
private func nodeFill(_ node: MapNode) -> Color {
if node.locked { return palette.lockedBg }
if node.current || node.done { return palette.accent }
return palette.node
}
}
private struct FinishFlagBadge: View {
let palette: Palette
var body: some View {
let cell: CGFloat = 4
Canvas { ctx, _ in
for iy in 0..<2 {
for ix in 0..<3 {
let dark = ((ix + iy) & 1) == 1
let rect = CGRect(x: CGFloat(ix) * cell, y: CGFloat(iy) * cell, width: cell, height: cell)
ctx.fill(
Path(rect),
with: .color(dark ? palette.finishLight : palette.finishStroke)
)
}
}
}
.frame(width: cell * 3, height: cell * 2)
}
}