- Add Netflix-style Home with recent audiobooks/podcasts, list/grid toggle shared with Library - Add searchable libraries — audiobooks filter on title/author; podcasts also index and search episodes across the whole library - Add unified context menu (download / progress remove) across Home, Library, and PodcastDetail - Rework cover badges: listened checkmark top-right, download indicator bottom-right; hide progress bar when finished - Add AirPlay picker in PlayerBar - Replace splash with four-phase animation: orbital particles → attract → flash → fade; cross-platform iOS+macOS, runtime AppIcon lookup - Fix macOS parallel downloads: align connection settings with iOS, raise timeoutIntervalForRequest to 300s - Fix progress deletion using server-side progress UUID (DELETE /api/me/progress/:id) - Bump CFBundleVersion to 8 Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
307 lines
13 KiB
Swift
307 lines
13 KiB
Swift
import SwiftUI
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#if os(iOS)
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import UIKit
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#elseif os(macOS)
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import AppKit
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#endif
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// MARK: - App-Icon-Loading (cross-platform, kein Extra-Asset)
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extension Image {
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/// Lädt das echte AppIcon zur Laufzeit:
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/// iOS via `CFBundleIcons` aus der Info.plist, macOS via
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/// `NSApp.applicationIconImage`. Fällt auf ein SF-Symbol zurück wenn die
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/// Plattform-spezifische Auflösung leer ist (z.B. Preview ohne Bundle).
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static var appIcon: Image {
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#if os(iOS)
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if let icons = Bundle.main.object(forInfoDictionaryKey: "CFBundleIcons") as? [String: Any],
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let primary = icons["CFBundlePrimaryIcon"] as? [String: Any],
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let files = primary["CFBundleIconFiles"] as? [String],
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let name = files.last,
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let ui = UIImage(named: name) {
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return Image(uiImage: ui)
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}
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return Image(systemName: "books.vertical.fill")
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#else
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if let ns = NSApp?.applicationIconImage {
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return Image(nsImage: ns)
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}
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return Image(systemName: "books.vertical.fill")
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#endif
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}
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}
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// MARK: - Color-Helper für hellere/dunklere Akzent-Töne
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private extension Color {
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func lighter(by amount: CGFloat = 0.2) -> Color { adjustBrightness(by: amount) }
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func darker(by amount: CGFloat = 0.2) -> Color { adjustBrightness(by: -amount) }
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private func adjustBrightness(by amount: CGFloat) -> Color {
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var h: CGFloat = 0, s: CGFloat = 0, b: CGFloat = 0, a: CGFloat = 0
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#if os(iOS)
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UIColor(self).getHue(&h, saturation: &s, brightness: &b, alpha: &a)
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#else
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(NSColor(self).usingColorSpace(.sRGB) ?? NSColor(self))
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.getHue(&h, saturation: &s, brightness: &b, alpha: &a)
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#endif
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return Color(hue: Double(h),
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saturation: Double(s),
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brightness: Double(min(1.0, max(0.0, b + amount))),
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opacity: Double(a))
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}
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}
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// MARK: - Partikel-Konfiguration
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private struct ParticleConfig: Identifiable {
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let id: Int
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let startAngle: Double // 0…2π — Position auf der Umlaufbahn bei t=0
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let orbitRadius: CGFloat // 80…150pt — Radius der Umlaufbahn
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let size: CGFloat // 4 / 7 / 10pt
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let appearDelay: Double // 0…0.9s — Stagger-Fade-In
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let angularVelocity: Double // rad/s — Umlaufgeschwindigkeit, Vorzeichen = Richtung
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let radialWobble: CGFloat // 0…5pt — sanftes Atmen des Radius
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let wobbleFrequency: Double // 0.4…0.8 Hz
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let wobblePhase: Double // 0…2π
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let shade: ParticleShade
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}
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private enum ParticleShade {
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case light, accent, dark
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func color(base: Color) -> Color {
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switch self {
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case .light: return base.lighter(by: 0.25)
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case .accent: return base
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case .dark: return base.darker(by: 0.20)
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}
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}
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}
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/// Acht Partikel auf unterschiedlichen Umlaufbahnen. Reproduzierbar bei
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/// jedem App-Start (kein Random). Drei Bahnen-Schichten (innen/mitte/außen)
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/// plus gemischte Drehrichtungen (Vorzeichen von `angularVelocity`) damit
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/// das Bild nicht wie ein gleichförmiges Karussell wirkt.
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private let particleConfigs: [ParticleConfig] = [
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.init(id: 0, startAngle: 0.45, orbitRadius: 88, size: 7, appearDelay: 0.05, angularVelocity: 0.32, radialWobble: 3, wobbleFrequency: 0.7, wobblePhase: 0.3, shade: .light),
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.init(id: 1, startAngle: 1.20, orbitRadius: 130, size: 4, appearDelay: 0.30, angularVelocity: -0.22, radialWobble: 4, wobbleFrequency: 0.5, wobblePhase: 1.1, shade: .accent),
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.init(id: 2, startAngle: 2.00, orbitRadius: 85, size: 10, appearDelay: 0.55, angularVelocity: 0.18, radialWobble: 2, wobbleFrequency: 0.4, wobblePhase: 2.4, shade: .dark),
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.init(id: 3, startAngle: 2.80, orbitRadius: 115, size: 7, appearDelay: 0.20, angularVelocity: 0.28, radialWobble: 5, wobbleFrequency: 0.6, wobblePhase: 0.8, shade: .accent),
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.init(id: 4, startAngle: 3.65, orbitRadius: 95, size: 4, appearDelay: 0.70, angularVelocity: -0.35, radialWobble: 3, wobbleFrequency: 0.55, wobblePhase: 3.2, shade: .light),
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.init(id: 5, startAngle: 4.40, orbitRadius: 140, size: 10, appearDelay: 0.10, angularVelocity: -0.16, radialWobble: 4, wobbleFrequency: 0.35, wobblePhase: 4.0, shade: .dark),
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.init(id: 6, startAngle: 5.20, orbitRadius: 100, size: 7, appearDelay: 0.45, angularVelocity: 0.24, radialWobble: 3, wobbleFrequency: 0.65, wobblePhase: 5.1, shade: .light),
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.init(id: 7, startAngle: 5.80, orbitRadius: 120, size: 4, appearDelay: 0.85, angularVelocity: -0.30, radialWobble: 5, wobbleFrequency: 0.45, wobblePhase: 1.6, shade: .accent),
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]
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// MARK: - SplashScreenView
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/// Vierphasiger Splash:
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/// 1. Partikel erscheinen gestaffelt um das Icon (~1.2s)
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/// 2. Partikel driften organisch in Loop bis `isReady` true wird (min 0.5s)
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/// 3. Alle Partikel werden ins Icon gesogen (0.6s) mit kleinem Icon-Wobble
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/// 4. Flash-Ring + Icon-Scale-Pulse (0.4s, iOS auch Haptic)
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/// 5. Fade-Out (0.4s) → `onComplete()`
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struct SplashScreenView: View {
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let isReady: Bool
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let onComplete: () -> Void
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private enum Phase { case appearing, idle, attracting, flash, fading }
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@State private var phase: Phase = .appearing
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@State private var particlesShown: Bool = false
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@State private var particlesAttracted: Bool = false
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@State private var iconScale: CGFloat = 1.0
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@State private var iconWobble: CGFloat = 1.0
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@State private var iconBrightness: Double = 0
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@State private var ringScale: CGFloat = 1.0
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@State private var ringOpacity: Double = 0
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@State private var splashOpacity: Double = 1.0
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/// Spiegel von `isReady` mit `@State`-Storage. Nötig weil die `.task`-
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/// Closure die View-Struct beim ersten Erscheinen capturet und das
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/// `let isReady` aus dem alten Snapshot liest — das bleibt forever false
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/// auch wenn der Parent neu rendert. `@State`-Storage dagegen ist
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/// shared über Reconstructions hinweg, also sieht der laufende Task die
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/// Aktualisierung sobald `onChange` sie hier reinpiped.
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@State private var readySignaled: Bool = false
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/// Einmalig festgelegt — Basis für die TimelineView-Zeit. Als `@State`,
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/// damit der Wert bei View-Re-Renders aus ContentView nicht versehentlich
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/// auf „jetzt" zurückgesetzt wird und die Drift-Bewegung dadurch springt.
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@State private var referenceDate: Date = .init()
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var body: some View {
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ZStack {
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background
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ZStack {
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particleLayer
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iconLayer
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flashRing
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}
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.frame(width: 320, height: 320)
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}
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.opacity(splashOpacity)
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.task { await runSplashAnimation() }
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.onAppear {
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// Falls der Parent isReady bereits beim ersten Render gesetzt hat
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// (z.B. weil bootstrap super-schnell durchlief), spiegeln wir den
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// Anfangswert direkt — ohne dass eine onChange-Flanke nötig wäre.
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if isReady { readySignaled = true }
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}
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.onChange(of: isReady) { _, newValue in
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if newValue { readySignaled = true }
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}
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}
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// MARK: Background
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@ViewBuilder
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private var background: some View {
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#if os(iOS)
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Color(.systemBackground).ignoresSafeArea()
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#else
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Color(NSColor.windowBackgroundColor).ignoresSafeArea()
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#endif
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}
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// MARK: Icon
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private var iconLayer: some View {
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Image.appIcon
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.resizable()
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.frame(width: 96, height: 96)
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.clipShape(RoundedRectangle(cornerRadius: 21, style: .continuous))
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.shadow(color: .black.opacity(0.15), radius: 8, y: 3)
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.scaleEffect(iconScale * iconWobble)
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.brightness(iconBrightness)
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}
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// MARK: Flash-Ring
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private var flashRing: some View {
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Circle()
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.stroke(Color.white, lineWidth: 4)
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.frame(width: 96, height: 96)
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.scaleEffect(ringScale)
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.opacity(ringOpacity)
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.allowsHitTesting(false)
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}
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// MARK: Partikel
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@ViewBuilder
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private var particleLayer: some View {
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// TimelineView läuft während `.appearing` und `.idle`, damit die
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// Partikel schon beim Stagger-Fade-In leicht driften (sonst gäb's
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// einen sichtbaren Positions-Sprung beim Übergang zu `.idle`).
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// Pausiert ab `.attracting` — die gefrorene Position dient als
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// Startpunkt für die Attract-Animation Richtung .zero.
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let paused = (phase == .attracting || phase == .flash || phase == .fading)
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TimelineView(.animation(paused: paused)) { context in
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let t = context.date.timeIntervalSince(referenceDate)
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ZStack {
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ForEach(particleConfigs) { cfg in
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particleView(cfg: cfg, t: t)
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}
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}
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}
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}
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@ViewBuilder
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private func particleView(cfg: ParticleConfig, t: TimeInterval) -> some View {
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let drifted = idlePosition(for: cfg, t: t)
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let position = particlesAttracted ? CGPoint.zero : drifted
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let scale: CGFloat = particlesAttracted ? 0.0 : 1.0
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// Wichtig: NICHT `Color.accentColor` (semantisch — konvertiert via
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// UIColor unzuverlässig zum echten Asset-Wert, gibt manchmal den
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// System-Tint = blau zurück). Direkt aus dem Asset-Catalog lesen.
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Circle()
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.fill(cfg.shade.color(base: Color("AccentColor")))
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.frame(width: cfg.size, height: cfg.size)
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.opacity(particlesShown ? 1.0 : 0.0)
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.scaleEffect(scale)
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.offset(x: position.x, y: position.y)
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// Stagger-Fade-In: jeder Partikel mit eigener Verzögerung
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.animation(.easeOut(duration: 0.5).delay(cfg.appearDelay), value: particlesShown)
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// Attract: 0.6s easeIn ins Zentrum, gleichzeitig auf scale=0
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.animation(.easeIn(duration: 0.6), value: particlesAttracted)
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}
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private func idlePosition(for cfg: ParticleConfig, t: TimeInterval) -> CGPoint {
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// Echte Umlaufbahn: Winkel wächst mit t (Vorzeichen = Drehrichtung).
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// Radius "atmet" leicht über sinusförmiges radialWobble — damit die
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// Bahn nicht maschinell perfekt-kreisförmig wirkt.
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let angle = cfg.startAngle + t * cfg.angularVelocity
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let wobble = sin(t * cfg.wobbleFrequency + cfg.wobblePhase) * Double(cfg.radialWobble)
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let radius = Double(cfg.orbitRadius) + wobble
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return CGPoint(x: cos(angle) * radius, y: sin(angle) * radius)
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}
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// MARK: Animation-Orchestrierung
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private func runSplashAnimation() async {
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// Phase 1a — Partikel erscheinen gestaffelt
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particlesShown = true
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// Warten bis alle Partikel sichtbar sind (max appearDelay 0.85 + fade 0.5)
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try? await Task.sleep(for: .milliseconds(1400))
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if Task.isCancelled { return }
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phase = .idle
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// Phase 1b — Drift-Loop bis readySignaled UND min 500ms in idle.
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// Wichtig: NICHT `isReady` lesen — siehe Doc-Kommentar an readySignaled.
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let idleStart = Date()
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let minIdleDuration: TimeInterval = 0.5
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while !readySignaled || Date().timeIntervalSince(idleStart) < minIdleDuration {
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try? await Task.sleep(for: .milliseconds(80))
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if Task.isCancelled { return }
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}
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// Phase 2 — Sog ins Icon-Zentrum
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phase = .attracting
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withAnimation(.easeIn(duration: 0.6)) {
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particlesAttracted = true
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}
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// Bei ~400ms in die Attract-Phase ein kleiner Icon-Wobble als die
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// Partikel ankommen — fühlt sich an wie der Impact.
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try? await Task.sleep(for: .milliseconds(400))
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if Task.isCancelled { return }
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withAnimation(.easeOut(duration: 0.1)) { iconWobble = 1.06 }
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try? await Task.sleep(for: .milliseconds(100))
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withAnimation(.easeIn(duration: 0.1)) { iconWobble = 1.0 }
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try? await Task.sleep(for: .milliseconds(100))
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if Task.isCancelled { return }
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// Phase 3 — Flash + Scale-Pulse + Haptic
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phase = .flash
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#if os(iOS)
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UIImpactFeedbackGenerator(style: .heavy).impactOccurred()
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#endif
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// Ring: 1.0 → 2.5×, opacity 1 → 0 (0.4s easeOut)
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ringScale = 1.0
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ringOpacity = 1.0
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withAnimation(.easeOut(duration: 0.4)) {
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ringScale = 2.5
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ringOpacity = 0
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}
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// Icon-Brightness: schnell hoch, langsamer runter
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withAnimation(.easeOut(duration: 0.15)) { iconBrightness = 0.6 }
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// Parallel: Icon-Scale-Pulse 1.0 → 1.15 → 1.0
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withAnimation(.easeOut(duration: 0.2)) { iconScale = 1.15 }
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try? await Task.sleep(for: .milliseconds(200))
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if Task.isCancelled { return }
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withAnimation(.easeIn(duration: 0.25)) { iconBrightness = 0 }
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withAnimation(.easeIn(duration: 0.2)) { iconScale = 1.0 }
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try? await Task.sleep(for: .milliseconds(200))
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if Task.isCancelled { return }
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// Phase 4 — Fade
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phase = .fading
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withAnimation(.easeOut(duration: 0.4)) {
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splashOpacity = 0
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}
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try? await Task.sleep(for: .milliseconds(420))
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onComplete()
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}
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}
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