Files
Gaze/Gaze/Views/Containers/MenuBarGuideOverlayView.swift
Michael Freno 6e41c4059c building
2026-01-30 12:20:56 -05:00

280 lines
8.8 KiB
Swift

//
// MenuBarGuideOverlayView.swift
// Gaze
//
// Created by Mike Freno on 1/17/26.
//
import AppKit
import Combine
import SwiftUI
@MainActor
final class MenuBarGuideOverlayPresenter {
static let shared = MenuBarGuideOverlayPresenter()
private var window: NSWindow?
private var lastWindowFrame: CGRect = .zero
private var checkTimer: Timer?
private var onboardingWindowObserver: NSObjectProtocol?
private var currentStartPoint: CGPoint = .zero
private var previousStartPoint: CGPoint = .zero
func updateVisibility(isVisible: Bool) {
if isVisible {
MenuBarItemLocator.shared.probeLocation()
show()
} else {
hide()
}
}
func hide() {
checkTimer?.invalidate()
checkTimer = nil
window?.orderOut(nil)
window?.close()
window = nil
}
private func show() {
if let window {
window.orderFrontRegardless()
startCheckTimer()
return
}
guard let screen = NSScreen.main else { return }
let overlayWindow = NSPanel(
contentRect: screen.frame,
styleMask: [.borderless, .nonactivatingPanel],
backing: .buffered,
defer: false
)
overlayWindow.backgroundColor = .clear
overlayWindow.isOpaque = false
overlayWindow.hasShadow = false
overlayWindow.level = .statusBar
overlayWindow.ignoresMouseEvents = true
overlayWindow.isReleasedWhenClosed = false
overlayWindow.collectionBehavior = [.canJoinAllSpaces, .fullScreenAuxiliary, .stationary]
let overlayView = MenuBarGuideOverlayView(
currentStart: currentStartPoint,
previousStart: previousStartPoint
)
overlayWindow.contentView = NSHostingView(rootView: overlayView)
overlayWindow.orderFrontRegardless()
window = overlayWindow
startCheckTimer()
}
private func startCheckTimer() {
checkTimer?.invalidate()
checkTimer = Timer.scheduledTimer(withTimeInterval: 0.01, repeats: true) { [weak self] _ in
guard let self else { return }
Task { @MainActor in
self.checkWindowFrame()
}
}
}
private func checkWindowFrame() {
guard
let onboardingWindow = NSApp.windows.first(where: {
$0.identifier == WindowIdentifiers.onboarding
})
else { return }
let currentFrame = onboardingWindow.frame
if currentFrame != lastWindowFrame {
lastWindowFrame = currentFrame
let screenSize = NSScreen.main?.frame ?? .zero
let windowFrame = onboardingWindow.frame
let textRightX = windowFrame.midX + 40
let textY = screenSize.maxY - windowFrame.maxY + 255
let newStart = CGPoint(x: textRightX, y: textY)
previousStartPoint = currentStartPoint
currentStartPoint = newStart
redraw()
}
}
private func redraw() {
guard let window else { return }
let overlayView = MenuBarGuideOverlayView(
currentStart: currentStartPoint,
previousStart: previousStartPoint
)
window.contentView = NSHostingView(rootView: overlayView)
}
func setupOnboardingWindowObserver() {
// Remove any existing observer to prevent duplicates
if let observer = onboardingWindowObserver {
NotificationCenter.default.removeObserver(observer)
}
guard
let onboardingWindow = NSApp.windows.first(where: {
$0.identifier == WindowIdentifiers.onboarding
})
else { return }
// Set up KVO for window frame changes
onboardingWindowObserver = onboardingWindow.observe(\.frame, options: [.new, .old]) {
[weak self] _, _ in
guard let self else { return }
Task { @MainActor in
self.checkWindowFrame()
}
}
// Add observer for when the onboarding window is closed
onboardingWindowObserver = NotificationCenter.default.addObserver(
forName: NSWindow.willCloseNotification,
object: nil,
queue: .main
) { [weak self] notification in
guard let window = notification.object as? NSWindow,
window.identifier == WindowIdentifiers.onboarding
else {
return
}
// Hide the overlay when onboarding window closes
guard let self else { return }
Task { @MainActor in
self.hide()
}
}
}
}
struct MenuBarGuideOverlayView: View {
var currentStart: CGPoint
var previousStart: CGPoint
var body: some View {
GeometryReader { proxy in
let size = proxy.size
if let locationResult = MenuBarItemLocator.shared.getLocation(),
let screen = NSScreen.main
{
let target = targetPoint(from: locationResult.frame)
let start = startPoint(screenSize: size, screenFrame: screen.frame)
HandDrawnArrowShape(start: start, end: target, previousStart: previousStart)
.stroke(
Color.accentColor.opacity(0.85),
style: StrokeStyle(lineWidth: 3.5, lineCap: .round, lineJoin: .round)
)
.shadow(color: .black.opacity(0.25), radius: 6, x: 0, y: 2)
}
}
.allowsHitTesting(false)
.background(Color.clear)
}
private func targetPoint(from frame: CGRect) -> CGPoint {
CGPoint(x: frame.midX, y: 30)
}
private func startPoint(screenSize: CGSize, screenFrame: CGRect) -> CGPoint {
// Calculate start point based on onboarding window position
// Arrow starts from right side of title text area (approximately)
if let onboardingWindow = NSApp.windows.first(where: {
$0.identifier == WindowIdentifiers.onboarding
}) {
let windowFrame = onboardingWindow.frame
let textRightX = windowFrame.midX + 40
let textY = screenFrame.maxY - windowFrame.maxY + 255
return CGPoint(x: textRightX, y: textY)
}
return CGPoint(x: screenSize.width * 0.5, y: screenSize.height * 0.45)
}
private func interpolate(from: CGPoint, to: CGPoint, factor: CGFloat) -> CGPoint {
CGPoint(x: from.x + (to.x - from.x) * factor, y: from.y + (to.y - from.y) * factor)
}
}
struct HandDrawnArrowShape: Shape {
let start: CGPoint
let end: CGPoint
let previousStart: CGPoint
func path(in rect: CGRect) -> Path {
var path = Path()
// Interpolate start point for smooth transition
let currentStart = CGPoint(
x: previousStart.x + (start.x - previousStart.x) * 0.3,
y: previousStart.y + (start.y - previousStart.y) * 0.3)
// Create a path that starts going DOWN, then curves back UP to the target
// This creates a more playful, hand-drawn feel
let dx = end.x - currentStart.x
// First control point: go DOWN and slightly toward target
let ctrl1 = CGPoint(
x: start.x + dx * 0.15,
y: start.y + 40
)
let ctrl2 = CGPoint(
x: start.x + dx * 0.6,
y: start.y + 80
)
let wobble: CGFloat = 2.5
let wobbledCtrl1 = CGPoint(x: ctrl1.x + wobble, y: ctrl1.y - wobble)
let wobbledCtrl2 = CGPoint(x: ctrl2.x - wobble, y: ctrl2.y + wobble)
path.move(to: start)
path.addCurve(to: end, control1: wobbledCtrl1, control2: wobbledCtrl2)
// Arrowhead - angled based on the final curve direction
let arrowLength: CGFloat = 16
let arrowAngle: CGFloat = .pi / 6
// Calculate angle from last control point to end
let angle = atan2(end.y - wobbledCtrl2.y, end.x - wobbledCtrl2.x)
let left = CGPoint(
x: end.x - arrowLength * cos(angle - arrowAngle),
y: end.y - arrowLength * sin(angle - arrowAngle)
)
let right = CGPoint(
x: end.x - arrowLength * cos(angle + arrowAngle),
y: end.y - arrowLength * sin(angle + arrowAngle)
)
// Draw arrowhead with slight wobble
path.move(to: CGPoint(x: end.x + 1, y: end.y - 1))
path.addLine(to: CGPoint(x: left.x - 1, y: left.y + 1))
path.move(to: CGPoint(x: end.x - 1, y: end.y + 1))
path.addLine(to: CGPoint(x: right.x + 1, y: right.y - 1))
return path
}
}
#Preview("Menu Bar Guide Overlay") {
MenuBarGuideOverlayView(
currentStart: .zero,
previousStart: .zero
)
.frame(width: 1200, height: 800)
}