Files
MLBApp/mlbTVOS/Views/Components/SprayChartView.swift
Trey t 88308b46f5 Add game center, per-model shuffle, audio focus fixes, README, tests
- README.md with build/architecture overview
- Game Center screen with at-bat timeline, pitch sequence, spray chart,
  and strike zone component views
- VideoShuffle service: per-model bucketed random selection with
  no-back-to-back guarantee; replaces flat shuffle-bag approach
- Refresh JWT token for authenticated NSFW feed; add josie-hamming-2
  and dani-speegle-2 to the user list
- MultiStreamView audio focus: remove redundant isMuted writes during
  startStream and playNextWerkoutClip so audio stops ducking during
  clip transitions; gate AVAudioSession.setCategory(.playback) behind
  a one-shot flag
- GamesViewModel.attachPlayer: skip mute recalculation when the same
  player is re-attached (prevents toggle flicker on item replace)
- mlbTVOSTests target wired through project.yml with
  GENERATE_INFOPLIST_FILE; VideoShuffleTests covers groupByModel,
  pickRandomFromBuckets, real-distribution no-back-to-back invariant,
  and uniform model distribution over 6000 picks

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 11:02:46 -05:00

127 lines
4.6 KiB
Swift

import SwiftUI
struct SprayChartHit: Identifiable {
let id: String
let coordX: Double
let coordY: Double
let event: String?
var color: Color {
switch event?.lowercased() {
case "single": return .blue
case "double": return .green
case "triple": return .orange
case "home_run", "home run": return .red
default: return .white.opacity(0.4)
}
}
var label: String {
switch event?.lowercased() {
case "single": return "1B"
case "double": return "2B"
case "triple": return "3B"
case "home_run", "home run": return "HR"
default: return "Out"
}
}
}
struct SprayChartView: View {
let hits: [SprayChartHit]
var size: CGFloat = 280
// MLB API coordinate system: home plate ~(125, 200), field extends upward
// coordX: 0-250 (left to right), coordY: 0-250 (top to bottom, lower Y = deeper)
private let coordRange: ClosedRange<Double> = 0...250
private let homePlate = CGPoint(x: 125, y: 200)
var body: some View {
Canvas { context, canvasSize in
let w = canvasSize.width
let h = canvasSize.height
let scale = min(w, h) / 250.0
let homeX = homePlate.x * scale
let homeY = homePlate.y * scale
// Draw foul lines from home plate
let foulLineLength: CGFloat = 200 * scale
// Left field foul line (~135 degrees from horizontal)
let leftEnd = CGPoint(
x: homeX - foulLineLength * cos(.pi / 4),
y: homeY - foulLineLength * sin(.pi / 4)
)
var leftLine = Path()
leftLine.move(to: CGPoint(x: homeX, y: homeY))
leftLine.addLine(to: leftEnd)
context.stroke(leftLine, with: .color(.white.opacity(0.15)), lineWidth: 1)
// Right field foul line
let rightEnd = CGPoint(
x: homeX + foulLineLength * cos(.pi / 4),
y: homeY - foulLineLength * sin(.pi / 4)
)
var rightLine = Path()
rightLine.move(to: CGPoint(x: homeX, y: homeY))
rightLine.addLine(to: rightEnd)
context.stroke(rightLine, with: .color(.white.opacity(0.15)), lineWidth: 1)
// Outfield arc
var arc = Path()
arc.addArc(
center: CGPoint(x: homeX, y: homeY),
radius: foulLineLength,
startAngle: .degrees(-135),
endAngle: .degrees(-45),
clockwise: false
)
context.stroke(arc, with: .color(.white.opacity(0.1)), lineWidth: 1)
// Infield arc (smaller)
var infieldArc = Path()
let infieldRadius: CGFloat = 60 * scale
infieldArc.addArc(
center: CGPoint(x: homeX, y: homeY),
radius: infieldRadius,
startAngle: .degrees(-135),
endAngle: .degrees(-45),
clockwise: false
)
context.stroke(infieldArc, with: .color(.white.opacity(0.08)), lineWidth: 0.5)
// Infield diamond
let baseDistance: CGFloat = 40 * scale
let first = CGPoint(x: homeX + baseDistance * cos(.pi / 4), y: homeY - baseDistance * sin(.pi / 4))
let second = CGPoint(x: homeX, y: homeY - baseDistance * sqrt(2))
let third = CGPoint(x: homeX - baseDistance * cos(.pi / 4), y: homeY - baseDistance * sin(.pi / 4))
var diamond = Path()
diamond.move(to: CGPoint(x: homeX, y: homeY))
diamond.addLine(to: first)
diamond.addLine(to: second)
diamond.addLine(to: third)
diamond.closeSubpath()
context.stroke(diamond, with: .color(.white.opacity(0.12)), lineWidth: 0.5)
// Home plate marker
let plateSize: CGFloat = 4
let plateRect = CGRect(x: homeX - plateSize, y: homeY - plateSize, width: plateSize * 2, height: plateSize * 2)
context.fill(Path(plateRect), with: .color(.white.opacity(0.3)))
// Draw hit dots
for hit in hits {
let x = hit.coordX * scale
let y = hit.coordY * scale
let dotRadius: CGFloat = 5
let dotRect = CGRect(x: x - dotRadius, y: y - dotRadius, width: dotRadius * 2, height: dotRadius * 2)
context.fill(Circle().path(in: dotRect), with: .color(hit.color))
context.stroke(Circle().path(in: dotRect), with: .color(.white.opacity(0.2)), lineWidth: 0.5)
}
}
.frame(width: size, height: size)
}
}