Files
MLBApp/mlbTVOS/Views/Components/StrikeZoneView.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

105 lines
4.2 KiB
Swift

import SwiftUI
struct StrikeZoneView: View {
let pitches: [LiveFeedPlayEvent]
var size: CGFloat = 200
// Visible range: enough to show balls just outside the zone
// pX: feet from center of plate. Zone is -0.83 to 0.83. Show -1.5 to 1.5.
// pZ: height in feet. Zone is ~1.5 to 3.5. Show 0.5 to 4.5.
private let viewMinX: Double = -1.5
private let viewMaxX: Double = 1.5
private let viewMinZ: Double = 0.5
private let viewMaxZ: Double = 4.5
private let zoneHalfWidth: Double = 0.83
private var strikeZoneTop: Double {
pitches.compactMap { $0.pitchData?.strikeZoneTop }.last ?? 3.4
}
private var strikeZoneBottom: Double {
pitches.compactMap { $0.pitchData?.strikeZoneBottom }.last ?? 1.6
}
var body: some View {
Canvas { context, canvasSize in
let w = canvasSize.width
let h = canvasSize.height
let rangeX = viewMaxX - viewMinX
let rangeZ = viewMaxZ - viewMinZ
func mapX(_ pX: Double) -> CGFloat {
CGFloat((pX - viewMinX) / rangeX) * w
}
func mapZ(_ pZ: Double) -> CGFloat {
// Higher pZ = higher on screen = lower canvas Y
h - CGFloat((pZ - viewMinZ) / rangeZ) * h
}
// Strike zone rectangle
let zoneLeft = mapX(-zoneHalfWidth)
let zoneRight = mapX(zoneHalfWidth)
let zoneTop = mapZ(strikeZoneTop)
let zoneBottom = mapZ(strikeZoneBottom)
let zoneRect = CGRect(x: zoneLeft, y: zoneTop, width: zoneRight - zoneLeft, height: zoneBottom - zoneTop)
context.fill(Path(zoneRect), with: .color(.white.opacity(0.06)))
context.stroke(Path(zoneRect), with: .color(.white.opacity(0.3)), lineWidth: 1.5)
// 3x3 grid
let zoneW = zoneRight - zoneLeft
let zoneH = zoneBottom - zoneTop
for i in 1...2 {
let xLine = zoneLeft + zoneW * CGFloat(i) / 3.0
var vPath = Path()
vPath.move(to: CGPoint(x: xLine, y: zoneTop))
vPath.addLine(to: CGPoint(x: xLine, y: zoneBottom))
context.stroke(vPath, with: .color(.white.opacity(0.12)), lineWidth: 0.5)
let yLine = zoneTop + zoneH * CGFloat(i) / 3.0
var hPath = Path()
hPath.move(to: CGPoint(x: zoneLeft, y: yLine))
hPath.addLine(to: CGPoint(x: zoneRight, y: yLine))
context.stroke(hPath, with: .color(.white.opacity(0.12)), lineWidth: 0.5)
}
// Pitch dots
let dotScale = min(size / 200.0, 1.0)
for (index, pitch) in pitches.enumerated() {
guard let coords = pitch.pitchData?.coordinates,
let pX = coords.pX, let pZ = coords.pZ else { continue }
let cx = mapX(pX)
let cy = mapZ(pZ)
let isLatest = index == pitches.count - 1
let dotRadius: CGFloat = (isLatest ? 9 : 7) * dotScale
let color = pitchCallColor(pitch.callCode)
let dotRect = CGRect(
x: cx - dotRadius,
y: cy - dotRadius,
width: dotRadius * 2,
height: dotRadius * 2
)
if isLatest {
let glowRect = dotRect.insetBy(dx: -4 * dotScale, dy: -4 * dotScale)
context.fill(Circle().path(in: glowRect), with: .color(color.opacity(0.3)))
}
context.fill(Circle().path(in: dotRect), with: .color(color))
context.stroke(Circle().path(in: dotRect), with: .color(.white.opacity(0.4)), lineWidth: 0.5)
// Pitch number
let fontSize: CGFloat = max(8 * dotScale, 7)
let numText = Text("\(pitch.pitchNumber ?? (index + 1))")
.font(.system(size: fontSize, weight: .bold, design: .rounded))
.foregroundColor(.white)
context.draw(context.resolve(numText), at: CGPoint(x: cx, y: cy), anchor: .center)
}
}
.frame(width: size, height: size * 1.33)
}
}