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