feat(macos): add native menu bar app with notch overlay

Introduces a SwiftUI companion app for the Fail Well PWA: menu bar
status item, popover with task list / record / history views, command
palette, and a Dynamic Island-style notch overlay that shows the active
step and timer beside the hardware notch and expands on hover to reveal
pause/next controls.
This commit is contained in:
Julien Calixte
2026-05-15 11:27:51 +02:00
parent 0c0d555ac1
commit 29a71a73b2
33 changed files with 2602 additions and 0 deletions

View File

@@ -0,0 +1,256 @@
import SwiftUI
struct NotchOverlayContent: View {
@Environment(AppStore.self) private var store
@Environment(Clock.self) private var clock
let state: NotchOverlayState
let geometry: NotchGeometry
var body: some View {
if let active = store.activeRecord,
let stepId = active.record.currentStepId,
let step = active.task.step(id: stepId),
let range = active.record.stepRecords[stepId]
{
island(active: active, step: step, range: range)
} else {
Color.clear
}
}
private func island(
active: (task: TaskPlan, record: TaskRecord),
step: Step,
range: TimeRange
) -> some View {
let elapsed = clock.now.timeIntervalSince(range.start)
let estimationSec = Double(step.estimation) * 60
let remaining = max(0, estimationSec - elapsed)
let overshoot = max(0, elapsed - estimationSec)
let isPaused = active.record.isPaused
let isExpanded = state.isExpanded
let menuBarH = geometry.menuBarHeight
let notchW = geometry.notchWidth
return ZStack(alignment: .top) {
NotchShape(notchWidth: notchW, menuBarHeight: menuBarH)
.fill(Color.black, style: FillStyle(eoFill: true))
.shadow(color: .black.opacity(isExpanded ? 0.35 : 0), radius: 12, x: 0, y: 6)
VStack(spacing: 0) {
wings(
step: step,
elapsed: elapsed,
remaining: remaining,
overshoot: overshoot,
isPaused: isPaused,
menuBarH: menuBarH,
notchW: notchW
)
if isExpanded {
expandedBody(
active: active,
step: step,
elapsed: elapsed,
remaining: remaining,
overshoot: overshoot,
isPaused: isPaused
)
.transition(.opacity.combined(with: .move(edge: .top)))
}
}
.frame(maxWidth: .infinity, maxHeight: .infinity, alignment: .top)
}
.animation(.spring(response: 0.32, dampingFraction: 0.82), value: isExpanded)
.onHover { hover in
state.isExpanded = hover
}
.onTapGesture(count: 2) {
NSApp.activate(ignoringOtherApps: true)
}
}
private func wings(
step: Step,
elapsed: TimeInterval,
remaining: TimeInterval,
overshoot: TimeInterval,
isPaused: Bool,
menuBarH: CGFloat,
notchW: CGFloat
) -> some View {
HStack(spacing: 0) {
// Left wing: status indicator + step title
HStack(spacing: 6) {
Image(systemName: isPaused ? "pause.circle.fill" : "record.circle")
.foregroundStyle(isPaused ? Theme.flag : Theme.accent)
.font(.system(size: 11))
Text(step.title)
.font(Theme.mono)
.foregroundStyle(.white)
.lineLimit(1)
.truncationMode(.tail)
}
.padding(.trailing, 10)
.frame(maxWidth: .infinity, alignment: .trailing)
Color.clear.frame(width: notchW)
// Right wing: timer
HStack(spacing: 4) {
Text(TimeFormat.clock(elapsed))
.font(Theme.mono.monospacedDigit())
.foregroundStyle(.white)
if step.estimation > 0 {
if overshoot > 0 {
Text("+\(TimeFormat.clock(overshoot))")
.font(Theme.monoSmall)
.foregroundStyle(Theme.flag)
} else {
Text("·\(TimeFormat.clock(remaining))")
.font(Theme.monoSmall)
.foregroundStyle(Theme.dim)
}
}
}
.padding(.leading, 10)
.frame(maxWidth: .infinity, alignment: .leading)
}
.frame(height: menuBarH)
}
private func expandedBody(
active: (task: TaskPlan, record: TaskRecord),
step: Step,
elapsed: TimeInterval,
remaining: TimeInterval,
overshoot: TimeInterval,
isPaused: Bool
) -> some View {
VStack(spacing: 10) {
HStack(alignment: .firstTextBaseline) {
Text(step.title)
.font(Theme.monoTitle)
.foregroundStyle(.white)
.lineLimit(2)
.multilineTextAlignment(.leading)
Spacer(minLength: 8)
if step.estimation > 0 {
Text("est \(step.estimation)m")
.font(Theme.monoSmall)
.foregroundStyle(Theme.dim)
.padding(.horizontal, 6)
.padding(.vertical, 2)
.background(Color.white.opacity(0.10))
.clipShape(Capsule())
}
}
HStack(alignment: .firstTextBaseline, spacing: 8) {
Text(TimeFormat.clock(elapsed))
.font(Theme.monoTimer)
.foregroundStyle(.white)
if step.estimation > 0 {
if overshoot > 0 {
Text("+\(TimeFormat.clock(overshoot))")
.font(Theme.mono)
.foregroundStyle(Theme.flag)
} else {
Text("/ \(TimeFormat.clock(remaining))")
.font(Theme.mono)
.foregroundStyle(Theme.dim)
}
}
Spacer()
}
HStack(spacing: 8) {
pillButton(
title: isPaused ? "Resume" : "Pause",
systemImage: isPaused ? "play.fill" : "pause.fill"
) {
isPaused
? store.resume(taskId: active.task.id)
: store.pause(taskId: active.task.id)
}
pillButton(title: "Next", systemImage: "forward.end.fill") {
store.nextStep(taskId: active.task.id)
}
}
}
.padding(.horizontal, 16)
.padding(.top, 6)
.padding(.bottom, 14)
.frame(maxWidth: .infinity, alignment: .leading)
}
private func pillButton(title: String, systemImage: String, action: @escaping () -> Void) -> some View {
Button(action: action) {
Label(title, systemImage: systemImage)
.font(Theme.mono)
.foregroundStyle(.white)
.frame(maxWidth: .infinity)
.padding(.vertical, 6)
.background(Color.white.opacity(0.14))
.clipShape(RoundedRectangle(cornerRadius: 6))
}
.buttonStyle(.plain)
}
}
struct NotchShape: Shape {
let notchWidth: CGFloat
let menuBarHeight: CGFloat
func path(in rect: CGRect) -> Path {
let outerR: CGFloat = 14
let innerR: CGFloat = 8
let halfNotch = notchWidth / 2
let cx = rect.midX
let notchLeft = cx - halfNotch
let notchRight = cx + halfNotch
let cutoutBottom = rect.minY + menuBarHeight
let cutoutTop = rect.minY - 1
let bottomIsRounded = rect.height > menuBarHeight + outerR
var p = Path()
// Outer boundary: top flat, bottom rounded (when expanded)
p.move(to: CGPoint(x: rect.minX, y: rect.minY))
p.addLine(to: CGPoint(x: rect.maxX, y: rect.minY))
if bottomIsRounded {
p.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY - outerR))
p.addQuadCurve(
to: CGPoint(x: rect.maxX - outerR, y: rect.maxY),
control: CGPoint(x: rect.maxX, y: rect.maxY)
)
p.addLine(to: CGPoint(x: rect.minX + outerR, y: rect.maxY))
p.addQuadCurve(
to: CGPoint(x: rect.minX, y: rect.maxY - outerR),
control: CGPoint(x: rect.minX, y: rect.maxY)
)
} else {
p.addLine(to: CGPoint(x: rect.maxX, y: rect.maxY))
p.addLine(to: CGPoint(x: rect.minX, y: rect.maxY))
}
p.closeSubpath()
// Cutout: matches the hardware notch (rounded inner bottom corners)
p.move(to: CGPoint(x: notchLeft, y: cutoutTop))
p.addLine(to: CGPoint(x: notchLeft, y: cutoutBottom - innerR))
p.addQuadCurve(
to: CGPoint(x: notchLeft + innerR, y: cutoutBottom),
control: CGPoint(x: notchLeft, y: cutoutBottom)
)
p.addLine(to: CGPoint(x: notchRight - innerR, y: cutoutBottom))
p.addQuadCurve(
to: CGPoint(x: notchRight, y: cutoutBottom - innerR),
control: CGPoint(x: notchRight, y: cutoutBottom)
)
p.addLine(to: CGPoint(x: notchRight, y: cutoutTop))
p.closeSubpath()
return p
}
}