added more anomations
iOS CI / Build and Test SwiftUI App (push) Canceled after 0s
Build Unsigned iOS and macOS Apps / Build Unsigned iOS IPA (push) Canceled after 0s
Build Unsigned iOS and macOS Apps / Build macOS ZIP (push) Canceled after 0s

This commit is contained in:
wt committed 2026-09-18 14:07:29 +07:00
1 parent 0d6c562abd
commit 3e990e7af9
4 files changed
+435 -1

No files matched your search

+106 -1
View File
@@ -75,6 +75,13 @@ struct ChatView: View {
@State private var captureSuspendsArchiveSync = false
@State private var pickerResetToken = UUID()
@State private var timelineEntries: [ChatTimelineEntry] = []
/// Messages-style entrance state: which rows currently animate, which IDs
/// the timeline already showed, and whether the opening cascade of this
/// conversation has played.
@State private var entranceModes: [String: MessageBubbleEntrance.Mode] = [:]
@State private var knownEntranceIDs: Set<String> = []
@State private var hasPlayedOpeningEntrance = false
@State private var entranceReleaseToken = UUID()
/// Messages of this conversation straight from the SwiftData store,
/// ordered like `AppModel.selectedMessages`: timestamp, then clientID.
@@ -143,6 +150,13 @@ struct ChatView: View {
_captureSuspendsArchiveSync = State(initialValue: false)
_pickerResetToken = State(initialValue: UUID())
_timelineEntries = State<[ChatTimelineEntry]>(initialValue: [])
_entranceModes = State<[String: MessageBubbleEntrance.Mode]>(
initialValue: [:]
)
_knownEntranceIDs = State<Set<String>>(initialValue: [])
_hasPlayedOpeningEntrance = State(initialValue: false)
_entranceConversationID = State<String?>(initialValue: nil)
_entranceReleaseToken = State(initialValue: UUID())
}
var body: some View {
@@ -376,6 +390,10 @@ struct ChatView: View {
historyTopTriggerVisible = false
historyAutoContinueCount = 0
emptyHistoryRetryCount = 0
entranceModes = [:]
knownEntranceIDs = []
hasPlayedOpeningEntrance = false
entranceReleaseToken = UUID()
}
.onDisappear {
model.endConversationViewing(jid: conversation.jid)
@@ -478,7 +496,87 @@ struct ChatView: View {
private func rebuildTimelineEntries(from newMessages: [ChatMessage]? = nil)
{
timelineEntries = ChatTimelineEntry.make(from: newMessages ?? messages)
let source = newMessages ?? messages
timelineEntries = ChatTimelineEntry.make(from: source)
updateEntranceModes(for: source)
}
/// Decides which rows play a Messages-style entrance after a rebuild.
/// The first page of an opened conversation cascades bottom-up; rows that
/// appear later (a send, an incoming message) launch from the composer's
/// edge. Modes are released once the animation window closes so a row
/// recycled by the lazy stack during scrolling reappears statically.
private func updateEntranceModes(for newMessages: [ChatMessage]) {
let ids = newMessages.map(\.clientID)
let known = knownEntranceIDs
knownEntranceIDs = Set(ids)
guard hasPlayedOpeningEntrance else {
guard !ids.isEmpty else { return }
hasPlayedOpeningEntrance = true
// The first message ever in an empty chat should launch out of
// the composer like any other send, not cascade in.
if ids.count == 1, known.isEmpty,
newMessages.first?.direction == .outgoing
{
applyLaunch(for: newMessages, ids: ids)
return
}
let delays = ChatMessageEntrancePolicy.entranceDelays(
forIDs: ids
)
for (id, delay) in delays {
entranceModes[id] = .cascade(delay: delay)
}
scheduleEntranceRelease(
ids: Set(delays.keys),
after: ChatMessageEntrancePolicy.entranceCascadeDuration
)
return
}
applyLaunch(
for: newMessages,
ids: ChatMessageEntrancePolicy.appendedLaunchIDs(
in: ids,
after: known
)
)
}
private func applyLaunch(for messages: [ChatMessage], ids: [String]) {
guard !ids.isEmpty else { return }
let launched = Set(ids)
var applied: Set<String> = []
for message in messages where launched.contains(message.clientID) {
entranceModes[message.clientID] = .launch(
outgoing: message.direction == .outgoing
)
applied.insert(message.clientID)
}
scheduleEntranceRelease(
ids: applied,
after: ChatMessageEntrancePolicy.entranceAnimationDuration
)
}
private func scheduleEntranceRelease(
ids: Set<String>,
after delay: TimeInterval
) {
guard !ids.isEmpty else { return }
let token = entranceReleaseToken
Task { @MainActor in
try? await Task.sleep(
nanoseconds: UInt64(delay * 1_000_000_000)
)
guard !Task.isCancelled, token == entranceReleaseToken else {
return
}
for id in ids {
entranceModes[id] = nil
}
}
}
private var isSelectingMessages: Bool {
@@ -606,6 +704,13 @@ struct ChatView: View {
)
}
)
.modifier(
MessageBubbleEntrance(
mode: entranceModes[
message.clientID
] ?? .settled
)
)
.id(message.clientID)
}
}
@@ -0,0 +1,87 @@
import SwiftUI
/// Messages-style entrance for chat rows.
///
/// Opening a conversation reveals its first page as a bottom-up cascade
/// (`.cascade`), and a row appended while the timeline is already rendered
/// springs out of the composer's send control when outgoing (`.launch`).
/// Everything else stays `.settled`, which keeps history scrolling, reactions
/// and selection updates free of animation.
struct MessageBubbleEntrance: ViewModifier {
enum Mode: Equatable {
case settled
case cascade(delay: TimeInterval)
case launch(outgoing: Bool)
var isSettled: Bool {
if case .settled = self { return true }
return false
}
}
let mode: Mode
// A settled row must never pass through an invisible frame, so only the
// rows that actually animate start hidden.
@State private var isRevealed: Bool
@State private var hasStarted = false
init(mode: Mode) {
self.mode = mode
_isRevealed = State(initialValue: mode.isSettled)
}
func body(content: Content) -> some View {
content
.opacity(isRevealed ? 1 : 0)
.scaleEffect(isRevealed ? 1 : displacedScale, anchor: scaleAnchor)
.offset(y: isRevealed ? 0 : displacedRise)
.onAppear(perform: reveal)
}
/// Outgoing bubbles shrink toward the trailing bottom corner, where the
/// composer's send control sits; incoming ones grow from their own edge.
private var displacedScale: CGFloat {
switch mode {
case .settled, .cascade:
return ChatMessageEntrancePolicy.entranceScale
case .launch(let outgoing):
return outgoing
? ChatMessageEntrancePolicy.sendScale
: ChatMessageEntrancePolicy.receiveScale
}
}
private var scaleAnchor: UnitPoint {
if case .launch(let outgoing) = mode, outgoing { return .bottomTrailing }
return .bottom
}
private var displacedRise: CGFloat {
switch mode {
case .settled, .cascade:
return ChatMessageEntrancePolicy.entranceRise
case .launch(let outgoing):
return outgoing
? ChatMessageEntrancePolicy.sendRise
: ChatMessageEntrancePolicy.receiveRise
}
}
private func reveal() {
guard !hasStarted else { return }
hasStarted = true
guard !isRevealed else { return }
let delay: TimeInterval
if case .cascade(let cascadeDelay) = mode {
delay = cascadeDelay
} else {
delay = 0
}
withAnimation(
ChatMessageEntrancePolicy.appendAnimation.delay(delay)
) {
isRevealed = true
}
}
}