UI-Refactor angelehnt an cards/apps/web. Drei Killer-Patterns
übernommen:
1. CardSurface (Sources/Core/Theme/CardSurface.swift)
- Drei Sizes md/lg/hero mit identischem Border-Radius 14pt,
1pt Border, layered Shadows je nach Elevation
- Aspect-Ratio 5:7 für md/hero, 12:16.8 für lg
- Optional Color-Accent-Stripe links (6pt, deck.color)
2. DeckStackTile (Sources/Features/Decks/DeckStackTile.swift)
- Spielkarten-Stack-Visual: 3 gestaffelt-rotierte
Hintergrund-Layer hinter der CardSurface
- Layer-Offsets + Tilts deterministisch aus Deck-ID gehasht
(gleiches Deck = gleiche Asymmetrie)
- Inhalt: Category-Icon oben rechts, Titel + Description
zentriert, Counts unten als Pill für dueCount
3. RatingBar mit Good-Emphasis (Features/Study/RatingBar.swift)
- "Good" als full primary background (hero action)
- again/hard/easy mit subtle border-tint + opacity-08-Background
- Keyboard-Shortcut im Button-Label als kbd-Style-Pill
DeckListView komplett umgebaut:
- Horizontale ScrollView mit scrollTransition + viewAligned-Snap
- Zwei Sektionen: "Eigene Decks" und "Abonniert"
- Inbox-Banner als highlight (primary opacity 0.08 mit border)
- Pending-Share-Banner mit warning-Tint
- Section-Headers mit Icon + Title + Count
StudySessionView.cardSurface nutzt jetzt CardSurface(.hero, .raised).
Build 6 → 7. Drei native Targets bauen, 35 Tests grün.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
93 lines
3.3 KiB
Swift
93 lines
3.3 KiB
Swift
import SwiftUI
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#if canImport(UIKit)
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import UIKit
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#endif
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/// Vier Rating-Buttons mit emphasis auf "Good" (full-width primary).
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/// Web-Vorbild: `cards/apps/web/src/routes/study/[deckId]/+page.svelte`
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/// — `.grade.again/.hard/.good/.easy`-Klassen.
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struct RatingBar: View {
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let onRate: (Rating) -> Void
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var body: some View {
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HStack(spacing: 8) {
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ForEach(Rating.allCases, id: \.self) { rating in
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Button {
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triggerHaptic(for: rating)
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onRate(rating)
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} label: {
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HStack(spacing: 6) {
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Text(rating.label)
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.font(.subheadline.weight(.semibold))
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Text(rating.shortcut)
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.font(.caption2.weight(.semibold))
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.padding(.horizontal, 5)
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.padding(.vertical, 1)
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.background(kbdBackground(for: rating), in: RoundedRectangle(cornerRadius: 4))
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.foregroundStyle(kbdForeground(for: rating))
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}
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.frame(maxWidth: .infinity)
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.padding(.vertical, 14)
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.background(background(for: rating), in: RoundedRectangle(cornerRadius: 10, style: .continuous))
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.foregroundStyle(foreground(for: rating))
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.overlay(
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RoundedRectangle(cornerRadius: 10, style: .continuous)
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.stroke(borderColor(for: rating), lineWidth: rating == .good ? 0 : 1)
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)
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}
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.buttonStyle(.plain)
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}
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}
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.padding(.horizontal, 16)
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}
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/// `good` ist die Hero-Action (primary full background) — analog
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/// zum Web-Default-Klick. Andere bekommen subtle tinted borders.
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private func background(for rating: Rating) -> Color {
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switch rating {
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case .again: CardsTheme.error.opacity(0.06)
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case .hard: CardsTheme.warning.opacity(0.06)
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case .good: CardsTheme.primary
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case .easy: CardsTheme.success.opacity(0.06)
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}
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}
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private func foreground(for rating: Rating) -> Color {
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switch rating {
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case .again: CardsTheme.error
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case .hard: CardsTheme.warning
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case .good: CardsTheme.primaryForeground
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case .easy: CardsTheme.success
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}
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}
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private func borderColor(for rating: Rating) -> Color {
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switch rating {
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case .again: CardsTheme.error.opacity(0.4)
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case .hard: CardsTheme.warning.opacity(0.4)
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case .good: .clear
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case .easy: CardsTheme.success.opacity(0.4)
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}
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}
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private func kbdBackground(for rating: Rating) -> Color {
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rating == .good
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? CardsTheme.primaryForeground.opacity(0.18)
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: CardsTheme.muted
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}
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private func kbdForeground(for rating: Rating) -> Color {
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rating == .good
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? CardsTheme.primaryForeground.opacity(0.85)
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: CardsTheme.mutedForeground
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}
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private func triggerHaptic(for rating: Rating) {
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#if canImport(UIKit)
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let style: UIImpactFeedbackGenerator.FeedbackStyle =
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rating == .easy ? .heavy : .medium
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UIImpactFeedbackGenerator(style: style).impactOccurred()
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#endif
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}
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}
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