Swaps the Orchestra accent from violet to a warm gold (AppTheme.orchestra + iOS Palette.orchestra), so the composer glow, effort label, and subagent cards all read gold. Tunes the glow harder — a ~0.9s pulse (was 1.8s) with a thicker stroke and a bigger outer bloom that swells on the beat — so an Orchestra turn announces itself. Reduce Motion still holds the glow steady. Against a Control project's lavender accent, the gold glow stands out cleanly. Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
213 lines
9.3 KiB
Swift
213 lines
9.3 KiB
Swift
import SwiftUI
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import NucleicProtocol
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/// The mobile mirror of the Mac's design language (AppTheme/AppPalette on desktop): a deep
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/// teal accent, the same categorical status palette, and the same status→color mapping
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/// refined by turn disposition — so the two devices read identically. Pure SwiftUI Color
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/// (no AppKit), adapting to light/dark via the system.
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enum Palette {
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static let accent = Color(red: 0.04, green: 0.52, blue: 0.50) // deep teal
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static let active = Color(red: 0.20, green: 0.55, blue: 0.95) // blue
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static let attention = Color(red: 1.00, green: 0.65, blue: 0.15) // amber
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static let success = Color(red: 0.30, green: 0.80, blue: 0.45) // green
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static let paused = Color(red: 0.62, green: 0.49, blue: 0.93) // purple
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static let danger = Color(red: 0.92, green: 0.34, blue: 0.34) // red
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static let neutral = Color.secondary
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/// The orchestra (orchestration mode) signature gold — mirrors the Mac's
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/// `AppTheme.orchestra`. Used for the effort picker's Orchestra option and the
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/// composer's golden ring.
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static let orchestra = Color(red: 0.90, green: 0.66, blue: 0.16)
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/// Dot/accent color for a session's status, refined by the last turn's disposition — a
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/// finished-the-work turn reads as "done" (success) rather than the calm "ready" accent.
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static func status(_ status: SessionStatus, disposition: TurnDisposition? = nil) -> Color {
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if status == .awaitingInput, disposition == .completed { return success }
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switch status {
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case .idle, .provisioning: return neutral
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case .running: return active
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case .awaitingApproval: return attention
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case .awaitingInput: return accent
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case .finished: return success
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case .interrupted: return paused
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case .error: return danger
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}
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}
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static func activity(level: Int) -> Color {
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switch level {
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case 0: Color.secondary.opacity(0.15)
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case 1: success.opacity(0.4)
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case 2: success.opacity(0.7)
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default: success
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}
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}
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}
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/// Status glyph + label, matching the Mac semantics (UX_MACOS §1).
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enum StatusStyle {
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static func symbol(_ status: SessionStatus, disposition: TurnDisposition? = nil) -> String {
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if status == .awaitingInput, disposition == .completed { return "checkmark.circle.fill" }
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switch status {
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case .idle: return "circle"
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case .provisioning: return "circle.dotted"
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case .running: return "circle.lefthalf.filled"
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case .awaitingApproval: return "exclamationmark.triangle.fill"
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case .awaitingInput: return "bubble.left.fill"
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case .finished: return "checkmark.circle.fill"
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case .interrupted: return "stop.circle"
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case .error: return "xmark.octagon.fill"
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}
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}
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static func label(_ status: SessionStatus, disposition: TurnDisposition? = nil) -> String {
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if status == .awaitingInput, disposition == .completed { return "Done" }
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return status.displayName
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}
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/// Attention-first ordering for the session list (UX_IOS §3).
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static func sortRank(_ summary: WireSessionSummary) -> Int {
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switch summary.status {
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case .awaitingApproval: return 0
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case .awaitingInput: return summary.disposition == .completed ? 4 : 1
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case .running, .provisioning: return 2
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case .idle: return 3
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case .finished, .interrupted, .error: return 5
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}
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}
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}
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extension SessionStatus {
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/// "Needs you" vs background work, mirroring the Mac sidebar's disposition refinement.
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func needsYou(_ disposition: TurnDisposition?) -> Bool {
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switch self {
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case .awaitingApproval: return true
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case .awaitingInput: return disposition != .completed
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default: return false
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}
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}
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}
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extension Risk {
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var isHigh: Bool { self == .destructive || self == .network || self == .hostExec }
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var label: String { self == .hostExec ? "host machine" : rawValue }
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var color: Color {
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switch self {
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case .destructive, .network, .hostExec: return Palette.danger
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case .execute: return Palette.attention
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case .write: return Color(red: 0.85, green: 0.75, blue: 0.2)
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case .readOnly, .unknown: return .secondary
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}
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}
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}
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/// A lifted card surface with a hairline border — the mobile echo of `AppTheme.surface`.
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struct CardBackground: ViewModifier {
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var padding: CGFloat = 14
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func body(content: Content) -> some View {
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content
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.padding(padding)
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.background(Color(.secondarySystemBackground), in: RoundedRectangle(cornerRadius: 14))
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.overlay(
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RoundedRectangle(cornerRadius: 14)
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.strokeBorder(Color.primary.opacity(0.06), lineWidth: 1))
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}
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}
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extension View {
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func card(padding: CGFloat = 14) -> some View { modifier(CardBackground(padding: padding)) }
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/// Apply the teal accent app-wide.
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func nucleicTint() -> some View { tint(Palette.accent) }
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/// Wrap a composer field in the orchestra purple ring while `active` (mirrors the Mac's
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/// animated composer glow, lighter touch).
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func orchestraGlow(active: Bool, cornerRadius: CGFloat = 8) -> some View {
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modifier(OrchestraGlowModifier(active: active, cornerRadius: cornerRadius))
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}
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}
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/// The effort levels the remote offers, mirroring the Mac's `ModelCatalog.efforts` plus
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/// orchestra. `orchestraSentinel` MUST stay equal to the host's `OrchestrationMode.effortSentinel`
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/// — it's sent verbatim over the sync wire and resolved on the host (to `xhigh` + standing
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/// consent), so a mismatch would silently disable the mode.
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enum MobileEfforts {
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static let levels = ["low", "medium", "high", "xhigh", "max"]
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static let orchestraSentinel = "orchestra"
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static let fallback = "high"
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static func isOrchestra(_ effort: String) -> Bool { effort == orchestraSentinel }
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static func displayName(_ effort: String) -> String { isOrchestra(effort) ? "Orchestra" : effort }
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}
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/// A compact effort selector for the remote composers. Orchestra sits below the API levels,
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/// set apart with a sparkles glyph and the purple accent. Orchestra is a Nucleic Control
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/// capability, so it's only selectable when the target project is under Control — disabled and
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/// labeled otherwise.
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struct EffortMenu: View {
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@Binding var effort: String
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/// Whether the target project is under Nucleic Control (gates Orchestra).
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var controlled: Bool = false
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/// Orchestra only counts as active where it's permitted; a stray selection on a non-Control
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/// project reads as its underlying level so the trigger never shows Orchestra where it can't run.
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private var orchestraActive: Bool { controlled && MobileEfforts.isOrchestra(effort) }
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private var triggerEffort: String {
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orchestraActive ? effort : (MobileEfforts.isOrchestra(effort) ? MobileEfforts.fallback : effort)
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}
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var body: some View {
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Menu {
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ForEach(MobileEfforts.levels, id: \.self) { level in
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Button { effort = level } label: {
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if effort == level { Label(level, systemImage: "checkmark") } else { Text(level) }
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}
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}
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Divider()
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Button { effort = MobileEfforts.orchestraSentinel } label: {
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Label(
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controlled ? "Orchestra" : "Orchestra — Requires Nucleic Control",
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systemImage: orchestraActive ? "checkmark" : "sparkles")
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}
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.disabled(!controlled)
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} label: {
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HStack(spacing: 4) {
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Image(systemName: orchestraActive ? "sparkles" : "slider.horizontal.3")
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Text(MobileEfforts.displayName(triggerEffort))
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}
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.font(.caption)
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.foregroundStyle(orchestraActive ? Palette.orchestra : Palette.accent)
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}
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}
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}
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/// A bright golden ring that throbs around a composer while orchestra is selected — the
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/// remote echo of the Mac's `OrchestraGlow`, tuned to the same fast, high-amplitude pulse.
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/// Honors Reduce Motion (holds steady).
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struct OrchestraGlowModifier: ViewModifier {
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var active: Bool
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var cornerRadius: CGFloat
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@Environment(\.accessibilityReduceMotion) private var reduceMotion
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@State private var pulsing = false
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func body(content: Content) -> some View {
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let animating = active && pulsing && !reduceMotion
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return content
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.overlay {
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if active {
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RoundedRectangle(cornerRadius: cornerRadius, style: .continuous)
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.strokeBorder(Palette.orchestra.opacity(animating ? 0.95 : 0.5),
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lineWidth: animating ? 2.2 : 1.3)
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.shadow(color: Palette.orchestra.opacity(animating ? 0.7 : 0.22),
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radius: animating ? 13 : 4)
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.shadow(color: Palette.orchestra.opacity(animating ? 0.4 : 0.06),
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radius: animating ? 20 : 4)
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.animation(
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reduceMotion ? .default
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: .easeInOut(duration: 0.9).repeatForever(autoreverses: true),
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value: pulsing)
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.allowsHitTesting(false)
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}
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}
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.onAppear { pulsing = active }
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.onChange(of: active) { _, now in pulsing = now }
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}
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}
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