import SwiftUI import UIKit /// # WebTerm Design System — token vocabulary (FROZEN public surface) /// /// The single source of truth for every visual constant in the App layer. /// Screens/components must reference these tokens — never inline colors, /// spacings, radii, opacities, durations or haptics. Direction: "精致原生" /// (refined native, Apple HIG), dark-mode-first, indigo/violet accent /// continuing the web selection color. /// /// Vocabulary (all under `DS.`): /// - `Palette` — adaptive `accent` (indigo) · semantic `status*` colors /// (color is NEVER the only status signal — pair with a symbol, /// see `StatusStyle`) · `surface`/`card`/`hairline` surfaces · /// `textPrimary`/`textSecondary`/`textTertiary`. /// - `Space` — 2·4·8·12·16·20·24 scale (`xs2`…`xxl24`). No off-scale gaps. /// - `Radius` — `sm8`/`md12`/`lg16`/`pill`. /// - `Stroke` — `hairline` (1pt border width). /// - `Opacity` — `stale`/`exited`/`pressed` dimming multipliers. /// - `Layout` — `minHitTarget` (44pt HIG minimum). /// - `Motion` — `fast`/`base` eased animations + `gated(_:reduceMotion:)` /// which collapses to `nil` under Reduce Motion. /// - `Haptics` — `selection`/`success`/`warning` (`@MainActor`). /// /// Companion files: `Typography.swift` (`DS.Typography`), `StatusStyle.swift` /// (`StatusStyle` / `DisplayStatus`), `Primitives.swift` (reusable views). enum DS { // MARK: - Palette /// Colors. `accent` is asset-free adaptive (no `.xcassets`); the semantic /// status colors use the direction's exact hex so light/dark stay on-brand. enum Palette { // ── Accent (indigo/violet — web selection color #7C8CFF) ──────────── // Adaptive: dark ≈ #7C8CFF, light ≈ #4F5BD5. Used sparingly — primary // actions, selection, active state only. /// The one accent token. Inject once at the root via `.tint(DS.Palette.accent)`. static let accent = Color(uiColor: accentUIColor()) /// The accent as a dynamic `UIColor`. Exposed so tests can resolve the /// two schemes deterministically (`resolvedColor(with:)`) without going /// through the SwiftUI→UIKit bridge. static func accentUIColor() -> UIColor { UIColor { trait in trait.userInterfaceStyle == .dark ? UIColor(red: 0x7C / 255.0, green: 0x8C / 255.0, blue: 0xFF / 255.0, alpha: 1) : UIColor(red: 0x4F / 255.0, green: 0x5B / 255.0, blue: 0xD5 / 255.0, alpha: 1) } } // ── Semantic status colors (exact hex from the direction) ─────────── // These are the ONLY status colors. `StatusStyle` pairs each with a // distinct SF Symbol so status is never conveyed by color alone. /// working — #34C759 (green). static let statusWorking = rgb(52, 199, 89) /// waiting / needs-me — #FF9F0A (amber). static let statusWaiting = rgb(255, 159, 10) /// stuck — #FF453A (red). static let statusStuck = rgb(255, 69, 58) /// idle — quiet secondary gray (distinguished from `unknown` by shape). static let statusIdle = Color.secondary /// unknown / no signal yet — gray. static let statusUnknown = Color.gray /// exited — dimmed secondary (apply `Opacity.exited` on the container). static let statusExited = Color.secondary // ── Timeline event classes (T-iOS-24) ────────────────────────────── // Semantic colors for the activity-timeline event classes. `waiting` // and `stuck` reuse the status tokens above (same meaning); `done` // reuses `statusWorking` (a completed run). `tool`/`user` get their own // tokens so nothing in the app hardcodes a raw SwiftUI color. /// tool run — indigo, tied to the app accent family (#5E9EFF-ish). static let timelineTool = rgb(94, 158, 255) /// user message — violet (#AF7BFF), distinct from accent & tool. static let timelineUser = rgb(175, 123, 255) // ── Surfaces & text ──────────────────────────────────────────────── /// Base screen background. static let surface = Color(uiColor: .systemBackground) /// Card / grouped-content background (a step up from `surface`). static let card = Color(uiColor: .secondarySystemBackground) /// Hairline separator/border color. static let hairline = Color(uiColor: .separator) /// Primary label color. static let textPrimary = Color.primary /// Secondary label color (meta, captions). static let textSecondary = Color.secondary /// Tertiary label color (de-emphasized detail). static let textTertiary = Color(uiColor: .tertiaryLabel) /// Build an opaque sRGB color from 0–255 components. private static func rgb(_ r: Double, _ g: Double, _ b: Double) -> Color { Color(.sRGB, red: r / 255, green: g / 255, blue: b / 255, opacity: 1) } } // MARK: - Space /// Spacing scale — 2·4·8·12·16·20·24. Every gap/padding picks one of these; /// there are no in-between values (the audit's 3/5/6/10/14 all round here). enum Space { static let xs2: CGFloat = 2 static let xs4: CGFloat = 4 static let sm8: CGFloat = 8 static let md12: CGFloat = 12 static let lg16: CGFloat = 16 static let xl20: CGFloat = 20 static let xxl24: CGFloat = 24 } // MARK: - Radius /// Corner radii. Legacy 6/10 both fold into `sm8`/`md12`. enum Radius { static let sm8: CGFloat = 8 static let md12: CGFloat = 12 static let lg16: CGFloat = 16 /// Fully-rounded (capsule/pill). static let pill: CGFloat = 999 } // MARK: - Stroke /// Border widths. enum Stroke { /// Hairline card/overlay border. static let hairline: CGFloat = 1 } // MARK: - Opacity /// Dimming multipliers (used with `.opacity()`, sometimes `.grayscale()`). enum Opacity { /// Telemetry gone stale (past its TTL). static let stale: Double = 0.45 /// A session that has exited. static let exited: Double = 0.55 /// Pressed-state feedback on buttons. static let pressed: Double = 0.72 } // MARK: - Layout /// Layout constants that are not spacings. enum Layout { /// HIG minimum touch target (44×44pt). static let minHitTarget: CGFloat = 44 } // MARK: - Motion /// Animation tokens. Subtle, eased (~0.18–0.25s). ALWAYS route through /// `gated(_:reduceMotion:)` so Reduce Motion collapses to no motion. enum Motion { static let fastDuration: Double = 0.18 static let baseDuration: Double = 0.25 /// Quick affordance (chips, presses). static let fast = Animation.easeInOut(duration: fastDuration) /// Standard transition (banners, sheets, list changes). static let base = Animation.easeInOut(duration: baseDuration) /// Returns `animation` normally, or `nil` (instant, no motion) when /// Reduce Motion is enabled. Callers pass the environment flag. static func gated(_ animation: Animation, reduceMotion: Bool) -> Animation? { reduceMotion ? nil : animation } } // MARK: - Haptics /// Tactile feedback for key interactions. `@MainActor` — the underlying /// UIKit generators must be touched on the main thread. Additive to the /// existing `GateViewModel` gate-arrival haptic (different call sites). @MainActor enum Haptics { /// Light selection tap — opening a session, tapping a key. static func selection() { UIImpactFeedbackGenerator(style: .light).impactOccurred() } /// Success notification — a gate approve resolved. static func success() { UINotificationFeedbackGenerator().notificationOccurred(.success) } /// Warning notification — a destructive/reject decision. static func warning() { UINotificationFeedbackGenerator().notificationOccurred(.warning) } } }