update view, still work to do

This commit is contained in:
Rory Hinnen
2026-09-08 17:49:59 -05:00
parent 241a753879
commit b1d4094f78
9 changed files with 201 additions and 204 deletions
+466
View File
@@ -0,0 +1,466 @@
//
// PortraitView.swift
// Bunch O' Dice
//
// Created by Rory Hinnen on 22/6/18.
//
import SwiftUI
struct MainView: View {
enum MenuView: Int {
case history, add, settings
func icon() -> Image {
switch self {
case .history:
return(Image(systemName: "folder"))
case .settings:
return(Image(systemName: "square.and.pencil"))
case .add:
return(Image(systemName: "folder.badge.plus"))
}
}
}
@ViewBuilder private func myCircle() -> some View {
Circle()
.fill(Color.gray)
.blur(radius: 2.0)
.frame(width: controlSize*2.5, height: controlSize*2.5, alignment: .center)
}
@ViewBuilder private func stateView() -> some View {
switch current.state {
case .wound:
woundCalculator(controlSize: controlSize)
case .armour:
armourCalculator(controlSize: controlSize)
default:
hitCalculator(controlSize: controlSize)
}
}
@ViewBuilder private func sheetContent() -> some View {
switch sheet.state {
case .settings:
SettingsView(isShowing: $sheet.isShowing)
case .history:
HistoryView(isShowing: $sheet.isShowing)
default:
EmptyView()
}
}
@ViewBuilder private func rerollPicker(mode: Binding<RerollMode>) -> some View {
let actionBinding = Binding<RerollMode>(
get: { mode.wrappedValue },
set: { newValue in
mode.wrappedValue = newValue
if newValue != .none {
current.applyReroll()
} else {
current.undoReroll()
}
}
)
HStack {
Text("Reroll")
Picker("", selection: actionBinding) {
ForEach(RerollMode.allCases, id: \.self) { m in
Text(m.label).tag(m)
}
}
.pickerStyle(.segmented)
}
.padding(.horizontal)
}
@ViewBuilder private func statStepper(
top: String,
value: String,
bottom: String,
increment: @escaping () -> Void,
decrement: @escaping () -> Void
) -> some View {
VStack {
Text(top)
Group {
Text("▲").gesture(TapGesture().onEnded { increment() })
Text(value)
Text("▼").gesture(TapGesture().onEnded { decrement() })
}
.font(.system(size: controlSize))
Text(bottom)
}
}
@ViewBuilder func buttons(color: CGColor, label: String, value: Int) -> some View {
let frameSize = 120.0
let fontSize = 35.0
let blurSize = 5.0
ZStack {
Circle()
.fill(Color(color))
.frame(width: frameSize, height: frameSize)
.blur(radius: blurSize)
VStack{
Text(String(value))
.fontWeight(.black)
Text(label)
.font(.system(size: 20))
}
}
.foregroundColor(.primary)
.font(.system(size: fontSize))
}
//MARK: State Views
@ViewBuilder func armourCalculator(controlSize: Double) -> some View {
VStack {
HStack(alignment: .top) {
Spacer()
statStepper(
top: "Armour",
value: (current.armourPenetration > 0 ? "+" : "") + String(current.armourPenetration),
bottom: "Penetration",
increment: { current.addPenetration() },
decrement: { current.losePenetration() }
)
Spacer()
VStack {
Text("Invulnerable")
Toggle("", isOn: $current.invulnerable).labelsHidden()
.padding()
}
Spacer()
}
rerollPicker(mode: $current.saveRerollMode)
if current.mortalWoundsTotal > 0 {
HStack {
Text("Mortal wounds: \(current.mortalWoundsTotal) (bypassed saves)")
.fontWeight(.semibold)
.foregroundColor(.orange)
Spacer()
}
.font(.system(size: 18))
.padding(.horizontal)
}
}
.padding()
}
@ViewBuilder func woundCalculator(controlSize: Double) -> some View {
VStack {
if current.autoWoundsCarried > 0 {
HStack {
Text("Auto-wounds carried: \(current.autoWoundsCarried) (skip wound roll)")
.fontWeight(.semibold)
.foregroundColor(.orange)
Spacer()
}
.font(.system(size: 18))
.padding(.horizontal)
}
HStack(alignment: .top) {
Spacer()
statStepper(
top: "Attack",
value: String(current.strength),
bottom: "Strength",
increment: { current.addStrength() },
decrement: { current.loseStrength() }
)
Spacer()
statStepper(
top: "Toughness",
value: String(current.toughness),
bottom: " ",
increment: { current.addToughness() },
decrement: { current.loseToughness() }
)
Spacer()
statStepper(
top: "Wound",
value: (current.woundModifier.rawValue > 0 ? "+" : "") + String(current.woundModifier.rawValue),
bottom: "Modifier",
increment: { current.woundModifier = current.woundModifier.add() },
decrement: { current.woundModifier = current.woundModifier.remove() }
)
Spacer()
}
rerollPicker(mode: $current.woundRerollMode)
VStack(spacing: 8) {
HStack {
Toggle("Devastating Wounds", isOn: $current.devastatingWounds)
}
if current.devastatingWounds {
HStack {
Text("Mortals (6s): \(current.critWoundCount)")
.fontWeight(.semibold)
.foregroundColor(.orange)
Spacer()
}
}
}
.font(.system(size: 18))
.padding(.horizontal)
}
.padding()
}
@ViewBuilder func hitCalculator(controlSize: Double) -> some View {
VStack {
HStack(alignment: .top) {
Spacer()
statStepper(
top: "Hit",
value: (current.modifier.rawValue > 0 ? "+" : "") + String(current.modifier.rawValue),
bottom: "Modifier",
increment: { current.modifier = current.modifier.add() },
decrement: { current.modifier = current.modifier.remove() }
)
.disabledWithOpacity(current.torrent || current.psychic)
Spacer()
VStack {
Text("Blow Up")
VStack {
Button(action: { current.applyBlowup(face: .six) }) {
Image(systemName: "die.face.6")
.foregroundColor(.primary)
}
Button(action: { current.applyBlowup(face: .five) }) {
Image(systemName: "die.face.5")
.foregroundColor(.primary)
}
}
.padding()
.font(.system(size: controlSize))
}
.disabledWithOpacity(current.blowupUsed || current.torrent)
Spacer()
}
rerollPicker(mode: $current.hitRerollMode)
.disabledWithOpacity(current.torrent)
HStack {
Spacer()
VStack {
Text("Torrent")
Toggle("", isOn: $current.torrent).labelsHidden()
}
Spacer()
VStack {
Text("Psychic")
Toggle("", isOn: $current.psychic).labelsHidden()
.disabledWithOpacity(current.torrent)
}
Spacer()
VStack {
Text("Lethal Hits")
Toggle("", isOn: $current.lethalHits).labelsHidden()
}
Spacer()
}
.padding(.horizontal)
VStack(spacing: 8) {
HStack {
Toggle("Sust. Hits", isOn: $current.sustainedHits)
.fixedSize()
Spacer()
if current.sustainedHits {
Text("X:")
Text("▲")
.gesture(TapGesture().onEnded {
if current.sustainedHitsX < 6 { current.sustainedHitsX += 1 }
})
Text(String(current.sustainedHitsX))
.frame(minWidth: 30, alignment: .center)
Text("▼")
.gesture(TapGesture().onEnded {
if current.sustainedHitsX > 1 { current.sustainedHitsX -= 1 }
})
}
}
HStack {
Toggle("Anti-X", isOn: $current.antiX)
.fixedSize()
Spacer()
if current.antiX {
Text("▲")
.gesture(TapGesture().onEnded {
if current.antiXThreshold < 6 { current.antiXThreshold += 1 }
})
Text("\(current.antiXThreshold)+")
.frame(minWidth: 34, alignment: .center)
Text("▼")
.gesture(TapGesture().onEnded {
if current.antiXThreshold > 2 { current.antiXThreshold -= 1 }
})
}
}
if current.lethalHits || current.sustainedHits || current.antiX {
HStack {
if current.lethalHits || current.sustainedHits {
Text("Crits (6s): \(current.critHitCount)")
.fontWeight(.semibold)
}
Spacer()
if current.antiX {
Text("Anti-X (\(current.antiXThreshold)+): \(current.antiXCount)")
.fontWeight(.semibold)
}
}
.foregroundColor(.orange)
}
}
.font(.system(size: 18))
.padding(.horizontal)
}
.padding()
}
//MARK: die views
@ViewBuilder func die(whichDie: Dice.DiceType) -> some View {
let size = 22.0
let displayColorHit = (whichDie.rawValue >= current.cutoff.rawValue) ? Color.red : Color.primary
let displayColorArmor = (whichDie.rawValue <= current.cutoff.rawValue) ? Color.red : Color.primary
let displayColorArmorText = (whichDie.rawValue < current.cutoff.rawValue) ? Color.red : Color.primary
VStack(spacing: 2) {
Text(String(current.dice.value(which: whichDie)))
.foregroundColor(current.state == .armour ?
displayColorArmorText : displayColorHit)
.frame(minWidth: 30, alignment: .center)
Image(systemName: "die.face." + String(whichDie.rawValue) + ".fill")
.foregroundColor(current.state == .armour ?
displayColorArmor : displayColorHit)
}
.font(.system(size: size))
.padding(4)
.frame(maxWidth: .infinity)
.gesture(TapGesture().onEnded {
if current.state == .hit {
if whichDie.rawValue != 1 {
current.hitCutoff = whichDie }
} else if current.state == .armour {
current.armourSave = Int(whichDie.rawValue)
}
})
}
@ViewBuilder func diePool() -> some View {
HStack(spacing: 0) {
ForEach(Dice.DiceType.allCases, id: \.rawValue) { i in
die(whichDie: i)
}
}
}
//MARK: Var declarations
@EnvironmentObject var current: Roll
@ObservedObject var sheet = SettingsSheet()
@State var showFillView = false
let padSize = 60.0
let controlSize = 30.0
let red = CGColor(red: 1.0, green: 0.3, blue: 0.3, alpha: 1.0)
let blue = CGColor(red: 0.3, green: 0.3, blue: 1.0, alpha: 1.0)
var body: some View {
VStack{
HStack{
Button(action: {current.state = .hit}) {
ZStack{
if current.state == .hit {myCircle()}
Text(RollState.hit.print())}}
Button(action: {current.state = .wound}) {
ZStack{
if current.state == .wound {myCircle()}
Text(RollState.wound.print())}}
Button(action: {current.state = .armour}) {
ZStack{
if current.state == .armour {myCircle()}
Text(RollState.armour.print())}}
}.font(.system(size: 60))
VStack(spacing: 12) {
HStack(spacing: 12) {
Button(action: { showFillView.toggle() }) {
VStack(spacing: 4) {
Text("Dice Pool")
.font(.caption)
Text(String(current.total))
.font(.system(size: 28, weight: .black))
}
.frame(maxWidth: .infinity)
.padding(.vertical, 12)
.background(Color.white)
.clipShape(RoundedRectangle(cornerRadius: 10))
.foregroundColor(.black)
}
.sheet(isPresented: $showFillView,
onDismiss: { current.resetPool() }) {
VStack {
AddToPool()
Button("Accept", action: {showFillView.toggle()})
.padding(20)
}
}
Button(action: current.incrementState) {
VStack(spacing: 4) {
Text(current.state.text())
.font(.caption)
Text(String(current.result))
.font(.system(size: 28, weight: .black))
}
.frame(maxWidth: .infinity)
.padding(.vertical, 12)
.background(Color.white)
.clipShape(RoundedRectangle(cornerRadius: 10))
.foregroundColor(.black)
}
}
.padding()
.background(Color.black)
.clipShape(RoundedRectangle(cornerRadius: 14))
diePool()
stateView()
}.padding()
}
.toolbar {
ToolbarItemGroup(placement: .bottomBar) {
HStack {
Button(action: {self.sheet.state = .history}) {
MenuView.history.icon()}
Button(action: {current.history.insert(Event(total: current.result, pool: current.dice, state: current.state), at: 0)}) {
MenuView.add.icon()}
Button(action: {self.sheet.state = .settings}) {
MenuView.settings.icon()}
}
.font(.system(size: controlSize))
.foregroundColor(.primary)
}
}
.sheet(isPresented: $sheet.isShowing, content: sheetContent)}
}
#Preview("Hit") {
MainView().environmentObject(Roll())
}
#Preview("Wound") {
MainView().environmentObject({
let r = Roll()
r.state = .wound
return r
}())
}
#Preview("Armour") {
MainView().environmentObject({
let r = Roll()
r.state = .armour
return r
}())
}