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Build State preview
An animated render of the SwiftUI source on this page.

Build State

From syxUI — written for both platforms, not translated between them.

A CI badge cycling queued, running, and passed, with a calm live dot and a width that follows.

Badges · SwiftUI · Flutter · iOS 17 · Flutter 3.27

  • badge
  • status
  • ci
  • build
  • pill
  • live
  • state

The actual source

BuildStateBadge.swift
// Build State · syxUI · https://syxui.dev/components/build-state-badge
// Free in any project. Keep this line and credit syxUI where a person can read it.

import SwiftUI

#if canImport(UIKit)
import UIKit
private typealias BuildBadgeFont = UIFont
#else
import AppKit
private typealias BuildBadgeFont = NSFont
#endif

/// Dashes in the queued ring. Three reads as "waiting" at 20pt; six reads as a
/// texture.
private let buildDashes = 3

/// Whole dash pitches the queued ring turns per cycle. Two is 0.67 of a turn in
/// a 6 s loop — a full revolution every 9 s, near enough the 8 s the design
/// asks for. It has to be a whole multiple of the dash pitch: anything else
/// leaves the ring a few degrees out of place at the loop's seam, and the badge
/// visibly jumps once per cycle.
private let buildDashTurns = 2.0

/// The loop, as fractions of `period`. Calibrated so that at the default
/// `period: 6` they land on the milliseconds each stage was designed in:
/// a 1.3 s wait, a 0.36 s morph, 2.5 s of running, 0.36 s to settle, 0.76 s
/// green, and a 0.72 s reset. Every sub-timing below is a fraction too, so the
/// slider scales the whole cycle without changing any relationship inside it.
private let buildMorph = 0.06 // 0.36 s
private let buildReset = 0.12 // 0.72 s — twice a morph, because it undoes two
private let buildQueuedHold = 0.216_667 // 1.30 s
private let buildRunHold = 0.416_667 // 2.50 s — exactly two breaths
private let buildPassHold = 0.126_667 // 0.76 s

// Boundaries, named once so the reader can follow the drive without arithmetic.
private let buildRunMorph = buildQueuedHold // 0.2167
private let buildRunStart = buildRunMorph + buildMorph // 0.2767
private let buildEndMorph = buildRunStart + buildRunHold // 0.6933
private let buildEndStart = buildEndMorph + buildMorph // 0.7533
private let buildResetAt = buildEndStart + buildPassHold // 0.8800

/// Where the colour finishes, as a fraction of the morph it belongs to.
///
/// This is the whole reason the colour is a separate track. Slate → amber and
/// amber → green both pass through a muddy midpoint — half green, half amber is
/// olive — so the colour is given 72% of the shape's window and an ease whose
/// speed *peaks* at the midpoint. It arrives while the mark is still moving:
/// the colour announces the state, the shape confirms it. Run them on one
/// timing and the badge sits in olive for the whole morph.
private let buildColourTrack = 0.72

/// The label rolls over between 18% and 36% of the morph — ahead of the colour,
/// which finishes at 72%, and well ahead of the shape, which finishes last.
/// Word, then colour, then mark.
///
/// All three of those numbers came out of rendered frames rather than out of
/// code, and each fixed something the code could not show:
///
/// - The alphas are **complements**, so they always sum to 1. Sequencing them
///   out-then-in leaves a window where neither is drawn, and that window lands
///   on the beat where the dot has collapsed and the check has not started, so
///   the pill emptied for about 70 ms twice a cycle.
/// - The window carries a **counter-roll** of a third of the height, so the two
///   words pass each other rather than blending. Two different words at half
///   opacity on one baseline reads as a double exposure.
/// - It **starts at 18%, not at 0**. Swapped any earlier the badge said
///   "Running" in slate with the dashed ring still open, which reads for two
///   frames as a mislabelled badge rather than as an early announcement.
private let buildLabelStart = 0.18
private let buildLabelSpan = 0.18
private let buildLabelRoll = 0.34

/// A build badge that cycles queued → running → passed as one lerped view.
///
/// The indicator is a single `Shape` whose `animatableData` is
/// `AnimatablePair(ringClose, tickDraw)`: a dashed slate ring closes into a
/// filled dot, the dot collapses to nothing, and a check draws out of the point
/// it vanished at. One path throughout — three icons crossfading is the thing
/// this replaces, and at 22pt a crossfade reads as a double exposure.
///
/// `PhaseAnimator` is the obvious tool and the wrong one: it cannot be pinned
/// to a `Double`, so the badge could never be rendered at a chosen frame, and a
/// component with no still is a component nobody clicks. Instead the whole
/// cycle is a pure function of one number and `phase` overrides it.
///
/// Four tracks, deliberately out of step, and that is the component: the
/// **label** has rolled over by 36% of the morph, the **colour** lands at 72%,
/// the **shape** finishes last, and the **width** runs
/// `Spring(response:dampingRatio:)` in real seconds rather than in fractions of
/// the loop — so the pill's trailing edge is still settling after the mark has
/// arrived. `pillWidth` goes on the badge's own frame, so a sibling in the row
/// slides on that spring instead of jumping when it ends. `AnimatedSize` and a
/// bare `.animation(_:value:)` on the frame both take a curve, and a
/// curve-driven width beside a spring-driven glyph is what reads as broken.
struct BuildStateBadge: View {
    /// Which way the build ends. `.failed` draws a cross — two strokes, the
    /// second 60 ms behind the first — and shakes 3pt when it lands.
    enum Outcome { case passed, failed }

    var height: CGFloat = 22
    /// Seconds for one queued → running → passed → queued cycle.
    var period: Double = 6
    var outcome: Outcome = .passed
    var queued: Color = Color(red: 0.545, green: 0.553, blue: 0.596)
    var running: Color = Color(red: 0.961, green: 0.647, blue: 0.141)
    var passed: Color = Color(red: 0.188, green: 0.643, blue: 0.424)

    /// Preview override. When set, the badge renders that point of one cycle
    /// instead of driving its own clock. 0 is queued, 1 is queued again.
    var phase: Double? = nil

    /// The width spring, as plain stored properties so the drive can be retuned
    /// from the call site rather than by editing this file. Written inline
    /// inside `Spring(...)` neither of these could be reached at all.
    ///
    /// Damped to 0.85 on purpose: the pill's edge is 8pt from a neighbour's
    /// leading edge, and a width that visibly wobbles past its target reads as
    /// a layout bug rather than as a spring.
    var widthResponse: Double = 0.32
    var widthDamping: Double = 0.85

    // Chosen, not exposed. The track is one colour for all four states so the
    // state colour is the only thing that moves; the label is that same colour
    // lifted toward white, which is what keeps it readable on the track at
    // every state instead of only on the dark ones.
    private let track = Color(red: 0.086, green: 0.094, blue: 0.114)
    private let failedTint = Color(red: 0.898, green: 0.267, blue: 0.243)

    @Environment(\.self) private var env
    @Environment(\.accessibilityReduceMotion) private var reduceMotion

    // The live clock, and a spring that a tap adds to it. Keeping them separate
    // is what makes a tap mid-transition retarget: the spring is re-launched
    // from its own current value *and velocity*, so a fast triple-tap slides
    // through the palette in one motion instead of queueing three.
    @State private var epoch = Date()
    @State private var skipFrom: Double = 0
    @State private var skipTo: Double = 0
    @State private var skipVelocity: Double = 0
    @State private var skipAt: Date? = nil
    @State private var struck: Int = -1

    var body: some View {
        Group {
            if let phase {
                pill(at: frame(at: phase))
            } else if reduceMotion {
                // A live indicator pinned at its zero crossing looks switched
                // off, so Reduce Motion lands on the frame that carries the
                // meaning: settled, green, check drawn.
                pill(at: frame(at: buildEndStart + buildPassHold / 2))
            } else {
                TimelineView(.animation) { timeline in
                    pill(at: frame(at: drive(at: timeline.date)))
                }
            }
        }
        .sensoryFeedback(trigger: struck) { _, step in
            // Nothing on queued: waiting should not buzz.
            switch step {
            case 1: return .impact(weight: .light)
            case 2: return .success
            case 3: return .error
            default: return nil
            }
        }
    }

    // MARK: - One frame

    @ViewBuilder
    private func pill(at frame: BuildBadgeFrame) -> some View {
        let mark = height * 0.48
        let radius = mark / 2
        let markCentre = CGPoint(x: height * 0.32 + radius, y: height / 2)
        let tint = frame.fill
        let ink = lift(tint, toward: 0.55)

        ZStack(alignment: .topLeading) {
            Capsule(style: .continuous)
                .fill(blend(track.resolve(in: env), tint, 0.13))
            Capsule(style: .continuous)
                .strokeBorder(alpha(tint, 0.34), lineWidth: max(0.8, height * 0.028))

            // The shed ring. Clipped inside the pill rather than drawn outside
            // it: on a dark track a ring crossing the rim at a fifth of full
            // opacity reads as a clipping fault, not as an emanation, and it
            // never grows past 0.42 * height so the capsule never cuts it.
            if frame.shed > 0 {
                // Starts just outside the dot at its fullest breath, so it is
                // never born inside the thing it came off.
                let travel = radius * (0.95 + 0.80 * frame.shed)
                Circle()
                    .strokeBorder(
                        alpha(tint, 0.32 * pow(1 - frame.shed, 0.9) * min(1, frame.shed / 0.08)),
                        lineWidth: mark * 0.12
                    )
                    .frame(width: travel * 2, height: travel * 2)
                    .offset(x: markCentre.x - travel, y: markCentre.y - travel)
            }

            BuildMark(
                ringClose: frame.ringClose,
                tickDraw: frame.tickDraw,
                breath: frame.breath,
                spin: frame.spin,
                crossed: outcome == .failed
            )
            .fill(tint)
            .frame(width: mark, height: mark)
            .offset(x: markCentre.x - radius, y: markCentre.y - radius)

            label(frame.outLabel, ink: ink, mark: mark)
                .opacity(frame.outAlpha)
                .offset(y: frame.outLift)
            label(frame.inLabel, ink: ink, mark: mark)
                .opacity(frame.inAlpha)
                .offset(y: frame.inLift)
        }
        .frame(width: CGFloat(frame.width), height: height)
        .clipShape(Capsule(style: .continuous))
        .offset(x: frame.shake)
        .contentShape(Capsule(style: .continuous))
        .onTapGesture(perform: advance)
        .accessibilityElement()
        .accessibilityLabel(Text("Build status"))
        .accessibilityValue(Text(frame.spoken))
    }

    private func label(_ string: String, ink: Color.Resolved, mark: CGFloat) -> some View {
        Text(string)
            .font(.system(size: height * 0.58, weight: .semibold))
            .foregroundStyle(ink)
            .lineLimit(1)
            .fixedSize()
            .frame(height: height, alignment: .center)
            .offset(x: height * 0.32 + mark + height * 0.20, y: opticalNudge)
    }

    /// Text sits high in its line box, so a geometrically centred label reads
    /// low. This puts the midpoint between baseline and cap height on the
    /// pill's centre instead, computed from the font rather than guessed.
    private var opticalNudge: CGFloat {
        let font = platformFont
        return (font.capHeight - font.ascender - font.descender) / 2
    }

    // MARK: - Drive

    /// Unwrapped position on the cycle. The linear clock plus whatever a tap
    /// has added to it.
    private func drive(at date: Date) -> Double {
        date.timeIntervalSince(epoch) / max(0.5, period) + skipped(at: date)
    }

    private func skipped(at date: Date) -> Double {
        guard let skipAt else { return skipTo }
        return skipSpring.value(
            fromValue: skipFrom,
            toValue: skipTo,
            initialVelocity: skipVelocity,
            time: date.timeIntervalSince(skipAt)
        )
    }

    private var skipSpring: Spring { Spring(response: 0.42, dampingRatio: 1.0) }

    /// The whole visual state at one point of the cycle.
    ///
    /// Three morphs bracket the three holds, so any position resolves to "which
    /// morph was last, and how long ago". A hold is simply a morph whose `u`
    /// has reached 1 — which is what lets the width spring keep settling after
    /// the shape has arrived, rather than being cut off at the boundary.
    private func frame(at raw: Double) -> BuildBadgeFrame {
        let position = raw - raw.rounded(.down)
        let last = morph(before: position)
        let elapsed = (position - last.start + (position < last.start ? 1 : 0))
        let seconds = elapsed * max(0.5, period)
        let u = min(1, elapsed / last.span)

        let from = last.from, to = last.to
        let colour = smooth(min(1, u / buildColourTrack))
        let tint = blend(resolved(from), resolved(to), colour)

        // The mark as one number: 0 ring, 1 dot, 2 check. A lerp of *that*
        // gives the reverse sequence for free on the reset — check retracts,
        // dot re-forms, dot opens — which is why the cycle can close on itself
        // without a cut.
        let travelled = last.kind.shaped(u)
        let position2 = from.mark + (to.mark - from.mark) * travelled

        var breath = 1.0
        var shed = 0.0
        if position >= buildRunStart && position < buildEndMorph {
            let v = (position - buildRunStart) / buildRunHold
            // Two breaths in the window, so the dot is at rest at both ends and
            // the loop closes. The ring is shed off the *first* one only, which
            // is what stops the rhythm reading as a metronome.
            breath = 1 + 0.11 * (1 - cos(4 * .pi * v))
            if v > 0.22 && v < 0.50 { shed = (v - 0.22) / 0.28 }
        }

        var shake: CGFloat = 0
        if outcome == .failed, last.to == .failed {
            let s = (seconds - last.span * max(0.5, period)) / 0.42
            if s > 0 && s < 1 {
                shake = height * 0.136 * CGFloat(sin(4 * .pi * s) * (1 - s))
            }
        }

        let swap = smooth((u - buildLabelStart) / buildLabelSpan)

        return BuildBadgeFrame(
            width: Spring(response: widthResponse, dampingRatio: widthDamping)
                .value(
                    fromValue: pillWidth(from),
                    toValue: pillWidth(to),
                    initialVelocity: 0,
                    time: seconds
                ),
            fill: tint,
            ringClose: min(1, position2),
            tickDraw: max(0, position2 - 1),
            breath: breath,
            spin: position * buildDashTurns * 360 / Double(buildDashes),
            shed: shed,
            outLabel: from.label,
            outAlpha: 1 - swap,
            outLift: -height * buildLabelRoll * swap,
            inLabel: to.label,
            inAlpha: swap,
            inLift: height * buildLabelRoll * (1 - swap),
            shake: shake,
            spoken: (swap < 0.5 ? from : to).spoken
        )
    }

    /// The morph a position sits in or after, and the two states it brackets.
    private func morph(before position: Double) -> BuildBadgeMorph {
        let ending: BuildBadgeStep = outcome == .failed ? .failed : .passed
        if position >= buildRunMorph && position < buildEndMorph {
            return .init(start: buildRunMorph, span: buildMorph, from: .queued, to: .running, kind: .close)
        }
        if position >= buildEndMorph && position < buildResetAt {
            return .init(start: buildEndMorph, span: buildMorph, from: .running, to: ending, kind: .draw)
        }
        return .init(start: buildResetAt, span: buildReset, from: ending, to: .queued, kind: .rewind)
    }

    /// Jump to the next state.
    ///
    /// The tap moves the *clock*, not a separate state machine, so every
    /// re-timing above applies to a tapped transition exactly as it does to an
    /// automatic one. Landing 2% inside the next hold rather than at its middle
    /// leaves room for the linear clock, which keeps running underneath while
    /// the spring travels.
    private func advance() {
        guard phase == nil, !reduceMotion else { return }
        let now = Date()
        let here = drive(at: now)
        let position = here - here.rounded(.down)
        let gates = [0.0, buildRunStart, buildEndStart].map { $0 + 0.02 }
        let index = gates.firstIndex { $0 > position + 0.01 } ?? 0
        var delta = gates[index] - position
        if delta <= 0 { delta += 1 }

        skipFrom = skipped(at: now)
        skipVelocity = skipAt.map { at in
            skipSpring.velocity(
                fromValue: skipFrom,
                toValue: skipTo,
                initialVelocity: skipVelocity,
                time: now.timeIntervalSince(at)
            )
        } ?? 0
        skipTo = skipFrom + delta
        skipAt = now

        // Struck at the tap, not on arrival: feedback that trails the finger by
        // the spring's 0.42 s reads as lag, and the tap is what the hand did.
        switch index {
        case 1: struck = 1
        case 2: struck = outcome == .failed ? 3 : 2
        default: struck = 0
        }
    }

    // MARK: - Geometry and colour

    private func resolved(_ step: BuildBadgeStep) -> Color.Resolved {
        switch step {
        case .queued: return queued.resolve(in: env)
        case .running: return running.resolve(in: env)
        case .passed: return passed.resolve(in: env)
        case .failed: return failedTint.resolve(in: env)
        }
    }

    /// The pill is its label plus fixed chrome, measured rather than guessed.
    ///
    /// `NSString.size(withAttributes:)` is exact for the descriptor `Text` draws
    /// with, and synchronous, which is what the Flutter side gets from
    /// `TextPainter`. At 22pt tall that is 77.5 / 80.1 / 73.8 / 65.9 points for
    /// the four words — so the row *opens* 2.6pt into running and *closes* 6.2pt
    /// into passed, or 14.1pt into failed. The contraction is the interesting
    /// half: a list of builds tightens as they finish.
    private func pillWidth(_ step: BuildBadgeStep) -> Double {
        let text = (step.label as NSString)
            .size(withAttributes: [.font: platformFont]).width
        return Double(text + height * 0.32 * 2 + height * 0.48 + height * 0.20)
    }

    private var platformFont: BuildBadgeFont {
        .systemFont(ofSize: height * 0.58, weight: .semibold)
    }
}

// MARK: - The indicator

/// Ring → dot → check as one filled path.
///
/// `ringClose` closes a dashed annulus into a solid dot: the gaps shut first,
/// then the hole. `tickDraw` spends its first third collapsing that dot — the
/// anticipation before the result — and its remaining two thirds drawing the
/// mark out of the point the dot vanished at, short leg first. At the handover
/// both are zero-sized, which is why there is never a frame with two shapes in
/// it.
///
/// The path is *filled*, not stroked, because the ring's own thickness has to
/// animate and a `StrokeStyle` interpolates between endpoint widths instead of
/// being evaluated per frame. `strokedPath` turns the tick's centreline into a
/// fillable outline, so one `fill` covers every state.
private struct BuildMark: Shape {
    var ringClose: Double
    var tickDraw: Double
    /// Not part of `animatableData`: the whole badge body is re-evaluated every
    /// frame from one drive, so this arrives already correct and has nothing to
    /// interpolate.
    var breath: Double
    var spin: Double
    var crossed: Bool

    var animatableData: AnimatablePair<Double, Double> {
        get { AnimatablePair(ringClose, tickDraw) }
        set {
            ringClose = newValue.first
            tickDraw = newValue.second
        }
    }

    func path(in rect: CGRect) -> Path {
        let side = min(rect.width, rect.height)
        let centre = CGPoint(x: rect.midX, y: rect.midY)
        let radius = side / 2
        let stroke = radius * 0.34
        let close = min(max(ringClose, 0), 1)
        let draw = min(max(tickDraw, 0), 1)

        // First third of `tickDraw` is the dot's collapse, eased in so it
        // gathers speed as it goes; the rest is the mark drawing.
        let collapse = min(1, draw * 3)
        let drawn = ease(max(0, (draw - 1.0 / 3) / (2.0 / 3)))

        if drawn > 0.001 {
            return tick(side: side, origin: rect.origin, stroke: stroke, drawn: drawn)
        }

        // The dot drifts toward the point the mark starts from as it shrinks,
        // so the check appears to be pulled out of what is left of it.
        let target = crossed
            ? CGPoint(x: 0.5, y: 0.5)
            : CGPoint(x: 0.13, y: 0.53)
        let pull = collapse * collapse
        let hub = CGPoint(
            x: centre.x + (rect.minX + target.x * side - centre.x) * pull,
            y: centre.y + (rect.minY + target.y * side - centre.y) * pull
        )

        let grown = 1 + (breath - 1) * close
        let outer = radius * (1 - 0.28 * close) * grown * (1 - collapse)
        let inner = max(0, (outer - stroke * (1 - collapse)) * (1 - close))
        guard outer > 0.01 else { return Path() }

        // Each dash is an arc centreline stroked to the annulus's own thickness
        // with round caps, so the gaps have soft ends rather than radial saw
        // cuts. It also degenerates correctly: at `close == 1` the inner radius
        // is zero, so the centreline sits at half the outer radius and the
        // stroke is the full diameter — a solid dot, out of the same expression.
        //
        // The gaps shut by the time the ring is half closed. Three abutting
        // stroked arcs union under a non-zero fill, so no seam can appear at
        // the moment they meet.
        let filled = smooth(min(1, close / 0.5))
        let pitch = 360.0 / Double(buildDashes)
        let span = pitch * (0.62 + 0.38 * filled)
        let mid = (outer + inner) / 2
        let style = StrokeStyle(lineWidth: outer - inner, lineCap: .round)

        var path = Path()
        for index in 0..<buildDashes {
            let start = spin + Double(index) * pitch
            var dash = Path()
            dash.addArc(
                center: hub,
                radius: mid,
                startAngle: .degrees(start),
                endAngle: .degrees(start + span),
                clockwise: false
            )
            path.addPath(dash.strokedPath(style))
        }
        return path
    }

    /// A check, or a cross whose second stroke is 60 ms behind the first —
    /// a quarter of the 240 ms draw, which is what makes a failure read as two
    /// deliberate strokes rather than an X stamped on.
    private func tick(side: CGFloat, origin: CGPoint, stroke: CGFloat, drawn: Double) -> Path {
        // A shade heavier than the ring's own thickness: a check is a thin
        // diagonal where the ring was a closed curve, and matched stroke for
        // stroke it reads lighter than the dot it replaced.
        let style = StrokeStyle(lineWidth: stroke * 1.18, lineCap: .round, lineJoin: .round)
        func at(_ x: CGFloat, _ y: CGFloat) -> CGPoint {
            CGPoint(x: origin.x + x * side, y: origin.y + y * side)
        }

        var path = Path()
        if crossed {
            var first = Path()
            first.move(to: at(0.22, 0.22))
            first.addLine(to: at(0.78, 0.78))
            path.addPath(first.trimmedPath(from: 0, to: min(1, drawn / 0.75))
                .strokedPath(style))

            let second = min(1, max(0, (drawn - 0.25) / 0.75))
            if second > 0.001 {
                var line = Path()
                line.move(to: at(0.78, 0.22))
                line.addLine(to: at(0.22, 0.78))
                path.addPath(line.trimmedPath(from: 0, to: second).strokedPath(style))
            }
            return path
        }

        // Short leg first: it is 34% of the polyline's length, so the trim
        // draws it in the first third of the window without being told to.
        var line = Path()
        line.move(to: at(0.13, 0.53))
        line.addLine(to: at(0.40, 0.79))
        line.addLine(to: at(0.88, 0.24))
        path.addPath(line.trimmedPath(from: 0, to: drawn).strokedPath(style))
        return path
    }
}

// MARK: - Model

private enum BuildBadgeStep {
    case queued, running, passed, failed

    /// 0 ring, 1 dot, 2 mark. One number, so a lerp between any two states
    /// walks the indicator through the shapes in between in the right order.
    var mark: Double {
        switch self {
        case .queued: return 0
        case .running: return 1
        case .passed, .failed: return 2
        }
    }

    var label: String {
        switch self {
        case .queued: return "Queued"
        case .running: return "Running"
        case .passed: return "Passed"
        case .failed: return "Failed"
        }
    }

    /// What VoiceOver says as the badge's value. Derived, so the spoken state
    /// and the drawn one cannot drift apart.
    var spoken: String { label.lowercased() }
}

private enum BuildBadgeKind {
    /// Ring to dot: one eased move, nothing sequenced.
    case close
    /// Dot to mark: 120 ms of collapse, then 240 ms of drawing.
    case draw
    /// The loop's reset. The forward morph in reverse, half each — the only way
    /// the cycle gets back to queued without a cut.
    case rewind

    func shaped(_ u: Double) -> Double {
        switch self {
        case .close:
            return smooth(u)
        case .draw:
            if u <= 1.0 / 3 { return (1.0 / 3) * (3 * u) * (3 * u) }
            return 1.0 / 3 + (2.0 / 3) * ease((3 * u - 1) / 2)
        case .rewind:
            if u <= 0.5 { return 0.5 * smooth(2 * u) }
            return 0.5 + 0.5 * smooth(2 * u - 1)
        }
    }
}

private struct BuildBadgeMorph {
    var start: Double
    var span: Double
    var from: BuildBadgeStep
    var to: BuildBadgeStep
    var kind: BuildBadgeKind
}

private struct BuildBadgeFrame {
    var width: Double
    var fill: Color.Resolved
    var ringClose: Double
    var tickDraw: Double
    var breath: Double
    var spin: Double
    var shed: Double
    var outLabel: String
    var outAlpha: Double
    var outLift: CGFloat
    var inLabel: String
    var inAlpha: Double
    var inLift: CGFloat
    var shake: CGFloat
    var spoken: String
}

// MARK: - Curves and colour

private func smooth(_ t: Double) -> Double {
    let x = min(max(t, 0), 1)
    return x * x * (3 - 2 * x)
}

private func ease(_ t: Double) -> Double {
    let x = min(max(t, 0), 1)
    return 1 - (1 - x) * (1 - x)
}

/// Interpolated on the sRGB components, which is what `Color.lerp` does on the
/// Flutter side — so both files pass through the same midpoint.
private func blend(_ from: Color.Resolved, _ to: Color.Resolved, _ t: Double) -> Color.Resolved {
    let f = Float(min(max(t, 0), 1))
    return Color.Resolved(
        red: from.red + (to.red - from.red) * f,
        green: from.green + (to.green - from.green) * f,
        blue: from.blue + (to.blue - from.blue) * f,
        opacity: from.opacity + (to.opacity - from.opacity) * f
    )
}

private func lift(_ colour: Color.Resolved, toward white: Float) -> Color.Resolved {
    Color.Resolved(
        red: colour.red + (1 - colour.red) * white,
        green: colour.green + (1 - colour.green) * white,
        blue: colour.blue + (1 - colour.blue) * white,
        opacity: colour.opacity
    )
}

private func alpha(_ colour: Color.Resolved, _ value: Double) -> Color.Resolved {
    Color.Resolved(
        red: colour.red,
        green: colour.green,
        blue: colour.blue,
        opacity: Float(min(max(value, 0), 1))
    )
}

#Preview {
    // The first is live — tap it to jump to the next state.
    VStack(alignment: .leading, spacing: 18) {
        BuildStateBadge(height: 52)
        BuildStateBadge(height: 52, phase: 0.06)
        BuildStateBadge(height: 52, phase: 0.395)
        BuildStateBadge(height: 52, phase: 0.80)
        BuildStateBadge(height: 52, outcome: .failed, phase: 0.80)
    }
    .padding(24)
}
iOS 17 · No dependencies

SwiftUI note. The animated width sits on the badge's own frame, so a commit message dropped to its right closes in on the same spring as the build finishes. Each badge drives its own TimelineView(.animation); in a list of forty rows, hoist one timeline into the list and pass the phase down instead.

Dependencies

SwiftUI
No external dependencies

Requires iOS 17

Flutter
No external dependencies

Requires Flutter 3.27