codeburn/mac/Sources/CodeBurnMenubar/Views/SparklineView.swift
Resham Joshi 495a254338 feat(mac): native Swift menubar app + one-command install
Introduces mac/ with a native SwiftUI menubar app that replaces the
previous SwiftBar plugin entirely. Install via `npx codeburn menubar`,
which downloads the .app from GitHub Releases, strips Gatekeeper
quarantine, and drops it into ~/Applications.

Highlights

- mac/ SwiftUI app: agent tabs, Today/7/30/Month/All period switcher,
  Trend/Forecast/Pulse/Stats/Plan insights, activity + model
  breakdowns, optimize findings, CSV/JSON export, Star-on-GitHub
  banner, live 60s refresh, instant currency switching with offline FX
  cache.
- Security: CodeburnCLI argv-based spawn (no shell interpretation),
  SafeFile symlink guards + O_NOFOLLOW writes, FX rate clamping to
  [0.0001, 1_000_000], keychain filtered to account == "default",
  removed byte-window credential log, in-flight refresh guard, POSIX
  flock on config.json writes, TerminalLauncher validates argv before
  AppleScript interpolation.
- Performance: shared static NumberFormatter (thousands of allocations
  per popover redraw eliminated), concurrent pipe drain with 20 MB cap
  + 60s timeout in DataClient, Observation-tracked reactive UI, 5-min
  payload cache keyed on (period, provider).
- CLI: new `codeburn menubar` subcommand that downloads + installs +
  launches the .app (no clone, no build). New `status --format
  menubar-json` payload builder. `export` rewritten to produce a
  folder of one-table-per-file CSVs with a `.codeburn-export` marker
  so arbitrary -o paths cannot be silently deleted.
- Removed: src/menubar.ts (SwiftBar plugin generator),
  install-menubar / uninstall-menubar subcommands, `status --format
  menubar` directive output, tests/menubar.test.ts,
  tests/security/menubar-injection.test.ts.
- Release: .github/workflows/release-menubar.yml builds universal
  binary, assembles .app, ad-hoc signs, zips, uploads on mac-v* tag
  push. Runs on the free macos-latest runner.

Tests

- 230 TypeScript tests pass
- 10 Swift CapacityEstimator tests pass
- TypeScript typecheck clean
- Swift release build clean
2026-04-17 16:55:56 -07:00

99 lines
3.2 KiB
Swift

import SwiftUI
struct SparklineView: View {
let points: [Double]
var body: some View {
GeometryReader { geo in
let cgPoints = makePoints(in: geo.size)
let smooth = smoothPath(cgPoints)
ZStack {
// Gradient fill under the curve
let fill = closedPath(smooth, width: geo.size.width, height: geo.size.height)
fill.fill(
LinearGradient(
colors: [Theme.brandAccent.opacity(0.25), .clear],
startPoint: .top,
endPoint: .bottom
)
)
// Smooth accent stroke
smooth.stroke(
Theme.brandAccent.opacity(0.85),
style: StrokeStyle(lineWidth: 1.6, lineCap: .round, lineJoin: .round)
)
// Highlighted current-day point
if let last = cgPoints.last {
Circle()
.fill(Theme.brandAccent)
.frame(width: 6, height: 6)
.overlay(
Circle()
.stroke(Color(NSColor.windowBackgroundColor).opacity(0.9), lineWidth: 1.3)
)
.position(last)
}
}
}
}
// MARK: - Geometry
private func makePoints(in size: CGSize) -> [CGPoint] {
guard !points.isEmpty else { return [] }
let w = size.width
let h = size.height
let maxV = points.max() ?? 1
let minV = points.min() ?? 0
let range = max(maxV - minV, 1)
let count = max(points.count - 1, 1)
let topPad: CGFloat = 5
let bottomPad: CGFloat = 5
let usable = max(h - topPad - bottomPad, 1)
return points.enumerated().map { idx, v in
CGPoint(
x: w * CGFloat(idx) / CGFloat(count),
y: h - bottomPad - usable * CGFloat(v - minV) / CGFloat(range)
)
}
}
/// Catmull-Rom cubic bezier. Standard smooth interpolation, no overshoot.
private func smoothPath(_ pts: [CGPoint]) -> Path {
var path = Path()
guard pts.count >= 2 else { return path }
path.move(to: pts[0])
let tension: CGFloat = 0.5
for i in 0..<(pts.count - 1) {
let p0 = i > 0 ? pts[i - 1] : pts[i]
let p1 = pts[i]
let p2 = pts[i + 1]
let p3 = i + 2 < pts.count ? pts[i + 2] : p2
let cp1 = CGPoint(
x: p1.x + (p2.x - p0.x) * tension / 3,
y: p1.y + (p2.y - p0.y) * tension / 3
)
let cp2 = CGPoint(
x: p2.x - (p3.x - p1.x) * tension / 3,
y: p2.y - (p3.y - p1.y) * tension / 3
)
path.addCurve(to: p2, control1: cp1, control2: cp2)
}
return path
}
/// Close the path along the bottom to form a fill region.
private func closedPath(_ line: Path, width: CGFloat, height: CGFloat) -> Path {
var p = line
p.addLine(to: CGPoint(x: width, y: height))
p.addLine(to: CGPoint(x: 0, y: height))
p.closeSubpath()
return p
}
}