وویس تایپینگ سانی اوکس مک
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import Cocoa
import QuartzCore
public enum HUDState {
case hidden
case recording(level: Float, isLagging: Bool = false)
case retrying
case transcribing
case success
case error
}
public final class HUDOverlayController {
public static let shared = HUDOverlayController()
private var window: NSPanel?
private var orbView: SolidSiriOrbView?
private var isVisible = false
// Large transparent canvas so audio-reactive halo never clips
private let canvasSize: CGFloat = 200
private init() {
DispatchQueue.main.async {
self.setupWindow()
}
}
private func setupWindow() {
let panel = NSPanel(
contentRect: NSRect(x: 0, y: 0, width: canvasSize, height: canvasSize),
styleMask: [.borderless, .nonactivatingPanel],
backing: .buffered,
defer: false
)
panel.isOpaque = false
panel.backgroundColor = .clear
panel.level = .floating
panel.collectionBehavior = [.canJoinAllSpaces, .fullScreenAuxiliary, .stationary]
panel.hasShadow = false
panel.ignoresMouseEvents = true
panel.alphaValue = 0.0
let container = NSView(frame: panel.contentView!.bounds)
container.wantsLayer = true
// Minimal Solid Orb centered in canvas
let orbDiameter: CGFloat = 50
let orbOrigin = (canvasSize - orbDiameter) / 2.0
let orb = SolidSiriOrbView(frame: NSRect(x: orbOrigin, y: orbOrigin, width: orbDiameter, height: orbDiameter))
container.addSubview(orb)
self.orbView = orb
panel.contentView = container
self.window = panel
reposition()
}
private func reposition() {
guard let window = self.window, let screen = NSScreen.main else { return }
let screenRect = screen.visibleFrame
// Center horizontally, positioned comfortably higher above the dock
let x = screenRect.midX - (canvasSize / 2.0)
let y = screenRect.minY + 75
window.setFrameOrigin(NSPoint(x: x, y: y))
}
public func show(state: HUDState) {
DispatchQueue.main.async { [weak self] in
guard let self = self else { return }
if self.window == nil {
self.setupWindow()
}
guard let window = self.window, let orb = self.orbView else { return }
self.reposition()
switch state {
case .hidden:
self.hide()
case .recording(let level, let isLagging):
if !self.isVisible {
window.orderFrontRegardless()
window.animator().alphaValue = 1.0
self.isVisible = true
}
orb.updateAudioLevel(level, isLagging: isLagging)
case .retrying:
if !self.isVisible {
window.orderFrontRegardless()
window.animator().alphaValue = 1.0
self.isVisible = true
}
orb.showRetryState()
case .transcribing:
orb.showTranscribingState()
case .success:
orb.showSuccessState()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.40) {
self.hide()
}
case .error:
orb.showErrorState()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.70) {
self.hide()
}
}
}
}
public func hide() {
DispatchQueue.main.async { [weak self] in
guard let self = self, let window = self.window, self.isVisible else { return }
NSAnimationContext.runAnimationGroup({ context in
context.duration = 0.18
window.animator().alphaValue = 0.0
}, completionHandler: {
window.orderOut(nil)
self.isVisible = false
self.orbView?.reset()
})
}
}
}
// MARK: - Minimal Solid-Color Orb with 100% Dynamic Audio-Driven Stroke & Bloom Halo
final class SolidSiriOrbView: NSView {
private let glowLayer = CALayer()
private let solidCoreLayer = CALayer()
private let strokeBorderLayer = CALayer()
private let maxStrokeWidth: CGFloat = 8.0
override init(frame frameRect: NSRect) {
super.init(frame: frameRect)
wantsLayer = true
setupLayers()
}
required init?(coder: NSCoder) {
super.init(coder: coder)
wantsLayer = true
setupLayers()
}
private func setupLayers() {
guard let layer = self.layer else { return }
layer.masksToBounds = false
let bounds = self.bounds
let radius = bounds.width / 2.0
// 1. Dynamic Outer Atmospheric Glow (100% audio-driven; disappears completely in silence)
glowLayer.frame = bounds.insetBy(dx: -12, dy: -12)
glowLayer.cornerRadius = (bounds.width + 24) / 2.0
glowLayer.backgroundColor = NSColor.clear.cgColor
glowLayer.shadowColor = NSColor.white.cgColor
glowLayer.shadowRadius = 0
glowLayer.shadowOpacity = 0.0
glowLayer.shadowOffset = .zero
glowLayer.opacity = 0.0
layer.addSublayer(glowLayer)
// 2. Chic, Minimal Solid-Color Core (Apple Obsidian Graphite Disc)
solidCoreLayer.frame = bounds
solidCoreLayer.cornerRadius = radius
solidCoreLayer.backgroundColor = NSColor(red: 0.12, green: 0.12, blue: 0.14, alpha: 0.98).cgColor
layer.addSublayer(solidCoreLayer)
// 3. Dynamic Voice-Reactive Stroke Ring (Disappears completely in silence)
strokeBorderLayer.frame = bounds
strokeBorderLayer.cornerRadius = radius
strokeBorderLayer.borderWidth = 0.0
strokeBorderLayer.borderColor = NSColor.white.cgColor
strokeBorderLayer.backgroundColor = NSColor.clear.cgColor
strokeBorderLayer.opacity = 0.0
layer.addSublayer(strokeBorderLayer)
}
/// Updates audio response:
/// In silence (level <= 0.04): stroke and halo disappear completely.
/// When speaking: stroke widens powerfully (up to 8px) and halo blooms dynamically.
func updateAudioLevel(_ level: Float, isLagging: Bool) {
CATransaction.begin()
CATransaction.setDisableActions(true)
let rawClamped = CGFloat(min(max(level, 0.0), 1.0))
let silenceThreshold: CGFloat = 0.04
if rawClamped <= silenceThreshold {
// Complete silence: Stroke and Halo completely vanish
strokeBorderLayer.borderWidth = 0.0
strokeBorderLayer.opacity = 0.0
glowLayer.shadowOpacity = 0.0
glowLayer.shadowRadius = 0.0
glowLayer.opacity = 0.0
} else {
// Active speech: scale dynamic intensity noticeably
let norm = (rawClamped - silenceThreshold) / (1.0 - silenceThreshold)
if isLagging {
// Amber highlight for network degradation
let amber = NSColor(red: 1.0, green: 0.65, blue: 0.10, alpha: 0.95).cgColor
strokeBorderLayer.borderColor = amber
glowLayer.shadowColor = amber
} else {
// Crisp luminous white glow
strokeBorderLayer.borderColor = NSColor.white.cgColor
glowLayer.shadowColor = NSColor.white.cgColor
}
// 1. Noticeably powerful stroke expansion (from 0 to 8px)
let dynamicWidth = norm * maxStrokeWidth
strokeBorderLayer.borderWidth = dynamicWidth
strokeBorderLayer.opacity = Float(0.40 + (0.60 * norm))
// 2. Dynamic bloom halo (expands up to 45px radius)
glowLayer.shadowRadius = 6.0 + (norm * 38.0)
glowLayer.shadowOpacity = Float(0.35 + (0.65 * norm))
glowLayer.opacity = Float(norm)
}
CATransaction.commit()
}
func showRetryState() {
CATransaction.begin()
CATransaction.setDisableActions(false)
CATransaction.setAnimationDuration(0.20)
strokeBorderLayer.borderWidth = 4.0
strokeBorderLayer.opacity = 1.0
strokeBorderLayer.borderColor = NSColor.orange.cgColor
glowLayer.shadowColor = NSColor.orange.cgColor
glowLayer.shadowRadius = 24
glowLayer.shadowOpacity = 0.9
glowLayer.opacity = 1.0
CATransaction.commit()
}
func showTranscribingState() {
CATransaction.begin()
CATransaction.setDisableActions(true)
strokeBorderLayer.borderWidth = 3.0
strokeBorderLayer.opacity = 0.8
strokeBorderLayer.borderColor = NSColor.white.cgColor
glowLayer.shadowColor = NSColor.white.cgColor
glowLayer.shadowRadius = 16
glowLayer.shadowOpacity = 0.7
glowLayer.opacity = 0.8
CATransaction.commit()
}
func showSuccessState() {
CATransaction.begin()
CATransaction.setDisableActions(false)
CATransaction.setAnimationDuration(0.18)
let green = NSColor(red: 0.15, green: 0.95, blue: 0.45, alpha: 1.0).cgColor
strokeBorderLayer.borderWidth = 4.0
strokeBorderLayer.opacity = 1.0
strokeBorderLayer.borderColor = green
glowLayer.shadowColor = green
glowLayer.shadowRadius = 22
glowLayer.shadowOpacity = 0.9
glowLayer.opacity = 1.0
CATransaction.commit()
}
func showErrorState() {
CATransaction.begin()
CATransaction.setDisableActions(false)
CATransaction.setAnimationDuration(0.18)
let red = NSColor(red: 1.0, green: 0.20, blue: 0.20, alpha: 1.0).cgColor
strokeBorderLayer.borderWidth = 4.0
strokeBorderLayer.opacity = 1.0
strokeBorderLayer.borderColor = red
glowLayer.shadowColor = red
glowLayer.shadowRadius = 22
glowLayer.shadowOpacity = 0.9
glowLayer.opacity = 1.0
CATransaction.commit()
}
func reset() {
CATransaction.begin()
CATransaction.setDisableActions(true)
strokeBorderLayer.borderWidth = 0.0
strokeBorderLayer.opacity = 0.0
glowLayer.shadowRadius = 0.0
glowLayer.shadowOpacity = 0.0
glowLayer.opacity = 0.0
CATransaction.commit()
}
}