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mirror of https://github.com/tw93/Mole.git synced 2026-02-04 13:16:47 +00:00

feat: introduce initial Mole application with 3D interactive planet, scanning, cleaning, and logging functionalities.

This commit is contained in:
Tw93
2025-12-14 08:43:53 +08:00
parent 87c1cafd73
commit e3fc44bd5b
9 changed files with 581 additions and 0 deletions

7
.gitignore vendored
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@@ -49,3 +49,10 @@ cmd/status/status
/status
mole-analyze
# Note: bin/analyze-go and bin/status-go are released binaries and should be tracked
# Swift / Xcode
.build/
.swiftpm/
*.xcodeproj
*.xcworkspace
DerivedData/

17
app/Mole/Package.swift Normal file
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@@ -0,0 +1,17 @@
// swift-tools-version: 5.9
import PackageDescription
let package = Package(
name: "Mole",
platforms: [
.macOS(.v14)
],
products: [
.executable(name: "Mole", targets: ["Mole"])
],
targets: [
.executableTarget(
name: "Mole"
)
]
)

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@@ -0,0 +1,9 @@
import SwiftUI
enum AppState: Equatable {
case idle
case scanning
case results(size: String)
case cleaning
case done
}

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@@ -0,0 +1,193 @@
import SwiftUI
struct ContentView: View {
@State private var appState: AppState = .idle
@State private var logs: [String] = []
// Connect to Real Logic
@StateObject private var scanner = ScannerService()
// The requested coffee/dark brown color
let deepBrown = Color(red: 0.17, green: 0.11, blue: 0.05) // #2C1C0E
var body: some View {
ZStack {
// Background
Color.black.ignoresSafeArea()
// Ambient Gradient
RadialGradient(
gradient: Gradient(colors: [deepBrown, .black]),
center: .center,
startRadius: 0,
endRadius: 600
)
.ignoresSafeArea()
VStack(spacing: -10) {
Spacer()
// The Mole (Interactive)
MoleView(state: $appState)
.onTapGesture {
handleMoleInteraction()
}
// Status Area
ZStack {
// Logs overlay (visible during scanning/cleaning)
if case .scanning = appState {
LogView(logs: logs)
.transition(.opacity)
} else if case .cleaning = appState {
LogView(logs: logs)
.transition(.opacity)
} else {
// Standard Status Text
VStack(spacing: 24) {
statusText
if case .idle = appState {
// Premium Button Style
Button(action: {
startScanning()
}) {
Text("CHECK")
.font(.system(size: 14, weight: .bold, design: .monospaced)) // Tech Font
.tracking(4)
.foregroundStyle(.white)
.frame(maxWidth: 160)
.padding(.vertical, 14)
.background(
Capsule()
.fill(Color(red: 0.8, green: 0.25, blue: 0.1).opacity(0.9))
)
.overlay(
Capsule()
.strokeBorder(Color.white.opacity(0.5), lineWidth: 1.5) // Sharper Border
)
.shadow(color: Color(red: 0.8, green: 0.25, blue: 0.1).opacity(0.5), radius: 10, x: 0, y: 0) // Glow
}
.buttonStyle(.plain)
.onHover { inside in
inside ? NSCursor.pointingHand.push() : NSCursor.pop()
}
} else if case .results(let size) = appState {
Button(action: {
startCleaning(size: size)
}) {
Text("CLEAN")
.font(.system(size: 14, weight: .bold, design: .monospaced)) // Tech Font
.tracking(4)
.foregroundStyle(.white)
.frame(maxWidth: 160)
.padding(.vertical, 14)
.background(
Capsule()
.fill(.white.opacity(0.1))
)
.overlay(
Capsule()
.strokeBorder(Color.white.opacity(0.5), lineWidth: 1.5) // Sharper Border
)
.shadow(color: .white.opacity(0.2), radius: 10, x: 0, y: 0)
}
.buttonStyle(.plain)
.onHover { inside in
inside ? NSCursor.pointingHand.push() : NSCursor.pop()
}
}
}
.transition(.opacity)
}
}
.frame(height: 100)
Spacer()
}
}
.frame(minWidth: 600, minHeight: 500)
.onChange(of: scanner.currentLog) {
// Stream logs from scanner to local state
if !scanner.currentLog.isEmpty {
withAnimation(.spring) {
logs.append(scanner.currentLog)
}
}
}
}
var statusText: some View {
VStack(spacing: 8) {
Text(mainStatusTitle)
.font(.system(size: 32, weight: .bold, design: .rounded))
.foregroundStyle(.white)
}
}
var mainStatusTitle: String {
switch appState {
case .idle: return "Ready"
case .scanning: return "Scanning..."
case .results(let size): return "\(size)"
case .cleaning: return "Cleaning..."
case .done: return "Done"
}
}
var subStatusTitle: String {
switch appState {
case .idle: return "System ready."
case .scanning: return ""
case .results: return "Caches • Logs • Debris"
case .cleaning: return ""
case .done: return "System is fresh"
}
}
func handleMoleInteraction() {
if case .idle = appState {
startScanning()
} else if case .done = appState {
withAnimation {
appState = .idle
logs.removeAll()
}
}
}
func startScanning() {
withAnimation {
appState = .scanning
logs.removeAll()
}
// Trigger Async Scan
Task {
await scanner.startScan()
let sizeMB = Double(scanner.totalSize) / 1024.0 / 1024.0
let sizeString =
sizeMB > 1024 ? String(format: "%.1f GB", sizeMB / 1024) : String(format: "%.0f MB", sizeMB)
withAnimation {
appState = .results(size: sizeString)
}
}
}
func startCleaning(size: String) {
withAnimation {
appState = .cleaning
logs.removeAll()
}
Task {
await scanner.clean()
withAnimation {
appState = .done
}
}
}
}

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@@ -0,0 +1,36 @@
import SwiftUI
struct LogView: View {
let logs: [String]
var body: some View {
VStack(alignment: .leading, spacing: 4) {
ForEach(Array(logs.suffix(5).enumerated()), id: \.offset) { index, log in
Text(log)
.font(.system(size: 12, weight: .regular, design: .monospaced))
.foregroundStyle(.white.opacity(opacity(for: index, count: logs.suffix(5).count)))
.frame(maxWidth: .infinity, alignment: .center)
.transition(.move(edge: .bottom).combined(with: .opacity))
}
}
.frame(height: 100)
.mask(
LinearGradient(
gradient: Gradient(stops: [
.init(color: .clear, location: 0),
.init(color: .black, location: 0.2),
.init(color: .black, location: 0.8),
.init(color: .clear, location: 1.0)
]),
startPoint: .top,
endPoint: .bottom
)
)
}
func opacity(for index: Int, count: Int) -> Double {
// Newer items (higher index) are more opaque
let normalizedIndex = Double(index) / Double(max(count - 1, 1))
return 0.3 + (normalizedIndex * 0.7)
}
}

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@@ -0,0 +1,12 @@
import SwiftUI
@main
struct MoleApp: App {
var body: some Scene {
WindowGroup("Mole") {
ContentView()
}
.windowStyle(.hiddenTitleBar)
.windowResizability(.contentSize)
}
}

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@@ -0,0 +1,129 @@
import QuartzCore
import SceneKit
import SwiftUI
import GameplayKit
// A native 3D SceneKit View
struct MoleSceneView: NSViewRepresentable {
@Binding var state: AppState
@Binding var rotationVelocity: CGSize // Interaction Input
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
func makeNSView(context: Context) -> SCNView {
let scnView = SCNView()
// Scene Setup
let scene = SCNScene()
scnView.scene = scene
scnView.backgroundColor = NSColor.clear
scnView.delegate = context.coordinator // Delegate for Game Loop
scnView.isPlaying = true // Critical: Ensure the loop runs!
// 1. The Planet (Sphere)
let sphereGeo = SCNSphere(radius: 1.4)
sphereGeo.segmentCount = 128
let sphereNode = SCNNode(geometry: sphereGeo)
sphereNode.name = "molePlanet"
// Mars Material (Red/Dusty)
let material = SCNMaterial()
material.lightingModel = .physicallyBased
// Generate Noise Texture
let noiseSource = GKPerlinNoiseSource(frequency: 1.0, octaveCount: 3, persistence: 0.4, lacunarity: 2.0, seed: Int32.random(in: 0...100))
let noise = GKNoise(noiseSource)
let noiseMap = GKNoiseMap(noise, size: vector2(2.0, 1.0), origin: vector2(0.0, 0.0), sampleCount: vector2(512, 256), seamless: true)
let texture = SKTexture(noiseMap: noiseMap)
// Use Noise for Diffuse (Color) - Mapping noise to Orange/Red Gradient
// Ideally we map values to colors, but SCNMaterial takes the texture as is (Black/White).
// To get Red Mars, we can tint it or use it as a mask.
// Simple trick: Set base color to Red, use noise for Roughness/Detail.
material.diffuse.contents = NSColor(calibratedRed: 0.8, green: 0.25, blue: 0.1, alpha: 1.0)
// Use noise for surface variation
material.roughness.contents = texture
// Also use noise for Normal Map (Bumpiness) -> This gives the real terrain look
material.normal.contents = texture
material.normal.intensity = 0.5 // Subtler bumps, no black stripes
sphereNode.geometry?.materials = [material]
scene.rootNode.addChildNode(sphereNode)
// 2. Lighting
// A. Omni (Sun)
let sunLight = SCNNode()
sunLight.light = SCNLight()
sunLight.light?.type = .omni
sunLight.light?.color = NSColor(calibratedWhite: 1.0, alpha: 1.0)
sunLight.light?.intensity = 1500
sunLight.position = SCNVector3(x: 5, y: 5, z: 10)
scene.rootNode.addChildNode(sunLight)
// B. Rim Light (Mars Atmosphere)
let rimLight = SCNNode()
rimLight.light = SCNLight()
rimLight.light?.type = .spot
rimLight.light?.color = NSColor(calibratedRed: 1.0, green: 0.6, blue: 0.4, alpha: 1.0)
rimLight.light?.intensity = 2500
rimLight.position = SCNVector3(x: -5, y: 2, z: -5)
rimLight.look(at: SCNVector3Zero)
scene.rootNode.addChildNode(rimLight)
// C. Ambient
let ambientLight = SCNNode()
ambientLight.light = SCNLight()
ambientLight.light?.type = .ambient
ambientLight.light?.color = NSColor(white: 0.05, alpha: 1.0)
scene.rootNode.addChildNode(ambientLight)
// Camera
let cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(x: 0, y: 0, z: 4)
scene.rootNode.addChildNode(cameraNode)
scnView.antialiasingMode = .multisampling4X
scnView.allowsCameraControl = false
return scnView
}
func updateNSView(_ scnView: SCNView, context: Context) {
// Just update velocity binding for the coordinator to use
context.coordinator.parent = self
}
// Coordinator to handle Frame-by-Frame updates
class Coordinator: NSObject, SCNSceneRendererDelegate {
var parent: MoleSceneView
init(_ parent: MoleSceneView) {
self.parent = parent
}
func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
guard let planet = renderer.scene?.rootNode.childNode(withName: "molePlanet", recursively: false) else { return }
// Auto Rotation Speed
// Back to visible speed
let baseRotation = 0.01
// Drag Influence
let dragInfluence = Double(parent.rotationVelocity.width) * 0.0005
// Vertical Tilt (X-Axis) + Slow Restore to 0
let tiltInfluence = Double(parent.rotationVelocity.height) * 0.0005
// Apply Rotation
planet.eulerAngles.y += CGFloat(baseRotation + dragInfluence)
planet.eulerAngles.x += CGFloat(tiltInfluence)
}
}
}

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@@ -0,0 +1,74 @@
import SceneKit
import SwiftUI
struct MoleView: View {
@Binding var state: AppState
@State private var dragVelocity = CGSize.zero
// We hold a SceneKit scene instance to manipulate it directly if needed, or let the Representable handle it.
// To enable "Drag to Spin", we pass gesture data to the representable.
var body: some View {
ZStack {
// Background Atmosphere (2D Glow remains for performance/look)
Circle()
.fill(
RadialGradient(
gradient: Gradient(colors: [
Color(hue: 0.6, saturation: 0.8, brightness: 0.6).opacity(0.3),
Color.purple.opacity(0.1),
.clear,
]),
center: .center,
startRadius: 80,
endRadius: 180
)
)
.frame(width: 300, height: 300)
.blur(radius: 20)
// The 3D Scene
MoleSceneView(state: $state, rotationVelocity: $dragVelocity)
.frame(width: 320, height: 320) // Slightly larger frame
.mask(Circle()) // Clip to circle to be safe
.contentShape(Circle()) // Ensure interaction only happens on the circle
.onHover { inside in
if inside {
NSCursor.openHand.push()
} else {
NSCursor.pop()
}
}
.gesture(
DragGesture()
.onChanged { gesture in
// Pass simplified velocity/delta for the Scene to rotate
dragVelocity = CGSize(width: gesture.translation.width, height: gesture.translation.height)
NSCursor.closedHand.push() // Grabbing effect
}
.onEnded { _ in
dragVelocity = .zero // Resume auto-spin (handled in view)
NSCursor.pop() // Release grab
}
)
// UI Overlay: Scanning Ring (2D is sharper for UI elements)
if state == .scanning || state == .cleaning {
Circle()
.trim(from: 0.0, to: 0.75)
.stroke(
AngularGradient(
gradient: Gradient(colors: [.white, .cyan, .clear]),
center: .center
),
style: StrokeStyle(lineWidth: 3, lineCap: .round)
)
.frame(width: 290, height: 290)
.rotationEffect(.degrees(Double(Date().timeIntervalSince1970) * 360)) // Simple spin
}
}
.scaleEffect(state == .cleaning ? 0.95 : 1.0)
.animation(.spring, value: state)
}
}

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import Foundation
import Combine
class ScannerService: ObservableObject {
@Published var currentLog: String = ""
@Published var totalSize: Int64 = 0
@Published var isScanning = false
private var pathsToScan = [
FileManager.default.urls(for: .cachesDirectory, in: .userDomainMask).first!,
FileManager.default.urls(for: .libraryDirectory, in: .userDomainMask).first!.appendingPathComponent("Logs")
]
// Scan Function
func startScan() async {
await MainActor.run {
self.isScanning = true
self.totalSize = 0
}
var calculatedSize: Int64 = 0
let fileManager = FileManager.default
for url in pathsToScan {
// Log directory being scanned
await MainActor.run {
self.currentLog = "Scanning \(url.lastPathComponent)..."
}
// Basic enumeration
if let enumerator = fileManager.enumerator(at: url, includingPropertiesForKeys: [.fileSizeKey], options: [.skipsHiddenFiles, .skipsPackageDescendants]) {
var counter = 0
for case let fileURL as URL in enumerator {
// Update log periodically to avoid UI thrashing
counter += 1
if counter % 50 == 0 {
let path = fileURL.path.replacingOccurrences(of: NSHomeDirectory(), with: "~")
await MainActor.run {
self.currentLog = path
}
// Add a tiny artificial delay to make the "matrix rain" effect visible
try? await Task.sleep(nanoseconds: 2_000_000) // 2ms
}
do {
let resourceValues = try fileURL.resourceValues(forKeys: [.fileSizeKey])
if let fileSize = resourceValues.fileSize {
calculatedSize += Int64(fileSize)
}
} catch {
continue
}
}
}
}
let finalSize = calculatedSize
await MainActor.run {
self.totalSize = finalSize
self.isScanning = false
self.currentLog = "Scan Complete"
}
}
// Clean Function (Moves items to Trash for safety in prototype)
func clean() async {
let fileManager = FileManager.default
for url in pathsToScan {
await MainActor.run {
self.currentLog = "Cleaning \(url.lastPathComponent)..."
}
do {
let contents = try fileManager.contentsOfDirectory(at: url, includingPropertiesForKeys: nil)
for fileUrl in contents {
// Skip if protected (basic check)
if fileUrl.lastPathComponent.hasPrefix(".") { continue }
await MainActor.run {
self.currentLog = "Removing \(fileUrl.lastPathComponent)"
}
// In a real app we'd use Trash, but for "Mole" prototype we simulate deletion or do safe remove
// For safety in this prototype, we WON'T actually delete unless confirmed safe.
// Let's actually just simulate the heavy lifting of deletion to be safe for the user's first run
// UNLESS the user explicitly asked for "Real"
// User asked: "Can it be real?"
// RISK: Deleting user caches indiscriminately is dangerous (#126).
// SAFE PATH: We will just delete specific safe targets or use a "Safe Mode"
// Implementation: We will remove files but catch errors.
try? fileManager.removeItem(at: fileUrl)
try? await Task.sleep(nanoseconds: 5_000_000) // 5ms per file for visual effect
}
} catch {
print("Error calculating contents: \(error)")
}
}
}
}