import Foundation /// Single source of truth for countdown pulse timing. Used by both default and debug modes /// First 30s: blink every 10s; next 15s: every 5s; next 10s: every 2s; last 5s: solid. enum CountdownPulseSchedule { /// Whether we are in the "flashing" phase (remaining within countdown window). static func isInCountdownPhase(remainingSeconds: Int, countdownDuration: Int, workTimerDuration: Int) -> Bool { let effective = min(countdownDuration, workTimerDuration) return remainingSeconds <= effective && remainingSeconds > 0 } /// Whether to trigger a blink this second. Same logic for debug and default. /// First 30s remaining: every 10s; next 15s: every 5s; next 10s: every 2s; last 5s: solid. static func shouldBlink(remainingSeconds: Int) -> Bool { let s = remainingSeconds if s <= 5 { return false } // last 5: solid if s <= 15 { return s % 2 == 0 } // next 10: every 2s (14,12,10,8,6) if s <= 30 { return s % 5 == 0 } // next 15: every 5s (30,25,20,15) return s % 10 == 0 // first 30: every 10s (60,50,40,30,…) } /// When remaining <= 5, show solid overlay instead of blinking. static func shouldBeSolid(remainingSeconds: Int) -> Bool { return remainingSeconds > 0 && remainingSeconds <= 5 } /// Blink animation durations (seconds). Single place so overlay timing matches schedule. struct BlinkDurations { var fadeIn: Double var hold: Double var fadeOut: Double } static func blinkDurations(remainingSeconds: Int, durationScale: Double) -> BlinkDurations { let scale = durationScale if remainingSeconds > 60 { return BlinkDurations(fadeIn: 1.0 * scale, hold: 0.8 * scale, fadeOut: 1.0 * scale) } if remainingSeconds > 30 { return BlinkDurations(fadeIn: 0.8 * scale, hold: 0.6 * scale, fadeOut: 0.8 * scale) } if remainingSeconds > 10 { return BlinkDurations(fadeIn: 0.5 * scale, hold: 0.4 * scale, fadeOut: 0.6 * scale) } return BlinkDurations(fadeIn: 0.3 * scale, hold: 0.3 * scale, fadeOut: 0.4 * scale) } }