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Timeline: add a Jump to Unread button and a new-message badge on the scroll-to-bottom button. (#5506)
* Timeline: add a Jump to Unread button and a new-message badge on the scroll-to-bottom button. * Rename scrollToFirstUnread to scrollToReadMarker for consistency with isReadMarkerVisible. * Cache readMarkerUniqueID and unreadMessageCount as stored properties on TimelineState. * TimelineViewModel: rename newTimelineItems and drop redundant ordering comment. * Use Compound chevron icons in TimelineScrollButton. * Fix TimelineScrollButton layout at large dynamic type sizes. * Add a trailingAccessory slot to topBanners and use it to dodge banners with the jump-to-read-marker button. * Put jump-to-read-marker behind a developer-options feature flag. * Fine-tune TimelineScrollButton sizing and badge colour. * Remove TimelineScrollButton chevron offset that was compensating for SF Symbol centering. * Drop the new-messages count, replace with a presence dot. * Move both timeline scroll buttons to bottom-right and revert topBanners trailingAccessory slot. * Position TimelineScrollButton badge above for up direction and below for down direction. * Add long-press mark-as-read pill to the timeline scroll buttons * Read isSwitchingTimelines from state in updateHasNewMessagesAtBottom. * Use assertionFailure when scrollToReadMarker is called with no read marker. * Add TimelineScrollButton preview snapshots. * (fix) design and various self-review issues * (fix) suppress scroll button tap after long-press * (feat) fall back to RoomInfo.fullyReadEventID for jump-to-unread * (fix) hide jump-to-unread immediately after mark-as-read * (fix) align with newer matrix-rust-sdk surface * Bump the RustSDK to v26.05.20 --------- Signed-off-by: Daniel Anderson <daniel.anderson@toptal.com> Co-authored-by: Stefan Ceriu <stefan.ceriu@gmail.com>
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//
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// Copyright 2026 Element Creations Ltd.
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// Copyright 2025 New Vector Ltd.
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//
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// SPDX-License-Identifier: AGPL-3.0-only OR LicenseRef-Element-Commercial.
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// Please see LICENSE files in the repository root for full details.
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//
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import Compound
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import SwiftUI
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/// A small floating circular button used by the timeline to jump to either the bottom (newest
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/// item) or to the read marker (NEW banner). Optionally displays a presence dot.
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struct TimelineScrollButton: View {
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enum Direction {
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case down
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case up
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}
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let direction: Direction
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let isHidden: Bool
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let showsBadge: Bool
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let onLongPress: (() -> Void)?
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let callback: () -> Void
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@ScaledMetric(relativeTo: .compound.bodyLG) private var iconSize: CGFloat = 24
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@ScaledMetric(relativeTo: .compound.bodyLG) private var badgeDotSize: CGFloat = 12
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@GestureState private var isPressing = false
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/// Set when a long-press is recognized so the trailing touch-up doesn't also fire `callback()`.
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@State private var consumedByLongPress = false
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/// Padding around the chevron, balanced so the total circle stays ~36pt at default text size.
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private let iconPadding: CGFloat = 6
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/// Vertical offset that half-centers the badge dot on the circle's edge. Magnitude is half
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/// the dot's diameter so half sits inside the circle, half outside. Sign is applied at the
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/// call site based on direction.
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private var badgeOffsetMagnitude: CGFloat {
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badgeDotSize / 2
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}
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init(direction: Direction = .down,
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isHidden: Bool = false,
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showsBadge: Bool = false,
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onLongPress: (() -> Void)? = nil,
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callback: @escaping () -> Void) {
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self.direction = direction
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self.isHidden = isHidden
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self.showsBadge = showsBadge
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self.onLongPress = onLongPress
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self.callback = callback
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}
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var body: some View {
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if let onLongPress {
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buttonContent
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.scaleEffect(isPressing ? 1.05 : 1.0)
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.compositingGroup()
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.shadow(color: .black.opacity(isPressing ? 0.2 : 0), radius: isPressing ? 12 : 0)
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.animation(.spring(response: 0.7), value: isPressing)
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.simultaneousGesture(LongPressGesture(minimumDuration: 0.5)
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.updating($isPressing) { current, state, _ in state = current }
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.onEnded { _ in
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consumedByLongPress = true
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UIImpactFeedbackGenerator(style: .heavy).impactOccurred()
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onLongPress()
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})
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.simultaneousGesture(DragGesture(minimumDistance: 0)
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.onEnded { _ in
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// Touch-up signal. Defer the clear so the Button's tap action — which
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// also fires on touch-up when the release was on-button — reads the
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// flag while it's still set and suppresses the unwanted callback.
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Task { @MainActor in consumedByLongPress = false }
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})
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} else {
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buttonContent
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}
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}
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private var buttonContent: some View {
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Button {
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if consumedByLongPress {
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consumedByLongPress = false
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return
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}
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callback()
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} label: {
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ZStack(alignment: direction == .down ? .bottom : .top) {
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icon
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if showsBadge {
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badge
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.offset(y: direction == .down ? badgeOffsetMagnitude : -badgeOffsetMagnitude)
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}
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}
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}
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.opacity(isHidden ? 0 : 1)
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.allowsHitTesting(!isHidden)
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.accessibilityHidden(isHidden)
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.accessibilityLabel(direction == .down ? L10n.a11yJumpToBottom : UntranslatedL10n.a11yJumpToUnread)
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.animation(.elementDefault, value: isHidden)
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}
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@ViewBuilder
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private var icon: some View {
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let chevron = CompoundIcon(direction == .down ? \.chevronDown : \.chevronUp,
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size: .custom(iconSize),
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relativeTo: .compound.bodyLG)
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.foregroundStyle(.compound.iconPrimary)
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.padding(iconPadding)
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if #available(iOS 26, *) {
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chevron
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.glassEffect(.regular, in: Circle())
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.overlay(Circle().stroke(Color.compound.borderInteractiveSecondary, lineWidth: 1))
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} else {
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chevron
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.background(.regularMaterial, in: Circle())
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.overlay(Circle().stroke(Color.compound.borderInteractiveSecondary, lineWidth: 1))
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}
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}
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private var badge: some View {
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Circle()
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.fill(Color.compound.iconAccentPrimary)
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.frame(width: badgeDotSize, height: badgeDotSize)
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}
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}
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struct TimelineScrollButton_Previews: PreviewProvider, TestablePreview {
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static var previews: some View {
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VStack(spacing: 16) {
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TimelineScrollButton(direction: .down) { }
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TimelineScrollButton(direction: .down, showsBadge: true) { }
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TimelineScrollButton(direction: .up) { }
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TimelineScrollButton(direction: .up, showsBadge: true) { }
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TimelineScrollButton(direction: .up, isHidden: true, showsBadge: true) { }
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}
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.padding()
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.background(Color.compound.bgCanvasDefault)
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.previewLayout(.sizeThatFits)
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}
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}
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