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Improve sharing progress indicator
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@ -107,9 +107,10 @@ public final class ShareProlongedLoadingContainerNode: ASDisplayNode, ShareConte
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private let animationStatusDisposable = MetaDisposable()
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private var progressValue: CGFloat = 0.0
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private var targetProgressValue: CGFloat = 0.0
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private var animator: ConstantDisplayLinkAnimator?
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private var randomCompletionStart: CGFloat = .random(in: 0.94...0.97)
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private var completionProgress: Double = 0.0
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private var isDone: Bool = false
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private var startTimestamp: Double?
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@ -126,42 +127,18 @@ public final class ShareProlongedLoadingContainerNode: ASDisplayNode, ShareConte
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} else if let startTimestamp = self.startTimestamp, currentTimestamp - startTimestamp < 1.0, value > 0.5 && value < 0.9 {
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self.randomCompletionStart = 0.8
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}
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self.targetProgressValue = CGFloat(value) * self.randomCompletionStart
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if let (size, isLandscape, bottomInset) = self.validLayout {
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self.updateLayout(size: size, isLandscape: isLandscape, bottomInset: bottomInset, transition: .animated(duration: 0.5, curve: .linear))
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}
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case .done:
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if let (size, isLandscape, bottomInset) = self.validLayout {
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self.updateLayout(size: size, isLandscape: isLandscape, bottomInset: bottomInset, transition: .animated(duration: 0.2, curve: .easeInOut))
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}
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self.animationNode.stopAtNearestLoop = true
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self.animationNode.completed = { [weak self] _ in
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if let strongSelf = self {
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strongSelf.animationNode.visibility = false
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strongSelf.doneAnimationNode.visibility = true
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strongSelf.doneAnimationNode.isHidden = false
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}
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}
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self.animationNode.frameUpdated = { [weak self] index, total in
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if let strongSelf = self {
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let progress = min(1.0, CGFloat(index) / CGFloat(total))
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if abs(progress - strongSelf.completionProgress) >= 0.05 || progress == 1.0 {
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strongSelf.completionProgress = 0.5 * progress
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if self.animator == nil {
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self.animator = ConstantDisplayLinkAnimator(update: { [weak self] in
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if let strongSelf = self, strongSelf.targetProgressValue > strongSelf.progressValue {
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let updatedProgress = strongSelf.progressValue + 0.005
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strongSelf.progressValue = min(1.0, updatedProgress)
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if let (size, isLandscape, bottomInset) = strongSelf.validLayout {
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strongSelf.updateLayout(size: size, isLandscape: isLandscape, bottomInset: bottomInset, transition: .animated(duration: 0.2, curve: .easeInOut))
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}
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}
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}
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}
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self.doneAnimationNode.frameUpdated = { [weak self] index, total in
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if let strongSelf = self {
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let progress = 0.5 + min(1.0, CGFloat(index) / CGFloat(total) * 2.1) * 0.5
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if abs(progress - strongSelf.completionProgress) >= 0.05 || progress == 1.0 {
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strongSelf.completionProgress = progress
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if progress == 1.0, !strongSelf.isDone {
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if strongSelf.progressValue == 1.0 && !strongSelf.isDone {
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strongSelf.isDone = true
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strongSelf.animator?.invalidate()
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if let snapshotView = strongSelf.progressTextNode.view.snapshotContentTree() {
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snapshotView.frame = strongSelf.progressTextNode.frame
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@ -178,9 +155,36 @@ public final class ShareProlongedLoadingContainerNode: ASDisplayNode, ShareConte
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}
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if let (size, isLandscape, bottomInset) = strongSelf.validLayout {
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strongSelf.updateLayout(size: size, isLandscape: isLandscape, bottomInset: bottomInset, transition: .animated(duration: 0.2, curve: .easeInOut))
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strongSelf.updateLayout(size: size, isLandscape: isLandscape, bottomInset: bottomInset, transition: .immediate)
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}
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}
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})
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self.animator?.isPaused = false
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}
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case .done:
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if let (size, isLandscape, bottomInset) = self.validLayout {
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self.updateLayout(size: size, isLandscape: isLandscape, bottomInset: bottomInset, transition: .animated(duration: 0.2, curve: .easeInOut))
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}
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self.animationNode.stopAtNearestLoop = true
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self.animationNode.completed = { [weak self] _ in
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if let strongSelf = self {
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strongSelf.animationNode.visibility = false
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strongSelf.doneAnimationNode.visibility = true
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strongSelf.doneAnimationNode.isHidden = false
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}
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}
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self.animationNode.frameUpdated = { [weak self] index, total in
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if let strongSelf = self {
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let progress = min(1.0, CGFloat(index) / CGFloat(total))
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let delta = 1.0 - strongSelf.randomCompletionStart
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strongSelf.targetProgressValue = strongSelf.randomCompletionStart + delta * progress * 0.5
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}
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}
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self.doneAnimationNode.frameUpdated = { [weak self] index, total in
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if let strongSelf = self {
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let progress = min(1.0, CGFloat(index) / CGFloat(total) * 2.1)
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let delta = 1.0 - strongSelf.randomCompletionStart
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strongSelf.targetProgressValue = strongSelf.randomCompletionStart + delta * 0.5 + delta * progress * 0.5
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}
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}
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self.doneAnimationNode.started = { [weak self] in
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@ -197,17 +201,17 @@ public final class ShareProlongedLoadingContainerNode: ASDisplayNode, ShareConte
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public var completionDuration: Double {
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return self.elapsedTime + 3.0 + 0.15
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}
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public init(theme: PresentationTheme, strings: PresentationStrings, forceNativeAppearance: Bool) {
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self.theme = theme
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self.strings = strings
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self.animationNode = AnimatedStickerNode()
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self.animationNode.setup(source: AnimatedStickerNodeLocalFileSource(name: "ShareProgress"), width: 256, height: 256, playbackMode: .loop, mode: .direct(cachePathPrefix: nil))
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self.animationNode.setup(source: AnimatedStickerNodeLocalFileSource(name: "ShareProgress"), width: 384, height: 384, playbackMode: .loop, mode: .direct(cachePathPrefix: nil))
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self.animationNode.visibility = true
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self.doneAnimationNode = AnimatedStickerNode()
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self.doneAnimationNode.setup(source: AnimatedStickerNodeLocalFileSource(name: "ShareDone"), width: 256, height: 256, playbackMode: .once, mode: .direct(cachePathPrefix: nil))
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self.doneAnimationNode.setup(source: AnimatedStickerNodeLocalFileSource(name: "ShareDone"), width: 384, height: 384, playbackMode: .once, mode: .direct(cachePathPrefix: nil))
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self.doneAnimationNode.visibility = false
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self.doneAnimationNode.isHidden = true
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@ -261,23 +265,13 @@ public final class ShareProlongedLoadingContainerNode: ASDisplayNode, ShareConte
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public func updateLayout(size: CGSize, isLandscape: Bool, bottomInset: CGFloat, transition: ContainedViewLayoutTransition) {
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self.validLayout = (size, isLandscape, bottomInset)
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let nodeHeight: CGFloat = 400.0
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let nodeHeight: CGFloat = 450.0
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let inset: CGFloat = 24.0
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let progressHeight: CGFloat = 6.0
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let spacing: CGFloat = 16.0
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var progress: CGFloat
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switch self.state {
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case .preparing:
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progress = 0.0
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case let .progress(value):
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progress = CGFloat(value) * self.randomCompletionStart
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case .done:
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progress = self.randomCompletionStart + (1.0 - self.randomCompletionStart) * self.completionProgress
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}
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self.progressValue = max(self.progressValue, progress)
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progress = self.progressValue
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let progress = self.progressValue
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let progressFrame = CGRect(x: inset, y: size.height - inset - progressHeight, width: size.width - inset * 2.0, height: progressHeight)
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self.progressBackgroundNode.frame = progressFrame
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