Various Improvements

This commit is contained in:
Ilya Laktyushin
2021-07-24 09:52:45 +03:00
parent da9d213e8b
commit c5e3bf2eff
11 changed files with 644 additions and 59 deletions

View File

@@ -9,15 +9,35 @@ import LegacyComponents
private final class InstantVideoRadialStatusNodeParameters: NSObject {
let color: UIColor
let progress: CGFloat
let dimProgress: CGFloat
let playProgress: CGFloat
init(color: UIColor, progress: CGFloat) {
init(color: UIColor, progress: CGFloat, dimProgress: CGFloat, playProgress: CGFloat) {
self.color = color
self.progress = progress
self.dimProgress = dimProgress
self.playProgress = playProgress
}
}
final class InstantVideoRadialStatusNode: ASDisplayNode {
private extension CGFloat {
var degrees: CGFloat {
return self * CGFloat(180) / .pi
}
}
private extension CGPoint {
func angle(to otherPoint: CGPoint) -> CGFloat {
let originX = otherPoint.x - x
let originY = otherPoint.y - y
let bearingRadians = atan2f(Float(originY), Float(originX))
return CGFloat(bearingRadians)
}
}
final class InstantVideoRadialStatusNode: ASDisplayNode, UIGestureRecognizerDelegate {
private let color: UIColor
private let hapticFeedback = HapticFeedback()
private var effectiveProgress: CGFloat = 0.0 {
didSet {
@@ -25,6 +45,22 @@ final class InstantVideoRadialStatusNode: ASDisplayNode {
}
}
private var seeking = false
private var seekingProgress: CGFloat?
private var dimmed = false
private var effectiveDimProgress: CGFloat = 0.0 {
didSet {
self.setNeedsDisplay()
}
}
private var effectivePlayProgress: CGFloat = 0.0 {
didSet {
self.setNeedsDisplay()
}
}
private var _statusValue: MediaPlayerStatus?
private var statusValue: MediaPlayerStatus? {
get {
@@ -58,6 +94,11 @@ final class InstantVideoRadialStatusNode: ASDisplayNode {
}
}
var tapGestureRecognizer: UITapGestureRecognizer?
var panGestureRecognizer: UIPanGestureRecognizer?
var seekTo: ((Double, Bool) -> Void)?
init(color: UIColor) {
self.color = color
@@ -66,19 +107,113 @@ final class InstantVideoRadialStatusNode: ASDisplayNode {
self.isOpaque = false
self.statusDisposable = (self.statusValuePromise.get()
|> deliverOnMainQueue).start(next: { [weak self] status in
if let strongSelf = self {
strongSelf.statusValue = status
}
})
|> deliverOnMainQueue).start(next: { [weak self] status in
if let strongSelf = self {
strongSelf.statusValue = status
}
})
}
deinit {
self.statusDisposable?.dispose()
}
override func didLoad() {
super.didLoad()
let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(self.tapGesture(_:)))
tapGestureRecognizer.delegate = self
self.view.addGestureRecognizer(tapGestureRecognizer)
let panGestureRecognizer = UIPanGestureRecognizer(target: self, action: #selector(self.panGesture(_:)))
panGestureRecognizer.delegate = self
self.view.addGestureRecognizer(panGestureRecognizer)
}
override func gestureRecognizerShouldBegin(_ gestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer === self.tapGestureRecognizer || gestureRecognizer === self.panGestureRecognizer {
let center = CGPoint(x: self.bounds.width / 2.0, y: self.bounds.height / 2.0)
let location = gestureRecognizer.location(in: self.view)
let distanceFromCenter = location.distanceTo(center)
if distanceFromCenter < self.bounds.width * 0.15 {
return false
}
return true
} else {
return true
}
}
func gestureRecognizer(_ gestureRecognizer: UIGestureRecognizer, shouldRecognizeSimultaneouslyWith otherGestureRecognizer: UIGestureRecognizer) -> Bool {
if gestureRecognizer === self.panGestureRecognizer, let otherGestureRecognizer = otherGestureRecognizer as? UIPanGestureRecognizer {
otherGestureRecognizer.isEnabled = false
otherGestureRecognizer.isEnabled = true
return true
}
return true
}
@objc private func tapGesture(_ gestureRecognizer: UITapGestureRecognizer) {
let center = CGPoint(x: self.bounds.width / 2.0, y: self.bounds.height / 2.0)
let location = gestureRecognizer.location(in: self.view)
var angle = center.angle(to: location) + CGFloat.pi / 2.0
if angle < 0.0 {
angle = CGFloat.pi * 2.0 + angle
}
let fraction = max(0.0, min(1.0, Double(angle / (2.0 * CGFloat.pi))))
self.seekTo?(min(0.99, fraction), true)
}
@objc private func panGesture(_ gestureRecognizer: UIPanGestureRecognizer) {
let center = CGPoint(x: self.bounds.width / 2.0, y: self.bounds.height / 2.0)
let location = gestureRecognizer.location(in: self.view)
var angle = center.angle(to: location) + CGFloat.pi / 2.0
if angle < 0.0 {
angle = CGFloat.pi * 2.0 + angle
}
let fraction = max(0.0, min(1.0, Double(angle / (2.0 * CGFloat.pi))))
switch gestureRecognizer.state {
case .began:
self.seeking = true
let playAnimation = POPSpringAnimation()
playAnimation.property = POPAnimatableProperty.property(withName: "playProgress", initializer: { property in
property?.readBlock = { node, values in
values?.pointee = (node as! InstantVideoRadialStatusNode).effectivePlayProgress
}
property?.writeBlock = { node, values in
(node as! InstantVideoRadialStatusNode).effectivePlayProgress = values!.pointee
}
property?.threshold = 0.01
}) as? POPAnimatableProperty
playAnimation.fromValue = self.effectivePlayProgress as NSNumber
playAnimation.toValue = 0.0 as NSNumber
playAnimation.springSpeed = 20
playAnimation.springBounciness = 8
self.pop_add(playAnimation, forKey: "playProgress")
case .changed:
if let seekingProgress = self.seekingProgress {
if seekingProgress > 0.98 && fraction > 0.0 && fraction < 0.05 {
self.hapticFeedback.impact(.light)
} else if seekingProgress > 0.0 && seekingProgress < 0.05 && fraction > 0.98 {
self.hapticFeedback.impact(.light)
}
}
self.seekTo?(min(0.99, fraction), false)
self.seekingProgress = CGFloat(fraction)
case .ended, .cancelled:
self.seeking = false
self.seekTo?(min(0.99, fraction), true)
self.seekingProgress = nil
default:
break
}
}
override func drawParameters(forAsyncLayer layer: _ASDisplayLayer) -> NSObjectProtocol? {
return InstantVideoRadialStatusNodeParameters(color: self.color, progress: self.effectiveProgress)
return InstantVideoRadialStatusNodeParameters(color: self.color, progress: self.effectiveProgress, dimProgress: self.effectiveDimProgress, playProgress: self.effectivePlayProgress)
}
@objc override class func draw(_ bounds: CGRect, withParameters parameters: Any?, isCancelled: () -> Bool, isRasterizing: Bool) {
@@ -93,20 +228,59 @@ final class InstantVideoRadialStatusNode: ASDisplayNode {
if let parameters = parameters as? InstantVideoRadialStatusNodeParameters {
context.setStrokeColor(parameters.color.cgColor)
if !parameters.dimProgress.isZero {
context.setFillColor(UIColor(rgb: 0x000000, alpha: 0.35 * min(1.0, parameters.dimProgress)).cgColor)
context.fillEllipse(in: bounds)
}
context.setBlendMode(.normal)
var progress = parameters.progress
let startAngle = -CGFloat.pi / 2.0
let endAngle = CGFloat(progress) * 2.0 * CGFloat.pi + startAngle
progress = min(1.0, progress)
let lineWidth: CGFloat = 4.0
var lineWidth: CGFloat = 4.0
lineWidth += 1.0 * parameters.dimProgress
let pathDiameter = bounds.size.width - lineWidth - 8.0
var pathDiameter = bounds.size.width - lineWidth - 8.0
pathDiameter -= (18.0 * 2.0) * parameters.dimProgress
if !parameters.dimProgress.isZero {
context.setStrokeColor(parameters.color.withAlphaComponent(0.2 * parameters.dimProgress).cgColor)
context.setLineWidth(lineWidth)
context.strokeEllipse(in: CGRect(x: (bounds.size.width - pathDiameter) / 2.0 , y: (bounds.size.height - pathDiameter) / 2.0, width: pathDiameter, height: pathDiameter))
if !parameters.playProgress.isZero {
context.saveGState()
context.translateBy(x: bounds.width / 2.0, y: bounds.height / 2.0)
context.scaleBy(x: 1.0 + 1.4 * parameters.playProgress, y: 1.0 + 1.4 * parameters.playProgress)
context.translateBy(x: -bounds.width / 2.0, y: -bounds.height / 2.0)
let iconSize = CGSize(width: 15.0, height: 18.0)
context.translateBy(x: (bounds.width - iconSize.width) / 2.0 + 2.0, y: (bounds.height - iconSize.height) / 2.0)
context.setFillColor(UIColor(rgb: 0xffffff).withAlphaComponent(min(1.0, parameters.playProgress)).cgColor)
let _ = try? drawSvgPath(context, path: "M1.71891969,0.209353049 C0.769586558,-0.350676705 0,0.0908839327 0,1.18800046 L0,16.8564753 C0,17.9569971 0.750549162,18.357187 1.67393713,17.7519379 L14.1073836,9.60224049 C15.0318735,8.99626906 15.0094718,8.04970371 14.062401,7.49100858 L1.71891969,0.209353049 ")
context.fillPath()
context.restoreGState()
}
}
context.setStrokeColor(parameters.color.cgColor)
let path = UIBezierPath(arcCenter: CGPoint(x: bounds.size.width / 2.0, y: bounds.size.height / 2.0), radius: pathDiameter / 2.0, startAngle: startAngle, endAngle: endAngle, clockwise:true)
path.lineWidth = lineWidth
path.lineCapStyle = .round
path.stroke()
let handleSide = 16.0 * min(1.0, (parameters.dimProgress * 2.0))
let handleSize = CGSize(width: handleSide, height: handleSide)
let handlePosition = CGPoint(x: 0.5 * pathDiameter * cos(endAngle), y: 0.5 * pathDiameter * sin(endAngle)).offsetBy(dx: bounds.size.width / 2.0, dy: bounds.size.height / 2.0)
let handleFrame = CGRect(origin: CGPoint(x: floorToScreenPixels(handlePosition.x - handleSize.width / 2.0), y: floorToScreenPixels(handlePosition.y - handleSize.height / 2.0)), size: handleSize)
context.setFillColor(UIColor.white.cgColor)
context.fillEllipse(in: handleFrame)
}
}
@@ -118,7 +292,53 @@ final class InstantVideoRadialStatusNode: ASDisplayNode {
timestampAndDuration = nil
}
if let (timestamp, duration, baseRate) = timestampAndDuration, let statusValue = self.statusValue {
var dimmed = false
if let statusValue = self.statusValue {
dimmed = statusValue.status == .paused
}
if self.seeking {
dimmed = true
}
if dimmed != self.dimmed {
self.dimmed = dimmed
let animation = POPSpringAnimation()
animation.property = POPAnimatableProperty.property(withName: "dimProgress", initializer: { property in
property?.readBlock = { node, values in
values?.pointee = (node as! InstantVideoRadialStatusNode).effectiveDimProgress
}
property?.writeBlock = { node, values in
(node as! InstantVideoRadialStatusNode).effectiveDimProgress = values!.pointee
}
property?.threshold = 0.01
}) as? POPAnimatableProperty
animation.fromValue = self.effectiveDimProgress as NSNumber
animation.toValue = (dimmed ? 1.0 : 0.0) as NSNumber
animation.springSpeed = 20
animation.springBounciness = 8
self.pop_add(animation, forKey: "dimProgress")
let playAnimation = POPSpringAnimation()
playAnimation.property = POPAnimatableProperty.property(withName: "playProgress", initializer: { property in
property?.readBlock = { node, values in
values?.pointee = (node as! InstantVideoRadialStatusNode).effectivePlayProgress
}
property?.writeBlock = { node, values in
(node as! InstantVideoRadialStatusNode).effectivePlayProgress = values!.pointee
}
property?.threshold = 0.01
}) as? POPAnimatableProperty
playAnimation.fromValue = self.effectivePlayProgress as NSNumber
playAnimation.toValue = (dimmed ? 1.0 : 0.0) as NSNumber
playAnimation.springSpeed = 20
playAnimation.springBounciness = 8
self.pop_add(playAnimation, forKey: "playProgress")
}
if self.seeking, let progress = self.seekingProgress {
self.pop_removeAnimation(forKey: "progress")
self.effectiveProgress = progress
} else if let (timestamp, duration, baseRate) = timestampAndDuration, let statusValue = self.statusValue {
let progress = CGFloat(timestamp / duration)
if progress.isNaN || !progress.isFinite {
@@ -148,6 +368,9 @@ final class InstantVideoRadialStatusNode: ASDisplayNode {
self.pop_add(animation, forKey: "progress")
}
} else {
self.pop_removeAnimation(forKey: "dimProgress")
self.effectiveDimProgress = 0.0
self.pop_removeAnimation(forKey: "progress")
self.effectiveProgress = 0.0
}