import Foundation import UIKit import Display protocol DrawingRenderLayer: CALayer { } final class MarkerTool: DrawingElement { let uuid = UUID() let drawingSize: CGSize let color: DrawingColor let lineWidth: CGFloat let arrow: Bool let renderLineWidth: CGFloat var renderPath = UIBezierPath() var renderAngle: CGFloat = 0.0 var translation = CGPoint() var bounds: CGRect { return self.renderPath.bounds.offsetBy(dx: self.translation.x, dy: self.translation.y) } var _points: [Polyline.Point] = [] var points: [Polyline.Point] { return self._points.map { $0.offsetBy(self.translation) } } weak var metalView: DrawingMetalView? func containsPoint(_ point: CGPoint) -> Bool { return self.renderPath.contains(point.offsetBy(CGPoint(x: -self.translation.x, y: -self.translation.y))) } func hasPointsInsidePath(_ path: UIBezierPath) -> Bool { let pathBoundingBox = path.bounds if self.bounds.intersects(pathBoundingBox) { for point in self._points { if path.contains(point.location.offsetBy(self.translation)) { return true } } } return false } required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, arrow: Bool) { self.drawingSize = drawingSize self.color = color self.lineWidth = lineWidth self.arrow = arrow let minLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.01) let maxLineWidth = max(20.0, max(drawingSize.width, drawingSize.height) * 0.09) let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth self.renderLineWidth = lineWidth } func setupRenderLayer() -> DrawingRenderLayer? { return nil } private var hot = false func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) { guard case let .location(point) = path else { return } if self._points.isEmpty { self.renderPath.move(to: point.location) } else { self.renderPath.addLine(to: point.location) } self._points.append(point) self.hot = true self.metalView?.updated(point, state: state, brush: .marker, color: self.color, size: self.renderLineWidth) } func draw(in context: CGContext, size: CGSize) { guard !self._points.isEmpty else { return } context.saveGState() context.translateBy(x: self.translation.x, y: self.translation.y) let hot = self.hot if hot { self.hot = false } else { self.metalView?.setup(self._points.map { $0.location }, brush: .marker, color: self.color, size: self.renderLineWidth) } self.metalView?.drawInContext(context) if !hot { self.metalView?.clear() } context.restoreGState() } } final class NeonTool: DrawingElement { class RenderLayer: SimpleLayer, DrawingRenderLayer { var lineWidth: CGFloat = 0.0 let shadowLayer = SimpleShapeLayer() let borderLayer = SimpleShapeLayer() let fillLayer = SimpleShapeLayer() func setup(size: CGSize, color: DrawingColor, lineWidth: CGFloat, strokeWidth: CGFloat, shadowRadius: CGFloat) { self.contentsScale = 1.0 self.lineWidth = lineWidth let bounds = CGRect(origin: .zero, size: size) self.frame = bounds self.shadowLayer.frame = bounds self.shadowLayer.backgroundColor = UIColor.clear.cgColor self.shadowLayer.contentsScale = 1.0 self.shadowLayer.lineWidth = strokeWidth * 0.5 self.shadowLayer.lineCap = .round self.shadowLayer.lineJoin = .round self.shadowLayer.fillColor = UIColor.white.cgColor self.shadowLayer.strokeColor = UIColor.white.cgColor self.shadowLayer.shadowColor = color.toCGColor() self.shadowLayer.shadowRadius = shadowRadius self.shadowLayer.shadowOpacity = 1.0 self.shadowLayer.shadowOffset = .zero self.borderLayer.frame = bounds self.borderLayer.contentsScale = 1.0 self.borderLayer.lineWidth = strokeWidth self.borderLayer.lineCap = .round self.borderLayer.lineJoin = .round self.borderLayer.fillColor = UIColor.clear.cgColor self.borderLayer.strokeColor = UIColor.white.mixedWith(color.toUIColor(), alpha: 0.25).cgColor self.fillLayer.frame = bounds self.fillLayer.contentsScale = 1.0 self.fillLayer.fillColor = UIColor.white.cgColor self.addSublayer(self.shadowLayer) self.addSublayer(self.borderLayer) self.addSublayer(self.fillLayer) } func updatePath(_ path: CGPath) { self.shadowLayer.path = path self.borderLayer.path = path self.fillLayer.path = path } } let uuid = UUID() let drawingSize: CGSize let color: DrawingColor let lineWidth: CGFloat let arrow: Bool var path: BezierPath? var boundingBox: CGRect? var renderPath: CGPath? let renderStrokeWidth: CGFloat let renderShadowRadius: CGFloat let renderLineWidth: CGFloat var translation = CGPoint() private var currentRenderLayer: DrawingRenderLayer? var bounds: CGRect { return self.path?.path.bounds.offsetBy(dx: self.translation.x, dy: self.translation.y) ?? .zero } var points: [Polyline.Point] { guard let linePath = self.path else { return [] } var points: [Polyline.Point] = [] for element in linePath.elements { if case .moveTo = element.type { points.append(element.startPoint.offsetBy(self.translation)) } else { points.append(element.endPoint.offsetBy(self.translation)) } } return points } func containsPoint(_ point: CGPoint) -> Bool { return self.renderPath?.contains(point.offsetBy(CGPoint(x: -self.translation.x, y: -self.translation.y))) ?? false } func hasPointsInsidePath(_ path: UIBezierPath) -> Bool { if let linePath = self.path { let pathBoundingBox = path.bounds if self.bounds.intersects(pathBoundingBox) { for element in linePath.elements { if case .moveTo = element.type { if path.contains(element.startPoint.location.offsetBy(self.translation)) { return true } } else { if path.contains(element.startPoint.location.offsetBy(self.translation)) { return true } if path.contains(element.endPoint.location.offsetBy(self.translation)) { return true } if case .cubicCurve = element.type { if path.contains(element.controlPoints[0].offsetBy(self.translation)) { return true } if path.contains(element.controlPoints[1].offsetBy(self.translation)) { return true } } else if case .quadCurve = element.type { if path.contains(element.controlPoints[0].offsetBy(self.translation)) { return true } } } } } } return false } required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, arrow: Bool) { self.drawingSize = drawingSize self.color = color self.lineWidth = lineWidth self.arrow = arrow let strokeWidth = min(drawingSize.width, drawingSize.height) * 0.008 let shadowRadius = min(drawingSize.width, drawingSize.height) * 0.03 let minLineWidth = max(1.0, max(drawingSize.width, drawingSize.height) * 0.003) let maxLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.09) let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth self.renderStrokeWidth = strokeWidth self.renderShadowRadius = shadowRadius self.renderLineWidth = lineWidth } func setupRenderLayer() -> DrawingRenderLayer? { let layer = RenderLayer() layer.setup(size: self.drawingSize, color: self.color, lineWidth: self.renderLineWidth, strokeWidth: self.renderStrokeWidth, shadowRadius: self.renderShadowRadius) self.currentRenderLayer = layer return layer } func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) { guard case let .smoothCurve(bezierPath) = path else { return } self.path = bezierPath let cgPath = bezierPath.path.cgPath.copy(strokingWithWidth: self.renderLineWidth, lineCap: .round, lineJoin: .round, miterLimit: 0.0) self.renderPath = cgPath if let currentRenderLayer = self.currentRenderLayer as? RenderLayer { currentRenderLayer.updatePath(cgPath) } } func draw(in context: CGContext, size: CGSize) { guard let path = self.renderPath else { return } context.saveGState() context.translateBy(x: self.translation.x, y: self.translation.y) context.setShouldAntialias(true) context.setBlendMode(.normal) context.addPath(path) context.setFillColor(UIColor.white.cgColor) context.setStrokeColor(UIColor.white.cgColor) context.setLineWidth(self.renderStrokeWidth * 0.5) context.setShadow(offset: .zero, blur: self.renderShadowRadius * 1.9, color: self.color.toCGColor()) context.drawPath(using: .fillStroke) context.addPath(path) context.setShadow(offset: .zero, blur: 0.0, color: UIColor.clear.cgColor) context.setLineCap(.round) context.setLineWidth(self.renderStrokeWidth) context.setStrokeColor(UIColor.white.mixedWith(self.color.toUIColor(), alpha: 0.25).cgColor) context.strokePath() context.addPath(path) context.setFillColor(UIColor.white.cgColor) context.fillPath() context.restoreGState() } } final class PencilTool: DrawingElement { let uuid = UUID() let drawingSize: CGSize let color: DrawingColor let lineWidth: CGFloat let arrow: Bool var translation = CGPoint() let renderLineWidth: CGFloat var renderPath = UIBezierPath() var renderAngle: CGFloat = 0.0 var bounds: CGRect { return self.renderPath.bounds.offsetBy(dx: self.translation.x, dy: self.translation.y) } var _points: [Polyline.Point] = [] var points: [Polyline.Point] { return self._points.map { $0.offsetBy(self.translation) } } weak var metalView: DrawingMetalView? func containsPoint(_ point: CGPoint) -> Bool { return self.renderPath.contains(point.offsetBy(dx: -self.translation.x, dy: -self.translation.y)) } func hasPointsInsidePath(_ path: UIBezierPath) -> Bool { let pathBoundingBox = path.bounds if self.bounds.intersects(pathBoundingBox) { for point in self._points { if path.contains(point.location.offsetBy(self.translation)) { return true } } } return false } required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, arrow: Bool) { self.drawingSize = drawingSize self.color = color self.lineWidth = lineWidth self.arrow = arrow let minLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.01) let maxLineWidth = max(20.0, max(drawingSize.width, drawingSize.height) * 0.09) let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth self.renderLineWidth = lineWidth } func setupRenderLayer() -> DrawingRenderLayer? { return nil } private var hot = false func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) { guard case let .location(point) = path else { return } if self._points.isEmpty { self.renderPath.move(to: point.location) } else { self.renderPath.addLine(to: point.location) } self._points.append(point) self.hot = true self.metalView?.updated(point, state: state, brush: .pencil, color: self.color, size: self.renderLineWidth) } func draw(in context: CGContext, size: CGSize) { guard !self._points.isEmpty else { return } context.saveGState() context.translateBy(x: self.translation.x, y: self.translation.y) let hot = self.hot if hot { self.hot = false } else { self.metalView?.setup(self._points.map { $0.location }, brush: .pencil, color: self.color, size: self.renderLineWidth) } self.metalView?.drawInContext(context) if !hot { self.metalView?.clear() } context.restoreGState() } } final class FillTool: DrawingElement { let uuid = UUID() let drawingSize: CGSize let color: DrawingColor let renderLineWidth: CGFloat = 0.0 var bounds: CGRect { return .zero } var points: [Polyline.Point] { return [] } var translation = CGPoint() required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, arrow: Bool) { self.drawingSize = drawingSize self.color = color } func setupRenderLayer() -> DrawingRenderLayer? { return nil } func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) { } func draw(in context: CGContext, size: CGSize) { context.setShouldAntialias(false) context.setBlendMode(.copy) context.setFillColor(self.color.toCGColor()) context.fill(CGRect(origin: .zero, size: size)) context.setBlendMode(.normal) } func containsPoint(_ point: CGPoint) -> Bool { return false } func hasPointsInsidePath(_ path: UIBezierPath) -> Bool { return false } } final class BlurTool: DrawingElement { class RenderLayer: SimpleLayer, DrawingRenderLayer { var lineWidth: CGFloat = 0.0 let blurLayer = SimpleLayer() let fillLayer = SimpleShapeLayer() func setup(size: CGSize, color: DrawingColor, lineWidth: CGFloat, image: UIImage?) { self.contentsScale = 1.0 self.lineWidth = lineWidth let bounds = CGRect(origin: .zero, size: size) self.frame = bounds self.blurLayer.frame = bounds self.fillLayer.frame = bounds if self.blurLayer.contents == nil, let image = image { self.blurLayer.contents = image.cgImage } self.blurLayer.mask = self.fillLayer self.fillLayer.frame = bounds self.fillLayer.contentsScale = 1.0 self.fillLayer.strokeColor = UIColor.white.cgColor self.fillLayer.fillColor = UIColor.clear.cgColor self.fillLayer.lineCap = .round self.fillLayer.lineWidth = lineWidth self.addSublayer(self.blurLayer) } func updatePath(_ path: CGPath) { self.fillLayer.path = path } } var getFullImage: () -> UIImage? = { return nil } let uuid = UUID() let drawingSize: CGSize let color: DrawingColor let lineWidth: CGFloat let arrow: Bool var path: BezierPath? var boundingBox: CGRect? var renderPath: CGPath? let renderLineWidth: CGFloat var translation = CGPoint() private var currentRenderLayer: DrawingRenderLayer? var bounds: CGRect { return self.path?.path.bounds.offsetBy(dx: self.translation.x, dy: self.translation.y) ?? .zero } var points: [Polyline.Point] { guard let linePath = self.path else { return [] } var points: [Polyline.Point] = [] for element in linePath.elements { if case .moveTo = element.type { points.append(element.startPoint.offsetBy(self.translation)) } else { points.append(element.endPoint.offsetBy(self.translation)) } } return points } func containsPoint(_ point: CGPoint) -> Bool { return self.renderPath?.contains(point.offsetBy(CGPoint(x: -self.translation.x, y: -self.translation.y))) ?? false } func hasPointsInsidePath(_ path: UIBezierPath) -> Bool { if let linePath = self.path { let pathBoundingBox = path.bounds if self.bounds.intersects(pathBoundingBox) { for element in linePath.elements { if case .moveTo = element.type { if path.contains(element.startPoint.location.offsetBy(self.translation)) { return true } } else { if path.contains(element.startPoint.location.offsetBy(self.translation)) { return true } if path.contains(element.endPoint.location.offsetBy(self.translation)) { return true } if case .cubicCurve = element.type { if path.contains(element.controlPoints[0].offsetBy(self.translation)) { return true } if path.contains(element.controlPoints[1].offsetBy(self.translation)) { return true } } else if case .quadCurve = element.type { if path.contains(element.controlPoints[0].offsetBy(self.translation)) { return true } } } } } } return false } required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, arrow: Bool) { self.drawingSize = drawingSize self.color = color self.lineWidth = lineWidth self.arrow = arrow let minLineWidth = max(1.0, max(drawingSize.width, drawingSize.height) * 0.003) let maxLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.09) let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth self.renderLineWidth = lineWidth } func setupRenderLayer() -> DrawingRenderLayer? { let layer = RenderLayer() layer.setup(size: self.drawingSize, color: self.color, lineWidth: self.renderLineWidth, image: self.getFullImage()) self.currentRenderLayer = layer return layer } func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) { guard case let .smoothCurve(bezierPath) = path else { return } self.path = bezierPath let renderPath = bezierPath.path.cgPath self.renderPath = renderPath if let currentRenderLayer = self.currentRenderLayer as? RenderLayer { currentRenderLayer.updatePath(renderPath) } } func draw(in context: CGContext, size: CGSize) { context.translateBy(x: self.translation.x, y: self.translation.y) let renderLayer: DrawingRenderLayer? if let currentRenderLayer = self.currentRenderLayer { renderLayer = currentRenderLayer } else { renderLayer = self.setupRenderLayer() } renderLayer?.render(in: context) } } final class EraserTool: DrawingElement { class RenderLayer: SimpleLayer, DrawingRenderLayer { var lineWidth: CGFloat = 0.0 let blurLayer = SimpleLayer() let fillLayer = SimpleShapeLayer() func setup(size: CGSize, color: DrawingColor, lineWidth: CGFloat, image: UIImage?) { self.contentsScale = 1.0 self.lineWidth = lineWidth let bounds = CGRect(origin: .zero, size: size) self.frame = bounds self.blurLayer.frame = bounds self.fillLayer.frame = bounds if self.blurLayer.contents == nil, let image = image { self.blurLayer.contents = image.cgImage self.blurLayer.contentsGravity = .resize } self.blurLayer.mask = self.fillLayer self.fillLayer.frame = bounds self.fillLayer.contentsScale = 1.0 self.fillLayer.strokeColor = UIColor.white.cgColor self.fillLayer.fillColor = UIColor.clear.cgColor self.fillLayer.lineCap = .round self.fillLayer.lineWidth = lineWidth self.addSublayer(self.blurLayer) } func updatePath(_ path: CGPath) { self.fillLayer.path = path } } var getFullImage: () -> UIImage? = { return nil } let uuid = UUID() let drawingSize: CGSize let color: DrawingColor let lineWidth: CGFloat let arrow: Bool var path: BezierPath? var boundingBox: CGRect? var renderPath: CGPath? let renderLineWidth: CGFloat var translation = CGPoint() private var currentRenderLayer: DrawingRenderLayer? var bounds: CGRect { return self.path?.path.bounds.offsetBy(dx: self.translation.x, dy: self.translation.y) ?? .zero } var points: [Polyline.Point] { guard let linePath = self.path else { return [] } var points: [Polyline.Point] = [] for element in linePath.elements { if case .moveTo = element.type { points.append(element.startPoint.offsetBy(self.translation)) } else { points.append(element.endPoint.offsetBy(self.translation)) } } return points } func containsPoint(_ point: CGPoint) -> Bool { return false // return self.renderPath?.contains(point.offsetBy(CGPoint(x: -self.translation.x, y: -self.translation.y))) ?? false } func hasPointsInsidePath(_ path: UIBezierPath) -> Bool { if let linePath = self.path { let pathBoundingBox = path.bounds if self.bounds.intersects(pathBoundingBox) { for element in linePath.elements { if case .moveTo = element.type { if path.contains(element.startPoint.location.offsetBy(self.translation)) { return true } } else { if path.contains(element.startPoint.location.offsetBy(self.translation)) { return true } if path.contains(element.endPoint.location.offsetBy(self.translation)) { return true } if case .cubicCurve = element.type { if path.contains(element.controlPoints[0].offsetBy(self.translation)) { return true } if path.contains(element.controlPoints[1].offsetBy(self.translation)) { return true } } else if case .quadCurve = element.type { if path.contains(element.controlPoints[0].offsetBy(self.translation)) { return true } } } } } } return false } required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat, arrow: Bool) { self.drawingSize = drawingSize self.color = color self.lineWidth = lineWidth self.arrow = arrow let minLineWidth = max(1.0, max(drawingSize.width, drawingSize.height) * 0.003) let maxLineWidth = max(10.0, max(drawingSize.width, drawingSize.height) * 0.09) let lineWidth = minLineWidth + (maxLineWidth - minLineWidth) * lineWidth self.renderLineWidth = lineWidth } func setupRenderLayer() -> DrawingRenderLayer? { let layer = RenderLayer() layer.setup(size: self.drawingSize, color: self.color, lineWidth: self.renderLineWidth, image: self.getFullImage()) self.currentRenderLayer = layer return layer } func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) { guard case let .smoothCurve(bezierPath) = path else { return } self.path = bezierPath let renderPath = bezierPath.path.cgPath self.renderPath = renderPath if let currentRenderLayer = self.currentRenderLayer as? RenderLayer { currentRenderLayer.updatePath(renderPath) } } func draw(in context: CGContext, size: CGSize) { context.translateBy(x: self.translation.x, y: self.translation.y) let renderLayer: DrawingRenderLayer? if let currentRenderLayer = self.currentRenderLayer { renderLayer = currentRenderLayer } else { renderLayer = self.setupRenderLayer() } renderLayer?.render(in: context) } }