import Foundation import UIKit import Display protocol DrawingRenderLayer: CALayer { } final class MarkerTool: DrawingElement, Codable { let uuid: UUID let drawingSize: CGSize let color: DrawingColor let renderLineWidth: CGFloat var translation = CGPoint() var points: [CGPoint] = [] weak var metalView: DrawingMetalView? var isValid: Bool { return !self.points.isEmpty } required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat) { self.uuid = UUID() self.drawingSize = drawingSize self.color = color 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 } private enum CodingKeys: String, CodingKey { case uuid case drawingSize case color case renderLineWidth case points } public init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: CodingKeys.self) self.uuid = try container.decode(UUID.self, forKey: .uuid) self.drawingSize = try container.decode(CGSize.self, forKey: .drawingSize) self.color = try container.decode(DrawingColor.self, forKey: .color) self.renderLineWidth = try container.decode(CGFloat.self, forKey: .renderLineWidth) self.points = try container.decode([CGPoint].self, forKey: .points) } public func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(self.uuid, forKey: .uuid) try container.encode(self.drawingSize, forKey: .drawingSize) try container.encode(self.color, forKey: .color) try container.encode(self.renderLineWidth, forKey: .renderLineWidth) try container.encode(self.points, forKey: .points) } func setupRenderLayer() -> DrawingRenderLayer? { return nil } private var didSetup = false func updatePath(_ path: DrawingGesturePipeline.DrawingResult, state: DrawingGesturePipeline.DrawingGestureState) { guard case let .location(point) = path else { return } self.points.append(point.location) self.didSetup = 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 didSetup = self.didSetup if didSetup { self.didSetup = false } else { self.metalView?.setup(self.points, brush: .marker, color: self.color, size: self.renderLineWidth) } self.metalView?.drawInContext(context) if !didSetup { self.metalView?.clear() } context.restoreGState() } } final class NeonTool: DrawingElement, Codable { 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 var renderPath: CGPath? let renderStrokeWidth: CGFloat let renderShadowRadius: CGFloat let renderLineWidth: CGFloat var translation = CGPoint() private var currentRenderLayer: DrawingRenderLayer? var isValid: Bool { return self.renderPath != nil } required init(drawingSize: CGSize, color: DrawingColor, lineWidth: CGFloat) { self.uuid = UUID() self.drawingSize = drawingSize self.color = color 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 } private enum CodingKeys: String, CodingKey { case uuid case drawingSize case color case renderStrokeWidth case renderShadowRadius case renderLineWidth } public init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: CodingKeys.self) self.uuid = try container.decode(UUID.self, forKey: .uuid) self.drawingSize = try container.decode(CGSize.self, forKey: .drawingSize) self.color = try container.decode(DrawingColor.self, forKey: .color) self.renderStrokeWidth = try container.decode(CGFloat.self, forKey: .renderStrokeWidth) self.renderShadowRadius = try container.decode(CGFloat.self, forKey: .renderShadowRadius) self.renderLineWidth = try container.decode(CGFloat.self, forKey: .renderLineWidth) // self.points = try container.decode([CGPoint].self, forKey: .points) } public func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(self.uuid, forKey: .uuid) try container.encode(self.drawingSize, forKey: .drawingSize) try container.encode(self.color, forKey: .color) try container.encode(self.renderStrokeWidth, forKey: .renderStrokeWidth) try container.encode(self.renderShadowRadius, forKey: .renderShadowRadius) try container.encode(self.renderLineWidth, forKey: .renderLineWidth) // try container.encode(self.points, forKey: .points) } 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 } 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 FillTool: DrawingElement, Codable { let uuid: UUID let drawingSize: CGSize let color: DrawingColor let isBlur: Bool var blurredImage: UIImage? var translation = CGPoint() var isValid: Bool { return true } required init(drawingSize: CGSize, color: DrawingColor, blur: Bool, blurredImage: UIImage?) { self.uuid = UUID() self.drawingSize = drawingSize self.color = color self.isBlur = blur self.blurredImage = blurredImage } private enum CodingKeys: String, CodingKey { case uuid case drawingSize case color } public init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: CodingKeys.self) self.uuid = try container.decode(UUID.self, forKey: .uuid) self.drawingSize = try container.decode(CGSize.self, forKey: .drawingSize) self.color = try container.decode(DrawingColor.self, forKey: .color) self.isBlur = false // self.points = try container.decode([CGPoint].self, forKey: .points) } public func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(self.uuid, forKey: .uuid) try container.encode(self.drawingSize, forKey: .drawingSize) try container.encode(self.color, forKey: .color) // try container.encode(self.points, forKey: .points) } 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) if self.isBlur { if let blurredImage = self.blurredImage?.cgImage { context.draw(blurredImage, in: CGRect(origin: .zero, size: size)) } } else { 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, Codable { class RenderLayer: SimpleLayer, DrawingRenderLayer { var lineWidth: CGFloat = 0.0 let blurLayer = SimpleLayer() let fillLayer = SimpleShapeLayer() func setup(size: CGSize, 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 var path: BezierPath? var renderPath: CGPath? let renderLineWidth: CGFloat var translation = CGPoint() private var currentRenderLayer: DrawingRenderLayer? var isValid: Bool { return self.renderPath != nil } required init(drawingSize: CGSize, lineWidth: CGFloat) { self.uuid = UUID() self.drawingSize = drawingSize 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 } private enum CodingKeys: String, CodingKey { case uuid case drawingSize case renderLineWidth } public init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: CodingKeys.self) self.uuid = try container.decode(UUID.self, forKey: .uuid) self.drawingSize = try container.decode(CGSize.self, forKey: .drawingSize) self.renderLineWidth = try container.decode(CGFloat.self, forKey: .renderLineWidth) // self.points = try container.decode([CGPoint].self, forKey: .points) } public func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: CodingKeys.self) try container.encode(self.uuid, forKey: .uuid) try container.encode(self.drawingSize, forKey: .drawingSize) try container.encode(self.renderLineWidth, forKey: .renderLineWidth) // try container.encode(self.points, forKey: .points) } func setupRenderLayer() -> DrawingRenderLayer? { let layer = RenderLayer() layer.setup(size: self.drawingSize, 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) } } enum CodableDrawingElement { case pen(PenTool) case marker(MarkerTool) case neon(NeonTool) case blur(BlurTool) case fill(FillTool) init?(element: DrawingElement) { if let element = element as? PenTool { self = .pen(element) } else if let element = element as? MarkerTool { self = .marker(element) } else if let element = element as? NeonTool { self = .neon(element) } else if let element = element as? BlurTool { self = .blur(element) } else if let element = element as? FillTool { self = .fill(element) } else { return nil } } var element: DrawingElement { switch self { case let .pen(element): return element case let .marker(element): return element case let .neon(element): return element case let .blur(element): return element case let .fill(element): return element } } } extension CodableDrawingElement: Codable { private enum CodingKeys: String, CodingKey { case type case element } private enum ElementType: Int, Codable { case pen case marker case neon case blur case fill } init(from decoder: Decoder) throws { let container = try decoder.container(keyedBy: CodingKeys.self) let type = try container.decode(ElementType.self, forKey: .type) switch type { case .pen: self = .pen(try container.decode(PenTool.self, forKey: .element)) case .marker: self = .marker(try container.decode(MarkerTool.self, forKey: .element)) case .neon: self = .neon(try container.decode(NeonTool.self, forKey: .element)) case .blur: self = .blur(try container.decode(BlurTool.self, forKey: .element)) case .fill: self = .fill(try container.decode(FillTool.self, forKey: .element)) } } func encode(to encoder: Encoder) throws { var container = encoder.container(keyedBy: CodingKeys.self) switch self { case let .pen(payload): try container.encode(ElementType.pen, forKey: .type) try container.encode(payload, forKey: .element) case let .marker(payload): try container.encode(ElementType.marker, forKey: .type) try container.encode(payload, forKey: .element) case let .neon(payload): try container.encode(ElementType.neon, forKey: .type) try container.encode(payload, forKey: .element) case let .blur(payload): try container.encode(ElementType.blur, forKey: .type) try container.encode(payload, forKey: .element) case let .fill(payload): try container.encode(ElementType.fill, forKey: .type) try container.encode(payload, forKey: .element) } } }