import Foundation import UIKit import AsyncDisplayKit private enum CornerType { case topLeft case topRight case bottomLeft case bottomRight } private func drawFullCorner(context: CGContext, color: UIColor, at point: CGPoint, type: CornerType, radius: CGFloat) { if radius.isZero { return } context.setFillColor(color.cgColor) switch type { case .topLeft: context.clear(CGRect(origin: point, size: CGSize(width: radius, height: radius))) context.fillEllipse(in: CGRect(origin: point, size: CGSize(width: radius * 2.0, height: radius * 2.0))) case .topRight: context.clear(CGRect(origin: CGPoint(x: point.x - radius, y: point.y), size: CGSize(width: radius, height: radius))) context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0))) case .bottomLeft: context.clear(CGRect(origin: CGPoint(x: point.x, y: point.y - radius), size: CGSize(width: radius, height: radius))) context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0))) case .bottomRight: context.clear(CGRect(origin: CGPoint(x: point.x - radius, y: point.y - radius), size: CGSize(width: radius, height: radius))) context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0))) } } private func drawConnectingCorner(context: CGContext, color: UIColor, at point: CGPoint, type: CornerType, radius: CGFloat) { context.setFillColor(color.cgColor) switch type { case .topLeft: context.fill(CGRect(origin: CGPoint(x: point.x - radius, y: point.y), size: CGSize(width: radius, height: radius))) context.setFillColor(UIColor.clear.cgColor) context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0))) case .topRight: context.fill(CGRect(origin: CGPoint(x: point.x, y: point.y), size: CGSize(width: radius, height: radius))) context.setFillColor(UIColor.clear.cgColor) context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y), size: CGSize(width: radius * 2.0, height: radius * 2.0))) case .bottomLeft: context.fill(CGRect(origin: CGPoint(x: point.x - radius, y: point.y - radius), size: CGSize(width: radius, height: radius))) context.setFillColor(UIColor.clear.cgColor) context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x - radius * 2.0, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0))) case .bottomRight: context.fill(CGRect(origin: CGPoint(x: point.x, y: point.y - radius), size: CGSize(width: radius, height: radius))) context.setFillColor(UIColor.clear.cgColor) context.fillEllipse(in: CGRect(origin: CGPoint(x: point.x, y: point.y - radius * 2.0), size: CGSize(width: radius * 2.0, height: radius * 2.0))) } } private func generateRectsImage(color: UIColor, rects: [CGRect], inset: CGFloat, outerRadius: CGFloat, innerRadius: CGFloat) -> (CGPoint, UIImage?) { if rects.isEmpty { return (CGPoint(), nil) } var topLeft = rects[0].origin var bottomRight = CGPoint(x: rects[0].maxX, y: rects[0].maxY) for i in 1 ..< rects.count { topLeft.x = min(topLeft.x, rects[i].origin.x) topLeft.y = min(topLeft.y, rects[i].origin.y) bottomRight.x = max(bottomRight.x, rects[i].maxX) bottomRight.y = max(bottomRight.y, rects[i].maxY) } topLeft.x -= inset topLeft.y -= inset bottomRight.x += inset * 2.0 bottomRight.y += inset * 2.0 return (topLeft, generateImage(CGSize(width: bottomRight.x - topLeft.x, height: bottomRight.y - topLeft.y), rotatedContext: { size, context in context.clear(CGRect(origin: CGPoint(), size: size)) context.setFillColor(color.cgColor) context.setBlendMode(.copy) for i in 0 ..< rects.count { let rect = rects[i].insetBy(dx: -inset, dy: -inset) context.fill(rect.offsetBy(dx: -topLeft.x, dy: -topLeft.y)) } for i in 0 ..< rects.count { let rect = rects[i].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y) var previous: CGRect? if i != 0 { previous = rects[i - 1].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y) } var next: CGRect? if i != rects.count - 1 { next = rects[i + 1].insetBy(dx: -inset, dy: -inset).offsetBy(dx: -topLeft.x, dy: -topLeft.y) } if let previous = previous { if previous.contains(rect.topLeft) { if abs(rect.topLeft.x - previous.minX) >= innerRadius { var radius = innerRadius if let next = next { radius = min(radius, floor((next.minY - previous.maxY) / 2.0)) } drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.topLeft.x, y: previous.maxY), type: .topLeft, radius: radius) } } else { drawFullCorner(context: context, color: color, at: rect.topLeft, type: .topLeft, radius: outerRadius) } if previous.contains(rect.topRight.offsetBy(dx: -1.0, dy: 0.0)) { if abs(rect.topRight.x - previous.maxX) >= innerRadius { var radius = innerRadius if let next = next { radius = min(radius, floor((next.minY - previous.maxY) / 2.0)) } drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.topRight.x, y: previous.maxY), type: .topRight, radius: radius) } } else { drawFullCorner(context: context, color: color, at: rect.topRight, type: .topRight, radius: outerRadius) } } else { drawFullCorner(context: context, color: color, at: rect.topLeft, type: .topLeft, radius: outerRadius) drawFullCorner(context: context, color: color, at: rect.topRight, type: .topRight, radius: outerRadius) } if let next = next { if next.contains(rect.bottomLeft) { if abs(rect.bottomRight.x - next.maxX) >= innerRadius { var radius = innerRadius if let previous = previous { radius = min(radius, floor((next.minY - previous.maxY) / 2.0)) } drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.bottomLeft.x, y: next.minY), type: .bottomLeft, radius: radius) } } else { drawFullCorner(context: context, color: color, at: rect.bottomLeft, type: .bottomLeft, radius: outerRadius) } if next.contains(rect.bottomRight.offsetBy(dx: -1.0, dy: 0.0)) { if abs(rect.bottomRight.x - next.maxX) >= innerRadius { var radius = innerRadius if let previous = previous { radius = min(radius, floor((next.minY - previous.maxY) / 2.0)) } drawConnectingCorner(context: context, color: color, at: CGPoint(x: rect.bottomRight.x, y: next.minY), type: .bottomRight, radius: radius) } } else { drawFullCorner(context: context, color: color, at: rect.bottomRight, type: .bottomRight, radius: outerRadius) } } else { drawFullCorner(context: context, color: color, at: rect.bottomLeft, type: .bottomLeft, radius: outerRadius) drawFullCorner(context: context, color: color, at: rect.bottomRight, type: .bottomRight, radius: outerRadius) } } })) } public final class LinkHighlightingNode: ASDisplayNode { private var rects: [CGRect] = [] public let imageNode: ASImageNode public var innerRadius: CGFloat = 4.0 public var outerRadius: CGFloat = 4.0 public var inset: CGFloat = 2.0 private var _color: UIColor public var color: UIColor { get { return _color } set(value) { self._color = value if !self.rects.isEmpty { self.updateImage() } } } public init(color: UIColor) { self._color = color self.imageNode = ASImageNode() self.imageNode.isUserInteractionEnabled = false self.imageNode.displaysAsynchronously = false super.init() self.addSubnode(self.imageNode) } public func updateRects(_ rects: [CGRect]) { if self.rects != rects { self.rects = rects self.updateImage() } } private func updateImage() { if self.rects.isEmpty { self.imageNode.image = nil } let (offset, image) = generateRectsImage(color: self.color, rects: self.rects, inset: self.inset, outerRadius: self.outerRadius, innerRadius: self.innerRadius) if let image = image { self.imageNode.image = image self.imageNode.frame = CGRect(origin: offset, size: image.size) } } public static func generateImage(color: UIColor, inset: CGFloat, innerRadius: CGFloat, outerRadius: CGFloat, rects: [CGRect]) -> (CGPoint, UIImage)? { if rects.isEmpty { return nil } let (offset, image) = generateRectsImage(color: color, rects: rects, inset: inset, outerRadius: outerRadius, innerRadius: innerRadius) if let image = image { return (offset, image) } else { return nil } } public func asyncLayout() -> (UIColor, [CGRect], CGFloat, CGFloat, CGFloat) -> () -> Void { let currentRects = self.rects let currentColor = self._color let currentInnerRadius = self.innerRadius let currentOuterRadius = self.outerRadius let currentInset = self.inset return { [weak self] color, rects, innerRadius, outerRadius, inset in var updatedImage: (CGPoint, UIImage?)? if currentRects != rects || !currentColor.isEqual(color) || currentInnerRadius != innerRadius || currentOuterRadius != outerRadius || currentInset != inset { updatedImage = generateRectsImage(color: color, rects: rects, inset: inset, outerRadius: outerRadius, innerRadius: innerRadius) } return { if let strongSelf = self { strongSelf._color = color strongSelf.rects = rects strongSelf.innerRadius = innerRadius strongSelf.outerRadius = outerRadius strongSelf.inset = inset if let (offset, maybeImage) = updatedImage, let image = maybeImage { strongSelf.imageNode.image = image strongSelf.imageNode.frame = CGRect(origin: offset, size: image.size) } } } } } }