import Foundation import UIKit import Display import AsyncDisplayKit import ComponentFlow /*open class SpaceWarpView: UIView { private final class WarpPartView: UIView { let cloneView: PortalView init?(contentView: PortalSourceView) { guard let cloneView = PortalView(matchPosition: false) else { return nil } self.cloneView = cloneView super.init(frame: CGRect()) self.layer.anchorPoint = CGPoint(x: 0.5, y: 0.0) self.clipsToBounds = true self.addSubview(cloneView.view) contentView.addPortal(view: cloneView) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } func update(containerSize: CGSize, rect: CGRect, transition: ComponentTransition) { transition.setFrame(view: self.cloneView.view, frame: CGRect(origin: CGPoint(x: -rect.minX, y: -rect.minY), size: CGSize(width: containerSize.width, height: containerSize.height))) } } public var contentView: UIView { return self.contentViewImpl } let contentViewImpl: PortalSourceView private var warpViews: [WarpPartView] = [] override public init(frame: CGRect) { self.contentViewImpl = PortalSourceView() super.init(frame: frame) self.addSubview(self.contentView) self.contentView.alpha = 0.1 for _ in 0 ..< 8 { if let warpView = WarpPartView(contentView: self.contentViewImpl) { self.warpViews.append(warpView) self.addSubview(warpView) } } } required public init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } public func update(size: CGSize, warpHeight: CGFloat, transition: ComponentTransition) { transition.setFrame(view: self.contentView, frame: CGRect(origin: CGPoint(), size: size)) let allItemsHeight = warpHeight * 0.5 for i in 0 ..< self.warpViews.count { let itemHeight = warpHeight / CGFloat(self.warpViews.count) let itemFraction = CGFloat(i + 1) / CGFloat(self.warpViews.count) let _ = itemHeight let da = CGFloat.pi * 0.5 / CGFloat(self.warpViews.count) let alpha = CGFloat.pi * 0.5 - itemFraction * CGFloat.pi * 0.5 let endPoint = CGPoint(x: cos(alpha), y: sin(alpha)) let prevAngle = alpha + da let prevPt = CGPoint(x: cos(prevAngle), y: sin(prevAngle)) var angle: CGFloat angle = -atan2(endPoint.y - prevPt.y, endPoint.x - prevPt.x) let itemLengthVector = CGPoint(x: endPoint.x - prevPt.x, y: endPoint.y - prevPt.y) let itemLength = sqrt(itemLengthVector.x * itemLengthVector.x + itemLengthVector.y * itemLengthVector.y) * warpHeight * 0.5 let _ = itemLength var transform: CATransform3D transform = CATransform3DIdentity transform.m34 = 1.0 / 240.0 transform = CATransform3DTranslate(transform, 0.0, prevPt.x * allItemsHeight, (1.0 - prevPt.y) * allItemsHeight) transform = CATransform3DRotate(transform, angle, 1.0, 0.0, 0.0) let positionY = size.height - allItemsHeight + 4.0 + CGFloat(i) * itemLength let rect = CGRect(origin: CGPoint(x: 0.0, y: positionY), size: CGSize(width: size.width, height: itemLength)) transition.setPosition(view: self.warpViews[i], position: CGPoint(x: rect.midX, y: 4.0)) transition.setBounds(view: self.warpViews[i], bounds: CGRect(origin: CGPoint(), size: CGSize(width: size.width, height: itemLength))) transition.setTransform(view: self.warpViews[i], transform: transform) self.warpViews[i].update(containerSize: size, rect: rect, transition: transition) } } override public func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? { return self.contentView.hitTest(point, with: event) } }*/ private extension CGPoint { static func -(lhs: CGPoint, rhs: CGPoint) -> CGPoint { return CGPoint(x: lhs.x - rhs.x, y: lhs.y - rhs.y) } static func +(lhs: CGPoint, rhs: CGPoint) -> CGPoint { return CGPoint(x: lhs.x + rhs.x, y: lhs.y + rhs.y) } static func *(lhs: CGPoint, rhs: CGFloat) -> CGPoint { return CGPoint(x: lhs.x * rhs, y: lhs.y * rhs) } } private func length(_ v: CGPoint) -> CGFloat { return sqrt(v.x * v.x + v.y * v.y) } private func normalize(_ v: CGPoint) -> CGPoint { let len = length(v) return CGPoint(x: v.x / len, y: v.y / len) } private struct RippleParams { var amplitude: CGFloat var frequency: CGFloat var decay: CGFloat var speed: CGFloat init(amplitude: CGFloat, frequency: CGFloat, decay: CGFloat, speed: CGFloat) { self.amplitude = amplitude self.frequency = frequency self.decay = decay self.speed = speed } } private func transformCoordinate( position: CGPoint, origin: CGPoint, time: CGFloat, params: RippleParams ) -> CGPoint { // The distance of the current pixel position from `origin`. let distance = length(position - origin) if distance < 10.0 { return position } // The amount of time it takes for the ripple to arrive at the current pixel position. let delay = distance / params.speed // Adjust for delay, clamp to 0. var time = time time -= delay time = max(0.0, time) // The ripple is a sine wave that Metal scales by an exponential decay // function. let rippleAmount = params.amplitude * sin(params.frequency * time) * exp(-params.decay * time) // A vector of length `amplitude` that points away from position. let n = normalize(position - origin) // Scale `n` by the ripple amount at the current pixel position and add it // to the current pixel position. // // This new position moves toward or away from `origin` based on the // sign and magnitude of `rippleAmount`. let newPosition = position + n * rippleAmount return newPosition } private func rectToQuad( rect: CGRect, quadTL: CGPoint, quadTR: CGPoint, quadBL: CGPoint, quadBR: CGPoint ) -> CATransform3D { let x1a = quadTL.x let y1a = quadTL.y let x2a = quadTR.x let y2a = quadTR.y let x3a = quadBL.x let y3a = quadBL.y let x4a = quadBR.x let y4a = quadBR.y let X = rect.origin.x let Y = rect.origin.y let W = rect.size.width let H = rect.size.height let y21 = y2a - y1a let y32 = y3a - y2a let y43 = y4a - y3a let y14 = y1a - y4a let y31 = y3a - y1a let y42 = y4a - y2a let a = -H*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) let b = W*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43) let c = H*X*(x2a*x3a*y14 + x2a*x4a*y31 - x1a*x4a*y32 + x1a*x3a*y42) - H*W*x1a*(x4a*y32 - x3a*y42 + x2a*y43) - W*Y*(x2a*x3a*y14 + x3a*x4a*y21 + x1a*x4a*y32 + x1a*x2a*y43) let d = H*(-x4a*y21*y3a + x2a*y1a*y43 - x1a*y2a*y43 - x3a*y1a*y4a + x3a*y2a*y4a) let e = W*(x4a*y2a*y31 - x3a*y1a*y42 - x2a*y31*y4a + x1a*y3a*y42) let f = -(W*(x4a*(Y*y2a*y31 + H*y1a*y32) - x3a*(H + Y)*y1a*y42 + H*x2a*y1a*y43 + x2a*Y*(y1a - y3a)*y4a + x1a*Y*y3a*(-y2a + y4a)) - H*X*(x4a*y21*y3a - x2a*y1a*y43 + x3a*(y1a - y2a)*y4a + x1a*y2a*(-y3a + y4a))) let g = H*(x3a*y21 - x4a*y21 + (-x1a + x2a)*y43) let h = W*(-x2a*y31 + x4a*y31 + (x1a - x3a)*y42) var i = W*Y*(x2a*y31 - x4a*y31 - x1a*y42 + x3a*y42) + H*(X*(-(x3a*y21) + x4a*y21 + x1a*y43 - x2a*y43) + W*(-(x3a*y2a) + x4a*y2a + x2a*y3a - x4a*y3a - x2a*y4a + x3a*y4a)) let kEpsilon = 0.0001 if fabs(i) < kEpsilon { i = kEpsilon * (i > 0 ? 1.0 : -1.0) } //CATransform3D transform = {a/i, d/i, 0, g/i, b/i, e/i, 0, h/i, 0, 0, 1, 0, c/i, f/i, 0, 1.0} let transform = CATransform3D(m11: a/i, m12: d/i, m13: 0, m14: g/i, m21: b/i, m22: e/i, m23: 0, m24: h/i, m31: 0, m32: 0, m33: 1, m34: 0, m41: c/i, m42: f/i, m43: 0, m44: 1.0) return transform } open class SpaceWarpView: UIView { private final class GridView: UIView { let cloneView: PortalView let gridPosition: CGPoint init?(contentView: PortalSourceView, gridPosition: CGPoint) { self.gridPosition = gridPosition guard let cloneView = PortalView(matchPosition: false) else { return nil } self.cloneView = cloneView super.init(frame: CGRect()) self.layer.anchorPoint = CGPoint(x: 0.0, y: 0.0) self.clipsToBounds = true self.isUserInteractionEnabled = false self.addSubview(cloneView.view) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } func updateIsActive(contentView: PortalSourceView, isActive: Bool) { if isActive { contentView.addPortal(view: self.cloneView) } else { contentView.removePortal(view: self.cloneView) } } func update(containerSize: CGSize, rect: CGRect, transition: ComponentTransition) { transition.setFrame(view: self.cloneView.view, frame: CGRect(origin: CGPoint(x: -rect.minX - containerSize.width * 0.5, y: -rect.minY - containerSize.height * 0.5), size: CGSize(width: containerSize.width, height: containerSize.height))) } } private var gridViews: [GridView] = [] public var contentView: UIView { return self.contentViewImpl } let contentViewImpl: PortalSourceView private var link: SharedDisplayLinkDriver.Link? private var startPoint: CGPoint? private var timeValue: CGFloat = 0.0 private var currentActiveViews: Int = 0 private var resolution: (x: Int, y: Int)? private var size: CGSize? override public init(frame: CGRect) { self.contentViewImpl = PortalSourceView() super.init(frame: frame) self.addSubview(self.contentView) } required public init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } public func trigger(at point: CGPoint) { self.startPoint = point self.timeValue = 0.0 if self.link == nil { self.link = SharedDisplayLinkDriver.shared.add(framesPerSecond: .max, { [weak self] deltaTime in guard let self else { return } self.timeValue += deltaTime * (1.0 / CGFloat(UIView.animationDurationFactor())) if let size = self.size { self.update(size: size, transition: .immediate) } }) } } private func updateGrid(resolutionX: Int, resolutionY: Int) { if let resolution = self.resolution, resolution.x == resolutionX, resolution.y == resolutionY { return } self.resolution = (resolutionX, resolutionY) for gridView in self.gridViews { gridView.removeFromSuperview() } var gridViews: [GridView] = [] for y in 0 ..< resolutionY { for x in 0 ..< resolutionX { if let gridView = GridView(contentView: self.contentViewImpl, gridPosition: CGPoint(x: CGFloat(x) / CGFloat(resolutionX), y: CGFloat(y) / CGFloat(resolutionY))) { gridView.isUserInteractionEnabled = false gridViews.append(gridView) self.addSubview(gridView) } } } self.gridViews = gridViews } public func update(size: CGSize, transition: ComponentTransition) { self.size = size if size.width <= 0.0 || size.height <= 0.0 { return } self.updateGrid(resolutionX: max(2, Int(size.width / 100.0)), resolutionY: max(2, Int(size.height / 100.0))) guard let resolution = self.resolution else { return } //let pixelStep = CGPoint(x: CGFloat(resolution.x) * 0.33, y: CGFloat(resolution.y) * 0.33) let pixelStep = CGPoint() let itemSize = CGSize(width: size.width / CGFloat(resolution.x), height: size.height / CGFloat(resolution.y)) let params = RippleParams(amplitude: 22.0, frequency: 15.0, decay: 8.0, speed: 1400.0) var activeViews = 0 for gridView in self.gridViews { let sourceRect = CGRect(origin: CGPoint(x: gridView.gridPosition.x * (size.width + pixelStep.x), y: gridView.gridPosition.y * (size.height + pixelStep.y)), size: itemSize) gridView.bounds = CGRect(origin: CGPoint(), size: sourceRect.size) gridView.update(containerSize: size, rect: sourceRect, transition: transition) let initialTopLeft = CGPoint(x: sourceRect.minX, y: sourceRect.minY) let initialTopRight = CGPoint(x: sourceRect.maxX, y: sourceRect.minY) let initialBottomLeft = CGPoint(x: sourceRect.minX, y: sourceRect.maxY) let initialBottomRight = CGPoint(x: sourceRect.maxX, y: sourceRect.maxY) var topLeft = initialTopLeft var topRight = initialTopRight var bottomLeft = initialBottomLeft var bottomRight = initialBottomRight if let startPoint = self.startPoint { topLeft = transformCoordinate(position: topLeft, origin: startPoint, time: self.timeValue, params: params) topRight = transformCoordinate(position: topRight, origin: startPoint, time: self.timeValue, params: params) bottomLeft = transformCoordinate(position: bottomLeft, origin: startPoint, time: self.timeValue, params: params) bottomRight = transformCoordinate(position: bottomRight, origin: startPoint, time: self.timeValue, params: params) } let distanceTopLeft = length(topLeft - initialTopLeft) let distanceTopRight = length(topRight - initialTopRight) let distanceBottomLeft = length(bottomLeft - initialBottomLeft) let distanceBottomRight = length(bottomRight - initialBottomRight) var maxDistance = max(distanceTopLeft, distanceTopRight) maxDistance = max(maxDistance, distanceBottomLeft) maxDistance = max(maxDistance, distanceBottomRight) let isActive: Bool if maxDistance <= 0.5 { gridView.layer.transform = CATransform3DIdentity isActive = false } else { let transform = rectToQuad(rect: CGRect(origin: CGPoint(), size: itemSize), quadTL: topLeft, quadTR: topRight, quadBL: bottomLeft, quadBR: bottomRight) gridView.layer.transform = transform isActive = true activeViews += 1 } if gridView.isHidden != !isActive { gridView.isHidden = !isActive gridView.updateIsActive(contentView: self.contentViewImpl, isActive: isActive) } } if self.currentActiveViews != activeViews { self.currentActiveViews = activeViews #if DEBUG print("SpaceWarpView: activeViews = \(activeViews)") #endif } } override public func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? { if self.alpha.isZero || self.isHidden || !self.isUserInteractionEnabled { return nil } for view in self.contentView.subviews.reversed() { if let result = view.hitTest(self.convert(point, to: view), with: event), result.isUserInteractionEnabled { return result } } let result = super.hitTest(point, with: event) if result != self { return result } else { return nil } } }