import Foundation import UIKit import AsyncDisplayKit private func generateShadowImage() -> UIImage? { return generateImage(CGSize(width: 30.0, height: 1.0), rotatedContext: { size, context in context.clear(CGRect(origin: CGPoint(), size: size)) context.setShadow(offset: CGSize(), blur: 10.0, color: UIColor(white: 0.18, alpha: 1.0).cgColor) context.setFillColor(UIColor(white: 0.18, alpha: 1.0).cgColor) context.fill(CGRect(origin: CGPoint(x: -15.0, y: 0.0), size: CGSize(width: 30.0, height: 1.0))) }) } private final class ContextMenuContentScrollNode: ASDisplayNode { var contentWidth: CGFloat = 0.0 private var initialOffset: CGFloat = 0.0 private let leftShadow: ASImageNode private let rightShadow: ASImageNode private let leftOverscrollNode: ASDisplayNode private let rightOverscrollNode: ASDisplayNode let contentNode: ASDisplayNode override init() { self.contentNode = ASDisplayNode() let shadowImage = generateShadowImage() self.leftShadow = ASImageNode() self.leftShadow.displaysAsynchronously = false self.leftShadow.image = shadowImage self.rightShadow = ASImageNode() self.rightShadow.displaysAsynchronously = false self.rightShadow.image = shadowImage self.rightShadow.transform = CATransform3DMakeScale(-1.0, 1.0, 1.0) self.leftOverscrollNode = ASDisplayNode() //self.leftOverscrollNode.backgroundColor = UIColor(white: 0.0, alpha: 0.8) self.rightOverscrollNode = ASDisplayNode() //self.rightOverscrollNode.backgroundColor = UIColor(white: 0.0, alpha: 0.8) super.init() self.contentNode.addSubnode(self.leftOverscrollNode) self.contentNode.addSubnode(self.rightOverscrollNode) self.addSubnode(self.contentNode) self.addSubnode(self.leftShadow) self.addSubnode(self.rightShadow) } override func didLoad() { super.didLoad() //let panRecognizer = UIPanGestureRecognizer(target: self, action: #selector(self.panGesture(_:))) //self.view.addGestureRecognizer(panRecognizer) } @objc func panGesture(_ recognizer: UIPanGestureRecognizer) { switch recognizer.state { case .began: self.initialOffset = self.contentNode.bounds.origin.x case .changed: var bounds = self.contentNode.bounds bounds.origin.x = self.initialOffset - recognizer.translation(in: self.view).x if bounds.origin.x > self.contentWidth - bounds.size.width { let delta = bounds.origin.x - (self.contentWidth - bounds.size.width) bounds.origin.x = self.contentWidth - bounds.size.width + ((1.0 - (1.0 / (((delta) * 0.55 / (50.0)) + 1.0))) * 50.0) } if bounds.origin.x < 0.0 { let delta = -bounds.origin.x bounds.origin.x = -((1.0 - (1.0 / (((delta) * 0.55 / (50.0)) + 1.0))) * 50.0) } self.contentNode.bounds = bounds self.updateShadows(.immediate) case .ended, .cancelled: var bounds = self.contentNode.bounds bounds.origin.x = self.initialOffset - recognizer.translation(in: self.view).x var duration = 0.4 if abs(bounds.origin.x - self.initialOffset) > 10.0 || abs(recognizer.velocity(in: self.view).x) > 100.0 { duration = 0.2 if bounds.origin.x < self.initialOffset { bounds.origin.x = 0.0 } else { bounds.origin.x = self.contentWidth - bounds.size.width } } else { bounds.origin.x = self.initialOffset } if bounds.origin.x > self.contentWidth - bounds.size.width { bounds.origin.x = self.contentWidth - bounds.size.width } if bounds.origin.x < 0.0 { bounds.origin.x = 0.0 } let previousBounds = self.contentNode.bounds self.contentNode.bounds = bounds self.contentNode.layer.animateBounds(from: previousBounds, to: bounds, duration: duration, timingFunction: kCAMediaTimingFunctionSpring) self.updateShadows(.animated(duration: duration, curve: .spring)) default: break } } override func layout() { let bounds = self.bounds self.contentNode.frame = bounds self.leftShadow.frame = CGRect(origin: CGPoint(), size: CGSize(width: 30.0, height: bounds.height)) self.rightShadow.frame = CGRect(origin: CGPoint(x: bounds.size.width - 30.0, y: 0.0), size: CGSize(width: 30.0, height: bounds.height)) self.leftOverscrollNode.frame = bounds.offsetBy(dx: -bounds.width, dy: 0.0) self.rightOverscrollNode.frame = bounds.offsetBy(dx: self.contentWidth, dy: 0.0) self.updateShadows(.immediate) } private func updateShadows(_ transition: ContainedViewLayoutTransition) { let bounds = self.contentNode.bounds let leftAlpha = max(0.0, min(1.0, bounds.minX / 20.0)) transition.updateAlpha(node: self.leftShadow, alpha: leftAlpha) let rightAlpha = max(0.0, min(1.0, (self.contentWidth - bounds.maxX) / 20.0)) transition.updateAlpha(node: self.rightShadow, alpha: rightAlpha) } } final class ContextMenuNode: ASDisplayNode { private let actions: [ContextMenuAction] private let dismiss: () -> Void private let containerNode: ContextMenuContainerNode private let scrollNode: ContextMenuContentScrollNode private let actionNodes: [ContextMenuActionNode] var sourceRect: CGRect? var containerRect: CGRect? var arrowOnBottom: Bool = true private var dismissedByTouchOutside = false private let catchTapsOutside: Bool private let feedback: HapticFeedback? init(actions: [ContextMenuAction], dismiss: @escaping () -> Void, catchTapsOutside: Bool, hasHapticFeedback: Bool = false) { self.actions = actions self.dismiss = dismiss self.catchTapsOutside = catchTapsOutside self.containerNode = ContextMenuContainerNode() self.scrollNode = ContextMenuContentScrollNode() self.actionNodes = actions.map { action in return ContextMenuActionNode(action: action) } if hasHapticFeedback { self.feedback = HapticFeedback() self.feedback?.prepareImpact(.light) } else { self.feedback = nil } super.init() self.containerNode.addSubnode(self.scrollNode) self.addSubnode(self.containerNode) let dismissNode = { dismiss() } for actionNode in self.actionNodes { actionNode.dismiss = dismissNode self.scrollNode.contentNode.addSubnode(actionNode) } } func containerLayoutUpdated(_ layout: ContainerViewLayout, transition: ContainedViewLayoutTransition) { var unboundActionsWidth: CGFloat = 0.0 let actionSeparatorWidth: CGFloat = UIScreenPixel for actionNode in self.actionNodes { if !unboundActionsWidth.isZero { unboundActionsWidth += actionSeparatorWidth } let actionSize = actionNode.measure(CGSize(width: layout.size.width, height: 54.0)) actionNode.frame = CGRect(origin: CGPoint(x: unboundActionsWidth, y: 0.0), size: actionSize) unboundActionsWidth += actionSize.width } let maxActionsWidth = layout.size.width - 20.0 let actionsWidth = min(unboundActionsWidth, maxActionsWidth) let sourceRect: CGRect = self.sourceRect ?? CGRect(origin: CGPoint(x: layout.size.width / 2.0, y: layout.size.height / 2.0), size: CGSize()) let containerRect: CGRect = self.containerRect ?? self.bounds let insets = layout.insets(options: [.statusBar, .input]) let verticalOrigin: CGFloat var arrowOnBottom = true if sourceRect.minY - 54.0 > containerRect.minY + insets.top { verticalOrigin = sourceRect.minY - 54.0 } else { verticalOrigin = min(containerRect.maxY - insets.bottom - 54.0, sourceRect.maxY) arrowOnBottom = false } self.arrowOnBottom = arrowOnBottom let horizontalOrigin: CGFloat = floor(max(8.0, min(max(sourceRect.minX + 8.0, sourceRect.midX - actionsWidth / 2.0), layout.size.width - actionsWidth - 8.0))) self.containerNode.frame = CGRect(origin: CGPoint(x: horizontalOrigin, y: verticalOrigin), size: CGSize(width: actionsWidth, height: 54.0)) self.containerNode.relativeArrowPosition = (sourceRect.midX - horizontalOrigin, arrowOnBottom) self.scrollNode.frame = CGRect(origin: CGPoint(), size: CGSize(width: actionsWidth, height: 54.0)) self.scrollNode.contentWidth = unboundActionsWidth self.containerNode.layout() self.scrollNode.layout() } func animateIn(bounce: Bool) { if bounce { self.containerNode.layer.animateSpring(from: NSNumber(value: Float(0.2)), to: NSNumber(value: Float(1.0)), keyPath: "transform.scale", duration: 0.4) let containerPosition = self.containerNode.layer.position self.containerNode.layer.animateSpring(from: NSValue(cgPoint: CGPoint(x: containerPosition.x, y: containerPosition.y + (self.arrowOnBottom ? 1.0 : -1.0) * self.containerNode.bounds.size.height / 2.0)), to: NSValue(cgPoint: containerPosition), keyPath: "position", duration: 0.4) } self.allowsGroupOpacity = true self.layer.rasterizationScale = UIScreen.main.scale self.layer.shouldRasterize = true self.layer.animateAlpha(from: 0.0, to: 1.0, duration: 0.1, completion: { [weak self] _ in self?.allowsGroupOpacity = false self?.layer.shouldRasterize = false }) if let feedback = self.feedback { feedback.impact(.light) } } func animateOut(bounce: Bool, completion: @escaping () -> Void) { self.allowsGroupOpacity = true self.layer.rasterizationScale = UIScreen.main.scale self.layer.shouldRasterize = true self.layer.animateAlpha(from: 1.0, to: 0.0, duration: 0.2, removeOnCompletion: false, completion: { [weak self] _ in self?.allowsGroupOpacity = false self?.layer.shouldRasterize = false completion() }) } override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? { if let event = event { var eventIsPresses = false if #available(iOSApplicationExtension 9.0, iOS 9.0, *) { eventIsPresses = event.type == .presses } if event.type == .touches || eventIsPresses { if !self.containerNode.frame.contains(point) { if !self.dismissedByTouchOutside { self.dismissedByTouchOutside = true self.dismiss() } if self.catchTapsOutside { return self.view } return nil } } } return super.hitTest(point, with: event) } }